Voted best in category in the Users' Choice awards.
Turn 4 Results:
Winning Vote
[X] Plan Rune Metal and starting the workshop
-[X] 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.
--[X] 3 actions
-[X] 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-]
--[X] 1 action
-[X] [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.
--[X] Apprentice action

…​

You quietly walk through the halls of the Hold, a simple red cloak and a bulging sack that bears the Runes of Concealment, Lightstep and Silence. You're dressed more like a simple ranger than a Runelord ought to be, but despite all sense and logic you cannot help but conceal this little yearly excursion of yours.

Up ahead you see a group of beardlings laughing, clearly having just left one of the local taverns and on their way home. As you get closer you see the glinting emblem of Clan Dromminling, a clan of miners who were part of the original expedition, many of whose members worked in the mines surrounding the area though mostly centred around the Gromril mine.

"Goren save yourself the effort, the Rhunrikki's apprentice is out of your league," one young beardling chortles.

"I'm not trying anything, wouldn't be proper anyway. I can't believe the lot of you. I answer a question honestly and this is what I get!" a dwarf you presume is Goren grumbles back good-naturedly.

"We aren't mocking you for answering the question friend, it's for describing her like a Skald recanting the beauty of Valaya," another snaps back with a chuckle.

"I answered honestly!" he bites back hotly.

"Aye ya did, which makes it even funnier!" one says, causing the whole group to laugh.

"The lot of you shush now, forgive us for disturbing you Elder," the seemingly oldest of them says, turning to you and bowing, followed swiftly by his fellows.

You snort, give them all a standard glare of disapproval and move on without a word.

"Elder looked familiar," you hear one of the beardlings note from behind you.

"Where did you meet a ranger with a beard like that?" another says, their voices beginning to fade.

"Don't rightly recall," is the last thing you hear from that group before it becomes unintelligible for even your keen hearing.

Hmmph.

Best to write to Iggun about it, she did ask you to keep an eye on her daughter after all, and dwarfs taking notice of Fjolla in that manner did count as something she ought to know by your reckoning. Wouldn't do for her or her husband to be surprised by a marriage offer from a different clan.

You shake your head, you wished the girl luck. Courtship was always a rather tangled mess of politics, economics and familial drama.

Luckily for you, Klaus Drokkisson was the type of father who took his children's feelings into account when approving or denying their request to marry.

Still, you didn't see Fjolla settling down anytime soon. While women were often encouraged to marry on account of their comparative rarity to men, it was just as respectable for a dwarf woman to live her life without so much as looking at a man. After all, it wasn't as if your people were in danger of dying out any more than a race usually was. Well that, and the fact that dwarf stubbornness was inherent to all of your people probably played a part.

But enough ruminating, you had things to do and errands to run.

Shifting your shoulders, you move the bulging sack back into a position you can tolerate as you make your way through the residential and towards the temple district, heading straight to the Temple of Valaya specifically.

...​

At the top of the staircase Elder Moira stood alone, patiently tapping her foot.

"Getting tired in your old age beardling? You're a good twelve seconds late, how uncouth to make a woman my age wait so long," she tuts at you.

You simply bow and apologize before following her into the temple proper.

Quietly, with the aid of runes in your case and simple skill in Moira's, the both of you make your way deep into the interior complex of the temple, into its most heavily guarded areas to reach your destination.

The Foundling Ward.

Foundlings, the thought sent a wave of sadness through you. Often enough clans took in and raised the children of their dead kinsmen themselves, the elders giving them the education their parents would have and none would be worse for wear.

But sometimes that didn't happen.

A small family who may have left their clan's hold to forge a branch in another hold being wiped out, the result of dalliances or trysts, perhaps even abandoned wholesale. The former was tragic, the latter made you think dark thoughts.

From these fates came the foundlings, children born without clan or home through no fault of their own.

The world was cruel, especially to these young dwarfs. No parents, no support network like a clan offered, no traditions save that of their people, only the priestesses of Valaya took them in, and through connections to the various guilds helped them find suitable apprenticeships so that they may make a life for themselves.

With that thought in mind you carefully lay down the sack and one by one, take out the toys you have built over the past few years in your free time, and lay them down at the foot of each child's bed. You and elder moira do this for every room, quietly entering, laying down a toy over and over until every last child has received one, the excess kept by the Temple to hand off when another inevitably arrives at your request.

You note with a tint of sadness that there are more foundlings here than all the other times you've visited, only one more in a long list of reasons to curse that abominable Troll and its horde.

"You don't have to come each time you do realize?" Elder Moira says for what feels like the umpteenth time. In reality, it's only the third time, but the point stands.

"Doesn't feel right to do it any other way," you answer honestly.

"Suit yourself," she says, a hint of exasperated humour in her voice.

"I'll be back soon enough, thank you for humouring me Elder," you say sincerely.

"Bah, off with you now beardling, I'm sure a Runelord has better things to do than drop off toys to children," she says with a shoo-ing gesture.

You say nothing as you leave, empty sack hanging from your back, but both of you know that you really didn't believe that despite any and all evidence to the contrary.

Must be that inherent dwarf stubbornness.

…​

Still, your night isn't yet over, you quietly creep up on to your two apprentices, both nursing a mug of ale in their hands as they quietly chat with the other.

"That fella, what was his name? You know the one waxing poetically about your 'oathgold plaits that shone like pure Gromril'?" Dolgi says teasingly.

"Don't you start Ruby- Head, honestly can't those wazzocks take a hint? I may need to carry an axe with me to get the point across that I have better things to do than settle down. Don't know what's worse, that fellow's poetry or that he didn't notice me sitting here not two meters way!" Fjolla grouses back, sullenly taking a sip of her drink.

"Alright, alright Goldy-locks I see your point. But still, must feel nice being noticed by someone like that," he says wistfully.

"Speaking of disasters, how's your sickeningly sweet 'definitely not a courtship' with Klorah 'soon to be Embermane' going?" she says with a grin.

"I told you it isn't a courtship!" Dolgi whispers hotly, cheeks as red as his hair, "We just talk is all. And even if there was, I'm not making it official until I'm a master runesmith in who knows how long. I can only hope she's still interested by the time I become one."

"Trust me, if anyone's more hopelessly in love than you it's Klorah, and you know the stories I told you about Granduncle Jorri," she says reassuring him with a pat on the back for good measure.

"Really?" he says, eyes glistening with unshed tears, lips trembling.

"Yes, you rockhead, really. Now stop embarrassing the both of us and finish your drink. We have lessons in a few hours and orders to complete for Master Snorri," Fjolla snarks, eyes rolling in exasperation.

Now seems a good time to cut in.

"THAT YOU DO APPRENTICE!" you boom suddenly, spooking Fjolla and sending Dolgi out of his seat in fright, "BUT YOU MUST BE MISTAKEN ABOUT LESSONS STARTING A FEW HOURS FROM NOW!"

You pull out a handful of gravel, the fine particulates glinting in the warm light of the bar.

Both of them pale.

"THEY NEVER STOPPED TO BEGIN WITH," you yell, chortling darkly.

Pocket gravel.


The majority of your time is split between the workshop and the slowly rising form of the smelter complex in the hold. At this stage in construction, there isn't much to be done on your end. Only when the smelting array is complete can you begin to inscribe the Runes necessary, with that in mind you use the opportunity to train your apprentices in the art of time management.

You see, a runesmith's work was more than just inscribing the Runes themselves. There was also the task of ordering material, working with the builders to give you the time and privacy to do your work as the strictures of your guild demand.

As apprentices they didn't need to worry about such things yet, you graciously having told them of that fact many times. But it would do them well to learn how to manage the task themselves in preparation.

You send them off to order your supplies for the smelter, a list of ingredients in hand and money in their purses. Their task is to fulfill the order in the most efficient and cost-effective manner as possible.

Of course, you don't rely on them to get things right, you've made the proper arrangements with the local guildhalls a long time ago. Not that the shop owners would tell your haggard little charges, sending their own little equally in the dark apprentices to haggle with yours.

Collaborative teaching, so efficient.


While your apprentices were off running themselves ragged you were busy preparing your workshop safe for the arduous task of fiddling about with Master Runes.

It was a trickier process than one would think, you and the Longbeards assisting you had to carefully carve out a room adjacent to the workshop proper, built in such a way and with the right materials so that it could withstand and be prepared to handle the magical feedback of a Master Rune experiment gone wrong.

The process takes the better part of two years, which made it difficult for much else to be done. While you trusted these Longbeards to be honourable, that was one of the main criteria when you hired their services after all, tradition and good common sense demanded you put away your work while they were inside your workshop and carving away.

By the time it was done, all but the Rune's you would use were in place. A large reinforced chamber composed of more Gromril than some dwarfs would see in their lifetime. Pillars and conduits of the Rune Metal permeating the room's structure, all meant to enhance the effects of the Rune you were going to place.

Something you knew, could account for when you were working, but did not understand why.

Bah!


The rest of the decade your free time is spent in a cycle of endless repetition powered by a burning desire to know and good old Dwarf stubbornness that makes you keep going over the thought in your head. The image of brilliant silver, the pure almost incandescent white that you have stubbornly refused to, or more accurately cannot let go of.

Something is there, you just have to find what it is.

Growling in frustration you finish off the keg, walk over to the pile and put with the rest, forming an orderly little stack off in the corner of your workshop for your apprentice's to pick up later. You stare at the assortment of kegs, mind still whirling with the image of that moment. What did you know? Again you force yourself to repeat everything relevant to your problem over again from the beginning.

- Gromril was the strongest metal the dwarfs have ever found, putting everything else your people have found to shame.
- It is also the rarest, likely coming from the void of space in the form of cataclysmic meteor strikes.
- It takes to Runes like dwarfs to beer. Both substances simply resonate with the other on a level beyond most everything else.
- Gromril is the only surface Armour Runes would deign adhere themselves to.
- The Purest specimens of the metal were required for the Master Rune that bore its name.

All of these points clearly connected, but you just can't see how.

Perhaps it is the drink, perhaps the exhaustion, but your mind ends up wandering to what you know of Runes somehow.

The gift of Thungni, Runes harness magic and make order from it. You cannot inscribe more than three runes on an item, only a single Master Rune can be inscribed on an individual item…

…those kegs were rather nicely stacked if you do say so yourself.

You shake your head, clearing those intrusive thoughts and force yourself to repeat the information in your mind.

Runes harness wild magic, and through processes that your people still weren't firm about, made order from it. Taking the very substance of randomness and creating consistency and measurability. The Anathema to the Realm of Chaos…

...wait.

Perhaps the link is there, deep in the fundamentals of both these things. Unbidden the Master Rune of Gromril rises to the forefront of your mind, the light searing in your mind almost translating to your physical vision.

If the connection can be found...it will likely be in that Rune, not in its physical presence but its making. The thought is so compelling you end up on the floor rather than waste time getting to your desk. Taking a pose of deep contemplation, you recall the chant of the Master Rune of Gromril, the words coming to you like second nature.

Fifteen strikes with the chisel on the Rune Metal, ordered in perfect alignment…

No, that wasn't it. You continue the chant in your mind, discarding references to Garim the Ancestor, the instructions for precise striking, and dig instead into what you thought was simply thematic filler.

...let it be ordered thus and carry the strength of the Star Iron…

There, there! There is something there, you can feel it in your oldest whiskers but what is it? You aren't there, but you're closer. Closer, you can feel it, you go over more of the chant methodically.

...as Thungni brought order to madness let this Gromril bring order to the metal, let order return to itself…

Wait.

As Thungni brought order to madness...let this Gromril bring order

Order.

Order.


ORDER.

The mental image of the Master Rune of Gromril, still sitting in the corner of your mind, blazes with blinding light.

The line referred to Thungni's discovery of the Glittering Realm, the Ankor Bryn, and his discovery of the Runes. Order from chaos, Runes were order imposed on something without it, for Gromril to be compared to that would mean Gromril was also linked to the concept of order?

You needed to test, to go over your mental library and find some truth to it.

…​

Over the rest of the decade, in between bouts of training your apprentices and waiting for the damn smelter to finish for you to do your work, you wrote.

On paper, because once you were certain you'd commit it to memory, then maybe inscribe the final draft onto wafer-thin sheets of Gromril and bind that into a Tome you'd seal in a place no one would ever know of before burning the originals in a fire. Runesmith secrecy and all that. But back to your findings, and oh the giddy feeling in your gut at the thought.

Hundreds of runes are gone over with your new insight in mind; looking, searching for the barest discrepancy. Each rune that uses Gromril in its construction reveals a faint but noticeable pattern.

Ordering, conciseness, stability.

It becomes even more apparent when looking at permutations of existing runes that use Gromril when the original did not. The Rune of Burning, derived from the Rune of Fire, used flakes of Gromril. The startling difference that allowed it to set its ammunition ablaze after it had been launched from its, primarily wooden, firing mechanism.

But the strongest point of evidence in your favour was going over the Rune of Daemon Slaying. Its creation required drops of molten Gromril be poured into the grooves, and theories abound about how this rune so easily damaged daemonkind. Something in the Rune proved anathema to the daemon's essence making them easier to banish back into the Realms of Chaos, or so it was claimed.

Maybe this was why? Gromril's inherent order forcing the chaos that was a daemon out of the natural world?

How many other runesmiths learned of this inherent connection? Thungni for certain, the Burudin likely knew, as would the Brotherhood of Dron, mayhaps a few of the older masters too. Well, it's not like you're in any position to ask them for help, let alone sure they'd even give it to you, to be frank.

It seems so obvious in hindsight. But you feel as if you've only discovered a piece to a far larger puzzle.

…​

Gain:
- The Rune Metal Chain has begun! Next piece of the chain unlocked.
- Narrative insight, mechanical insight into many things. Progress to ??? (2-1) =1 and ??? (3-1) =2
- Progress on both the workshop and the smelter.

AN: not really a lot of concrete gains here, felt sorta weird tbh. Uh, anyway C&C and thank you for reading :^)
 
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Turn 5:
You watch bemusedly from the warmth of your coat as your apprentices shiver, their attempts at making a Rune of Warmth clearly not able to handle the cold.

Then again you've got them in just a pair of trousers and a shirt with their runes engraved on it.

What better way to get them motivated than knowing their work is the only thing keeping them warm, and with the Lorekeepers all in agreement about this cold snap not letting up any time soon you had plenty of time to get a barely acceptable rune out of them. While that meant a good many caravans had to transition to their secondary timetable for you it meant your apprentices could be brought out here every three days to see if they've gotten a better rune going!

"Alright beardlings, what have we learned, where do you think you did a shoddy job? I counted at least 15 for each of you, but let's see if you can even get one!" you finally say once half an hour has passed.

Of course you kept an expression stonier than a mountainside the whole time, as was proper, but to your quiet joy, Dolgi managed to label ten of his mistakes and Fjolla got all fifteen.

That you counted against them.

There were a good 40 more undocumented errors you decided to leave for another day, after all. No good if you didn't pace them properly, they wouldn't digest the failure as well and improve near as much as if you made them think they were getting close.


You pass by the growing superstructure of the Gromril smelter, the building was at a stage where you could finally get some proper work done. Getting the Runes necessary for Pure Gromril on this scale would be a novel task at the very least.

You were simply itching at the chance to get your hammer and chisel at that smelter.

The dwarfs around you were equally excited, if for admittedly different reasons than you. These past years have turned a project of disparate clans doing their best to up the other into one that only further tightened the bonds made during the Battle at the Dragon's Maw.

Indeed the sight of inter-clan cooperation is evident everywhere. Brewing and Baking clans working together to hand off hearty food to the work crews of not only their family but any they could find. Jeweler Clans cooperating with each other, dividing the work of giving this place a proper dwarfen level of style easily and happily. Smithing clans are already beginning to divy up the times for forging, doing their best to ensure every clan gets the time on the smelter that it deserves.

While a cynical part of you will not that this was simply the consequence of the Dwarfen tendency to coordinate and get things squared away properly and fairly rearing its head, you cannot deny that there is an air of joviality and comradeship beyond the norm. The work is honest, the rivalry friendly, the atmosphere light and busy.

This is perhaps one of the times you've seen your people at their best.

While you doubted the lines of clan would ever truly disappear, nor can you imagine such a world to be frank, at least in this one project dwarfs see themselves as more than just Clan Ironarm, Clan Dromminling, Grimseal or Grimlisson, but as Dwarfs of Kraka Drakk, the Dragon Hold.


Which in its own way, was more of a milestone than any grand building or work of art. It does your heart good to see, dwarfs ought not to fight each other, not when so much of the world wanted you all dead already.

But enough sentimentality, you're in the hold here for another reason, and though you wish to stay a bit longer, you head off into the mail halls proper to meet with the eldest members of the community.

…​

The Council Chamber is a spacious room built above the hall that would eventually become the place a King would hold court and rule the hold. As it is, both rooms are rather bereft of the usual decorations the royal clan would put, the only exception being the Skull of the Elder Wyrm, and the(a set) Horns of the Greedy Ones.

Must've broken those off during the battle at some point. While the bastard definitely had horns when you pushed him off the cliff, but then again he was growing limbs in seconds so another set of horns wasn't too outrageous.

But that was neither here nor there, you were here with the elders to discuss a point of importance. That, of course, is the task of finding a Royal Clan to rule the hold once it was properly set up. While you were still a good few decades off from an actual vote, it always paid to start your work early and get ahead.

With you in the council chamber are the oldest dwarfs in the hold. The familiar face of Elder Moira sits to your left, followed by the guildmaster of the Baker's guild of all things, Elder Lofey Oriksson. From the corner, you spotted an Elder Ranger, Brokk True-eyes, nod at you before going back to staring blankly at the assembled group of curmudgeonly dwarfs.

Orri Oakarms, guildmaster of the Carpenter's guild. Their work can be found in many places, the finely made furniture they produce from imported Wutroth being a hot commodity.

Siggrun Frothbraids, a master brewer of Clan Bryggeroot, the ones who supplied every tavern in the hold and ran their own smack dab in the Market District.

Gormak Ironjaw, a truly ancient master smith who moved here from Azul citing his preference for colder climes, and definitely not because his only living descendant and his family moved here. He was rather neutral to the discovery of Gromril, which for a dwarf his age was positively ecstatic.

These and many more, your eyes noting that no dwarf here was less than 600 years old, with the oldest, Master Gormak, being well into his first millennia.

"Rhunrikki, right on time. Cutting it a bit close aren't you beardling?" Elder Moira tuts at you.

You can only apologize and sit down.

"Well then, no need for formalities, I'm sure all of us would like to go back to our jobs as soon as possible, but for the sake of the hold, I'm sure we can all manage this. Leave the ruling to a King so we don't get bothered by so many beardlings is a good trade for our time I'd say," Elder Moira says placatingly

The 'Bah' that many of the ancient dwarfs bark are tinted by grudging agreement.

Time to get to it then.

…​

When you leave the chamber the time is a bit past noon, which considering you started at dawn, said much.

The elders had hemmed, hawed and argued with the stubbornness that only the most ancient dwarfs could possess. But eventually, mostly through Elder Moira's calm and peaceful(relative) diplomacy, you'd all gotten a shortlist of possibilities down that you could tolerate.

This was a rough draft, of course, only 200 pages worth of notes really. A number which as any dwarf will tell you, isn't a lot for something this important, but you had decades yet. In short, the discussion boiled down to deciding whether you'd raise a clan in the hold with the prerequisite condition of having Noble Blood to the royal clan or you'd invite a dwarf of good standing and compatible personality from the major holds in the south to become the Royal clan of the hold.

Now using two hundred pages to basically say, "raise someone here or bring in someone" would seem wasteful to a fool.

But to a dwarf, it was simply the necessary level of thoroughness such an important decision required. After all, once a Royal Clan was chosen, they would never leave barring a true tragedy that wiped out the line or act that dishonoured them so thoroughly as to be forced into exile. Thankfully, these all being dwarfs well past a millennium of age, the likelihood of the former far overshadowed the latter.

An actual, formal, vote would happen once the hold was deemed complete, but all of you agreed that wouldn't be for decades at the fastest that was acceptable.

Thankfully these meetings were only per decade, Elder Moira only being able to get these cantankerous living ancestors to stop what they were doing with a large amount of drink and by prodding their sense of duty in such a way that they believed they came to that decision themselves.

That woman was terrifyingly effective.

…​

It was on your way back from the meeting that you decided to take a look at the Gromril Mine once again, hoping for some sort of inspiration to take you.

Your hopes weren't high of course, it felt like a once in a lifetime moment that you'd never replicate again. Still, no harm in trying in this case.

It is only when you pass a gaggle of Elderly miners on their lunch break that it happens.

"Never seen stuff this pure before. I'd bet my nice pair of pants that we'll get a maybe a cupful of slag per ingot." one says to his compatriots.

"Hmmph, fine. I'll pay for your drinks for the next two weeks if the ingots only produce a half-a-cupful of slag. You gotta be blind to think it's that impure," the other rounds back.

"Garag, you want in on this? Two weeks' worth of drink and Krimmi's pants on the table," a third miner says.

"No, because you're all daft. I'm telling you this stuff's so pure it'll get maybe a flake of slag per ingot," Garag says with a nod full of conviction.

At his declaration, the rest of the miners break out into good-natured grumbling and declarations of madness.

You, however, have latched on to something.

Purity.

The Master Rune of Gromril demands Pure Gromril, why? Because impure Gromril obviously wasn't as strong as Pure Gromril, but to a runesmith? Pure Gromril, if your theory was correct, would conduct the concept of Order to such a degree that it could enhance the already incredible protective qualities of Gromril beyond what was natural. Which led to another thought.

Warpstone.

Warpstone, that cursed thing, was almost always found near and around Gromril finds. The certainty of which grew with the relative youth of a strike. The oldest and deepest seams had little to none, the youngest were hotbeds of corrosion that needed special gear to clear away before the ore could be got to.

But why?

Why were these two almost paradoxically opposed things found together?

The issue of purity you realize may hold the key.

You run to your workshop, ignoring the surprised yelps of beardlings and grunts of curious Longbeards. You had a lead!

Gain:
- +3 Progress to The Rune Metal Pt2. due to an RER roll.

...​

You have (5 - 1) = 4 actions and 1 apprentice action 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: (2-1) =1 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 8 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: (6-3) =3 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.
[ ] [Simple] Defence. In. Depth Pt1: It has finally begun, a concession for getting you involved in this whole business with choosing the hold's new Royal Clan, the hold will implement a strategy of Defence. In. Depth. When planning its permanent defences, which if you were honest wasn't that big a loss for the Hold. With that in mind, such a wonderful piece of work will require a suitably magnificent set of Runes. While someone could never truly have enough defences, building what would eventually be a good seven layers of overlapping kill zones, guard towers and artillery is as good a start as any! [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] 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.
- [ ] Choose: choose 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)

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 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 Pt. 2: You've found a connection between Runes and Gromril, but it feels like just the beginning of something greater. You've found that in a moment of clarity, that Pure Gromril is especially important for the Master Rune of Gromril because of that inherent purity. [Cost: (6-3) =3 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.

Order:
As well as the normal system, I'm willing to experiment with this. You can order 1 Rune's worth of an item a turn but can have as many orders going as you want. I'll ask that you only order if you think you'll use that material for a Rune in the near future and not horde a bunch of materials.

[ ]Write-in:

Remember to vote by plan. There will be a two-hour moratorium for discussion.

AN: C&C always, and thank you for reading :^)
 
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Turn 5 Results:
Winning Vote:
[X] Plan Betting on Synergy
-[X] Expanding the Workshop, Protection: [Cost: (2-1) =1 actions, -1 vial of Dragon's Blood-]
—[X] 1 action
-[X] [Simple] Pure Gromril:[Cost: (6-3) =3 actions] Productivity Like No Other will proc.
--[X] 2 Actions
-[X] [Simple] Defence. In. Depth Pt1: [Cost: 2 actions] Productivity Like No Other Will proc.
--[X] 1 Apprentice Action
-[X] The Rune Metal Pt. 2: [Cost: (6-3) =3 Actions] Student of the Odd will proc.
--[X] 1 Action
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 8 turns.
-[X] Order: Magma Dragon's Blood

Jorri finally leaves the hold a month later, having traded his caravan's cargo of southern goods for gold, and comparatively less Gromril on account of the hold hoarding the stuff for the impending completion of the smelter. Thankfully for your brother, the gold and jewels that your hold was originally founded for had begun to be worked in exportable quantities, giving him an ample supply of the raw material and the finished goods the gold and jewel smiths had been making to bring south as consolation.

You meanwhile, while sad to see your brother go, are happy to finally have your Dragon's Blood and get to using it right away.

No need to rush if you were brutally honest with yourself, you could tell these Runes of Preservation were potent, the stuff inside wouldn't suffer any degradation for a good few centuries at the least.

You could do better obviously, but that was neither here nor there.

But the sight of the unfinished work, in your personal space? It rankled at you something fierce. A half-complete toy on the workbench in the corner got you itching to finish it when you got the chance, the struggle of being in the same space as that wonderful, but Rune Free, room almost made you scream.

Stages of work? Fine.

Adding onto or revising older projects that were designed to be built up over time? Acceptable, good even, it showed a level of long term thinking any dwarf could respect.

Getting something done in one go? You weren't a fan, but there were many dwarfs who thought that way and you can admit you could see the appeal.

But this? BAH! BAH, you say!

You release years worth of tension into the act of, properly, removing the keg's lid, ignoring the thump of reinforced steel crumpling against the Runed stone of your workspace.

Immediately you are hit with the pungent odour of Drakk. A mix of flame, flesh, and wealth that assaulted your nostrils like an angry troll.

This was some fresh blood. You remember Jorri saying they harvested it only minutes after the beast had died, but by Grungni's beard, this stuff was strong.

Made you wonder if it'd work in a brew, but despite the curiosity you persevere and move on with the work you planned on instead of jumping to some new side project.

After telling your apprentices to not bother you and get on with their assigned duties you walk back into your workshop and begin working.

…​

It is the labour of months, you'd prepared adequately by storing enough food to last you as you worked from within the seclusion of your workshop, saving time by not having to leave the space.

Inscribing some Runes were simple, the work of hours mayhaps even minutes if the Smith were skilled enough and the Rune simple in its formation.

Then there were others.

Others that were the work of far longer timescales. Days, weeks, months, the latter especially once you got to work on Master Runes, which was in fact what you were doing. Hell, there was talk that some of the Burudin knew of Runes so powerful and intricate they took over a year to complete, things of such power and skill that they could make even an Elder shed a tear at the sight of them.

You shuddered.

But sadly you were not working on something so terrible and awe-inspiring, yet, your work was comparatively more simple. Well as simple as a Rune can be.

It is a painstaking effort that forces even you to speak this Rune's chant to aid you, only having ever done this twice before.

It was one of the earliest universal Runic combinations that every Runesmith who held the rank of Master or higher was taught, if only because it was needed to experiment on the Master Runes safely.

In function it was the basis for your talisman, turning magical energy into a shield that in this case defended the room it was inscribed on.

In reality these were the originally discovered forms of the Rune of Spelleating, Spellbreaking and Warding found by Thungni. A work so potent that it put the portable array you were taught and inscribed on your amulet to shame. Within a space of a certain size, this Rune array would consume the energy of a Master Rune's magical feedback and turn it into a self-sustaining shield that was meant to contain the explosion itself by eating the magic and converting it.

It was said Thungni's work on these Runes eventually led him to discover the principles behind the Rune of Daemonslaying and make the portable versions you used on your amulet.

The catch for that potency?

It worked best in a stationary position, something about its construction demanding it not be moved much to many Runesmiths, Thungni included, dismay. It was considered a miracle that Thungni managed to remove that restriction, though at the cost of much of its prodigious potency.

You remember spending a good half a century giving a shot at it before admitting defeat.

It is a reminder of the awesome might of your work and sheer breadth of knowledge even you, a Runelord, simply do not possess.

It is humbling.

That feeling of quiet reverence permeates your mood as you spend the months diligently chanting and chiseling the final array into existence. The keg that held the dragon's blood is stored away, empty, for the Rune of Spelleating seemingly drank the whole of the barrel as you continued to pour and pour.

Finally, you finish after three months of intense labour. As you wipe your brow, the sight of the Rune's dull light, ever ready to save you from your own stupidity, leaves you feeling safer already.

…​

Only days after, finally recuperated from your exhaustive ritual, you are informed that the smelter is finally ready to receive the necessary runes on a crisp new year's morning.

A good bit of fortune.

It takes you only a few short hours to have the reagents you'd ordered readied by your apprentices and loaded onto the cart prepared for the occasion.

The three of you set out immediately, you at the head while your apprentices led the six ornery goats that pulled the cart by their collars. Yet another training exercise you borrowed from Master Yorri.

As your cart moves along the paved path between your Workshop and the Hold you eventually see the heartening sight of one of the original curtain walls in the middle of being torn down, its materials destined for use in the newer, defensive array you played no small part in shaping. The sight of dwarf work crews carefully lifting the massive granite blocks and uprooting the incredibly thick oak timbers that made up this ultimately temporary piece of architecture doing your heart good.

Its replacement was honestly quite the piece of work as you were well aware, being one of the main minds behind it.

The first part consisted of seven layers of walls, guard towers and artillery placements. Each layer growing larger and more imposing as they came closer and closer to the gates of the hold itself.

While no stone was yet laid down, you saw other work crews cutting down the outlying forest on your way to the hold, stopping, for now, just half a kilometre from the farthest of the planned layers. This on account of the carpenters guild simply not having the capacity to process the wood gathered from clearing several square kilometres of dense woodland in front of the hold that the final plan called for.

A good pace had to be set you suppose.

An idea crosses your mind as you walk towards the Foundry District, apprentices in tow. You were already planning to have them try and likely fail to order the ingredients they thought you'd use, but maybe you'd send them out on a little field trip to see where they thought the best location for the Runes would be on the walls as well.

You haven't had the chance to laugh at such horrible opinions in months after all, on account of that whole business ensuring you didn't die from a master rune exploding in your face, or worse.

Burning off your beard.

You shudder in the way only a dwarf whose hair was in danger could.

…​

The sight of the almost completed smelter complex is a dazzling one. A massive complex of pipes and metal inscribed in beautiful tableaus of dwarf smiths creating ore, the earliest tales of Grungni and Smednir featuring prominently on its walls. The First Pickaxe, the First Ore Smelter, the Tale of Burdin Bungleweave and the First Ingot and many more classic dwarf sagas illustrated with helpful subtitles for all to see.

A monument to your history and traditions.

Inside is no less beautiful if more utilitarian. The knot artwork that was favoured by many in the hold present in the flooring and walls, the pillars are inscribed with the names of the dwarfs who helped build this great structure from eldest longbeard to even the most foolish apprentices. Lastly there, standing proudly in the center of the structure's main hall, the master schedule where a Dwarf would be tasked with the unenviable duty of managing the allotted times of cantankerous master smiths chomping at the bit to smelt Pure Gromril.

You'd best get started, all but certain that even the Smiths' prodigious patiences were near the breaking point.

Gromril had that effect on people.

Over the next two years, you spend weeks at a time here, inscribing individual Smelters with the appropriate Runes, testing the Gromril, then leaving to pick up more reagents from your suppliers. The hold's denizens become so impatient, and efficient, that they simply deliver the reagents to you while you work in the smelter, along with ample supplies of good beer and fresh stonebread. While they couldn't enter the building properly so as to respect the secrecy of your work, that didn't mean you couldn't send out your beardlings to pick it up and bring the supplies inside. Indeed, those last few months end up with the three of you practically living inside the smelter as you enter the steady rhythm of inscribing and testing the smelters while your beardlings watch you with extreme focus. The three of you eating meals of hearty ale and stonebread in between each smelter, practically scarfing down the food to get back to work. While your apprentices hustled about, prepping the next smelters for you as much as they are able to further minimize time wasted. Then, almost as if it were a dream, you finish the final smelter, your apprentices standing and staring, their forms haggard and dirty, but their spirits raised.

You allow them a quiet cheer while you dust yourself off. As you do final checks on the last smelter, your apprentices bustle about and clean up after yourselves. After all, it wouldn't do being a messy worker now could it? When the floors are spotless, and the smelters running smoothly; then, and only then, do you pronounce the work complete for all to hear.

When at last the three of you leave the building you are met by a thunderous cheer.

Outside, somehow beyond your notice, an outright festival has been set up, with stands, games and general merriment filling the air.

"Master," Dolgi speaks up, confusion evident, "when did they set this up?"

You don't rightly know, but like hell you were going to let the Beardlings know that you didn't know.

"Get better hearing beardling, I heard this entire festival get set up the whole time how did you not? I kept sending the two of you out so often that I can't believe you didn't see it. If you still can't figure it out you'd best ask Fjolla. Now come along both of you, there's a festival to enjoy! Can't leave all this stonebread for just the beardlings to eat." you say, moving past him as you rub your hands together.

A young dwarf plaitling comes over to you, a tray of foaming mugs in both hands.

"Rhunrikki," she says, doing her best to curtsy.

Sniffing gruffly at her you gingerly take four mugs off the plate and begin drinking, walking deeper into the rowdy crowd of joyous dwarfs and towards the heavenly, yet different, scent of fresh stonebread.

Oh? Is that honey you smell? Well, it's certainly unconventional but you suppose you'd give whoever baked it some good solid advice about how harebrained their idea was.

Behind you, your apprentices are muttering to each other, neither still certain as to when this all got set up.

…​

"Do we follow him?" Dolgi whispers, eyeing the food stands.

"I think so?" Fjolla mutters back, looking around in bewilderment before she pales and curses under her breath.

"What's wrong? Is i-whoa!" the dwarf says suddenly as his fellow apprentice grabs him by the arm, running in the direction they last saw their master.

"I saw that idiot Goren Dromminling coming over with two mugs of ale and a blush on his cheeks. I'm not risking it, now have you seen Master Snorri? How did we lose him!?," she answers back hotly, pausing to look around.

"I can't see anything through this crowd!" Dolgi shouts back, eyes desperately searching for Master Snorri's familiar silhouette.

"The stonebread!" Fjolla says suddenly, fist in her palm, "Let's check the Stonebread stalls, its as good a place as a-"

"-Fjolla! Fjolla Stokkisdottir!" a different young dwarf says, mugs of ale in hand, "it's me! Gorrik Drogginsson of Clan Grimseal! Would you like a mu-"

"-Grungni damn it all, RUN Ruby-head! I want no part in this!" she says running off, leaving her fellow apprentice and would-be suitor behind.

"Fjolla wait!" Dolgi says, following shortly after.

…​

It is only days later that the Pure Gromril begins to flow in small, but noticeable quantities. Already finding its way into the hands of eager craftsmen and bright-eyed merchants. As for you, the Smelter provides a small but steady bounty of some of the purest Gromril possible, Gromril fit for use in making the Master Rune that it shares its name with.

The moment should be magnificent, and in some ways it is.

But looking at the shimmering silver bar before you, your mind turns towards an even brighter sheen of silver, and flashes of bright white light that make the bar of Pure Gromril in your hand seem duller than lead.

...​

The end of the decade is spent banging your head against the puzzle of Gromril while you had your apprentice's hanging about the slowly rising walls of Kraka Drakk's defences. Your work with the Pure Gromril smelter gave you time to solidify your thoughts and also make you question things.

Gromril, like any ore, had to be smelted, refined and purified to be of any use for your people. While it took far greater temperatures to melt and far more force to forge the stuff compared to most things it was otherwise workable like any metal.

Purified Gromril then, was simply that metal refined to a degree that even Dwarfs found impressive. The silver sheen of the ingots are a good deal brighter than the regular bars.

But not bright enough.

And that was the sticking point, what made even Pure Gromril's sheen seem dull compared to what you saw that day? The metal didn't even the tiniest speck of rock in its structure, the form perfect like, like...

...you lost it, whatever insight was about to come simply refused to.

Bah.

Looking for something to take your mind off the roadblock you've hit, you move over to your desk, a pile of letters waiting for you. Several are letters of thanks, others are requests better off being sent to younger runesmiths but one does catch your eye. Jorri's familiar and unique stationary sticking out like a particularly sore thumb. Picking up your brother's letter, received only weeks after you asked him to keep an eye out for some Magma Dragon's blood, you begin to read. What could prompt a reply in such short notice?

Snorri,

Word down south is that a Magma Dragon attacked the mines of Ungor a decade ago. Fresh enough trail that I got a few potential sellers, shouldn't take too long to procure. Lucky that you asked now instead of later, this stuff's a
hot commodity after all.

HA!

Anyway, your Gromril was magnificent, perfect, almost as beautiful as my sweet Magna! speaking of my darling wife, I can tell she's going to love it when she gets it on our anniversary. She's found every last one of my surprise gifts before I know, but this time is different Snorri. I can feel it in my beard!

Jorri.


Then, written in far neater script below your brother's scrawl is a note from Magna.

Snorri,

I think you'll be mightily pleased to know I hit Jorri upside the head for you, thank you very much for the Gromril. Also, I'm pregnant, I'll name them after you. Don't tell Jorri you know how he gets.

Regards,
Magna


You fold up the letter, the frown on your face having turned into a small smile especially after reading that part.

Well, at least some things were going well.

…​

Gain:
- The Hold of Kraka Drakk can now produce Pure Gromril natively. The efforts of the entire community to bring greater prosperity for all is a thing many a dwarf can appreciate.
- Work has begun on the permanent outer defences of Kraka Drakk. There are already talks in the hold of finding ways to incorporate their new Pure Gromril into the growing defences of the hold.
- Due to good rolls, Magma Dragon's Blood will arrive in 2 turns.
- Snorri's Workshop is now able to safely handle the destructive power of a Master Rune experiment gone wrong!

AN: Sorry for the delay on this one, got distracted by my cats. Anyway, thanks for reading and don't forget to C&C :^)
 
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Turn 6:
You walk out of the workshop, whistling a jaunty tune, the quiet steps of your apprentices behind you.

Today is a good day.

The news of your hold's new source of Pure Gromril spreads through the north like a raging wildfire, orders and dwarfs flocking to get at this most precious resource.

The news also brings a trickle of enterprising young Runesmiths, eager for the chance to work the wonder metal. Your workshop has to host many of them who come to offer respect as they move in.

"Hurry up now beardlings!" You shout to the two dwarfs behind you, voice not at all belaying the joy you feel.

Couldn't do anything more than grudging almost disappointment and that was only when they blew past your expectations of their work. Which, for most apprentices never happened, but your beardlings were a cut above the rest. Thanks in no small part to your superlative efforts as a teacher.

"Yes Master!" Both Fjolla and Dolgi say beneath the ninety kilos of metal they were carrying while wearing the same movement-reducing padded leather suit.

Why only half a century ago they were struggling with a tenth of that weight, now here they were handling a good 140 kilos total with as much grace as you could expect from an apprentice.

Grungni you were such a good teacher.
…​

"Ah! Rhunrikki, good morning to you," an elderly Longbeard from Clan Grimseal greets you as he turns from his work on the wall to wave at you.

"Any news?" you shout back at him, your voice carrying clearly despite the good twenty meters of height between you.

"Rumour has it Lord Grimnir got it into the heads of our kin down south to put some defences down in the Ungdrin," he continues conversationally before turning to his apprentice, "Yarri! WHAT WAS THAT LAD, ARE YOU CHISELLING A LATRINE OR THE WALL THAT'LL DEFEND YOUR PEOPLE?! THINK YOU CAN SLACK OFF JUST BECAUSE I'M TALKING TO THE RUNELORD? DAMN NEAR A CENTURY, OLD CAN'T EVEN DO THIS RIGHT? Not much else to speak of really Rhunrikki," he finishes.

Ah. You heard about that. It was said that not three years ago that a great Elder Magma Wyrm, no relation to the one Jorri spoke about, had broken into the Ungdrin Ankor. Sadly for the Wyrm in question, it broke into the Underway in the same spot Grimnir was leading his throng down south from a hard season of campaigning.

The Ancestor, grumpy and tired, grew so wroth that he punched the beast with his fist; crumpling bone and scale in a shower of blood with a single strike. Following up by beheading the beast then kicking the corpse into the magma below.

When he reached Karaz A Karak his bellowing grumbling was enough to shake the hold itself, so mighty was his tirade that many a dwarf hold has begun to set up defensive works in the Ungdrin, out of respect and a bit of fear at what Grimnir may grumble if he sees shoddy work.

Made a good lick of sense to you, nowhere outside the holds was safe, even the Ungdrin. Complacency was what got you killed out here.

Grimnir followed up his tirade with something of even greater value, sitting down at the barracks he taught many of Karaz A Karak's warriors the further insight into the art of defending from below, the tactics of tunnel fighting and using the cramped terrain to their advantage. His valued teachings may have been in the form of a truly gruelling monologue about their inadequacy but it was a gift from the Ancestor nonetheless. So it was that many dwarfs have taken his teachings to heart and spread it far and wide.

You nod back at him, "Thank you anyway! And before I forget, let the Thane know I have a letter for him from Stokki Shale-eyes, Thane of Clan Hrokrisson down south!"

A knowing glint enters the Longbeard's eyes as he glances at your now pale apprentice.

"Oh? Is it about that now? A bit early don't you think?" he says seriously, acting as well as any Skald.

"Old enough he reckons," you reply, eyes glinting in amusement from where your apprentices can't see.

"I'll be sure to let him know Elder, now if you'll excuse me I have an apprentice whose neck I have to wring for STILL COCKING UP HIS CHISELWORK. DAMN IT YARRI!" the elder says, storming off towards his charge.

You cackle internally at Fjolla muttering in the background, Dolgi trying to calm her down.

While you certainly didn't lie about there being a letter, as lying was something no dwarf in their right mind would commit. You did omit the fact that the letter was about clan Grimseal hewing out the main hall for younger, entrepreneurial, members of Fjolla's clan who were moving up here in a few years' time.

And if a beardling got it into their heads that it was about something as silly as a betrothal well, not on your head now was it?

Not even a century old and she thought it was all about her, really the arrogance of youth.

Bah, you suppose you'll tell her when you enter the hold proper, couldn't do to have her work suffer for the sake of a little laugh.

Maybe talk with a Longbeard there and be a bit more specific? You'll figure it out. In the meantime, you think you see the father of that girl Dolgi's sweet on in the distance, his daughter trailing behind him.

While you show no outward sign of anything amiss you are chortling mightily in your mind.

Another great thing apprentices were good for, the foolishness of young romance was always a source of good entertainment for their Elders.

…​

The mood is tense in the council room, you finally arrive to see Brokk True-eyes accompanied by several of his rangers, among the usual group of grumbling elders.

"Rhunrikki," Elder Brokk says, nodding at you with a frown on his face, "the beardlings found something of note, seemed right to let you know considering what it may be. Beardlings!"

Two dwarfs come forward, one carrying a black pelt and the other a familiar horned skull.

They carefully lay out both pieces for the assembled elders to glare at.

"No faffing about Brokk, where'd your lot find this?" Master Gormak snarls out, hefting his axe.

"Since the battle at the Dragon's Maw, the surrounding wilderness has been cleared of most things that can threaten any dwarfs, it only takes a few of us to keep it that way too. So I sent the beardlings out to scout out the terrain further afield, help out the rangers of the other holds that sort of thing. South and east mostly but I had a few boys helping the rangers near that fresh settlement to the west. Long story short, while we've cleared out our immediate area, there's a bunch of monster attacks coming in from the north near the sea of Ice. And sightings of odd black trolls leading groups of their ilk to assault dwarf caravans. Thought it was beardlings spinning wool til a group came back with half their number wounded carting a pile of troll pelts, that included."

You barely pay the tale attention, just enough to memorize it really, instead walking over and lifting the skull to get a better look.

Couldn't even die properly now, could it?

"The bloody thing Bred?" Gormak snarls.

"Maybe, maybe not. These things have been popping up for some reason, but they're assaulting dwarf caravans and oddly enough leaving most of the food to their hordes. These things are stealing goods that no normal troll cares about. Armour, gold, weapons, most anything as well as food and stuffing them in a sack then hiding them in their hovels. We returned the goods this one had stolen as best as we could, didn't leave many dwarfs to claim them I'm afraid. I've already sent runners to the rest of the holds, tactics for dealing with them and the like. Thought to see if the Rhunrikki may have known something he could share,"

You hum, still glaring at the smaller, but familiarly shaped skull.

"Any sightings in the area?" Moira asks.

"No. Like I said, battle depopulated the area of trolls, and they depopulated most of the other dangerous things to feed themselves. Have a group of beardlings keeping it that way too. But the other settlements and holds aren't as lucky," Brokk says grimly.

You sigh through your teeth before speaking up.

"Damn thing was transforming to the end, even when it was turning into a bloated mess of untamed magic and flesh. My gut tells me I was a hair's breadth away from facing an actual daemon before it botched it up at the last second. Maybe I was wrong, maybe I wasn't, and maybe I was neither. Beardling, when you hacked this beastie up, what was the blood like?"

"Blood felt cool, like holding ice, oddest thing considering it was alive a few seconds earlier," the elder of the two rangers who brought the pelt comments.

"Bah," you say, putting down the skull before turning to Brokk, "Elder, I humbly ask that you inform as many rangers and holds as possible this kind of troll may be resistant to the usual method of cauterization. If these things are aping their progenitor they may have a higher resistance or outright immunity to flames, maybe some minor magic, as well as a higher propensity for extra limbs. I can't be exact given the limited number of samples, but if these things are even a smidge as strong as the one I killed…"

"I'll let the beardlings know to spread your information and to bring back as many bodies as they can," he says, nodding fiercely.

"Goes without saying, but since these creatures can potentially use magic I'd like for your charges to be more careful than they usually are, don't want an influx of injured without good reason, and even when there is a good reason I'm not too pleased regardless" Elder Moira says, looking down at the pelt in mild distaste.

"Aye, I'll tell em to keep wary until we have a good idea about how they operate, things that can cast spells are always a gamble." the Elder Ranger nods in agreement.

"Bah," you mutter quietly.

The assembled elders all grunt and nod in agreement.

Damn trolls.

…​

The rest of the meeting is nothing of note, and you leave the oppressive atmosphere and enter a far happier hold.

Walking through the main hold you see beardlings at play and dwarfs working hard, a quiet air of joyous contentment that permeates everywhere.

They aren't aware yet, better for your elderly and cynical bones to bear the horrible truth than risk breaking these beardlings before they're ready.

They'll learn eventually, but not a second too early if you can help it.

And today had been a nice one too.

…​

- Due to an RER crit, Grimnir has pushed the art of tunnel fighting and underground defence forward centuries ahead of its time. The sight of such shoddy(by his standards) defences in the Ungdrin and the assault of the Elder Magma Wyrm finally pushing him over the edge. Damn beardlings can't even get this right?!
- Monster attacks coming from the north, and the sight of a new breed of troll that bears a striking resemblance to The Greedy One. No name for this new breed so far, but the Dwarfs of Kraka Drakk send aid in the form of rangers and knowledge to the other fledgling holds of the far north.
...​

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

[ ] 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 7 turns.

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

[ ] [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.
[ ] [Simple] Defence. In. Depth Pt1: It has finally begun, a concession for getting you involved in this whole business with choosing the hold's new Royal Clan, the hold will implement a strategy of Defence. In. Depth. When planning its permanent defences. With that in mind, such a wonderful piece of work will require a suitably magnificent Runes. While someone could never truly have enough defences, building what would eventually be a good seven layers of overlapping kill zones, guard towers and artillery is as good a start as any! [Cost: (2-1) =1 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 actions] 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. 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.
- [ ] Choose: choose 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)

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 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 Pt. 2: You've found a connection between Runes and Gromril, but it feels like just the beginning of something greater. You've found that in a moment of clarity, that Pure Gromril is especially important for the Master Rune of Gromril because of that inherent purity. With a recent look at actual Pure Gromril, you can say for certain there's more to it than simple physical purity. [Cost: (6-4) =2 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] Depending on the choice, Student of the Odd may proc.

Order:
As well as the normal system, I'm willing to experiment with this. You can order 1 Rune's worth of an item a turn, but can have as many orders going as you want. I'll ask you only to order if you think you'll use that material for a Rune in the future and not horde a bunch of materials.
[X] Magma Dragon's Blood [(2-1) =1 Turn]
[ ]Write-in:

Remember to vote by plan. There will be a two-hour moratorium for discussion.

AN: If the RER keeps pushing Grimnir Memes I wont complain. C&C always, and thank you for reading :^)
 
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Turn 6 Results:
Winning Vote:
[X] Plan It's A Start.
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 7 turns.
-[X] [Simple] Defence. In. Depth Pt1: [Cost: (2-1) =1 actions] Productivity Like No Other Will proc. 1 Action
-[X] [Simple] Runic Warmachines: [Cost: 2 actions] Productivity Like No Other will proc. Apprentice Action.
-[X] [Difficult] Trollslayer Pt. 1: [Cost: 1 actions] 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. 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. 1 Action
--[X] Choose: Master Rune of Conduction, Rune of Might, Rune of Impact.
-[X] The Rune Metal Pt. 2: You've found a connection between Runes and Gromril, but it feels like just the beginning of something greater. You've found that in a moment of clarity, that Pure Gromril is especially important for the Master Rune of Gromril because of that inherent purity. With a recent look at actual Pure Gromril, you can say for certain there's more to it than simple physical purity. [Cost: (6-4) =2 Actions] Student of the Odd will proc. 2 Actions

…​

You spend the first few years of this decade in your workshop, determined to crack the secret that lies just out of reach. A tantalizing prize you must strain your mind to reach.

Of course, while you're busy learning you leave your apprentices the unenviable task of working on a treatise describing the most efficient way of inscribing the correct Rune array on a hypothetical backlog of five and three dozen Bolt and Grudge Throwers respectively.

Of course, you knew the answer, having planned out everything with the Guildmaster weeks prior, but you wanted to see how badly they bungled things up to know just how much remedial learning the two of them needed

You further explain to your young charges that both you and the Guildmaster had also planned out a bit of collaborative teaching, your apprentices chanting the right of Forging as apprentice engineers hammered away on some machines that didn't pass muster and were destined for deconstruction. No actual runes still of course, but the experience of having to coordinate with others would be invaluable in the future. Runesmiths had to coordinate with a bevy of guilds and craftsmen to get their duties seen to, and dealing with a bunch of beardlings their age would do them some good.

You slam the door on Dolgi's eager grin and Fjolla's look of distaste. The former clearly happy to be working on the type of runes he failed the least in and the latter clearly because she feared gaining yet another would-be suitor.

That bit of humour done and the next two or so years of teaching squared away, you look back at your work table. The geode glinting in the light of your runes and samples of Raw, Refined and Purified Gromril you forged yourself.

By Grungni's beard, you were getting to the bottom of this!

…​

The sound of yet another explosion rattles the workshop, both apprentices, long since used to the noise, wait patiently in the main hosting area of the workshop. The final drafts of their papers waiting on a table for their master to pick apart.

"He's been in there a year longer than expected," Dolgi says for the umpteenth time.

"Aye, and he'll leave when he's good and ready," Fjolla says, voice full of conviction.

"Think we'll ever be like that one day?" he mutters, still staring at the door.

"How so?"

"Just… just like that you know?" Dolgi says floundering to find the right words.

"Obsessive over something to the degree that we hole ourselves up in our workshops for years on end? Or so proficient at Runecraft that we can do the work of two masters in half the time? Or maybe- "

"Yes!" Dolgi exclaims, "It all seems...so far you know? One day who knows how far away we'll be sent off as journeymen, then come back with some profound insight that I'm sure Master Snorri will have known since he was a beardling. How do we live up to that?"

"Don't rightly know. Seems exciting to try though, innit?" Fjolla says, a small smile gracing her lips, "Always learning, never stopping to find a new way to get better and better at what we do, knowing there are places we'll always be reaching for til the day we go back to the Underearth"

"Yeah...yeah, I think I could live with a life like that," Dolgi agrees, a similar smile on his lips.

"Course you'll have a lot of catching up to do, with Klorah and a family to take care of," she jokes.

"You make it sound like her father said yes," Dolgi stutters.

She needs only to look at him, eyebrow raised.

"I'm not marrying her till I become a master," he says, voice adamant.

She looks harder.

"I swear on my honour!"

She keeps looking.

"I Dolgi Embermane, swear on my beard that I won't marry Klorah Silvereyes until I attain the rank of master," he says with finality and sincerity in equal measure.

"Good motivation to be a master at least," Fjolla half laughs, acquiescing to the sacrosanct nature of an oath made on a dwarf's beard.

"Yeah, I gue- " whatever the other is about to say is cut off by a final thundering boom. Though the workshop doesn't so much as shake at the force, being made to withstand such stresses, the echoing sound reverberates throughout the building regardless.

Followed immediately after by the sight of the door sliding open, smoke billowing out ina heady torrent before the Runes of Filtration dutifully siphon and clean it.

Standing there, in an outfit that looks as immaculate as the day they last saw him in it, is Snorri Gift Giver, Runelord of Kraka Drakk.

He scoffs, adjusting his coat then turns to face them.

"Those your papers?" he says, acting as if he hasn't spent three years in his workshop completely isolated from the hold.

"Yes Master!"

"Hmmph, I'll read them on the way, come along now you two. We're just in time for you to get about that training exercise with the apprentice engineers while I go and apologize to the Guildmaster," he says, nodding to himself and moving to the door.

They follow him dutifully.

…​

Funny just how much the words "Runelord Business" can excuse.

It was well known how obsessive a Runelord with a lead to a new Rune or avenue of research could get, you were no exception. Examples of your contemporaries holing themselves up for decades after squaring away their affairs, to emerge only after they'd finished their research were common enough to be a recognizable pattern. Others were more moderate, setting aside a set time for research and another for going about their duties and adhering to that schedule stringently.

But inspiration, for all that dwarfs wish it wasn't the case, struck at the oddest times. And many a Runelord and Runesmith ended up getting caught up in their work to the detriment of their other commitments.

You remember a Runelord who forgot his wedding, becoming so engrossed in his work that he didn't realize until a month later.

He found his would-be bride waiting for him at the altar, in the same dress, the lass having prepared it every day then waiting at the altar for hours on end before going home to eat and sleep, for an entire month waiting for his return.

You don't envy his fate.

Still, it didn't do for a dwarf to be late to their meetings, or miss deadlines, Runelord Business wasn't a get off scot-free excuse after all. As that Runelord likely learned.

That's why any decent Runelord or Runesmith had a clause that absolved them of guilt in the event of an "epiphany or some other discovery of such import that it would delay their ability to complete an order, by so and so amount of time."

Of course, this also stipulated you paying the client back for invoking this clause and for taking up their time in such a manner. Something many a Runesmith and Runelord was fine with doing and something some of the greatest members of the Burudin were known for doing rather often actually. So much so that they usually added a decade on to the completion date as standard practice. Even then, it sometimes still ended up having the clause needing to be invoked.

You, of course, hadn't needed to invoke the clause more than 6 times this past century, all but the last for a reason that led to a bounty of knowledge.

You still think there's an argument to be had about sentry goats, but that was for another day.

But a few hundred pounds of gold and a missed deadline were well worth your discovery.

Pure Gromril wasn't pure. Or well, it was just physically pure.

It came to you one night, deep into the frigid cold, your rune torch burning bright as you poured over notes. You remember knocking the torch and a vial over as you reached to refill your tankard with more ale. Looking over at your mess, you slowly set the ale down, instead you watched with almost childlike fascination as the light of the torch bounced off the scintillating crystals of the geode and through the coloured glass.

The light was impure.

Yet you could see not a speck of impurity in the crystal, perfectly formed in the geode.

What was there was pure, but the light was dimmed, distorted by an outside source. The green glass of the vial muddying the otherwise perfectly clear light.

It struck you like a hammer blow.

Pure Gromril was only physically pure. The essence itself though was tainted by the nature of its environment and existence. The decay of Warpstone as it broke apart in the face of reality and dispersed back into the raw stuff of the Realm of Chaos tainting the Gromril that was right next to it so thoroughly that the whole seam was infected.

So now you knew, you think, but it left a burning question.

How did you purify it?

You spend that last year making ever more destructive attempts to purify the Gromril, but make not a speck of progress. Even still, the thought will take up the corner of your mind for the rest of the decade as you go about your delayed schedule.


Thane Ironarm is as imposing as you recall. An elderly dwarf almost into his 5th century of life, with a beard only a shade darker than yours. In one arm was a richly decorated helm, the winged decorations noticeably absent and in their place a great set of curling horns.
The man was wearing his customary outfit of solid Gromril plates overtop a chainmail shirt of what was no doubt the strongest steel available to him. Beneath which, richly decorated leather and equally comfortable padding no doubt stopping any chaffing. The armour bearing Runes blazing on its surface.

Okay work, you suppose.

One of the contenders for the future king of the hold, not that he knew of course, as well as the commander of the army that fought back The Greedy One's horde while you duelled its master. The man came to you decades ago, requesting a weapon worthy of commemorating that titanic battle and only now have you come to him with a design you feel worthy.

For the past few hours, you have been explaining and consulting the technical details of the man's future weapon, from the weight of the Pure Gromril head, its shape and even the material of the axe shaft itself. You both have settled on a large two-handed greataxe. The single bearded blade will be an imposing butt spike to balance out the weight with a shaft of some of the finest Wutroth the thane will contribute himself.

"The head is decorated to visualize the effect the Runes will have," you explain, pointing to the final sketch of the design you envisioned.

"A meteor?" Thane Ironarm asks, more confused by the symbology than your ability to replicate the phenomenon you're sure.

"Aye. The Runes I'll put on it will mean the axe head grows bright as it heats up, then as you strike the enemy that energy is released in an expanding bubble of force, heat and air. The fact that your axe will have dug into its flesh beforehand will only make the resulting explosion more destructive. Of course, the bearer won't feel a bit of the knockback, be a waste of energy you see. I mean, not unless you've stuck your face right next to it, " you finish with a satisfied smile.

You see his eyes light up in understanding. The dwarf traces the intricate blueprint of the axe with a newfound appreciation.

"Clan Ironarm will honour this gift for as long as our bloodline endures Rhunrikki," the beardling says with a deep bow, his retainers following his example.

You snort.

"Better be beardling, I had to wait twenty years for the Magma Dragon Blood to get here so I could get to work."

You respectfully ignore the man's sputter.

He should be grateful your apprentices were currently out trying to work with those apprentice engineers.

…​

You end the decade on a high note.

Finishing the first part of Kraka Drakk's defences.

Ahead of you the now cleared field is a perfect location for the dozens of runically enhanced artillery pieces and guard towers all along the walls to fire on, every last meter ranged and memorized by the crews for accurate firing.

A wall consisted of at least two meters thick and ten meters tall of stone reinforced by bars of steel and in some places Gromril. The walls themselves were inscribed with Runes of Warding and Preservation to make the granite even more difficult to break, built in such a way that the rubble would only provide further obstacles to climb through.

Of course, each wall had a gatehouse and accompanying moat and drawbridge. The structure of each gatehouse was such that it had two doors. A Gromril plated Portcullis and a larger thicker stone gate behind, with larger versions of your Alchemical flame throwers in between. All three mechanisms controlled from inside the gatehouse by a system of pulleys for the gates and Runes for your fiery death traps. The drawbridge was built from imported Wutroth reinforced with Gromril bars, and could be raised in fifteen secondsthanks to the Rune of Waking that would aid the dwarfs in charge of the pulley system behind it.

Then the moat, a ditch at least two meters wide and three meters deep. But It was no ordinary moat, no this moat was meant to be flooded, not with water, but with lava. Lava sourced from pits built inside the guard towers, that bore Runes of Heat, Insulation and Warding that allowed any scrap stone from mining or construction to be melted down and then through clever rune enhanced pipework to be used to flood the ditch in a minute or less. The lava kept in a liquid state with yet more Runes on the stone side. Easily able to be simply shunted away or put back with a bit of clever fluid engineering… and Runes.

Now repeat this, seven times.

Each time the wall grew larger and denser and the moat deeper and wider until you reached the final gatehouse, walls 5 meters thick and 20 meters high of Runed stone and metal. With titanic pools of lava ready to turn the depression in front of it into a river of molten death.

But, this was only the start.

The final plans called for a great network of tunnels, collapsible in the case of breach of course, that stretched from the hold into a series of barracks, watchtowers and artillery emplacements nestled and hidden in the nearby mountains. Turning the entire cleared area into a killing field with artillery now capable of raining down on them from all sides. Of course, artillery alone wasn't enough. Your plan called for the entire clearing to be made ruinous to march through. Using great underground pipes that were going to crisscross all throughout the plain, all meant to flood the earth with water and with the aid of Runes of Warmth turn the field into a quagmire of sticky, suffocating mud.

Defence. In. Depth.


Gain:
- Combo Unlocked: Meteorfall: Strikes from this weapon hit like an object from the void striking the earth, an explosion of energy that expresses itself through heat, air and fire aimed solely at the enemy. [Blows from this weapon cause an expanding Bubble of energy that forces itself to expand despite whatever may be stopping it.] [Master Rune of Conduction, Rune of Might, Rune of Impact.]
- Rune Metal Pt 3 Unlocked. Find a way to remove the metaphysical impurity from the Gromril.
- Defence in Depth Pt2. Unlocked. Nowhere is safe.
-
Trait: Mind for Metal: Every 3 research actions used for Gromril add 1 free action's worth of progress. Work with all Gromril tiers will be improved.

AN: wooh this one took longer than I thought. Anyway C&C and thanks for reading. :^)
 
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Turn 7:
You look down at the diminutive child, her bright blue eyes staring back up at you in wonder.

"Snerra, greet your uncle Snorri, girl!" Jorri whispers, pushing the little girl forward just a tad.

"H-hello Uncle!" the small child squeaks at you.

You sniff not unkindly at the child, a small grin on your lips as you stare at her. A small dress of red and blue with a little cap atop a head of deep brown hair.

You pat her on the head as you glare at your brother.

"What in Thungni's name are you doing bringing a child out of the hold? On a Caravan! In the north! Where there are trolls! Does Magna know?"

Jorri, the tosser, simply nods.

"It took a lot of cajoling, but the Rangers have been clearing the north of these Greedy Trolls as they're called with gusto and the fact that I came here with a good amount of the Clan convinced he-" he says before you cut him off

"-You have eight hundred dwarfs with you here Jorri. This isn't a good amount of the clan, it's most of the clan. Look, Uncle Kraus is right there!" you say, pointing at one dwarf in a group of elders sniffing in approval at the hold's defences.

"Brother please, Magna only agreed to bringing Snerra with me on the condition I bring adequate guard. It's not my fault that two-thirds of the clan was what she considered adequate guard!" Jorri pleads.

You scoff, absentmindedly handing a piece of troll jerky to the child at your feet to nibble on.

"What's the real reason Jorri. I appreciate seeing my niece and I appreciate seeing so many familiar faces, but you don't up and move eight hundred dwarfs and send them off on a whim," you say

"Jorri, stop yanking Snorri by the beard, and Snorri stop pointing out your brother's foolishness. He didn't ask for us, we came here of our own accord. If your father was here he'd knock some sense into you both," a very familiar voice says.

"Yes mother/Mother?" you both say at the same time, looking at the grim visage of an elderly dwarf matron. Her pure white hair bound in thick plaits that looped around a good five times before ending a few inches from the ground. She wears a conservative dress in the clan colours, only four rings on her fingers and the necklace your father made her for their 80th anniversary on her neck.

"Yes, mother. What Snorri? No hello? No 'oh its been years, how have you been ma?' I certainly didn't teach you to be so disrespectful!" she chides you with no real heat, poking at your chest with a finger.

"Yes ma, hello ma, sorry ma," you blurt out, centuries of repetition making the phrases a reflex.

"Bah! Come here son, you too granddaughter, it's been a good century since I've seen you and two minutes too long without the other. Letters and gifts just don't compare, too busy to visit your mother now that you're a Runelord hmm?" Iggun Frostbraids says pulling you and Snerra into a tight hug.

"What are you doing here ma?" you gasp out, the bone-crushing force of her hug stopping you from breathing properly.

"Magna asked me to come and make sure Jorri didn't cock it up, and to my shame, it seems I've failed. Look at what you've done Jorri, shamed your mother in public!" she says releasing you both after a while, then swatting your brother's arm.

"Yes ma, sorry ma," the four hundred something-year-old apologizes, bowing his head.

"Now, I'm only here to visit and do some shopping, but most of the Clan's here to move in. Heard a tale of Pure Gromril that you helped make possible and decided this was a good place for the younger folk to settle down like Kraus over there. Elders got sick of their rowdiness you see," she says.

Uncle Kraus was an elder of eight centuries, but then again your father was his older brother so it tracked.

"Jorri! Go get your brother's order will you? Snerra girl, go follow your father and get Gotri and Gotrek to help you make sure he isn't being a daft lad now will you?"

"Yes Grandmother!" the youngster says, following after the retreating and defeated form of your brother.

Your mother meanwhile claps your face, hands pushing and pulling at your cheeks.

"Look at you! All skin and bones, have you been eating? I know your type gets caught up in your work, but that doesn't excuse improper nutrition! Do you know how much it hurts your mother seeing you this thin?" she says worrying over you, ignoring the fact that you're larger and taller than most dwarfs here.

"I've been eating mother," you say, trying to placate her.

"Not enough clearly!" she says lightly, poking your cheeks harder.

"Ma, please," you beg.

"How've ya been? Hows Fjolla? The girl been doing alright by you?" she continues, heedless of your distress.

"Fjolla's fine ma, barely almost adequate as an apprentice, and I'm fine, there's no need to worry!" you say, pushing her hands away from your sore face.

She only squints up at you, only the fact that you are being honest keeping you from wilting under that familiar glare.

She takes your hand in hers.

"You're old enough I suppose that I can tell you. Your father would be proud of you, all of you. But don't tell Jorri, he can do with a little more pushing still."

"Yes ma."

…​

You sip the ale conservatively, mind ablaze with the knowledge you now possess. Gromril, even Pure Gromril was impure by the way it came into the world. The vileness of Warpstone, unhappy at its inability to corrupt Gromril's physical properties instead corroded the metaphysical spark of the metal.

Just another reason to hate the stuff really.

You idly pat your young niece's head, the little plaitling following you like a limpet as you trained your apprentices and told her stories.

"Then Thungni came upon a cavern one day, and entering it he found a great glittering realm of such beauty that it left the Ancestor speechless. The Ankor Brynn, the source of all Runes, there Thungni found wonder, beauty and power. Like Wutroth seeds, he plucked the earliest Runes from that place and brought them out with him, giving all dwarf kind the wondrous gift that is Runecraft," you narrate, internally delighting in the look of pure wonder in her eyes.

The story itself was only partly correct. None knew how Thungni found the Ankor Brynn, and the Ancestor deigned never to tell anyone save the other Ancestors.

"Then Thungni found those worthy and capable of following in his steps, and found that only those who shared his blood could wield the Runes in the same way as he did. Then he trained these first few as his apprentices, teaching them himself and bidding them to spread their knowledge. These earliest Runesmiths were the greatest of the kind, Agra Silverplaits, Yorren Thunderblow, Belglum the Vast, and many more. These would be the first of the Runelords, and several would join the vaunted ranks of the Burudin, greatest of their rank and are still there to this day! And it is through that bond, Snerra, that I also possess the talent."

"Uncle, do I have the gift?" Snerra asks, eyes wide.

You sniff.

"Too early to say plaitling, mayhaps you do, mayhaps you don't. None can say until a dwarf is past her second decade at the earliest, and even then it is usually during the Kumenought when the Elders can say for certain," you explain patiently.

She nods vigorously.

Bah.

Looking away from your youngest, temporary, ward you snort in the direction of your apprentices, both shivering slightly less than last time, as they inscribed the pattern of Runes they kept bungling up while sitting in the snow.

"Fjolla, you've fixed the third strike, now how about you fix the other twelve and the four more you've made doing so? Dolgi! That Rune of Burning has a better chance of melting the machine with the terrible fate of being under your fumbling ministrations!" you shout just a tad quieter as to protect your niece's small fragile ears.

The two of them had been progressing well beyond your expectations, not that they'd ever know you remind yourself. They had progressed so much that you were even considering entrusting them with a few more tasks, nothing much, still no runes of course, but more than they would have been able to handle before. About halfway there now, soon you may even allow them the chance to take a few small commissions on the side. But that was a good few decades away, even at their pace.

"I'll be back, the both of you'd best not slack off while I'm away!" you shout a final time before standing and turning to look down at the plaitling next to you and saying much more softly, "Come along now Snerra, let's see if your grandmother has finished chewing out your father."


…​

The two of you walk past the bustling forms of dwarfs in the market district, your niece carefully holding on to your hand so as not to get lost in the crowd.

All around you conversations range from mundane tasks, exciting news from the south and the ever-present grumbling of Longbeards complaining about the youth.

You walk slower than usual so as to not overburden the small dwarf walking alongside you, your eyes and ears searching for your brother and mother.

On your way you hear quite a few stories, some boring some bland, but one stands out some. Apparently, the traders say, Grimnir's efforts a decade ago are bearing fruit. Many of the major and minor holds have been fortifying their entrance to the Ungdrin Ankor, unwilling to shame themselves before the ancestor, but a few have taken to the task with gusto. In many of the places Grimnir has been to, numerous minor holds he has saved, like the still rebuilding Karak Rikkaraz, and major holds like Ungor, Everpeak, far-flung Azul and oddly enough Karak Kadrin. That last one surprised you, it being a hold known for trading and its famous Kadrin steel, much of Kadrin's defences were surface-bound on account of the pass it presided over.

Odd but not unwelcome. Always good to have defences and never need them as opposed to the opposite in your opinion.

Eventually, you catch sight of your family, Jorri and his sons carrying bags and bags of goods while your mother haggles with some poor merchant for all they were worth.

You give a gentle tug on your niece's arm and gestured towards the sight of her father and grandmother. Understanding your intent she begins to walk faster, face scrunched up in effort.

Feh.

...​

You bid Jorri and your mother farewell by the month's end, standing before them as the last carts are loaded up and put away. Your mother is off nagging Jorri for his poor packing practices when you arrive.

One by one you offer them parting gifts, all bearing Runes of course; Jorri a talisman, your mother a silver and sapphire necklace, your nephews a matching set of axes and other personal items to each and every one of your brother's children until you stop before the youngest of the eight.

Kneeling down, you lift the necklace in front of the girl's delighted eyes. A simple thing of polished silver, engraved with the Rune of Stone, Warding and Light. A trinket really, something for her to ogle and be amazed by in her youth.

You watch with quiet satisfaction as she takes it in her hand, finger tracing the Rune of stone.

You chalk it up to luck when she traces the etch marks in the proper order, then grow interested when she does the same for the Rune of Warding and Light. Then you are shocked, internally of course, when you catch her mouth mumbling what looked like the chant almost on reflex. The words are wrong, not even close really, but the tone, the intonation, the rhythm are scarily accurate for an eight-year-old.

"Snerra, where'd you learn that chant lass?" you say, spooking her out of her reverie.

"What chant Uncle?" she says, honest confusion on her face.

You raise your brow, "the one you spoke when you were running your fingers over the Runes Snerra."

"I...I'm not sure. I just thought it up! Honest! I swear on my plaits!" the girl says tugging at her hair for emphasis, growing distressed at your expression of disbelief.

Well.

"Swearing on your plaits are you?" you say, voice serious, "Well, I'll believe you, because good dwarfs don't swear on their plaits lightly, and you're a good girl aren't you lass?" you say ruffling her hair as she nods vigorously.

You leave her to finish her packing before you head over to where Jorri was working.

"Jorri," you call seriously, grabbing his attention, "we have to talk."

"What about?" he says, confused by your sudden shift in emotions.

"Girl's got the gift Jorri, the strongest I've seen. Stronger than Fjolla even," you say, patting him on the arm.

His eyes grow wide.

"You have a lot to decide when she turns of age." you say simply, "If you want I can send simple things, tests we use to determine the gift, let her try them and report what she does to me. Guild secrets, you understand."

"Aye, aye I can do that brother," Jorri nods, gaze splitting out into a grin, "Pa would be gobsmacked we got three great Runesmiths in the family now wouldn't he?"

You raise a brow, a smile on your lips as you reply, "Three? I can count one, the other's an apprentice and one's a lass of eight Jorri. Counting your goats a bit early aren't you?"

"Call it faith brother, call it faith!" Jorri shouts, clambering to the seat of his wagon.

"Nonsense more like!" you shout back, staying the entire time as the caravan disappears from view, waving all the while.

Well then.

…​

- Grimnirs actions the last decade have spurred the holds into action, several major and minor holds especially take to it with gusto.
- Your niece is crazy good with runes dawg, rolled a crit on her natural ability.
- Magma Dragon's blood received.
- Your slightly less shoddy beardlings have progressed to such a degree that they have been given even more work you consider them incapable of failing! What a mark of honour +1 Apprentice action, same restrictions apply.
...
You have (5 - 1) = 4 actions and 2 apprentice actions this turn:
General:

[ ] 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 6 turns.

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

[ ] [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: (2-1) =1 actions] Productivity Like No Other will proc.
[ ] [Simple] Defence. In. Depth Pt2: Now that work is done on the outer walls of the Karak, the hold can now focus its efforts on turning the massive clearing into a deathtrap worthy of song and saga! Piping needs to be laid, reservoirs dug, tunnels excavated, stores for food and ammunition packed full for the far-flung barracks and watchtowers. Acres of land, mountain passes to be scouted, blocked off or rerouted if need be. It will be a task that will take decades of labour and hardy dwarfen determination. And all of that construction, every last building, artillery piece and tunnel. Needs. Runes. [Cost: 3 actions] Productivity Like No Other Will proc.
[ ] [Difficult] Trollslayer Pt. 2: With both you and Thane Ironarm in agreement, and the reagents here, all that's left to do is build the weapon itself. A large two-handed bearded axe with a shaft of darkly stained wutroth. The Pure Gromril head engraved with the image of a falling comet, the Runes inside the sphere of the comet's body. The shaft to be contrasted by fine silver knotwork, and the entire piece interspersed with the finest sapphires from the hold's mines. [Cost: 1 action, Magma Dragon's Blood] 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 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 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 Pt. 3: The Gromril isn't pure, well metaphysically. You need to first devise a Rune or Runic array necessary to draw out the magical impurity from the Gromril itself before you can even begin to tackle the actual physical makeup of such a procedure. You're lucky there's a large body of Runework dedicated to removing or stopping magic cold in its unstable tracks, otherwise, this would have taken far longer. Your gut tells you nevertheless, that nothing short of a Master Rune will cut it.[Cost: 12 Actions] Student of the Odd and Mind of Metal 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] Depending on the choice, Student of the Odd and/or Mind of Metal may proc.

Order:
As well as the normal system, I'm willing to experiment with this. You can order 1 Rune's worth of an item a turn but can have as many orders going as you want. I'll ask you only to order if you think you'll use that material for a Rune in the future and not horde a bunch of materials.

[ ]Write-in:


REMEMBER TO VOTE BY PLAN, THERE IS A TWO HOUR MORATORIUM.
AN: crit that baby when I let other people roll for her on a whim. Grimnir Memes are something the dice are still pushing and I'm all for it. Anyway, don't forget to C&C and thanks for reading. :^)
 
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[Image] Visual Reference of Snerra Magnasdottir at Age 8
@soulcake yeah, I guess then we need more simple requests if we're gonna have 2 apprentice actions. Or at least simple requests than require more than three actions.
I'll remember to give you more and more simple requests to do :^)

Oh yeah, for anyone wonder what snerra looks like Im using this concept art of Margu from Klaus.

 
Trollslayer/ Turn 7 Results:
Winning Vote:
[X] Plan First Step On The Path to Greatness
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 6 turns.
-[X] [Simple] Defence. In. Depth Pt2: [Cost: 3 actions] Productivity Like No Other Will proc. 1 Apprentice Action
-[X] [Difficult] Trollslayer Pt. 2: [Cost: 1 action, Magma Dragon's Blood] 4 Actions.

You start the decade off by finishing Thane Ironarm's commission piece, deciding that the beardling's waited long enough for it.

Bah, you've waited longer for a loaf of stonebread, what's a few decades really?

But a timely delivery is part of a craftsman's responsibilities and it wouldn't do to have a client wait too long.

With that in mind, you leave your apprentices with explicit instructions to ready the reagents for your Runework. Each of them meant to haul the materials there themselves by using carts, not through the tunnels still being built out from the hold, but through the mountainous terrain and up the slopes.

In the middle of winter.

You go just a tad easy on them, giving them both wheels on the cart and the option of actually wearing warm clothes! Of course you don't leave them out there alone, speaking with Elder Brokk to have a ranger or two of his to keep an eye on them in case they do something foolish.

Shouldn't take more than a few months, a year tops if they faff about, all told.


Both apprentices wait outside the door, hearing the dull thunk of their master's hammer strike metal, the murmurs of what could only be the chant of Runes being made was barely audible to them.

"He's been in there for a year," Dolgi says, uncertainty lacing his voice.

"Aye," Fjolla replies.

"We both agree we shouldn't check in on him," he continues.

"Only if we want to keep our heads," she affirms.

"Well, what do you suppose we do in the meantime?" Dolgi remarks, scratching his beard.

"Same thing we always do Ruby-head, train, learn, grow using the lesson plans he left in case this happened… and maybe tell Thane Ironarm," she says after some consideration.

"Good idea, where's the contract he told us to give him for if this happened?" Dolgi says, wracking his mind for the answer.

"Fifth drawer from the left, three down. Cmon Ruby-head, we have work to do," Fjolla answers, rifling through the document drawers with purpose.

Eventually the two of them find both documents, the letter for Thane Ironarm and a thick stack of documents for each of them that they both leaf through.

"Hmmph," Dolgi mutters, raising one page to the light.

"What is it?" Fjolla says, looking up from her own stack of papers.

"Does yours have a section dedicated to recipes based on Troll?"

"My da inherited a few Kulgur recipes, but I'm not sure how it applies to our training…" Fjolla mutters, finding the exact same document in her stack.

"I mean he put it here for a reason so…" Dolgi trails off, looking at her expectantly.

"Makes sense to me, he is the Master here," Fjolla shrugs.

.1 Year.​

You have the Pure Gromril axe head in your Rune inscribed glove, the metal glowing hot from the forge, surface ready for Runes. You examine the glowing metal, your eyes trailing across the final form of the weapon, a large bearded blade and wickedly long buttspike to balance it. You can imagine the engraving that will go on its surface, the burning image of a comet falling to the earth, the Runes you've planned burning bright in its center in your mind's eye. The metal is beautiful, one of the purer samples of Gromril you've forged.

Still not pure enough.

You throw the axehead back into the furnace, drawing more charcoal from the pile and shovelling it into the smelter. Reconstitute the bar, replace it if necessary, you weren't satisfied yet.

This work had to be better.

While you wait for the metal to heat up again, you pull out your blueprints, charcoal moving with decisive precision as you redesign the head a tad. Tweaking the shape to cleave better and make the most out of the explosion of force that would follow, rebalancing the weight and shoring up the knotwork you're planning for the handle.

Speaking of.

You glance at the silver bars waiting to be forged.

...You can get rid of some more dreck from that ingot, you're sure of it.

…​

When Thane Otrek Ironarm is informed by the Runelord's bowing apprentices of their master's seclusion he simply nods in acceptance, deciding to adhere to the Elder's wisdom and content himself with waiting.

He and his honour guard, when asked, simply tell their clansmen that the Runelord is still working on the weapon itself.

In the meantime, Thane Ironarm supposes, he should delay his campaign and wait for the weapon to be done before heading off.

Wouldn't do to be off killing trolls when the Runelord finally leaves his Workshop to present him the finished piece.

Internally he is excited, the power of Runes was something he never questioned, but seeing the Rhunrikki in battle only solidified that well-known fact into concrete experience. If the discussions with his Clan's elders bear fruit, which he thinks they will, he will be commissioning more runic equipment in general.

.3 Years.​

The axe finally meets your expectations. The silver knotwork spirals up the axe's shaft in a crisscross pattern, small beautiful sapphires accenting it just so. The gleaming silver of the axehead, not yet affixed, stares back at you.

Not the silver sheen in your mind, but brighter than any experiment you've made, if only by virtue of obsessively removing the smallest grain of impurity in the metal.

Acceptable.

To anyone else it is beyond pure, but you've seen purer, if only in your mind.

With that done, you look at the stack of reagents you've prepared, the Keg of Magma Dragon's Blood still sealed.

...How long have you been in here?

Bah! Doesn't matter, greatness demands patience.

You pick up your chisel, the Gromril glinting in the light of the room and look at the axehead.

This will be a fine weapon. A fitting tribute to Thungni, of that you're sure.

Ancestors, it's been ages since you've actually worked on something that's done more than bring quiet satisfaction. Actual giddy excitement courses through you from toe to the tip of your beard hairs. A current of energy flowing through you in a way you haven't felt in a good long time.

This, THIS, is one of the many reasons you live for.

You're going to put the art into your artform with this.

.5 Years.​

"The Rhunrikki not here?" Gormak grumbles, sitting in the chair he's since claimed for these meetings. He shifts, getting comfortable. If he had made this chair there wouldn't be that infernal bit of softness on his bottom. No dwarf needed a cushion to sit down, clearly the youth just weren't tough enough to sit on good solid stone anymore.

A shame really.

" 'Fraid, not Elder," a guildmaster replies, "he's caught it ya see. Working on young Otrek's axe I hear."

Gormak does not grunt, doesn't even snort, he simply nods with a knowing look in his eye.

It.

Not really a better way to describe it in his opinion, dwarfs have tried and all have failed to capture what it is. But any craftsman worth their beard or plaits will know when another says it.

The feeling of working on something truly great.

Bah,

Lucky lad.

"While young Snorri's absence will be noted, our work continues. A king must be chosen, a royal clan acclaimed and all that business," Moira calls out, silencing the quiet conversation.

Gormak snorts, shaking his head. He'd made his opinion clear, no point restating it.

"Has anyone changed their stance in the decade since?" she asks, tone even.

"Nai," they all say.

"Then we are agreed, it will be a clan from this hold that will be raised to the Nobility. Of the ones here, only three have royal blood., Moira announces and turns to a set of three Loremasters.

Made sense to him, a king with no stake, no experience working with the hold, wouldn't be a good king. Best to pick from the earliest clans, the first clans to be here.

"Clan Ironarm, who Princess Thungika, seven times great-granddaughter of Grimnir, of Karak Kadrin married into four centuries ago," One Loremaster says.

"Clan Grimseal, who were sired from Gorren Grimeyes, third son of the King of Karak Izril," another continues.

"And finally Clan Winterhearth, whose founder married Huldra, great-granddaughter of Thungni, Princess of Karak Azul," the last finishes.

Gormak sniffs loudly enough to get their attention before speaking, "Can't be Winterhearth, the one we want from them would refuse as we are well aware. And I don't have enough information to trust people so new to the hold. So it's gotta be Grimseal or Ironarm. Both have around the same amount of wealth, but personally I'm for the latter. Their Thane led the army that killed that thing after all, and a Lord needs to be a proven warrior and commander."

Grunts fill the room.

"So we are in agreement? Clan Winterhearth is then removed from the running. All in favour of Grimseal?" Elder Moira asks the room.

Several dwarfs tug their beards or plaits.

"All in favour of Clan Ironarm?"

Gormak tugs his beard.

.7 years.​

Let the heat be wrought, glow brightly the metal, brimming with power.

When struck 'gainst foe let heat sing through and render them ash…


You pour the dragon's blood onto the grooves of the Rune, the keg kept still by your arms and tilted to maintain even flow and spill not even a drop. You have poured half of the whole batch, yet the Rune still hungers, growing brighter and brighter as you continue to pour.

You raise your hammer, only one arm now the keg steady. Centuries of experience keeping it still and tilt it to stop the flow of the blood.
Power flows.

You bring down the metal head onto the Rune, the echoing force of the blow moving up your arm, but you force the limb still.
Will guides it
You strike six more times, before tilting the keg downwards once more, the drakk blood flowing once more.
Let song remind you
All the while you hum and think.
Let mind shape it.
The image of a meteor, its surface blazing blueish red from the sheer heat and intensity. Filling the sky with its blazing light and brightening the darkness of the night. You watch amazed as it crashes, a deep gouge of molten rock and carbonized wood as it cuts into the earth, leading to its final destination where celestial and terrestrial bodies collide in a thundering explosion.

You do not look away as a fireball that reaches into the sky is born, a wave of scorching hot air burning and flattening trees for miles around.

You walk on ghostly limbs towards the point of impact, the sheen of Gromril, the colour of silver exactly matching that day near a century ago. Around it, like a rotten shell, Warpstone glows in its menacing and baleful glory.

You strike at it with a phantom pick, knocking off hunks of the irradiated green rock, cleaving it from the purity that even now grows tainted by its very presence.

You cleave.

You strike.

But still, you cannot stop the taint.

The trance breaks.

You stare at the Master Rune, burning brighter than expected. You trace your fingers over its surface, feeling the power thrumming within.

This you think, will be a great weapon. One whose tale will be more than just its creation. It will be storied, spoken of in awe, a weapon with a legend behind it.
Thungni is pleased
You can feel it.

You raise your hammer again, chisel ready to receive the blow.

Two more runes to go.

.9 Years.​

At last, you leave your workshop, only now feeling the grumbling of your stomach and the weakness in your arms. You don't remember eating, you don't remember sleeping but you are not done.

You call your apprentices, the two of them come to you their eyes wide and looking a tad bit older.

"Fjolla, Dolgi, inform Thane Ironarm I will meet him a month from now. The work is done, but I am...tired," you say, exhaustion only just barely tinting your otherwise normal voice.

Both nod vigorously and run out the door.

You meanwhile, head straight for the kitchen before veering off towards the larder.

There's more food there you see.

…​

The two of them stare down at their master, then around at the empty kegs of ale and torn open pantries.

"That was a year's worth of ale wasn't it?" Dolgi says, awed.

"Aye."

"Should we move him to his bed?"

"I suppose so, cmon Dolgi you take the right and I'll take the left."

"Alright then."

"...HIS right you kruthead!"

"...right, sorry."

…​

When Thane Ironarm is informed he is outwardly stoic but inwardly pleased. The moment the Runelord's apprentices leave he orders one of his honour guards to go inform the clan and tell them to prepare a festival for the hold. A momentous occasion such as this cannot go uncelebrated after all.

In days a date is settled.

In one week the venue decided.

In two weeks, the cost is tallied.

In three weeks, the ale ordered.

In four weeks, the food is remembered and hastily ordered as well.

Then finally the day arrives.

…​

You shake your head, blinking the blurs out of your eyes to little effect. The hangover is immense, compounded by your less than stellar state even after a month of recuperation. You remember walking up a podium, handing Thane Ironarm the axe, his tears of joy and the adulation of a crowd of dwarfs chanting "Rik! Rik! Rik!"

Apparently it moved the elders, already favouring Thane Otrek out of the many other candidates, to commit fully.

Hail Otrek Trollslayer, King of Kraka Drakk, long may he reign.

Frankly, you're happy with just the axe, didn't expect to make someone a King with it, but what's a dwarf to do when faced with so much success besides accepting it?

Wait a moment.

This isn't your workshop, this is…

"Disappear for a decade, just to come back and force our hand then get piss blind drunk after only a month of recovery. Bearding, are you trying to have me kill you?" Elder Moira says, sitting in the same chair as last time, not looking up from what looks like some embroidery.

You say nothing, knowing full well that speaking will only damn you further.


Gain:
- Kraka Drakk has a new King! Hail Otrek Trollslayer of Clan Ironarm, the new king of Kraka Drakk!
- New contact, Otrek Ironarm King of Kraka Drakk: +10 standing, + 150 Favour, new totals: 10 Standing, 150 favours. King Otrek will never forget the enormous debt he owes you. A weapon worthy of the greatest songs and a Kingship for his line. He does not doubt you nor the power of Runes.
- +1 standing, +30 favours with Kraka Drakk, new totals: 9 Standing, 100 favours,
- +1 Standing with the Far North, new total: 7 Standing
- +1 Standing with Conservative Runesmiths, new totals: 4 Standing, 0 favours
- +1 Standing with Radical Runesmiths, new totals: 4 Standing, 0 favours
- Creation of Note: Trollslayer, the weapon of the Kings of Kraka Drakk. A two-handed, single-bladed greataxe, it's head decorated to look like a falling meteor starting from the head and trailing into the buttspike, a stained Wutroth shaft decorated in swirling silver knotwork studded with sapphires and handle wrapped in Troll leather. A weapon fit for the greatest of kings, a weapon that may have crowned one. [Combo, Meteorfall: Master Rune of Conduction, Rune of Might, Rune of Impact]: Its blows fall like Comets into the earth, sundering all in its way. The strength of which astounds and goes beyond even its maker's expectations. Trollbane: Made by Snorri Gift Giver, this weapon holds a part of that most Legendary Runelord's terrifying aura, sending chills down the spine of things too dumb to feel it otherwise and cutting through them all the faster.
- +1 progress to Rune Metal Pt3.


AN: welp you've drastically shifted the political climate of Kraka Drakk and installed a king who believes strongly in the strength of Runes and your character especially. King Otrek's actions will be seen across the hold and region.

As for the Trollslayer itself you've made a T4 weapon of great prestige and power. Something on par with the Axe of Dargo, which while not on the level of Gal Maraz or the Widowmaker is a weapon that will be known throughout the Karaz Ankor at the very least.

Anywho C&C and thanks for reading :^)

EDIT: Also can I just say that I loved seeing this meme vote win >v>
 
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Turn 8:
A group of beardlings huddle around each other at a table, several from outside the hold coming with their newly arrived clans and one born here. The latter speaks with what little authority he has on King Otrek's coronation and the events that transpired that day.

They tell of a great celebration that involved every clan of the hold, from bumbling beardling to most venerable elder, and how Clan Ironarm bought enough food to feast ten times the dwarfs that were there five times over. The ale, from Trollbrew to Ynglisson Bitter flowed freely and in quantities that would put even the Longbeards under the table.

A feast fit for a king was served to every dwarf there, where the food was hearty and filled a dwarf's belly four times over. The finest skalds available were hired to sing litanies of the Battle at the Dragon's Maw, their harmonious chorus filling the air with a sense of cheer and victory.

The festive mood climbed higher then, when Thane Ironarm stood from his seat and bid the dwarfs there to hear his announcement.

The room grew quiet then, out of respect for the dwarf who had made this wondrous occasion possible.

There, the Longbeards say, then-Thane Ironarm spoke at length about the battle, his grinding voice recounting fel deed and swift vengeance with such alacrity that many felt themselves transported there on that day when the Runelord Snorri Gift Giver brought low the fel Troll who had taken so many good dawi lives. Of the cataclysmic clash between that honoured elder and that most hideous beast, told in such detail that many a beardling quivered in their boots.

Then,
the beardling says, Thane Ironarm spoke of the unity the clans displayed, of the unbreakable resolve each dwarf showed, and the stalwart trust they placed in the arms of those they may not have even known. His heartening words lifting the spirits and pride of the veterans and inspiring awe and admiration in their fellows.

When Thane Ironarm seemed to finish his tale, he paused and looked out across the entire hall, seeing the rapt attention of every dwarf there.

He spoke these words,
which they share now with absolute accuracy.

"I found it unfitting then, that such a momentous occasion, one that I dare say defined our hold and the dawi who were there that day, was left un-commemorated. For while Skalds sing, and they do so beautifully here, and carvings are struck, to last for eternity, and the dead honoured we forget that it was a battle that day! So it is that I bring you here, good dawi one and all, to bear witness to a memento from the Dwarf who undeniably saved our lives from a most horrid fate! I have commissioned an axe worthy of carrying the name Trollslayer, of bearing the weight of that piece of history on its shoulders, to be held by Clan Ironarm as a symbol of remembrance!"

It was then that the Runelord entered the chamber, his honoured apprentices walking behind him, a great bundle held between them both.

Looking upon the crowd the Elder stood silent, as stoic as the mountain's face, and turned to the Thane and spoke, his voice rumbling like an avalanche,

"I come here Thane, and as you have asked of me, made you a weapon. One worthy of song and saga, to bear a story beyond my name. Wield it well, wield it true, and let the name Trollslayer ring prophetic."

As he finished, the Runelord swept aside the cloth then raised the weapon on high, for all the hold to see.

Trollslayer

An axe whose blows struck like meteors, who broke apart all that fell beneath its un-dulling edge. Its silver edge gleaming in the Runelight, sapphire and silver decorated handle sturdy and true, and the Runes on its head glowing brighter than even the stars.

The sight of such craftsmanship, such brilliance brought many a dwarf to tears, Thane Ironarm included, who reverently took that weapon and said,

"This weapon is beyond me, a Thane, this is a weapon fit for a king, fit for a Lord. I will remember this debt, forever and always. Should you call, Clan Ironarm will honour our oath and our debt and come to your aid so long as one of our blood still draws breath."

None knew who began it, but like a rolling avalanche, the chant was taken up by dwarf after dwarf, reaching a crescendo that shook the halls of the hold.

"Rik! Rik! Rik! Rik, RIK, RIK!!"

So it was that the Elders agreed, and on that spot bade Otrek of Clan Ironarm kneel. From the hands of the High Priestess of Valaya, was a crownhelm of silver, sapphire and Purest Gromril born aloft for the whole of the hall to see.

"You kneel before Elders and Hold a thane, Otrek, son of Gorn, son of Gromin, son of Horrin, son of Gorrin, Son of Yorek, husband of Thungika, sevenfold great-granddaughter of Grimnir! The blood of the Ancestors is in your veins, the blood of our founders. You kneel a Thane, now rise a King!"


The beardling finishes, preening at the awed gazes of his compatriots.

…​

You snort.

A bit of very obvious embellishment, not that you'd know. A lot of that ceremony was a haze born from exhaustion and drunkenness.

Sounded nice though, a bit wordy then again the Skalds had to make a living somehow.

You tune out the whispering beardlings behind you and take a hearty drink of nourishing ale. Your disguise doing its job well, and keeping dwarfs from coming to congratulate you and or introducing themselves in the case of the many newly arrived Runesmiths.

You listen through the rest of the bar, hoping for something interesting to flitter across your ears. Miners talk about how their kin down south have been finding more and more veins of precious metals and gems, none like in Kraka Drakk they add with some clear pride, others talk about the Ungdrin and its inexorable march northwards, and how merchants have been bringing in talk of expanding that highway north ahead of schedule on account of the North's growing bounty.

And it is a bounty. To many dwarfs looking from outside, the region has become a place of promising growth and they want to get in on the ground floor. Caravans have become a frequent sight, one that King Otrek has taken note of. Sending guards to the caravans destined not just for Kraka Drakk but the north in general. Engendering support, goodwill and favours in equal measure.

You'd give the King this, when he wanted things done he got them done. He had used the atmosphere around the north to bring in runesmiths from the Karaz Ankor over with lucrative offers of consistent commission and the exotic materials of the North. Many were journeymen out on their path to discovery, many more were young masters and their apprentices looking for a new home and place to ply their trade as usual, but the call of a king has convinced several veteran masters, some three to four centuries old, to make the trek north and try their luck. Each and every one, you note, has come to visit you over these past few months at least once. While you were certainly honoured by their intentions...

...sometimes a dwarf just wanted a drink in peace.

Of course, your time wasn't just spent relaxing, though you were taking it a bit easy right now on strict orders from Elder Moira.

So you've decided to train your apprentices' vision and critical thinking. Hiding yourself and their lesson plan for the day with the dire knowledge, for them, that if they couldn't find you they would have a harder lesson.

Jokes on them, both plans were the same! HA!

You nestle into your seat, your ranger disguise making you inconspicuous amongst the denizens of the tavern.

Only for elder Brokk to sit beside you.

"Snorri," he says, respecting your desire for anonymity by using your, admittedly very common, first name.

"Brokk," you reply, "how are things for you under King Otrek?"

"Hmm, listens to his elders. Good high-level strategic thinking, strong fighter, and doesn't shirk the use of my boys and me at least, which is better than most Thanes. Didn't hear this from me, but soon enough Amber will be flooding the market, a decade or two at most, and a message from His Majesty specifically," he whispers.

"Oh?" you say surprised, quietly noting the information about the amber in the back of your head.

"Led a campaign recently as you know, only a week or two out from returning, but he smashed his way southeast towards the coast. S'how he found those respectable amber deposits, should last a few millennia at least, but that's not why I'm here. Lot of dead trolls, lot of other dead beasties too as we went I'm sure you can imagine. Nothing special 'cept for one occasion. He caught sight of some Griffons when he found the amber you see, feasting on some dead sea beast that got beached on the shore."

Your eyebrows raise appreciably, silently motioning for him to continue.

"Anyway, he's decided to host a competition for several of the parts gathered, but he's giving you some regardless, not as pristine as he'd like but your weapon did a number on them," he says, hefting a heavy box over to you.

"How bad?" you ask, keeping the morbid interest out of your voice.

"They exploded," he says simply, sliding over a box to you.

"Brokk," you say as you take the box gracefully.

"Snorri," the elder ranger replies as he gets up and walks out.

Well well well, you rub your hands together and begin to chortle-

-only to hunch down, letting Fjolla pass by as she fails to catch sight of you.

Feh.
…​

- Thane Otrek has launched a ceremonial coronation campaign surrounding the North, clearing out returning trolls in your area and removing hordes of the beasts near surrounding settlements. During his travels he discovered large amber deposits and in your case, griffons which he promptly murdered after being attacked by them.
- The Ungdrin grows! Great seams of minerals are being struck across the Karaz Ankor and the growing wealth of the north has plans to expand the Ungdrin north pushed forward a good few years.

Gain:
- +2 Griffon Brains

...​

You have (5 - 1) = 4 actions and 2 apprentice actions this turn:
General:

[ ] 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 5 turns.

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

[ ] [Simple] Runic Warmachines: The Engineer's guild has come to you with a request to improve the hold's warmachines 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: (2-1) =1 actions] Productivity Like No Other will proc.
[ ] [Simple] Defence. In. Depth Pt2: Now that work is done on the outer walls of the Karak, the hold can now focus its efforts on turning the massive clearing into a deathtrap worthy of song and saga! Piping needs to be laid, reservoirs dug, tunnels excavated, stores for food and ammunition packed full for the far flung barracks and watchtowers. Acres of land, mountain passes to be scouted, blocked off or rerouted if need be. It will be a task that will take decades of labour and hardy dwarfen determination. And all of that construction, every last building, artillery piece and tunnel. Needs. Runes. [Cost: (3-1) =2 actions] Productivity Like No Other Will proc.
[ ] [Simple] Girded in Metal: King Otrek has come to you with a request to engrave Runes on the Gromril armour of his royal guard, or Huskarls as members of the hold also call them. These doughty elders formed from his honour guard and the best warriors of the other clans seconded to his personal defence. The position is one of great honour for these dwarfs and their clans and rewards great. It is only part of the greater armament program King Otrek is undertaking, as he has commissioned many runesmiths for a variety of tasks, but the lives of these dwarfs and by extension his own, he only dares entrust to you. There is no rush, these are dwarfs still armed in Gromril armour and weapons after all. [Cost: 1 action] Productivity Like No Other Will proc.
[ ] [Simple] Apprentice work: your not that young, but still young, charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trials as journeymen and let them build a reputation in the hold. You'll, of course, critique their work and use it as a learning experience as any good master ought to. [Cost: variable apprentice actions] Roll for usefulness. 1 Roll per apprentice action.

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 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 Pt. 3: The Gromril isn't pure, well metaphysically. You need to first devise a Rune or Runic array necessary to draw out the magical impurity from the Gromril itself before you can even begin to tackle the actual physical makeup of such a procedure. You're lucky there's a large body of Runework dedicated to removing or stopping magic cold in its unstable tracks, otherwise this would have taken far longer. Your gut tells you nevertheless, that nothing short of a Master Rune will cut it.[Cost: (12 -1) =11 Actions] Student of the Odd and Mind of Metal 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] Depending on the choice, Student of the Odd and/or Mind of Metal may proc.

Order: You can order 1 new item a turn, but can have as many orders ongoing as you want. Don't hoard mats.

[ ]Write-in:
- [ ] Kingly Authority: You may petition King Otrek to flex his political muscle to expedite the process. [Cost: 5,10,15, Favour from King Otrek, depending on tier] -1 turn taken on order.


Remember to vote by plan. There will be a two-hour moratorium for discussion.

AN: You guys should see the flow of simple requests slow down on account of the now growing number of runesmiths in the hold who are at a skill level you can call barely acceptable. Mechanically I've also given you a dump for apprentice actions, I wasn't sure about and am still working on a long term solution as I am aware that many of you are wanting to take on as many of these little buggers as possible >.> C&C as always, and thank you for reading :^)
 
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