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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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[ ] Plan Hates Trolls
-[ ] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. 1 action
-[ ] Odd Places 1/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 action
-[ ] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. 2 actions
-[ ] [Simple] Foundry Founding. Apprentice action

@soulcake Are any of the locations on Master Yorri's map near the path of the caravan's travel and/or were noted to have trolls in them?
The troll thing takes no actions because they are literally right by the hold. An action is ten years of attention and they arent gonna last that long.
 
Regardless of whatever else we pick, I vote we march out to war. Send those trolls screaming into hell with a stern reminder that you do not lay a finger on Snorri's people.
 
[ ] Plan Grudges and Overflow
-[ ] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[ ] [Simple] Altar Assembly
--[ ] Two actions
-[ ] [Simple] Foundry Founding.
--[ ] Two actions + 1 apprentice action

Alright, Altar Assembly needs 1 to finish, however we can get a major over flow, 2 actions of our own procs productivity like no other putting us at 3, we also get another for grudge putting us at 4 and then the apprentice action kicks in putting us at 5 total actions for major overflow (200%). For foundry founding, we put in 2 get 3 total and need 2 so a 50% overflow, we could swap the two on foundry to The Secrets of Light? to let us push three actions into that next turn and finish it by procing our student of the odd to turn 3 into 4 for that type of research

EDIT- apprentince cannot be added to altar so instead dump it into foundry to change overflow to 150% on Altar (4 actions this turn with 1 needed overflowing 3 on a 2 action) and 100% overflow on foundry founding (4 actions with 2 actions needed)
 
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Well that happened!

[X] Teach your apprentices. [Cost: 1 Action] Locked in for 11 turns.
This is not 11 I don't think, best to keep careful track of this.

You don't notice it, but the handle shatters in your hand, splinters flying in all directions and imbedding themselves into the hard frozen ground.

Well then.

WELL. THEN.

There was work to be done.
Indeed, indeed.

You watch with hawk-like attention as Fjolla inscribes the Rune of Warding into the necklace's centre. You sniff in neutral fashion. High praise indeed, for your apprentice has shown a great affinity to the talismanic runes. If you didn't know any better, you'd say the runework in front of you would have come from a 70 year old instead of the 40 something apprentice before you.

Of course, you don't say it out loud.

"Well, a bit short on the fifth line again Fjolla, watch for that girl. Only about as shallow as a stream on granite this time too. Congratulations apprentice, I cannot in good conscience call this work horribly shoddy, only shoddy. You can do better," you say, offering her a rare bit of slightly less critical commentary.

"Yes, Master."

Turning from her you look at Dolgi's work. The lad is quiet and steady, for his age, and has shown a knack for both weapon runes and engineering runes. Oftentimes you've caught him staring at the great ram suspended from the roof of your workshop in wonder, hands working on some imaginary machine subconsciously. He finishes carving the rune onto the glowing metal before quenching the axe in cold spring water.

"You've improved Dolgi. You only bungled the 6th, 9th and 12th line of the Rune of Fire this time. Maybe you'll get a barely acceptable rune by the time you reach your first century," you criticize evenly.

"Yes Master," the boy says, nodding seriously.
Eeeeeeeee! In the midst of all the other stuff that happened, I'm still happy these two are doing so well and I am giggling that I got my guesses right!

Wonderful!

In terms of things to do I think going out with that Throng is a good idea, get ourselves familiar with the Battle Turns and the Throng having us around will be extremely helpful.

Plan wise I am interested in doing the Forge up to two, putting the apprentices on that, really get that going Good cause its dangerous out here and we have lots of Gromril to use. Then another action can go onto the Altars and poking the Rune Metal to figure out how long it is. That way we are really prepping for being a forge powerhouse. Especially since Gromril is likely an important ingredient in the best Golems and Gronti Duraz.

So plan wise it'd be something like:

[] Plan The Shine of Metal and Blood
-[] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
-[] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
-[] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
-[] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action
 
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[ ] Plan Grudges and Overflow
-[ ] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[ ] [Simple] Altar Assembly
--[ ] Two actions + 1 apprentice action
-[ ] [Simple] Foundry Founding.
--[ ] Two actions

Alright, Altar Assembly needs 1 to finish, however we can get a major over flow, 2 actions of our own procs productivity like no other putting us at 3, we also get another for grudge putting us at 4 and then the apprentice action kicks in putting us at 5 total actions for major overflow (200%). For foundry founding, we put in 2 get 3 total and need 2 so a 50% overflow, we could swap the two on foundry to The Secrets of Light? to let us push three actions into that next turn and finish it by procing our student of the odd to turn 3 into 4 for that type of research

you cant add an apprentice action to the altar at the stage its in.
This is not 11 I don't think, best to keep careful track of this.
Noted thank you kindly :^)
 
you cant add an apprentice action to the altar at the stage its in.
Well, in that case.

[ ] Plan For the Karak
-[ ] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
--[ ] No Actions Required
-[ ] [Simple] Foundry Founding.: The Foundry district requires extra kinds of Runes to be placed alongside the standard Runes of Light and Air. Altered Runes of Heat and Purification to enhance standard Dawi ventilation, speeding along the movement of hot air out of the District to the rest of the hold while clearing it of soot and ash, things like that. The hold's burgeoning Blacksmiths and Engineering Guilds have also requested your aid in inscribing the Runes of Smednir and Morgrim in their respective guildhalls as well. [Cost: 2 actions]
--[ ] 2 Actions + Apprentice Action
-[ ] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. [Cost: (2-1) =1 actions]
--[ ] 2 Actions
-[ ] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.

Overflow & Apprentices on the Foundry since with all that Gromril it's gonna be important and we can't put Apprentices on the Altar. Overflow on the Altar because VENGEANCE.
 
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Hey I just had a thought. You know what would be a general repetitive scuttle work for apprentices that would let them practice their runes again and again while actually making something with a bit of value while still not trusting them with anything too critical?

Toys. Rune Toys with basic effects on them like wasnimplies in one of the earlier story posts. Toy carts and tops that move a little, props that glow and make noises. That kinda stuff. Teach our apprentices our habit and make a bit of tradition of crafting toys to decompress.
 
[X] Plan Research Split
-[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Free action
-[X] Odd Places 1/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 action
-[X] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. 2 actions
-[X] [Simple] Foundry Founding. Apprentice action
-[X] The Rune Metal: The miners say all the Gromril's as pure as anything they've ever seen, purer even, but no word of brilliant silver or pure white streaks. Coming back to the cave days later to see for yourself and you can't say they're lying either. But yet… but yet you can't, almost refuse to get the image out of your head. Maybe it's nothing, but maybe it may not be. 1 action

Now that our apprentices can help, this plan splits our actions between fufiling the hold's needs and getting started on our research. 1 action on Master Yori's map to see what we can find locally, 2 actions on Alter Assembly to take advantage of the Grudge, the apprentice action on the Foundry to prep it for next turn, and 1 action on the mystery box so we can take its measure.
 
In terms of things to do as I said going out with that Throng is a good idea I think, get ourselves familiar with the Battle Turns since they're going to happen a lot and the Throng having us around will be extremely helpful because we're a Runelord. We don't have any of the rad shit of later because it hasn't been invented yet, but dammit we have a hammer and a ax and a will to use it and a lot of esoteric knowledge plus we're one of the oldest Dwarfs in the hold. The younger ones will be emboldened by our presence and our grumbling will be helpful motivator.

Plan wise I am interested in doing the Forge up to two, putting the apprentices on that, really get that going Good cause its dangerous out here and we have lots of Gromril to use. Then another action can go onto the Altars and poking the Rune Metal to figure out how long it is going to take. That way we are really prepping for being a forge powerhouse. Especially since Gromril is likely an important ingredient in the best Golems and Gronti Duraz. If we have such an inhospitable place all around us we need magical materials to really go all out and the faster we can estimate how long this will take, the faster and more effectively we can plan for solving that issue.

[X] Plan The Shine of Metal and Blood
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
-[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[X] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
-[X] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
-[X] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action
 
[X] Plan The Shine of Metal and Blood
-[x] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
-[x] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[x] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
-[x] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
-[x] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action
 
[X] Plan For the Karak

Hey I just had a thought. You know what would be a general repetitive scuttle work for apprentices that would let them practice their runes again and again while actually making something with a bit of value while still not trusting them with anything too critical?

Toys. Rune Toys with basic effects on them like wasnimplies in one of the earlier story posts. Toy carts and tops that move a little, props that glow and make noises. That kinda stuff. Teach our apprentices our habit and make a bit of tradition of crafting toys to decompress.
Another idea to consider is practice weapons. Stuff made with scrap metal, the idea is to see what happens when a Rune isn't done right. So instead of that Axe having a flaming blade, now it basically IS on fire. All the time. And doesn't turn off.
 
[X] Plan The Shine of Metal and Blood


[X] Plan For the Karak
-[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
--[X] No Actions Required
-[X] [Simple] Foundry Founding.: The Foundry district requires extra kinds of Runes to be placed alongside the standard Runes of Light and Air. Altered Runes of Heat and Purification to enhance standard Dawi ventilation, speeding along the movement of hot air out of the District to the rest of the hold while clearing it of soot and ash, things like that. The hold's burgeoning Blacksmiths and Engineering Guilds have also requested your aid in inscribing the Runes of Smednir and Morgrim in their respective guildhalls as well. [Cost: 2 actions]
--[X] 2 Actions + Apprentice Action
-[X] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. [Cost: (2-1) =1 actions]
--[X] 2 Actions
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.

Yeah, I like Shine of Metal and Blood to. I'll vote for it along with my own plan.
 
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[X] Plan The Shine of Metal and Blood
[X] Plan For the Karak

Yeah, I like Shine of Metal and Blood to. I'll vote for it along with my own plan.
Don't forget to put Xs into your plan of For the Karak otherwise the tally would get confused. Probably best to edit it into this post I'm quoting so the tally sees it.
 
[X] Plan For the Karak

What can I say? I am obsessed with both getting those sweet extra actions through our feats as well as the quality and effect benefit from the overflow mechanic. It's a hell of a drug.

Tell you guys what once we have the basics of hold done with this spend a two turn with 3 actions on the motion or some other research for that 3 is 4 research bonus and the other action plus apprentice bonus action on something else. Round out our efforts a little while getting max done.
 
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Don't forget to put Xs into your plan of For the Karak otherwise the tally would get confused. Probably best to edit it into this post I'm quoting so the tally sees it.
Right. And on a lighter note...

[X] Plan The Shine of Metal and Blood
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
I have noticed this Undwarfen and Untraditional bit in your plan, with putting the Apprentices at the beginning.
The nature of dwarf drinking etiquette is a clear affair. Most commonly, the bartender follows the order of arrival, should a group arrive the bartender serves according to age but depending on the bar either of these rules is interchangeable in importance. The only constant, the only certainty across every bar in the Karaz Ankor was thus;

Apprentices last.
True, this is for the bar, not everything. But is what's good enough for drinking not good enough for all things Dwarfen?
 
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