Langfeðgar

Langfeðgar (reffered to as Forefather) is the dominant common religion/faith that most dwarves believe in, not all follow. It is a collection of minor spiritual, elemental, ancestral worship with folklore. Langfeðgar could be separated into two different sub-faiths. Greater and Elder Langfeðgar.

Elder Langfeðgar
Elder Langfeðgar is a collection of beliefs throughout ages, that layed out a strong base within the religion. It follows the Dwarven Creation Myth, therefore worshippers also include primordial beings between those they follow. Basic belief goes as Heimr (The World) was created through the unattended and untested power of Gods, Dragons, Titans and Giants, strongest to least. Through time the realms of Bál and Nungap were created, where the Dragons and Titans were banished, and through the Great Material War, the bodies of Gods and Giants formed the universe/world where life lives in. Gods having the ability to create, formed species and races shaped and resembling themselves, then left the known universe.

Skepia, the All-Father
The All-Father of Dwarves, Skepia is said to be a genderless primordial being, a god of creation. Responsible for the creation of dwarves, shaping them to resemble himself. Petrified the race and set them to awaken by the time life starts. Then the god left the known world with its own kind. Skepia represents Protection, Creation and Knowledge. In popular symbolism he is shown with a humanoid heart, surrounded by 1-5 mountain peaks, inside an octagon runic shape.

Marglóð
Marglóð represents fortune, work/labor and light. A greater spirit whose threads earth and plants, therefore they are everywhere. Very popular among regular believers, as it directly translates to “Gold” in the language of Gudgipt (Dwarven). In symbolism Marglóð is shown as an eye within a sun/star.

Vágr
Vágr is thought to represent fertility, wealth and water. A greater spirit whose threads go with fluid, specifically water. Popular among believers, its symbol is often carved by the side of beds. Vágr gives good seasons for crops, and for newborn alike. In symbolism she is represented by a longboat on waves.

Jara
Jara is the representation of war, winter and magic. A very strong spirit whose threads go by air and wind. Shrines for Jara are usually built by Nobility or Priests for aid. It is said that sacrificing part of an ear earns favor from the spiritess. Therefore in symbolism it is often shown as an ear who listens.

Dynja
Dynja is thought to represent chaos, storm and death. A greater spirit whose threads go with storm-clouds. A mischievous being, whom believers try to please with sacrifices and a piece of leather above door frames, to prevent its disruption. Dynja in symbolism is represented by lightning.

Bruni
Bruni represents fire, family and motherhood. A minor spirit whose threads lay within warmth and fire. Said to be the partner of Vágr, so therefore often depicted as a mother of believers. In symbolism Bruni is represented by the symbol infinity.

Jafnaðr
Jafnaðr represents justice, crafts and hunt. A minor spirit whose threads lay within animals. Said to be the partner of Marglóð, is often prayed to when in need of judgement. In symbolism Jafnaðr is represented by hammer.

Elder Ancestors
Believers in Langfeðgar have a strong affiliation with ancestor-worship. As it is primarily a dwarven religion, many believers see themselves and each other as sons and daughters of Skepia. Many see folk heroes, legendary figures or historically famous people as ones to follow.

Myrkyrhorn
All believers see Myrkyrhorn (or the end of Heimr) as something to prepare for. It is said that the Gods will once again come back to Heimr, the known World, and find out what their brethren have created. Fearing their own existence a war between Heimr and the Gods will occur. Destroying Heimr for good, and with it, most of the gods. The dead are raised by their creators, the Dragons will escape Bál, the last Titan merges from Nungap, and for hundreds of years life becomes war and death.

Dwarves believe in Myrkyrhorn, so they prepare with great halls to house their allies, families, Skepia and weaponry, just to then wage war against the inevitable.

Greater Langfeðgar
Greater Langfeðgar includes everything from the Elder one, it only expands it, such as naming Ancestors, Folklore and Magic. Between believers it is a rather popular extension, as they can implement more theocratic beliefs in their daily lives. Priests, Monks, Druids and Shamans usually use Greater Langfeðgar.

Heimr
Heimr is what people called the Material World everything lives in. The people, animals, monsters, plants, where earth, mountains, hills and where winds are. Believers accept the cosmic entities of planets, and think there are several in the universe of Heimr. The Gods created Heimr to populate it with Primordials, ending with the Great Material War, and later repopulating it with the currently known life.

Bál
In many cultures referred to as Hell, or Nether, it is the realm of fire, chaos, unattendance. The gods have banished the Dragons into this realm following the Great Material War, who had turned to be the full-overlords of the realms, soon becoming one with it. It is said that connections between Bál and Heimr are possible through lit obsidian portals.

Nungap
In many cultures referred to as Void, or End, it is the realm of darkness, nothingness and death. The gods have banished the Titans into this realm, who blaming each other destroyed the landscape and one another, only the offspring of the last dieing titan survived, the flying serpent Kovrataine. It is said that connections between Nungap and Heimr are possible through activated frame portals.

Umilgud
The hall of Skepia. In popular beliefs it is said that Skepia rests and heals within the halls of Umilgud, where hard-workers, warriors and those that lived life to the fullest rise after death. There is no known connection between Umilgud and Heimr.

Skógrmin
A parallel plane to Heimr, said to be mainly populated by nature-based humanoid plants and living monsters such as Half-Wolves Half-Human, Ents, Yaks, Babas and Nislis. It is solely ruled by the Ent Emperor, and its children the Ent Kings. Tales tell that travelling through Skógrmin-Heimr portals are the fastest method of travel, yet you may get lost in time for centuries, or just seconds.

Dorton
Dorton Frostshield was one of the first dwarven kings, popularizing Langfeðgar among all living. It is said that the Warhammer of Dorton was capable of moving mountains and creating lakes. Tales said he was the first creation of Skepia, and his mount and greatest friend was the Great Yak.

Visót
Visót was an elven humanoid, who was capable of breathing under water. Legends say she defeated the last hidden primordial Giant, a huge octopus capable of tearing ships into two with one swing.

Hollowin Greather
A human magic-user who studied the arts throughout his life. Difference between shamans is that he wasn't born with such talent, yet learned it. Showing dedication and aiding many kings. He was also responsible in inscripting many of the Langfeðgar we know today.

Lunn Lubilyetson
A dwarven scientist and priestess. Legends say she discovered Bál and Nungap, legitimizing Langfeðgar. Many follow her in desire for knowledge as a patron.

Baba
An evil hag/sorceress told be wielding wild-magic. She is responsible for the disappearance of children and is believed to hail from the deepest forests and swamps.

Great Yak
The last of the giants who survived by transforming into a large short-legged long-haired mammal with horns. Legends say that Goats, Mountain-Goats and Yaks are the descendants of the Great Yak, who actually still roams Heimr and aids Dwarven-kind, such as legendary figure Dorton.

Illr
The Langfeðgar folklore states that he was a unique demonic figure, responsible for the early deaths of people, diseases and sickness. Lives deep in darkness and is said to be the rogue lieutenant of Jara, the war spirit.

Nisli
Tales tell about a beautiful female humanoid, whose beauty stirs off travelers from known paths and are responsible for ruined marriages and early child death.

Razogar
A mischievous dwarven male responsible for all that is evil. People hurting themselves, earthquakes ruining towns, volcanoes erupting are all traced back to his work deep underdark mining with the Pickaxe of Razogar.

Werewolf
Half-wolf, half-human, A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form, a furred and well-muscled humanoid body topped by a ravening wolf’s head. They live in Skógrmin.

Ent
Greatest enemies of dwarven-kind, the Ents are the rulers of Skógrmin, mythic tales tell about an Ent Emperor, a large sentient moving tree with the size of kingdoms and countries, and its children the Ent Kings, beings traveling between Heimr and Skógrmin to terrify the living.

Fróðleikr
Druids, Shamans and Sorcerers of Langfeðgar may earn by birth or through hard work the knowledge of wielding Fróðleikr, or wild magic.

It is said that Gods and Dragons were magic wielders, and with the banishment of the latter during the Great Material War, a large spark of magic stained the land. Every thread of earth, air was infused with magic as a new element and was named Wild Magic.

Vindr
Spectral Magic, or the Elemental Air and Fire are acquired through achieving inner peace, Monks of Langfeðgar are said to be capable of using Vindr to calm or erupt storms and winds, stop or cause wild-fires and such.

Moldn
Material Magic or Elemental Earth and Water are acquired through awoken mind, where one explores the world and sources of knowledge alike. Druids of Langfeðgar are capable of using Moldn to stop or cause earthquakes, calm or erupt waves and such.

Fróð
Wild Magic or Fróðleikr is the purest form of magic, Priests and Shamans may be able to achieve wielding Fróð without causing chaos. It is said that even the smallest mistake may cause the death of an individual, but someone highly-capable may be able to move mountains and create plains.

Rún
Runic Magic is the most popular and easiest to learn for anyone. Through Gudgipt Runes one may evoke small or medium-sized magical embeds to bless someone, or start fires, protect homes and so on.

Óhreinn
The Fee (or Toll) of Magic, Óhreinn. It is said that those who wield magic will never be able to reproduce and even lose their fertility. The usage of magic lowers life-expectancy and may even cause internal bleeding and diseases. This toll or “fee” is what followers call Óhreinn, and it's also what scares away most users in every attempt to wield magic.

It isn't rare for those that use too much Fróðleikr may go blind, deaf, infertile, lose a limb or be struck with heart-attack. In very rare cases some may get lucky enough to not be affected.

Ritual of Sending
Sending a short message 2-3 miles away proves useful for War, Scouting or just general conversation alike. Rún-Priests are capable of creating specialized one-time use rún’s through a month of constant enchanting that are capable of sending a few paragraphs to anyone within range. The ritual requires an Emerald Stone, the magic-user, an elevated plateau that has the Sun shine on it from eastwards in the morning, and several hours.

Ritual of Fortune
Families following Langfeðgar may ask a priest or magic user to perform the Ritual of Fortune, which ensures the safety of their newborn or their child in general. The ritual must be performed on diorite stone-platform, with sapphire(blue)-candles surrounding it in an eight cornered shape. It must be dedicated to the Spirit Bruni, and its symbolism must be present.

Ritual of Ward
For the protection of a village, site or settlement, shamans or druids are capable of blessing the walls with defensive wards capable of erupting fire or piercing hell. The full on ritual always varies, depending on what type and large one wants it. Requirements include a structure, glowing sulfuric dust, full-moon and seven hours of casting time.

Ritual of March
It is said that dwarven-kind chant magic-infused verses towards their gods, accompanied by priests. It ensures safe and fast travel without random unexpected encounters that may trouble them.

Organization
The faith is represented by its people, the believers. Some may also find the interest to expand to becoming one with the religion, these people vary from occupation within their society. Landfeðgar isn't represented by a “stronger” priest or pope, status is symbolized by time and strength with magic or faith.

Priesthood
A village following either Elder of Greater Landfeðgar may elect priests to protect themselves or bestow fortune. Larger towns from time to time elect Elder Priests, an organizer between Priests themselves. They are the most populated form of “religion-spreaders”, and sometimes are appointed to become heads of villages with mayoral status.

Shamanism
Some families/clans may be accompanied by a Clan-specified Shaman, which usually brings greater fortune and deeds to the Clans or Families themselves. They learned or possess some form of knowledge of Fróðleikr, and usually praise the Greater Landfeðgar.

Druidism
Individuals such as sages, hermits or monks study and acquire knowledge over Landfeðgar on their own. Druids usually accompany animals, plants, the landscape and therefore nature, many times they are more secluded from the society and usually live separated, or by the outskirts of settlements.