
Fun with Gods 11: Grungni
Hi everyone,
I am pleased to welcome you to entry 11 of this series of “Fun with Flags Gods” where we dive into the RL and fictious background of various gods and entities from Warhammer Fantasy and AoS. After hitting the 10-anniversary last time with Alarielle, people suggested to focus on Grungni today. So this time we are taking a look at our all-welcome smith Grungni and we will also peak a bit into his dwarfen lackeys. Because dwarfs have quite the long history in our folktales and sagas. Please note that I will use the term dwarf/dwarfs in this write up, instead of duardin or else for simplicities sake.
Otherwise I can only assume that you already know the drill, as we have reached entry 11 already. Thanks for your support and for the various comments and discussions, that arise from my mad ramblings :)
As always, you can read up the previous entries here if you are interested: Kurnoth, Morghur, Behemat (and giants), Dracothion (and dragons), Sigmar, Mathlann, Morathi-Khaine, Hashut, Nagash, Alarielle
As I assume you know this series by now I have not a lot to say anymore except have fun : )
1. The Background: The gods, the myth the legend
Metalworking has been one of the most important discoveries in the history of humanity. So much so that we named entire periods after them, like the Iron and Bronze Age. Because with metal tools and items have so many benefits. Not are they much longer lasting but they also allowed for tools with entirely new processes such as ploughs and pickaxes or hollow structures like pots and pans which were great for heat transition. Among many other things. It was a life changer for sure. But at the same time, it also disrupted human society. Because the skill to work with metals is rare and requires a lot of training and effort. Similarly, it required special resources, which are often not locally available and need to be gathered from faraway places. This created new classes of people. Smiths and miners, who had to be supplied by farmers with food, and merchants and administrators to oversee and distribute the various resources. Long distance trade existed before as well, but it was far less organized and far less critical to a society than we see with the arrival of metal working. Such as the tin and copper routes of the Bronze Age. Copper is rarer than iron already, but tin is roughly as rare as uranium. The only larger mines able to feed the demand for tin in these times were on the British Island and in the Persian Hinterlands. A transcontinental trade network with norms for weight and sizes of tin units was established to fuel the bronze age societies in the Eastern Mediterranean. Due to the importance of these new resources control over them became also more important. In addition, metals were great to create weapons made solely for human vs human conflict. All this shifted society and created new elites, especially warrior elites. Which show up all over the world since metal weapons are introduced. Be it the princes of the myceneans, the Kshatriya caste in India, warrior nobles in germanian and celtic cultures and elsewhere. And this continues almost ‘til the modern day, such as with feudal systems of knights and samurai. This is reflected in lots of myths where various smith gods have the main job of supplying weapons or magical items to heroes and warriors.
However please keep in mind, that technology is not a straight line and lots of technologies employed relied on circumstances and economic incentives. We know of various highly organized cultures with astonishing buildings and technology, who did not or rarely use metal items. Like the Incan Empire or the various Mesoamerican cultures. Meanwhile various peoples in western Africa seemingly skipped bronze altogether and jumped straight to iron. And indeed, even though many history books and especially video games treat iron as an update to bronze, in reality it was not. Bronze has many benefits over iron, such as being much easier to shape, much easier to recycle/reuse, far more resistant to oxidation and being able to mass produce in great numbers. We have found remnants bronze workshops that could create hundredths of bronze items per day. By comparison iron is much more difficult to work with prior to industrial plants. Lots of complex objects like bells and cannons or statues could not be made out of iron prior to the industrial revolution in any economically feasible way. If both are in equal supply, bronze is a better material for most things. But as mentioned tin is rare and with the bronze age collapse many of these tin trade routes broke. Arguably the people then switched to iron out of necessity, which existed almost everywhere. But as mentioned it is hard to work with and difficult to make. So, people back then may even have seen it as a downgrade. And likely the knowhow to make iron existed before, but no one bothered. Due to making iron from ore being so difficult, meteoric iron was an often-used source, as the impact transformed the iron into an almost usable shape already. I heard stories about inuit using Iron tools for this reason, despite having no proper metallurgy, as several meteorites fell down in Greenland. On the opposite side we have Japanese forging techniques to make their famous blades and else. These were so complicated and tedious because the local iron in Japan is rare and of very poor quality. So, to get anything useful out of it, it has to undergo an even more tedious forging process.
This real-world history out of the way, I already mentioned how smith/craftsman characters are often reduced to providing armaments for heroes in many stories. This is true for lots of gods and beings. Most prominently is probably Hephaistos, the misshapen Greek god of the forge. His smithy was supposed to lie in the Vulcan Aetna in Sicily. And he had various groups assistants. One of these were the cyclopses. The first cyclops were children of Gaia and Uranos, much like the Titans. They were imprisoned in Tartarus by Uranos but freed by Zeus when he rebelled against Kronos. As thanks they crafted Zeus thunder bolts, Hades helmet of invisibility and the Trident of Poseidon.
Hephaistos has a main theme of being a disfigured being. Accoutns differ as to why but one of the most well-known stories is that his mother Hera was enraged by his baby looks and threw him of Olympus. The impact scarred him for life. There is another interesting, crippled smith in European folklore/mythology. Wayland the Smith, a character from various Germanic cultures who is also able to forge mighty weapons and even a flying machine to escape his captor. Among Waylands weapons are for example as a kitchen knive that effortlessly cuts the plate and the table too, if you use it for your breakfast. Or as you see in the picture above a sword effortlessly cutting through a helm and skull, without the smith even trying hard. The flying escape is something shared with the Greek inventor Daedalus, whose stories I assume you to be familiar with. There is also the first king of Attika Erichthonios, who a son of Hephaistos, but also crippled (he has snake legs and cannot walk). But he is an inventor too, as he developed the first chariot. There seems to be a mythological tradition in European cultures to associate smiths/craftsmen with crippled features and/or being imprisoned. The imprisoning part is easy to guess, as metalworking is a rare skill any ruler wanted to monopolize. Hence they take the craftsmen as a prisoner to not loose thier service. The cripple part however is unclear. Some people assume that some fumes and gases released by ores and forge fires may have created health issues which are represented this way in the stories. Such as working with arsenic copper (a predecessor to bronze) releasing small amounts of arsenic into the air. But we do not know whether this is the case for this motive.
However, craftsmen and smith characters are not just providers. They can be greedy, duplicitous and dangerous if feeling or being wronged. For example, Hephaistos does trap gods who wrong him and he once tried to force himself on Athena in one attican story. Meanwhile, Wayland the Smith has various stories. But the core is that another king traps and cripples him to be the sole beneficiary of his services. In turn Wayland kills the kings’ sons, turns their heads into golden drinking cups, and impregnates the king’s daughter before fleeing. And Daedalus the inventor has similar dark sides to his story. Not only is he a complicit in creating the Minotaur and that resulting nastiness, but Daedalus also killed his own nephew when the young lad showed signs to surpass him.
Another famous god of smith and craftsmanship is the Egyptian god Ptah. In his main center of worship, Memphis, he is also attributed in some text to be the ultimate creator of the world itself, bringing it into existence by word and will. This idea of a created world ex nihilo is something we find in various semitic cultures, including in Abrahamic faiths. Otherwise, the world is usually created circumstantial as features appear and are then put into place by gods. Despite this important position Ptah did not become a primary state god like Ra. Because his cult was gathered around Memphis and Egypt had many such local variants of gods and goddess, each with another top deity and myths to support it. Instead, Ptahs most common position was that of the patron of smiths and craftsmen, and his symbols were found in various workshops across Egypt. Including the Valley of Kings and in the villages that crafted these graves.
Other important smith gods include Ogun, of the west African Yoruba people, Ame-no-Mahitotsu, the japanese kami of metal smiths, or the largely forgotten celtic god Gobanos. And for craftsmen themselves we also have other gods. Such as Athena/Minerva, a goddess who is good at weaving.
One keynote is that metalworking is often associated with magic. Because to outliers it is a very magical craft. With fire you can turn rocks into a substance that does not naturally occur in the world. And this substance can then be transformed into various useful tools and weapons. Objects with which you can plow your fields, slay your enemies or become nigh invincible. To a laymen this is as close to real magic as it gets. For this reason, metal objects were associated with lots of magical abilities. And this extended to the smiths themselves too. In eastern Africa there are various stories of smiths doubling and mages. With some being able to transform themselves into were-lions or were-hyenas. And smiths were responsible for creating both protective talismans as well as curse tablets and other items used in day-to-day magic. Next to properly important items for religious processions and else.
Now some of the most infamous smiths in mythology are giants and dwarfs. E.g. only a sword crafted by giants was able to kill Grendls Mother in Beowulf. Meanwhile even as far back as norse mythology dwarfs were infamous for being great craftsmen, with lots of stories about it. Such as Brokkr and Sindri creating the Hammer of Thor, a self-duplicating gold ring, Sifs new hair, Fenrirs unbreakbale chains or the golden boar for the god Freyr. However, dwarfs underwent a strong evolution since the norse times to our modern fantasy tropes. For example, to us terms like dwarf, troll and else are fixed categories. But for a norse person these were very vague terms. A troll could be a monster, or a hostile force or a personal enemy. A wolf attacking sheep could be a troll, as could be a highwayman or a murderer. Similarly, the line between elf and dwarf was fluid to norse. Down to many scholars arguing that the term svartalf (dark/black elf) is just a synonym for dwarf. But in some stories even a sentient needle was called a dwarf and had two dwarfen brothers. In addition, dwarfs were highly magical. Not just in their skill in craftsmanship, but in general. Dwarfs could curse people or treasures or transform themselves into dragon, like the dwarf Fafnir. So, dwarf did not have a definition as we would recognize it. The only larger unifying theme was that they were chthonic beings, i.e. creatures from the earth or below. Likely they started as earth spirits or minor gods, much like how nereids are minor ocean goddesses.
Around the late Middle Ages, we largely settled on dwarfs as small people with beards who live underground. But they could live anywhere underground, not just mountains. Any suspicious hole could be the home of a dwarf. Therefore, we have lots of stories all across Europe of local dwarfs and similar beings. And whilst they could be smiths, they still had strong naturalistic elements as well. Dwarfs could have powers over plants or flowing water in various stories. And they could be mischievous fay-like beings, both a danger and an aid depending on the tale. Only much later did we have a split, at least in the english-speaking sphere. The classic, naturalistic dwarfs are now called gnome. And the mountainous, industrial dwarfs stayed that way or were called dwarves, due to Tolkiens influence. Again, this is true for the anglosphere. German for example does not differentiate. Hence the garden gnomes are still called Gartenzwerge (garden dwarfs). And Tolkiens Lord of the Rings and the Hobbit largely determined our modern fantasy definition of a dwarf. Great craftsmen and miners who dwell in deep mines and mountain fortresses, digging into the earth, holding sacred oaths and disliking elves. His decision to place the naturalistic themes of woods and nature unto the elves created the gnome/dwarf divide I’d argue.
2. Hear the hammer fall: Smith gods in Warhammer Fantasy
Thorek Ironbrow and his assistant Kraggi (Total War Warhammer 2)
Grungni is arguably only the second most important god of the dwarfs (after Valaya the mother goddess of all of dwarfenkind.) But certainly the most prominent one. Now in WFB ancestor gods work a bit different from regular gods, as dwarfs are deep into ancestor worship in general. Essentially any dead dwarf could be an ancestor god. But the term is usually used for those ancestors who are venerated by every dwarf. This includes Grungni, his bother Grimnir, their sister/wife Valaya and some of their first gen offspring (but not all like Grombindal/Snorri Whitebeard). These first ancestor gods gained their divine powers form the “glittering realm”. What this realm is, is not known, but one common fan conception is that it’s a special place where the Old Ones taught the ancestor gods all the things’ dwarfs should know. This made the ancestor gods far more powerful and magical than regular dwarfs. One could argue they are essentially dwarfen primarchs. Grungni was the first king of the dwarfs (that we know off) and created their entire lifestyle. He is claimed to have started the tradition of dwarfs living underground as he foresaw the coming of chaos. And Grungni started the migration of dwarfs to the north, spread the dwarfen empire from the non-africa regions of the Southlands all the way north into non-Scandinavia of Norsca, along the Worlds Edge Mountains. This empire is known as the Karaz Ankor, the everlasting realm. Various holds, especially Karaz-a-Karak, are said to have been founded by him. Grungni himself is the god of mining, crafting and smithing and has created various important items. Among them is the Throne of Power, the seat of the dwarfen high king and the only item containing the Rune of Eternity. As long as this rune endures, so do due dwarfs as a people. Other items include Ghal Maraz or the Axes of Grimnir. Grungni is worshipped by almost any dwarf, even by imperial ones in the empire. Indeed, some human smiths also venerate him. And he has temples in every Karak.
Two of Grungnis sons are also important ancestor gods. First Smednir, the god of ore refinement, i.e. turning ore into proper metal. And second the god Thungi, the god of rune crafting. He discovered the process in Ankor Bryn, the glittering realm, and later taught his father too. Rune magic is a very special and unique process in WFB. Because in WFB dwarfs cannot do magic, unless they are heavily changed and corrupted, like with the chaos dwarfs. And they suffer the unique issue of turning to stone slowly if they cannot use their magic properly. Indeed, dwarfs are largely resistant to magic, though to what extent depends strongly on the author. So instead of using magic like spellcasters, they instead trap magic into magical runes which they etch into various items. This is a tedious process as even minor mistakes could either violently unleash the trapped magic or worse create in a substandard product. But they are tremendously powerful items in turn. Runes also follow special rules. Some seem to be universal, but others are more the result of a dwarfen mindset. For example, no single item can hold more than three runes. Otherwise, the power would be too large, and the item would be destroyed. In addition, only one of the same runes can be placed on the item. It is called the rule of the jealous rune, but it could similarly mean an overcharge in magic for technical reasons. Also, no rune smith worth their ore would create a duplicate of the same item, because each one is a singular masterpiece beyond compare. Even if logic would dictate to have rune smiths churning out shields and helmets by the dozens with a rune of protection, they refuse for prideful reasons. Speaking of pride, Runesmiths are very, very tedious and hold their secrets tight. If they find no apprentice worth bestowing their secrets unto, they prefer to take the knowledge of their runecraft to the grave. Even if this knowledge would be critical to the dwarfen realm as a whole. This, doubled with the loss of many holds and the violent death of runesmiths, resulted in the loss of a lot of knowledge. Best that can then happen is that some runesmiths uncover old artefacts and try to relearn how to craft these runes. I mention this runesmithing, because only descendants of Grungni can cast runes in WFB. Runesmiths also tend to grow older than regular dwarfs, with Kragg the Grimm, Runelord of Karaz-a-Karak, being the oldest known dwarf with ca 1600 years. When dwarfs normally live around 300-400 years. This age, direct descent from Grungni and their critical skills and knowledge makes runesmiths/runelords as venerated as kings in dwarfen society.
Grungni himself ruled as king of the dwarfen empire before and during the first coming of chaos. It was his decision to hunker down in their holds, much to the charging of this brother Grimnir. And at the end of the Great War against Chaos, he abdicated the throne to his son Snorri Whitebeard, who would later become Grombrindal. Why Grugni and the other ancestor gods departed after the creation of the Great Vortex is not known. But it could be that they required a certain amount of magic to stay earthly and active, much like demon princes or the various dwarfen constructs like Rune Gholems. And the magic levels dropped to low after the Vortex was set up. Grugni himself does not appear in person from then on. But in the End Times the Runelord Thorek Ironbrow tries to find the Glittering Realm and to bring the ancestor gods back. He gets beaten by Nagash who consumes Valaya. And Grimnir has a cameo in the last Gotrek novel. As always, the End Times leave much to be desired.
However, to address the elf in the room, Grungni is not the only smith god of prominence. The other the elven god Vaul. And Vaul is basically Hephaistos but as an elf. Much like Wayland the Smith, Vaul is blind and crippled. Because Vaul challenged Khaine. In 40k lore it was to protect Isha and Kurnous, but in WFB this “war in heaven” among the elven gods is not that detailed if I recall. Anyhow Vaul is blinded and crippled and chained to his anvil, forever tasks to churn out weapons for Khaine. But Vaul accepts this fate, as the elves will need Khaine in the upcoming battles and they will need the weapons he provides. One of the most important weapons he forged was the Widowmaker, a ludicrously powerful item forged in the fire of the Father of Dragons Draugnir. This act of forging took a lot of Draugnirs essence and bonded the fates of dragons and elves together. There are many other artefacts of prominence as well. And the Priests of Vaul are the very best elven smiths there are. They ritually blind themselves too, losing their earthly sight but instead gaining divine/magical senses to become the greatest craftsman west of the Worlds Edge Mountains. They created various masterpieces. This includes Malekiths/Malerions armor, which was crafted by a Malekith supporter among the priesthood. This suit saved Malekiths life after he was rejected by Asuryans flames, but he cannot take it off even millennia later. Vaul is also valued by all elven people. The wood elves know that you need good tools for your hunts. The dark elves also obviously like weapons, much like the high elves, albeit for different reasons. And each elven culture is said to contain a piece of him. Vauls original smithy is supposed to lie in the volcanoes of Caledor (much like Hephaistos), the dark elves carry has anvil and the wood elf Daith is rumoured to be his avatar, like Ariel and Orion are to Isha and Kurnous, (Hence in TWW we have three settlements called Vaul’s Anvil). Sadly, Daith is a loreblurb entity without much lore behind him. But his anvil of note is that the Swordmasters of Hoeth have no direct connection to Vaul but are themselves required to forge masterful blades. Teclis did this too.
3. We are the smiths of our own destiny: Grungni in AoS
Artwork of Grungni in Age of Sigmar
In AoS Grungni returns in force. Due to the Helsmith story we now know that the dwarfen gods arose first among the order deities and separated the realms between them. With Grungni getting Chamon and Grimnir getting Aqshy. However, both gods were tricked by Hashut with cursed artefacts that drove them made and they chained themselves unto a mountain top until Sigmar freed them. As thanks both wanted to repay this debt with a service. And Grungni chose the long service to Sigmar. Over the Age of Myth, he created various wondrous works, whilst his dwarfs created the Khazalid Empire across all the realms, but especially in Chamon. I could list the lots of Grugnis masterworks, but this would probably be too repetitive as lots of these entries focus on single sentence loreblurbs.
Also of note is that Grungni, like Teclis and Tyrion, had a very hands-off approach of his followers. He taught them all he knew and then wanted them to be creative and productive by themselves and craft their own wonders and societies. And much like the two elven gods, this decision came to bite him in the back. With the coming of the Age of Chaos Grungni retreated into Azyr, leaving most of his dwarfs behind. Again, believing they had all the tools to take care of themselves. The short answer was that they didn’t. Either majority of holds were destroyed or abandoned for safe spots in Azyr. Many others turned to Hashut or were abandoned as its dwarfs fled to the skies to become the Kharadon Overlords. Some also survived by allying with the Sylavneth, like the dwarfen friends of the Ironbark Grove. But the central theme is that just believing/following Grungnis teachings seemed to have been insufficient to survive. And you had to adopt a new way of life to survive. Here we have another parallel between Grungni and Teclis of sorts. Both their people caused their ultimate doom themselves. The elves had the Spirefall, whereas the debacle with the Lode Griffon caused the main Tzeentch invasion of Chamon. But the reaction of the two gods was different. Teclis searched for an answer, contacted the aelementors and then taught his people new ways of life and reinvented their society. But the dwarfs of the khazalid empire had no such divine aid. And as mentioned before, those dwarfs who stuck to Grungnis teachings seem to have been the ones with the lowest chances of survival. Now Grungni knows this has been his greatest mistake and he tries to make amends for it in AoS. But I find this foil between Teclis and Grugni to be interesting.
Anyhow Grungni aided Sigmar by helping him establish Sigmarbulum, creating the Six Smiths and helping him establish the reforging process as well as designing most of the stormcast armaments. Again, here we have the theme of the smith gods primary role being to craft weapons for heroes and other gods rather than being the focus of a story themselves. But thankfully it does not stay this way. During the first parts of the Age of Sigmar Grugni disappears. Essentially, he makes a great tour of the realms, sulking over his past mistakes, making observations and plans to fix everything. He returns first to my knowledge in Broken Realms, where he secretly aids the Kharadon fleet over Vindicarum and later speaks on Morathis behalf during her trial. Afterwards he calls a great council to unify the various dwarfen peoples of the mortal realms, but this does not bear fruit thus far. Though he acknowledges that this process will be long and tedious, much like a piece of iron needs to be hit many, many times.
IMO Grungni is more powerful in AoS than he ever was in WFB. Not only does he craft some ridiculous, mind-boggling things (such as a fantasy space station), but also demigods (the six smiths) or an entire race (cog people of Odsin, though they have little to now lore). What is of note here is that his creations seem to function by themselves and seem sentient. By contrast Grungnis counterpart of Hashut as to use the essence of demons and godbeasts for his infernal machinery. This showcases Grugni as a greater craftsmen IMO. Also, Grungni seems to have control over all kinds of magic. Such as being able to reverse Teclis enlightenment eninges into penumbral enginges, i.e. turning a light-magic machine into one seemingly fed by shadow-magic. Or all the azyrite-infused armaments of the stormcast, or the seeds of iron for the sylvaneth. In short, he can seemingly craft everything, including new types of plants.
In turn Grungni is worshipped by almost anyone. His domain, the First Smithy, is open to anyone wanting to learn craftsmanship. And he counts not just dwarfs among his followers, but also elves, ogers and others. This broad worship makes Grungni one of the most “classical” gods, who are worshipped by everyone, because they are important to everyone. If you are a craftsman you venerate the main craftsman deity. In addition, Grungni is the 2nd most important god of the Stormcast, right after Sigmar. And arguably he has an equal if not greater influence on the Stormcast themselves as he had his hands in everything about their creations and equipment. He even returns during the Age of Beast to refine the stormstrike chariots or make thunderstrike armor the new standard.
But Grungni is no longer the straightforward dwarf he once was. He did do some shady things no proper dwarf from WFB would have done. Such as perverting the invention of another craftsman for duplicitous reasons, like turning Teclis Enlighenment Engines into the Penumbral Engines. Similarly, he was defending Morathi in a court secession, after she had arguably declared war on Sigmar by taking a city from him, risking the lives of thousands of stormcast and underwent a ritual that could have created havoc among the realms if it went wrong. This kind of politicking and protecting a traitor is not what any dwarf in WFB would have done. Then there is the abandonment of his people during the Age of Chaos which broke several things dwarfs in WFB hold sacrosanct. How correct or justified these things are is something people can and do debate a lot. But it is apparent that Grungni is a much more complicated and morally more ambiguous figure than he, or dwarfs in general, where in WFB. Which interestingly befits many mythological smith/craftsmen characters, who I mentioned to have dark sides to them too. So AoS Grungni is no longer the honor-before-reason fantasy dwarf, but seemingly takes on more traits of smith gods, both positive and negative ones.
And to again mention Vaul for continuities sake, he has no appearance or proper mentioning’s in AoS as far as I am aware. Like the other elven gods, he is likely eaten by Slaanesh but with Morai-Hegs escape his essence could return too and the god could reform at one point.
4. Always have several irons in the fire
Picture fo the first smithy (AoS Soulbound core rulebook)
Having talked about Grungnis character and action in AoS central question would be where his story, and that of his followers, could continue. For this I think the best story beads would be the following:
- Grungni refounds the Khazalid Empire and creates a new “classic dwarfen” faction. His objective of reunification of the various dwarfen people has been his main motive in 3^(rd) edition and continues. And various rumors claim that we will soon get a reinvented classic dwarf faction, with other rumors claiming that the Fyreslayers join them. Personally, I am not a fan of the latter, as I like the background fluff of the Fyreslayers a lot (even if their models are very boring). But whether and how this happens remains to be seen. In either way if we get the classic dwarf faction, then I hope it will work like the Lumineth. As in we get a new version of a classic fantasy faction (high elves) but reimagined with new lore and designs, rather than slightly changing the faction to make it work in AoS. Here I see quite the potential for a dwarfen faction, especially given how rune golems were a fan favorite part of dwarfs in WFB lore but never appeared on the tabletop. But given how much more frequent magic is in AoS and how Grugni already created several artificial races, we could see a return of golems or clockwork automata next to dwarfs, next to crazier powerful or esoteric weapon systems (anvil of doom 2.0 for example) or powerful rune magic.
- As mentioned before, Hashut and Grungni are foils to each other. Both are deities of leadership, both create powerful technological constructs and both reshaped and attempt to reshape dwarfen cultures in AoS. With the release of the Helsmith it would be great if we could get Grugnis perspective of the Hashut stories we received, and to get some interplay between the two gods or priests of the two factions.
- In the same vein it would be interesting to explore the relationship of Grungni with other gods. We know he is good buddies with Sigmar, but as of now Grungni is the only dwarfen god of the pantheon, as his brother is dead and the other dwarfen gods are missing. In this regard he is an isolated if not lonely deity. And whilst there are gods he shares many similarities, he also made rivals out of them. Such as when he reshaped Teclis invention. Other gods he aided, despite their obvious duplicity, like Morathi. It would be interesting to see how Grungni plays his own game of politics among Sigmars allies and gods and either tries to hold the pantheon together, even if the cost is high, or may fail to do so.
- And I think it would be very important and interesting to explore how Grungni is worshipped in general by various people. Such as the Lumineth of Syar, who are great craftsmen and hold regular competitions were al kinds of sentient beings are invited to show of their craftsmanship. I am pretty sure that these lumineth hold Grungni in high regard. Same for the Ironbark sylvnaeth of Chamon, who are not only expert smiths themselves, but also have a close relationship with their local disposed, taking these dwarfs in a sheltering them during the Age of Chaos. To the point that both groups see the other as brothers. These are but two examples. Ogres are mentioned to be among Grungnis followers too. How does that look? How do all these different beings view Grungni? Still as a dwarf or as a syncretism of dwarf and whatever form they prefer? Etc.pp
- In the same regard we may get to see monstrous apprentices of Grungni. In the myth we have the cyclopses and telchnids (seal-people), who are assistants of Hephaistos. And in AoS we have a plethora of monstrous creatures highly skilled in craftsmanship and smithing, such as the goronians (destruction minotaurs turned to chaos), or the Formoroids (cyclops-like natives of the Eightpoints. Former builders are now enslaved by chaos and destroying buildings instead of creating them). Perhaps some of these beings or other groups of creatures followed Grungni and found safety in Azyr or his First Smithy. And mayhaps they are now returning as allies of Stormcast, or the Cities of Sigmar or the refounded Khazalid Empire?
- Of lastly course, Grungni is still employed by Sigmar too, and he could create new tools and armaments for the stormcast and their allies whenever they get an expansion. I mentioned in my Sigmar part how the logister and covenant chambers could have some very creative units. Especially the covenant chamber, who I like to think of as non-stormcast auxiliaries integrated into stormhost. For example, what kind of armament could Grungni invent for giants fighting next to stormcast?
5. The End
So, this has been our excursion into Grungnis forges. I hoped you enjoyed reading everything. For the next entry I decided on a double feature for both Tyrion and Myrmidia. Because the position of both gods is eerily similar between the settings. So, I guess there is a bright future ahead. With this pun I see myself out. Because I have to figure out what to say about the Horned Rat as well...