Voted best in category in the Users' Choice awards.
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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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[X] Plan Want to Murder Some Research? Eagle-Eyed Edition
[X]Plan: Metal chains and helping the Cult of Valaya
[X] Plan Murder Research
 
[x] [X] Plan Want to Murder Some Research?
[x] Plan: Metal chains and helping the Cult of Valaya
-[X] The Rune Metal Pt. 1b: [Cost: 8 actions] Student of the Odd and Soul of the Earth will proc. Grungni is the only dwarf in recorded history to have the skill and talent to make Gromril into a fine chain. While lesser than plate, Gromril Chainmaille can at the very least, make a dwarf even more difficult to kill for comparatively less cost, and there are of course other uses for chains of such size. Of course there is also the prestige in such an achievement. 3 actions
-[X] Hold Founding: [Cost: 1 action, 1 retainer action] Locked in until end of turn 40. The political and technical finagling required to get an expedition equipped to form a Hold is one that requires a good deal of attention to make sure things get done properly. For the survivors of Dum this is an even greater necessity, as they quite literally suffered a near total collapse of their Guild and Clerical system after the betrayal. Apprentices will need proper Masters and the Dawi of Dum caught up to speed, and finding the right Dwarf for such a task is one of great effort indeed.
-[X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk.
--[X] Herb and Hearth: Gain 30 Favour +? with the Cult of Valaya. There have been a string of issues passing through the rumour mills. The local Clergy of Valaya find themselves on the lookout for key medicinal herbs needed in the brewing of their healing ales. Parties are being sent out, but there are simply not enough guards to defend every caravan adequately in your opinion. Send your retainers, help the Valayans help others and let everyone benefit. 1 retainer action
-[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
-[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
-[X] [Simple] Armoured Maidens: [Cost: 12 actions] Due end of Turn 40. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Valaya. Snorri thinks another patron might be found by end of Turn 35. The Clergy of Valaya are making plans to expand the Valkyrie Guard in preparation for what they believe is a coming wave of colonization across the Karaz Ankor in the future. Given your history with the Cult, they've come to you wondering if you had the inclination to create armour for some of the future Valkyrie Guard that will no doubt come from the endeavour. The number is not the sum total of suits, but ones specially made for their eldest and most veteran Matrons. The foundational core of the future Valkyrie Guard in these future-Holds. The Cult will hold the suits in their vaults until such a time they are needed.
- [X] Accept
 
I think as a point of clarification so people don't get it twisted, a Rune Staff is a purely aesthetic choice in terms of ability.

You can get the same effect with a Talisman or Banner bearing the same Runes. A Rune Staff is more a show of prestige, and intent than anything.

It arguably looks cooler when you cast the Runes, so there's that as well I suppose.

EDIT: Mechanically you would replace a weapon combo or shield (armour)combo for another banner or talismanic combo. :^)
 
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I think as a point of clarification so people don't get it twisted, a Rune Staff is a purely aesthetic choice.

You can get the same effect with a Talisman or Banner bearing the same Runes. A Rune Staff is more a show of prestige, and intent than anything.

It arguably looks cooler when you cast the Runes, so there's that as well I suppose.
Does that mean if you use a runestaff you loose out on one of your weapon combo slots?
 
Just a straight up antimagic rune staff for casting could be interesting. MSpellspite shows us that we aren't thinking big enough when it comes to a combo to screw over casters. Making them forget how to cast a spell is hilarious.
 
Just a straight up antimagic rune staff for casting could be interesting. MSpellspite shows us that we aren't thinking big enough when it comes to a combo to screw over casters. Making them forget how to cast a spell is hilarious.
Our personal ability to stop magic is very substantial. It doesn't make sense for us to make a anti-magic staff for ourselves verse an anti magic banner for someone else.
 
Alright, with further reinforcement of the rule regarding only Talisman and Banner runes, many of the Runestaffs I proposed before are... not feasible. Maybe for something else, but not for a runestaff. Now, the point of getting a runestaff would be to trade off a cool weapon combo for a cool talisman/banner combo. Which is a tricky conundrum for me given that I envision a more caster focused runesmith to be in the back where they have the freedom of choice where to cast their specially made runic combos. Snorri, with his beast of an armor set, seems more suited to be in the thick of things letting the enemy break themselves upon his unyielding form. To me, that doesn't particularly play well with having a Runestaff. A second weapon seems more useful in that situation.

This is especially true with our Hammer's ability to do AoE and wreck equipment which means that a weapon focusing on taking advantage of that damaged equipment against single targets still seems to be the best way to go.

Snerra, though, might want to do something cool with a Runestaff. Especially with that Glittering Beacon combo she's got going, which increases the potency of casted runes. Compress that to a single Master Rune, slap that on a Talisman, and have a Runestaff benefiting from it to start going to town on the opposition.
 
[Non Canon] Apprentices Gone, +10 to a Global RER Roll. [USED]
My muse bit me so I wrote a little thing. Featuring some Snorri's missing former apprentices!

----------------

Onki was tired, so very very tired. Too long had he chased his quarry from the burning hole of the Earth that was once known an Karak Irkul before it was twisted by malignancy into a place known as Zharr Nagrund before merciful Gazul wiped it out of existence forever. Too long had he had to watch the wake of destruction and hate that his enemy had left in her wake, of the bodies of good stout Dawi, or families and clans left with gaping holes in them, or magic fell and unnatural used on his people. This hunt had gone on for far far too long, but now, finally he and Guardians of Gazul with him had chased her down and cornered her. Nowhere else to flee to, nowhere to avoid them, finally she would fall, as the one who had corrupted her had, as had his Master, and his Master's False God.

"I reckon she's got maybe a half dozen with her, she doesn't have the supplies for more and thanks to the Runesmith we've been keeping her from getting too much distance with her Sorcery," The leader of the Guardians observed.

"Aye," Agreed Onki. The sorceress's last spell had been ripped apart by the rune of spellbreaking he cast at just the right moment, leaving her underlings without a shield to escape with, and because the Guardians had not been split up like she had hoped, they had steadily gained on her and the rest. The rest of the Guardians nodded, and then began to move. No more needed to be said. Everything that needed to be said had already been said before.

A helmetless Frundar clad in blackened spellsteel charged the group roaring some tawdry cry about his dead, now and forever, god. His axe held high as charged the group, only to be struck down as two crossbow bolts found his face even as several more bounced off the rest of his armor, failing to penetrate entirely despite several of the crossbows bearing runes. A clear distraction for four more of his kind, also covered in blackened spell steel but with the addition ornate helmets as well, moved into a position that locked the Guardians into the press of close combat, even as rocks fell behind them blocking off retreat. As the sound of metal of metal intensified Onki kept his wits about him. A moment's warning was all he had to keep her from sending them all to the Underearth, he had learned that the hard way in one of their previous confrontations that she had no loyalty left in her, and she would gladly sacrifice any number to escape her punishment.

His nose tickled, and he touched his amulet, the giant ball of fire flying the melee being rendered unto nothing mere moments before it could crash amongst them all. Sadly, this did nothing to stop her followers from trying to gut him, and he had to dodge a swift swipe of one's axe even as it was also engaging a guardian as well. But it did leave the overzealous Frundar out of position, allowing Onki to grab his arm and hold it fast. His ally following up the arm lock bringing down a ruinous two handed strike upon the offending limb left open to abuse. The spellwrought steel deformed horribly from the blow, but held even though the limb under it snapped audibly to the Frundar's anguished cry. Onki followed it up by tossing the monster into another of his fellows, the Guardians of Gazul wasting no time falling onto both of them attacking any gap or opening even as their fellows use weight and numbers to push the other two back.


Good. Thought the Runesmith as he stalked forward seeking the leader of the Frundar. Turning a corner, he found her. Konna, clad in some horrible amalgamation of blackened steel and some faintly glowing metal he can't identify easily. His elder sister apprentice to Snorri Klausson of Clan Winterhearth, turned from the blasphemous bullheaded statue she had knelt in front of and charged him, runestaff turned spear inscribed with blasphemous runes of hashut in one hand and an axe made much the same way in the other. "Die you meddling wretch!" she roared as a lightning bolt issued from the tip of her spear, only failing to kill him because of the amulet he bore, made in homage to his master's albeit nowhere near the quality. Onki bore through it anyways, charging so close that the spear point was away and past him, even as her axe screamed downwards onto his head, only to be diverted when his heavily gauntleted arm smashed into the flat of the axe, mashing it away as his other hand grabbed her staff, forcing her to stay close or lose her spellcasting focus. As Konna chose the former, Onki reeled her in closely and slamming his gauntlet into her armor heavily, the runes inscribed amplifying the force of the blow into one of great force. Not great enough to do more than only so slightly dent Konna's armor however, the sorceress, spat at him, a cloud of some foul brackish green vapor flying towards his face making him instinctively dodge out of the spell's path.

The follow up was immediate as lengthy haft of blackened wood that was now glowing a fell and deathly red came flying at him through the poisoned fog, failing to make a clean hit, but the tip grazing his cheek, going straight through the protection of his armor as if it was not even there. Konna chuckled as he fell back further, tapping his amulet to dispel the fog, even as the glow on her staff-spear continued to glow red, "And now without your armor, you are going to die Onki, abandoned by your damned Ancestors just like they abandoned poor Thorgrim!"

She wound up to threw her spear at him.

He grabbed from his side a last resort.

The crimson sear was let fly

His hand crossbow fired a bolt of Pure Gromril.



----------------------------------------------------------------

Onki groaned in pain as he became aware he was pinned to the wall via a spear that nearly very nearly took his arm off at the shoulder, a crater emanating from the point of impact. But despite his state, his opponent was in a far worse state, for the bolt he has shot at her was no normal bolt. It bore the Master rune of Conduction, the Rune of Striking, and The Rune of Grudges. Konna, former runesmith, now cultist and sorceress of Hashut screamed as she was burned alive, the weight of his grudges pushing the master rune to make sure her end came. She screamed and screamed as her started to melt from the inside out, as her plaits caught alight, and as for all her sorcerous power and might she could not pull the caught fast bolt out of her now too tough armor.

Onki could only watched as the strictures of Thrungni were fulfilled and a former friend, bent by hate and sorrow finally was finally put to rest.
 
I think if one of Snorri's apprentices actually fell to Hashut or Chaos and he came to know of it, he would spontaneously go Slayer even if the term for it didn't yet exist at his time.
 
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He's also a good enough teacher that his students would be instilled with the greatest of all Dwarf virtues: stubbornness. Hashut had a lot of trouble getting Dwarfs to accept his patronage even when they were under truly horrific conditions and over the course of centuries, and by Grimnir Snorri's apprentices aren't gonna cave any sooner.
 
Snorri has no clue. Its unlikely given that Runesmiths have the closest thing to divine proof that their Ancestor hasn't abandoned them.
I would have to wonder if that faith wouldn't have been shaken a bit if some of their runes - especially ancestor runes - suddenly failed to work. If they had a particularly pessimistic mindset, they might even take that as divine proof that their ancestors have abandoned them.
 
I would have to wonder if that faith wouldn't have been shaken a bit if some of their runes - especially ancestor runes - suddenly failed to work. If they had a particularly pessimistic mindset, they might even take that as divine proof that their ancestors have abandoned them.
Depends on whether you believe Ancestor Runes are tied to their specific Ancestors. The point being it wasnt just an Ancestor Rune specific thing.

Its sorta like an electrician seeing the lights go out and everyone around them saying god had abandoned them to Darkness.

Not a perfect analogy but i think the point gets across.
 
Adhoc vote count started by Random12345 on Dec 10, 2020 at 10:43 PM, finished with 303 posts and 103 votes.

  • [X] Plan Want to Murder Some Research?
    -[X] Retainer Reconfiguring: [Cost: 1 retainer action] Can be taken once every variable number of turns. Change some aspect of your retainers. The Hearth Guard are a fine force of Dawi, but much like the defences of a Karak, there is potentially more to be done. It will take some time for these steadfast retainers of yours to adjust to whatever changes you make, but the length of it definitely correlates to the number of changes you want done. 1 Retainer Action.
    --[X] Change Numbers: [Cost: +1 turn until change] +1/-1 retainer action per every 60 retainers added/removed. Increasing or decreasing the number of Retainers you wish to take on permanently. It signals that you either require more or less of their services. While you will not remove retainers currently services if you wish to downsize, it means you simply will not replace them in the event one of your loyal followers falls in the line of duty or simply to the vagaries of time. Add 60 Retainers.
    -[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    --[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    -[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
    -[X] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well? 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Call upon the aid of Master Craftsmen for their insight into the more mundane properties of these materials. You would still have to confirm their findings yourself out of professional and personal pride, but it would doubtlessly speed the process along. Ultimately leaving you with the work of figuring out how they interact with Runes. 10 Kraka Drakk Favor.
    -[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though. 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties. 10 Kraka Drakk Favor.
    -[X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Action.
    -[X] Zhufazul: [Cost: 4 actions] Student of the Odd and Soul of the Earth will proc. The Liquid sits in warded kegs, ready to be poked and prodded at. Preliminary tests confirm it is not in fact some odd water, but something wholly different. Having undergone some no doubt maddening and downright foolish transmutation through the powers of perfidious magick. Harrumph.
    --[X] Craftsdwarf Expertise: [Cost 10 Favour from Kraka Drakk] Gain 1 progress. Can be taken 3 times and without actions. You've heard there are some experiments being done by the Metalsmiths Guild, see if you can't jostle some insight loose. 30 Kraka Drakk Favor.
    [X] Plan Want to Murder Some Research? Eagle-Eyed Edition
    -[X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk. 1 Retainer Action
    --[X] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster.
    -[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    --[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    -[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
    -[X] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well? 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Call upon the aid of Master Craftsmen for their insight into the more mundane properties of these materials. You would still have to confirm their findings yourself out of professional and personal pride, but it would doubtlessly speed the process along. Ultimately leaving you with the work of figuring out how they interact with Runes. 10 Kraka Drakk Favor.
    -[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though. 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties. 10 Kraka Drakk Favor.
    -[X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Action.
    -[X] Zhufazul: [Cost: 4 actions] Student of the Odd and Soul of the Earth will proc. The Liquid sits in warded kegs, ready to be poked and prodded at. Preliminary tests confirm it is not in fact some odd water, but something wholly different. Having undergone some no doubt maddening and downright foolish transmutation through the powers of perfidious magick. Harrumph.
    --[X] Craftsdwarf Expertise: [Cost 10 Favour from Kraka Drakk] Gain 1 progress. Can be taken 3 times and without actions. You've heard there are some experiments being done by the Metalsmiths Guild, see if you can't jostle some insight loose. 30 Kraka Drakk Favor.
    [X]Plan: Metal chains and helping the Cult of Valaya
    -[X] The Rune Metal Pt. 1b: [Cost: 8 actions] Student of the Odd and Soul of the Earth will proc. Grungni is the only dwarf in recorded history to have the skill and talent to make Gromril into a fine chain. While lesser than plate, Gromril Chainmaille can at the very least, make a dwarf even more difficult to kill for comparatively less cost, and there are of course other uses for chains of such size. Of course there is also the prestige in such an achievement. 3 actions
    -[X] Hold Founding: [Cost: 1 action, 1 retainer action] Locked in until end of turn 40. The political and technical finagling required to get an expedition equipped to form a Hold is one that requires a good deal of attention to make sure things get done properly. For the survivors of Dum this is an even greater necessity, as they quite literally suffered a near total collapse of their Guild and Clerical system after the betrayal. Apprentices will need proper Masters and the Dawi of Dum caught up to speed, and finding the right Dwarf for such a task is one of great effort indeed.
    -[X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk.
    --[X] Herb and Hearth: Gain 30 Favour +? with the Cult of Valaya. There have been a string of issues passing through the rumour mills. The local Clergy of Valaya find themselves on the lookout for key medicinal herbs needed in the brewing of their healing ales. Parties are being sent out, but there are simply not enough guards to defend every caravan adequately in your opinion. Send your retainers, help the Valayans help others and let everyone benefit. 1 retainer action
    -[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    --[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    -[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
    -[X] [Simple] Armoured Maidens: [Cost: 12 actions] Due end of Turn 40. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Valaya. Snorri thinks another patron might be found by end of Turn 35. The Clergy of Valaya are making plans to expand the Valkyrie Guard in preparation for what they believe is a coming wave of colonization across the Karaz Ankor in the future. Given your history with the Cult, they've come to you wondering if you had the inclination to create armour for some of the future Valkyrie Guard that will no doubt come from the endeavour. The number is not the sum total of suits, but ones specially made for their eldest and most veteran Matrons. The foundational core of the future Valkyrie Guard in these future-Holds. The Cult will hold the suits in their vaults until such a time they are needed.
    - [X] Accept
    [X]Odd places, a potato, and some minor favors
    [X] Odd places and a potato
    [X] Plan Murder Research
    -[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    --[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    -[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
    -[X] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well? 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Call upon the aid of Master Craftsmen for their insight into the more mundane properties of these materials. You would still have to confirm their findings yourself out of professional and personal pride, but it would doubtlessly speed the process along. Ultimately leaving you with the work of figuring out how they interact with Runes. 10 Kraka Drakk Favor.
    -[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though. 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties. 10 Kraka Drakk Favor.
    -[X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Action.
    -[X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk. 1 Retainer Action
    --[X] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster.
    [X] Plan: Focus on the Valkyries
    -[X] Retainer Reconfiguring: 1 Retainer Action
    --[X] Change Numbers: +60, to 120 total.
    -[X] Teach your apprentices: 1 action
    --[X] Release them
    -[X] Hold Founding: 1 action, 1 retainer action
    -[X] [Simple] Yorri's Request: 2 apprentice actions
    -[X] The Rune Metal Pt. 1b: 3 Actions, Student of the Odd and Soul of the Earth will proc.
    --[X] Brotherhood Expertise: Spend 30 Favour for 3 Progress
    -[X] [Simple] Armoured Maidens:
    - [X] Accept
    [X] Plan: No Rune Research, No Apprentices
    -[X] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. 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] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Action.
    -[X] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well? 1 Action.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Call upon the aid of Master Craftsmen for their insight into the more mundane properties of these materials. You would still have to confirm their findings yourself out of professional and personal pride, but it would doubtlessly speed the process along. Ultimately leaving you with the work of figuring out how they interact with Runes. x2, 10 Favor from Karak Ungor
    -[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though.
    --[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties. x2, 10 Favor from Karak Ungor
    -[X] Zhufazul: [Cost: 4 actions] Student of the Odd and Soul of the Earth will proc. The Liquid sits in warded kegs, ready to be poked and prodded at. Preliminary tests confirm it is not in fact some odd water, but something wholly different. Having undergone some no doubt maddening and downright foolish transmutation through the powers of perfidious magick. Harrumph.
    --[X] Craftsdwarf Expertise: [Cost 10 Favour from Kraka Drakk] Gain 1 progress. Can be taken 3 times and without actions. You've heard there are some experiments being done by the Metalsmiths Guild, see if you can't jostle some insight loose. x3, 30 Favor from Kraka Drakk
    -[X] Dronril, Dronwut: [Cost 6 actions]Student of the Odd and Soul of the Earth will proc. The amber, that you have come to call Dronril, and the wood, creatively named Dronwut, are intrinsically tied to each other, and learning more about one is sure to teach you something about the other.
    --[X] Craftsdwarf Expertise: [Cost: 15 Favour from Kraka Drakk] Gain 1 progress. Can be taken 4 times and without actions. Ask the Masters, and set them loose on what parts of the work they can. x4, 60 Favor from Kraka Drakk
    -[X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk. 1 Retainer Action
    --[X] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster.
    -[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
    -[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    --[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    [X] Odd places and a potato
    -[X] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. 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. 2 Actions
    - [X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Actions
    - [X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    -- [X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    - [X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 Apprentice Actions
    - [X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk.
    -- [X] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster. 1 Retainer Action
    [X]Odd places, a potato, and some minor favors
    -[X] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. 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. 2 Actions
    - [X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Actions
    - [X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
    -- [X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
    - [X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 Apprentice Actions
    - [X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk.
    -- [X] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster. 1 Retainer Action
    -[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though.
    -- [X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties.. X2 10 Favors Kraka Drakk
 
Quick question. Is Change Numbers only limited to adding 60/retainer turn? If it costs us one retainer turn to change the max number and we're not limited to adding only 60 more, do we want to specify a higher max total so we can get more retainer actions and not have to spend another retainer turn?
 
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