@soulcake just remembered something I've been wanting to ask again. Can you copy and add in the table of Runelords of the North (the ones that showed up in the Conclave) somewhere into one of the Informational threadmarks?
So that we have some place to reference what Runelords are in the North. Rather than having to check the two Conclave updates each time. (Conclave Part 3 update has the list of the 3 Runelord candidates that became Runelords. Conclave Part 4 has the list of the rest of the North's Runelords.)
Oh, vote's open.
[X] Plan A Re-armed Hold Once More
-[X] [Simple] Arm them, Literally:
[Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not
most dwarfs, by Grungni's beard you are a
Runelord and you should be able to do
more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
--[X] Clerical Aid:
[Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2:
[Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
I'm going to throw my vote behind going even further beyond on limb-replacement, of course. Both that of having 3 Snorri Actions in it, because the Clergy of Valaya is involved; I like the idea of bringing Valaya's Clergy into this.
Also, although I wasn't sure about adding in the Apprentice Actions into this... after another thought, I've come to the conclusion that I think it's good. Because, this way, Nain and Karstah are working on the same project Snorri is, on the same turn in which Snorri pulls a Snorri on the project.
So, shortly after the Apprentices become less terrible (i.e. gained a 2nd Apprentice action), they get to watch their teacher going
all out. It's a good vision.
Also, on the topic of apprentices in general... I actually dislike the thought of having to stop taking apprentices
for meta reasons. I don't want cast bloat, sure. But I don't like the idea of stopping apprentices not because of something like "I want to have all 5 actions available", but due to "I don't want any more characters added in OOC." Just... It's like not-doing-something good because of out-of-universe reasons, rather than in-universe ones. I mean, I've wanted to have 5 actions free, sure. But I don't like the idea of getting that victory by default, sorta.
Is there some way to square the circle? Of avoiding cast bloat
while still having Snorri teaching Beardlings in the future anyway?
... Actually, huh, come to think of it, there might be. Maybe if some of the former Apprentices were toleave Kraka Drakk, or even the North, immigrating over to some other Hold? Of course, I wouldn't want to lose Snerra... or even Fjolla or Dolgi... and Karstah is apparently turning out like a daughter to Snorri, while Nain is direct family of a Kraka Drakk Runesmith family... though then again, that could be a reason for him to strike out on his own... Hm. And if it were
future Apprentices immigrating and going off to explore, then they'd still need to be on-screen for like 10 turns first...
I dunno.