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Rhunrikki Strollar (Warhammer Fantasy Dwarf Runelord Quest)
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You play as a Snorri Klausson, Runelord of Kraka Drakk, in the earliest days of the Karaz Ankor, and through the Highs and Lows of the Canonical Golden Age.
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A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
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Discord.

On Thread Etiquette:

I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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Opening Post
Location
Edmonton
Pronouns
He/Him



In the earliest days the Ancestors left the Southlands and the safety of Karak Zorn, forging a path of colonization that drew your peoples ever northwards. A time of colonization and great woe, for monsters of all size and shape stalked the lands, yet the Dawi prevailed; girded by Valaya's protection, armed with Grungni's craft and led by Valiant Grimnir's strategy your people carved their way along the great seams of gems and ore of the World's Edge; camps becoming homes, then fortresses, then finally the mighty Karaks. Izril, Azul, Eight Peaks, and many more minor Holds sprung up as your people made their way ever northwards. A people, a kingdom united in values and blood, from the Rubybeards, Copperlockes, Durazklad and Norgrimlings, great lineages would see themselves born in the fires of this great trek and tempered in its growth. Among this burgeoning kingdom and her many families, your line especially is held in great esteem, for you are the blood of Thungni, son of Grungni, the second Dwarf to ever learn the secret of the runes, who along with His Father spread them amongst your people to offer protection and destruction in equal measure. You are one of the lucky few who has the ability and privilege to partake in this sacred art, to live and die by its code as your master taught you and as you have taught your own apprentices.

You are Snorri Klausson, a Runelord of the Karaz Ankor, descended from the line of Thungni and through him, Grungni, blessed by your

[ ]Relation: direct connection.
You can trace your lineage back from firstborn son to firstborn son. Named after Snorri, son of Grungni, brother of your great-great-grandfather, Thungni. (Gain: Direct bloodline descent from the Ancestor God of Runes. Heavy is the mountain of expectation, but great is the wealth within.)

[ ]Relation: close relation.
You trace your line from a daughter of Thungni, twice removed from the main line, the talent appearing was unexpected but not too odd. (Gain: A hill to a mountain is still quite a lot of earth though its bounty is meagre in comparison)

[X]Relation: distant bond.
You are, by the barest of definitions, a member of the clan of Thungni. Though dwarfs don't believe in the dilution of blood in such a sensem none expected you to do as well as you have. Especially compared to those of more direct descent. (Gain: A flat foundation, ripe for building something worthy of legend, but you'll have to haggle and bargain for the material.)

to the first two dwarfs to unlock the secrets of the runes.

But blood could only take you so far, ability must carry equal if not greater weight, especially so for you. Blood gave you the chance, but it does not make you a Runelord, blood does not bring the attention of a master. Especially not when your master is often your aunt or uncle, not when your master likely saw you dawdle as a babe in the security of the clan's home for years on end, then bumble as a beardling for even longer. No, your master

[ ]Master: Angkra Twenty Loops.
A Runelord of immense skill and mighty focus, a member of the Burudin, a daughter of Thungni. As an apprentice, the rune of protection she presented as her apprentice piece was so well crafted that her master supposedly called it acceptable(a true feat of skill as any dwarf will tell you.), as a journeyman she single-handedly created the Panoply of Gotrek. A masterwork set of armour so well made that Thane Gotrek Sharpeyes, a dwarf of such riches and exacting eye that even a Master Runesmith would find difficulty satisfying him, swore an oath to offer equal recompense lest he shame himself and his ancestors. An oath he, to this day, does not consider fulfilled. Upon attaining the rank of Master it took only a scant 5 decades for her to claim the venerable rank of Runelord. Under her, you were taught endurance and precision above all else. To the outside world, she was stoic and obstinate as the mountains themselves, in private you remember her kind smile and delicious stonebread. It was a reminder every day of the world's cruelty, that a woman so generous, had suffered so much. (Specialization: Armor and Talisman Runes, exacting precision and stonebread cookies.)

[ ]Master: Gottri Hammerspite.
As a beardling, Master Hammerspite broke his first hammer upon his master's anvil, an act that would define him. In the days since then, his hammering arm has gotten stronger far faster than his skill at making them. Which says much, considering kings pay fortunes for the things and Smednir himself once sniffed in approval at the sight of one. It was whispered amongst your fellow Apprentices that master Gottri's blows were so mightily furious that he broke a hammer for every twenty runes he made. Of course, that was a lie, you learned later from the Dwarf himself that it was actually every 17 runes. Shows what you know. So commonly did he break his hammers that Master Gottri became incredibly adept at making ever stronger hammers and ever more aware of the flaws he found in yours. You heard tales that Master Gottri himself took the field as a part of Grimnir's Throng, his bellowing call and thunderous blows rallying many a dwarf and smiting many a foe. Under him, your eye became keener than the truest axe edge, your metalworking the equal of any master blacksmith and your hammers second only to the Hammerspite himself. You equally remember running in fear as he began chortling in manic glee, the telltale sign that either the hammer he was using was bound to explode in a shower of magic and metal or the rune he was making would blind you for a week. (Specialization: Weapon and Banner Runes, hammers, blacksmithing.)

[X]Master: Yorri.
Master Yorri was odd, so odd in fact, that in comparison you were downright conservative. He bore no title, forsook all but his connection to the clan and was a recluse who rarely appeared for even the greatest of feasts. The fact that he took you on as an apprentice was considered an omen of things Great, or Terrible (you never knew with Master Yorri.) His reclusiveness extended to your instruction. Even now, when exchanging tales with your fellow masters from your days as apprentices do you even begin to uncover the oddities and differences in your instruction. But none could gainsay his results, for you were a Runelord and all must admit Yorri's beard was one of the longest they've ever seen. Still, there are parts that confuse you even now; you think you know why you had to cake that troll gut in the dough before frying it in oil then repeating the process seven times, but you still don't know why you had to raise a herd of goats. (Specialization: Esoteric/Exotic Runes, odd teachings, weird lessons and the taste for batter-fried troll gut.)

saw in you the spark of ability bright enough to be deemed worth their time cultivating, which considering they could have spent that time making runes of such awesome might and power as to be worth a king's whole treasury, was rather valuable.

You would prove them correct, a journeyman in 20 years, a master in 60 and the vaunted rank of Runelord in only a short 180 years? The Longbeards would tell you that it was far too fast for any dwarf to achieve, but it only took one tale of your deeds to make them grumble a tad bit quieter.

[ ]Deed: The Dazzling Doom of Kolstalarak the Vault Burner.
You joined a troupe of brave Dawi in their bid to slay cruel Kolstalarak the Vault Burner, a horrid drake who had rent a minor hold low and taken residence in the ruins of his rampage, holding the surviving dwarfs hostage as a meal for later. Through your runes, the dwarfs that day survived the great beast's scorching flame and sliced through his dread scales as if they were the shoddiest of apprentice work. For hours did that brave group hold the dragon's attention as you slowly clambered your way to the top of the beams that supported the great vaulted chamber it had made its lair in, then with a bellow worthy of Grimnir dropped from those lofty heights, Az in hand, and sundered the wyrm's head from its neck in a single strike. Your valour so inspired those brave Dawi, and the treasure you secured them so great (after returning what could be returned to those relatives that yet lived of course) that you earned their loyalty for that day forevermore and in return you girded them in the very remains of the beast the lot of you slew. This band of doughy warriors has served you with aplomb for decades, all of them you would gladly die for just as gladly as they would for you. (Gain: the allegiance of The Drakeslayers: unit of 80 heavily armoured Dwarf dragonslayers. Unbreakable, Unshakeable Loyalty, Rune Armor made from Gromril and Dragon parts.)

[ ]Deed: The Laborious Defense at the Peak Pass
You were part of an enterprising group of dwarfs who were setting up a large defensive rune array near the future Karak Kadrin. Your group specifically was tasked with examining and erecting defences around a large stone obelisk that Lord Grungni demanded to remain where you had found it. As you set about your assigned task of engraving various runes of protection around the growing curtain wall, the older smiths poked and prodded at the obelisk curiously, when suddenly the ghastly howl of demons was heard in the distance. A great horde of Slaaneshi hunters had broken the defensive perimeter, slaughtering the rangers and warriors that were meant to forewarn of an impending attack. To all of your horror, this happened right as many of the older runesmiths were well into the ritual taught to them by Lord Thungni, and they could not stop lest they and everyone in the camp were destroyed by the obelisk's violent explosion. With a grim determination about you, you taunted the demons heading towards your position, challenging them all to combat. Your bellowing voice and rage-inducing heckles drew a large enough horde to your position, relieving the defence around the obelisk itself. When the battle ended the survivors found you standing surrounded by hundreds of pulped bodies. Your armour dented, your hammer caked in gore, and your prospective masterwork, The Master Rune of Unyielding, etched on the banner blowing defiantly in the wind. Your work on the rune was enough to get the elder smiths to snort with approval in your general direction, and you found a few chances to get a peak and looksie at their work when they weren't looking *wink*
(Gain: The Master Rune of Unyielding: + Regeneration + Tireless + Steelskin, and progress to certain runes pertaining to magic and anti daemon runes.)

[X]Deed: The Gracious Gift of Ghastly Proportions.
In an act of foolishness that many, you included, would consider fit for a Beardling. You swore, well into your 40th tankard of ale, that you could create enough toys to gift every child in the Karak twice over before your oldest friend/ pain in the arse Korri Redmane could get one of his shoddy Masterwork axes out of that hovel he calls a workshop. When you woke the next day, head pounding and stomach grumbling, that oath stood out to you like an un-hammered nail in your mind. Though you swore it piss blind drunk and half out of spite, your conscience, your pride as a dwarf demanded you make good on your oath. In a feat that many of the members of the hold's craftsdwarfs speak of in awe to this very day, you created thousands of masterwork toys in the two months it took that Skrat eater Korri to make his masterwork axe. No sight was sweeter than the dumbfounded look on that tosser's face when you walked up to his clan's home and offered two sacks full of toys for the younglings to play with. Definitely not the look of wonderment and joy upon those young faces, innocent of the world's dangers, no sir. (Gain: Legendary deed: Gift Giver, DC reduction for requests and unique opportunities from Hold.)

AN: Hello it's me, I have made a dwarf quest my very first quest ever. A lot of it is inspired by several of the more prominent fantasy quests on both SB and SV, and the season of corporate greed and materialism we call Christmas/Holidays. Both Divided Loyalties and Drunken Dynasty especially, one for its meteoric growth and world building and the other for its stint as one of the older quests here. So you'll be playing as yer stout old boi Snorri as he trundles in the earliest days of the greatest empire in the Old World. A lot of the quest canon I've made to solidify the mechanics of runelore and the fluff to back it is drawn from a bunch of sources, some I've likely forgotten but I've sorta prodded both Boney and Torroar for minor input more recently. Anywho pls no posting for like a bit.
 
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Char Sheet
Character Sheet:

Snorri

- by @Renu , link to thread post

Name: Snorri Klausson of Clan Winterhearth.

Titles:
Runelord of Kraka Drakk, The Gift Giver, Master of Khazagar, Burudin Member, Eldest Runelord of the Far North
The Greed Slayer, The Earth Mover, Shadowkiller, Hold Warder, Grimunbakazi a Dum (Unyielding Breaker of Darkness), Azrilgromthi a Vengryn (Silver Ancestor of Vengeance), He Who Gives Gifts and Quiets the Winds, Elder Windstiller, Chainwright, The Scarred.

Age:
Born c. -648 B.P.(Before Pillars), 1120 Years Old by Dwarf reckoning

Specialties:
Runes: General Rune Subset: Odd and Esoteric Runes (Mastered), Talismanic Runes, Engineering Runes, General Rune Subset: Power
Skills: Productivity (Savant), Alchemy (Exceptional)
Language: Khazalid (Native Speaker), Eltharin (Fluent-), Anoqeyån (Basic)

Traits:
Crafting and Research
Master of the Odd [7/15]:
Every 2 research actions used for [Odd] Runes and novel phenomena add 1 extra progress. If 3 research actions, instead add 2 extra progress. Understanding an [Odd] Rune has a 40% chance to produce extra research drip. Research gains from studying odd and novel materials improved.
Mind for Constructs [8/15]: Every 2 research actions used for researching Engineering and [Construct] Runes add 1 extra progress. If 3 research actions, instead add 2 extra progress. Every 3 request or research actions that involve Constructs but not Runes add 2 extra progress. Possesses a deep understanding of Gronti and the mechanics of the Dwarfen form.
Talent for Talismans [1/18]: Every 2 research actions used for Talismanic Runes add 1 extra progress. If 3 research actions, instead add 2 extra progress. Understanding a [Talismanic] Rune has a 40% chance to produce extra research drip.
Soul of the Earth [0/?] : Every 2 research actions used for [Metal] Runes, and all geological material add 1 extra progress. If 3 research actions, instead add 2 extra progress. Every research action has a 40% chance to proc extra progress. Metalworking greatly improved.
Peerless Production [9/?]: Every 2 request actions add 1 extra progress. If 3 request actions, instead add 3 extra progress. Every request action has a 60% chance to proc extra progress.
Master of Many [0/9]: 1 action can now teach up to 3 apprentices for [12 turns]. Length of teaching 2 apprentices reduced to [10 turns]. 2 apprentice actions unlocked at [5 Turns], and can now be used to teach up to 2 apprentices.
Aldrhunki: +2 to the total Specialty Modifier when researching Runes.
Trollbane: Trolls will fear you and your works, the echoes of your deed filling their minds with terror.
Chaosbane: Your works will burn the flesh of Beastmen and Daemon, driving fear and terror into the minds of the former as well.

Combat
Hearth and Home
: In defensive sieges or when directly protecting defenceless dwarfs, the army Snorri is attached to will gain [Unbreakable] and [Untiring] for the duration of the battle.
Winds Denied: All Enemy Spells will suffer -35 automatically if Snorri takes the field.
Karugromthi: +15 to [Living Ancestor] modifier, new Totals: 35
Rune Herder: +5 to other Runesmith rolls if Snorri takes the field.
Citybreaker: Enemy armies suffer -10 to Combat if Snorri takes the field.
Trollbane: +15 to Combat against Trolls
Chaosbane: +10 to Combat against Beastmen and Daemons

Unknown
Subjected to the Storm:
Your body is covered in wounds that do not heal quickly, even while wearing Barak Azamar. Hysh, Aqshy, and Chamon are inextricably drawn to you.


Allies/Retainers:
Master Runesmith and Heir: Karstah Khazadsdottir of Clan Winterhearth

Karstah ~250
Titles:
Heir of Klausson, Drakksdottir, Snorrisdottir, Firemane, Lenasdottir
Age:
Born c. 103 A.P., 380 Years Old by Dwarf reckoning
Specialties:
Productivity (Exceptional+), Armour Runes (Exceptional), General Rune Subset: Odd and Esoteric Runes, Weapon Runes
Description:
A woman who wears a neutral expression at all times, though she is very well capable of being roused to truly terrifying and respectable anger of the Longbeard she is if pushed. Your efforts have borne fruit, turning all that pent-up energy and anger towards something productive, though she's got far less of the latter in her nowadays. She is always seen wearing the colours of Clan Winterhearth, though they are rather muted in comparison to others. Whatever it is your mother told her seems to have given her a great deal of comfort and a sense of belonging, because she devours the texts and stories of the Clan whenever she isn't learning under you or the rare times she's out drinking with the few friends she's begun to make. She wears a muted red cloak in very obvious imitation of someone.
Reputation:
Normally polite if a bit gruff, years as a foundling have nevertheless marked her. She has few things she truly considers hers and guards them ferociously. Many still remember the terrifying tongue lashings of her youth, but it takes a bit more work to get her there nowadays. If asked about her Clan, she will quietly, but proudly, call herself a member of Winterhearth. There are a number of Runesmiths who applaud and criticize her for her work equipping the Dwarfs in the Black Mountains with Runecraft, noting her obvious efforts to follow in the footsteps of her master. Others murmur about the elderly Dwarf who follows after her, the last living Retainer of Morgrim Truthteller, and his motives.
Allies/Retainers:
Dreng Longaxe:
An ancient Dwarf, last of Lord Truthteller's bodyguard. Bound by an oath sworn to his now fallen Lord that he shall observe whoever he had chosen in his final moments and see if they are worthy of his secrets. Equipped in Master crafted armour and weapons covered in potent Runes, he marches behind the girl who his Lord had saved at the cost of his own life.
Deeds
Epic Deed: Chimeraslayer
Traits
Master of the Odd [11/15]:
Every 2 research actions used for [Odd] Runes and novel phenomena add 1 extra progress. Research gains from studying odd and novel materials improved.
Productivity Like One Other [8/15]: Every 2 request actions add 1 extra progress.
Master of Metal [7/12]: Every 2 research actions used for [Metal] Runes, and all geological material add 1 extra progress. If 3 research actions, instead add 2 extra progress. Work with all Gromril tiers will be improved.
Wisdom with Weapons [0/6] Every 3 research actions used for Weapon Runes add 1 extra progress.
Longbeard/Longplaits: +5 to Combat rolls.
Beastbane: + 10 to Combat against Beastmen
Master Runesmith: Fjolla Igunsdottir of Clan Hrokisson

Fjolla ~350
- by @Renu
Titles:
The Gemtouched, Firebrand, Goldy-Locks, Nimblefingers, Keen-eyed, Jewel-eyed, Glimmermaker,
Age:
Born c. -113 B.P., 595 Years Old by Dwarf reckoning
Specialty:
Runes: Talismanic Rune Subset: Gems and Crystals (Mastered), Talismanic Rune Subset: Light (Mastered), Talismanic Runes (Exceptional+), Banner Runes+.
Skills: Jewelry (Mastered +), Cloaks (Mastered)
Description:
Your grandniece, a Living Ancestor who remains unbent by age and stands taller than most Dwarfs. She is either dressed casually, in an outfit that's largely similar to yours if far more ornate, or girded for battle in plate armour. You taught her to turn her burning enthusiasm into a focused flame that burns all the brighter for it. A long history of stellar work behind her, were it not for you, then the second a spot opens she would become a Runelord. She has cultivated a strong relationship with many of the colleagues, now friends, she made in Gunbad, and still speaks to the Hold's pre-eminent Runelord, Gemma Diamond Eyes. A mother to two Runesmiths, and teacher of two more, she isn't quite as ahem prolific as Dolgi, but that's still plenty more than most. Motherhood and Masterhood has not dulled her temper, it may have even made it worse actually, but they have also given her the mastery and wisdom to release it for exactly as long, and at the exact level as she needs. When out in public her plaits are replete with bands of silver and Brightstone, so much so that it dimly glows in the dark. When she wants to be more inconspicuous, she braids her hair more simply and dons a Ranger's garb. Her clothing has remained largely unchanged. Though it bears more fine silver detailing, it isn't enough to be considered ostentatious. More often than not these days, Dawi see her in more chainmail and plate than they do robes and more casual clothing. Her husband keeps to himself and prefers quiet and at most the company of his family and friends. Their relationship isn't as bombastic as Dolgi's and his wife's, nor does Fjolla want it to be, but one of peaceful quiet broken up by frequent moments of levity.
Reputation:
As a Living Ancestor long known for her mastery of Talismanic Runes and Gemcraft, Fjolla has made a name for herself among the upper echelons of Dwarf Society as one of the finest makers of jewelry in the Far North. A fact that has given her many contacts among Thanes, Guildmasters, and Monarchs. An undeniable history of high-quality work borne from a long life and uncountable hours mastering her craft and herself make her work well sought after and her attention even moreso. To her quiet bemusement, time has been kind and let her age gracefully despite the punishing conditions and expectations she put herself through. Centuries of Runesmithing and long experience have given her a mean right hook, and a devastatingly quick leg, much to the fear of many a Dwarf. Due in large part to her desire for privacy and disdain of attention she has built the typical reputation of a recluse that many Rhunki end up getting. Though she is rarely seen in a public capacity, Fjolla does regularly leave her home, though like her master its usually in secret and under the hood of a Ranger's cloak.
Allies/ Retainers:
Master Runesmith:
Durrik Thorgromsson (Taken Turn 31, Trial Turn 45, Master Turn 56 )
Master Runesmith: Emlik Norgrimsson (Taken Turn 31, Trial Turn 45, Master Turn 56)
Deeds:
Epic Deed: The Queen's Raiment
Epic Deed: Spiteful Lady
Epic Deed: Primordial slayer. (here)
Master Runesmith: Dolgi Bolgisson of Clan Scorrilling
-
Dolgi ~350
- by @Renu


Titles:
The Undaunted, Embermane, Ruby-head, Crank-arm, Sky-Armourer, Griffonfriend, Da, Branawongr (Brana Friend), He who Girds the Many
Age:
Born c. -118 B.P. 600 Years Old by Dwarf reckoning
Specialties:
General Rune Subset: Griffons (Mastered), Armour Rune Subset: Griffons (Exceptional), Weapon Runes, Engineering Runes.
Description:
By the reckoning of the average Dwarf Dolgi the Undaunted is a legend in his own right. A Living Ancestor who survived the Great Incursion, he has seen the worst the world can bring to bear and survived it. His silver beard, three Dwarfs long, would trail behind him if he didn't loop it around his waist. You are proud to have helped shape the boy he was into the man he has become. Your teaching and time have beaten the shyness out of him, leaving a naturally quiet and hardworking individual. While he got off to a slower start than the others, he has arguably cemented his legend second only to Snerra. Diligence, hard work, and a long life compound upon his above average talents to make a sum greater than its parts. It seems he's taken more and more after you than you previously imagined as well. His Brana feather cloak is a heavy, thickly layered thing that wraps around his shoulders that almost drags along the floor, a dozen feathers, four each from three individuals, take a place of honour at the neck.
Reputation:
Among the Dawi, he is known as a Living Ancestor, a student of Klausson. If he was roused to it, he could perhaps compete with the productivity of Lord Klausson and his heir. Though the nature of his work makes the need unlikely to pop up. To the Branakroki, he is renowned as "He Who Girds the Many", for his unparalleled mastery and long history of crafting fine plate armour and dangerous weapons that make them all the more deadly. What had started off as a simple repayment in his youth has blossomed into a legend, and more personally a bond between two families that now spans multiple generations. Both Dwarfs and Brana have long heard tales of the Undaunted, who fears neither danger or injury, and his undying devotion to his wife and family. Surely blessed by Thungni and Valaya, for all of the seven children he has fathered have gone on to become Master Runesmiths. For his deeds and acts, has earned he and his line the title of Branawongr, "Brana Friend," forevermore. No living Dawi can inspire more respect, and no Dawi period has earned the personal loyalty and friendship of as many Brana as he has.
Allies/Retainers:
Ironwing:
A massive specimen of a Griffon comparable to the brood of the King of the Skies than most. Friend and ally to the Embermane, he wears the Skyguard Plate made for him, a set of armour so heavy that few others can wear it without being overly encumbered by the sheer weight.
Stormrider: Mate of Ironwing, a Branakroki of above-average size with a proclivity for wreathing herself in a halo of lightning and ice before falling upon her foe in a screaming dive. Wears a suit of Gromril Armour inspired by Stormwrath.
Deeds:
Legendary Deed: Branawongr
Epic Deed: The Arming of the Skies
Runelord: Snerra Magnasdottir of Clan Winterhearth

Snerra at 500
- by @Renu on their thread
Titles:
Brightgrin, The Shining One, Banner-Maiden, The Smiling Smith, Thungni Chosen, The Last
Age:
Born c. -35 B.P., 518 Years Old by Dwarf reckoning
Specialties:
General Rune Subset: Casting (Mastered+), Talismanic Rune Subset: Fortitude and Healing (Exceptional+), Armour Runes (Exceptional), Engineering Rune Subset: Gronti (Exceptional), Weapon Runes, Banner Runes
Description:
Your niece, a Living Ancestor whose grey hair, still stubbornly clinging on to streaks of color even after five centuries, reaches her feet and wraps back up around her waist thrice over. Never seen without a smile of some sort on her lips, with her dark brown eyes almost always twinkling with mirth. The energy and enthusiasm of youth of now centuries past are still invoked in everything she does, though only somewhat tempered by age and expectation. When at home, she's forgone her red and white dress for a more practical pair of dark brown trousers, tough sturdy boots, and a simple chainmail shirt overtop a long-sleeved dark red tunic with the white on red emblem of Clan Winterhearth emblazoned on her shoulders. Something she hasn't given up even as a Runelord, though nowadays there's just a tad more refinement to the patterns in her embroidery and a finer quality to the fabric and leather her clothes are made of. She's not one for ornamentation, and what little, though as a Runelord what constitutes as "little" is rather skewed, she wears incorporates gold, Hearthstones and rubies in equal measure. Her father's amulet is now matched by a set of hairpins, a bracelet and two rings, all made by her own hand or gifts from her family. There are those who whisper that in the firelight her eyes look like they glitter like Brightstone. After all you've seen in your life it may not be nonsense.
Reputation:
Despite her age it still feels wrong to call Snerra old, cruel as it sounds she exudes a boundless joy to her. It is a long accepted, if unnerving, quirk that she is terrifying optimistic for a Living Ancestor, nai a Dwarf in general. Despite this, Snerra has proved herself a prodigy beyond compare in the eyes of many. Earning the acknowledge of Thungni as the youngest of the final four Master Runesmiths the Ancestor deemed worthy of the title of Runelord. Making works of art and equipment arguably centuries beyond what is expected of her. Her fine goods and kind nature have made her many allies, and her willingness to put others before her has, unintentionally, indebted many to her. Most famously, the entirety of Clan Bryggeroot, whose Longbeards have taken it upon themselves to act as her honourguard in and out of battle. Not that she seems to be doing so intentionally, too naive, or more accurately too kind, for it really. She has of course proven worthy of Thungni's regard in the century since her ascension to the House.
Allies/Retainers:
The Beerguard:
A group of two hundred, majority Bryggeroot, Longbeards who have sworn an oath to repay her kindness towards their Clan by keeping her from harm. Snerra has slowly been gifting them fine equipment over the length of their service, simultaneously making them all the more deadly and further indebting them to her in their eyes. Her kind heart and helpful nature have earned her the undying loyalty and dedication of these Dawi. Snerra is aware, you're sure of it now, and does what she can to keep them alive and happy. She will not insult them by disregarding the debt they feel they owe, but she does wish they'd not be so willing to die for her sake.
Master Runesmith: Jolla Klorahsdottir (Taken Turn 29, Trial Turn 42, Master Turn 50)
Master Runesmith: Siggrun "Redhand" Klorahsdottir (Taken Turn 29, Trial Turn 42, Master Turn 50)
Apprentice Runesmith: Gandazi Dorisdottir (Taken Turn 57, Trial Turn 70, Master Turn 78)
Apprentice Runesmith: Andvari Ulthersson (Taken Turn 57, Trial Turn 70, Master Turn 78)
Deeds:
Mythical Deed: Thungni Chosen
Legendary Deed: Mistbreaker
Epic Deed: The Brewer's Banner
Epic Deed: The Healing Spring
Master Runesmith: Nain Kazzarsson of Clan Stoneplate


Nain ~350
Art by Sebastien Schmidt on Artstation
Titles:
Gorltrommi (Golden beard), Lightfoot,
Age:
Born c. 100 A.P., 383 Years Old by Dwarf reckoning
Specialties:
Talismanic Runes (Exceptional), Weapon Rune Subset: Hammers (Exceptional), Weapon Runes
Description:
A polite fellow, quiet, driven and eager to learn. He wears a simple but finely made sleeveless tunic, keeping his upper arms bare in more southern style and revealing the muscle he's gained from undergoing the Hammerspite's gruelling trials of worthiness. His silver-blonde hair is a rarity in the otherwise chocolate dark curls of his Clan, but it's not his only defining trait. His pale blue eyes are often covered by his hair, and his graying beard, styled in a noticeable and unique style, just reaches past his feet. He is often seen wearing a golden talisman and several rings all faintly glowing with Runes. Recently taken up walking around with a pipe near or in his mouth.
Reputation:
Quiet, and introverted. The lad says nothing unless spoken to, but those who take the time to observe him will know he is as engaged as anyone else. Dependable, solid and about as interesting as plain Stonebread. He's developed a hobby for metalwork alongside his interest in talismans, rings and hammers though, so maybe Stonebread with a few raisins in it would be more accurate. Has struck up an odd and unexpected friendship with Borri Steelfist. In some circles, he is known as one of the Hammerhanded, those Runesmiths who proved themselves worthy before the uncompromising and cantankerous gaze of Gottri Hammerspite and reaped the reward for their trouble.
Allies/Retainers:
Apprentice Runesmith:
Tholinn Vikramsson(Taken Turn 51, Trial Turn 62, Master Turn 70)
Deeds:
??? Deed: The Lift
The Hearth Guard

Age:
Group Formed c. 213 A.P., 270 Years Old by Dwarf reckoning
Talent:
Steadfast Guardian:
Provides morale bonus to nearby units. The Hearth Guard gain +Defence and Endurance when defending other Dawi.
Utility Skills: Medical Expertise, Infrastructure Repair, Fieldworks, Artillery Capable, Funerary Rites, Search and Rescue++, Spelunking ++, Informal but sound Legal and Moral Advice, Monster Tracking
Stats:
[Supreme+ Morale, Supreme Endurance, High+ Attack, Incredible Defence, Average+ Movement]
Equipment:
- Rune Inscribed Pure Gromril Plate, Elder Frostwyrm Hide and Gromril Chainmail for armour. Horned helms and Ruby red cloaks trimmed with white fur.
- Rune Inscribed Pure Gromril and Azrilwut for weapons, tools and equipment
- Trollgut Bombs
- Valayan Brews and Medicines
- Azrilzhufgotten: [abilities]
Description:
Formed under the Gift Giver, this band of dwarf elders and Brana are united in the belief and desire to render aid to dwarfs and Brana around them. Not just through their skill at arms, but with the application of long honed experience at a myriad of skills as healers, scouts, tunnelers, and plain wisdom. They, more than most, know that more than just monsters and daemons threaten their kinfolk and each of these members has skills well suited to providing aid beyond their ability to slay foes. For good or ill, the first retinue to accept Branakroki into their number in the Karaz Ankor.
Reputation:
Steadfast Guardians: Under my watch no ill will go untreated, no sorrow will go unsoothed, and no foe shall harm my charge.
Brana Open: Branakroki, as reckoned by the Eldest Runelord of the North, may swear the oaths and join his company. (First)
Deeds:
Pillars in the Dark: For a people who have rarely seen any Dwarf over three hundred, the sight and sound of so many unshakeable fonts of wisdom and confidence instilled hope and surety where there was once anxiety and apprehension.
Mine Sweeper: Every nest, every warren, every last Gnubbler that dared lurk in Ornsmotek's mines was exterminated with extreme prejudice. There shan't be hide nor hair of the foul things for centuries to come.
Aerie Aid: For saving the life of the children of He who Thinks and Ebonbeak, and continued aid in the building of their homes, those present for the event have been granted a boon, and their lord his esteem
Brothers In Wings: The Brana have proven themselves, in blood spilt and oaths upheld, to be steadfast and true allies, and so I see no reason to bar them the chance to join in this tradition.
Command Staff:
Company Commander/Hearth Lord: Rudil Donnarsson
Company Champion/Fire Keeper: Ylva Hearth Hands
"Head" Ranger: Norgrim Farwalker
Regular Members:
x38 Former Huskarls, Characters of Note:
- Rudil "Red Plate" Donnarsson
x10 Former Valkyrie Guard, Characters of Note:
- Ylva Hearth Hands
x10 Longbeard Miners
x2 Krum Lodefinders [Miners]
x5 Watchers of Gazul, Characters of Note:
- Logain
x5 Masons of Grungni
x5 Priests of Grimnir
x48 Hearthwarden Rangers, Characters of Note:
- Kemli Imraksson [Minor Engineering Knowledge]
- Druin [Merchant]
x36 Master Engineers, Capable of running x12 Siege Weapons/Artillery (3 Engineers per piece of Siege Equipment/Artillery). Characters of Note:
- Balik Khazadsson
x5 Branakroki, each counts as 2. Characters of Note:
- Nightfeather/He who is One with Darkness
- Amberclaw/She who's Talons Hold Amber[Ghur User] (Bloodhunter)
- Rimesong/She who Sings Snow into Creation [Azyr User] (Stormcaller)
- Emberplume/He who has Burning Wings
- Still Wing/ He who Stands Vigil

Total: 169/240
Equipment of Note:
Roster:
The Dragon Triplets


Age:
Born c. 388 A.P., 96 Years Old by Dwarf Reckoning
Description:
Three adult Shard Wyrms, each wears a Runic torc on their necks that allows them to speak Khazalid
Apprentice Mage, Grimgal:
Description:
35 meters long, eyes that shift from natural gold colour to what looks like molten gold. A nimbus of Chamon sometimes flares out from behind her head. She has begun learning to wield Hysh and Chamon from the elven mage Menlinwen Ebonsea and the Branakroki. Refers to herself in the plural, which may or may not be more than a quirk of her personality. The most Draconic of the siblings, but there is an undeniable oddness to her that goes beyond that.

Journeyman Smith, Zharrok:

Description:

30 meters long, spines that look as if they were subjected to flames. Just below where his torc rests is a modified collar of his own design that he hangs various smithing tools from. Learning to become a smith from Branakroki Silverbearers, and Aqshy from Menlinwen Ebonsea. Gruff and the most stereotypically "Dwarfen" of the siblings, though still undeniably a Drakk.

Journeyman Miner, Izgrom:

Description:

30 meters long, with beaten Gromril spines and copper flecked eyes. He also carries around trinkets and assorted odds and ends given to him by others, mining equipment, and a respectable layer of dirt and dust from his time underground. He enjoys digging and collecting wealth. If Snerra was a Dragon, she would be Izgrom. The least sterotypically Draconic sibling save for his hoarding, but that's not exclusive to Drakks.


Deeds:
Mythical Deed: This Far and No Further:
Among the many Karaks of the Karaz Ankor there was always a chance that the young and minor holds would fall, or at best be forced to hunker down under the mountains, shielded from the predations of the surface. None expected a hold of such youth to maintain siege footing against an innumerable foe for near two decades. None expected a hold so untested to stall the enemy and even push out against them. But you did. You stood, shoulder to shoulder, with thousands of other dwarfs on the walls of Kraka Drakk and in one voice roared for all the world to hear, "This far, and no further!"
Traits Gained/Upgraded:
- Unyielding Really Old Grumbler: +10 to [Really Old Grumbler] modifier, new Total: 30 Upgraded
- Winds Denied: All Enemy Spells will suffer -25 automatically if Snorri takes the field, -35 to roll if Snorri is actively trying to dispel it.
Mythical Deed: The Chainwright
You have gone beyond even your own wildest expectations; opening up the creation and usage of Gromril Chain to its greatest possible extent and then some, and because of it your people take one more step forward in their efforts to follow the example set by the Ancestors. In your own personal estimation such an act brings you one step closer to standing proudly beside the legends of old; Dwarfs who are second only to the Ancestor Gods in skill, deed and legend. Yours is a name given due acknowledgement for the advancement it has brought to all Dwarfkind.
You are not the first among Grungni's folk to discover the secret to finer Gromril manipulation, but you are the first to make it doable for the average Master Runesmith. Which is still a damn rare thing given how few Dwarfs actually have such a skill but compared to the handful of Dwarfs before it's many magnitudes more easily done and far more accessible. Despite the opinion of a very loud, but very small, minority, it is an achievement worthy of praise.

Traits Upgraded:
- Soul of the Earth: Every 2 research actions used on all minerals, metals or other earthborn things add 1 free action's worth of progress. If 3 research actions, instead add 2 free actions. Work with all metals will be greatly improved.
- Soul of the Earth: Every 2 research actions used for [Metal] Runes, and all geological material add 1 extra progress. If 3 research actions, instead add 2 extra progress. Every research action has a 40% chance to proc extra progress. Metalworking greatly improved.
Legendary Deed: The Gift Giver
Honouring an oath made in a drunken stupor, Snorri created thousands of masterwork toys over the span of two months. Creating enough to gift every last child in the hold twice over.
Traits Gained:
- Productivity like no other: Every two actions spent on fulfilling requests will add one more free action of progress. Ex: A request takes 3 actions to complete, Snorri uses 2, it will count as 3 Upgraded
- The Debt of the Young: Snorri will be shown greater deference by youth and elderly, the former for the debt owed, and the latter for the sheer skill of the act itself. Mostly Narrative but a chance to proc in some scenarios.
Legendary Deed: The Shadow Killer
You were not the killer of dread Kholek Suneater, Ruiner of the North, but none can gainsay your part in the act. Your weapon dealt the final blow, Your armour girded the Dwarf who slew him. Your banner weakened his fel magic and protected uncountable lives from his blows, and it was your bolt and bolt thrower that weakened the terrible foe enough to let him be slain. And to dwarfs, the smith who made the weapon is only slightly less famed than the warrior who used it to slay the monster.
Traits Gained/Upgraded:
- Chaosbane: Your deeds and your works, your banner especially, are the bane of the chaotic. Your works will burn the flesh of beastmen and daemon, driving fear and terror into the minds of the former as well.
Legendary Deed: The Greed Slayer
At the Battle of the Dragon's Maw, Snorri Klausson slew an innumerable horde of daemons and Trolls. Alone he faced the army, rallying dwarfs and holding back the tide. Single-Handedly fighting their master, a fel troll of titanic size who had grown strong from consuming enumerable daemons, The Greedy One. Longbeards speak of that titanic clash, worthy of the greatest sagas, as Snorri and the Troll clashed at the top of Trollbane Hill, the Runelord's relentless assault pushing the beast down the slope and eventually over a chasm into the superheated gas vents below. The resulting explosion created a crater large enough to swallow a hold.
Traits Gained:
- Trollbane: Trolls will fear you and your works, the echoes of your deed filling their minds with terror. The terrible ruination you dealt upon the trolls this day marks your presence both in history and the metaphysical realm.
- Winds Dispersed: All Enemy Spells will suffer -15 automatically if Snorri takes the field. The power of your amulet and your continuous use of it throughout the battle has imparted a part of itself to you, turning your natural immunity to magic into a tangible effect that can cripple enemy casters. Upgraded
- +5 to [Really Old Grumbler] modifier, new Total: 25 Upgraded
Legendary Deed: The Earth Mover
Creating enough tools to equip the hold and doing twice the amount of work than the combined efforts of every other runesmith in the hold, the Gift Giver was instrumental in pushing the work on Kraka Drakk's Underway connection forward. Doing in one decade what was expected to take three or four.
Trait Upgraded:
- Productivity like No Other: Every 2 request actions add 1 free action's worth of progress. If 3 request actions, instead add 2 free actions. Upgraded
Legendary Deed: Grimunbakazi a Dum (Unyielding Breaker of Darkness)
Down down down into the depths of fallen Dum did the Gift Giver walk. He feared not what lurked within, for he carried cleansing fire and silver light, whose heat and luminance burned away the cold dark and brought salvation and vengeance to those trapped within.
Trait Upgraded:
- Winds Denied: All Enemy Spells will suffer -35 automatically if Snorri takes the field.
Legendary Deed: Millennial
The eldest of the elderly, the most stubborn of the stubborn. Few, so very few, reach this momentous milestone of life. Where some niggling doubt may have existed about your longevity before, almost all are now assured that your will has proven more stubborn than even the passage of father time. You have lived through the ancient history the youth are taught, you are a living relic of a bygone age, a link to the time of the Dwarf's Ancestors.
Traits Gained/Upgraded:
- Master of the Odd: Every 2 research actions used for Talismanic, Engineering runes or weird/odd concepts in general, add 1 free action's worth of progress. If 3 research actions, instead add 2 free actions. Research gains from studying odd materials improved.
- Peerless Production: Every 2 request actions add 1 free action's worth of progress. If 3 request actions, instead add 3 free actions. Every input request action has a 50% chance to proc another action, does not proc on free actions.
- Unyielding Really Old Grumbler > Karugromthi: +15 to [Living Ancestor] modifier, new Totals: 35
Legendary Deed: The Citybreaker
Where once stood three citadels of Fimir might now remain only rubble and ash. By the might of a unified north, and the fury of two Storms were they laid low. Though his part was limited, the Gift Giver's acts allowed his kin the time and freedom to conduct their sieges with little to impede their progress.
Traits Gained/Upgraded:
- Citybreaker: Enemy armies suffer -10 to Combat if Snorri takes the field.

Epic Deed: The Dragon's Hoard
Epic Deed: The Dragon's Spines



Description:
A large (for a dwarf) elder with an unbraided but exquisitely cared for beard that is as white as fresh snow with parts on the right side, under his missing eye, that are growing in as shimmering silver. The beard itself is over six dwarf lengths long that he keeps folded around his waist and looped over his belt. Wide in the arm from literal centuries spent forging Runes of power. Most often seen in a thick grey tunic, mail, dark red pants and a black belt with a hooded coat the same shade of red as his trousers over top when not at work. If one were to stare at his bare body they would see a great network of scars that traverse his form, converging and growing thicker on the right side of his body. They become so prevalent that his right arm is more scar tissue than unblemished skin.

Reputation:
Azrilgromthi, Chainwright, Gift Giver, these are only some of the names for the Far North's oldest Runelord. A figure to whom the Dwarfs of Kraka Drakk owe a debt that many think will never be adequately repaid. To the many Runesmiths of the Hold and the wider region, his shadow looms large; the penultimate example of what a Runelord ought to be in the minds of an entire generations of the Far North's population. There are almost no Dwarfs who live in the region that have not had some aspect of their lives touched by him. From the toys, tools and wonders he has released for the benefit of his people to the deeds of he and his stalwart company of Guardians, the Runelord has an almost universal presence in his home. The opinion of the wider realm varies from a mad radical to a utility obsessed hermit who spends his days either teaching, creating or going about solving some issue he finds, but all can agree that he is by far one of the more active Runelords alive.
A student of Yorri of Clan Thungnisson, famed for his monstrous productivity and odd demeanour. The Gift Giver, as he is most often called, is beloved in Kraka Drakk, awed throughout the north and respected everywhere else. Many of his deeds are legend, as is his seeming generosity. One is hard-pressed to find a Dwarf in Kraka Drakk that does not bear something he has made. To the Runesmiths he is a figure of intense confusion, yet undeniable honour. His intent and attention solely geared towards how useful he can be to his home, to a degree that (privately) impresses even the hoariest Living Ancestor. Those who fought alongside him in the Avenging of Karag Dum speak of his silver armour and the flaming hammer he used to break open its gates and sunder foes beyond the scope of most Dawi almost entirely on his lonesome.
 
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Mechanics
Morgrim, God of  Machines, First of the Engineers
━<><><>< Mechanics ><><><>━
Rune Lore:
Creating and managing your repertoire of Runes. These Runes will be useful in helping Snorri gain influence and favour amongst the Karaz Ankor. Runes and Runic combinations of sufficient utility increase utility.
  • Research(As a concept): Time is spent working on deciphering the Runes, figuring what exactly you want to be done and getting a basic list of ingredients/forging technique and overall time to make said Rune. Research is done on an action count basis. X Rune takes so many actions.
  • Ingredient Gathering: For most minor Runes this will be done in the background, but for new, major and or very important Runes, efforts or favours must be done or used to get the necessary ingredients yourself or finding a willing adventurer/band.
  • Rune Rules:
    • Three Runes are the max on 99.9999% of items.
    • One Master Rune.
    • (quest canon) Rune combos:
      • Runes of similar intent and purpose will resonate with each other, enhancing effect on the item they are inscribed upon, certain combinations may even unlock entirely new effects.
      • Runes with unharmonious intent cause odd effects. A Rune of Fire and a Rune of Frost will not so much cancel each other out but have consequences on the other. These effects may be beneficial or they may be disastrous.
        • When considering building a combo there are two main points, in my system, to keep in mind.
          I'll term them Theme, and Effect respectively.

          Theme is the aesthetic of a combo, its best seen in the name and flavour description itself. If we look at say, Trollslayer's combo, Meteorfall, for instance it's clearly a pretty direct and simple idea. Gather heat (Conduction), swing hard (Might), impact go boom (Impact). Yeah? When I used the term High Concept, I generally mean how easily understood the Theme of a Combo you're going for actually is. If you get very abstract and symbolic about a Theme it gets, not impossible per se, but much harder to make a combo. Similarly, making a very direct and blunt theme does not guarantee a Combo either. Why? Because of how it plays into Effect.

          Effect is the actual mechanical effects of the Runes you're using. NOT their names, the actual description of what their mechanics are, and how that interacts with Theme generally decides a combo's viability. So if we look at Meteorfall again we can easily understand its Theme, a fiery impact of tremendous force is pretty straightforward after all. So straightforward in fact that you can arguably use a bunch of different combinations of Runes to meet the description of the Theme in some way, shape or form. However, say we have hypothetically have two ways of matching the criteria of the Theme for Meteorfall, I'm utlimately going to have ONE set of Runes that will make the Combo happen, and I'll be very picky about your accuracy.*

          Theme informs and guides your direction, Effect must match Theme.

          Having a difficult and abstract Theme in general makes it harder because there's room for differing interpretations. However, you could create a surprising and nonconventional combo whose Theme and Effect that don't immediately come to mind, but if I can go "Oh, okay I see that makes sense," after thinking about it for more than a few seconds that's also good. If you're not sure, describe your Combo's Theme and Effects to someone else and see if it requires explaining your points, if so, you're probably not on the right track.

          *I don't think it needs to be said, but just in case, a Master Rune obviously has more relevance on Effect and how it matches Theme than a regular Rune
    • (quest canon) Set combos:
      • Combos writ large, and between multiple items. You need at least three items to make a combo but a set can have more than three items involved.
        An individual dwarf has "five" item slots:
        • Armour
        • x2 Enchanted Items: Either two items that use Talismanic Runes, or one item that uses Talismanic Runes and one that uses Banner Runes.
        • x2 Hand slots: Two Weapons, a Great Weapon, a Weapon and Shield, or a Weapon/Shield and Runestaff.
          The FAQ goes into more detail.
Turns:
A turn is 10 years long. Snorri's actions are limited, as, by Dwarf reckoning, nothing worth doing is done quickly. You have a base 5 general actions to work with in a Turn.
  • Actions:
    Actions are the lifeblood of a turn, each turn you'll have 5 general actions to use on options. There are other, more specialized, types of actions with specific limitations about how they can be used. The action cost of something is exactly that, how many actions it will take to complete.
    • Below is the list of currently active action types:
      Action TypeLimitations
      (General) ActionCan be applied anywhere unless specified.
      Retainer ActionCan only be applied to options that specify it.
      Heir ActionCan be applied to all requests and only to research with [Simple] tag.
      Apprentice ActionCan only be applied to requests with [Simple] tag.

      Traits, unless specified otherwise, will only proc with general actions.

    • Overflow: What happens when you apply, intentionally or not, more actions into an option than what is required. For options in the Request category overflow simply improves your end product unless it's part of a chain of actions, where the overflow is only counted at the end but in exchange, improves the whole chain. For options in the Research category, overflow is more tricky. Depending on what you're doing it may carry over to future research actions or it may end up doing nothing at all.
  • Options:
    What you can do in a turn. Options are broken up into several categories, both for ease of reading and for delineating what actions can do what.
    • Requests:
      Requests fall into two types. [Simple] and [Difficult]. Both are done the same way, it's just that [Simple] requests for Runic items where I won't let you pick which Runes go on which item. Like, a simple request would be to fill an order of 100 Runic pickaxes, I'm sure you don't want to pick a list of three Runes for every last one yeah? Difficult requests are, more often than not, the singular custom pieces or sets of pieces. There's a bit of choice here. You can make the decision over which Runes to use, you can choose not to and let me decide, or give a theme or function you want me to follow. These are often for individuals and characters, but not always.
    • Research:
      As with the Request category, Research is labelled [Simple] and [Difficult]. [Simple] Research is mostly material research, short and to the point and the start of Research trees, while [Difficult] Research usually consists of the later parts of long term research trees and more longform studies.
      • Rune Research:
        As a Runelord of the Dwarfen Golden Age. You have a rune for almost any situation. That axe not cutting good enough? Rune. Is the armour not strong enough? Rune. Runes upon Runes upon even more Runes are at your disposal. For the sake of all our sanities and to minimize bookkeeping, it's all but assured you will have a rune for most mundane situations. Researching and creating new Runes then will be more limited by virtue of you having most everything already than it is your ability to think of new things. This, of course, doesn't apply to Master Runes. Further, there are runic "tech trees" if you will that I have been cooking up for some time, and depending on how things go you may be able to progress down those paths as well.

        In short, unless it's a research option, you're likely to have a common Rune for that problem already, and if you don't, you need to unlock the problem first before you can get to solve it.
        • Speaking of those Master Runes, to work with them you will first need to understand that Master Rune. The way you can do this is through the traditional Understand a Master Rune option, but now, if you develop a Master Rune from your research, or compress a combo into a Master Rune that will also count as doing the Understand option. After you understand a Master Rune, you can then begin to create variants of that Master Rune, and even a Regular Rune version at a much cheaper cost than before. Of course not all Master Runes are the same, so now we move on to the method I'll be calculating the action cost for these new actions.

          Learned Master Runes will have a Complexity Rating attached to them that will appear on the Rune List post and in Rune trades in the future. They start from 0 for "base" Master Runes like the Master Rune of Gromril for instance, and can theoretically go up forever all the way until Azamar. Putting a Master Rune into a combo raises the Complexity Rating, however Compressing a Combo into a Master Rune does not.

          Spitestrike, the precursor combo for the Master Rune of Spite: Complexity 0
          Compressing it into Master Rune of Spite: Complexity 0
          A combo that involves the Master Rune of Spite: Complexity 1
          Compressing that Combo into a new Master Rune: Complexity 1
          And so on and so forth.

          Relevant Specialty levels, and Traits*, reduce the Effective Complexity, which in turn makes the Understand option easier to do. This basically means a Talismanic (Savant) specialty Runesmith with a lot of traits around researching Talismanic Runes would have a far easier time than an apprentice with no specialty at all.

          Specialty levels can reduce effective complexity by 1 (Base) to 10 (Savant)

          * A trait description will need to specify that it improves a type of Rune Research for it to factor in though.
      • Other Research:
        As a Runelord, you will always be looking for inspiration to devise new Runes and sometimes solve problems in more mundane, less fun, ways than with Runes. Any oddity or idea you may have will appear on here.
      • Epiphanies:
        Epiphanies are moments in the quest where you realize something important about something. Some will simply be boosts to research, others will unlock entirely new tech trees. Epiphanies are triggered by certain actions you do and by rolls that I'm keeping track of in my master sheet.
    • Orders:
      Ordering supplies! Orders thankfully are pretty straightforward. If it's a material specific to a strong Rune you need for a request or Rune you're experimenting with I will note it in the cost, and it will consequently appear in the orders section of the turn/whenever you realize you'll need it.

      Now you may ask, can we get it ourselves? Yes! You can totally go get it yourself, should you know a source for the stuff nearby. As the elder ice wyrm Kraka Drakk was named after is long dead and its materials long since used to make other shiny cool things, you can't find any natively in such a remote hold. Or well, YOU don't know of any Drakki lurking about. If you DO know where you can get some nearby, you can spend an action (unless its right outside the hold relatively speaking) to get it yourself. Note that this will Lockout the order option and vice versa. So it's a trade-off between costly expediency or free but delayed. High enough standing with an individual will allow you to spend favours you may have with that person to order higher tier material quickly.
      • Order length: is determined by two main things. Your circumstances, and the rarity of the item. In my master chart I've got a few things listed down as guidelines, but for your sake know there are only 4 tiers of rarity when ordering.
      • Rarity:
        Tier 1: Mundane:
        bog-standard materials, stuff you don't have to worry about specifically getting at your age and level of wealth. Really you won't ever see these materials barring truly exceptional circumstances, but it's good to have a baseline.
        Tier 2: Uncommon: This is specialist stuff, and the majority of orders will be this tier most likely, dragon's blood counts here and so does Gromril, but as you'll note. You rolled well and got a natural seam of the stuff so you don't worry about it. Will otherwise take 1-2 turns to arrive depending on the circumstances of your hold. Before you ask, yes I would've waived the dragon blood fee if you had chosen that other deed at the beginning.
        Tier 3: Rare Stuff: Often refined uncommon materials or hard to come by stuff. Pure Gromril, for instance, requires a master black/Runesmith with a very specific set of gear. This will take 2- 4 turns to arrive. Less time if you're near a place like Karak Azul or immediately(within the turn, even though it would take years in-game time) if you have the native production here. Brightstone, Silverite or Ithilmar and stuff at that level of scarcity would count in this territory.
        Tier 4: Truly Rare: This is rare material taken up 10 notches. Things like the blood of an Elder Wyrm (Star or Moon Dragon), The Claw of a Dragon Ogre Shaggoth, Carnosaur's Bilesac, stuff like that. It's gonna be 3 turns minimum for this stuff. Getting some examples this material immediately would require burning favours.
        Tier 5: One of a Kind: Things that are so unique and powerful they lie in a rarity of their own. Trying to scale beyond this is ridiculous, but the strength of these ingredients while very powerful can vary greatly within this tier. A tip top tier example would be The Blood of Aenerion (as in the individual, not his descendants) or the finger bone of Nagash. A lower example would be the body part of an apex specimen of its species. You won't get to order things like this, almost guaranteed to be from you getting it yourself.
    • Sub Options:
      These are sub-options within any of the actions in these categories. Most often they either provide a bonus to research or completion at the cost of something, usually favour, but there are a few who may add to research cost in exchange for getting more rewards. In terms of research/progress boosts, work under the assumption that the boost is a single time use and that you need to input an action into the research itself to use it. However, there is a list of modifiers that exist and will be applied on the action depending.
      Some of these include:
      • Can be taken multiple/ X times: self-explanatory
      • Can be taken without actions: can complete with no action input
      • Can be taken multiple/ X times and without actions: self-explanatory
        Basically, unless I tell you otherwise through those modifiers then treat those boosts as one-time things that you can't take on without putting in some work yourself.
Retainers:
Retainers are in essence dwarfs sworn to you through oaths and traditions that undoubtedly began in the earliest days of the Dwarfen people only to be later codified and refined by the Ancestors as they had with...effectively everything else in Dwarf society. The following choices will impact how the Retainers function and will be seen by other dwarfs, but regardless of your choices, your retainers will work under these baseline mechanics.
  • Agents:
    Firstly their interaction with the general action system. At the foundation of everything a retainer retinue effectively acts as a second free hunting option and depending on a variety of factors, this retainer action can be expanded to work in a few other select choices. Having a group of doughty Dragon Slayers opens up different avenues compared to a band of cunning rangers after all. The number of retainers too will change the number, availability and success of actions. You'll have 1 retainer Action to start, which will be limited to a simple hunting action in the Orders section of the turn and few smaller things, but with enough investment this action can either mean the hunting action has improved odds, offer the ability to hunt stronger monsters, or even branch out into other actions entirely depending on your choices below.
    • Retainer actions! Your retainers, these proud and steadfast dwarfs, are not apprentices you can send off to do base errands! These doughty dwarf elders have a level of trust that affords you the ability to do different sorts of tasks for them. Retainer actions can only be put on actions that say so in their cost section, as the reputation of the retinue grows and changes alongside the size of its membership these options can change. Once you've hit the 60 retainer mark, you will unlock your second action and get another action every 60 retainers afterwards. Once you hit that point, you'll keep the second action unless the company is reduced to less than 20 dwarfs from attrition or you permanently change the size to less than the required threshold for the additional actions. Actions or decisions to change parts of the retinue like in the original vote will come up when appropriate/after enough time has passed.
  • Reputation:
    The fabric and stories regarding this particular band of stout folk. There are a few things that affect this. A group known to go about slaying beasts will undoubtedly draw honour and glory seekers, while a group of agents and envoys will draw long term thinkers and more diplomatic folk if that makes sense. Gear too will play a role in their reputation, as Dwarfs in master-crafted Gromril Armour have more impact than simple steel, whereas the leather and cloaks of a Ranger would be an entirely different beast.
  • Rank:
    Like with everything else your retainers can be tiered(as a unit) on a scale similar to the Rarity tiers to signify both their fame and effectiveness. Now as these are dwarfs acting as a unit, improving their rank is more than just improving their ability and outfitting them with good gear. An untested group of warriors will have a harder time increasing their rank compared to a more veteran group of dwarfs. So let's say you kit out your retainers with a bunch of high-quality items. They could all be T4 but if these dwarfs never go out and use those items or prove themselves worthy of such it means they'll be soft locked to a certain rank.

    Your Retinue can gain traits that improve their stats or give them specialties as they and develop grow over time and/or traditions within the group begin to take root.
  • Gear:
    The final mechanic is gearing out the company itself. In this case, I'll now offer options to alter, improve or even give gear to the company. Now, instead of just giving you however many gear slots per dwarf in the group I'll instead treat your retainers as a single entity both for the sake of my sanity and stopping game-breaking shenanigans. For gameplay's sake you'll be able to individually craft the following for your dwarfs:
    • 2 Hand slots as with individuals.
    • 1 Armour slot.
    • UP TO 3 banner slots.

      The armour, weapons and one banner will be worn by the leader/champion of the company while the other potential banners are held aloft by standard-bearers. Set Bonuses in this case would only involve the dwarf with the armour and weapon and Banner, OR between the three banners but not all together. Ergo you could have two set bonuses active, one for the champion and one for the banners and greater company, but not one mega bonus amongst all the items. Equipping the company wholesale will be done through simple actions (write-ins for this is still pending, I'm still considering) and impact the Retinue's stats which goes as follows, not including special traits like Unbreakable, Tireless, etc:
      • Shoddy/A literal Beardling*
      • Below Average
      • Average **
      • High
      • Incredible
      • Supreme

        * Not something you'll see but it's good to have the bottom rungs known.
        **This is based on Dwarf Standards, so like if you ranked an elf their mobility would be well above average and a human above average.
Standing and Favour:
As a Runelord you've achieved one of the pinnacles of Dwarf social standing and wealth. In layman's terms, you're rich and most monetary costs are truly outside the realm of quantifying (you still do of course because you're a dwarf Grungni damnit) and thus arbitrary. No, at your position the true cost will be in terms of social and political capital/currency denoted by "Favour" and "Standing".
  • Favour: is the currency by which you can interact with some of those contacts to improve/change or speed up certain actions. And most importantly, it's the most direct way of increasing your Standing.
    • Accumulating Favour to certain thresholds will permanently increase your Standing. Once the increase happens your Favour count can go well below the threshold, but your Standing stays where it is. Basically, if you accumulate enough Favour to reach Standing 5 then spend it all, you'd still be at Standing 5.
    • Gaining Favour can be done in a variety of ways. A common way of doing so will be through doing retainer actions and commissions in the Request section of the turn. Doing requests for contacts will provide large one-time bonuses while retainer actions provide a smaller but more consistent way of gaining Favour. Eventually, you'll reach a point where grinding Favour for Standing becomes sort of unfeasible, but have no fear there will be chances to improve Standing directly through commissions, requests and the like!
    • The Favour Thresholds are as follows:
      Standing ChangeFavour Threshold
      -5 to -415
      -4 to -335
      -3 to -275
      -2 to -1110
      -1 to 0150
      0 to 1200
      1 to 2250
      2 to 3310
      3 to 4380
      4 to 5450
      5 to 6530
      6 to 7620
      7 to 8750
      8 to 9890
      9 to 101050
  • Standing: meanwhile, is a measure of one group or person's view of you, acting as the long-term general opinion of the entity in question. Standing scales from -5[Complete Unknown] to 10[Exalted]. Now, while Standing can improve by gathering Favour, doing something that goes against a contact's wishes is liable to potentially reduce your Standing.
    • Standing levels are important! Starting from Standing 0 you can spend accumulated Favours towards sub-actions, speeding along, altering or improving the original action itself. After Standing 5, you will begin to receive rewards as a mark of your improved relationship with the contact. These could range from:
      • Research boosts
      • Random Items
      • Turn reductions on item orders
      • Special recruit possibilities for your retainers
      • Secrets maybe
      • Etc.
    • Though not all contacts may provide these rewards, serving only to inform you of where you stand with the wider community or individual in question. The most obvious examples being the "Conservative/Radical Runesmiths."
    • Obviously, the higher your standing the better these rewards become. Not all rewards are equal, and dependent on the contact. A wealthy Hold obviously has more to offer than a poor one for instance.
    • You will have opportunities to increase Standing on its own without needing to grind favour, but these are rarer.
    • Standing isn't equal and is sometimes solely meant to inform you of where you stand with the contact in question. Which is to say, a high standing in one group may be the bare minimum level in another.
  • New groups/people worth recording standing for that are encountered will have a new Standing level based on a variety of factors. Your beginning level of Standing will be affected by a variety of factors, from deeds, to your position as a Runelord, and the other person's or group's interpretation and understanding of such things.
    • The most common being specific Dwarf Holds or large institutions. These contacts will provide the more mundane type of rewards, but are easier to work with and grow comparatively.
      • Holds will have their own specialty, and improving Standing with that Hold will allow you to access rewards relating to that. For instance, a Hold known for being a major trade hub is liable to give you a bonus to ordering reagents, giving you insight or knowledge about new items never before seen, or even passing on rare items to you. Narratively it's a very complex system of obligations, oaths and simple barter going on to give you these rewards.
    • All contacts will have Standing, but not every contact has Favour. The main example of this will be in the form of special individuals inside a hold and more importantly for you other Runelords, these fickle and capricious dwarfs operate on a slightly different system than the average Dwarf. For they are too proud to ask for aid and too secretive to offer knowledge without proof of competency. As such, you must prove your worth to them through Great Deeds and Great Works. Essentially, by doing things that a specific Runelord is interested in, you have a chance at improving your Standing with them, wherein you will start receiving rewards after a Standing of 5 like with every other contact.
      • So for instance, there's this Runelord known for making pots and pans. Doing great deeds will help prove that you're worthy of whatever pot and pan related knowledge this Runelord knows, and after reaching a Standing of 5 they may begin to occasionally feed you bits of information. Now, if you made an incredible example of a pot or pan that would be far more effective in improving your Standing as the Pot and Pan Runelord now has far more solid and concrete proof of your competence and worthiness of their secrets.
      • There are certain Figures of Legend, Runelords famed even within your august body, that will prove especially difficult to improve your Standing with. So high are their standards, so mighty are their deeds that only the greatest acts or most comprehensive body of evidence can sway their opinion. These legends do not offer regular rewards, but special rewards that may take some effort to solve or discover but are worth the trouble of figuring out.
    • After you've accumulated enough Favour you'll be able to use that favour to get certain items, expertise, etc from those places. (costs do scale with your standing) Note that favour being spent is almost exclusively for the truly exotic stuff, as a Runelord you can get most mundane stuff the old fashioned way by paying for it.
    • Group examples:
      • Conservative Runesmiths, Standing: 0
      • Radical Runesmiths, Standing: 0
      • Karak Noname, The Placeholder Hold, Standing 5, Favours 190
        - Standing 5: Every so often you get some stuff or MacGuffin
      • Blanki Blankisson, Runelord of Karak Noname, Standing 2
      • Blanky Blankasdottir, Legendary Runelord of Karak Nonexistent, Standing 0
      • The Kingdom of [Blank], Ulthuan, Standing:-5, Favour 0
      • Named Character, Standing -5
Extra + Minor Mechanics:
Mechanics that aren't an everyday occurrence during turns, but are important regardless
  • Grudges:
    Grudges, Dammaz, insults, stains on your honour. In your many winters, you've had your share of a few and blessedly enough, have so far kept them there no longer than a year or two. It will not last, you're sure that burning shame will find its way down your gullet once more, the only respite being the memory of how sweet the avenging of a Grudge can be.
    • Severity: A grudge's severity is ranked from 0 (Grumbling) to 5(Bellowing Agony)
      • Grudges will be, should be, rare for a Runelord. Someone in your position and power should be doing things so properly that no dwarf will find fault in your actions and leave no enemies alive to be worth declaring a grudge over.
      • But such things will happen, and so you must understand how they function. Firstly, having too many grudges will begin to impede on your ability to function as the sheer weight of shame and rage begins to impair your senses. These maluses will compound with age.
      • A fresh grudge will give you bonuses to completing it, keep them for too long and the maluses they incur will outweigh the benefit in question.
      • Narrative consequences for carrying grudges will happen. One or two is shameful but a dwarf that hasn't met somedwarf with a grudge is either blessed or a liar. Three to Five will make people look upon you unfavourably, for a dwarf that can't keep their grudges clear is a Dwarf who is failing. Don't go over Eight.
  • Character Moments:
    There will be moments where you're asked for your opinion on something. These votes are less to convince anyone to your side of things but more to give what will be Snorri's in story beliefs on such topics. They'll be mostly narrative moments and are more meant to show who Snorri is, but there can and probably will be narrative consequences.

Aug. 17, 2021: Reformatted some stuff for readability + added research actions.
Jul. 18, 2021: Added in new and pertinent information.
Sep. 6, 2021: Added retainer mechanic
Sep. 13, 2021: Added retainer actions
Nov. 22, 2021: A great Reformating and added the overhauled Favour and Standing system.
Dec. 28, 2022: More detailed explanation of the workings behind Combos added.
Jun. 05, 2023: Added the updated Understand a Master Rune system
Sep. 19, 2024: Edited in the new Research system.
 
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Standing and Favour
Valaya, Goddess of Hearth and Healing, Mother and Protector of the Dwarfs
━<><><>< Standing and Favour ><><><>━
Rough Guideline of Standings*:
-5 [Unknown]
0 [Respected]
5 [Deeply Honoured]
10 [Exalted] The normal cap.
11 [Ancestor God]

*Standing does not necesarrily reflect their opinion on your personally.
━<><>< Karaz Ankor ><><>━
Institutions:
Conservative Runesmiths:
Standing 10
Radical Runesmiths: Standing 10

Brotherhood of Dron: Standing 7, Favours 0
- Standing 5, Letters among Peers: Chance to proc extra progress when doing Material Science research.
- Standing 7, Fraternity of Thought: Chance for actions researching Runes to proc extra progress, increased chance to to proc extra progress when doing Material Science research

Cult of Grungni: Standing 8, Favours 0
- Standing 5, Armourer, Defender: Masons of the Order of the Stone Wall added to potential recruitment pool.
- Standing 7, Lord of Deeps and Crafts: Retainer actions gain a bonus when doing tasks related to Grungni's domains. (Mining and Crafting)

Cult of Valaya: Standing 10, Favours 5
- Standing 5, Shieldmaiden, Defender: Valkyrie Guard added to potential recruitment pool.
- Standing 7, Healer, Brewer: Retainers now have access and ability to administer Valayan brews and medicine, + Medical Aid and Endurance
-- Examine Kradskonti: [Cost: 75 Favour with the Cult of Valaya] Gain ???.
-- Can substitute Favour cost from any Dwarf Hold or Institution with Favour held with the Cult of Valaya.
-- Retainers now have access and training to administer advanced Valayan medical procedures, and treatments safely. ++ Medical Aid and Endurance, new totals: Medical Aid > Medical Expertise, Supreme Endurance.

Cult of Gazul: Standing 6, Favours 120
- Standing 5, Watchers in the Dark: Watchers and Guardians of Gazul added to potential recruitment pool.

Places:
Kraka Drakk, "The Dragon Hold," Standing 10, Favours 90
- Standing 5, Dragon Hold: Huskarls added to potential recruitment pool.
- Standing 7, Confluence of Trade: Chance to reduce turn timer on Karaz Ankor orders by 1. (minimum 1)
- Standing 9 (Special), Place of the Odd: Chance to gain 1-2 progress on Odd Places materials. (leaving a minimum 1 action)
- Standing 10, Gateway to the North: Reduce turn timer on Karaz Ankor orders by 1. (minimum 1)
- Gloin Otreksson, The Silver Drake, King of Kraka Drakk: Standing 10
- Kaggra " Redaxe" Briggasdottir, Queen of Kraka Drakk: Standing 10
- Gimli Gloinsson, Axehand, The Young Drake, Heir of Kraka Drakk: Standing 10
- Ladra Rinnasdottir, Princess of Kraka Drakk, Wife of Gimli: Standing 10
- Otrek Gimlisson: Standing 8

Kraka Ornsmotek, "The Eagle's Peak Hold": Standing 10, Favours 75
- Standing 5, Warriors Without Peer: Monster Wardens added to potential recruitment pool.
- Standing 7, Mountainfull of Beasties: Chance to reduce turn timer on Monster Part orders by 1. (minimum 1)
- Standing 10, Here be Monsters: Reduce turn timer on native Far Northern Monster orders by 1. (minimum 1)
- Dorr Korrson, King of Kraka Ornsmotek: Standing 9
- Dorri Korrson, Monsterbane, Cousin of the King of Ornsmotek: Standing 10

Kraka Dorden, "The Thunder Hold": Standing 10, Favours 35
- Standing 5, Karak a Endrini: More Engineers added to potential recruitment pool.
- Standing 7, Work of Morgrim: Bolt Hurler creation unlocked.
- Standing 10, Industry of the North: Once per turn, 1 retainer action adds 1 extra progress to "Expedition" options.
- Svarti Sindrisson, the Clever, King of Kraka Dorden: Standing 8

Kraka Ravnsvake, "The Raven's Roost Hold": Standing 10, Favours 0
- Standing 5, Rangerhold, Traderhold: Raven Cloaked added to potential recruitment pool. Chance for Ulthuan orders to appear. (minimum 1)
- Standing 7, Bar a Varaz Ankor I: Chance to reduce turn timer on Ulthuani orders by 1. (minimum 1)
- Standing 10, Bar a Varaz Ankor II: -1 turn timer to on all Ulthuani orders (minimum 1), Chance for esoteric item orders to appear increases, cost of orders reduced.
- Villi Borsson, Ravenhaired, King of Kraka Ravnsvake: Standing 9
- Rinna Huldrasdottir, Queen of Ravnsvake: Standing 9

Karak/Kraka Krum "The Drumming Deep Hold": Standing 10, Favours 25
- Standing 5, Delving Deep: Krum MIners added to potential recruitment pool.
- Standing 10, Deep Delving: Underground "Expedition" options gain a chance to produce mineral reagents when completed.
- Vikram Krumsson, Bittershield, King of Kraka Krum: Standing 8

Kraka Grom "The Unyielding Hold": Standing 10, Favours 200
- Standing 5, No Deep Ignored: Dum Delvers added to potential recruitment pool.
- Standing 10, Nowhere too Deep: Retainer actions gain a bonus when doing tasks underground.
- Valka Brunnasdottir, The Defiant, Queen of Kraka Grom: Standing 10
- Gammur Oldorsson, Rockbrow, Head Advisor of Kraka Grom: Standing 10
- Siggrun Jorrasdottir, Hammerhand, Councilmember of Kraka Grom: Standing 10
- Grednir Grunsson, King Consort Slayer from Kraka Grom: Standing 9
- Vikki Valkasdottir, Eldest Princess of Kraka Grom: Standing 9
- Selda Valkasdottir, Twin Princess of Kraka Grom
- Grelda Valkasdottir, Twin Princess of Kraka Grom
- Standing 10, Paragon of the Peninsula: All [Region] Far North favour is now interchangeable. All individual Far Northern Hold favour converted to "Far North" favours.
Karak Ungor, "The Delving Hold": Standing 6, Favours 180
- Standing 5, Mineral Wealth: Reduce turn timer on Mineral orders by 1. (minimum 1)
- Buradarr Durabarrsson, The Younger, King of Karak Ungor: Standing 10
- Orra Stonehammer, Queen mother of Karak Ungor: Standing 10

Karak Vlag, "Desolation Hold": Standing 4
- Yorri Yarrisson, King of Karak Vlag: Standing 6
- Logazor Bonestrider, Head Ranger of Karak Vlag: Standing 9
Karaz-a-Karak, "The Everpeak": Standing 1, Favours 0
- Snorri Grungnisson, King of Karaz-a-Karak and High King of the Karaz Ankor, Whitebeard, Eldest Son of Grungni and Valaya: Standing ?
Karak Brynduraz, "The Brightstone Hold": Standing -1, Favours 0
Karak Izril, "The City of Jewels": Standing -3, Favours 0

Rhunrikki:
Bara Kormasdottir, Steelplate, Runelord from Kraka Drakk: Standing 7
- Standing 6, A Solid Foundation: Chance to proc extra progress when doing Rune research.

Dwalin Hugarsson, Thunderlung, Runelord from Kraka Drakk: Standing 8
- Standing 6, Battlepoet: Chance to proc extra progress when doing Banner Rune research.
- Standing 8, Rik a Flegg: Increased chance to proc extra progress when doing Banner Rune research.

Lorna Dernasdottir, Hammerfall, Runelord from Kraka Drakk: Standing 9
- Standing 6, : Chance to proc extra progress when doing Talismanic Rune research.
- Standing 8, : Increased chance to proc extra progress when doing Talismanic Rune research.
- Standing 9 (Special), Chatterbox: Rare chance to proc additional Runes when doing Talismanic Rune research.

Brynna Kargasdottir, Gildedeyes, Runelord from Karak Zorn: Standing 3
Vragni Svaltisson, Silverbrand, Runelord of Kraka Ornsmotek: Standing 4*

Igna Margasdottir, Metalheart, Runelord of Karag Dum Kraka Grom: Standing 8
- Standing 6, Metalheart: Chance to proc extra progress when doing Armour Rune research.
- Standing 8, Kvinn a Klad: Increased chance to proc extra progress when doing Armour Rune research.

Sven Hoggrisson, Baragmaker, Runelord of Kraka Dorden: Standing 6
- Standing 6, Baragmaker: Rare chance to proc extra progress when doing Engineering Subtype: Siege Engine Rune research

Valma Hilldasdottir, Stoneshaper, Runelord from Kraka Dorden: Standing 7
- Standing 6, Okri a Gronti: Chance to proc extra progress when doing Master Rune/Rune of Waking research.

Skegg Borsson, Runelord of Kraka Ravnsvake: Standing 6
- Standing 6, Axesson: Rare chance to proc extra progress when doing Weapon Rune research.

Skjoll Borsson, Runelord of Kraka Ravnsvake: Standing 6
- Standing 6, Shieldsson: Rare chance to proc extra progress when doing Armour Rune research.

Ogra Iggunsdottir, Runelord of Karak Krum: Standing 8
- Standing 6, Khaz: Chance to proc extra progress when doing Structural or Ancestor Rune research.
- Standing 8, Khazid: Increased chance to proc extra progress when doing Structural or Ancestor Rune research
Kraggi Cragsson, Steelback, Runelord of Karak Drazh, Member of the Brotherhood of Dron: Standing 4

Gorra Fallasdottir, Gromrileye, Runelord from Karak Varn, Member of the Brotherhood of Dron: Standing 3

Bogrin Hargrimsson, Azurehammer, Runelord from Karak Eight Peaks, Member of the Brotherhood of Dron: Standing 1

Magda Lenkasdottir, Copperlocks, Runelord from Karak Izril, Member of the Brotherhood of Dron: Standing 2

Modi Yannisson, Copperlocks, Runelord from Karak Izril, Member of the Brotherhood of Dron: Standing 2

Damin Sindrisson, the Stoic, Runelord from Karaz a Karak, Member of the Brotherhood of Dron: Standing 1
Gemlin Ragnisson, Steeleyes, Runelord of Karak Vlag: Standing 0

Orri Okrisson, Silverbrow, Runelord of Karak Ungor: Standing 1

Alric Thungnisson, Eldest living Son of Thungni: Standing ?

Special Individuals:
Yorri, Master Runesmith: Standing 10?
━<><>< Skarrenraz Ankor ><><>━
Institutions:

Places:

Drongkaraz, "The Stormpeak", Aerie of Kraka Drakk
: Standing 8, Favours 160
- Standing 5, Branakroki: Brana added to potential recruitment pool.
- Standing 7, Far-Reaching Fliers: Chance for Branakroki to aid retainer actions in the Far North.
- He who Rules Above/ King of the Sky, Ancestor of the Branakroki, Lord of Air: Standing 5
- He who Remembers/ Branzagazi, Scion of the Sky: Standing 4
- She who Calls the Furious Cold/ Blizzardwing, Stormcaller of Drongkaraz: Standing 7

Karazbinvarr, "Mountain by the Sea", Aerie near Kraka Ravnsvake: Standing 6
- He who Thinks/ Brangandazi, Scion of the Sky, Future Lord of Karazbinvarr: Standing 6
- She who's Beak Shines Darkly/ Ebonbeak, Princess Consort of He who Thinks: Standing 8

Dwekaraz, "Triple Peak", Aerie between Ornsmotek, Grom and Dorden: Standing 6
- She who Rules Quietly, Grandscion of the Sky, Secondborn of Branzagazi: Standing 4
Individuals:

━<><>< Varraz/Elgaz Ankor ><><>━

Individuals:
Myrion Strandweaver, mage from Averlorn: Standing -1
Menlinwen Ebonsea, mage from Cothique, language tutor: Standing: 1


Note: Standing isn't a one to one thing across institutions. Ranks that would be [deeply honoured] for one group may be the barest standard to be respected for another.
* Doesn't mean he likes you.
Gazul, God of The Dead and Clanless, The Watcher in the Dark
━<><>< The Honoured Dead ><><>━

- Otrek Gornsson, the Dragon Breaker, The Adamant Wyrm, Founding King of Kraka Drakk (Entered the Halls of His Ancestors 323 A.P.): Standing 10
- Kraus Drausson, Elder of Clan Winterhearth, Uncle of the Gift Giver (Entered the Halls of His Ancestors 359 A.P.)
- Moira Anguzdottir, Kraka Drakk's High Priestess of Valaya (Entered the Halls of Her Ancestors 370 A.P.)
- Gormak Dronbarsson, Guildmaster of the Metalsmiths and Lord of Clan Ironjaw (Entered the Halls of His Ancestors 390 A.P.)

━<><><>< Khazalid Trivia ><><><>━
Karak a Endrini - Hold of Engineers
Bar a Varaz Ankor - Gate to the Realm of the Sea
Kvinn a Klad - literally "Lady of Armour"
Rik a Fleg - literally "Lord of Banners"
Okri a Gronti - literally "Craftsman of Gronti"
Skarrenraz Ankor - Endless Sky Realm/ Realm of Endless Skies
Branakroki - Intelligent griffons, literally "Smart/clever dark birds"
Brangandazi - Clever Discoverer
Branzagazi - Clever Rememberer
Varraz Ankor - "Sea Realm"/ Realm of the Seas
Elgaz Ankor - "Elf Realm"/ Domain of the Elves
Nov 22: Added Available Requests
Nov 27: Overhauled the Standing and Requests page as per the new system (circa Turn 32)
 
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Grudges.
Grimnir, God of Warriors, The Brave, The Doomed
━<><><>< GRUDGES ><><><>━

Less Rough Guideline of Grudge Rankings:
0 (Grumbling) Fools who have wronged us and refuse to pay recompense.
1 (Snide Remarks) Idiots that have knowingly harmed us in even minor fashion.
2 (Angry Shouts) Killers of innocent dwarfs.
3 (Indignant Yelling) Foes that have dealt a terrible loss to a dwarf community.
4 (Furious Rage) Individuals who have dealt a terrible loss to the Karaz Ankor. Grimgor Ironhide, Skarsnik, Queek Headtaker, Git Guzzler in general.
5 (Bellowing Hatred) the normal cap. A foe of all dwarfkind or a personal enemy who's wronged a dwarf so heinously that they'd eternally hunt them until one of them dies if they could. Bugman's personal Grudge against Git Guzzler, Kazador's Grudge against Gorfang. Elves in canon.
6 (Cold Silence) no peace, no mercy for those that offer none. A Grudge so ingrained that no amount of vengeance can truly sate it barring the absolute annihilation of the foe and anything related to them. If Grudges are a weight on a dwarf's back, this is effectively gravity. Something that will never truly disappear barring truly unlikely and mayhaps even impossible circumstances. Chaos, Skaven, URKS, Grobi.


━<><><>< DAMMAZ A RHUNRIKKI ><><><>━

- Rank 2 Grudge(Angry Shouts): Trolls of the Northern Pass. For a grievous and unprovoked assault at a peaceful dwarf caravan, leading to the damage of property, the maiming of many a dwarf and the loss of 80 Dawi lives. The only payment shall be death. Actions toward settling this grudge gain +1 action worth of progress. +10 Bonus to rolls against Trolls. AVENGED TURN 3.

- Rank 4 Grudge(Furious Rage):
Kholek Suneater. For the slaughter of an uncountable number of dwarfs, the destruction of a dozen minor dwarf holds, the personal sullying of thirty clan homes, and hand in eighty more, the pilfering of their wealth and the invasion of the Underway. The only recourse shall be death. Actions toward settling this grudge gain +1 action worth of progress. +5 to bonus on Man the Walls and Man the Tunnels rolls. +15 Bonus to rolls against Dragon Ogres. AVENGED TURN 19.

- Rank 2 Grudge(Angry Shouts):
Haruzrildrakk. For the death of five percent of the Throng of Kraka Drakk, the illegal delving and mining of Dwarf property without permit and the assault upon the persons and works of Runelords Snorri Klausson, Lorna Hammerfall, Dwalin Thunderlung, Brynna Gilded-eyes, Bara Stoneplate and King Otrek Ironarm. The only payment shall be death. AVENGED JUST AS IT WAS STRUCK TURN 24.

- Rank 2 Grudge(Angry Shouts):
The spawn of Haruzrildrakk. For the Injury of the prince and heir of Otrek Ironarm, the deaths of twenty Stout Huskarls, the decimation of the accompanying party of dwarfs and destruction of Dwarfen property. The only payment shall be death. Actions toward settling this grudge gain +1 action worth of progress. Prince Gloin Ironarm has sworn vengeance. +5 Bonus to rolls against this Dragon. AVENGED TURN 28.

- Rank 4
Grudge(Furious Rage): Hogrimm Ironhand: For the continued magical assault upon the Throng, the indirect aid in the injury and death of many dwarf lives, the desecration of the hold of Karag Dum, the corruption of her inhabitants, and Betrayal on a level thought impossible, the only recompense shall be death. +25 Bonus to Breaching Roll. AVENGED TURN 31.

- Rank 3
Grudge(Indignant Yelling): Hogrur: For the death of eighty-three Dwarfs, the Injury of a further one hundred and fifty-four, the crippling of Thanes Gorlbag of Clan Gorltrommal and Thane Algrim Emeraldeyes of Clan Bronzebrow, for aiding the enemies of the Dwarfs in the destruction of Karag Dum, BAH, and serving a prophet of the perfidious Hashut. The only payment is death. +15 Bonus to Rolls against Beastmen. AVENGED TURN 31.

- Rank 3 Grudge:
The perfidious and muck-dwelling Fimir! For the loss of innocent Dwarf lives, the deaths of the venerable Elders and Hearthwardens Throggi Ironheart of Clan Ironarm and Barruk Gildedbeard of Clan Bronzefist, the corralling of the Beastmen into Dwarfen lands for nefarious purposes yet unknown. The only payment shall be death! Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +10 Bonus to rolls against the Fimir.

- Rank 3 Grudge:
The Shadow Hag, for the personal slaughter of eighty-seven Dawi and orchestrating the deaths of 3,534 Dawi as well as a sum total of 324,982 Gold and 245 Brass pieces in damage both material and emotional to the towns of Khazid-Vran, Durak's Claim, Mingol Ril, Migdhal S...
…and harm to the Holds of Kraka Krum and Kraka Grom, the sentence shall be death. Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +5 Bonus to rolls against the Fimir and +10 Bonus to Rolls against the Shadow Hag,
 
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[X]Relation: distant bond.
[X]Master: Gottri Hammerspite.
[X]Deed: The Laborious Defense at the Peak Pass

Not so sure about the first one, but I like the way the master and deed go together.
 
[X]Relation: distant bond.
You are, by the barest of definitions, a member of the clan of Thungni, though dwarfs don't believe in the dilution of blood in such a sense none expected you to do as well as you have. Especially compared to those of more direct descent. (Gain: A flat foundation, ripe for building something worthy of legend, but you'll have to haggle and bargain for the material.)

[X]Master: Angkra Twenty Loops.
A Runelord of immense skill and mighty focus, a member of the Burudin, a daughter of Thungni. As an apprentice, the rune of protection she presented as her apprentice piece was so well crafted that her master supposedly called it acceptable(a true feat of skill as any dwarf will tell you.), as a journeyman, she single-handedly created the Panoply of Gotrek, a masterwork set of armour so well made that Thane Gotrek Sharpeyes, a dwarf of such riches and exacting eye that even a Master Runesmith would find difficulty satisfying him, swore an oath to offer equal recompense lest he shame himself and his ancestors. An oath he, to this day, does not consider fulfilled. Upon attaining the rank of Master it took only a scant 5 decades for her to claim the venerable rank of Runelord. Under her, you were taught endurance and precision above all else. To the outside world, she was stoic and obstinate as the mountains themselves, in private you remember her kind smile and delicious stonebread. It was a reminder every day of the world's cruelty, that a woman so generous, had suffered so much. (Specialization: Armor and Talisman Runes, exacting precision and stonebread cookies.)

[X]Deed: The Gracious Gift of Ghastly Proportions.
In an act of foolishness that many, you included, would consider fit for a Beardling, you swore, well into your 40th tankard of ale, that you could create enough toys to gift every child in the Karak twice over before your oldest friend/ pain in the arse Korri Redmane could get one of his shoddy Masterwork axes out of that hovel he calls a workshop. When you woke the next day, head pounding and stomach grumbling, that oath stood out to you like an un-hammered nail in your mind. Though you swore it piss blind drunk and half out of spite, your conscience, your pride as a dwarf demanded you make good on your oath. In a feat that many of the members of the hold's craftsdwarfs speak of in awe to this very day, you created thousands of masterwork toys in the two months it took that Skrat eater Korri to make his masterwork axe. No sight was sweeter than the dumbfounded look on that tosser's face when you walked up to his clan's home and offered two sacks full of toys for the younglings to play with. Definitely not the look of wonderment and joy upon those young faces, innocent of the world's dangers, no sir. (Gain: Legendary deed: Gift Giver, DC reduction for requests and unique opportunities from Hold.)
 
[X]Relation: direct connection.
[X]Master: Yorri.
[X]Deed: The Laborious Defense at the Peak Pass

@soulcake I demand that we go to Karak Norn so that we can cut down trees. We should make it our quest to strike our Masterwork Rune upon the World Tree itself.
 
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[X] Plan: Continuing the Weirdness

Can we get an elf to be our little helper? :V

Elgi are too tall and you dont know they exist yet. They probably would mind wearing the bells and candy cane stockings as well.

[X]Relation: direct connection.
[X]Master: Yorri.
[X]Deed: The Laborious Defense at the Peak Pass

@soulcake I demand that we go to Karak Norn so that we can cut down trees. We should make it our quest to strike our Masterwork Rune upon the World Tree itself.
On one hand, my history with trees, on the other, youre playing as a dwarf.

decisions decisions.
 
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[X]Relation: direct connection.
[X]Master: Gottri Hammerspite.
[X]Deed: The Laborious Defense at the Peak Pass
 
[X] Plan: Continuing the Weirdness
[X]Relation: distant bond.
[X]Master: Yorri.
[X]Deed: The Gracious Gift of Ghastly Proportions.

Exotic runes sound cool, having to work for resources seems cool, and who doesn't like Santa Claus.
 
[X] Plan: And cookies for all

[X]Master: Angkra Twenty Loops.
Yorri's got a good thing going, but in the end, I've got to vote for cookies.

[X]Deed: The Gracious Gift of Ghastly Proportions.
What's the thing to do with cookies? Gift them!

[X]Relation: direct connection.
I went with this, because more ressources means more cookies, but I've got no strong feelings.
 
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