Voted best in category in the Users' Choice awards.
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
Here is the Detailed Rune List
Discord.

On Thread Etiquette:

I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
Last edited:
Challenge Accepted!

1. It exists.

This is actually some pretty key knowledge because as long as we know that it exists we know that we aren't chasing after a Red Herring

2. It is useable.

Again, basic information, but we need to set a proper framework! As long as we know it exists and that it is useable it stands to reason that it is not a gamble trying to tap into the Deep Magic to empower different runes.

3. Using it requires something to draw it up.

It exists and is useable, but is not easily accessible. It requires some nebulous "thing" to draw the energy from its source to empower runes.

3a. Runes can be empowered by Deep Magic.

Useful information to have. It describes a potential characteristic of the Deep Magic as an actual source of magic and not natural phenomena.

3b. Runes empowered by the Deep Magic last longer

Useful information to have as it describes a characteristic of the Deep Magic, why exactly this is the case we don't know and would fall under conjecture.

3c. Runes empowered by the Deep Magic perform at higher rates

Useful information to have as it describes a characteristic of the Deep Magic, why exactly this is the case we don't know and would fall under conjecture.

4. The source seems to be fundamental Geological processes.

Based on our visions, the best guess as to the source of the Deep Magic is fundamental geological processes that happen constantly but take place over eons of time. The same processes that cause volcanoes to erupt, islands to form, and mountains to rise and fall.

5. The Master Rune of Waking interacts with the Deep Magic on some level.

This information was confirmed by Lady Valma on the route to Karag Dum.

Now it is time for some Conjecture!

Deep Magic is more stable than the winds which normally fuel the Runes. This would explain the longevity of the runes using the Deep Magic and could be the difference between the chaotic winds which change in a second and the steady power of the Earth which takes eons for a change to occur.

Deep Magic is either more potent or is so stable that more can be used in a rune without running the risk of overpowering it. Two different options that we won't be able o really distinguish unless we can precisely measure how much deep energy is being used in various runes and compare that energy to runes using only the Winds of Magic.

Deep Magic will be stronger in areas of strong geological activity. If the Deep Magic is in fact sourced from Geological activity, then being in areas of intense activity compared to areas of stability might have differences.


Now it is time for some Possible avenues of Research!

Based on information 4 and 5 a good place to start researching the Deep Magic would be to correlate runes that invoke fundamental geological processes and the Master rune of Waking. Such runes might include the Rune of Stone, variants of the Rune of Fire based around lava, and any other runes which fit those criteria. Additionally, check for similarities between runes that use tremendous amounts of energy similar to the Master Rune of Waking: Possible candidates are Master Rune of Conduction and the Master Rune of Snorri Gift-Giver. Similarities and differences between the energy used and where it gets that energy might prove a valuable avenue to explore for gathering data on how to best tap into the Deep Magic.

Information 4 might also be useful information to gather other data. Take exploration trips to geologically active areas (the Easter Dwarves seem to have a lot of them) and investigate how the Master Rune of Waking operates differently in those areas. Other theories should be explored as well, possibly by comparing the Rune of Thungni and Rune of Gazul to the Master Rune of Waking to detect differences, but more importantly, any similarities to the Master Rune of Waking.

Another avenue of exploration is to compare runes crafted by Snorri Gift-Giver while wearing Barak Azamar to runes crafted without wearing it. What differences do the runes now have which allows runes crafted with Barak Azamar equipped to draw from the Deep Magic and runes without Barak Azamar equipped to not. Special attention might be given to the Rune of Stone and the Master Rune of Waking.

Research that Lady Valma can do without Barak Azamar might involve research between different Gronti of various sizes. Presumably larger Gronti need more magic which would be powered by the Master Rune of Waking. If that is the case, there should be minute differences between how the Rune gathers the power and distributes it. If that is not the case, then why? What in the Master Rune of Waking allows the same amount of magic to power different sized Gronti? Find that, and you'll find the core power source of the Rune possibly granting insights into how it gathers and distributes power.

Collaboration research might involve the construction of two of the same Gronti, one with Snorri equipping Barak Azamar and one Lady Valma without and then comparing the two Gronti and noting the similarities and differences between what they do and operate.

Expectacular analysis.
However, the assumption on Geological Processes may only be partialy correct. The visions showed relation to the array that was being created at the time: With Barak Azamar the visions we about the timeless of the world, which Mountain-Souled embodies, especially after being upgraded with The Greddy One's Heart; With Zharrgal the visions were about the duality of Creation And Destruction.
Both sets of vision did show Geological Processes, however, this does not mean that Deep Magic is generated by such. It implies that Dee Magic is connected to the Planet itself rather than the Warp, and according to The Heart's description it's source is implied to be the Core or close to it. Which is a Geological Process.

As for the Gronti, this is what Valma said:
"That armour of yours is doing something curious to my gronti. I didn't notice until you got close, but if you could…"
"You're channelling a lot of Deep Magic with that armour," she says straight out, "it's the only explanation I can think of. I don't know-how, and I'm only asking since you've traded with Lorna, but I'm willing to trade whatever you feel like giving in exchange for what I have."

This does not mean that the Rune Of Waking is being powered by Deep Magic, It just means that it does something with the Gronti. Valma never explained what it was.
 
Last edited:
If I'd have to guess I'd say delve into the Mountain-Souled combo and see what that gets us.
 
What do you, Snorri, actually know about Deep Magic?
I take that question, and I raise you: What does Snorri know about Deep Magic?

I know I sound like I'm joking, but I do mean that honestly. It's a macro vs micro perspective here. We can make some educated guesses, as observers of the quest, but it's not like we actually know anything about Runes besides the fact that a Runesmith carves a rune into something, does some magicky dwarf stuff, and then it shoots fire or whatever. Snorri's the one that knows how many chisel strikes at what depth and precision need to go into each side of the Rune of Fire to connect it to the Glittering Realm or whatever. We can speculate based off what's been written, like Thor's Twin did, which is all well and good, but Snorri's the one that's presumably been ruminating on it for decades and already had working theories on stuff like Deep Magic from his centuries of runic education and reading the literature of other Runesmiths that have theorized on the same. Does Snorri know more then what we can assume going off of what's been said in the flavour text for things and dialogue between characters?
 
Expectacular analysis.
However, the assumption on Geological Processes may only be partialy correct. The visions showed relation to the array that was being created at the time: With Barak Azamar the visions we about the timeless of the world, which Mountain-Souled embodies, especially after being upgraded with The Greddy One's Heart; With Zharrgal the visions were about the duality of Creation And Destruction.
Both sets of vision did show Geological Processes, however, this does not mean that Deep Magic is generated by such. It implies that Dee Magic is connected to the Planet itself rather than the Warp, and according to The Heart's description it's source is implied to be the Core or close to it. Which is a Geological Process.

As for the Gronti, this is what Valma said:
This does not mean that the Rune Of Waking is being powered by Deep Magic, It just means that it does something with the Gronti. Valma never explained what it was.
The visions do remove two other leading theories as to what Deep Magic is: a strong connection to the Glittering Realm or a connection to Gazul's Underearth. Geological processes are the best bet as to what Deep Magic is connected to. Either as a power source for Deep Magic or being powered by Deep Magic.

As for the Master Rune of Waking, there are really two possibilities for how Deep Magic affected the rune. It somehow changed/altered/modified the rune temporarily to do something different or it was providing more power to the rune causing a change in the Gronti. I know of nothing that could temporarily change a rune that has already been cast to an extent that it does something different but still works and will revert back to its base state after the influence is removed. The most logical explanation is that the Deep Magic provided more power to the Gronti's runes allowing for a change (similar to how our Hammer is empowered when used with Barak Azamar).

Runes are inherently stable and consistent. There is very little that will change the behavior of a rune once created. The only explanation I can come up with for changed behavior in a rune is more power coursing through it, such as with our Ancestral Ageis and our Hammer. For changes outside of increased power, or perhaps different power, coursing through a rune there would need to be either an outside influence changing how the rune interacts with the world or an outside influence changing the rune itself. Both of which would go against the stability and consistency of runic magic.
 
The visions do remove two other leading theories as to what Deep Magic is: a strong connection to the Glittering Realm or a connection to Gazul's Underearth. Geological processes are the best bet as to what Deep Magic is connected to. Either as a power source for Deep Magic or being powered by Deep Magic.

As for the Master Rune of Waking, there are really two possibilities for how Deep Magic affected the rune. It somehow changed/altered/modified the rune temporarily to do something different or it was providing more power to the rune causing a change in the Gronti. I know of nothing that could temporarily change a rune that has already been cast to an extent that it does something different but still works and will revert back to its base state after the influence is removed. The most logical explanation is that the Deep Magic provided more power to the Gronti's runes allowing for a change (similar to how our Hammer is empowered when used with Barak Azamar).

Runes are inherently stable and consistent. There is very little that will change the behavior of a rune once created. The only explanation I can come up with for changed behavior in a rune is more power coursing through it, such as with our Ancestral Ageis and our Hammer. For changes outside of increased power, or perhaps different power, coursing through a rune there would need to be either an outside influence changing how the rune interacts with the world or an outside influence changing the rune itself. Both of which would go against the stability and consistency of runic magic.

There is another possibility.

When Snorri was figuring out the Rune of Forged Limb, he found similarities in the Master Rune of Waking that were shared amongst other runes. Those similarities had to do with the runes inspiring feeling. He even commented that these similarities were strange, since the Rune of Waking shouldn't need to inspire feeling into a Gronti.

The implication here is that the Gronti are at least sentient, if not fully sapient. If that is the case, then the strange phenomena that Valma noticed may not have to do with the Rune itself, but with the Gronti. That leaves the question of why the Gronti would react to Barak Azamar, but it's how I saw it.
 
The way I've been think about Deep Magic is that it is the magical energy of the physical, material world as a mirror to the Winds of Magic being the magical energy of the Warp.

Maybe I'm thinking about this in terms that are too 40k but Winds of Magic of the Warp, the Immaterium, are create and fueled by the immaterial thoughts, feelings, and souls of living creatures.

Inversely the Deep Magic of the World, the Materium, are created and fueled by physical processes and interactions such as momentum, friction, thermal energy, chemical reaction and such. Naturally the largest source of physical interaction on a planet is the planet itself. The constant shifting and grinding of continental plates, the churning of the molten core and resulting magnetic field.
 
I take that question, and I raise you: What does Snorri know about Deep Magic?

I know I sound like I'm joking, but I do mean that honestly. It's a macro vs micro perspective here. We can make some educated guesses, as observers of the quest, but it's not like we actually know anything about Runes besides the fact that a Runesmith carves a rune into something, does some magicky dwarf stuff, and then it shoots fire or whatever. Snorri's the one that knows how many chisel strikes at what depth and precision need to go into each side of the Rune of Fire to connect it to the Glittering Realm or whatever. We can speculate based off what's been written, like Thor's Twin did, which is all well and good, but Snorri's the one that's presumably been ruminating on it for decades and already had working theories on stuff like Deep Magic from his centuries of runic education and reading the literature of other Runesmiths that have theorized on the same. Does Snorri know more then what we can assume going off of what's been said in the
Discussion about the Deep Magic is about as fruitful as discussing the source of Runes. Durin's Consternation is prevalent here of that you can be sure. All that can be said for certainty is that the first true reference to the term "Deep Magic" was by Thungni himself when he created the first Gronti and the Runesmiths have just run with it. Consequent centuries of prodding by his own children did eventually get Thungni to confirm that "Deep Magic" was not a bit of literary flourish and that it's a distinction from the source of power that other Runes draw from. What the Dwarfs assume is the non-deep magic for lack of a better term. Theories abound to it being related to the Ankor Brynn to outright being some other part of the Ankor Bryn depending on what you think Runes draw power from.

this is from an IC perspective. The trait descriptions from BA and Zharrgal are there for your benefit and do not reflect Snorri's knowledge.
 
Last edited:
Discussion about the Deep Magic is about as fruitful as discussing the source of Runes. Durin's Consternation is prevalent here of that you can be sure. All that can be said for certainty is that the first true reference to the term "Deep Magic" was by Thungni himself when he created the first Gronti and the Runesmiths have just run with it. Consequent centuries of prodding by his own children did eventually get Thungni to confirm that "Deep Magic" was not a bit of literary flourish and that it's a distinction from the source of power that other Runes draw from. What the Dwarfs assume is the non-deep magic for lack of a better term. Theories abound to it being related to the Ankor Brynn to outright being some other part of the Ankor Bryn depending on what you think Runes draw power from.

this is from an IC perspective. The trait descriptions from BA and Zharrgal are there for your benefit and do not reflect Snorri's knowledge.
Seems like Valma might actually know more theory about it then we do. We just use it.
 
Well, even if she does know more about the theory, practical use is still important. While there probably-hopefully- won't be another super strong Greedy One, with better theoreticals I wouldn't be surprised if it would be possible to use a regular greedy trolls heart to reliably use Deep Magic. Maybe not the the degree Barak Azamar does, but still. Just knowing that the kind of endless hunger of the Greedy One was able to pull up Deep Magic would be really useful.
 
The way I've been think about Deep Magic is that it is the magical energy of the physical, material world as a mirror to the Winds of Magic being the magical energy of the Warp.

Maybe I'm thinking about this in terms that are too 40k but Winds of Magic of the Warp, the Immaterium, are create and fueled by the immaterial thoughts, feelings, and souls of living creatures.
Inversely the Deep Magic of the World, the Materium, are created and fueled by physical processes and interactions such as momentum, friction, thermal energy, chemical reaction and such. Naturally the largest source of physical interaction on a planet is the planet itself. The constant shifting and grinding of continental plates, the churning of the molten core and resulting magnetic field.
Pretty sure that Deep Magic is just Earthbound magic the Old Ones and Slann used for the Geomantic Web.


"The Geomantic Web is a name given to a vast matrix of natural earth energy that encompasses the entire world"

warhammerfantasy.fandom.com

Earthbound Magic

Earthbound Magic refers to the saturation of Aethyric energy within mundane materials of the mortal world such as rocks, water, or even living tissue. Each of the Winds of Magic flows around the Known World. Their powers and influences wax and wane in strength as they move, depending upon what...
 
Hm, if the Geomantic Web is the source of Deep Magic, and the Deep Magic makes Gronti...

The Lizardmen are powered by the Web, in part, or in a lot.

If we ever see a Lizardman, we should see what happens if you make a Saurus or Kroxigor Gronti.
 
Pretty sure that Deep Magic is just Earthbound magic the Old Ones and Slann used for the Geomantic Web.
Most likely not actually. There might be some interaction, but its likely different thing. Otherwise Gronti Duraz would not go inactive after the Golden Age, because i am pretty sure Geomantic Web remains untouched, whereas the "deep magic" apparently retreated deeper still.
 
Most likely not actually. There might be some interaction, but its likely different thing. Otherwise Gronti Duraz would not go inactive after the Golden Age, because i am pretty sure Geomantic Web remains untouched, whereas the "deep magic" apparently retreated deeper still.
Before the Golden Age. Gronti Duraz were shutting down before Chaos was banished from the Old World by the Dwarf/Elf alliance.

"Behind the stout phalanxes of dwarf warriors leading the attack, Snorri saw giants. Creations of stone and metal, these ancient golems were slow to rise and quick to slumber. Only the most powerful runelords could rouse them. Like the anvils, they were magical machineries fashioned by the supreme artifice of rune masters. The craft to forge them anew was lost, but the gronti-duraz lived still. It meant 'enduring giant' in the dwarf tongue.

On this great day when elf and dwarf stood together united in purpose, they had woken in their hundreds. The sight brought a tear to the old dwarf king's eye. It was to be their final battle, for the magic to animate them was getting harder and harder to craft, seeping away like a draught through a slowly widening crack."

The Geomantic Web is an artificial force created at Temple Cities of the Lizardmen, powered by Earthbound Magic. Most of the sources of the Geomantic Web was destroyed across the world and the Web itself has been drastically damaged.

"The Old Ones' instructions to the Slann were very specific as to the locations where the temple-cities, and the many other architectural wonders, were constructed across the globe. Each one was raised up purposefully to form a vital nexus in a world-spanning "geomantic web," an interlinked matrix of natural earth-energy that encompassed the planet "

It's not hard to imagine that the Dawi lost across to the Deep Magic because the Earthbound Magic drawn to the surface by the destroyed Temple Cities were used up or drawn elsewhere by a variety of sources.

" The magic permeating something can drift/leak/be drawn away by a proximity to leylines, henges, and the Great Vortex. The level of magic left in most physical objects, areas, and things will gradually lessen if the Winds do not blow over and through them regularly."
 
Last edited:
So if I'm reading that right we'd need to (re) create some kind of nexus point and/or abuse the fact that the winds blow stongly in the North.
 
So if I'm reading that right we'd need to (re) create some kind of nexus point and/or abuse the fact that the winds blow stongly in the North.
Need something that can tap into the Earthbound Magic contained deep underground, something that also prevents the energy from being drained away by the Great Vortex or other foci. I don't think the Winds of Magic blowing more strongly is going to help unless we learn how to purify/distill them like how Earhbound Magic is. Since if it was just a matter of power, the Norse Dwarfs should still have Grontis
 
Last edited:
We just need to get a peek at the temple cities then somehow convince the dwarfs to completely redesign and relocate their karaks to act as nodes on the geomantic web. Easy.
 
We just need to get a peek at the temple cities then somehow convince the dwarfs to completely redesign and relocate their karaks to act as nodes on the geomantic web. Easy.
Sounds like a call for visiting Karak Zorn and taking a quick and easy side trip to a surviving Lizardman city in the Southlands. I'm sure the locals, of either variety, will be very welcoming and hospitable. ;)
 
Discussion about the Deep Magic is about as fruitful as discussing the source of Runes. Durin's Consternation is prevalent here of that you can be sure. All that can be said for certainty is that the first true reference to the term "Deep Magic" was by Thungni himself when he created the first Gronti and the Runesmiths have just run with it. Consequent centuries of prodding by his own children did eventually get Thungni to confirm that "Deep Magic" was not a bit of literary flourish and that it's a distinction from the source of power that other Runes draw from. What the Dwarfs assume is the non-deep magic for lack of a better term. Theories abound to it being related to the Ankor Brynn to outright being some other part of the Ankor Bryn depending on what you think Runes draw power from.

this is from an IC perspective. The trait descriptions from BA and Zharrgal are there for your benefit and do not reflect Snorri's knowledge.

Ah. So would it be reasonable to say that the bare scraps of knowledge Snorri does have still represent valuable progress then? At the very least, we can posit that tapping into Deep Magic requires a connection to earth and some kind of mechanism to draw it.

Holy shit, that's why grontis use deep magic. They all feature that mechanism - a troll heart.

.....! Maybe that's why grontis traditionally have to be dwarf shaped - because dwarves form the connection to earth!
 
Holy shit, that's why grontis use deep magic. They all feature that mechanism - a troll heart.
That would be another very interesting experiment. Which runes are impacted by adding a Troll heart to the rune? I would guess starting with the Rune of Stone first because of it's connection to the earth and Dwarves, but other runes might be useful to see if there is any correlation.
 
That would be another very interesting experiment. Which runes are impacted by adding a Troll heart to the rune? I would guess starting with the Rune of Stone first because of it's connection to the earth and Dwarves, but other runes might be useful to see if there is any correlation.
There's also trying the mountainsouled combo with a normal troll heart and seeing if anything happens. Both MUnyielding and a compressed MMountainsouled would be interesting to try.
 
[Canon] Thoughts in the Aftermath, +15 to a Retainer Roll [USED]
The gathering hall of the Hearth Guard was a simple thing, as of yet. Rectangular in shape, it was dominated at one end by Lord Snorri's seat of honour and at the other by a massive and richly ornamented fireplace, above which hung a ceremonial shield painted with the Guard's coat of arms. The walls were otherwise simple smooth stone, bare of any adornment; Lord Snorri had been content to let his retainers decide for themselves how the hall might best be beautified, and they had all agreed in turn it should be more than merely aesthetically pleasing. Every mark on the walls, every work of art on display within the chamber, no matter how minor, would be made by their own hands, piece by piece, each relaying a segment of their shared history. In this manner they would proceed, marking the Guard's every triumph and tragedy in stone and metal and wood and cloth and glass; the hall itself would serve as a living testament to the history of their company, modest for now but growing in splendour as the Guard grew in fame. Already the women were talking among themselves of weaving a great tapestry to commemorate the Relief of the Underkarak, and Thargrim was sketching out in charcoal the depiction of the Breaking of the Gates that he would later carve into a section of the eastern wall, having won the honour in a game of dice. (Alrik, graceful as ever in the face of defeat, was sitting beside him and offering helpful commentary in the vein of what was all this mouse-paw scribbling about, the perspective was all wrong, what was even the point of blundering to victory through dumb luck if he was going to make such an awful mess of everything anyway, and so on, and so forth.)

All the members of the Guard were in attendance today, having assembled at Lord Snorri's invitation to celebrate their homecoming, and already in the earliest stages of inebriation. All the same, they fell quiet immediately when Lord Snorri rose to speak. "Our first campaign was a hard-fought one," he began, "and hard for other reasons besides. No doubt you have had cause to reflect on the many grave things we witnessed, just as I have. Nevertheless, the truth is evident: Karag Dum was a victory for our people, and we dwarfs of Drakk have won honour for our hold through our part in the deed. As you know, there will be a great feast a few days hence, where we will be feted for success in battle, for grudges struck out and hated enemies brought low." He paused for effect. "All worthy things, to be sure. Today, however, I have called you here for a different reason. I do not wish to speak of those dead by our hands, but rather of those who were saved. The good surviving dwarfs of Dum have been rescued from that bleak place and from the prospect of a fate worse than death, as chattel or blood sacrifices for kinslayers, and I know without a doubt that your efforts in particular helped save many lives. They were imperilled and you sheltered them; they were imprisoned and you freed them; they were without hope, and you delivered them from evil. For this, I give you my heartfelt thanks. To your health, wardens!" He raised his tankard, and sixty voices answered him as one.

---

It was a quieter feast than the hold-wide celebration was likely to turn out to be, but then that was usually how things went when longbeards drank among themselves, with no beardlings around thinking they needed to prove themselves and biting off more than they could chew. After a genial and affable dinner for sixty-one, the wardens had mostly split up to drink and converse in smaller groups. Over in one corner, a slightly larger gaggle were playing dice, a few of the participants already breaking off in pairs for the traditional post-dicing friendly fistfight. Elsewhere those individual wardens who had previously not had the chance to socialise together were making friends in the manner typical of longbeards. "You're slowing down! Having trouble handling your drink, eh, sonny boy?" one woman gloated. "Maybe you oughta stick to water for a bit, haha!"

"Matron, I hold," here her drinking companion paused to let out a huge belch, "hold you in the greateshht regard. But you mustn't imply a man of Clan Bitterbrew is a lightweight! Why, my honour demands you meet me in that most noble of contests," and here he stopped to drain his tankard and slam it into the table, "drinking!"

"Bahahaha! Very well then, you face Gunhild, fiercest of all valkyries! Come at me if you've got the stones, little billy!"

From the next table over, Vikken was watching the proceedings with mild interest. "You ladies have a fiercest among you? That an official title?"

"Oh, let her have her fun for now," Ylva replied, grinning lazily. "I'll take her out to the practice yard tomorrow. See how fierce she is after a bit of full-contact sparring, heh."

"Well, it's good they can cut loose, at any rate," Vikken said. He took a deep breath and exhaled slowly through his nose. "This whole thing's got me a little shook, I don't mind telling you. Elders turning on their juniors, masters turning on their apprentices... the dangers outside of our holds are one thing, but I never would have thought a hold could rot from within so completely. Just imagine what it must have been like for the youngins we pulled out of Dum, who actually had to live through it."

"They'll muddle through in the end, I expect," Ylva answered. "Made of stern stuff, that lot, and besides, even having seen all that they did, they still know to trust us elders to step in when they falter. And if even we fall short, well, we can always look to the ancestors for reassurance." She glanced meaningfully towards Lord Snorri, who was currently being cajoled by a group of wardens to join their impromptu armwrestling tournament. He had seemed reticent at first, but the eloquent entreaties of his retainers and the good ale in his belly were each persuasive in their own way. Already he was rolling up his shirt sleeve, baring his enormous biceps to the other competitors' raucous delight.

Vikken huffed. "I won't fault anyone for relying on Lord Snorri, but even he can't peer inside men's hearts to see who's true to the ancestors and who isn't. And credit to the beardlings for keeping to the good customs like they did, when their own thanes and guildmasters betrayed them, but I'm still worried. What'll we do if heretics start showing up here at home, eh? Scurrying about in the dark, whispering lies to all who will listen that the ancestors have turned their backs to us?"

"That presupposes there's anyone here who will listen," she countered, "if and when they do show up. The deviants can only do real damage if they get a foothold among our own; as long as good dwarfs keep the faith and refuse to listen to blasphemy, any heretics who come here will be rats in a tunnel. Scurrying about in the dark, like you said."

"Betcha that was how people thought in Dum too, at first, when the murders started," Vikken muttered darkly. "A few crazy people with knives loose in the hold. But they kept coming and coming and soon enough you had people listening to honeyed words about help from the 'hidden father' or what have you."

Ylva gave him a reassuring smile, shaded, perhaps, with a hint of concern. "You're not wrong to worry, but we need to take care not to do harm ourselves, seeing infiltrators in every corner. Remember that good dawi wrongly accusing each other of treason does the work of our enemies as well. Besides, even if - Valaya forbid - the rot takes hold elsewhere, I really don't think it could go so bad as it did in Dum. They were ground down by isolation and miscarriages and probably by countless other horrors, but a heretic in one of the northern holds would have to contend with strong-hearted dawi, and visitors from outside as well. Word would get out."

"Right, but what if they bring about the circumstances where-" Vikken was interrupted by a thunderous retort as Lord Snorri slammed the other finalist's arm down hard enough to shatter the table, sending the unfortunate dwarf hurtling to the floor through a rapidly expanding cloud of splinters. Once the dust settled, Lord Snorri was revealed to the rest of the room with his hand raised; his opponent was still clinging to it even as he struggled to find his footing. "See this, fellows?" Lord Snorri said. "His grip remains unyielding even now. Now that's what I like to see in a retainer - guts enough to make a greatbeard proud! A toast to young Storri, for having such a good fightin' arm!" Vikken and Ylva joined the others in a polite roar of approval and a chug as the duellists separated, Lord Snorri returning to once again peer magisterially at them from his seat of honour while a discombobulated but happy Storri was escorted to a seat of his own. There he had a tankard pressed into his hands by a laughing compatriot and found himself being fussed over by a handsome matron with a braid half again as long as his own beard, a state of affairs he did not appear to find entirely unpleasant. "I'm sorry, you were saying?" Ylva asked pleasantly.

"Ach, never mind me. Dark thoughts not fit for the occasion. I'll speak no more of it." The conversation turned to lighter things after that, of art and family happenings and the foolishness of the young, before they eventually lapsed into a companionable silence.

---

Vikken extricated himself from the feast some hours later, passing largely unnoticed save for the time Lord Snorri appeared as out of thin air to see him off and hand him a covered package ("for your grandnephew, but you didn't get it from me, understand?"). So it was that his thoughts turned toward family while he walked back toward the clanhall. He thought of the time his nephew told him the newborn would be called Vikken, in honour of his granduncle, and the fierce pride he had felt then. He thought of the grin on little Vikken's face when he'd at last come home from the campaign, and the rush of love that had come upon him unbidden, overpowering to the point he'd nearly made a fool of himself in front of his honoured elders. He thought of the many other youngsters of his clan, and of the beardlings who might think of themselves as adults (feh! as if!). Vikken had no children of his own and was unlikely to ever sire any, but he had nephews and nieces aplenty, in all shapes and sizes, and the thought of any of them being dragged away into the dark by deranged chaos cultists was... intolerable.

He wanted to spring into action, to search the hold from top to bottom until he was sure there were no traitors skulking around, or else find them and wring their necks. He wanted the proper order of things to reassert itself; he wanted back the unshakeable trust he'd had in karaks, all karaks, as places of safety only vulnerable from without. Most of all he wished he was wise enough to see a way forward. He couldn't just go chasing shadows, because he knew Ylva had had the right of it: if he started swinging his axe around at enemies he couldn't see, he was only going to get good people hurt. But then what was a man to do?

The truth, he supposed, was that there was no grand solution, no ancestor-granted miracle to remove the threat of heresy for ever. At the very least, it certainly wouldn't come from him. Once more he asked himself, stubbornly: what was a man to do? His thoughts turned to what Ylva had said, about how Karag Dum had been ground down by isolation and horror. That made sense enough: fear and despair had torn at them to the point where they had eventually been ready to contemplate what had once been unthinkable. Did that mean, then, that a world without fear was a world without heresy?

A fanciful notion, he knew, but there was something to the idea all the same. The betrayers had found accomplices among those who knew only hurt, who thought the ancestors had cast them aside. And he knew a thing or two about soothing hurts, these days, didn't he? He might not be able to rid the world of its evils all by himself, but he could certainly show by example that there were elders about to render aid and that there were few ills that couldn't be remedied by enough good dawi working shoulder to shoulder. The Hearth Guard would teach by their actions that the ancestors watched out for all dawi, that life and hope went hand in hand, and every beardling thus taught was one more door closed to the usurpers. One more recruit denied to them.

He turned that thought over in his head, examining it from all angles. It would take a while for it to settle in his gut, he was sure, for he was a worrier at heart and the fact remained this was too big a problem for one dwarf to solve, longbeard or no. But it was a start, all the same. He had been charged with bringing guidance to the lost and succor to the injured, and that was exactly what he would do. The politics and the spycraft he'd leave to those with the head for it; he'd do his part, do it well, and have faith in his elders and the ancestors to do the things he couldn't. And if some catspaw of that damned overgrown aurochs ever did come running out at his family, knife in hand, well. He'd have the pleasure of demonstrating to them that he came by the name Vikken Vicegrip honestly.

Which left the question of how he would explain where he'd got the package. Oh well, young Vikken was a clever little sprog - he was sure to put two and two together if old Vikken just winked obnoxiously and said the gift definitely did not come from great-great-granduncle Snorri.
 
The Rune and Research Trade of 222:
Winning Vote: said:
[x] Aid: All that you are able to.
[x] Zharrvengryn: Ties

━<><><>< 221 A.P. ><><><>━​

You see, in that minuscule span before you are blinded by the light, a myriad of incomprehensible visions. Many simply go by too quickly for you to recall a bombardment of inputs, but one, one vision you manage to retain. An abstract lesson conveyed through thought and imagery. You see beings and events, bound with and tied to many strings that all fly skyward. Some are tied to sticks held, squabbled over by an infinite number of hands, the figures below puppeted, jostled and moved by their whims and machinations. While yet more flow into a loom that weaves a tapestry of infinite size and proportion, a grand story of endless possibilities writ large. Then a blinding flash of light as one of the figures clothed in black lifted a torch to his strings, burning them off before moving to do the same to others. The figure is harried, assaulted in its quest, destroying monsters whose strings demand they not die yet can do nothing against his flame. An eternity cutting as many threads as it can through effort and force of will before it crumples to the ground. The puppet masters are enraged, the sea of strings half-burned and destroyed, the tapestry of Fate frayed.

Visions of a swirling vortex, a lone figure standing in the cold, the burned threads above them that would have made the image of a ruined world.

A Bull of Iron, a Griffon of Ice and lightning, their threads ripped in half and tied to another respectively.

A voice, a lesson, echoes to you before blinding white light consumes you.

We are only as bound as we wish to be. With enough Will, with enough effort, one can break the Yoke of Destiny, the Ties of Fate, and deny what was meant to be.

━<><><>< 222 A.P. ><><><>━​

Was there any other option?

These Dawi had suffered long enough, and you had the means to aid them. What hypocrite would you be if you didn't match your own expectations of a Runelord?

"While I appreciate many of your offers, our stay in whatever lodgings we find shall only be until the site of a new Karak can be found." Valka insists.

Another round of grumbling ensues.

"Then you have my oath, Grimvala," You say, voice cutting through the noise,"That I will do all in my power to aid in the building of your new Karak."

You do not speak for the rest of the meeting, seeing no need to say anything more.

Let others politick and jostle over something so simple. Why they could not see the solution to such a simple problem was doubtlessly beardling foolishness. Cut to the heart of it you say, if they lacked a Hold, then help them make one and be done with it. Of course, there was a great deal of nuance to it, and you'd doubtlessly have to busy yourself for a great deal of time to see it done, but that became irrelevant the moment you swore the oath. It would be done, one way or another.

━<><><><==><><><>━​

It is the eve of your departure back home, the camp bustling as Dwarfs go about the business preparing for the big pack up come morning. You walk through nonchalantly, the grumbling spewed from your lips an incomprehensible series of general complaints so far-reaching that any Dwarf that heard them could easily attribute it to themselves. The effect is clear enough, as the youths begin to act with more vigour, their pace buoyed even after you passed by the residual grumbling that arose as their own elders emulated you.

A shadow stalks through the camp.
Valma's tent isn't difficult to miss, what with her decision to park all three of her Gronti in a circle outside of it as a means to deter any untoward guests.

The tent is found.​

Well, you suppose it works.

The reward is dropped off.
Lifting the flap you enter and see Valma sitting at a table with two chairs and a corresponding tankard of ale.

━<><><><==><><><>━​

Lord Klausson enters her tent, that armour shining in the Rune light. Before she had found it curious, the work of her elder and doubtlessly powerful, but she lacked the proper context to understand just how powerful.

No longer.

A silver figure wades through the enemy, fire and light erupt from his hammer while he shrugs off everything thrown at him with contemptuous ease.

Now she understood, she thinks.

Whatever her Elder deigns to trade with her, Valma is sure that it holds some kernel of truth to just how he tapped into the Deep Magic. He takes the seat opposite her, the clink of his hammer bouncing off of the wood of the chair leg. It takes all of the will she can muster not to swallow in nervousness in the face of his inscrutable gaze.

With a purposeful slowness that emphasizes each word, he asks her a simple question.

"What exactly, do you think I know Lass?"

Was this a test?

Of course it had to be a test, an obvious one in hindsight. There was no way he would simply trade his hard-won knowledge with her without some proof of her own competence. Internally she cringes at the memory of her blunder in the tunnels and how he'd been forced to rescue her and Kemma from certain doom.

Foolish, she berates herself, be thankful he's merciful enough to give you a chance despite that!

No, she couldn't fail those expectations a second time.

"Enough that you've figured out how to draw up the Deep Magic purposefully, to use its power to infuse your own creations to empower them further," she responds.

He knows, he knows you know nothing fool girl, her mind screams.

The Gift Giver says nothing for a long while, her dread mounting with every second of silence, simply staring down at her.

"Hmmph," he grouses after what feels like an eternity, "Then let's get this business done with shall we?"

In her mind, Valma heaves out a sigh of relief.

━<><><><==><><><>━
You have 1 point and 0/2 Hesitance

Sell List:
- Master Runes:

-- Waking, Non-Dwarf Body Plan Variant, Worth: 4 points
-- Currents, Worth: 4 points
-- Blizzards, Worth: 4 points
-- Infernos, Worth: 4 points
-- Valaya [Armour], Worth: 4 points
-- Unyielding, Worth: 6 points, +1 Hesitance
-- Traversal, Worth: 6 points, +1 Hesitance
-- Wandering, Worth 4 points
-- Grimnir [Weapon], Worth 3 points.
- Regular Runes:
-- Refraction, Worth: 1 point
-- Speech, Worth: 2 points
-- Prosthesis, Worth: 3 points
-- Forged Limb, Worth: 3 points
-- Sound, Worth: 1 point
- Research:*
-- Mind of Things, Worth: 2 points to get her started down the path, +1 point per extra progress, max 9 points total (so 2 + 7 points of extra progress hypothetically).
- Combo:**
-- Mountainsouled, Worth: 8 points, +2 Hesitance (Requires Unyielding)
-- Makerstrike, Worth: 4 points

Buy List:
- Master Rune:

-- Vitality [Talismanic]: The bearer gains Regeneration and improvement to toughness and endurance), Cost: 4 points
-- Lightning Strikes [Engineering]: The war machine bearing this Rune fires ammunition with thunderbolt level destructive power, Cost: 4 points
-- Waking, Improved Variant [Engineering]: (Improved speed, strength and overall performance of Master Rune of Waking), +1 to Movement of Things, Cost: 4 points
-- Waking [Weapon]: Allows the weapon to follow orders or act under its own power, but is still subject to the laws of physics( so a sword won't levitate and a crossbow can't reload without an existing mechanism though a bit of engineering mitigates such issues.), +1 to Movement of Things, Cost: 3 points
-- Waking [Armour]: Allows a suit of armour to follow orders or act under its own power, or aid the wearer, +1 to Movement of Things, Cost: 4 points
-- Waking, Improved Variant [Talismanic]: Allows talismans to act under its own power, activating effects on their own and under pre-set conditions with perfect control and timing without input, +1 to Movement of Things, Cost: 4 points
- Regular Runes:
-- Empowerment: Boosts linked Gronti performance for a short period of time, Gronti become sluggish for an equivalent amount of time afterwards, Cost: 3 points
-- Waking Improved Variant [Engineering]: (Improved speed, strength and overall performance), +1 to Movement of Things, Cost: 2 points
-- Perception [Engineering]: Crew are more aware of their surroundings, Cost: 2 points
-- Quick wits [Engineering]: Crew have higher reaction speeds, Cost: 2 points
- Elgi Magical Textbooks:
-- The Readings and Insights of the Winde of Metal/Order/Chamon by Avalrith of the House of Serantor, most esteemed Maige of the Kingdom of Saphery, Cost: 2 points
-- In Progress Book Translations, Cost: 2 points per book, delivered when complete(Currently: Tomes on Azyr, Aqshy, Hysh, and Understanding Elementales/Constructs)
-- Right to buy or trade for all future translations, Cost: 8 points, -1 Hesitance
- Research:*
-- Movement of Things, Cost: 1 point per progress, max 6 points total

Every 5 points not spent = +1 Standing

* These will be copies of notes and maybe some discussion, not you two collaborating on research.
** You will inform Valma that you used special reagents for both regarding Barak Azamar and Zharrgal but not what those ingredients are, if you choose to trade the combos that is.

━<><><><==><><><>━​

You leave Valma's tent in good spirits and note that the camp is fairly silent. Many having gone to bed already, with only the sentries and a few stragglers up and about.

Quietly, you make your way to your own tent, nodding at the two Hearthwardens who stand outside the entrance before entering. Walking toward the bed is a bit of a hassle, and you find yourself tripping on something that shouldn't be there in the darkness.

"Bugrit, Bugrit, Bugrit," you mumble out of habit more than any actual pain or discomfort.

Reaching for the Rune Light, you activate it and the inside of your tent is now properly illuminated. Now with proper lighting, you look down at the offending piece of debris and find…

… a lamp?

It is a fine lamp certainly, the black stained steel contrasting nicely against the golden knotwork and glass, the handle fits perfectly in your hand as well. Your eyes roam over it, and find it is entirely mundane in terms of construction. It is only when you light it that you eventually spot something. There, imprinted on the glass so lightly that even your keen vision could barely make it out, was the, entirely mundane, Rune of Gazul staring back at you.

You look up from the item and stare around the room confusedly, looking for any sign of forced entry and, as a part of you expected, find none. Asking your Retainers would prove an exercise in futility you think, Gazul won't be found if he didn't wish to be, so you simply shrug and put the lamp on the table in the center of your tent.

Taking off Barak Azamar, for the first time in what feels like an age, you suddenly feel it. Oh you are most certainly fresh, awake and alert, but compared to the infinite energy your armour provided…

...well it's like being able to actually see the bottom of the borehole so to speak.

You slip on a comfortable set of clothes then move to turn off the lights, first the Lamp and then the Rune, before finally tucking yourself under the covers and falling into blissful slumber for the first time in a long time.

6/7​
━<><><>< Khazalid Trivia ><><><>━

Bugrit - An invocation against ill-luck uttered by a Dwarf who has banged his head, hit his thumb, stubbed his toe or some other minor misfortune. Usually repeated three times for luck.

━<><><>< Gain ><><><>━

- A vision.
-- Insight, Research unlocked.
-- +3 Progress The Mind of Things Pt. 3, new totals: [Cost: 10 -3 =7 actions]
- A mundane Lamp of blackened steel.

Vote Format:
[Y] Plan X
- Sell:
-- thing to sell
- Buy:
-- thing to buy

There will be a two-hour moratorium for discussion.
AN: A short doot, but theres a bit here to chew on methinks. If you have any questions or need clarification about what's being traded, don't be afraid to ask! I probably missed something I think. I'll go back to being busy updooting Informationals now. Anywho, thanks for reading, and don't forget to C&C. :^)

EDIT: OH DIP AN OMAKE! Welp, let me go over that.
 
Last edited:
You see, in that minuscule span before you are blinded by the light, a myriad of incomprehensible visions. Many simply go by too quickly for you to recall a bombardment of inputs, but one, one vision you manage to retain. An abstract lesson conveyed through thought and imagery. You see beings and events, bound with and tied to many strings that all fly skyward. Some are tied to sticks held, squabbled over by an infinite number of hands, the figures below puppeted, jostled and moved by their whims and machinations. While yet more flow into a loom that weaves a tapestry of infinite size and proportion, a grand story of endless possibilities writ large. Then a blinding flash of light as one of the figures clothed in black lifted a torch to his strings, burning them off before moving to do the same to others. The figure is harried, assaulted in its quest, destroying monsters whose strings demand they not die yet can do nothing against his flame. An eternity cutting as many threads as it can through effort and force of will before it crumples to the ground. The puppet masters are enraged, the sea of strings half-burned and destroyed, the tapestry of Fate frayed.

Visions of a swirling vortex, a lone figure standing in the cold, the burned threads above them that would have made the image of a ruined world.

A Bull of Iron, a Griffon of Ice and lightning, their threads ripped in half and tied to another respectively.

A voice, a lesson, echoes to you before blinding white light consumes you.

We are only as bound as we wish to be. With enough Will, with enough effort, one can break the Yoke of Destiny, the Ties of Fate, and deny what was meant to be.
Oh.

Oh this is so much more than I expected this to be.
 
Back
Top