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The last chapter of the DPG, chapter 6, on dwarf religion. Before I get started on it though, I've discovered something interesting: there's no temporary runes. Despite being mentioned as a thing that exists two times in the book (and one time mentioned as something that doesn't exist), there's no rules for them at all. I think certain things got forgotten during development, or it was developed by different people and wasn't properly harmonised.

Anyway, we start off at the start of the chapter, page 133, which places the ancestors relative to the dwarves.
Dwarfs believe in a spirit world beneath the roots of the mountains where the Ancestor Gods rule and the spirits of their clan ancestors reside (called 'Hall of Ancestors' or Gromthikhaz). They also hold that the spirit world is close enough for the ancestors to watch over them, judge their achievements, and determine if they have lived honourable lives. Dwarfs do not believe the ancestors intervene in any meaningful way, which is fine with them. After all, it is up to the Dwarf to succeed in whatever task they have set for themselves.
Nothing you couldn't piece together from elsewhere, but good to see it laid out in plain.

Dwarfs certainly do not believe in the manling practice of Dooming or the (unseemly) fixation with Star Signs and discount most prophecy out of hand, save that credited to the keen insight of the Ancestors.
Now this is an odd one. Not caring about Dooming is normal and on its face star signs is the same, but then you remember the Imperial calendar, which was taken from the dwarves and is based on equinoxes and the like. If the dwarves place enough stock on astrology to base their calendar around it, why do they exclude star signs from mattering? You could put it down to some Zorn-era practice, but record-keeping only began once they moved into mountain holds, so I'm not sure to what extent that could hold up.

Grungni is the first of the Ancestor Gods to rise and the principal deity of the Dwarf pantheon. [...]

Valaya was the second Ancestor God to arise.
The ancestor gods "arose" and there was an order to it.

Grimnir protected the Dwarfs from threats like Giants, Dragons, and Trolls during the time when the Dwarfs began to spread northwards along the World's Edge Mountains.
More interesting and concerning was that Grimnir was protecting the dwarves from giants during the initial colonisation period. This'd be happening from -5000 to -4500 IC according to The Old World Rulebook, while the rulebook says the Great Maw only became a thing in -2750, so dwarves and giants would've been fighting way before the ogres and sky titans started fighting. What caused this conflict? Are giants and sky titans in fact two different groups rather than the former merely being degenerate descendents of the latter?

Page 134
The last Ancestor God to rise was Gazul, brother to the Grungni, Valaya, and Grimnir. Protector of the Dead, Gazul established the Dwarf tradition of venerating their ancestors, whether living or dead. Embracing his role, Gazul left no descendants and established the ritual of burial which assisted the departed's spirit transition to the spirit world. Whilst Gazul may be considered alongside Grungni, Valaya, and Grimnir in terms of his age, he is not held in the hearts and minds of Dwarfs to the same degree of fondness. For all the importance of his role in managing the realm of the Dwarf dead he is considered somehow lesser to the main three Ancestor Gods.

The Shaper of Ore, Smednir was the first of the second generation of Ancestor Gods and son of Grungni and Valaya. Learning from his father, Smednir took the art of metalcraft, jewelcraft, and refining ore to new heights. Smednir elevated Dwarf craftsmanship.

Thungni is the younger son of Grungni and Valaya. He is the Ancestor God of Runic Magic and Runesmithing. According to Dwarf legend, Thungni ventured deep into the earth before the Dwarf 's spread from the south of the World's Edge Mountains and spent considerable time in a place he called Ankor Bryn ('Glittering Realm'). When he returned, Thungni brought the secrets of Runic Magic to the Dwarfs. Legends further tell of Thungni learning craftsmanship and metalworking from his brother, Smednir. Together, the two brothers crafted most of the great runic weapons of the Dwarf Ancestor Gods and the future legendary Dwarf kings. In time, Thungni learned that only he and his future descendants had the gift to inscribe Runic Magic.
Gazul is one of the four "risen" Ancestor Gods. I think he isn't venerated as much simply because no dwarves are related to him. He isn't one of their ancestors.

Smednir wasn't just a great smelter, he improved on ways to make finished products. Honestly not unexpected, given that he made the Warhammer.

The Glittering Realm is somewhere beneath the earth, and he and Smednir worked together to make stuff. The last sentence implies that none of the other Ancestor Gods could make runes. Surprisingly enough, I've checked and this isn't technically contradicted by Ghal Maraz's creation myth in Empire in Ruins. It begins by saying "After more days of sweat, Smednir formed the hammer and began to set the runes. This was a grand endeavour the likes of which had never been attempted before.", proceeds to call it an insurmountable task in the context of Sheerargetru showing up to offer help, and then concludes by saying Smednir finished the hammer with the help of the other Ancestor Gods.

The first Dwarf engineer, Morgrim was the last of the second generation of Ancestor Gods, the son of Grimnir.
No info on the lad's mum.

With the closing of the Warpgate and the creation of the Vortex, the three-millennia-long Time of the Ancestor Gods was over. Grungni and Valaya were the first to descend into the deep earth where they found their way to the Hall of Ancestors with Gazul's help and joined the spirits of the Dwarfs who departed before them. Smednir, Thungni, and Morgrim soon made their own journey to the deep in the company of Gazul.

Before his final departure, Gazul travelled to each Dwarf hold to train a priesthood dedicated to each of the Ancestor Gods, including himself. Their task was to ensure that Dwarfs remained true to the traditions laid down by the Ancestor Gods and to one another. Once his task, Gazul himself journeyed to the deep so he too could join his brethren in the Hall of Ancestors.
Caledor created the Great Vortex in -4420 IC, so the Ancestor Gods were around since approximately -7420, during the time that the Old Ones were doing all their terraforming and species/civilisation-creating. Gazul was the one who founded the priesthoods for all the gods, including himself, so I think the fact that some holds don't worship him means that such holds are exclusively in (some of) the Norse and/or New holds.

Continuing page 134's density of interesting lore, we've got info on priests and rune magic.
When forming the priesthood for the Ancestor Gods, Gazul selected members of the Runesmith clan to undertake this critical role. He foresaw the need for the priesthood to have some ability to craft magic runes and deliberately chose those of limited ability. Gazul knew that the few Runesmiths with greater ability needed to focus on their craft without undue distractions.

[...]

Dwarf priests can inscribe Runic Magic of limited power. The collection of available Runes is specific to the Ancestor God of the priest. Taught to the novice priest during the latter years of their apprenticeship. Apprentice priests must successfully undergo a rite that elevates them to priesthood before they are able to inscribe runic magic. Dwarf priests cannot create new magic runes.
The runesmith equivalent of perpetual apprentices get shovelled off into the priesthood.

Page 135 tells us that priests tied to a hold's temple only leaves during military expeditions. However, there are travelling priests that do get around, and it's their job to minister to the smaller settlements. It also tells us this:
In the manling realms, Grungni priests support all the religious needs that are usually undertaken by the other Ancestor Gods. The only exceptions to this are the tasks usually assigned to Gazul priests as these involve the important work of tending to the dying and burying the dead. Large cities and towns have fixed underground temples and burial vaults. Yet, many Imperial Dwarfs reside in villages and hamlets.
Grungni priests do the job of all priests in the Empire, and there are indeed Imperial dwarves who live in villages and hamlets.

We have names for the moons and the Morrslieb perigrees! God but I wish we had the same for the elves.
Though not as apprehensive as superstitious manlings, Dwarfs are wary of travelling during Hexensnacht (Hexesdrazh) and Geheimnisnacht (Skraksdrazh) given the abominations that are abroad during the night when both Mannslieb (Gormlhune) and Morrslieb (Mhornalhune) are full.

Page 136 says that the entire priesthood are members of the runesmith clans.

Page 137
In his martial aspect, Grungni is armed with his runic warhammer, Drongrundum ('Thunder Hammer').
I like this because 40k.

Page 138, Valaya
Major Festivals: Mitterfruhl (Materfran) and Mittherbst (Materhazt)
Common Holy Symbols: Shield with 'Ancestor Queen' (Gromthi Rinn) runes, sheaf of hops or barley, stylised hearth, Valaya's rune.

[...]

Valaya carries a rune-axe called Kradskonti ('Peacemaker').

[...]

The entrance of Dwarf hold libraries have statues of Valaya depicted with a stylus-chisel in one hand and an open book with foil pages in the other. These acknowledge Valaya's role in developing picture runes (Agrurhun) and the basic runic alphabet (Klinkarhun) for writing.
Khazalid, and Valaya is the library goddess just like in DL.

This page says that a "High Priest of Valaya" can inscribe the Master Rune of Valaya. "High priests" are mentioned occasionally throughout the book, but it doesn't say what level of a career that is, which is annoying now that it's tied to gameplay mechanics. I can only assume it's level 3 like for human priests.

One of Valaya's strictures is "Always assist a Dwarf-friend in need.", which implies that dwarf-friends existed during Valaya's (or maybe Gazul's) time. Elves, if I had to guess.

Page 140 says that Gazul high priests can inscribe the Master Rune of Banishment, but that rune doesn't exist. Could be it's talking about the Master Rune of Balance, but that's just an anti-spell rune, not something I think is associated with Gazul. I think this is an artefact of a rune that got cut.

One of his strictures is this:
Defy the tomb robber, ghoul, and necromancer, for they are enemies to be despised.
This was before Nagash invented necromancy, so I'm wondering if this is foresight on Gazul's part, a response to Drachenfels, or if it was a stricture added later on by his priesthood.

Smednir
Major Festivals: Hexenstag (Hekesdeg)
Same root word as the Empire, a common phenomenon, but surprising in this instance because Hekarti exists.

Smednir grips tongs holding a metal piece in his left hand while holding on to his runic hammer Azulokrid ('Metal Crafter') in his right.
Khazalid.

Page 141
Thungni is the younger son of Grungni and Valaya who learned metalcraft from his brother Smednir.
Not Grungni.

Thungni is portrayed as an elated Dwarf with bronze-coloured hair and beard. [...] Thungni holds a runic staff in his raised left hand symbolising his power and mastery of runesmithing. He holds the runic hammer, Karaz-Kazakrhun ('Enduring War Rune') in his relaxed right hand.
Quite surprised to see that the common depiction of any dwarf god is one where they're elated. I don't know what a runic staff is; I suspect that it's what the guy on the cover is using, but I don't know what it does.

Temples of Thungni are only found in Dwarf holds with the largest in Karaz-a-Karak. A second, smaller temple in Karaz-a-Karak is found within Rhunriken Ankor ('Runesmith's Lair') where Master Runelord Kragg the Grimm power is unrivalled. The walls of Thungni temples have frescos illustrating Thungni's journey to the Glittering Realm and his triumphant return.
Ok so we have a historical chronicle of that journey, it's not some vague thing shrouded in mystery, at least not in-universe.

Morgrim
Major Festivals: Sonnstill (Zhomerstikul)

[...]

After Grungni's warning of the Coming of Chaos, Morgrim and his clan crafted bolt and stone throwers of all sizes.
Unlike Divided Loyalties where bolt throwers were only invented during the War of Vengeance as a response to dragons, the DPG has it that they were there from the start.

Morgrim has interesting strictures.
  • Innovate, but be cautious as you go. Ambition should not come at the detriment of craft.
  • All engineering knowledge is sacred and must be preserved, even at the cost of novel concepts.
  • All construction phases of an engineer's craft must be accompanied by the recital of the appropriate Guild litany.
Second of these strictures implicitly allows innovations, first outright commands it, and the third reminds me of tech-priests.

Page 142, Ancestor Veneration
The 'Saga of Gotrek Gotreksson and the Recovery of Kazad Bebbanberk" takes the Kolgrund ('Black Hammer') brewing clan of Kraka Ravnsvake several hours to relate the tale, usually in song, while drinking copious amounts of ale and mead throughout. [...]

For example, Turstan Silverbeard of the Agrilhandaz ('Silver Hand') clan, one of two Silversmith Guildmasters in Meissen (the other is a manling), invites his children and their families to gather at his spacious townhouse in the Silberkelch district to honour family ancestors.
Some Khazalid.


And there we have it! All the interesting bits I could find in WFRP 4e: Dwarf Player's Guide. It was a good book overall and an excellent job on the part of the authors, though it had a bunch of errors that really needed cleaning up... but then again, perhaps that's simply being in-character. By the time I'd began playing the game, it'd become tradition for WFRP 4e books to have a bunch of errors. Can we really fault C7 for that? So that this paragraph isn't majority about errors by volume, I would like to emphasise that both the lore content and the mechanics are well-made, and good god is the cover gorgeous. The DPG is as definitive as it gets.

I also have something good to announce: I got a copy of Deft Steps, Light Fingers today! Came out just two days ago. It's a rogues and rangers book that also covers Ranald and Taal, so I'm quite looking forward to it. I'll be posting excerpts from it here, though it'll very probably take longer since I have other things to do.
 
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The last chapter of the DPG, chapter 6, on dwarf religion. Before I get started on it though, I've discovered something interesting: there's no temporary runes. Despite being mentioned as a thing that exists two times in the book (and one time mentioned as something that doesn't exist), there's no rules for them at all. I think certain things got forgotten during development, or it was developed by different people and wasn't properly harmonised.
They had rules in 2e Realms of Sorcery.

Might be they were planned but dropped?
 
I think now we have another clear demarcation line between master rune and normal rune: normal runes don't need Anvils of Doom to make.
The demarcation doesn't seem to be that you explicitly need an Anvil of Doom to forge master runes, but you need a very good anvil to withstand the forces of making one, and in this diminished era, one of the few ways to get a good enough anvil is to use an anvil of doom
 
If the dwarves place enough stock on astrology to base their calendar around it, why do they exclude star signs from mattering?
The celestial objects of WHF are very very constant. Keeping track of time with them is a good idea if you notice that they operate solely in whole numbers and never seem to wobble or anything, except for the evil one that kills people.

What's weird is that I'm pretty sure Star Signs are, like, a thing with mechanics. Astrology definitely is and you can curse people with it, at least in 2e.
 
Not caring about Dooming is normal and on its face star signs is the same, but then you remember the Imperial calendar, which was taken from the dwarves and is based on equinoxes and the like. If the dwarves place enough stock on astrology to base their calendar around it, why do they exclude star signs from mattering?
Equinoxes/solstices are very much part of astronomy, not astrology. Basing your calendar around shortest/longest day of the year is just pretty logical way to do so, even ignoring the whole mystical mumbo jumbo.
Quite surprised to see that the common depiction of any dwarf god is one where they're elated.
I assume it's meant to depict him discovering the Glittering Realm, which is kinda his defining moment.
The walls of Thungni temples have frescos illustrating Thungni's journey to the Glittering Realm and his triumphant return.
Ok so we have a historical chronicle of that journey, it's not some vague thing shrouded in mystery, at least not in-universe.
I don't see anything in that sentence indicating it is historical chronicle rather than just religious/mythological art. Like for example you can find frescoes/paintings/carvings on the walls of Catholic churches depicting Jesus carrying the cross up the hill of Calvary and then being crucified on top of it, but that doesn't make it a "historical chronicle".
 
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I don't see anything in that sentence indicating it is historical chronicle rather than just religious/mythological art. Like for example you can find frescoes/paintings/carvings on the walls of Catholic churches depicting Jesus carrying the cross up the hill of Calvary and then being crucified on top of it, but that doesn't make it a "historical chronicle".
Yeah but it's dwarves so if they made a fresco it must be true.
 
Thungni might have told people he found the glittering realm and that it was awesome but I doubt he put out a detailed after action report complete with map and instructions....
 
Thungni might have told people he found the glittering realm and that it was awesome but I doubt he put out a detailed after action report complete with map and instructions....
I find it more likely (or at least funny) that he did do exactly that.
The Problem is that most dwarves were not in the "need to know" category, and dwarves are big in secrets.
So the map is just one more piece of information that has been lost over millenia.
 
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I find it more likely (or at least funny) that he did do exactly that.
The Problem is that most dwarves were not in the "need to know" category, and dwarves are big in secrets.
So the map is just one more piece of information that has been lost over millenia.
Ehh, generally the ancestors seem to have kept enough secrets that I'm uncertain they would have shared the way to the glittering realm.
 
Ehh, generally the ancestors seem to have kept enough secrets that I'm uncertain they would have shared the way to the glittering realm.
They didn't, it was kept secret.
The records would have been kept to High King and/or absolute top levels of Runesmiths guild/Cult of Thungni.

But things get lost in the shuffle over the years, even more so when the things shuffled are actual, literal, mountains.
The knowledge, by now, is probably just gone, or so fragmentary as to be more or less useless.
 
They didn't, it was kept secret.
The records would have been kept to High King and/or absolute top levels of Runesmiths guild/Cult of Thungni.

But things get lost in the shuffle over the years, even more so when the things shuffled are actual, literal, mountains.
The knowledge, by now, is probably just gone, or so fragmentary as to be more or less useless.
What I meant is that I doubt they even went that far. The glittering realm is one of those things that "probably" can ruin a whole host of things if misused.
Personally I don't think thungni told anyone but his fellow ancestors how to get there, if be even told them.
 
Well, in-quest, Gunnars and Kragg believe Gazul also went to the Glittering Realm and 'conquered' it, but He's also probably an ex-Warden God of Slash-And-Burn Agriculture, so He may already have known how to access the Old One ship. Or perhaps the remnant personality imprint of His puppeting Old One could disable the defenses. Or something like that.

(Also it seems significant that the Runes Gazul discovered were Runes of actual O.G. Ancestor God-people like Grungni and Valaya, as opposed to Stone or Light or Eternity and other such reality-concepts.)
"Grungni discovered many of the Runes, and Thungni discovered most of the rest. But I've been reminded that it was Gazul that discovered the Runes of Grungni, Valaya, and Grimnir. And, of course, the Rune of Gazul." Gunnars nods in confirmation.
 
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Well, in-quest, Gunnars and Kragg believe Gazul also went to the Glittering Realm and 'conquered' it, but He's also probably an ex-Warden God of Slash-And-Burn Agriculture, so He may already have known how to access the Old One ship. Or perhaps the remnant personality imprint of His puppeting Old One could disable the defenses. Or something like that.

(Also it seems significant that the Runes Gazul discovered were Runes of actual O.G. Ancestor God-people like Grungni and Valaya, as opposed to Stone or Light or Eternity and other such reality-concepts.)
Keep in mind, they might be just such runes as light, protection, strength and such. And are just called the runes of the ancestor gods. Or the ancestor gods took those runes and made them their own.
We don't know because we only have stories.
 
Sure, that's possible, but also I've received the impression that Grungni, Valaya and Grimnir were the first three Dwarves from whom all others descend. In which case they're the directly-manufactured 'prototypes' or templates, and if so it would seem quite plausible there's a Rune of Grungni as part of the birthing-pod-thing used to create Him. Valaya's Rune also does a whole bunch of weird metaphysical protective stuff.
 
Sure, that's possible, but also I've received the impression that Grungni, Valaya and Grimnir were the first three Dwarves from whom all others descend. In which case they're the 'manufactured prototypes' and if so it would seem quite plausible there's a Rune of Grungni on the birthing-pod-thing used to create Him. Valaya's Rune also does a whole bunch of weird metaphysical protective stuff.
Afaik that's not true, they are the gods that lead the dwarfs north and founded the karaz ankor but they've never been called th first dwarfs.
 
At some point in my general reading journey I started writing. That's the wonder of the web serial, it no longer feels so impossible to start doing on your own as a hobby the way it does for published books. I wrote an isekai LitRPG that started as a web serial and is now published. It's doing pretty well. I'm taking a break between writing books 5 & 6 of that story and have started my own quest as a bit of a palate cleanser, and it's a blast.

The internet in general has been amazing for bringing down the barrier for entry for writing. Both questing and the LitRPG phenomena are new manifestations of a lineage of amateur writing that goes back a century or more, but it was the internet that made it so that anyone could find their way into it. My own first dabblings with writing never made it off my hard drive and in a previous era would have been a few hand-written pages that would have gone into a shoebox somewhere, but the internet allowed there to be an easy next step.

The first is the way the dice are integrated into the story to create an emergent narrative. In almost every other story everything happens for a reason. Things don't "just happen." But in Questing, they do - and the writing of Divided Loyalties is really quite excellent in that regard. The example off the top of my head is during the early K8P when the goblins from the forest of gloom were a legitimate danger that was completely nullified by a set of dice rolls that resulted in a very amusing and totally reasonable outcome of all of the goblins getting eaten by spiders. And then when Mathilde tried to capitalize on that for more dwarf rep with a permanently enchanted horn she rolled atrociously and wasted the opportunity in a similarly hilarious matter. Sometimes shit happens, and it's not always maximally dramatic or meaningful. But that makes the good shit land better by contrast.

Chekhov's Gun is treated as a rule by way too many people when it should more properly be treated as one line of thought among many.

I don't know what Boney's background is, but it's the perfect blend of historian, etymologist, theologist, and economist for fantasy writing.

I did some formal study in history and economics, but over the years most of what I've learned has just come from reading. Book prices here in Australia are insane - I saw a large paperback for fifty dollars a couple of weeks ago - but there are a lot of charity-run bookselling institutions and events if you look for them, and I like how eclectic a selection of topics you end up with if you're not limited to whatever's popular enough for retail book chains to stock.

I'd also like to put in my two cents, because I've said it before but I love how amazingly grounded this quest has managed to make magic while still making it undeniably magic. Over and over we get to see how a concept entirely foreign to real life manages to define and change a setting and empire so deeply human. How fast does magic move? How do you command a legion of easily controlled but tactically slow undead? How can you feel the touch of a god? How do a people of magic define its workings, and how do a people opposed to magic think of it as a force to grapple with? How do entities born of mortal fear and thought think, what are their drives, their desires, their fundamental natures as beings made of magic? While maybe its comprehensibility has led to it losing a bit of its canon danger and unreliability over time, I think this quest has really made the setting its own in fascinating ways I can never really stop thinking about.

This is a difficult but very important line to tread. There needs to be something thing that makes magic magic and not just an exotic form of physics, but that means you're getting beaned in the face by an enormous worldbuilding question when you just want a guy to throw a fireball. And it turns out to be very hard to come up with an answer to that that isn't itself reducible without tying it into some form of theology - Gandalf's an angel, Merlin's half-demon. In the Warhammer setting the magic is explicitly half real and half unreal, born of the Warp but shaped by reality and as answerable to flesh and blood as it is to divinity, so it can be treated like physics but sometimes it'll decide it doesn't want to be. A lot of Panoramia's drama with the Jades has been a grappling with the fundamental question of what it means to be only kind of godly.

I think now we have another clear demarcation line between master rune and normal rune: normal runes don't need Anvils of Doom to make.

I'm torn on this. On one hand I like there being more details given about this sort of thing, on the other I don't like that GW just added more weight to an instance of the tired old 'limited resource being lost to war that once lost forever will be permanently crippling' thing.

Anvils of Doom aren't a relic from the time of the Ancestor Gods; they were invented by a random runelord during the Empire's lifetime, as gromril - which is needed to make them - was only discovered in 657 IC. (How did they make master runes before that?) The wiki says Kragg struck his first rune in 892 IC, so might be he still knows how to make them. The reason why many holds have Anvils of Doom isn't because of family tree descendance, it's because they were given away for other people to guard.

Thunder Mountain was lost in -1250?
Canonical maps of Karak Eight Peaks have areas marked 'gromril mines' and it fell in -513? And had gromril-reinforced gates?
There's none of the objections to Ironbreakers that there are to Thunderers, despite gunpowder apparently being significantly older than gromril?
Wasn't there some technique of making gromril scale mail that was lost in the Time of Woes?
Karak Varn was settled for its gromril deposits and it was lost in -1499?
Heirloom sets of gromril armour have been described as dating back to the Golden Age?

And now we get to something silly, the Rule of Pride.

If I was a Runesmith, I would simply not grant the Runes I create the local omniscience it would require to determine the exact identity and range of all Runes within the bizarrely precise distance of 100 yards.

aaaaaaaaaa

There's no gromril restriction for weapons, it's just for armour. Does this mean that armour runes didn't exist before 657 IC or was it a new rule introduced since then? Or maybe it's just an artefact from an earlier edition of Warhammer that doesn't really fit anymore.

aaaaaaaaaaaaAAAAAAAAAAAAAA

The named master runes aren't merely rediscoveries, they're new creations, as new as any newfangled engineering nonsense. Both vaunted runesmith arch-traditionalists, Kragg and Thorek, have decided to break tradition in their craft.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAA

also I didn't get into it before because i thought it would be too petty but HOW THE FUCK IS A TORCH THE SAME COST AS A LANTERN, IN WHAT WORLD IS AN ASSEMBLAGE OF METAL AND CLEAR GLASS AND CAREFULLY-MADE OIL RESERVOIRS THE SAME PRICE AS A BIT OF WOOD WITH SOMETHING BURNY ON THE END

The last chapter of the DPG, chapter 6, on dwarf religion. Before I get started on it though, I've discovered something interesting: there's no temporary runes. Despite being mentioned as a thing that exists two times in the book (and one time mentioned as something that doesn't exist), there's no rules for them at all. I think certain things got forgotten during development, or it was developed by different people and wasn't properly harmonised.

This is going in the Book.

The first Dwarf engineer, Morgrim was the last of the second generation of Ancestor Gods, the son of Grimnir.

They did it, didn't they? Those fuckers broke up the Divine Polycule.

Quite surprised to see that the common depiction of any dwarf god is one where they're elated. I don't know what a runic staff is; I suspect that it's what the guy on the cover is using, but I don't know what it does.

IIRC Kragg is usually described as having one. One guess I have is that they're for Talisman Runes go on.

What's weird is that I'm pretty sure Star Signs are, like, a thing with mechanics. Astrology definitely is and you can curse people with it, at least in 2e.

The theory is that there's Azyr between you and the stars, so when you're checking what the stars are up to you're actually getting an eyeball full of future.
 
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If I was a Runesmith, I would simply not grant the Runes I create the local omnipotence it would require to determine the exact identity and range of all Runes within the bizarrely precise distance of 100 yards.
wow, literal wireless magic rune and they can't handle 2 of the same thing with in range of each other

what even
 
I don't know what a runic staff is; I suspect that it's what the guy on the cover is using, but I don't know what it does.
IIRC Kragg is usually described as having one. One guess I have is that they're for Talisman Runes go on.
Runic staffs, at least in the novels, seem to be used in a similar fashion as Earthing Rods, only they are used to ground enemy spells rather than miscasts:

As the skaven spellcasters advanced, they gripped long spear-like weapons, connected to the whirling globes and hissing valves of their backpacks with thick, sparking wires. Motes of energy played around the jaggedly pronged tips of the warp-conductors, gathering in tiny lightning storms of magical energy.

Their grimacing, twisted faces were thrown into stark contrast as they unleashed the energies of their warp-packs; bolts of green and black energy splayed across dwarfs and skaven alike, charring flesh, exploding off armour and burning hair. Arcs of warp-lightning leaped from figure to figure, their smouldering corpses contorting with conducted energy, glowing faintly from within, smoke billowing from blackened holes in skin and ruined eye sockets.

Here and there, the magical assault was countered by the runesmiths harmlessly grounding the arcs of devastating warp energy with their runestaffs. Beside Barundin, Arbrek was muttering under his breath and stroking a hand along his staff, the runes along its length flaring into life at the caress of his gnarled hands.
-Grudgebearer

And to hold what seems to be a Rune of Spellbreaking or some advanced variant thereof:
In a cloud of teeth, claws and beady eyes, hundreds upon hundreds of rats burst into the Deeping Hall, pouring around the Grey Seer. In a packed mass of verminous filth, the rats spewed forth from the passageway, scuttling across the ground and spilling over the skaven. Onwards came the swarm until it reached the dwarf line. Barundin's warriors struck out with hammers and axes, but against the tide of creatures, there was little they could do.

Dwarfs flailed with dozens of rats scrabbling into their armour, biting and scratching, clawing at their faces, tangling in their beards, their claws and fangs lacerating and piercing tough dwarf skin. Though each bite was little more than a pinprick, more and more dwarfs began to fall to the sheer number of the rodents, their bites laced with vile poison. Barundin took a step forward to join the fray but was stopped by Arbrek's hand on his shoulder. 'This is sorcery,' said the runelord, his face set. 'I shall deal with it.'

Chanting in khazalid, the runelord held his staff in front of him, its runes growing brighter and brighter. With a final roar, he thrust the tip of the staff towards the immense rat pack spilling up the steps, and white light flared out. As the magical glow spread and touched the rats, they burst into flames, ignited by the mystical energy unleashed from the runes. In a wave spreading out from Arbrek, the white fire blazed through the tide of vermin, driving them back, destroying those touched by its ghostly flames.

The counter-spell dissipated as the Grey Seer extended his own magical powers, but it was too late. The few dozen rats that remained were scurrying back into the darkness of the passageway. With a hiss and a wave of its staff, the Grey Seer urged its warriors on, and the skaven threw themselves once more against the dwarf line.
-Grudgebearer

And, at least during the War of Vengeance, they seem to have been used to hold runes that have a more active effect rather than merely enhancing the item they are carved into:
Agrin Fireheart, Runelord of Barak Varr, stood in his armour of meteoric iron. His incantation reached a crescendo as he threw off his disguise and, as he bellowed the last arcane syllable, he brought his iron staff down hard upon the ground. Runes igniting upon the stave which filled with inner fire, a massive tremor erupted from the point where Agrin had struck.

The elves were flattened, their murderous charge violently arrested by the runelord's magic.
-The Great Betrayal

Like a dagger blade bent by the smith's hammer, a jag of lightning pierced the sky and fed into the runelord's staff, so bright that the arcing bolt lit up the gorge in azure monochrome. With sheer strength of will, he held it there, coruscating up and down the haft in agitated ripples of power like he was wrestling a serpent.

One of the elves was trying to rise, take up a fallen arrow and nock it to his bowstring. Agrin immolated him like a cerulean candle. The elf burned, grew white hot… There was a flare of intense magnesium white and then he was gone, with only ash remaining.
-The Great Betrayal

Looking around, Ilendril saw a lone grey-bearded dwarf raise his strange metal staff and send another blast of lightning searing into his slave's scaly hide.
-Curse of the Phoenix Crown

A gnarled runelord glared out from among the king's entourage. Thrusting his staff forwards, he called upon his own magic to strike back at Liandra.

The fire the runelord called forth scorched its way through the trees. Barely had Liandra and Aismarr leapt down from the oak in which they perched before the thick boles and branches were transformed into a great pyre.
-Curse of the Phoenix Crown

Or as a channelling focus to use an Anvil of Doom:
Fundrinn Stormhand called the lightning back. He was standing on an Anvil of Doom, feet braced apart. Great runes of power crackled and flashed across the anvil's pellucid silver surface, and the storm lived briefly in the runesmith's eyes, in the rivulets of magic coursing through his jagged red beard before earthing harmlessly.

But as soon as the storm lightning had faded, Fundrinn was calling fresh elemental power into being. It began as a mote of flame in his outstretched palm but as he spoke the rune rites the fire grew until the runesmith could no longer hold it and was forced to set the conflagration loose. What began as a flaming wind swelled into a tidal wave of burning vengeance, a score of spectral dwarf faces snarling and biting at its fiery crest.

Fundrinn cried out, 'Zharrum!', coaxing and shaping the raging inferno with sweeping arcs of his runestaff. 'Zharrum un uzkul a elgi!'
-The Great Betrayal
 
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