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"You haven’t lived until you have seen an Imperial Dwarf and one from the mountains arguing about some subject or other. I had absolutely no idea what they were calling one another, not understanding Dwarfish you understand, but you can tell by the furrowed brows and colour in their faces that their words were not fit for polite company."

—Sergeant Johann Paul Pfeffer, former soldier returning from the Azgaraz Trading Post[2a]
Warhammer Imperial Dwarf

An Imperial Dwarf who has assimilated into the Human society of the Empire.

An Imperial Dwarf is the term used for those Expatriate Dwarfs that have immigrated to the Empire of Man, merging into their culture and providing the Empire with Dwarfen skill and expertise. Imperial Dwarfs are the "second people" of the Empire, its most important race outside of Humanity itself. These are not the Dwarfs of the Karaz Ankor, the ancient "Dwarf empire" of the World's Edge Mountains, but expatriates whose ancestors, distant and more recent, have fled falling Dwarf holds or come to believe that the cause of the Dwarfs is lost, and that they should begin a new life among the largely sympathetic Men of the Empire.[1a]

These expatriate Dwarfs feel a special bond with the Empire, for its founder, the divine Sigmar, led an army that massacred an army of Greenskins and saved the Dwarf empire at the Battle of Black Fire Pass. Though it happened over 2,500 years ago, the Dwarfs feel they have an enduring debt to Sigmar and his Imperial heirs. They therefore work as hard as they can to make sure the Empire itself prospers, contributing their talents to its welfare and serving in its armies.[1a]

Dwarfs have lived with Humanity for an age. For some clans, this coexistence goes back for more than a millennium before the founding of the Empire. These clans have been close allies with several Human tribes. They have shared many of the same successes and tragedies with the neighbours they call "Manlings." Though Dwarfs are known for their stubborn adherence to long-held traditions and unchanging ways, even the most resolute of people cannot resist the influence of the wider community with whom they break bread. Imperial Dwarfs outwardly look and act very much like their mountain kin, the, who they call "Karak Dwarfs", but in many subtle ways they are quite different. Living over four millennia among Men has had a profound influence on Imperial Dwarfs.[2a]

Dwarfs are a feature of the Empire's towns and cities, sometimes comprising as much as 10% of the population. Although they organise themselves in their own guilds and mostly trade with each other, Dwarfs are a linchpin of the Imperial economy, providing quality goods and services to those who can afford their prices and needed loans to those who can afford their interest charges. Dwarfs are also a key force in the Imperial Army, when it takes the field. By ancient agreement, they owe service only to the emperor, though Dwarfs will naturally take part in the defence of their cities and some hire themselves to local rulers as mercenaries. In the Imperial Army, Dwarfs form into their own units of pikemen and axemen, while also providing their legendary siege and engineering skills.[1a]

But Dwarfs are never entirely comfortable in the Empire, never completely escaping the feeling that they do not belong or are not wanted. Naturally clannish and reserved, they gather in their own districts and, in some Imperial towns, walled ghettos. Some Humans interpret this as snobbishness and an insult, while the Dwarfs feel a need to gather together for mutual protection. There have been too many times when hard economic times have led Men to take their frustrations out on the Dwarfs for them to feel otherwise.[1a]

Human feelings toward Dwarfs are mixed. A few, especially among Sigmarites, hold them in almost religious reverence, given their crucial role in Imperial history. Others are so used to seeing Dwarfs among them and doing business with them that they see Dwarfs as little more than short Humans. Others, usually those who are unsuccessful in life, resent Dwarfs and feel sure they must have cheated to get where they are. All but the most rabid racists, however, recognise they are an essential part of the society of the Empire.[1a]

History[]

"They know drinking, fighting, and cannon. There’s a good life to be had, if you can stand to leave the mountains."

—Gialar Kunst, Dwarf loremaster[1a]

The Dwarfs' history with the Men dwelling in the central portion of the Old World that would become the Empire goes back a long way. The first Human tribes arrived in the region during the Golden Age before relations between Elves and Dwarfs had deteriorated to unleash the War of the Beard. It was during the same conflict, which the Dwarfs remember as the "War of Vengeance," that the Dwarfs recognised the potential of trade with the Human tribes of the Belthani, though they were not yet envisioned as allies.[2b]

The Belthani were a fairly peaceful and pastoral people. Their numbers were not large enough to create much conflict among their own. Tribal quarrels usually resulted in a group moving to another land to eke out a living. The technology of these tribes made use of stone weapons, copper tools, and pottery, but their ability to grow crops was what initially made the Belthani valuable to the Dwarfs who needed to muster and fortify their own people for a centuries-long war.[2b]

Living with the Belthani[]

For the most part, the War of Vengeance took place far from the lands of the Belthani tribes. This enabled the Belthani to grow and prosper. The subsequent war pitted the Dwarfs of Karaz Ankor against the Orcs and Goblins and brought the threat to the Men of the region that would become the Empire.[2b]

When Karak Varn fell to the Greenskin onslaught, a small number of Dwarfs took up residence with the eastern Belthani tribes. They worked to keep trading routes open and supply the provisions the karaks needed to continue the fight. Around the year −1000 IC, a confederation of warlike Human tribes crossed Black Fire Pass and began conquering the land from the Belthani.[2b]

These tribes pushed the first people out of the fertile river valleys and open countryside with their bronze weapons and chariots. The Dwarfs living with the Belthani could do nothing but work to minimise the slaughter. Moreover, the new tribes of Men might be potential allies in their fight against the Greenskins. In their previous accord with the Dwarfs, the Belthani had been merely providers of foodstuffs.[2b]

Heeding Sigmar's Call[]

The number of Dwarfs settling with the Human tribes continued to grow slowly. A number of them taught their hosts how to forge iron weapons and tools and build stone fortifications. By this time, tribes of Greenskins had poured past the fallen holds into the forests and hills west of the World's Edge Mountains. In time, having rescued High King Kurgan Ironbeard and led the confederated tribes of Men to victory over the Greenskins at the Battle of Black Fire Pass, the great war chief and Dwarf-friend (Dawongr), Sigmar Heldenhammer was proclaimed as the first emperor of a vast, new Human realm.[2b]

One of Sigmar's first acts as emperor was to invite hold-less Dwarfs to settle among his people. He bade them to bring their skills and help build the new Empire of Man's towns and cities. The Dwarfs that took up Sigmar's call found that Dwarf villages already existed outside the larger Human towns and cities. Unlike the mountain Dwarf holds, these villages were not ruled by Dwarfs of the noble class. Rather the villages were governed by the descendants of those Dwarfs who first settled in the land during the time of the Belthani, or later, when the tribes of the Empire ruled the land.[2b]

In time, the Empire's cities and towns would grow large enough to incorporate these Dwarf villages. Eventually, the villages would be ensconced as districts within the defensive walls of each settlement. These Dwarf quarters are legally part of the city, albeit with specific rights and privileges delineated in the lawful reforms decreed by Emperor Magnus the Pious two centuries ago in the early years of the 24th century IC.[2b]

Imperial Persecutions[]

For much of the Empire's first millennium, Imperial Dwarfs were considered political and social equals with Human Imperial citizens. Having provided powerful support to the Empire's armies and contributed much to its intellectual life, the Dwarfs found a niche teaching the arts of architecture and engineering, or serving as counsellors to powerful nobles. Yet, there was a time conveniently forgotten in Imperial history (but not Dwarf memory) when the Imperial Dwarfs came under state-sanctioned persecution.[2b]

In the reign of Emperor Ludwig I, Dwarf influence and wealth spawned jealousy among the nobles of the Imperial court. Laws were passed placing a heavy tax burden on Dwarfs (money had to be found for Ludwig the Fat's lavish feasts, after all). Many Dwarfs were jailed and their property confiscated for failing to meet the demands of the Imperial treasury. The Dwarfs also took particular offense when Ludwig elevated an upstart Halfling of the Mootland to the rank of an Elector Count.[2b]

The persecution continued when Emperor Boris Goldgather ascended the throne. His desire for their wealth ruined many a Dwarf. Yet the Imperial Dwarfs did not riot, for they remembered their ancestors' pledge to support Sigmar's empire. The reign of persecution came to an end when the Black Plague also ended Emperor Boris.[2b]

Broken Empire[]

The Empire that rose from the ashes of the Black Plague and the subsequent Skaven Wars was fragmented, hollowed out by the powerful and ambitious noble houses. For the next 1,150 years, the Empire would know disunity, war, and invasion. The powerful interests seeking to benefit from the times were received with wary consideration. Imperial Dwarf settlements within the larger Imperial towns and cities reconstructed their residences and businesses in order to function as another line of defence to protect Dwarfs from enemies, both within and without.[2c]

One measure was to quietly and gradually brick up the ground floor window openings facing the outside of the Dwarf district in any Imperial town or city. To the many people walking along the outer perimeter of a Dwarf quarter today, it would seem the Dwarfs prefer their windows above the ground floor. None gave it a second thought. The Dwarfs knew that their strong defensive works could also become a trap. They also began to construct secret tunnels from their underground chambers to serve as escape routes should the need arise.[2c]

Empire Reborn[]

Having served in provincial and Imperial armies over the millennia, Imperial Dwarfs were well-versed in the infantry techniques of their Imperial peers. Known as steadfast troops, these Dwarfs excelled in the use of spears, pikes, and handguns. When news of the Chaos incursion into the Old World that began the Great War Against Chaos became known, many Imperial Dwarfs flocked to the banner of the general Magnus von Bildhofen of Nuln, better known as "Magnus the Pious."[2c]

Several battalions of Imperial Dwarfs drawn from Nuln, Reikland, and Wissenland were sent ahead to establish a base camp on the River Urskoy. Meanwhile, Magnus ordered Middenheim to gather more troops and Talabheim to enlist the aid of the High Elf Mage Teclis. The Imperial Army gathered at the forward base to make their final plans to attack the Chaos army besieging Kislev.[2c]

After his victory against Chaos, Magnus von Bildhofen was unanimously elected emperor. He re-united all the Grand Provinces into a more strongly centralised Empire and enacted new laws to ensure the corruptions of the past would not be repeated in the future. Though Imperial Dwarfs enthusiastically supported Emperor Magnus' new laws, they remained watchful. They knew a future emperor could corrupt the laws as easily as Ludwig and Boris had done in Sigmar's wake.[2c]

Society[]

Warhammer Imperial Dwarf Art

A typical transaction between other Imperial citizens and Imperial Dwarfs.

In spite of living with "Manlings" for millennia, Imperial Dwarf society retained aspects of the social structure founded by their mountain kin, the Karak Dwarfs. In the Empire, Dwarfs remain an exceptionally proud people with long memories for acts done on their behalf as well as foul deeds against them. They greatly respect age, wealth, skill, and reputation. Tradition is highly-valued in Imperial Dwarf communities, though not quite so rigidly as in karak society.[2d]

While the clan remains the foundational unit, Imperial Dwarf clans differ greatly from their karak brethren -- these clans are not tied to specific guilds. For example, there is no Imperial Dwarf mining or weaponsmithing clan. Thus, an Imperial Dwarf from the Ironside Clan serving as a blacksmith of a village might have two sons, one of whom might be a stonemason in a nearby town while the other may be a peddler with a route that covers a number of neighbouring villages. Still, the bonds among clan members are unshakable and their support for one another nearly absolute.[2d]

Clan Elder[]

Each Imperial Dwarf clan has an elder -- the oldest living member of the clan -- to whom they look for wisdom and decision-making on matters affecting the entire clan. In the rare event that such a person declines the enormous responsibilities of clan elder, then the position passes to the next oldest clan member. The elder is responsible for maintaining the clan's Book of Grudges (the Dammaz Kron), removing grudges where settled, and adding new entries whenever a new grudge is forged.[2d]

The elder also keeps a number of other tomes in their possession. One is the Book of Remembrance (Zagaz Kron) which records the deeds and acts of renown by the clan's ancestors as well as living clan members. Updating the Book of Debt (Skuld Kron) which details the debts of the clan and erases those that have been settled also falls to the elder. Lastly, the elder maintains the Book of Ancestors (Gromthi Kron) which delineates the ancestral line of the clan to the present generation.[2d]

Historians associated with the Cult of Verena would love to get their hands on an Imperial Dwarf clan's Book of Ancestors for genealogical reasons.[2d]

Council of Elders[]

Whenever more than one Imperial Dwarf clan resides in an Imperial settlement, the Imperial Dwarf community is run by a Council of Elders. The council is made up of the elder for each clan and one among this number is elected to lead the council. The leader of the council is not necessarily the oldest of the elders. The council could decide to name the most accomplished elder as the leader of the community, like Engineer Grodni Surehammer in Ubersreik, or the elder of the largest clan in town, such as Kazran Dorinsson from the Stormhelm Clan of Schilderheim.[2d]

Usually, the council retains the collective power for the Imperial Dwarf community and only selects one elder as its nominal head. In contrast, Karak Dwarf councils only serve as advisors to the hold's Dwarf king. These are led by the grand matriarch (the Dwarf king’s mother or, if she has passed, the queen) and include other members of the noble clans, such as the high priests of Grungni, Valaya, and (usually) Grimnir. The elders for the leading guilds of the specific Dwarf hold also sit on the king's Council of Elders.[2d]

Imperial Dwarf priests of the Ancestor Gods are rarely descended from the noble clans of the karaks. Moreover, many Imperial Dwarf communities simply do not have an anointed priest living among them. In the larger towns and cities where such priests do exist (mostly those in Grungni's service), Dwarf priests have an advisory role on the Council of Elders, but not a voting one, unless the priest happens to be a clan elder.[2d]

Clan Structure[]

In urban settings, clan members live in the Dwarf districts with their kin. Rural-living Imperial Dwarf clans tend to spread across a number of villages in reasonable approximation to one another. No matter the distance, Dwarf clans keep in regular contact with one another and often gather on dates special to their clan. Living in the Empire has opened up many opportunities for Dwarfs that would have remained hidden if they stayed in the Dwarf holds. The opportunities range from becoming lawyers to agitators, duellists to bailiffs, coachmen to boatmen, and pit-fighters to protagonists.[2d]

Most Imperial Dwarfs prefer traditional careers generally associated with their people, such as engineer, mason, smith, miner, and warrior. Very few Dwarfs of the Empire take up farming and herding because they are less (financially) rewarding labours than being an engineer, smith, or soldier.[2d]

Slayers who are found wandering the Empire in search of an honourable death are rarely Dwarfs from the Empire. Such fanaticism is more the hallmark of disgraced Karak Dwarfs who cannot find the death they seek by idly waiting in a Dwarf hold. Less-than-honourable Imperial Dwarfs generally find themselves on the wrong side of the law. As a result, they cut ties with their clan rather than bring shame to them and take up such unsavoury careers as fences, smugglers, or thieves.[2d]

Outside the Clan[]

When it comes to foreigners, Imperial Dwarfs are much like their Manling neighbours: they don't trust outsiders very much. For example, Dwarfs in the Reikland tend to view Bretonnians as being arrogant, untrustworthy fops with an unwarranted sense of superiority and a tendency to vacillate quickly from overzealousness to melancholy. Tileans are considered hot-tempered, arm-waving, blathering cheats and swindlers with a poor work ethic.[2d]

In contrast, Wastelanders are seen as funny (for Manlings), earnest traders who always seem to get the better of a deal. Reiklander Dwarfs consider Kislevites from the Empire's borderlands to be hardworking, earthy people accustomed to hardship and misery. The people from that country's heartland are perceived to be more brutish, prone to drink and violence, untrustworthy (more so than Bretonnians), and borderline criminals.[2d]

Of all the Men of the Old World, the folk from the Border Princes are considered the worst and laziest by Imperial Dwarfs.[2d]

Other Imperial Dwarf clans[]

Most Imperial Dwarf clans can trace their ancestors' settlement among the Manlings to the Time of Woe (between −1500 and −15 IC), including Emperor Sigmar's invitation to build his new Empire. Over the millennia, these Dwarf clans intermarried and spread throughout the land. In contrast, Dwarfs migrating to the Empire from Dwarf holds in the last two hundred years are more often found to be seeking renown and fortune rather than clans seeking a new start.[2d]

Imperial Dwarf clans are very close and supportive of one another, especially those clans they live alongside in Dwarf districts as well as those in neighbouring towns and villages. Grudges between clans are not unheard of, but are not advertised where Manlings are concerned. Having learned the lessons from the corrupt reigns of Emperors Ludwig and Boris, these Dwarfs overlook any grudge or rivalry between one another and close ranks when faced with an external threat.[2d]

Some Dwarf clans assimilate to the dominant Manling culture more than others, even to the point, in rare cases, of turning their backs on their own kin. These few clans never quite gained the true friendship of the Manlings, but it is not from want of trying.[2d]

External Relations[]

Men[]

Imperial Dwarfs generally get along with their Manling neighbours, being among the first to take up arms for a common cause. The Imperial clans are not wholly trusting, though, and keep a wary eye out for corruption among the Empire's officials and demagogues, the latter of whom rage against Dwarf wealth and outsized influence whenever there is economic strife in the Empire. Guilds and the aristocracy also use these bad times to agitate against the clans. The Dwarfs are well-versed in their rights as Imperial citizens and do not take the infringement upon those rights lightly. It is not uncommon for these Imperial officials, citizens, and organisations to have their names entered in a clan's Book of Grudges.[2e]

Halflings[]

Halflings are met on friendly terms. They are considered excellent bakers and cooks, good brewers (though not as good as Dwarfs, of course), and equally clannish. Dwarfs are not keen on Ogres being employed by the Empire considering the brutes' lack of loyalty and their history of fighting alongside Orcs and Goblins (which they will no doubt do again given any opportunity). Imperial Dwarfs do not make a distinction between High Elves and Wood Elves: both are viewed with great suspicion and loathing, though not to the degree held by Karak Dwarfs.[2e]

Karak Dwarfs[]

The most complicated relationship, however, is that between the Imperial and Karak Dwarfs. Though the two Dwarf populations are alike in many ways, there are significant differences as well. The view held by Karak Dwarfs can be summed up in their use of the word Dawi (Khazalid for "Dwarfs"). The Karak Dwarfs only use this term to describe themselves, and none of their kin among the Empire. In their view, Karak Dwarfs find their Imperial kin's long association with Manlings has reduced their honour, leaving them a mixture of Dwarf virtue with Manling vices.[2e]

If pushed to provide examples, Karak Dwarfs point to Imperial Dwarf elders permitting their own clanfolk to undertake disreputable roguish careers. Due to this perception, many among the karak nobility in Karaz Ankor still use the old term Ruebatuki (or "Ruebs" for short) to describe the Imperial clans. These Karak Dwarfs still believe the Imperials turned their backs on their kin and traditions when things looked grim during the Goblin Wars. Most of the other Karak Dwarf clans refer to the Imperial Dwarfs as "Manling Dwarfs" (Umgdawi) or "Flatlanders" (Gazani).[2e]

For their part, the Empire's Dwarfs consider their mountain kin in Karaz Ankor to be rather short-sighted, calling them "Stay at the Hold Dwarfs" (Khazukan Dawi). Though a most mild aspersion among Manlings, it's remarkable given the nearly fanatic Dwarfen adherence to tradition. Relations with the Karak Dwarfs in the Black and Grey Mountains and the Vaults are respectfully cordial. Still, most Imperial Dwarfs consider Karaz Ankor as their ancestral home and contribute both money and labour to returning the Dwarf Empire to its past glory.[2e]

Some of the younger generation of Imperial Dwarfs dream of returning to the karaks and fighting for the glory of Karaz Ankor. While welcoming the additional foot soldiers, Karak Dwarfs remain sceptical of their commitment and consider the Flatlander volunteers as little better than mercenaries.[2e].

Imperial Dwarf Districts[]

Warhammer Dwarf District

A district of an Imperial city

In rural areas of the Empire, Imperial Dwarf clans are spread across Manling villages; visitors are likely to find a solitary Dwarf or single family among the villagers. For example, the Barony of Grautal's branch of the Hammersmith clan is based in the small town of Wiedle with members scattered among the surrounding villages of Begeln, Schlarz, Lengdorf, Lierz, and Eilsbeck. Imperial mining communities, such as Delfgruber and Hugeldal in Reikland, are home to a higher proportion of Dwarf denizens. One quarter to one half of the miners employed at sites like these are Dwarfs. Many of the mine foremen tend to be Dwarfs as do those involved with processing raw ore into ingots for shipping. In the Empire's early days there were separate Dwarf villages that were eventually enveloped into growing Human settlements, becoming large towns and cities.[2f]

The Dwarfs still live in these specific quarters and refer to them by their old Dwarf village names, such as "Smoky Town" (Khazid Alamok) in Dunkelberg and "Springwater Village" (Khazid Ungstromez) in Schilderheim. The largest cities, such as Altdorf and Middenheim, are home to as many as ten clans, while an average Imperial town has two or three. By and large, Imperial Dwarfs adhere to Imperial laws, customs, and traditions.[2f]

Among clans, elements of Dwarf law remain; crimes against property are arbitrated by the Council of Elders. Guilty parties are fined (bagtal) or obligated to perform a service (singald), or both. When situations become difficult to resolve, feuds may erupt. These are usually resolved with further negotiation (and casks of ale). Once in a while, blood is shed. Resulting blood-feuds (bludgald) can be very destructive and require an Elder Council to bring them to an end. Guilty parties must pay compensation (okstal) to any injured parties or their heirs.[2f]

Fortified District[]

Other than the wars found early in Sigmar's reign, the first millennium of the Empire was a time of relative peace and prosperity. It came to be known as the Pax Imperialis -- the Imperial Peace. In the turbulent times that followed, the ever-insular Imperial Dwarfs quickly learned that community defence was critical to survival. Dwarf buildings are made of stone, no more than two stories high, and generally abut one another. The outlying structures have narrow windows facing the areas outside the quarter; there are no doors on the outward-facing sides. Few streets and alleys enter the district and each has large and stoutly-built wooden gates, which are closed whenever the Dwarfs celebrate one of their holidays.[2f]

In the event of external threats, these gates are closed and the whole district made into a fortress. Given that the laws of Emperor Magnus the Pious recognised the right of Dwarf districts to maintain their own self-defence and to self-police, local law enforcement has little to say on the issue. If nothing else, many in law enforcement hope the Dwarfs will let them in should their town be threatened by another invasion of Greenskins or Undead. In many Dwarf quarters, there are other defensive measures. Some have hidden handholds which enable sections of street to raise and expose pits of sharp spikes. Hidden kegs of blackpowder are also strategically placed in the sewers below to slow down or demoralise an enemy.[2f]

Imperial Tavern[]

The centre of Dwarf life in any district is the tavern. Larger Dwarf settlements have up to ten or more taverns, but even the smallest has at least one. The common room of a Dwarf tavern is quite large with low ceilings (just over six feet) and a large fireplace or two. Dwarfs gather at the end of each workday to exchange news, gossip, rumours, and tall tales while eating and quaffing tankards of beer. A tavern's kitchen is large, as Dwarfs have hearty appetites. While a number of taverns have Halfling cooks, the majority are staffed by Dwarfs who make heavily spiced dishes. Dwarfs are fond of food with sharp tastes to compliment the potency of their brew.[2f]

Imperial Dwarfs are fond of gambling. Many have taken up the Manling games of cards and dice, such as Al-Zahr and Scarlet Empress. Beast Among the Tailors, Bowls, Bull Ring, Muhlen, and Stones are other tavern games that Dwarfs have turned into betting events. Others prefer arm-wrestling and drinking games for wager. Dwarfs do not particularly like the Manling game of darts, preferring axe-throwing instead. Taverns that permit axe-throwing have a side room dedicated for the sport; grudges in the past have resulted from an errant throw knocking over another's tankard of beer.[2f]

Imperial Brewery[]

Warhammer Dwarf Tavern

A Dwarf brewery in the Empire.

While many a Dwarf tavern brews its own beer, large Dwarf settlements have at least one brewery where they produce local beer to sell to these taverns. Breweries also allow Dwarf brewmasters the opportunity to show off their craft, especially on 33 Brauzeit, the annual brewing festival of Grungni known as "Second Breech" (also called Brodag).[2f]

The potency of Dwarf brew is such that only in rare circumstances are Manlings or Halflings allowed to participate. These two species do not have the constitution to handle Dwarf brew and the brewers do not really want their efforts wasted (with a corresponding entry in the Book of Grudges). Dwarf brewers also sell weaker beer to Manling taverns and inns in town and the surrounding area. For a Dwarf, "weak" beer is still a cut above the watery drink produced by Manling "breweries."[2f]

Imperial Smithy[]

Warhammer Dwarf Smithy

A Dwarf smithy in the Empire.

Smithies are important establishments in an Imperial Dwarf quarter. These businesses enable Dwarfs to purchase quality armour, weapons, and metalware, and are a key source of wealth. Dwarf smiths are exempt from guild rules imposed on Manling artisans in the same trade provided Dwarfs sell their products at a substantially higher price. The Dwarfs don't mind since such pricing certainly reflects the higher quality of their effort.[2f]

In a Dwarf quarter, the number of smithies rivals that of taverns. Dwarf engineer guilds only exist in the cities and largest towns of the Empire. Imperial Dwarf engineers are less cautious than their Karak Dwarf counterparts. No doubt this is due to the influence of being among Manlings for so many centuries. Even so, Imperial Dwarf engineers are still far less reckless than their competitors at the Imperial Engineers School in Altdorf.[2f]

Hidden Pathways[]

Imperial Dwarfs dig tunnels, separate from those used as sewers beneath their settlement. The tunnels serve several needs: storing provisions (foodstuffs, casks of beer, blackpowder, and so forth), permitting unseen movement from one building to another, a secondary line of defence, and a possible escape route should the defences fail. The Dwarfs do not divulge the existence or access points of their secret tunnels to outsiders, including nonresident Imperial Dwarfs. Newly elevated rulers, including temporary ones like Emmanuelle Nacht in Ubersreik, are rarely pleased to learn of the existence of these secret Dwarf tunnels.[2f]

Yet, none have successfully found a way around the rights and privileges bestowed upon the Imperial Dwarf community by Emperor Magnus the Pious. Most rulers eventually find peace with the arrangement, usually after assurances from the Dwarf elders that illegal activities such as smuggling will be vigorously opposed and perpetrators brought to justice. Should anyone from outside an Imperial Dwarf community manage to enter the tunnels, they find the passageways well-built, brightly lit, clean, and regularly patrolled. Intruders quickly learn that the grim Dwarf guards are humourless towards and efficient in removing trespassers. The resulting interrogations are not for the faint-hearted.[2f]

Imperial Dwarf Temples[]

Temples to Grungni are located in one of two places: either a deep cellar below the largest business in the Dwarf quarter, or in an underground chamber reached by a non-descript door in a recess between two buildings. The temple has a large statue of Grungni in its centre with smaller shrines to Valaya and Grimnir in alcoves along the wall. Most temples have a secret door leading to the quarter's underlying tunnels.[2f]

Typically, deep beneath the temple is a huge vault where the dead of the quarter are interred. Known as "Underearth," it is believed to be the realm of Gazul, the Dwarf Ancestor God of the dead and ancestor veneration. A temple of Gazul is located next to the burial vaults, and its sanctity protected by a black-robed priest. In matters of faith, Imperial Dwarf communities usually have a priest of Grungni to lead in the veneration of the Ancestor Gods and conduct funeral rites. If the community is large enough, like in Altdorf, there is also a cleric of Valaya. Priests of Gazul are a rarity among Imperial Dwarfs and most of these tend to be itinerant clergy.[2f]

Despite the relative lack of priests, Imperial Dwarfs are as religious as their karak kin, venerating the Ancestor Gods in their own way. Imperial Dwarfs residing in villages usually place a shrine dedicated to Grungni and the clan's ancestors in a corner of their cellar.[2f]

Sources[]

  • 1: Warhammer Fantasy Roleplay 2nd Edition: Thousand Thrones (RPG)
    • 1a: pg. 9
    • 1b: pg. 45
  • 2: Warhammer Fantasy Roleplay 4th Edition: Archives of the Empire: Volume I (RPG)
    • 2a: pg. 48
    • 2b: pg. 49
    • 2c: pg. 50
    • 2d: pp. 51-52
    • 2e: pg. 53
    • 2f: pp. 54-55
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