Dwarven Founder Gods: An Unofficial Write Up

indyfan98

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Indyfan/Wan_Xia here. I'm not Lore Staff. However, I decided to do a write up of Dwarven Religion, of which we know little of from the wiki. Use this info to spice up dwarven roleplay, but remember, none of it is canon.

Introduction

Each Dwarven Hold has their own Founder God, each said to have been a Dwarf in life and to have ascended in death. They are viewed as the founder of their hold, though this is often dismissed as legend by non-Dwarves. The Founder Gods each have Tenets to abide by, and Grave Sins they see as unforgivable. Some are held in common by all Founder Gods, and are as follows:


Common Tenets Include:

  1. Be brave in battle, should your hold depend on you.

  2. Be ever vigilant of letting outsiders into your hold.

Common Grave Sins Include:

  1. To be impure of body and mind, that is, to be afflicted with a disease, not mundane, is detestable. Those who refuse to seek curing when clear of mind are to be killed, or forcibly cured.

  2. To harbor compassion for those begrudged by Dwarven-kind is an utmost betrayal of the race.

  3. To murder, steal from, or harm an innocent being not begrudged by Dwarf-kind is to be punished equivocally to the crime commited.

Olovomm- The All Father

Said to have founded the first stronghold, Olovomm, also known as the "All Father," or "Ald Fthm," is often the most looked-to of the dwarven pantheon. Who he truly was is hotly debated amongst Dwarven scholars, philosophers, and historians. Legend has it that he was the first dwarf, though what this means is unknown. Was he the first of Dwarven culture? Is he the ancestor of all Dwarves? What race was he originally, if not a Dwarf?

Weapon of Choice: Battle Axe
Symbols: A Lone Axe, ᚠᛪ, Circle


Tenets of Olovomm:

  1. Be true to your brethren, and distrustful of all others.

  2. Death in honest battle is to be celebrated much and mourned little.

Grave Sins of Olovomm:

  1. To be ignorant by choice is morally wrong.

  2. Toknowlingly fail to protect those in need is to be as punished equally as the crime witnessed.

Skorr- The Stone Matron

Often said to have been born of the stone herself, Skorr is often said to have returned to the stone in death. It is believed she was cursed from birth to turn to stone slowly, and to die a statue. As such, many followers of Skorr revere the earth itself, many becoming geologists, miners, and stone sorcerers.

Tool of Choice: Pickaxe
Symbols: Stone, Pickaxe, Downward Triangle, ᚸᛔ, Gemstones, Hourglass

Tenets of Skorr:

  1. Respect the earth through using as much material you can from animals, plants, and the earth beneath you.

  2. Men and women of the dwarven race are to be seen as equals on the battlefield and in home life.*

*This is not to say traditional gender roles do not exist in Dwarven society, but neither is to be looked down upon for performing the roles of either gender.


Grave Sins of Skorr:

  1. To kill animals without purpose is near-equal to the killing of one's fellow Dwarf.

  2. To cause purposeful damage to the world around you is of great evil.

Ostrey- The Wall

Ostrey is said to have been a Dwarf of gargantuan size in every way possible. Taller, wider, stronger, and fatter than most every Dwarf, Ostrey truly lived up to the name "The Wall." His mother is said to have died during childbirth due to his immense size, even at birth. Some say he was born with the soul of a Frosthorn. He is often looked to by warriors and masons.

Weapon of Choice: Fists
Symbols: Walls, Shields, Frosthorn Antlers, Frosthorn Pelts

Tenets of Ostrey:

  1. Always train your muscles whenever possible.

  2. Always stand tall, with pride.

Grave Sins of Ostrey:

  1. To let one's guard down makes one deserving of whatever theft, lie, or blow is coming towards them.

  2. Never allow another to speak ill of Dwarven-kind.

Tehl-Humm- The Calm One

A great dwarven philosopher, Tehl-Humm believed in a clear head and a keen eye. Often looked to by jewelers, artists, magic-users, and philosophers, Tehl-Humm is asked to grant clarity and serenity.

Tool of Choice: Quill
Symbols: Quills, Gemstones, Fine Arts, Scrolls/Books

Tenets of Tehl-Humm:

  1. Deep thought is the only path to serenity

  2. Always strive to learn

Grave Sins of Tehl-Humm:

  1. Never allow oneself to become hot-headed.

  2. Do not be impatient when dealing with matters of the mind and talks of peace.

Aethramm- The Spark

With eyes that are said to have burned bright as a torch, Aethramm embodies the sparks of white metal being struck by a hammer. He is often looked to by smiths and, oddly enough, chandlers, though many other artisans look to him for protection from harm in their tasks. It is common to hear smiths who are burned at the forge to curse in his name.

Tool of Choice: Fuller Hammer
Symbols: Hammer, White/Red-Hot Metals, Flame, Embers

Tenets of Aethramm:

  1. Seek to remain safe and keep others at all times when completing tasks.

  2. Be cautious and meticulous when crafting.

Grave Sins of Aethramm:

  1. Do not allow your tasks to bring harm or anguish unto others.

  2. Do not allow the task to keep you from your loved ones.

Brollo- The Beastmaster

Said to be heavily mutated through Pagan mutations, Brollo is a goddess of animals and taming. Those who look to Brollo are those who run stables, farms, or own pets. Brollo was said to treat animals as equals to dwarves. However, this compassion did not extend to the consumption of meat.

Tool of Choice: Saddle
Symbols: Saddle, Antlers, Pelts, Reigns, Saddles

Tenets of Brollo:

  1. Be kind to animals and treat them well.

  2. Use every part of the animals you kill.

Grave Sins of Brollo:

  1. To harm an animal is as if harming another dwarf.

  2. Do not imprison an animal as a pet without compassion.

Fummd- The Forge Master

Fummd is seen as the true master smith, and is called upon in the creation of armors, weapons, and tools. Fummd is, thus, mostly looked to by those who seek to create such items through metallurgy. He is said to have stayed awake for months at a time, crafting weapons and armor for the armies looking to defend their homes.

Tool of Choice: Smithing Hammer
Symbols: Hammer, Armor, Metals, Swords

Tenets of Fummd:

  1. Always strive to create with your own two hands.

  2. Creation is the true embodiment of Dwarf-kind.

Grave Sins of Fummd:

  1. Never create a forgery of another's work.

  2. Never pass off the work of another as your own.

Frannam- The Detailer

Called upon by those who seek to create lifelike detail into their works, Frannam is the goddess of precision. This precision does not usually extend to those looking for aim with a bow. This precision mostly pertains to craftsmen, like sculptors and woodworkers, as well as clockwork and steamtek engineers. Frannam was said that she could spot liars, even upon first meet, and could assess the trustworthiness of someone before even speaking to them.

Tool of Choice: Chisel
Symbols: Runes of All Sorts, Steam, Sculptures, Statues

Tenets of Frannam:

  1. Be meticulous in your work.

  2. Lifelike details are the essence of dwarven craftsmanship.

Grave Sins of Frannam

  1. Never be lazy or sloppy with your work.

  2. Do not damage or sabotage the works of others.

Grebor- The Grudgeholder

Capable of marking individuals and groups as enemies, which would signal to all Dwarves automatically, Grebor was the epitome of Dwarves distrusting outsiders. Like Frannam, he was capable of making accurate judgements of character, even before speaking to an individual. He is looked to by the Dwarves of Grebor Hold, almost exclusively, as few other dwarves hold the same level of resentment towards others.

Weapon of Choice: Shield
Symbols: Chains, Eye (Distinct from the Unionist Eye)

Tenets of Grebor:

  1. Three can keep a secret if two of them are dead.

  2. Protect the secrets of the Dwarves, and destroy anything that might bleed into common knowledge.

Grave Sins of Grebor:

  1. Never tell a secret to a non-Dwarf, be it personal or one of Dwarven-kind.

  2. To turn against Dwarven kind is to be punished by swift, merciless death.

Hammum- The Bard

Said to favor music and the written or sung word over battle, many dwarves disregard Hammum. However, those who respect her skills usually find themselves making music and merriment. It is not uncommon for her name to slip out during a drunken night of partying and song. Hammum is said to have had a horn capable of reaching the ears of all Dwarves, and a silver tongue that could convince anyone of anything.

Tool of Choice: Warhorn
Symbols: Instruments, Alcohol, Food, Music

Tenets of Hammum:

  1. Keep your tongue silver-plated.

  2. Make music for all to hear to spread joy.

Grave Sins of Hammum:

  1. Never turn down the opportunity to perform for others.

  2. Never cause intentional damage to the written or musical arts.

Aldruin- The Equalizer/The Betrayer


Often seen as the god of choice for Aldor and Ruin-Khuur, Aldruin is seen as somewhat of a betrayal of Dwarven-kind by some dwarves, having given in to another faith. Which one has since been lost to time, but many followers today are not of the Dwarven Founder Faith at all. Most are Unionists who see Aldruin as a pathway to trade with the wider world. His followers often refer to him as "The Equalizer." He is not known for having any sort of special skill or talent.


The Tenets and Grave Sins of Aldruin are murky at best, as he is said to have never spoken them in life. Many of the Founder Gods are said to have written their Tenets and Grave Sins on paper, or etched them into stone, dying immediately afterwards. Aldruin died suddenly before he had the chance to take them down. This makes many Dwarves question his legitimacy as a Founder God.

Tool of Choice: The Written Word
Symbols: None
 
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