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Rowhin
07-17-2008, 10:20 PM
Hello and welcome back to our third installment of my little Layman's Guides ;) You may become tired of reading these, but I'll never get tired of making them :D

This time we're dealing with the many gods and deities worshipped throughout the Warhammer world.

The gods and their cults are many and varied not only in the Old World, but also in the lands and nations beyond. Beyond state religions such as the Sigmarite Church or the Lady of the Lake, there exists a myriad of gods, some unique to a land, a race or even a single cult, some better known and worshipped throughout continents. Whether the Human Pantheon of the Old World, the Dwarven Ancestor Gods, The Chaos Gods, the mysterious Old Ones, the Greenskins' Gork and Mork or the Skaven's vile Horned Rat - this Layman's Guide will introduce you to them all.

Those that have been around for Layman's Guides Number 1 (http://www.warhammeralliance.com/forums/showthread.php?t=22594) and Number 2 (http://www.warhammeralliance.com/forums/showthread.php?t=28014) know that I rarely publish the whole guide at once. Instead, I'll gradually introduce more parts until it is done. :)

For today, we have The Gods and Deities of the Human Nations and Tribes.
To come are B) The Chaos Gods, C) The Dwarven Ancestor Gods, D) The Elven Gods, E) Gork and Mork and F) Gods and Deities of the Exotic Races (I don't like that name, I'll rename that).

I would like to thank the Warhammer Lore Group for all input and discussions, which have contributed greatly to this guide.

Last, I wish you all as much fun reading this compilation as I had writing it :)



A) The Gods and Deities of the Human Nations and Tribes I. Sigmar Heldenhammer

II. The Gods of the Old World
1. Ulric
2. Verena
3. Morr
4. Myrmidia
5. Shallya
6. Taal
7. Rhya
8. Manann
9. Ranald
10. Hændryk
Appendix: Minor Gods of the Old World - Luccan & Luccina, Esmerelda
III. Gods of Law and Order - Alluminas, Arianka and Solkan
IV. Bretonnia's Lady of the Lake

V. Kislevite Gods
1. Ursun
2. Tor
3. Dazh
B) The Chaos Gods I. Introduction to Chaos1. The Aethyr
2. Effects of Chaos on Mind, Body and Soul
II. The Major Chaos Gods1. Khorne
2. Tzeentch
3. Slaanesh
4. Nurgle
Appendix: Malal, Necoho and Zuvassin
C) The Dwarven Ancestor GodsI. The Major Ancestor Gods1. Grungni
2. Valaya
3. Grimnir
II. Minor Ancestor Gods1. Gazul
2. Smednir
3. Thungni
4. Morgrim
D) Elven GodsI. Differences between the Elven Nations

II. The Elven Pantheon1. Asuryan
2. Lileath
3. Isha
4. Kaela Mensha Khaine
5. Kurnous
6. Morai-Heg
7. Vaul
8. Hoeth
9. Liadriel
10. Loec
Appendix: Mathlann and Torothal
E) Greenskin "Religion"I. Introduction to the WAAAGH!
II. Gork and Mork
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A) The Gods and Deities of the Human Nations and Tribes

I. Sigmar Heldenhammer

1. History

Sigmar. Where to start? Sigmar Heldenhammer is probably the most important human character in the world of Warhammer to this date. Born under a twin-tailed comet, he helped drive off a Goblin invasion of his village in IC -15 and shortly afterwards rescued the Dwarven King Kurgan Ironbeard from captivity from a Goblin war party. The grateful Dwarf presented Sigmar with his rune-enchanted hammer "Ghal Maraz" (Skullsplitter in the dwarven tongue). In the following years, Sigmar united the scattered human tribes to form what is known today as the Empire. He began cleansing the lands of the Empire from the Greenskins and finally crushed them in the First Battle of Black Fire Pass in IC -1, liberating his newly founded realm of the Greenskin menace. Thus, Sigmar was crowned Emperor Sigmar Heldenhammer I at Reikdorf, which later became the Imperial City of Altdorf.
After he reigned wisely for 50 years, he put down his crown and embarked on a journey beyond the World's Edge Mountains to the east. There are diverse opinions on what had motivated Sigmar to do so, one of them the rumor that the real Ghal Maraz was stolen and he had set off to return it. This rumor is, of course, heavily denied by Imperial positions as they claim that the weapon wielded by every Emperor following in Sigmar's footsteps is indeed Ghal Maraz. Another theory is that Sigmar returned the hammer to Kharaz Ankor before he vanished and a dwarf delegation presented it as a gift of friendship to the Empire about 500 years later.
Although upon his dosappearance, no mortal has ever laid eye upon Sigmar again, he was venerated as a god within a generation. Sigmarism is now the foremost religion in the Empire and as prayers to Sigmar often receive visible answers, Sigmar might truly have become a god.

2. Temples & Followers

The Cult of Sigmar, also called the Sigmarite Church was founded by Johann Helsturm in 73 IC after Sigmar himself had vanished. Helsturm claimed to have received a vision that bade him do so. Nowadays, temples of Sigmar are found throughout the Empire, with the biggest one located in Altdorf: the Cathedral of Sigmar. Another great temple of Sigmar is located in the Black Fire Pass, on the historic site where he made the pact with the Dwarfs.
The Cult of Sigmar possesses great influence and power, both politically and religiously. Without the blessing of the Great Theogonist, the head of the Sigmarite Church, a new Emperor cannot assume his position. Best known are probably the Warrior Priests of Sigmar found in the armies of the Empire, where their powers work miracles against the Undead and Daemons.
The most important organisations and persons in the Sigmarite Church are:

- The Great Theogonist, head of the Sigmarite Church
- The two Arch Lectors of Sigmar, his surrogates and also confessors of the Emperor
- The Order of the Silver Hammer, which the average Warrior Priest you'll find on the battlefield belongs to, also called the Templars of Sigmar
- The Order of the Torch, priests officiating at ceremonies, taking confessions and tending to the temples, chapels and shrines of their god everywhere in the Empire
- The Order of the Anvil, whose members concern themselves with the interpretation and study of Sigmar's words as well as the training of new Sigmar priests
- The Order of the Cleansing Flame, priests tasked with finding and exterminating users and practices of forbidden magic. Not to be confused with Witch Hunters, who work separately.

Additionally, there are many deeply religious Knightly Orders of the Templars of Sigmar, most importantly the Knights of Sigmar's Blood, The Order of the Gold Lion, The Order of the Hammers of Sigmar, The Knights of the Twin-Tailed Orb and the Knights of the Fiery Heart.

Many faithful Sigmarites are deeply concerned with the role of the Sigmarite church in the state. They feel that the political dimension of their religion impairs their personal beliefs. Thus, they seek other ways to express their piety, abdicating personal goods and riches to live as eremites or beggar monks or sign up in the armies to spread their god's word. However, generals usually don't like to have religious zealots amongst their ranks, so these often form their own little war parties or even become flagellants.

The Sigmarite Church's symbols include the twin-tailed comet that heralded his coming, the hammer as an allegory for Ghal Maraz, the Gryphon which adorns the Imperial War Altar as well as the seal of the Great Theogonist and the Imperial Cross as a symbol of unity in the Empire.

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II. The Gods of the Old World

The human tribes and nations located in the Old World worship a myriad of gods. While some of these gods are only venerated in some regions or even only one city-state, others have temples and followers throughout all the human realms.

1) Ulric, God of War, Wolves and Winter

1.1. Description

Ulric is the god of war, wolves and winter. He is commonly depicted as a tall, muscular man wrapped in pelts. Long before the Empire was founded by Sigmar, he was worshipped by the soldiers and warriors of the Old World. Ulric is by far the most irate god of the humans, but at the same time he embodies courage, strength and power.

1.2. Temples & Followers

The Cult of Ulric is most powerful and widespread in the northern regions of the Empire, especially in Middenheim. It's influence is so strong there that the High Priest Ar-Ulric that he has his own vote at the Emperor's election. This makes the Cult the strongest and most powerful religious faction in the Empire aside from the Sigmarites.
The Knights of the White Wolf are the Knights Templar of the Cult. Thus, the elite Teutogen guard is recruted from their ranks. Still, nearly every common priest of Ulric knows how to stand his own in a fight, just as the warlike god expects from his followers.
Ulric's main temple is located in the "City of the White Wolf" and houses an eternal flame that can - according to the Cult - never be extinguished. It was built by Wodaan, a former High Priest of Ulric, in 63 IC after he had received a vision from his god that bade him do so.

1.3. Trivia

- During the Age of Two Emperors, the High Priest of Ulric, Bardolph, took side with the self-annointed Emperess Ottilia of Talabecland by announcing that Sigmar had been no god and the Sigmarites were therefore heretics. The socalled "Sigmarite Heresy" and the banishing of the Sigmarite Cult in Talabecland and Middenland threw the Empire into a series of civil wars that would last for many generations that only got more heated with the coronation of the socalled "Emperor of the Wolf", the third contestant for the throne. This period of Anarchy would only find its end after the Great War against Chaos and the coronation of Magnus the Pious as Emperor.
- In Kislev, especially among the Kislevite Norse, Ulric is known as Olric.
- Sigmar Heldenhammer was crowned Emperor by a High Priest of Ulric.
- Werewolves are sometimes referred to as the step children or lost children of Ulric in Warhammer. It is commonly assumed that they were followers or creatures of the Wolf God once, but were corrupted by the taints of Chaos.

2) Verena, Goddess of Knowledge, Science, Law and Justice

2.1. Description

Verena, the Goddess of Knowledge, Science, Law and Justice is one of the oldest human gods in the Old World. Just as Ulric, she was worshipped by scholars, clerks and magistrates long before anyone had heard of Sigmar. But another group that makes up a great part of Verena's followers are magicians and sorcerers. As Verena values wisdom and education, her church is much more positively aligned to magic than other religions in the Empire.
Her symbols are the scale and the sword, symbolising the wisdom and the retribution of law against crime. Drawings and other illustrations often show her as a young woman with a blindfold over her eyes, her scale in one hand and her sword in the other. Other depictions include an owl or an elderly scholar of varying gender.

2.2. Temples & Followers

Verena is mostly venerated in the cities, where there are more scholars and magistrates. In the civilzed regions of the Old World - those regions that can claim to have an ordered and formalised structure of law such as the great cities and city-states of the Empire - lawyers and Law Societies are often closely working together with Verena's temples. In universities, Kanzleien, and libraries - including the Colleges of Magic in Altdorf - one can usually find an altar or statue of Verena in a prominent place. Counselors, magistrates and ministers at court, elected maiors, embassadors and diplomats are often followers of Verena as she prefers reason and negotiation over violence when it comes to politics. That does not mean, however, that her followers are afraid to fall back on weapons and war should diplomacy and negotiations fail.

2.3. Trivia

- As the Goddess of Law and Justice, Verena is naturally opposed to Ranald, the God of Thieves and Tricksters. Thus, her followers rarely grant mercy to those who use the Cult of Ranald as an excuse for their crimes.
- Verena is probably the Goddess that is closest to the Gods of Law, but without taking their extreme and inhumanely stolid views as her own.
- According to myths and legends, Verena was the mother of Myrmida and Shallya, the godesses of the art of war and of compassion.

3) Morr

3.1. Description

Morr is the God of Death and the Dead. He appears as a middle-aged man wrapped in dark robes. He sees himself as the guardian of the souls after they have left their mortal shell, so he leaves dying itself to other, minor gods. Just as Verena and Ulric, he is among the old gods who have existed long before Sigmar and the Empire's founding.
Morr is also known as the Guardian of Dreams, as sleep and death are similar sensations. It is also said that he is able to create giant illusions.
Morr's symbols are the hourglass, the black rose and the scythe as well as the raven.

3.2. Temples & Followers

Although the death is a constant companion in the world of Warhammer, one does not pray to Morr without reason. Many Witch Hunters worship him, although they are faithful Sigmarites. They implore him to grant them the power to give eternal rest to the undead as well as vanquish the necromancers disturbing his realm.
The Knights Templar of the Temple of Morr have made the fight against the undead and the necromancers who control them their main purpose. Aside from these abominable creations, the Cult of Khaine is the arch nemesis of Morr's church.
The priests of Morr who are responsible for the correct rituals, blessings and prayers at funerals serve a critical function in a world threatened by the wandering dead ever since Nagash's great ritual.

3.3. Trivia

- According to the legends of the Old World, Morr is the father of the war goddess Myrmidia and her sister Shallya, the goddess of compassion and also the older brother of the elven god Khaine.
- The Amethyst mages, those mages studying the lore of death, have a close connection with the Cult of Morr. Ranald, the God of Thieves and Tricksters, however, is often said to be one of his antagonists.
- In Mortheim, human mercenaries and adventures would often employ the service of a priest of Morr when having to deal with Vlad von Carstein's undead minions.
- Many necromancers are actually corrupted and fallen priests of Morr or former Amethyst mages.

4) Myrmidia

4.1. Description

Another one of the old gods, Myrmidia is a Godess of War. According to the legends and myths of the Old World, she is sister to Shallya and daguther to Morr and Verena. Her symbols are the spear and the shield as well as a sun with a female, often smiling benevolently face upon it. Myrmida is also often associated with lions, and so many depictions show some of the great beasts resting at her feet. A stylised lion head with a giant mane looks quite similar to her sun symbol.
As the Goddess of War, Myrmidia's cult is consequently competing with Ulric's. However, her relationship to fighting and war is completely different than that of the Wolf God: Myrmidia values strategy and tactics while Ulric prefers wild warriors, raging melee fights and berserkers, not unsimilar to Khorne. However, the rivalry between the cults seldom leads to open fights, instead being vented in competitions for the best deeds and most glory on the battlefields.

4.2. Temples & Followers

Myrmidia is popular with both common soliders and mercenaries as well as their officers. Many Tilean mercenary companies adorn their banners with a portrait of hers (often using the Mona Licca or a portrait of Gossippa Lotta as inspiration) or one of her symbols.
Her greatest temple is located in Magritta in the lands of Estalia, where she is also worshipped as the Goddess of Wisdom. The Great Book of Wisdom which is stored there was at one time the target of an assault by the Necrarch Nourgul the Black. The Vampire Count led a bloody campagin just to reach it, only to be eviscerated into dust when he touched the tome. Her main temple also houses the Archecclesiastium, a kind of ruling council of her cult whom all other temples have to answer to.
Additional temples are found in nearly every Tilean and Estalian city and im some cities in the south of Bretonnia and the Empire, such as Talabheim or Nuln. Smaller shrines are found everywhere Tilean mercenaries are in high demand. The architecture of Myrmidia's temples usually has an Estalian or Tilean style. They consist of quadratic or rectangular haals with high and pointy roofs. Rich mosaics of giant weapons or shields are usually adorning the outside of her temples, while real weapons and shields hang on the inner walls. Shrines are often miniature versions of these temples with statues of the goddess or sculptures of piled weapons, shields and armour.
Priests of Myrmidia traditionally wear white robes. They are held in high regard by generals and other army leaders for being nearly unmatched tacticians.
The Knights of the Blazing Sun were founded during a crusade against Araby when one group of Imperial Knights miraculously survived the caving in of a temple of the goddess in Estalia. As templars of a "foreign" goddess, they are a religious minority in the Empire and are not welcomed everywhere. In Tilea and Estalia, however, they are a powerful faction in their own right, acting as witch hunters wiping out chaotic or otherwise tainted cults.

4.3. Trivia

- In Tilea, Myrmida is also venerated as the patron of science and the fine arts.
- Apparently, Myrmida was also worshipped by barbarians in areas that today form the Empire, as researcher Frobius of Nuln declared after finding an ancient relic of the Goddess near Wustburg.

5.0. Shallya, Goddess of Healing and Mercy

5.1. Description

Like her syster Myrmidia and her parents Morr and Verena, Shallya belongs to the Old Gods. She is the Goddess of Healing and Mercy, of compassion and benevolence. Her most common appearance is that of a young and pretty woman dressed in simple clothes. Her eyes are filled with everlasting tears.
Shallya is also the patron of women, especially of those who are weak and needy. She guards pregnancy and birth and watches over families and children.
Her symbol is a white dove.

5.2. Temples & Followers

Most of Shallya's temples are found in Bretonnia, where small communities prefer worshipping her instead of the Lady of the Lake. Almost all of her temples contain blessed well-springs whose water is referred to as the "Tears of Shallya". It is rumored to have wondrous healing powers as well as a counteraction to the curse of undeath.
Shallya's followers are most often women, and thus her priesthood is primarily comprised of priestesses. These priestesses are learned, proficient healers and nurses, whose services are indispensable when plagues and wars ravage the lands. Cloisters and monasteries of the Sisterhood of Shallya maintain hospitals, food banks and asylums for those whose minds are shattered or confused. The Priestesses also take confessions from every man or woman, as the Goddess cannot be angry at anyone, and can feel no grudge, hate or enmity towards any person.
The only beings she does not feel compassion for is Nurgle, the God of Disease, Hopelessness and Decay and Khaine, the God of Murder, as they embody the antithesis of what she stands for.

5.3. Trivia

- Shallya's hospitals and hospices are usually located outside the city walls, as the link between bodily contact and the spreading of diseases is known even in a world where medical knowledge is generally poor.
- Legends tell of Ranald, the God of Thieves and Tricksters being a mere human once. Supposedly, he ascended to godhood when he deceived Shallya and stole her tears. Also she herself has forgiven him, her followers have not been kind enough to do so.

6.0. Taal, God of Nature and Wilderness

6.1. Description

Taal is the God of Nature and Wilderness, brother to Ulric and another one of the Old Gods. As such, he was venerated in the lands of the Empire long before its founding - a fact evident in the naming of Talabecland and its capital Talabheim as well as the Talabec river.
Taal is no violent god, but one can be sure to draw his wrath when not treating nature with the appropriate respect. Usually, however, he will not extend his actions ouside of the wild, where animals are under his protection.
His forms also include Beornyraed, the God of Mountains, Kurnos, the God of the Hunt (not to be confused with the similarly named and overall similar Elven god Kurnous) and Karog, the God of Rivers.

6.2. Temples & Followers

Taal is worshipped primarily by people living in nature, such as fishers, lumberjacks and hunters. There is no powerful official Church of Taal, but there are many small temples and wayshrines at the roadside, inviting wanderers to pay their respect towards nature.
There are, however some well-known monastic orders that have committed to worshipping Taal. They can usually be linked somehow to those mages and sorcerors studying Ghur, the Amber Wind of Magic.
Taal is also well respected in Bretonnia, where rural communities feel closer to him than to the Lady of the Lake venerated by the Grail Knights. In the southern regions of Kislev, Taal is worshipped as well, albeit on a lesser scale than other gods. At least, Kislev borders on one side of the Talabec river, the god's holy river.

6.3. Trivia

- Talabheim houses a statue of Taal as the ritual bridegroom to the self appointed Empress Ottilia of Talabecland.
- However, even more important is the Great Statue at the Eye of the Woods, which guards the only entrance to the crater wall known as Taalbaston. Right in the crater, a massive fortress known as Taal's Gate has been erected.
- Bretonnia once housed the Abbey LaMaisontaal, the seat of a religious order worshipping Baal. However, the abbey was destroyed by Skaven and Undead under the leadership of Heinrich Kemmler.

7.0. Rhya, Goddess of Nature, Harvest, Birth and Family

7.1. Description

Rhya, wife of Taal and mother of Manann and Verena. In some areas of the Empire, she is also known as the "Godmother". As such, she is often depicted as a loving mother or a pregnant woman. In areas that depend mainly on raising cattle, she is also known as Dryath.
Her symbols are the acorn, a single cornstalk or a simple heart.

7.2. Temples & Followers

Rhya is worshipped mainly in small villages and farmer communities. What few priestesses she has usually wear simple green robes. Although there are many shrines dedicated to her, there are almost no temples at all. And even those few rarely communicate with each other.

8.0. Manann, God of the Sea and Stromfels the Shark God

8.1. Description

As God of the Sea, Manann reigns over the waves and winds of the many dangerous waters in the Warhammer world. There are very few paintings of him, but he is usually described as well-built, with a crown of black steel adorning his head. Other legends tell of him appearing as a sea monster or a water column.
A heretic secession of the Cult of Mannan worships him as Stromfels, the Shark God or God of Wrecks and Riffs, who causes ships to run abeach and thus grants his followers the stranded goods.

8.2. Temples & Followers

Naturally, most of Manann's followers are fishers, sailors and marine officers or soldiers. A ship's crew will usually sacrifice an oblation to Manann before putting out.
The biggest temple dedicated to the Sea God is located in Marienburg, where the Knights Templar "Sons of Manann" worship him.
Those who follow Manann in the form of Stromfels sacrifice castaways to him in blasphemous ceremonies. Needless to say, the Cult of Stromfels is forbidden everywhere, although there supposedly is a cult site in the north west of Marienburg, at the Cape of Wrecks. Only the pirates of Sartosa dare to worship Stromfels openly.

8.3. Trivia

- According to popular belief, building an old fisher boat into the construction of a port structure, the blessing of Manann will lead to plentiful catches.
- The bigger of the two moons circling the Warhammer world, Mannslieb (or "Manann's lover", as it is sometimes called) is named after the Sea God.

Rowhin
07-17-2008, 10:21 PM
9. Ranald, God of Thieves and Tricksters

9.1. Description

The sly Ranald is the God of Thieves, Gamblers, Tricksters and Illusionists and the God of Cheating in general. However, he rather embodies the art of deception than that of stealing. As such, he prohibits his followers from using violence, unless it is in self defense.
Ranald also stands for social revolutioning. He is often somehow involved in uprisings of the poor or the oppressed against the tyranny of an unfair feudal system in which the rich are getting richer and the poor poorer.

9.2. Temples & Followers

Ranald's Cult is outlawed in most of the cities and countries of the Old World. Even where it is not, it is persecuted by the public authorities. As thus, most of his altars and shrines ar hidden away in the headquarters of the Thieves' Guilds.
Most of the public sees Ranald's following, which is primarily comprised of thieves, tricky beggars, rascals and gamblers, as an annoying and antisocial group of criminals.
However, many agitators and fighters for the cause of the common folk are worshippers of Ranald - unless they secretly serve Tzeentch and thus the chaotic forces...

9.3. Trivia

- Legends tell of Ranald, the God of Thieves and Tricksters being a mere human once. Supposedly, he ascended to godhood when he deceived Shallya and stole her tears. Also she herself has forgiven him, her followers are humans and as thus, cannot do so as easily.
- Most of Verena's followers consider the Cult of Ranald a poor excuse for crimes.

10. Hændryk, God of Trading, Prosperity and Merchants

10.1. Description

The patron of merchants comes from disputed origins. Some say he is son to Manann, others claim him to be Ranalds brother. The version most told is that like Ranald, he was once mortal, but made a baragain with the gods. Unlike Ranald however, he kept his word. Hændryk, Haendryk or Handrijk are only some names he goes by, as well as Affairiche in Bretonnia, Mercupio or Mercopio in Tilea, O Prospèro in Estalia and Kalita in Kislev.
He is usually depicted as a plump and happy middle-aged man wearing golden clothes and holding a gold coin between thumb and forefinger. His symbol is a coin without any markings, as his domain does not limit itself to one form of currency. A pair of shaking hands is another common symbol.

10.2. Temples & Followers

Only in the biggest cities do Hændryk's temples actually have a priest. Most of the time, there is just a small chapel in the Merchant's Guild or a temple watched over by priests of other gods. His priests generally can only work minor prayers. Often, small shrines adorn the coaches of merchants, small miniatures of an emporium with opened doors revealing a small statue of the god.
Hændryk's followers are forbidden to go without profit on any day. The god also prohibits illegal business, though not deals that border on breaking the law, but can somehow still be interpreted as legal.

10.3. Trivia

- Each of the 10 Directors of Marienburg claims to be able to trace his heritage back to "Papa Hæny".
- Successful merchants are often said have "Hændryk whisper in their ear".
- Imperial Dwarfs are rumored to have adopted Hændryk as a minor god.

Appendix: Minor Gods of the Old World - Luccan & Luccina, Esmerelda

Ap. 1. Luccan & Luccina

Luccan and Luccina, also known as the Divine Twins, are venerated as the founders and divine guardians of Luccini in Tilea. According to legend, they were two foundlings raised by a two-headed, three-tailed leopard in a cave under the future Acropolis of the city. Supposedly, they later founded the city on the ruins of an old Elven colony. They are honored with a temple on top of the Acropolis and their priests are responsible for oracles and auguries.

Ap. 2. Esmerelda

Supposedly, Esmerelda is the Halfling goddess of Home and Hearth. However, no one has ever seen a Halfling pray or Esmerelda working a mircale, and many are convinced that this goddess's cult is little more than a parody of human religions. Some think that Halflings use this goddess as an excuse to feast even more during a "religious" holiday called "pie-week".

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III. The Gods of Law - Alluminas, Solkan and Arianka

The Gods of Law, or Gods of Order, are the antipole to the Chaos Gods in Warhammer lore. Due to their abstract nature and their rigid and merciless views, they do not enjoy great popularity within the human realms.
These Gods are:

- Alluminas, God and Enlightenment and the Lord of the eternal and unalterable light which separates truth from falsehood, rendering anything it touches unchanging and unmoving.
- Arianka, the Goddess of Law, carrying out her sentence with a sword made of Laihtero crystal. This crystal is said to have been created as a reaction to the existence of Warpstone. Legends tell that while this crystal shines on anything in the mortal plane, it will not change in any way. Ironically, when she was defeated by Tzeentch, he imprisoned her in a crystal coffing made of just this material. The coffin is hidden somewhere in the Old World. Legends tell of seven crystal keys able to open her prison, and her remaining followers hunt tirelessly for them.
- Solkan, the God of the Sun and God of Vengeance. He is the first Witch Hunters and Inquisitor, never stopping in his hunt to destroy all Chaotic forces with his flaming sword. He is worshipped primarily in Estalia, though he has some fanatical followers among the Witch Hunters in the Empire as well, though they are looked down upon for their radicalness and intransigence.

There is only one known Greater Daemon of the Gods of Order: Viydagg, also called the Elemental of Life. She appears as a young woman ten foot tall, with flowing robes and streaming hair, her whole body covered in petals. Daemons of Chaos are said to be shocked when he appears, while other beings are gripped by pure, animalistic fear. She is said to be immune to all non-magical attacks and supposedly, all ethereal beings such as ghosts will be banished when in her presence, as well as every kind of animated dead.

A final victory of the Gods of Law over Chaos is as undesirable as a victory of the Chaos Gods, as it would lead to a world without any change, a world standing still in which all life would be suffocated in static, inflexible structures.

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IV. Bretonnia's Lady of the Lake

1. Description

Similar to Sigmar for the Empire, the Lady of the Lake is a goddess whose worship is limited to one nation, in this case Bretonnia. However, the similarities pretty much end there. The greatest difference is that while Sigmar is venerated by all citizens of the Empire, the worship of the Lady is restricted to the nobility. She also has a darker side, stealing all children with magical talent before the age of three, a side we will look into further in a later passage.
To the Knights of Bretonnia, the Lady embodies purity, nobility and courage. She is the perfect lady, and in a way, she is Bretonnia itself in the Knights' eyes. Another fact that distinguishes the Lady from Sigmar - and most other gods for that matter - is that she appears in the mortal plane and can be looked upon by her followers. So her portrays and depictions are consistent throughout ages and regions: a young woman of an otherwordly beauty, clothed in pure white and with the Holy Grail in one hand.
Her symbols are the Grail itself as well as the fleur-de-lis, a stylised lily standing for purity.

2. Temples & Followers

Yet another difference between the Lady and other divine beings is that she has no priests or initiates serving her. Instead, she is served by the Grail Knights, the very elite of Bretonnian Knights as well as the Grail Damsels, sorceresses trained by the Fay Enchantress, the spiritual leader of Bretonnia and highest servant of the Lady.
All in all, the Lady is mainly worshipped by the nobility and the Knights. It is through them that she works to protect Bretonnia, never concerning herself with peasants. In that, she stand exemplarily for the land's two-tiered society.
The Knights of Bretonnia look to prove themselves worthy in the eyes of the Lady so she will grant them a sip from the Holy Grail, making them full-fledged Grail Knights.
The Grail Damsels (or Damsels of the Lady) are the sorceresses of the Lady. When children show a talent for magic, they are taken away by the Fay Enchantress at a young age, to be trained in Athel Loren - the girls at least. No one knows what happens to the boys, but they never return. The Damsels act as emissaries of the Fey Enchantress to the nobles' courts and wield a magical power over nature, calling down lightning on the foes of Bretonnia. They exist outside of Bretonnia's society, unquestioned and uncriticised. The most powerful and experienced Damsels become Grail Prophetesses, gazing into the future to give counsel to whomever they see fit.
The Fey Enchantress herself spends most of her time in Bretonnia, attending the Royal Court for all major events. Though no King would dare admit it, her authority is higher than his, for she could strip him of the crown with a single word.
Apparently, besides her immense supernatural powers, she appears to be ageless and immortal. Many claim that the same Fey Enchantress has filled the role since the founding of Bretonnia.
While the Lady mostly concerns herself with the nobility and most peasants center their worship on other deities, some try to get as close to her as they can. Since they cannot become Grail Knights themselves, they join their entourage. These people are the Grail Pilgrims, and their life expectancy is very short.
The other peasants prefer to worship the Old Gods, primarily Morr in those areas infested by the Undead, Ranald in towns and cities and Taal and Rhya for farmers and hunters. Myrmidia enjoys a rising popularity among common soldiers.
But by far the most important god in Bretonnia - aside from the Lady - is Shallya. With a life as hard as the one of a Bretonnian peasant, a deity offering relief and compassion is very welcome. Thus, the Bretonnian city of Couronne houses Shallya's main temple in the Old World. However, none of the Cults of the Old World deites have any political influence.

The lady's temples, called Grail Chapels, adorn sites where she has appeared in flesh. They are almost always built by the nobility and look almost all the same: a single hall with a high ceiling, a door at one end, the altar at the other with a large glass window above it, containing a mosaic showing the Lady herself (or, if the chapel is too small, the Grail or the fleur-de-lis). These chapels face the Forest of Athel Loren, where the Grail Damsels are trained and the Fay Enchantress resides. Every chapel is guarded by a Grail Knight, but since there are far more Knights than chapels as the lady tends to appear in the same place more than once, many are left to roam the lands looking for evil to fight.
The greatest Grail Chapel can be found in the castle of Bordeleaux, the socalled First Chapel. It's architecture set the example for all following Grail chapels, but unlike its copies, it is facing west instead of east to Athel Loren, as the hall already existed when it was made into a chapel.

3. Trivia

- Followers of the Lady are expected to go on pilgrimages from time to time, visiting faraway sites of religious importance; these are usually a Grail Chapel. Popular destinations include the First Chapel in Bordeleaux as well as the Chapel of the Thrice-Sundered Lance in the mountains near Parravon.
- Some recently surfaced sources suggest that the Lady of The Lake is in fact an aspect of the elven god Isha, and the whole base, ideas and values the religion of Bretonnia was founded on was placed into the head of the Grail Companions by Ariel. The Fay Enchantress, the highest Bretonnian servant of The Lady of the Lake might in fact be a Wood Elf, and the damsels, the Lady's sorceresses, are supposedly secretly trained by elves as well. Some argue that the continued worshipping of the Bretonnians to the Lady of the Lake has led the Lady of the Lake to become an autonomous, human-fuelled sub-division of Isha, although she is tethered strongly to Bretonnia. However, even if this is the case, the Wood Elves still pull the string behind the Bretonnian religion as they control all their priests & sorceresses.

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V. Kislevite Gods

1. Ursun

1.1. Description

Ursun, also called the "Father of Bears", is usually depicted as a giant bear with a crown atop his skull and golden teeth and claws. He is the main god of the Kislevites, as the ancient Gospodars held bears to be a sacred creature. According to legend, he is able to transform himself into a human, appearing as a sturdy, bearded man with hairy, strong arms and thick hair wearing no more than a loin cloth.
His symbols are the head of a bear as well as a bear paw which adorns the golden medaillon many of his followers wear. Among the northern tribes, one will also witness Ursunites wearing a bear skull on their heads or shields.

1.2. Temples & Followers

There are no real temples dedicated to Ursun, but there are many stone piles and menhirs erected in his honor, hidden away deep in the woods. Sometimes, his followers will make a shrine out of a cave they have slain an especially big or powerful bear in. It will be lit by rough lanterns and filled with sacrifices of fish and berries. In Kislevite cities, one may often find wild woods within the parks or gardens of great buildings. These are considered sacred places of Ursun.
Another holy site of Ursun is a rock formation called Ursun's Teeth, Fangs of the Bear or Urszebya (in the Kislevite language) in the wide plains of Kislev. According to ancient myths, Ursun ripped a part of the landscape from the world and lost a few teeth in the process.

1.3. Trivia

- Tensions often arise between the followers of Ulric and Ursun. However, this is more a contest of arms and strength than open bloodshed. After all, Ulric and Ursun share many similarities, and followers of both gods involve physical competitions and contests of arms in their daily curriculum.
- Ursun's followers often mock those of Taal, as they cannot understand how someone would venerate all animals when the bear is so clearly superior to them all.

2. Tor

2.1. Description

Tor is the God of Thunder and Lightning. The Kislevites revere him as a Warrior God. A muscular man with a chiselled chin, he wields a tremendous axe with a shaft of oak. He uses the axe to cleave the sky, resulting in the lightning and thunderstrokes he is famous for. His symbols are the thunderbolt or the axe with a thunderbolt on its handle.

2.2. Temples & Followers

Tor's temples are erected on mountains, and the World's Edge Mountains are littered with them near the North Pass and the High Pass. They are impressive buildings made out of huge stone blocks roofed by mighty wooden logs.
Renowned warriors of the Thunder God can usually be identified by silver threads they weave into their beards, praising their god and thanking him for his favour by using his favourite medal.

2.3. Trivia

- Tor's only commandment is to never stand under a tree during a thunderstorm.
- His followers are quite indifferent towards other religions, though they like to get into the occasional brawl with Ulric's worshippers.
- There are no official holidays of Tor, but his followers go outside during thunderstorms and praise their god. They also praise him before and after a battle.

3. Dazh

3.1. Description

Dazh is the Kislevite God of Fire and the Sun. If their legends are to be believed, it was him who stole the secret of fire from the sun and have it to the old tribe's warchiefs. Without his fire, winter would prove lethal, so he is not only very popular, but also receives sacrifices and offerings on a regular basis. In the more civilised regions of Kislev, he is known as the patron of hearths and homes and is the god of guests and the needy.
He is portrayed as a handsome youth with long flowing hair and a body wreathed in fire. Supposedly, no one is able to look upon him without being blinded by his luminous appearance. His seat is a palace in the east, where he rests each night after travelling the world during the day. It is guarded by the Arari, who accompany him on his travels in daylight, often dancing and fighting each other on the northern skies to amuse him.
Dazh's symbol is a sun or a flame.

3.2. Temples & Followers

Gold is a sacred metal to this deity, and thus his followers, especially priests of higher rank, will use it to fashion talismans.
His temples are big, open arenas so his adherents can worship him under the same sky he lives in. The wealthier of these temples will have a giant golden statue of their god in the middle of the arena. All of the temples contain numerous coal pans and braziers whose holy smoke befogs the sky with a comforting fragrance. As long as there are living priests in the temple, these flames may never be extinguished.

3.3. Trivia

- Although the Cult of Dazh keeps friendly relations to all major religions in the Old World. However, the followers of Ulric sometimes look upon them in mistrust, as a God of Fire is naturally opposed to a God of Winter.
- One of Dazh's commandments state to always give shelter, whether to friends or to enemies.

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B) The Gods and Other Powerful Entities of Chaos, also known as Ruinous Powers

I. Introduction to Chaos

Before we deal with the Chaos gods themselves, a closer look at the nature of what we call "Chaos" is mandatory. Those of you who area already familiar with the machinations of the Warp and the effects of Chaos on mind, body and soul might want to skip this section. Those of you who don't care about all that theoretical and philosophical stuff may do so, too.

1. The Aethyr

The term "Chaos" refers most often to the entities living in a parallel universe, known as the "Realm of Chaos" the Aethyr, the Empyrean or The Warp. The Warp has no physical dimensions or scale; it exists as its own reality. It is pure energy without boundaries, and yet it is linked to life and the physical universe in ways that cannot be severed. But the energies of the Aethyr are not cold and senseless as it is influenced by the thoughts and emotions of all living creatures. Although it is not a place in any sense comprehensible by mankind, it is still the home of many beings of power and consciousnesses of near infinite proportions - beings that are known to the intelligent races as gods and daemons.
However, these Gods are neither good nor evil. Chaos as in the Aethyr is simply a mirror for every emotion of every living being in the Mortal Universe. Thus, the entities of Chaos, both gods and daemons exist only because living things generate emotions and thoughts.
In the Liber Chaotica, the Empyrean is described as a void - the fifth element of existence - the intangible element that has no visible form in its own right. It has no dimensions, scale, mass or volume, yet it still touches everyone and everything. It has no substance itself, but all substance and energy are linked to it. Every form of magical or divine power depends upon the manipulation of the Empyrean's raw energy, and only through manipulation of that energy are the spellcasters of the Mortal World able to perform their craft.
Thus, it is not only the source of the eight Winds Of Magic, but also the heaven and at the same time the hell of every religious and cultural tradition in the world.

2. Effects of Chaos on the body, the mind & the soul

As the Empyrean-gateway of the world's first masters, the Old Ones collapsed, tides of Chaos were drawn, or rather sucked, into the world. Suddenly, the formless energy was exposed to the physical laws of a mortal plane. In result, a great deal of the energy solidified into what we know as warpstone today. It was this dust that is believed to have been the cause for the birth of the first mutants and monsters of Chaos.
Chaos can have myriads of varying effects upon mortal creatures. It will almost always mutate and warp any physical matter it contacts, but there is never any certainty on the form of that warping.
As the body is part of the Mortal Universe, the soul could be said to be part of the Empyrean and be made from the stuff of raw Chaos, held together by the physical body of a mortal.
The Chaos Realm is a focusing point for all emotions felt by the intelligent races. The Liber Chaotica describes it as being a case of like attracting like; every scrap of anger is slowly drawn to one another until they create a vortex of psychical energy, of emotion and thought within the Chaos Realm. If it is strong enough, it is reflected back into the Mortal Realms. There, it affects the mortal psyches. An example: If a being feels great anger, it will over time not only have their own naturally inspired and mundane anger, but also experience an unnatural anger reflected to him by the Chaos Realm's anger vortex. Supposedly, this process is cyclic and never ending. With time, the vortices become so powerful that the accidental promoting of feelings into the Mortal Realms stop and they begin to do so deliberately. That is the moment when a new Chaos entity, what some might call a God, is born.

II. The Major Chaos Gods

With the collapse of the gateways, the most powerful of these Chaos entities, or vortices of feelings and emotions eventually began to manifest themselves in the world. They had no physical shape, but they often took on forms dictated by both conscious and subconscious fears of the mortal beings they encountered.
There are chaos entities beyond any number mankind could count, but the most powerful, most feared, and most important of the Chaos gods are known as the Four Ruinous Powers, grown from the basic survivalist emotions: Khorne, the God of Hate, Rage, Blood, War and Killing. Tzeentch, the God of Change, Ambition, Manipulation, Scheming and Sorcery. Nurgle, the God of Decay, Despair, Destruction, and Disease. And lastly, the youngest of them, Slaanesh the God of Decadence, Excess, Pain, Pleasure and Self-Indulgence.

Note: The Chaos gods do not require temples in their honour, as they gain their power not from religious ceremonies, but from the emotions and desires of all mortals.

Rowhin
07-17-2008, 10:21 PM
1. Khorne

1.1. Description

Khorne was born from the pure, survivalist emotion of rage. He is the god of hate, war, violence and killing, and is known as the Blood God and Lord of Skulls. He receives his power from acts of violence and killing. The more senseless and destructive these acts are, the greater they gain his favour. Inflicting pain, however, is not what Khorne is after, for that is his fellow god's Slaanesh domain. Khorne wishes only to kill.
He is a spartan god, his plans are always outright and he prefers close combat to ranged weaponry. He also bears a deep distrust towards wizards and sorcerers as he regards them as cowards. The only thing Khorne respects is strength.
In Liber Chaotica, the section named "Khorne's birth" depicts him as an extremely well muscled, beast-headed monster atop a mountain of skulls in the middle of a sea of blood. The skulls come both from his enemies and his followers, as Khorne cares not from whence the blood flows.
Khorne's symbol is a skull, often rendered as an X-shaped rune with a bar across the bottom. (http://img247.imageshack.us/img247/2356/khorneua5.png)

1.2. Followers

There are nearly no Khornites in the civilised parts of the Old World as being a follower of the Blood God is almost impossible to hide for long. Supposedly, there are some small groups of veteran and elite warriors and soldiers who are secretly a Cult of the Blood God, though.
As is usual with the Chaos Gods, not everyone fueling Khorne is aware of doing so. He feeds of every act of violence and killing, and thus a jealous husband killing his wife empowers him just like a mercenary lusting after blood. Many who believe they are following a bloodthirsty aspect of Ulric or Myrmidia, for example, are in fact worshipping Khorne.
Thos who openly follow Khorne mainly stem from the Chaos wastes and the lands of Norsca. They are nearly uncontrollable warriors of great martial skill. They often adopt not only his martial pride, honour and love for battle, but also his darker part of mindless rage and slaughter. They share their god's straightforward philosophy on combat, preferring tactics that involve charging directly at their foes in order to engage and defeat them in hand-to-hand combat.
His champions are usually clad in red and brass armor. Their favourite weapon seems to be large axes, although other weapons like swords and spears appear occasionally. Almost all of them display Khorne's rune prominently on their armour.

1.3. Daemons

There are four kinds of Daemons associated with Khorne:

Bloodletters: Ugly, crook-backed, horned humanoid demons with cloven hooves who wear armour of demonic brass and wield battleaxes or swords known as Hellblades. These blood-drinking weapons are forged at the foot of the Throne Of Skulls. When in battle, they can enter a terrible blood frenzy. Mounted Bloodletters are known as Bloodcrushers, one of the most terrible foes to face on the battlefield.
Flesh Hounds: Monstrous, ferocious, canine creatures representing Khorne's hate for everything magical. Once they are set on a prey, they never stop hunting until it is killed or they are slain. They also bear enchanted collars that make them highly resistant to magic or psychic influences.
Juggernauts are massive four-legged creatures made of living metal whose blood is liquid fire created for Khorne by the Chaos Dwarfs. They are generally given as steeds to favoured champions of Khorne.
Bloodthirsters: The Greater Demons of Khorne. Enormous in size, with cloven hooves, leathery bat-like wings and horned heads, they are a terrible sight to behold on the battlefield. They are able to wield both a whip and a two-headed battle-axe in battle simultaneously. They are the greatest manifestation of the Blood God, and his most terrible weapon to be unleashed in battle.

1.4. Trivia

- Khorne is often said to be opposed to Slaanesh, as his "death-to-all" attitude and the simple, primal pleasure from killing collide with the younger god's search for all possible pleasure and enjoying life in every aspect.
- Khorne's sacred number is Eight.
- Due to their god's nature, Khorne's followers have some distinct battle cries reflecting it, the most famous (and most feared) being "Blood for the Blood God!" and "Skulls for the Skull Throne!"


2. Tzeentch

2.1. Description

The single survivalist emotion Tzeentch was born from is hope. He is the god of change, manipulation, sorcery, Machiavellian scheming and power craving. Thus, he is also known as the Herald of Hope, The Grand Schemer, The Waver of Destiny, The Architect of Fate and the Changer of Ways. As the embodiment of change, he is rarely seen adopting one form, thus he is most often depicted as a cloud constantly changing colours. Other visualisations include a writhing serpent or a large bird, both of changing colour.
Tzeentch embodies the drive to change and evolve. Be it the accumulation of (often forbidden) knowledge, the accumulation of power through political scheming or intrigue or the most direct form of forcing change upon the mortal plane, sorcery. All these are means to an end, and while all change is often either seen as benevolent or malevolent, Tzeentch doesn't limit himself to either side of the coin.
He is the Great Conspirator, the master of plots and intrigue, of scheming and planning. It is said he is aware of every dream and plan of all mortal beings. He uses this knowledge to spin their fates into his Grand Scheme. For he is not content watching and observing, but meddles with fate based on his knowledge of how each and every action and reaction will influence the future. It is impossible to say how history has already been altered through the actions of his followers (willing or not).
When the armies of Chaos march together for war, it is usually Tzeentch who instigates these brief alliances, for whatever unfathomable goal he happens to have planned. Everything follows his Grand Scheme; sometimes actions carried out today will have consequences that only become apparent thousands of years later. But Tzeentch is a patient god, and he manipulates everyone and everything to see his Grand Scheme to its end . What this end is and when it will come to pass, no mortal - and possibly no divine - being will ever unravel before it comes to pass.
Tzeentch's symbol, usually blue, superficially resembles fire. (http://img528.imageshack.us/img528/8208/tzeentchwg4.png)

2.2. Followers

Most mortal followers of Tzeentch were attracted to him by the wish to increase their knowledge and power or where taken in by one of his intricate plots and schemes. Although many of Tzeentch's followers are manipulators of magic, that does not hold true for all. Everyone using the arts of subtle manipulations like freedom fighters, politicians or crime lords all walk the path of Tzeentch - knowingly or not. One does not have to openly speak devotion to be swept into Tzeentch's fold - in fact, many that want nothing to do with Tzeentch are all part of his great plan in some form.
Those serving Tzeentch by choice can be divided into two sections: those doing so by marching in the Great Manipulator's hosts, and those serving him in the secret cults hidden within the civilised countries.
The soldiers and sorcerors in Tzeentch's armies are mostly brilliant minds. Unlike followers of Khorne, who mostly charge their enemies straight, Tzeentch's warriors prefer strategical thinking and complex tactics to ambush their foes. Unlike Khorne, who limits himself to melee, Tzeentch's mortal armies consist of a mix of melee fighters and powerful sorcerors. They wear reflective armour glowing in an unearthly blue, armour that hides their horrific mutations. Tzeentch's sorcerors are capable of many horrific magic spells, but most tend to fling around magical fire in many colours in a battle - fire that can have much more wicked effects than simply burning the flesh.
Those serving Tzeentch in secret work from within the Empire and other human nations to further their Master's plans. There are countless independent cells and cults setting the Great Manipulator's plan into motion, but there are also some major Cults which strategically undermine politics, military and the general society in the nations they operate in. Such Cults are the Red Crown, influencing the Beastmen in the woods of the Empire to overthrow its government one day as well as the Purple Hand which strategically infiltrates the Empire's government as well as the Church of Sigmar. Most dangerous of all Cults, however, is the Cabal. Headed by the ingenious Ergrimm van Horstmann, the Cabal is secretly behind two thirds of every Chaos cult (including those of the other Chaos gods) in the Empire. The Cabal has founded many of these cults itself. Sometimes they have deemed that their targets would be far more susceptible to the lures of another Chaos god and used one of these cults as a front to get what they want. They control far more than anyone but their leader and Tzeentch is aware of...

2.3. Daemons

Tzeentch's nature is reflected in his daemonic servants, which can be divided in five categories:

Horrors: An ever-shifting mass of flesh, limbs, and flame-spewing maws. They have some magical powers, although their capacities vary greatly. One often sees them flinging fire of various colour and various warping effects.
Flamers: Slightly more powerful than Horrors, their gaping maws produce searing flames. Their magical capacities lie somewhat above those of horrors. They do, however, not vary as much in appearance, often resembling blue or red upturned mushrooms.
Screamers: Flying creatures akin to rays. They prefer to swoop down on their enemies and cut them apart with sharp barbs, but they are also capable of emitting ear-piercing screams if necessary.
Discs of Tzeentch: Disc like creatures melded together from magic, metal, and daemon (supposedly Screamers), they are used most often as a means of transport for Tzeentch's loyal champions. They have some capabilities of lashing out on nearby foes by short ranged lightning blasts or magically manifesting tentacles.
Firewyrms of Tzeentch: Tzeentch's spawns of chaos, they never keep one form. Constantly ripping and shifting with the power of change, they are some of the most bizarre creatures of them all. Their skin changes color, blisters, or rots away and heals again within a heart beat, fire might lick from an orifice that wasn't there a second ago and they lash out with tentacles spontaneously appearing anywhere on their body.
Lords of Change: They are Tzeentch's Greater Demons, and thus his most powerful forces on the battlefield. Most often a bird-like winged daemon of massive intellect, they are described as being large winged bipedal creatures with snake-like necks and avian heads. Their body parts will often be of varying colour, especially their wings. Occasionally, they carry a staff that may increase their already overwhelming magical power.

2.4. Trivia

- Tzeentch's sacred number is Nine.
- Tzeentch arch nemesis is said to be Nurgle, as the God of Decay stands for despair, hopelessness and stagnation, while Tzeentch's power is based upon the wish and will to change and evolve.


3. Nurgle

3.1. Description

Nurgle, or Nurglitch, Nurgal, Onogal and Neiglen was born from the basic emotion of despair. Nurgle is the Chaos god of disease, decay, despair and destruction. His titles include The Lord of Decay as well as Grandfather Nurgle or Papa Nurgle, since he seems to care for his followers in a jovial manner similar to that of a grandfather. Nurgle revolves around the concept of death not as a final release, but the path to death - the rotting and decaying of flesh. Nurgle's followers die a slow, disgusting death, never quite fully released but always inevitably on the path to their grave, taking one step in what seems a decade. Nurgle embodies despair in the sense of every intelligent being knowing it has to die one day and there will be nothing to prevent it. The despair of the prospect of death is the greatest despair, and it is the one that Nurgle embraces the most.
Whenever Nurgle is depicted, he is shown as a huge, bloated humanoid with boils and sores, his body completely rotten from disease and accompanied by an enveloping cloud of buzzing flies.
His symbol are three connected circles (http://img120.imageshack.us/img120/5610/nurglevp8.png). Some claim it is a stylised fly, embodying decay, others interpret the circles as sores filled with pus, three slimeballs or horse droppings.

3.2. Followers

As servants to the lord of despair and decay, Nurgle's followers are mostly interested in spreading disease. His followers are "granted" horrific plagues and diseases, which they then take on to further spread them throughout the world. Generally, these diseases often cause their bodies to rot. But at the same time, they become immune to pain and injury, thus making it difficult to incapacitate them. Wounds that would fell a normal man seem to have no effect. Instead, by hitting a Nurglite, one might only spread the disease called "Nurgle's Rot", given to Nurgle's most loyal followers. It often spreads during a fight and incapacitates his enemies.
Even more so than Khornites, followers of Nurgle cannot stay undetected in civilised society due to their horrific appearance. Thus, there are very few secret cults of Nurgle.

3.3. Daemons

Nurgle's daemonic servants resemlbe him not only in spirit, but also in appearance, if such claims are to be believed:

Nurglings: Tiny, mischievous daemons, these creatures resemble a miniaturized version of Nurgle himself. They usually appear in monstrous swarms accompanying the armies of Nurgle. Exalted Champions of Nurgle might even have Nurglings living in gaping wounds and orifices of their body, which will help defend their host if he is attacked.
Plaguebearers: They are of vaguely humanoid size and appearance, but terribly rotting and wasted. Flies usually buzz around them, making it hard to see and hit them in battle, while the many diseases they carry quickly afflict their enemies to a terrible effect. They are said to be humans transfigured into daemons as the last stage of the disease "Nurgle's Rot", cursed to carry this plague throughout eternity.
Great Unclean Ones: Nurgle's Greater Demons, these are massive, bloated disease carriers, whose decaying flesh bulges with corpulent cancers, wielding a titanic, rusted blade. In reference to Nurgle's joyful, paternal nature, they often act as leaders and father figures for the other daemons. Also, their bloated bodies make them extremely hard to kill.

3.4. Trivia

- Nurgle's holy number is Seven.
- Nurgle is said to be diametrically opposed to Tzeentch, as the God of Decay stands for despair, hopelessness and stagnation, while Tzeentch's power is based upon the wish and will to change and evolve.


4. Slaanesh

4.1. Description

The youngest of the four major gods, Slaanesh grew from the single basic and pure emotion of pleasure. He is the Chaos god of excess, hedonism, pride, aestheticism, self-indulgence and sensualism. Slaanesh will take on whatever form is most likely to be arousing to the mortal he blesses with his presence, be they female or male, even hermaphroditic or androgynous. But whatever form he takes, he is always unnaturally beautiful, and irresistible to mortals when viewed by them.
The Pleasure Prince's symbol is a combination of the traditional symbols for masculinity and feminity. (http://img275.imageshack.us/img275/9291/slaaneshml9.png)

4.2. Followers

Slaanesh's followers seek pleasure in every experience, whether or not it may be viewed as acceptable by the society surrounding them. They quickly become bored with mundane things, sound, and colours, and thus they often wear garish, brightly colored armour, or extravagantly decorated clothing. Curiously, they are also characterized by having a complete lack of fear, as they see losing a battle as a new experience to be enjoyed. It is a common misconception that the pleasure a Slaaneshi seeks is purely sexual. Slaanesh takes pleasure from every act that gratifies the senses - be they arts like music or painting, food, drink, or anything else.
However, the more pleasures a Slaaneshi follower experiences, the more his craving grows, and all the more often do they have to seek out new sensations. With each step, they lose some of their humanity, with only the most extreme of feelings and sensations being strong enough to actually reach them.
Slaaneshi Champions emenate some of the God's own inhuman charm and their voice resonates with his promises of pleasure. Their apperance is so captivating that whole tribes in the Chaos wastes have fallen on their knees, pledging eternal service after just one glance at their radiating beauty.
There are many Slaaneshi cults to be found over the world. It often seems that the pleasure the Dark Prince offers is the easiest lure for the weak humans, much more so than the complicated schemes of Tzeentch or the bloodlust of Khorne. A Slaaneshi cult may have its beginning in simple occasional feasting, but it never ends there. As soon as any activity steps beyond the basic needs of life into an endavour of pleasure, it is fair game for fueling Slaanesh.

4.3. Daemons

Although many may not seem so on paper or at first glance, Slaanesh's daemons embody beauty as well as pleasure:

Daemonettes: Hermaphroditic feminine-looking creatures, who, if it were not for their crablike claws, would resemble women of the most seductive beauty. They have milky white skin, but bald heads, they have female breasts, but sometimes several sets of them, narrow eyes, pointed teeth and occasionally even horns. Their legs often end in bird-like taloned claws and they sometimes have long scything limbs in place of one or both arms. They are also very quick.
Steeds of Slaanesh: Fast creatures with elongated tubular snouts (vaguely resembling that of a seahorse) containing prehensile, poisonous tongues and occasionally fangs. Upon the upper half of their body, a fleshy crest can be found alongside three or four pairs of breasts. They serve as mounts to the Champions of Slaanesh.
Fiends of Slaanesh: Grotesque insect/reptilian looking creatures, they could be an unholy combination of human, scorpion and reptile. They have six breasts in a row and barbed, poisoned tails. They are also able to exude a musky scent capable of dazing and disorienting foes.
Keeper of Secrets: These hermaphroditic creatures are the Greater Daemons of Slaanesh. Huge and powerful creatures, their very presence is capable of causing both anguish and ecstasy in even the bravest warrior. They have four arms, two that end with human-like hands and two that end with large crab-like craws. A Keeper of Secrets is a very powerful foe in close combat.

4.4. Trivia

- Slaanesh is opposed to Khorne, whose intrests are concerned only in killing and bloodshed and whose followers seek to kill, not to inflict pain, Slaanesh sees causing pain as pleasure and welcome all kinds of decadence and perversion.
- With Morathi, the Dark Elven Hag Queen, being a follower of Slaanesh, the Prince of Pleasure could be said to be partly responsible for the civil war and subsequent splitting of the Elven race.
- Slaanesh's holy number is Six.

Appendix: The Renegade Chaos Gods: Malal, Necoho and Zuvassin

Ap. 1 Malal

Author's note: Malal is included here only for the sake of completeness. He is currently not considered to be canon in Warhammer Fantasy.

Malal is the renegade fifth Chaos god, also called "The Outcast God", "The Lost God" and "The Renegade God". Whether he chose exile of his own free will or the four other major Chaos Gods imposed it on him is unclear. In either case, he seeks to destroy the Tzeentch, Khorne, Slaanesh and Nurgle. As such, he embodies the nature of Chaos to turn upon itself.
Unlike the other gods, he does not rely on specific acts or emotions to grow more powerful, but feeds on the power of the other gods like a parasite. Whenever their power grows, so does his.
He is the god the underprivileged pray to in order to overthrow their suppresive betters. He is also the god of those who have been treated injustly, but lack the power to take vengeance. His chosen Champion was Kaleeb Dark, who relentlessly pursued followers of the other Chaos Gods with his daemonic "Dreadaxe", a giant axe with a head looking like that of a shark and a hilt of bones. When charging into battle, he would scream "Dreadaxe thirsts for you!".
Malal supposedly has no daemons of his own, so some forbidden texts talk of "Dommed Ones", which are described as bipedal lizarddaemons taller than any human. However, other texts use this term to describe his human followers, so these "bipedal lizarddaemons" could also be mutated humans.
His appearance is often described as wolflike or akin to a crocodile, while keeping a human form. He is said to have six fingers on each hand and three eyes. His teeth vary greatly, some resembling those of lions, others those of sharks, cows or rats.
Some of his followers actually fight against Chaos, succumbing them to his influence to fight the Ruinous Powers with their own weapons.
His symbol is a skull that is half white and half black and his sacred number is Eleven.

Ap. 2 Necoho

Necoho, also known as "The Apostate God" or "The Doubter" (and "Rowhin's Favourite God") is a paradox in himself, for simply put, he is a god of atheism. He embodies the struggle and defiance against the notion of divine beings and gods.
As such, he is only mentioned in the most secret of texts and has almost no followers. Neither does he appear in the mortal world very often. If he does, he chooses the form of a plump old man with an ironic smirk across his face.
What few followers he has (probably not even numbering a hundred) do not worship him or build him temples, as this would be engaging in religion, a notion and idea that Necoho is opposed to.
Due to his nature, he is opposed to the gods of all races, be they Human, Orc, Elven or Skaven or anything else. Still, sometimes he aids one of the other gods against a common foe, but only if it hurts the foe more than his temporary ally benefits from the cooperation.
Quite ironically, Necoho's power grows as the number of his followers dwindles. While he tries to seed disbelief and scepticism against the other gods, he works towards the elimination of all sentient beings in the universe - the only way to ensure that he would be the sole deity in existence.
However, in a world where the gods' favour and wrath can be observed as easily as in the Warhammer world, it is no surprise that Necoho is not very successful in his work.
The Doubter is classified as a "Renegade God" by human scholars because he works against Chaos itself as well.

Ap. 3 Zuvassin

The third renegade Chaos God is Zuvassin, the Great Undoer. He embodies the desire to foil the plans of others; he is a meddler that is constantly trying to undo the achievements of others and disrupt their activities, be they mortal or divine, Human or Dwarf, Elf or Orc. When he is involved, one can be sure that nothing goes as planned and there will always be a surprise no one could have anticipated. He undoes everything - he has even removed Chaos mutations caused by other Gods on occasions.
Most mortals will only try to deal with Zuvassin once, for while he helps them foil their enemie's plans quite willingly, he will always make their own plans go awry as well. He gives no instruction to those who want to follow him, for he knows that anyone truly walking his path would find a way to make his orders fail anyway. When he appears to mortal beings, he always chooses the form his victims fear most. But in any form he takes, he is always laughing.
While Zuvassin is normally opposed to all Chaos Gods, he will ally with one of them if another one thinks his plan is infallible. For example, he might aid Khorne in thwarting Slaanesh's plans just to show that Slaanesh's plan could fail.
His symbol is a double ended Y-shape, but it is never drawn like that. Sometimes parts are missing, other times additional parts are added.
Zuvassin is classified as a "Renegade God" by human scholars because he also foils the plans of the other Chaos Gods.

Rowhin
07-17-2008, 10:21 PM
C) The Dwarven Ancestor Gods

Dwarfs venerate their ancestors and as thus, their deities are the "Ancestor Gods". These are the first dwarfs, said to have been formed from the very stone of the world itself by the Old Ones. It is said that they awoke in the middle of the first mountains in darkness. Grungni was the first to awake in darkness. With a blow of his fist, he shattered his cradle, created a cavern so he could move his arms and also cracked the mountain enough to let some light rays in. The blow and its effects awakened his brother Grimnir, who followed Grungni'S example and shattered his cradle. They then awoke their sister Valaya and brother Gazul.
When they stepped from their birthing place, they encountered otherworldly creatures with bulging eyes and hairless bodies, hostile creatures who attacked them with sorcery and weapons. The battle lasted seven whole days, but at the end the Ancestor Gods stood victorious and took possession of the mountains.
These are the Dwarfs who walked and fought in the Warhammer world during the First Great War Against Chaos.

I. The Major Ancestor Gods

1. Grungni

1.1. Description

Grungni is the head of the Dwarven pantheon. His domains are mining, metalwork and stonework, three professions valued and respected by every Dwarf. If the legends are to be believed, he was first of the Dwarfs and chief husband of Valaya. It was him that led the Dwarfs from their early home in the depths of the mountains and guided them into the northern parts of the World's Edge Mountains in what would become known as "The Long Migration", a journey that lasted for centuries. It was on this journey that Grungni taught the Dwarfs many of the trades and skills they are famous for nowadays, such as smelting of metals, forging of goods, weaponcraft, tunneling, gem cutting and the building of vaults. He himself was a master in both metal- and stonework, crafting many powerful artifacts on the arduous journey - artifacts that to this day remain the most powerful in Dwaren possession, including the fabled Throne of Power. When he deemed the time right, he led the Dwarfs into the safety of the earth again, where he would prepare them for the great war he knew would come - the First Great War against Chaos.
Grungni is depicted as a strong Dwarven male who is clad entirely in chainmail and a forked, grey beard that reached to his feet. In peaceful environments, he carries a pick, but in battle scenes, he is armed with the runic warhammer Drongrundum (which means "Thunderhammer" in the Dwarven language).
His pick is also his main symbol, also a stylised helmet with a long, forked beard is also common.

1.2. Temples & Followers

Grungni is worshipped by Dwarfs throughout the Old World alongside each clan's ancestors, but he is mostly venerated by the miners, smiths and engineer of the Dwarven race.
His priests dress in dark grey. They carry an emblem with a silver or black pick showing Grungni's rune atop their chest. They are responsible for ensuring that all tunnels and chambers of the halls are intact and solid, doing repairs where necessary. They also have to ensure that all mines are stripped of every piece of ore or otherwise valuable material before they're abandoned. They place great care in anything they craft, for flawed worksmanship would bring shame to their clan.
A followe of Grungni will, upon his death, join his clan's ancestors. For thos who are of Grungni's own blood, however, things will be different. Being the ruling clan of Karaz-a-Karak, these Dwarfs will join the Shadowrealm of Grungni. There, the spirits enter a gigantic Dwarfhall where ale follows freely and they can continue their life's work (which to a Dwarf, means paradise). These Dwarfs continue to work on exceptional armor or the design of new Runes of power that may be given to or revealed to worthy armoursmiths and Runesmiths in the living world.
Naturally, the High Temple of Grungni is located in the halls of his own clan in Karaz-a-Karak. The largest temple of Grungni is however located in Karak Azul, the greatest metalworking centre in the Dwarf Empire of Karaz Ankor.
But it is in the High Temple, that the High Priest of Grungni rules the cult. It is him whom all other temples have to answer. These other temples can be found in every Dwarfhold in the Old World. They all look similar, a hall adjacent to the Dwarfhold's main hall, with statues of Grungni on either side of a dais with a throne flanked by two lecterns. The walls usually depict scenes of Dwarven live and lore.
In human cities with sufficient population of Dwarfs, one will find underground shrines dedicated to Grungni.

1.3. Trivia

- Grungni vanished after the First Great War against Chaos. It is said he returned to the heart of the mountain he was born from.
- His name was inspired by Odin's rune spear, which is called Gungnir.

2. Valaya

2.1. Description

Valaya is an exception to the Dwarven pantheon in that she is the only female. Given the patriarchic values of Dwarven society, however, this is not very surprising. She was the sister (and wife) of both Grungni and Grimnir. She is venerated as the Goddess of Hearth and Home, of Healing and Brewing, things the Dwarfs value just as much as mining and stonework. She is also said to have founded many of the important Dwarfholds, such as Karaz-a-Karak itself and Karak Eight Peaks. Supposedly, the Dwarven rune language was designed by her as well.When her brother told her of the coming of Chaos, she crafted a special rune that would protect the Dwarfholds from the raw powers of the Warp spilling into the world. It is said that she is now sleeping under the earth until her powers are required once more.
She is portrayed as a Dwarven woman of noble standing, young and beautiful (in a Dwarf's eye), while at the same times great wisdom can be seen in her eyes. Her hair is in long braids almost touching her feet. On most depictions, she can be seen wearing chainmail over a purple gown and carrying a rune-axe called Kradskonti ("Peacegiver"). On pictures and drawings showing a peaceful Valaya, she holds a book or welcomes the onlooker with open arms.
Her symbols are either an array of runes spelling "Ancestor Queen" (most commonly seen on shields) as well as a stylised hearth and a sheaf of hops.
Another aspect of Valaya is that of Truth and Memory, in tune with the Dwarven belief that the past is the foundation of the future. As such, her followers keep the fabled Book of Remembering, which supposedly details all the events in the World from the distant past to the present.

2.2. Temples & Followers

Valaya is worshipped mainly by Lore Masters in her aspect of Memory and Dwarven Kings, Warlords and other leaders as the protector of the Dwarven Realm. Thus, most of these leaders will have a Priestess of Valaya as advisor.
Her tempels can be found in every Dwarfhold, usually near to the Queen's chambers. The greatest of her temples can be found in Karaz-a-Karak, the hold she herself helped found. The altar on which her offerings are made is flanked by statues of the goddess, showing her two aspects: the left one without any armour or weapon, holding an infant in one arm and a keg of ale in the other, the right one clad in a mail coat and helmet with a shield held before her and her axe raised high. Like in Grungni's temples, frescoes on the walls show scenes of common Dwarven life and lore. Smaller shrines of Valaya can be found in domiciles and breweries. Those are taken care of by the residents rather than priests.
Her priests, who are mainly female (though there are male priests as well) are clad in purple robes trimmed in gold and wear a golden or silver medaillon with an amethyst. The amethyst most often has an inscription of Valaya's symbolic runes.
Valaya's priests tend after the young, the wounded and the weak, protecting them from harm and seeing to their needs.

2.3. Trivia

- To allow Dwarf ale to follow in enemy hands is a sacrilege for Valaya, unless it is done to rescue one ore more Dwarfs from certain death.
- To knowingly sell or otherwise distribute spoiled ale is also forbidden to followers of Valaya.
- The name Valaya might stem from norse mythology as well. Valhall (or Valhalla) is the hall of fallen warriors who have shown courage in battle, called the Einherjers.

3. Grimnir

3.1. Description

Grimnir, also called the Fearless, is the warrior god of the Dwarfs. Brother to Grungni as well as husband/brother to Valaya, he embodies the courage and fearlessness of the Dwarfs in the face of danger. According to Dwarf lore, it was him who protected the Dwarfs during the Long Migration, fighting off Giants, Trolls and even Dragons with two mgihty axes forged by his brother Grungni.
When the coming of Chaos came upon the world and the Dwarfs learned of the Warpgates allowing Chaos free entrance, it was Grimnir who decided to find the broken gate and close it. Although noth his siblings advised him strongly against it, he shaved his head save for a crest which he dyed orange and tattooed his body with patterns showing his personal rune. It is the same ritual that dishonored Dwarfs use nowadays when they become Slayers.
Grimnir gave on of his axes to his son Morgrim and set out. However, Morgrim followed his father despite being urged to turn back. On his journey, Grimnir encountered the Dragon Glammendrüng in Norsca. After slaying the Dragon in a horrible fight that left many scars on the Dwarf's body, he took one of the Dragon's claws to change the scars into patterns. When they arrived at the northern Dwarves' holds, a great banquet was hold in the honour of father and son. After that, they set out to the edge of the Chaos Wastes, where they battled the Daemon Prince Kragen’ome’nanthal, a scion of Khorn for three whole days. When Grimnir almost was near collapse, he put all his strength in one last blow that succeeded in killing the Daemon, drawing the Blood God's wrath upon the Dwarf. After they had rested, Grimnir sent his son back to return to the Dwarfholds and serve as a protector of his people. The last Morgrim - and any other Dwarf - ever saw of Grimnir was him disappearing into the haze of the Chaos Wastes. What became of him, no Dwarf knows - or at least they won't speak of it. Maybe he never reached the Warpgate, slain by hordes of Daemons, but maybe he did and defended it while Caledor was creating the Vortex above Ulthuan.
Grimnir is portrayed as a musuclar Dwarf with his axe, Az-Dreugidum ("Waraxe of Doom") in hand. He wears the tattoos and spiked orange crest that is nowadays associated with the Slayers. Unlike them, however, he wears chain mail.
Grimnir's main symbol is the double-bladed axe.

3.2. Temples & Followers

Unless they march for war, Grimnir's priests dress in simple tunics and breeches along with a cloak held by a clasp of adamantium. They also tattoo their arms and chest with runes, including Grimnir's personal one.
Grimnir's main temple is in Karaz-a-Karak. It holds a larger-than-life statue of Grimnir as he was before he departed on his final quest. The frescoes in his temples show his own deeds and accomplishments rather than those of all Dwarfs. All these frescoes are based on the tales of Morgrim as delivered when he returned to the Dwarfholds.
However, the temple in Karaz-a-Karak is not the largest temple in Grimnir's honour. That honour falls to the temple in the Slayers' Hall at Karak Kadrin, although only Slayers may enter this particular temple. Another of his greatest temples ies in the parts of Karak Eight Peaks held by the Greenskins. Many Slayers have set out to recapture this part for the Dwarfs, but so far, none of them were successful.

3.3. Trivia

- The name Grimnir stems from norse mythology. The Grimnir song tells of Odin wanting to test the hospitatility of King Geirrödr. To do so, he took a human form - and the name Grimnir.
- The axe Grimnir gave his son Morgrim was passed down through the generations of their clan. It is now wielded by Thorgrim Grudgebearer, the current High King of the Dwarfs. The other one is lost in the Chaos Wastes along with its wearer, though some claim that the axe the famous Slayer Gotrek Gurnisson has found in the Wastes might be Grimnir's very own.

II. Minor Ancestor Gods

Aside from the major Ancestor Gods who are venerated by all Dwarfs, there are a number of additional Dwarven deities who are worshipped by the craftguilds they founded. An exception to this rule is Gazul, who is venerated by all Dwarfs, but only during observances of rememberance for their fallen comrades as well as Dwarfs who died a peaceful death.

1. Gazul, Lord of Underdeath

1.1. Description

One of the lesser Ancestor Gods, Gazul is the protector of the dead. From the beginning of Dwarven history, Gazul concerned himself with the mortality of his race. It was him who founded the tradition of venerating a Dwarf's ancestors.
A gloomy character, Gazul clothes himself in black armour and cloak to go along with his black hair only scarecly interspersed with grey. He is one of the few Dwarfs who prefers the sword over the axe or hammer, felling his enemies with the great Runesword Zharrvengryn ("Flaming Vengeance").
His symbols is a stylised cave entrance, enblematising the entrance into the Underearth, the resting place of the ancestors' spirits.

1.2. Temples & Followers

Gazul's priests dress in a black robe trimmed with red and his rune on the right breast.
All followers of Gazul firecely oppose all those manipulating the dead. They believe disturbing the spirits' rest is a sacrilege.
There is a subcult of Gazul, the socalled Mhornarkuli ("Order of Shadow Hunters"). They wear wear dark-coloured armour underneath black cloaks. This cult was formed after Nagash had brought the plague of Undeath upon the world. As such, chapters of the Order are represented the strongest near the Badlands and Sylvania. They are led by selected priests of Gazul. The Order trains its own exorcism specialists, the Kolwutrazi ("Black Spears"). They look exactly like the other members to make it more difficult for the enemy to locate them. Recently, the Mhornarkuli has also accepted the task of locating the burial chambers of forgotten and lost Dwarfholds, mainly those in the World's edge Mountains. They will enter and empty these tombs, exhuming the death and relocating them and their possession to the nearest hold still in Dwarven hands. Should they discover that a tomb was desecrated, they will seek out the ones responsible and bring them to justice.
All Dwarfholds have their own temple of Gazul. They are always located under the earth, next to the burial vaults of the hold. Their entrance is guarded by twin statues of Gazul that are usually far greater than any Dwarf, often reaching Ogre size. In the middle of the temple, a small altar gives visitors the opportunity to honor Gazul. Like for Valaya, smaller shrines for Gazul cared for by the residents exist in almost every Dwarf settlement. They can usually be found near burial places.

1.3. Trivia

- The Mhornakuli played an important role in the Vampire Wars of the 21st and 22nd century, aiding their human allies of the Empire.
- Other than the Order of Shadow Hunters, followers of Gazul would never enter any tomb themselves unless necessary to stop a necromancer or other defilers. They value the peace of the dead too much.

2. Smednir, Shaper of Ore

2.1. Description

Smednir is the patron of metalworking and refining of ore. According to Dwarven myths, he and his brother Thungni are the sons of Grungni and Valaya. After Smednir taught his brother the arts of craftmanship and metalworking, they worked together to create an array of magical rune weapons of fabled power - including Ghal-Maraz, the hammer that would later become the symbol of friendship between the Humans of the Empire and the Dwarfs.
The Shaper of Ore appears on drawings and frescoes as as a bare-armed, muscular Dwarf clad in a leather apron and a beard woven into a single plait. It is important to note that he wears his beard slung over his back to prevent it from catching fire on his forge. He is never seen without his trusted rune-hammer Azulokrid ("Metal Crafter").
His main symbol is, quite unsurprisingly, the anvil.

2.2. Temples & Followers

Smednir's priests wear their beards in a single braid akin to their patron.
To find a shrine to Smednir, one must only look into any Dwarven workshop. His altars are also found right next to those of Grungni and the Clan ancestors in every Dwarfhold of the Old World.

2.3. Trivia

- Smednir's followers (as well as most Dwarf artisans) are forbidden to produce any object that is less than the best they could make as well as to craft any item for a non-Dwarf without having made sure that he is a proven and loyable friend of the Dwarven race.

3. Thungni, Ancestor God of Runesmiths

3.1. Description

The older brother of Smednir, Thungni is the patron of runic magic and runesmithing. In Dwarven legend, Thungni ventured deep into the earth while his brethren were marching in the Long Migration. He studied in a mystical place that no one besides him has ever heard of, a place he called Ankor Bryn ("Glittering Realm"). When he returned to his race, he brought with him the secrets to Rune Magic. He had become the first Runesmith.However, he soon found out that not every Dwarf was able to be taught Rune Magic. Only his father Grungni and a few of his kin had this innate ability. After his father had foretold the Coming of Chaos, Thungni worked tirelessly to inscribe the weapons his brother Smednir forged with the most powerful runes he could devise. To this day, most of these weapons remain in the possession of Dwarfkings and poweful Rune Lords.
According to descriptions of his contemporaries, Thungni had reddish brown hair and beard. On pictures, he most often wears full armour, with his personal rune inscribed into the breastplate. He carries a runic staff in one hand and his trusted rune-hammer Karaz-Kazakrhun ("Enduring War Rune") in the other.
His main symbol is his personal rune on a hammer, symbolising his importance in Dwarven history.

3.2. Temples & Followers

Priests and initiates of Thungni wear blue-grey robes with an embroidered hammer on the left breast. Rune Lords and other clan elders dress in slate-grey robes when they attend the traditional ceremeonies initiating new runesmiths.
Thungni has no temples dedicated to him, but one will find numerous shrines of the Rune Magic patron when walking the work-halls of the Runesmith clan or their workshops.

3.3. Trivia

- No Runesmith or Apprentice would ever dare to reveal the secrets of their craft to any outsider.
- To allow a Runic weapon to fall into an enemiy's hand is a great shame for any follower of Thungni.
- Those few Runesmiths living among Humans do not reveal themselves and so their shrines blend in with their surroundings.

4. Morgrim, Ancestor God of Engineers

4.1. Description

Morgrim was the son of Grimnir and Valaya. Like his half brothers Smednir and Thungni, he also started a new craft that his race would become famous for - he was the first Dwarven Engineer. It was him who devised the first engines of war and other useful tools and devices. He also set down the guidelines for the Engineering craft, such as only to use one's own tools and make sure they are always in good shape.
When his uncle Grungni foretold the Coming of Chaos, it was Morgrim who crafted the first bolt and stone throwers to aid in the defense of the Dwarfholds.
When his father set out to close the Warpgate, Morgrim followed him. However, he reluctantly turned back when Grimnir requested it. When he saw that the threat from Chaos had diminished, he returned into the earth.
Frescoes show Morgrim as a mail-clad Dwarf wearing a belt hung with many tools. He is most commonly depicted working, or at least with dust still in his hair and beard and oil on his hands.
When marching into battle, Morgrim carries the axe his father gave to him, Onkegruni ("Widow Maker").
His man symbol is a simplified stone thrower, other symbols include the rope and pulley.

4.2. Temples & Followers

Initiates and priests of Morgrim dress in black or dark grey, with their patron's symbol on their left breast.
All Engineer Guildhalls hold one or more shrines to Morgrim. The largest of these can be found in Zhufbar, the most industrialised of all Dwarfholds. Smaller versions stand in the corners of his uncle's and father's temples in larger Dwarfholds.

4.3. Trivia

- Like in other guilds, the passing of trade secrets to outsiders is a great sacrilege. It is said to dishonor the work and legacy of Morgrim.
- Uncontrolled or dangerous innovations are forbidden to all Engineers. This goes particularly for all
inventions that would require the Enginner to bend or even break Morgrim's guidelines. This is a rule interpreted differently by the various Engineering guilds. Imperial Dwarf Engineers stick to it very closely, while those of Barak Varr, for instance, regard it more as a guideline than a strict rule.

Rowhin
07-17-2008, 10:21 PM
D) The Elven Gods

I. Differences between the Elven Nations

All Elven races (the Asur as well as the Asrai and Druchii) basically worshipped the same pantheon of gods at one point of time. Since the secession of both the Druchii and the Asrai, however, the importance they place on each one differs greatly. The Druchii, for example, have become a monotheistic society, limiting their worship exclusively to Khaine. On Naggaroth, the Cult of Khaine is the only official religion and all other Elven gods have been pretty much wiped from public attention. The Asrai, on the other hand, place Isha and Kurnous above all other gods.

II. The Elven Pantheon

1. Asuryan, The Creator God

1.1. Description

Asuryan is the Emperor of the Heavens, the oldest and greatest of the Elf gods. As he also appears in the form of a Great Eagle or a Phoenix, he is also sometimes called the Phoenix King (not to be confused with the King of the High Elves, who goes by the same name). He is the Creator and the Flame Eternal, the giver of life, rests in his hand. It is the firm belief of all High Elves that they walk upon the path that he prepared from them, that his wisdom guides the fate of their whole race.
He lives alone in a great pyramid atop the Heavens, seated upon his diamond throne. No mortal has ever seen Asuryan facte-to-face, so he wears a mask on all statues and other depictions. Otherwise, he is clad in a cloak of beautiful white feathers, carrying a sceptre symbolising his claim of leadership over all Elves.
Asuryan is also responsible for settling disputes between the other Elven gods. Despite what his followers may think, he rarely meddles directly in the affairs of mortals, but he always watches upon the Twin Thrones of Ulthuan.
His symbol is a bite more complicated than those of other races' gods: a stylised pyramid with a phoenix in the centre spreading its wings and and a sun shining rays of light upon it, substitutional for the Eternal Flame.

1.2. Temples & Followers

Mage-Priests of Asuryan clothe themselves in robes of various shades of yellow, red and gold often trimmed with flame designs.
Asuryan's main temple is his shrine in Ulthuan, located on the Island of Flame in the sea north of the Elves' island. This shrine is actually a huge, ancient pyramid that holds the Flames of Asuryan, the holy flames each potential Phoenix King must pass through before being crowned. In passing this test, they become Asuryan's avatar on the mortal plane.
No other place on Ulthuan houses a shrine or temple in Asuryan's honour. Only in the Forest of Athel Loren and in the ruins of the original Temples of Asuryan in the Old Word can more shrines be found, and they are significantly smaller than the one on the Island of Flame.

1.3. Trivia

- The shrine of Asuryan is guarded by the Phoenix Guard, holy warriors of the Emperor of Heavens. They undertake a ceremony in the Chamber of Days that reveals to them the past, present and future of all Phoenix Kings. They are, however, bound by an oath of silence they never break.

2. Lileath, Goddess of Dream and Fortune

2.1. Description

Lileath, also called the Maiden, is the Goddess of Dreams and Fortune. As such, she sends to each of the Asur the dreams he or she deserves - ranging from comfortable slumber to the most horrible nightmares. Still, she is one of the most popular deities amongst the Asur. She is also the goddess of the moon, a being embodying purity like no other. As such, she also stands for forgiveness and innocence. However, she can not be deceived. She will see into the heart of each Elf, judging him not by his actions, but by his true intentions.
Lileath is described and portayed as the most beautiful Elven maiden imaginable, clothed in flowing garments of the purest white, carrying the Staff of Lileath in one hand, a powerful magical artefact now in possession of the fabled High Elven mage Teclis. Some artists also give her majestic white wings like those of an angel.
This is also her symbol: a winged Elven angel, occasionally seen with two knives over its head.

2.2. Temples & Followers

Mage-Priests of Lileath wear robes of white and grey in varying shades. She is chiefly worshipped by Elven seers who claim to divine the future through the interpretation of dreams and soothsayers.
However, there is also a cult that places great hope in Lileath... a cult many would not associate with her - the Shadow Warriors of Nagarythe. She is their only hope of salvation, for should they ever fulfill their oath and defeat their dark cousins forever, only the Maiden could forgive the wrongs and misdeeds they have committed during their long, grisly shadow war.
Lileath's temples are always built with the greatest craftmanship, designed with intricate ornamentation and decoration. Although most of them can be identified as High Elven architecture on the first glance, there are some temples of Lileath that have a pyramide form similar to the ancient temples of Asuryan. First-time visitors to a temple of Lileath may be struck by the overwhelming smell of bruning incense meant to symbolize the dreams she watches over.

2.3. Trivia

- Some have claimed to see the future in the smoking curls of incense in Lileath's temples.

3. Isha

3.1. Description

Isha, the daughter of Asuryan and Lileath, is venerated by the Asrai and the Asur as the Mother Goddess, the Goddess of Renewal and Rebirths and the Goddess of Nature and Harvest. She is also called the Mother of Elves, the Goddess of Fertility and the Queen of Seeds and Seedlings. It is only through her touch that the province of Avelorn remains free of the touch of winter. She aids those in need, embodying mercy and compassion.
Like her mother, she is portrayed as a beautiful Elven maid. However, unlike her sober and quiet mother, she is full of lie, golden tresses falling everywhere on her dress. However, she also has a grieving side to her.
As such, her symbol is an eye shedding a tear, reminiscent of the tears she herself sheds for all Elves. For while elves live much longer than the other mortal races, they are not completely immortal and will all die someday.

3.2. Temples & Followers

There are no temples and priests to Isha per se, though some Elves keep small shrines dedicated to her worship at home. She is venerated most among Wood Elves as she is the wife of Kurnous the Hunter and plays a great part in their theological histories.

3.3. Trivia

- Some recently surfaced sources suggest that the Lady of The Lake is in fact an aspect of the elven god Isha, and the whole base, ideas and values the religion of Bretonnia was founded on was placed into the head of the Grail Companions by Ariel. The Fay Enchantress, the highest Bretonnian servant of The Lady of the Lake might in fact be a Wood Elf, and the damsels, the Lady's sorceresses, are supposedly secretly trained by elves as well.
- Ariel, the Queen of the Wood Elves, is the living, mortal avatar of Isha.

4. Kaela Mensha Khaine

4.1. Description

In the traditional Elven pantheon, in the way he is still seen by the High Elves, Kaela Mensha Khaine ("Bloody-Handed Khaine") that embodies the war-like side of an Elf's soul, a side that cannot be denied, but that must be controlled. He is also known as the lord of Murder and simply the Bloody-handed God.
The Dark Elves, however, have embraced Khaine fully as the embodiment of murder, blood and death, thinking that suppressing that war-like side of their soul is a sign of weakness.
Due to these different views, Khaine also appears in different forms in the two Elven nations:
With the Dark Elves, Khaine is represented as a four armed, fanged giant akin to a daemon, surrounded by myriads of scorpions. Here, his symbol is a stylised scorpion.
To the High Elves, he appears as a huge, angry elf warrior in bronze armour with blood splattered all over his body and his long, black hair. He carries two blades that constantly drip with blood. The symbol High Elves use for Khaine is a dagger dripping with one drop of blood.

4.2. Temples & Followers

Being the God of Murder, Khaine is venerated by assassins, murderers and the whole Dark Elven race. Thus, it is hardly surprising that the main areas of his worshipping are found in Naggaroth, where the Cult of Khaine is the state religion.
The Druchii are required to donate a certain percentage of the slaves they capture to the temples of Khaine each year, but most make additional sacrifices.
Undoubtedly the most devoted followers of Khaine are the Brides of Khaine, commonly known as Witch Elves or Maibd (in the Druchii tongue). A fanatic, all-female cult of warrior priestesses, they regard the battlefield as a holy ground and try to prove their worth to Khaine by spilling the blood of as many enemies as possible, often fanatically suicidal in their efforts. The high priestesses of the Brides of Khaine are known as hags, who bathe in The Cauldron of Blood to retain eternal youth. Although Morathi founded the cult, the eldest of the hags - a woman of the name Crone Hellebron - currently leads it.
The holiest time of the year for Dark Elves is called Death Night. During this night the Witch Elves roam the streets of the cities, capturing anyone they find, regardless of their status, and dragging them back to the temples as sacrifice to Khaine. They will also steal away a number of children. The girls captured will be trained to become Witch Elves while the boys are tossed into a cauldron of boiling blood. Those who survive are trained to become the true adepts of Khaine, the feared Assassins.
If a family was spared during Death Night, it is customary form them to sacrifice a favoured slave or elderly relative as a thanks to Khaine for sparing them.
The primary Temple of Khaine is located in the fortress city of Ghrond.
It is headed by Crone Hellebron, the High Priestess of the temple who claims supreme dominance over the Cult of Khaine and the Witch Elves. She is challenged by the Hag Queen Morathi.

For the High Elves, worshipping Khaine is forbidden, with ceremonies before a battle being the exception.
Khaine's followers tend to wear black and red, symbolising the darkness of night and death as well as blood.

4.3. Trivia

- One of Khaine's most sacred sites is just north of Ulthuan, on the Blighted Isle. It is there that the Sword of Khaine can be found, driven into the great black Altar of Khaine. It is one of the most powerful artefacts in the history of the Warhammer world. Forged by Vaul himself, it has the power to kill gods.
- There are several secret human cults of Khaine in the Old World as well. Marienburg and Tilea have a number of them sacrifing humans. The members of these cults often offer their services as assassins. Needless to say, these cults are relentlessly pursued by the Witch Hunters.
- Supposedly, Khaine is venerated by a sizeable portion of Araby, though how much of these claims are just left-over rumours from the Crusades stands to question.
- In the religious myths of the Old World, Khaine appears as Morr's younger brother, jealous of his elder sibling's dominion over the dead, constantly trying to build his own dark realm by stealing the souls of those murdered in his name.

5. Kurnous

5.1. Description

For the Asrai, Kurnous is the God of Hunting in Athel Loren, and the main deity of their religion.
For the Asur, he is called Kurnous the Hunter and seen as the ruler of the woods, animals and the untouched nature in general. Husband to Isha, he is father to all Elves. He is always accompanied by his divine tracking hounds, and whenever he blows his horn, the Wild Hunt will follow.
He is portrayed as a hybrid of Elf and stag, appearing in an Elven body with a stag's antlers, head and tail. However, he can also choose the form of any other animal living in the woods at will.
His symbol is similar to that of Taal, a stag's head with branching antlers.

5.2. Temples & Followers

Aside from the Wood Elves, Kurnous is primarily worshipped by the High Elven Scouts and Hunters. His priests dress no differently from other Elves.
There are no temples built in Kurnour's honour, as they would disrupt the natural balance of the woods. Instead, there are glades, rocks and trees that bear his mark somehow, and his followers - both Wood Elves and animals - will know where to seek them out.

5.3. Trivia

- The Wood Elven King, Orion, is the living, mortal avatar of Kurnous.

6. Morai-Heg, Goddess of Souls

6.1. Description

Also known as the Crone, Morai-Heg is the Goddess of the Underworld, and keeper of all Elven souls. Thus, she may, under extraordinary circumstances, allow an Elven soul to enter the living world again after its original host has died.
She foretells the future from runestones she keeps in a pouch, runestones that only she can read. It is also said she knows every mortal secret.
She is probably the least popular goddess on Ulthuan, as the proud High Elves do not like to be reminded of their own mortality. Outside of Ulthuan (and possibly Naggaroth), she is almost entirely unknown, though some scholars and followers of Morr have heard of her.
Morai-Heg's symbols are a gnarled staff and a pouch.

6.2. Temples & Followers

Aside from her Mage-Priests, who are clad in robes of dark brown to black and carrying bent or gnarled staffs, Morai-Heg is especially venerated amongst the archers of the Asur.
While there are no major temples of Morai-Heg due to her low popularity, some High Elf nobles will maintain a shrine dedicated to her in their palaces and castles. These shrines contain little more than large bowls of smouldering coal.

6.3. Trivia

- Followers of Lileath and those of Morai-Heg share a common dislike for each other, as the Crone's followers claim that the divinations of Lileath's seers unnecessarily invade Morai-Heg's domain.

7. Vaul

7.1. Description

Vaul is the Elven god of smithing and metallurgy. His legend tells of a long-fought battle between him and Khorne, the socalled "War in Heaven". According to Elven lore, Khaine had, at one point, imprisoned Isha and Kurnous in his dungeons. Vaul struck a bargain with him to forge a hundred swords in exchange for their freedom. When the time Khaine had set for the bargain was up, Vaul had only forged ninety-nine swords, adding to the pile an ordinary mortal blade. He was able to fool the Blooy Handed God long enough to free his captives, but he had incurred the wrath of Khaine.
To fight Khaine, Vaul forged the hundredth sword...a sword that surpassed all others. It was called Anaris ("Dawnlight" in the Elven language), and with it he set out to do battle. Although Vaul fought with courage and all his power, and caused grievous wounds to Khaine, the God of Murder eventually came out victorious in the end, chaining Vaul to his own anvil.
Many pictures and drawings show Vaul in this particular state, sealed to his working place forever. Only rarely is he still portrayed as a noble High Elf smithy with a hammer.
His symbols, however, stay the same: the hammer and anvil.

7.2. Temples & Followers

Although their clothes do not differ from their brethrens', Vaul's Mage-Priests will not hesitate to show off the emblems and sigils of their god.
Outside of Ulthuan, Vaul is relatively unknown to any but the High Elf smiths.
The main "temple" of Vaul is located in Caledor on Ulthuan. This mighty forge, called "Vaul's Anvil" , is where the very best of Elven smiths work to forge the most impenetrable of armours and the most powerful of weapons. There are no other temple structures on Ulthuan, only the shrines dedicated to Vaul in all High Elf forges.

7.3. Trivia

- Vaul's most famous priest was Hotek - until he defected to the Druchii in -2739 IC, stealing Vaul's Anvil (the artefact, not the place) and the Holy Hammer in the process, which delivered a mighty blow to the morale of the High Elven smiths.

8. Hoeth

8.1. Description

Hoeth is the Lord of Wisdom and Knowledge, the Elven god of learning and sorcery. He is usually depicted as an elderly Elf wearing traditional Loremaster's robes.

8.2. Temples & Followers

Though he is an established part of the Elven pantheon, Hoeth has neither more than a handful of priests nor any temples to speak of. His only "shrine", if one would call it that, is the White Tower of Hoeth, training ground for both the Mages and Archmages of the Asur and the Swordmasters of Hoeth. But in spirit, all scholars, teachers and mages searching for truth and understanding walk upon Hoeth's path.

9. Liadriel

9.1. Description

Besides Isha and Kurnous, Liadriel is one of the deities of major importance to the Wood Elves. She is the patron of music, song, wine and celebrations. She advocates enjoying life to its fullest and spreading happiness from one to another. She is all about the best parts of life - music, wine, whatever lightens one's heart - and lessening the fears and pains of life through joyous song and laughter.
Common depictions show her as an Elf of an unusual beatuy, combininb both male and female characteristics. She always wears a smile along with a wineskind and a flute.
Her symbols are the lute, the wineskin, the cup and some vine leaves with grapes.

9.2. Temples & Followers

Quite unlike the priests of most other Elven deities, who prefer simple clothes, Liadriel's priests wear green hodded robes richly embroidered with gold thread. These embroideries form a variety of symbols on the robes, ranging from vine leanves, music instruments, fruits and much many more. Their emblem consists of a gold lute with a purple amethyst gem in the centre.
Liadriel has no personal temples nor shrines. Instead all places that bring the beauty and peacefulness of nature to the eyes of the onlooker, such as glades, meadows, waterfalls serve as a place of contemplation and prayer to Liadriel.

10. Loec, The Dancer of the Shadows

Note: In earlier editions, Loec went by the name "Adamnan-Na-Brionha", also know as "The First" and "The Lord of the Dance".

10.1. Description

For the Asur and the Asrai, Loec is the God of Laughing, Dancing and Music. He is also called the Laughing God, the Great Deceiver or the Great Juggler. It is him who protects Elven sould from being taken by Chaos, cheating the Chaos gods out of their price. He is most commonly depicted as a youngling dacning through nothingness, catching the souls and ghosts of the dead nearby. The Runious Powers are hunting him tirelessly, but they can never catch him.
However, this joyous and protective side is only one half of Loec's personality. Unlike Liadriel, for instance, he has a darker side to him as well, for he is also the God of Shadows, of the Betrayers and the Dark Lust for Revenge.
His appearance reflects this two-sided nature: a mighty Elf with a slender, graceful left hand, but the muscles, shoulder and arm of a mighty warrior on his right. His expression is split as well: one side of his face fixed in a translacent bliss, the other in a burning fury.
Loec's symbol is a flute in a clenched fist.

10.2. Temples & Followers

Among the Asur, Loec's dark side makes him the primary god for the Shadow Warriors of Nagarythe. However, those who understand his nature the best are the Wardancers of the Asrai. Like Loec himself, they combine joy and slaughter by mixing the arts of dance and war into one single, graceful motion. The Wardancers believe - probably rightly so - that theirs is the only way to express Loec's nature in an earthly manner.
His followers are required to wear his symbols - either as pendant or earrings. Should they chose the latter, the left earring will be a tiny flute, most often of silver, and the right a clenched fist made of gold.
Loec does not have any temples, for walls would only restrict movement space that could otherwise be used to dance.

Appendix: Mathlann and Torothal

Ap. 1 Mathlann

Mathlann is the easy-to-anger Elven God of Storms and the Sea. Though he is often said to be merely an aspect of the Old World's Manann, he is worshipped by sufficient numbers of Sea Elves (Author's Note: In current Warhammer editions, Sea Elves no longer exist, but are part of the High Elven nation) to be considered an equal.
Mathlann is clad in sclae armour with a giant seashell crown atop his head and a trident in his hand.
His symbol is a stylised trident or a shell design.
Being the God of Storm and Sea, his temples lie on the coasts. The greatest of these temples is located in Lothern, the capital and greatest seaport of Ulthuan.

Ap. 2 Torothal

The Goddess of Rain and Rivers, Torothal is a Wood Elf deity that is almost entirely unknown outside of Athel Loren. Supposedly, she controls water on the mainland, being in control of when rain comes and when a drought hits, when a river is flooded and when it nearly dries out.
Torothal is commonly depicted as young and beautiful (like almost all female Elven gods). Sometimes, the artist will add some fish scales to her body. Supposedly, Torothal can appear in the form of any river fish or even a rain cloud at will.
The rain cloud is also her symbol, along with the wave emblems.
Although she has no temples, there are a few holy rivers and lakes that are flooded throughout the year by never-ending rain.

Rowhin
07-17-2008, 10:21 PM
E) Greenskin "Religion"

I. Introduction to the WAAAGH!

Unlike other races, Greenskins do not organize themselves into nations, but are split up into smaller tribes. However, when an Orc Warlord is powerful and strong enough, a WAAAGH! may form. In that case, otherwise independent tribes will come together to fight against another nation or race, as a WAAAGH! always promises much fighting to be had - and after all, that is what the Orcs strive for. WAAAGH!s can vary in size, but they are generally an awesome sight to behold, thousands upon thousands of Greenskins on the march. A WAAAGH! is not easily stopped, and the marauding greenskins will fight anything that they encounter on their path.
Now for the important stuff, though: The WAAAGH! is not something completely physical, but also a complex web of instinctive psychological links between all Greenskins, a concept very hard to grasp for the other mortal races. Goblin and Orc shamans can take power from this WAAAGH!, giving them abilities like summoning a foot of one of their god to crush their enemies. It often seems like the only source for this power comes from the belief of all Greenskins in the WAAAGH! and its power.
As such, the Greenskins are among the few being able to use magic-like powers without having to deal with the Winds of Magic. However, the drawbacks of channeling the eneriges of the WAAAGH! through one's body are up to par with those of the Winds'. A lot of Shamans have suffered massive overloads of power, resulting in a not very pleasant end (most commonly the head of the Shaman exploding).
In a Greenskin's mind, a WAAAGH! is inexplicably linked to the Greenskin gods, Gork and Mork.

II. Gork and Mork

1. Description

Supposedly, Gork and Mork, the two Greenskin gods, are two different entities. However, the borders between them are not clearly drawn. A popular way of describing their difference is that one is the lord of brutal cunning and the other of cunning brutality. If you would ask an Orc what the difference is, you usually get answers along the lines "One hits while you are looking, and the other while you aren't" or "One is mean and the other is meaner". These trivial differences often lead to fights between the Greenskins - but then, almost everything does.
Though no occasions have been recorded on which either of the two has revealed himself to a Greenskin or any other being in flesh, the Goblins and Orcs have their ideas on how they look:
Gork's depictions show him either as a red, round sun with yellow eyes, a wide mouth and great teeth, a grim Ork head or an Ork skull hewn from stome (or made from dirt).
The Goblins' and Orcs' replications of Mork show him as an ugly, grinning and hooknosed half moon or crescent moon.

2. Temples & Followers

Sometime, though, single tribes of Greenskins seem to associate the two with different feats:
Mork is said to represent everything having to do with deceit and perfidiousness as well as the Waaagh! - magic. As such, he is most venerated by the Goblins, and most of all by the Shamans of the tribe.
Gork, on the other hand, supposedly represents brute strength and physical prowess. In that case, the tribe's Orks and Black Orks will turn to worshipping Gork over mork.
While all Orcs and Goblins follow the path of Gork and Mork, it is the Shamans who most closely interpret their words (or so they say) and wield the power of the WAAAGH! that is granted by these deities (or so the Shamans say).
In the lands infested by the Greenskins, figurines and idols of the two gods can be found. While some Imperial Elector Counts and other nobles have them destroyed wherever they encounter them, others fear they may draw the Greenskin's wrath upon them and leave them be.
Building a temple of Gork and/or Mork is something no Greenskin would ever get the idea to do. After all, they go where the WAAAGH! goes, and as long as there is a WAAAGH!, the WAAAAGH! - magic works, and as long as the WAAAGH! - magic works, Gork and Mork must be pleased, and if they're pleased anyway, why waste time building a temple for them that one could as easily spend moshing?

Odin_Grayfang
07-19-2008, 05:33 AM
Excellent work as usual Rowhin. This guide is a great introduction to the gods of the Warhammer world. I'm excited for the rest of the guide.

sikekiz
07-19-2008, 07:52 AM
Very nice :eek:

ChosenOne
07-19-2008, 10:22 AM
Still reading it, but I found this part interesting.


The Knights of the Blazing Sun were founded during a crusade against Araby when one group of Imperial Knights miraculously survived the caving in of a temple of the goddess in Estalia. As templars of a "foreign" goddess, they are a religious minority in the Empire and are not welcomed everywhere. In Tilea and Estalia, however, they are a powerful faction in their own right, acting as witch hunters wiping out chaotic or otherwise tainted cults.

Perhaps after doing their research Mythic realized the KotBS really doesnt fit in well with the Empire after all.

Rowhin
07-19-2008, 03:38 PM
Still reading it, but I found this part interesting.

Perhaps after doing their research Mythic realized the KotBS really doesnt fit in well with the Empire after all.




Interesting notion. I never thought about that myself.

Also: Update! Chaos Gods added. Look for the second part of Post Number 2 for the start of the Chaos section.

Incoming: Dwarven & Elven Gods, after you had some time to read ;)

Have fun reading! :)

Edit: Updates will be late...Serenity is on TV!

Edit Nr.2: Serenity too awesome...will update when I get up tomorrow.

Kaeldurn
07-20-2008, 06:46 AM
You have failed to deliver the sauce, my good man.

Your punishment shall be delivered with great wrath by Hans.

Yes, that means you must wear the maid outfit again.

In the meantime, I shall be kind enough to BUMP your works.

-Kael

(When you're bored, "10 character limit" just doesn't seem funny enough :rolleyes:)

Rowhin
07-20-2008, 04:31 PM
It's so totally not my fault. Too many awesome distractions today. Dr. Horrible anyone? Had to watch it twice, sorry.

Anyway, Dwarfs up. Enjoy. Working on Elves.

Drokk
07-20-2008, 04:44 PM
There are only two gods of consequence: Gork and Mork.

Marr
07-20-2008, 04:44 PM
Awesome collection of info sir. Two thumbs up and a large thank you on behalf of everyone who is interested in the lore and background but never took part in the game years back.

Demonfox
07-20-2008, 05:20 PM
There are only two gods of consequence: Gork and Mork.


yeah would love to see some backround lore into these Gods not sure i have really read much on them but saying that never really looked.

Great read i had no idea that there were 3 other not so big chaos gods.

Keep it up.

CrazyGoldShield
07-20-2008, 05:39 PM
Yep, this guide lacks Gork and Mork, easily two of the most powerful gods.

Rowhin
07-20-2008, 06:08 PM
Yes, yes, point taken. This guide lack Grok & Mork. As of now. Do you really think I'd leave these two out?

Farao51
07-20-2008, 06:26 PM
chaos make my head hurt :s

Zythen
07-20-2008, 09:57 PM
Farao51 your sig is made of win

Rowhin
07-21-2008, 05:58 AM
Elves up. And yes, working on Gork & Mork now.

Blood De
07-21-2008, 06:00 AM
Nice information.

I have a flakey friend who says he won't play this game simply because his favorite god isn't represented.

It's almost like the tabletop lore nerfs some people to this MMO. ;)

Graugrimm
07-21-2008, 06:02 AM
Farao51 your sig is made of win

If only the spelling was correct... :p

Rowhin, nice summary.

Kaeldurn
07-21-2008, 07:53 AM
Nice information.

I have a flakey friend who says he won't play this game simply because his favorite god isn't represented.

It's almost like the tabletop lore nerfs some people to this MMO. ;)

Heh, lots of folks seem to be unhappy with the God of Change, I guess because he just doesn't seem "Stereotypical evil" enough, like Khorne or Nurgle does.

Rowhin
07-21-2008, 11:28 AM
Gork & Mork up. And yes, I know what you are going to say. And yes, that's basically all the fluff around Gork & Mork. Games Workshop did not really flesh them out that much.

Zythen
07-21-2008, 01:01 PM
Heh, lots of folks seem to be unhappy with the God of Change, I guess because he just doesn't seem "Stereotypical evil" enough, like Khorne or Nurgle does.

cant have everything at launch... or the game would never launch.

c_vadnais
07-21-2008, 01:25 PM
Yet another nice guide, keep em coming Rowhin:D

Zythen
07-21-2008, 03:53 PM
very well done thank you nice read :)

Oath
07-21-2008, 04:48 PM
If only the spelling was correct... :p.

Indeed ;) (http://img146.imageshack.us/img146/8644/l2spelchackbx8.jpg)

Thori Ironeye
07-22-2008, 02:16 AM
You missed one.

Solkan. - God of Law, Order, Vengence, Punishment, Abolution.

Worshipers = Solkanites

Heavily featured in the Brummer Novels, crazy inquesitors who hate magic and wear white hooded outfits, fight with clubs. The Iquesitors wight in full plate, masks of gold and 2-hander swords all seem to be master swordsmen. All worhipers are utterly fanatical.

They partake in no pleasures in life, think..... puritans delusions of grandeur and homicidal tenedcies.

ChosenOne
07-22-2008, 09:39 AM
You missed one.

Solkan. - God of Law, Order, Vengence, Punishment, Abolution.

Worshipers = Solkanites

Heavily featured in the Brummer Novels, crazy inquesitors who hate magic and wear white hooded outfits, fight with clubs. The Iquesitors wight in full plate, masks of gold and 2-hander swords all seem to be master swordsmen. All worhipers are utterly fanatical.

They partake in no pleasures in life, think..... puritans delusions of grandeur and homicidal tenedcies.


III. The Gods of Law - Alluminas, Solkan and Arianka

The Gods of Law, or Gods of Order, are the antipole to the Chaos Gods in Warhammer lore. Due to their abstract nature and their rigid and merciless views, they do not enjoy great popularity within the human realms.
These Gods are:

- Alluminas, God and Enlightenment and the Lord of the eternal and unalterable light which separates truth from falsehood, rendering anything it touches unchanging and unmoving.
- Arianka, the Goddess of Law, carrying out her sentence with a sword made of Laihtero crystal. This crystal is said to have been created as a reaction to the existence of Warpstone. Legends tell that while this crystal shines on anything in the mortal plane, it will not change in any way. Ironically, when she was defeated by Tzeentch, he imprisoned her in a crystal coffing made of just this material. The coffin is hidden somewhere in the Old World. Legends tell of seven crystal keys able to open her prison, and her remaining followers hunt tirelessly for them.
- Solkan, the God of the Sun and God of Vengeance. He is the first Witch Hunters and Inquisitor, never stopping in his hunt to destroy all Chaotic forces with his flaming sword. He is worshipped primarily in Estalia, though he has some fanatical followers among the Witch Hunters in the Empire as well, though they are looked down upon for their radicalness and intransigence.

There is only one known Greater Daemon of the Gods of Order: Viydagg, also called the Elemental of Life. She appears as a young woman ten foot tall, with flowing robes and streaming hair, her whole body covered in petals. Daemons of Chaos are said to be shocked when he appears, while other beings are gripped by pure, animalistic fear. She is said to be immune to all non-magical attacks and supposedly, all ethereal beings such as ghosts will be banished when in her presence, as well as every kind of animated dead.

A final victory of the Gods of Law over Chaos is as undesirable as a victory of the Chaos Gods, as it would lead to a world without any change, a world standing still in which all life would be suffocated in static, inflexible structures.

Drokk
07-22-2008, 09:44 AM
Still not enough Gork and Mork. Needs more Gork and Mork. I feel an unhealthy lack of Gork and Mork.

CrazyGoldShield
07-22-2008, 09:52 AM
Better, but still lacking a bit, methinks.

Rowhin
07-22-2008, 09:56 AM
Still not enough Gork and Mork. Needs more Gork and Mork. I feel an unhealthy lack of Gork and Mork.

Better, but still lacking a bit, methinks.

Then off you go, you two, and write to Games Workshop explaining they need to do more fluff on Gork and Mork ;)

GorbadIronclaw
07-22-2008, 11:22 AM
Yeah it's true, there's too little information on Gork & Mork, GW really need to flesh them out.
They've been skeletons for a long time.

Never heard about the Evil Sun and Bad Moon thing though, so that was a little nugget of new information.
The Evil Sun is probably the most iconic Warhammer thing to me, it was when I started at least, on every box, you could see it everywhere.

Losstarot
07-22-2008, 11:25 AM
Question

I have seen ppl on dark elf forums, who state their class as a DE with "blood for the blood god" in their sig. With this in mind wonder if they mean khaine as "the blood god", is this not incorrect? Does it work for both khaine and khorne?

GorbadIronclaw
07-22-2008, 11:28 AM
There's a lot of talk about Khaine being an elvish aspect of Khorne, I don't know the details cause I don't care for elves.

Odin_Grayfang
07-22-2008, 02:46 PM
Question

I have seen ppl on dark elf forums, who state their class as a DE with "blood for the blood god" in their sig. With this in mind wonder if they mean khaine as "the blood god", is this not incorrect? Does it work for both khaine and khorne?

I would have to say no to that. Khaine is not the "blood god", he is the god of murder. I have never seen any notion that an Elf worshipping Khaine would use that battle cry.

Flegler
07-22-2008, 03:15 PM
I have seen ppl on dark elf forums, who state their class as a DE with "blood for the blood god" in their sig. With this in mind wonder if they mean khaine as "the blood god", is this not incorrect? Does it work for both khaine and khorne?
A connection between Khaine and Khorne has been hinted at by Games Workshop for a very long time. Some old Witch Elf miniatures displayed the rune of Khorne, for instance.

But ultimately Khorne is the incarnation of all the violence and bloodshed in the universe. All war gods are in some sense a part of him, and Khaine has less to set him apart than, say, Ulric or Grimnir.

Merketh
07-23-2008, 07:49 AM
Writing anything about the chaos dwarf gods?

Rowhin
07-23-2008, 08:04 AM
Writing anything about the chaos dwarf gods?

There is only one, but yes, Hashut will be included.

Bedou
08-09-2008, 10:56 AM
Great guide, thank you. Read it all, very interesting.

Red Squirrel
08-09-2008, 11:22 AM
Are there any good books you recommend about Warhammer?

Odin_Grayfang
08-09-2008, 12:36 PM
There is a guide on the forums. Check with morskittar (probably spelled wrong, sorry).

bagwi
08-21-2008, 04:47 PM
For Malal http://malalites.wordpress.com/

Scuzzgutz
08-21-2008, 05:44 PM
There are only two gods of consequence: Gork and Mork.

Greenskin religion is by far the best! I love the way it pokes fun at dogma... greenskins will fight over trivial points about gods that they constantly get mixed up themselves, who may not technically exist, and yet sometimes tread on people. You can't go wrong wit' da Waaagh!

Yeah it's true, there's too little information on Gork & Mork, GW really need to flesh them out.

No they don't! That's the whole beauty of Gork and Mork...the greenskins can't make up their mushroom-addled minds!

Julius
09-22-2008, 01:09 PM
Greenskin religion is by far the best! I love the way it pokes fun at dogma... greenskins will fight over trivial points about gods that they constantly get mixed up themselves, who may not technically exist, and yet sometimes tread on people. You can't go wrong wit' da Waaagh!

No they don't! That's the whole beauty of Gork and Mork...the greenskins can't make up their mushroom-addled minds!


Indeed. The brilliant thing about them is the fact that they're indistinguishable and probably don't exist anyway. They are a parody of religion and a great one at that. I love the fact that many greenskin stories talk about "Gork (or possibly mork)".

Orcs and Goblins are possibly the most brilliant race in the entire GW universe.



@ OP: Also, brilliant guide. I never knew about the other Dwarf Gods. I am now tempted to create a few followers of lesser ancestor gods as a conversion. Solid and entertaining thread.

Would you be willing to post info on the gods of other races? I believe plenty of people would love to know about skaven, lizardmen and ogre gods. (I am not telling you what to do btw, I just love this thread.)