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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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To be fair, as far as cushy goes, "Next to one of the most dangerous combatants in the North" is pretty WHF-Cushy. Something will try to kill them, it's just how the setting works, so best to be near Big Scary People.

Or they just stay behind in our incredibly heavily defended Workshop like a sensible elf.

You know.

Because that's the sane option.
I meant cushy as in holed up in a nice warm workshop rather than climbing up a freezing cold mountainside, and I'm imagining Snorri insisting they come along so he can learn from them during the trip. That's months of learning lost if they insist on lazing around in the workshop, and whoever gets sent will likely have a patron who very much wants them to befriend the incredibly politically powerful dwarf so they can't really say no. Well, that or Laequalys' parents arrange for him to be Snorri's teacher to stop his adventuring and he's overjoyed to have the opportunity to go wandering with us.
 
Turn 39:
━<><><>< 293 A.P. ><><><>━​

Tunnels. Undefended and unknown tunnels beneath your very feet! Unacceptable!

"Rudil," you grumble, eyes still boring holes into the report in your hands, "We cannot allow this to stand, as soon as I am able this error is getting rectified! One way or another this shall not stand!"

"Of course Lord," your nephew says with a bow.

Bah!

As much as you wish to drop everything and shore up the recently exposed weakness in your defences your oaths and responsibilities bind your hands.

You glare angrily at the caverns that you now know lie beneath your home, taunting you, before snorting angrily. There are three dozen fools who require your tutelage, several dozen limbs to make and a great deal of work to be done yet still, but you will not forget this slight.

"You'll be conquered soon enough cave, you hear me? I swear it!" you whisper angrily.

Rudil says nothing.

━<><><><==><><><>━​

(Roll, Karstah: 73 +10[Omake] =83)

She wiped the blood and bone fragments off of her hammer, letting the Gromril head shine through the darkness, highlighted by the torchlights that remained lit in the aftermath of the battle.

Ahead of her, the Lord of Khazid Angazhar roars in victory, hefting the head of the beast lord from atop the dead bulk of the Cygor to the cheers of the defenders.

The attack had come, just as they expected, and the resulting battle was thankfully only ruinous for the enemy.

Yet for all the joy around her Karstah cannot help but feel a great deal of trepidation. The numbers present didn't seem at all in line with the number the rangers reported and based on the looks of many of the older dwarfs they weren't unaware of that fact either. Thankfully the damage to the settlement was far less than it could've been, thanks in no small part due to the Master Rune shining on Lord Thuringar's ancestral banner, drawing the Beastmen away from the town and towards the killing field set up in preparation.

Nothing compared to her Master's but few were as well prepared as he was when it came to such matters.

She lifts her hammer and rests it over her shoulder, the Runes' glow drawing the gaze of a few cheering Dawi and sending them into another round of raucous celebration.

Sighing, Karstah moves towards the barrels being rolled out and tapped by several enthusiastic Brewers.

━<><><><==><><><>━​

"A wager then," Gimli responds cheerily, "Whosoever slays the most number of beasts, or the greatest as agreed upon by both parties, by the decade's end is acknowledged by the other as the superior monster hunter and shall offer ten barrels their finest drink as payment. What say you Prince of Chrace?"

Ladra can only sigh internally and whisper a soft prayer to Valaya, knowing full well the situation has gone beyond her ability to mediate.

This was meant to be nothing more than a simple social visit at her father's behest to see how the Chracian noble was doing, to smooth out any potential crinkles that may have appeared, not...this.

"And what would you count as a beast for this hunt then good dwarf? A sabretusk, a troll? Mayhaps a squirrel considering your height?" Prince Laequalys replies from across the table, resting his chin on his palm.

"Hah a squirrel! You'd be eaten alive by the mice of this land! Let's say nothing smaller than the average Ice wolf, that ought to suffice for this little bout. What say you Elf? Too large for you to bring back home?"

"I am a Prince of Ulthuan, fear plays no place in my heart nor has any say in what I do or do not do. You have yourself a bargain and I swear upon my honour to uphold it! I shall see you at the decade's turn!" the elf replies before getting up and marching outside, his retinue not far behind.

"Bah!" Gimli shouts at their retreating backs, "We'll see ten years from now who the better monster slayer really is Prince! Gimli Gloinsson is no beardling to be spoken down to, as you shall soon see!"

She watches and waits for the door to close before staring at her husband.

He turns to look at her, blinks and sits there dumbly with his tankard in his hands.

"What? I was the image of decorum!"

"You burped in front of him," Ladra replies.

"It was a compliment! He didn't even bat an eye, the fellow's lived here for long enough to know that much. He was raring to go, and who can blame him? I, of all people, picked up on it! Me! I would even bet my beard on that!"

"You're lucky I agree with you, but regardless I'm going to report this to our fathers anyway."

━<><><><==><><><>━​

(Roll, Nain: 44)

He sneezes, much to the ire of the Valayan priestess checking up on his condition.

"Of all the fool things you can do the Hammerspite's trial is the least dangerous I admit, Elder or no he wouldn't last long if he let you die on that mountain," the matron tuts as she checks his arm for any ill signs before applying the fresh bandages.

He can only nod once, feeling too ill to really do much else but bury himself under the blankets when she releases his arm.

For all the ache and discomfort he suffers, however, his mind is far away, thinking of the offer he received. He'll be one of the first Stoneplates to learn from the Hammerspite since their Clan left for Kraka Drakk all those centuries ago. A great honour, and a great responsibility to bear.

Frankly, he's simply happy to learn a Rune from the living legend.

━<><><><==><><><>━​

"KLAUSSON!" a voice roars from outside your home.

Looking at a thoroughly confused Rudil, you head to your door and find yourself face to face with Elder Gormak's grim visage, two of your Hearth Wardens looking to you for guidance and a few very confused Master Runesmiths.

Waving them off you face Gormak fully.

"How?" he asks, voice quiet, "The King let me take a look at one of them, and to my surprise it is genuine. So tell me, have you actually done it?"

"Aye," you reply with a nod, "I have."

"I can only imagine you're planning to do something maddening with it then," Gormak mutters to himself, "Alright I'm satisfied. I'll be off then."

Watching dumbly as Gormak begins walking away, your mind finally catches up enough to shout out a simple question at him.

"You're not going to ask?"

He turns and looks at you with a single raised brow.

"Lad, I've lived on this earth and in this Karak long enough to know you wouldn't be satisfied with making at least three of those damnable shirts, likely more given the way you're standing there with your gob hanging open. I simply have to live long enough for you to figure out how to let a Dwarf such as myself do the same because that's exactly the sort of madness you'd undertake. Compared to a millennium and a half of idle wondering and fruitless effort, a few centuries until I can do the same is nothing!"

You stare dumbly at the ancient smith's retreating back, dwarfs parting the way as he grumbles and grunts his way back to his shop.

"Well alright then," you mutter before looking at the confused Masters who had no doubt come to learn the Rune of Forged Limb from you.

"What are you three standing out here for, get in and let's get this business sorted out quickly. I don't have all day after all. There's room for you but I want three things made clear to you. One you're bringing your own anvil, you can use the reagents I have while you learn and repayment for them can be negotiated in detail once we're inside. Two, no commission taking inside the workshop, do it outside in the town or in the Hold proper, this isn't a guildhall after all. Three, don't ask about the Chainmail. Do you understand?"

"Aye Rhunrikki," one of them responds, drawing nods from the other two.

"Bah!"

The things you do.

━<><><>< Grumblings and Goings ><><><>━

- Kadrin has a king at last! Hail Dargo Sorensson, King of Karak Kadrin and Warden of the Peak Pass, may his reign be long and prosperous. Already the mercantile King has seen to it to put the strained relations of these past decades restored as much as he is able. Many are willing to re enter the routes through Kadrin, but the time spent has undeniably done its work, causing just as many merchants to continue on with their new routes. While time will doubtlessly see these dwarfs return to the old routes of their forefathers, it will be in conjunction with their new investments. King Dargo has a ways to go before the prominence Kadrin once held is returned.

- Thori Rorrisson has at last found succour it seems. Disappearing from Kadrin not but two decades ago the young Dwarf and his followers have reared their heads in the Far east of all places. A curious thing considering the lad's radicalism, but despite their fervent adherence to the teachings of the Ancestors the Eastern Holds do not seem to mind the young Lord's presence. Curious, and yet none can say what goes on in the mind of those folk.

- The Beastmen, that contemptible bunch of ill-begotten monsters have begun returning to our lands from their forest havens in the west. Probing attacks and a few cursory raids that bring little loss but only remind the Dawi that evil always lurks, waiting for its chance to strike. A grim thing to know that not even Doomed Grimnir could break their power at the head of the Great Throng, and yet the Longbeards point out, it took centuries for the Gori to recover enough to even begin assailing the Karaz Ankor once more. Centuries in which the holds have recovered and our defenses were made greater than before. We shall not shame the Valiant by faltering now. Though many glance worriedly at the settlements in the Vaults.

- The first tangible bits of evidence for the wave the elders speak of become ever more prevalent. Across the realms Clans undergo the process of partitioning members, gathering resources and divvying up treasuries accordingly as many of their youngsters start to take the first true steps to heading out on their own. It is only hearsay and tavern talk but there is a great deal of talk about filling up the east and establishing holds in parts of the World's Edge. A few more talk of heading down south past the Black Mountains, but compared to the lack of beastmen and vast riches of the eastern lands they are less desirable for obvious reasons. Of the Far North even less is said, despite the riches present many a youngster from the southernmost holds are put off by the tall tales that come from that place. Hmph!

- Unlike the beardlings however, the Runesmiths head north en masse. Each and every one all heading up to learn of the Rune developed by the aptly named Gift Giver. Since opening the doors of his workshop wide the secretive Runelord has been receiving prospective masters seeking to learn the Rune of Forged Limb from him directly. While several have already left with the knowledge of this Rune in their heads, the Runesmiths are a prickly lot and would rather learn from the maker directly than inherit some error from his students. As insulting as such a thought is to the teacher in question, none can deny that he cannot ensure those he taught remain true to his method. Runesmiths are far better than most at this, and yet why risk such a thing? What's a small trek to ensuring you know the proper way of doing things beardling? Or is such a simple sacrifice too much for you?

- The great canal binding the Dumaraz and Varn Wyrren has at last been completed. The raging torrent of the Dumaraz has been conquered, its rapids stilled and locks buried deep in its body to bring ships upland and into the great cold lake where their wares may be traded. In celebration of this grand achievement, King Villi was said to have hosted a feast that lasted for seven straight days, one day in honour of each Ancestor. It is said that the King made certain to import a great amount of the finest meals from Ulthuan so that even the Elves could have something to eat and not simply shift around on their plate.

- There are rumours, salacious and almost certainly false, that the Gift Giver has cracked the secret behind that most elusive of materials. Gromril Chainmail, Bah! Tis no more than a bit of beardling tall tale-telling and nothing more, not until there is proof would any sane Dawi believe it! Though the ones in Kraka Drakk swear upon its veracity they of all people can hardly be counted upon. There's respect and then there's this! If. IF. The Gift Giver had done so, more than simple hearsay and supposed examples are required. Undeniable proof, as solid as the stones of Karaz a Karak is what it will take for any sane dwarf to believe. To his credit at least, the Gift Giver is not the source of such fanciful frippery, only those around him. Clearly, he says nothing simply because he believes any fool ought to realize it is a simple falsehood.

- A competition has been laid down between the Elf Prince Laequalys of Chrace and Prince Gimli of Kraka Drakk to see who can slay the most number or greatest monster within a decade's time. A fine challenge to be sure, and ample chance for the young Drake to offer a good showing for his people in the face of Elven speed and grace! Bah, the elders grumble, a good axe or crossbow is a perfectly acceptable way to kill a monster, none of this sword and bow business the elf prince and his retainers, to admittedly great effect, do.

━<><><>< Gains/Stuff ><><><>━

- A trickle of Master Runesmiths coming to learn the Rune of Forged Limb from you. A bunch of bumbling beardlings drinking your ale and eating your food because you refuse to be a poor host! Bah!

You have (5 -1) =4 actions this turn, and (3 -1) =2 retainer actions.
General:

[ ] 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.

[ ] Apprentice Hunt: [Cost: 1 action] Apprentice Vote after Turn Results.Go out and trawl through the local and regional populace to find a beardling or two worth your time. No stone unturned, no clan unchecked, no record unread, even the Foundling Wards!

[-] Recruitment Drive: [Cost: 1 retainer action] Locked due to Full Roster. Can be taken multiple times. Gain 1d5 +5 bonus dice per action to Recruitment Dice (1d10 +5). You have retainers, dwarfs who understand what it takes to become part of your Hearthguard, send them out to see if they can lend their expertise more and skill to improve the growth of your retinue.

[ ] 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.
- [ ] Deep Surveying: Gain 30 Favour +? With Kraka Drakk. The Deeps of Kraka Drakk have long been secured, but it's come to your attention that the grand array of natural cavern systems found after Haruzrildrakk's death still remain more mystery than a well-mapped path. Not through laxness of the Karak's rangers or miners of course, but by sheer virtue of how numerous the caverns below have become. King Otrek is well aware of the plight but has seen it fit to instead have Gloin oversee this particular issue. To train him for the, hopefully far off, day he puts the crown upon his head.
- [ ] Elderly Expertise: Gain 40 Favour +? With Stormpeak. The Brana are actively looking for aid in the construction of their new home. While the work of the Kings is certainly a great deal of aid, they are never ones to look away from any Dawi willing to lend hard-won experience and knowhow to be given the task of helping them design and build their next settlement.

[ ] 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.
- [ ] Change Appearance: [Cost: +1 turn until change] Simple cosmetic alterations to their symbol, their colour scheme and/or even appearance of their armour, depending on the scale and nature of the change it could be seamless or it could take a bit of work. While there's something to be said about aesthetic continuity, improving or updating their look to fit with deeds done will draw no raised brows. Completely changing it, however, will draw quite a few looks. If for no other reason than the material cost involved in doing so.
- [ ] 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.

[ ] Eltharin?: [Cost: 5 actions, 20 Favour from Kraka Ravnsvake] Journeyman of the Odd will proc. Gain chance at an Elf teacher and proficient understanding of Eltharin. Eltharin, the tongue of the Elgi, is supposedly a language full of lilting double meanings, metaphor, symbology and almost anathema to Khazalid in terms of structure, intonation, usage and purpose. It is the raw language of the textbooks whose translation you still find yourself reviewing. If you want as undiluted or marred perception of the original text as possible you must learn this odd tongue. Either from a Dwarf who took the time to learn, or from an Elgi willing to brave the cold to reach you. Valma was asked, she said she wasn't going through explaining that hell again. It's as ominous a sign as any.
- [ ] Looking for a Native: [Cost: 30 Favour from Kraka Ravnsvake] Gain Elf teacher and -fluent understanding of Eltharin. Find an elf willing to teach you, your work will require as best a possible understanding of the elven tongue.

[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.

Requests:
Denote which simple request will receive the apprentice action in your plan. Available Requests here or below.

[-] [Simple] Apprentice work: [Cost: 1 apprentice action] Locked due to no apprentices. Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to.

[ ] [Simple] Once more with Smelting: [Cost: 4 actions, 1 Voidstone] Productivity like No Other will proc. Gain 1 Dragonblood Smelter. It has been around a century since you last made an Adamant Smelter. It's been enough time since that you feel safe about making another one without feeling like you're committing sacrilege.

[-] [Simple] Chains for a Dragon: [Cost: 4 actions, 1 Magma Wyrm's Blood] Locked Until Turn 44 due to Rule of Pride. Productivity like No Other will proc. Gain 1 Gromril Chainforger +??? Favour with Kraka Drakk. A Chainforger is certainly quite the prestigious piece of equipment to possess. It would be.... acceptable to make one to hand over to the Hold to be used as King Otrek saw fit. The reality of what it can do is monumental, and a very significant gift to give.

(*New*)[ ] [Simple] Defence. In. The. Depths: [Cost: 6 actions] Productivity like No Other will proc. Gain security. CAVES. HOLES. LIABILITIES BENEATH YOUR VERY HOME! It cannot stand, this glaring weakness in your armour that you somehow missed. Shameful! Absolutely shameful! This fault cannot stand, you will not allow it! You'll need walls, traps, all sorts of devious work done to secure your proverbial bottom, only after this is done can you even begin to think about doing something with all of this soon to be reclaimed space.
- [ ] Expedite: [Cost 15 Favours with Kraka Drakk] Gain 1 progress. Cannot finish request. Can be taken x4 times and without actions. The building work, creating the caverns, securing the walls, all of that can be passed along to the Dawi of Kraka Drakk to do while you can focus on just inscribing the Runes. While the masons and engineers are working on Karazbinvarr there have been enough freed up by the completion of the canal
- [ ] Retainer Expertise: [Cost 1 retainer action] Gain 1 progress. Cannot finish request. You have a troupe of Dwarfs perfectly suited towards securing such a space serving you. Put them to use, though they cannot apply the final Runic defenses, they can most definitely finish almost all of it.

(*Updated*)[ ] [Simple] Armoured Maidens: [Cost: (12 -6) =6 actions] Due end of Turn 40. Productivity like No Other will proc. Gain 70 Favour and 1 Standing with the Cult of Valaya. 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.

[ ] [Simple] Grave Wardens: [Cost: 12 actions] Due end of Turn 42. Productivity like No Other will proc. Gain 70 Favour and 1 Standing with the Cult of Gazul. Just as the Cult of Valaya has the inkling of a great colonization wave, the other Ancestor Cults have also taken notice. The local Cult of Gazul has come to you for the same reason the Cult of Valaya has, to arm their most senior members with the kind of equipment befitting their station, both current and for those future Dawi who may take up this most sacred of duties.

[ ] [Difficult] Write in, A Matron's Banner Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. While recuperating from your latest visit to Moira the depth of how much trouble you've caused the elderly matron hit you, much like her pan did. But dammit your work is necessary! If you could make a powerful banner to aid one's healing and stamina which could be displayed in the Temple of Valaya or carried out with the army to bolster their healing and vitality you'd save a great many lives and ease her burdens.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)

[ ] [Difficult] Write in, The Valiant Ancestor Golem Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. Since returning from the campaign you've been reflecting on Grimnir and how he fought, twin axes flashing. And now, He is gone. Grimnir's departure will be forever seared into the hearts and minds of the Karaz Ankor, of that you have no doubt. But what about His life? Unlike most, you are one of the honored few to have met Him in person, to have spoken with Him. You shall make a Gronti to remind the world and all future generations of His deeds, of His glorious life. The size of a Bloodthirster, a living altar of Pure Gromril clad in everlasting Adamant, eternally guarding the Everlasting Realm.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)

[ ] [Difficult] Write in, War Panoply of The Valiant. Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. Choose 3.The Gronti is done, but your work isn't. While its skin is made in the image of His warplate, such an homage to Grimnir would never be complete without His characteristic mighty axes. Two to wield in melee, one on its back to reach foes beyond the earth, made of the purest Adamant.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)

[ ] [Difficult] Write in, Regalia of The Valiant. Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. Choose 2. He is armed and armored, but more than a fighter, Grimnir was the finest general your people have ever, and will ever, have. A leader like no other, He strikes fear into the hearts of His foes, His brilliance unmatched, His presence unmistakable. A banner and a crown you shall create, at last, to tell of His deeds during the Coming of Chaos and remind stout dawi of who fights for them. What matters if the enemy is an army of Greater Daemons, a tide of corruption that blots out the skies and swallows the land? The Ancestors are on our side, and that's all we will ever need.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)

[ ] [Difficult] Write In Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. You've had an idea! This is the template for write in item request! Please put down the name, description and type of equipment/item you want made. Pt 2 of the item will cost differently depending on the number of items and potentially the size of it as well. A base guideline for Pt. 2 costs will be at the bottom of the post.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)
How to vote on Multi-Piece Difficult Requests.
[Y] Difficult Request Pt. 1
- [Y] Choose/Theme/GM/Function: For Item 1
- [Y] Choose/Theme/GM/Function: For Item 2
- [Y] Choose/Theme/GM/Function: For Item 3

Write-in Equipment Action Costs:
1 Action - 1 standard piece of equipment.
2 Actions - Multiple pieces of equipment or Large individual items
3 Actions - Very Large individual items or a full/near full set of items.

Write-in Adamant Costs, General Guideline:
1 Piece of equipment or hypothetical Rune requiring Adamant - 1 bar
1 Suit of Armour for a Dwarf - 3 bars
1 Suit of Armour for a Human or Elf sized being - 4 bars
1 Piece of Ogre sized Gronti equipment - 2 bars
1 Suit of Ogre sized Gronti armour - 6 Bars
Anything larger just ask me, it will also appear in applicable actions or in the FAQ.

Crossbows use Weapon Runes. A Gronti sized Crossbow would use Engineering Runes. Weapons like Axes don't make this distinction. Shields use Armour Runes.

Available Requests:
[ ] [Simple] Gnolbarag: [Cost: 5 actions] Due end of Turn 45. Productivity like No Other will proc. Reveal and gain 1 Standing and 70 Favour with the Cult of Morgrim. Snorri thinks another patron might be found by the end of turn 40. In celebration of Mogrim's work in the Far North, the local Engineers Guilds and Cult of Morgrim have come together and entered a contest against each other. The goal, to create the greatest Siege Engine possible in emulation and worship of their patron and Lord. Now, decades after Morgrim has left, the results of the contest have at least been revealed. Dorden, has unsurprisingly, revealed itself to be the winner with an absolutely titanic Bolt Hurler that was mounted atop a small mountain's summit.
- [ ] Accept

[ ] [Difficult] Skrundaz Pt. 1: [Cost: 1 action] Due end of Turn 45. Reveal and gain 1 Standing with the Cult of Grungni. If a Rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Snorri thinks another person might be found by the end of turn 43. A new High Priest of Grungni for Kraka Drakk is set to ascend in a few decades' time. Until then the current High Priest, Dwinbar Steelbreaker is training his appointed replacement and trusted second, Kadrin Palebeard in the duties and responsibilities expected of him when he ascends to the position. To commemorate the Cult's first transition of power in the Karak's history Dwinbar has asked if you would be willing to create a pickaxe for the occasion.
- [ ] Accept

(*New*)[ ] [Difficult] Az-Dreugi Pt. 1: [Cost: 1 action] Due end of Turn 46. Reveal and gain 1 Standing with Karak Kadrin. If a Rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Snorri thinks another person might be found by the end of turn 44. As a member of Clan Winterhearth, and a Runelord besides, King Dargo has sent an emissary to you bearing a potential commission. A great axe, to commemorate his coronation and as a way to salve the indignity suffered by some of your kinsmen during the decades of succession crises through material reimbursement while also letting you show off your work to a Major hold. Or at least that's how you read the opportunity. Who knows what the King is thinking really?
- [ ] Accept
WHEN TAKING REQUESTS, SIMPLY ADD JUST THE REQUEST'S NAME WITH THE ACCEPT SUB VOTE AT THE END YOUR PLAN.

So take, for instance, the "[Simple] Armoured Maidens:" request.

[Y] Plan Big Beard 2
- [Y] All other Plan stuff
- [Y] [Simple] Armoured Maidens:
-- [Y] Accept

Research:
[ ] Suneater's Brain: [Cost: 4 actions] Journeyman of the Odd will proc. What could you do with this cursed thing? While untainted, you can only shudder at the atrocities it has seen and ordered. Fitting then that it's ultimate will be aiding the very people he saw to destroy.

[ ] Chimaera Autopsy: [Cost: 4 actions] Journeyman of the Odd will proc. Damn things are odd monstrosities, three heads, two hearts, four brains. Neither one is entirely alike. A part of you wonders how much of this is usable and how much more is tainted krut. You'll have to wear some protective gear when dealing with these bodies that's for sure.

(*New*)[ ] Merwyrm Autopsy: [Cost: 4 actions] Journeyman of the Odd will proc. Large serpentine bodies, fins and general fishy scent aside, this is most certainly a Dragon, and Dragons are quite the bounty of reagents. Though from the tales told of Merwyrms, just what this creature's body parts could be reagents for you aren't too sure of.

[ ] Lion Autopsy: [Cost: 3 actions] Journeyman of the Odd will proc. Even in death, you must admit there is a fierce beauty to the animal. Several of its organs lie preserved in magically enchanted jars, put there by the Hunter who slew the massive feline and part of the order itself. Though without the use of Runes who's to say about their freshness. Regardless, it's still worth investigating.

[ ] Firebird's Feather [Cost: 2 actions] Journeyman of the Odd will proc. You've got a feather! Its an odd little piece of deep red flaming plumage that emanates a faint heat and sometimes combusts into flames that do no lasting damage to it. Transported at great expense, barely a dent in your coffers though, and with a few notes and tales about the animal in question that it came from. A simple enough task to figure out what this thing will do. There's a large body of work regarding the firebirds of the north already, and you can use that as a good starting point in your own research.

[-] Akazit: [Cost: 10 actions] Journeyman of the Odd will proc. Locked due to Lack of Knowledge about Alchemy. Manipulating the fundamental essence of a material is one not taken lightly. Runes will be necessary, but this was uncharted territory for you. It will be long, laborious and likely rife with dead-ends, but the results? Your mind sees great machines like your Adamant Smelter, churning out materials with desired esoteric qualities, and with a level of consistency among them matched only by the Runes used to make them. A lofty dream, one you may possibly dedicate your whole life to and still fall short of, but the rewards… Well, nothing worth doing is done quickly.

[ ] Wardstones: [Cost: 5 actions] Journeyman of the Odd will proc. These Wardstones, the last creations of the Runesmiths of Karag Dum before they were wiped out, are capable of concealing the presence of a Dawi from the scrying of enemy magic. From Valka's testimony it wasn't perfect, but it made survival possible instead of impossible. That, and given the state of their resources, is a testament to their skill and canniness. A bit too quick to put to use in any other circumstance, uncovering the secrets of this Rune shouldn't be too difficult.

[ ] The Secrets of Light Pt. 2: [Cost: (8 -3) =5 actions] Journeyman of the Odd will proc. The Rune of Refraction has proven you can at the very least manipulate the power of light. Versatility is no longer an issue, but power, useability and overall purpose remain unclear to you. One potential avenue of research you'll be looking into could be a means of restoring sight.

[ ] Diction Direction Pt. 2: [Cost: (8 -4) =4 actions] Journeyman of the Odd will proc. You have a few ideas about where to take this Rune. A universal translator for one, rather than just Khazalid. Not entirely sure how such a thing could be done, but it's definitely possible. Master Yorri's Rune of Sound gives you a few ideas at the very least. Recently you've gotten the hunch that you could perhaps return a proper sense of hearing given what you've learned from the Rune of Forged Limb.

[ ] The Movement of Things Pt. 4: [Cost: (10 -3) =7 actions] Journeyman of the Odd and Mind for Constructs will proc. With all of the extant examples of the Rune you now have thanks to your trade with Valma, you now have a deeper understanding of just what parts of it draws upon the Deep Magic. Improving the strength, efficiency and utility of the Rune of Waking can't be feasibly done through simple, relatively speaking, changes now. No, you can already tell that you'll have to manipulate the connection to the Deep Magic somehow.

[ ] The Mind of Things Pt. 3: [Cost: (10 -4) =6 actions] Journeyman of the Odd and Mind for Constructs will proc. The Rune of Forged Limb has made you curious. Due mostly to the fact that it shares a seemingly unnecessary connection to the Master Rune of Waking and a whole host of other Runes. What exactly lies behind such a concept? Understanding the connection between mind and body, and how Runes play into such a thing could prove valuable, perhaps even key, to not only for future prosthetics but maybe even more esoteric avenues of research. Bah, who's to say?

[ ] The Happening of Things: [Cost: 8 actions] Journeyman of the Odd will proc. The vision gnaws at you, a flame to the parchment of your mind. There is a theory, a hypothesis you wish to test and the faintest inklings of a Rune in your mind's eye. But there's a good deal of preparatory work to be done. One doesn't futz about with what you think you saw in that vision after all!

[ ] The Rune Metal Pt. 5: [Cost: (12 -6) =6 actions] Journeyman of the Odd and Soul of the Earth will proc. You've done it. Adamant is now, slowly, being made from your forge! It is an achievement of your lifetime by the reckoning of most dwarfs, but yet the glittering white, purer than the freshest snow on the most isolated Mountaintop, stays in your mind. There is more still.
- [ ] Brotherhood Expertise: [Cost 10 Favour from Brotherhood of Dron] Gain 1d2 progress. Can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research.

[ ] The Rune Metal Pt. 3b: [Cost: (18 -1) =17 actions] Journeyman of the Odd and Soul of the Earth will proc. There is more, one last step before you can say this mine is truly tapped out. The work needed to make the process accessible to the Metalsmiths Guild in a form that wouldn't beggar most of them would be long, arduous, but you refused to stop where you were. If it meant taking on the labour of reducing a Master Rune down to its constituent parts so be it! Your will would not be denied, your Runesmith's pride and personal satisfaction demand you do so! Bah!
- [ ] Brotherhood Expertise: [Cost 10 Favour from Brotherhood of Dron] Gain 1 progress. Can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research.

[ ] Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman of the Odd will proc. On the basket that bears her Master Rune, Valaya or perhaps some other Runesmith put down two other Runes. You can make a guess as to their purpose, but aren't too sure. One bears a similarity to the Rune of Load-bearing, the other the Rune of Healing.

[ ] Understand a Master Rune: [Cost: Variable with a max of 16 actions] Journeyman of the Odd and/or Soul of the Earth may proc. The same idea as studying any rune in theory, in practice it takes a lot longer and there's often a large chance of explosions. The action cost is dependent on a variety of factors, but the amount of similar Master Runes you know, your specialties, and even if you made the Rune being worked on can reduce the cost
From a Max. 16 actions you can theoretically reduce it
-6 (personally made or compressed from combo)
-3 (Savant Specialty)
-2 (Mastered Specialty)
-1 (Exceptional Specialty)
-1 (Runelord)
-1 (per every variant of the Rune made or known + original combo it was derived from) max. 6
-1 (per 4 similar Master Runes as decided by QM)
To a Min. 4 actions.

[ ] Understand the Master Rune of Purification [Banner]: [Cost: 16 -11 =5 actions] Journeyman of the Odd will proc. The long journey to Mastery has begun. Your notes have been collected, waiting for you to get to work.

[ ] Compress a Combo: [Cost: Variable with a max of 10 actions] Journeyman of the Odd and/or Soul of the Earth may proc. A Master Rune is in essence a series of Runes condensed down into a greater, more powerful, and compact form. Having such an option is particularly valuable to many a Runesmith most obviously because it effectively opens up two new Runes to be used on an item. Master Rune will be for the equipment type of the Combo.

Order:
You can only Order 1 new item a turn freely, but can have as many orders ongoing as you want.

[ ] ORDER: Write-in
- [ ] Kingly Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition King Otrek to flex his political muscle to expedite the process.

[ ] Kingly Authority: [Cost: 5,10,15, Favour from one Hold depending on tier] +1 Order. You may petition King Otrek to flex his political muscle to order something for your use.
- [ ] Kingly Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition King Otrek to flex his political muscle to expedite the process.

[ ] Princely Hunting: [Cost: 10 Favour from Kraka Drakk] Prince Gloin will go out and slay [Write-in] monster. Gain mats. It would be ridiculous for you to ask your King to go gallivanting around the North to find something for you to make a Rune out of, but a Prince or Princess? Well, that's just you helping them build their legend through the slaying of monsters and aiding their elders. The rarer the monster the greater the reward, but it may take longer to find. Monsters slain by Gloin provide more material by virtue of being the entire beast rather than just ordering a singular organ.

[ ] Dreng Them: [Cost: 1 retainer action] Can be taken multiple times. Additional actions add bonus modifier. The Hearth Guard will go out and slay [Write-in] monster. Gain mats, reputation and +2 bonus per action to Recruitment Dice. While your Hearth Guard were also meant to clear all the ills that assailed dwarfkind, you must admit there are many a mundane foe to slay. Send these brave dawi out on a quest to slay beasties on your behalf, earn glory and give you materials to make ever more wonders.

(*New*) Elf Market:
-
(*New*) x3 Firebird's Feather available, one feather equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x10 White Lion Corpses available, one corpse equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x3 Merwyrm Corpses available, one corpses equal 1 order, Cost 10 Favour for King Expedite and Authority purposes.


━<><><>< Khazalid Trivia ><><><>━

Az-Dreugi - Great axe.

━<><><><==><><><>━
Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: A short one, but there's not much to say. Added an Elf market section to track Ulthuan available goods you can peruse at yer leisure. As always, thanks for waiting, reading and participating in this quest of mine, oh and don't forget to C&C. :^)
 
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Well rumors are spreading but disbelieved, for now. Also good to see we can knock out 5 of the actions with favor and retainer, not to mention that using the favor would allows us to lower the debt owed by Karak Drak slightly.
 
Just a reminder, behind most of the overland defenses. Snorris workshop wasn't relocated to its current position until the Hearthguard were expanded way after the siege. I assume but don't know that we're still behind where the forces of Chaos actually fought through to.

I disagree this is representative of the underland defenses because thats a matter of knowing the layout and where the defensible chokepoints are and the problem here is basically that because these caverns are newly discovered we don't know that we know where all of those are.
We haven't moved the workshop since the first turn though? And yes most of the overland defenses, I haven't been disputing that.

It's expanded but its never moved.
 
Oh jeez so many options I want to do not enough action points!

I also really want to take Kadrins Axe Commission!
 
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"A wager then," Gimli responds cheerily, "Whosoever slays the most number of beasts, or the greatest as agreed upon by both parties, by the decade's end is acknowledged by the other as the superior monster hunter and shall offer ten barrels their finest drink as payment. What say you Prince of Chrace?"

Ladra can only sigh internally and whisper a soft prayer to Valaya, knowing full well the situation has gone beyond her ability to mediate.

This was meant to be nothing more than a simple social visit at her father's behest to see how the Chracian noble was doing, to smooth out any potential crinkles that may have appeared, not...this.

"And what would you count as a beast for this hunt then good dwarf? A sabretusk, a troll? Mayhaps a squirrel considering your height?" Prince Laequalys replies from across the table, resting his chin on his palm.

"Hah a squirrel! You'd be eaten alive by the mice of this land! Let's say nothing smaller than the average Ice wolf, that ought to suffice for this little bout. What say you Elf? Too large for you to bring back home?"

"I am a Prince of Ulthuan, fear plays no place in my heart nor has any say in what I do or do not do. You have yourself a bargain and I swear upon my honour to uphold it! I shall see you at the decade's turn!" the elf replies before getting up and marching outside, his retinue not far behind.

"Bah!" Gimli shouts at their retreating backs, "We'll see ten years from now who the better monster slayer really is Prince! Gimli Gloinsson is no beardling to be spoken down to, as you shall soon see!"

She watches and waits for the door to close before staring at her husband.

He turns to look at her, blinks and sits there dumbly with his tankard in his hands.

"What? I was the image of decorum!"

"You burped in front of him," Ladra replies.

"It was a compliment! He didn't even bat an eye, the fellow's lived here for long enough to know that much. He was raring to go, and who can blame him? I, of all people, picked up on it! Me! I would even bet my beard on that!"

"You're lucky I agree with you, but regardless I'm going to report this to our fathers anyway."
This whole section had me grinning.
"KLAUSSON!" a voice roars from outside your home.
Quick hide! Vragni's finally cracked!
Looking at a thoroughly confused Rudil, you head to your door and find yourself face to face with Elder Gormak's grim visage
Nevermind, false alarm.

(*New*)[ ] [Simple] Defence. In. The. Depths: [Cost: 6 actions] Productivity like No Other will proc. Gain security. CAVES. HOLES. LIABILITIES BENEATH YOUR VERY HOME! It cannot stand, this glaring weakness in your armour that you somehow missed. Shameful! Absolutely shameful! This fault cannot stand, you will not allow it! You'll need walls, traps, all sorts of devious work done to secure your proverbial bottom, only after this is done can you even begin to think about doing something with all of this soon to be reclaimed space.
- [ ] Expedite: [Cost 15 Favours with Kraka Drakk] Gain 1 progress. Can be taken x4 times and without actions. The building work, creating the caverns, securing the walls, all of that can be passed along to the Dawi of Kraka Drakk to do while you can focus on just inscribing the Runes. While the masons and engineers are working on Karazbinvarr there have been enough freed up by the completion of the canal
- [ ] Retainer Expertise: [Cost 1 retainer action] Gain 1 progress. Cannot finish request. You have a troupe of Dwarfs perfectly suited towards securing such a space serving you. Put them to use, though they cannot apply the final Runic defenses, they can most definitely finish almost all of it.
60 favour, 1 retainer action and we can finish this off when we have a turn with a spare action, no point in spending more of our precious actions than we have to.

So nothing here to change my mind on how to vote I'm still thinking we should hit the basket this turn
 
I don't care what we do as long as we do this.

[ ] Eltharin?: [Cost: 5 actions, 20 Favour from Kraka Ravnsvake] Journeyman of the Odd will proc. Gain chance at an Elf teacher and proficient understanding of Eltharin. Eltharin, the tongue of the Elgi, is supposedly a language full of lilting double meanings, metaphor, symbology and almost anathema to Khazalid in terms of structure, intonation, usage and purpose. It is the raw language of the textbooks whose translation you still find yourself reviewing. If you want as undiluted or marred perception of the original text as possible you must learn this odd tongue. Either from a Dwarf who took the time to learn, or from an Elgi willing to brave the cold to reach you. Valma was asked, she said she wasn't going through explaining that hell again. It's as ominous a sign as any.
- [ ] Looking for a Native: [Cost: 30 Favour from Kraka Ravnsvake] Gain Elf teacher and -fluent understanding of Eltharin. Find an elf willing to teach you, your work will require as best a possible understanding of the elven tongue.
 
[ ] 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.
- [ ] Deep Surveying: Gain 30 Favour +? With Kraka Drakk. The Deeps of Kraka Drakk have long been secured, but it's come to your attention that the grand array of natural cavern systems found after Haruzrildrakk's death still remain more mystery than a well-mapped path. Not through laxness of the Karak's rangers or miners of course, but by sheer virtue of how numerous the caverns below have become. King Otrek is well aware of the plight but has seen it fit to instead have Gloin oversee this particular issue. To train him for the, hopefully far off, day he puts the crown upon his head.
- [ ] Elderly Expertise: Gain 40 Favour +? With Stormpeak. The Brana are actively looking for aid in the construction of their new home. While the work of the Kings is certainly a great deal of aid, they are never ones to look away from any Dawi willing to lend hard-won experience and knowhow to be given the task of helping them design and build their next settlement.
Huh, we did these last turn and they're still available.

I guess the work hasn't been finished yet?
 
You glare angrily at the caverns that you now know lie beneath your home, taunting you, before snorting angrily. There are three dozen fools who require your tutelage, several dozen limbs to make and a great deal of work to be done yet still, but you will not forget this slight.

"You'll be conquered soon enough cave, you hear me? I swear it!" you whisper angrily.

Rudil says nothing.

Snorri is getting more eccentric decade after decade it seems. Knowing this 'verse, however, the possibility of a Overentity of caves existing is non-zero, so that oath may or may not mean something to someone besides Snorri.

(Roll, Karstah: 73 +10[Omake] =83)

They switched their Dice I see.

"KLAUSSON!" a voice roars from outside your home.

I thought that it was Runesmith What-His-Face for a moment. It was nice seeing Gormak after.... many turns.
So, who wants to grant his whish two decades after the conclave?

Unlike the beardlings however, the Runesmiths head north en masse. Each and every one all heading up to learn of the Rune developed by the aptly named Gift Giver. Since opening the doors of his workshop wide the secretive Runelord has been receiving prospective masters seeking to learn the Rune of Forged Limb from him directly. While several have already left with the knowledge of this Rune in their heads, the Runesmiths are a prickly lot and would rather learn from the maker directly than inherit some error from his students. As insulting as such a thought is to the teacher in question, none can deny that he cannot ensure those he taught remain true to his method. Runesmiths are far better than most at this, and yet why risk such a thing? What's a small trek to ensuring you know the proper way of doing things beardling? Or is such a simple sacrifice too much for you?

And here I thought that Snorri enjoyed quiet days. No word on the Elder Runemiths' reaction to this yet.


I want to do this. I really want to. Getting some favors from Kadrin will prove beneficial.
 
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This plan is for finishing the basket this turn, then the Valaya Commission the next, while also getting the defenses ready
[] Plan Basket, plus prepare the defenses
-[] 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.
--[] Elderly Expertise: Gain 40 Favour +? With Stormpeak. 1 retainer action
-[] [Simple] Defence. In. The. Depths: [Cost: 6 actions] Productivity like No Other will proc. Gain security.
--[] Expedite: [Cost 15 Favours with Kraka Drakk] Gain 1 progress. Cannot finish request. Can be taken x4 times and without actions. 60 Favors
--[] Retainer Expertise: [Cost 1 retainer action] Gain 1 progress. Cannot finish request. 1 retainer action
-[] Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman of the Odd will proc. On the basket that bears her Master Rune, Valaya or perhaps some other Runesmith put down two other Runes. You can make a guess as to their purpose, but aren't too sure. One bears a similarity to the Rune of Load-bearing, the other the Rune of Healing. 4 actions
 
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- Thori Rorrisson has at last found succour it seems. Disappearing from Kadrin not but twenty decades ago the young Dwarf and his followers have reared their heads in the Far east of all places. A curious thing considering the lad's radicalism, but despite their fervent adherence to the teachings of the Ancestors the Eastern Holds do not seem to mind the young Lord's presence. Curious, and yet none can say what goes on in the mind of those folk.
Twenty decades ago should be two decades ago I think unless he's been gone for 200 years.
- There are rumours, salacious and almost certainly false, that the Gift Giver has cracked the secret behind that most elusive of materials. Gromril Chainmail, Bah! Tis no more than a bit of beardling tall tale-telling and nothing more, not until there is proof would any sane Dawi believe it! Though the ones in Kraka Drakk swear upon its veracity they of all people can hardly be counted upon. There's respect and then there's this! If. IF. The Gift Giver had done so, more than simple hearsay and supposed examples are required. Undeniable proof, as solid as the stones of Karaz a Karak is what it will take for any sane dwarf to believe. To his credit at least, the Gift Giver is not the source of such fanciful frippery, only those around him. Clearly, he says nothing simply because he believes any fool ought to realize it is a simple falsehood.
Does this feel like a massive amount of respect being shown to us to anyone else? They literally made the second-best assumption about us here assuming we had no fault in this if it wasn't true.
 
Ok so my proposed plan:

[ ] Plan: Valaya's Bounteous Basket
-[ ] Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman of the Odd will proc. On the basket that bears her Master Rune, Valaya or perhaps some other Runesmith put down two other Runes. You can make a guess as to their purpose, but aren't too sure. One bears a similarity to the Rune of Load-bearing, the other the Rune of Healing. 4 actions
-
[ ] 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.
-- [ ] Elderly Expertise: Gain 40 Favour +? With Stormpeak. The Brana are actively looking for aid in the construction of their new home. While the work of the Kings is certainly a great deal of aid, they are never ones to look away from any Dawi willing to lend hard-won experience and knowhow to be given the task of helping them design and build their next settlement. 1 retainer action
-[ ] [Simple] Defence. In. The. Depths: [Cost: 6 actions] Productivity like No Other will proc. Gain security. CAVES. HOLES. LIABILITIES BENEATH YOUR VERY HOME! It cannot stand, this glaring weakness in your armour that you somehow missed. Shameful! Absolutely shameful! This fault cannot stand, you will not allow it! You'll need walls, traps, all sorts of devious work done to secure your proverbial bottom, only after this is done can you even begin to think about doing something with all of this soon to be reclaimed space.
Spend 60 favour 1 retainer action

Pretty simple, get the basket done on the off chance it helps with runing Valaya's armour, send the retainers to help the Brana more and get the mundane side of the underground defences set up since even if we don't have time to rune them mundane defences are better than no defences. I'm not sure if we should be ordering more of the elf stuff. I'm assuming what we have will be used up when we research it so a second might be useful.

Edit: Ninja'd, @LaggPlaguedDuke's plan is identical I think.


Twenty decades ago should be two decades ago I think unless he's been gone for 200 years.

Does this feel like a massive amount of respect being shown to us to anyone else? They literally made the second-best assumption about us here assuming we had no fault in this if it wasn't true.
I think with someone as highly placed as a runelord you assume the best unless you can prove otherwise even if you might personally doubt it. Dwarven libel laws are probably nasty.
 
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(*New*)[ ] [Difficult] Az-Dreugi Pt. 1: [Cost: 1 action] Due end of Turn 46. Reveal and gain 1 Standing with Karak Kadrin. If a Rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Snorri thinks another person might be found by the end of turn 44. As a member of Clan Winterhearth, and a Runelord besides, King Dargo has sent an emissary to you bearing a potential commission. A great axe, to commemorate his coronation and as a way to salve the indignity suffered by some of your kinsmen during the decades of succession crises through material reimbursement while also letting you show off your work to a Major hold. Or at least that's how you read the opportunity. Who knows what the King is thinking really?
- [ ] Accept
ahem

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I just noticed this and now I am screaming internally. How would we do this?
 
[] Plan Basket, plus prepare the defenses

This has my vote so far. With regards to future commissions if we're learning alchemy with optimal action input that should leave turns 43, 44, and 45 with 2 free actions each with the single turn 42 action that's free being spent on finishing up our defenses.

Personally, I'm not overly partial to accepting any commissions I'd be happy to take the ancestor cult one but I'm not going to go out of my way to argue for it.
 
I think with someone as highly placed as a runelord you assume the best unless you can prove otherwise even if you might personally doubt it. Dwarven libel laws are probably nasty.
Hey, we actually had an example of a libel case in Karak Kadrin!

"We find, given the evidence provided by the defence, and the lack thereof among the accusers, that young Rorrisson is innocent and that the claims made against him by Lord Gurnisson unfounded in their totality. Lord Gurnisson, your debt is the sum of eighty-five thousand gold pieces, seventy-five silvers and thirteen coppers, the sum total of both young Rorrisson's lost business as well as restitution for the damage caused to his Honour by your Claims. We the Reckoners have spoken, what say you?" the lead Dwarf asks, smacking his gavel for emphasis.

"I accept the reckoning given," the young engineer announces, voice loud and features not showing even a hint of weakness or relief.

It takes a great deal longer for Grim to respond, Warrior's pride defiant even in the face of defeat, but the other Drakebeard claimant does eventually relent in the face of his peers and elders.

After all, when a grandson of Grungni Himself tells you you're reckoning is incorrect in such meticulous and lurid detail, there is little to do but swallow and nod.
It was a lot of shiny metals.

It feels a bit sketch to reward Kadrin's multiple decade long fuckups by taking that commission. It's like sorry we overcharged you on taxes, here's some free publicity to make up for it? Not sure that guy really deserves it lol.
I think a part of it is that they screwed over Clan Winterhearth, and for the rest time the Royal Line of Karak Kadrin will be reminded of that.

Assuming that this is the Axe of Dargo of course.
 
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