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Rhunrikki Strollar (Warhammer Fantasy Dwarf Runelord Quest)
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You play as a Snorri Klausson, Runelord of Kraka Drakk, in the earliest days of the Karaz Ankor, and through the Highs and Lows of the Canonical Golden Age.
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Opening Post
Location
Edmonton
Pronouns
He/Him



In the earliest days the Ancestors left the Southlands and the safety of Karak Zorn, forging a path of colonization that drew your peoples ever northwards. A time of colonization and great woe, for monsters of all size and shape stalked the lands, yet the Dawi prevailed; girded by Valaya's protection, armed with Grungni's craft and led by Valiant Grimnir's strategy your people carved their way along the great seams of gems and ore of the World's Edge; camps becoming homes, then fortresses, then finally the mighty Karaks. Izril, Azul, Eight Peaks, and many more minor Holds sprung up as your people made their way ever northwards. A people, a kingdom united in values and blood, from the Rubybeards, Copperlockes, Durazklad and Norgrimlings, great lineages would see themselves born in the fires of this great trek and tempered in its growth. Among this burgeoning kingdom and her many families, your line especially is held in great esteem, for you are the blood of Thungni, son of Grungni, the second Dwarf to ever learn the secret of the runes, who along with His Father spread them amongst your people to offer protection and destruction in equal measure. You are one of the lucky few who has the ability and privilege to partake in this sacred art, to live and die by its code as your master taught you and as you have taught your own apprentices.

You are Snorri Klausson, a Runelord of the Karaz Ankor, descended from the line of Thungni and through him, Grungni, blessed by your

[ ]Relation: direct connection.
You can trace your lineage back from firstborn son to firstborn son. Named after Snorri, son of Grungni, brother of your great-great-grandfather, Thungni. (Gain: Direct bloodline descent from the Ancestor God of Runes. Heavy is the mountain of expectation, but great is the wealth within.)

[ ]Relation: close relation.
You trace your line from a daughter of Thungni, twice removed from the main line, the talent appearing was unexpected but not too odd. (Gain: A hill to a mountain is still quite a lot of earth though its bounty is meagre in comparison)

[X]Relation: distant bond.
You are, by the barest of definitions, a member of the clan of Thungni. Though dwarfs don't believe in the dilution of blood in such a sensem none expected you to do as well as you have. Especially compared to those of more direct descent. (Gain: A flat foundation, ripe for building something worthy of legend, but you'll have to haggle and bargain for the material.)

to the first two dwarfs to unlock the secrets of the runes.

But blood could only take you so far, ability must carry equal if not greater weight, especially so for you. Blood gave you the chance, but it does not make you a Runelord, blood does not bring the attention of a master. Especially not when your master is often your aunt or uncle, not when your master likely saw you dawdle as a babe in the security of the clan's home for years on end, then bumble as a beardling for even longer. No, your master

[ ]Master: Angkra Twenty Loops.
A Runelord of immense skill and mighty focus, a member of the Burudin, a daughter of Thungni. As an apprentice, the rune of protection she presented as her apprentice piece was so well crafted that her master supposedly called it acceptable(a true feat of skill as any dwarf will tell you.), as a journeyman she single-handedly created the Panoply of Gotrek. A masterwork set of armour so well made that Thane Gotrek Sharpeyes, a dwarf of such riches and exacting eye that even a Master Runesmith would find difficulty satisfying him, swore an oath to offer equal recompense lest he shame himself and his ancestors. An oath he, to this day, does not consider fulfilled. Upon attaining the rank of Master it took only a scant 5 decades for her to claim the venerable rank of Runelord. Under her, you were taught endurance and precision above all else. To the outside world, she was stoic and obstinate as the mountains themselves, in private you remember her kind smile and delicious stonebread. It was a reminder every day of the world's cruelty, that a woman so generous, had suffered so much. (Specialization: Armor and Talisman Runes, exacting precision and stonebread cookies.)

[ ]Master: Gottri Hammerspite.
As a beardling, Master Hammerspite broke his first hammer upon his master's anvil, an act that would define him. In the days since then, his hammering arm has gotten stronger far faster than his skill at making them. Which says much, considering kings pay fortunes for the things and Smednir himself once sniffed in approval at the sight of one. It was whispered amongst your fellow Apprentices that master Gottri's blows were so mightily furious that he broke a hammer for every twenty runes he made. Of course, that was a lie, you learned later from the Dwarf himself that it was actually every 17 runes. Shows what you know. So commonly did he break his hammers that Master Gottri became incredibly adept at making ever stronger hammers and ever more aware of the flaws he found in yours. You heard tales that Master Gottri himself took the field as a part of Grimnir's Throng, his bellowing call and thunderous blows rallying many a dwarf and smiting many a foe. Under him, your eye became keener than the truest axe edge, your metalworking the equal of any master blacksmith and your hammers second only to the Hammerspite himself. You equally remember running in fear as he began chortling in manic glee, the telltale sign that either the hammer he was using was bound to explode in a shower of magic and metal or the rune he was making would blind you for a week. (Specialization: Weapon and Banner Runes, hammers, blacksmithing.)

[X]Master: Yorri.
Master Yorri was odd, so odd in fact, that in comparison you were downright conservative. He bore no title, forsook all but his connection to the clan and was a recluse who rarely appeared for even the greatest of feasts. The fact that he took you on as an apprentice was considered an omen of things Great, or Terrible (you never knew with Master Yorri.) His reclusiveness extended to your instruction. Even now, when exchanging tales with your fellow masters from your days as apprentices do you even begin to uncover the oddities and differences in your instruction. But none could gainsay his results, for you were a Runelord and all must admit Yorri's beard was one of the longest they've ever seen. Still, there are parts that confuse you even now; you think you know why you had to cake that troll gut in the dough before frying it in oil then repeating the process seven times, but you still don't know why you had to raise a herd of goats. (Specialization: Esoteric/Exotic Runes, odd teachings, weird lessons and the taste for batter-fried troll gut.)

saw in you the spark of ability bright enough to be deemed worth their time cultivating, which considering they could have spent that time making runes of such awesome might and power as to be worth a king's whole treasury, was rather valuable.

You would prove them correct, a journeyman in 20 years, a master in 60 and the vaunted rank of Runelord in only a short 180 years? The Longbeards would tell you that it was far too fast for any dwarf to achieve, but it only took one tale of your deeds to make them grumble a tad bit quieter.

[ ]Deed: The Dazzling Doom of Kolstalarak the Vault Burner.
You joined a troupe of brave Dawi in their bid to slay cruel Kolstalarak the Vault Burner, a horrid drake who had rent a minor hold low and taken residence in the ruins of his rampage, holding the surviving dwarfs hostage as a meal for later. Through your runes, the dwarfs that day survived the great beast's scorching flame and sliced through his dread scales as if they were the shoddiest of apprentice work. For hours did that brave group hold the dragon's attention as you slowly clambered your way to the top of the beams that supported the great vaulted chamber it had made its lair in, then with a bellow worthy of Grimnir dropped from those lofty heights, Az in hand, and sundered the wyrm's head from its neck in a single strike. Your valour so inspired those brave Dawi, and the treasure you secured them so great (after returning what could be returned to those relatives that yet lived of course) that you earned their loyalty for that day forevermore and in return you girded them in the very remains of the beast the lot of you slew. This band of doughy warriors has served you with aplomb for decades, all of them you would gladly die for just as gladly as they would for you. (Gain: the allegiance of The Drakeslayers: unit of 80 heavily armoured Dwarf dragonslayers. Unbreakable, Unshakeable Loyalty, Rune Armor made from Gromril and Dragon parts.)

[ ]Deed: The Laborious Defense at the Peak Pass
You were part of an enterprising group of dwarfs who were setting up a large defensive rune array near the future Karak Kadrin. Your group specifically was tasked with examining and erecting defences around a large stone obelisk that Lord Grungni demanded to remain where you had found it. As you set about your assigned task of engraving various runes of protection around the growing curtain wall, the older smiths poked and prodded at the obelisk curiously, when suddenly the ghastly howl of demons was heard in the distance. A great horde of Slaaneshi hunters had broken the defensive perimeter, slaughtering the rangers and warriors that were meant to forewarn of an impending attack. To all of your horror, this happened right as many of the older runesmiths were well into the ritual taught to them by Lord Thungni, and they could not stop lest they and everyone in the camp were destroyed by the obelisk's violent explosion. With a grim determination about you, you taunted the demons heading towards your position, challenging them all to combat. Your bellowing voice and rage-inducing heckles drew a large enough horde to your position, relieving the defence around the obelisk itself. When the battle ended the survivors found you standing surrounded by hundreds of pulped bodies. Your armour dented, your hammer caked in gore, and your prospective masterwork, The Master Rune of Unyielding, etched on the banner blowing defiantly in the wind. Your work on the rune was enough to get the elder smiths to snort with approval in your general direction, and you found a few chances to get a peak and looksie at their work when they weren't looking *wink*
(Gain: The Master Rune of Unyielding: + Regeneration + Tireless + Steelskin, and progress to certain runes pertaining to magic and anti daemon runes.)

[X]Deed: The Gracious Gift of Ghastly Proportions.
In an act of foolishness that many, you included, would consider fit for a Beardling. You swore, well into your 40th tankard of ale, that you could create enough toys to gift every child in the Karak twice over before your oldest friend/ pain in the arse Korri Redmane could get one of his shoddy Masterwork axes out of that hovel he calls a workshop. When you woke the next day, head pounding and stomach grumbling, that oath stood out to you like an un-hammered nail in your mind. Though you swore it piss blind drunk and half out of spite, your conscience, your pride as a dwarf demanded you make good on your oath. In a feat that many of the members of the hold's craftsdwarfs speak of in awe to this very day, you created thousands of masterwork toys in the two months it took that Skrat eater Korri to make his masterwork axe. No sight was sweeter than the dumbfounded look on that tosser's face when you walked up to his clan's home and offered two sacks full of toys for the younglings to play with. Definitely not the look of wonderment and joy upon those young faces, innocent of the world's dangers, no sir. (Gain: Legendary deed: Gift Giver, DC reduction for requests and unique opportunities from Hold.)

AN: Hello it's me, I have made a dwarf quest my very first quest ever. A lot of it is inspired by several of the more prominent fantasy quests on both SB and SV, and the season of corporate greed and materialism we call Christmas/Holidays. Both Divided Loyalties and Drunken Dynasty especially, one for its meteoric growth and world building and the other for its stint as one of the older quests here. So you'll be playing as yer stout old boi Snorri as he trundles in the earliest days of the greatest empire in the Old World. A lot of the quest canon I've made to solidify the mechanics of runelore and the fluff to back it is drawn from a bunch of sources, some I've likely forgotten but I've sorta prodded both Boney and Torroar for minor input more recently. Anywho pls no posting for like a bit.
 
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Char Sheet
Character Sheet:

Snorri

- by @Renu , link to thread post

Name: Snorri Klausson of Clan Winterhearth.

Titles:
Runelord of Kraka Drakk, The Gift Giver, Master of Khazagar, Burudin Member, Eldest Runelord of the Far North
The Greed Slayer, The Earth Mover, Shadowkiller, Hold Warder, Grimunbakazi a Dum (Unyielding Breaker of Darkness), Azrilgromthi a Vengryn (Silver Ancestor of Vengeance), He Who Gives Gifts and Quiets the Winds, Elder Windstiller, Chainwright, The Scarred.

Age:
Born c. -648 B.P.(Before Pillars), 1120 Years Old by Dwarf reckoning

Specialties:
Runes: General Rune Subset: Odd and Esoteric Runes (Mastered), Talismanic Runes, Engineering Runes, General Rune Subset: Power
Skills: Productivity (Savant), Alchemy (Exceptional)
Language: Khazalid (Native Speaker), Eltharin (Fluent-), Anoqeyån (Basic)

Traits:
Crafting and Research
Master of the Odd [7/15]:
Every 2 research actions used for [Odd] Runes and novel phenomena add 1 extra progress. If 3 research actions, instead add 2 extra progress. Understanding an [Odd] Rune has a 40% chance to produce extra research drip. Research gains from studying odd and novel materials improved.
Mind for Constructs [8/15]: Every 2 research actions used for researching Engineering and [Construct] Runes add 1 extra progress. If 3 research actions, instead add 2 extra progress. Every 3 request or research actions that involve Constructs but not Runes add 2 extra progress. Possesses a deep understanding of Gronti and the mechanics of the Dwarfen form.
Talent for Talismans [1/18]: Every 2 research actions used for Talismanic Runes add 1 extra progress. If 3 research actions, instead add 2 extra progress. Understanding a [Talismanic] Rune has a 40% chance to produce extra research drip.
Soul of the Earth [0/?] : Every 2 research actions used for [Metal] Runes, and all geological material add 1 extra progress. If 3 research actions, instead add 2 extra progress. Every research action has a 40% chance to proc extra progress. Metalworking greatly improved.
Peerless Production [9/?]: Every 2 request actions add 1 extra progress. If 3 request actions, instead add 3 extra progress. Every request action has a 60% chance to proc extra progress.
Master of Many [0/9]: 1 action can now teach up to 3 apprentices for [12 turns]. Length of teaching 2 apprentices reduced to [10 turns]. 2 apprentice actions unlocked at [5 Turns], and can now be used to teach up to 2 apprentices.
Aldrhunki: +2 to the total Specialty Modifier when researching Runes.
Trollbane: Trolls will fear you and your works, the echoes of your deed filling their minds with terror.
Chaosbane: Your works will burn the flesh of Beastmen and Daemon, driving fear and terror into the minds of the former as well.

Combat
Hearth and Home
: In defensive sieges or when directly protecting defenceless dwarfs, the army Snorri is attached to will gain [Unbreakable] and [Untiring] for the duration of the battle.
Winds Denied: All Enemy Spells will suffer -35 automatically if Snorri takes the field.
Karugromthi: +15 to [Living Ancestor] modifier, new Totals: 35
Rune Herder: +5 to other Runesmith rolls if Snorri takes the field.
Citybreaker: Enemy armies suffer -10 to Combat if Snorri takes the field.
Trollbane: +15 to Combat against Trolls
Chaosbane: +10 to Combat against Beastmen and Daemons

Unknown
Subjected to the Storm:
Your body is covered in wounds that do not heal quickly, even while wearing Barak Azamar. Hysh, Aqshy, and Chamon are inextricably drawn to you.


Allies/Retainers:
Master Runesmith and Heir: Karstah Khazadsdottir of Clan Winterhearth

Karstah ~250
Titles:
Heir of Klausson, Drakksdottir, Snorrisdottir, Firemane, Lenasdottir
Age:
Born c. 103 A.P., 380 Years Old by Dwarf reckoning
Specialties:
Productivity (Exceptional+), Armour Runes (Exceptional), General Rune Subset: Odd and Esoteric Runes, Weapon Runes
Description:
A woman who wears a neutral expression at all times, though she is very well capable of being roused to truly terrifying and respectable anger of the Longbeard she is if pushed. Your efforts have borne fruit, turning all that pent-up energy and anger towards something productive, though she's got far less of the latter in her nowadays. She is always seen wearing the colours of Clan Winterhearth, though they are rather muted in comparison to others. Whatever it is your mother told her seems to have given her a great deal of comfort and a sense of belonging, because she devours the texts and stories of the Clan whenever she isn't learning under you or the rare times she's out drinking with the few friends she's begun to make. She wears a muted red cloak in very obvious imitation of someone.
Reputation:
Normally polite if a bit gruff, years as a foundling have nevertheless marked her. She has few things she truly considers hers and guards them ferociously. Many still remember the terrifying tongue lashings of her youth, but it takes a bit more work to get her there nowadays. If asked about her Clan, she will quietly, but proudly, call herself a member of Winterhearth. There are a number of Runesmiths who applaud and criticize her for her work equipping the Dwarfs in the Black Mountains with Runecraft, noting her obvious efforts to follow in the footsteps of her master. Others murmur about the elderly Dwarf who follows after her, the last living Retainer of Morgrim Truthteller, and his motives.
Allies/Retainers:
Dreng Longaxe:
An ancient Dwarf, last of Lord Truthteller's bodyguard. Bound by an oath sworn to his now fallen Lord that he shall observe whoever he had chosen in his final moments and see if they are worthy of his secrets. Equipped in Master crafted armour and weapons covered in potent Runes, he marches behind the girl who his Lord had saved at the cost of his own life.
Deeds
Epic Deed: Chimeraslayer
Traits
Master of the Odd [11/15]:
Every 2 research actions used for [Odd] Runes and novel phenomena add 1 extra progress. Research gains from studying odd and novel materials improved.
Productivity Like One Other [8/15]: Every 2 request actions add 1 extra progress.
Master of Metal [7/12]: Every 2 research actions used for [Metal] Runes, and all geological material add 1 extra progress. If 3 research actions, instead add 2 extra progress. Work with all Gromril tiers will be improved.
Wisdom with Weapons [0/6] Every 3 research actions used for Weapon Runes add 1 extra progress.
Longbeard/Longplaits: +5 to Combat rolls.
Beastbane: + 10 to Combat against Beastmen
Master Runesmith: Fjolla Igunsdottir of Clan Hrokisson

Fjolla ~350
- by @Renu
Titles:
The Gemtouched, Firebrand, Goldy-Locks, Nimblefingers, Keen-eyed, Jewel-eyed, Glimmermaker,
Age:
Born c. -113 B.P., 595 Years Old by Dwarf reckoning
Specialty:
Runes: Talismanic Rune Subset: Gems and Crystals (Mastered), Talismanic Rune Subset: Light (Mastered), Talismanic Runes (Exceptional+), Banner Runes+.
Skills: Jewelry (Mastered +), Cloaks (Mastered)
Description:
Your grandniece, a Living Ancestor who remains unbent by age and stands taller than most Dwarfs. She is either dressed casually, in an outfit that's largely similar to yours if far more ornate, or girded for battle in plate armour. You taught her to turn her burning enthusiasm into a focused flame that burns all the brighter for it. A long history of stellar work behind her, were it not for you, then the second a spot opens she would become a Runelord. She has cultivated a strong relationship with many of the colleagues, now friends, she made in Gunbad, and still speaks to the Hold's pre-eminent Runelord, Gemma Diamond Eyes. A mother to two Runesmiths, and teacher of two more, she isn't quite as ahem prolific as Dolgi, but that's still plenty more than most. Motherhood and Masterhood has not dulled her temper, it may have even made it worse actually, but they have also given her the mastery and wisdom to release it for exactly as long, and at the exact level as she needs. When out in public her plaits are replete with bands of silver and Brightstone, so much so that it dimly glows in the dark. When she wants to be more inconspicuous, she braids her hair more simply and dons a Ranger's garb. Her clothing has remained largely unchanged. Though it bears more fine silver detailing, it isn't enough to be considered ostentatious. More often than not these days, Dawi see her in more chainmail and plate than they do robes and more casual clothing. Her husband keeps to himself and prefers quiet and at most the company of his family and friends. Their relationship isn't as bombastic as Dolgi's and his wife's, nor does Fjolla want it to be, but one of peaceful quiet broken up by frequent moments of levity.
Reputation:
As a Living Ancestor long known for her mastery of Talismanic Runes and Gemcraft, Fjolla has made a name for herself among the upper echelons of Dwarf Society as one of the finest makers of jewelry in the Far North. A fact that has given her many contacts among Thanes, Guildmasters, and Monarchs. An undeniable history of high-quality work borne from a long life and uncountable hours mastering her craft and herself make her work well sought after and her attention even moreso. To her quiet bemusement, time has been kind and let her age gracefully despite the punishing conditions and expectations she put herself through. Centuries of Runesmithing and long experience have given her a mean right hook, and a devastatingly quick leg, much to the fear of many a Dwarf. Due in large part to her desire for privacy and disdain of attention she has built the typical reputation of a recluse that many Rhunki end up getting. Though she is rarely seen in a public capacity, Fjolla does regularly leave her home, though like her master its usually in secret and under the hood of a Ranger's cloak.
Allies/ Retainers:
Master Runesmith:
Durrik Thorgromsson (Taken Turn 31, Trial Turn 45, Master Turn 56 )
Master Runesmith: Emlik Norgrimsson (Taken Turn 31, Trial Turn 45, Master Turn 56)
Deeds:
Epic Deed: The Queen's Raiment
Epic Deed: Spiteful Lady
Epic Deed: Primordial slayer. (here)
Master Runesmith: Dolgi Bolgisson of Clan Scorrilling
-
Dolgi ~350
- by @Renu


Titles:
The Undaunted, Embermane, Ruby-head, Crank-arm, Sky-Armourer, Griffonfriend, Da, Branawongr (Brana Friend), He who Girds the Many
Age:
Born c. -118 B.P. 600 Years Old by Dwarf reckoning
Specialties:
General Rune Subset: Griffons (Mastered), Armour Rune Subset: Griffons (Exceptional), Weapon Runes, Engineering Runes.
Description:
By the reckoning of the average Dwarf Dolgi the Undaunted is a legend in his own right. A Living Ancestor who survived the Great Incursion, he has seen the worst the world can bring to bear and survived it. His silver beard, three Dwarfs long, would trail behind him if he didn't loop it around his waist. You are proud to have helped shape the boy he was into the man he has become. Your teaching and time have beaten the shyness out of him, leaving a naturally quiet and hardworking individual. While he got off to a slower start than the others, he has arguably cemented his legend second only to Snerra. Diligence, hard work, and a long life compound upon his above average talents to make a sum greater than its parts. It seems he's taken more and more after you than you previously imagined as well. His Brana feather cloak is a heavy, thickly layered thing that wraps around his shoulders that almost drags along the floor, a dozen feathers, four each from three individuals, take a place of honour at the neck.
Reputation:
Among the Dawi, he is known as a Living Ancestor, a student of Klausson. If he was roused to it, he could perhaps compete with the productivity of Lord Klausson and his heir. Though the nature of his work makes the need unlikely to pop up. To the Branakroki, he is renowned as "He Who Girds the Many", for his unparalleled mastery and long history of crafting fine plate armour and dangerous weapons that make them all the more deadly. What had started off as a simple repayment in his youth has blossomed into a legend, and more personally a bond between two families that now spans multiple generations. Both Dwarfs and Brana have long heard tales of the Undaunted, who fears neither danger or injury, and his undying devotion to his wife and family. Surely blessed by Thungni and Valaya, for all of the seven children he has fathered have gone on to become Master Runesmiths. For his deeds and acts, has earned he and his line the title of Branawongr, "Brana Friend," forevermore. No living Dawi can inspire more respect, and no Dawi period has earned the personal loyalty and friendship of as many Brana as he has.
Allies/Retainers:
Ironwing:
A massive specimen of a Griffon comparable to the brood of the King of the Skies than most. Friend and ally to the Embermane, he wears the Skyguard Plate made for him, a set of armour so heavy that few others can wear it without being overly encumbered by the sheer weight.
Stormrider: Mate of Ironwing, a Branakroki of above-average size with a proclivity for wreathing herself in a halo of lightning and ice before falling upon her foe in a screaming dive. Wears a suit of Gromril Armour inspired by Stormwrath.
Deeds:
Legendary Deed: Branawongr
Epic Deed: The Arming of the Skies
Runelord: Snerra Magnasdottir of Clan Winterhearth

Snerra at 500
- by @Renu on their thread
Titles:
Brightgrin, The Shining One, Banner-Maiden, The Smiling Smith, Thungni Chosen, The Last
Age:
Born c. -35 B.P., 518 Years Old by Dwarf reckoning
Specialties:
General Rune Subset: Casting (Mastered+), Talismanic Rune Subset: Fortitude and Healing (Exceptional+), Armour Runes (Exceptional), Engineering Rune Subset: Gronti (Exceptional), Weapon Runes, Banner Runes
Description:
Your niece, a Living Ancestor whose grey hair, still stubbornly clinging on to streaks of color even after five centuries, reaches her feet and wraps back up around her waist thrice over. Never seen without a smile of some sort on her lips, with her dark brown eyes almost always twinkling with mirth. The energy and enthusiasm of youth of now centuries past are still invoked in everything she does, though only somewhat tempered by age and expectation. When at home, she's forgone her red and white dress for a more practical pair of dark brown trousers, tough sturdy boots, and a simple chainmail shirt overtop a long-sleeved dark red tunic with the white on red emblem of Clan Winterhearth emblazoned on her shoulders. Something she hasn't given up even as a Runelord, though nowadays there's just a tad more refinement to the patterns in her embroidery and a finer quality to the fabric and leather her clothes are made of. She's not one for ornamentation, and what little, though as a Runelord what constitutes as "little" is rather skewed, she wears incorporates gold, Hearthstones and rubies in equal measure. Her father's amulet is now matched by a set of hairpins, a bracelet and two rings, all made by her own hand or gifts from her family. There are those who whisper that in the firelight her eyes look like they glitter like Brightstone. After all you've seen in your life it may not be nonsense.
Reputation:
Despite her age it still feels wrong to call Snerra old, cruel as it sounds she exudes a boundless joy to her. It is a long accepted, if unnerving, quirk that she is terrifying optimistic for a Living Ancestor, nai a Dwarf in general. Despite this, Snerra has proved herself a prodigy beyond compare in the eyes of many. Earning the acknowledge of Thungni as the youngest of the final four Master Runesmiths the Ancestor deemed worthy of the title of Runelord. Making works of art and equipment arguably centuries beyond what is expected of her. Her fine goods and kind nature have made her many allies, and her willingness to put others before her has, unintentionally, indebted many to her. Most famously, the entirety of Clan Bryggeroot, whose Longbeards have taken it upon themselves to act as her honourguard in and out of battle. Not that she seems to be doing so intentionally, too naive, or more accurately too kind, for it really. She has of course proven worthy of Thungni's regard in the century since her ascension to the House.
Allies/Retainers:
The Beerguard:
A group of two hundred, majority Bryggeroot, Longbeards who have sworn an oath to repay her kindness towards their Clan by keeping her from harm. Snerra has slowly been gifting them fine equipment over the length of their service, simultaneously making them all the more deadly and further indebting them to her in their eyes. Her kind heart and helpful nature have earned her the undying loyalty and dedication of these Dawi. Snerra is aware, you're sure of it now, and does what she can to keep them alive and happy. She will not insult them by disregarding the debt they feel they owe, but she does wish they'd not be so willing to die for her sake.
Master Runesmith: Jolla Klorahsdottir (Taken Turn 29, Trial Turn 42, Master Turn 50)
Master Runesmith: Siggrun "Redhand" Klorahsdottir (Taken Turn 29, Trial Turn 42, Master Turn 50)
Apprentice Runesmith: Gandazi Dorisdottir (Taken Turn 57, Trial Turn 70, Master Turn 78)
Apprentice Runesmith: Andvari Ulthersson (Taken Turn 57, Trial Turn 70, Master Turn 78)
Deeds:
Mythical Deed: Thungni Chosen
Legendary Deed: Mistbreaker
Epic Deed: The Brewer's Banner
Epic Deed: The Healing Spring
Master Runesmith: Nain Kazzarsson of Clan Stoneplate


Nain ~350
Art by Sebastien Schmidt on Artstation
Titles:
Gorltrommi (Golden beard), Lightfoot,
Age:
Born c. 100 A.P., 383 Years Old by Dwarf reckoning
Specialties:
Talismanic Runes (Exceptional), Weapon Rune Subset: Hammers (Exceptional), Weapon Runes
Description:
A polite fellow, quiet, driven and eager to learn. He wears a simple but finely made sleeveless tunic, keeping his upper arms bare in more southern style and revealing the muscle he's gained from undergoing the Hammerspite's gruelling trials of worthiness. His silver-blonde hair is a rarity in the otherwise chocolate dark curls of his Clan, but it's not his only defining trait. His pale blue eyes are often covered by his hair, and his graying beard, styled in a noticeable and unique style, just reaches past his feet. He is often seen wearing a golden talisman and several rings all faintly glowing with Runes. Recently taken up walking around with a pipe near or in his mouth.
Reputation:
Quiet, and introverted. The lad says nothing unless spoken to, but those who take the time to observe him will know he is as engaged as anyone else. Dependable, solid and about as interesting as plain Stonebread. He's developed a hobby for metalwork alongside his interest in talismans, rings and hammers though, so maybe Stonebread with a few raisins in it would be more accurate. Has struck up an odd and unexpected friendship with Borri Steelfist. In some circles, he is known as one of the Hammerhanded, those Runesmiths who proved themselves worthy before the uncompromising and cantankerous gaze of Gottri Hammerspite and reaped the reward for their trouble.
Allies/Retainers:
Apprentice Runesmith:
Tholinn Vikramsson(Taken Turn 51, Trial Turn 62, Master Turn 70)
Deeds:
??? Deed: The Lift
The Hearth Guard

Age:
Group Formed c. 213 A.P., 270 Years Old by Dwarf reckoning
Talent:
Steadfast Guardian:
Provides morale bonus to nearby units. The Hearth Guard gain +Defence and Endurance when defending other Dawi.
Utility Skills: Medical Expertise, Infrastructure Repair, Fieldworks, Artillery Capable, Funerary Rites, Search and Rescue++, Spelunking ++, Informal but sound Legal and Moral Advice, Monster Tracking
Stats:
[Supreme+ Morale, Supreme Endurance, High+ Attack, Incredible Defence, Average+ Movement]
Equipment:
- Rune Inscribed Pure Gromril Plate, Elder Frostwyrm Hide and Gromril Chainmail for armour. Horned helms and Ruby red cloaks trimmed with white fur.
- Rune Inscribed Pure Gromril and Azrilwut for weapons, tools and equipment
- Trollgut Bombs
- Valayan Brews and Medicines
- Azrilzhufgotten: [abilities]
Description:
Formed under the Gift Giver, this band of dwarf elders and Brana are united in the belief and desire to render aid to dwarfs and Brana around them. Not just through their skill at arms, but with the application of long honed experience at a myriad of skills as healers, scouts, tunnelers, and plain wisdom. They, more than most, know that more than just monsters and daemons threaten their kinfolk and each of these members has skills well suited to providing aid beyond their ability to slay foes. For good or ill, the first retinue to accept Branakroki into their number in the Karaz Ankor.
Reputation:
Steadfast Guardians: Under my watch no ill will go untreated, no sorrow will go unsoothed, and no foe shall harm my charge.
Brana Open: Branakroki, as reckoned by the Eldest Runelord of the North, may swear the oaths and join his company. (First)
Deeds:
Pillars in the Dark: For a people who have rarely seen any Dwarf over three hundred, the sight and sound of so many unshakeable fonts of wisdom and confidence instilled hope and surety where there was once anxiety and apprehension.
Mine Sweeper: Every nest, every warren, every last Gnubbler that dared lurk in Ornsmotek's mines was exterminated with extreme prejudice. There shan't be hide nor hair of the foul things for centuries to come.
Aerie Aid: For saving the life of the children of He who Thinks and Ebonbeak, and continued aid in the building of their homes, those present for the event have been granted a boon, and their lord his esteem
Brothers In Wings: The Brana have proven themselves, in blood spilt and oaths upheld, to be steadfast and true allies, and so I see no reason to bar them the chance to join in this tradition.
Command Staff:
Company Commander/Hearth Lord: Rudil Donnarsson
Company Champion/Fire Keeper: Ylva Hearth Hands
"Head" Ranger: Norgrim Farwalker
Regular Members:
x38 Former Huskarls, Characters of Note:
- Rudil "Red Plate" Donnarsson
x10 Former Valkyrie Guard, Characters of Note:
- Ylva Hearth Hands
x10 Longbeard Miners
x2 Krum Lodefinders [Miners]
x5 Watchers of Gazul, Characters of Note:
- Logain
x5 Masons of Grungni
x5 Priests of Grimnir
x48 Hearthwarden Rangers, Characters of Note:
- Kemli Imraksson [Minor Engineering Knowledge]
- Druin [Merchant]
x36 Master Engineers, Capable of running x12 Siege Weapons/Artillery (3 Engineers per piece of Siege Equipment/Artillery). Characters of Note:
- Balik Khazadsson
x5 Branakroki, each counts as 2. Characters of Note:
- Nightfeather/He who is One with Darkness
- Amberclaw/She who's Talons Hold Amber[Ghur User] (Bloodhunter)
- Rimesong/She who Sings Snow into Creation [Azyr User] (Stormcaller)
- Emberplume/He who has Burning Wings
- Still Wing/ He who Stands Vigil

Total: 169/240
Equipment of Note:
Roster:
The Dragon Triplets


Age:
Born c. 388 A.P., 96 Years Old by Dwarf Reckoning
Description:
Three adult Shard Wyrms, each wears a Runic torc on their necks that allows them to speak Khazalid
Apprentice Mage, Grimgal:
Description:
35 meters long, eyes that shift from natural gold colour to what looks like molten gold. A nimbus of Chamon sometimes flares out from behind her head. She has begun learning to wield Hysh and Chamon from the elven mage Menlinwen Ebonsea and the Branakroki. Refers to herself in the plural, which may or may not be more than a quirk of her personality. The most Draconic of the siblings, but there is an undeniable oddness to her that goes beyond that.

Journeyman Smith, Zharrok:

Description:

30 meters long, spines that look as if they were subjected to flames. Just below where his torc rests is a modified collar of his own design that he hangs various smithing tools from. Learning to become a smith from Branakroki Silverbearers, and Aqshy from Menlinwen Ebonsea. Gruff and the most stereotypically "Dwarfen" of the siblings, though still undeniably a Drakk.

Journeyman Miner, Izgrom:

Description:

30 meters long, with beaten Gromril spines and copper flecked eyes. He also carries around trinkets and assorted odds and ends given to him by others, mining equipment, and a respectable layer of dirt and dust from his time underground. He enjoys digging and collecting wealth. If Snerra was a Dragon, she would be Izgrom. The least sterotypically Draconic sibling save for his hoarding, but that's not exclusive to Drakks.


Deeds:
Mythical Deed: This Far and No Further:
Among the many Karaks of the Karaz Ankor there was always a chance that the young and minor holds would fall, or at best be forced to hunker down under the mountains, shielded from the predations of the surface. None expected a hold of such youth to maintain siege footing against an innumerable foe for near two decades. None expected a hold so untested to stall the enemy and even push out against them. But you did. You stood, shoulder to shoulder, with thousands of other dwarfs on the walls of Kraka Drakk and in one voice roared for all the world to hear, "This far, and no further!"
Traits Gained/Upgraded:
- Unyielding Really Old Grumbler: +10 to [Really Old Grumbler] modifier, new Total: 30 Upgraded
- Winds Denied: All Enemy Spells will suffer -25 automatically if Snorri takes the field, -35 to roll if Snorri is actively trying to dispel it.
Mythical Deed: The Chainwright
You have gone beyond even your own wildest expectations; opening up the creation and usage of Gromril Chain to its greatest possible extent and then some, and because of it your people take one more step forward in their efforts to follow the example set by the Ancestors. In your own personal estimation such an act brings you one step closer to standing proudly beside the legends of old; Dwarfs who are second only to the Ancestor Gods in skill, deed and legend. Yours is a name given due acknowledgement for the advancement it has brought to all Dwarfkind.
You are not the first among Grungni's folk to discover the secret to finer Gromril manipulation, but you are the first to make it doable for the average Master Runesmith. Which is still a damn rare thing given how few Dwarfs actually have such a skill but compared to the handful of Dwarfs before it's many magnitudes more easily done and far more accessible. Despite the opinion of a very loud, but very small, minority, it is an achievement worthy of praise.

Traits Upgraded:
- Soul of the Earth: Every 2 research actions used on all minerals, metals or other earthborn things add 1 free action's worth of progress. If 3 research actions, instead add 2 free actions. Work with all metals will be greatly improved.
- Soul of the Earth: Every 2 research actions used for [Metal] Runes, and all geological material add 1 extra progress. If 3 research actions, instead add 2 extra progress. Every research action has a 40% chance to proc extra progress. Metalworking greatly improved.
Legendary Deed: The Gift Giver
Honouring an oath made in a drunken stupor, Snorri created thousands of masterwork toys over the span of two months. Creating enough to gift every last child in the hold twice over.
Traits Gained:
- Productivity like no other: Every two actions spent on fulfilling requests will add one more free action of progress. Ex: A request takes 3 actions to complete, Snorri uses 2, it will count as 3 Upgraded
- The Debt of the Young: Snorri will be shown greater deference by youth and elderly, the former for the debt owed, and the latter for the sheer skill of the act itself. Mostly Narrative but a chance to proc in some scenarios.
Legendary Deed: The Shadow Killer
You were not the killer of dread Kholek Suneater, Ruiner of the North, but none can gainsay your part in the act. Your weapon dealt the final blow, Your armour girded the Dwarf who slew him. Your banner weakened his fel magic and protected uncountable lives from his blows, and it was your bolt and bolt thrower that weakened the terrible foe enough to let him be slain. And to dwarfs, the smith who made the weapon is only slightly less famed than the warrior who used it to slay the monster.
Traits Gained/Upgraded:
- Chaosbane: Your deeds and your works, your banner especially, are the bane of the chaotic. Your works will burn the flesh of beastmen and daemon, driving fear and terror into the minds of the former as well.
Legendary Deed: The Greed Slayer
At the Battle of the Dragon's Maw, Snorri Klausson slew an innumerable horde of daemons and Trolls. Alone he faced the army, rallying dwarfs and holding back the tide. Single-Handedly fighting their master, a fel troll of titanic size who had grown strong from consuming enumerable daemons, The Greedy One. Longbeards speak of that titanic clash, worthy of the greatest sagas, as Snorri and the Troll clashed at the top of Trollbane Hill, the Runelord's relentless assault pushing the beast down the slope and eventually over a chasm into the superheated gas vents below. The resulting explosion created a crater large enough to swallow a hold.
Traits Gained:
- Trollbane: Trolls will fear you and your works, the echoes of your deed filling their minds with terror. The terrible ruination you dealt upon the trolls this day marks your presence both in history and the metaphysical realm.
- Winds Dispersed: All Enemy Spells will suffer -15 automatically if Snorri takes the field. The power of your amulet and your continuous use of it throughout the battle has imparted a part of itself to you, turning your natural immunity to magic into a tangible effect that can cripple enemy casters. Upgraded
- +5 to [Really Old Grumbler] modifier, new Total: 25 Upgraded
Legendary Deed: The Earth Mover
Creating enough tools to equip the hold and doing twice the amount of work than the combined efforts of every other runesmith in the hold, the Gift Giver was instrumental in pushing the work on Kraka Drakk's Underway connection forward. Doing in one decade what was expected to take three or four.
Trait Upgraded:
- Productivity like No Other: Every 2 request actions add 1 free action's worth of progress. If 3 request actions, instead add 2 free actions. Upgraded
Legendary Deed: Grimunbakazi a Dum (Unyielding Breaker of Darkness)
Down down down into the depths of fallen Dum did the Gift Giver walk. He feared not what lurked within, for he carried cleansing fire and silver light, whose heat and luminance burned away the cold dark and brought salvation and vengeance to those trapped within.
Trait Upgraded:
- Winds Denied: All Enemy Spells will suffer -35 automatically if Snorri takes the field.
Legendary Deed: Millennial
The eldest of the elderly, the most stubborn of the stubborn. Few, so very few, reach this momentous milestone of life. Where some niggling doubt may have existed about your longevity before, almost all are now assured that your will has proven more stubborn than even the passage of father time. You have lived through the ancient history the youth are taught, you are a living relic of a bygone age, a link to the time of the Dwarf's Ancestors.
Traits Gained/Upgraded:
- Master of the Odd: Every 2 research actions used for Talismanic, Engineering runes or weird/odd concepts in general, add 1 free action's worth of progress. If 3 research actions, instead add 2 free actions. Research gains from studying odd materials improved.
- Peerless Production: Every 2 request actions add 1 free action's worth of progress. If 3 request actions, instead add 3 free actions. Every input request action has a 50% chance to proc another action, does not proc on free actions.
- Unyielding Really Old Grumbler > Karugromthi: +15 to [Living Ancestor] modifier, new Totals: 35
Legendary Deed: The Citybreaker
Where once stood three citadels of Fimir might now remain only rubble and ash. By the might of a unified north, and the fury of two Storms were they laid low. Though his part was limited, the Gift Giver's acts allowed his kin the time and freedom to conduct their sieges with little to impede their progress.
Traits Gained/Upgraded:
- Citybreaker: Enemy armies suffer -10 to Combat if Snorri takes the field.

Epic Deed: The Dragon's Hoard
Epic Deed: The Dragon's Spines



Description:
A large (for a dwarf) elder with an unbraided but exquisitely cared for beard that is as white as fresh snow with parts on the right side, under his missing eye, that are growing in as shimmering silver. The beard itself is over six dwarf lengths long that he keeps folded around his waist and looped over his belt. Wide in the arm from literal centuries spent forging Runes of power. Most often seen in a thick grey tunic, mail, dark red pants and a black belt with a hooded coat the same shade of red as his trousers over top when not at work. If one were to stare at his bare body they would see a great network of scars that traverse his form, converging and growing thicker on the right side of his body. They become so prevalent that his right arm is more scar tissue than unblemished skin.

Reputation:
Azrilgromthi, Chainwright, Gift Giver, these are only some of the names for the Far North's oldest Runelord. A figure to whom the Dwarfs of Kraka Drakk owe a debt that many think will never be adequately repaid. To the many Runesmiths of the Hold and the wider region, his shadow looms large; the penultimate example of what a Runelord ought to be in the minds of an entire generations of the Far North's population. There are almost no Dwarfs who live in the region that have not had some aspect of their lives touched by him. From the toys, tools and wonders he has released for the benefit of his people to the deeds of he and his stalwart company of Guardians, the Runelord has an almost universal presence in his home. The opinion of the wider realm varies from a mad radical to a utility obsessed hermit who spends his days either teaching, creating or going about solving some issue he finds, but all can agree that he is by far one of the more active Runelords alive.
A student of Yorri of Clan Thungnisson, famed for his monstrous productivity and odd demeanour. The Gift Giver, as he is most often called, is beloved in Kraka Drakk, awed throughout the north and respected everywhere else. Many of his deeds are legend, as is his seeming generosity. One is hard-pressed to find a Dwarf in Kraka Drakk that does not bear something he has made. To the Runesmiths he is a figure of intense confusion, yet undeniable honour. His intent and attention solely geared towards how useful he can be to his home, to a degree that (privately) impresses even the hoariest Living Ancestor. Those who fought alongside him in the Avenging of Karag Dum speak of his silver armour and the flaming hammer he used to break open its gates and sunder foes beyond the scope of most Dawi almost entirely on his lonesome.
 
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Mechanics
Morgrim, God of  Machines, First of the Engineers
━<><><>< Mechanics ><><><>━
Rune Lore:
Creating and managing your repertoire of Runes. These Runes will be useful in helping Snorri gain influence and favour amongst the Karaz Ankor. Runes and Runic combinations of sufficient utility increase utility.
  • Research(As a concept): Time is spent working on deciphering the Runes, figuring what exactly you want to be done and getting a basic list of ingredients/forging technique and overall time to make said Rune. Research is done on an action count basis. X Rune takes so many actions.
  • Ingredient Gathering: For most minor Runes this will be done in the background, but for new, major and or very important Runes, efforts or favours must be done or used to get the necessary ingredients yourself or finding a willing adventurer/band.
  • Rune Rules:
    • Three Runes are the max on 99.9999% of items.
    • One Master Rune.
    • (quest canon) Rune combos:
      • Runes of similar intent and purpose will resonate with each other, enhancing effect on the item they are inscribed upon, certain combinations may even unlock entirely new effects.
      • Runes with unharmonious intent cause odd effects. A Rune of Fire and a Rune of Frost will not so much cancel each other out but have consequences on the other. These effects may be beneficial or they may be disastrous.
        • When considering building a combo there are two main points, in my system, to keep in mind.
          I'll term them Theme, and Effect respectively.

          Theme is the aesthetic of a combo, its best seen in the name and flavour description itself. If we look at say, Trollslayer's combo, Meteorfall, for instance it's clearly a pretty direct and simple idea. Gather heat (Conduction), swing hard (Might), impact go boom (Impact). Yeah? When I used the term High Concept, I generally mean how easily understood the Theme of a Combo you're going for actually is. If you get very abstract and symbolic about a Theme it gets, not impossible per se, but much harder to make a combo. Similarly, making a very direct and blunt theme does not guarantee a Combo either. Why? Because of how it plays into Effect.

          Effect is the actual mechanical effects of the Runes you're using. NOT their names, the actual description of what their mechanics are, and how that interacts with Theme generally decides a combo's viability. So if we look at Meteorfall again we can easily understand its Theme, a fiery impact of tremendous force is pretty straightforward after all. So straightforward in fact that you can arguably use a bunch of different combinations of Runes to meet the description of the Theme in some way, shape or form. However, say we have hypothetically have two ways of matching the criteria of the Theme for Meteorfall, I'm utlimately going to have ONE set of Runes that will make the Combo happen, and I'll be very picky about your accuracy.*

          Theme informs and guides your direction, Effect must match Theme.

          Having a difficult and abstract Theme in general makes it harder because there's room for differing interpretations. However, you could create a surprising and nonconventional combo whose Theme and Effect that don't immediately come to mind, but if I can go "Oh, okay I see that makes sense," after thinking about it for more than a few seconds that's also good. If you're not sure, describe your Combo's Theme and Effects to someone else and see if it requires explaining your points, if so, you're probably not on the right track.

          *I don't think it needs to be said, but just in case, a Master Rune obviously has more relevance on Effect and how it matches Theme than a regular Rune
    • (quest canon) Set combos:
      • Combos writ large, and between multiple items. You need at least three items to make a combo but a set can have more than three items involved.
        An individual dwarf has "five" item slots:
        • Armour
        • x2 Enchanted Items: Either two items that use Talismanic Runes, or one item that uses Talismanic Runes and one that uses Banner Runes.
        • x2 Hand slots: Two Weapons, a Great Weapon, a Weapon and Shield, or a Weapon/Shield and Runestaff.
          The FAQ goes into more detail.
Turns:
A turn is 10 years long. Snorri's actions are limited, as, by Dwarf reckoning, nothing worth doing is done quickly. You have a base 5 general actions to work with in a Turn.
  • Actions:
    Actions are the lifeblood of a turn, each turn you'll have 5 general actions to use on options. There are other, more specialized, types of actions with specific limitations about how they can be used. The action cost of something is exactly that, how many actions it will take to complete.
    • Below is the list of currently active action types:
      Action TypeLimitations
      (General) ActionCan be applied anywhere unless specified.
      Retainer ActionCan only be applied to options that specify it.
      Heir ActionCan be applied to all requests and only to research with [Simple] tag.
      Apprentice ActionCan only be applied to requests with [Simple] tag.

      Traits, unless specified otherwise, will only proc with general actions.

    • Overflow: What happens when you apply, intentionally or not, more actions into an option than what is required. For options in the Request category overflow simply improves your end product unless it's part of a chain of actions, where the overflow is only counted at the end but in exchange, improves the whole chain. For options in the Research category, overflow is more tricky. Depending on what you're doing it may carry over to future research actions or it may end up doing nothing at all.
  • Options:
    What you can do in a turn. Options are broken up into several categories, both for ease of reading and for delineating what actions can do what.
    • Requests:
      Requests fall into two types. [Simple] and [Difficult]. Both are done the same way, it's just that [Simple] requests for Runic items where I won't let you pick which Runes go on which item. Like, a simple request would be to fill an order of 100 Runic pickaxes, I'm sure you don't want to pick a list of three Runes for every last one yeah? Difficult requests are, more often than not, the singular custom pieces or sets of pieces. There's a bit of choice here. You can make the decision over which Runes to use, you can choose not to and let me decide, or give a theme or function you want me to follow. These are often for individuals and characters, but not always.
    • Research:
      As with the Request category, Research is labelled [Simple] and [Difficult]. [Simple] Research is mostly material research, short and to the point and the start of Research trees, while [Difficult] Research usually consists of the later parts of long term research trees and more longform studies.
      • Rune Research:
        As a Runelord of the Dwarfen Golden Age. You have a rune for almost any situation. That axe not cutting good enough? Rune. Is the armour not strong enough? Rune. Runes upon Runes upon even more Runes are at your disposal. For the sake of all our sanities and to minimize bookkeeping, it's all but assured you will have a rune for most mundane situations. Researching and creating new Runes then will be more limited by virtue of you having most everything already than it is your ability to think of new things. This, of course, doesn't apply to Master Runes. Further, there are runic "tech trees" if you will that I have been cooking up for some time, and depending on how things go you may be able to progress down those paths as well.

        In short, unless it's a research option, you're likely to have a common Rune for that problem already, and if you don't, you need to unlock the problem first before you can get to solve it.
        • Speaking of those Master Runes, to work with them you will first need to understand that Master Rune. The way you can do this is through the traditional Understand a Master Rune option, but now, if you develop a Master Rune from your research, or compress a combo into a Master Rune that will also count as doing the Understand option. After you understand a Master Rune, you can then begin to create variants of that Master Rune, and even a Regular Rune version at a much cheaper cost than before. Of course not all Master Runes are the same, so now we move on to the method I'll be calculating the action cost for these new actions.

          Learned Master Runes will have a Complexity Rating attached to them that will appear on the Rune List post and in Rune trades in the future. They start from 0 for "base" Master Runes like the Master Rune of Gromril for instance, and can theoretically go up forever all the way until Azamar. Putting a Master Rune into a combo raises the Complexity Rating, however Compressing a Combo into a Master Rune does not.

          Spitestrike, the precursor combo for the Master Rune of Spite: Complexity 0
          Compressing it into Master Rune of Spite: Complexity 0
          A combo that involves the Master Rune of Spite: Complexity 1
          Compressing that Combo into a new Master Rune: Complexity 1
          And so on and so forth.

          Relevant Specialty levels, and Traits*, reduce the Effective Complexity, which in turn makes the Understand option easier to do. This basically means a Talismanic (Savant) specialty Runesmith with a lot of traits around researching Talismanic Runes would have a far easier time than an apprentice with no specialty at all.

          Specialty levels can reduce effective complexity by 1 (Base) to 10 (Savant)

          * A trait description will need to specify that it improves a type of Rune Research for it to factor in though.
      • Other Research:
        As a Runelord, you will always be looking for inspiration to devise new Runes and sometimes solve problems in more mundane, less fun, ways than with Runes. Any oddity or idea you may have will appear on here.
      • Epiphanies:
        Epiphanies are moments in the quest where you realize something important about something. Some will simply be boosts to research, others will unlock entirely new tech trees. Epiphanies are triggered by certain actions you do and by rolls that I'm keeping track of in my master sheet.
    • Orders:
      Ordering supplies! Orders thankfully are pretty straightforward. If it's a material specific to a strong Rune you need for a request or Rune you're experimenting with I will note it in the cost, and it will consequently appear in the orders section of the turn/whenever you realize you'll need it.

      Now you may ask, can we get it ourselves? Yes! You can totally go get it yourself, should you know a source for the stuff nearby. As the elder ice wyrm Kraka Drakk was named after is long dead and its materials long since used to make other shiny cool things, you can't find any natively in such a remote hold. Or well, YOU don't know of any Drakki lurking about. If you DO know where you can get some nearby, you can spend an action (unless its right outside the hold relatively speaking) to get it yourself. Note that this will Lockout the order option and vice versa. So it's a trade-off between costly expediency or free but delayed. High enough standing with an individual will allow you to spend favours you may have with that person to order higher tier material quickly.
      • Order length: is determined by two main things. Your circumstances, and the rarity of the item. In my master chart I've got a few things listed down as guidelines, but for your sake know there are only 4 tiers of rarity when ordering.
      • Rarity:
        Tier 1: Mundane:
        bog-standard materials, stuff you don't have to worry about specifically getting at your age and level of wealth. Really you won't ever see these materials barring truly exceptional circumstances, but it's good to have a baseline.
        Tier 2: Uncommon: This is specialist stuff, and the majority of orders will be this tier most likely, dragon's blood counts here and so does Gromril, but as you'll note. You rolled well and got a natural seam of the stuff so you don't worry about it. Will otherwise take 1-2 turns to arrive depending on the circumstances of your hold. Before you ask, yes I would've waived the dragon blood fee if you had chosen that other deed at the beginning.
        Tier 3: Rare Stuff: Often refined uncommon materials or hard to come by stuff. Pure Gromril, for instance, requires a master black/Runesmith with a very specific set of gear. This will take 2- 4 turns to arrive. Less time if you're near a place like Karak Azul or immediately(within the turn, even though it would take years in-game time) if you have the native production here. Brightstone, Silverite or Ithilmar and stuff at that level of scarcity would count in this territory.
        Tier 4: Truly Rare: This is rare material taken up 10 notches. Things like the blood of an Elder Wyrm (Star or Moon Dragon), The Claw of a Dragon Ogre Shaggoth, Carnosaur's Bilesac, stuff like that. It's gonna be 3 turns minimum for this stuff. Getting some examples this material immediately would require burning favours.
        Tier 5: One of a Kind: Things that are so unique and powerful they lie in a rarity of their own. Trying to scale beyond this is ridiculous, but the strength of these ingredients while very powerful can vary greatly within this tier. A tip top tier example would be The Blood of Aenerion (as in the individual, not his descendants) or the finger bone of Nagash. A lower example would be the body part of an apex specimen of its species. You won't get to order things like this, almost guaranteed to be from you getting it yourself.
    • Sub Options:
      These are sub-options within any of the actions in these categories. Most often they either provide a bonus to research or completion at the cost of something, usually favour, but there are a few who may add to research cost in exchange for getting more rewards. In terms of research/progress boosts, work under the assumption that the boost is a single time use and that you need to input an action into the research itself to use it. However, there is a list of modifiers that exist and will be applied on the action depending.
      Some of these include:
      • Can be taken multiple/ X times: self-explanatory
      • Can be taken without actions: can complete with no action input
      • Can be taken multiple/ X times and without actions: self-explanatory
        Basically, unless I tell you otherwise through those modifiers then treat those boosts as one-time things that you can't take on without putting in some work yourself.
Retainers:
Retainers are in essence dwarfs sworn to you through oaths and traditions that undoubtedly began in the earliest days of the Dwarfen people only to be later codified and refined by the Ancestors as they had with...effectively everything else in Dwarf society. The following choices will impact how the Retainers function and will be seen by other dwarfs, but regardless of your choices, your retainers will work under these baseline mechanics.
  • Agents:
    Firstly their interaction with the general action system. At the foundation of everything a retainer retinue effectively acts as a second free hunting option and depending on a variety of factors, this retainer action can be expanded to work in a few other select choices. Having a group of doughty Dragon Slayers opens up different avenues compared to a band of cunning rangers after all. The number of retainers too will change the number, availability and success of actions. You'll have 1 retainer Action to start, which will be limited to a simple hunting action in the Orders section of the turn and few smaller things, but with enough investment this action can either mean the hunting action has improved odds, offer the ability to hunt stronger monsters, or even branch out into other actions entirely depending on your choices below.
    • Retainer actions! Your retainers, these proud and steadfast dwarfs, are not apprentices you can send off to do base errands! These doughty dwarf elders have a level of trust that affords you the ability to do different sorts of tasks for them. Retainer actions can only be put on actions that say so in their cost section, as the reputation of the retinue grows and changes alongside the size of its membership these options can change. Once you've hit the 60 retainer mark, you will unlock your second action and get another action every 60 retainers afterwards. Once you hit that point, you'll keep the second action unless the company is reduced to less than 20 dwarfs from attrition or you permanently change the size to less than the required threshold for the additional actions. Actions or decisions to change parts of the retinue like in the original vote will come up when appropriate/after enough time has passed.
  • Reputation:
    The fabric and stories regarding this particular band of stout folk. There are a few things that affect this. A group known to go about slaying beasts will undoubtedly draw honour and glory seekers, while a group of agents and envoys will draw long term thinkers and more diplomatic folk if that makes sense. Gear too will play a role in their reputation, as Dwarfs in master-crafted Gromril Armour have more impact than simple steel, whereas the leather and cloaks of a Ranger would be an entirely different beast.
  • Rank:
    Like with everything else your retainers can be tiered(as a unit) on a scale similar to the Rarity tiers to signify both their fame and effectiveness. Now as these are dwarfs acting as a unit, improving their rank is more than just improving their ability and outfitting them with good gear. An untested group of warriors will have a harder time increasing their rank compared to a more veteran group of dwarfs. So let's say you kit out your retainers with a bunch of high-quality items. They could all be T4 but if these dwarfs never go out and use those items or prove themselves worthy of such it means they'll be soft locked to a certain rank.

    Your Retinue can gain traits that improve their stats or give them specialties as they and develop grow over time and/or traditions within the group begin to take root.
  • Gear:
    The final mechanic is gearing out the company itself. In this case, I'll now offer options to alter, improve or even give gear to the company. Now, instead of just giving you however many gear slots per dwarf in the group I'll instead treat your retainers as a single entity both for the sake of my sanity and stopping game-breaking shenanigans. For gameplay's sake you'll be able to individually craft the following for your dwarfs:
    • 2 Hand slots as with individuals.
    • 1 Armour slot.
    • UP TO 3 banner slots.

      The armour, weapons and one banner will be worn by the leader/champion of the company while the other potential banners are held aloft by standard-bearers. Set Bonuses in this case would only involve the dwarf with the armour and weapon and Banner, OR between the three banners but not all together. Ergo you could have two set bonuses active, one for the champion and one for the banners and greater company, but not one mega bonus amongst all the items. Equipping the company wholesale will be done through simple actions (write-ins for this is still pending, I'm still considering) and impact the Retinue's stats which goes as follows, not including special traits like Unbreakable, Tireless, etc:
      • Shoddy/A literal Beardling*
      • Below Average
      • Average **
      • High
      • Incredible
      • Supreme

        * Not something you'll see but it's good to have the bottom rungs known.
        **This is based on Dwarf Standards, so like if you ranked an elf their mobility would be well above average and a human above average.
Standing and Favour:
As a Runelord you've achieved one of the pinnacles of Dwarf social standing and wealth. In layman's terms, you're rich and most monetary costs are truly outside the realm of quantifying (you still do of course because you're a dwarf Grungni damnit) and thus arbitrary. No, at your position the true cost will be in terms of social and political capital/currency denoted by "Favour" and "Standing".
  • Favour: is the currency by which you can interact with some of those contacts to improve/change or speed up certain actions. And most importantly, it's the most direct way of increasing your Standing.
    • Accumulating Favour to certain thresholds will permanently increase your Standing. Once the increase happens your Favour count can go well below the threshold, but your Standing stays where it is. Basically, if you accumulate enough Favour to reach Standing 5 then spend it all, you'd still be at Standing 5.
    • Gaining Favour can be done in a variety of ways. A common way of doing so will be through doing retainer actions and commissions in the Request section of the turn. Doing requests for contacts will provide large one-time bonuses while retainer actions provide a smaller but more consistent way of gaining Favour. Eventually, you'll reach a point where grinding Favour for Standing becomes sort of unfeasible, but have no fear there will be chances to improve Standing directly through commissions, requests and the like!
    • The Favour Thresholds are as follows:
      Standing ChangeFavour Threshold
      -5 to -415
      -4 to -335
      -3 to -275
      -2 to -1110
      -1 to 0150
      0 to 1200
      1 to 2250
      2 to 3310
      3 to 4380
      4 to 5450
      5 to 6530
      6 to 7620
      7 to 8750
      8 to 9890
      9 to 101050
  • Standing: meanwhile, is a measure of one group or person's view of you, acting as the long-term general opinion of the entity in question. Standing scales from -5[Complete Unknown] to 10[Exalted]. Now, while Standing can improve by gathering Favour, doing something that goes against a contact's wishes is liable to potentially reduce your Standing.
    • Standing levels are important! Starting from Standing 0 you can spend accumulated Favours towards sub-actions, speeding along, altering or improving the original action itself. After Standing 5, you will begin to receive rewards as a mark of your improved relationship with the contact. These could range from:
      • Research boosts
      • Random Items
      • Turn reductions on item orders
      • Special recruit possibilities for your retainers
      • Secrets maybe
      • Etc.
    • Though not all contacts may provide these rewards, serving only to inform you of where you stand with the wider community or individual in question. The most obvious examples being the "Conservative/Radical Runesmiths."
    • Obviously, the higher your standing the better these rewards become. Not all rewards are equal, and dependent on the contact. A wealthy Hold obviously has more to offer than a poor one for instance.
    • You will have opportunities to increase Standing on its own without needing to grind favour, but these are rarer.
    • Standing isn't equal and is sometimes solely meant to inform you of where you stand with the contact in question. Which is to say, a high standing in one group may be the bare minimum level in another.
  • New groups/people worth recording standing for that are encountered will have a new Standing level based on a variety of factors. Your beginning level of Standing will be affected by a variety of factors, from deeds, to your position as a Runelord, and the other person's or group's interpretation and understanding of such things.
    • The most common being specific Dwarf Holds or large institutions. These contacts will provide the more mundane type of rewards, but are easier to work with and grow comparatively.
      • Holds will have their own specialty, and improving Standing with that Hold will allow you to access rewards relating to that. For instance, a Hold known for being a major trade hub is liable to give you a bonus to ordering reagents, giving you insight or knowledge about new items never before seen, or even passing on rare items to you. Narratively it's a very complex system of obligations, oaths and simple barter going on to give you these rewards.
    • All contacts will have Standing, but not every contact has Favour. The main example of this will be in the form of special individuals inside a hold and more importantly for you other Runelords, these fickle and capricious dwarfs operate on a slightly different system than the average Dwarf. For they are too proud to ask for aid and too secretive to offer knowledge without proof of competency. As such, you must prove your worth to them through Great Deeds and Great Works. Essentially, by doing things that a specific Runelord is interested in, you have a chance at improving your Standing with them, wherein you will start receiving rewards after a Standing of 5 like with every other contact.
      • So for instance, there's this Runelord known for making pots and pans. Doing great deeds will help prove that you're worthy of whatever pot and pan related knowledge this Runelord knows, and after reaching a Standing of 5 they may begin to occasionally feed you bits of information. Now, if you made an incredible example of a pot or pan that would be far more effective in improving your Standing as the Pot and Pan Runelord now has far more solid and concrete proof of your competence and worthiness of their secrets.
      • There are certain Figures of Legend, Runelords famed even within your august body, that will prove especially difficult to improve your Standing with. So high are their standards, so mighty are their deeds that only the greatest acts or most comprehensive body of evidence can sway their opinion. These legends do not offer regular rewards, but special rewards that may take some effort to solve or discover but are worth the trouble of figuring out.
    • After you've accumulated enough Favour you'll be able to use that favour to get certain items, expertise, etc from those places. (costs do scale with your standing) Note that favour being spent is almost exclusively for the truly exotic stuff, as a Runelord you can get most mundane stuff the old fashioned way by paying for it.
    • Group examples:
      • Conservative Runesmiths, Standing: 0
      • Radical Runesmiths, Standing: 0
      • Karak Noname, The Placeholder Hold, Standing 5, Favours 190
        - Standing 5: Every so often you get some stuff or MacGuffin
      • Blanki Blankisson, Runelord of Karak Noname, Standing 2
      • Blanky Blankasdottir, Legendary Runelord of Karak Nonexistent, Standing 0
      • The Kingdom of [Blank], Ulthuan, Standing:-5, Favour 0
      • Named Character, Standing -5
Extra + Minor Mechanics:
Mechanics that aren't an everyday occurrence during turns, but are important regardless
  • Grudges:
    Grudges, Dammaz, insults, stains on your honour. In your many winters, you've had your share of a few and blessedly enough, have so far kept them there no longer than a year or two. It will not last, you're sure that burning shame will find its way down your gullet once more, the only respite being the memory of how sweet the avenging of a Grudge can be.
    • Severity: A grudge's severity is ranked from 0 (Grumbling) to 5(Bellowing Agony)
      • Grudges will be, should be, rare for a Runelord. Someone in your position and power should be doing things so properly that no dwarf will find fault in your actions and leave no enemies alive to be worth declaring a grudge over.
      • But such things will happen, and so you must understand how they function. Firstly, having too many grudges will begin to impede on your ability to function as the sheer weight of shame and rage begins to impair your senses. These maluses will compound with age.
      • A fresh grudge will give you bonuses to completing it, keep them for too long and the maluses they incur will outweigh the benefit in question.
      • Narrative consequences for carrying grudges will happen. One or two is shameful but a dwarf that hasn't met somedwarf with a grudge is either blessed or a liar. Three to Five will make people look upon you unfavourably, for a dwarf that can't keep their grudges clear is a Dwarf who is failing. Don't go over Eight.
  • Character Moments:
    There will be moments where you're asked for your opinion on something. These votes are less to convince anyone to your side of things but more to give what will be Snorri's in story beliefs on such topics. They'll be mostly narrative moments and are more meant to show who Snorri is, but there can and probably will be narrative consequences.

Aug. 17, 2021: Reformatted some stuff for readability + added research actions.
Jul. 18, 2021: Added in new and pertinent information.
Sep. 6, 2021: Added retainer mechanic
Sep. 13, 2021: Added retainer actions
Nov. 22, 2021: A great Reformating and added the overhauled Favour and Standing system.
Dec. 28, 2022: More detailed explanation of the workings behind Combos added.
Jun. 05, 2023: Added the updated Understand a Master Rune system
Sep. 19, 2024: Edited in the new Research system.
 
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Standing and Favour
Valaya, Goddess of Hearth and Healing, Mother and Protector of the Dwarfs
━<><><>< Standing and Favour ><><><>━
Rough Guideline of Standings*:
-5 [Unknown]
0 [Respected]
5 [Deeply Honoured]
10 [Exalted] The normal cap.
11 [Ancestor God]

*Standing does not necesarrily reflect their opinion on your personally.
━<><>< Karaz Ankor ><><>━
Institutions:
Conservative Runesmiths:
Standing 10
Radical Runesmiths: Standing 10

Brotherhood of Dron: Standing 7, Favours 0
- Standing 5, Letters among Peers: Chance to proc extra progress when doing Material Science research.
- Standing 7, Fraternity of Thought: Chance for actions researching Runes to proc extra progress, increased chance to to proc extra progress when doing Material Science research

Cult of Grungni: Standing 8, Favours 0
- Standing 5, Armourer, Defender: Masons of the Order of the Stone Wall added to potential recruitment pool.
- Standing 7, Lord of Deeps and Crafts: Retainer actions gain a bonus when doing tasks related to Grungni's domains. (Mining and Crafting)

Cult of Valaya: Standing 10, Favours 5
- Standing 5, Shieldmaiden, Defender: Valkyrie Guard added to potential recruitment pool.
- Standing 7, Healer, Brewer: Retainers now have access and ability to administer Valayan brews and medicine, + Medical Aid and Endurance
-- Examine Kradskonti: [Cost: 75 Favour with the Cult of Valaya] Gain ???.
-- Can substitute Favour cost from any Dwarf Hold or Institution with Favour held with the Cult of Valaya.
-- Retainers now have access and training to administer advanced Valayan medical procedures, and treatments safely. ++ Medical Aid and Endurance, new totals: Medical Aid > Medical Expertise, Supreme Endurance.

Cult of Gazul: Standing 6, Favours 120
- Standing 5, Watchers in the Dark: Watchers and Guardians of Gazul added to potential recruitment pool.

Places:
Kraka Drakk, "The Dragon Hold," Standing 10, Favours 90
- Standing 5, Dragon Hold: Huskarls added to potential recruitment pool.
- Standing 7, Confluence of Trade: Chance to reduce turn timer on Karaz Ankor orders by 1. (minimum 1)
- Standing 9 (Special), Place of the Odd: Chance to gain 1-2 progress on Odd Places materials. (leaving a minimum 1 action)
- Standing 10, Gateway to the North: Reduce turn timer on Karaz Ankor orders by 1. (minimum 1)
- Gloin Otreksson, The Silver Drake, King of Kraka Drakk: Standing 10
- Kaggra " Redaxe" Briggasdottir, Queen of Kraka Drakk: Standing 10
- Gimli Gloinsson, Axehand, The Young Drake, Heir of Kraka Drakk: Standing 10
- Ladra Rinnasdottir, Princess of Kraka Drakk, Wife of Gimli: Standing 10
- Otrek Gimlisson: Standing 8

Kraka Ornsmotek, "The Eagle's Peak Hold": Standing 10, Favours 75
- Standing 5, Warriors Without Peer: Monster Wardens added to potential recruitment pool.
- Standing 7, Mountainfull of Beasties: Chance to reduce turn timer on Monster Part orders by 1. (minimum 1)
- Standing 10, Here be Monsters: Reduce turn timer on native Far Northern Monster orders by 1. (minimum 1)
- Dorr Korrson, King of Kraka Ornsmotek: Standing 9
- Dorri Korrson, Monsterbane, Cousin of the King of Ornsmotek: Standing 10

Kraka Dorden, "The Thunder Hold": Standing 10, Favours 35
- Standing 5, Karak a Endrini: More Engineers added to potential recruitment pool.
- Standing 7, Work of Morgrim: Bolt Hurler creation unlocked.
- Standing 10, Industry of the North: Once per turn, 1 retainer action adds 1 extra progress to "Expedition" options.
- Svarti Sindrisson, the Clever, King of Kraka Dorden: Standing 8

Kraka Ravnsvake, "The Raven's Roost Hold": Standing 10, Favours 0
- Standing 5, Rangerhold, Traderhold: Raven Cloaked added to potential recruitment pool. Chance for Ulthuan orders to appear. (minimum 1)
- Standing 7, Bar a Varaz Ankor I: Chance to reduce turn timer on Ulthuani orders by 1. (minimum 1)
- Standing 10, Bar a Varaz Ankor II: -1 turn timer to on all Ulthuani orders (minimum 1), Chance for esoteric item orders to appear increases, cost of orders reduced.
- Villi Borsson, Ravenhaired, King of Kraka Ravnsvake: Standing 9
- Rinna Huldrasdottir, Queen of Ravnsvake: Standing 9

Karak/Kraka Krum "The Drumming Deep Hold": Standing 10, Favours 25
- Standing 5, Delving Deep: Krum MIners added to potential recruitment pool.
- Standing 10, Deep Delving: Underground "Expedition" options gain a chance to produce mineral reagents when completed.
- Vikram Krumsson, Bittershield, King of Kraka Krum: Standing 8

Kraka Grom "The Unyielding Hold": Standing 10, Favours 200
- Standing 5, No Deep Ignored: Dum Delvers added to potential recruitment pool.
- Standing 10, Nowhere too Deep: Retainer actions gain a bonus when doing tasks underground.
- Valka Brunnasdottir, The Defiant, Queen of Kraka Grom: Standing 10
- Gammur Oldorsson, Rockbrow, Head Advisor of Kraka Grom: Standing 10
- Siggrun Jorrasdottir, Hammerhand, Councilmember of Kraka Grom: Standing 10
- Grednir Grunsson, King Consort Slayer from Kraka Grom: Standing 9
- Vikki Valkasdottir, Eldest Princess of Kraka Grom: Standing 9
- Selda Valkasdottir, Twin Princess of Kraka Grom
- Grelda Valkasdottir, Twin Princess of Kraka Grom
- Standing 10, Paragon of the Peninsula: All [Region] Far North favour is now interchangeable. All individual Far Northern Hold favour converted to "Far North" favours.
Karak Ungor, "The Delving Hold": Standing 6, Favours 180
- Standing 5, Mineral Wealth: Reduce turn timer on Mineral orders by 1. (minimum 1)
- Buradarr Durabarrsson, The Younger, King of Karak Ungor: Standing 10
- Orra Stonehammer, Queen mother of Karak Ungor: Standing 10

Karak Vlag, "Desolation Hold": Standing 4
- Yorri Yarrisson, King of Karak Vlag: Standing 6
- Logazor Bonestrider, Head Ranger of Karak Vlag: Standing 9
Karaz-a-Karak, "The Everpeak": Standing 1, Favours 0
- Snorri Grungnisson, King of Karaz-a-Karak and High King of the Karaz Ankor, Whitebeard, Eldest Son of Grungni and Valaya: Standing ?
Karak Brynduraz, "The Brightstone Hold": Standing -1, Favours 0
Karak Izril, "The City of Jewels": Standing -3, Favours 0

Rhunrikki:
Bara Kormasdottir, Steelplate, Runelord from Kraka Drakk: Standing 7
- Standing 6, A Solid Foundation: Chance to proc extra progress when doing Rune research.

Dwalin Hugarsson, Thunderlung, Runelord from Kraka Drakk: Standing 8
- Standing 6, Battlepoet: Chance to proc extra progress when doing Banner Rune research.
- Standing 8, Rik a Flegg: Increased chance to proc extra progress when doing Banner Rune research.

Lorna Dernasdottir, Hammerfall, Runelord from Kraka Drakk: Standing 9
- Standing 6, : Chance to proc extra progress when doing Talismanic Rune research.
- Standing 8, : Increased chance to proc extra progress when doing Talismanic Rune research.
- Standing 9 (Special), Chatterbox: Rare chance to proc additional Runes when doing Talismanic Rune research.

Brynna Kargasdottir, Gildedeyes, Runelord from Karak Zorn: Standing 3
Vragni Svaltisson, Silverbrand, Runelord of Kraka Ornsmotek: Standing 4*

Igna Margasdottir, Metalheart, Runelord of Karag Dum Kraka Grom: Standing 8
- Standing 6, Metalheart: Chance to proc extra progress when doing Armour Rune research.
- Standing 8, Kvinn a Klad: Increased chance to proc extra progress when doing Armour Rune research.

Sven Hoggrisson, Baragmaker, Runelord of Kraka Dorden: Standing 6
- Standing 6, Baragmaker: Rare chance to proc extra progress when doing Engineering Subtype: Siege Engine Rune research

Valma Hilldasdottir, Stoneshaper, Runelord from Kraka Dorden: Standing 7
- Standing 6, Okri a Gronti: Chance to proc extra progress when doing Master Rune/Rune of Waking research.

Skegg Borsson, Runelord of Kraka Ravnsvake: Standing 6
- Standing 6, Axesson: Rare chance to proc extra progress when doing Weapon Rune research.

Skjoll Borsson, Runelord of Kraka Ravnsvake: Standing 6
- Standing 6, Shieldsson: Rare chance to proc extra progress when doing Armour Rune research.

Ogra Iggunsdottir, Runelord of Karak Krum: Standing 8
- Standing 6, Khaz: Chance to proc extra progress when doing Structural or Ancestor Rune research.
- Standing 8, Khazid: Increased chance to proc extra progress when doing Structural or Ancestor Rune research
Kraggi Cragsson, Steelback, Runelord of Karak Drazh, Member of the Brotherhood of Dron: Standing 4

Gorra Fallasdottir, Gromrileye, Runelord from Karak Varn, Member of the Brotherhood of Dron: Standing 3

Bogrin Hargrimsson, Azurehammer, Runelord from Karak Eight Peaks, Member of the Brotherhood of Dron: Standing 1

Magda Lenkasdottir, Copperlocks, Runelord from Karak Izril, Member of the Brotherhood of Dron: Standing 2

Modi Yannisson, Copperlocks, Runelord from Karak Izril, Member of the Brotherhood of Dron: Standing 2

Damin Sindrisson, the Stoic, Runelord from Karaz a Karak, Member of the Brotherhood of Dron: Standing 1
Gemlin Ragnisson, Steeleyes, Runelord of Karak Vlag: Standing 0

Orri Okrisson, Silverbrow, Runelord of Karak Ungor: Standing 1

Alric Thungnisson, Eldest living Son of Thungni: Standing ?

Special Individuals:
Yorri, Master Runesmith: Standing 10?
━<><>< Skarrenraz Ankor ><><>━
Institutions:

Places:

Drongkaraz, "The Stormpeak", Aerie of Kraka Drakk
: Standing 8, Favours 160
- Standing 5, Branakroki: Brana added to potential recruitment pool.
- Standing 7, Far-Reaching Fliers: Chance for Branakroki to aid retainer actions in the Far North.
- He who Rules Above/ King of the Sky, Ancestor of the Branakroki, Lord of Air: Standing 5
- He who Remembers/ Branzagazi, Scion of the Sky: Standing 4
- She who Calls the Furious Cold/ Blizzardwing, Stormcaller of Drongkaraz: Standing 7

Karazbinvarr, "Mountain by the Sea", Aerie near Kraka Ravnsvake: Standing 6
- He who Thinks/ Brangandazi, Scion of the Sky, Future Lord of Karazbinvarr: Standing 6
- She who's Beak Shines Darkly/ Ebonbeak, Princess Consort of He who Thinks: Standing 8

Dwekaraz, "Triple Peak", Aerie between Ornsmotek, Grom and Dorden: Standing 6
- She who Rules Quietly, Grandscion of the Sky, Secondborn of Branzagazi: Standing 4
Individuals:

━<><>< Varraz/Elgaz Ankor ><><>━

Individuals:
Myrion Strandweaver, mage from Averlorn: Standing -1
Menlinwen Ebonsea, mage from Cothique, language tutor: Standing: 1


Note: Standing isn't a one to one thing across institutions. Ranks that would be [deeply honoured] for one group may be the barest standard to be respected for another.
* Doesn't mean he likes you.
Gazul, God of The Dead and Clanless, The Watcher in the Dark
━<><>< The Honoured Dead ><><>━

- Otrek Gornsson, the Dragon Breaker, The Adamant Wyrm, Founding King of Kraka Drakk (Entered the Halls of His Ancestors 323 A.P.): Standing 10
- Kraus Drausson, Elder of Clan Winterhearth, Uncle of the Gift Giver (Entered the Halls of His Ancestors 359 A.P.)
- Moira Anguzdottir, Kraka Drakk's High Priestess of Valaya (Entered the Halls of Her Ancestors 370 A.P.)
- Gormak Dronbarsson, Guildmaster of the Metalsmiths and Lord of Clan Ironjaw (Entered the Halls of His Ancestors 390 A.P.)

━<><><>< Khazalid Trivia ><><><>━
Karak a Endrini - Hold of Engineers
Bar a Varaz Ankor - Gate to the Realm of the Sea
Kvinn a Klad - literally "Lady of Armour"
Rik a Fleg - literally "Lord of Banners"
Okri a Gronti - literally "Craftsman of Gronti"
Skarrenraz Ankor - Endless Sky Realm/ Realm of Endless Skies
Branakroki - Intelligent griffons, literally "Smart/clever dark birds"
Brangandazi - Clever Discoverer
Branzagazi - Clever Rememberer
Varraz Ankor - "Sea Realm"/ Realm of the Seas
Elgaz Ankor - "Elf Realm"/ Domain of the Elves
Nov 22: Added Available Requests
Nov 27: Overhauled the Standing and Requests page as per the new system (circa Turn 32)
 
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Grudges.
Grimnir, God of Warriors, The Brave, The Doomed
━<><><>< GRUDGES ><><><>━

Less Rough Guideline of Grudge Rankings:
0 (Grumbling) Fools who have wronged us and refuse to pay recompense.
1 (Snide Remarks) Idiots that have knowingly harmed us in even minor fashion.
2 (Angry Shouts) Killers of innocent dwarfs.
3 (Indignant Yelling) Foes that have dealt a terrible loss to a dwarf community.
4 (Furious Rage) Individuals who have dealt a terrible loss to the Karaz Ankor. Grimgor Ironhide, Skarsnik, Queek Headtaker, Git Guzzler in general.
5 (Bellowing Hatred) the normal cap. A foe of all dwarfkind or a personal enemy who's wronged a dwarf so heinously that they'd eternally hunt them until one of them dies if they could. Bugman's personal Grudge against Git Guzzler, Kazador's Grudge against Gorfang. Elves in canon.
6 (Cold Silence) no peace, no mercy for those that offer none. A Grudge so ingrained that no amount of vengeance can truly sate it barring the absolute annihilation of the foe and anything related to them. If Grudges are a weight on a dwarf's back, this is effectively gravity. Something that will never truly disappear barring truly unlikely and mayhaps even impossible circumstances. Chaos, Skaven, URKS, Grobi.


━<><><>< DAMMAZ A RHUNRIKKI ><><><>━

- Rank 2 Grudge(Angry Shouts): Trolls of the Northern Pass. For a grievous and unprovoked assault at a peaceful dwarf caravan, leading to the damage of property, the maiming of many a dwarf and the loss of 80 Dawi lives. The only payment shall be death. Actions toward settling this grudge gain +1 action worth of progress. +10 Bonus to rolls against Trolls. AVENGED TURN 3.

- Rank 4 Grudge(Furious Rage):
Kholek Suneater. For the slaughter of an uncountable number of dwarfs, the destruction of a dozen minor dwarf holds, the personal sullying of thirty clan homes, and hand in eighty more, the pilfering of their wealth and the invasion of the Underway. The only recourse shall be death. Actions toward settling this grudge gain +1 action worth of progress. +5 to bonus on Man the Walls and Man the Tunnels rolls. +15 Bonus to rolls against Dragon Ogres. AVENGED TURN 19.

- Rank 2 Grudge(Angry Shouts):
Haruzrildrakk. For the death of five percent of the Throng of Kraka Drakk, the illegal delving and mining of Dwarf property without permit and the assault upon the persons and works of Runelords Snorri Klausson, Lorna Hammerfall, Dwalin Thunderlung, Brynna Gilded-eyes, Bara Stoneplate and King Otrek Ironarm. The only payment shall be death. AVENGED JUST AS IT WAS STRUCK TURN 24.

- Rank 2 Grudge(Angry Shouts):
The spawn of Haruzrildrakk. For the Injury of the prince and heir of Otrek Ironarm, the deaths of twenty Stout Huskarls, the decimation of the accompanying party of dwarfs and destruction of Dwarfen property. The only payment shall be death. Actions toward settling this grudge gain +1 action worth of progress. Prince Gloin Ironarm has sworn vengeance. +5 Bonus to rolls against this Dragon. AVENGED TURN 28.

- Rank 4
Grudge(Furious Rage): Hogrimm Ironhand: For the continued magical assault upon the Throng, the indirect aid in the injury and death of many dwarf lives, the desecration of the hold of Karag Dum, the corruption of her inhabitants, and Betrayal on a level thought impossible, the only recompense shall be death. +25 Bonus to Breaching Roll. AVENGED TURN 31.

- Rank 3
Grudge(Indignant Yelling): Hogrur: For the death of eighty-three Dwarfs, the Injury of a further one hundred and fifty-four, the crippling of Thanes Gorlbag of Clan Gorltrommal and Thane Algrim Emeraldeyes of Clan Bronzebrow, for aiding the enemies of the Dwarfs in the destruction of Karag Dum, BAH, and serving a prophet of the perfidious Hashut. The only payment is death. +15 Bonus to Rolls against Beastmen. AVENGED TURN 31.

- Rank 3 Grudge:
The perfidious and muck-dwelling Fimir! For the loss of innocent Dwarf lives, the deaths of the venerable Elders and Hearthwardens Throggi Ironheart of Clan Ironarm and Barruk Gildedbeard of Clan Bronzefist, the corralling of the Beastmen into Dwarfen lands for nefarious purposes yet unknown. The only payment shall be death! Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +10 Bonus to rolls against the Fimir.

- Rank 3 Grudge:
The Shadow Hag, for the personal slaughter of eighty-seven Dawi and orchestrating the deaths of 3,534 Dawi as well as a sum total of 324,982 Gold and 245 Brass pieces in damage both material and emotional to the towns of Khazid-Vran, Durak's Claim, Mingol Ril, Migdhal S...
…and harm to the Holds of Kraka Krum and Kraka Grom, the sentence shall be death. Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +5 Bonus to rolls against the Fimir and +10 Bonus to Rolls against the Shadow Hag,
 
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Rune List
Thungni, God of Runes, First of the Runelords
━<><><>< The Rune List ><><><>━
As a Runelord there likely isn't a basic Rune you don't know with a few exceptions (notable things including Runes made during the or post War of Vengeance, and/or are noted specifically to be discovered by a different Dwarf other than Thungni or Grungni.) The only Runes that I will list will be Master Runes, Runes you've personally discovered, and specific runic combos. If a Master Rune isn't on there it's because of the above reasons. If you want clarification about your knowledge of a Rune, please ask me. its a good 50% chance I forgot it existed or didn't catch it.

ALL OF THE EFFECTS HERE ARE STANDARD, BONUS EFFECTS OF ADDING OPTIONAL INGREDIENTS WILL NOT BE RECORDED.
Weapon Runes
NameNecessary IngredientsComplexityDescriptionNotes
Master Rune of Animation/Waking[T2] Troll's Heart3PlaceholderAllows the weapon to follow orders or act under its own power, but is still subject to the laws of physics( so a sword won't levitate and a crossbow can't reload without an existing mechanism though a bit of engineering mitigates such issues.)[RUNE UNDERSTOOD]
Master Rune of Breaking[T2] Cockatrice's Eye1The weapon has a chance of outright destroying shoddier weapons it strikes.
Master Rune of Conduction/ (the future Master Rune of Kragg the Grim)[T3] Magma Wyrm's Blood2Strikes impart extreme heat and force after a brief charge up period, the weapon grows hot enough to glow bright orange and can hold a greater amount of heat.
Master Rune of Currents[T2] Griffon's Brain1The weapon cuts like the biting winds at the mountain's peak, faster, sharper and unblockable.
Master Rune of Everfrost[T3] Frost Wyrm's Blood2Strikes absorb the heat energy from what it strikes, chilling and embrittling armour and flesh.
Master Rune of Flight[T2] Great Eagle's Feathers1Weapons cannot be lost, and can be thrown at the enemy as if launched from a bolt thrower
Master Rune of Fraternity[T2] Grimnirzan0User and nearby allies have greatly increased martial skill and improved coordination, they are all innately aware of their comrade's abilities and status for the duration of the battle while in range.[RUNE UNDERSTOOD]
Master Rune of Grimnir[T2] Griffon Feathers0The Bearer will fight as if channelling the Ancestor's will, unhindered by Injury or Hurt until either they or their quarry are killed.
Master Rune of Purification/Snorri Gift Giver[T4] Voidstone6Strikes burn the target from the inside out, especially effective against wizards and magical entities and nearby magic is used up to increase the effect's potency.[RUNE UNDERSTOOD] [RESTRICTED]
Master Rune of Smiting[T3] Stonehorn's Horns2Every blow by a weapon bearing this Rune strikes with force beyond reckoning.
Master Rune of Thunderbolts[T3] Storm Wyrm's Blood/Dragon Ogre Shaggoth's Blood3The weapon crackles with barely controlled lightning that erupts in a massive burst of electricity that travels through nearby foes or can be concentrated at a lesser foe in a single strike.
Rune of BreakshotN/AN/ARanged Weapons and Warmachines gain magical, exploding ammo but slows rate of fire.
Rune of EchoblowN/AN/AThis weapon's blows will have a secondary phantom blow follow up behind it.
Rune of FuryN/AN/AWielder becomes enraged and more powerful by the memory of unfulfilled Grudges, multiple copies improves speed and damage they deal
Rune of LightningN/AN/AStrikes release current of electricity when they land, two copies improves strength of current, three copies allows weapon to periodically launch a lightning bolt
Rune of ParalysisN/AN/ASaps physical strength from a foe struck by a weapon inscribed with this Rune, gradually slowing them and then preventing them from moving
Rune of PetrificationN/AN/AStrikes cause numbness and rigidity
Rune of SiphoningN/AN/AItems inscribed with this Rune recharge at roughly half again more quickly than normal by drawing on Deep Magic, increasing for the duration of a battle until reaching roughly double the recharge rate. When fully active the Rune begins to glow gold rather than Teal. Superseded by Banner and Structural effects.[RUNE UNDERSTOOD] [RESTRICTED]
Rune of StrongarmN/AN/AThis weapon's blows will draw and absorb some of the strength of whoever it strikes and convey it back against them.[UNSHAREABLE]

Combination NameComponent 1Component 2Component 3DescriptionNotes
AnvilbreakerRune of Gottri HammerspiteRune of EchoblowRune of StrongarmThe user's blows ring like a gong, drawing strength from the foe they have struck, storing that energy and choosing whether to release it in one blast and/or have it rebound as a hit opposite of where the blow originally landed.[LOCKED, RUNE OF GOTTRI HAMMERSPITE UNKNOWN]
BrotherboundRune of GrimnirRune of BrotherhoodRune of BattleAllies around the user have increased martial skill and greatly improved coordination, they are innately aware of their comrade's abilities and status for the duration of the battle while in range.
Creeping ColdMaster Rune of EverfrostRune of PetrificationRune of ParalysisStrikes sap both heat and energy. Strikes cause increasing frost build up, frostbite, and fatigue for the duration of a battle.
Makerstrike
Master Rune of Conduction
Rune of SmednirRune of ThungniThe weapon's molten hot blows vaporize flesh, progressively weakening the armour and weapons it strikes, and outright burns or melts sufficiently poor craftsmanship. The tool guides the bearer who wields it so that his craft has improved toughness and durability while Runes struck with it last longer.
Fire, heat, flame, energy. Through it the Smith and his sons have made wonders no mortal mind can equal and weapons that are too terrible to behold. Creation and destruction in equal measure.
Meteorfall
Master Rune of Conduction
Rune of MightRune of ImpactBlows from this weapon cause an expanding Bubble of energy that forces itself to expand despite whatever may be stopping it.
Strikes from this weapon hit like an object from the void striking the earth, an explosion of energy that expresses itself through heat, air and fire aimed solely at the enemy.
RaptorstrikeMaster Rune of FlightRune of ImpactRune of BreezesThe weapon cannot be lost, and when tossed at a target the weapon flies with force that is several times more powerful than a Bolt Thrower.
Rising RancourMaster Rune of SmitingRune of FuryRune of StrongarmStrikes hit with greatly increased force. The user's anger and every strike increases their strength, speed and force behind blows for the duration of a battle.
Armour Runes
NameNecessary IngredientsComplexityDescriptionNotes
Master Rune of Animation/Waking[T2] Troll's Heart3PlaceholderAllows a suit of armour to follow orders or act under its own power, or aid the wearer.[RUNE UNDERSTOOD]
Master Rune of Blizzards[T3] Frost Wyrm's Blood/ Thundertusk's Blood1PlaceholderThe armour is engulfed in a shield of freezing winds and ice that buffets away physical projectiles back towards the sender. Emits an aura of cold that slows enemies and saps their energy.
Master Rune of Dragonbreath[T2] Dragon's Gas Sac0The wearer can breathe a gout of flame hot enough to deform steel with enough exposure, that can last as long as their exhale.
Master Rune of Featherweight[T3] Pegasus' Wing Tendons9Armour bearing this Rune acts as if it is only 1/10th of its actual mass.[UNSHAREABLE]
Master Rune of Galkarin[T3] Pure Oathgold7PlaceholderA floating golden pane of energy can be created and manipulated by the user within three meters of their body. The shield can be expanded to double its base size but lose about a third of its strength in exchange, and can be moved independently by hand or with a mental command.[RESTRICTED]
Master Rune of Gromril[T3] Pure Gromril0PlaceholderThe armour becomes near inviolate to battle damage, nothing short of the most titanic blows can force it to move or contort.[RUNE UNDERSTOOD]
Master Rune of Infernos[T3] Magma Wyrm's Blood1The armour is engulfed in a shield of flame that burns hotter than a Gromril forge. The protective bubble can be detonated in a wave of cleansing fire that can render foes to ash and leaves allies unharmed.
Master Rune of Purification/Snorri Gift Giver[T4] Voidstone6The armour glows bright like heated metal and burns enemies that touch it, spells cast against the wearer are converted into heat energy and projected outwards as either a pulse or concentrated jet of flame from anywhere on the wearer's body.[RUNE UNDERSTOOD] [RESTRICTED]
Master Rune of Set-Galgrindal[T4] Barazgal8A golden shield, seven layers deep, exists around the user, flaring into existence when hit by hostile intent or magic. The strength of the shields are largely the same, but the layers closest to the skin regenerate in seconds, while the ones farthest from the wearer may take several to a dozen minutes[RESTRICTED]
Master Rune of Steel[T2] Lodesteel0The armour will suffer no rust, no degradation natural or unnatural.
Master Rune of the Tireless[T2] Mammoth's Tusk0The bearer will be tireless, fighting with all the vigour of a longbeard with not a hint of fatigue.
Master Rune of Unyielding[T3] Stonehorn's Horn3The bearer will not tire, their flesh reknits, and their skin as strong as steel.[RESTRICTED]
Master Rune of Valaya[T2] Stone Troll's Blood0A more localized and yet more potent version of its banner counterpart's effect. Enemy magic will not harm the bearer, they grow weary less quickly and heal from minor scrapes faster.
The warmth of the hearth burns brightly.
[RUNE UNDERSTOOD]
Master Rune of Wyrmbreath[T3] Elder Dragon's Gas Sac4The wearer can breathe a gout of flame whose power can match a Star Dragon for 15 seconds, duration is inversely related to its strength.[RESTRICTED]
Master Rune of Zon-Dum[T4] Elder [Any] Wyrm's Gas Sac and [T3] Flawless Solar Ruby6It must be inscribed on a Gemstone set into a piece of armour. After a brief charging period, the gemstone unleashes a beam of extreme heat powerful enough to melt Pure Gromril after a few seconds of exposure. The beam's duration is inversely related to its strength.[LONELY RUNE] [RESTRICTED]
Rune of Adaptive ArmourN/AN/AThe Armour becomes more resistant to the strikes of one weapon with every strike. Changing the chosen weapon resets the effect's progress. Can still be noticeably bypassed by magic.
Rune of Featherweight/ Bolgisson's Rune of FeatherweightN/AN/AItems inscribed with this Rune now interact with the world as if they weigh a fraction of their actual weight.[UNSHAREABLE]
Rune of FortitudeN/AN/AWearer has increased toughness, two copies improve effect and convey it to armour, three copies can periodically reduce all damage dealt from one attack to a set, nonlethal, amount
Rune of GildercoatN/AN/A
The armour begins growing golden scales reminiscent of fine scale mail until their armour is completely covered over the course of a few minutes, these scales absorb damage in the place of the armour beneath until they flake off and crumble into dust. Multiple copies improve the rate and speed of scale generation as well as the number of scales the armour can carry.
Rune of ImpactN/AN/AAdds momentum to wearer's charge
Rune of LightspiteN/AN/ABlows struck against the bearer are reflected back as flashes of searing light. Does not affect allies.
Rune of PlaguebaneN/AN/AThe armour burns away corruption it physically comes into contact with, hurting daemons but is especially potent against the taint of Nurgle. The wearer has increased resistance to Nurglite plagues.[ONLY ARMOUR VARIANT LEARNED]
Rune of SpellturningN/AN/AThe wearer has improved resistance to magic, and also has the chance of reflecting back spells at enemy casters. Multiple copies improve the odds of the reflection happening.
Rune of StoneN/AN/AImproves general toughness

Combination NameComponent 1Component 2Component 3DescriptionNotes
Magic BreakerRune of SpellbreakingRune of WardingRune of StoneEnemy Magic breaks down around the wearer, unmade by the swirling energies of the Runes.
MountainsouledMaster Rune of UnyieldingRune of FortitudeRune of StoneThe armour is made unbreakable, the user's durability more akin to a Gronti than a regular dwarf. Their body and mind are unaffected by fatigue or fear, most damage they suffer is often temporary, barring truly ruinous wounds, and painless.
Stories tell that the first Dawi were born from the ageless living stones of the Mountain, that the Ancestors were pebbles of the First Rock of the world.
SteelbornRune of IronskinRune of FortitudeRune of IronThe user's skin and bones become as hard as the strongest Azul steel, and thicker than armour with no loss in speed. Their body takes on a metallic sheen
StormfrontMaster Rune of BlizzardsRune of LightningRune of Grungni
The bearer is enshrouded in a layer of form blurring icy fog, while lightning crackles around them, attacking foes and vaporizing lesser projectiles into ash.
The Rolling thunderheads that swallow entire mountains are a common sight in the north in high summer, the old legends say that when Grungni first swung Drongrundum the skies, seeking to emulate him, created lightning and thunder in response.
WyrrakdrengiMaster Rune of BlizzardsRune of ImpactRune of SpeedThe bearer can launch themselves forward at incredible speeds, forming a Gromril hard ice spike at a desired point on the armour.
ZharrkazadMaster Rune of the InfernosRune of FortitudeRune of VitalityThe bearer can spew a coat of flames around themselves that improves their natural regeneration, heals minor wounds and burns their foes.
Banner Runes
NameNecessary IngredientsComplexityDescriptionNotes
Master Rune of Amplification/Snerra Magnasdottir[T3] Pure Gromril4 PlaceholderRunesmiths under the effects of this Rune will have improved Rune Casting and dispelling attempts.[RESTRICTED]
Master Rune of Fear[T2] Giant Spider's Venom0Forces fighting under this Rune will appear larger, more dangerous, enemies facing them will feel a current of fear facing them.
Master Rune of Grungni[T2] Oathgold0The winds of magic are taken, absorbed and made into an array that blocks physical projectiles.[RUNE UNDERSTOOD]
Master Rune of Grimnir[T2] Griffon Feathers1The Master Rune imbues Valiant Grimnir's endurance, will and martial prowess to all under its aegis.
Master Rune of Purification/Snorri Gift Giver[T4] Voidstone6Enemy casters in range have a greater chance of miscasting, their miscasts instead mean the magic they wield is converted into heat within their body. Enemy enchanted items in range begin to glow as they are heated to the melting point of steel.[RUNE UNDERSTOOD] [RESTRICTED]
Master Rune of Taunting[T3] Rumbler's Lung1Forces with this Rune will enrage the enemy into attacking them, their foes losing some of their prowess in the throws of their fury.
Master Rune of Traversal[T3] Pegasus' Heart3Forces with this Rune travel over rough terrain with incredible ease, and at speeds that dwarfs don't often manage.
Master Rune of Valaya[T2] Stone Troll's Blood0The Rune of Valaya emits an aura that negates the power of magic, weakening spells and improving one's natural magic resistance.[RUNE UNDERSTOOD]
Rune of Dum-DenialN/AN/AThe Rune will attempt to show area in range as if it were not there when scried. Multiple copies improve chance of success.
Rune of SiphoningN/AN/ARunes in radius of this Rune can draw from the Deep Magic and recharge far faster than normal. The potency of this effect increases the longer the Rune stays in the same place, topping out at double the recharge rate. Structural version has triple the range of the Banner. Structural effect supersedes the Banner, and they do not stack. Multiple copies improve range.[RESTRICTED]

Combination NameComponent 1Component 2Component 3DescriptionNotes
Ancestral AegisMaster Rune of GrungniRune of ValayaRune of SpellbreakingMagic cast at the formation bearing this banner will be diffused, broken down and used to power a swirling field of Runic energy and wind that can withstand even the most ruinous of blows from sources mundane and magical, and burns the daemonic.
Valaya and Grungni, hearth and armour maker, protectors of Dwarfkind now and forever, gird us now and bring your fury upon the foe!
DaemonwardMaster Rune of ValayaRune of SanctuaryRune of DeterminationRoll to negate losing a battle roll to the enemy if they are a daemon
You will not run, you will not hide, you will not fail again. Daemon's burn in the presence of these Runes, their blows faltering as their very essence is assaulted.
Glittering BeaconRune of SpellbreakingRune of SpelleatingRune of ThungniRunesmiths feel an intrinsic pull to the banner, the effects of the Runes they cast grow in strength and their ability to deny enemy magic magnified.
Goruz-Kazak Rikkaz:Master Rune of TraversalRune of ImpactRune of AmberAllies in range charge together in formation and deal increased damage upon contact with the enemy, the larger the formation the greater the speed and damage dealt. When charging they ignore most mundane obstacles.
HailmantleRune of FrostRune of ParryingRune of SanctuaryA shield of frost and bitter winds buffets away physical projectiles and slows down enemies attacking the bearer. A weaker version of the effect can be extended over a formation.
The North winds blow fast, fierce and relentless, their chilling bite the doom of many.
PyrestrikeRune of GrimnirRune of BurningRune of ImpactThe bearer is engulfed in a bubble of fire and heated air, detonating on command or when hit with sufficient force. The explosion burns and knocks back enemies. A weaker version of the effect can be extended over a formation.
Lo Valiant Grimnir charged, and before the furious heat of his onslaught, nought was left but ash and dead foes.
Storm MantleMaster Rune of GrungniRune of LightningRune of FuryThe bearer is surrounded by a whirling storm of gale-force winds and dark thunderclouds. Errant bolts of lightning randomly strike out from the mass of clouds, vaporizing incoming projectiles or striking nearby foes and empowering their blows with electricity. A weaker version of the effect can be extended over a formation.
Talismanic Runes
NameNecessary IngredientsComplexityDescriptionNotes
Master Rune of Amplification/Snerra Magnasdottir[T3] Pure Gromril4 PlaceholderThe user's ability to cast Runes and dispel enemy magic is improved.[RESTRICTED]
Master Rune of Animation/Waking[T2] Troll's Heart3Allows talismans to act under its own power, activating effects on their own and under pre-set conditions with perfect control and timing without input.[RUNE UNDERSTOOD]
Master Rune of Brotherhood[T2] White Lion or Mammoth's Brain0Wearer temporarily assimilates the skills of allies in range, will improve the rate that the wearer permanently learns the greatest non magic skill known by one chosen ally.[RUNE UNDERSTOOD]
Master Rune of Challenge[T2] Dragon's Lung0The enemy who hears the wearer of this Rune challenge them must face them or flee.
Master Rune of Dismay[T2] Troll's Stomach0The user emits an aura or wave that saps the wills of his foes.
Master Rune of Expurgation[T4] Voidstone7Target is bound and surrounded by an inverted magical shield, their body burns from inside as nearby magic and spells cast against the user and target can be used to generate enough heat to vaporize them in a flash of light. Devastatingly effective against Magical entities.[RUNE UNDERSTOOD] [RESTRICTED]
Master Rune of Forgeflame[T3] Magma Wyrm's Blood2Absorbing the ambient heat of a room, the item bearing this Rune will condense it down into a set space that can burn hot enough to melt steel and almost deform Gromril. The finer and smaller the space the hotter it can become.[RUNE UNDERSTOOD]
Master Rune of Grungni[T2] Oathgold0A more localized, and yet more potent version of its banner counterpart's effect. Projectiles are flung back at their source with twice the force.[RUNE UNDERSTOOD]
Master Rune of Hearthward[T2] Hearthstone0The user has greatly improved resistance to both mundane and magically induced fatigue and disease, while their body temperature remains relatively constant and feel comfortable regardless of most weather conditions.[RUNE UNDERSTOOD]
Master Rune of Passage[T2] Great Eagle's Feather0The wearer moves more easily through even the most difficult terrain.
Master Rune of Punishing Guardian[T3] Great Taurus' Eye1Mundane and Magical damage the wearer suffers is returned at twice the strength and lit with magical, Hysh-infused fire. Spellcasters and magical entities have a chance of also releasing a small wave of Hysh-infused fire around them.[RUNE UNDERSTOOD]
[RESTRICTED]
Master Rune of Purification/Snorri Gift Giver[T4] Voidstone6User purges harmful magic from their body in the form of heat, either all at once or over a span of time. Casting the Rune lets the user periodically do the same to a target of their choosing while also intensifying the effect by drawing on ambient Aqshy

Used to create Adamant, the Rune flushes out impure magic in a way that produces enough radiant heat energy to melt the Pure Gromril bar.
[RUNE UNDERSTOOD] [RESTRICTED]
Master Rune of Spite[T3] Stonehorn's Eye0Whenever the wearer suffers damage their attacker suffers that damage twice fold.[RUNE UNDERSTOOD]
Master Rune of Stabilization[T2] Obsidian1Wearer's personal magic resistance is greatly improved, and creates a small aura that dampens magic around them as well.
[RUNE UNDERSTOOD]
Master Rune of Thungni's Presence[T3] Pure Gromril and [T2] Dragon's Heart5Enemies suffer greater casting debuff, spells cast around the user are broken up and used to improve the casting of all Runes around the user.[RUNE UNDERSTOOD][RESTRICTED]
Master Rune of Valaya[T2] Stone Troll's Blood0Enemy magic is absorbed and the energy is used to create a defensive shell of energy around the bearer.[RUNE UNDERSTOOD]
Master Rune of Wandering[T3] Pegasus' Heart3The user traverses rough terrain incredibly easily, and runs at speeds that should be near impossible with Dwarf legs.
Rune of Ambient LightN/AN/AProduces source-less light in its area of effect. Everything can be seen clearly with no shadows anywhere, and no light source to be seen. Favourite of master craftsman and sentries both.
Rune of Animation/WakingN/AN/AItems inscribed with this Rune are able to have a limited range of motion.
Rune of AnnealingN/AN/AMetal run through an item bearing this Rune is weakened through heat and magic into a state of pliability. Strength correlates inversely with the size of the gap being run through.
Rune of Burning LightN/AN/AMust be inscribed on a gemstone. The user can cast a concentrated ball of Hysh.[INCOMPLETE]
Rune of BrotherhoodN/AN/ALets a dwarf temporarily assimilate skills used by close comrades allies in range.[IMPROVED] Criteria broadened from close comrades > allies.
Rune of Dark SightN/AN/AMust be inscribed on lenses. Allows the user to see in incredibly low light conditions.[INCOMPLETE]
Rune of Defiant StoneN/AN/AImproves general toughness. Wearer's endurance and durability increase proportionately to their willpower
Rune of DirectionN/AN/AWearer can interface with Runes that would otherwise require verbal commands solely through thought. (You think, it sends that thought to a Rune. The Rune will act like that was a verbal command)
Rune of Earth's BurdenN/AN/AThe wearer has increased strength so long as one foot remains firmly planted on the ground.
Rune of IronskinN/AN/AThe wearer gains iron-hard skin.
Rune of ForgeflameN/AN/AHeat absorbed by the wearer is instead taken by the Rune and discharged into the air over time.
Rune of the FurnaceN/AN/AWearer has increased heat resistance, able to withstand being near roaring flame without any discomfort
Rune of Heat SightN/AN/AMust be inscribed on lenses. Allows the user to see differences in heat
Rune of Inner CourageN/AN/AThe wearer has increased bravery. They become generally aware of spells and items being used to negatively impact their mental state.
Rune of LightfrightN/AN/AThe user can send directed flashes of blinding light. Those affected will be afflicted with terrifying visions of their worst fears for a set duration. Does not affect allies.
Rune of Piercing SightN/AN/ALenses inscribed allow user to see through skin, bone, muscle and/or organs on command
Rune of ProspectingN/AN/AGives its bearer a sense for nearby ores within a large area. Doesn't specify what sort of ore; just their presence.
Rune of PurificationN/AN/AMagic is converted into heat in some way shape or form.[RUNE UNDERSTOOD] [RESTRICTED]
Rune of ReflectionN/AN/AThis Rune allowed Master Yorri to bend the angle of any light that hit this Rune towards a single point.[RENDERED REDUNDANT]
Rune of RefractionN/AN/AAllows for very rudimentary manipulation of light that hits the Rune. Changing the direction, the colour, even splitting it into multiple weaker beams.
Rune of RepairN/AN/AItems inscribed with this item can repair minor cosmetic damage done to them overnight. Does not work on flesh. Multiple copies of this Rune inscribed on an item increase speed but not potency.
Rune of SiphoningN/AN/AItems inscribed with this Rune recharge roughly half again more quickly than normal by drawing on Deep Magic. Aesthetically causes related Runes to glow gold rather than teal. Two copies increase recharge rate to almost double. Superseded by Banner and Structural effects.[RUNE UNDERSTOOD]
[RESTRICTED]
Rune of SoundN/AN/AThis Rune allows the user to propagate sound in the direction it was facing.
Rune of SpeechN/AN/ABearers of this Rune have their speech converted into fluent Khazalid, though it does not aid them in translating Khazalid back into their language.
Rune of StackingN/AN/AContainers that bear this Rune can store multiple times their volume. Weight of extra volume half of what it should be.
Rune of TranscriptionN/AN/AWhen placed on an appropriate apparatus, the user's words will be written down.
Rune of Translation:N/AN/AThis Rune allows for very limited communication between dwarfs and those who cannot speak Khazalid. The translation is very literal and has none of the nuance necessary for Khazalid fluency, but it's serviceable.[RENDERED REDUNDANT]
Rune of Thungni's PresenceN/AN/ADispelled spells around the user are converted to improve the casting of Runes around the user.[RUNE UNDERSTOOD]
Rune of Worldly WardingN/AN/ABlows against the wearer cause the struck area to become increasingly resistant against that type of damage


Combination NameComponent 1Component 2Component 3DescriptionNotes
ExpurgationMaster Rune of Purification/Snorri Gift GiverRune of WardingRune of SpellbreakingTarget is surrounded in an inverted magical shield, their body burns from inside as nearby magic can be used to generate enough heat to vaporize them in a flash of light. Devastatingly effective against Magical entities.

A Rune array whose sole purpose is meant to channel the titanic energy needed to purify Gromril to the point that it becomes Adamant without destroying the smelter itself. The cost is so exorbitant that the array must spend a decade recharging.
The bar grows bright as the energy is pumped through it, growing so bright that it becomes near blinding before settling down to a sheen of silver said to bring a tear to the eye.
AmplifierMaster Rune of Amplification/Snerra MagnasdottirRune of ThungniRune of StoneEnemy magic is broken up and used to greatly improve the casting of all Runes around the user's person.
ConversionRune of SpelleatingRune of SpellbreakingRune of WardingFailed enemy magic casts are transformed into a cushion when battle rolls are lost.
The spell is broken, the spell is eaten, the power is used to shield you.
DawiRune of Worldly WardingRune of Inner CourageRune of Defiant StoneAll buffs to general toughness and endurace grow in proportion to the wearer's willpower and bravery. Repeated/Continued exposure to spells and items that negatively impact their mental state cause them to become increasingly resistant to those effects.
Deep GateMaster Rune of Thungni's PresenceRune of ThungniRune of SiphoningEnemies suffer even greater casting debuff and spells that are not dispelled are weakened around the user. The user's equipped Master Runes have one aspect of their effect improved.
FlamedrinkingMaster Rune of Thungni's PresenceRune of ThungniRune of ForgeflameMagical and mundane flame fired against the user is absorbed and turned into Runic energy.
Guardian's RebukeMaster Rune of SpiteRune of SpellturningRune of Gazul's FlameMundane and Magical damage the wearer suffers is returned at twice the strength, spellcasters and magical entities are also set alight with magical fire.
HearthwardRune of ValayaRune of WardingRune of the FurnaceThe bearer is more resilient to stress and ills, their vitality strengthened, forever warmed and soothed by the hearth's glow.
In the darkest and coldest nights, the Runes burn bright and warm, staving off the worst of it.
Mold the MetalRune of MightRune of SmednirRune of ForgingMetals are drawn through a drawplate more easily and do not suffer defects or snapping.
Relentless PursuitMaster Rune of WanderingRune of ImpactRune of GrimnirThe user can run at incredible speeds and jump the height of three average dwarfs with ease. Running towards the enemy further improves the user's speed. The user's first blow at the end of their charge deals a far greater amount of damage.
Tunneling ChargeMaster Rune of WanderingRune of CleavingRune of ImpactThe user is largely unaffected by rough terrain and has enhanced speed. So long as the user maintains a dead sprint they can run through mundane stone and dirt like an oil bubble in water, parting material as they pass only for it to return to its original state behind them. Anything left in the space made will be crushed by the oncoming rush of matter attempting to return to its previous position.
Underworld FlameMaster Rune of ExpurgationRune of GazulRune of Gazul's FlameUpon activation the user selects themselves, an ally or enemy as the target. If friendly they are protected by a shell of Hysh infused flames that absorb a set amount of magic. If an enemy they are immobilized by burning chains. In either case enemies in a radius around the target are caught alight by heatless flames that burn both their corporeal form and the magic that maintains them. The flames continue to burn even after the enemy has left the radius, and can only be snuffed out by dispelling them. Especially effective against the undead.
Valaya's IndignanceMaster Rune of SpellspiteRune of LightfrightRune of LightspiteSpells cast against the user are broken down and the caster is burned and they forget how to cast the spell for a time. The magical energy is stored by the staff, and at the user's command, the energy can be fired back out as bolts of blinding, searing light, or be used to fuel terrible visions that can instill terror.[LOCKED, MASTER RUNE OF SPELLSPITE UNKNOWN]
Engineering Runes
NameNecessary IngredientsComplexityDescriptionNotes
Master Rune of Animation/Waking[T2]Troll's Heart3PlaceholderUsed to animate Rune Golems/Ancestor Golems/Gronti Duraz. No longer limited to Bipedal/Dwarf body plans. Gronti are stronger, faster, and all-around better than standard Gronti.[RUNE UNDERSTOOD]
Master Rune of Disguise[T2] Invisible Diamonds1The war machine bearing this Rune will be almost invisible to enemies, aiming at it becomes difficult as minds are tricked into shooting in the wrong place.[RUNE UNDERSTOOD]
Master Rune of the Eagle-Eyed[T2] Griffon's Brain1The war machine's accuracy is improved by a considerable degree, as is, if to a lesser extent, the vision of her crew.[RUNE UNDERSTOOD]
Master Rune of Immolation[T2] Dragon's Gas Sac0The war machine bearing this Rune, when activated, will immolate. Exploding in a shower of flaming shards that burn as hot as dragon's fire.
Master Rune of Lightning Strikes[T3] Storm Wyrm's Blood/Dragon Ogre Shaggoth's Blood3The war machine bearing this Rune fires ammunition with thunderbolt level destructive power.
Master Rune of Purification/Snorri Gift Giver[T4] Voidstone6Warmachines and Gronti can convert internal and nearby ambient magic into flames. Shots fired explode in a shower of molten rock, absorbing ambient magic to increase and prolong their liquid state.[RUNE UNDERSTOOD] [RESTRICTED]
Rune of Animation/WakingN/AN/AItems inscribed with this Rune are able to have a limited range of motion.
Rune of EmpowermentN/AN/AWhen activated, Gronti and Prosthetics inscribed with this Rune or within range of the bearer will see improved performance for a moderate period of time, they become slightly sluggish for half the time afterwards.
Rune of ImmolationN/AN/AItems inscribed with this Rune, when activated, will erupt in an explosion correlating to the size of the item in question that can wound any in the radius of the explosion.
Rune of Waking ElementsN/AN/AActivating this Rune causes the inscribed keystone to draw in surrounding stone and soil to form a Dwarf sized humanoid construct. These persist until dismissed or they run out of magic to fuel themselves. These constructs can regenerate by pulling in new material so long as the keystone is intact.[INCOMPLETE]

Combination NameComponent 1Component 2Component 3DescriptionNotes
Empowered WakingMaster Rune of WakingRune of EmpowermentRune of SiphoningThe effects of the Rune of Empowerment are improved, and recovery time is now a quarter of the time afterwards.
RangerstrikeMaster Rune of DisguiseRune of PenetratingRune of AccuracyThe first strike from this weapon will deal far more damage, needing to be moved an appreciable distance or a long period of time between the next shot to reactivate the ffect
A ranger's greatest deeds are oft never seen. Entire battles won by a single bolt fired from somewhere no one expected, a well-timed avalanche, one crushing strike from beyond their perception.
Engineering Subset: Prosthetic Runes
NameNecessary IngredientsComplexityDescriptionNotes
Rune of ProsthesisN/AN/APlaceholderItems inscribed with this Rune can act as simple prosthesis. Mentally controlled, no tactile feedback and not as strong a stout Dawi muscle.[RENDERED REDUNDANT]
Rune of Forged LimbN/AN/AItems inscribed with this Rune can act as prosthetics. Mentally controlled, total tactile feedback and the limbs are about as strong as a career warrior and dexterous as a particularly experienced craftsman.
Rune of Forged EyeN/AN/AItems inscribed with this Rune can provide vision. Mentally controlled and effectiveness on par with the average Dwarf.
Rune of Forged EarN/AN/AItems inscribed with this Rune can provide hearing. Mentally controlled and effectiveness on par with the average Dwarf.
Rune of Forged TongueN/AN/AItems inscribed with this Rune can provide the sense of taste. Mentally controlled and effectiveness on par with the average Dwarf.
Rune of Forged NoseN/AN/AItems inscribed with this Rune can provide the sense of smell. Mentally controlled and effectiveness on par with the average Dwarf.
Rune of WindsightN/AN/AWearer can see the colors of the respective Winds within, around or associated with a chosen object they view. There is a size limit, no focusing on the sky, but a storm is possible for instance, and Runes mysteriously look no different from before.[ONLY PROSTHETIC VARIANT LEARNED][INCOMPLETE]
Structural Runes
NameNecessary IngredientsComplexityDescriptionNotes
Master Rune of Purification/Snorri Gift Giver[T4] Voidstone6Inscribed smelters/furnaces/forges flush out impurities from metals placed inside, it uses purged and ambient magic as fuel to raise the temperature to melt Adamant. Double Adamant output of Talismanic Variant.[RUNE UNDERSTOOD][RESTRICTED]
Master Rune of Smednir's Bounty[T4] Elder Magma Wyrm's Heart and Blood10PlaceholderRefining metals in a room or structure becomes incredibly, sometimes supernaturally, efficient, leading to their average output increasing by a noticeable degree.[LONELY RUNE] [RESTRICTED]
Master Rune of Thungni's Brilliance[T4] Elder [Any] Wyrm's Brain x210Runesmiths in a room or structure find their intuition and comprehension when striking Runes temporarily flaring, sometimes forgoing the need to use all but the most powerful and rare (T5) reagents.[LONELY RUNE] [RESTRICTED]
Master Rune of Triage[T3] Elder Troll's Heart3Occupants in a room have their survival greatly prolonged, bleeding and poison spread are slowed while vitality and willpower are strengthened.
Rune of AlertN/AN/AOccupants in room without proper seal/item will begin to glow and are weakened.
Rune of CalcinationN/AN/AFurnaces bearing this Rune instead burn with magical flame, burning away everything until it leaves only ash infused with a single wind, often the predominant one of the item that was burned.[ONLY STRUCTURAL VARIANT LEARNED] [INCOMPLETE?][RESTRICTED]
Rune of ClimateN/AN/ARegulates the temperature and humidity in room
Rune of CopperN/AN/AMundane metals inside inscribed furnaces/smelters have their melting point lowered
Rune of Dum-DenialN/AN/AThis Rune will attempt to show inscribed structures and surrounding area as if they were not there when scried. Multiple copies improve chance of success.
Rune of ForgeflameN/AN/ACondenses heat generated in area into a specified space, but requires a constant source of heat to draw from.[ONLY STRUCTURAL VARIANT LEARNED] [RUNE UNDERSTOOD]
Rune of Gazul's FlameN/AN/ARoom or structure creates zones of magical fire that only damage enemies, especially deadly to daemons.
Rune of IrrigationN/AN/AIrrigates soil in room.
Rune of MistN/AN/AThis rune when applied causes a cool (but not chilled), but not overbearing, mist of water to fill the air of the room.
Rune of ObfuscationN/AN/AMuffles and distorts the words spoken by individuals in the room and instills need to leave to those outside the room.
Rune of SanitizationN/AN/ARemoves blood, filth and unclean substances from surfaces in the room.
Rune of SealingN/AN/ASeals all non-manmade holes in the room.
Rune of SiphoningN/AN/ARunes in range can draw from the Deep Magic and recharge far faster than normal. The potency of this effect increases the longer the Rune stays in the same place, topping out at double the recharge rate. Has triple the range of the Banner variant. Structural effect supersedes the Banner, and they do not stack. Multiple copies improve range.[RUNE UNDERSTOOD]
[RESTRICTED]
Rune of SmeltingN/AN/AImproves quality of smelting in the room.
Rune of SoilN/AN/AReduces nutrient depletion of soil in room
Rune of SortingN/AN/AOccupants in the room will instinctively know where to put things/follow whatever sorting system is in place.
Rune of TerrorN/AN/AOccupants in the room will be assailed with terrifying images and slight feelings of fear.
Rune of the Guard TowerN/AN/ADwarfs in structures bearing this Rune have increased visual range and acuity, as well as louder volume.
Rune of VentilationN/AN/AFreshens and circulates air in the room.

Combination NameComponent 1Component 2Component 3DescriptionNotes
Heat the MetalRune of ForgeflameRune of AnnealingRune of CopperRooms store and capture ambient heat generated within and can then transfer that heat to a specific item or defined space inside the room, the melting point of the metal is lowered.
Rouse the ForgeRune of Vigorous FurnaceRune of the CrucibleRune of VentilationFuel in forges bearing these Runes have massively increased efficiency and efficacy, enough that only a fraction of the charcoal normally needed to work Gromril is required.
True Adamant MakerMaster Rune of PurificationRune of Vigorous FurnaceRune of ForgeflameCan transform Gromril into Adamant. Can only be inscribed on Adamant.
Set Combos
Set Combination NameComponent 1Component 2Component 3Component 4DescriptionNotes
Grimnir's Burning WrothMeteorfallPlaPyrestrikePlrRelentless PursuitPlaceholderPlacehoWhen charging at an enemy or specific point, the user rapidly picks up speed and gains a protective shell of flame around them, gathering more and more energy until it can be released as an explosion of heat and power strong enough to melt steel or condensed into the user's weapon, allies unharmed.Placehol
RhunkikladGromril-likeMagic BreakerGlittering BeaconAmplifierAll enemy magic is passively siphoned to empower the Banner or anvil, bonus to active dispel attempts by the bearer. The Energy can be transferred to the banner until its effect can envelop an entire army or to the anvil to further enhance its ability to improve Rune Casting.
The World That WasMakerstrikeMountainsouledStorm MantleThe user is reminiscent of a volcanic eruption; cutting winds filled with ash and volcanic glass stir up a pillar of dark storm clouds around them as lightning and magma spew out to strike enemies or destroy incoming projectiles. If they strike the earth they can create fissures that spew magma or shards of obsidian, If they strike the air they can send out targeted bolts of lightning or those same cutting, ash-laden, winds.
Grungni's ChallengeRouse the ForgeHeat the MetalMold the MetalSiphons the heat from a forge into a miniscule space while both insulating the user and strengthening them greatly.

The Full and Comprehensive Rune List Excel sheet
 
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Chargen 2
Winning vote:
[X]Relation: distant bond.
[X]Master: Yorri.
[X]Deed: The Gracious Gift of Ghastly Proportions.

Note: All choices in this part synergize with each other to some degree, some more than others.
Master Yorri's odd ways and odd runes:

Along with your expected education, Master Yorri saw fit to have a dash of extra learning he believed any dwarf should have under their belt. Mostly in the form of runes, life advice and oddly enough a large library of troll related recipes. Gain:
- [Talismanic] Rune of Reflection: This rune allowed Master Yorri to bend the angle of any light that hit this rune towards a single point.
- [Talismanic] Rune of Sound: This rune allows the user to propagate sound in the direction it was facing.
- [Engineering/Talismanic] Rune of Animation: this rune allows you to animate golems.
- [Engineering/ Talismanic] Master Rune of Animation: Somehow Master Yorri knew of this most prized rune.
Rise living earth, stone and metal, the Ancestors call upon you to aid their people. The stuff of the Earth given motion. Strike like an avalanche, endure like the peaks you were hewn from...
- [Weapon] Master Rune of Currents: A rune that enhanced the weapon's speed, cutting ability and gave the user an enhanced ability to see openings in their foe's movements.
Like the howling wind at the mountain's peak, it may be diverted, shoved or ignored, but no weapon bearing this rune will ever truly be denied its course…
- A bunch of other minor weird runes.
- A Bunch of weird knowledge and life lessons.
- Troll-based Recipe book
- Student of the Odd: Researching Talismanic and Engineering Runes applies a free action's worth of progress every 3 actions.

Legendary Deed: Gift Giver
Good Snorri the Gift Giver worked like a dwarf possessed for two straight months and made toys that were like no other. Each and every one unique from the last, made with care and precision that boggled even the most critical longbeard. The sight of haggard dwarfs dragging bulk orders of wood, metal and stone to his workshop only to run back out for more was constant during his mad rush of inspired creation. So heavy was the traffic that it led to the hold's guilds growing in wealth by 15% from his actions alone, and led to new and more efficient ways of managing the foot traffic of the hold itself. To the beardlings however, Snorri's gifts were treasured and appreciated, heirlooms that have been passed down and held in high esteem. Holding a toy made by the Gift Giver is a sign of some minor prestige and a symbol of a shared past. While less famous than our people's ability to remember every slight, so too do the Dawi remember every gift and kindness and seek to repay it. Now these beardlings are grown, with families and careers of their own, but like any dwarf, they will never forget. If any aid can be rendered, if they are called, they will answer as best they can.
Gain:
- Productivity like no other: Every two actions spent on fulfilling requests will add one more free action of progress. Ex: A request takes 3 actions to complete, Snorri uses 2, it will instead count as 3.
- The Debt of the Young: Snorri will be shown greater deference by youth and elderly, the former for the debt owed, and the latter for the sheer skill of the act itself. Mostly Narrative but a chance to procc in some scenarios.

- +2* Standing with Both Radical and Conservative Runesmiths (Distant Relation + Deed itself compounded)


...​

The workshop is brightly lit, runes in strategic locations that maintain a consistent level of brightness throughout the chambers. The area itself is temporary, only a decade or two really, a more permanent version to be done once you've settled into your new home for the foreseeable future. In one corner, currently unpacked is a trunk full of paints, and woodworking equipment.

You swore you'd never do that madness with the toys again, but that didn't mean you would stop making toys forever. Just, not as much, Ancestors please never that many again. As it is, you've found a small hobby creating toys in your off time, then every month or so, covertly selling them off at the nearest temples of Valaya or local Foundling homes. It's good practice for the hands, what with the careful and precise movement, a good way to unwind after a hard day's work, and it's not like you could hoard toys in your house like some madman. It's good, practical sense, certainly not because you enjoy bringing cheer to beardlings, no sir.

Next to that however is another trunk full of Pots and Pans. You've grown used to Master Yorri's odd cooking that you've actually lost the taste for most regular dwarf cooking. That simply would not do, as Master Yorri once said, A preference is normal, but a specialty is a crutch, so you've taken the effort to make your meals yourself. It isn't a difficult thing to do, but you've found that you have a preference for baking, finding that baking had enough commonalities to runesmithing as to be understandable. It definitely wasn't because your stews tasted horrid or because you had grown a tad too isolationist as to not enjoy being surrounded by other dwarfs. No sir.

But right now, your thoughts were not even remotely near that part of the shop, instead, your entire being was centered around the forge, embers flying off the anvil head while you hammered away at the glowing metal. In your mind, the chant rises unbidden, centuries of routine coming into play once more.

Sing the hymn of Throkki the Bold, and on the third stanza strike the hammer with four times the force.

With steady hand and iron will lift the weapon skyward glinting in moonlit night and quench it in freshest snowmelt.

Hold it there for five heartbeats then raise it once more, strike eight times while the metal steams.

Let fire and steam fill your forge, then at dawn's light strike the last time and let the rune be sung onto the firmament.


The ancient chant fades slowly into the background of your mind as you gazed upon the rune glowing brightly on the surface of the axe head. The necessity of the chant for a dwarf of your skill was minimal to non-existent. As all runesmiths eventually learn, the chants were not truly necessary; they were but waystations, guideposts left by the ancestors to aid the bumbling beardlings of future generations get things right. The wording and rhythm of each individual chant passed on from one generation to the next with an exacting precision that only a runesmith would demand. Done over thousands of times in one's lifetime the rhythm became ingrained, the movements second nature and the chant less necessary. A chant for each and every rune, and there were plenty of runes, to be memorized, stored and brought out from the depths of the mind without erring; there were reasons why apprenticeships took decades for most. A necessity for your craft, for runesmiths rarely wrote anything down for a myriad of reasons, pride and paranoia only being the two most prominent.

The official reason is to keep our enemies from stealing our secrets, the real reason is that Runesmiths don't like sharing with just anyone beardling, Master Yorri's voice echoed from your mind.

And mind that troll liver, you're leaving it in the pan too long.

But enough wool-gathering.

You lower the axe gently down onto the wheeled weapon rack, the set of five now ready for the customer to pick up in three days' time. Then with an ease born from experiencing hundreds of winters, you take off the armoured apron with all its myriad of straps and layers in a manner of seconds, putting the runed piece of clothing away

[ ]Apprentice: Yourself.
You huff as you carefully slide the apparatus onto its rack. An apprentice would undoubtedly take too long and you'd be stuck waiting an extra four seconds for the beardling to catch up with you, but in comparison to lifting a good few dozen pounds of metal, four seconds didn't seem like such a bother. Not that you'd ever let the apprentice know that of course, no elder would be caught dead calling an apprentice useful unless they'd done something truly magnificent, and even then there'd be a criticism to go along with it. Bah! Despite anyone's claims otherwise, most dwarf masters enjoyed the free labour and chance to teach, rant and grumble at someone who took their word as law. (Gain: Freedom! Actions that would otherwise be done by your free labourers apprentices are instead left to you to do.)

[X]Apprentice: for your apprentice(s) to put away.
It'd be good for the beardlings to get more experience with proper maintenance and device care. A runesmith, nay, any good dwarf would never mistreat their tools! You carefully school your expression and make the effort to look unperturbed as you head to the door, taking your precious time to wait for them to put away the protective gear. You don't show even a hint of relaxation, doing the time-honoured tradition of looking incredibly grumbly and impatient as they rushed over to await further instruction. (Gain: opportunities or favour, with who or what depending on the apprentice's background and possible action bonuses. Lose: an action a turn is devoted to teaching. Beardlings/Plaitlings! These wide-eyed little relatives of yours depend on you to teach them the proper way to do things like a Runesmith ought to do! A Runelord with an apprentice is uncommon, but not so uncommon that it is considered odd! Triggers Apprentice sub vote:)

Patting yourself down a final time you huff in a manner approaching contentment and with a simple tap of your hammer, the runes on the door glow brightly. A solid wall grows a seam down the center before both sides slide away from the other. Opening the chamber to the outside for the brief moment it takes you to step past it before another smaller tap sends both sides crashing back into each other to fuse back into a solid edifice of granite and metal.

Nothing makes you happy the way seeing good, solid runework performing its function properly does.

Arms on your hips you gaze out across the whole of

[ ]Home: Karak Azul.
The forges never cease in the Iron Peak, the scent of charcoal and ore waft through the halls of the hold like the scent of bread in a baker's shop. The great roadways are clogged with the orderly traffic of dwarfs going about their day and the heavy carts that haul the earth's bounty up from the mines to be refined. The telltale sign of the runes that strengthen bridges, light the paths and keep the air clean is everywhere. This is no piece fresh out of the forges, Azul has been active for a good few centuries and it shows. With Izril to the south and Eight Peaks to the west, you lack for very little in terms of material, and though dwarfs are never one to put something for sale less than it was worth, the density of smiths and metalworkers in Azul means that quality worth a hefty pouch of coin in other holds is simply the base standard for any craftsdwarf worth their beard or plaits. A Runesmith will always have work in Azul, but it isn't particularly novel work. Often enough it's a blacksmith who seeks to have one of their pieces enchanted to be strengthened and improved in the way only the runes can achieve. Though there are rumblings about a colonizing convoy following the mountains northward coming from Izril in a few decades. Planning takes time as all dwarfs know. (Gain: The Iron Peak, the hold is established and well connected. There is always work for a Runesmith in a place so famed for its tools and crafts. The majority of requests will be weapon and armour-based. Few chances for unique rune events. Convoy heading northeast from Izril)

[ ]Home: Karaz a Karak.
Valaya, wife of Grungni, is very fond of this place and it is here where her husband rules, though he isn't currently present, off completing the founding of Karak Ungor. It is Snorri Whitebeard, heir apparent, who rules in his absence, as fair and just as any king could hope his eldest to be. Karaz A Karak's central location in the greater realm along with its status as the hold the ancestors are most often seen in has given it a bit of cultural traction as it were. While it's getting along fairly well there are a great many tasks yet to be done, work that requires a dwarf of your expertise along with the many other runesmiths who have taken up residence here. Anydwarf with half a brain can tell this place will be important to your people in the future, and you have a chance to be part of its foundation. Though you're likely to compete amongst your fellow runesmiths for the chance. Most of these beardlings will probably be no trouble and you're likely to get along with the runesmiths here, doesn't look good to argue when Valaya could stumble in on you competing over the number of grey hairs in your beard. Embarrassing yourself in front of an elder was one thing, some would say a right of passage in its own odd way, but one of the Ancestors? You could only shudder. (Gain: The Everpeak, the future Capital of your people (not that you know that yet) and currently in the midst of construction. While many of the basics are already built, several pieces of infrastructure are looking rather bereft of any runes. You and your fellow smiths are likely to tussle it out for the honour to do so, and in the act maybe gain the approval of the most important individuals of your race.)

[X]Home: Kraka Drakk.
The winter chill gives you another in the long list of reasons you're thankful for your beard and the runic enchantments on your clothes to keep you warm. Around you, dwarfs bustle about with purpose and dignity, following the traditional steps in which a hold is founded according to Valaya, a rather barebones town on the surface is where most of you are holed up until the main halls are built. Many of the families here are young by the standards for your people, only fullbeards really, with enough elders to keep everything proper and make sure things are done right. Many of the older runesmiths, your fellow Runelords included, who were part of the initial convoy have continued on further north. You've volunteered to stay here and keep an eye on things with plans to join your fellows up north in a century or two. Couldn't be having these youngin's bumbling about without proper guidance, a three-hundred-year-old in charge of anything outside his workshop was poppycock. Really, you're one of the oldest dwarfs in the entire settlement now, and with that comes a level of responsibility any self-respecting dwarf would shoulder for the sake of their people. You suppose it should settle down in a century or two when you get more longbeards coming up to knock some sense into these beardlings, but for the time being, you'll likely have far more work than even YOU can handle at once, and that says a lot. (Gain; The Dragon Hold, the potential future capital of the Norse dwarfs, right now it's a hovel of a town built at the site where a great Frost Wyrm was slain. Magic blows strongly compared to the south, but you're not likely to do anything to harness it while the hold is in its current state. Work is plentiful and material in short supply.)

and snort. There is work to be done, but first a small drink break.

Shoving your hand down into the pouch hanging off your belt, you pull out a piece of troll jerky and take a bite, chewing quietly as you walk towards the nearest Bar.

You made your own food, but Ancestors be damned if you'd ever try making your own Brew.

Snorri, what've you done Beardling? All you had to do was tap the barrel boy, how did this happen?! Ancestors preserve me and get the mop, we have to clean this up before Okri sees this mess and we're both shamed.

No good would come of it.

AN: Here it is folks, gonna be updating the front page with your goodies. The turns for realsies are coming real soon, so if there's any confusion about how legendary deed's buff works please save the question till then and see if my explanation in that post answers it. (who am I kidding I'll probably answer it anyway, do whatever?)

Anyone who's plan voting please put the choices of the plan inside an indent, and anyone who votes for that plan, just copy the plan name instead of the whole vote, just so I don't hurt my brain. Thank you. SIDE NOTE: Turns will probably be plan based mostly. Ill note if a decision should be made outside of a plan vote.
[ ] Plan: Big Beard
- [ ] choice
- [ ] choice
- [ ] choice

anyone who wants plan big beard just posts
[ ] Plan: Big Beard

to someone who knows how the tally system actually works please let me know if that actually does anything, I'm just following what was on some posts in other quests I follow. :^( Pls also let me know if you see any errors, unlike Snorri I am not a dwarf.
 
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Apprentice Vote
Winning Vote
[X]Apprentice: for your apprentice(s) to put away.
[X]Home: Kraka Drakk.

Gain:
Apprentices:
Free labour, Young dwarfs eager and willing to learn at your feet, paying for your time and their learning by doing odd jobs and small tasks you cant be arsed to do use to teach them the ways of your profession. A sacred task, necessary for dwarfen society to function.
Kraka Drakk: The Dragon Hold, a home in construction, yet to be carved into the mountain just yet. The land untamed, the resources untapped and the settlers unafraid. Many of the tasks will be related to infrastructure runes, enchanting tools and wards against the higher propensity of terrifying creatures as well as the forces Dum. No grobi though, or well, not as many as down south, hopefully it stays that way.
*DING DING* Deed Synergy! A Hold of the Indebted: You note that a large portion of the young families that are part of the settlement have come with their children, the thing of note however is that many of the children are playing with toys you remember making. The Enchanted Dancing Goat, the Grumbling Stone Doll, the Miniature Gob Lobber with little stuffed grobi for ammunition, and many more. Many of the hold's colonists are young dwarfs who remember their debts, and hearing you were heading north, chose to follow and settle down. What better way to repay you than make sure the hold you settle down in is a successful one?
*DING DING* Master Synergy! Master Yorri's book of odd places: A tome Master yorri penned, recording many of the oddest places he's visited over his many treks for inspiration as a journeyman. Several pages speak of odd places in the area you're in right now as well as a small letter that reads:

Snorri,

Bold of you to come north, I haven't been there since I was a journeyman off looking for new and exciting ways to cook troll and be inspired to make new runes. I remember leaving a few caches and markers about, nothing too large or ostentatious, but if you ever find yourself wanting to visit some of the places I wrote about in that there book I sent you, they'll help you out. Never did get much of a chance to explore them as much as I wanted to, but maybe they'll help you out.

Yours,
Yorri.

P.S. Season your pan more, it's shameful how poorly you keep your utensils, and I certainly taught you better. Can't fry troll steak on a pan that unseasoned.


...
Turning your head to glance at your charges for a moment, you take a moment and partake in the age-old sport Dwarfen Elders love to do.

Gazing at the Garazi(young ones) ominously and grumbling nonsensically.

Like all things dwarfs partake in, this age-old tradition is an art form passed down from elder to Garazi(young ones) the only way dwarfs know how to.

First-hand experience.

As your masters taught you, the art in the grumble is to make sure they know you're complaining about something, but be vague enough that they can't really be sure what it is you're complaining about, and of course, it can't be something they can actively fix. Can't have a good grumble if the problem gets fixed you see. Faced with this dilemma, any good young dwarf will work all the harder on what they can do to appease their elders, you should know since it worked on you back in those heady days of youth.

Your beard was so much shorter then.

The Apprentice, the young bright-eyed wisp of a dwarf whose future was to succeed (HA) their elders once the oldest of you succumbed to the ravages of time, further refining their art until they too became a crotchety old dwarf wondering why the youth were so foolish. For most clans, the apprentice was often the relative of their master or the child/grandchild of a very close friend, their chosen craft often the trade of their clan or at least very closely related to it. Every child of that clan followed this age-old practice, carrying on the traditional craft of the clan or some trade-related to it for as long as dwarfs have existed.

Not so with the runesmiths; each and every runesmith's apprentice, while related by blood due to the nature of rune magic, was chosen for their ability and ability alone. Many a runesmith's son or daughter more often than not became a smith or engineer than they followed in their parent's profession. Your father, Gazul guard him, was a smith all his life, but by chance, the blood ran true and you were found with the sacred ability out of all of your siblings. So while these beardlings were related to you, that relation was more often through Thungni than it was your own immediate family. Especially so in your case.

[ ]Number: 1.
The apprentice will take up 1 of your actions every turn for at least 8 turns, after which you may decide if they're ready to progress to a journeyman or they require a bit more time learning. After 3 turns an apprentice's specialties become apparent, the bonus will grow until it matures at the minimum turn. The Apprentice will have 2 specialties, one from your two specialties and roll for the second from the overall pool.

[X]Number: 2.
Two of these little beardlings will still only take up 1 of your actions, but will instead take a minimum of 12 turns instead of 8, many of the lessons will be the same, but the extra time is for more personalized teaching depending on the apprentices' personal deficiencies(no master will ever say an apprentice has talents or specialties, only areas they aren't good in, at least to their apprentice). Both will receive their specialties at turn 3 and mature after the minimum threshold.

The apprentices themselves. Well right now none of them were much to sniff at, beardlings fresh from Kumenouht. But it's likely as you train them, they'll find something they'd be marginally better at failing than others.

Ah, those heady days of youth.

Looking at your apprentice(s)

[ ]Apprentice: Yokin Cobalteyes
Yokin is a youth of some 30 winters, named for his admittedly piercing blue eyes. A precocious fellow, Yokin spent most of his youth preparing to take up the art of Masonry as his father did before you saw him. Looking back at the lineage, his great-great-great-grandmother, who would be of an age with your cousin's grandmother, married into his great-great-great-grandfather's clan as part of a dual marriage ceremony. There's talent here for sure, quiet, methodical, meticulous from what you can tell, which is a lot thank you very much. Good traits to have in any runesmith.

[X]Apprentice: Dolgi Embermane
A shy young lad you met before moving to Kraka Drakk, Dolgi is rather anxious about meeting new people, but there's a quiet earnestness about him that makes most Longbeards grumble just that tiny bit quieter about him. Can't fault the lad for not trying hard enough, he's just saddled with his youth they would say(not in earshot of him of course). you can see him growing up to be a fine dwarf if you can coax the lad out of his shell a tad more. It boggles the mind that he was apparently shier before his grandmother got to him. Still, for all his quiet demeanour you won't lose him in a crowd or snowstorm, the boy's hair is the brightest shade of ruby you've seen in a good 200 years.

[X]Apprentice: Fjolla Igunsdottir
A Firebrand like no other. Fjolla is but a child in your eyes, but a prodigy not seen since the Twenty Loops potentially. At only 25, it's very very rare for a dwarf so young to leave home, but after conferring with her clan's elders there can be no doubt. To not cultivate this young lass' talents would be a great shame. Another reason, maybe the biggest reason at all, that her parents allowed it at all is because you're the girl's great-granduncle through your brother Hroki, and they trust you implicitly to keep her safe. Well, they're right about one thing, a dwarf fights all the harder when their family is behind them. That, and not wanting to go into the Underearth when it was your time, only to get yelled at by Hroki's spirit when you got there is just one in a list of many.

[Yorri'd]Apprentice: Joll Todriksson
Joll reminds you of your own master. Odd, but there's an underlying method to his oddity. Were you anyone else, you'd say Joll was fit to be a ranger with all his skill (for a beardling) at keeping quiet. But you aren't just anyone, you were a runelord and a student of one of the oddest runesmiths walking about the whole Karaz Ankor. If you don't take him you're sure Master Yorri would, the man's told you so himself. You can't say for sure who'd do a better job at teaching the lad, on one hand, Master Yorri would understand him instantly, on the other hand, he'd likely make the boy a runesmith even odder than himself. Bah.

you see that the flush on their cheeks was now just as much from embarrassment as it was the cold biting air of the far north.

Your mind wanders as your body deftly avoids the hustling and bustling of hardworking dwarfs going about the task of getting the hold settled so that the lot of you could get under some good solid stone. Taking a bit of amusement from hearing them stumble about behind you, doing their best to mimic your technique. Your thoughts are interrupted by a flash of light from the sun glinting off a shield and into your eye. Of course, you don't stumble or curse, showing weakness in front of an apprentice was a beardling's mistake, but you do look up into that great blue expanse and narrow your eyes at that big ball of fire hanging high over your head.

You glare mightily at the sun, snorting at it angrily. So angrily in fact, that the beardlings in a good five-metre radius stiffened up out of reflex before running about their tasks all the harder. Meanwhile, the few elders that were present nodded in your direction before beginning to grumble as well. This too was a time-honoured tradition, because the only thing more effective than one grumbling elder was a whole group of grumbling elders. Let it never be said that dwarfs can't make something useful out of a bad situation, you glance back down as you walk ever closer to the second largest building in the camp, the bar of course, grumbling about the sun the whole time.

You much preferred the moon anyway.

A good source for grumbling about though, as no dwarf can dim the sun you see.

AN: No matter the location you would've gotten a synergy from any of the masters and deeds, I will say that you did get one of the more interesting ones. Anywho after this, the turn vote starts proper and I start rolling. As always C&C any errors, since I definitely missed something. Sometimes I wonder if yall would've gone full Santa if I didn't say anything about my Christmas inspiration, then again, a lot of it was pretty overt.
 
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[Semi Canon]: Imperial Historian Bertholde Orfunmeister's paper on Runesmith Cultural Evolution
SOMEONE FINALLY ASKED!

Im in the middle of fluffying the backbone of lore I made to make runelore workable as a mechanic, and that includes runesmith culture and traditions.

As of right now though, just know that for the purposes of this quest, contemporary runesmith culture in the time after the War of Vengeance and Time of Woes is a distortion/different from the runesmith culture of the Golden Age.

Losing a massive amount of your runesmiths and being disconnected from each other does that.

If someone can accurately guess one difference I'll add +5 to a background roll.
Easier, and more fun, for me to parse the entire surface level culture and then dig into that.

As it stood in the fading age after the War of Vengeance and other catastrophes the Guild of Runesmiths is a priesthood of a mystery cult, a religion restricted to initiates and whose secrets are only available to those initiates. They are isolated mountaintop masters who are frantically practicing their craft with three general priorities it seems like: repair what they can of the Karak runeworks, build powerful masterworks that can turn the tide of endless enemies, and recover lost runework. The Masters have to be The Very Best They Can Be, and shoulder the load of many.

Thus the Rule of Pride dovetails neatly from those restrictions. A Master runesmith can't, they *cannot* spend time churming out endless numbers of lesser works when they are the only dwarfs who can maintain the most important and ancient runeworks, build the most powerful masterworks that can turn entire battles, and who might remember where some ancient scrap of lore might potentially be.

They have also suffered crippling, absolutely horrendous loss of life, to the point where many many masters and their knowledge is just gone. Completely. And so you have Holds where there might once have been entire families of runesmiths but now there's one. Maybe two. Maybe none. And so they are dealing with a utter dearth of potential apprentices because the blood is far less prevalent than before, and they have to find worthy apprentices to pass on their knowledge. But many can't, further cementing the issue that each Master has to be The Very Best.

What does this say? They are desperate, while the runesmiths of Snorri's time are not. In the fading age you don't hear about master runelords making toys. Or pretty clothing. They do not make idle work. Snorri, clearly does. That's one huge difference. There are enough of Snorri's contemporaries and things are calm enough that they can perform idle work. The runesmiths like Snorri have time. The runesmiths of the fading age have no time, not even enough to maintain the integrity of the Karaks and make masterworks and recover lost knowledge.

But right now runesmiths can have those one weird drunken ideas that runesmiths of the fading age might discard because they have no time, and fiddle with them till something interesting falls into their lap. Or make several thousand toys. Or weave pretty dresses.

And their pool of apprentice candidates is larger. The golden age runesmiths can afford multiple apprentices, they have a confidence that they can find someone to pass their knowledge to. The runesmiths of the fading age, don't.



On lighter topics, how long is Snorri's beard in dwarf body lengths? This is very important :V
 
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Turn 1:
Winning Vote
[X]Numer: 2.
[X]Apprentice: Dolgi Embermane
[X]Apprentice: Fjolla Stokkisdottir


You let out a small sigh of contentment, lowering your fifth mug of ale as you patiently wait for your apprentices to arrive with their own drinks.

The nature of dwarf drinking etiquette is a clear affair. Most commonly, the bartender follows the order of arrival, should a group arrive the bartender serves according to age but depending on the bar either of these rules is interchangeable in importance. The only constant, the only certainty across every bar in the Karaz Ankor was thus;

Apprentices last.

You internally grimace, remembering how, in your youth, there would be times you would have to wait for hours to get a single tankard of brew.

It created an odd culture of apprentices coming to drink during the quieter hours of the day, which conveniently meant the bartenders had steady business throughout the day, and ample opportunity to train their own apprentices.

Classic Dwarf ingenuity at play.

Hearing a quiet thump across your table, you raise an eye to look at your two young wards who had finally gotten their drinks.

Dolgi and his signature mane of ruby red hair sit in stark contrast to your grandniece and her pale blond tresses. In his hand, a foaming mug of ale, while Fjolla was nursing a tankard of cider.

No ale til she was a good solid thirty, you remember her mother quietly asking you.

Waiting for the both of them to finish quaffing down their drinks, but not before they could settle down to relax, you stand up suddenly and bark out a quick order.

"Well, I hope you enjoyed the break beardlings because it's time to train!"

You clamp down on the desire to chortle at their dismayed faces. Dolgi wiping a bit of foam that had landed on his brow from when he dropped his tankard in surprise.

"Yes Master." they say loud enough to be respectful but quiet enough to not distract the other patrons.

Good, they were learning from last time.

...​

"Hurry up beardlings!" you shout to the two huffing dwarfs behind you.

"Yes master!" the both of them shout in unison.

While you were wearing your normal outfit, both of your apprentices were trailing behind you in padded suits of leather and wool with a good ten kilos of gravel on their back for good measure. You'd let them get used to the weight before raising it. Two days ought to do it.

They should be thankful really, better than watching out for Master Yorri's patented Pocket Troll Tongue for 5 years straight.

POCKET TONGUE BEARDLING.

You internally shudder at the memory of that eternally slimy slab of meat suddenly smacking you across the face at the oddest moments.

You huff quietly to yourself, it'd probably be best to slow down a tad, wouldn't want the Garazi too tuckered out to not appreciate what you were about to show them.

But if they were walking slowly, they could think all the faster.

"Fjolla!" you shout back at them, "recite the Rule of Pride for me, up to it!"

"No more than one item may carry the same combination of runes?" she shouts back in confusion.

"Was that a question beardling? Don't know the rules of the career you're entering, do you? Why, old Hroki would be rolling in his grave if he were here to witness this!" You shout back.

Despite their best efforts, you can hear them whispering to each other despite being a good 7 meters ahead of them.

"Oh? Cavorting with your fellow apprentice? Well Dolgi, spit it out then!"

"Master, the Rune of Pride says for each creation to be unique, bu-but we saw you engrave the same three runes on five different axes."

You slow down and turn to look at them both, eyes narrowed.

Best to let them stew and think they did something foolish, never seen anything funnier than a beardling try and backtrack. But alas, the moment can't last forever.

"Why now, was that a question that was a quarter of the way to halfway decent coming from one of you? My, my, maybe the both of you will make your first rune in this century if you keep it up! Well, I will grace you both with the answer...after you recite all of the rules of the runes to me, in unison! Up to it!"

They begin shouting the second you finish turning your head back around. Already you can hear Dolgi stutter and force the two of them to restart.

More than enough time to get to where you were going, and more importantly to come up with an answer that would make sense to them.

…​

"- Nor do they copy other Runesmith's work except as an apprentice!" they finish together just as the both of them reach the bottom of the hill where you were waiting.

"Bah! I could've done that chant a good 5 minutes faster than the both of you! Let that be a lesson, coordination is key when working with more than just yourself, don't go in with the ingredients for a rune of warding when your partner was chiselling a rune of preservation, you understand?"

"Yes master!" they shout back.

"Bah! Now, you're question. Sit down and listen good beardlings, because this is important," you say seriously while directing them to a bare rock.

"The rule of pride is tricky and takes a fair bit of know-how to understand and navigate. For example, did you count the number of Runes of Light in your hold? Probably not, but you can be damn sure that there were far more light runes than there were runesmiths. Does that mean whoever chiselled all those runes broke the Third Rule? Yes and no. In the literal sense yes they did, but unless you're a puritan, most other runesmiths have as well. On the other hand, using up every combination of the light rune is a waste of ingredients and ironically ends up with you getting closer and closer to breaking the Third Rule with little to show for it. Imagine wasting a rune to light a latrine, just so you could say you didn't break the Third Rule. And only ever making one Rune of Light is about as useful as a babe in the mine. Utter nonsense. Now, before you ask, yes, the apprentice technically can go past that one use rule, but no dwarf in their right mind is gonna pay for an apprentice to do something. So do you see the issue?" you say, waiting for one of them to reply.

"It's a question of doing what's practical and what was told to us?" Fjolla replies, brows scrunched up in confusion.

Heh, there's the bit of Hroki she inherited. Not the brow thanks the Ancestors, Hroki could bludgeon a dwarf with that, no she had the same crinkle whenever she got confused.

"Not horrendous, but still worse than terrible," you praise her, "It's a question of what's good for the hold and what's good for honouring the ancestors. You do good by aiding the hold, all those Runes of Light pay off in the long run, less fuel wasted on torches, less dirt to clean, more consistency, things like that. But following the tenets of our guild honours the ancestors, and some would argue that is more important. Personally, I'm of the mind that helping the hold prosper also honours the ancestors, and a hold that lasts longer and grows more prosperous also honours the ancestors. So me redoing a Rune of Light dozens of times ends up honouring the ancestors in its own way. Now, not every runesmith believes that, and you'll learn over time that there are some smiths you can share that opinion with, and others its best to keep your trap shut to keep the peace. Understand?"

"Yes master!" they shout.

Feh.

"Now!" you say loudly, "that doesn't mean we can't find a way to follow the tenet in another way. The Rule of Pride as some runesmiths reckon is meant to remind us that our work is an art form, a divine gift used to aid our people passed down from Thungni and Grungni. Whose gift we can partake in by virtue of our blood relation. So, these smiths will strive to make true works of runic excellence, something neither of you will get to do for a century or three just yet, as a tribute to Thungni. In their eyes, this thereby lets them follow the tenets of the Rule of Pride, for they've now made a work of art they can be proud of. What does this mean?"

"There-There are multiple ways dwarfs see things?" Dolgi says, cheeks as bright as his fiery mane of hair.

"Bah! And a good many dwarf will argue their way is the only way. Thungni knows when this whole debacle will get settled. Either way, even if the puritans end up being right, I'm going into the Underearth head held high no matter what they say. Because no matter what, I can say with clean conscience that I helped our people, maybe not in the way they want it to be done, but it's not like I was throwing around Master Runes to beardlings. Now, onto a lighter topic. Look over there garazi, what do you see?"

"A Col master!"

"Not just any Col beardlings, that Col," you pause, standing up for effect, "will be the site of my future workshop, and where you will learn the sacred art passed down from Master to Apprentice all the way back from Thungni." you finish, spreading your arms wide in the direction of the picturesque scene before you.

With a gesture, the three of you begin walking down the path.

And it is quite a sight. A naturally formed path in the rock, three dwarfs wide, leads straight to an octagonal divot fifty feet across from end to end, surrounded by solid granite on all sides. Safe from wind, with a natural choke point and close to the hold. It's the perfect place to tunnel into and fortify the living Ancestors out of.

It will be a fine home.

And as if called by those very same Ancestors, the piercing cry of an eagle fills the air.

Then, with little warning, a rumble beneath your feet grows audible, becoming strong enough to shake the walls around you.

"Master?" Fjolla says, looking at you wide-eyed.

"It's a damn rock slide!" you curse, turning quickly to your wards, "Both of you ge-" you start to say before the roar grows deafening.

Thinking quickly, you leap atop the two of them, shielding their bodies with yours. By Grungni you'd make sure these two would live, even if it killed you. The next five minutes are spent in silent terror for you and audible terror for your two diminutive charges huddled under you. You make no sound as rocks the size of a fist impact against your body, keeping up a facade of stoicism for the two young ones to cling to as you ride out the worst of it.

When at last it ends, you raise your head and glare at the mountains, one part to watch for further activity and the other in anger.

Scare your apprentices will you mountain? Well, you'd show this place what for soon enough.

Speaking of charges, you glance down at the two huddled dwarfs, clinging to each other for dear life.

"Up now beardlings," you say softly, "the danger's passed, let's get out of-" you stop, looking up to sniff the air.

"Master?" Dolgi says quietly.

"Hush now beardling, I think I sniff...no. No, it can't be," you look back at the both of them, "both of you stand atop the hill and wait for my return, I'll be back in five minutes, I swear on my beard."

Satisfied by the seriousness of your oath, the two of them scramble back and do as they're told.

You meanwhile, push aside the rock and debris with the strength only age, a bit of anger and a hardy dwarfen diet can give until you reach the source of the smell.

Crouching low, you pick up a rock and sniff it, then take an even bigger sniff, then you give it a truly mighty whiff.

Yes, you're no miner but you're certain.

Gromril.

You're very difficult to hate now Mountain, but not even Gromril can make me like you.

Shoving aside more rocks, you see that the rockslide tore open a hole into a naturally formed cavern, and inside you see something that makes your eyes bug out and your mouth damn near hangs open.

That's a lot of Gromril.

Lifting a steel rod out of your pocket, you quietly activate the light rune at its tip, exposing more of the cavern and making sure you're not hallucinating.

It leaves you breathless.

A large, roughly octagonal, cavern some 100 feet across stared back at you. Bubbling quietly, a subterranean stream cuts across the whole area diagonally, glowing fungi growing along the banks, seams of silvery Gromril as thick as a dwarf was tall cover the walls, while giant brilliant geodes lie cracked open from the rockslide, their turquoise crystals reflecting the light of your rune torch in all directions. The natural beauty amazes even your exacting standards, what's more, your stupefied and potentially concussed mind notes how the silvery tint of the Gromril glints even more brilliantly with the blue light, looking as if energy is suffusing its entire being. It may be a trick of the light, but sometimes, in the very corner of your eyes, you see the metal glow brilliant silver and other times mayhaps even purest white.

Well.

Maybe your apprentices deserve a bit of stonebread, and you the hardest drink you can find.

...​

Due to an exploding crit, it was discovered that the former site of your future workshop was home to an extensive source of Gromril! Good thing you technically own the land! Kraka Drakk is likely to see a lot more traffic due to the newly christened, "Dragon's Hoard" drawing miners like...well miners to Gromril, not much compares to it really. Consequently, the dwarfs who followed you up north because of your deed feel a very strong sense of vindication.
Gain:
- Epiphany,
The Rune Metal: It wasn't a concussion damn it, well it wasn't just a concussion, you know what you saw damn it!
- A Shiny Geode: Doesn't make up for the bruises, or the lost workshop space, or the frightened beardlings, but some days a miner digs up nothing but dirt.
- Epic Deed: The Dragon's Hoard.
They say Old Snorri's nose was so sensitive that he sniffed out a great seam of Gromril through 20 feet of granite just to help his hold.
- +2 to sniffing?

...​

You have (5 - 1) = 4 actions this turn:
General:

[ ] Find a new Workshop: Now that you're original site is the scene of a rather large Gromril find, you'll have to find a new place to set up shop. At least the funds you'll be receiving from the future Gromril mine helps ease the pain. [Cost: 1 action]
[ ] Odd Places 1/10: 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 remains to be seen. [Cost: 1 action] Roll for usefulness.
[X] Teach your apprentices. [Cost: 1 Action] Locked in for 12 turns.

Requests:

[ ] [Simple]Rush Job: The discovery of a large seam of Gromril has left you with a surplus of requests to equip the miners of the hold with the proper gear to get at that motherlode as quickly as possible. [Cost: 2 actions] Productivity Like No Other will proc.
[ ] [Simple]Rune. Those. Halls!: A goodly amount of the future main hall has been excavated and are in desperate need of a good runic...eh be-rune-ing? It needs runes alright? [Cost: 4 actions] Productivity Like No Other will proc.

Research:
Your career and your honour demand you hone your craft, and it's usually done through poking at runes and seeing what works.
[ ] The Secrets of Light?: That moment with the shield and sunray, the light of your torch glinting off the crystal, both sparked something in your mind. An ember that refused to be burned out. You've done permutations to the standard Rune of Light and a few on Master Yorri's Rune of Reflection, but maybe there could be more?[Cost: (8-2)=6 Actions] Student of the Odd will proc
[ ] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc.
[-] The Rune Metal: The miners say all the Gromril's as pure as anything they've ever seen, purer even, but no word of brilliant silver or pure white streaks. Coming back to the cave days later to see for yourself and you can't say they're lying either. But yet… but yet you can't, almost refuse to get the image out of your head. Maybe it's nothing, but maybe it may not be. [Cost: ???-1 Actions] Student of the Odd will proc. Locked due to lack of a proper workshop.
[-] Understand a Master Rune: 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. [Cost: 16 actions] Locked due to lack of a proper workshop.

PLEASE VOTE BY PLAN:
How Turns Work

I've added it to the "Mechanics" Threadmark under Informational, but for the sake of convenience, I'll post it here too.

Turns:

  1. A turn is 10 years long. Snorri's actions are limited, as, by Dwarf reckoning, nothing worth doing is done quickly. A turn consists of 5 actions you can take from a list with write-ins pending QM approval.
    1. Actions:
      Actions are the lifeblood of a turn, each turn you'll have 5 actions to use and must spend them accordingly. The action cost of something is exactly that, how many actions it will take to complete. So you can choose to take a turn or two to do something that takes 4 actions or do it in one turn.
      1. Action Bonuses: As you've seen. You can rack up bonuses to certain types of action. Productivity Like No Other for instance, means you get 3 actions worth of progress for every 2 you input to a request. Thereby saving you a theoretical action. Now, if you use one action in one turn and an action the turn after on a request, Productivity Like No Other will not proc mostly to symbolize you putting in the effort and because I don't wanna keep track of action inputs across turns.
      2. Overflow: In requests overflow simply improves your end product unless its part of a chain of actions with overflow at the end improving the whole chain. In research, overflow is more tricky. Depending on what you're doing it may carry over to future research actions or it may end up doing nothing at all.​
    2. Requests:
      Requests fall into two categories. Simple and Difficult. Both are done the same way, it's just that Simple requests for runed items where I won't let you pick which runes go on which item. Like, a simple request would be to fill an order of 100 runed pickaxes, I'm sure you don't want to pick a list of three runes for every last one yeah?

      Difficult requests are, more often than not, the singular custom pieces or sets of pieces. There's a bit of choice here. You can make the decision over which runes to use, you can choose not to and let me decide, or give a theme you want me to follow. These are often for individuals and characters, but not always.​
    3. Research(As an action):
      1. Rune Research:
        As a runelord of the Dwarfen Golden Age. You have a rune for almost any situation. That axe not cutting good enough? Rune. Is the armour not strong enough? Rune. Runes upon runes upon even more runes are at your disposal. For the sake of all our sanities and to minimize bookkeeping, it's all but assured you will have a rune for most mundane situations. Researching and creating new runes then will be more limited by virtue of you having most everything already than it is your ability to think of new things. This, of course, doesn't apply to Master Runes. Further, there are runic "tech trees" if you will that I have been cooking up for some time, and depending on how things go you may be able to progress down those paths as well.

        In short, unless it's a research option, you're likely to have a common rune for that problem already, and if you don't, you need to unlock the problem first before you can get to solve it.​
      2. Other Research:
        As a Runelord, you will always be looking for inspiration to devise new runes and sometimes solve problems in more mundane, less fun, ways than with runes. Any oddity or idea you may have will appear on here.
      3. Epiphanies:
        Epiphanies are moments in the quest where you realize something important about something. Some will simply be boosts to research, others will unlock entirely new tech trees. Epiphanies are triggered by certain actions you do and by rolls that I'm keeping track of in my master sheet.​
AN: Welp here we go, @CuttleFish2.0 's d3 was to decide which roll your +5 was added to, which ended up being your nat 100, thereby making an exploding crit, which then rolled 90. I'm not salty. Not at all. :^( C&C as always, jesus my plans are not dead, but definitely borked.
 
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