[X] Plan: No Rune Research, No Apprentices
-[X] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 Action
-[X] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think? 1 Action.
-[X] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well? 1 Action.
--[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Call upon the aid of Master Craftsmen for their insight into the more mundane properties of these materials. You would still have to confirm their findings yourself out of professional and personal pride, but it would doubtlessly speed the process along. Ultimately leaving you with the work of figuring out how they interact with Runes. x2, 10 Favor from Karak Ungor
-[X] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though.
--[X] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties. x2, 10 Favor from Karak Ungor
-[X] Zhufazul: [Cost: 4 actions] Student of the Odd and Soul of the Earth will proc. The Liquid sits in warded kegs, ready to be poked and prodded at. Preliminary tests confirm it is not in fact some odd water, but something wholly different. Having undergone some no doubt maddening and downright foolish transmutation through the powers of perfidious magick. Harrumph.
--[X] Craftsdwarf Expertise: [Cost 10 Favour from Kraka Drakk] Gain 1 progress. Can be taken 3 times and without actions. You've heard there are some experiments being done by the Metalsmiths Guild, see if you can't jostle some insight loose. x3, 30 Favor from Kraka Drakk
-[X] Dronril, Dronwut: [Cost 6 actions]Student of the Odd and Soul of the Earth will proc. The amber, that you have come to call Dronril, and the wood, creatively named Dronwut, are intrinsically tied to each other, and learning more about one is sure to teach you something about the other.
--[X] Craftsdwarf Expertise: [Cost: 15 Favour from Kraka Drakk] Gain 1 progress. Can be taken 4 times and without actions. Ask the Masters, and set them loose on what parts of the work they can. x4, 60 Favor from Kraka Drakk
-[X] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk. 1 Retainer Action
--[X] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster.
-[X] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it. 2 apprentice actions
-[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[X] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.