[X] Plan The Gift Giver's Workshop, Wonder of The Far North
-[X] Food:
--[X] Extravagant: +3 actions. +5 Size. +3 Learning. +2 Communication. You'll provide a wide variety of fine ales and food, though that will necessitate the hiring of a handful of Chefs as well. Multiple Halls are dedicated to serving as dining spaces, with separate eating areas for smaller gatherings as well.
-[X] Lodgings:
--[X] Extravagant: +4 actions, +7 Size, +2 Learning and Communication. Rooms big enough to be considered rather well off, with enough of them to comfortably fit the entire population of the town and then some. Such a scale would doubtlessly need grand galleries with enough levels that only the mightiest Clan Halls are larger in scope. A Karak in miniature. Plenty of room and plenty of rooms for people to simply loiter around and chat.
-[X] Shopping:
--[X] Extravagant: +3 actions, +6 Size, +3 Learning and Communication, Requires Exceptional Lodgings at minimum. Using Jorri's numerous contacts and speaking with the inhabitants in Khazid Okraz you could probably set up a reagent market to provide a wide array of more basic reagents within the Workshop. It would be of no benefit to you, but it would mean those learning under you need not go far to gather the reagents they need. Which means they spend more time learning and less time futzing about.
-[X] Defenses:
--[X] Marvellous: +5 actions, +12 Size, Requires Extravagant Lodgings at minimum, Unlocks Capstone Project write-in vote, +1 Conservative and Radical Runesmith Standing. Insane? Maybe to some. Secure? Beyond question. Almost enough to make you think more can't be done, almost. As before, but even Grander. Great Artillery pieces capable of shooting wyverns from the sky, of launching boulders that can paste entire bands of enemy warriors. Runic defenses second only to the Karak itself. You'll create something so impressive that by virtue of its strength Gloin will most likely make it the lynchpin of the Karak's outer defenses. If staffing the lesser option was difficult this would be near impossible with just your Hearth Guard, you will most certainly need extra bodies to man this structure to full readiness, around say a middling-sized Clan's worth of warriors. Then to top it all off, you plan to create a defensive work so mighty, so grand, that only a southern hold could hope to match it! You would not beggar yourself, but you would feel the cost of such an undertaking.
-[X] Aesthetics: The finishing touch to the whole shebang. More than the decor, it is the theme, the feel, the very image of your new Workshop.
--[X] Extravagant: +5 actions, ???, +1 Conservative and Radical Runesmith Standing. This. Now this is something you want to be known across more than just the Far North. A true Wonder of the realms, and an edifice of such fine Craftsmanship that even the most hidebound Conservative to the most revolutionary Radical can appreciate the efforts put into the structure, if not the purpose. Kraka Drakk will certainly appreciate the association.
-[X] Classes: The Entire purpose of this is to make a place to teach these youngsters. What, or perhaps who else would you allow?
--[X] Let your Fellow Runelords disseminate Runes or related knowledge from here if they wish: 1/2 MAXIMUM, +3 Learning and Communication. Your fellow Runelords should be given the same offer, after all, they were chosen by the House and for all your quarrelling none of you would let an unworthy Dwarf join the ranks of the Runelords.
-[X] Forum: Having Runesmiths around the compound and each other will get them talking. It's simply a matter of what you want to do about it.
--[X] Make it part of the plan: 1 MAXIMUM +5 Learning, +15 Communication, Requires Exceptional Lodgings at minimum, +2 Radical Runesmith Standing, +1 Conservative Runesmith Standing. Noticeable increase to the creation of new Runes in Kraka Drakk, and half that for the Region. WILL BEGIN NORMALIZING GREATER DIPLOMACY AND CLOSER TIES BETWEEN RUNESMITHS IN THE REGION. This shall be a place for Runesmiths and their ideas to be forged and purified by the rigours of honest academic and sometimes physical debate. Halls from which they make spectacle and debate with each other should they wish. Better than them ruining the bars in town at the very least.
-[X] Business: Should the Workshop allow for Runesmiths to pursue the mundane realities of business, finding buyers, suppliers and patrons, within its walls?
--[X] Allow it: 1/3 MAXIMUM, Roughly half again increased proliferation of Runecraft in Kraka Drakk. If a Runesmith wishes to set up an appointment here you will not deny them.
-[X] Forging: You are RuneSMITHS after all, and a Smith is nothing without a forge.
--[X] Use unused Forge Space: 1/3MAXIMUM, Roughly increases the base quality of metal goods in Kraka Drakk by half. When you aren't turning ignorant fools into slightly less ignorant fools, the forges you use to do so lie cold and empty. It feels like a waste to have such a well-made forge simply sitting there, never mind the cost of the coal to get it started up again! You abhor such efficiency! Let them be used if an enterprising smith has the tools and material available so that they aren't left to waste.
-[X] Procurement:
--[X] …and Discounts: 1/2 MAXIMUM, +2 Learning +5 Communication, Requires Exceptional Shopping at minimum. Roughly doubles the quality of Runecraft across Kraka Drakk and half that for the Region. Get Jorri and perhaps Gloin on the case, and you're certain that you can find a way to offset the cost of reagents for prospective students and regular tournament winners. What better way to cultivate talent? They can certainly pay off the debt to the Karak.
-[X] Library:
--[X] Limited: 1/3 MAXIMUM, +3 Learning. Tomes about some reagents and other information a Runesmith may find useful, but nothing truly groundbreaking.
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+ 3 MAXIMUMs
+ 24 Actions
+ 30 Size
+ 21 Learning
+ 30 Communication
+ Capstone Project Write-In
+ ???
+ 1 Conservative Standing
+ 3 Radical Standing
+ Noticeable Creation of New Runes in Hold, Half for Region (2x & 1.5x ?)
+ Spread of Runecraft in Hold 1.5x
+ Metal Goods Quality in Hold 1.5x
+ Runecraft Quality in Hold Doubles, Half for Region (2x & 1.5x)
+ Learning 15= Runesmiths will finish learning 2x faster
+ Communication 30= Runesmiths talk to each other 3x, while the development, discovery, and proliferation of new Runes gets 1.5x
+30: Will take a minimum of 5 turns to fully complete. A Wonder by any other name. A source of great pride for whatever Hold it is situated in and will play a large part in defining its identity.
There are my totals, taking into account the Standing losses from the MAXIMUMs.
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[X] Plan Books and Runesmiths Do Not Mix
I'll also approval vote this. It more aligns with my own priorities over Durin's Dream, and all of this of course tries to get too close to 4 MAXIMUMs.