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FAQ/WOG Posts and other Important Info

━<><><>< Extra Information ><><><>━
Typing #DiscordDump into the search bar and specifying the Thread should also reveal a few other less important WoG posts. Similarly, I've begun tagging WoG posts circa June 2022 with category tags as well.

━<><><>< User Made Info Posts ><><><>━

These are managed by the posters who made them, not the QM.
Bungie's Lineage Sheet
BelligirentGnu's Hearth Guard Roster
Dutch's Fimir Lore Corner
theajjs Crafting Plan list
MrHobbit's Timeline
Luxon's Apprentice Creations of Note

━<><><>< Word of God Posts ><><><>━
Narrative
Mechanics
MAXIMUM Level Services for the Workshop/Khazagar
- Libary
- Procurement
━<><><>< Frequently Asked Questions ><><><>━

━<><><>< Lore FAQ ><><><>━

General Questions:

Q. What is canon and what is not?
from Divided Loyalties by Boney said:
Tier 1: The Quest itself is primary canon.
Tier 2: WoQM applies unless it violates Quest canon (which I assume it has or will at some point).
Tier 3: Army Books (6th+), WHFRPG 2e - reasonably safe to assume that the fluff in these is canon unless the Quest or WoQM says otherwise. Game mechanics should not be taken as canon.
Tier 4: Black Library, White Dwarf articles - canonish, but the QM may not be familiar with them and the details are likely to end up varying if they are used.
Tier 5: Licensed video games, Warhammer Armies Project, WHFRPG 3e & 4e - mostly only used for things that aren't otherwise covered in higher tiers, and by default are not canon.
Tier 6: Army Books (pre-6th), WHFRPG (1e) - the Dwarf Priests Know Necromancy Zone. May be looted for ideas from time to time but is usually completely incompatible.
This is fairly accurate to my reality, but Im less afraid to draw from older lore. Black Library and Obscure White Dwarf articles are hit or miss depending on whether I read them but major ones like the War of Vengeance trilogy and supplement from them respectively have been read, if not taken entirely at face value.
Q. How long do dwarfs live in this quest?
Dwarfs in the Time of the Ancestors and the Golden Age tend to live longer than their future descendants for a variety of reasons. It's not uncommon for regular dwarfs to reach their sixth century, which in turn has raised the age to be considered an Elder/Greatbeard and Living Ancestor. Runesmiths are similarly long-lived, with some of the greatest smiths alive being part of Thungni's first wave of original students. These are ancient Runelords who are well beyond a millennium in age.
Q. The Ancestors? Who are they and what do they do?
The Ancestors are at the very least Dwarfs, you don't know if they're more than that but the popular consensus in the Karaz Ankor is yes. As to what they're doing, what they always have. Leading their people, safeguarding and teaching them. The Ancestors not teaching you something that seems obvious isn't a case of neglect, these people aren't stupid.
Q. How long will Snorri live?
Suffice it to say that Snorri will not die of old age before he dies to something else. Too much to do ya see.
Q. Can we Feed (Insert Fairly Intelligent Animal Species here) Greedy Troll bodyparts and make something like the King of the Skies/ make them bigger, tougher and stronger??
No, not only is this is unethical but is effectively guaranteed to fail. Like, there's selective breeding and controlling a domesticated animal's diet, but if you're capturing animals and holding them captive for the sole purpose of making them sapient by force-feeding them raw, Magically-Infused Troll Meat that is more liable to kill them it's a no-go. Like no. This isn't a Skaven quest.

Timeline Questions:

Q. Where, or more accurately, when are we in the timeline?
This quest started in the Time of the Ancestors before the completion of the Vortex, but in general, will be during the Golden Age.
Q. How malleable is the timeline?
There's a specific post regarding this, but in essence, there are some things you can't change (the Vortex, The earthquakes that happen during the Time of Woes), and some things that you can change on a sliding scale of difficulty (War of Vengeance vs keeping the North connected) that are dependent on your position both physically and within Dwarf society as well. Some changes have already been made.

Dwarf Society Questions:

Q. Are the majority of Runelord/Runesmiths trading Runes with each other?
Short Anser: yes. Long Answer: they trade, but the criteria they use and the number of Runes they trade at a time are entirely up to the individual Runelord/Runesmith in question. The only common thread is that those they trade with are ones they believe are worthy of the knowledge they have to offer, which usually requires a rather deep relationship. So long-time colleagues or friends are pretty common. This is regarding trading between peers, and the dynamics between a Runesmith/Runelord and their apprentice or a Runelord and a younger/less skilled Runesmith are different. Usually, in those cases, it boils down to the latter somehow proving their worthiness to their superior.
Q. Do Dwarfs use Runecraft to improve fertility?
Maybe, probably, but not commonly. Given that I cut off that line of discussion or thought very early in the quest, I have not explored it nor really intend to. Most likely simply beseech Valaya while a few may or may not use aphrodisiacs of real or imagined potency. They have superstitions about it but resorting to magic is unlikely given how averse they are to it and this being something of a very private and important aspect of their lives. Even Rune Magic. More OOC, creating Runes that improve or even induce fertility will, I believe, necessitates a discussion about the role of Dwarf women in their society that places strict demands on them both implicitly and explicitly, and given that I don't believe I am equipped to do said discussion with the appropriate level of consideration or tact, I choose not to engage in it. Another QM might or might not, but I don't.
Q. Was the term "Snorrist" ever defined in a WoG post or in-story? If so could somebody point me towards that? From what I've gathered it seems to have something to do with Snorri's attitude towards the rule of pride, or maybe his stance on sharing runelore in general?
Snorri tries his best not to look to deeply into it.

As the "movement" has grown and matured, its coalesced around an adherence to a few general ideas:
- Runecraft can and should improve the Karaz Ankor and the lives of your fellow Dawi. It is Thungni's Gift, not to just His kin, but to all Dwarfkind and the Runesmiths are His emissaries.
- To physically make Runes is in and of itself a net good, as better that they are used than not at all. A Rune may be lost, but if it exists, then a chance exists for it to be rediscovered.
- Production capacity without loss in quality is a virtue to strive for. To improve both is nevertheless the goal.
- Runes are both a means of improving Craftsmanship, and a form of Craftsmanship in and of themselves. All Runes are sacred, but not all are so sacred as to adhere to the Rule of Pride as strictly as the Conservatives selfishly do.
- Runes are tools, to be created to the best of one's ability, respected and not made frivolously. But at the same time, you do not need to invent a new wrench to turn the same kind of nut, better your effort is spent on developing new Runes to solve new problems or creating works of art to show veneration of the craft.

Usually a Snorrist is a Runesmith who does not balk at equipping an entire company of Dwarfs with as many Runes as they can afford. Often they focus on Runes that only show their benefit at scale. Like the prosthetic Runes, Runes that have stacking effects, and are generally sparse on Master Runes overall. They see arming a Throng with at least some Runes as just as worthwhile as making a unique, fully Runed set of gear for a single great Dawi. They may not be so bespoke, or as creative, as their Colleagues but by Thungni sometimes you just need a Rune of Warding to turn a fatal blow into just a very painful one, a Rune of Fire to make killing that troll impossible to just difficult, or a Rune of cleaving to make excavating a new hall an effort of years just that much shorter. Do it enough, and it all compounds to something greater than the sum of its parts.

Some say they waste their time, spreading the paint so thinly that it barely makes a difference to the final picture. That Runes are not nails to be made in their hundreds, that they degrade themselves with apprentice work when they could be making creations worthy of their kin, that they ignore gold and content themselves with pebbles.

But if you pile the pebbles high enough, then they can rise as high as any mountain.

Brana Lore Collated [Under Construction]:

Biology
- Their avian features are closer to corvids than eagles, with dark plumage and longer, straighter beaks. Meanwhile their feline portions are closer to Snow leopards and white tigers.
- Branakoki have a strong natural healing factor. Less potent than a Troll's but enough that if they aren't killed or grievously maimed by a battle, they will recover completely. Consequently they are a naturally long-lived species, and are more likely to die from combat or disease than old age.
- When Branakroki eat enough of something, it is not unheard of that some aspect of them changes in response. Eating Trolls improve healing, Rhinox endurance, etc. These changes are at most an enhancing of some existing feature rather than extreme physical transformation, or least there is no record of a Brana has yet eaten enough to cause such a change besides the King of the Sky.
- Branakroki tend to like shiny things.
- There is a greater deal of dimorphism among the Branakroki compared to regular Griffons. Female Brana trend to being bigger than males, but in general they can range from regular Griffon size to several times larger, with the King of the Sky and His Sons being the largest on record.
-- There is a tendency among Branakroki lineages that live nearer to Dwarfs to be born stocky and with proportionally smaller wings than average.
- Brana can be born with the ability to wield Azyr, Ghur or Chamon. The former two are the most common, and the latter has only ever occurred from lineages that maintain long and close contact with the Dwarfs.

Society
Branakroki society is deeply connected to the Dwarfs from its inception, and it can be seen in the traits they value. However they nevertheless are a race of apex predators, and this has also impacted their culture.
- They tend to respect age. Both from cultural osmosis from the Dwarfs, and because old Brana are seen by society as not only those who are both strong enough to win most of their fights and tough enough to survive the ones they lose, but because they are often the ones that have eaten enough to have gained serious growth from their diets.
- Because of their regeneration, they view physical scars from battle as a sign of fighting a truly powerful foe.
- They default towards honesty, and lying is an extreme taboo. Their natural pride generally makes them find the act demeaning, and contact with the Dwarfs have only enforced this thought. To accuse a Brana of lying is a grave insult that must be answered by the accuser. Most often with violence.
-- Guile and cunning are not seen as cowardly, as the withholding of information is different from lying, but they prefer to be upfront and direct about their intent.
- They also respect oaths and promises. Branakroki honesty means that if they agree to or say something, it is because it is true.
- In a similar vein, names are more than just monikers to the Brana. They are titles to uphold, roles to fulfill, and from long contact with the Dwarfs, honour written in word. A Brana's name is intensely personal and they strive to literally uphold what their name means to themselves.
-- Branakroki earn and choose their names upon doing a life defining act. They may change their names, but it would have to be for a significant enough deed/reason both in their personal estimation and the eyes of society. The older a Brana, the less likely they will change their name.
- They prefer to live in caves. If several live in close proximity, like in an Aerie, their shelters generally take the shape of several individual nests that are connected to a larger, central chamber that connects to the outside world.
-- Branakroki lineages tend to live near and around each other, but they are intensely protective of their private spaces and nests.
-- They collect and hoard items they find valuable. Most often it is precious metals and stones, but also kinds of objects they may have a personal interest in.
- Brana are monogomous and mate for life, not taking a new partner if theirs dies. Bonded pairs will merge their collective treasure hoards together and move into one shared nest.
-- Branakroki clutchlings are raised communally. On the day of their majority they are given a portion of their parents treasure as a seed fund, and then move out to live on their own. They will not return to their parents' nest unless invited.
- Brana Metalwork and Writing is flowing, jagged and natural. Depending on the level of Dwarf influence, they mimic the aesthetic of Runes with their own scratch marks, and decorate with precious metal and gemstones.
- Being given personal space or moving out of one's way is a sign of respect amongst the Branakroki.

Magic
- They call the Winds of Magic the Unseen Winds, mages are called Windspeakers, and Runesmiths, Windstillers.
- Branakroki mages generally tend towards using the Winds in direct manifestations of power or to buff themselves. More esoteric uses aren't impossible, but they aren't common.
- Branakroki mages have titles based on the Wind they use, and only gain it upon achieving the equivalent of a Human Magister.
GhurAzyrChamon
BloodhunterStormcallerSilverbearer
There isn't one set title for those still learning a Wind. After achieving mastery, and when among others of the same rank then further delineation by age or some other trait or quirk can be used.
WindLoreBrana Name
AqshyFireRuby
AzyrHeavensSapphire
ChamonMetalGold
GhurBeastsAmber
GhyranLifeEmerald
HyshLightDiamond
ShyishDeathAmethyst
UlguShadowsQuicksilver

━<><><>< Gameplay FAQ ><><><>━

General Questions:

Q. Can we make a Rune that improves fertility?
No. That opens an entire debate that this silly fun fantasy quest cannot, should not, and will not open. You can't induce population growth like that. I explained why less than 5 lines above.
Q. How do the specialty ranks scale exactly?
They go from Regular/Base, Exceptional, Mastered and then Savant. However, from Exceptional onwards, there is a breakdown of "+" or "-" in the ranks. The highest possible rank (unless you're an Ancestor) is Savant+, which cannot be obtained the way you can the other ranks, which is usually through a mix of researching a lot of Runes of that type, making a lot of things of with Runes of that type, trait upgrades. It obviously also gets harder to rank them up as time goes on.
It goes something like. Regular > Exceptional > Exceptional+ > Mastered- > Mastered > Mastered+ > Savant- > Savant || > Savant+
Q. How come some contacts don't have a Standing bonus at X Standing when others do?
It relates to a contact's relative prosperity. So for instance, a minor hold has access to less stuff overall than a major Dwarfhold, and this would reflect in the number of bonuses as well as the potency of the bonuses. A minor hold may only give a chance at reducing an order turn timer for instance, while a major hold bonus at the exact same Standing level would reduce it by 1 no questions asked.

Action Related Questions:

Q. What are the different action types and their limitations?
Action TypeLimitations
(General) ActionCan be applied anywhere unless specified.
Retainer ActionCan only be applied to options that specify it.
Heir ActionCan be applied to all requests and only to research with [Simple] tag.
Apprentice ActionCan only be applied to requests with [Simple] tag.
Traits, unless specified otherwise, will only proc with general actions.
Q. Can we put one action into a request one turn, then one more the turn after and will it proc the action bonus?
No, all the actions must be input that turn. Both for the sake of narrative consistency and reducing bookkeeping.
Q. How does Peerless Production work with the 3 action proc? Would it still proc the previous 2 actions?
If you commit 2 actions to a request, it will proc +1 action of progress, if you put in 3 actions, that proc will change to +2 progress. After that it resets, so if you put in 5 actions you add another +1 action, then yes at 6 it would change to +2
Heres a handy dandy chart to visualize what I mean:
Actual Action InputEffective Action Input
11
23 =2 +1[Proc Bonus]
35 = 3 +2[Proc Bonus]
46 =1 +(3 +2[Proc Bonus])
58 = (3 +2[Proc Bonus]) +(2 +1[Proc Bonus])
Q. What are the cost reductions for Understanding a Master Rune/Compress the Combo?
It depends on a variety of factors, but the most pertinent ways to discount the cost are your specialty levels listed in the character sheet.
Cost ReductionSpecialty Level
0Not Listed
1Listed-
2Listed
3Listed+
4Exceptional-
5Exceptional
6Exceptional+
7Mastered-
8Mastered
9Mastered+
10Savant

Item Making Questions:

Q. Can we get the Adamant cost for ___ ?
Here's a table with a few items. Cost in "bars," and the actual size and mass of the item may not correlate or be consistent with each other.
ItemCost in Bars
Regular smith's anvil1
Snorri's anvil2
Canonical Anvil of Doom3
Anvil of the Earth4
Adamant Smelter10
Adamant Skeleton Gronti2 Dwarf-sized, 4 Ogre-sized, 8 Bloodthirster-sized
Fully Adamant Gronti8 Dwarf-sized, 16 Ogre-sized, 32 Bloodthirster-sized
Adamant Equipment1 Dwarf-sized, 2 Ogre-sized, 3 Bloodthirster-sized
Adamant Armour3 Dwarf-sized, 8 Ogre-sized, 12 Bloodthirster-sized
Adamant BuffMust be fully Adamant structure with a minimum of 3 "bars" for any items that cost more than 3 "bars."
Q. What are the properties of Adamant?
- The metal has glittering, white-ish Silver colour.
- The Metal is harder than pure Gromril, yet less dense. Melts at double the temperature of Pure Gromril, but requires far higher temperatures to actually manufacture.
- Runes must be inscribed on it when it is just below melting temperature. Once inscribed the Adamant hardens even further, becoming resistant to most magic, and cannot be smelted down again save through the use of the Adamant Smelter.
- Runes on Adamant are roughly half again stronger than on Pure Gromril. How the effect manifests is dependent on the Rune, but it's generally more potent than it is versatile.
- It does not break, you don't know what could shatter it outside of forces whose strength would boggle the mind.
- Adamant is not ductile enough to be made into metal thread or leaf. It can be made into big enough wire and chain, but not for the scale of chainmail or finer.
- [Discovered Turn 4?] Items made completely out of Adamant, can bear a Lonely Rune + 1 extra Rune.
- [Discovered Turn 48] Adamant attracts Chamon, Hysh and Aqshy, yet some force actually prevents the Winds from entering the metal.
Q. How many items can someone have equipped and act as a set at one time?
Snorri and any character you equip will, for gameplay purposes and when counting Set Combos, generally have 5 equipment slots.
Item SlotNotes
1 Set of Armour.
2 Enchanted Items.This can either be 2 items using Talismanic Runes, with the option to replace one of the talismans with one item using Banner Runes.
2 Weapons.A large enough combatant may consider an item using Engineering Runes a weapon. I.E. a giant wielding a ballista like a crossbow.
If you make a Gronti Duraz, then the Gronti's Runes, if they make a combo, will be considered for the set combo. A character, Snorri included, can have more items than this, but I won't count any items outside the limit when considering whether or not you've made a Set Combo.
Q. I want to make a write-in for my own piece of equipment, but I'm not sure how many actions it may take?
A Rough Guideline for Write in Equipment Action Costs:
Number of ItemsMinimum Amount of Actions
A single piece of equipment1
A single large item or a few smaller items.2
A single very large item or a full set of equipment.3
Q. How do Difficult Requests interact with the Rule of Pride mechanically?
If the item you're making for a difficult request only has normal Runes you won't run afoul of the Rule of Pride. If it involves Master Runes then a rough guideline is 3-4 copies of the same Master Rune or Combo with a Master Rune within 10 turns is fine. But more than that and you start risking things.
Q. How does the write-in for a theme work when doing a difficult request?
Basically you need to ask for a function. Not just "make something that will combo with so and so," but rather the item itself must be a standalone piece of work with its own capabilities.
Q. Can I make set bonuses with different items?
Rune Combos on various pieces CAN synergize with each other yes, creating the effect of a set bonus. Around 3 Items with synergistic runic combo effects will be needed to potentially make a bonus happen. If you have more than three synergistic items the strength of the bonus increases.
Q. Do the effects of the constituent Runes still exist if they make a combo?
Yes. Though sometimes the effects of the Rune are overshadowed by the Combo and it's an effective subsuming of the Rune, that Rune is still doing its thing. So if you use a Rune of Fire and it combos, that Rune of Fire is still doing its thing and setting the weapon alight, but if the Combo made it so that the Weapon was alight with literal soul-rending Hellfire, the regular magic fire from the Rune is sorta irrelevant yeah?
Q. How do prosthetics interact with the Set Combo system.
They do not count to your 5 item "slots" that are looked at when making Set Combos. So unlike carrying another weapon or talisman beyond the limit, there's no chance at all of ever being part of a Set Combo
Q. If we created a Gronti in the shape of a flying thing, could it too fly?
If you can get the math and physics around its Mass to work out, usually via Runes, plus any other considerations, I mean yeah I don't see why not?

━<><><>< Rune FAQ ><><><>━

Narrative Questions:

Q. How does the Rule of Pride function narratively?
It's a point of debate among Runesmiths in the time period of the quest. Either you follow it in spirit and try to make a lot of works of art or you follow it literally and limit yourself. Snorri is a proponent of the former, it's how he justifies making all the stuff he does, by saying the Rule of Pride is a means to remind the Runesmiths that they are artist craftsmen first and foremost. Regardless of leaning, Master Runes are far more universally agreed upon in that you don't play games by changing the Runes around it just to Rules Lawyer. However, having a schtick is common enough, and if you find yourself making a lot of that Master Rune over your lifetime that's not gonna ruin you. Runesmiths only get antsy if you're making a lot of the same Master Rune in a short time period and they only get upset when you're using thinly veiled pretences or technical arguments to basically spam out Master Runes as well. Basically, Snorri doesn't strictly follow the letter of the law when it comes to Regular Runes but observes more reverence when it comes to Master Runes.
Basically, treat Master Runes with a bit of reverence and try not to overuse them, Regular Runes, however, are usually free game unless you're a die-hard conservative. THIS MEANS NO SPAMMING OUT GRONTI DURAZ TO MAKE A PERSONAL ARMY IF DOING SO MEANS USING THE MASTER RUNE OF WAKING MORE THAN 3 OR 4 TIMES A CENTURY.
Q. When you say Runes draw on the Winds of Magic, is it constantly drawing on that energy or is it a case of you strike the Rune and that's it?
IC: You don't know. Runesmiths can't see how it works after all. They have theories, the fact that Runes can burn out, but naturally recharge indicates there's a level of fueling going on, but freshly made Runes are ready to use the moment they're created, so there's also evidence of a pool of magic too. Maintenance of the Runes is tradition-bound, but they aren't sure if they're fixing the parts that draw in magic or give it a general boost overall. That and the possibility of it being different per Rune is also up in the air, given how Gronti operates who's to say?

OOC: A large initial pool upon creation and ambient recovery from simply being in existence that waxes and wanes with the winds themselves. Maintenance work does clean the filters so to speak, removing metaphysical gunk and letting magic enter the Rune more easily, while also reinforcing the metaphysical structures that allow Runes to hold the magic that fuels their enchantments so well.
Q. Can we make an Anvil of Doom?
The Anvils of Doom seen in canon were made by Kurgaz, the greatest member of the Brotherhood of Dron. Kurgaz is currently not part of the brotherhood, you don't even know if he's alive. Short Answer: No, not unless you make them from scratch as a concept.
Q. What is a Rune Staff and what does it do.
A Rune Staff is literally just a staff you apply Runes to. Traditionally you put Casting Runes. The item itself is purely aesthetic, you can literally get the same functionality out of a Talisman or Banner with the same Runes as if they were on a Rune Staff. It's more a statement of prestige, purpose, etc. Detailed (sorta) post here for more clarification.
Q. What ARE Casting Runes?
Literally Runes you cast. It's a Dwarf-made categorization, as opposed to the structural ones that define Weapon, Armour, etc Runes, to describe the methodology of a Rune or Rune Combo. One Rune of Fire is not a Rune you cast. Three Runes of Fire can create a wave of flame, that's technically casting a Rune. Amulets that create protective fields, things that have an effect you have to cast either by saying a word or touching or some other form of activation. As I said there's not a neat categorization since there's obviously a lot of stuff that straddles the line.
Q. How DO Casting Runes?
A Runesmith carries several items with Runes on their person. Tapping or otherwise activating said Rune is what casts it. This is how I explain the ability of Runesmiths to cast Oath and Steel, Wrath and Ruin, ETC, ETC. Doing this taps a Rune out for a set period of time, so having multiple Runes that do things that largely line up with your desire to protect, destroy, slow, etc, is how you circumvent or manage it. Runesmiths will tend to "cast" at a set interval so that their other Runes are running off cooldown right after they cast. This is one of the reasons why Anvils of Doom are so powerful and wonder. Aside from their crafting component, they are dedicated Casting platforms that do the job of a Runesmith panoply better in all respects.
Q. Can we combo with 2 Runes?
A. Theoretically, like how Wormholes can exist theoretically. So don't hold your breath.

Mechanics Questions:

Q. Do we have so and so Rune?
Barring a few exceptions, you should have a normal Rune for most mundane things. The only time you won't know a Rune was if its explicitly said to be developed by another (Rune of Luck and Rune of Fortune) or made during a time period other than where you are (Rune of Seeking). Master Runes that you know and the special normal Runes you know are the only ones I record, and in the case of the former you may not know them for the same reasons as above, or just because your teacher didn't teach you.
Q. What happens when you use two Reagents in a Rune?
Something, potentially dangerous, or potentially beneficial. You're dumping two different magical reagents into a Rune. Changing a Reagent is already something fraught with danger most times, but you will have no clue how the two will react with each other really. It can be done, but Runesmiths stick to one main reagent because they have far greater control over the outcome. Not to say you can't control it somewhat, but it's harder to do compared to one reagent. It depends on you to decide whether it's worth it or not.
Q. What category do the prosthetic limbs fall under.
The Engineering category for the purposes of Master Runes, otherwise you have free reign.
Q. How do Crossbows function Runewise, what happens if we scale them to Gronti Size?
Regular Crossbows use Weapon Runes, when you get to Gronti scale they use Engineering Runes.
Q. How does the Rune of Brotherhood work in this quest.
I've had to nerf the Rune of Brotherhood to prevent meme skillhacks/skill growth that would break my system. In short, The skill transference is temporary and reliant on the dwarf being around their closest companions as determined by whatever means the Rune has. The alterations you know don't overcome this limit, no matter the efforts of the Runesmiths, you included, who tried. Maybe one day you'll get an idea, but right now you're out of luck.
Q. How do Grudge Runes/Rune of Grudges work in this quest?
Its a targeted buff against a specific enemy/enemy type depending on the grudge. A bit more potent but will end when the grudge itself does. Note that only ONE grudge bonus can be active at a time. So like say you have 5 grudges, and you're fighting against one of those grudge targets the Rune will work. But if you're fighting TWO of those targets only ONE will have a grudge bonus applied and will not change until the other is dead. Grudges against individuals will provide a stronger bonus than grudges against a group or faction. The Runes will be active so long as the Dwarf wearing/using it has an applicable Grudge. Changing owners will mean the Rune will pull from their Grudges. If the user adds new Grudges, they can be drawn from as well.
Q. How do the Ancestor Runes function in this quest?
Ancestor Runes are odd. They encompass a variety of subjects and their effects can vary. For one thing, the regular Runes can be applied to all equipment types in the exact same construction style, the only example of which in Runecraft. As for effects, it depends on the Ancestor's portfolio so to speak and what piece of equipment or surface the Rune is inscribed on. Here's a post I made that gives a rough guideline.
EDITED July 15

THIS IS ALL FROM SNORRI'S PERSPECTIVE.

This will be solely discussing Regular Ancestor Runes acting on their own, and not how they work when with other Runes or their Master Rune versions because then that goes fucking wild. Even so, this list isn't exhaustive, its meant to give you a good idea.


So as a rule Ancestor Runes are odd. Their regular versions are all inscribed the same way, which either directly breaks the Rule of Form or confirms it depending on your view of the Ancestors. Take for instance the Rune of Burning, which is a variant of the Rune of Fire, it has noticeable, albeit small, differences in its creation compared to the weapon variant. Runesmiths agree that this preserves the Rule of Form, as the Rune of Burning is technically a completely different if very similar in effect Rune to the Rune of Fire. Regular Ancestor Runes are all inscribed the same way, regardless of surface, equipment or any such nonsense. To some this breaks the Rule of Form, for others, read the generally foolish, this confirms the existence of an overarching branch of Runes.

Why this is the case is still debated and the source of many headaches, and will only lead you to run into logic twisting that hurts the mind. That or you chalk it up to the Ancestors being unknowable and beyond the average Dwarf, your mind is preserved and you can move on with your life.

Compared to that mess, the effects Ancestor Runes have are, while admittedly still odd, easier to work with and understand. Ancestor Runes tend to affect things under the purview of their namesake, though what they affect changes depending on the Rune. For Grungni, Valaya and Grimnir it's fairly intuitive.

GRUNGNI:
Grungni as God of mining, metal and patriarch of the dwarfs covers a lot, but depending on what his Rune is put on it can affect the expression of the effect. On a building, it draws more on his portfolio over craftsmanship and smithing, on a weapon it depends on whether it has an edge/point vs a flat surface. Because Grungni uses Drongrundum in his war aspect and a pickaxe in his more mundane aspect. On armour it's a general defensive buff not too dissimilar to the Rune of Stone though arguably more focused. On Banners and Talismans that protective aspect is drawn to more physical threats because magical/esoteric shenanigans are far more in Thungni and Valaya's ballpark. In his other aspects the Rune of Grungni could equally provide a miner with a bit of luck in prospecting, not a truly large benefit, but noticeable/recordable to the Runesmiths at least. Of course, it doesn't make up for skill, as a less experienced miner may miss out on the signs the Rune uses.

VALAYA:
Valaya is almost wholly defensive, her Runes on buildings improve a dwarf's recovery and the effect of other restorative and protective Runes that are within the building itself. As Patron of the hearth and motherhood, it also means fires don't run out as quickly, meals stay hot longer, crying babes easier to quell, etc. Combat wise course there's the anti-magic, which Dwarfs associate to her the most out of the other Ancestors. On armour, talismans and shields the effect is pretty self-explanatory. On weapons, the effects are less well recorded because Dwarfs don't tend to put her Rune on weapons, save for the Valkyrie Maidens and any effects there cant be separated from Valaya's Rune, the kind of personality such a position usually attracts or because they're women (They don't tend to say that last part in front of a shield maiden or Valkyrie Maiden on fear for their lives). Though dwarfs do note the members of the Valkyrie Maiden are more level-headed than other shield maidens, but again whose to say? However, Valaya's Rune also impacts Morale as Dwarfs fight hardest when its in defence of their home and families after all.

GRIMNIR:
Grimnir, well...fighting good. Grimnir and Killing are so closely tied that his Rune is arguably a generic Rune of Killing. Weapons draw on his individual warrior aspect more, so a bunch of minor buffs towards the weapon and the warrior wielding them but it doesn't do as much for armour. On Banners its more his purview as a war leader, the effect expressing itself by improving the cohesion and skill of dwarfs fighting under it to some degree. Of course, there's also the effect on Morale. Second only to Valaya, the Rune of Grimnir does the most to keep warriors fighting and morale high. Grimnir the master of War understands the importance of Morale as well as He understands any of the other hundreds to thousands of intricacies that go into a war. In General, if it makes you a better fighter the Rune of Grimnir affects it.

Here's where it gets...foggier.

GAZUL:
Gazul safeguards the dead and wields a flaming longsword. To that end his Rune only ever really goes on tombs or temples dedicated to him. A few theories suggest his Rune is useful against that which should be dead, or in keeping things dead. While the former can't be confirmed, the Grudge Rune and the Slaying Runes derived from them all share roots in Grimnir and Gazul's Rune equally. Talismans show no obvious effect, though the Clergy are usually the only ones commissioning that kind of thing, a drunken Longbeard will tell you the Runes let them enact his will in putting the war dead to rest, but as Dwarfs are innately resistant to magic and the cult of Gazul secretive no one but the Cult will ever really know frankly. So not much can be said on that front. However, oddly enough or perhaps not, his Rune shares very few, but unmistakeable roots with Runes of Disguise, Lightstep and other more Ranger-y Runes. As Gazul is patron of outcasts and Clanless dwarfs there's a bit of a connection, but then again those same Runes have just as many links to Grimnir's Rune. War and Death do go hand in hand though.

SMEDNIR:
Smednir as the Shaper of Ore and crafter of great works. On talismans, it would make your work better or would it be the knowledge that you're bearing his Rune make you work better? Either way, the work improves. As a weapon Rune, the interpretation could be that it abhors lesser or shoddy craft. Aspects of the Master Rune of Breaking bear a few connections to Smednir's Rune. Armour Runes bear similarities in some way or another, but less so than Grungni which makes sense. Where Smednirs Rune is most obvious is when it's inscribed on a structure. Metalwork that leaves the building is better, edges are honed faster, plates fit together more easily, less metal is wasted, the forges burn hotter, more consistently and use just a tad less fuel. It's here that you have to disregard the placebo as a possible explanation.

MORGRIM:
Morgrim follows in that same vein. On buildings, war machines that leave a workshop bearing his Rune are better. Material is less likely to have imperfections, measurements are sharper and more precise, just little nudges and pushes that build into great things. On a siege engine, its a lot of minor buffs in that vein. Harder to break, better accuracy, other Runes that relate to his purview are improved. Not a lot of nuance here surprisingly.

THUNGNI:
Thungni is...complex and odd. The general trend of "things under their purview get better" that Ancestor Runes seem to follow breaks down here in a very fundamental way. Thungni as the Ancestor of Runesmiths should mean His Rune improves Runes and their effects. Yet it does not. Rather it seems to improve the craftsmanship of things. On weapons and armour, there has been a noted slowdown in terms of maintenance and degradation of the equipment itself and any Runes it bears. On structures, which is almost universally a Runesmith's workshop there has been a traceable improvement on the quality of goods leaving the shop in question, but again it could simply be because Runesmiths are a perfectionist sort and the Rune of Thungni is less seeni n the workshops of Journeymen and Younger Masters who may not have learned the Rune yet. What CAN be said, is that Thungni's Rune has connections and roots similar to the Runes of Spellbreaking and Spelleating, which makes sense as Thungni is the dwarf credited with discovering Runecraft. Though both his parents have a say in that as well.

NOTE: If you can think of more questions, feel free to put them up for me to add in here :^)

Aug. 15, 2021: Format changes.
Jul. 10, 2021: posted the Ancestor Rune quote wholesale instead of just hyperlinking to it.
Jul. 15, 2021: answered some questions regarding "Understand A Master Rune" and "Compress a Combo," and edited the EDIT LOG
Jul. 15, 2021: made a proper explanation for the Ancestor Runes.
Sep. 20, 2021: added Crossbow question clarification.
Nov. 30, 2021: added Rune trade question.
Dec. 08, 2021: added Standing Bonus question.
Dec. 10, 2021: added Rune Staff question.
Dec. 16, 2021: added Theme question
Jan. 07, 2022: added question about force-feeding animals greedy troll meat in some Skaven-ish plan to create sapient subspecies.
Jan. 15, 2022: added Rule of Pride narrative explanation.
Jan. 01, 2022: More FAQ.
Jan. 04, 2023: DiscordDump search tag notice added.
Oct. 23, 2024: more questions and spoilered for readability.
 
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Turn 8 Results:
Hmm, might be a thing to try with a lesser commission.
I suppose we don't get to specify trying runic combinations with things like the generic warmachines?
Nope. Also update!

Winning Vote:
[X] Plan Metal and Sharp stuff
-[X] [Simple] Runic Warmachines:
--[X] One action
-[X] [Simple] Defence. In. Depth Pt2:
--[X] Two actions
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 5 turns.
-[X] [Simple] Apprentice work:
--[X] Two apprentice actions
-[X] The Rune Metal Pt. 3:
--[X] One action

Apprentice Rolls: 31 +10 =41, 28 +5 =33

...
You stand across from the guildmaster of the engineer's guild.

With a gruff nod, you beckon your apprentices to bring in the carts.

Slowly, achingly slowly, your charges manage to push the carts, all laden with gold, silver, jewels and other precious metals into the guildhall where apprentice engineers pick up after them.

Only when the last cart is brought in do you enter, hauling the cart of reagents yourself. You are escorted by the guildmaster himself, a dwarf of some three hundred years, into the main storage hall where they have been patiently keeping the warmachines they originally commissioned, and as per your request, every machine they've built since then.

Well over a hundred Mastercrafted Bolt and Grudge Throwers gleam in the Runelit warehouse, fine wutroth and good solid steel constructions made with the precision and uniformity only the adherents of Morgrim can manage.

You know full well that the engineer's guildmaster holds you no ill will, but it rankles you deeply that you let this be pushed off for so long.

Downright Beardling level foolishness.

Bah!

This endeavour has actually ended up costing you more than the original commission paid many times over. Having had to invoke the clause so many times finally coming back to bite you. Not enough to cripple you, not even enough to make a divot in your personal wealth, but a loss nonetheless. The fact that decades have passed meaning that there are now over a hundred different artillery pieces for you to inscribe is frankly a quibble, a penance to the blow your pride as a craftsdwarf has suffered.

Well no more! This stain against your honour will not stand!

You heft your hammer with conviction, and walk over to the oldest machine here.

…​

You look at the Runes of Light with an appraising eye. The family that owns the home you're standing in looks between you and your nervous apprentice.

Casting a sidelong glance at Dolgi, you snort, only making the beardling fiddle with his beard all the harder. Behind him, Klorah Silvereyes plays with her plaits anxiously while her parents watch bemusedly.

You nod once, and after thanking the two members of Clan Silvereyes for accommodating your intrusion, walk out of the Clan compound with Dolgi in tow.

"So," you say, tone neutral, "just so happened you got a request from them?"

"Yes, Master," Dolgi says, voice flat.

You cast him a sidelong glance and raise a brow.

"I didn't tell her I was doing this, I swear on my beard!" he stammers.

You cackle internally.

Outwardly however, you only snort which only makes the boys face go as red as his hair.

"Well…" you say, mind drifting to the past.

Her eyes crinkle in silent laughter, while your master only scoffs in, what you only learn centuries later, amusement.

"...I'd say treat her well, but even you aren't that hopeless apprentice. Come along now," you say moving fast enough to get ahead of him.

"Thank you Master," he says, voice serious.

"Hmm, don't thank me yet, we still have to see how badly you bungled that crossbow order."

"Yes Master!"

…​

"Thank you again for all this, I'm sure Fjolla was the picture of good grace weren't you?" you say, looking neutrally at your apprentice's even expression.

"Yes, Master," she says nodding

"Well then, we'd best be off, wouldn't do to use up more of your time than necessary."

"Of course Rhunrikki! No problem at all! We'd happily have her visit again," the wife says while her husband nods happily.

Only when the two of you leave the compound a good thirty meters behind do you speak again.

"Only most of the mistakes I expected from you plaitling, managed to catch a few did you? Well, better now than never. Hurry up, there's still five more orders of yours to get through," you order.

"Yes Master," she replies.

Where Dolgi's attention and commissions came mostly in the form of simple Runes on crossbows and minor bits of engineering, Fjolla's orders consisted mostly of Jewellers looking to improve the value of their stock, simple Runes of Warding or Light. The kind of work that required delicate, incredibly nimble hands.

Your opinion on the pieces was that they were acceptable for a dwarf her age. Which, to be frank, was very high praise indeed.

You'll never say it to her face until she's won the right to Masterhood from you.

…​

About halfway through the decade, you finally set about finishing your work on this part of the Karak's defences.

You begin by inscribing Runes of Heat, Protection and Preservation on the piping destined for the field, making sure the water will never freeze and that the pipes last far longer than the millennia they were slated for.

Even when not turning the field into a mire that artillery would sink into and infantry would suffocate in, their radiant heat would melt the permafrost layer and likely keep the fields from freezing over again until the deepest part of winter.

On one hand, this meant the fields were good grazing land when not in use, letting them stay warm enough for good hardy dwarfen grass to take root on the other it meant that when they were flooded with water it would become a mire, as engineers purposefully created sections of the field that could quickly become sinkholes and cloying pits of quick-mud when bogged down by the torrent of water the pipes would unleash.

Of course, you and the engineers ensured that there would be a way to make the field usable again in the aftermath. A secondary network of pipes was laid down, Runes of Filtration and Suction on them that, when the engineers opened the valve, would let the field drain out back into the storage cisterns. Consequently, this secondary system also lets the engineers control the overall moisture of the field, draining away rainwater during the terrible spring and fall storms that, since you've cleared much of the forest, made the field a mire all on its own. In the name of good soil management, you also set down subterranean Runes of Preservation, altered so that they prevent erosion as the field dried. You were no Brewer but you understood the basics of simple soil management well enough.

Made good simple sense, after all, you didn't plan this out willy nilly without considering the environmental impact.

But enough about that, you spent the majority of your time on the other part of this defensive set up after all.

Built deep within the surrounding peaks, large, collapsible, hallways were tunnelled into the rock itself, connecting a massive network of barracks, way stations and artillery emplacements that would rain death down on the enemy. Also part of this larger network were the massive underground cisterns that housed the water necessary to turn the field into a mire, inscribed with Runes to prevent evaporation or undue damage to the surrounding stone of course, but also act as a secured supply of water for the dwarfs of both the main hold and those stationed here.

Your work here was decidedly more mundane, using Runes of Concealment that, while nowhere near as effective as the Master Rune of Disguise, made the gazes of any would-be attackers pass over the already inconspicuous forms of pillboxes and covered artillery platforms more often than not.

Here King Otrek had a larger role in planning out the overall tactics of the defences, deciding patrol routes, stationing garrisons, and making an overall plan of action to follow in the event of an actual siege that made the most use of your dazzling array of murder.

It was also King Otrek that requested you incorporate stations for Rangers to supply from, something that increased both their effective range and length in the field. Further, he was the one who suggested that a series of recon towers/supply depots be built not just in the surrounding peaks but across much of Kraka Drakk's overall dominion. Slowly, before the eyes of the elder council, creating a network of fallback points and evacuation plans for the dwarfs who worked outside the hold to be drawn back into the safety of the mountain.

It was so detailed that even Elder Brokk sniffed in approval.

Much of that business didn't require your attention, the King choosing instead to hire other Runesmiths for that business and instead requested you begin work on the final part of your proposed defences.

The Inner Hold Defences.

So it was that you nodded in stoic acceptance, internally cackling all the while.

Oh, you didn't think you'd even get the chance for another decade at least but here you were, given almost total freedom to turn the Inner sections of the hold into a truly terrible time for any bastard that broke through.

So it was near the decades end that work crews began chiselling away, starting progress on what you've come to affectionately call…

...The Murder Maze.

Oh, you liked this King already! One of your better decisions to push for his crowning looking back on it. Even half-unconscious you still knew how to pick 'em!

…​

In the downtime between your frantic work on the Defences you were devoting a little time towards your research around Gromril, mindful not to enter yet another fugue lest Elder Moira barge into your workshop and kill you.

The work is slow going but steady, which is honestly what you prefer.

You pour through your mental library, comparing and contrasting Runes and their effects. Over the year you devise several theoretical and practical arrays that may do the work needed. All fail, but in that failure, you make some progress.

Purifying the metaphysical essence of Gromril will not be like purifying ore. It is more than just getting rid of oxidized scale or allowing the impurity to simply float to the top as one does with Iron or Copper. This was to reach into the Realm of the abstract and wipe each and every last particle of the Gromril clean.

A process that for the life you, you cannot think of the correct modification for.

Of course, you have a body of Runes that are the likely key, the Rune of Spellbreaking, Spelleating, the Runes of Valaya or Grungni; all things that dealt with the touch of magic and disrupting it. It's simply a matter of exhaustively going down the list until you find the correct answer.

Well, no one said it would be easy.

...​

Does HE notice? 1d100 +20 =33
But that wasn't all that occurred near the decade's end, because one crisp spring morning you received a letter from Jorri outright saying he was coming North a month Early.

So it was that you were left worried for a month all thanks to that Kruthead.

You are there when he arrives at the head of a convoy that is not so much full of goods as it is full of guards.

You are there when he jumps off and rushes to you, giving a bonecrushing hug that nearly makes your ribs creak that you must pry your way out of.

"Jorri what in Grungni's name has you so riled up!"

"SNERRA!" he yells, ignoring your question.

You are there when your niece comes forward.

And you are there when you understand why Jorri is so happy.

The lass has it. You only need a sniff to know she has the talent and its stronger than you've ever seen it.

But you still test her anyway.

The tests only confirm it. She passes them one and all without even pausing, Its frankly astounding, not that you show it on your face, how intuitively she grasps everything.

"Have you told anyone else?" You ask Jorri after the last test, staring at him hard.

"Only the Elders and they agreed to give you first choice as tradition dictates before we start asking around," he explains, "what do you say?"

You sniff, looking at your young niece, anxiously twirling her little plaits.

Only eighteen.

Just a child, younger than even Fjolla when she started.

Logically you know you can take the burden, but it would take up your time. Then again, your apprentices were knowledgeable enough that you could offload the most basic aspects of her instruction to them, a good experience for them too. There was precedent for it of course, older apprentices teaching a thing or two to their newer colleagues, all under the eyes of their master of course. The only time it was frowned upon was when some fool Journeyman taught a dwarf the art when they barely knew it themselves without a master to supervise. A master kept things proper, and it would serve as a good way to prepare those two for when they took on their own foolish beardlings as well.

"This is unprecedented...give me a week and I'll have your answer Jorri."

He nods, taking Snerra with him as he walks out and back towards the Clan's home in the hold.

You pinch the bridge of your nose and sigh heavily after they're gone.

This wasn't a decision to be made lightly.

You argue over it for the whole week, your mind comparing and contrasting with more effort than you ever had with an apprentice.

When the week comes to an end, you find yourself face to face with both Jorri and Snerra. Taking a deep breath you tell them,

[ ] No: You cannot teach her, your apprentices take too much time already, and taking on another would remove more of your attention at a time when the hold still needs it desperately. [Gain: Nothing, Snerra is taught by another]

[ ] Yes: You will take her, devoting the effort necessary to train this young prodigy into a proper runesmith. [Cost: Lock 1 action for minimum 6 turns] [Gain: Snerra Magnasdottir, 18-year-old Prodigy would-be Runesmith]

[ ] Yes: You will take her, and have your older apprentices play a part in her learning, under your watchful eye of course. [Cost: Lock both apprentice actions for 3 turns where you gain 1 back until your older apprentices graduate] [Gain: Snerra Magnasdottir, 18-year-old Prodigy would-be Runesmith]



Gain:
- Over a hundred war machines inscribed with Runes, that should've been done far earlier in your opinion. Not taking the task was one thing, but leaving it hanging, incomplete. BAH!
- Progress on Defence. In. Depth. Pt3: No respite
- Apprentices started doing work, its shoddy, but it doesn't make you sick to look at for longer than five seconds at the very least.
- Enjoyment at Dolgi's expense.
- A choice.

Loss:
- A little personal pride
- A little personal wealth

AN: your niece is crazy. As an apprentice and a super prodigy she wont take as long to prepare to be a worthy apprentice, but you can keep her on longer to offload more info into her head. Its only two turns shorter because Snorri cannot in good conscience only have her as an apprentice for less than that without her qualifications being called into question. Even then, 6 turns will make eyes turn regardless. Few runesmiths have taken such a short amount of time to become Journeymen. As for your older apprentices' low rolls, they were never in danger of failing! You think Snorri, any master really, would send them out to do this if he thought there was even the smallest chance they did a bad job?! Are you daft?

Anywho, C&C and thanks for reading. Also I will note that I'll accept approval voting on this one :^)
 
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Turn 9:
Winning Vote:
[X] Yes: You will take her, and have your older apprentices play a part in her learning, under your watchful eye of course. [Cost: Lock both apprentice actions for 3 turns where you gain 1 back until your older apprentices graduate] [Gain: Snerra Magnasdottir, 18-year-old Prodigy would-be Runesmith]

...​

"Fjolla, Dolgi, you remember my niece Snerra, she'll be joining you lot from now on," you say gruffly, pushing the youngster in front of them.

"Hello Elders!" she says brightly, the, admittedly lighter, apprentice outfit doing little to hinder her jubilant mood.

"Beardling," Fjolla says neutrally, while Dolgi only nods.

The girl beams.

"Snerra, for your first task you'll wear that outfit and go inform the clan that I'll be needing the service of some masons to carve out your room in the Workshop, go on now beardling."

"Yes Master!" the girl says, bowing deeply before the three of you before jogging out of the workshop.

Only when you hear the door close do you look away from the direction she was heading in and back to your apprentices.

"As you can both see, Snerra is young. Younger than even Fjolla when I took her in, and as you can clearly guess she's got The Gift. Stronger than I've ever seen it to boot. Now, as a beardling of such youth much of her learning this first decade or two will be alongside the sort of teaching her parents and clan would be instilling in her. Along with the physical differences, we'll be slow going at first, in that vein her teaching will simply be the early curriculum but stretched out far longer with a bit of early theory. What this means for you, is that Snerra is both a younger colleague and a training exercise. You'll be delegated very basic, almost impossibly easy aspects of her learning as an assessment of your likely terrible teaching skills. All of this will be supplementary to my own efforts, and I will observe you both very carefully. Do you understand?"

"Yes Master!" they say nodding in unison.

You snort.

"Your additional task today will be to approach several woodworkers that I've made arrangements with. You'll haul the furniture here without a cart, in the training suits one level of weight higher. Am I understood?" you say, staring at both of them individually.

"Yes master!"

"You both have until I get back to be finished," you tell them as you turn and walk out the door.

…​

When Master Snorri disappears behind the front door the two of them immediately rush to put on their apprentice gear.

"So...another apprentice. Younger than us when we started out to boot," Fjolla says as she smoothly slides on a boot.

"Good one too, what was she? Eighteen? That's barely an adult," Dolgi asks while doing the same.

"Yeah, technically my grandaunt too which is already odd to think about. But The Gift at eighteen, can you imagine it?" Fjolla confirms, zipping up the under-padding.

"Hmmm, fine by me. Only seven years younger than you, and I'm used to being shown up. Doesn't seem the type to brag either, not that Master Snorri would ever let it get to her head I imagine. More worried I'll bungle the lessons we're supposed to teach her. How're you holding up with this Ms. Prodigy?" Dolgi grunts as he puts the weighted leather over his shoulders.

"...better than I thought If I'll be honest. Girl's nicer than most and doesn't seem right to hold it against her. I mean if you don't mind, how can't I not?" she says grinning at him.

"Be a bit daft to be jealous of a beardling too, wouldn't it?" Dolgi says chuckling.

"Aye."

"And it doesn't feel honourable begrudging a dwarf over something like that. I didn't with you and I don't think I'll start now, all it means is I have to work harder to keep up," he says with finality.

"Is that an actual piece of wisdom coming from you Ruby-head?" she snarks good-naturedly.

"I have my moments," Dolgi replies in mock offence.

"One gray hair and you're already trying, and failing, to act like someone two centuries your elder," Fjolla mocks.

"Klorah likes it!" he replies back with some heat in his voice.

"The hair or your newfound persona? Because either way, I can guarantee she'd like you with trousers on your head," she snarks back as she lifts the training weights onto the hardpoints of her leather suit.

"You think so?" Dolgi asks, voice light.

"Don't get sappy on me now you rockhead, we have furniture to haul," Fjollar groans in exasperation.

"Right!....right," he stammers

…​

"An eighteen-year-old?" Moira snorts in disbelief, "are you daft?"

Around you, the other elders present are having discussions of their own. Mostly trade-talk, business ventures, or grumbling about things elders do, which is basically everything but especially the youth. But Moira's statement does make a few look at you with raised brows for a second before returning to their earlier conversation.

"I swear it on my beard, she's good for someone her age. Expressing it so early? Can't leave that kind of talent untapped. Or worse, leave her instruction to some idiot with barely three centuries under their belt to cultivate. Would've been a waste!" you grumble back, taking a sip from the complimentary ale.

"Mhmm, that's why," Moira says, eyes alight with humour.

"It is, I swear on my beard," you reply gruffly, putting the mug down.

"A miracle a boy this blind could make an axe like that," Master Gormak mutters quietly.

You huff, of all the dwarfs...

Before you can say anything however, Moira tuts loud enough to get everyone's attention before speaking,

"Hush now you two, King Otrek should be here in five, four, three…"

The sound of stone sliding over stone is heard as the King's guards open the door for their liege. The Huskarls, in their gleaming Gromril armour, silent despite the obvious effort such a task requires.

The King's face is grim as he walks in, in one of his hands is a bundle of letters, the other his helm. Looking up from whatever news he's reading, he nods before all of you.

"Elders," the king greets you formally.

All of you rise and nod back at him, acknowledging his presence in your own ways. From Moiras simple yet polite, "Your Highness," to Gormak's grumbling, "Rikki," despite the variety of words and phrases the undercurrent of respect is present throughout.

"I'll get right onto it, there have been sightings of daemons from the other northern holds," he king begins, mouth set into a hard line.

"How far," you say, your flat tone perfectly encapsulating the atmosphere of the room. Elders straighten in their seats further than usual, eyes narrow and mouths press into thin lines and terrible frowns.

"The northernmost settlements, Dum, Orlok and a few others besides. Nothing larger than a hunting party but it bodes ill. Brokk's out with his rangers right now, making sure none have managed to slip past our notice. I'll be coordinating with the Thanes of the other holds, maybe a joint campaign in a few years to expand our operational range, but at the very least we're figuring what to do if the worst should come to pass. Evacuation plans, preparing to take in potential refugees from other holds, coordination and the like," he grumbles.

You grunt in approval, Gormak only closes his eyes while Moira holds her staff tighter.

"In lighter news," he says, "I've gotten word that Ungor was besieged by a horde of daemons. The damn thing barely counted in my opinion, only two years and little to show for it before Valiant Grimnir came in and slaughtered the lot of them. So at the very least our southern aid is in little danger of getting cut off for the time being. I managed to secure negotiations with King Stonehammer at least, so I'll head south next spring. Should be back in a year if the weather's willing."

"Not Vlag?" Moira asks.

"Waiting for King Yarri to reply, man doesn't seem the type to be quick about this, busy as he is coordinating with the miners expanding the Ungdrin besides. Hopefully, it'll reach us before anything terrible happens, but I'm not betting the safety of the hold, and more importantly the lives of my subjects, on it. Ill have orders to expand the siege stores and cisterns sent before the day is out," the King replies.

She only nods.

"Master Gormak, the blacksmith's guild, how's the order coming along?" he continues.

"It'll get done, don't you fret. I'll keep those beardlings in line," he replies gruffly.

King Otrek nods before looking at you.

"Rhunrikki, how does work on the inner defences?"

"Apace my King, we're ahead of schedule even, this hold's going to be a right bastard to take even by our standards," you assure him.

"I have faith in both of you then, Master Boggi, those siege engines I commissioned, I'll have another order of engines and crossbows ready and waiting. Take as long as you need, I just want them started at the very least..."

The meeting continues for an hour at most, mostly reporting progress and keeping on top of issues before they become issues. The sort of thing necessary with the running of a successful hold.
When the meeting ends you are bid to wait by King Otrek, who beckons two of his Huskarls forward, a chest held aloft between them.

"Caught sight of some more griffons. Dead when I found em, it looks like the six of em wounded each other in a brawl before getting killed by a Greedy Troll and its band that I ran down right before they got to eat. Doing the same thing as last time, but you'd probably do more with these than other Runesmiths could I reckon," he explains.

You only sniff in what could maybe be constituted in approval.

…​

- Daemons attacked Karak Ungor! They "besieged" the hold for two years before Grimnir came and wiped them out. Only superficial damage, by dwarf standards, was done. What're a few towers and a wall? Just meant you could build them up taller!
- Daemons sighted in the far north. Nothing large, but still one daemon too many by dwarf reckoning. The skies are clear and the ground solid, but something is coming, the eldest of your kind say, they can feel it in their beard roots.
- King Otrek continues kinging. Finding a group of dead griffons about to be eaten on his bi-annual campaigns he killed the Greedy Troll and its horde, securing reagents he's putting to use as rewards in contests among Runesmiths. Giving you the choicest parts. +???

Gain:
- Prodigal Plaitling Snerra Magnasdottir, a once in a generation savant in the Art of Runecraft. You apprentices will have their hands full teaching her the very basics of her craft all under your watchful supervision of course.
- +6 Griffon Brains

...​

You have (5 - 1) = 4 actions and (2 -2) =0 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 4 turns.
[X] Teach your apprentice. [Cost: 2 Apprentice Actions] Locked in for 6 turns.

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

[ ] [Simple] Defence. In. Depth Pt3: The Murder Maze. Dwarfholds by virtue of their construction are already naturally difficult to take. Mountain over top, tight confines for most non-dwarf beings, natural inclination to build things with defence in mind and the incredible indignation of dwarfs whose homes are being threatened make a tough time for any attacker to get through. You dont think it's enough. What you plan is more than just your standard dwarfhold defence. Alchemical Fire, artificial cave-ins, the tried and true tactic of funnelling enemies into kill zones, is only the TIP of this final phase. [Cost: (4-1) =3 actions] Productivity Like No Other Will proc.
- [ ] Petition the Hold, Gromril: Petition King Otrek and the Council of Elders to consider the merits of turning the main gate into a giant slab of Runed Gromril and Stone. The cost is massive, but the defence and the prestige are...incredible. [Cost: 15 Favour with the Hold and 10 Favour with King Otrek]
[ ] [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 task 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.
[ ] [Difficult] Write in, A Greater Warmachine: Upon gazing out over the walls and the warmachines that dot them, you have been struck by the desire for something bigger and much more deadly to be-rune. Your Hold deserves better. Go to the Engineering Guildmaster and discuss with him the possibility of a much grander warmachine for use in the defenses.[Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you.
- [ ] 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. 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 -2) =10 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.
[ ] Kingly Authority: You may petition King Otrek to flex his political muscle order something for you. [Cost: 5,10,15, Favour from King Otrek, depending on tier] +1 Order.

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

AN: You have a once in a generation prodigy in your care now! Don't mess it up! Grimnir Memes. C&C as always, and thank you for reading :^)
 
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Turn 9 Results:
Winning Vote:
[X] Plan Almost Out of Time, But Not Metal or Places to Be
-[X] 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. 1 Action.
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 4 turns.
-[X] Teach your apprentice. [Cost: 2 Apprentice Actions] Locked in for 6 turns.
-[X] [Simple] Defence. In. Depth Pt3: [Cost: (4-1) =3 actions] Productivity Like No Other Will proc. 2 Actions.
--[X] Petition the Hold, Gromril: Petition King Otrek and the Council of Elders to consider the merits of turning the main gate into a giant slab of Runed Gromril and Stone. The cost is massive, but the defence and the prestige are...incredible. [Cost: 15 Favour with the Hold and 10 Favour with King Otrek]
-[X] [Simple] Girded in Metal:[Cost: 1 action] Productivity Like No Other Will proc. 1 Actions.
-[X] Order: Invisible Diamonds.

…​

You stare as Fjolla hammers away, the Gromril chest plate you've been watching her make finally entering its final stages. She quietly inspects the surface, eyes roaming, searching, for any imperfection on its surface.

You watch silently, noting which ones she fails to notice, building a smaller than expected list of mistakes that Fjolla fails to catch.

Deciding to leave her be, you let her stare at the piece of shabby equipment in awe for just a while longer. The wondrous sight and feeling of working with Gromril is something you can also appreciate, though not to the same extent as a Runesmith's first Rune.

"Alright apprentice, enough ogling that mess of metal you call a breastplate, clean up while I go check on Dolgi and his bumbling with the beardling," you shout as you walk out of the forge.

"Yes master!"

Bah!

Turning the corner, you find Dolgi staring down at Snerra as she writes her lines, eyes roving for any mistake. Quietly, you sneak up behind him and peer down over his shoulder and take a gander yourself.

Well.

The girl's lines are good, straight and precise. Not too much force but not too light, for an apprentice you'd expect this from a dwarf with three times the experience. You look over to the stack of clay tablets and just from glancing at the top of the stack you can tell she's also very consistent.

Dolgi's probably got nothing to say.

Poor lad, well at least he's not the type to let it get to him.

You however, will say nothing until he bungles it up because this is of course just as much his lesson as it is Snerra's.

"If you're finding this too easy for your tastes go faster beardling, improve your speed if you think you can handle it," Dolgi says evenly.

You nod out of sight, good lad. Not enough harsh criticism or snark in your opinion, definitely lacking in disappointment but considering he is only 120 years old and Snerra's work so far...

"Yes Elder!" the plaitling shouts happily, slowly increasing the speed of her chisel and hammer, building up to where she thinks she can maintain her current level of quality.

On one hand, this is probably tougher for them to critique compared to a more regular beardling, but on the other, you expect the best from these rockheads so it's better to get them some experience working with a beardling that exceeds their expectations and see how they cope.

That way, when they get their own apprentices in a century or two, they would be able to more easily draw upon that tone of disappointment masters need to teach effectively.

Well, you've seen enough for today.

Scoffing loudly behind them both, you are only slightly pleased to see Dolgi doesn't jump at the sudden noise, experience and the expectations of the beardling behind him doing wonders to steel his nerve.

Hmmph.

Snerra meanwhile, startles enough that she drops her chisel, only to grab it in her other hand moments later. Preserving her lines for your inspection.

"Dolgi going easy on you eh Snerra? No other reason you've only got twenty tablets done, next time I want forty tablets that won't make me scream in frustration! Off with you both, we have places to be and daylight is burning! Tell Fjolla that you three will be packing enough provisions for a four-week long excursion and meet me outside the workshop in three hours' time. Up to it now you two!" you grumble at them, eyes narrowed.

"Yes Master!" they say, Dolgi moving to the workshop to inform Fjolla as Snerra rises from the floor and begins clearing the tablets.

You meanwhile have already turned away, looking down at the worn but well cared for book your master sent you. Nine decades doing little to harm the pages and dwarf made leather, well that and your bookshelf bearing Runes of Preservation but dwarf craftsmanship was behind both!

You've decided to train Snerra's endurance and your older apprentices' logistical and navigational skills by having a trip to one of Master Yorri's so-called 'odd places," which considering how odd Yorri himself was, must mean they were very odd indeed.

You've finished the book in its entirety years ago, and with a quick recall, leaf through the pages until you reach one particular entry.

...​

Day 240, year 30 of Journey

Wandering this far north leaves ya rather bereft of supplies. I've been eating this troll jerky a while now and I think I'm growing a taste for it.

Disturbing.

As I write this, I sit under a great pine in a forest of the blasted things on a small plateau to the northwest of the thirtieth Fjord I've seen since leaving Vlag on my trek northwest. What's odd about this place is that when I first came upon it I saw a great copse of oddly leaf'd trees mayhaps two weeks walk from the plateau's edge. I am sad to say I cannot make the trek into the interior of this place and see for myself for fear of running out of ale. While I won't be eating my gruntaz on account of the Troll meat, nothing but water to drink doesn't sound appealing either.

Maybe next time, in which case I will take note of this place for future exploration. But come morning I will be making my way back to Vlag for resupply.


You see, in much newer ink, a note near the bottom of the page from Master Yorri,

Snorri, If my mind hasn't left me, I've marked down where this is in relation to your little hold. The map's on the back.

- Yorri,


And sure enough, on the back of the page, as Master Yorri seemed to only write on one side of the page when he first made this journal, is a shoddy little map pinpointing where this silver grove ought to be.

Emphasis on shoddy by the way, goodness you don't even have topographical data worth the name on this thing. Only twelve colours to denote elevation change? And not even a distance ratio! Master Yorri must be testing you, there's no other reason for this.

You grunt in understanding, even now your Master is looking to keep your mind sharp.

…​

You huff quietly so as not to alert your apprentices of the effort you're putting in. By Gazul's coal-black beard, how in the Underearth did Master Yorri manage to get to this place?

These past four weeks have been spent crossing terrain that even some rangers would have difficulty traversing. With Master Yorri's map and your nose, however, you managed to make your way through harrowing chasms, ancient forests and snow-capped peaks to arrive here.
Finding small stone markers worn away by time and long empty caches, the telltale marks of raccoons somehow having gotten past the mundane protection to eat the stonebread inside. Whatever material goods Master Yorri left seems not to have kept as well as you'd hoped.

A part of you regrets telling your apprentices to pack for only four weeks worth of travelling, the idea being that you'd let them forage for the trek back.

Of course, you packed enough ale to last the whole trip and then some, you weren't that cruel.

But there was practically nothing here! Not even a bird or deer or a damn troll to provide sustenance. You work to cut down on your own rations to give the four of you enough to eat on the way back to compensate, which doesnt help. But you'll be shamed if you ever show even a hint of fatigue in front of your apprentices, couldn't live with yourself if you did.

Looking back at your charges you can see that they've been doing admirably in the face of this hardship. Fjolla and Dolgi hauling their packs stubbornly while Snerra flags behind only a small amount. You'd decided to ditch the training equipment for the lot of them a while ago, there was training and then there was having them strain under a good hundred and fifty kilos of weight with half-empty stomachs. Half that, fine, but anything over was ridiculous.

Next time, you're bringing more food.

Eventually, you reach the hilltop and catch sight of the plateau Master Yorri was speaking of.

(Roll, How good?: 88 +10[Time and Magic] +10[Seclusion] =108)

It takes your breath away more than the punishing pace has.

The great pine forest Master Yorri spoke of is not present.

In its place, the entire plateau is covered in a forest of silver-coloured trees.

"Well, well, well Master Yorri, bet you never expected this," you say with a hint of amazement before shouting down at your charges, "Hurry up beardlings! Come and take a gander at this!"

…​

Your small party walks through the forest, your apprentices staring in awe at the sheer number of silver trunks and glimmering canopy.

You meanwhile are looking at individual leaves and seeds, comparing them to examples in a botany book you bought to try and identify a match.

Bogren's Bedazzling Botanical Almanac penned by the aforementioned dwarf, an 1800-year-old Elder Ranger and Carpenter from Karak Azul, held a wealth of knowledge in regards to plants and trees. From which type of berry was edible and good for ale, to which were poisonous and good for ale. There was even an entire section devoted to ranting about why White Cedar made far better charcoal that Pine. It is a masterpiece of knowledge condensed down into a paltry 10 books of 2000 pages each. You're carrying Volume 4: Trees and why Wutroth is Best in this case. Many of the hold's carpenters kept a copy and you bought the whole set from a merchant months ago in preparation. Useful for identifying edible plants from poisonous, which trees were good for furniture or just charcoal, things a dwarf cares about.

Inside, you find no accurate match...well that's not correct.

You find one good match, the only difference is the coloration of the leaves and bark and the height of the tree.

Wutroth.

You've seen Wutroth before of course, the one wood the Carpenters Guild imports to make their furniture and the Engineer's Guild uses to make their weapons. Simply by virtue of no other wood meeting the stringent requirements that dwarfs expect from furniture or a war machine. As good for shields, Crossbows, Grudge and Bolt Throwers as it was for solid chairs to grumble at the youth from.

You can't be sure, but your gut is telling you this may be an odd subspecies. You have no idea why it came to look like this, but magic blew strong in the north so at the very least you had that to explain it.

The four of you spend a week there, taking samples and seeds from the area before making the trek back, marking the way back with markers.

When you arrive, you treat the three of them to drinks and stonebread while you head off to book an appointment with the Carpenters guild and local deed office. It takes a week, but you eventually become the proud owner of the forest just shy of the hold's borders and have a meeting with the guild master only two days later.

It does not go as you expect.

…​

Orri Oakarms, a dwarf of some four hundred and sixty years, inspects the chunk of silvery wood in his calloused hands with a contraption made up of metal and several lenses of greater and greater focus. Shimmering strips of silvery wood on his desk from when he ran the sample under his planer and small chunks of the same from when he struck it with his chisel.

He puts down the sample, and looks at you with his face blank.

"I can only guess you've claimed the land around the forest already, If you don't mind I'll send this off to some of my eldest guild members to give you a fair quote and we can negotiate from there. When can you meet with us?"

"Fine by me. I'll be busy for most of the decade, but bi-monthly meetings starting from when you give me that initial quote work for you?" you ask, face carefully neutral.

"I'll make it work," he answers seriously, "We'll get you your quote in six months."

You nod and thank him for his time, holding in your cackling until you're outside the guildhall. Heading off to your meeting with the King and the Elder Council with a small hop in your step.

…​

Those negotiations sadly did not go as well as the one with the Carpenter's guild. Despite the Elder Council and King Otrek's trust in your ability, plating the main doors of the hold in half a meter of Gromril over several meters of stone is asking for a lot, even you must admit.

It took a lot of concessions, mostly in the amount of Gromril plating, monetary losses for you and an agreement to reduce the cost of King Otrek's armour commission for his Huskarls, but eventually, you get your way. The idea of a Gromril Door gleaming with Runes doing just as much to get them to agree as your willingness to foot a part of the bill did.

With that squared away, you pick up the pace to finish your work on the hold's defences.

Your plan relied on replicating the approach to your Workshop door but writ large. With that in mind, dozens of master masons create meters thick facades over several major structural pillars, behind which Runes of Force will let sections be blasted off in a cascading fall of heavy stone meant to cut off the hold in such a way that attackers are funnelled through the hold in a winding path that ends right at the throne room.

The main hall looks mostly the same but with several well-placed Runes of Force that will cause controlled collapses that will funnel attackers towards large busts of Grimnir that spit alchemical fire. Several of the structural pillars are added onto, large axes and hammers on rails, propelled by Runes of Waking that cause them to spin at speeds fast enough to crumple armour and bisect bodies. If one looks up they'll see several Rams and swinging axes set to swing down and destroy anything in their path.

If by some miracle they get through that, they are funnelled into the Market District where yet more controlled cave-ins will turn the large open square into a tight close-quarters brawl, store roofs made easily accessible for quarrelers to rain down quarrels from and portable two manned bolt throwers, stored in caches throughout the district, that can be easily accessed and put down to deal with larger foes.

From there, the enemy is funnelled into the foundry district where you've turned the natural heat, smog and temperature of the area towards defending the hold. Here you put down the same sort of defences as the previous two segments, but are inspired to incorporate molten rock as well. With that in mind, you have a setup similar to the lava moat built. The reservoir is connected to a series of Ancestor statues that, instead of alchemical fire, will spew molten rock at incoming foes. The Pure Gromril Foundry becomes central to the area's defense, bolt thrower emplacements are laid down, and to your surprise, two enterprising Master Runesmiths build three-meter tall Gronti to stand guard on either side of the door as well. THEN, you work to make this place a death trap in the event that you are forced back from it. Your apprentices remove the original ventilation grates and you direct other Runesmiths to replace them with versions that, on command, will actually stop filtering and sucking out the air. When combined with Runes on the metal chimneys that will open them up into the hold, you'll be able to turn this place into a smog-filled chamber that should suffocate anyone inside.

You finish the entire ensemble off by leaving the residential district safe for storing portable artillery and asking some Thanes to agree to have Runes of Force be applied to their homes to cause a few rockfalls here or there. There is no clever tactic here, no grand scheme beyond your usual efforts to funnel foes into killzones, leaving the fury of Dwarfs pushed right to the doors of their home to kill their enemies and simply work to support that.

And that's just the largest areas of the hold proper.

Throughout the Karak, you direct the many Runesmiths here to turn hallways into deathtraps, your usual blend of pendulum blades, swinging axes and hammers and a dash of alchemical fire. Subsidize the transformation of Clan homes and shops into potential tombs for their enemies and hardpoints in the overall defence.

THEN. Then you cap it off by building your gate.

Behind the originally planned set of doors, are your babies. Meters thick slabs of granite, plated in a quarter of a meter of Gromril with Runes, the same as on your cloak but writ large, burning brightly on its surface.

In a moment of privacy one night, you stand before the gate and shed a tear.

It's beautiful.

…​

In between your work on this wonderful Murder Maze and your negotiations with the Carpenters guild you also work on completing the Rune armour of King Otrek's Huskarls.

First, as you send your apprentices out to collect material, you take the measurements of the 120 Longbeards who make up the formation. Noting height, width, and beard length down to the very millimetre.

Then, over the decade, you slowly build each suit one at a time. Pounding thick plates of Gromril into shape while you bellow at Fjolla and Dolgi as they keep the forge going and the heat high. While the maze takes up most of your effort, most of your physical time is spent in this forge, using Snerra as a messenger between you and the other members in charge of the construction to keep you informed.

Then, over the course of the year you engrave a standard, but potent, rune array on each set of armour. The end result is one hundred twenty suits of gleaming silver Gromril armour, each uniquely made to fit the individual member of the Huskarls bearing Runes of Fortitude, Stone and Steel to further improve their staying power.

Each elder thanks you for the armour they receive when presented at the end of the decade in a great ceremony held beneath the light of the Master Rune of Valaya on the Gates of Kraka Drakk, the inferior set of doors in front opened wide to show your work in all its glory.

...​

Gain:
- The Dragon's Spines: A grove of silvery Wutroth trees. This unique subspecies grows only in this one place and is valued for its almost Gromril-like sheen and higher toughness. The Carpenters Guild of Kraka Drakk securing a good amount of the harvested lumber for use in their craft and some of the raw log sent south at a great profit. This material brings only more prestige to the growing hold of Kraka Drakk. The owner of the land, Snorri Gift Giver, is certainly pleased by the profits, that's for sure. New Material: [T?] Silver Wutroth, Research Options Unlocked.
- Girded in Metal Complete! Huskarls are better armoured, these vaunted bodyguards are now all the harder to break.
- Defence in Depth Pt 3 Complete! If by some miracle they get in, they will find only death.
- The Gates of Kraka Drakk: A set of giant Gromril plated doors created by Snorri Gift Giver. Runes made to ward off the terrors of the North burning brightly on its surface. It stands behind a less impressive door of granite and Wutroth and behind it, the Murderous Labyrinth of Kraka Drakk awaits any foe that somehow breaks through this unyielding monument of Dwarfen defensive mentality and spite. [Combo, Daemonward: Master Rune of Valaya, Rune of Sanctuary, Rune of Determination.]​
- Total Favour changes: -15[Gate] +10[Dragon's Spines] +10[Gate Prestige] = +5 favours with Kraka Drakk, new total: 9 Standing, 105 Favours
- Invisible Diamonds ordered, will arrive in 1 turn

AN: The crit on the mystery box meant you got a very large amount of the unique reward. Which in this case is a unique subspecies of Wutroth that looks better and is tougher overall without losing its flexibility. Anywho, dont forget to C&C and thank you for reading. :^)
 
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Turn 10:
You sip your mug, the elders in the bar grumble ominously among themselves. Your keen ears pick up bits and pieces, enough to build a grim picture.

Overland travel has stalled to a crawl. The mountain passes getting hit by an above-average number of rockslides and avalanches. While death tolls are low in the south on account of the Ungdrin being the main mode of transportation. In the north, where the great highway is only just now beginning to reach, the story is different. Travelling caravans moving as silently as possible as they make their way north. The dangerous conditions slowing, but not stopping the flood of immigrants looking to make a life for themselves. On one hand, it was foolish in the extreme and decidedly un-dwarfy to be so reckless, on the other, it was incredibly dwarf-like to push on with your decisions regardless of the facts. All in all, a neutral choice on the scale of dwarf decisions, but one that sent the Longbeards grumbling fiercely.

You are in the middle of a drink when you receive word from a Runner that a caravan has come through, its leader asking for you specifically.

Realizing it's Jorri and curious about why he'd announce his presence instead of failing to surprise you, you head on over.

What you see makes you tense up, and the cold pit in your stomach grows.

The caravan is dinged up badly, several wagons showing signs of hasty repair and dwarfs being offloaded from the back of some into stretchers and rushed off towards the Temple of Valaya. Finding some beardling apprentice you grab him by the shoulder and ask what's going on and where the caravan leader is.

He tells you there was an avalanche in the pass, blocked off the entire route until it could be cleared, and that the leader of the caravan caught in it was over there nursing a mug of ale and a broken arm before you let him run off.

When he is out of earshot you let out a sigh of relief, thankful that the kruthead is still alive, but now angry that he made you worry about him.

Damn it all Jorri.

...​

When you see Jorri his arm in a sling and a grin on his lips as he speaks to another dwarf. A young lad in robes denoting his position as a newly ordained priest of Grungni. Barely into his 80th year by your estimate, and likely asking Jorri all manner of questions regarding the state of the pass.

The Priests of Grungni served in dual roles you see, their members worked both as smiths or as miners as ways of honouring the Ancestor in question. So just as much as they led sermons and kept the temple clean, there were members going out into the field to follow his tenets. Often enough this included volunteering to be part of the crews that made sure the roads and bridges that connected the Karaks overland were well maintained as well as clearing up the rubble of landslides or doing the same type of tasks in the Ungdrin. The kings of many holds often relied on elder members of the priesthood to take up an official role in doing this. Delegating the organizing the clans who would go about the work to the priests while the royal coffers bankrolled the entire expedition.

Thankfully for both of you, Snerra is currently in the Workshop, training in engraving with her weaker hand to ensure she has no excuse when doing her job as a runesmith.

You snort in Jorri's direction, grabbing his attention.

"I know, I know, it looks bad, but didn't plan to get my arm broken I'll have you know. Just happened to be that way," he says while nodding at the other dwarf to confirm that he'd completed his testimony.

"How bad?" you reply, voice even.

"Dealt with worse," he says after sighing, "trundling along the pass with the caravan when it happened. Whole damn eastern peak started growling like a Longbeard at the sight of some Garazi mucking up a mineshaft. Lost about a third of the cargo under the snow, thankfully we just got a few broken limbs and a lot of bruising for our trouble. A good reason to stay here and see Snerra a bit longer at least eh?"

"I suppose that's something. Come on then, you and the rest of the wounded should be in the Temple of Valaya, not out here," you say gruffly.

"Bah! I'll be fine, I'll let the more urgent cases get seen to first. In the meantime, why don't you grab a seat and tell me about how long it took you to get the Hold to agree to this marvellous gate you have? Oh, and about your diamonds, dont worry about it. Groti and Gotrek managed to find 'em in all that mess," he says with a wry grin.

You stare at him for a good few seconds before bringing over a crate and sitting down. He passes you a mug of ale that you take and drink from deeply, the two of you simply sit, drink and watch as the more seriously injured are taken care of.

"You're writing the letter to Magna," you say eventually.

"My writing arm's broken," Jorri fires back instantly, looking straight ahead.

"No it isn't, and if it was I know you're ambidextrous you kruthead," you reply back just as quickly.

You snort when you hear him sigh in defeat.

…​

The council chamber is busy when you arrive, you take your seat and apologize for your tardiness.

"Caravan was my clan's. Had to make sure my fool brother didn't get himself killed," you explain to Elder Moira.

"Bad business that, thankfully we're still under capacity even with the influx of wounded. Might need to expand the temple, hells maybe the entire hold soon at this rate. Too many idle apprentices with nothing to do but dawdle about and fiddle with their hair," she says while sipping her ale.

You nod in agreement, the facilities and districts are growing a tad tight, only a century or two more and you'd be packed in like sardines. The discovery of your very lucrative Wutroth forest sending yet more dwarfs northwards. This time a large majority are relatives of Clan Oakenfist, the largest of the carpenter clans in the hold as of this moment. Though you note that there is still a steady trickle of young and seasoned Master Runesmiths making up a part of the migration. Most chose to stay here, others kept going north looking to fulfill the needs only a Runesmith could meet in the smaller outlying holds.

You definitely weren't the oldest Runelord in the region, but as luck would have it, you're in charge of keeping an eye over the largest number of Runesmiths in the north by virtue of their decision to stay here. And for good reason, because King Otrek is always finding work for them to do it seems. There's been talks about expanding the siege stores even further along with the expansion of the hold itself to accommodate the growing populace. Kraka Drakk is by no means anywhere near matching the size of some of the older holds to her south, but you've grown far faster than expected.

"Well at the very least King Otrek seems to be keeping a good grasp on the situation," you say after a while.

"Aye, he is," Moira agrees, "not like someone can prepare for some fool beardling discovering two massive sources of rare material after all."

You look at her flatly.

Gormak chuffs in amusement from his reclined position.

…​

Hours later when night has fallen and lessons for the day concluded, you watch silently as your apprentice worries over her father, Jorri is holding up to Snerra's assault rather well, simply smiling and telling her not to worry about something this unimportant.

"Come now Snerra, you think your da can get taken down by something like this?"

"Your arm is broken!" Snerra says, bits of gravel in her hair.

"Only in one place! Why I've broken my arm in five places before and come out fine!"

"That's not an excuse da!" she huffs, pebbles flying everywhere with the motion.

You shake your head in amusement, leaving Jorri to his fate and walking out of the room and looking at your other clansmen on your way out. You see them all in various states of healing. To the room's left, both Gotri and Gotrek are lying in a bed with a broken leg each, over in the corner you see a cousin with his neck in a brace, quietly sipping from a mug of nourishing ale handed to him by one of the apprentice priestesses.

Bad business an avalanche, you thank the Ancestors no one died at the very least.

Walking out of the temple proper you pull up your hood over your head and stalk towards the bar, weaving through the crowd of busy dwarfs, where you know your other apprentices are currently drinking. Having figured out their rotation weeks ago, only pretending to not have noticed how they switched up the fifth day by repeating their venue.

Foolish really.

Takes a bit more effort to sneak up on them now that they think they've caught on to you though. Little do they know that you've far more tricks up your sleeve. Years of dodging the Pocket Troll Tongue sharpening your mind like a blade to a whetstone. You've learned the lesson you're teaching them right now.

Nowhere is safe.

You already got Snerra today, can't go having the other two un-gravelled now could you?

...

[There will be another vote after a plan is chosen]

…​

- The discovery of Wutroth, a unique variant even, has driven more dwarfs northward and towards Kraka Drakk specifically. Pushing the growth of the hold even higher.
- King Ironarm has hit a conundrum. ???
- Jorri got his fool arm broken.
- Nowhere is safe from Pocket Gravel.

Gain:
- Invisible Diamonds

…​

You have (5 - 1) = 4 actions and (2 -2) =0 apprentice actions this turn:
General:

[ ] Odd Places 2/10: 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 3 turns.
[X] Teach your apprentice. [Cost: 2 Apprentice Actions] Locked in for 5 turns.

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

[ ] [Simple] Write in, Armed in Arms: You cannot give them all Gromril plate, the cost too ruinous even for a Runelord, but you can make quite the number of Runic weapons and equipment. With the aid of a few of the older masters to keep the youngsters in line, perhaps enough for the hold in its entirety. It would be a massive undertaking. Your beard twitches fiercely, you don't know when but something will happen before this next century is out. A lot of your work will be in actually coordinating the disparate smiths in the hold into something of a cohesive unit. [Cost: 4 actions.] Productivity Like No Other Will proc.
-
[ ] Petition the Hold: Ask King Otrek and the Elder council for aid in managing the logistics of the project and incorporate it into his larger overall armament program. [Cost: 5 Favour with the Hold and King Otrek] Reduce total action cost by 1
[ ] [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 task 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.
[ ] [Difficult] Write in, A Greater Warmachine Pt. 1: Upon gazing out over the walls and the warmachines that dot them, you have been struck by the desire for something bigger and much more deadly to be-rune. Your Hold deserves better. Go to the Engineering Guildmaster and discuss with him the possibility of a much grander warmachine for use in the defenses.[Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you.
- [ ] 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)
[ ] [Difficult] A Higher Standard Pt. 1: You've gazed upon the face of the Ancestors a lot in the past few years, especially when you were making your alchemical flame spitters, and it's inspired you. A banner to rally behind, something that dwarfs will look to and fight all the harder with it at their back. A banner worthy of the hold of Kraka Drakk, to be held aloft with pride by an equally worthy standard-bearer. [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you.
- [ ] 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.
[ ] Silverwood: An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well?[Cost: 4 actions] Student of the Odd will proc
[ ] 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 -2) =10 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.
[ ] Kingly Authority: You may petition King Otrek to flex his political muscle to order something for your use. [Cost: 5,10,15, Favour from King Otrek, depending on tier] +1 Order.


Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: Shorter update than usual, uh anywho there's a small little vote after a plan is decided that I'll threadmark. Anyway C&C and thanks for reading :^)
 
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King Otrek's Conundrum
The council room is quieted by the steady thud of King Otrek's boots against the floor. The sight of the King, recently returned from a victorious campaign, with his polished armour and the ominous sight of Trollslayer strapped to his back, is an inspiring one. He bids those of you in the midst of standing up to sit down, putting the formality aside in this one instance.

He walks towards the table and stands before the now seated elders while putting down his helmet gently.

"Negotiations have stalled with Ungor and Vlag," King Otrek says with a harsh sigh.

Master Brokk grunts loud enough to silence the whispers that begin to occur among the elders.

"Not by malice or indecision, but because they've committed themselves to completing the Ungdrin route north as soon as possible. As brother kings, they've both asked that I also play my part and meet them in the middle by making an expansion southwards to connect with the overall network. It is not a decision I would make lightly, because the diversion of labour will undoubtedly hinder our expansion efforts. Not enough to worry about overcrowding, but it will be noticeable. But the opportunity and growth of a viable Ungdrin route offers the hold both in the short and long term are equally important. I have final say over what happens, but I would hear your advice Honoured Elders," he finishes, gazing across the room.

One by one each of you says your piece. Some speak on behalf of going through with the expansion, others argue that the influx from the Ungdrin route will not alleviate their issues right now. Neither side is particularly heated because all of you realize these things will get solved eventually. It's simply a matter of what you think is best for the hold, a goal no one here can hold against you.

Eventually, you are bade to speak, and looking around at the room argue in favour of,

[ ] Expanding Domestically: The Ungdrin route can wait if only for a little while longer, you're facing a growing population and the systems in place require Royal attention and efforts to keep up with the influx of both beardlings coming of age and the number of new arrivals you are facing.

[ ] Expanding Internationally: A connection to the Ungdrin opens the hold up to the intercontinental system of highways and paths that connect all the holds of the Karaz Ankor. The wealth and material that will be brought in can no doubt be used immediately in helping the hold deal with its domestic issues.

NOTE: Regardless of the choice you make, It will just add a modifier to the roll that represents King Ironarm's decision. So say you chose to support dealing with domestic issues first, then a not-insignificant bonus would be applied to King Ironarm's roll to decide, which would have a DC check. The modifier is the same for either decision, I will simply change the outcome of King Ironarm passing the DC of his roll to your preferred choice. No change mechanically or narratively will occur to your standing or reputation, as you are ultimately only giving your opinion amongst a large group of elders.

Hour-Long Moratorium.

AN: I wanted this to be part of the turn, but got conflicting info over whether voting for this separately would bungle up the tally. Anyway heres something that happens when you're held in such high esteem. C&C and thanks for reading :^)
 
Turn 10 Results:
Winning Vote:
[X] Plan A Throng To Be Proud Of
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 3 turns.
-[X] Teach your apprentice. [Cost: 2 Apprentice Actions] Locked in for 5 turns.
-[X] [Simple] Write in, Armed in Arms: [Cost: 4 actions.] Productivity Like No Other Will proc. 2 Actions.
--[X] Petition the Hold: Ask King Otrek and the Elder council for aid in managing the logistics of the project and incorporate it into his larger overall armament program. [Cost: 5 Favour with the Hold and King Otrek] Reduce total action cost by 1
-[X] [Difficult] Write in, A Greater Warmachine Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. 1 Action. A Bolt Thrower.
--[X] Choose: Master Rune of Disguise, Rune of Accuracy, Rune of Penetration.
-[X] The Greedy One's Heart: [Cost: 4 actions] Student of the Odd will proc. 1 Action.
-[X] Write-in: Stone Troll's Blood

[X] Expanding Internationally: A connection to the Ungdrin opens the hold up to the intercontinental system of highways and paths that connect all the holds of the Karaz Ankor. The wealth and material that will be brought in can no doubt be used immediately in helping the hold deal with its domestic issues.


…​

(Roll, King's choice: 57 +20[Exalted Standing] =77, DC:50)

King Otrek nods when you finish speaking. Seemingly convinced of whatever his final decision may be.

The meeting is otherwise entirely run of the mill. Efforts to supply the coming campaign season are balanced with the growth of the siege stores, communicating with the other northern holds continued apace as the gears of diplomacy slowly greased by Kraka Drakk's unique wealth. Brokk reports that he and his rangers were finding fewer monsters than usual, though the cry of griffons was more commonly heard nowadays. Something many of you, King Otrek included, are rather pleased about. The only other point of interest being when you bring forth your own proposal near the meeting's end.

"I'd like to petition the Council and King's assistance in another project I have planned that will benefit the hold," you begin diplomatically. Mentally preparing to haggle and bargain hard to get it approved.

"You have it," King Otrek says, nodding once.

"The Elder Council agrees," Moira adds in with a nod of her own.

"You haven't even heard what it is yet," you say, outwardly calm but internally happy but surprised.

"You've made the smelter, taken charge over the Holds defences well beyond what was expected, made Trollslayer, killed a would-be greater daemon, and of course you own the two most profitable pieces of land in the hold. Be a bit daft to think whatever you're proposing isn't going to do something productive at this point Gift Giver," Gormak grunts from behind his mug.

The assembled dwarfs nod, chuffs of approval leaving their mouths.

"Master Gormak speaks truly Rhunrikki, your record is impeccable, we have little reason to not trust you with this," the King agrees.

You grunt before laying out what exactly you plan to do to them. The idea itself is simple, you've taken note of the number of Runesmiths in the hold, having had to host all of them at some point in time. You also reckon that the hold, and the King's coming campaign, could do with some high-quality Gromril weapons. While the youngins are doing an okay enough job meeting the small-time demand of the minor clans and the continued growth of the hold, their impact is spread out, lessened by its informal nature. You want to harness it somewhat, get enough of your fellow Runesmiths on the same page and working towards arming the Throng with good quality weapons and equipment all at once rather than waiting for the amount of runic equipment to grow naturally. It's something you're willing to help fund in terms of material cost but would like the crown's assistance in organizing the logistics of the whole thing. Mostly in finding the smiths capable of making enough weapons and helping you organize enough of your fellow runesmiths to get as much done as possible without risking the quality of the individual weapons themselves.

"Why in Grungni's name would we say no?" Moira asks, face befuddled. Her feelings seemingly shared by many of the other dwarfs here based on the stares of confusion you were receiving. All save Gormak who is shaking his head and muttering under his breath and Brokk who simply nodded.

"I'll see about finding the necessary experts Rhunrikki. It'll be costly, but not enough that I would refuse, especially with your financial support. Now, if that's everything, I do believe this meeting is adjourned unless someone else would like to bring up a topic? No? Alright then, I call this meeting to a close," the king announces loudly as he gets up from his seat.

You get out in good time, not taking the time to chat as you usually would. Staying only long enough to tell the guildmaster of the Engineers Guild of a project you want to discuss with him at a later date before leaving.

You have a Kumenouht to attend after all!

…​

You stand in a crowd of kinsmen, Fjolla and Dolgi behind you with Jorri and his children to your right. Every adult and child too young to participate is here, to celebrate Kumenouht. The clan split into two large gatherings parted down the middle to let the beardlings through when they arrive. Soon enough the sound of footsteps can be heard behind the closed doors of the chamber, and the whole room quiets down. All of you watch as the procession of young beardlings and plaitlings file in from the waiting chamber, each dressed plainly in the clothes and colours of the Clan, each carrying an item in their hands. The line of young dwarfs stopping before seven Elders in slate grey robes that stand atop a lightly raised podium where the Clan's Shrine to the ancestors is present. Seven busts, one for each ancestor, with Thungni's clearly larger head in the middle with his brother and half brother to the left and his parents and uncle to the right.

Ah, Kumenouht.

An important day in any young dwarf's life. The day they are formally introduced to the Clan and begin to take up the burdens of adulthood. For many clans, it is when their young offer their earliest apprentice piece, a signifier of their entrance into the trade of their choosing. Usually, it was the traditional trade of the clan or something related to it. In a brewing clan it could be a cask of ale, but perhaps the beardling felt a calling towards barrel making, in which case they simply brought forth an empty barrel they'd made. Farmers a bag of flour they milled, a smith with an axe or hammer, engineers a crossbow, warriors a helm. Items that signified to the assembled clan that the beardling was now fully willing to commit to their chosen craft and profession, having grown something resembling a beard or plaits worthy of the name and their time in the mines completed.

For Runesmith Clans the ceremony differed.

Not in the purpose of course, but it was on Kumenouht when the youth of the clan were formally tested for The Gift, thirty being the oldest age that it would show itself or never at all. Informally, many of the clan's youth were checked throughout their lives but only now would it be certain for most. This meant that these young dwarfs made an apprentice piece for a second profession rather than deciding if they could be a Runesmith, as all were tested for their suitability on this day. You see Snerra among the bundle of 40 or so beardlings who were participating this year, right at the end of the line standing before the Eldest members of Clan Winterhearth. You were not among them, despite your age, because Runesmith Clans, to their pride, tended to have very old dwarfs be far more common than usual, regardless of their possession of The Gift.

None of the council were under 800 as a rule. You spot uncle Krauss, in the traditional slate grey robes of the occasion, off to the left where the youngest member of the group was often put to mirror the ancestor shrine.

The cheery mood does not disappear, but the hall is silent. The entire Clan present waits with bated breath as a great Grand Uncle, a dwarf of 1200 years and the eldest of the Elders, pulls out a Rune Hammer.

It is not the true Karaz-Kazak-rhun, the hammer of Thungni, but a reverent recreation gifted to the first runesmith the Clan produced. The Rune Array on it is beyond even your ability to decipher, but the shape of the central Rune is known to every dwarf here.


The Rune of Thungni takes center stage on the hammer's surface, glowing dimmer than the two Runes beside it. Waiting to be used in its traditional capacity.

The Elder with the hammer walks down from the dais, hammer in hand, and stops before the first beardling. A young lad with the Clan's signature deep brown hair, the Elder offers the hammer to the youth, who takes it reverently and holds it steady. Like a switch the Rune of Thungni begins pulsing softly for several moments before stopping at a particular level of light. From there the Elder examines the hue of the Rune, and shakes his head, confirming that the beardling does not bear The Gift.

The Beardling nods and gives back the Rune hammer. He then walks to the shrine of the Ancestors and puts down another hammer. One he had made specifically for such an occasion. He does not have The Gift and so must take up another craft, smithing this time it seems. A good choice, it's the most common profession chosen for your Clan should they not possess the gift.

Again and again, the Elder moves through the line of beardlings, testing each and every one. Many times he shakes his head, and the beardling puts their apprentice piece before the shrine. Slowly a pile of shoddy, but heartfelt, creations are laid at the foot of the shrine. But those few times that he grunts in approval at the hammer's glow the clan erupts into quiet cheers. The child's parents patted on the back and handed a tankard of ale. In this case, the visibly happy dwarf walks to the shrine empty-handed and kneels before the bust of Thungni, where the other 6 elders lead them in reciting a sacred oath.

By history, we are bound to you, Rune bringer, wonder maker and foe ender.

By blood, are we connected to you Thungni, son of Grungni, delver of the deepest places.

By oath, we swear to wield your gift for the good of all Dwarfkind and adhere to the tenets you spoke.

Should I or should I not be found worthy by one of your students, I do so swear on my beard/plaits that I will uphold your virtues regardless.


After which, they walk back into their place in line, a pendant bearing a, nonworking, copy of the Rune of Stone in their hand.

(Roll, [1d30 -5]/2 =6.5 > 6)

Six young dwarfs are found with The Gift, a larger than average amount of beardlings for a clan as distantly related as yours. You imagine the celebration will be particularly rowdy tonight to commemorate such an occasion.

For a clan as distantly related as yours, a dwarf with The Gift was a treasure and honoured gift, a source of pride for not just their immediate family but the Clan overall. Of course, the youth still had to be chosen by a master, but simply knowing that Thungni's blood ran true was a cause for celebration all the same.

Then, he eventually stands before Snerra. The girl stands calmly in her simple dress while the clan looks to her with bated breath. Many knew you had taken her on as an apprentice exceedingly early and therefore understood she had The Gift. But many, you included, are curious as to just how strongly it flows through her.

https://www.youtube.com/watch?v=qMSDjUjM_q0

The elder, adhering to tradition and ignoring Snerra's lack of apprentice piece, hands her the hammer.

Normally the process takes about seven seconds to complete, an auspicious number to some. Mostly because seven is the number of Ancestors and about how many decades it takes for the average beard to reach the floor along with a whole slew of other minor quibbles.

But this time It takes not even a moment for the hammer to blaze with scintillating light. The Rune of Thungni emitting a kaleidoscope of colour that makes even the Elder officiating huff in surprise. The light burns with such intensity that it overpowers near every other source of light in the room. For a moment all of you see the walls bathed in a myriad rainbow of colours that bedazzle and amaze many of your Clansmen. Snerra meanwhile, simply holds on to the hammer, her eyes wide as she stares unwaveringly at the Rune.

Eventually, the hammer dims, feeling that its point was made adequately.

All are silent for a few moments, realizing what they witnessed was something truly extraordinary.

But then Jorri breaks the silence, cracking open a cask of ale with an axe, lifting it to his lips and drinking from it directly.

Like a valve being opened, the cheers and celebration begin.

…​

Your meeting with the guildmaster days later comes at the heels of the King announcing his plans to connect the Hold to the Ungdrin Ankor and by extension the greater realm. Already the various clans and guilds that will no doubt take major roles in seeing it done are in a flurry to get work started right away. So it is a gesture of especially high respect that the guildmaster takes the time out of his likely incredibly busy schedule to meet with you so quickly, especially considering your past history. Still, you think your idea will do much to make it worth his while. After all, it is about creating an absolutely massive Bolt Thrower out of Pure Gromril and Silver Wutroth that you would imbue with a particularly potent Rune Array to let it strike with deadly accuracy completely hidden from the enemy's view. The idea of such a large war machine hidden from the enemy and firing with the accuracy of a Master Ranger and the force of a thunderbolt being something the two of you can agree on being rather desirable indeed.

It takes a few hours for the final details to be hashed out, a contract written and signed, and before you know it the two of you are shaking hands and you depart from his office.

Though neither of you says it, you're both hopeful there won't be a significant delay in between your agreement and the final product like last time.

...​

The rest of the decade is spent between your work on what is essentially arming the hold with Rune inscribed Gromril weaponry takes up the majority of your time. Having to work with a smaller pool of workers by virtue of King Otrek's decision to go through and push for joining up with the greater Ungdrin drawing in a good amount of effort from the hold as well.

While you create many weapons, all likely going to Clan Elders and Champions, most of the time you are about the hold making sure everything is running smoothly. One day you could be arguing over supply lines in Master Gormak, the next you're convincing the older Master Runesmiths to play a minor role in doling out the orders to the younger masters they know specialize in it. It is informal, messy and far more work than you would like but it gets the job done. And a few months into the year you let it loose.

For several years the hold is filled with a different sort of activity, different from the orderly swarm of miners, masons and smiths going about the work of creating an Ungdrin entrance. To an outsider, the work around the Ungdrin is dwarfen logistical efficiency at its finest. Time tables are established, work divided evenly and according to individual skill and pay on time. The communal nature of Dwarf mentality paired with the natural desire to get things done right working to their advantage.

Alongside this orderly and precise machine, a cantankerous and ornery beast is set up.

Carts of Gromril weapons and shields are brought out of the foundry district from the various individual blacksmiths, along with crossbows and war machines from the Engineers guild, banners and talismans from the weavers and jewel smiths guilds all are stockpiled in a central warehouse. From there, the orders are broken up and sent to the homes of the elder Master Runesmiths. Wherein these cantankerous old dwarfs then further divide these bundles, assigning the equipment to be inscribed by smiths they know specialize in it, keeping the workflow going strong and the commission money flowing. Reports and record keeping are done on an individual basis, collected then sorted by a crew of suffering apprentices. The veracity of the statements relying on the honour of the craftsmen to be trustworthy, which isn't a bad idea considering they are dwarfs after all.

Runesmiths are independently minded you see, and would never subject themselves to the type of coordination of other guilds. But just this once, they begrudgingly work together somewhat for the good of the hold. Their pride in a job well done translating to making sure this entire project succeeds because Grungni dammit they'll pull their weight and then some!

By the end of it all things return to normal and the activity returns to its regular individually controlled basis. You don't know if anything significant has changed, but the experience has ended up with several informal associations of smiths, young masters finding kindred spirits in the hold, and elders keeping an eye on everything. For you personally, it has left a minor distaste for managing anything more than an apprentice, because having to argue with so many individuals one on one was a bothersome waste of time all things told.

The experience was at least good for your apprentices to get some exercise done. You do not regret turning them into your little messenger goats, prancing through bustling streets with letters by the dozens bundled up in their arms.

…​

To your disappointment, your work on the system eats up much of your time, giving you time to test the heart only a little bit.

Only three volumes of notes, that's barely a book!

The tests themselves are the bog-standard gamut of experiments. Good news that you learned early on, this thing grew back whenever you cut out a piece. Something tells you that it's unlikely you'll be able to make an entirely new heart from it, but it lets you be a bit more destructive in your experimentation at least.

So far nothing's been too exotic besides the obviously insane regenerative properties.

The heart continues normal cardiovascular activity despite having no source of mundane energy or body to monitor its activity. Controlled shocks to disrupt it prove ineffective, the beat restoring itself once the foreign electrical signal is stopped. The introduction of liquid into the valves and chambers goes about how you expect it to.

Nothing special so far.

Well, besides the eternally beating, ever-regenerating troll heart you mean.

You look at the Rune inscribed keg of Stone Troll Blood curiously. Maybe? Hmm.

...​

Gain:
- Combo, Rangerstrike: A ranger's greatest deeds are oft never seen. Entire battles won by a single bolt fired from somewhere no one expected, a well-timed avalanche, one crushing strike from beyond their perception. [The first strike from this weapon will deal far more damage, needing to be moved an appreciable distance or a long period of time between the next shot to reactivate the ffect] [Master Rune of Disguise, Rune of Penetrating, Rune of Accuracy]
- 1 Progress done on The Greedy One's Heart.
- Armed in Arms: It is a labyrinthine mess, but you managed to create enough goods to outfit the throng in good proper Runic gear. ???
- Stone Troll's Blood received. >_> Troll Country is literally right there after all.

AN: A bit shorter than usual, but It is what it is. Anywho, thanks as always for reading and C&C :^)
 
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Turn 11:
The traders bring grim news from the east, a great horde of daemons came down upon Karak Vlag. Only now, four years after the hold was besieged has the horde been driven off which would be a cause for celebration had Vlag not lost an entire layer of its outer defences to lay the daemons low. While the loss of such a scale isn't ruinous to the Desolation Hold, for its defences are manyfold and its inhabitants productive, it certainly has forced King Yarri to divert an appreciable number of his masons towards rebuilding the fallen walls and towers instead of working on the connection to the Ungdrin. It does little to slow your own home's progress, but it has led to the mountain passes being more dangerous for the caravans.

You've no doubt that King Ironarm will be keeping such things in mind, or well he would have were you not also suffering monster attacks of your own. The timing was poor, news of a great migration of trolls headed straight for Kraka Drakk forcing King Otrek and his throng to pull back from what you were told was a very successful campaign near Kraka Dorden.

They arrived only days before the horde was about to burst through the mountain pass that connected Kraka Drak to Ravnsvake and the rest of the Southern holds when Brokk's rangers reported something odd happening to the horde.

You would not learn until after, but the Greedy Troll leading the horde had been killed, its torn apart body found in pieces to the northwest of the pass. Leaving the horde leaderless and without further command.

It was a bit of quick thinking on Brokk's part to cause an avalanche while the majority of the beasts were still trundling through the pass, inertia keeping them moving despite their leader's death, and burying most of them under tonnes of ice and snow. The stragglers not caught and the living trolls still buried were picked off by a jubilant throng. Only over the coming weeks would the aforementioned leader's fate be discovered by Brokk himself.

"Looked like the damn thing was ripped apart by the biggest set of talon's I've seen. The body was torn in half with its head crushed underfoot. Patterns in the snow make me think its either a particularly small dragon or a very big chimaera," you remember hearing Brokk say during today's meeting.

Curious, but it was out of your hands, so you can do nothing more than wish Brokk well in his search for the culprit.

…​

You sniff at the creation currently on Dolgi's desk. A modified crossbow inscribed with the Rune of Cleaving, Speed and form of the Rune of Accuracy burning on its surface.

"Hmmph, not a Rune of Penetration?" you cast a glance his way, eyes narrowed.

"Not confident enough in my abilities Master," Dolgi replies, head bowed.

You sniff hard,"Well, if this mess is what you consider acceptable I dare not look at whatever pickaxe scratch you think a bad Rune looks like beardling. Preparing for your journey already are you?"

"Practicing for the final pieces of equipment I'll bring with me, yes Master," Dolgi confirms.

"Carry on then lad, you've got a few more decades to go before I even think about letting you out of this Workshop and telling the world you're my apprentice!"

"Yes master!" Dolgi shouts as you leave his room, shutting the door behind you.

As you walk down the hall, you stop and give Fjolla the same treatment and give her life-saving advice, though she may not know it yet. You leave her room slightly less disappointed, only by a hair's width really, but enough to be worth commenting on. Runework like that wouldn't save her from some beastie with more muscle than brain deciding to chow down on her. You wouldn't send them out if this was the kind of skill they had right now.

Bah!

The Journeyman's trials were always the greatest gamble for any master. Ignoring the obvious potential risk of death, no matter how well trained they could be, a beardling sometimes just didn't manage to get it into their head that they weren't done learning. You knew many masters who lost at least one apprentice to that particular bit of madness, and to your quiet sorrow, knew many more whose apprentices ended up dead by some twist of fate or improper care.

You'd somehow, thank the ancestors, not yet lost a single apprentice to either fate, but knew all too well that your luck wouldn't last. You were only a spry six and a half centuries old after all, time was on fate's side sadly.

In your gut you knew, that no matter how well you prepared them, you couldn't coddle these two forever. Snerra at least, you had a good half-century to train, and at the rate she was growing she'd admittedly have better odds, but that wouldn't stop you from being just as critical as you were with Dolgi and Fjolla of course.

A prodigy just meant you could cram more into their thick skulls before you sent them off.

Two decades before they'd be ready at their current pace, longer if they didn't, but you knew you'd likely let them go before they'd turn 200. Hopefully to see them return in a few decades, ready to be tested and pass as masters, complete their education, and become true Runesmiths.

You eye the sky and see it is still clear. Though you cannot help but feel as if the air is tingling just a bit.

…​

That same night, after you dismissed your apprentices, you make your way into the hold and sit quietly at the bar you don't frequent. Right now you're listening to a group of dwarfs banter with each other behind you, unaware of your presence.

Much of what they talk about is useless, obvious because they were beardlings barely into their second century, but you manage to pick out a few gems from the muck. Work in the Ungdrin continues apace and there's talk of fortifications being built at the grand station that serves as the entrance to the underground highway in a few decades. Couldn't ignore an indirect command from Grimnir himself after all.

Well, well, well.

You suppose you could leave it to the King to square away, but you'd already done so much. What's another series of defences really? Ah well, you were decades away from having to worry about the issue, and more importantly, you see your target.

Dolgi and Klorah enter the building, both dressed rather nicely. The latter's arm tucked neatly into the formers, Dolgi is quietly smiling as his significant other talks about her day.

In your hand, the gravel weighs heavily.

You remember being dressed in your finest clothes. On the one free night of the week, you'd taken her out to the finest bar you could afford. A fine meal and good ale before dropping her off at her parents' home sounding like a grand idea.

You remember Master Yorri appearing from a table behind you, you remember
the tongue's sickening thud as it crashed against your face.

While centuries later you can laugh at the memory, for a good week you remember being overly paranoid about every hooded individual you met, double-checking every dark corner, and seating yourself so that you had a clear view of the entire bar whenever you went for a drink.

Nowhere was safe.


Your eyes narrow, the conundrum weighing heavily on you. On one hand, the lesson needed to be taught, on the other you certainly wished that your outing hadn't ended with a red mark on your cheek that came from a troll tongue.

A compromise then.

You sit there for hours drinking quietly, waiting for Dolgi and Klorah to finish their dinner date. Quietly, you follow Dolgi as he escorts Klorah home, making quick detours to hit both Snerra and Fjolla. The former inside a bakery ordering some late-night stonebread and the latter in the middle of a drinking competition surprisingly. Despite the time spent, you reach Klorah's home before the two lovebirds, a quick mental calculation tells you that you have only two minutes to prepare.

Plenty of time.

…​

You watch from your hiding spot as Dolgi stands outside Klorah's door, greeting her parents respectfully.

Almost.

Klorah goes inside, her father grunts gruffly at Dolgi while her mother simply sniffs at him before they close the door. They really like him it seems.

Now.

You drop down quietly behind your apprentice, still staring dreamily at the door. Then just as he turns you bellow a warcry, as Dolgi screams in surprise. You're glad you'd already forewarned the girl's parents otherwise the sound may have led them to come investigate.

Pocket Gravel can be delayed, but never denied.


- Vlag was besieged, and Vlag held but not without bearing some scars as proof. Work on their section of the Underway connection has slowed for obvious reasons.
- A horde of trolls tried and failed, to assault Kraka Drakk. Forcing King Otrek back from his campaigns early, and perhaps unnecessarily. The horde's leader killed by some mysterious beast and its horde buried under a mountain of snow caused by Brokk and his rangers.
- Your apprentices grow slightly less incompetent by the day, soon enough they'll be at the very minimum level of preparedness to undertake the trial and hopefully come back ready to be ordained as a master.


...
You have (5 - 1) = 4 actions and (2 -2) =0 apprentice actions this turn:
General:

[ ] Odd Places 2/10: 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 2 turns.
[X] Teach your apprentice. [Cost: 2 Apprentice Actions] Locked in for 4 turns.

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

[ ] [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 task 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.
[ ] [Difficult] Write in, A Greater Warmachine Pt. 2: The plan is built, the weapon ready. A Bolt Thrower of truly prodigious size whose scale belies just how light it was in comparison. With your final touches, it will be something truly deadly to behold. You've tentatively named this beast of a weapon The Reckoner [Cost: 1 action] Productivity Like No Other will proc.
[ ] [Difficult] A Higher Standard Pt. 1: You've gazed upon the face of the Ancestors a lot in the past few years, especially when you were making your alchemical flame spitters, and it's inspired you. A banner to rally behind, something that dwarfs will look to and fight all the harder with it at their back. A banner worthy of the hold of Kraka Drakk to be held aloft with pride by an equally worthy standard bearer. [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you.
- [ ] 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)
[ ] [Difficult] Write In Pt. 1: You've had an idea for something! This is the template for write-in item requests. Please put down the name, description and type of equipment/item you want to be made. Pt 2 of the item will cost differently depending on the number of items and potentially the size of it as well. A base guideline for Pt.2 costs will be at the bottom of the post. [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you.
- [ ] 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.
[ ] Silverwood: An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well?[Cost: 4 actions] Student of the Odd will proc
[ ] 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 -1) =3 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 -2) =10 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.
[ ] Kingly Authority: You may petition King Otrek to flex his political muscle to order something for your use. [Cost: 5,10,15, Favour from King Otrek, depending on tier] +1 Order.

Write in Equipment Action Costs:

1 Action - 1 standard piece of equipment.
2 Actions - Multiple pieces of equipment or Large individual items like a Gronti or individual equipment for a very big Gronti
3 Actions - Very Large individual items like a very big Gronti or a full/near full set of items.

Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: An actual shorter turn than I wanted but theres not much to say really, as always thank you for reading and C&C. :^)
 
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Turn 11 Results:
Winning Vote:
[X] Plan Metal and Machine
-[X] [Difficult] Write in, A Greater Warmachine Pt. 2: The plan is built, the weapon ready. A Bolt Thrower of truly prodigious size whose scale belies just how light it was in comparison. With your final touches, it will be something truly deadly to behold. You've tentatively named this beast of a weapon The Reckoner [Cost: 1 action] Productivity Like No Other will proc.
-[X] 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 -2) =10 Actions] Student of the Odd and Mind of Metal will proc.
--[X] 3 actions

…​

You sniff from your position behind Snerra, looming over her shoulder while your other two apprentices practice for when they finally make their journeyman pieces. Your niece is wearing the same version of the heavy padded suit that you had Dolgi and Fjolla wear for decades, several kilos of weight attached at her elbows and hands covered in so much padding that it made dexterous movement all but impossible without tremendous amounts of carefully applied force and pressure.

And you see, to your quiet joy, that she still inscribes the form of the Rune of Stone using the intentionally chipped and dull chisel you gave her with precision and grace for the 100th time.

"Hundred and fifty more Snerra, get it done before the week is out," you say simply, walking around and staring ominously at your apprentices from behind them.

Soon, you think, the girl will be ready for her First Rune and likely soon after her First Carving.

A bit of odd nomenclature, but like all things, there is a reason for it.

The First Rune is exactly what it says it is, the very first working Rune an apprentice shall ever engrave, always the Rune of Stone upon a piece of armour. The First Carving, however, was the first Rune the apprentice made that was put to work. It was always a weapon Rune, engraved onto a hammer or axe then given to a member of the Apprentice's family to bear into battle. If victory is secured, the bearer living or dead, then it was a good sign. If the weapon or battle is lost then it bodes ill. The reasoning of course is that a good Rune would ensure victory for the dawi and a bad Rune would fail to prevent their death. If you ignored the myriad of other factors involved in each and every battle and believed that your one Rune alone could turn the tide.

You don't necessarily believe in the practice itself or what the outcome signified, but then again the logic made a sort of sense.

A living relative and a won battle were better than a dead dwarf or a terrible loss after all.

Dolgi and Fjolla had made their First Carving only a scant few years after their First Rune, the weapons sent south to their relatives to be wielded in battle, and the outcome reported back. To their quiet relief, neither of their relatives had died and their battles won.

You snort, the memory coming to your mind with ease. Your own First Carving was given to your older brother Hroki, who wielded it for two centuries before you made him a replacement. The offending sight of your apprentice work forcing you to make a new one the next time you met him.

The memory is a quiet comfort.

...​

You are informed early into the decade that the Bolt Thrower was completed and awaiting your finishing touches. You get to work immediately, having purposefully delayed your plans to continue your work with the Gromril just to get this done and prevent a repeat of last time.

You send the messenger back with a response, and soon enough you have all three of your charges hauling it back into the workshop and into your personal workroom. The elder longbeards that serve as its crew walking behind them, eyeing and grumbling at them menacingly.

It's a beautiful piece of work.

The machine is perhaps a third again larger than the standard Bolt Thrower, the wooden structure is composed of Silver Wutroth, the metal bracings and mechanisms out of Pure Gromril. The mass of silver is broken up aesthetically with inlays or Darkened Silver, sapphires and regular wutroth, the dark lines creating the image of a menacing Frostwyrm.

You grunt at them all, shooing them out of your room, even the Longbeards, and get to work.

Hide this weapon, let the eyes of my foe be blind to it.

Let air shimmer and distort, let mind be befuddled…


You hum the chant, a hammer striking precisely and deepening the groove.
Power Flows
The diamonds are crushed, ground down to a fine powder that is barely noticeable even to you.
Will guides it
You pour in the dust carefully, the only way to tell where it is through the slowly growing light of the Rune.
Let song remind you
Your hammer burns a dull orange, the rhythmic striking in time with every third heartbeat. You must do this again seven times over for each of the chisel marks that make up this Rune.
Let mind shape it

It is tiresome work, but your mind is calm, your spirit fulfilled and the deepest parts of you made content. Finally, after two weeks of chanting, grinding and hitting the completed Master Rune glows with power. The white light it emits, for all its intensity, leaving not even a shadow or mark of its existence.

You nod and walk off towards a barrel of ale, a small smile on your lips.

Quench the thirst before you get on with the other two Runes.

…​

You send off The Reckoner and its very happy crew at the turn of the sixth month, leaving you with little else to do but teach your bumbling apprentices and do research.

So it is, that in-between long marathons of holing yourself up in your study, you take a break, walk out of your room and check in on them from time to time. Leaving the next batch of lesson plans for them to find in a cache somewhere in the Workshop or outlying area around it.

After all, a keen eye is necessary to becoming a Runesmith.

Sometimes you leave it in places that also train their climbing ability, but that's just good common sense. Every dwarf should know how to scale a cliff or walk across a beam from only a paltry eight meters in the air.

…​

The first leg of your research is dedicated to finding the Rune's necessary for the procedure you're thinking of before figuring out exactly what materials you'll need to actually build the Rune itself.

Runic research, as opposed to other more mundane things, is an incredibly theoretical process until it isn't. The cost of materials could make even the wealthiest Runelords balk in fear, especially when it came to master runes. So many times a Runesmith would rely on the years of experience under their belt, a good bit of intuition and heady mix of luck and fate damned chance to figure out a Rune or Runic combination that worked.

With that in mind, much of your earlier iterations relied heavily on modifying the spell siphoning array on your amulet and in your workshop as a basis. Hundreds of different alterations are designed, revised, tested and ultimately thrown away. You make so many of the damn things that you end up with a stack piled high in the corner. Only after the 300th alteration that a startling realization strikes you.

Was the impurity magic?

A simple question considering everything, after all what else could it be? Warpstone was physical chaos if there ever was such a thing, but magic fades eventually. So what then? If the impurity isn't magic, trapped inside the Gromril, clearly it is still tied to it like a scar to an edge. It does lead you down a path of questioning, however. For all that magic is temporary, prolonged exposure leaves its mark on all things. Perhaps then, your efforts with Gromril must be seen through this lens. The taint of the Warpstone leaving behind an echo like the stain from the bottom of a mug on the bartop.

Or you could be wrong!

Bah!

You agonize over the issue for who knows how long until you decide to test it. Your mind denying you sleep for what feels like months on end as you make hundreds of alterations to the talisman combo bent towards the notion of removing that echo of corruption all coming up short. You don't even know what to look for really! Just a hunch, a guess wrought by a floundering mind.

You don't know how, but your body, finally breaking after who knows how long you've spent awake, moves you into bed and you leave the waking world the second your head hits the soft down stuffing of the pillow.


Your dream self floats before the meteor again, the chunks of Warpstone strewn about from your failed attempt last time still there. You're a bit impressed with your mind's ability to retain continuity, then again you were a Runelord so at the very least you trained it to be that good.

You wander around, floating all over the now cooled impact crater and look for something that you don't even know you're looking for.

Then oddly you feel a pull, a tingling sensation egging you back to the great ball of Gromril semi-covered in Warpstone. You float there, staring at the meteor until you note the changing lighting. Time begins to pass faster and faster, but still, you are transfixed at the sight in front of you, tilting your head as you watch the reaction occur over what feels like millennia. Instinctively, you know that were you able to look away you'd be seeing the forest reconstitute itself around you, the crater fill in with groundwater and becomes a lake. The haze of the water doing nothing to disrupt what you're seeing.

The cloying mass of the Warpstone starts fraying, breaking at the edges and disappearing into the air. The trickle of a century appearing to you like a torrent as ages pass in the blink of an eye. Slowly, surely the mass corrodes away in its entirety leaving just the Ore in its place, but yet...but yet when you squint you see it.

A shadow. A foulness that clings to the Gromril, burying itself deeply and suffusing the metal until it disappears.

You pick up a ghostly pick, the heft noticeably different this time, and strike at the mound. Your pick strikes true and the clang of metal hitting ore sounds. Again you strike, over and over, working to break away a chunk off the larger mass of rocks until you hear the crumbling of stone breaking away.

Yet the Gromril is whole, the section you struck at though…

… it burns silver.

Some unseen force makes you tilt your head and look down at your pickaxe your eyes trailing up the dark Wutroth handle, indecipherable patterns swirling up the entire thing until you reach where the metal head sits. Slowly, achingly slowly you get a look at the pickaxe head...

...and see nothing but a shaped void.

You wake up with a start, chest heaving and mind abuzz. Already the dream is fading from your memory, falling through the solid trap of your mind like it isn't even there.

Flinging yourself out of bed, you desperately grasp around for a chisel and hammer.


You don't know how long it's taken you, but you've created two prototypes that you've put inside the warded room you made to handle Master Rune experimentation. Both are based on the original Runic Array in the protected room you're standing in rather than the weakened form of your talisman. They are still weak compared to that potent array, and the area they can affect is pathetically small, but they are both stronger than your amulet; strong enough that they need to be stationary to work. Ignoring all of that, the one to your left is an otherwise lightly-modified version of the array. Instead of waiting for the magic to occur it is meant to draw it out of the metal instead. The one to your right is a slightly different story.

Replacing the Rune of Spelleating is an entirely new and different Rune. One you were inspired to create by the persistent memory of your ghostly pick striking the meteor. The shape, from what you can tell, is derived from the Rune of Spelleating but clearly different in a myriad of ways. You don't really know what it will do, you have an idea, a hunch, but no concrete proof.

At least, not until a few moments from now.

Gently, you put down to ingots of Pure Gromril, one near each array, then immediately run off to put on a protective suit and shield before you come back to activate them.

Paid to be smart about this, you were half asleep but you weren't insane enough to test a New Rune in nothing but your clothes.

With that done, you activate both arrays with one of your hands then pull up the Rune Inscribed shield up to just under your be-goggled eyes. For a few seconds nothing seems to be happening, then slowly, oh so slowly you watch with ever widening eyes as the Gromril on both shifts.

On either side, the bars grow hot, so hot in fact that had you not been wearing the layers of protection and Runic insulation you'd be dead instead of sweating fiercely. The surrounding stone ignites, but the ingot on the left does not so much melt as it does shatter violently. You duck quickly, hearing the dull thunk and see the burning tip of metal actually poke through your Gromril shield by a decent amount. Pulling the shield back down you see the right bar has not exploded. Instead the metal sits there, glowing hot enough to make you squint and for sweat to pour down your face. Achingly slowly you turn off the array and watch with bated breath as the Gromril cools down.

It takes a long while, but you are left with a bar of Pure Gromril. Its silver sheen is not so much brighter as it is different. The side closest to the array almost looks brighter than the side farther away but is still not the same sheen as what you saw that day.

But it is progress. Blessed progress!

…​

The rest of your time is spent further tinkering with the successful array. Altering the rune, the configuration, but despite your best attempts you can only get the Gromril only a few shades brighter, and only on the side closest to the array. It got to the point that you even moulded the Gromril into the shape of a dome over the Runes to see if it did anything.

It made the one side brighter, but not the other.

You try again with different metals, the array does nothing. You remake the array with whatever materials you have on hand, but nothing changes. Hundreds of tests to determine other uses for the Rune that turn up nothing at all. It gets to the point that you are certain of one thing.

Your new Rune is incomplete. Somehow or some way you're missing something important in this equation and you need to restock on supplies to continue your experimentation.

You barge out of your workshop and see your apprentices are all looking a bit older than last time.

Grungni Damn it you've done it again.

"WELL!" you shout, drawing their attention, "I better see some significant improvement since I've been gone Beardlings!"

Can't let them know this was anything less than planned.

…​

Gain:
- The Reckoner:
A larger than standard Bolt Thrower that weighs slightly less than most would reckon. Constructed from Pure Gromril and the signature Silver Wutroth of Kraka Drakk, the weapon is decorated in the hold's slightly less famous silver and sapphire filigree. The weapon itself is modelled to look like the great Ice Wyrm the hold was named for; the arms carved into the shape of silvery wings, the beast's snarling mouth engraved at the end of the groove where the bolt is placed. Despite its shining appearance, the potent rune array inscribed on it ensures the weapon remains concealed and makes its first shot hit with the strength of a thunderbolt. [Combo, Rangerstrike: Master Rune of Disguise, Rune of Penetrating, Rune of Accuracy]
- Incomplete ??? Rune of ???: the Rune does something but you don't know WHAT. A vital component is missing.


AN: This is a shorter one than usual, but uh..not much to talk about. Thank you for reading and C&C :^)
 
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