Voted best in category in the Users' Choice awards.
Turn 1 Results:
Winning Vote:
[X] Plan exploit the Gromil
-[X] 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]
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 12 turns.
-[X] [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.
--[X] 2 actions
-[X] [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.
--[X] 1 Action.

The decade begins in a flurry of activity. The settling of a hold, an already hectic affair, compounded by the discovery of one of the largest seams of Gromril in the north so far creates an atmosphere of energized activity. This massive discovery would have split the workforce dedicated to settling the hold in two, for no dwarf in their right mind just leaves Gromril out and unmined. Thankfully, news of your discovery travels as quickly as only a Gromril find can, and over the coming years, dwarfs begin migrating to your little home in the north. Most are relatives of those already here, clan members called at request or by their own initiative. But a few clans begin moving north wholesale, the largest, Clan Hardpick, coming specifically to Kraka Drakk to help get at that sweetest of ores.

But of course, Gromril doesn't just attract miners.

They come, in their handfuls, journeymen and young masters begin making their way northward hoping to ply their trade in the now confirmed bounty of the north.

To your consternation, a few young master runesmiths, barely into their 3rd century, pass by your little temporary set up to pay respects when they arrive.

You don't like it.

Not because you're some antisocial secret hoarder, but simply because it's shameful to host company in a place like this! Damn hut will barely last the century before you need to do repairs, absolutely shameful.

So in those early months after your fortuitous mishap, you begin scouring the area looking for a new place to plant down your workshop.

In the end, you do find a new spot, a large set of crags jutting out from the cliff face just so, framing the crack in the mountainside like a doorframe. Behind that, a large seam, four dwarfs wide, makes its way into the rock, the light of the sun breaking through intermittently from holes in the ceiling, eventually leading up to a small cave entrance. Inside is far less beautiful than what you saw in The Dragon's Hoard, but that just means you didn't feel as bad when you set about fortifying it.

Hiring a few good architects, they draft a plan that suits your needs and soon enough a small crew of stout longbeards is toiling away in your chosen spot, building a home befitting a Runelord in the course of a year.

Behind a good four meters of hard, rune fortified, granite, is the entrance hall. A small thing, only 10 meters from floor to ceiling and 25 meters across, it serves its purpose as both a place to entertain guests and fortified killzone with aplomb. Branching out from the back of the room is one main hallway that branches out into three separate hallways, the west leads to your room, the east your charges, and continuing down the central hallway your workshop.

Consequently, the central path is also the most heavily fortified.

While the longbeard masons and woodworkers go about building, their bright-eyed young apprentices are busy hauling your furniture in and the scrap stone out with the vigour only a beardling being watched by dozens of elders can achieve.

They furnish every square foot save for your workshop, whose dimensions they carve out of the hard granite with extra attention. Leaving its furnishing and completion solely in your hands, as tradition and good sense demands.

So it is with the vigour of an elder denied his first choice, suffering a few bruises, and forced to live in a hut that will barely last two centuries, that you get about setting up your future place of work.

Runes of Light and Air, just as in the rest of the building, are set up first, clearing the air and giving the room a consistent level of brightness. Structural supports hardened with Runes of fortification, the main area marked with Runes of Warding and Preservation. But most importantly, the area where you will conduct your most sensitive research is warded with some of the most potent Runes of Protection for threats within and without.

Do you trust it to handle the potential magical feedback of experimenting with a Master Rune? Only if you were insane, but this area could handle most anything else.

You needed something special for this workshop to handle the awesome might of handling something as inherently powerful as a Master Rune.

With everything square away and room for expansion built into the base of the plan, you've got a fine workshop and home to go about doing your duties in, with room to build up over time.

Defence in depth my apprentice! POCKET TONGUE, HA HA!

In the privacy of your warded room, you shudder.

…​

It was good that you had your workshop squared away because it made the next few years bearable.

Taking up a request from the Hold's ruling council, you set about making enough runic pickaxes to get some good progress done on that Gromril mine. Now, the request did state they only needed enough picks and shovels to be handed to the oldest and most skilled miners, but by your reckoning, that number of picks and shovels split between building the hold and mining Gromril just wouldn't do.

So, with the intuition only the elderly could possess, you saw fit to double the order. Now, the tricky part, as you begin to explain to your charges, is that the Dwarfen contracts, in spirit, demanded equal compensation for the work done. But being a people who prided themselves on doing more with less, it was common enough for craftsmen to go beyond the bounds of the contract. This, of course, meant the craftsman had now arguably given something worth more than they were receiving, and to some this too would not do. The client, therefore while not honour-bound, was heavily incentivized to compensate the Craftsman for the extra work done. This happened often enough that it became a tradition to have a percentage of the commission in reserve for just such an occasion. It became so common, in fact, that reckoners began to account for it in their rulings, and eventually, the practice became a normal part of most traditional, and therefore proper, Dwarfen contracts.

Now, there were just as many craftsmen who adhered to the contract, both in word and in spirit, because by their reckoning all this faffing about with extra compensation was not what the client asked for. Such a division could be seen along trade lines, with artisans and specialty crafts, runesmiths included, often being the type to overdo things, while masons, cabinet makers and engineers tended to adhere to the latter. But more often than not it all came down to the orders themselves. After all, someone ordering a bag of nails at a certain length probably didn't want as much flair as a thane commissioning a tapestry for his wife.

As a runesmith, one was expected to navigate this array of social dynamics and create the best possible item they could make for their client. Because Dwarfen honour, a craftsman's pride and basic decency demanded no less.

When the Dwarfs who came to collect the hold's order arrived, the longbeard in charge simply ordered one of the apprentices to call for more carts and to get the extra compensation ready. Tales of your prodigious production capabilities were clearly no exaggeration as even the extra carts could not contain the sum total of the order. The Longbeard apologized for the inconvenience before bellowing for yet more carts.

…​

With the order out of the way, the rest of your efforts were spent setting up runes in the newly excavated portions of the hold. A rather standard affair all things considered, Runes of Light, Protection and Preservation were applied as needed, and you got the Main hall covered properly. The sight of you inscribing Runes while your apprentices were following the motions on clay tablets while wearing gloves that restricted their dexterity and forced to recite the Chant associated with that Rune became a common one. But much to your consternation the dwarfs of the hold had already moved along and excavated enough of the arterial hallways that there were clans now moving in and carving their homes out of the stone as well. Making yet more future work to be sure.

Bah, better to suffer too much success than not enough, but it was best to be exactly on schedule.

Your fault really, you'd admit that much, but it was also those beardlings fault for not taking your sheer productivity into account.

Shameful really, you did better in your day with only a half-sharpened chisel and a sheet of limestone of all things, yeuch. Terrible surface to inscribe on in your opinion, no rock should be that soft.

Still, with the hall completed, it made for a good place to celebrate your grandniece's coming of age.

It was a joyous occasion, her family coming north for the occasion rather than the other way around, thoughtful of them. Nothing quite like a young beardling offering their first piece of work to the Ancestors. It brings a wave of nostalgia rushing through you, now young Fjolla was garazi no more, she was now a young adult member of the clan, a Gnutrommi.

Still a beardling though, as you're sure to remind her when she wakes up the day after with a splitting hangover by dropping a sack of flour at her and Dolgi's feet for the day's training.

Baking stonebread while having gravel thrown at you! Just like Master Yorri taught you all those centuries ago.

Ah, youth.

…​

The decade ends with you finally under some good quality stone, and the hold both beginning to be settled in. As the homes and halls of the clans currently present have at last been built (if not en-rune just yet) and taken over by those respective clans. The hold's priority will be split between erecting the temples to the Ancestors more befitting of a prosperous Karak that this place is surely going to be and setting up the trades and services essential not only to a Karak's survival but for exploiting the wealth of Gromril in their reach. Selling ore is well and good, but selling the ingots is much better for the coffers as any dwarf will tell you. You're sure the coming decade will be full of tasks that need to be done that require a Runelord's attention.

Gain:
- Standard (for a Runelord) Workshop. Further protection is required for Snorri to feel comfortable poking about with something as sacred and potentially destructive as a Master Rune.
- Completed Rush Job + Overflow: Double the number of runic pickaxes requested. The Hold, with this excess of quality tools, has moved its timetable up by an appreciable amount. The Hold's completion timer has been moved up by 1 point of progress.
- 1 / 4 Actions on Rune. Those. Halls!
- Extra work unlocked for the hold. Ah, the problems of too much success.
- Extra work unlocked for your home. Some dwarfs would look at your home and think it was well defended. Nonsense! Look at this place, it doesn't even have a kill hole every two meters. Good as a home, but not good as a fortification. Defence. In. Depth.

AN: Sorry for the delay, I had to help my mom set up her pc to work from home. Pandemics and the like, you know how it is. Might take a quick little lunch break before I do some background rolls (that have a +5 applied to one of them btw thanks to @BungieONI )then post the turn. As always, C&C. Further, I've committed to my Canadian-ness and will henceforth be attempting to go full metric with my measurements.
 
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Turn 2:
You take a hearty bite out of the piece of troll jerky. Chewing it thoughtfully as you digest the news you heard from a longbeard at the bar who heard it from a longbeard from a caravan of dwarfs from down south.

Apparently a great horde of daemons sought to assail Karaz A Karak early in the year. Luckily for your people, Valiant Grimnir was able to catch their horde passing through the mountains between Everpeak and Karak Brynduraz and met them in a righteous battle. There, the longbeards say in reverence, Grimnir slew his way through the great horde until at last he came upon their fel lord.

A Greater Daemon of the Changer, who called itself Ornytrix, the Fate Twister.

Bah.

Grimnir came upon the creature, but just as he struck the deathblow the foul beast replaced itself with one of its infernal minions. It did this enough times that Grimnir, in his fury, yelled so mightily as to cause the mountains themselves to quake in fear, and cause a rockslide of epic proportions.

When the mountains stood quiet, the throng looked up to see the whole of the horde buried under a great mountain of rubble and earth. But what's more, they saw on the western side of the pass a great glittering seam of multicolored jewels. The sight of their splendor being struck by the dawn's coming light was said to bring tears to the eyes of the Longbeards present.

After clearing the battlefield the newly christened Crystal Pass was found to have cut overland travel between Karak Brynduraz and Karaz a Karak by such a degree that it nearly matched the speed of travelling the Ungdrin Ankor. Several enterprising, read young and therefore foolish, dwarf merchants have even made the near mad decision to take the overland route, under heavy guard of course, to see the splendor of the jewelled cliff and drink a toast at the site of a great victory.

It gives you a grim sort of satisfaction.

No good comes from Daemons. Only ruin.

Only heartbreak.

But dark thoughts are for darker days than this.

With a shake of your head you look at your two charges. Both in heavy leather suits, padded to be uncomfortably hot, only worsened by the roaring flame you had going at the nearby forge.

"Dolgi, third line of the Rune of Stone!" you yell, startling the beardling out of his carving.

"From the earth do we come, from stone are we born and in stone we return!" he chants back at you, eyes still focused on the clay tablet before him, arm struggling to chisel the rune, what with the weight attached to his elbow.

"You're not intonating properly apprentice! 'From the earth do WE come,' not that sorry excuse of a 'we' I heard you mutter. Louder Dolgi! I want this room to shake apprentice!"

"YES MASTER!" he shouts.

You ignore him for a moment, letting him bellow his lungs out while turning to face the back of your other apprentice. Her hair drenched in sweat from the heat of an open forge empowered with a Rune of...the Forge.

Well it's an accurate name.

"Fjolla! I see you're slipping on your form again! 40 pounds of weight too much for you beardling? I can drop it back down to thirty if you'd like!" You yell to overcome the roar of the flame.

"No master! I'll do better master!" she shouts back, arm stiffening despite the weight chained at her elbow.

"Easy to do better when you're terrible beardling, easy to say you'll do better too! I want to see you do better. Hurry now! Another two minutes and then I start using the screecher! I'll not be so generous and warn you both next time as well!"

"Yes Master! Thank you Master!" they both yell.

From behind their hunched forms you grin, a quiet pride suffusing you. Only ten years into the apprenticeship and already on to the screecher. Your previous apprentices averaged at about twenty years before you felt comfortable releasing that particular bit of horror. If these two kept it up, you'd finally feel comfortable letting them inscribe a true Rune soon enough.

Speaking of.

You walk back near the entrance of the workshop and pull an orb from out of one of the shelves, its surface scribed with Master Yorri's Rune of Sound, the Rune of Amplification and lastly the Rune of Pitch.

How Master Yorri ever came up with these three runes you'll never know, but they're useful at this at least.

Just as the second minute ends, you activate the orb, immediately putting on a pair of earplugs.

Slowly, terribly the orb begins to hum, then the pitch begins to rise higher and higher, the volume increasing in lockstep with it.

Not enough to cause lasting damage, but enough to be an annoyance, enough to throw a dwarf off, but if your apprentices wanted to be runesmiths, they'd have to work just as well as if they were in complete silence.

You would accept no less.

Their ancestors would accept no less.

You can't say you're feeling particularly nostalgic about this part of your apprenticeship.

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

[ ] Expanding the Workshop, Protection: You've got a workshop and a home fit for a Runelord, but in your mind's eye you see yet more things to do. Any research regarding the Master Runes will require a level of protection that your current facility simply doesn't have. The cost is irrelevant, it is the materials you need that are the true bottleneck. You've got the Gromril on hand now, but for the Rune you need, the blood of a dragon is required. For the dwarfs know of no natural creature so attuned to magic as the Drakk. [Cost: 2 actions, 1 vial of Dragon's Blood]
[ ] Expanding the Workshop, Defense: The natural formation of the stone is good for funnelling in any would-be invaders, but you've a few ideas that can make a bad time into a truly horrible time for your enemies. [Cost: 2 actions.]
[ ] 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 will remain to be seen. [Cost: 1 action] Roll for usefulness.
[X] Teach your apprentices. [Cost: 1 Action] Locked in for 11 turns.

Requests:
Fulfill Request from a client or the hold:
[ ] [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? A good enough start, but now there's arterial ways, clan homes and foundries to think about. [Cost: (4-1)=3 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.
[-] 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.

Orders: (No Action Cost)

[ ] Dragon's Blood: Seeing as you don't know the location of any dragons right now, the best you can do is get the word out that you need dragon's blood. It will take a bit of time to get here, but you'll have it eventually. Thankfully you just need any old dragon's blood and not an Elder Wyrm. [Cost: 2 Turns]

ORDERS!

I am now introducing the last mechanic you guys should see in a while. 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.

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.

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.

Technically the truly unique one-of-a-kind stuff would be on a level even further beyond, but you'll likely never be able to order it.

AN: Grimnir memes.
EDIT: Gunbad is called Karak Brynduraz in this time, and has been changed to reflect that.


Please Remember to Plan vote, and note how many actions you're applying to a task. Oh and C& C Thanks :^)
 
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Turn 2 Results:
Winning Vote:
[X] Plan Defense and Request
-[X] Expanding the Workshop, Defense:
-[X] [Simple] Rune. Those. Halls!:
-[X] Dragon's Blood:

…​

The settling of the hold continues apace, large parts of the surface dwellings have been cleared away as clans finish moving into the mountain, the main fortress longhouse still stands and will do so until a proper set of defences for the hold are constructed from good solid stone and metal.

The first few years of the decade see you spending the majority of your time at your workshop accompanied by a group of three longbeards. A mason, a carpenter and a warrior with a combined 900 years of experience between the three of them. Together the four of you devise and plan the construction of the workshop's defences over several months before you're finally satisfied with the work and the actual constructing can begin.

It is on a crisp spring morning that a gaggle of 40 dwarf Longbeards and their troupe of apprentices bear down on your home with gusto.

Working their way inwards, they begin by clearing the land a good 100 meters around the natural entrance to your home, flattening the ground and removing any sight blockers. You've further added a series of Runes of Light all over the ground itself, denying any advantage darkness could have given a theoretical foe. As for the entrance itself, the masons carve away at the rock in a specific pattern so that in the event of a siege you could make the natural outcroppings unstable enough that they collapse outwards, crushing anything trying to break through the newly installed rune-reinforced gates. The rubble itself only adds further blockages for your foe to get through.

On either side of the gate, behind the outcroppings, are a set of watchtowers, bolt throwers and murder holes placed to offer the greatest field of vision and overlapping arcs of fire as possible. The towers themselves are accessed through hallways carved into the walls of the natural pass, the ceilings of which are rigged to cave in as the defenders move behind sets of Gromril doors. This configuration repeated itself 8 times along the path, giving the defenders the most possible fall back points as you could fit into the area given.

The pass itself is also booby-trapped. Sections of the wall are able to be detonated at will thanks to a well placed Rune of Force, tightening the passage to a single dwarf's width, ordered as to elongate the path by creating a zig-zag pattern, further funnelling your foes. At each corner of this arrangement is the gilded visage of an Ancestor God, their mouths open in a snarl, and rigged to spit alchemical flame should a foe pass through it.

The ceiling of the pass, riddled with its natural skylights, is, of course, also rigged to blow, the falling rock meant to crush any would-be attacker as they make their way through the maze of fire and death.

When at last they reach the door to your workshop, the invaders will find a great door of granite and Gromril a meter thick emblazoned with Runes of Warding and Protection. Which, once they break through, opens into yet another door that is two meters thick, behind which your hosting area will have been converted into a killing field of Bolt Thrower Emplacements, Runes of Spite, and a reloadable mechanism that launches a ram head, capped in a piece of Brass coated Gromril bearing the snarling visage of Grimnir, towards the entrance.

It is beautiful.

Right now you cannot think of anything to add to such a magnificent array of destruction, but perhaps one day you will. As of right now, this is the best you can do but like any sensible dwarf, you've specified that room for expansion be taken into account when devising the plan.

Defence. In. Depth.

Your apprentices looked rather worried when they saw you chortling in glee at the sight of your completed defensive works.

…​

During the construction of the murder maze and when you weren't busy participating in said construction, you and your apprentices were in the halls of Kraka Drakk. You, inscribing runes and them, diligently listening and following your movements on a stone tablet as you spoke the chant of each Rune for their benefit. Every few dozen runes or so you would check in on their progress, critiquing their mistakes and pointing out their errors before returning to your work.

Of course, your apprentices had to carry all of those heavy tablets along with the reagents required for your own work as the three of you bustled about Kraka Drakk and put down several dozens of Runes throughout the hold.

This continued for years until at last the major public areas of Kraka Drakk were runed to a degree worthy of any place that called itself a Karak. You were certain that as the hold grew and swelled with more dwarfs that further work was to be done, but it would ultimately be negligible compared to the sheer volume of work you'd done in this timeframe. That, and hopefully a few more young master runesmiths would pick up the slack as well.

Didn't need a Runelord to light a hallway after all. Any runesmith above the rank of apprentice should be able to do that much at least, should being the key word there.

No shoddy runework where you lived, no sir. You'd run out any beardling traipsing around as a runesmith yourself if you caught even a whiff of poor craftsmanship.

The only places left that needed someone of your skill to get right, for now at least, were:

The Main Foundry District, mostly to manage the airflow and turn all the hot air from the forges to something useful like heating the Karak or what have you.

The Temple District, to inscribe the individual Ancestor Runes on each site. Thankfully the priesthoods would be taking up the brunt of the material cost, so the reagents necessary would be there for you to use.

Places like the Commercial district and Siege storage were well within the capability of younger runesmiths to do in your opinion.

You'd still check and make sure of course.

…​

"Dolgi, give this to Borri Kholbeard, that trader we met last week, while you're out for supplies." You say handing off a sealed letter to your apprentice.

"Yes Master," he intones seriously before heading off.

"And hurry up about it, when you get back Fjolla should be finished and then it'll be your turn," you shout after him as he leaves through the door.

Not even a 'Goodbye Master?'

Bah. Beardlings these days.

With Dolgi out, you walk back towards the workshop, where even now you can hear the quiet yet steady chanting of your other apprentice. Walking in silently as to not disturb her, you watch impassively as the beardling's hammer strikes the chisel to the tune of the chant.

Your eyes scan for even the slightest error, the most minute lag, the tiniest hiccup, and to your private satisfaction, you find none. Well, none you'd expect from an early apprentice. Plenty from the perspective of grading a senior apprentice.

Acceptable, though you'll never tell the girl until she's a master herself.

The Rune of Stone, something of special significance to not only your guild but your people as a whole. From stone, the Father of Mountains, the first rock of the world, was your race born from, by stone were you shrouded from the coming of fel magic and to stone where every dwarf will return. It should be no surprise then that the Rune of Stone is the first Rune an apprentice shall ever make, just as it was the First Rune discovered by Thungni. From here the journey truly begins, every step, every bruise, every lesson culminating into this one moment.

You remember your trial as clear as a stream of fresh snowmelt. The presence of everything fading away into nothingness, your mind, body and soul devoted to that single act of creation. The feeling of reaching into something greater than yourself and bringing back this most precious souvenir. An echo, a pale look at that most wonderful ideal. The moment you, no every Runesmith, knew they would chase that feeling until the ending of the world if they could.

Blessings to Thungni. Now, forever and always.

You are drawn from your own bout of internal reverence by the sound of the final verses of the chant, eyes focusing back onto the steady form of your apprentice as she strikes the final time and the telltale glow of a completed Rune brought into the world.

Perhaps it is a trick of the light, perhaps not, but out of the corner of your eye, you swear you see the eyes of the statue of Thungni you erected for his shrine glow in contentment.

Stepping behind him you place an arm on her shoulder, not even startling the girl as she stares reverently at the glowing rune on the surface of the breastplate.

You take a dramatic sniff and remark, "A bit shallow beardling, were you using a hammer or a hunk of limestone?"

"Yes Master, I understand Master. I'll strike harder Master," Fjolla says, eyes still fixed upon the rune. Your sage advice not seeming to dim her spirits in the slightest.

You understood all too well, not even Yorri's Pocket Troll Tongue took the joy away from you in that moment.

"Well then apprentice, get this place cleaned up! Dolgi will be back any time now, and any Runesmith worth their plaits doesn't leave a dirty workshop now do they?!"

"Yes master!" the youth says with a start, trance broken, she sets down the breastplate gently before scrambling off to work with heady vigour.

…​

The decade is a productive one. With Dwarfs settled, the main hold secured and your home defended you can say that your time was spent productively. Soon, you think, your apprentices will be more than just simple material jockeys and a source of entertainment, and will finally go about inscribing runes their very own. Maybe they may even contribu-

-HA! You can't even finish the thought, it's too hilarious.

...Maybe Fjolla, Dolgi in a year or two.

Three decades and already their first rune. A small surge of pride at the thought.

You were a fantastic teacher.

Gain:
- Defence. In. Depth. Your home is as fortified as can be right now unless a truly paradigm-shifting development occurs you're...still probably not doing anything until it's proven itself after a good half millennia of testing. Barring a catastrophe of course.
- Bedazzling Be-runed Karak. The main sections of Kraka Drakk are runed to a standard you deem well done, but work yet remains for a Karak is more than just its feasting hall and throne room.
- The work begins. Your apprentices have both forged their first true Rune. They're sad little things, but by the barest margins break into the barely acceptable category, Fjolla's though lands squarely in acceptable, which you will never dare tell her until she's a master but still. Either way, they're an achievement for any apprentice.
- Extra work unlocked for the hold. Temple and Foundry District both require the quality and touch only a Runelord can bring. Any specialist tasks are locked until their respective districts are complete.
- Work on some good solid Permanent defences is rumoured to be starting in a decade or two. You may have to put your foot down and push for Defence. In. Depth. be applied. Couldn't stand to live in a Karak that had a standard defensive setup in a place as inhospitable as this.

AN: C&C as always, and thanks to the people who helped me with some stuff, because of whom there are now five +5 bonuses to your RER's this coming turn. Also, let me know if you see any Imperial measurements. I'm serious about the Metric thing. I may have to change what my standard reward is if this keeps up. That or get more stingy idk. The turn should be up in a few hours, gonna go eat lunch.
 
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Turn 3:
You watch with hawk-like attention as Fjolla inscribes the Rune of Warding into the necklace's centre. You sniff in neutral fashion. High praise indeed, for your apprentice has shown a great affinity to the talismanic runes. If you didn't know any better, you'd say the runework in front of you would have come from a 70 year old instead of the 40 something apprentice before you.

Of course, you don't say it out loud.

"Well, a bit short on the fifth line again Fjolla, watch for that girl. Only about as shallow as a stream on granite this time too. Congratulations apprentice, I cannot in good conscience call this work horribly shoddy, only shoddy. You can do better," you say, offering her a rare bit of slightly less critical commentary.

"Yes, Master."

Turning from her you look at Dolgi's work. The lad is quiet and steady, for his age, and has shown a knack for both weapon runes and engineering runes. Oftentimes you've caught him staring at the great ram suspended from the roof of your workshop in wonder, hands working on some imaginary machine subconsciously. He finishes carving the rune onto the glowing metal before quenching the axe in cold spring water.

"You've improved Dolgi. You only bungled the 6th, 9th and 12th line of the Rune of Fire this time. Maybe you'll get a barely acceptable rune by the time you reach your first century," you criticize evenly.

"Yes Master," the boy says, nodding seriously.

You'd give him this, compared to Fjolla's almost instinctive knack for talismanic runes, Dolgi got where he was through a level of diligence beyond his years. Fjolla is undoubtedly still more skilled, but you know Dolgi is also head and shoulders above the average apprentice. Natural ability combined with a drive to match his fellow apprentice's skill pushed the boy to strive for and reach levels above where he'd be expected to be.

"Tell you what apprentices, your progress has only slightly disappointed me today, so in celebration I'll let you two run loose for the night. Yelling at the both of you has left my throat parched, and I'm in the mood for some ale. Now clean up the workshop before you leave, I'm off to the pub," you say, turning away from them and heading towards the door.

"Yes, Master!" both shout behind you.

You need not hide your quiet grin turned away from them as you are, easily hearing the two of them mutter congratulations and offer pats on the back to the other as they work to clean up after their respective messes. A blessing that the two of them got along so well, you've seen fellow apprentices grow into jealous and bitter enemies when one showed more ability than the other. Never any of yours of course. You made sure that sort of nonsense never happened by picking individuals who would mesh well and by maintaining an impartial level of disappointment at all times.

A beardling's foolishness was expected. A teacher was equally expected to reign their nonsense in from time to time.


The world has a way to remind you that it isn't a peaceful place

The busy and festive mood of the dwarfs going about their day is broken by the sound of a horn in the distance. Not an enemy horn thankfully, but dwarf horns. Though when the sentries translate the frantic blowing to everyone in earshot the mood grows dark.

Trolls.

With the efficiency born from years of tragic experience, dwarfs hustle about in new ways. Priestesses of Valaya, told of the incoming wounded come out from the hold proper and towards the gate, their new apprentices, beardlings only just past their thirtieth winter, carrying bundles of gauze, baskets of herbs and casks healing brews in their arms. Dwarfs parting to let them pass as longbeards grumble darkly while many of the hold's young mothers clutch their babes tightly and husbands hold their families close. The hold is young, very young, its population if not more so. Families with maybe their first or even second child, but despite their youth they perform with aplomb, knowing full well that dwarf lives may be on the line.

As for you, currently nursing a mug of ale in hand, there is work to be done. Runes of Health and Fortitude, common sights in the temples of Valaya, would likely be needed and you quickly bark an order to your apprentices to return to the workshop and prepare the necessary reagents. Trolls. For all you enjoyed a good piece of jerky, you never forgot the terror a living troll could be for most dwarfs. Terribly acidic stomach acid capable of ruining most metals and melt the flesh off bones.

The scent of partially digested flesh disgusts you, the screams are far worse.

You grip the mug tighter.

If that wasn't enough, the infernal beasts had a regenerative ability that made them difficult to keep down. Runesmiths and trolls had a long history, their body parts made for potent reagents that Runesmiths have used to develop a large library of useful Runes.

The flesh sizzles as the rune axe cauterizes the cut, stopping the regeneration. Around you, screams of fury and the dying mix into a terrible cacophony that assaults the ear.

Your grip begins to splinter the wood.

Then the horn calls again and the doors open, drawing the gaze of all dwarfs present.

The sight is bittersweet.

Caravan carts, holes in the wood that could only come from troll acid evident on some while others bore signs of the wretched creatures' bite and claws. But what draws the most eyes are the occupants.

They are young.

Children, beardlings and young adults. All clutching onto each other, the wagons, anything solid. Some are sobbing, many bear the face only a dwarf could understand. That bone-deep hate and loathing for a wrong done against person, kin or home.

The Grudge.

The sight of so many young is only further compounded by the stark lack of elders and adult men. It does not take long for many to understand the context.

A desperate defence, a bellowed order, a reluctant acquiescence. The Elderly left to hold, to protect their charges, neither to perhaps ever see the other again. Some trolls manage to follow, husbands and fathers still with the caravan stay behind following in the footsteps of their elders. It is a familiar and bitter taste.

Immediately the priestesses and priests of Valaya swarm upon them, looking for wounds, holding onto babes as parents are put on stretchers and children comforted. Like a switch has been flipped, many other dwarfs come forward. Some are clansmen, uncles and aunts coming to house their nieces and nephews while their parents are being treated, others are strangers, simply doing what they can to help ease the obvious burden on the newcomers. Despite this scene of kindness the grim reminder sticks out like an unruly nail. For all your efforts, the world was not always safe for dwarfs to tread, and every action outside the safety of the mountains was one of calculated risk.

There will be a reckoning.

The Grudge will be avenged.

Vengeance will be had.

Out of the corner of your eye you can see warriors and longbeards moving off in the direction of the fortress, no doubt rallying to bring aid or at the very least bring back what they could of their brethren. Before you head off to your workshop the sight of something stops you dead in your tracks. A child quietly holding their mother's hand in one hand and a toy in the other. Not just any toy, but one of your toys. Not a sign of wear or tear on it, despite what was likely decades of active use.

You don't notice it, but the handle shatters in your hand, splinters flying in all directions and imbedding themselves into the hard frozen ground.

Well then.

WELL. THEN.

There was work to be done.

…​

A day passes, and a party is sent out. A band of silent rangers at the head while a throng marches behind. With the warriors are fresh wagons and carts, pulled by tough curmudgeonly goats laden with supplies and medical herbs. The sight of them leaving past the gate is a sombre one.

When night falls a week later their return is signalled by the sound of yet another horn. Sentries relay the message to guards who run back to the hold and the priests and priestesses of Valaya.

Wounded.

Again a band of dwarfs arrive through the gates. Their faces grim, but quiet relief in the eyes of some.

They have found survivors.

Hoary old Longbeards in partially melted armour stubbornly trying not to cry at the sight of their arriving children and grandchildren, tired but battle-ready fathers carrying axes in one hand and a wounded comrade bearing a shield in the other. Too many wounded for the carts to handle you're told. It is a good problem to have by comparison. Of the wounded, none succumb over the coming days, thank the Ancestors for small mercies. But they also bring with them 80 enshrouded bodies, some of the tarps lying flat in places where body parts ought to be.

The 80 dead, that they could find, are interred into the Underearth. Those are 80 lives lost before they could truly begin. 80 family members, 80 friends, 80 children. And the ones responsible are still out there, breathing and living their lives while good honest dwarfs lie dead.

It will not do.



Gain:
- Apprentice Specialties! Fjolla has a double specialty for Talismanic Runes while Dolgi has specialties in Weapon and Engineering Runes.
- Apprentice Work! Both your shoddy little charges have progressed in skill enough that you deign to trust them with the most basic of tasks. Apprentices can now add 1 whole action worth or progress a turn to a Simple Request up to half of its main total cost rounded down you CANNOT complete a request with the apprentice action. So for instance, if you have a simple request that costs 3 actions, your apprentices could add (1.5 rounded down) = 1 whole actions worth of progress to it. If that action was at 2 actions you could not apply the apprentice action to complete it. You've unlocked this early because I've rolled very well on both their progress and interactions with each other in the background. Narratively this is work you can pass off to them, hauling supplies, setting up scaffolding, heating up ore, things like this. Still dont trust them to actually inscribe the runes of course.
- Grudge: Trolls. Actions toward settling this grudge gain +1 action worth of progress. +10 Bonus to rolls against Trolls.

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

[ ] Expanding the Workshop, Protection: You've a workshop and a home fit for a Runelord, but in your mind's eye you see yet more things to do. Any research regarding the Master Runes will require a level of protection that your current facility simply doesn't have. The cost is irrelevant, it is the materials you need that are the true bottleneck. You've got the Gromril on handnow, but for the Rune you need, the blood of a dragon is required. For the dwarfs know of no natural creature so attuned to magic as the Drakk. [Cost: 2 actions, 1 vial of Dragon's Blood]
[ ] 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 will remain to be seen. [Cost: 1 action] Roll for usefulness.
[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
[ ] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns

Requests: Denote which simple request will receive the Apprentice Action in your plan.

[ ] [Simple] Foundry Founding.: The Foundry district requires extra kinds of Runes to be placed alongside the standard Runes of Light and Air. Altered Runes of Heat and Purification to enhance standard Dawi ventilation, speeding along the movement of hot air out of the District to the rest of the hold while clearing it of soot and ash, things like that. The hold's burgeoning Blacksmiths and Engineering Guilds have also requested your aid in inscribing the Runes of Smednir and Morgrim in their respective guildhalls as well. [Cost: 2 actions] Productivity Like No Other will proc.
[ ] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd.


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.
[-] 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.

Orders:

[ ] Troll Parts: A horde of trolls is to the south, having assaulted and mauled a dwarf caravan. Already the hold and clans begin mustering arms. Donning armour, bearing weapons and swearing Grudges. A battle will be fierce, but hopefully, when the warriors return it will be in victory with a cartload of troll bits for you to store and use. Cannot be Taken with Khazukan Kazakit-HA![Cost: 1 Turns]
[X] Dragon's Blood: Seeing as you don't know the location of any dragons right now, the best you can do is get word out that you need dragon's blood. It will take a bit of time to get here, but you'll have it eventually. Thankfully you just need any old dragon's blood, and not an Elder Wyrm. [Cost: (2-1) =1 Turns]

Please remember to vote by Plan, and note how many actions you're applying to a task (also the Apprentice action). I'll have a 1-hour moratorium so you can discuss and ask questions regarding apprentice actions and the requests before you post your plans. Thanks :^) Also C&C

Questions:

- Will a normal action + apprentice action proc Productivity like No Other? A: Nope. 2 regular actions required.
- The grudge removed an action from Altar Assembly, can I put an apprentice action? A: No. You can consider being 1 action total in which case half of it rounded down is 0 or you can think of it as Snorri having already put in 1 action into it meaning the apprentice action cant complete it.
- Why does the battle turn cost nothing? A: By virtue of distance I can't justify a cost. Normally they would cost at least 1 action as these "go out and get it yourself" actions are the counterpart to requests. Action Cost and takes less time vs free but takes time.
 
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Battle at the Dragon's Maw Pt. 1:
Winning Vote:
[X] Plan The Shine of Metal and Blood
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
-[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[X] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
-[X] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
-[X] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action

Turn results after. This battle is happening immediately after (relatively) the beginning of turn 3 in terms of timeframe.

...
It is settled in a manner of days, clan members assemble, armour is donned, weapons drawn and supplies squared away. There is no need to rush, an advance scout of Longbeard rangers quietly stalk the Trolls, leaving cairns and markers for the Throng to follow.

You leave an exhaustively detailed list of reagents and materials for your apprentices to gather for when you return. You tell them grimly that the work will not take long, and that they'd best hurry if they want to be done before you get back. Nothing short of a throng's worth of Trolls could truly challenge a Runelord of the Karaz Ankor with a throng at his back.

You walk into your room that night with grim purpose and do not dream when you sleep.

When you wake you do not walk to your Wutroth closet as per usual, instead you move towards the far end of the room, rune hammer in hand. With a tap, the wall parts to reveal your wargear sitting ready for you.

It is with a sombre reverence that you take up your war plate once more.

The boots are slid into.

The thunder of feet as dwarfs rush to meet their enemy. Yours are among them, but you run for a different purpose.

The greaves and legplate are strapped in with an ease borne of hard-fought experience.

The blade slides across your thigh, bouncing off of the Gromril, your boot kicks out and breaks a knee in response. With contemptuous ease, you sever the head with your axe. All of this in seconds, but seconds you cannot afford all the same. You have to find her.

The under-layer of soft padding is followed by a gleaming shirt of chainmail.

The blade tries to dig into your armpit but gets caught. You take swift advantage of the opening, dropping your axe and grabbing the blade with one hand. Keeping the enemy in place while the other hand is bringing down your hammer onto the daemon's head. Your eyes search in the haze of the melee.

You put on the Gromril chest plate, the Runes glowing as strong as the day they were forged.

The forge erupts as a daemon bursts through the wall. A blow strikes you in the chest, sending you flying through a building. The air is pushed out of your lungs as stone, metal, wood and bricks from the collapsed building fall on and around you. Then you see her. Plaits swinging freely, running to meet the towering hulk of the beast without a second glance.

Next are your gauntlets.

You struggle helplessly, trying to shove and push off hundreds of pounds of rock off of your body. Your eyes never leave the fight in front of you. Her axe swings are devastating, her shield all but impenetrable. You should know, seeing as you made them yourself. Tears prick your eyes, the struggle for freedom grows more desperate as you see her flag.

You pause here, looking down at the helmet. It's surface pristine, the horns were repaired only years after they were broken. You run a finger down the ivory.

Then it happens. A single misstep, the tiniest opening.

It is all the creature needs.

With a single swing it cuts a jagged line down her torso then kicks her into another building. Everything fades away and your vision runs red.


The ridges are pristine.

Hate and anger.

The horns are bleached white.

Blood pours down your face, you swing, an arm breaks. A scream, you don't know who, you don't care. Your axe haft is broken, your hammer missing. You use your fists.

The gold trim is immaculate.

It is a haze, the feeling of metal-clad fist breaking bones and bruising flesh are the only things you remember. Punching and screaming until there is only the sound of your breathing.

You put on the helm.

You run to where she lays, dashing your helmet against the stones. Gingerly propping her against a ruined wall and feeling utterly helpless. She says nothing, but her eyes are still painfully clear, still painfully alive, contrasting starkly against her deathly pale skin. She reaches up weakly, a bloody hand runs down your face, stopping just shy of your beard.

She always liked it best unbraided.

Her hand falls limp.

Your world fades.


The last article, a deep red cloak trimmed in white that she made for you still hangs on the stand. You stare at it blankly for who knows how long. Until finally, achingly slowly, you take it up and drape it over your back. Clasping it in place mechanically.

Bone deep grief, long faded, flares for just a second.

You pick up your weapons, axe remade, hammer rediscovered, and walk out.

The cloak does not keep out the cold as well as it used to.

Equipped:
[Armor] War Plate. Forged in joy, tempered in grief, worn in battle. [Master Rune of Gromril, Rune of Fortitude, Rune of Impact.]
[Weapon] Rune hammer. Good for hitting, good from crushing. [Master Rune of Conduction, Rune of Fire, Rune of Striking]
[Weapon] Rune axe. Good for cutting, for slicing. [Rune of Cleaving, Rune of Daemon Slaying, Rune of Fury.]
[Talisman] Ruby and Diamond Amulet. No magic shall harm me, girded in her gifts. [Rune of Spelleating, Rune of Spellbreaking, Rune of Warding. Combo: Conversion. The spell is broken, the spell is eaten, the power is used to shield you.]
[Banner] Ruby Cloak. Deep red silk, edged with purest down. A reminder of brighter, warmer days. Later engraved in grief. [Master Rune of Valaya, Rune of Sanctuary, Rune of Determination. Combo: Daemonward. You will not run, you will not hide, you will not fail again.]

…​

The assembled Thanes and ranking members of the hold rise with your entrance. Many of them nodded to you and your master wrought armour.

"Rhunrikki, the rangers have reported that the group of trolls that assaulted the caravan has merged with a horde of the creatures at a location a week's march to the southeast some dwarfs are calling 'The Dragon's Maw.' Best estimates have the horde at over half a thousand snow trolls, and around a hundred Ice trolls," one thane reports, finger pointed to an ivory marker put down on the map.

You nod, a slow exhale escaping your nose.

"Any theories as to why the beasties are grouped up like this?" A thane asks the group.

"No food sources nearby from what the rangers saw, at least not one big enough to sustain a group this size. No Warpstone either. Doesn't make a lick of sense." Another responds, shaking their head.

"Clearly there's something or someone keeping them in line, rangers reported no signs of the usual troll on troll violence. Just all of them standing there, that and the assault on the caravan mean something with enough of a brain for dishonourable tactics is in charge," An older Thane says, his sound logic and prodigious beard drawing nods and grunts of approval.

"So it seems," you finally decide to speak up, "we have over half a thousand trolls at the beck and call of an as-of-yet unseen master. With us being so far north we cannot ignore the possibility of Daemons, this sort of mischief is just the kind they'd dabble in," you finish gravely.

Murmurs erupt amongst the assembled thanes and masters.

"What of the throng?" you ask after waiting for the noise to die down.

"A thousand Warriors, four hundred Longbeards, six hundred quarrelers and a thousand miners can be spared in terms of general infantry Rhunrikki." A younger Thane answers.

"For artillery the Engineers Guild has, to my shame, only twenty Bolt Throwers and five Grudge Throwers to spare for the endeavour. We dare not strip the ones placed on the walls in case of attack while we are gone," the local Guild Master adds.

"And among the runesmiths, only twenty of us can be spared for the assault without compromising the hold's defences," you finish.

You look around at the assembled group of leaders, taking their histories, beards and knowledge into account before deciding that it is a waste of time and instead simply ask.

"Who is the ranking lord?"

They look at you oddly.

You look back, eyes narrowed.

A few Thanes nervously look down.

"Ah, going by the size of the contribution to the hold's prosperity, age, and experience," the young thane starts-

"As well as owning the Gromril Mine," another older thane adds in quietly.

"-You are by tradition, at least until a council of the eldest members of the hold decides the kingship, the ranking Lord, Rhunrikki." the youngster finishes.

You blink.

This is what you get for not paying enough attention to the local politics you suppose.

...​

Do you accept command of the Throng?

[ ] No: You don't have the intimate knowledge or know how to lead a throng. Leave this to the thanes to sort out. The Eldest Thane of the hold will lead the Throng.

[ ] Yes: By tradition, you would be the ranking lord, in charge of leading these stout dwarfs in battle. It is not one you will shirk.

Where will you be within the army?
Like Total War Warhammer a runesmith can "cast" runes of warding, protection or wrath and ruin by striking a rune. Not as effective as if you had an Anvil of Doom, but still potent if more limited in scope and range. Now, I'm not gonna elongate the battle by having you decide when to do that, Snorri knows at least that much. In mechanical terms, it'll be a bonus to army rolls. The closer to the front, the stronger the bonus but the more limited the placement of it, as opposed to free placement but weaker bonus if you end up in the reserve.

[ ] Vanguard: You will be at the forefront of the battle. A powerful symbol to rally around and where you can deal the most punishment. You'll be focused solely on murder blending your way forward like only a heavily armoured Dwarf with a Grudge can.

[ ] Centre: From here you can cast protective or offensive runes with greater ease but also be ready to serve as rapid reinforcement to the frontlines. You won't know what's happening with the battle everywhere as accurately.

[ ] Reserve: You will be held back as an offensive force, instead you will have the best possible view of the battlefield and the ongoing tactical situation as well as be able to reinforce as needed, though it will take time to get there.

AN: So begins the battle turns. Now, if you do decide to lead the throng you'll be given choices over overall strategy and order of battle, but I won't let you go full RTS. For one thing, Snorri doesn't have the know-how necessary to think that deeply and will trust the Thanes to know what they're doing. For another, that would be incredibly tedious for me to write.

From the player's perspective, you'll be allowed to use write-ins but they can't exceed let's say 80 words. Don't try to micromanage too much, give me a general plan with enough detail as to what units should be doing what and I'll accommodate you as best as I can.

Something like:

[Y] "Warriors will lead the vanguard with miners in reserve and longbeards to be held and deployed whenever an Ice troll is spotted. Quarrellers will focus down the regular trolls from the flanks while the Artillery will prioritize removing the ice trolls. Runesmiths will be interspersed throughout the army to provide support with an emphasis on taking down the Ice Trolls."

FAQ: Do you have an Anvil of DOOM? A. No, you're a footslogging runelord currently.
FAQ: Do you have a weapon solely for killing trolls? A. Snorri has his rune axe and rune hammer, which are armed to deal with the widest array of foes possible.
 
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Battle at the Dragon's Maw Pt. 2:
The beast knew only hunger.

From birth to adolescence, to adulthood, the struggle was always the same.

Craving, aching for food, it wandered the frigid peaks in search of its next meal. Great shaggy cats, titanic birds, the rare mammoth carcass, its own kind, and other terrible beasts were ravenously consumed as it ate, and ate, and ate in an endless cycle of violence and feasting. From that cycle did the beast grow large and terrible. What once was a prime specimen of its kind grew into an even greater hulking monstrosity of fur, sinew and muscle.

Then the skies twisted and bore unnatural colour.

To the civilized races, it was a time of woe, a time of demons and strife.

To the beast, it was a time of change, growth, food.

Its first encounter with this new meal was a great pack of Red Ones, the stench of blood, offal and the bellows of rage drawing the beast from its hovel, roaring a challenge.

As one they turned, as one they charged at it, screaming exaltation to their lord.

And they died.

As it ate, change was wrought upon the beast, muscles bulged ever further, pale, bloodstained fur, grew darker than night and twisting boney horns sprouted from its head. Strength flowed into its body, flesh and power fueling further growth. When not even a bone remained, the beast looked up and saw something it could not eat.

A thing of brass and blood. A weapon. A sword.

The beast became the brute, and it marched on. Hunger growing for this newest meal.

…​

The brute wandered the north, hunting for more Red Ones. It knew now that power could come from eating them, feasting on their essence through their flesh. And in those early days, there were meals aplenty. For what seemed an age, the brute carried out the same cycle of violence and gorging as it always did, though each time the mind grew wiser as the body grew stronger. Crude tactics refined, weapons discarded as they broke or were replaced.

The brute was content to continue this forever.

But fate turned, as it often does.

On some distant day the brute came upon a new meal, the Blue Ones. A group of slithering couldnotbes and shouldnotbes led by a birdlike creature with a staff.

The Red Ones inside its mind screamed in hate, urging it forward, urging it to kill.

As if it needed encouragement.

It came upon them, bellowing and furious. The bird thing glanced at it contemptuously before firing a spell at it.

The brute was struck, a gaping hole in its chest where a heart once lay.

But still, the brute kept running towards them. Flesh reknit, a new heart was grown, battle was met and the brute killed.

The bird thing grew irate, firing even stronger blasts of eldritch nothingness.

The brute was struck, the flesh reknit, and the killing continued.

On and on this went until at last the brute sundered the bird thing's head from its body. Satisfied in its victory, it dropped its blade and began to feast as it usually did.

But this time was different.

Two opposing energies now swirled about its soul, the metaphysical clash making itself known upon mortal flesh. It felt limbs rip, morph and shift. The brute, in its panic, knew only that it needed to be stronger to survive, and so in desperation began to gorge even as its body began to unmake itself. As more and more of the Blue Ones were consumed, so too did the balance shift.

When at last the brute consumed the last daemon, the next change occurred. Thoughts, ideas, magick became known to it. A reality unknown finally within its grasp. New strength, different strength, but not without cost. One of its arms had grown feathered and spindly, giving it a lopsided appearance.

The brute did not care, flexing its gangly arm and finding delight as baleful magick responded to its engorged will.

The brute became the hunter.

…​

The hunter grew strong. With might and magic, it slew more and more daemons, Red and Blue and Pink and Green, feasting on their essence, growing stronger but diligently maintaining the balance within itself lest it is rent asunder by the opposing forces.

Over time it grew clever, using its powers to enslave its former kin, binding them to its will.

Slowly, oh so slowly did the hunter grow his band, hiding from prying eyes. Using its thralls to search and hunt for yet more food. Bringing it to its lair to consume at its leisure.

Then one day, through the eyes of its thralls, the hunter saw new prey.

Small, tiny things in armor of steel.

The cacophony of voices in its head screamed and screeched all manner of names.

Stout Folk, Mountainborn, Tiny ones, Stonesouled, Cave dwellers…

...Dwarfs…..


With a flex of its sorcerous will, a group breaks off from the band, heading to cut off this train of dwarfs. An ambush is set up, battle is met, food and plunder is brought back.

When the thralls finally brought the armoured bodies before it, the hunter tore off the metal shell and feasted.

Endurance, Stone, Defense, Desire and more; a heady cocktail of new tastes both mundane and mystical filled its being. Once it had filled its belly for the moment, the Hunter looked at the pile of steel it had so casually thrown aside. Slowly, methodically it walked over and gazed at this hard shiny material in a new light.

With one hand it picked up a larger piece of what was once a breastplate, and with the other, it grabbed a chain. With almost childlike wonder it gazed at the scraps then back at the uneaten mound of bodies. Gazing hungrily not at the flesh, but now at the master worked steel, the golden trinkets, the precious gems, all of it was now his.

Over the coming days, the hunter underwent another change. Crudely beaten plates of armour, chained to his person, the most precious parts of its loot held in a sack of torn cloth and skin.

He who was the hunter knew a new type of hunger, avarice it never knew it had.

SoMetHiNg eLsE ChaNgeS​

So died the Hunter, all hail The Lord of Avarice and Desire...

All hail…

The Greedy One.

…​

Over the din of crunching snow and trodding boots, you can hear beardlings muttering prayers to the ancestors, Elders grumbling while keeping a lookout. No one holds their weapon on their belt and hasn't for the past day.

No resistance, no skirmishes, not even a single whiff of the stench of Trolls during the throng's week-long march through the snow.

It bodes ill.

Thane Otrek Ironarm, the one chosen to lead the throng after you refused to take command, is well aware that an ambush is likely. And the night before, spread the order to have the column form up in a defensive stance for the rest of the journey come morning.

The supply wagons, artillery train, and runesmiths are pulled along into the center, surrounded on all sides by infantry. Quarrellers are closest, followed by a ring of miners and a comparatively thin wall of Warriors. A hundred Longbeards at each corner of the rough square formation the marching column has taken as the throng gets ever closer to its destination.

The Dragon's Maw.

The large mountain cave whose entrance was ringed with great shards of rock that gave the appearance of teeth, but what truly gave the place its name were the chasms full of vents that spewed superheated gas that ringed the eastern side of the mountain. Giving the appearance of a fierce dragon, smoke billowing out of its gaping mouth when seen from certain angles.

From your position, you can see the peak of the mountain and a cloud of smoke to the left.

You take a deeper inhale.

Yes, the sulphurous stench was faint, but it was there.

"HOLD!" Thane Ironarm bellows from the front, arm raised, and like clockwork, the entire throng stops. They watch their leader as he sends runners up and over the hill. They wait with bated breath as the runners return and report their findings.

"FORM UP DAWI!" the Thane orders, his subordinates echoing his command throughout the entire army. Soon enough, formations of doughty dwarf warriors form up the van, clansmen forming in sets of alternating squares running down the length of the battlefield. Behind this, lines of quarrellers are interspaced with miners to form a secondary line. As for the elders, a hundred of the grumbling Longbeards stand on the left flank, the remaining three hundred on the right.

"DAWI! Once we crest this hill the enemy shall stand before us. Prepare yourselves! VENGEANCE IS AT HAND!" Thane Ironarm bellows through his Rune inscribed horn.

"VENGEANCE. VENGEANCE," they scream back with the stomping of boots.

"Forward, MARCH!"

"Khazakan, Kazakit-HA!" the army chants over and over again as it trundles up and over the hill.

When you finally lay your eyes upon the enemy you are disturbed by the sight. Trolls litter the field below you, each and every one standing absolutely still in a disorganized mob. The chanting, however, does not stop, Longbeards picking up where some beardlings fall silent at the odd sight. Soon enough, the encouraging presence and yelling of the Old Grumblers bring the youth back to their senses.

(Rolling: 15+2 [sniffing])

You march until the entire throng has crested the hill, their bellowing yells echoing across the eerily silent plain below, accompanied only by the howling of the wind.

Then, just as the siege weapons begin to be unpacked, the trolls milling about the plain turn towards the throng in a single motion.

"HOLD STEADY DAWI, BE READY FOR MISCHIEF AT PLAY," Ironarm bellows.

Then suddenly a great thrum fills the air around you.

Magic.

A great tear in the sky opens, clouds swirling about it that crackles with multihued lightning. From it, a rain of molten metal bears down upon the throng's position.

(Roll, Runesmiths Vs. Fel Magic: 27 vs 84)

The young runesmiths interspersed around the Throng try to bring Runes of Spellbreaking to bear, but their talismans alone will not cover the whole of the throng from the effects of the metal shower.

Bah.

(Roll, Snorri Interrupt!: 87 +20[grudge] +30[Runelord] =137)

With a gentle tap, the amulet on your neck burns with brilliant blue light. The throng watches, transfixed, as the torrent of metal impacts against an otherwise unseen dome of energy, crackling bursts of light appearing on its surface where each drop lands, their energy broken down and siphoned to empower the rune further.

As the enemy caster ends the spell, the throng takes up a great cheer.

"STOP FAFFING ABOUT BEARDLINGS, THEY COME!" You bellow, hammer pointed at the now charging horde of trolls that are running towards your position.

(Roll, Dark Empowerment: 94 +15[???] =109)

You cannot reach them from where you are but can see the fel light of magic make their bodies bulge with unnatural strength. Their increased speed denying the artillery the chance to fire and forces the quarrelers to readjust and fire off a weak, uncoordinated volley.

(Roll, Quarrelers: 12)

That fails to stop them in any appreciable manner.

"SHIELDS!" Thane Ironarm shouts.

As one, the front ranks lift their shields to meet the oncoming charge. Around them, rune priests cast runes of protection to bolster their allies.

(Roll, Shields Vs Trolls: 55 +10[runes] =65 vs 58 +20[Dark Power] =78)

They hold back the tide of flesh for a second or two before they are overwhelmed by the dark strength of the enemy.

Before you can bring your own runes to bear, a lance of fell energy snaps out at Thane Ironarm from a hole in the sky.

(Roll, Distraction: 6 +10 =16)

You erase it with contemptuous ease before tapping your axe,

(Roll, Wrath and Ruin: 88 +50 =138)

and the enemy momentum buckles to a crawl under a sudden and immense pressure, the weight of mountains now on their backs and furious phantom blows striking their limbs. The power of your rune invalidating whatever extra strength they were given and then some.

(Roll, Dawi vs. Troll: 4 +10[Runes] +5[Lifted Spirits] =19 vs 4 - 10[Wrath and Ruin] =-6)

The battle, despite your best efforts, is an ugly affair. Groups of warriors, some wounded from the initial charge, battle the now sluggish, but unnaturally coordinated trolls. Dwarfs with broken legs hacking at the enemies' ankles while their clansmen struggle to strike them. More than once do you see overeager beardlings slash open a troll's belly, only to have an arm or leg swallowed by the torrent of stomach acid that spills out.

You decide to move forward, this cannot stand.

…​

The Greedy One raged from within its cavern, the horrible dwarf Runelord that denied much of its magic had ruined its plans. As it sat on its throne, it brooded and came to a single conclusion.

The Runelord had to be removed from the battle.

Then, and only then could it wipe out those accursed stunted things and claim their works for its own. With a muttered incantation the Greedy One pulled with its magic, drawing on yet more of the corrupting energy to enact its newest plan.

A portal opened.

The Greedy One grinned.

…​

You are marching your way towards the frontlines, part of the formations that are moving forward to relieve their brethren and allow them to fall back and recuperate when you feel it.

Not in the magical sense, because dwarfs are anathema to something so perfidious and tricksy as magic, but in the age-old sense of an Elder who knows when something is going too well.

A horn from the left flank bellows out a dreaded pattern.

Daemons.

Turning your head towards the relatively light left flank you can see a portal of unreality beginning to tear open, lesser Daemons coming out to partake in the slaughter.

The Longbeards, as one, charge to meet them, all too aware that their young relatives will not be able to stand against this unnatural foe. The charge of armoured dwarf elders is met by the rage-filled howls of demons.

(Roll, Longbeards Vs Daemons: 63 +10[Old Grumblers] =73 vs 77 +15[Bloody Strength] =92)

The thunder of boots

The runes on your cloak thrum to life unbidden, sensing the taint.

(Roll, Dealing with the Portal: 76 + 30[Runelord] + 20[Daemonward] =126)

And with a quiet hum, the growing portal stops to a standstill before slowly beginning to close. You barely take notice, too busy forcing your legs to make you go faster than you ever have, your hands clenching your weapons in a death grip.

(Roll, Angry Old Man vs some red boys: 76 +15[Old Grief] +15[Really Old Grumbler]= 106 vs 69 +15 =84)

You arrive like a bolt of lightning, the echoing clang of Gromril hitting daemonflesh your thunderclap. One after another, you smite daemons from the mortal plane and back to the cursed realm they came from.


(Roll: 41 +20 =61)

The next portal fizzles, ended by a trio of watchful runesmiths before it can even begin.

(Roll: 6 +20 =26)

The one after that explodes in a shower of energy that The Greedy One shields itself from with ease.

It was slowly growing wroth, the Khornate voices in its head demanding, no screaming, to stop using this foul magic and do the killing itself.

It was beginning to be swayed to their point of view.

But it must be clever, draw the Runelord away from its allies, stack the odds in its favour. Victory, the spoils, would never be his if the Runelord lived. Meticulously, the Greedy One began to cast.
…​

You shut the portal with a final, spiteful, blow of your hammer. Standing idly at the explosion of magic is eaten and converted by your amulet.

This cannot continue.

You look out over the battle, trying to make sense of the situation.

(Roll, intuition and perception: 66 + 2[sniffing])

Things seem to be, not fine, but not terrible. The front looks to be stabilized and the portals are being shut down before they can even truly begin by the now very watchful runesmiths. Enough time has passed that you hear the telltale thump and whistle of the artillery-

- explode in a shower of metal and wooden splinters that rocks the back lines of the Throng at the top of the hill where the artillery crews used to be.

Now in their place, you see yet another portal.

Bah!

But before you can even begin to jog over you hear the telltale ripping of reality once more. A portal appears in the midst of the right flank. The Ranks of Longbeards are already pulling back to make sure none are cut off by the arrival of yet more daemons.

Where do you go?

[ ] The rear.

[ ] The right.

AN: kudos to @BungieONI for getting closest to figuring out the enemy, and whoever guessed it was gonna totes be Krampus. I mean, a Runelord will not struggle against a horde of trolls, so I had to improvise. Anywho C&C and thanks for reading :^)
 
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Battle at the Dragon's Maw Pt. 3:
Winning Vote

You curse loudly before running up the hill towards the embattled artillery.

As you run up, you take stock of the situation ahead of you.

(Roll, Miners vs Demons: 2 +10[Runic Picks] =12 vs 46 +15[Bloody Strength] =61)

It is carnage.

The miners held in reserve are being decimated wholesale by the swarm of Khornate daemons spawning in their midst. A battle line cannot form in this madness, and with no shields to defend them the miners are dangerously exposed.

Desperately you look to the quarrellers and release a small sigh of relief

(Roll, Quarrellers vs Daemons: 29 +5[Runic aid] =34 vs 12 +15[Bloody Strength] =27)

The fighting is ugly but in their favour. Their Thane having led a charge with his honour guard, giving his clansmen time to form up into a shield wall. It leaves the Thane and his men smack in the middle of a horde of daemons however.

This wouldn't do.

(Roll, Wrath and Ruin: 74 +30[Runelord] =104)

As you run past the quarrellers, cleaving your way through daemons on the way, you tap your axe and bring ruination upon the daemons assaulting the Thane and his bodyguard. The sudden increase in weight and broken limbs among the daemons giving the isolated dwarfs reprieve and his clansmen the ability to break through and reach him.

You look back and nod at them before continuing on.

Again and again, you cast the Runes, strengthening isolated pockets of beleaguered Dawi and smiting daemons as you make your mad dash up the hill and towards the uncontested portal.

(Roll, Reform the line: 46 +15[Turning Tide] +15[Inspiring Runelord] =76)

Though you are far from it, you hear cheers and shouting. Thanes ordering the line be reformed through the din of battle and to march towards the portal.

You cannot wait for them however. The longer that portal stays active, the less tenable this situation is.

(Roll, Runesmith Casualties: 2)

As you run past the dead you take note of the sight of two young runesmiths lying still in the bloody snow, and take a small detour to wipe out the daemons encroaching on their bodies before having to move on. This battle was taking its toll.

...​

Eventually, you find yourself at the hill's apex, the portal only 15 meters from you, cut off from the rest of the throng when the trap is sprung.

A bit of a shoddy trap, to be honest, didn't even try to hide its purpose, then again you sprung it anyway so the bait was at least solid.

The portal edge runs red with dripping blood, the air crackles as 7 of the largest Bloodletters you've seen in your (considerably long thank you) life jump out one after the other.

They look familiar.

"YOU!" one screams.

A towering daemon bursts out of the forge.

"WE REMEMBER YOU," a second continues.

-a jagged line down her torso, then kicks her into another building.

"MURDERER."

Hate and anger.

"KILLER."

You swing, an arm breaks. A scream.


"ONCE WE WERE EIGHT, NOW. WE. ARE. REDUCED! BECAUSE OF YOU."

-metal clad fist breaking bones and bruising flesh

"WE, THE BROKEN BAND WILL HAVE VENGEANCE."

A hand falls limp.

"YOUR SKULL WILL ADORN HIS THRONE ALONGSIDE YOUR WIFE!"

You very nearly break the handle of your axe again.

Now you know, now you remember, who they are. You know what one of them did, and now you have a chance to exact vengeance sevenfold.

(Roll, Snorri Vs The Broken Band: 52 +15[Really Old Grumbler] +15[Old Grief Renewed] =82 vs. 2 +20[Heralds of Khorne] =22)

"Get out of my way," you whisper as you charge them with a speed you never knew you had.

"Get! Out! of! My! Way!" You bellow each word in between your attacks, slaughtering a Herald with ease. Your axe digging into the head of the one you just killed, lifting it up then throwing it at another.

You run over to the fallen Herald, smash its head in with your hammer while your axe breaks the blade blocking it, finding purchase in another daemon's chest.

Three down.

The remaining four charge you as one, finally reacting.

It does not save them.

A shove into one, pushing it onto its ally while your arm carries through and the axe disembowels it, four. You continue your movement, your body still turning so that you slice off an arm and pulp a leg as your weapons follow through. The heralds try to reform, to coordinate an assault against you.

You do not let them.

You axe beheads the limping one, five. Your hammer caves in the chest of another, six. Then with a furious bellow, you charge the last Herald head down, goring him with the horns of your helm, seven.

You are twelve meters from the portal.

(Roll, Wave 2: 7 Sacred plague interrupt!)

The blood begins to turn black and sluggish, putrid green light burns and a host of plaguebearers and nurglings come for you.

(Roll, Snorri Vs Nurgle: 89 +15[Really Old Grumbler] +15[Old Grief Renewed] =119 vs 11 +15[Bloated Fortitude] =26)

They die.

Eight meters.

(Roll, Wave 3: 5, eh close enough)

As if sensing its impending doom the portal wavers as it shimmers pink, only five of Slaanesh's Heralds dance out of the nothingness this time.

You begin your charge.

(Roll, Snorri vs Slaanesh: 3 +15[Really Old Grumbler] +15[Old Grief Renewed] =33 vs 90 +10[Unnatural Grace] =100)

(Roll, Daemonward: 85)

Only to hear a screech of pain as the runes on your cloak burn an angry blue. You spin around immediately in retaliation, your axe glancing off the 6th Dancer's blade.

"You were loved~" the others heralds sing in a chorus.

"We will enjoy destroying it~" the one who tried to ambush you says.

You snort.

They come at you at once.

(Roll, Snorri Vs Slaanesh round 2: 24 + 30[Its getting tedious to list the buffs] =54 vs 31 +10[Dancin Daemons Batman] =41)

You'll give them this.

They were better than the nurglites earlier.

You're using both arms at once for this one.

The daemonettes prance around you, claws and stingers jabbing at you at seeming random. It takes you a second more than you'd like, but you eventually figure it out well enough to literally disarm one of the daemons as they come in for a stab.

Ancestors you hate fighting slaaneshi.

(Roll, Snorri Vs Slaanesh round 3: 80 + 30[Real Angry Old Grumbler] =110 vs 57 +10[Dancin Daemons Batman] =67)

To an outsider it seems like all you're doing is blocking the strikes as they come at you, only reacting to the attacks instead of doing any attacking yourself. The slaaneshi seem to be of the same mind, their infernal giggles growing louder and suddenly the 6 of them jump you at once.

Fools.

With the skill and wisdom only age can give, you duck low, dodging the first dancer even as you raise your axe so that it cuts through her straight down the center. Both halves flying into her fellows, colliding in midair. With a burst of speed that surprises the demons, you quickly end the two downed daemonettes, turning to face the surviving trio, blood sizzling off your still glowing hammer.

Screeching, the three of them come at you, and you are only too happy to oblige.

(Roll, Snorri Vs Slaanesh round 4: 96 + 30[Real Angry Old Grumbler] =126 vs 92 +10[Dancin Daemons Batman] =102)

It seems the daemons have upped their game. The flurry of blows you exchange is devastating. The daemonettes dodge and weave with increasing speed, always a hair's length away from the edge of your axe and hammer. Meanwhile, your Gromril plate lives up to its name, enduring the flurry of piercing blows with nary a scratch, the runes of your cloak burning intermittently to the slaaneshis' anger.

It seems that the melee could go on forever if not for one reason.

The Slaaneshi must dodge every time.

You need only hit once.

It comes suddenly, the second you understand this frantic new pattern, an axe swings out suddenly and out of nowhere, bisecting one of the daemonettes.

Two left.

(Roll, Snorri Vs Slaanesh round 5: 70 + 30[Real Angry Old Grumbler] =100 vs 20 +10[Dancin Daemons Batman] =30)

The other two grow panicky, attacking you with frantic energy, their dances become unhinged, the patterns obvious.

Shoddy.

It does not take long for you to finish it.

You are four meters from the portal.

(Roll, Wave 4 Final Wave: 4 +2[angry troll] =6)
(Roll 1d2, does he arrive?: 1)

The portal goes blue and the get of Tzeentch flood out like a tide. Horrors drop onto the ground and roar at you, while screamers and flamers circle overhead.

But the portal isn't finished.

Grasping hands that seemingly come from nowhere, pull and tear at its edges, widening the gap until it stands a good ten meters from the ground and four meters from end to end.

Something that could actually pose a challenge then.

You watch warily, one eye still on the slowly encircling horde of daemons, as the multihued light of the portal shifts and turns pitch black. Slowly, a voice calls out from the other side, deep and grating to the ears.

"Do you know..how much of a BOTHER you've been? How much you've meddled with my plans?"

You stay silent, glaring at the void.

"Not even a word? Well then. Here I come~"

A furred arm reaches out, spindly and weak, and grabs the edge of the portal. You watch as a great cloven hoof steps out, the sound of something heavy and metal being dragged across stone starts wracking your ears. The side of a torso appears next, rippling with fur and muscle, in stark contrast to the gangly feathered arm it is attached to. The daemon crouches, the portal too small for it, bending down before revealing the head of something that was once a troll. A snout brimming with jagged, arm-length teeth smiles down at you. A set of baleful red eyes staring straight into your flinty black irises, as long, swept-back horns slowly pull themselves out, the ends rising up to meet the other. Then finally, the other arm appears, a great bulging mass of muscle and fur that drags a blade of brass through.

All of this does not faze you.

What makes you break out into a sneer of such ugly proportions that it could make even a Longbeard wince however, is the crude armour chained to its body. The telltale signs that it has despoiled the bodies of your kin, fashioning a set of torn plates and chains to protect itself, and on its back a sack made of skin and torn cloth, bulging with what is likely yet more Dwarfen property.

It looks down at you, even hunched as it is, from ten meters in the air.

"Your plate. I want it. Your axe, I want it. All of your possessions, are mine, I will take them from you all and feast on the flesh for many moons." it says in its guttural voice, greed evident.

"Come and take it then, if you think you're hard enough," you snarl back.

…​

(Roll, The Front: 57 +10[Faltering Trolls] =67)
(Roll, The Reserve: 39 +15[Reformed Line] =54)

Things had finally stabilized. Lord Snorri's Runes and elimination of the western portals allowed the left most Longbeards to recuperate and the warriors to swing around and pressure the trolls. From the reports the runners brought you, the demons at the rear were pressing hard, but the reserves were holding firm for now.

"Thane Otrek! News from the backlines!" A messenger shouts as they run towards you.

"Get it out then!" you bellow as you swing your axe, beheading another troll.

"Lord Snorri has charged up the hill where the artillery were Thane, last reports see him closing on the portal before a horde of demons blocked sight of him."

"BAH!" you shout, moving the runner aside and killing the troll about to grab him, "keep your wits about you beardling, this isn't a tavern!"

You ignore his apology, turning to your second.

"ORREK! Who do we have left in reserve?"

"My thane!" the man shouts as he crumples a troll's chest in with his hammer, "Some 200 hundred miners, about 80 quarrellers and the Longbeards on the Left Flank are fresh enough to get back into things!" he concludes before swinging his war hammer at an Ice Troll's scalp.

You imagine the battle in your mind's eye, shouting for a rotation as you do so. You pat the shoulder of one of your honour guards as they rush into the fray.

The left flank was secure, the rear was holding but you weren't sure for how long, and the right was slowly inching its way towards the remaining portals.

If you bring the reserves here you could undoubtedly swing the right flank to an easier victory, mopping up the front and turning back to assist the rearguard. Of course, this relied on the rearguard holding long enough for you to arrive. There was of course the-

(70 vs 71)​

(Roll, A Nasty Surprise vs Runic Retaliation: 84 +10[Fel Energizing] =94 vs 15 +10[Runic Might] -5[Flagging Numbers] =20)

-"MORE DAEMONS!" a dwarf yells.

You turn suddenly, seeing the giggling forms of daemonettes grab at the edges of the portals and pull them apart further. Allowing more of their kind into the world.

The remaining runesmiths try to counteract their efforts, but before they do so are pushed back as the trolls suddenly press their lack of attention.

You can only bellow for the front to brace as the Longbeards take on the oncoming tide of slaaneshi.

(Roll, Old Grumblers Vs Daemonettes: 21 +10[Old Grumblers] +5[Braced] =36 vs 54 +10[Unnatural Grace] =64)

And are pushed back. Piercing claws and grasping pincers breaking through even their thick heavy armour.

The right flank loses its momentum, their slow push turning into a bitter stalemate.

The situation has grown even more complex.

Where you do send reinforcements?
[ ]Rear: Who?
[ ]Right: Who?

Note you have 200 Miners, 100 Longbeards and 80 quarrelers still in reserve.
Tactical Situation from Otrek's perspective:
Right Flank: Stalled
Rearguard: Holding, but unsure for how long.

EDIT: VOTE BY PLAN PLEASE.
AN: We're in the endgame now. Sorta funny that the vote is basically the same as the last one. :^I
Anywho, C&C and thanks for reading :^) Not an especially big fan of how this ended but the dice are what the dice are.

Last battle turn will DEFINITELY happen today, then the results.
 
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Battle at the Dragon's Maw Pt. 4 Finale:
Winning Vote:
[X] Plan: Escort for the Runelord
-[X] Rear: 40 Quarrelers, 40 Longbeards
-[X] Right: 200 Miners, 60 Longbeards and 40 quarrelers.


NOTE: Battle Turns have moved to a d50 system, modifiers unchanged.

You snarl, hammer lashing out and pulping a gibbering horror.

(Snorri vs. The Greedy One and tzeentchies: 49 +30[Real Angry Old Grumbler] =79 vs. 34 +30[Greed Unbound] +5[Horde of distractions] =69]

You've been whittling away at the bastards horde of beasties even as you duel the enormous Troll. Your continued success clearly further enrages the beast if its guttural roar of hate is any indication.

You see its feathered arm pulse and bulge with blue light, energy travelling into its hand, forming another spell.

You tap your amulet while you pull off a devastating shoulder charge that breaks the back of the Horror you'd spun around with an earlier hammer blow. The pulsing energy fizzles out and dies, much to the anger of the Wizard in question.

That's right beastie, you won't let it pull its mischief uncontested.

(Roll, the Front: 10 +10[Old Grumblers] +15[Reinforced] =35 vs. 12 +10[Fading Surge] =22)
(Roll, the Rear: 32 +15[Inspiring Runelord] +5[A Few Old Grumblers] =52 vs 45 +10[Demonic Strength =55)

It had more important things to worry about.

Like keeping its head on its shoulders.

"What do you think you're doing? Think you can bother those Dwarfs while I'm right here? Arrogant, then again trolls were always the stupid sort, so maybe its a bit of your nature shining through?"

It only roars in frustration, before lifting its brass blade and bringing it down on you.

(Roll, Snorri vs. The Greedy One and tzeentchies Round 2: 20 +30[Real Angry Old Grumbler] =50 vs 1 +30[Greed Unbound] +5[Horde of distractions] =36)

Only to land on a group of horrors, killing the lot of them as you deftly moved aside and swung out with your axe, slicing through the dwarf made steel and into the flesh. The spray of blue arterial blood making your instincts scream to dodge. You follow your gut, dodging out of the way of the liquid and watch dispassionately as the droplets hit the ground and freeze it solid.

Of course, it had frozen blood, couldn't even have the traditional weakness of a troll, could it?

Bah.

You swing again, The Master Rune of Conduction on your hammer heating the metal to a vibrant yellow right as it connects with a diving screamer, the familiar scent of cooked pig filling the air.

Now they've ruined roast boar for you.

Absolutely shameful.

You deftly move to shutter yet another spell the demon is casting in its tracks as you move to another group of Horrors to slay. You could do this all day, but if those beardlings could hurry it up you'd greatly appreciate getting this horde of eldritch gnats off your back so you could focus on the portal maker.

(Roll, The Front 2: 17 +10[Old Grumblers] +15[Reinforced] =42 vs 8 +5[Faltering numbers] =13)
(Roll, The Rear 2: 48 +15[Inspiring Runelord] +5[A Few Old Grumblers] =68 vs 38 +10[Demonic Strength] =48)

Bah, you suppose you'll have to do this yourself.

Typical really, you snort before getting ready to strike at the beast again by breaking out of this ring of Horrors that trapped you.

(Roll, Snorri vs. The Greedy One and tzeentchies Round 3: 37 +30[Real Angry Old Grumbler] =67 vs 48 +30[Greed Unbound] +5[Horde of distractions] =83)

Only to have the wind knocked out of your lungs by a wicked backhand that pulped the horrors entirely.

"I, will. Break you, Runelorrrrd," it mutters darkly, "I will make your treasures my own, and claim what is mine!" it finishes in a scream.

Your only response is to spit a glob of blood on the ground, heft your axe heavenward and cast a Rune of Wrath and Ruin aimed atop the hill.

Didn't even get your teeth jostled by that hit.

Shameful.

You note with clinical interest that the portals have only grown, seeing two more than the last time you checked.

The longer this lasted, the more trouble the throng faced.

(Roll, The Rear 3: 43 +15[Inspiring Runelord] +5[A Few Old Grumblers] +15[Arriving Frontlines]=68 vs 38 +10[Mo' portals mo' demons] =48)

With a grunt, you kick off the earth, the Rune of Impact flaring brightly as turns you into a living projectile of Gromril and Death aimed at the portals, erasing daemons as you dash through.

The beast, realizing your aim, moves to intercept, arm blurring as it swings its massive weapon where it believes you'll be. A crash and squelch as the weapon impacts the earth, sending rock and bits of unfortunate Horror flying in all directions.

(Roll, Snorri vs. The Greedy One and tzeentchies Round 4: 47 +30[Real Angry Old Grumbler] =77 vs 22 +30[Greed Unbound] +5[Horde of distractions] =57)

It succeeds in slowing you down at least, the oncoming mass of its brass blade forcing you to leap over and land squarely in a group of horrors, screamers and flamers overhead. With a cast of your runes, the alchemical fire is consumed as soon as it leaves the flamers' mouths, feeding into the shield that surrounds you as you butcher your way through the horde. The sheer number of bodies slowing you down.

"You did not think. It would be so easy? My possessions cannot be destroyed so easily."

"You own nothing beastie, and when the throng arrives, nothing will be in the way of me killing you myself," you taunt back.

It roars back at you, arm raised before bringing its blade down at you again, uncaring of the minions in the way. You charge through a Horror, the gore sliding off the shield of energy around you and dodge out of the way of the blade that does more to hurt the enemy than it does you.

You watch as more portals appear, spewing out more and more daemons of ever more variety.

You can only hope the throng holds long enough for you to see the work done.

(Roll, The Rear 4: 41 +15[Inspiring Runelord] +5[A Few Old Grumblers] +15[Daring Charge]=76 vs 8 +15[A Growing horde] =23)

Frustration builds in your gut, every moment you spend not destroying those portals is yet one more daemon sent out to kill the Throng, to kill your fellow dwarfs, to kill beardlings barely a month past their 30th winter, children in all but name.

A roar escapes your mouth as you charge.

(Roll, Snorri vs. The Greedy One and tzeentchies Round 5: 12 +30[Real Angry Old Grumbler] +5[Protective Elder] =47 vs 49 +30[Greed Unbound] +5[Horde of distractions] =84)

A Horror, half-dead, grabs your leg as you run past slowing down your charge just enough for yet more of the creatures to pile on. Your axe and hammer blur about, pulping handfuls of the creatures, but more and more pile on, smothering you. They do no damage to you, enshrouded as you are in your protective bubble, but they do distract you.

The beast, seeing an opportunity casts a spell that will doubtlessly bring ruin to the Throng below, does so. Its arm flaring with the familiar hue of wretched magic.

(Roll, free spell?: 2 +25[Chaos is thick here] =27]

You are only a hair's breadth too slow to activate the siphon, the spell manages to go through but your efforts drain it of the majority of its power.

You are distracted, but that is no excuse for a Runelord to do nothing.

Hammer and Axe move like lightning, your body moving thanks to sheer will and the might of the runes that adorn you. The morass of chittering bodies is cloying, the sounds of outside grow faint.

(Roll, The Rear 5: 36 +15[Inspiring Runelord] +10[Old Grumblers] +10[Unbroken Momentum]=71 vs 1 +20[An enormous horde] +5[Weakened Spell] =26)

Then you hear it, at the very edges of your ability to listen, so quiet that you think it is an illusion for a moment.

"Khazukan, Kazakit-HA!"

You grin.

The beast screams.

(Roll, Snorri and the Throng vs. The Greedy One and tzeentchies Round 6: 25 +30[Real Angry Old Grumbler] +5[Protective Elder] +10[Arriving Dwarfs]=70 vs 7 +30[Greed Unbound] +5[Horde of distractions] =42)

A shaft of light appears to your right as a daemon is bodily thrown off of you, followed by yet more and more of its kin then, at last, the sight of a beaten, bruised but living Thane Otrek Ironarm.

"Rhunrikki! We apologize for taking so long, a bit of a troll problem you see, " he says with a grin.

You snort as you are pulled up.

"Deal with these gnats and their hives will you? The big one is mine, you beardlings don't have the experience to handle it," you say after dusting yourself off and grabbing your weapons from the hands of a nearby beardling.

"Of course Rhunrikki," Thane says, bowing quickly before running off with a bellowing war cry on his lips.

You look at the troll who dared desecrate the honoured dead, dared assault and kill innocent dwarfs, dared to claim all of your people's work as its own. Dared. To. Make. Orphans. Out. Of. One. Child. Too. Many.

"GREEDY ONE!"
you bellow, drawing the attention of the monstrous troll with its preferred name.

"NO MORE TRICKS, NO MORE BODIES TO HIDE BEHIND. TODAY. YOU. DIE!" You roar, the runes on your armour flaring brighter than they ever have. Your momentum is tremendous as you run towards the bastard axe raised.

The beast loses its sword arm in a shower of blue blood. Unable to block your charge in time, it screams in pain and rage.

"NO! NO! NO! I WILL NOT BE DENIED WHAT IS MINE BY RIGHTS. NOT BY THESE DWARFS, AND NOT BY YOU RUNELORD!" it screams, fel light suffusing its body.

"More," it says, arm regenerating at an alarming speed as it turns to face you fully.

"MORE." it repeats, three more arms sprouting out of its back, each pulling a weapon out of the sack on its back. Limbs swinging with unholy strength, forcing you to dodge backwards.

"MORE! ALL OF IT IS MINE!" it screams to the heavens, with a crushing motion its sack empties as weapons are pulled out by unseen forces, raised around it in a halo of slowly rotating axes and hammers.

The Greedy One has become the Endless Avarice.

Your mouth is set into a grim line.

(Roll, Snorri Vs.The Covetous Desire: 24 +30[Real Angry Old Grumbler] +5[Protective Elder] +10[Arriving Dwarfs] =69 vs 21 + 45[Ascending Terror] =66)
8​
You charge, heedless of the terror inducing sight. Your hammer and axe match the furious barrage of projectiles and earth sundering strikes. Your armour takes blows that could crumple a dwarf five times over with nary a dent. The creature is obviously adjusting to its new form, and you don't intend to let it stand there and croon over its new power. Around your duelling forms, the Throng cuts a bloody swathe through the enemy horde, slowly but surely pushing towards the portals so that the few surviving runesmiths can shut down the blasted things.

"All that build up and you can't even deal with a crotchety old man can you? All hot air, no substance to you," you say clicking your tongue disapprovingly.

"I WILL REND YOU FROM HURK-" it begins before being cut off.

"-BAH! GET SOME NEW MATERIAL." You shout back, hammer hitting it square in the chest over its heart, the impact ejecting the organ out of its body and through its spine with a sickening pop.

To its credit, the beast only screams harder, flesh reknitting in seconds as crackling energy pours out of its body.

(Roll, Snorri Vs. The Growing Hunger: 21 +30[Real Angry Old Grumbler] +5[Protective Elder] +10[Arriving Dwarfs] =66 vs. 48 +50[Drawing More] =98)
7​
You note that the shield that has so far kept you safe is flickering, you dare glance up and note the creature has spawned yet more arms, this time of the gangly variety, each firing lances of multicoloured light at you and the surrounding dwarfs.

The glance costs you.

A hammer blow that, despite the efforts of your armour, you can feel break ribs as it sends you flying through the air.

Your mind is foggy, your vision blurred from what is no doubt a concussion and obscured by the rocks on top of you. Despite it all, you still see the beast act.

Still see it kill.

You struggle helplessly.

You see the beast, now free to act without you sapping its spells or take up its attention, make its way through the ranks of the Throng. Sweeps of its blade and lances of burning energy bisecting and vaporizing Longbeard and Beardling alike. You watch as some brave dwarfs desperately rally and charge the beast, trying to draw its attention, only to be cut down like wheat to the sickle. Your warning proving true time and time again as the front line begins to crumble under the combined assault. The creature's arms tear their bodies apart and rip the armour off their corpses, stuffing it into that contemptuous sack still hanging from its back. Their weapons taken up and used against their still-living comrades.

No.

You feel your body raise itself out of the rubble, will doing what flesh can no longer manage. A group of Longbeards make a desperate stand, buying enough time for a young runesmith to close a portal before all of them are killed with nary a thought.

NO.

Breathing is difficult, your arm grabs about blindly until it finds your axe. You watch it lift a dwarf with its hand and toss it at a band of miners, the impact and screams echo with frightening clarity in your mind.

NOT AGAIN.

You tap the rune. Your axe burns, almost as if your indignation is shared by the metal.

NO MORE FAILURE.

The weight of the mountains makes the creature pause, eyes searching for the source until it sees you.

You.

In your Gromril Armor, the breastplate bent inwards in the shape of a fist, blood dripping down your face and bubbling at your lips as you breathe through the pain of broken ribs. You lift your axe, pointing in his direction then slowly move it across your neck.

A silent taunt, because you don't think you can speak without coughing up blood.

It screeches in hate.

The both of you charge at the other, heedless of anything else.

(Snorri Vs Trollpus: 38 +50[No More Failure] =88 Vs 7 +55[Unending Growth] =62)
6​
The rune of impact is a strange thing. It is meant to improve the speed of a charging dwarf, pushing energy into the legs and amplifying the effective mass of the wearer. That rune shines brightly, pushing legs that are fueled by indignant fury to higher heights. Turning the considerable mass of a full set of Gromril Plate into a deadly weapon. You step once, twice, three, four, five times before you find yourself behind the staggered beast. Two bloody stumps where its legs ripped were away by the force of your charge, even as the flesh reknits with unnatural and terrifying speed.

The creature pushes itself up with two of its arms and snarls as it turns-

-to see your bloody visage, axe aimed for its neck, a look of rage on your face. If it had looked harder it would see the Rune of Impact on your armour had gone dark, reserves spent.

Desperately it blocks, losing five arms to slow down the momentum of your swing, then loses five more as its shoulder is carbonized by the heat of your hammer as it strikes true.

It charges a spell.

You sever the hands casting it, the magical feedback of the miscast being eaten by your glowing amulet.

It forces more power into its body, unnatural light glowing behind its eyes, limbs regenerating faster but more disfigured than what was there before.

You simply destroy them faster. Your hammer and axe leaving a trail of dismembered and slowly disintegrating limbs in the wake of your push.

For all that it regrows the damage you do, you still hurt it faster than it can regenerate. Slowly, but surely pushing it towards one of the many chasms to the west of the hill. With the beast now preoccupied once more, the Throng rallies one final time, their hearts soaring at the sight of you fighting and winning against the daemon.

(Roll, Snorri Vs. Trollpus 2: 14 +50[No More Failure] =64 Vs 46 + 50[Growth stymied] =96)
5​
As if sensing defeat, the troll roars, forcing more magick into its body, pushing it farther and farther beyond its mortal limits. You can see the tears in its form now, multicoloured light bubbling beneath like a cauldron of the foulest brew. This second wind forces you to slow almost to a halt, the exchange slowly coming back to the troll's favour. Its guttural cry growing more and more grotesque as stolen power bloats its body.

You snarl.

(Roll, Snorri Vs. Trollpus 3: 9 +50[No More Failure] =59 Vs 10 + 55[Growth stymied] -5[Mounting Unreality] =60)
4​
With more effort, pushing your old bones and weary muscles to move through the sheer force of will only an enraged Longbeard can bring to bear. But it is not enough, you can only match the empowered beast blow for blow now. Your push towards the gas venting chasms stopped in its entirety. The sight of quarrels piercing its flesh, dealing only cosmetic damage reminds you that you cannot stop. The Throng is counting on you, for none are able to truly deal with the beast in a meaningful manner save you.

(Roll, Snorri Vs. Trollpus 4: 39 +50[No More Failure] =89 Vs 44 + 60[Growth Unending] -10[Corrosive Power] =94)
3​
For all your effort, for all your skill, you begin to be forced back. The former Greedy One is beginning to grow even beyond your rage-fueled power to push back.

What does anyone do in the face of defeat?

What does a man do when they stare down at their efforts and see it fall short?

You don't know.

You know what a dwarf does though.

Stare their doom in the eye and grapple it off the cliff with it.

(Roll, 5: 4 +50 =54 Vs 33 +65[Ceaseless Consumption] -15[Tearing Apart] =83)
2​
Your arm is broken by a hammer blow, the Gromril failing.

You swing it anyway.

Your leg is broken by a lance of eldritch light.

You stand regardless.

Your jaw is broken by a blow from a fallen Longbeard's hammer.

You spit in the troll's eye. Causing the creature to roar in hate, its form bulging and twisting with unnatural energy.

Your Cloak Burns, sensing a daemon.

(Roll, 6: 6 +50 +10[Daemonward] =66 Vs 33 +70[MORE. MORE POWER] -20[More than Mortal limits] =83)
1
(Roll, Ascendance 1d50: 3)

The daemon laughs, a guttural sound made up of thousands of voices.

"You have FAILED. Runelord! YOUR BODY IS BROKEN, YOUR WEAPONS USELESS, WHEN I BREAK YOUR WILL, I WILL KILL YOUR KIN AND SUNDER YOUR HOLD FROM EXISTENCE! I-" the beast stops, eyes growing wide. The cracks all over its body, pulsating with chaotic light, grow brighter and brighter until you can barely see.

"NO. NO! IT IS MINE. BY RIGHTS IT IS MINE! MINE AND MINE ALONE!" it babbles incoherently, arms doing their best to close the forming cracks on its body. Its form begins to balloon out, energy and souls swirling in a chaotic cacophony that threatens to tear it apart from the inside.

Despite your state, you find it in yourself to snort. A calm fills your mind, the memory of golden plaits, and warm green eyes crinkled in mirth at the forefront of your mind.

I'm coming love.

You stand a bit straighter.

Just one last thing to do.

(Roll, One last gasp: 40)

You will your body forward, dropping your axe and hammer to the ground with a quiet crunch as they fall into the snow. You watch the would-be daemon, its form bulging and twisting as the energies and souls it has consumed begin to push out of its body. The sight of faces pressed against its flesh struggling to be let out would disgust you, had you the energy to feel anything but the all-encompassing calm you currently feel.

With one last, all-mighty effort, you charge, head down.

Your helm gores the Troll, pinning it to you as its flesh grows around the intrusions into its torso.

You run, pushing the engored body back.

The beast digs in its heels.

You push regardless, the distance between the two of you and the chasm closing by meters.

It rains hammer blows down on your back, the bone-crushing force stunted by your glowing cloak and Gromril armour into simple bruises and cracks.

You push regardless, another meter.

It rains lances of energy down on you, but your amulet still functions, drawing in the energy and forming a shield around you.

You push regardless.

When at last you reach the cliff's edge, your relentless charge ceaselessly pushing it back despite its weakening efforts does the beast scream in hate, grabbing at you weakly as it slides off the cliff, body more akin to a great ball of multicoloured lights shining through flaking flesh.

Its arms find no purchase in your armour, slipping off gracelessly. It grabs at the cloak, but the fabric simply tears in its claws. It grasps at your helmet, but it simply flies off your head as the beast falls to its doom.

You slump bonelessly at the chasm's edge, smiling serenely and wait.

One.

Two.

Thre-

- a great flash of light, magic and superheated gas erupts in an explosion of stone, hot air, and steam; sending you flying, and tearing a great crater in the earth.

BATTLE END. THE UNENDING AVARICE HAS BEEN SLAIN.
Gain:
- GRUDGE AVENGED.
- Literal tonnes of Trollparts.
- +1 Standing, +50 favours with Kraka Drakk, new totals: 8 Standing, 70 favours. Standing gain(if any) for others will propagate over the course of turns as news spreads.
- [Tier 5]The Greedy One's Heart: Popped out of its body by a swift hammer blow from Snorri Gift Giver. The heart beats endlessly even when it has long since run out of blood, a piece of something from when it still was mortal. A fragment of a troll that was.
- 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.
- +5 to [Really Old Grumbler] modifier, new Total: 25

AN: I wanted to keep my oath and get this out before midnight. As always, C&C and thank you for reading :^) Edits to the front page and your traits tomorrow. Now I sleep.
 
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Turn 3 Results:
Winning Vote.
[X] Plan The Shine of Metal and Blood
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
-[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
-[X] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
-[X] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
-[X] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action


…​

You blearily open your eyes, the sight of the familiar stone ceiling of the Temple of Valaya greeting you.

"Mmrp" you try to speak, before realizing something is keeping your jaw in place.

"I wouldn't do that Rhunrikki," a wizened old voice says from the corner.

You lift your head from the pillow and catch sight of the hold's High Priestess of Valaya and one of the few dwarfs here older than you. Moira Anguzdottir of Clan Ironarm, the hoops of her snow-white plaits touching the floor, sits on a chair watching you bemusedly.

With your mouth stuck as it is, you simply raise a brow.

She laughs softly before getting up and walking over to stand to the left of your bed, "Your bit of foolishness did quite the doozy on you. The broken jaw, for one thing, had to feed you brew through a straw. Left Femur broken in four places, cleanly thank the ancestors. Right arm dislocated and broken in a further two places. Don't even get me started on the mess that your ribs were when they brought you in. Foolish in the extreme, beardlings wish they could do stunts of such stupidity. I should wring your head and ask the Ancestors how you decided it was smart to fight a troll over eight times your size alone," she finishes with a disbelieving shake, plaits swinging with the motion of her head.

Oh.

You haven't felt this in a while, centuries really, not since your beard was still chocolate brown and barely past your chest.

The familiar shame of disappointing an elder runs through you again for the first time in a long time.

And not even normally! The terrifyingly effective mix of disappointment and worry that dwarf matrons have honed to a level beyond even the most curmudgeonly Longbeard bears down on you like a mountain range.

"But!" she says, pausing to look at you seriously, "but your actions saved many that day, my great-grandchildren included. And made the casualties far less ruinous than they could have been," she continues, watching sadly as you remember the events of the battle.

You attempt to ask the obvious question but she simply shushes you.

"Alright alright, don't jostle the brace you daft idiot," she chides before taking a moment to compose herself.

"A third," she says flatly, a small frown on her face, "a third of the throng sent out was killed or wounded. Not terrible considering the circumstances, but we lost some hundred more in the Temple, despite our best efforts. We've already interred them, whole hold turned out for it, not just their clans. But enough sadness, two-thirds survived. That's a good many dwarfs that live on in no small part due to your efforts young one, so I don't want you getting morose over not doing enough. The world isn't kind as you should well know, and every dwarf who marched out knew what they risked. Of the living, around half suffered from only a broken limb or fractured rib that they should recover from if they follow my instructions," she emphasizes the last three words, eyes boring into yours.

You do not shrink into yourself under her gaze.

You wilt just a tad.

"I've already sent runners to inform your apprentices and the hold proper about your waking. Get ready to be a busy dwarf while you're stuck here, and no stressing your limbs or jaw, priestess' orders," she says, dusting off her hands and heading to the door.

With her back turned you look down at your broken arm and flex-

"-What. Did. I just say beardling?" she says, still turned towards the door.

You stop.

"Boys get past their fifth century and think they know what they're doing, bah," she says to herself as she walks out of the room and down the hallway, just loud enough for you to hear.

Your back falls against the bed with a muted whump, following Moira's instructions to the letter.

Well, you weren't going to fail at something so simple as lying in bed. You don't think you can stand that disappointed and worried stare aimed at you a third time.

…​

Two months later you're finally cleared enough to walk out with a crutch and sling on your arm.

You can't say you're sad to leave this place. For all of Elder Moira's efforts to make your time hospitable, being inundated by gracious dwarfs coming to you with gifts and thanks has transformed from heartwarming to bothersome. Your gratefulness and appreciation running out after one dwarf hired a skald to sing a tale of your deeds to you in a new-fangled style the beardling's were raving about.

Five times.

As you walk through the Halls of Healing on your way out, apprentices trailing behind you, your presence catches the attention of the many dwarfs still here recuperating. Eyes brighten, backs sit up straighter, and a quiet cheer goes up before it's shushed by the priests and priestesses. Those who can bow from their bed do so and those who can't find other ways to acknowledge your presence.

A particularly rowdy dwarf with both his arms in slings tries to restart the cheer before he is shushed by High Priestess Moira, hanging his head in shame as she chides him.

You later learn the dwarf in question was her great-grandson Orrek Oakenfist, a longbeard of four hundred years and the second in command of Thane Otrek Ironarm at the battle.

Walking out into the hold proper you see dwarfs going about their day all stop to pay more respects to you than even you were used to. Elders huff approvingly and adults bow at your passing before pushing along gobsmacked beardlings and children.

...​

In the months you spent in the Temple of Valaya, recuperating from your wounds, you were not sitting idly. From the comfort of that bed, you were wracking your head at the memory from all those decades ago. The glitter of silver and flash of pure white coming to your mind with ease and perfect clarity as if it was only a day ago. As a Runelord you're more knowledgeable than most about the properties of Gromril. Though this body of knowledge was mostly in the practicalities of working the metal itself. Harder and rarer than anything your people have found in their long history, and most importantly for your profession, took to runes like elders and grumbling.

You could explain how to know if an ingot was pure enough for the Master Rune of Gromril, the exact hue for when the metal is most easily shaped into a specific type of armour or weapon. A thousand different measurements and calculations when taking oxidation into account during forging. Things that any master smith could mumble in their sleep.

But knowing Gromril, understanding the why and how of its existence, what made it take to runes so well. That was the realm of the eldest master smiths and a group like the Brotherhood of Dron.

You suppose you'll have to do what a group of Runelords and Master Smiths have been attempting for centuries.

Bah.

…​

You return to the Temple of Valaya after you've fully healed both your limbs and your jaw. Of course, you came here a day before seeking Elder Moira's agreement about your fitness to begin working here.

Couldn't do with her chiding you in front of the beardlings

Speaking of, you turn and gaze disappointedly at your two apprentices, their forms struggling to push the wagons laden with tools, several hundred pounds of troll parts and the other necessary reagents for the runes you were going to inscribe.

Honestly, when your master made you pull the cart he forbade you to have wheels at all!

Shameful.

"Hurry now beardlings, the priestesses of Valaya shouldn't wait any longer than they have to," you say biting into a piece of stonebread.

"Yes Master!" they both shout, struggling with renewed vigour.

"Well well, look whose come back to finish their job," a familiar voice calls from the top of the temple steps.

"Ah, Honoured Elder, apologies for the tardiness, these beardlings I have taken on as apprentices have decided to dawdle about you see," you reply conversationally as you jut your chin at your young charges.

"Ah yes," the old matron says nodding, "of course, that must be quite the heavy load indeed. What is it, a tonne and a half each?"

"Sadly no Elder, just shy of five hundred pounds for 'em. They don't have the constitution you see."

The wizened old woman just tuts with disappointment.

…​

The art of inscribing the Runes that represent the individual Ancestor Gods is an especially sacred one. Runesmiths argue over the reason but the reality is clear, the Runes of the Ancestors encompass what dwarfs associate with that specific ancestor and depending on the item they are inscribed on, change their effect.

All this, done without altering the Rune itself as a runesmith normally would.

The Rune of Impact that you bore on your armour for instance, was a derivative of the original Rune discovered and used on mining tools. You'd put that very rune on many of the picks you enchanted a decade or two ago. But continuing with the point, the Rune of Impact was altered to work on armour according to the principles of the Rule of Form. The art of discovering which alterations made a Rune suitable for inscription is often what many a runesmith would get stuck on. It was honestly a topic you loved teaching and thinking about, but that was for another time.

Back to the point at hand, the Runes of the Ancestors were different. Alterations need not happen as there was only one way they were inscribed, one set of reagents used, whether it was on armour, a weapon or a talisman. The amount of the material may change depending on the size of the rune, but the proportions, the geometry and the exact order of strikes the Rune was struck in did not change.

And that boggles the mind of many a runesmith.

A good few simply chalk it up to the Ancestors being above their understanding, others still, pointed to the Theory of Language and used both in conjunction as proof both of the Ancestor's divinity and their natural skill. For the Rune encompassed each definition equally, almost as if it knew what it was being inscribed on and chose the best effect.

Take the rune of Valaya you were inscribing now. Once complete, the Rune, along with a host of other effects, would enhance things, other Runes included, that encompassed the kind of themes and topics one associated with Valaya herself. Healing brews grew tastier, hearths grew warmer, walls felt sturdier, Runes of warding grew stronger, Runes of Healing more potent the list went on and on. This wasn't just hearsay or gut intuition either, this effect was an extensively tested and recorded phenomenon because Runesmiths of times past were so flummoxed that they measured the effect to make sure they weren't going mad.

Perhaps only the Burudin had a good idea as to why the Ancestor Runes worked as they did, and if so, you certainly were not privy to that bit of knowledge.

Things to ponder or confuse your apprentices with for another day you suppose, the rest of the temples needed your attention too after all.

…​

Near the decade's end, just shy of your 587th birthday, you finally get around to inscribing Runes in the foundry district.

A natural consequence of both Urban Planning and natural dwarf tendency to like things squared away in their proper place. The location of the foundry district is part of a trinity between itself, the market district and the residential district. Both foundry and market were arrayed closer towards the hold's entrance and the residential, obviously farther away and deeper in the mountain. This, of course, made a sort of sense especially when the hold wasn't connected to the Ungdrin and its Gromril mine lied outside of the hold itself. Cutting down the distance carts full of unrefined material and visiting caravans travelled to go about their business.

But that bit of knowledge was important to you because it affected how you were going about inscribing the runes of filtration that would cleanse the heated air of the foundry as well-engineered ventilation ducts allowed it to spread throughout the hold.

You thankfully didn't have to go inside the damn things, simply inscribe runes on the steel grates that the air flows in or out of.

That task takes you the better part of a year, the number of the vents and their out of reach locations at the very least making good practice for your apprentices as they haul material to and from where you are. You're so secretly impressed by their gusto that you give them the honour of wiping the grates clean of the muck and ash that gets caught as it's pulled in by the standard convection current throughout the hold the masons created with a bout of clever stonework. Despite the efforts of your people to keep their airflow clean, either by piping the smog from their forges directly out of the mountain, or some other trick of engineering, only runes have so far proved to be foolproof.

With that done the task moves on to the task of laboriously inscribing the Rune of Morgrim and Smednir in their respective institution's guildhalls.

Morgrim, a poetic sort would call him Thungni's counterpart, machine precision over artisan craftsmanship. But the reality was that both groups required an equal amount of technical skill to do their jobs with any amount of efficiency, the difference lied in the expression of that skill.

Runesmiths were ill at ease with continuously making the same array of runes over and over again, it went against a literal rule of the guild but did so grudgingly for the benefit of dwarfkind. A runesmith prided themself in making something unique, something that no one else could rival in terms of craftsmanship and skill.

Engineers on the other hand you found, sought uniformity and ever greater standardization. To be sure there was some young firebrand making some innovation, or an individual customizing or adding modifications to their tools but their end goal was to implement their change wholesale and make it the standard that all other engineers followed and saw as good sense.

But if Engineering and Runesmithing were so different, then Smednir's craft was what bridged the three trades into a cohesive unit that sought to improve the lives of all dwarfs.

After all, a good rune requires material worthy of bearing it, and a war machine worth the name cant be made from unsound wood or impure ingots. All the skills and knowledge in the world couldn't make up for shoddy material.

During your time there you are met by a group of master smiths and miners from Clans Grimseal, Steelbeard, Silvereyes and Grimlisson who come on behalf of their clans with a proposition for you. You see, during the Battle At the Dragon's Maw the Patriarchs of these various clans all came to the aid of the others at one point or another, and they along with many members of their clansmen have sworn oaths of fellowship and sealed many a marriage contract with each other to commemorate that glorious victory.

In that vein, the Thanes, with the backing of the clans' elders, have agreed that in the spirit of cooperation, to found a large smelter capable of smelting Pure Gromril for their clans' smiths to work into weapons or sell as ingots locally and abroad. They were wondering if and whether you'd be interested in a commission to apply the runes necessary for the process.

You do them one better and offer to apply a heavy amount of funding towards the project from your coffers on the condition that the facility is expanded to be capable of letting smiths outside their clans the opportunity to coordinate and pay to smelt Pure Gromril for themselves.

The group before you say that such an offer was beyond their remit to negotiate and would have to deliberate with their respective Thanes.

Somehow word got out, and another coalition of clans came to you with the same offer months later, just as the original coalition came back with a response of their own.

Realizing where this could potentially lead, you acted swiftly and politely requested to discuss this matter with the Thanes in person.

Acquiescing to your wisdom, and beard, both parties left soon after to bring their Patriarchs back with them.

The Thanes arrive more months later, behind them are other Thanes from the hold who were brought onto side with offers and deals.

You scoff so loudly at the sight of so many dwarfs, your disappointment at this type of petty strife in the wake of such a momentous victory only years before. After all, all of you had shed blood for the other, perhaps not as directly as some clans have, but did not dwarf fight for dwarf on that blasted hill? Did you all not lose grandparents, parents, uncles, aunts, siblings, children to the depravity of troll and daemon alike? How easily did they forget the blood that spilled on that ground was not just for the clan, but for the hold.

You gaze at them all disapprovingly, the weight of your gaze and magnificence of your beard making Elders well into their fourth century look down in shame.

If this was getting done, it would be done right.

So it was, that after another round of, now more amicable, negotiations that a facility for smelting Pure Gromril would be built for the good and use of all within the hold, with an equal proportionate contribution from all clans in the hold, while yours is the largest individual contribution by sheer dint of wealth you owned through a long life of good business decisions and the ownership of the aforementioned Gromril mine that made this endeavour possible.

You haven't finished the work but have gotten a good way through by the decade's end.


Gain:
- Through a combination of your overflow, reputation in the hold, and personal tendencies you have advanced the foundry chain down a path to creating a smelter to be used by all in the hold for producing Pure Gromril. Though its output may not match the sheer scale of a place as established like Karak Azul or Zhufbar, you will produce enough metal to suit your needs, and given time perhaps the whole region or even match those vaunted southern holds. Action Unlocked and partly completed.
- Temple District has been properly runed with the relevant Ancestor Runes. The number of troll parts from the battle has allowed you to produce far more runes of healing than you had expected. Improving the Temple of Valaya's effectiveness at helping dwarfs recover from wounds by a small but noticeable amount.
- Started down the path of the Rune Metal, total research for this stage revealed. [Cost: (5-1) =4 actions]

AN: Now something I'm far happier with. A nice combination of action synergy and you've finally gotten some research done, hurray! As Always C&C and thank you for reading :^)
 
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Turn 4:
After your little excursion thoroughly depopulated most of the trolls in the region there has been relative peace in the North, the caravans return with a vengeance as the tale of your deeds spread, prompting entrepreneurial merchants and settlers seeking opportunity to flock to your hold. All of these dwarfs eagre to exploit the Gromril of your home and newly struck veins of ores and gems farther north.

Sadly the same cannot be said everywhere throughout the Karaz Ankor.

Apparently, around five years ago a horde of daemons assaulted a minor hold north of Ungor named Karak Rikkaraz, named after a large stone formation shaped vaguely like a dropped hammer, and held it under siege for two years before Grimnir Himself led a throng to relieve them. Despite the Ancestor's timely intervention a good amount of the Karak is ruined, its defensive perimeter breached in a multitude of places with the fighting having found its way into the halls of the hold itself. Even now the dwarfs of that place have begun the laborious process of rebuilding, extended members of the clans sending what supplies and aid they can to their kin. It will be decades before Rikkaraz recovers, perhaps even centuries, but it will recover. The dwarfen mentality scoffing at the thought of relocation of not only their home, but now a site where Grimnir himself sundered an army?

Ridiculous.

Your thoughts move away from that bit of depressing news and onto a lighter, but equally depressing sight.

"What is this Fjolla? A Rune of Warding or some pickaxe scratch a bored beardling carved into the walls of a mineshaft!? Again! And stop letting up on the fifth hit, the power you lose from that mistake could make the difference between a dead dwarf and a living one,"

"Yes master!" the almost-fullbeard, shouts, her hammer striking with renewed purpose.

You simply huff, having moved to glare over Dolgi's back as he inscribes a rune on a bolt thrower the Engineer's guild donated. A shoddy piece some beardling crapped out to be used for practice if nothing else. Apparently didn't meet their standards, expected lifespan of only three decades.

What beardling shamed their ancestors building this thing?

"DOLGI!" you shout from behind him, eyes scanning for even the slightest hint that you've startled the boy.

There, a small waver in his hammer blow, almost imperceptible really.

If you were blind.

"Almost a dwarf grown lad, can't believe you still jump at this. I've been going at even intervals for Morgrim's sake! Seen goats who don't startle as easily as you do!"

"Yes master!" your other apprentice shouts.

"Keep working the both of you! I'll be back in an hour, I don't want to see even a dip in pace, and don't think I won't notice!" you holler at them, already heading out of the door.

As the door shuts behind you with a solid thud, your face splits open into a wide grin.

Only thirty years and they've gotten to a level most apprentices didn't reach until their sixth, maybe seventh decade of learning.

Brought a tear to your eye, metaphorically.

You knew you were good, but this good?

Bah, best not get your head too full. These beardlings weren't leaving your tutelage anytime soon, only a quarter of the way through really. Still plenty of time to fill their heads with enough Runelore for you to feel comfortable sending them out as your apprentices.

A master would never say so, but would learn soon into their career, that apprentices were also a form of prestige. Masters who taught great Runelords were widely respected for their skill at teaching, and so the quality of the apprentice often reflected the ability of the master. In that way, the apprentice was like anything that left a dwarf's workshop, made, or taught in this case, with intense labour and the accompanying standards thereof. Albeit, it took far longer to get anything worth the description of 'useful' out of them than an axe or hammer did.

The talents of the apprentice meanwhile, were less acknowledged.

For one thing, they were apprentices, and as the saying went 'good ore still needs to be smelted.' For the other, well no Longbeard would compliment the work of a beardling barring true prodigies like The Twenty Loops, and maybe Fjolla if she stopped faffing about.

Shaking your head, you push the thought of foolish beardlings from your mind and head into the hold.

You have some Dragon's Blood to get.

…​

The Market District is bustling with activity as dwarfs start the day and buy their groceries. You trundle past Longbeards corralling their younger relatives out of the way, frantic apprentices trying to get the attention of busy merchants and elderly matrons weaving through the hustle and bustle with dignified grace. To your left, the scent of fresh bread wafts out of the bakeries, to your right the heady odour of newly tapped kegs of good dwarfen brew. But you aren't here for just a drink and a few loaves of fresh stonebread.

You're here on business.

Finally after scanning the crowd of merchants you catch sight of the one you were looking for, a long train of carts bearing the symbol of a simple chest full of treasure giving the owner away.

"Jorri Klausson you old gravel brained tosser!" you call out, walking towards a familiar-looking merchant just finishing his business with a kindly old dwarf woman.

"Snorri! You cantankerous old Longbeard! Your head gotten fat from all that praise getting to you, you rockhead?" the Dwarf, who bears a striking similarity to you, shouts back as they turn to face you with a wide grin.

"Brother!" the both of you shout in unison.

...​

Jorri, the youngest of your siblings and the one with the greatest wanderlust. The only thing that stopped him from taking the path of the ranger was his lifelong infatuation with his now-wife, your sister-in-law Magna, and frankly sickeningly sweet attachment to her.

You remember father sighing in relief the day Jorri came to him asking for his permission to marry her instead of telling him he was going to disappear into the wilds.

With a new wife and hope for many children, Jorri chose to settle down in a profession that would sate his wanderlust in some way by becoming a merchant with a specialty for good solid metalwork and the odd, unique things in the world. Over these past three centuries, managing to leverage familial ties and his magnetic personality to create quite a lucrative business for his family.

"Where's Magna?" you ask looking around the mass of carts for the only woman Jorri's had his eyes on since before he had a beard.

"Bah, off haggling with some miners for more of that wonderful Gromril you found, Azul's always hankering for the stuff and we wanted to attend cousin Gokri's great-grandson's wedding. You know the one? Jarri, with the red hair?" he explains.

"Jarri with five rings or Jarri with the odd thumbs?" you reply conversationally, following Jorri as he walks past cart after cart towards your destination.

"Odd thumbs. A hefty bride price for the lass too, old Garek's sweating bullets every time he sees her. Oh before I forget, how's our grandniece? Igun asked me to check in with you while I was up here, don't know why of course. Seeing as the both of you send letters every month. Is this..? No, that's goats cheese. Where did I, oh! Next one Snorri, that's where I put it I'm certain."

"Well enough," you reply to his question, well used to his odd tangents. Looking around and inside the carts to see neatly stored goods. Racks of master-crafted weapons and armour as well as crates with odd labels like 'Trollstones', 'griffon bladder', and things of that nature.

"That good?" he says, turning to face you with wide eyes.

"Bah," you say, "don't let Fjolla know I said that, but the girl's twice as good as Dolgi and Dolgi's five times better than any apprentice I've seen. Both can be Runelords, Fjolla maybe even Burudin material when she's old enough. Only if they get their arses out of their heads at some point, but I'm hopeful," you finish with finality, conviction evident.

"High praise," Jorri says.

"I taught 'em well," you answer, sniffing once.

Both of you share a grin before you start to chortle.

...​

Finally the two of you reach a cart near the back of the caravan, seeing two stout dwarf Longbeards standing guard.

"Gotri, Gotrek! Greet your uncle while I get his package," Jorri says as he climbs into the cart and rustles about.

"Hello Elder," both twins say in unison, heads bowed.

Gotri and Gotrek were the eldest pair of Jorri's seven children, young dwarfs who only recently reached their second century.

"Hello nephews, how's your mother doing?" you ask them.

"She's doing well Uncle, excited to visit Azul after this," Gotrek says, while Gotri nods.

Good, solid boys these two. Magna's influence no doubt, two more dwarfs like Jorri perhaps too much even for her.

"Here it is!" Jorri shouts out from within the cart, coming out of the vehicle carrying a large metal cask, forms of the Rune of Preservation, Slowing and Stability glowing brightly on its surface.

Setting it down, he rests an elbow on it and grins at you.

"One keg of Drakk blood as per your order," he says, voice going serious.

"Hmmm, I'm not sure Jorri, I think I see a scratch on the bottom there, " you hem and haw, teasing inflection in your voice. Reminding him of a particularly embarrassing moment of his youth.

"Bah!" Jorri shouts, "that Wazzock Gontri Goldeyes did that and you know full well!" he says, beginning his signature tirade about his 'rival.'

Ah, family.


"Snorri," Jorri says suddenly, oddly serious, during your walk back to the Workshop, the twins well out of earshot.

"Hmmm?" you ask, looking at him questioningly.

"How bad was it?"

"Hmmph, don't think I can take a hit do you?" You say, trying and failing to lighten the mood with a bit of banter.

"Brother," he says, eyes boring into you.

You walk silently for a moment, brows furrowed before finally replying.

"...One of the worst fights I've fought in my life so far. Near the end of it, the beast started to win before he got bloated from all the magic he was eating. Not gonna lie Jorri, thought I'd meet Her and Hrokri at the end of it. Lucky I got out of there with only two broken limbs and a broken jaw. But don't you fret, I came out of that scrap the victor in the end didn't I?" you finish, smiling slightly at him.

"I'm glad your alive brother," he whispers, wrapping an arm over your shoulder.

"Me too," you say before continuing, "Got too much left undone to go about dying now don't I?"

"Pure Gromril smelter or something thereabouts right?" Jorri asks.

"Hmmm," you reply noncommittally.

"Willing to pass a few bars to your favourite brother Jorri when it's done? My anniversary is coming up and Magna dese-" he begins before you cut him off.

"-Alright, alright. I'll do it for Magna, as a gift for her anniversary. If only to thank her for getting you out of my beard," you sigh dramatically.

The rest of the walk is filled with a companionable silence, with only the sound of crunching snow and the huffing of cold air to accompany you, until your small group reaches the Workshop's entrance. Jorri whistling at the sight.

"My my, is that four bolt-throwers?" Jorri mutters, respect for the craftsmanship evident in his voice.

"Its actually six," you reply back, beard puffed out proudly.

"Now how'd you go about doing that?" your brother asks, tilting this way and that to try and find the other two bolt throwers.

"A clever bit of placement actually. Rather obvious in hindsight, ya see I-"

...​

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

[ ] Expanding the Workshop, Protection: You've a workshop and a home fit for a Runelord, but in your mind's eye you see yet more things to do. Any research regarding the Master Runes will require a level of protection that your current facility simply doesn't have. The cost is irrelevant, it is the materials you need that are the true bottleneck. You've got the Gromril and Dragon Blood necessary for the Rune you need now. [Cost: 2 actions, -1 vial of Dragon's Blood-]
[ ] 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 will remain to be seen. [Cost: 1 action] Roll for usefulness.
[X] Teach your apprentices. [Cost: 1 Action] Locked in for 9 turns.

Requests: Denote which simple request will receive the Apprentice Action in your plan.

[ ] [Simple] Pure Gromril: Somehow you finagled the clans of the hold to agree to the idea of a communal smelter capable of making Pure Gromril. You've got a decent portion of the work down already, and the clans are pitching in and the structure is beginning to take shape. It is a work of art and craftsmanship as the workers have especially good reason to see a job well done; the smelter will be an engine of great wealth for the hold and clans that use it, and of course to show rivals how their clan is better at this task or other. [Cost: (6-2) =4 actions] Productivity Like No Other will proc.
[ ] [Simple] Runic Warmachines: The Engineer's guild has come to you with a request to improve the hold's war machines with the power of Runes. Their losses at the Battle at the Dragon's Maw is a stinging blow that shames them. Not that any dwarf blames the engineers or claims they didn't do their part, not much can be done when a bunch of daemons spawn on top of your position and destroy your artillery after all, but the event has lit a fire under their collective arses. The previous decade was spent cranking out bolt and grudge throwers by the dozen and what better way to make even deadlier machines than with runes? Well, it's sound logic, runes always make things better. [Cost: 2 actions] Productivity Like No Other will proc.
[ ] [Difficult] Trollslayer Pt. 1: Thane Ironarm has come to you with a simple request. An axe worthy of commemorating the momentous victory at the Dragon's Maw. He trusts you to make an axe worthy of the prospective title Trollslayer and is willing to wait for the product for however long it takes. After all, how can he not have faith in you after everything that's happened? First, you have to figure out what runes you want on this damn thing. [Cost: 1 action] Productivity Like No Other will proc.
- [ ] Choose: pick three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
If a rune you want requires special ingredients that you don't have access to I will alert you. If I am given the choice you won't have to worry about that. A good rule of thumb on if it will likely need ingredients is if it's a Master Rune or it's a rune you've developed and know it will need ingredients you don't have. Pt 2. will cost 1 more action + whatever ingredients, if any, you need FYI.

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 Greedy One's Heart: This thing has been transferred to a warded container because you don't really trust anything that came from that thing. You're all but certain you could make a truly potent Master Rune of Healing or Fortitude with this thing, but perhaps there are other uses for it you could come up with that a battery of tests could reveal. [Cost: 4 actions.] Student of the Odd will proc
[ ] 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. Its been decades but the memory refuses to leave you. You've gotten a start, but there's a bit left to go. [Cost: (6-2) =4 Actions] Student of the Odd will proc.
[-] 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.

Remember to vote by plan.


AN: C&C always, and thank you for reading :^)
 
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