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Dwarven Myth and Religion

Dwarven Relgions vary widely in their focus, and especially in the personalities of their deities. Each religion has its own flavor, and its own followers. Many of the gods have no particular relationships with others, but the ones that do are notable. They affect the relationships of their followers as well.   The function of the deities in Dwarven society is to keep a Lawful balance among them all. Although the deities of chaos seem to dominate, the influence of the One True Eye keeps them all in balance. Dwarves trust--without even thinking about it--that the One Eye will keep order and stability in their lands, and they do not worry. The other gods are there for “color”, as some would say, like the color of a mountaintop at sunset, or the color of flame in a sacred fire, or the color of granite tinged pink with its minerals. While there is intrigue among the gods, and the religions sometimes reflect this, the myths and the personalities of the deities are a constant source of interest to those who love story, and this includes nearly everyone.   The Deities rule the realms of the Dwarves. When the Dwarves occupy a region, it comes under their deities’ sway. That’s not to say that the Orcish or Giantish gods are not present; it’s just to say that they must hold their own against the Dwarven deities, and this is no easy task to accomplish permanently. In Dwarven lands, the only real danger to the Dwarven deities is the Dwarven deities themselves.   The Kings of the Dwarves receive a mandate from the One True Eye, and the ceremony here is unknown to all but the highest ranking Dwarves. They say even that the King is the One True Eye in some way, that he has “the true sight” (whatever that might be), and that he himself holds the balance, or works the scales of Dwarven existence. The Dramatic tradition of the Kenkellens was once the theater of these rituals, but this tradition has been lost to time, or to some other influence.      
BROHD ZELLOR AS MYTH
  Brohd Zellor is a plane of existence built on divine law. Things are the way they are, and they do not change or become different. Dwarves live a certain way, and anyone trying to take that away is an enemy, to be fought or even killed. There is Dwarven ritual and societal and cultural tradition, and there are traditional enemies of the Dwarven culture, etc. So the Lawful nature of Dwarven society is also the same rigid alignment of the Vivid Plane.   It should be noted that there are variations among dwarves and their deities, but these are on the fringe, and they’re often looked down upon (both divine and mundane) as aberrations, or at best necessary evils. The Eye knows that in order to have law, you need chaos to balance it. (This is an irony of Dwarven religion and cosmology, that law balances with chaos to create Law.)   Agnarr and the other deities of chaos (Celja, goddess of water, and Bonja, goddess of fire) are the only deities left with any strong power though, after the Kiddzai invasion begins in earnest..
THE DWARVEN PANTHEON and ALIGNMENT, Further Elucidations
  The deities of the Dwarven pantheon are greatly variable, but one thing holds their thread: their fierceness and relentless passion for existence. The hardy and sturdy nature of the Dwarven race owes itself to the grim and determined deities that create and sustain Dwarven culture. As such, the deities are often temperamental and harsh, much like the dwarves themselves.   Most of the pantheon is lawful and good, and dwarves generally uphold this alignment, often to an extreme passion of order and conservativity. Dwarves are usually good, but they show little mercy to those of evil alignment and those that demonstrate aggression towards their civilization or values. Only a few deities--notably Liv and Elyssa of Order and Love--remain placid and more solidly neutral amidst the conflicts of the race? These two are always compassionate and kind, to a fault in the opinion of many dwarves.   On the other side of things, there are deities whose sole purpose it seems is to cause trouble and make different kinds of mischief. The power and influence of these gods are (usually) played down and held in check by the other deities of more lawful alignment, but Bonja (fire), Agnarr (chaos), Celja (water), and Einar (hatred) all bear alignments of chaos. As such, they give balance. Bonja, Goddess of Volcanic Fire, sometimes takes the lead in spreading disorder and discord in dwarven lands, although it is rarely “evil”. The other gods of chaos tend to follow Bonja’s lead, although Einar is sulky and pouty and generally follows no one at all.   Eskil is another exception to the rule of law. They are in their own way perhaps the biggest exception. They seem to be beyond all the others--a trickster that acts from another level of reality, merging with and emerging from the fabric of Dwarven myth. They are a gadfly that can sting, and they never fully leave the Eye alone.   The One True Eye is a kind of personalized force that holds the pantheon together from the top down. At an extreme of Law and Good, He wishes benevolence and prosperity to all below him, as long as they follow the rules. Ironically, the Eye is the Supreme Good of Law that emerges from the balance of both Law and Chaos, Good and Evil. This balance epitomizes the nature of dwarven culture.   The actual nature of the Eye shifts and changes with the centuries, depending on the nature of Dwarven experience. Extreme chaos in the Dwarven world can knock things out of balance, and the Eye can be threatened, even defeated so they say.



Dwarves revere life the way it is: the good to celebrate; the evil to defeat in glory. They glory in the struggle they face as a hardy mountain race, and the gods are a representation of that, to be celebrated and propitiated. The Gods are People of Song and Tale, but they are also seen as real beings who can be petitioned. The Gods are like mortals in that they can be foibled and flawed, and make mistakes. They oppose the twisted monstrosities of the wild universe, and they support the neverending Dwarven effort to tame, to build, and to do battle with evil. The Gods are up above, beyond, in the mythical world of Brohd Zellor, but they are immanently present in life as symbols, powers, helpers, influencers, and even as personalities.


Dwarven Deities, a Lineage
Eskil Deathdagg, Darken Trickster God of the Dwarves (Came to be apart from all: above and below, the constant threat)   The One True Eye (or just "The Eye"), Creator and Ruler of the Gods Darven Limestone Cave Creatures , begat 1 and 2 below:   1. Brother and Sister / Lovers: Elyssa and Einar, They of Good and Evil.
. Begat Agnaar, Dwarven God of Chaos
. and Liv, Dwarven Goddess of Order and Creativity .
  2. Father and Mother: Karnaem, King of Gods and Father of Fertility, and Yelika, Queen Goddess and Lady of Protection... Yelika and Karnaem begat
  • Ronja, Deity of Earth
  • Celja, Deity of Water
  • Bonja, Deity of Fire... Bonja, Goddess of Volcanic Fire
  • Helja, Deity of Air
      There is a different Pantheon among the Dwarves of Western Zephyra, and on the southern coastal lands of Brohd Zellor. Some of these deities have also found a following among remote Dwarven peoples in the mountains, and among the nomadic Kresh'nar especially. This pantheon is known as the Zephion. Here is the link:   The Zephion: Alternate Dwarven and Zephyran Religion and Pantheon PLAYING A DWARVEN CLERIC: Dwarven Clerics and List of Deities and Domains

THE DWARVEN AFTERLIFE

Brohd Zellor is the Divine, Vivid Kingdom of the Dwarves, of Dwarves throughout the multiverse, in whatever system, on whatever planet, they may reside. When they lose their lives, their spirits travel to this plane--a mountainous and hilly land of high snow-capped peaks looking down through hills to lands and lakes and oceans below. Here they may wander as a spirit as long as they want, seeing vivid and amplified versions of their former homes, adventuring incorporeally, and eventually settling among the Three Mountains, where they take a small, pale, bogey-like form (“Darflings” they are called), and “train” for rebirth as a dwarf, taking into their next Dwarven life the traits they will. Under the Three Mountains are great halls, libraries, training rooms, and passageways that are put to use by the Darfling learners. With rare exception, any Dwarf that dies is eventually also reborn as a Dwarf through the powers of the Three Mountains.   So Brohd Zellor serves as the place of the Dwarven afterlife. It is also home to many different houses and clans and groups and communities of dwarven people, who live here as they might live on the material plane.   (None of these bolded factors is true if Brohd Zellor is played as material.)
HEROES and TALES
In Dwarven myth and legend there are a number of heroes that lived in the “Back Times.” Their adventures are recorded in books that often lie dusty in Dwarven libraries, but the stories are often told around fires or during long journeys, to entertain and pass the time. A Dwarven bard is hard to find, but when a good one shows up they draw quite a crowd.   Information about the heroes is given elsewhere. Generally, the dwarves tell tales of the heroes’ cleverness and valor, outsmarting and outfighting great archetypal monsters. The teller themself can play up the blood and gore, the romance and drama, the hero's inner struggles, etc., so the experience of the legend is never the same twice. Dwarven children love these tales, and they hear them often and from different tellers. The stories can also be about the Deities and their adventures and accomplishments.   The Lineage of the Dwarven deities (above)has been established for time out of mind, and in the rather rigid dwarven outlook on life, there is no effort (or need?) to change it. The Dwarves say: This is the way it always has been, and this is the way it is and will be. Period.   See, for instance, Floudi Noren's Son and the Saggy Mountains @floudi

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