Winning Vote: said:
[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. 1 Retainer Action.
--[X] Change Numbers: [Cost: +1 turn until change] +1/-1 retainer action per every 60 retainers added/removed. 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. 2 apprentice actions
-[X] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. 1 Action.
--[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. 10 Kraka Drakk Favor.
-[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. 1 Action.
--[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. 10 Kraka Drakk Favor.
-[X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. 1 Action.
-[X] Zhufazul: [Cost: 4 actions] Student of the Odd and Soul of the Earth will proc.
--[X] Craftsdwarf Expertise: [Cost 10 Favour from Kraka Drakk] Gain 1 progress. Can be taken 3 times and without actions. 30 Kraka Drakk Favor.
━<><><>< 233 A.P. ><><><>━
"The barracks will have to be expanded to fit the additions, but that ought not take much effort. Even still, we have a bit of breathing room regardless, many of us live in the Karak and not all the rooms are in use at any one time," Vikken murmurs, looking down at their Lord's order.
Those around the table are the only Hearth Guard currently present in the Workshop, the rest doing their level best-helping groups of Dum survivors survey the site of a new Hold.
"Recruitment will take care of itself, and we ought to refresh our shortlists if we get called to offer any recommendations," Rudil agrees.
"Ten dozen of us will be quite the unwieldy thing to bring to bear at once, we'll need a second in command after Lord Snorri at this rate," Thargrim grouses.
"Quite a powerful thing as well. That's damn near the size of the Huskarl contingent that King Otrek takes with him on his campaigns nowadays," Sifna counters.
And isn't that the kicker?
"If Lord Klausson reckons we can do more good with more Dwarfs, I see no reason to argue. Gives us more flexibility as well. Holds aren't built by one Dwarf after all," Ylva adds as she leans into her chair.
"Makes defending the Workshop less of a hassle at least, only ten of us never sat right with me," Rudil murmurs, his comment drawing nods and grunts of agreement from among those present.
"We'll see what Lord Snorri'll command I suppose," Alrik comments, "I don't imagine any of us have an issue following anyone amongst ourselves if it ever comes down to it."
"If it's you Alrik, I most certainly will," Thargrim rumbles good-naturedly, taking a long swig of his mug, before chortling, "Rather listen to Donnarsson over there over you frankly."
"Ach like that says anything bad about
me of all people! You'd argue with me over the best way to cut
cheese you daft goat!"
"What a glowing recommendation 'better than Alrik,' is, I'm sure that'll convince Lord Snorri," Rudil chuckles.
"Not that you necessarily need one cousin," Sifna says, "You've taken on many duties such a position entails more out of accident than anything."
A round of nodding erupts around them.
"Lord Snorri will decide," Rudil argues back, "If it is me, then I will bear the honour with the respect it deserves, if it isn't…" he trails off with a shrug.
━<><><><==><><><>━
"Karstah, Nain," you call from across the workshop, voice as loud and grinding as a rumbling Stormfront.
"Yes Master?" they chorus, running over to stand before you.
Two seconds too slow you note, at a hundred and thirty years old you expected better!
"HARUMPH," you grumble, staring each one down with a thunderous look usually reserved for times or lessons of great importance.
To their credit, they simply stand up straighter, quickly understanding the significance of whatever it is you were about to dispense to them.
So when you offer out Yorri's letters to each of them, they take the piece of parchment with a great deal of care and confusion on their faces. Letting them take the time to digest and read the contents, you watch as they look up at you questioningly.
"Don't bugger this one up beardlings. The supply room is open to you,
but whatever you make better be worth the cost it incurs. This order will be your Journeyman Piece, prove to me that you have what it takes to be a Runesmith," you say ominously, watching as they nod and scamper off.
Only when they're out of earshot do you dare let out a sigh, letting your confusion shine through even in this most imperceptible of ways.
What on earth is your master doing?
A fool's question, it was ultimately better to let him ride out his oddness. He hadn't been this involved since Jargrim, and that had the caveat of you
barely being old enough to be considered a Longbeard.
A hundred and sixty-eight, that was barely an adult in your eyes these days and the fact that you considered it a perfectly acceptable time to take on an apprentice of all things..
.
Ancestors, what the foolishness of youth made you do, sometimes you boggle at the fact that the boy's parents even considered your request, let alone
accept it. A part of you still feels as if you hadn't done enough to temper his thrill-seeking, and you wonder if he was out hunting a Monster in a cave when the Incursion hit…
You push the thought aside and enter your workshop.
With your apprentices busy with Master Yorri's commission you suppose it was high time to really get cracking at some
research!
After you dealt with this business of setting up a meeting with the Guildmaster of Dorden's Engineers Guild for Valka so that she could finalize the scheduling and proficiency testing of Karag Dum's own engineers. You also couldn't forget to request the information you needed from several Guildmasters and Master Craftsmen either. That
and the letters you had planned for Bara regarding her initiation into the Brotherhood. As well as the messages destined for the Thanes of Clans Diamondbeard, Grimseal, Rockbrow and Bronling about the protection detail of the caravans. Oh, and the missives meant for Clan Bryggeroot about increasing the ale order by a third in light of the disaster that was Ravnsvake's brewery brawl. Not to mention your usual round of correspondences with the Brotherhood, family and old acquaintances…
...Goodness this was quite the list of letters wasn't it?
Nothing for it you suppose, an oath was sworn and by Grungni you would see it through! Thankfully you had the Transcriber to ease the burden on your wrists and hands at the very least, just imagining the hell that was hand chiselling all of that by your lonesome… well it would be doable but it would be a right bastard of a pebble in your proverbial boot.
Only after all that was dealt with would you dare consider doing anything for your personal benefit.
━<><><>< 235 A.P. ><><><>━
The call is sent out, a tide of missives leaving the Lord Gift Giver's Workshop, carried by his most trusted retainers. Many are simple correspondence relating to the survivors of Karag Dum, that mournful Hold and the fate of its traumatized survivors, requests, bargains and contracts to ensure they are properly equipped to rebuild a new home for themselves in the Far North. A common sight for the Dwarfs of Kraka Drakk, who know full well that their eldest Runelord has gotten it into his head to become heavily invested in seeing something through. But others receive other letters, sometimes in addition, other times not, to those requests. The words are grumbling, each one personalized and specific to every recipient, but at their core, they request only one thing.
Show me what you know.
Specifically, any information they had regarding the various odd materials that Lord Snorri discovered on his excursions into the wilderness; from the humble Hearthstone to the mystery that is Zhufazul. All that the Guilds and their members are willing to part with, and in the face of the man who gave them access to such things is quite a lot, is asked for. No note too inconsequential, no report too dry for the Gift Giver and his mysterious methodology, if he had his way every last scrap of knowledge they hold was desired.
It is a significant request. One that is not so easily given. Some of it is common enough knowledge and near the time that it would be nominally released to the public, others so new and, by dwarf standards, untested that it rankled to ever hand it out as anything that bore their mark. Moreover, much of this knowledge could make or break the career of many a young Master Craftsman seeking recognition and honour among their peers. Whoever dared ask for such knowledge asked for much. Even in the face of the living legend's sworn word to not release this information to the wider public, there is still a string, a final twinge of hesitance that makes many think at least twice.
But only for a moment.
A Dwarf never forgets, every Grudge is recorded, but so too is every debt remembered and keenly felt. Enough that many a Dwarf will seek to repay any kindness done to them as soon as possible, if only to relieve that feeling in the back of their minds, to settle the debt owed. To the Dwarfs of Kraka Drakk that weight is something many feel keenly and constantly when it comes to the Dwarf who so easily gave them such wondrous gifts and opportunities. So the opportunity to relieve some of that awesome burden? It soothes otherwise frayed nerves and overcomes even the greatest desire to keep such information to themselves. Indeed, in the face of Lord Klausson's request, the man who so many owe their lives to and respect in even greater measure, even the eldest among them acquiesce to part with their knowledge with only a limited amount of grumbling.
And many sigh in contentment as part of that massive burden is lifted.
━<><><><==><><><>━
You look over the list of applications with a keen eye.
Pages on pages of notes, recommendations and notes detailing every potential recruit's feasibility and appropriateness for your retinue. To your chagrin, there hasn't been very much time to review these notes in between bouts of research and your work with the Hold but you won't complain about work you put on your own shoulders.
Sniffing, you stare at the three of the more novel applications.
Three cousins, all priests of Grimnir and members of Clan Ironarm.
Of all the Clergy you expected, the Cult of Grimnir, along with Smednir, did not seem the type to join your retinue. You'll admit It's an unfair assumption to make to think that every priest of Grimnir is a bellicose warrior who cared only for battle, but there was a reason why the Patron of Warriors so frequently drew in those kinds of Dawi.
A stark contrast to your impression of Grimnir, his noble countenance and contemplative stoicism.
But the man your people saw was only a facet of the Ancestor in question you suppose.
But back to the topic at hand, you saw no reason to refuse them. Their deeds were worthy of respect, their skills outside of battle were of great use. Each had experience in leading, logistics, battlefield tending, the sort of side pursuits one could expect from an adherent to the Warrior Ancestor. From what you could tell these three were...restless? You had no idea, but you supposed that asking a few pointed questions wasn't remiss.
Coming to your decision after a few more minutes of silent contemplation, you reach for a parchment.
Idly you realize the papermakers were certainly making quite the mint from all this writing.
━<><><><==><><><>━
He stares at his anvil, then at the letter before sighing once more.
I'm dallying, Nain thinks glumly,
only five axes in and I find myself in a rut that's lasted for months.
Across the hall and in a Workshop set aside for her he can hear Karstah's chanting. A steady drum that has only faltered when his friend leaves her workshop to eat, resupply or sleep.
This was unbecoming of a Runesmith, of the apprentice of Snorri Klausson, and it rankled at what little pride he had in himself. Around his workshop, laying in several varied states of completion some eight axes simply stare and judge him silently.
A failure, they roar,
to leave a work unfinished.
Many are no more than simple plans, Runes written only in word and not on metal. Others are simple wooden stocks and bars of Gromril waiting to be made. Yet for all that logic tells him he has not left a work half finished, arguably many not even started, a part of him cannot help but resent their presence.
What if the Runes are not good enough?
What if I fail the forging? What If I waste the Gromril, or the reagents, or do a shoddy job of it?
It all seemed so easy, not the act of creating Runes, weapons, and armour, but entering the right state of mind for it was an old hat. He'd made
axes before, done it for actual clients even. Not that many in the grand scheme of things, but he had proven he could do it! That he, Nain Kazzarsson, could make something someone would consider a true piece of art.
So what stopped him here? What differentiated this Client from any other, what made it so difficult to pick up his hammer and just start
making as he did so many times before.
Well, for one thing, it's my Master's Master, a Dwarf that is somehow older and, according to Master Snorri, more skilled than he is, his mind supplies helpfully.
Nain stares down at the hammer in his hand, the Runes of Forging and Fire staring back at him. A prickle of shame fills him, to be holding this hammer and doing it a disservice like this.
The only thing you absolutely have to do by yourself is to find the determination to keep going, even when the wall ahead of you seems insurmountable…
He blinks at the memory, the words of Master Dolgi reaching through the past to smack him across the head. He remembers it so easily, as someone who hoped to be even half the Runesmith his Master was how could he forget? Those words have buoyed him more times than any other.
...If you can't trust in your own potential, then trust in Master Snorri's judgement. He's very wise, after all: if he thinks you're worth his time, who are we to say he's mistaken? Master Dolgi's voice continues.
He breathes in deeply, forcing his hand to grab the tongs and shove the metal back into the forge. Watching with absolute focus until the Gromril glows a pleasant red, then pulling it out.
I will be a Runesmith, he thinks, hand gripping his hammer with newfound conviction,
and I will make Wonders.
Nain opens his mouth and starts to chant, voice filling the workshop alongside Karstah's.
━<><><><==><><><>━
The Azrilwut sits there on your bench, the Rune, the
ARMOUR RUNE, blazing softly on its surface.
It took Armour Runes, by all that you knew only Gromril could manage such a thing, and yet here it was. Aye, the Armour Rune was running at about half its normal strength, the wood only just managing to bring out the power coursing through it.
It had been done for simple scientific thoroughness, you hadn't actually expected the Runes to actually take to the material at all, and yet it had.
How? The meticulous notes of the Carpenters, Farmers and Miners Guilds gave you the best clue. The former two independently had soil testing done, then both sought out further confirmation from the Miners Guild as well. All three found trace Gromril particulates in the soil had been uncovered, though excavations failed to find any actual Gromril node beneath the grove.
That could explain
why the wood has such capabilities, its higher than average toughness compared to Wutroth, its colouring, even the Armour Runes if you stretched your suspension of disbelief, but your dabbling in elven magical texts that has sparked another idea. One that you feel the need to see through to the end.
But first, you need to find a Brana, and one in particular comes to mind.
━<><><><==><><><>━
Blizzardwing stares down at the samples of Azrilwut, one is freshly cut, the other having undergone proper drying, the third has been treated properly, and the last bears the Armour Rune on its surface.
Across from her, circlet with a Rune of direction on your head and transcriber in your hand, you patiently wait for the Stormcaller to finish her examination.
"Hmm, your assumption has proven correct. The wood draws the Gold Wind to it, but there is a progression to these pieces," she explains.
You lean forward.
"The young one," she says pointing to the freshly logged piece, "it's Gold is muddled. The Jade Wind dances within its form, the wind cannot shine through."
You rub your beard even as the transcriber jots down your thoughts, listening as the other transcriber linked to the circlet Blizzardwing wears does the same.
"This dry piece. The Jade has faltered, with each passing day the Gold grows in strength as it draws more and more into itself. The piece beyond it has even moreso, and I believe that if you show me older pieces the trend will continue until only the most miniscule amount of Jade remains. The one that bears the Wind Stiller's work is the same, but it is...different. Hmm, as I see it, the Gold within the other pieces, they are unordered, directionless, and so are weakened. The one marked by your touch has order, but it is...frail? Yes, frail, like a clutchling attempting to stand in the place of its elder, or perhaps an entrance with only half a door. There are...gaps, spaces wherein your mark finds nothing to anchor itself to."
You grunt, mind desperately trying to understand.
The Winds within the Azrilwut, it seemed, skewed towards Gold as the pieces aged, but they were unorderly, a side effect of its growth? You cannot say. The point about Runes somehow ordering the material...it pricks at your mind like an itch you can't scratch. If there was a way to solve this issue, work on the very essence of this material.
Bah.
"Is there anything else you would have me stare at Elder Windstiller?" Blizzardwing asks, pulling you from your musing.
You pause for only a moment before responding.
"A few things actually, if you have the time."
━<><><>< 236 A.P. ><><><>━
Building a Hold is a rare thing, a difficult thing. You've helped contribute to it once before, and did quite the stand-up job if you do say so yourself.
So now you've found yourself in a position to do so once more, for Dawi who have gone a long while without a Hold that they can feel safe in. It goes without saying of course that it will receive nothing but the best from you and those you associate with. The material cost has ultimately been covered, and so the only thing that remains is to find a place to settle, and from there plan on how the future hold shall come about.
With that in mind, you spend a good deal of your time writing ever more letters. These were meant to ply the minds of the most paranoid and defensively minded Dawi of the Far North. Engineers, Masons, Rangers, Warriors, all truly wise elders respectfully approached for their advice on how to create a Hold defended not only from above and without but from below and within. Then, after securing their interest, introducing them to Queen Valka and her shortlist of potential locations. Each and every last possible site for the future Hold is combed over with the meticulous eyes and Gromril-sharp minds of a good dozen Living Ancestors. Where, over a series of years, each and every fault or benefit for every location is judiciously debated and discussed.
Many times during this mass correspondence are pages and quotations from Morgrim's Book of Defence thrown about like boulders from a Grudgethrower, only to be retaliated with quotes and citations interpreted in perfectly valid but entirely different ways. There are times when you think the Elders grumbling diatribes and lengthy, page filling, rants have gotten to the point that it was better for them to simply meet in person. If for no other reason than to spare the messengers the ache of having to carry these almost literal tomes of writing back and forth.
Yet what results from it can be summed up in three wonderful words.
Defence. In. Depth.
They cannot be meticulous, as such a thing was beyond the point of either practicality or usefulness, but instead they took a page from Morgrim's own
Tome of Defence, though on a more limited scale. A thorough and lengthy tome was prepared for every location, detailing every potential method these ancient Dawi could conceive of. Their opinions and comments on which worked best where, and an overall plan and mentality for providing and building on the defences as the Hold grew. They understood full well that the decision ultimately laid with Valka, and so offered as much their sage wisdom to her as they could.
The rest was ultimately her burden to bear and see through to the end.
━<><><><==><><><>━
Drong removes his helmet, the proud orange crest flying free for all to see.
You do not show any hint of surprise, as the last place Grimnir walked, that any dwarf could feasibly reach, there has been a wellspring of the Ancestor's adherents in the north, and here specifically. Clan Ironarm's blood descent from Grimnir only added fuel to that particular fire.
But those are not your circles, and so that aspect of the Hold has been of little concern for you.
"Your skills are not in question, young Drong, but rather your motive. I did not expect any among the Clergy to find the Hearth Guard a fitting place to lend their services," you state outright.
"The Clergy do a poor job of showing anything besides the axe's edge that I would believe that Elder," the four-hundred-year-old rumbles.
"You have disagreements then?" you rumble, brow quirked upwards.
"Not especially. But the Clergy has seen itself embroiled in a debate that shows no signs of slowing, and I find that it doesn't suit my tastes to simply sit and talk. Action, Grimnir teaches, is what defines our character and honour," the priest explains
"Talking in and of itself could be considered an action," you fire back, your concerns about speaking with a member from a fringe element of the Cult mollified for now.
"And there are better Dwarfs suited to the task of deciding Grimnir's will. I will acquiesce with whatever the High Priests decide, but I joined the Clergy because I believed that among its halls I could serve my kin as more than just another axe and shield in war. Sitting there, debating when I am perfectly content with either result does nothing for our people."
"There may be times when you could be called to do more than slay a monster terrorising a mining camp or some such with the Hearth Guard," you point out.
"Then I will bear whatever duty is required of me. I wish only to do what I joined the temple for," Drong responds.
"I will admit, your desires don't see too congruent to the purpose of the Cult you've joined young Drong."
The priest smiles, "Valaya and Grungni, Queen and King, they are bound more to consider and ponder in greater detail the long term consequences of each act, for a ruler cannot act rashly. So too do their followers take greater care to act, with a few exceptions of course. Grimnir demands action, to do what is right and accept what comes after. I am not one for pondering, and none can say Grimnir has done less than his brother or wife for their people. So I will protect my kin in my own way. Whether it be with the axe in hand or what little wisdom I may offer, I only desire to
act and trust that those who command me send me where I am best suited."
"And the fact that you're from Clan Ironarm?"
Drong only smiles wider.
"As I said. Whatever I can do to help, I will do."
You stare at the priest for a while longer before coming to your ultimate decision.
━<><><><==><><><>━
Durazkul was a straightforward substance, something you were imminently thankful for in the wake of your work with Azrilwut.
While they provided no basis for a Rune to be inscribed on, nor as a reagent to be used in one that you knew of, your research discovered that when eaten under the aegis of a Rune of Valaya or Healing their regenerative properties had improved potency. Of all the healing they promoted, however, consuming Durazkul improved the healing of broken bones the most. It was common enough practice now among the Cult of Valaya and Healers Guild to send a Dawi with a broken limb or cracked ribs home with strict orders to eat Durazkul stew with their meals. Needing only periodic check-ups to make sure that things were healing properly, which they always were, but no one wanted to be the first Dwarf to prove that notion wrong and be stuck with improperly healed bones.
Blizzardwing had little of note to say about the material. Only that they were the stuff of the stones and life, and that the Jade within them was speckled grey. Whatever such a thing meant, as the description even confused the Brana herself.
As for the tubers themselves, they were a hardy crop; one that grew through the winter, in even the poorest mountain soil without any fuss, kept well and grew to a decent size quickly enough. The massive specimens you brought back with you, it seemed, took years to reach that size, and the Farmers Guild was simply growing them for a season where they usually grew to the size of one's hand. Which was in itself a great boon, as few edible things grew on a mountain slope, let alone ones this far north and as well as Durazkul did, nevermind their medicinal properties. The only problem was that while they tasted better than stone, that wasn't a particularly difficult bar to cross, and the Farmers Guild were having a bit of a difficult time marketing them beyond anything more than a useful siege store and medicine. They had only been on the market for less than half a century after Elder Groundbreaker's almanac was released, and that wasn't enough to convince the eldest matrons to give it an okay for regular consumption. Well, that or they were still devising recipes that made eating them less of a chore. Relegating the tubers to being used as little else than last resort snacks, and medicine.
On that latter front, they were proving more successful at least. For one thing, the Cult of Valaya had found an immediate use for them by making the aforementioned hearty, if bland, stew to feed recovering Dawi alongside their healing brews. There was even a commission for the Brewers Guild to see if there was a way to include them in or even make them into brews. A sound enough concept, as Holds to your south proved in the past, where those Brewer Clans managed to create an alcoholic beverage or two from their own native tubers, but found them lesser to the older, equally strong and flavourful brews your folk preferred.
You reckon you could take a crack at this whole palatable dish business. A little salt, some spices, and a few other ingredients and it ought to be decent enough. Thankfully for you, the plants suffered little to no degradation in their healing capabilities even if they were cooked and prepared in a dish.
Sniffing the air you get up from your desk and mosey on over to your forge, where you pull out a charred tuber from a mound of hot coals.
It takes only seconds to peel off the charred outer husk and take a bite out of the inside. You chew thoughtfully for half a minute before swallowing.
Just as you suspected, it needs more than simple salt because that tasted like absolutely nothing at all with flecks of gravel breaking through the monotony.
━<><><>< 239 A.P. ><><><>━
You stare down at the Hearthstone contemplatively, the gem radiating a pleasant warmth and orange light within the room. Around you are several other Hearthstones, each one carved with various Runes and glowing in varying shades of orange light.
The notes of the Jewelsmiths Guild extensively detail the material's physical properties, and your own independent work has confirmed even more of its odd physical properties. For one thing, the size of the Stone did not correlate with increased temperature, but rather the stone in question's ability to maintain a larger room's temperature. Or in short, a bigger stone could keep a bigger room nice and toasty.
The only times a stone's output fluctuated was when it was placed in a colder environment, wherein it would increase its output until it radiated enough heat to raise its local area's temperature, but without becoming hot to the touch. A desirable trait for many Dwarfs, as larger, more aesthetically impure Hearthstones were carved into stylized flames and sold as "eternal hearths." Its effect was not all-powerful however, at low enough temperatures the gem's abilities could be overpowered.
But what most caught your eye were the Hearthstones' ability to work in tandem with each other. The second time their output seemed to change was when you started placing more and more Hearthstones in an area. As the research of the Jewelsmiths observed and you later confirmed, this did not increase the room's temperature, as the stones seemingly regulated themselves to maintain their ideal heat.
According to Blizzardwing and the testimonies of other Brana, the gems pulled at the Ruby Wind, and that for those among them with the ability to see the Winds each stone felt wondrous.
"It is fire, it is safety and warmth, all the passions one tastes but when they are taken in, the bite, the edge is dulled and made pleasant. They sing in concert, and the Ruby Wind dances freely from one to another," Blizzardwing tried to explain to you.
That idea of connection, based on your very limited knowledge of Magic, was the likely culprit for the gem's odd abilities. Curious how such a thing came to be, but it's not as if you could
see these Winds in the end.
As if they could get no odder, Master Yorri's discovery proves itself willing to trip you up at least one more time, because the Stones not only served as a reagent, but they also interacted with
Runes.
You recall Orra's necklace and the memories the Hearthstone dredged up for you, so it wasn't as much of a shock as it could have been, but the breadth and style of the interaction
did surprise you.
Because the moment they were inscribed with certain Runes the effect of the stones
changed.
Runes of Healing, Fortitude, Fire, Valaya and similarly themed Runes saw, not large but still statistically significant, increases in their potency. This in itself wasn't unknown, but the Hearthstones also seemed to Alter the Rune's
function. Healing Runes provided warmth, Runes of Fire heated up the edge when it impacted steel but then became literal flames when striking flesh. When you first noted down the phenomenon it nearly made you question your own sanity. Because the data broke one of the few fundamental assumptions of how Runes functioned. That the material a Rune was inscribed upon should have no true impact on its function. Aye a Rune could express its effect more strongly on certain materials, Gromril and Adamant being the obvious examples, but that was because the Material itself was conducive to Runes in general. A battery, or an enhancer yes, but the effect itself? Static. Unchanging. It could look different to a degree but a Rune of Fire did not alter how it worked because you put it on a different sort of weapon. That was the whole point behind a Rune,
consistency where Magic was anything
but.
It was only from Blizzardwing's input that you finally understood what was happening. Using her ability to perceive magic, Blizzardwing deduced that the presence of a Rune altered the magic within the stone as it did the Azrilwut. But in this case, it seemed the Hearthstones had enough magical oomph to actually do something of worth when given direction. So the Runes were in fact impacting the Material and not the other way around, leading the magic within to express itself in a similar fashion but tinted through the energy within itself.
Because any other explanation could not, did not work based on the collective millennia of data gathered by your peers and Ancestors,
by Thungni Himself even.
So that was off the table and squared away.
But with all that existential dread dealt with, another part of you begins to wonder. Wonders if perhaps you could induce such a change without involving the inscription of a Rune.
You stare at the Adamant Smelter, then correct yourself.
At least not directly on the material itself.
━<><><><==><><><>━
On the day of the spring equinox, dozens of dwarfs receive letters carried to them by messengers bearing the seal of Karag Dum.
Each letter is a paper-thin sheet of Silver on Gold, the chisel marks of the lettering cutting through the Silver to reveal the bright Gold beneath. The prose of each follows the traditions of the Royal Clan, the lineage of both recipient and sender written in full and with the detail expected of any official missive. The text within is long and full of archaic vernacular that only the eldest Dwarfs can parse with any true fluency, but it boils down to a simple message.
A site has been found, I call upon you to honour your oaths to aid me.
Across the Far North, done over the span of only a few weeks, one of the greatest mass movements of bodies and material takes place since the Great Reclamation only a decade or two prior. Massive caravans from the four largest, and likely the future Major, Holds of the north leave their homes and head eastward. Great wagon trains of construction machines and their engineers leave the great doors of Dorden.
Great throngs of masons and miners, and other assorted craftsmen from Ravnsvake and Ornsmotek depart not long after, their skills greatly needed and their Dum born apprentices in tow.
But most impressively of all in the opinion of many, was the massed procession of carts from Kraka Drakk. That each one bore a Clan's worth of Rune inscribed tools and equipment, and were being led and guarded by the Gift Giver's own Hearth Guard would be impressive enough, but what grabbed the most attention was the pair of massive stone giants marching behind them.
One was the familiar form of The Miner, its blazing eyes staring out across the horizon and pick draped over its shoulder. Beside it was a wholly new creation, and one of far greater workmanship. A titanic thing of Stone, Gromril and Gold that stood three meters taller than its companion, made in the image of Valaya the Shield Maiden. Her armour and shield glitter with protective Runes, while her axe's edge flickers with flame. The stone giant moves with a grace that belies her size, and a fluidity that makes
The Miner appear almost rigid. From the way the plates of her armour shift and move as she walks to the swaying of her gold plaits, it is almost lifelike in its demeanour and appearance.
━<><><><==><><><>━
You watched as the convoy departed, the sounds of travelling songs heard over the slight howl of the wind and the thundering steps of the Gronti following behind them.
The Maiden was a fine creation, utilizing all that you knew of Gronti theory and applying it to something whose purpose could never be seen as something frivolous. Even now as you stare at both creations you can tell Valma's notes and theories were seeming more and more likely. Aye, you had found ways to improve the Master Rune of Waking since creating
The Miner, but there was little doubt in your mind that the newer Gronti benefitted from its more anatomically accurate structure.
The key, you found, was to envision the body beneath the armour. You could sculpt it wholesale as one piece or create the body only as you had with the Maiden then layer actual armour overtop. The point remained that as long as the statue's proportions and outward musculature worked the Rune performed better.
Still, a part of you felt a great deal of embarrassment over your creation of the Maiden. Nothing
egregious mind you, but the point was to be, at least outwardly, anatomically accurate. Thankfully you didn't need to get overly detailed about it beyond the musculature, and even then it still felt just a tad...scandalous.
Prudish? Perhaps, but a Dwarf of your age and circumstances shouldn't have to care about those kinds of proportions or...places!
BAH!
The things you do...
━<><><>< 241 A.P. ><><><>━
The workshop is quieter these days. Only a handful of your Hearth Guard and your soon-to-be former apprentices are present within its walls at the moment. The rest are out busy helping with the founding of the new Hold.
You'll join them soon enough.
Right now you stare down at the Zhufazul in consternation. Of all the things this liquid was capable of, making
sense was not one of them.
For all that it appears metallic, it acts more like water than anything else. At first, you had thought it some magically altered form of Mercury from the way the liquid boiled into a silvery vapour and then froze solid when it got cold enough. But nai, the stuff was magnetic for one thing, and when it froze solid the resulting block looked little different than a particularly ruddy chunk of pure iron. Testing the frozen Zhufazul only further pointed to its connection to iron; hardness, malleability, even the appearance of what appeared to be rust if you left water, or more accurately ice, on it for long enough matched that of Iron as well. Of course, the illusion failed the second the temperature got high enough, causing the block to collapse then melt back down into its original liquid state. At hot enough temperatures it boiled and bubbled up like water, creating that shimmering mist that you still weren't too sure was safe to inhale.
Calling in Blizzardwing only confused you further. You had an ironclad surety that the stuff was inundated with the Gold Wind, even if you couldn't actually see it. But when Blizzardwing took a look for herself she found that there actually far more of the Ruby Wind, Aqshy you think the elves call it, than it did Chamon.
"Fire, passion, honour, bravery, fortitude, obstinacy. Strength of body and will, good things among your kind I believe."
Describing it as mere Zhufazul seemed inappropriate with that in mind. Almost like a disservice to just what the material represented, though you had a great deal of difficulty coming up with a name to encompass just what the substance
was.
At least until you heard Rudil offhandedly offer Grimnirzan as a possible name when you laid your frustrations bare one night. Which drew looks of annoyance and grudging agreement from his priests, a minor offence that Rudil was now working to rectify with a few bouts of sparring against the three of them.
At once.
But enough about your nephew's foolish mouth, and back to the topic at hand.
Grimnirzan, the Blood of Grimnir. If there was ever a dwarf who embodied the traits Blizzardwing described as present within this stuff…
...well you must agree. Even if it rankles to associate the Ancestor with such magical muckery.
The idea of liquid courage, of a distilled essence of Grimnir though. It eerily reminded you of the barrels of liquid you had been storing for at least a century now. Another product of your Master Rune of Purification, which only got you more curious, and sadly derailed your attempts to discover potential Rune based applications or interactions with the liquid in question. That perhaps the Master Rune of Purification wasn't the end of something, as you had thought, or even the midway point, but the beginning of something entirely new...and potentially revolutionary if done properly.
A fool's hope, your mind whispers, one you're basing on a barely coherent understanding of phenomena beyond your comprehension translated into a language that is its almost total anathema.
But you cannot help but be entranced by the concept and what it entails.
...it will take effort, but right now, before you can even begin to understand, you need a better understanding of just what Alchemy
is and how it works
. And for that, you need something better than a textbook more focused on magical spells.
Too much to do, too much to learn, and just when you think you clear a good deal of it, a few more avenues pop up.
It is as awe-inspiring as it is frustrating!
Bah!
━<><><>< 243 A.P. ><><><>━
"I'm cutting you off Klausson," Moira says imperiously from atop the Temple's steps.
You and Karstah pause where you stand, staring up at her in confusion.
"Too many toys damn you, we haven't even cleared the backlog from last time and none of our sister temples are willing to take more. By Grungni you're making
more than before somehow, just how you managed that I refuse to even
entertain the idea of trying to figure out, but the point stands. Find other folks to deliver those to, now shoo! Off with the two of you," she says, menacingly wagging
that pan at you specifically.
Looking down at Karstah, who looks back at you just as confusedly, you simply shrug and begin marching back home. Your apprentice's footfalls quietly padding after your silent steps.
For a moment neither of you say anything before at last, you decide to speak.
"Hmph, I had hoped our final excursion before your Trial would go off without a hitch, but it appears circumstances have...conspired against us," you rumble down at her.
She blinks up at you, gathering her nerves before replying, "It's fine Master, I'm...happy to participate in this tradition."
You grunt.
Right.
"I imagine you'll be too busy to keep up with it during your Trial," you comment idly, floundering in the face of all...this.
"I will maintain it," she says, frame filling with conviction at her declaration before she looks down in shame at her outburst.
"I will maintain it," she continues, voice more subdued.
You stare at her, hood covering her head and sack of toys slung over her back. You feel a pang of foolishness over your actions. How remiss of you, to not realize that for Karstah this little excursion was more than just a bit of giving. To her it was a tradition, one not shared with anyone else in Clan Winterhearth save you, her-
-guardian.
You pat her on the shoulder, drawing her gaze back up at you.
"I'll hold you to that then lass," you murmur, letting your hand fall as you pick up the pace. Behind you, your charge does her best to keep up while maintaining her laughable attempt at stealth.
Neither you nor Karstah says anything after that, content with the silence.
━<><><><==><><><>━
Near the year's end, you find yourself returning to your room after spending a bit of time making sure the newest members of your retinue were settling in well. Four more rangers from several minor settlements had come to you independently after hearing a few tales and interacting with those Hearthwardens you had tasked with carrying some of your more confidential missives.
It leads your mind down a lightly trodden path.
You knew that in the event the Hearth Guard grew there would come a time that one among them would be chosen to serve as a focal point of sorts. In many retinues, this was usually a lord's Champion; the greatest warrior among a dwarf's retainers and given their own title. Among a King's own hearth guard they were known as Keepers of the Gate for instance, but the question in your mind was less about the name and but instead what exactly the Champion of the Hearth Guard would be.
Aye, you could make them the greatest warrior among them as tradition dictated, but then again your Hearth Guard were not exactly the most traditional band of Dawi. There was an argument behind making the Champion of your retinue be an exemplar of what you sought out when forming the group in the first place.
Decisions decisions…
Bah.
Thoughts for another time, preferably after you sent both of your apprentices on their way.
━<><><><==><><><>━
Your apprentices stand before you, arrayed in front of them are forty axes waiting for your final inspection. As you had told them a decade ago, this was their Journeyman Piece. Knowing full well that the pressure of making works for a Master Runesmith, let alone the one that taught their own teacher, would be enough to get them to go above and beyond their usual limits.
And they have not disappointed you.
The axes before you are not masterworks aye, no work that could be mistaken as the craft of anyone more than two decades their elder, but they show progress. Incremental improvements in each axe that clearly delineated the oldest one from the youngest. Moreso, each piece proves that your apprentices have the
drive, and commitment to carry on and keep learning, and for a Runesmith, nay any Dwarf, that is the surest thing they can rely on.
You let them stew in their own thoughts for a moment longer, before bringing them out of their musing with a grumbling grunt loud enough to echo through your Workshop.
"Well? Are you going to send these to Master Yorri or not beardlings? These won't prepare themselves after all! Off with you!" you thunder, sending them scurrying off into action.
You take a bit of joy seeing them fumble about one final time, knowing that you will neither interact nor see them again until they return from the Trial.
Ancestors willing, you would see them again, at the very least you doubt they'd give up and stay a Journeyman. Karstah and Nain had more to prove, mostly to themselves, but also to everyone else in their lives to settle for anything less than becoming an ordained Master.
━<><><><==><><><>━
It's been a day since both Karstah and Nain left, and with only five Hearth Guard present anywhere near the workshop, you were practically alone. Fjolla and Dolgi were busy with their own lives and business so they weren't here, and Snerra had sequestered herself within her workshop for a while now from what you heard. It all culminated with you sitting in a rather comfortable chair with only the quiet crackle of the hearth to accompany you. You'll have to get up and head out soon enough, but for this moment at least, you had time to think and decide what you wanted to be done with the Champion and Commander of your Hearth Guard.
[ ]
[Commander Name]: Name the position of Commander for The Hearth Guard, or more accurately for Rudil, because the boy has found himself taking on many of the duties the position entails more by accident than any real desire for it.
- [ ] Write-in
- [ ] Hearth Lord
- [ ] Lord of Flames
[ ]
[Champion Name]: Name the position of Champion of The Hearth Guard
- [ ] Write-in
- [ ] Keeper of the Flame
- [ ] Hearth Keeper
[ ]
[Champion Purpose]: What will the Champion's purpose be.
- [ ] Warrior: Martial master without peer, the greatest living warrior in the company. Their duty to hold the line, to rally their fellows and defeat the greatest foes the enemy can bring to bear.
- [ ] Exemplar: The Champion is to be the greatest example of what it means to be a Hearthwarden. One who understands intrinsically what your group entails and goes above and beyond to fulfill its stated purpose.
━<><><>< Khazalid Trivia ><><><>━
Akazit - crafting the essence of a thing
Grimnirzan - Grimnir Blood/ Grimnir's Blood
━<><><>< Gain ><><><>━
- Silverwood Complete!
-- [Tier 2] Azrilwut x∞: Can be a replacement to [T2]Gromril
-- To your imminent surprise this material can accept Armour Runes, not as efficiently as Gromril, but considering such Runes required Gromril in the first place it is a staggering revelation. You doubt Dawi are going to start trapezing about in wooden armour anytime soon, but it's interesting to know. If there were ways to improve the material's natural toughness…
-- According to the Brana this material sings and calls for the Gold Wind, and is to them, naturally saturated with it. The older the sample, the more suffused it becomes as it draws in more and more Gold wind.
-- That same magic is, however, in a state of disorder as Blizzardwing puts it, and is only given some semblance of order when a Rune is placed upon it.
-- +1 progress to The Rune Metal Pt. 5, new totals:
[Cost: (12 -2) =10 actions]
-- +2 progress to The Rune Metal Pt. 1b, new totals:
[Cost: (8 -2) =6 actions]
- Hearthstones Complete! Warmth, Hearth and Home, all things that Valaya represents.
-- [Tier 2] Hearthstones x∞: Can be a replacement to [T2]Troll's Heart
-- The Rune of Valaya and Runes related to healing, endurance and warmth, in general, alters the expression of this material's properties, harmonizing with the Rune in question to enhance its effect. Not touching the Rune directly, but rather joining it like an apprentice to a Master.
-- When in proximity to each other the stones lower their energy output to maintain the desired level of heat, and if left in the cold for long enough, heat themselves up until they feel as warm as they should in room temperature, to an extent.
-- The larger the individual stone, the larger the Room it can effectively heat.
-- The Brana say the stones sing of the warmth of home, safety and surety.
-- +1 progress to The Movement of Things Pt. 4, new totals:
[Cost: (10 -2) =8 actions]
-- +1 progress tp The Secrets of Light Pt. 2, new totals:
[Cost: (8 -2) =6 actions]
-- +2 progress to Understand Valaya's Runes, new totals:
[Cost: (12 -4) =8 actions]
- Durazkul Complete! A tuber used for healing, it needs a bit of salt to taste like more than mush.
-- [Tier 2] Durazkul x∞ has no uses in any Runes you yet know.
-- The tubers, raw or cooked, provide a traceable benefit to improving one's natural healing. Especially in instances that a patient is suffering broken bones.
-- They are hardy beyond belief, store well and grow in even poor mountain soil. Something the Farmers Guild was going to exploit once they figured out a way to market it as something actually worth eating.
-- There are a few enterprising Dwarf brewers commissioned by the Cult of Valaya attempting to make a brew involving this material apparently.
-- Its effects are improved by the Rune of Valaya and other Runes that improve healing.
-- +2 progress to Understand Valaya's Runes, new totals:
[Cost: (12 -6) =6 actions]
- +3 progress to Zhufazul, new totals:
[Cost: (4 -3) =1 action]
-- Liquid acts like metal but also water. Boils when heated into a shimmering crimson and silver mist, freezes into something resembling red metallic ice.
-- Freezes at lower temperatures than water.
-- The Brana say the liquid sings with strength, obstinacy, fortitude, honour and other associated emotions. Grimnirzan,
Grimnir's Blood, you recall Rudil say when he heard that. Hmph.
- Akazit, Research unlocked? You have seen and touched things that were once mundane, but through the influence of magic were altered beyond their original form. A new purpose, drawn forth through random chance. Now you wonder if such a thing can be done purposefully, and for your own benefit. The elves called it Alchemy, the art of transmutation, and you wonder just how far you can take the concept behind the Master Rune of Purification. But first you need to actually understand what
alchemy is, and that requires a bit of legwork.
- Yorri's Request complete! +2 Yorri prods, new totals: x4 Yorri prods.
- Apprentices released! Karstah and Nain are on their way now. The path ahead will be hard
-- -2 apprentice actions
-- +1 action
-
Epic Creation of Note, The Maiden: A massive fifteen-meter tall depiction of Valaya the Shield Maiden as she may have looked in her youth. The protector of the Dwarf race, a tireless guardian to face the darkness. Her Gromril armour moves and shifts with startling accuracy, and the giant moves with almost natural ease from the flexing of stone muscles to the waving of her Gold plaits. Her Hearthstone eyes stare out, vigilantly looking for threats.
--
[Master Rune of Waking, Rune of Valaya, Rune of Warding]
--
Soul of the Earth
--
Trollbane
--
Chaosbane
--
Mind for Constructs
--
Equipment:
---
Gromril Armour A suit of plate fit for a queen, writ large.
----
[Rune of Warding, Rune of Iron, Rune of Preservation]
---
Gromril Shield A great Round slab of Gromril, rimmed with Gold and bearing Hearthstones across its form.
----
[Rune of Valaya, Rune of Iron, Rune of Warding]
---
Gromril War Axe Its haft as long as the arm of a Grudgethrower, its blade as large as a Clanhall's doors.
----
[Rune of Fire, Rune of Parrying, Rune of Might]
Trait(s) Upgraded:
- Student of the Odd >
Journeyman of the Odd: Every 3 research actions used for Talismanic, Engineering runes or weird/odd concepts in general, add
2 free action's worth of progress.
Research gains from studying odd materials improved. There is a method to this, or maybe you're trying to rationalize it. Either way, you've found that there are certain styles of thinking that would not work anywhere else, but let you intuit into properties that would otherwise take far longer to discover and connect it to what you already know.
Retainers:
- +60 to Retinue cap, new total: 67/120
-- +1 retainer action when 120 reached.
- +3 Priests of Grimnir.
Dour faced and grumbling, these heavily armoured warriors carry three axes and bear the brightly coloured mohawk of their patron. Though the latter is hardly seen unless they take off their helms.
- +4 Longbeard Rangers recruited
━<><><><==><><><>━
There will be a two-hour moratorium for discussion.
AN: Alright, so the Champion vote will be after this, but don't expect to see any updates til Christmas or just after. I have three finals coming up, one Friday, one Saturday and one the next Monday so that'll take up most of my time now. I may keep working or replying sporadically, because this quest helps me calm down and relax, but yeah… Anyhoo, thanks for waiting, sorry for the delay and I hope you enjoy reading this. NGL this one feels a bit sporadic, but I wanted to leave you with something over the holidays to ruminate on. As always, C&C is appreciated. :^)