There is much less ceremony, much less of a production, as Prince Otrek and his Huskarl guard approach Lady Lorna's workshop. It is a thing of red granite, gold trimming, and burning teal light, defiant within Kraka Drak: Not quite The Gift-Giver's Workshop even before he had founded Khazagar, but a hard stone thing to be sure, a hardpoint for the street if fighting had managed to make its way into the Hold proper one way or another, from mundane siege to a Sufficiently Powerful wizard managing to slip past or break through the Runes that should make that kind of nonsense impossible in the Hold.
Lorna herself gleams with Runelight as she waits outside, looking impatient, holding a chest that is, itself, excellent work indeed. "Beardling, you're here, finally. Making your elders wait so long, bah! Why back in my day we we never would have disrespected our elders so."
He only just kept himself from saying he was fifteen minutes early, only listening with one ear as he considered the stop afterwards. When she finally finished, he nodded. "My apologies, Lady Lorna."
"And I'm sure you feckless youths think because of what you're paying me for this--" she shook the chest-- "You have the right to treat me so! Bah. Very well, I suppose I may as well let you see that the king is getting what he paid for."
She opens it, and the treasure inside is lovely indeed.
A thin circlet, carved and worked from the purest, whitest ivory taken from the tusks of abominations and monsters slain by the endless nightmares that lurk within the peninsula. White as the snow that blankets the mountains themselves.
Images of the five aspects of Gazul have been carved at equidistant points along it, splitting it into equal portions. At the center, in exquisite detail, Gazul guarding and protecting the first Ancestral Shrine, establishing the veneration of ancestors and of Ancestors for the whole of the empire, Gazul of Ancestral Veneration. The second, a mausoleum guarded by Gazul clad in His black armor, defiant, cloak's hood raised and the only surety that it is, indeed, Gazul, His flaming eyes represented by hearthstone beads. The third, Gazul of the Flame, Gazul staring down the witch Dokdul with keen eyes, ready to pronounce judgement. The fourth, Gazul of the Outcast, the Ancestor among the many, near faceless Himself, if it were not for the hearthstone eyes set into the hood. Lastly, Gazul the Monster Slayer, sword drawn and blade made of hearthstone, armor glimmering and gleaming.
Each of these images is plated with blackened bronze. The ivory in between is studded with lines of precious stones, each not larger than the nail of his pinky: the top row, amethyst the shade of rose; the second, purple garnet; the third reddest rubies; the fourth, glinting emeralds; last, bright white pearls. All polished aye, but it seems there must be more than that too, for they gleam with a bright inner teal light, the healthy shade of rune work.
In the plate of Gazul of Ancestral Veneration that lies over the forehead a Rune burns, thrumming and pulsing with an inner power like a flame in a brazier the Master Rune if he had to guess by the gleam. Following along, going back to his temples, the plates of the Guardian of Souls and Gazul of the Flame also burn with Runic light, slightly dying the ivory they rest on with that same, nearly flaming power.
"The Master Rune of Balance, the Rune of Spellburning and the Rune of Revitalisation. The wearer shall be anointed in Gazul's fire, a brazier of hope and purity that will burn, defiantly, in even the bleakest of times. No spell shall befall them but it shall be rendered into ash and dust and a bad memory; and Gazul shall take the knowledge of the foe's blasted magic into the Underearth, hide it in shadow and Nothing, and the foe shall not have it but only have little cinders left to pore through, worthless." She smiles with a malevolent glee, only just barely hidden, and it's one he nearly matches. "Your grandfather asked for something to fight the Fimir, and I dare say I've put my back into giving him that alright. If their Dirachs and Mearghs try and get up to any funny business, well, they won't be funny for particularly damn long afterwards, you can bet on that. I call it Krunk a Dum, Disaster Onto Darkness."
"Ne'er have I seen its equal." It's a statement he's said a lot the past few days as he's gathered the commissions his grandfather made with the Runelords of Kraka Drak, or at least the ones he could with both Snerra and her uncle busy, but it's also a true one. He isn't quite as inclined to romanticize the Runelords as some unreachable, windswept mountain peak as some are: he knows plenty of Runesmiths who will be as good one day.
But one day is not today, and for the moment, there is a very good damn reason they are Runelords. Add to that the vast resources they can marshal both in and of themselves, the fortunes they've acquired as excellent Runesmiths and the patronage of his father who has wisely seen the benefit having such mystics working for him can bring, and it is no wonder that even for a prince like him, so surrounded by Runes, the pieces he's gathered have stood head and shoulders above the common cut.
For her part, Lorna seemingly only just lets her ego inflate, a smug aura laying about her shoulders like her fine red cloak, but he's not fool enough to think there aren't certain rewards, not expected (if they were expected they'd be in the contract), but best practices. Ways to ease the process, ways to make sure the commissions of Clan Ironarm get just a bit more effort put into them.
"A work so fine, indeed, deserves reward beyond my word lest I be considered a liar. Diamonds and gold from my own hoard, placed back into the chest which you used to transport this fine piece until it is filled to brimming, atop the promised payment, lest that Clan Ironarm be shamed!"
That is less expected.
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[Semi Canon] Dalgrung Ankor, the mine exists but not to the same scope, x2 +15 to a Roll
Near Karak Azul, on the slopes of mountains neither far nor near from there, there is a great keep of sorts. There are many keeps, of course, for that place is held by the Dwarfs and they have longly claimed it for themselves, and when a dwarf claims something there will, soon enough, be walls of stone and steel to defy any who would dare steal it. But the defenses are disproportionately mighty in this place, too ornate, for what seems all together to be not an unusual place in those mountains: admittedly, there are bright diamonds known in the area, rubies and sapphires, but there are many diamonds and many gems throughout the Old World; why then, should this place be so reinforced?
For indeed it is both reinforced and ornate. Thickly walled, with granite of a pristine azure, reinforced with gold like captured, hard-forged sunlight glimmering and gleaming upon it, damascened until it gleams in strange, whorling patterns like the cracking rake of sky-fire upon the place. The walls are encrusted with brilliant, lightning white gems, in the shape of a miner, offering old (and therefore, by the account of dwarfs, valuable) knowledge in pictograms so simple even an Umgi can't cock it up. Crenellations with both brazier and bolt hurlers in case of troll attack ensure it can act as a hard point if assaulted, each bolt taller than the dwarfs firing it. Statues, beautiful and intricate and carved from the stone rather than clad in too much valuable material, surround the walls and the walkway: A king, at peace. A warrior, hammer-armed. A runesmith, able. But most often of all? A miner.
The Miner.
It is a temple, a temple to Grungni, specifically in His Nature as a Miner.
The people of Karak Azul claim it is where they first delved into the earth as they were founding the hold, the first mine they ever established as they founded that realm of the mountains, led by Grungni Himself, a fact the old Clans take no small measure of pride in. The historic and religious value make some sense in that context, and explains the heavy protection afforded to the place. Veteran Masons of Grungni, Warrior Priests of a sort, armed with mauls and wearing the heaviest of armor, guard it, thirty of them at a time, all their material bearing Runes of The Runelord of Karak Azul throughout the long ages, crackling with puissance. A further twenty miners are kept stationed on watch rather than mining proper, and for all their gear does mildly compromise to serve their duel nature as both warriors and active miners it would be a mistake to presume they could not drive their mattocks through even a king's harness if so pressed, as many raiding orcs have learned to their displeasure.
Also, they make good use of their mining charges.
Aside from protecting the temple they also cleanse it, for those tunnels are vast and good places for abominations to lurk.
In spite of the many thousands of years that have passed, the mine is still positively rich. By and large, the results are mundane gems: sapphires, rubies, emeralds, diamonds and amethysts, among other precious stones that are sent to the best of craftsmen throughout the Karaz Ankor, a gifted jewel a sign of great esteem from the Cult of Grungni.
There have, however, been occasions when more esoteric jewels have been found. Even in those cases they are by and large only what we now know of as Hearthstones, Wyrren Duraz, Dronril and other such common, mystical stones. Seeing that fraction of a fraction that are, for instance, Siddereal Sapphires, Solar Rubies and other, more potent gems is a double-edged sword for the miner who discovers as such, for it surely means that the amount of magic in the world is increasing, itself a sure sign that Chaos moves to cause no end of misfortune. At the least, a Storm of Magic on the horizon, leaking into the world; Chaos waxing, having brought together a true army whether Beast or Daemonic or Mortal; Skaven scurrying in the deep readying to boil up; or worst of all, Greenskins.
Warnings are risen up, and the king himself warned of the coming evil, even as that precious jewel is sent on to the Runelord, to make beautiful things worthy to face the evil that is to come. There is a reason that in the armory of Karak Azul there are no less than fifteen hammers and axes named "Duraz Urkdrengi".
The outer fortress is Runed with the Master Rune of Sky's Hate, given the Heart of the Chaos Spawn Senak, though to call it merely Spawn is to underspeak its atrocity. Eight spikes of red crystal jutted from its back, constantly leaking sparks of shuddering red lightning, unmaking entire scores of Dwarf Warriors, burning hot and leaving statues of brass behind. Six arms jutted out in unnatural angles, two flabby and fattened, two thin and emaciated, and two tattooed and jeweled, each. Seven legs, four covered in bubo and pus and shaped like fly limbs, two sheathed in ice and snow, and one smeared in ash, in dust, in loss. Nine heads jutted from its neck, each a different bird, malignant, wretched, shifting from one moment to the next with mutation beyond mutation, drooling magic from the beak of a condor, a vulture, an eagle, a hawk, a falcon, an owl, a buzzard, an osprey, and a kestrel. Each was crowned with horns of moonlight silver or flaming gold or brilliant prism or disgusting smear shaped to jagged, burning, unnatural fractals, lines upon lines upon lines that burned the eye to look at.
Its body was roughly shaped like a centipede's stripped of its shell. Its flesh was riddled with the marks of lesser spirits of Chaos, seeking to claim power for themselves, sigils carved into its flesh from unwell powers: A rat, its back erupting with horns; a bull, wreathed in fire; a two-toned skull; a million more besides, each a symbol of self-destruction and what's worse, self-deception.
It shook mountains with each unwelcome step.
Grungni Himself had to slay the beast, according to legend.
This, and the gifted jewels both mundane and otherwise, are taken as signs of the blessing of Grungni.
The mine within, meanwhile, is also Runed, if much less dramatically so. The Rune of Grungni, to ensure the miners within do excellent work. The Rune of Earth's Burden, the better for them to strike and endure. And the Master Rune of Energy, giving the Dwarfs within ample focus and energy. In short, they become the best of miners and surpassing warriors as well. Miner-Priests of Grungni continually plumb its depths, which reach far, far, far indeed, and it is also not unknown for Runesmiths, young and old alike (though it must be said that it is easier for a Journeyman to find the time to do so), to mine in it, hoping for Grungni sent reagents and even if not, the jewels are still considered a good way to consecrate their craft to Grungni.
[Non Canon] The Other Runelords Contribute - Brynna, +15 to a Roll
The last of the commissions, at least of Kraka Drak. One of the more surprising too, at that. Rumors have swirled around about Brynna being busy with her own project, quite possibly (indirectly) responsible for the incident that had ended up maiming her. That she had responded to the king's call for gear had been a surprise.
But a welcome one.
He's not inclined to put stock in the idea of her looking for an honor-guard as The Gift-Giver had, but if she was, managing to make the time to arm champions of the Hold would be one way to do it. Circumstantial evidence, and for all the Reckoners warn against putting too much stock in it, so too do they warn against not considering it at all.
"Welcome, Prince. Please enter, be well, and may no evil come upon you within my home."
"I thank you for the boon of your hospitality, honored elder, and would not impose upon your precious time."
He puts aside such thoughtful airs for the moment to instead do his duty and collect the work.
There's an air of formality, quite Zornish, on the Longplait as she welcomes him into her home (or perhaps inner sanctum is more appropriate, given the slow and steady growth of fortifications around it for all she does not desire a Kazaghar). The decoration is tastefully opulent, gold and silver and stone and gromril, the four best materials by any Dwarf's estimation, with ivory to accent and comfortable looking, particularly plush furniture all around the place, enough to seat he, his guard, and a few dozen of their closest friends all told. A seamless gray wall with Thungni's face in gold, more thoughtful than anything, surrounded by Klinkarhun prayers and enough precious gems to light the place in shimmering teal light, dominates the vast southern wall. Even odds it's (a) workshop, though how interested he is in that pales in comparison to his interest in armor upon the rack in front of it.
It's lighter than he expects of his people, that much he can say for sure: hardly the rawhide and scraps of the Gori, nor the maille-and-harness of the Elgi, but there's little, if any, articulated plate as he'd expect, instead relying on scale-and-maille for the most part, with the closest thing to real plate being the greaves (not even sabatons) and bracers (no gauntlets proper). He approaches, carefully, very carefully, looking at it. Each and every link has invocations of Grimnir chiseled onto it in the finest, but still yet legible, writing, Aldrhun at that. The gromril of the Maille has been blued to protect it from rust, a shimmering thing like the flames dancing in the hotttest, brightest forge.
The invocations all draw on one aspect, His Rage. Grimnir Bellicose Guides The Ax, Grimnir Raging Grant Me Vengeance, Grimnir Furious Make My Hide Stone, link after link after link of such raging words, the armor of one intending to slay, much as the armor itself is intended to provide as much freedom of movement as possible, relying on the nature of Pure Gromril to offer protection rather than pure coverage. Hardened scales of pure gromril cover the waist up to the neck, the scales colored red to protect from rust, bright as fire, layered over the maille. The aftermath of battle after battle that Grimnir won are etched into them, lined in wire of purest white.
The helmet, the greaves, and the bracers alike are all pure white, like the hottest of fire. They are relatively simple in geometry, but well decorated: An aventail dangles, directly attached, to the helmet, covering the whole of the head but for the eyes in Pure Gromril, the hardened plates intricately etched with the Kin of Grimnir and their legends, particularly the violent ones: His own forefather, the Ironarm himself; King Gunn; The Drakebeards; and many more aside, brightest vengeance and glorious victory and honorable sacrifice and no matter what, no matter, no surrender. To break up what could be an otherwise boring color palette the images are all lined in gold the yellow of fire, emphasizing and framing the lot of them.
The bracers and greaves are similarily decorated, though the greater space allowed her to get more detailed with it all: Otrek the Founder slaying the Frost Wyrm, slaying Kholek, and now his father leading the battle against the Fimir, all the foes who would dare to threaten his people faced at the edge of an ax. Aside from gold, Trollslayer's blade has been marked by a pearl socketed into a hearthstone the better to emulate its skyfires.
War.
Decoration of war, intended for a thing of war.
He smiles at it.
Brynna has not been subtle in laying down the Runes, the three burning marks yet flaring to brilliant life over where the heart would be: the Master Rune at the center, and then flanked by its compatriots on the scales to the left and the right.
"The Master Rune of the Boar, the Rune of Berserk, the Rune of Grimnir. Each comes to a singular point, each fulfills one purpose, harmonizing like a skald's story: The bearer shall be as stubborn and as skilled and as raging as your forefather, Prince. No blow shall slay them, no attack turn them aside, no strike dissuade them, lest the foe be mighty at arm indeed. And in battle none shall be their equal, no foeman greater, no party the more threatening. May that it shall be worthy of the champion the king offers it to; may that it meets the standards of the Royal Clan; may that it never fails in battle."
He can't help but examine the face of his great-grandfather, the man he was named after, the man he knows he cannot fight as.
But perhaps he can live up to his legacy in another way.
"It shall more than suffice, Lady Brynna. A reminder to myself and my descendants of the standards we must bear. I promise you this, I shall speak with my father to see you properly compensated. It will be done. Of my own vault if necessary." He bows at the waist to her, younger to elder, even as the huskarls that accompany him grab the piece and leave behind the initial payment.
Important announcement, I am re-opening user-generated Runes.*
*I do ask that you post with "#Rune-Ideas" in the body so I can search easily. And I will say you make my life easier if you try and tag each Rune as best as you can. People who have posted ideas inbetween me posting unofficially and now you don't gotta post again. Maybe edit to have the #Rune-Ideas in there, but that's about it. Anyway here ya go.
"That's our food expenses tripling then," you mutter, watching the young Winterhearth messenger scurry off with your letter to the Farmer and Herders Guildmaster.
Let none say Snorri Klausson shamed Valaya by being a poor host.
Even if it means he shuddered and cringed at the lightness of his purse.
A part of you preens at having so many inside Khazagar's walls, two other parts bemoan the fact that many of this particular surge in attendance is solely because of Thungni's hammer and not because they saw the benefit of your work.
"Still cheaper than feeding the siblings," Karstah mentions.
"A mark of pride and sorrow that it takes three Drakk to out-eat the number of Dawi within these walls." you mutter, "Was there anything else before I met with Fjolla?"
"Just Rudil reminding you about the training program."
You grumble consideringly.
There was definitely a point to be made there, it had been over two decades since you had gone through the trouble of actually getting the ball rolling only to leave it half done. It was the same with your lessons with Menlinwen if you had to be honest. Of course no one can say you weren't putting either off frivolously, nor was Rudil implying such. He and you both knew there were more than a few crisses and obligations that popped up that you had to address, too many to count to be honest.
Still.
There's a difference between leaving research undone for decades and leaving others stuck waiting for you were two entirely different things.
It has to be addressed soon though you think, if for the sake of propriety.
Snorri Klausson was not a poor host, nor should he be a poor lord and employer.
━<><><><==><><><>━
You have always been proud of your students' achievements.
Well, most of their achievements.
Not quite sure how Dolgi thinks that absolute abomination of a stew is worthy of praise, he even seems to revel in making it worse everytime now.
But where were you?
Ah.
Their successes were yours, and it is your hope that they shall surpass you one day. Perhaps only in some ways, and if you are lucky, even completely so. But that was true for each and every last beardling you decided to teach. You believed that they had the capability to do more than you could, that the spark of potential was there like ore in stone. Actually bringing out that potential and proving yourself correct was your job. That was the mark of a good teacher and a proper master in your eyes, to have not only elevated the standards of their craft in life, but also after it.
All of your students have proven themselves to you.
Now Fjolla joins Snerra and Dolgi in proving that to the rest of Karaz Ankor.
It is a beautiful creation.
The ring's body was made from the bone of a Magma Wyrm, divided into four quarters with each bearing a depiction of Valaya in one of her most prominent aspects. The Ancestor's clothing and body were meticulously chiselled silver, while her visage was carved into Hearthstones.
A surprisingly hopeful and direct theme given what the ring did.
Because it lived up to its name, Guzazi zhuf, in the most terrifying way possible.
By simply pointing the center stone at a sorcerer and saying, "guzzen," Fjolla's creation revealed its terrifying purpose.
The sorcerer's shadow becomes animate, its "eyes" begin to glow a baleful red as it shapeshifts into a dwarf shaped mass of endless darkness. Once fully formed, it then goes about its work.
It grabs its former maker, scrabbling, clawing at the flesh of their face, while trying to bind them in place with whips of darkness.
During this struggle, when the mage is distracted and understandably terrified by the fact that their literal shadow has betrayed them, the entity begins to feed. The magic of the mage and their spells are its first meal of course, but not even the air and the enchanted items unlucky enough to be nearby are safe. And it will continue to do so, until either it is destroyed or its work is done.
"They'll sing sagas about this one," you murmur, holding the ring to the light for a final few seconds before returning it to your grandniece.
"They'd be right to," she replies, naked satisfaction radiating off of her as she puts it back on her finger..
"Reckon you'll be using her anytime soon then? It would be an insult to leave such work left to gather dust," you comment, looking at your once-student curiously.
"Course I will. They owe me a debt, and I intend to collect."
"What inspired this anyway? An interesting choice to depict Valaya for a ring that seems far better suited to Gazul."
"Many things. That ring of yours for one solidified the idea of course, but there was a strange, strange encounter with something in a dum-corrupted forest that gave me the premise, but truthfully those all came after the fact. The root of it is simple."
Your grandniece's voice grows cold, and hateful. Her gaze grows distant for a brief flash before they return to the present, more full of hate than you've seen since she was thirty.
"To remind them that there are consequences to harming my children."
━<><><><==><><><>━
A whirring whine fills the air as bolt of radiance is set loose from Grimgal's maw.
It strikes the stone target with the sound of shattering glass and stone, kicking up a small cloud of dust and stone shards that fails to conceal the aboslute destruction the spell unleashed.
Where once a three meter stone menhir, part of a reappropriated apprentice piece after the beardling somehow fumbled a strike and struck a fault that cracked the originally six meter tall column in half, there was now only a pile of rubble surrounding the remaining meter and a half of stone that their spell did not directly hit.
You and Karstah clap politely while their siblings nod and grunt in approval respectively.
When the normally reserved and most introverted sibling had requested your presence, it had sparked some curiosity.
What followed was several hours of demonstrations from Grimgal displaying her talent with Hysh and budding competence with Chamon.
"Menlinwen's mentioned your lessons are going well, but it's always good to see with my own eyes," you comment, looking up at her, "but you aren't Izgrom—"
"I am Izgrom!"
"—so what's the impetus behind this lasses?"
Grimgal turns her head away from the rubble pile to look at you.
"War comes. We wish to test our mettle against them."
You blink, and Karstah coughs.
Suspiciously, neither of her brothers seem to react.
"You want to march with the Throng?"
She nods.
"There is a debt Elder. Zharrok/the fire/forge pays with craft, Izgrom/the copper/miner pay with treasure—"
Grim opens her maw and light coalesces within, forming a scintillating ball of Hysh before letting it fade.
"—we shall pay with their blood."
You and Karstah look at eachother.
"We cannot grow without challenge, but we are not so foolish as to go as we are," Grimgal continues, "have prepared for this extensively."
"It's true," Izgrom adds, "Zharrok made my rocks into her armour."
" 'Forged,' Izgrom, the word is 'forged.' I forged sister armour from the ore you passed to me," he corrects
"Made, Forged, they work the same."
"They are not, and you know that. One is more specific."
"Why pick a word that works for only one thing? A word for everything would be best."
"You're doing this on purpose—"
As the brothers descend into quiet squabbling, Grimgal continues to stare at you both expectantly.
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It's been an eventful few days, and you would like nothing more than to sit down and drink while you think everything over.
But there's still one glaring issue you must begin to address.
Skaudardrengi.
Building something of that size and complexity was a nightmare no matter how you looked at it. First, it would require a dedicated workspace and equipment to build. Compared to everything else, that wasn't the hard part truth be told.
Then there was deciding where to build it.
Much as you would like to just build the parts then assemble somewhere else, the logistical complications alone would make moving that much Adamant around more than was necessary a nightmare. More importantly, the realities of the Gronti's construction required a level of precision and sophistication that made storing the parts somewhere away from where they were being created untenable.
No, for Karstah's plan to be built to the best of your combined abilities, it had to be done and kept together all in one place.
You had understandably operated under the assumption that the Gronti would be built within Khazagar, expanding your Workshop with Zharrgal and good ol fashioned masonry to accommodate something of that size. It would be the safest possible option, and the fastest too. But Karstah had brought up two viable alternatives that were at least worth hearing out.
There was the closest "major" Waystone to the Hold. It would be a trek to get the material there, but in exchange you could build every part of the Gronti with the power of a tapped Waystone powering its Runes. There was the threat of something going wrong, as there always was when you touched those things, but it was certainly worth the cost. And with the Hearth Guard nearby you doubt any gribblies that spilled out would last long enough to stop you or Karstah from shutting off the tap.
Karstah had been hesitant to say it at first, but she had eventually brought up the Anvil of the Earth as the other location where you could build the Gronti. You're not so traumatized that the thought of that place would scare you of course, but to be fair mentioning it had given you pause.
You had understandably complex feelings about that place on account of it nearly killing you.
Then again that wasn't the Anvil's fault moreso than it was yours for the attempt.
Ignoring your feelings, the logistics of building around the Anvil were arguably worse than the Waystone. More distant, and across rougher terrain to reach. Nevertheless, the benefits could arguably outweigh the negatives. The final location of Master Yorri's journal was a supremely potent Arcane Fulcrum of what you've come to realize is Chamon and Aqshy for one thing. That power made Skarrenbakraz go beyond even your wildest expectations, and even the dregs that remained were enough to immediately hatch and irrevocably alter the triplet. Add in the fact that it was the likely cause for Mhorni's existence was another point in its favour to boot. But all of that power was unreliable, and barring some way of keeping it open permanently, you had no way of making it consistent yet or ever at all.
You also had to ask, well you didn't but for the sake of thoroughness you ought to, if the space would have some future purpose. Did you see yourself building more things if not to the same quality, then scale as Skaudardrengi? Would it be just Gronti, or would you branch out? Difficult to say, and honestly you don't evne know if its worth considering. At the very least specialized facilities and tools may make it easier for you, though that came at the cost of time and labour.
That was it for the mundane problems.
Then there were the more esoteric, Rune-based, ones.
Skaudardrengi was of a size that the Runes needed would be encroaching on the constraints and limits that Structural Runes solved. Beyond a certain point, a Rune needed either a more effective means of powering the entire "item", or they needed to be fed enough power to remain active. Both problems that Structural Runes accounted for by naturally remaining immobile and harnessing that particular quirk of Runecraft and by making specific alterations to their striking to better handle that energy. If you wanted something to move, there was a point where it became where power had to fall to the wayside. Historically Regular sized Gronti were the safe limit of what a Runesmith could expect the Master Rune of Waking to power long enough with the material you had available, any bigger and you had to trade uptime at an exponential rate. Adamant's discovery had pushed that boundary further, but not infinitely so.
Your creation would, being three times the size of most Gronti, be pushing the theoretical limits of what even Adamant could allow. You had no doubt it could move of course, but how long was still a work of estimate and theory. There simply hasn't been anyone stupid enough to attempt what you and Karstah are doing.
The Rune of Empowerment and Siphoning should alleviate that concern, but if you wanted to be sure there were other things you could do.
Firstly, was to add more of the reagent.
Expensive, and like changing the reagent, could have unexpected results though certainly not as likely. Most times it ended up either making the Rune stronger but not always enough to be worth the cost, making an irrelevant change, or rarely structural failure. It had been done for the Master Rune of Waking, but since you don't have those examples in front of you, and the Dawi that built those examples are either busy, long dead, or screaming at you in rage you can't ask them either. It was doable, and the most straightforward, but you can't guarantee anything. Karstah hadn't thought it was worth the effort, which considering everything else she did should say something, but you were scraping this particular bone dry anyway.
The second was safer and would certainly do something, but was more time consuming. It meant developing a variant of the Master Rune of Waking that you were more sure could manage something that large to a degree you'd be happy with, but that may ruin everything else. Altering Runes had a way of futzing with things that took time to account for and that took more time.
Or you could do both bring yourself closer to the floor when you sit on your gold pile just that teensy bit more. A variant of the Master Rune of Waking that cost twice as much but would be even better suited to the task.
If it was anything else, then seeing someone futzing enough to worry about these concerns would make any right thingking Dawi see them as a Dibna.
But this wasn't that, so you weren't.
Simple really.
If only everything else you've thought about could be.
━<><><>< Grumblings and Goings ><><><>━
- [Early 481] Vragni Silverbrand has temporarily left his workshop to declare to all Rhunki, that he has not, nor shall he ever, seek to oust those Runesmiths who disagree with his methodology from Kraka Ornsmotek. In his own words, "Unless you're Klausson himself and brazenly flaunting your rule breaking, I don't give enough of a damn what you think to go out of my way and make others harass you and yours, let alone going about it personally. So long as you shut up and use the Citadel for its intended purpose then come and go as you please. Can't stop you from being an idiot in your own damn head, or what others do about you, but know I am no hypocrite to shout at that idiot about fracturing the Guild and then going around and doing it myself."
- [Mid 481] The honoured Rhunrikki, Brynna Gildedeyes, has unveiled a new creation to aid her in the battle against the Fimir. A golden set of scalemail she has dubbed Zon-Klad, the Sun Scale. A suit whose looks are a blend of the aesthetics of both the Hold of ther birth and the Hold she has chosen as her home. A sleeveless scalemail tunic that reaches down to her just above her shins, cinched at the waist with a belt of golden girdle studded with Drakk sapphires. A similarly blended Zornish mantle and masked helm evoke imagery of the sun, with golden triangles and chains overtop a backdrop of blued Gromril plates and chainmail coif respectively. The facemask is the wrathful visage of Morga VIIIth; known to history as the Mad Morga, a Queen of Zorn from the time of the Clan Wars who was infamous because of how furiously and completely she personally shamed and harangued her own kin and the Hold after being forced to take up arms to defend herself from the warriors of an enemy Karak.
- [Early 482] The Elves come, fey and terrible upon wings of fire and death or some such nonsense. The princeling Malekith has convinced three Elven princes and a princess, two of Caledor and two of Saphery, to aid in the slaying of the Fimir for the threat they pose. What's more, there are words that more than just Elven armies shall visit in due time. Not just here, but to the lands south of the Northtern Holds, across the Sea of Claws or so some of the Elgi traders say. The more temperate climes along the coast are being eyed as a fine prize for the taking now that the Elves have claimed all the "easy" spots to the west of their island home. Well have at it one supposes, if they want beaches and plains instead of digging into a good solid mountain that's their folly.
- [Early 483] As Azul goes west and north, Karag Vlag goes east and south. An expansion of the great road connecting the Desolate Peak and the eastern hold of Uzkulak shall take place, funded by the coffers of both realms. Though the Desolate Hold is known for their iron, if there is one thing the east doesn't lack for, it is mineral wealth. Nai, it is food that entices the eastern Dawi to parlay. A fine thing, to build bonds with the usually recalcitrant and standoffish kin who call Gazul's Haunt their home. Strange as the eastern folk may be, by Valaya's stoutest keg they are still Dawi, and moreover they are a fabulously wealthy bunch!
- [Early 483] Karak Kadrin has declared their newest endeavour. Dubbed the Baduruk-a-Karak, The MIghty Fist of the Mountains shall supposedly be one of the greatest feats of individual Runecraft yet seen. The work of Thormund Stalwart-shield, Runelord of Karak Kadrin and honourable lord of the Burudin. He has dedicated centuries to fine-tuning the Rune that, in his words, "Shall cement Kadrin's Dominion of the Peak Pass."
- [Late 483] Fjolla has created something worthy of acclaim. Well she always does, as have all your students, but this is one that even the hoariest, most curmudgeonly and antagonistic Karugromthi can sniff at in approval, Guzazi Zhuf. "Magic Eater," joins the expansive collection of work meant to counter the ill intent of magic and their users against the Dawi, as one of the pre-eminent examples of the ingenuity and spite of the Runesmiths Guild. Inspired by Zharr-a-Drakhazi, or more accurately annoyed by it, Fjolla has created a tool of terrible vengeance. Where your ring burns from within, your niece's creation instead consumes from without. The chosen target's shadow shifts and morphs into a red-eyed, vaguely Dwarf shaped, thing of nightmares that claws and tries to bind its former creator in place, feasting on their magic to maintain its existence until either it is destroyed or the wizard is emptier than the alehouse after Brodag.
- [Burudin] Alright you lot, who solved that mountain-mad loony Thormund's challenge and what did it cost him? Weaponize a mountain my arse, I'll consider whatever concoction he's brewed up worthwhile when I see Peak Pass rip itself out of the bedrock and dance to a jig!
- [Burudin] Alric, brother, was it you?
- [Burudin] Leave me be Angkra, don't put that nonsense in anyone's heads. Still sour after he rejected your solution aren't you? Going through a communal channel to do so as well, the nerve. Whoever answered Thormund's challenge either wishes to remain anonymous or is not part of this body.
- [Burudin] Zamnil! By my father's beard, this nonsense about a Vaulted Something-or-other in Brynduraz should have died the moment you heard of it! We don't need a fourth damned one of these things springing up! Klausson is probably cackling like one of those horrid little green nutters I encountered when I headed east with Lord Gazul.
- [Burudin] I am no Guildmaster to demand anything of them Dern. I advised against it, but they'd do it without me. Better I stop it from getting out of hand from within than not.
- [Burudin] That isn't good enough! You may not be their Guildmaster but you are their Elder, and our duty is to help them stay true to the Ancestors! The next time we go out for drinks I'm wringing your neck—
- [Burudin] My words prove prophetic. Not one good night's sleep.
- [Burudin] Your prediction's about as prophetic as me claiming the sun will rise tomorrow. Ale flows, beards grow, and Dawi argue. Take some sleepdraught you ufdi.
━<><><>< Gains/Stuff ><><><>━
- +1 [Tier 4] Barazgal, new totals: x2
- Minimum 5 Turns (Turn 62) before a chance of a Chaos portal opening arises.
-- The Fimir grow desperate. Now their armies come together, multiple cities in tandem. The armies of the High King and Prince Malekith march forward, undaunted by the opposition they face.
-- Dragon riders, from Caledor. Proper ones apparently, riding Star Dragons of terrible size and might.
Drakk Report: End of Turn 57/Start of Turn 58 (Before the part above).
Grimgal: 35m long
- The kinds of books she has been asking for have increased. Mostly the published journals of Longbeards and Kings from your people, and the lives of Archmages and philosophy from the Elves. Now you have an inkling as to why.
Lord Klausson, My entreaties to colleagues in Saphery have at last borne fruit, and the results speak for themselves. I believe we are finally hitting our stride with Grimgal's instruction. A rewarding experience, if one rife with tribulation. Nevertheless, expect to see greater leaps in her development.
- Menlinwen Ebonsea
Zharrok: 30m long
- By his request, Karstah has begun speaking with the Metalsmith's Guild to see if they can spare a master to judge the worthiness of his impending creation. Ironbeak reports that Zharrok has been poking around and bothering Izgrom for something. Probably his Master's piece.
- Karstah
Izgrom: 30m long
- Has begun managing his estates and entreated with the Miners Guild to find Miners, or preferably a Clan to actually mine the claims he's found.
- His hoard continues to grow with raw gems, trinkets and other things that find his fleeting fancy.
Caretaker,
This work bores me. Further I can do more good discovering riches beneath than this, and more importantly it is much more exciting. Do you know of any who would be amenable to managing my estates? I wish to return to the depths.
- A note, scrawled onto a smaller slab of stone blocking Karstah's door.
Izgrom,
Responsibility is the cost of freedom and respect is the reward of duty, but I will see what can be done. Please check and make sure someone isn't in the room before you block it with a boulder next time.
- Karstah.
Khazagar Report: End of Turn 57/Start of Turn 58.
General Attendance: Steady
Mood: Overflowing
Status: Chaotic
- They are here. Every Room is taken, every hall filled. So much so that later arrivals have had to find accommodation in Khazid Okraz. Youre sure Gloin is overjoyed, but you're the one footing the food bills here.
- It is something of an open secret that young Dawi, shall do as the young tend to do when in confined spaces and among those of shared interests. Notions of romance best saved for the books you keep on the topmost shelves. Harumph! Its not your business, nor do you want it to be.
- The number of competitions have steadily been growing as the practice cements itself and something approaching a list of best practices forms. Many new patrons have come, not for the Hammer, but to scout out the Runesmiths who have and see if they can build connections.
- The trickle of Ornsmotek Runesmiths on the outs with Vragni has lessened. Vragni's response has had a few come back, if not to stay then at least visit. At least the fool's shown he actually cares about the unity of the Guild.
-- 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.
- A lot of reading, not a lot of writing being done in your library. If they aren't skulking about looking for the Hammer, they're looking at your books! Bah. At least they're being used.
Classes (of note):
- Prosthetic Runes, Teacher: Snorri Klausson | Attendance: Declining | Class Size: Full Classroom ^^| Ubiquity: Universal (Global,Regional, Local) | Impact: Revolutionary
- Rune of Stacking, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Small Seminar^ | 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: Full Seminar ^| Ubiquity: Known ^^ | Impact: Defining (as Smelter), Novel
- Rune of Annealing, Teacher: Snorri Klausson | Attendance: Rising Rapidly | Class Size: Full Seminar | Ubiquity: Well-Known (Global,Regional, Local)| Impact: Defining (as Smelter)
- Master Rune of Forgeflame, Teacher: Snorri Klausson | Attendance: Rising^ | Class Size: Full Seminar | Ubiquity: Known (Global), Well-Known (Regional), Universal (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: Rising^ | Class Size: Intimate Gathering | Ubiquity: Select | Impact: Moderate
- (*New*)Master Rune of Skalla Honestheart, Teacher: Skalla Honestheart| Attendance: Rising^ | Class Size: Intimate Gathering | Ubiquity: Select | Impact: Moderate
- (*New*)Rune of Spellburning, Teacher: Skalla Honestheart| Attendance: Rising^ | Class Size: Intimate Gathering | Ubiquity: Well-Known | 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.
The averages have changed. While Radical and, bah, Snorrist Runesmiths still hold a majority, the influx of Conservative Rhunki coming for the Hammer have evened it out a smidge. It shall likely not last, especially when Brynduraz and Izril complete their works, but until then…
Normally Journeymen make up the bulk of the attending Runesmiths, but now enough Masters have come that it's a bare two to three percent difference between them now.
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 57/Start of Turn 58.
Waystone Rerolls: 1/2
Region Status, East: Fully Functional 10/10 repaired or pristine.
Region Status, Center: Being restored0.25 v/10 of Stones destroyed, 0.5 ^/10 damaged, remainder pristine.
Region Status, West: Contested. 4 ^/10 of Stones destroyed, 2 v /10 of Stones corrupted, 3.5/10 damaged
The ol' listeners' have picked up something. Wind's howling fierce.
- Norgrim
Social: Choose 2 outside of Plan Vote.
[ ] [Social:] Dreng dueling the Hearth Guard in a friendly spar.
[ ] [Social:] Dolgi the Younger contemplating his future prospects.
[ ] [Social:] Tholinn being forced to endure social interaction with others.
[ ] [Social:] Dolgi gifting Ironwing and his mate new sets of armour on their anniversary.
[ ] [Social:] Nain talking to other Runesmiths about his work expanding the lift.
Myrion: Choose 1 outside of Plan Vote. (*Updated*) [ ] [Letters:] Knowledge about Prince Laequalys of House Wilderwood [Extensive]
[ ] [Letters:] Knowledge about Avelorn [Extensive]
[ ] [Letters:] Knowledge about Cothique [Extensive]
[ ] [Letters:] Knowledge about Phoenix King Bel Shanaar [Standard]
[ ] [Letters:] Knowledge about Nagarythe [Insightful]
Grimgal wishes to join the Throng of Kraka Drakk when they march with the High King and Prince Malekith
[ ] [Grimgal:] Accept.
[ ] [Grimgal:] Refuse.
For reference, this is the base cost of Skaudardrengi and its facilities.
[ ] [Simple] Gronti-Bay: [Cost: any 2 actions] Peerless Production will proc. Something to house and build Skaudardrengi
- [ ] Hirelings: [Cost 5 Favour with Kraka Drakk] Gain 1 progress. Can be taken without action input. Call in a favour or two, they've owed you for centuries at this point.
[-] [Difficult] Skaudardrengi, The Singing Slayer, Emperor Dragon Gronti Pt. 2: [Cost: 3 actions] Minimum completion date 3 Turns. Due whenever. Peerless Production and Mind for Constructs will proc. Locked due to lack of facilities.
An exemplary 45 meter Storm Wyrm forged from pure Adamant, with eyes of glowing Dronril shielded by metallic lids. Rest linked in this post. Notable Structural Material cost:
x192 bars of[T4] Adamant
x2 pieces of [T2] Dronril
- [-] Choose: Combo, Empowered Awakening+: [Master Rune of Waking [T4 Greedy Troll Heart], Rune of Empowerment [T4 Dragon Ogre Shaggoth Heart], Rune of Siphoning [T4 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.
Where do you build it and what sort or workshop do you want?
[ ] [Location:] Within Khazagar. -1 total actions. Benefits from the Rune of Siphoning. Skaudardrengi will be built within Khazagar, expanding your workshop to accomodate.
[ ] [Location:] Around a Waystone. +2 actions. Can tap a Waystone when crafting. Skaudardrengi will be built near a Waystone. Being near such a massive source of power will surely improve Skaudadrengi's potency.
[ ] [Location:] Overtop the Anvil of the Earth: +3 actions. Can use the Anvil of the Earth when crafting. Skaudardrengi will be built near a Chamon and Aqshy alligned Arcane Fulcrum. It means the location's use, barring some future enhancement, will be limited to when the Anvil itself is active.
[ ] [Scope:] Just enough for Skaudargrengi.
[ ] [Scope:] Dedicated Facility. +1 action to Gronti-Bay. Every 3 request actions building Monumental Gronti add 1 extra progress. A workshop space dedicated to the construction of Gronti the size of Skaudardrengi.
[ ] [Scope:] Dedicated General Facility. +2 actions to Gronti-Bay. Every 3 request actions building Monumental Items add 1 extra progress. A workshop space dedicated to the construction of anything the size of Skaudardrengi.
Do you do more to Skaudardrengi?
[ ] [Runes:] Do neither.
[ ] [Runes:] More Reagent. Double reagent cost for Skaudardrengi's Runes (not including equipment). Unreliable, but should be safe. It would just be expensive.
[ ] [Runes:] Improve the Master Rune of Waking. +2 actions to Skaudardrengi. Gain improved functionality for future Master Runes of Waking. Safe, but time consuming. It would ensure you could
[ ] [Runes:] Do Both. +3 actionst o Skaudardrengi. Double reagent cost for Skaudargrengi's Runes (not including equipment). Gain an improved variant of The Master Runes of Waking for monument-scale Gronti that would cost at minimum double the reagents. Oh sure Klausson, go whole hog, you idiot.
━<><><><==><><><>━
You have (5 +1) =6 actions, 3 retainer actions, 4 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, 18/?? 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
- +40 [Tier 4] Adamant, arriving Turn 59
- +1 [Tier 4] Radiant Pegasus Blood, arriving Turn 59
(*Updated*)Elf Market:
- x2 Slave Wyrm Corpse available: one corpse equals 1 order, Cost 15 Favour for Royal Expedite and Authority purposes.
- 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.
[ ] 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, 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.
(*New*)[ ] Expedition, Grungaldrin: [Cost: 3 retainer actions] Gain 1 Standing with Kraka Ornsmotek, Ornsmotek will not pull out of the war, reputation and +6 bonus to Recruitment Dice. Moderate to High Chance for Casualties/Fatalities. Will be done Turn 59. It is no secret that Ornsmotek is not so much hesitant to ask for your aid, but understandably doesn't want to yuck their resident Runelord's yums without good cause. But this? This is cause enough that not even Vragni shall complain (too much). The mines of the Hold, the lifeblood of its industry and economy, are under threat. A mysterious creature from below has risen up and began attacking innocent miners as they work, leaving naught save the dead and the dying. Fast, and terrible, and oh so brutal. It must be found, it must be slain.
[ ] Expedition, Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +3 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.
[ ] 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.
[ ] Waystones, 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.
[ ] Waystones, Warding: [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.
- [ ] Rune of Spellburning [Cost: +1 Khazagar action, and any [T2] Reagent]] Lady Skalla is teaching a unique variant of the many antimagic Runes your people have developed. Never managed to pick it up over your life, to your surprise.
- [ ] 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.
- [ ] Master Rune of Skalla Honestheart (Armour) [Cost: +2 Khazagar actions, and any 1x [T4] Reagent(s)] If Skalla Honestheart is known for one thing, it is her hatred of Tzeentch, and by Grungni she has a knack for spitting venom in their manifold eyes.
[ ] 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] Gronti-Bay: [Cost: any 2 actions] Peerless Production will proc. Something to house and build Skaudardrengi
- [ ] Hirelings: [Cost 5 Favour with Kraka Drakk] Gain 1 progress. Can be taken without action input. Call in a favour or two, they've owed you for centuries at this point.
(*New*)[-] [Difficult] Skaudardrengi, The Singing Slayer, Emperor Dragon Gronti Pt. 2: [Cost: 3 actions] Minimum completion date 3 Turns. Due whenever. Peerless Production and Mind for Constructs will proc. Locked due to lack of facilities.
An exemplary 45 meter Storm Wyrm forged from pure Adamant, with eyes of glowing Dronril shielded by metallic lids. Rest linked in this post. Notable Structural Material cost:
x192 bars of[T4] Adamant
x2 pieces of [T2] Dronril
- [-] Choose: Combo, Empowered Awakening+: [Master Rune of Waking [T4 Greedy Troll Heart], Rune of Empowerment [T4 Dragon Ogre Shaggoth Heart], Rune of Siphoning [T4 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.
(*New*)[ ] [Difficult] Starlight Pt. 1: [Cost: 1 action] Due end of turn 59. Gain 60 Favour with Kraka Dorden. 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.
- [ ] 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)
[ ] [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.
[ ] [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:
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: There is a pool of 2 progress that is independently added to [Simple] Research a turn. Every 2 actions you put towards [Difficult] Research will add 1 to the pool.
General:
[ ] 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 -12) = 2 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.
[ ] [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] Sparking Shrooms: [Cost: 3 actions] Master of the Odd will proc. Dolgi's traded a hefty amount of these in exchange for teaching the Rune of Worldly Warding to his children. Strange little fungi that are semi reminiscent of Dronril. Flush with Azyr to your eye, and supposedly useful as a dye? Could be of some use to you, there's only really one way to find out.
(*New*)[ ] [Simple] Curious Crystals: [Cost: 2 actions] Master of the Odd and Soul of the Earth will proc.A strange, strange, crystal that Nain has brought to your attention in return for a few lessons. Hysh, radiates off them. Always useful, yessir. That's an auspicious thing to learn about considering your plans and research.
(*New*)[ ] [Simple] Foggy Flowers [Cost: 2 actions] Master of the Odd will proc. Fjolla had mentioned this in passing when you were discussing Guzazi zhuf and it piqued your interest. She was a bit recalcitrant to share, but a bit of poking and the price of a few extra lessons got her to finally divulge more information and a few cuttings.
[ ] [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.
[ ] [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.
[ ] [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.
[ ] [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 -7) =5 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.
[ ] [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!
[ ] [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.
[-] [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.
[ ] [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.
[ ] [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.
[-] [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. 3a Utility: [Cost: 4 actions] Master of the Odd and Talent for Talismans will proc. The Rune of Dark Vision needs to be completed. You stumbled upon two important functions behind common structures that impact vision and light related Runes. Just what sort of opportunities can arise here are ambiguous, but you're sure others have discovered this secret before. Snerra's Rune of Piercing Sight, and Fjolla's tutelage under Lady Gemma prove it.
(*Updated*)[ ] [Simple] The Secrets of Light Pt. 3b Power: [Cost: 3 actions] Talent for Talismans will proc. You can improve the power of the Rune of Burning Light and properly complete the thing. It's easier than the other path, with all that you've learned about the Winds. Moreover, you think there's more here than just recreating the Master Rune of Zon-Dum, but doing that would also be nice too of course.
(*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.
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.
━<><><>< Khazalid Trivia ><><><>━
Guzazi zhuf - Magic eater
Guzzen - Feed
Ufdi - A vain Dwarf; a Dwarf who excessively preens his beard, implies that he cannot be trusted to fight.
━<><><><==><><><>━ Remember to vote by plan. There will be an eight-hour long moratorium for discussion.
AN: Posting from work, wanted this out because the votes are correct and Im late. Please let me know if I missed something, Im bad at editing but this one is particularly bad. I hope you enjoy it anyway, again don't forget to C&C. :^)
Chrace and Cothique have dominated the Norscan trade; and through the Norscan trade, contact with the Dawi and by proxy of the Dawi, the Brana, those strange, intelligent griffins. That's not to say nothing comes to the other Kingdoms, to Ulthuan as a whole, but it is a slow thing, in particular magic for the Mages of Cothique and Chrace alike greedily drink up what lore they can, their hunger for knowledge, for wisdom like a great maw, ever hungry for more, insatiable at the best of times. The scraps, already worked over, slowly filter their way through the other Kingdoms, examined by those mages. The different grasps of magic they hold, ten Kingdoms slowly cohering, they can catch on snag on different portions of what comes to them.
"What in the world are you talking about?"
And it seems one of those self-same mages sees something he is unenthused by.
"Stormcallers is right. Elementalists..."
Very unenthused indeed.
Aesaith Starsong of Nagaryth is a man of standards, after all. Veteran of the Great Catastrophe, his was a subtle but terrible work against the minds beastly that, shrouded in Ulgu, had casted themselves against his home: arrogant and sure they were, as was so often the curse of Ulgu, that their machinations were beyond all sight.
And what was beyond the sight of the stars and their light? What beyond the bright sun shining?
What beyond the sight of birds?
Very little indeed.
Not, mind you, that he had shied away from using Ulgu to strangle those same beasts on occasion.
But Azyr...Azyr was a Wind of grace and subtlety and foresight. The Heavens. Not simply cracking cloud and raking skyfire! Subtler, wiser motions, that allowed the stroke of a pen to destroy an army just as easily as some half-hearted shaman tossing about lightning and ice like a rank amateur.
Besides, dropping falling stars was much more effective and much harder to ignore.
And yet this Stormcaller, this Skyfire, all but fawned over such cheap conjuring, like some nascent Hekartite bloviating over "the song they sing" and "wild hearts" and so much worship of raw, naked strength, ignoring that strength without conscience was nothing but a nightmare. Bullies at best, monsters at worst.
There was a reason noble Ulthuan sought to constrain the followers of Hekarti, for all they would not move against Her. He could intellectually acknowledge, of course, that She had Her place, that there were reasons not anger Her in even the most peaceful and honest heart. Her cruel whim could sabotage Archmages better than he was.
But to kneel to Her, it was to kneel to what was worst in magic and its practitioners. Arrogance, ego-centrism, sadism, the love of knowledge untempered by the need to put that knowledge to good, productive use. Power hungry, politicking, domineering.
In short, a path to nothing less than Dhar. To endless war, and endless suffering, and slavery and subjugation to those who ought to know better, to be better, to set a better standard for all.
Nothing else for it: time to speak to this Griffin as he would any colleague.
--
"What the hell are you talking about?"
The Brana have not been slow, themselves, in acquiring the Lore of the Elves to further refine their own magic. Whether it be their tomes on the Winds, Grimoires containing spells, training manuals, anything, they will take it. They drink it down, for many reasons: natural curiosity, of course. A desire to be better at their jobs. And to a certain extent, a desire to more or less catch up to their allies, the Dwarfs. Their mysticism has existed for millennia, their Runecraft refined for thousands of years. In comparison, the Brana have existed for a paltry handful of centuries and, for all they punch far above their weight class, the signs are there. Getting to develop their magic, it is important.
And so they trade with Cothiquian Storm Weavers and Caledorian Priests and Chracian Beastwalkers, the Stormcallers and Silverbound and Bloodhunters looking for wisdom from an elder people.
"Bunch of cardsharks, soothesayers and ne'er-do-wells!"
But wisdom, much like beauty, may lie in the eye of the beholder.
The One Who Spits Brightest Fire From the Skies, or Skyfire to the Dawi, grinds his sharp claws into the stone of his home as he examines the oversized tome.
This Aesaith Starsong is diffident and airy at best, a slothful coward at worst. "Mystic Azyr, more like good-for-nothings!"
Magic was meant to be used, to face great evils, to turn aside the worst of harm. He had not survived the Great Catastrophe by prognosticating in his tower, examining the stars for portents and speaking to birds! He had wreathed his wings in lightning and summoned thunder in his voice and split flesh with claws covered in arcing menace!
And here this Elgi was, droning on and on about responsibility! And where was his? In a tower, as daemons swarmed the land? As Beastmen, cloaked in shadow, walked the land and only the heights, only a bird's eye view, allowed one to see through the deception and to take decisive action, to break their will with the call of thunder and and the hiss of ice.
Anything less than confronting that is an abrogation of duty.
Foresight is all well and good, unless it means you do nothing for fear of the flowing futures that fly by you! What is what is to come in the face of what is certain, what is now? That's the only thing that accounts in truth, all else being mere hot air as the case may be. The future is nothing more than a building series of now, and much like a house of bricks one hardly needed magic to see the foundation, just a good eye and even the slightest ability to extrapolate!
And what of the youth! Always prone to oddity, what if they adopted the diffident ways of this idler and his mysticism?
No, clearly that could not be allowed to come to pass!
So Skyfire pressed his claw against the stone, preparing to carve the Klinkarhun...
-- Beware the Elements!
...Action is all well and good, but to act without consideration or foresight is the act of dread Hekarti. Azyr, most of all, must turn its mind towards the repurcussions of its actions, and work with grace and care. A little bird speech can go much farther than any lightning bolt. There are those, among them Eltharia the Lightningbringer, Yolan the Cold, and Skyfire among the Brana who forget this; but to their own peril! You lose sight of the responsibility of Azyr, and place yourself at risk of being nothing more than any mere sword swinger when you do. The Winds, turned to the same end as a heavy rock tossed by some strong man: it is abjuration of wisdom, and wisdom is the path of any true wizard! Look to the stars and not merely to the ever shifting clouds, which blind you to higher mystery in the crack of thunder and the spitting of lightning. Look to Hoeth's constellation for guidance my friends, and away from that which would bind you solely to this world...
-- Diffident Sloth.
...Action is required! Magic is a tool, meant to be used, not merely to be fawned over as a lover might be! Those who cling too deeply to the mysticism of our Wind, of the Sapphire, they lose sight of that responsibility, ironically even as they themselves speak of responsibility. Among them I name Aesaith Starsong among the Elgi, and among the Brana proper I name and shame Starbringer and Smokelover for their prognosticating. Good sense can allow one to know the future, good sense and a basic understanding of cause and effect: but only we can shape the storm, only we can see through the lies of Quicksilver, only we may bring such devestation short of proper warmachines. This mysticism you study from among the Elgi, it is nothing more than an attempt to brew sloth in you, sloth, idleness, and a corrupted youth...
[X] Plan: Go all Out
-[X] [Simple] Gronti-Bay: [Cost: any 2 actions] Peerless Production will proc.
--[X] Hirelings: [Cost 5 Favour with Kraka Drakk] x7. -35 Kraka Drakk Favor
--[X] [Location:] Overtop the Anvil of the Earth: +3 actions to Gronti-Bay.
--[X] [Scope:] Dedicated General Facility. +2 actions to Gronti-Bay.
--[X] [Runes:] Do Both. +3 actions to Skaudardrengi.
[X] Plan: Glorious Vision, Help Ornsmotek and Support Grimgal
-[X] Snorri & Karstah
--[X] [Difficult] Flamedrinking Pt. 2 [1 Heir]
----[X] Choose: Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
--[X] Write-In: Aetherbinder Pt. 1 [1 Heir]
---[X] The Aetherbinder "Zhuffbarazen (lit. Torrent Binding)", Talisman: This device is a series of plates and metal loops linked together by adamant chains that fits over a dwarven arm, either armored or unarmored. Link to design post.
---[X] Choose: Master Rune of Purification (T4 Voidstone) + Rune of Worldly Warding (T4 Ancient Stone Troll Blood) + Ancestor Rune of Thungni (T4 Adamant). The theme idea is "I will Endure the Flow, I will Resist it, I will Shape it and what I cannot use I will Burn Away."
--[X] [Simple] Once more with Smelting [1 Heir] {Note: This Smelter is being built near a Waystone near the Anvil}
--[X] Examine Karaz-Kazak-Rhun [1 AP]
--[X] [Difficult] Monolith Mastery Pt. 1 [2 AP]
--[X] [Difficult] Starlight Pt. 1 [1 Heir]
---[X] Brightcaller: This is the greathammer of Clan Skarridum, a weapon also known as Brynlidha and Brighttongue. In structure it is entirely Adamant (you learned your lesson with Zharrgal), with the metal haft wrapped in Wutroth native to Dorden's territory, sourced from the Plumbeards' groves and decorated with gems retrieved from Dorden's depths. Link to design post.
---[X] Choose: Master Rune of Conduction (T4 Radiant Pegasus Blood + T2 Dragon Essence) + Lightspite (T4 Radiant Pegasus Blood) + Rune of Echoblow (T2 Dragon Gas Sac). If this Combos please call it "Constellations".
--[X] Extrasensory Perception Pt. 1 [3 AP]
-[X] Retainers & Orders
--[X] Expedition, Grungaldrin [2 Retainer + Industry of the North]
--[X] Expedition, The Throng is Mustered [1 Retainer] Support Grimgal
--[X] Order: T4 Elder Storm Wyrm's Brain
--[X] Royal Authority Order: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
---[X] Royal Expedite: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
--[X] Princely Hunting: T4 Elder Greedy Troll [-15 Kraka Drakk Favor]
[X] Plan: Pragmatically Excessive
-[X] [Location:] Within Khazagar. -1 total actions. Benefits from the Rune of Siphoning. Skaudardrengi will be built within Khazagar, expanding your workshop to accomodate.
-[X] [Scope:] Dedicated Facility. +1 action. Every 3 request actions building Monumental Gronti add 1 extra progress. A workshop space dedicated to the construction of Gronti the size of Skaudardrengi.
-[X] [Runes:] Do Both. +3 actions. Double reagent cost for Skaudargrengi's Runes (not including equipment). Gain an improved variant of The Master Runes of Waking for monument-scale Gronti that would cost at minimum double the reagents. Oh sure Klausson, go whole hog, you idiot.
[X] Plan: Full Anvil, Simple Facility
-[X] [Simple] Gronti-Bay: [Cost: any 2 actions] Peerless Production will proc.
--[X] Hirelings: [Cost 5 Favour with Kraka Drakk] x7. -35 Kraka Drakk Favor
-[X] [Location:] Overtop the Anvil of the Earth: +3 actions. Can use the Anvil of the Earth when crafting. Skaudardrengi will be built near a Chamon and Aqshy alligned Arcane Fulcrum. It means the location's use, barring some future enhancement, will be limited to when the Anvil itself is active.
-[X] [Scope:] Just enough for Skaudargrengi.
-[X] [Runes:] Do Both. +3 actions. Double reagent cost for Skaudargrengi's Runes (not including equipment). Gain an improved variant of The Master Runes of Waking for monument-scale Gronti that would cost at minimum double the reagents.
[X] Plan: Glorious Vision, Help Ornsmotek and Support Grimgal
-[X] Snorri & Karstah
--[X] [Difficult] Flamedrinking Pt. 2 [1 Heir]
--[X] Write-In: Aetherbinder Pt. 1 [1 Heir]
---[X] The Aetherbinder "Zhuffbarazen (lit. Torrent Binding)", Talisman: This device is a series of plates and metal loops linked together by adamant chains that fits over a dwarven arm, either armored and unarmored. Link to design post.
--[X] [Simple] Once more with Smelting [1 Heir] {Note: This Smelter is being built near a Waystone near the Anvil}
--[X] Examine Karaz-Kazak-Rhun [1 AP]
--[X] [Difficult] Monolith Mastery Pt. 1 [2 AP]
--[X] [Difficult] Starlight Pt. 1 [1 Heir]
---[X] Brightcaller: This is the greathammer of Clan Skarridum, a weapon also known as Brynlidha and Brighttongue. In structure it is entirely Adamant (you learned your lesson with Zharrgal), with the metal haft wrapped in Wutroth native to Dorden's territory, sourced from the Plumbeards' groves and decorated with gems retrieved from Dorden's depths. Link to design post.
---[X] Choose: Master Rune of Conduction (T4 Radiant Pegasus Blood + T2 Dragon Essence) + Lightspite (T4 Radiant Pegasus Blood) + Rune of Echoblow (T2 Dragon Gas Sac). If this Combos please call it "Constellations".
--[X] Extrasensory Perception Pt. 1 [3 AP]
-[X] Retainers & Orders
--[X] Expedition, Grungaldrin [2 Retainer + Industry of the North]
--[X] Expedition, The Throng is Mustered [1 Retainer] Support Grimgal
--[X] Order: T4 Elder Storm Wyrm's Brain
--[X] Royal Authority Order: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
---[X] Royal Expedite: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
[X] Plan: Glorious Vision
-[X] Snorri & Karstah
--[X] Khazagar (3 Actions) [2 Retainer]
---[X] Curriculum Change (Switch: Prosthetics to Dum Denial)
---[X] Curriculum Change (Add: Improved Master Rune of Waking/Animation)
---[X] Host a Special Tournament (Themed Competition: "Your creation must embody the Drakk"; 1st Place: Magma Wyrm's Heart, Magma Wyrm's Blood x3; 2nd Place: Shard Wyrm's Brain)
--[X] [Difficult] Flamedrinking Pt. 2 [1 Heir]
---[X] Choose: Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
--[X] Write-In: Aetherbinder Pt. 1 [1 Heir]
---[X] The Aetherbinder "Zhuffbarazen (lit. Torrent Binding)", Talisman: This device is a series of plates and metal loops linked together by adamant chains that fits over a dwarven arm, either armored and unarmored. When at rest the adamant construction seems to be a kind of decoration or a piece of very sturdy dwarf jewelry and it is marked by a wonderful knotwork pattern of a forge and the implication of a smith working at the anvil in the background. However, when active it is most clearly not decoration. This device is a tool for the manipulation of heat and magic and runic energy in battle and in acts of creation. Three depressions are present in its design, the first near the shoulder contains the Master Rune of Purification - glowing black as night when active. The second lays just below the elbow, and the third upon the back of the hand, and these contain the rune of Worldly Warding and Ancestor Rune of Thungni respectively. The light of the runes shimmers in the heat of the forge and the glow of Magick.
---[X] Choose: Master Rune of Purification (T4 Voidstone) + Rune of Worldly Warding (T4 Ancient Stone Troll Blood) + Ancestor Rune of Thungni (T4 Adamant). The theme idea is "I will Endure the Flow, I will Resist it, I will Shape it and what I cannot use I will Burn Away."
--[X] [Simple] Once more with Smelting [1 Heir] {Note: This Smelter is being built near a Waystone near the Anvil}
--[X] Examine Karaz-Kazak-Rhun [1 AP]
--[X] [Difficult] Monolith Mastery Pt. 1 [2 AP]
--[X] [Difficult] Starlight Pt. 1 [1 Heir]
---[X] Brightcaller: This is the greathammer of Clan Skarridum, a weapon also known as Brynlidha and Brighttongue. In structure it is entirely Adamant (you learned your lesson with Zharrgal), with the metal haft wrapped in Wutroth native to Dorden's territory, sourced from the Plumbeards' groves and decorated with gems retrieved from Dorden's depths. These gems are cut to resemble eyes and are set into lines cut down to the Adamant which imply the faces of the ancestors of Thane Morglum, their names upon their foreheads in the Aldrhun script. You have kept it simple and personal, because this is a gift to this boy and his family, thus the message shall be most clear to him and his. The hammer head is a cylinder of Adamant that tapers into a truly wicked sharp warspike and prybar. He is a warrior and this is not the hammer of a maker, so the striking face of the hammer is marked with grooves and ridges to concentrate force into a grid of focused points, points which should leave a blinding trail of shining lights by the power of the Runes when the hammer is swung. The Runes will be set into stars of Adamant connected by knotwork in a rendition of the constellation of The King's Hammer. The three brightest stars in that constellation will glow a beautiful gold and the rest are Pure Gromril polished to shine, left blank so that they may be inscribed with the names of the mightiest foes the Thane defeats in battle.
---[X] Choose: Master Rune of Conduction (T4 Radiant Pegasus Blood + T2 Dragon Essence) + Lightspite (T4 Radiant Pegasus Blood) + Rune of Echoblow (T2 Dragon Gas Sac)
--[X] Extrasensory Perception Pt. 1 [3 AP]
-[X] Retainers & Orders
--[X] Expedition, Grungaldrin [2 Retainer + Industry of the North]
--[X] Order: T4 Elder Storm Wyrm's Brain
--[X] Royal Authority Order: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
---[X] Royal Expedite: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
[X] Plan: Public Utility
-[X] [Location:] Within Khazagar. -1 total actions to Gronti-Bay. Benefits from the Rune of Siphoning. Skaudardrengi will be built within Khazagar, expanding your workshop to accomodate.
-[X] [Scope:] Dedicated General Facility. +2 actions to Gronti-Bay. Every 3 request actions building Monumental Items add 1 extra progress. A workshop space dedicated to the construction of anything the size of Skaudardrengi.
-[X] [Runes:] Do Both. +3 actions. Double reagent cost for Skaudargrengi's Runes (not including equipment). Gain an improved variant of The Master Runes of Waking for monument-scale Gronti that would cost at minimum double the reagents. Oh sure Klausson, go whole hog, you idiot.
[X] Plan: Glorious Vision, Help Ornsmotek and Support Grimgal
-[X] Snorri & Karstah
--[X] [Difficult] Flamedrinking Pt. 2 [1 Heir]
----[X] Choose: Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
--[X] Write-In: Aetherbinder Pt. 1 [1 Heir]
---[X] The Aetherbinder "Zhuffbarazen (lit. Torrent Binding)", Talisman: This device is a series of plates and metal loops linked together by adamant chains that fits over a dwarven arm, either armored or unarmored. Link to design post.
---[X] Choose: Master Rune of Purification (T4 Voidstone) + Rune of Worldly Warding (T4 Ancient Stone Troll Blood) + Ancestor Rune of Thungni (T4 Adamant). The theme idea is "I will Endure the Flow, I will Resist it, I will Shape it and what I cannot use I will Burn Away."
--[X] [Simple] Once more with Smelting [1 Heir] {Note: This Smelter is being built near a Waystone near the Anvil}
--[X] Examine Karaz-Kazak-Rhun [1 AP]
--[X] [Difficult] Monolith Mastery Pt. 1 [2 AP]
--[X] [Difficult] Starlight Pt. 1 [1 Heir]
---[X] Brightcaller: This is the greathammer of Clan Skarridum, a weapon also known as Brynlidha and Brighttongue. In structure it is entirely Adamant (you learned your lesson with Zharrgal), with the metal haft wrapped in Wutroth native to Dorden's territory, sourced from the Plumbeards' groves and decorated with gems retrieved from Dorden's depths. Link to design post.
---[X] Choose: Master Rune of Conduction (T4 Radiant Pegasus Blood + T2 Dragon Essence) + Lightspite (T4 Radiant Pegasus Blood) + Rune of Echoblow (T2 Dragon Gas Sac). If this Combos please call it "Constellations".
--[X] Extrasensory Perception Pt. 1 [3 AP]
-[X] Retainers & Orders
--[X] Expedition, Grungaldrin [2 Retainer + Industry of the North]
--[X] Expedition, The Throng is Mustered [1 Retainer] Support Grimgal
--[X] Order: T4 Elder Storm Wyrm's Brain
--[X] Royal Authority Order: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
--[X] Royal Authority Order: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
---[X] Royal Expedite: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
Dolgi doesn't feel a weight on his shoulders in this; it's not shameful, after all. He has been busy, and it is life. Time passes quickly, and he had other duties he needed to spend it on.
But it needs to happen. By the time Master Snorri was his age, he'd already taken on no less than seven apprentices; and besides, he's certainly been discussing it long enough with Karstah, with Snorri, with Klorah. With no more Garazi in the house, he finally has the space for it and the time for it.
And so he has been visiting the other Clans of Runesmiths that have settled in the land of Kraka Drak. Clan Scorilling, of course, so blatantly obvious it only bares stating to have record of it, visits to cousins and uncles and aunts at. Mildly less obvious, but still nevertheless visited, Clan Winterhearth and Clan Hrokisson. Plenty of potential talent, but just about all of it scooped up by other members of the clans or other Runesmiths for one reason or another, some more dignified than the rest though none will lapse in their judgement.
So his next thought, of course, is to turn to branches of well-established clans who have made the journey north. Forgehands from Karak Azul, Ironforges from Karak Varn, Thunderstone from Karak Azgaraz, Clan after Clan vetted, Clan after Clan scooped up before he can make a move, almost like somebody is trying to play games with him.
He's starting to understand Skalla's screaming contempt for a certain bird.
So he's started instead to visit new Runesmith clans, ones with shallow roots beginning here. The hold has existed for nearly six centuries, not long in the grand scheme of things but long enough for whole new Clans to arise for one reason or another. Could be as simple as a particularly independently minded youth deciding to burn their own path, to kinstrife of one kind or another (never a pretty thing), to the clanless establishing their own through adoption, a process not unlike that which the Farwalkers had done to form their Clan.
Clan Snowbreaker, a simple band of Dawi distantly related to the Forgehands who had simply split the better to focus on mining and on keeping Structural and Banner Runes.
Clan Whitewater, a child of Clan Blackstone disowning a father for dishonors and shames heaped upon them. Making a living as engineers when they lack the Gift, further refining the art under Morgrim's auspice.
Clan Firetongue, most often Priests of Grimnir or simple warriors when found to lack the Gift. A Clanless Foundling, honored for saving a member of Clan Ironarm when the Hold was young, married to a giftless member of Clan Forgehand who had left his Clan for a number of reasons. Of no modest means now.
And so it is he examines the Kumenouht of Clan Firetongue. He is not overly subtle, but nor is he overly loud. If asked, he'll offer his name, but he hasn't worn his finery, not the sort of finery he could if he really wanted to, only a simple cloak of dark blue over golden tunic and trousers. Seated next to Telcha Firetongue, he watches as youth after youth is tested. They are, time and again, found wanting as the hammer dimly glows, a handful found to have the Gift. He catalogues them, they would not be lacking after all: Fili, Kili, Frerin.
He is more surprised when a tall Plaitling with fiery red hair approaches the Elder without a backup piece. Narva, daughter of Telcha in fact. Clad in simple clothing, all woven and embroidered and marked with the stories of Grimnir, heartfelt if shoddy. "You were that certain, then?"
"She was that certain." She shrugs and sighs, running her hands through her hair. "It will be a learning experience for her." She says it with a grim certainty, "knowing" that her daughter will not have the Gift.
Dolgi watches her, clad in the simple but well-made garments, simple and linens, and it is foolish in the extreme for such a Plaitling to be so sure of herself.
So it should be no surprise that the foolish part of him that's clung on in his heart can't help but root for her some.
A smidge, really. Could only just be the confidence she exudes makes her look mildly better than the other youths who've been tested: the best of them hid their nerves, the worst of them sweat it out like a stuck pig, but she is neither hiding nor panicking, she simply knows, and that's something that a Runesmith needs most of all. The kind of iron clad (Gromril would be a bit much at her age, there's certainly a line between confidence and arrogance that only experience can let one leap over) surety and spine that excellent Runecraft requires. If nothing else, even if she is wrong, she'll go far.
She takes the hammer, and as usual it begins to glow, bright light atop bright light, perhaps a bit brighter than usual but the secrets of the replica of Thungni's hammer have not come to him yet. Certainly no Snerra with all the scintillating prisms and rainbows and Ancestors only know what else. Seven seconds, seven heartbeats, the elder examines it.
And then with a grunt, confirms she has The Gift.
Telcha blinks once, twice, thrice, even as she has a mug of ale thrust at him by his kin. "Or perhaps it'll be a learning opportunity for her mother." She doesn't hear that, and thank the Ancestors for small mercies because a Plaitling being right and an elder wrong is the kind of embarrasment an elder has to put in effort to live down. For that matter it blows their egoes all out of proportion--a single drop of wisdom in a sea of foolishness is little more than a speck of gold in a pit of muck.
Of course, on the other hand, a speck of gold in a pit of muck can still mean a goldmine.