Turn 1 Results:
- Location
- Edmonton
- Pronouns
- He/Him
Winning Vote:
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.
[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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