Can I just say how I love imagining how Kazador and Snorri's conversation is going, because this entire debate is prompted with Kazador casually asking us what now, and if we found or did something interesting, and Snorri is just staring at empty space as his consciousness/decision maker are debating over wether we want to change here tell him something that may causes a major upheaval and change the Dwarven Society or just be vague and say no, while Kazador and the rest are just standing there awkwardly, waiting for old Snorri to answer to what seems to be a simple question.
Scheduled vote count started by soulcake on Sep 2, 2024 at 10:01 PM, finished with 1074 posts and 435 votes.
[X] Refuse the Title of Heir: [Cost: Nothing] Gain ???. You will take up this hammer, you will use it, but you are your own Dwarf with your own goals. The burden of carrying Thungni's Will, of being His Heir, is one you choose not to carry. Someone or no one can claim it for all you care, but it will not be you.
[X] Claim the Title of Heir: [Cost: ???] Gain title: Heir of Thungni, ??? You claim a position that has remained in doubt since Durin died. By Thungni's word, the hammer you would now wield confirms that you are His Heir. Elevating your authority to that of the Ancestor's eldest children, living or dead. You would not, could not be a tyrant of course, but still.
It has often been stated that I disdain the dwarfs' works, and their history, and their mythology. This is not...an entirely unfair accusation. But it is not completely true either. Though the traditional works of Dawi artisans are not to my taste, there is one group which, having adapted by necessity, I adore as craftsmen:
The Grey Dwarfs.
And among the Grey Dwarfs, among their intellectual forefathers who first allowed their changes, if only in their own minds, one looms tall:
Nain Kazzarsson.
In spite of living in the time of the Golden Age, there was a restraint, a simplicity, compared to the golden plated armor, jewel encrusted weapons, and towering structures of the Karaz Ankor at that time, he preferred to allow the natural beauty of his materials and of his work to shine. In particular, he coined a phrase near and dear to my own heart as a craftsman, and indeed to all the Windseekers, though none would ever admit the roots of the phrasology.
--
"Form follows function."
Tholin jolted a bit in the way only a Beardling caught by an Elder might, though at least it was less exaggerated than it had been when he'd first started training the boy. He was crouched over a the drawing of an ax.
Not any kind of ax that Nain would ever create, mind you. Which was not, necessarily, a problem, Nain himself attested to that: while Master Snorri had definitely left an influence on his style as a craftsman and an artist, his work was simple, austere, pristine, emphasizing what was within the beauty of the materials he was working with. If Tholin reverted to the mean, so much the better: goodness began with stubborness, independence, freedom of thought.
No, the bigger issue was that it was not very good.
There was a delicate line to tread here, he saw. Make sure the Beardling recognized he had made a mistake without being such an ass about it that he retreated as he had when Nain had first taken him on as an apprentice, worried about, well, worried about very many things. And then the third dimension, of not coddling the beardling so much that Tholin himself took umbrage at being treated like something very glass, very prone to breaking, rather than as living stone.
"I'm sorry master, what?"
Good, good. Enough spine to not immediately fold even to his master. Better, even.
"Here." He pointed to the chunk of lead on the bottom of the thing's proposed haft, the edges (encrusted!) with jewels, the haft of rock, "All of this, what is this?" He pointed to spikes of bone around the grip.
"I sketched it when I was thirteen master, It's been decades since I last looked at it. I..." He turned aside, embarrassed. "I was hoping I could improve it."
"And maybe you will, apprentice. But now's the time to revise, to make it work as an ax, to make it good as a tool and weapon before you make it beautiful. Jewels, decoration, that is all fine, but first and foremost it must be an ax, for there can be no beauty in something that does not fulfill its function." He thought for a second, then decided. "In fact, fire up the forge."
-- It was a tool, meant to instruct, to act as a symbol.
--
Hammer pounded and chisel cleaved. He was making a point to the Beardling, and so it was not hot gromril, not adamant, not Karu Tuk-Azul, but steel, good, hard steel, three bars of it, and wutroth. His only resignation was in that there were two bars of Drazh steel, and so black as charcoal and highest of quality; but it should never be difficult for a dwarf to acquire a stock of the metal, no matter what, right? The wutroth itself he had worked as well, staining it a soft yellow, blued steel acting as the grip, and a bit of pale black opal shaped to resemble Valaya herself at the bottom to act as a counterweight.
The bars came together into a billet, twisted together under his hammer, each blow bringing it closer and closer to shape, to form. Until all at once it was ready, and so he placed it onto the anvil and began to strike it, his hammer pounding on the hard metal to a sonorous beat.
The Runes too, those he chosen to follow function and so those he had set to work making onto the hot metal.
Master Snorri, Elder Snerra, Karstah, any of the others probably would have chosen some kind of lightning spewing, thunder calling, acid soaked nightmare beast that could light the entire field of battle itself alight.
His woul be simpler. And more straightforward for that, for any number of reasons.
The Master Rune of Currents. He delicately chiseled the symbol onto the hot steel, each strike as precise as he could manage, each blow delicately refining the shape as perfectly as possible. He could never match the raw Gift of the others, but this, this he could do, this he could put forward. This he was capable of. When he heard the scream of wind letting him know it was close to ready he took the paste of the griffon brain and began to spread it along the marks, the material disappearing as he did, until all at once there was a screech and the winds themselves seemed to gather around the ax, waiting for their duty.
He was not done.
Cleaving, no chant, simply focus, simply ability. It seemed to flow from his hands like ale from the keg until the gathering energy was tight and taut, waiting, and then he took the mighty cask of Grimnirzan he had gained and poured it out for seven heartbeats, one for each ancestor, letting it gather in the hard metal, pooling along it, such that it was stained with the red liquid even as the rest of the metal began to cool, returning to its natural black shade.
One last one.
The Rune of Featherweight. He chiseled some, the shape and geometry of the Rune simplest but most time consuming, thousands of tiny strikes to shape it properly. But at last it was done, at last it was ready, and with some solemnity he began to pepper the ground Phoenix Feather into the thing.
Until at last there was a hum and it was ready, as the metal cooled, and he dunked it into the corrosive, to reveal the inner beauty of the metal.
-- Gandar Dalaz is a simple ax, having made its way to the treasury of Kraka Drak. It has never failed to fulfill its function--It has been stopped but it has never failed-- and so the warriors of that realm wield it well to carve through the hardest of wood.
-Leandre Agua, A Treatise on the Art and Craftsmen of the Civilized Realms
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[Canon] Sunsteel, +15 to a Roll, Vragni has access to weird metal
Two pairs of greaves slap against the stone of the abandoned mining shaft, Master and Apprentice. One an ancient thing, an embodiment of wisdom. The other an apprentice, to crave it.
Well, fair's fair, he is a Master Runesmith at this point, even if he does still crave some of his Master's wisdom.
Morek kneels down first, picks up a chunk of rock, sniffs it. It's not the exaggerated feat of a miner thinking he's caught some kind of whiff of something valuable (And assuming his sources aren't full of it he may well not be) but a good, honest, breath to catch it, and then he sets the rock back down. It looks like fairly normal iron ore, except, of course, that rather than the dull gray of that ore it's streaked through with yellow lines. Yellow specifically, not gold, no gold he knows of reacts like that, catches or throws light like that, though it sure is shiny. Almost like damascened steel, intricate whorls and waves and patterns playing along the whole surface.
Yes, Vragni allows, his apprentice has brought him something very-damned-novel to poke at. He kneels down himself and grabs a chunk of the stuff in a clad hand, examining it. The sixth sense, good old instinct, survival-sharp knowledge, whatever you want to call it, makes Vragni well aware that this, this is no merely mundane metal. "Where did you say you heard about this, then, Morek?"
Morek bites his tongue in the same way he had forty, fifty years ago as an even more up-jumped beardling. "I had a run in with some of the Brana who themselves were having a run-in with some of the Neverborn." He does clench a little in distaste at that, at the idea of one of his students running into some of those abominations as just a Journeyman. "Things born of Old Rotgut." His voice is high, in that way it so often gets when he's worried he's disappointed his master, and so Vragni deigns, as a rare treat, to dispel that particular worry right off the bat.
"Damn Klausson for many things, among them no respect or pride as a craftsman. But talking to people is not one of those reasons." Though still tense, Morek does, at least, let himself relax a little, his hand unclenching around the loose ore. "And what, exactly, did the Brana have to say about it, hm?"
"Not much, they haven't run into too much of it themselves. They know it gets produced when somebody tosses around too much Gold, the magic of metal, the magic of Silverbearers. Probably just a few chunks."
Vragni stops, and looks around the mine. Abandoned for centuries, abandoned for good reason. Reasons told in the scorched rock, screamed in the shattered stone, whispered in the stink of mildew and decay that lingers in the mine. Chaos had come here, during The Incursion. An army of Daemons, boiling out of stone and tunnel in endless numbers.
And now they stand here, among the memories of blood and slaughter, and try to figure out what to make of it. Except another thought comes to him then. "Did you come in here trying to figure out whether you got that damn Rune finally working, beardling?" If he risked himself like that, Vragni is going to--
"No!" Morek draws back a little. "No. The Valayans thought there was a chance the mine was finally safe to use again, and they wanted me to make some talismans to protect them so they could check, well-understood Runes I learned from proper Runesmiths. Part of my payment was getting to see if there were any reagents, and I saw this, and I thought you might want to see as well." See, and provide the labor and capital to get the mine properly working again. Runes, to help ensure the area is safe.
Vragni lets himself relax some, a keenly analytical mind now stuck on a minor detail. "How do you suppose there was enough Gold down here to make any of this, anyway?"
"Silverbearer told me, the Tempter's Daemons make use of it too." Morek kneels down, runs a gauntleted hand through a crevice ripped into the stone by a blade at least as tall as he is, then examines his fingers for any signs of slime, rot, disgust, decay, or worse, the both of their Runes--things of purity, health and healing, defiance and disdain alike--faintly gleaming in the torchlight and as the magic itself burns away at whatever still contaminates the air. "I think those gibbering loons and lumbering idiots fought each other as much as they tried to fight us."
And that's the rub, isn't it? It could be mundane particulates, iron dust and other mundane refuse...or it could be some left-over mark of Chaos, weakened, degraded, faded by age, still trying to kill them. The kind of stubborness he could almost respect.
If it wasn't Chaos.
"You say you examined the area?"
"Thoroughly, along with a Silverbearer and Mage from Ulthuan hired by the Valayans specifically to get the best possible read on the matter."
Vragni turns to look at his apprentice, his stern gaze revealing nothing. "They let an elgi see the mines?"
"Gorek said it was fine. 'Oh, oh, the Elgi will know we have iron, how will we ever survive? Oh, he'll have a day's examination of something we're going to have to gut anyway, what a great threat! Bah, Beardlings,' and you can kind of guess where it went from there."
Vragni scoffed at his fellow elder, the kind of man who would have been a Snorrist if he'd been a Runesmith. Substantially younger than Vragni, if not so much he could be called a Beardling without Grudges flying his way from at least a dozen different angles, and not only Gorek and his kinsmen either. "I have half..."
His voice trailed off as they finally reached what had been the main vein and he looked around.
"Half a wha..."
He grabbed his apprentice's head, and twisted it gently, until he saw what Vragni was looking at.
Morek's voice trailed off too, and for good reason.
Glimmering, golden, splendid and pristine ore, a great vast quantity of it--at the least the whole chamber itself, and that was high enough you could have a drakk stand up and stretch its limbs and still have space to spare and broad enough that you could have marched a whole throng through shoulder to shoulder. All of it was lined in whorling, looping waves in mathematically precise angles, terminating in perfect ratios passed along to Dawi from the Ancestors, now unleashed simply by the primal forces of Magic, by evil purified simply by the capacity of time to purify, to grind away, to fade and break and shatter. That Zonazul all put on a canvass of varying, softer grays framing the yellow of the patterns, making them shine, unveiling the bright and beautiful inner patterns for all the world to see.
Almost be a shame to mine it and do any damage to it at all.
Almost.
"How much do you suppose, master?"
"Enough to split it fair and square apprentice, that much is for sure."
Let none call Vragni Svaltisson stingy, particularly not as regards his apprentices.
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[Canon cept for a few bits] The Great Mound of Karak Zorn, +15 to a Roll, Barra Vanyasdottir and the Mound are canon
A great temple, shrine, and monument all at once lies within the supposed realm of Karak Zorn, placed within the deeps of the jungle vast, somehow defiant of the weight of age, standing resolutely over the roads thousands upon thousands of years before us, here standing in the present day. A first layer of earthen turf rises up, gently sloping seventy feet, formed into an altogether perfect circle, all of this reinforced and contained by long planks of wutroth, each plank stained a delicate teal--the same color as Runes. Each of these planks is decorated with the mundane shape of various Runes then filled in purified gromril, the silvery metal gleaming in the light of sun and moon alike. The gaps are so narrow that water cannot get through. The only gap is a staircase, lined with wooden statues of the Children of Thungni--His direct children, that is. They eschew realism to emphasize the character of the figure so represented, the statue of Angkara Amberplaits, for instance, form a rope forty-nine times around her waist. The mundane shapes of Runes they discover offer their name to the wise, placed on the statue's base.
A second, straight walled, layer of turf eventually rises up from the center of the original sloping mound, the turf once again reinforced with the tealed wutroth, the wutroth itself once again carved with the mundane shapes of Runes. A floor wide enough to allow six dwarfs to travel shoulder-to-shoulder is lined with a soft golden wutroth, yet again carved with the shapes of Runes, and none of them repeats. This floor eventually terminates in a second mound, again gently, softly sloping, until it reaches another straight-walled mound, and on the pattern goes. Statues of the greatest of Runesmiths and Runelords line the straight walls.
This continues, forming six levels in precisely this pattern. The seventh, however, is something very different indeed. The seventh is a plateau, topped by a great forge, domed, the walls made of the teal-stained wutroth, the ceiling and dome made of purest Barazgal. On the inside the walls are decorated, painted in the intricately colorful if deeply stylized fashion, with the story of Thungni--not of His Journey to the Glittering Realm, or His battles, or His great feats of craftsmanship, but rather His Courting of Vanya Skellasdottir; not unimportant, to be sure, but compared to the great feats of mighty Thungni, an odd choice for certain.
All told it forms a great, perfect mound of circle building on circles, rising up thirty-five meters into the air, with a circumference of two-hundred-and-ten-meters. Levels one to three are protected by the Master Rune of Mystifying Stone, the Rune of Discord, and the Rune of Fogginess, ensuring unwanted intruders are never allowed to assault the sacred place for they can barely comprehend it. Levels four-to-six, meanwhile, bear the Master Rune of Sky's Hate, pouring hot, arcing lightning against the enemy. The empty fields around the temple are scarred black with the remnants of some enemy learning to fear the true lightning. The seventh level, meanwhile--that is to say, the Forge-- holds the Master Rune of Thungni's Wisdom, the Rune of Grungni, and the Rune of Valaya, improving the creations forged there ten-fold. A mighty statue of Thungni, with His Rune and the Runes of His Parents at His feet, overlooks the anvil, easily twice as tall as He was in life--but not clad in armor and bearing Karaz-Kazak-Rune, nor in the soft, slate gray robes of His priesthood bearing Gormwand, but in tunic and trouser, simple workman's hammer in one hand and chisel in the other. His lips softly quirked to suggest a smile.
Though predating Khazagar, the Citadel of Creation, and the facilities at Brynduraz and Izril, and seeming in a certain sense to be related to their function, the great mound, Azgala Aldrhun--Treasure Hoard of the Old Runes-- as it is known in Khazalid, is not included in their number for a bevy of reasons. For one, oversized it might be but it lacks the space to teach more than a large-but-traditional amount of apprentices, perhaps five at most fitting into the top forge, and while there are those who will visit the lower levels to think and seek inspiration, that is not particularly different than any other Runesmith taking a gander at the works of others for inspiration. One could no more use it as one would the Aquila Academies, the White Tower, or the Dark Convent.
Perhaps most importantly, because it is not a shrine to a distant ancestral spirit but instead, a familial shrine.
One from a daughter seeking to honor a father, one who raised her; and her grandparents, who raised him.
For Azgala Aldrhun was designed, constructed, and Runed by Barra Vanyasdottir. One of the direct children of Thungni, directly instructed by Him in the arts of a Runesmith.
And there is dishearteningly little of her to be known, of this figure who by rights should stand proudly defiant with the many other among His children.
It is known she was a middle child. We know that her main abode was supposedly within mythical Karak Zorn, a proposition that seems much the liklier having discovered this shrine when otherwise the Lost Karak could be resolutely considered a mere legend. We know from the letters of various suitors that she was a nature enthusiast, a wanderer and a traveler, preferring to spend weeks, months even, above ground under the touch of the sun, speaking with the animals, the trees, the mountain peaks and the streams, to an extent that was considered borderline irresponsible. We know that there were those who considered her presence in Zorn either a sort of prank, or outright punishment, of the realm by Thungni for any number of insults laid upon Him, putting one of His most Radical children into a realm ossified in gerontocratic conservatism even by the standards of the Dawi.
We know, from the scarce--scarce--scarce artifacts left to us that she was, as expected of a Runesmith, able in the construction of many beautiful things, though by numerical supposition it might be conjectured that she preferred working with structures, ironically enough, having left several fabulous architectural achievements throughout the Old Holds of the World's Edge Mountains, more structures, in fact, than any other sort of artifacts.
We know from these Runes that Barra, ironically considering her political affiliation, particularly delved into the esoteric connections between nature and the Runes in her work. Runes of beasts, monsters, and wild things seemed to flow from her workshop as she hunted for inspiration, looking for the best of Reagents and the most obscure of Runes.
It can be considered that she took on many apprentices, hence the manpower for Azgala Aldrhun, for the perennial antagonist of Kraka Drak's Klausson Myths or Kraka Ravnsvake's Folk Hero, Vragni Silverbrand1, is said to take on "Barra's Work" in metaphors presented by later writers, either as an admission from the writers who back Snorri and Kraka Drak or else as a sign of the esteem of Kraka Ravnsvake.
Scattered praise poetry, orders from kings signed and documented to the correct dates, there is reality here, a figure of great historical interest--
And yet we cannot even say how she died, or disappeared, or her broader fate. All we know is that at the least decades, quite possibly centuries, before the Great Incursion, writing about her disappears all at once. All we have left to go on are the scattered fragment in papyrus from, of all places, Athel Loren, having been preserved by the Hardstone Kindred, a band of Spellweavers whose distant, distant ancestors were once friends with her descendants:
That call of snakes echoes to her,
And she, the fairest voyager,
She prepared all things,
Suppos'd honor of kings,
That gave rings
Less than her.
Given the poem itself holds the title journey to the east, it seems the best supposition to be made is that she journeyed to the east to face the call of snakes, though that leaves us with the obvious, burning question--what snakes?
1. Vragni Svaltisson may not have been mangled to fit the image of Vragni Silverbrand quite so much as Snorri Klausson was mangled to fit the figure of Snorri Gift-Giver, but it boggles the mind to imagine any dwarf willingly tolerating as many young people as would be required for legends of his "Apprentice Swarm" to have truly existed. Mindlessly holding both the big Grudge and the little Grudge against Snorri Klausson, on the other hand, is well within parameters for a longbeard with an agenda.
-Leandre Agua, Temples and Monuments of the World Entire (Revised 6th Edition)
[X] Refuse the Title of Heir: [Cost: Nothing] Gain ???. You will take up this hammer, you will use it, but you are your own Dwarf with your own goals. The burden of carrying Thungni's Will, of being His Heir, is one you choose not to carry. Someone or no one can claim it for all you care, but it will not be you.
[Improves general toughness. Wearer's endurance and durability increase proportionately to their willpower]
[X] [Adamant:] Offer each of them a shard of Voidstone and loan enough Adamant [x10] to make a Greater Smelter. The Adamant will be repaid once the smelter is built.
[X] [Karaz-Kazak-Rhun:] Go together: [Cost:1 general, retainer and heir action next turn.]
A thousand different arguments seem to swirl in your mind all at once, each one vying for dominance, each one shouting down the others and being shouted down in turn.
One memory in particular rises to the surface.
…We don't have the luxury of Grungni or Valaya to guide us, and the world certainly won't wait for them to make the trek up to do so…
Do you tell him? Yes, a part of you rumbles. This was what Thungni wished, was it not? To bear the hammer in your hand is to bear the burden of responsibility. A trade you have made for the Karaz Ankor, for your people over and over again without complaint or hesitation.
So it should feel natural to do so again.
…wish it or not, it appears the world has demanded I stand up to the challenge…
To tell him of the poems on those stones, now lost, and what you think they mean.
To tell him of the burden you feel you have been told to carry.
To become the heir of the Ancestor.
To face the struggles that will no doubt arise as the Runesmiths Guild reels from the idea.
To hold a position of such influence that even the High King, the heir and son of Grungni, must account for you.
To make uncountable arguments and decisions of such consequence that it will make the sleepless nights and anxiety around Khazagar feel so small in comparison.
To make true, lasting change for the betterment of the Karaz Ankor.
To face the resistance both within and without making those changes would no doubt bring.
To guide something that is both all at once a Guild, Cult and Clan and not any of them as Thungni would.
To do everything you can to hold it together as you do so.
But— and here your Will wavers
—Is that true?
Is the wielder of the hammer intended to be Thungni's heir? Is it truly what Thungni wishes?
A madman's thought, or a coward's if you were uncharitable, but you must ask it. In the absence of certainty, in the face of such a monumental choice nothing can be taken for granted.
Is your interpretation correct? You can see no other real answer from the poems yourself, but you know you're in a position to benefit greatly from your interpretation. You try and consider other ways to see it. The only other possibility that could come close to being worth considering was the idea of the wielder being just Durin's heir. But in the eyes of the Guild, Durin was Thungni's heir and so that meant little difference practically speaking. Did Thungni think differently? He never said, as was His way. But now more than ever you wish He had. Here and now, wielding His hammer in your hands you cannot help but feel frustrated at both yourself and your forefather for this situation. Atleast the ambiguity around something like the Rule of Pride was unlikely to sunder the Guild, despite the arguments and Grudges it caused.
But this?
But you?
Maybe if you didn't so flagrantly bend even your own lax interpretation of the Rule of Pride in the eyes of so many. Maybe if you hadn't given the Brana those Runes. Maybe if you hadn't put it upon yourself to organize the Runesmiths of the North during the Siege and plant those early suspicions. Maybe if you hadn't fueled those flames with your announcements and by building Khazagar. Maybe if you had been a more conventional Runesmith. Maybe if Thungni had actually been straightforward with his words so that no one could doubt you.
Maybe if you simply hadn't been Snorri Klausson then this choice would be easy.
But you are. You are Snorri Klausson.
And that is the true crux of it. Isn't it? The wellspring that this trickle of doubt spills from.
Because it is you.
Because it should be someone like Alric Thungnisson, a man who has won the universal respect of every Runesmith. The oldest living child of Thungni, who learned at His feet alongside Durin and unofficially carried the burden of heirhood since the latter's loss. Who worked alongside him, who was privy to the Ancestor's private thoughts, the one among those alive who knew Him best.
Because it should not be some half crippled radical, iconoclast if you wanted to be rude, who dwelt in the Far North. A veritable madman who acted without obvious rhyme or reason and seemed all too happy dancing between literal and political ruin with every act he commited himself to. That wasn't a man you expected, or even really wanted to be the heir of Thungni, and you and he were one in the same! The risk, the potential damage someone like that could cause the Guild simply by being the heir was frightening.
But did Thungni care about that though?
Even with your faith in the Ancestor stretched as it is, even you know such a question is just a formality. Of course He had, It was Thungni. Yet you must ask. At the very least He must have considered what you may do or cause. Even if Kazador's presence proves you weren't the only one He chose, thought capable of burden, the fact that you were in contention must mean something mustn't it?
After all, the Ancestor left His hammer in that cave knowing you could be the one to find it, gave you the book that led you to it even. Left them, left those damned poems, knowing you would read His words, and in all likelihood know what message you would take from them. It must mean He was comfortable with the idea. Surely?
So you can safely believe there is approval, if not wholeheartedly then at least in the attempt. But approval is not an order, approval is not a duty.
Thungni did not assuage your fears, nor prepare you, and a part of you rages at Him for it as much as it admonishes yourself for questioning His methods. This was not how you trained an apprentice, let alone an heir! It was downright Yorri-ish, but at least Master Yorri never intended for you to be his heir! It invited tarnishing all one built.
What does He want from me, your mind roars with anger, a furious and grim fog shrouding your thoughts.
Another memory floats upwards. Of you standing before the House, all too ready and shamefully eager to throw down with Thorek Stonefoot before a familiar voice cuts through the tension like a clarion peel of thunder.
Take it or dismiss it at your own discretion…
…as has ever been your right.
It makes you want to scream.
Choice. Choice. Choice.
It was always choice, wasn't it? Rarely order, rarely demand, but whenever it could be given, always choice. That is Thungni's way. But giving a man you know would answer one way, was it ever really a choice?
How you hated it at that moment.
In the absence of direction, of certainty, you find yourself feeling like the sole arbiter of the fate of the entire Runesmiths Guild. Choice has been thrust upon you in all its ugly uncertainty, and you are ill-prepared to face it.
You want to know, to be prepared. To ask someone like Alric Thungnisson what he thinks of the situation. What Master Yorri would think. Anyone at all to guide and advise you of the consequences in better detail. But what would they say that would be of actual substance? Would knowing how the Guild would react truly affect your decision? Would preparing a better way of introducing the idea get rid of the challenges? Would their words have any real effect on your doubts? You've an ugly feeling that they would tell precious little you didn't already know or suspect about the role. They could tell you, assist you if you were so fortunate—
—Yet. Yet. Yet.
Yet it is still you that must choose.
If Thungni isn't here to tell you what He means, if He cannot provide you certainty then so be it. Forget whatever you think He would wish. Focus on only the truth you are all but certain of. The hammer is yours and, as you are now growing to suspect, with it the Ancestor has engineered circumstance so that you are given a choice. Wholly personal. Wholly private. Wholly your own to make with the only repercussion being your own mental anguish. You imagine that same old voice, the Dragon's voice, Thungni's voice, speaking to you.
Do you wish to stake your claim, face the challenges it will bring, with the only certainty and support I provide is that I accept you as my Heir?
Do you have the conviction to believe it in the face of overwhelming doubt? In the face of failure?
Do you think you have the talent, the skill to navigate the Guild with little more than your word and deed?
Do you have the Will to see decisions through, to make those decisions in the first place?
Do you have the wisdom to know when to intervene or to step away and let others stand or fall on their own merits?
Do you believe you are the right choice?
Above all.
Do you wish to be my heir, Snorri son of Klaus, or do you not?
Maybe you're constructing some sort of greater logic from nothing; a mad attempt to preserve your mental image of Thungni and stave off growing a sense of contempt for the Ancestor, but those words put things in perspective for you.
Did you want to be heir? In the absence of knowledge, training, ability, everything else, an unwilling heir would always be an unworthy heir. One who could not commit themselves fully was not one who could have even a chance of doing the role justice. If you died here and now, no doubt from the coniption this choice is giving you, Karstah would not be ready to take up your place.
But you believe, with Gromrilclad certainty, that she would be. That her failures would be overshadowed by her greater success. If you didn't, you would not have accepted her request. This you know.
Is that then, what Thungni believed? That those He chose, even if they thought themselves unprepared, would succeed?
So you cast aside all notion of duty, all expectation self imposed or otherwise, and stare the choice in the face as images flash through your mind.
The Karaz Ankor. The Hold. The Clan. The Guild.
Khazagar. Your work. Your pride. Your desires.
To be a true heir is to match another's presence so perfectly that you could walk behind them and share one shadow.
It's to be trusted by someone so completely that they believe you can one day carry their own burdens.
It is to uphold a legacy into the future and proudly carry their ideals through turmoil and strife and prove them inviolate.
To put your destiny, your fate, in the hands of one you think greater.
Simply put.
To walk another's path.
And here, in the privacy of your thoughts, you come to a quiet realization.
If the choice is yours, free of duty or context to sway you—
—then you do not want to be someone's heir.
That burning pride, that selfish desire, demands you do not settle for such a fate. It demands glory, it demands greatness to such a degree that it invites ruin.
Your entire life you have spent climbing a storm wracked mountain, its peak enveloped by a curtain of dense thunderheads and slopes buffeted by ceaseless, howling gales. Every time you have passed through that looming wall of clouds, braved the bitter winds and killing cold to reach what you believe was peak, you have only ever found yourself staring up at yet more mountain: at even more treacherous slopes, imposing storms, and lethal winds.
But you also found other trails, other paths, going up those seemingly impossible slopes and showing the challenge can be overcome, can be beaten.
That greedy, selfish ember pushes you to keep walking, to go where there are less and less trails to guide you. Pushing on until you reach a point where only seven others have climbed beyond.
You want more, more than to be just Thungi's heir.
You want the Guild, the Karaz Ankor, the whole damn world, to know that you do not need to follow Their path. That you can forge your own.
That you can walk beside Them as they forge ahead.
Without any forewarning or thought, you feel the beginnings of an oath stir in your mind; building and building strength until it is forcing itself to the forefront of your thoughts with the fury and implacability of an avalanche.
A declaration of monumental and cataclysmic hubris. The kind that has folk, you included, believe wholeheartedly that the maker is undoubtedly, irrevocably Insane. The kind that can only end in complete and total failure in the eyes of all sane beings.
It is Ego unbound by propriety and good sense.
It is the confirmation of an impossibility.
It is a journey without end or respite.
It is the Oath of a Dwarf, sworn from the depths of his soul.
Heed these words,
Those beside me,
Those before,
And those to come,
To the Ancestors who lead the way so I swear,
On all that I am and will ever be.
I. Will. Reach. You.
━<><><><==><><><>━
"Lord Klausson?" Kazador asks again, making you blink and draw your mind back from the strange direction your thoughts had ended up following.
How long had they been standing there waiting for you? Glancing around you see several pairs of eyes staring at you expectantly.
Probably too long.
Fixing your grip on the hammer, you let out a sigh.
No matter.
"The only thing I have won the right to, Lord Ironwill," you say while lifting Thungni's hammer slightly for emphasis, "is Karaz-Kazak-Rhun."
Kazador gives you a thoughtful glance, eyes searching for something. Before he nods.
"Well then," he says, "would you mind our company on the way back to the Hold?"
Both of you know a large part of why he's asking is because he wants to look at the hammer.
You nod all the same.
━<><><>< Grumblings and Goings ><><><>━
- [Late 472] Mattok Copperbottom of Karak Drazh continues to see their fortunes rise. Another vein, another motherlode found by his hand. Envy and respect come from every direction, and a steady wave of thanes with daughters all too keen on building ties.
- [Early 473] A great tragedy in Karak Eight Peaks has occurred. Two dozen assorted taverns and breweries found their ale stores lost in a conflagration of terrible proportions when a warehouse caught fire from as of yet unknown cause. Already accusations fly and Grudges are sworn in the chaos of such senseless tragedy. Vintage brews, centuries old, all gone. Thankfully no lives were lost from the flame, though many no doubt feel like they have died. A dark day. The watchmen in charge of the Warehouse were supposedly a hair's breadth from shaving their heads and marching to their Dooms. Only by the counsel of Arnhold Balebrow, Karak Eight Peaks's High Priest of Grimnir, were they swayed away from such a course. Hold your brews and your kin close.
- [Early 473] Ships from Ravnsvake continue to wage war across the seas. Thulgrim Saltbeard is awake and alert, but remains yet incapable of taking to the open waves for now, and though he does his best to lead and advise from the Ravensport, it's clear the loss of his leadership affects the fleet's abilities despite his second's best efforts. When faced with uncertainty, dig in, fortify and weather the storm.
- [Early 473] Snorri Klausson returns to Kraka Drakk wielding Karaz-Kazak-Rhun. Declaring, with the backing of Kazador Ironwill and later the Runelords Gottri Hammerspite and Alric Thungnisson, that he has won the right to wield it by overcoming a series of Trials beneath Karak Izril built by Thungni Grungnisson.
- [Burudin] If any of my siblings tells you they know what Father thought after this, this is proof that they're as full of it as anything I've ever seen. Only one man would have a chance to know, and he isn't among us anymore.
- [Burudin] Klausson, for the sake of my sanity and yours stay away from the Ironpeak until otherwise stated. All correspondence will be done through my great-grandnephew, also until otherwise stated. - Gottri Hammerspite
- [Burudin] He'll probably be out in a few decades with a new hammer.
- [Burudin] Is this Grandfather's gambit then? I had thought Alric was waiting to show them off, but if He even hid away the hammer, well…
- [Burudin] It seems I shall have no peace until Gazul escorts me to the Halls of the Ancestors.
━<><><>< Gains/Stuff ><><><>━
- After offering to fund the creation of a Greater Adamant Smelter to each of your former students before you left, all but Fjolla, who was already gathering everything herself apperantly, has agreed.
-- -4 [Tier 4] Voidstone, new totals: 3
-- -40 [Tier 4] Adamant, new totals: 36
-- +40 [Tier 4] Adamant, arriving Turn 59
- +1 [Tier 4] Sidereal Sapphire, new totals: x1
- +1 [Tier 4] Ancient Greedy Troll's Heart, new totals: x4
- Minimum 6 Turns (Turn 62) before a chance of a Chaos portal opening arises.
Trait(s) Gained/Upgraded:
- Master of the Odd [2/15] > [5/15]
- Mind for Constructs [5/15] > [8/15]
- Aldrhunki: +2 to Specialty Modifier when researching Runes. You are a Runelord, not some common smith!
Drakk Report: End of Turn 56/Start of Turn 57.
Grimgal: 33m long Teaching continues Lord Klausson. Grimgal's circumstances and unique frame of reference continue to provide novel obstacles, but rest assured that she is in capable hands.
- Menlinwen Ebonsea
Zharrok: 27m long Their Heat is strong, and Mind sharp. His progress at the craft is acceptable. He honours his name.
- Silverbearer Ironbeak
Izgrom: 27m long Elders, please alert Caretaker Karstah that I have found a large Ruby vein. It is plentiful and I shall give a great share if she returns. This is my offer. I return to the depths.
- A note scrawled on a large slab of stone blocking the entrance to the Hearth Guard barracks. At its feet is an uncut Ruby the size of a fist.
Growth spurt finally seems to be tapering off. Coincides with existing beliefs about Shardwyrm development I've found. They never stop growing of course, and I wonder what an ideal diet would do compared to the wild though. But the budget certainly won't complain. Good to know.
- Karstah.
Khazagar Report: End of Turn 56/Start of Turn 57.
General Attendance: Steady
Mood: Calm before the Storm.
Status: Volatile
- Your fellow Runesmiths know you have the hammer. They are clamoring at even a chance to see the hammer. They aren't here yet, but they are coming. Ancestors help you.
- There are rumours of little dalliances occurring but to your mild surprise either the Beardlings aren't bouncing around like rabbits or they're being more discreet about it. Then again you aren't going around and snooping over it. They want to cause their Clans grief, that's on them.
- The number of competitions have steadily been growing as the practice cements itself and something approaching a list of best practices forms.
- The trickle of Ornsmotek Runesmiths on the outs with Vragni still continues. From what you can gather Vragni is aware, but what his response will be isn't something these Runesmiths know or care to find out.
-- That Ornsmotek Master willing to teach you the Master Rune of Thunderstorms for the right price is still here. Especially since he knows you have the Hammer. (see Khazagar)
- Still no contributions to the Libary besides your own and Karstah's sadly. Maybe they would if you dangled the Hammer. No, that's a bad idea.
Classes (of note):
- Prosthetic Runes, Teacher: Snorri Klausson | Attendance: Declining | Class Size: Small Classroom v | Ubiquity: Well-Known (Global), Universal (Regional, Local) | Impact: Revolutionary
- Rune of Stacking, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Full Classroom| Ubiquity: Known (Global), Well-Known (Regional), Universal (Local) | Impact: Moderate, Luxury
- Rune of Repair, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Full Classroom | Ubiquity: Known (Global), Well-Known (Regional), Universal (Local) | Impact: Moderate, Luxury
- Rune of Forgeflame, Teacher: Snorri Klausson | Attendance: Rising Rapidly | Class Size: Small Seminar ^| Ubiquity: Select ^ | Impact: Defining (as Smelter), Novel
- Rune of Annealing, Teacher: Snorri Klausson | Attendance: Rising | Class Size: Full Seminar | Ubiquity: Known (Global), Well-Known (Local, Regional)| Impact: Defining (as Smelter)
- Master Rune of Forgeflame, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Full Seminar | Ubiquity: Known (Global), Well-Known (Regional), Well-Known (Local) | Impact: Revolutionary
- Rune of Plaguebane, Teacher: Karstah Snorrisdottir | Attendance: Rising | Class Size: Full Classroom | Ubiquity: Select | Impact: Moderate, Novel
- Rune of Piercing Sight, Teacher: Snerra Magnasdottir | Attendance: Rising | Class Size: Full Classroom | Ubiquity: Select | Impact: Minor, Luxury
- Master Rune of Wandering, Teacher: Lorna Dernasdottir| Attendance: Steady | Class Size: Intimate Gathering | Ubiquity: Select | Impact: Moderate
The Rune of Shifting Steel and Rune of Binding Form are making the rounds thanks to that one Drazh Runesmith. No one is actively teaching it however, it's a more dispersed and individual affair.
Radicals and Snorrists are the most consistent attendees, returning often and staying longest.
Conservative southerners are plentiful because of the Chainforger and a few other Runes of interest, but keep to themselves and usually stay only long enough to learn what they came for.
Two thirds of the attendees are Journeymen, the remainder split between Masters and Runelords.
Attendance: Declining Rapidly | Declining | Declining Slowly | Steady | Rising Slowly| Rising | Rising Rapidly
Class Size: Unattended | Intimate Gathering | Small Classroom | Full Classroom | Small Seminar | Full Seminar | More Seats Required
Ubiquity: Select | Little-Known | Known | Well-Known | Universal
Impact: Minor (A group no bigger than a Clan, or specialized Guild benefits, makes a task easier) | Moderate (multiple Clans, or a middling Guild benefit, makes a difficult task practical) | High (A hold, or major guild benefits, a difficult task becomes standard) | Revolutionary (The Karaz Ankor benefits, an impossible task is made possible) | Defining (an impossible task is made practical)
- Misc: Novel (new, untested) | Luxury (It's a luxury, makes life comfier, but not necessary ) | ???
Waystone Report: End of Turn 56/Start of Turn 57.
Waystone Rerolls: 1/2
Region Status, East: Fully Functional ^. 10/10 repaired or pristine.
Region Status, Center: Being restored 0.5/10 of Stones destroyed, 0.25 v/10 damaged, remainder pristine.
Region Status, West: Contested. 3.5 ^/10 of Stones destroyed, 3 v /10 of Stones corrupted, 3.5/10 damaged
Thought we saw someone snooping about one of the stones by Grungni's Falls. Tried to track. Got gravel in my sleeping bags. Lord, please tell your teacher he can just tell us not to bother him.
Social: Choose 2 outside of Plan Vote.
[ ] [Social:] Dreng on the mend
[ ] [Social:] Brynna covertly attends a competition in Khazagar.
[ ] [Social:] Fjolla showing her new smelter.
[ ] [Social:] Dwalin, shopping for reagents in the Grozurbaz with his son.
Rorek: Choose 1 outside of Plan Vote.
[ ] [Letters:] Knowledge about reactions to you running off with Karaz-Kazak-Rhun [Extensive, Evolving]
[ ] [Letters:] Knowledge about Izril stance on Karaz-a-Karak [Limited]
[ ] [Letters:] Knowledge about current Izril Politics [Extensive, Evolving]
[ ] [Letters:] Knowledge about how the Izril Clans are managing their creation[Standard]
Lord Klausson you sly old goat. Should remind myself that loud folk can be quiet too I suppose.
- Rorek
━<><><><==><><><>━
You have (5 +1 -2) =4 actions, (3 -1) =2 retainer actions, (4 -1) = 3 heir actions, and [Special] 0 Yorri prods this turn. General:
[ ] Apprentice Hunt: [Cost: 1 action] Apprentice Vote after Turn Results.Go out and trawl through the local and regional populace to find a beardling or two worth your time. No stone unturned, no clan unchecked, no record unread, even the Foundling Wards!
[ ] Drakk Rearing [Cost: minimum 1 general, heir or retainer action, 15/?? actions] Locked until Turn 55 Results. Gain Dwarf acclimated Dragons. More actions improve speed, breadth and depth of their development. By the reckoning of the Dwarfs, and the magics of the Brana and Menlinwen, the Shard Wyrms shall be physically mature specimens when they reach 120 years Old, however the first 60 years of their life will be the most important, both in terms of amount of care and socialization required.
[ ] Kradskonti [Cost: 1 action] Gain a chance to observe Kradskonti. Kradskonti? Kradskonti! When the Valayans informed you of this opportunity, you had to force yourself from jumping out of your chair and rushing south. The first time is free, they say, but subsequent viewings will not be tolerated without a few concessions. The Cult know what they have, and if any Rhunki (IE you) wants to futz about and examine the weapon of their Patron they best be ready to do something in return.
[ ] March [Cost: 1 action] Gain possible loot, bonus to roll against Fimir. No actual interlude but combat rolls will still be made. The idiots decide they want to tear open a hole in reality do they? You razed three cities already, and you're not one to leave a job half finished.
[ ] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. Now that Menlinwen has taught you the very fundamentals of the Elven arcane language, she feels comfortable enough to begin teaching you to the same level she has reached. Going any further beyond this point requires waiting for Menlinwen to become an Archmage or for you to find one yourself.
Order:
You can only Order 1 new item a turn freely, but can have as many orders ongoing as you want.
- +1 [Tier 4] Radiant Pegasus Blood, arriving Turn 59
Elf Market:
- x2 Firebird's Feather available: one feather equals 1 order, Cost 5 Favour for Royal Expedite and Authority purposes.
- x1 Merwyrm Corpses available: one corpse equals 1 order, Cost 10 Favour for Royal Expedite and Authority purposes.
- x2 Kraken Corpse available: one corpse equals 1 order, Cost 10 Favour for Royal Expedite and Authority purposes.
[ ] ORDER: Write-in
- [ ] Royal Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition a monarch to flex their political muscle to expedite the process.
[ ] Royal Authority: [Cost: 5,10,15, Favour from one Hold depending on tier] +1 Order. You may petition an indebted monarch to flex their political muscle to order something for your use.
- [ ] Royal Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition them to flex a bit more political muscle to expedite the process.
[ ] Princely Hunting: [Cost: 10 Favour from Kraka Drakk] Prince Gimli will go out and slay [Write-in] monster.Gain mats. It would be ridiculous for you to ask your King to go gallivanting around the North to find something for you to make a Rune out of, but a Prince or Princess? Well, that's just you helping them build their legend through the slaying of monsters and aiding their elders. The rarer the monster the greater the reward, but it may take longer to find. Monsters slain by Gimli provide more material by virtue of being the entire beast rather than just ordering a singular organ.
[ ] Dreng Them: [Cost: 1 retainer action] Can be taken multiple times. Additional actions add bonus modifier.The Hearth Guard will go out and slay [Write-in] monster. Gain mats, reputation and +2 bonus per action to Recruitment Dice. While your Hearth Guard were also meant to clear all the ills that assailed dwarfkind, you must admit there are many a mundane foe to slay. Send these brave dawi out on a quest to slay beasties on your behalf, earn glory and give you materials to make ever more wonders.
Retainers: Every option taken adds +2 to the Recruitment Dice (1d10 +5) unless otherwise stated.
(*New*)[ ] Expedition, Aiding Kraka Drakk: [Cost: 1 retainer actions] Gain 20 Favours with Kraka Drakk, reputation and +2 bonus to Recruitment Dice.No to Minor Casualties/Fatalities. Otrek Gimlisson marches on his first campaign. Amidst a throng of Huskarls, Runesmiths and loyal retainers sworn to keep him safe. At the request of his father, having some of the most renowned elders in the Far North nearby, just in case, would be greatly appreciated.
[ ] Expedition, Aiding Grom: [Cost: 2 retainer actions] Gain 70 Favours with Kraka Grom, reputation and +6 bonus to Recruitment Dice.Minor to Moderate Chance for Casualties/Fatalities. Queen Valka's home lies terribly damaged, but repairing it is a secondary concern in the minds of many compared to securing their vengeance. Your Retainers may yet have a role to play there whenever Valka at last unleashes her people, but helping them get to that point faster would not go unappreciated.
[ ] Expedition, Aiding Krum: [Cost: 2 retainer actions] Gain 1 Standing with Kraka Krum, reputation and +4 bonus to Recruitment Dice.Minor Chance for Casualties/Fatalities. While Krum has been left largely intact thanks to the defences Ogra built, having so many injured means that many of the long term expeditions their miners undergo are either undermanned or no longer happening. Your Retainers can play a role in helping hold up the Karak's economy for a while until enough miners have recovered.
[ ] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. Low to Moderate Chance for Casualties/Fatalities. You formed these Hearth Guard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk.
[ ] Recruitment Drive: [Cost: 1 retainer action] Can be taken multiple times. Gain 1d5 +5 bonus dice to Recruitment Dice (1d10 +5). You have retainers, dwarfs who understand what it takes to become part of your Hearthguard, send them out to see if they can lend their expertise more and skill to improve the growth of your retinue.
[ ] Retainer Reconfiguring: [Cost: 1 retainer action] Can be taken once every variable number of turns. Change some aspect of your retainers. The Hearth Guard are a fine force of Dawi, but much like the defences of a Karak, there is potentially more to be done. It will take some time for these steadfast retainers of yours to adjust to whatever changes you make, but the length of it definitely correlates to the number of changes you want done.
- [ ] Change Appearance: [Cost: +1 turn until change] Simple cosmetic alterations to their symbol, their colour scheme and/or even appearance of their armour, depending on the scale and nature of the change it could be seamless or it could take a bit of work. While there's something to be said about aesthetic continuity, improving or updating their look to fit with deeds done will draw no raised brows. Completely changing it, however, will draw quite a few looks. If for no other reason than the material cost involved in doing so.
- [ ] Change Numbers: [Cost: +1 turn until change] +1/-1 retainer action per every 60 retainers added/removed. Increasing or decreasing the number of Retainers you wish to take on permanently. It signals that you either require more or less of their services. While you will not remove retainers currently in service if you wish to downsize, it means you simply will not replace them in the event one of your loyal followers falls in the line of duty or simply to the vagaries of time.
[ ] Scouting: [Cost: 1 retainer action] Gain minor bonus to Waystone rolls. Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Send out your Retainers, scour the Far North to see if there's some of these stones that Master Yorri Missed.
[ ] The Throng is Mustered: [Cost: 1 retainer action] Can be taken multiple times. Gain Bonus to Throng Rolls against Fimir, additional actions apply bonus to roll. Minor Chance for Casualties/Fatalities. The King of Kraka Drakk calls the Throng to war, lend the might of your Retainers to his cause. Drive out the Fimir, end their presence on this peninsula.
(*Updated*)[ ] Training Regime Pt. 2: [Cost: (2 +4) =6 retainer actions] Gain "Hearthwarden Warrior" Training Standard and Category, some existing classes will be absorbed into the new category. The last phase of Rudil's training program involves creating a unified set of skills that would be expected of a "Hearthwarden Warrior." Incorporating skills and traits in the same way that the Rangers had done.
- [X] Drakk Expertise [Cost: +1 retainer action and 15 Kraka Drakk Favour] Hearth Guard will retain High+ Attack, increase Attack if taken with Ornsmotek Expertise. Every Hearth Guard is a deadly fighter, but the talents and knowledge of Dawi chosen to be a Huskarl is another matter. Spreading that knowledge would invariably be of benefit.
- [X] Ornsmotek Expertise [Cost: +1 retainer action and 45 Kraka Ornsmotek Favour] Hearth Guard will retain High+ Attack, increase Attack if taken with Drakk Expertise. The second most powerful Throng, arguably the most embattled Hold in the Far North, their combat ability is a grudging peer of your Hold's.
- [X] Krum Expertise [Cost: +1 retainer action and 30 Kraka Krum Favour] Hearth Guard will retain Spelunking, will retain Spelunking ++ if taken with Grom Expertise. Few others delve deeper than the miners of Krum, fewer still survive as well as they do.
- [X] Grom Expertise [Cost: +1 retainer action and 15 Kraka Grom Favour] Hearth Guard will retain Spelunking, will retain Spelunking ++ if taken with Krum Expertise. Centuries of living in a Hold occupied by traitors, without outside resupply and limited food, knowledge earned in sorrow and passed down even still, too useful to forget out of grief.
[ ] Waywarding: [Cost: 1 action or retainer action] Gain bonus to Waystone rolls and update on status of Waystones. Can be taken multiple times. There is no set time in which you or your retainers are meant to check on these stone monoliths, but doing so more regularly will mean that you're more likely to keep them safe and know their status.
Khazagar: You may convert one general action into 2 Khazagar actions. You may convert 2 retainer or heir actions into 3 Khazagar actions. You are using 6/7 possible Classes you can teach.
[ ]Learning [Cost: 1 Khazagar action] Learn a Rune(s). Not everyone in Khazagar is telling the world they're willing to share their lore, preferring to share that opportunity to only those they think are worthy and there's nothing wrong with that. Similarly, there's nothing stopping you from using the facilities you designed to learn a few things yourself. The consequences of doing so aren't always obvious, and there may be other circumstances at play.
- [ ] Rune of Shifting Steel (Weapon) [Cost: +1 Khazagar action, and any [T2] Reagent] You can find a Runesmith who knows how to keep their mouth shut and just teach you for a fair enough price you reckon.
- [ ] Rune of Binding Form (Weapon) [Cost: +1 Khazagar action, and any [T2] Reagent]] You can find a Runesmith who knows how to keep their mouth shut and just teach you for a fair enough price you reckon.
- [ ] Master Rune of Thunderstorms (Weapon) [Cost: +2 Khazagar actions, and any 2x [T3] Reagent(s)] You've been made aware that an Ornsmotek Master who left the Hold in the wake of Vragni's actions has made a few insinuations to a few select parties that he'd be willing to share this Rune in exchange for a Master Rune and a few other things.
[ ] Curriculum Change: [Cost: 1 Khazagar action] Add, Switch or Remove a Rune you are teaching. Cannot teach RESTRICTED, UNSHAREABLE, and/or INCOMPLETE Runes. Changing track isn't an easy task. It's not the hardest thing in your life, but for you it's more than simply saying you're not teaching this Rune anymore and being done with it. Announcements need to be made, the last few stragglers taught, and of course designing a new test to prove one's worthiness if you decide to replace or add a new Rune.
- [ ] Write-In [Rune Name]
[ ] Write-In, Host a Special Tournament: [Cost: 1 Khazagar action] Choose any number of [T3] or Higher Reagent(s) as a reward. Gain boost to attendance and chance to gain Creation of Note. You have it so that Khazagar hosts regular tournaments of both artistic and martial skill where Runesmiths may compete against each other for a reward. But this time you want to dangle a particularly juicy prize, get the minds of the young flowing.
[ ] Write-In, Royal Patronage: [Cost: 1 Khazagar action and (25 -Standing Level) Favour with a Hold at 5 Standing or higher] Gain boost to attendance and interest from third parties. Cannot Choose Kraka Drakk. Favour Cost double for Hold with equivalent Institution. Khazagar speaks for itself, but getting the Monarch of a Hold and a prominent Thane or four to mosey up and publicly announce they're hosting tournaments at Khazagar certainly wouldn't hurt.
Requests: Denote which simple request will receive the apprentice action in your plan. Available Requests below.
[ ] [Simple] Once more with Smelting: [Cost: 4 actions, 1 Voidstone, x10 Adamant] Peerless Production will proc. Gain 1 Greater Dragonblood Smelter. It has been around a century since you last made an Adamant Smelter. It's been enough time since that you feel safe about making another one without feeling like you're committing sacrilege.
[ ] [Simple] Re-warding Work: [Cost: 2 actions or heir actions] Peerless Production will proc. Gain 1 Waystone reroll. There's work to be done, repairing damaged wards and adding new Runes around the monolith and otherwise. Your master most certainly did a bang up job, but there's nothing wrong with contingencies upon contingencies.
[ ] [Simple] The Brotherhood Calls: [Cost: minimum 1 action] Due whenever. Peerless Production will proc. Gain Variable Standing and Favour with The Brotherhood of Dron. The Brotherhood would be greatly interested in a collated and substantial set of notes about your experiences with the recent "Extreme Magical Turbulence and Concentration Event," as well as anything you'd be willing to give regarding your time crafting at the Anvil of the Earth. High energy environments of such a nature naturally attract the attention of your fellow members given the energy costs of generating Adamant.
(*New*)[ ] [Simple] Write In Pt. 2: [Cost: 1 action] Azrilzhufgotten, or The Silver River Marches.
The Hearthwardens have been stretched to their limits these past few centuries, taking on multiple new duties spread wide across the north, while bearing only the baseline equipment you give them on taking their oath. It's time to start fixing that. Azrilzhufgotten will be a banner of your finest work, embroidered on Ancient Troll Hide [T4], mounted on an adamant staff, and topped with the skull of the Ornsmotek greedy troll. The tapestry depicts the Hearthwardens in the full glory of their power and age, sweeping down from a mountain pass to relieve a besieged Karak from a force of beastmen. Three adamant plates form the shields of the front rank of dwarves, each bearing a rune. Although the details do not match, any Hearthwarden who views it will instantly recognize the allusion to their defense of the free dwarves of Karag Dum, the moment when they stood as Pillars in the Dark. This banner calls to the Hearth Guard's first, deepest purpose: When Dawi are threatened, no matter the hold, no matter the distance, the Hearthwardens will be there, standing in the way.
- [ ] Choose: Combo,Goruz-Kazak Rikkaz:Master Rune of Traversal [T4 Radiant Pegasus' Heart], Rune of Impact [T3 Stonehorn Leg Muscles], Rune of Amber [T4 Barazgal].
- [ ] Revise Runes: [Cost: -1 actions] Next Revision will cost +1 action. Back to the drawing board. Choose new Runes, Function or Theme.
(*New*)[ ] [Simple] Flamedrinking Talismans Pt. 2: [Cost: 2 actions] An as of yet nameless creation, more a proof of concept than anything else.
- [ ] Choose: Rune of Thungni, Rune of Thungni's Presence, Rune of Furnace.
- [ ] Choose: Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
- [ ] Revise Runes: [Cost: -1 actions] Next Revision will cost +1 action. Back to the drawing board. Choose new Runes, Function or Theme.
(*New*)[ ] [Difficult] Brynbar Pt. 2: [Cost: 1 action] Apply any optional structural materials and any aesthetic changes here.
A circular clasp whose seam depicts a shimmering and glowing gate to the glittering realm. On each half of the clasp the runes of Siphoning and Thungni glow, surrounded by 'runes' from the early days of runesmithing, inlaid with dronril in imitation of runelight. Rest in spoiler in my post.
- [ ] Brynbar: Combo, Deep Gate+: [Master Rune of Thungni's Presence [T4 Adamant and T4 Ancient Greedy Troll Heart], Rune of Thungni [T4 Adamant], Rune of Siphoning [T4 Ancient Greedy Troll Heart]]
- [ ] Revise Runes: [Cost: -1 actions] Next Revision will cost +1 action. Back to the drawing board. Choose new Runes, Function or Theme.
[ ] [Difficult] Write In Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. You've had an idea! This is the template for write in item request! Please put down the name, description and type of equipment/item you want 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.
- [ ] 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)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)
Available Requests: (*Updated*)[ ] Accept Starlight Pt. 1: [Cost: 1 action] Due end of turn 59. Gain 60 Favour with Kraka Dorden. Snorri thinks Thane Morglum will seek another Runesmith by the end of turn 57. Thane Morglum Skarridum of Kraka Dorden has petitioned you with a request. A weapon to replace the now lost ancestral heirloom of his Clan after it was destroyed killing a Fimir in the defence of Kraka Dorden; he asks for a hammer, one who's blows could be akin to calling down the light of the stars themselves upon the enemies of his Hold. A bit uninspired, plenty of Starhammers out there after all, but still.
How to vote on Multi-Piece Difficult Requests.
[Y] Example Request Pt. 1
- [Y] Equipment category, Item 1 name: Rune 1[Optional Ingredient(s)], Rune 2 [Optional Ingredient(s)], Etc
- [Y] Equipment category, Item 2 name: Theme
- [Y] Equipment category, Item 3 name: Function
Write-in Equipment Action Costs:
1 Action - 1 standard piece of equipment.
2 Actions - Multiple pieces of equipment or Large individual items
3 Actions - Very Large individual items or a full/near full set of items.
Write-in Adamant Costs, General Guideline:
1 Piece of equipment or hypothetical Rune requiring Adamant - 1 bar
1 Suit of Armour for a Dwarf - 3 bars
1 Suit of Armour for a Human or Elf sized being - 4 bars
1 Piece of Ogre sized Gronti equipment - 2 bars
1 Suit of Ogre sized Gronti armour - 6 Bars
Anything larger just ask me, it will also appear in applicable actions or in the FAQ.
Crossbows use Weapon Runes.
A Gronti sized Crossbow would use Engineering Runes.
Weapons like Axes don't make this distinction.
Shields use Armour Runes.
Armour Runes must be on Gromril or improved
Research: (*New*)Several research options have changed and I've edited some bits of the system. Bulletpoints:
- Almost all Research options now no longer go above 12 action cost.
-- Trees are being lengthened to compensate. You get the same rewards, but spread out more.
-- All current research costs have been edited. Proportion of research done should roughly be the same though.
-- I am/will be more liberal with applying gates and locks to research. Either prereq research, traits, specialty levels, and etc.
- You now make a total of 2 progress across your [Simple] Research a turn.
-- Every 2 actions you put towards [Difficult] Research will add 1 to the above pool
- Research action is gone.
- Edited the cost of the Rune Research formula again. Stuff should be cheaper, and Specialties more relevant.
General: (*New*)[ ] Examine Karaz-Kazak-Rhun: [Cost: minimum 1 action] Gain semi random research and trait progress. By the hammer of Thungni, you now hold the hammer of Thungni! It is folly to believe you can ever truly understand it at your current level of skill. But there is still inspiration to be found, and maybe you also just want to admire something so beautiful as this hammer. Who's to stop you? You're its owner.
(*Updated*)[ ] [Difficult] Akazit Pt. 2: [Cost: (14 -11) = 3 actions] Master of the Odd will proc. You've bumbled your way into finding a method of reducing an item to a pile of single Wind-infused ash. But the stuff gets muddied with the ambient Winds and is rendered useless within seconds of completion, so the next step is to find a way to actually capture and isolate this Wind infused ash before it decays. Easier said than done, but when you have your eye it'll be doable at the very least.
(*Updated*)[ ] [Difficult] Monolith Mastery Pt. 1: [Cost: (12 -9) = 3 actions] Master of the Odd will proc. You can use the stones now, but not safely. Yorri tells you they never will be a safe bet, but you can at least try to make it safer. Besides, you still dont know how they work, and your work requires that you know how they work. So by Grungni, you're going to figure it out.
Material Research: (*New*)[ ] [Simple] Slave Wyrm Autopsy: [Cost: (3 -2) =1 actions] Master of the Odd will proc. Creatures that were once Dragons. Now they are wingless, broken things. The result of Fimir artifice upon unhatched Drakk eggs. Terrible to behold, uglier than their flying kin but no less deadly.
[ ] [Simple] Kraken Autopsy: [Cost: 3 actions] Master of the Odd will proc. The tentacled creature was slain by the Elven fleet as they cleared the waters for their trade vessels. You possess the body of a mature specimen and the very large eye of what you are told was an especially old one.
[ ] [Simple] Merwyrm Autopsy: [Cost: 3 actions] Master of the Odd will proc. Large serpentine bodies, fins and general fishy scent aside, this is most certainly a Dragon, and Dragons are quite the bounty of reagents. Though from the tales told of Merwyrms, just what this creature's body parts could be reagents for you aren't too sure of.
(*Updated*)[ ] [Simple] Mysterious Mystery Sword: [Cost: (10 -5) =5 actions] Master of the Odd and Soul of the Earth will proc. Gain ???, possibly progress to Mysterious Mystery Cauldron and Mysterious Mystery Barrel. A sword that cuts through Gromril with an unnerving amount of ease. Studying it will be more about trying to recreate what it does through a Rune, but a bit of material study isn't off the table either given that you have two broken ones to work with as well.
(*Updated*)[ ] [Simple] Mysterious Mystery Barrel and Horn: [Cost: 6 actions] Master of the Odd will proc. Gain ???, progress to Mysterious Mystery Cauldron and possibly Mysterious Mystery Sword. Magical drinks, utter hogwash and a perversion of the fine art of brewing is what it is! Still, their creation isn't completely unheard of. You have the Rune of Hearty Soup, but these, you are forced to admit, have a wider variety and efficacy than what you possess.
(*Updated*)[ ] [Simple] Mysterious Mystery Cauldron: [Cost: (6 -2) =4 actions] Master of the Odd and Soul of the Earth will proc. Gain ???, progress to Mysterious Mystery Barrel and Horn and possibly Mysterious Mystery Sword. Magical soups, you've had a form of it before. From the Rune of Hearty Soup actually, but you must say that the taste of the broth from these fragments is a fine bit better than that Rune. If you could make a better Rune…well you won't complain!
Concept Research:
[ ] [Simple] Diction Direction Pt. 2: [Cost: (8 -5) =3 actions] Master of the Odd will proc. You have a few ideas about where to take this Rune. A universal translator for one, rather than just Khazalid. Not entirely sure how such a thing could be done, but it's definitely possible. Master Yorri's Rune of Sound gives you a few ideas at the very least. Now that Yorri's given you a Rune that restores hearing, you wonder if examining it will provide further insights or hopefully ideas about where to go next.
(*Updated*)[ ] [Difficult] Extra-sensory Pt. 1: [Cost: (12 -4) =8 actions] Master of the Odd will proc. You have the very, very rudimentary ability to perceive the Winds of Magic as the Brana and Elgi do. How exhilarating it is, how infuriating, to know that so much has opened up to you with so simple a change. Imagine then perfecting it? To see truly as they do, with the full breadth and detail of it all. How much could Runecraft progress with such knowledge? A path of great reward, and perhaps even greater danger. Who's to say what effects may come of it? Still, you must try.
(*Updated*)[ ] [Simple] The Fixing of Things Pt. 2: [Cost: (10 -1) =9 actions] Master of the Odd will proc. The Rune of Repair is as good as it'll get. You need to make an entirely new Rune if you want something better. It seems likely that the Rune of Repair's maker purposefully developed it in such a way that refinement became unwieldy, and given who gave you that Basket, it feels perfectly in character given the many, many, stories told of the Ancestor Queen. Well, you shant disappoint Valaya Herself! A better Rune of Repair, but one you made from the ground up? By Valaya it shall be done!
[ ] [Simple] The Happening of Things: [Cost: (8 -2) =6 actions] Master of the Odd will proc. The vision gnaws at you, a flame to the parchment of your mind. There is a theory, a hypothesis you wish to test and the faintest inklings of a Rune in your mind's eye. But there's a good deal of preparatory work to be done. One doesn't futz about with what you think you saw in that vision after all!
(*Updated*)[ ] [Difficult] The Mind of Things Pt. 6: [Cost: (10 -4) =6 actions] Master of the Odd will proc. You have managed to create a Rune that, on the whole, can transfer skills and experience from one Dwarf to another. An impressive feat, and yet one not without flaw. It is skill imparted without context, which must still be earned. You can do more, you can do better. True comprehension, transference of that which makes a skill, experience; or in other words, the wisdom to temper knowledge.
(*Updated*)[-] [Difficult] The Movement of Things Pt. 7: [Cost: (12 -1) = 11 actions] Master of the Odd will proc. Locked until Anoqeyan Pt. 2, Extra-sensory Pt. ???, and Monolith Mastery Pt. ??? are complete. To go beyond the Rune of Siphoning, to create something that can dredge anything close to the amount of power the Central Array of Karag Dron can, you must improve your understanding of the Monoliths, and the flow of magic first. It will likely take a long, long time until that's the case.
(*Updated*)[ ] [Difficult] The Movement of Things Pt. 6b, The Body: [Cost: (10 -4) =6 actions] Master of the Odd and Mind for Constructs will proc. Continuing your work on the Rune of Waking Elements, you want the Rune to be able to form a body from almost any surrounding material. Realistically you doubt you can do that, but getting as close as possible is still the goal. At the very least you want these Elemental Gronti to mimic Mhorni's ability as closely as possible.
(*Updated*)[ ] [Difficult] The Movement of Things Pt. 6c, The Soul: [Cost: (10 -6) =4 actions] Master of the Odd and Mind for Constructs will proc. You "know," what Mhorni is, you think, but your investigations decades prior left you empty-handed. Now, armed with hopefully better tools and better understanding, you wish to tackle the questions you made all those years ago. Why did Mhorni bind itself, why was it not turned into energy, why do the Runes seem perfectly happy to assist it as they do you? Why, why and more whys. You won't get all the answers immediately you imagine, but the path is open.
(*Updated*)[-] [Difficult] The Rune Metal Pt. 7: [Cost: (14 -9) =5 actions] Master of the Odd and Soul of the Earth will proc.Locked until Extra-sensory Pt. ???, and Akazit Pt. ??? are complete. The best theory you have when it comes to creating the metal in your mind, requires both the means to not only isolate and extract the essence of a Runesmith, but to then infuse that essence into Adamant. And hopefully, if you aren't off the mark completely, you will have a material that shall break the oldest hurdle of your profession. More personally you want nothing more than to reach that image, that shining silver you saw over five centuries ago.
(*Updated*)[ ] [Simple] The Secrets of Light Pt. 2: [Cost: (8 -6) =2 actions] Master of the Odd will proc. The Rune of Refraction has proven you can at the very least manipulate the power of light. Versatility is no longer an issue, but power, useability and overall purpose remain unclear to you. With a Rune to restore sight now in your repertoire, you can only think of simply increasing the amount of light generated, but maybe examining the Rune Yorri taught you will get the old muse running.
(*Updated*)[ ] [Simple] The Secrets of Storage Pt. 2: [Cost: (8 -5) = 3 actions] Master of the Odd will proc. Of course! Of course Valaya would do as she seems to have. The Rune of Storage is a proof, a showcase, an inspiration for curious minds. No, if you want to build something better it will be built from the ground up and not off Her back. Such is the implied order of the Ancestor, and so you shall abide!
[ ] [Simple] The Weight of Things: [Cost: (10 -3) =7 actions] Master of the Odd will proc. Dolgi's Rune has given you ideas, though there are questions as to whether any developments should be shared and threaten to overshadow your apprentice's work, you can at the very least try and figure out the intricacies of it.
Rune Research:
[ ] [Difficult] Understand the Master Rune of Thungni [Engineering]: [Cost: 12 actions]. Snerra gave you an item bearing this Rune. It is...by all that is good this is something you must understand before you die, when not if.
[ ] [Difficult] Compress a Combo: [Cost: 1 + (2 x (Complexity Rating - Specialties)), minimum 1 actions] Unlock the Convert and Simplify Options for the Master Rune. Gain a Master Rune of the same Category as the chosen Combo.
[ ] [Difficult] Understand a Master Rune: [Cost: 2 + (2 x (Complexity Rating - Specialties)), minimum 1 action ] Unlock the Convert and Simplify Options for that Master Rune. Gain progress to any associated Research. Risk rises with Complexity.
[ ] [Difficult] Convert a Master Rune: [Cost: 2 actions per Category] Gain a Master Rune of the chosen Category(ies).
[ ] [Difficult] Simplify a Master Rune: [Cost: 2 actions] Gain a Regular Rune for every known Category of the chosen Master Rune.
[ ] [Difficult] Convert a Regular Rune: [Cost: 1 action per Category] Gain a Regular Rune of the chosen Category(ies).
[ ] Write-in, Challenge Them: [Cost: 0 actions] Give a challenge + stipulations you wish to offer the Burudin. Only 2 Challenges can be active at a time and only 1 can be submitted a turn.
Your Challenge Provide a rune or rune combo that has the possibility of true killing daemons, with said rune or combo being teachable to master runesmiths. Understanding that this rune or rune combo would be taught at Khazagar.
Gottri's Challenge [Unavailable to you] Create a Rune or Combination of Runes capable of breaking Adamant. Reveal and gain 1 Standing with Gottri Hammerspite, gain Master Rune of Shattering Sound
After acquiring Adamant, a result of Kraggi's eternal quest to perfect Old Breaker, Gottri has changed his long standing challenge to his fellow Burudin members. Now, rather than find that which can withstand his Runes, he challenges any to create that which can sunder Adamant. He boasts, in his laconic and brusque way, that no one will manage before he can, and he's willing to bet one of his acceptable Runes over it to boot. SNORRI KLAUSSON DO NOT TEST MY PATIENCE.
Angkra's Challenge Devise a Means of Creating a Prosthetic that grows with the user. Reveal and gain 2 Standing with Angkra Twenty-loops.
Angkra Twenty-loops has taken an interest in a curious northern invention, Prosthetic Runes. She has come into contact with Snerra of all people, and has been inspired by the young woman's vigorous efforts to develop something that can be used for beardlings and the like. A topic which has captured the daughter of Thungni's personal attention.
Thormund's Challenge Create something that can turn the mountains against our foes. Reveal Standing with Thormund Stalwart-shield and gain 3 Standing with Karak Kadrin
The wandering Runelord Thormund Stalwart-shield muses on the defensive properties of mountains and a subsequent idea that took his mind when he fought alongside the Throng of Karak Kadrin to defeat a wandering army of Khornates. He grumbles that such power is so poorly weaponized. Avalanches, rockfalls and the like are one thing, but entirely too uncontrollable for his taste and the realm of Rangers. No, if someone could literally make the living stone act against our foes, it would be a feat worthy of song and be of great interest to the Peak Pass Hold.
Alric's Challenge Create a method of reliable, quick and secure communication as possible. Reveal and gain 1 Standing with Alric Thungnisson, Angkra Twenty-loops, and Karaz-a-Karak
As a consequence of his frequent discussions with his venerable uncle, the mighty and wise Snorri Whitebeard, Alric has offered a prompt for any that wish to take it up. A way for messages to be shared across the realms faster than any Runebearer, safer than any road and as reliable as a Master Crafted axe. Such is the sort of goal, the sort of problem a proper Runelord should set their sights upon he reckons, anything less is beneath them.
Algrim's Challenge Allow the average Crossbow to fire without stopping at all for three years. Gain 2 of Argalast Giantdoom's Master Runes
Algrim Argalastson has brought up a relatively simple challenge in honour of his father, the legendary Argalast Giantdoom's single minded focus on improving the deadliness of projectile weaponry. He claims that while none can match Argalast's mind in the devising of newer, more terrible ways of increasing a Crossbow bolt's killing potential, they can maybe be better at finding a way to ensure those bolts never stop firing.
Durin's Challenges Find the Ankor Bryn. Create a Weapon beyond Karaz-Kazak-Rhun. Create a Runestaff more powerful than Gormwand. Break the Rule of Three.
A relic, one kept out of respect for the founder of the order. Many have tried, all have failed. Since Durin's death none have made a serious go at the first, and only the Brotherhood makes longstanding attempts at the last. These are considered the final goals of Runecraft, ones that shall one day in the nebulous future.
Completing one of these Challenges will make it easier to enter dialogues with and deeper relationships with the corresponding Burudin Member.
━<><><><==><><><>━ Remember to vote by plan. There will be a twelve hour moratorium for discussion.
AN: Enjoy the turn. I also realize that in the face of adversity I find comfort editing turn formats. But, I worked through the worst of it I think, and hopefully what I wrote did some justice to the vote and the arguments around it. Anyway research is cheaper, so there's some balm for you. As always don't forget to C&C. More specifically let me know if you have any questions, what you think of the format changes, and if you spot any old fragments, things I said I would do but I missed. :^)
(Before Master Yorri wandered off to bully Firmir)
Menlinwen,
Do not under any circumstances allow further Dawi exploration of the nest which you have mentioned, not without at least ten more Aesavalu. Your suspicions were correct, that was an unfertilized egg of the Aesvarinor. You are lucky, all of you, to still be alive. I shudder to imagine what the thing's parents might have done if it were not unfertilized, if you had taken one of the thing's eggs when it could have been an actual child. I'll not begrudge the Dwarfs, not when the Geomancers keep being Geomancers, but they need to know what they're actually dealing with.
-Cinderseer Ylric Volthan
Menlinwen of House Ebonsea of the Kingdom of Cothique draws in a particularly sharp breath in the silence of her own inner sanctum, her eyes widening as she examines the slightly translucent "gem", a smooth oval the shade of magma, glimmering and catching in the mystical light. It reflects the texts and tomes and scrolls that line the walls, along with the lyres, lutes, flutes and other instruments she plays to relax and to help her think when trying to study magic.
As well as the considerably lighter bottle of particularly strong brandy from home, which she had planned to save for a special occasion.
Then she had realized exactly what the orange stones being peddled in the streets of Kraka Drak were, had bought two for what was simultaneously an exorbitant price and an absolute steal, and then sent one off to one of the Steedkin of Ellyrion, while she studied the other herself.
And that letter had confirmed it.
They were unfertilized Aesvarinor eggs.
That unfertilized was very important, but she still felt cold dread as she imagined what could happen if some innocent, ignorant dwarf, not quite realizing what they had touched, ended up angering one of the beasts.
"Aesvarinor, here?" She laughed, mirthless, mad. "You are an ironic thing, aren't you?"
"Hm. Sounds serious lass."
Menlinwen did not jump. She did not start. She did not meep.
She was too inebriated for it.
Yorri, the Dwarf even more ancient than Snorri, seemed to appear from nowhere.
"We did have a lesson today, didn't we? My apologies master Dwarf, I realized we were in a truly precarious situation, one that could have effects on both Tor Vernath and on Kraka Drak. Aesvarinor, within prowling distance." There was a slight spark of guilt, in spite of everything: it was one thing for the client not to take the lessons, it was quite another for a client not to receive lessons because she was too busy...overreacting.
"Children of Fire?" Yorri cocks his head curiously, then grabs a chair, lifting it and planting it across from the mage with a soft thump. "I'm going to guess by the fact that you said Varinor and not Avalu that that's not a good thing?" Inwardly, she was pleased that, for all it was a subtle thing, her student had grasped the connotations diverging within Varinor and Avalu.
"No. Tell me, has Snorri told you anything about the Winds, about Aqshy?"
"Just this once, you can treat me like a beardling and really lecture me about it."
"Alright, alright, very well. The Winds of Magic split apart from the mortal mind in three cardinal directions. Cardinal, the Wind as itself. Nurturing Ghyran. Bestial Ghur. In spell work, the kind of thing that lends itself light and energy and effect." She looks the old dwarf in the eye. "Are you following?"
"Well enough. Please continue." The Dwarf shuffled in his seat and began to eat some jerky, though his eyes were well focused on her.
"Then there is Mystic, the metaphors and similes and analogies that the mind attaches to these concepts. The hourglass of Shyish. The music of Hysh. The Pestle of Chamon."
"Fascinating. But then, wouldn't everything end up weighed down with every Wind?"
"Not every analogy holds equal weight because not every analogy is held by every culture, but you're not wrong, a culture holding a sufficiently distinct analogy within itself about a matter can change the expression of a Wind, and the more people hold to the analogy the more deeply it's woven into a Wind. The Ram, for instance, would likely be a symbol of Ghyran to your people as a source of life, of meat and wool and mile, while for my people it is tinged with Shyish...touched by association with Morai Heg."
"Indeed."
"But, to return to the main point. Finally there is the Elemental, the physical manifestation of the Wind. The mist of Ulgu. The lightning of Azyr." She exhaled. "The fire of Aqshy. The Aesvarinor are essentially a physical manifestation of Elemental Aqshy. Of fire." She sits down, palming her head. "More particularly, of Magma. They have an instinctual grasp of the Elemental spells of Aqshy, of the very hot fire of the earth, and a temperament to match. The earth breaks, the ground quakes, great spouts of lava and fire." She looks to the floor, her head shaking. "We've got them in Saphery. We thought, the rest of us at least, that it was something the Geomancers created to help fight off Chaos. More fool us, I suppose."
"...That honestly mostly sounds like a dragon lass." Yorri pours himself some of the brandy as well, and puts it to his lips.
"And wouldn't it be a problem if somebody stole dragon eggs and brought them here?"
Yorri pauses, considers. The throws the brandy back in a single gulp. It's hard enough, considering the elves claim to drink "for flavor", but even so it pales in comparison to some of the brews he's had. "Aye. I suppose it would."
"Then you see the problem. Somebody has found a nest of their eggs, been harvesting them, and selling them in Kraka Drak. Fortunately so far, the only ones I've found have all been unfertilized. So far."
"And if they weren't?"
"Then a six-and-a-half foot behemoth of stone and fire that bleeds lava and shatters the ground would have attacked you, accompanied by its mate and any mature children that had also reached full maturity." Her voice is matter of fact. "They may not be quite as physically dangerous as Magma Worms, I'll acknowledge that, but they're a damn sight more sociable and full of magic. Damn near impossible to kill too. Most of its body is covered in granite hard rocks, shaped like a damn harness of plate, and the weakspots, the underbelly and the joints, they bleed lava when the thing is full grown." She pulls out a journal and tosses it to him. "Here, look."
And Yorri does.
He sees the thing as a juvenile. Two feet tall, but heavy and dense. A tri-segmented body in a roughly bidepdal plan. The upper segment consists of the head, with one, blunt spike, eyes with sclera the shade of white flame and pupils a vivid, fiery red, though the notes say it can be the same color as natural fire, framed by flashes of orange flesh when viewed from the right angle. It is covered by hard rock, in shades of an earthier, stony red, blue, yellow or orange. The second segment at the belly is a fleshy portion, allowing the thing to bend and move in spite of being covered in rock and it is a magma orange, revealing the beast's true nature: A beast of Elemental Aqshy, channeling the shear heat and power buried under the earth. There are seams of this orange flesh at each joint, but they are a trap of sorts, for piercing them only spews hot blood. At best uncomfortable, at worst boiling. At the bottom, the third segment consists of stumpy, smooth legs with merest beginnings of claws at the feet. Its control over magic is ecclectic.
The second stage of the lifecycle is next. The lower body is covered in a layer of rock and metal from the material consumed in the juvenile stage, even as it grows to a solid four feet tall. The head continues to poke out but itself morphs, the one spike splitting into two , somewhat sharper spikes. Crystalline nubs poke out from the back along the spine, physical embodiment of Aqshy, "somewhat like Power Stones (what?)" according to the notes, "though far less refined", ending in what will become the tail. They do, however, let it cast the Elemental Spells of Aqshy by instinct. Its blood its similar to hot magma at this stage. Though the least physically adapt in this stage, they have become potent enough spellcasters to survive any merely mundane predator, if far from real wizards.
A third (Confirmed???) stage. The full grown, mature exemplar of the species. Standing roughly six-and-a-half feet tall, its jaws have developed into a powerful beak capable of biting through near anything especially after weakened with the heat of its internal fire. Its limbs broad and powerful enough to slice through ithilmar in a single blow. The twin spikes of the chrysalis stage develop into three, viciously sharp spikes. Magically, it has become capable of shifting rock and stone and flames alike, channeling the molten heat and power contained within the earth to unleash fissures of magma, or simple waves of fire. The crystalline spines along its back, still following the curve of its spine, go down all along the tail. Its blood is magma at this point, making killing it even more difficult, in spite of the obvious weakpoints along its belly and joints.
Behaviorally, it is as hot-blooded, wrathful, and furious as a creature of Aqshy should be expected, though whether from a higher intelligence than expected or diverging territory it generally avoids people. It is generally recommended to flee--elf, and roughly elf-shaped creatures, do not provide enough energy to be worth hunting, but it does not like competitors in its territory.
"I notice this says confirmed," is the first thing Yorri says. "Does that mean--"
"There are rumors. Legends of what happens if the thing consumes enough, pure, Aqshy. If some damned fool gave it a large enough Power Stone. You know how these things always go."
He considers for a moment. "I admit, I wouldn't want to run into one unarmed, but don't you suppose you may be overreacting? Can it really be worse than a Wyrm?"
Menlinwen draws back, in a way he is mildly familiar with; intellectually she is acknowledging the truth of what he said, even as her pride is annoyed by it. "I suppose so. But these things have travelled to Cothique; more than once, we have stumbled onto their lairs." She shakes her head in remembrance. "They're no beast of Chaos, hungry, thirsty for blood and suffering; but they are rage, and passion, and wrath itself, incarnate in lava and fire and stone, and they do not take well to being surprised." She pauses, to let the point sink in lest he try something foolish. "Or especially to having their spawning places assailed. There are stories of them wiping out entire Bray Herds, the Shaman, and the giant they'd enslaved, just to take back an egg one of the abominations had stolen to try and power some vile ritual."
"The eggs are magic too, then?" He starts stroking his beard and Menlinwen feels her hands clenching.
"Oh yes, every part of them. But killing them is a nightmare at the best of times, and trying to peacefully harvest anything from them like the phoenixes or the giant eagles has proven too difficult by and large. The Priests of Adiadoth revere them as expressions of sacred fire, and a slight handful have even managed to keep the things as familiars, while the Priests of Lileath have learned to communicate with them, secrets of Ghur and Aqshy alike allowing them to modify their spells. So far the best anyone has managed in a broader scale is a trickle of unfertilized eggs as reagents for Aqshy. The Blackfangs like to say they're always only a hundred years from figuring it out themselves, but then they've been saying that since the Catastrophe."
--
Asur Culture Corner:
Learn Eltharin-
Aesvarinor: Children of Fire. In particular, the rune Varinor is a rune more associated with the physical connotations of fire, in comparison to the higher aspirations associated with Avalu. That is not to say Varinor only has negative connotations, but if one desired to describe a fire that burned down a town, Varinor would be the word to go with.
Aesvalu: Sons of Holy Fire, Priests of Lileath. Known also as Cinderseer, they spiritually connect with her great mustang, Cindermane, hence their title, regarding the creature as a fellow servant. They tend to make use of every Wind of Magic, and are headquartered in Ellyrion.
Thaldra ties the silvery wood together with chords of Troll Sinew, seated, kneeling, on a blanket in the apartment she's borrowing from some of her kin in Kraka Drak, still by and large bereft of her personality: an acceptable bed there, a state of Thungni in the corner, the usual for rented space in her clan.
A mere journeywoman she might be, but she does have some pride and so the chunks of silvery Azrilwut she's managed to acquire for her newest commission, such that it is, come together so seamlessly that if it weren't for the sinew (dried out and then soaked in salt water to harden it and yet leave it supple enough) you would scarcely notice there were gaps at all. The slats themselves are long and thin and painted with images of noble Grimnir heading north to His Doom. His mohawk is painted particularly vibrant, thickened with crushed stone earned from her last job, and the edge of His ax marked in negative space with yellow paint the shade of the sun on the silver wood, the backdrop of the hell of the Great Catastrophe indicated by black paint that implied the shape of any number of His foes as reported by Morgrim. Stylized, but still blatantly, obviously, His March.
And right that it should be so.
With the main chest piece done, she puts it aside and starts to tie together the rest of the armor next, starting with the arm slats, tied together at the elbow and vertically. The decoration is simpler, but the quality is by no means lacking, intricate Aldrhun running up and down the slats in reddest of red paint, exhorting mighty Grimnir for victory. The padding underneath, made of sixteen layers of troll skin, is dyed dark red and bright white, trimmed where it will poke out from underneath the slats proper with yet more Aldrhun, this time emanating from under Grimnir's snarling face.
She considers what Mahal had requested in the commission itself, trying not to "sigh like some half-baked maiden out of the kind of trash you youths have the audacity to call sagas" as her master would say:
"I want to fight, and I want to win. And I want to move fast while I do it." He hands the chest over, his unadorned set of armor jingling at it does. He might be embarassed that his beard still hasn't gone white at all, but she much prefers it the golden shade of blond it is now even if it does make him look young. "And there's no one I trust more to do it right."
(And I want to see what you come up with when you experiment had been unsaid but not altogether unimplied, particularly when even as a clanless foundling with all the bounties he'd brought in on on Gori he could still have commissioned a more established Runesmith, even if it did have to be a journeyman.)
With all that done she sets to work, places the carving knife against Grimnir's ax on the chest piece, and begins to work, carving and chanting.
When the world was young, we glimmered old.
The Rune of Grimnir, the Rune of battle, the rune of valiance. She's hardly some new Snerra, some new Fjolla, some new Dolgi, but she puts every ounce of care into it, intricately, carefully marking the symbol of her--friend's patron onto the wood, thick and deep and proper like, exactly as her master had taught her. As it starts to spark and steam from the magic she takes the bottle of Grimnirzan and begins to pour it in, sizzling and fizzling and popping. Grimnirzan, inside the Rune of Grimnir, is so blatantly, deeply, obvious that even that wazzock Snerra (Not that one!) could near-certainly put it together. She keeps pouring until about half the bottle is left, again exactly how Master Modi had taught her.
Now the world is bleak, and the fires all cold.
Next to it, on the Ancestor's bare chest, she places the Rune of Courage, letting the gromril of her knife slide through the wood. It starts to hum too, bright lights and bright power, and as it does she starts to pour the bowl full of Griffon Brain into the Rune, the slimy material disappearing with a burst of amber fire as it touches the marks and she continues to chant. All the unyielding pride and skill and sheer resolute nature of the beasts should make him quite a force to be reckoned with, even if making acquaintance with the Brana has made handling their internal organs considerably more awkward than it used to be.
But still we glimmer, yet more bold.
Finally, Valaya's Rune at the bottom, at the center, emanating light and guiding Grimnir. The most expensive reagent, and yet she doesn't so much as wince as she pours in the broken, ground up Hearthstone to the marks her knife makes. It's not quite as obvious as Grimnirzan, but as a heat, a warmth, a fire starts to flicker and burn along the Rune she feels correct in spending so much of what were limited funds on it: it will protect him, as he marches against the fimir, their Balefiends, and their Mearghs, the magic struggling against the Runes.
There is a sound like a cool breeze and the Runes finish even as she finishes chanting. She examines the armor, the breastplate in particular, and feels quiet satisfaction and growing ambition alike in her chest.
It's far from her apex. That, hopefully, lies many years hence, when she is old and gray as the Gift-Giver, made more usually, from hard Adamant with such Runes of destruction and potency that the enemy simply explodes when they see her coming. But for the perennial middle child, scarcely noticed compared to kinfolk, daughter or no daughter and Gift or no Gift; and for a clanless, up-jumped warrior, it's not a bad start, not a bad start at all.
She can already imagine master Modi rolling his eyes, but she sighs anyway.
[X] Plan: Fires of Inspiration, Hammer and Drakks
-[X] Snorri & Karstah
--[X] Accept Starlight
--[X] Drakk Rearing [1 Heir]
--[X] [Difficult] Design Skaudardrengi, The Singing Slayer, Emperor Dragon Gronti [1 Heir]
---[X] An exemplary Storm Wyrm forged from pure Adamant, with eyes of glowing Dronril shielded by metallic lids. It is as large as the largest and oldest Wyrms at forty five meters from nose to tail and its scales shine with power. The story of Kraka Drakk and it's inhabitants is inscribed onto its wings in panoramic mural and gemstones. This artwork and its immense might are meant to be a tribute to the Hold that Snorri has lived in for almost half a millennia, to mark Khazagar as a legacy for Kraka Drakk. Thus its power is meant to defeat the greatest members of the Dumi. It is cleverly designed such that it weighs far less than expected for its size and offsets some of its significant ground pressure. Furthermore, its Horns, Wings, front left Claw, and three special chest scales for Armor runes, are all designed to have runes of their own in the future. A mechanism in its mouth will hold the item that creates its Breath Weapon. Finally, a cleverly concealed Adamant screw-plug longer than two dwarfs are tall is in its chest, held in place by a perfect fit and massive internal locking bars and mechanisms which are unlocked by secret commands given to the Gronti - and behind this plug in the core of its body lies its Heart Chamber. The animating Runes of the Gronti are inscribed into the walls of this Heart Chamber, while a slot for the future Heart itself lies empty. [Uses 192 Bars of Adamant. The theme of this: "A metal behemoth of the Storm Above and the Deep Below. Cladding itself in the Storm within, its thunder and might fueled by the endless vigor of the Deep."]
---[X] Choose: Master Rune of Awakening [T4 Greedy Troll Heart], Rune of Empowerment [T4 Dragon Ogre Shaggoth Heart], Rune of Siphoning (Engineering) [T4 Greedy Troll Heart].
--[X] [Simple] Flamedrinking Talismans Pt. 2 [1 Heir]
---[X] Combo, Flamedrinking: Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame
--[X] Examine Karaz-Kazak-Rhun [1 AP]
--[X] [Simple] Merwyrm Autopsy [3 Research]
--[X] [Difficult] Extrasensory Perception Pt. 1 [2 AP]
--[X] [Difficult] Convert a Regular Rune: Siphoning to Engineering [1 AP]
-[X] Retainers & Orders
--[X] Expedition, Aiding Krum [1 Retainer + Industry of the North]
--[X] Expedition, Aiding Kraka Drakk [1 Retainer]
--[X] Order: Elder Stonehorn's Horns
--[X] Queenly Authority Order: Barazgal [-15 Kraka Grom Favor]
[X] Plan: Fires of Inspiration, War and Drakks
-[X] Snorri & Karstah
--[X] Accept Starlight
--[X] Drakk Rearing [1 Heir]
--[X] [Difficult] Design Skaudardrengi, The Singing Slayer, Emperor Dragon Gronti [1 Heir]
---[X] An exemplary Storm Wyrm forged from pure Adamant, with eyes of glowing Dronril shielded by metallic lids. It is as large as the largest and oldest Wyrms at forty five meters from nose to tail and its scales shine with power. The story of Kraka Drakk and it's inhabitants is inscribed onto its wings in panoramic mural and gemstones. This artwork and its immense might are meant to be a tribute to the Hold that Snorri has lived in for almost half a millennia, to mark Khazagar as a legacy for Kraka Drakk. Thus its power is meant to defeat the greatest members of the Dumi. It is cleverly designed such that it weighs far less than expected for its size and offsets some of its significant ground pressure. Furthermore, its Horns, Wings, front left Claw, and three special chest scales for Armor runes, are all designed to have runes of their own in the future. A mechanism in its mouth will hold the item that creates its Breath Weapon. Finally, a cleverly concealed Adamant screw-plug longer than two dwarfs are tall is in its chest, held in place by a perfect fit and massive internal locking bars and mechanisms which are unlocked by secret commands given to the Gronti - and behind this plug in the core of its body lies its Heart Chamber. The animating Runes of the Gronti are inscribed into the walls of this Heart Chamber, while a slot for the future Heart itself lies empty. [Uses 192 Bars of Adamant. The theme of this: "A metal behemoth of the Storm Above and the Deep Below. Cladding itself in the Storm within, its thunder and might fueled by the endless vigor of the Deep."]
---[X] Choose: Master Rune of Awakening [T4 Greedy Troll Heart], Rune of Empowerment [T4 Dragon Ogre Shaggoth Heart], Rune of Siphoning (Engineering) [T4 Greedy Troll Heart].
--[X] [Simple] Flamedrinking Talismans Pt. 2 [1 Heir]
---[X] Combo, Flamedrinking: Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame
--[X] March [1 AP]
--[X] [Difficult] Extrasensory Perception Pt. 1 [2 AP]
--[X] [Simple] The Secrets of Light Pt. 2 [2 Research]
--[X] [Difficult] Convert a Regular Rune: Siphoning to Engineering [1 AP]
-[X] Retainers & Orders
--[X] Expedition, Aiding Krum [1 Retainer + Industry of the North]
--[X] Expedition, Aiding Kraka Drakk [1 Retainer]
--[X] Order: Elder Stonehorn's Horns
--[X] Queenly Authority Order: Barazgal [-15 Kraka Grom Favor]
--[X] Royal Authority, Additional Order: T4 Voidstone [-15 Kraka Krum Favor]
[X] Write In: Schedule the first viewing of Karaz-Kazak-Rhun to take place at The Citadel of Creation. Advertise it as a "charity event" for the "less fortunate."
[X] March [1 Snorri AP] Might as well see what that hammer can do. What better way to test it than against the ones trying to corrupt the world? Plus, seeing that hammer will embolden the Dawi fighting on the front.
[X] The Road to Anoqeyån Pt. 2: [3 Snorri AP] Let's finish this up, we've been putting this off for too long and I'm sure it will help in figuring out how to improve our eye.
[X] Training Regime Pt. 2: [2 Retainer AP] The war is going to happen no matter what and I would feel better when our Hearthguard has better-trained warriors for what's coming
[X] March [Cost: 1 action] Gain possible loot, bonus to roll against Fimir. No actual interlude but combat rolls will still be made. The idiots decide they want to tear open a hole in reality do they? You razed three cities already, and you're not one to leave a job half finished
[X] Examine Karaz-Kazak-Rhun: [Cost: minimum 1 action] Gain semi random research and trait progress. By the hammer of Thungni, you now hold the hammer of Thungni! It is folly to believe you can ever truly understand it at your current level of skill. But there is still inspiration to be found, and maybe you also just want to admire something so beautiful as this hammer. Who's to stop you? You're its owner.