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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. :^)
 
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That's not a lot of time. 2326/10 = 232.6 Turns - 21 Turns = 211.6 Turns remaining. Only looks like a lot of time.

Research actions take a very long time to complete. Wether it be Rune Research or material research. It's been over 100 years and Snorri still has yet to complete Yorri's material search quest. What has seen priority is other stuff like weapon making, without building upon Snorri`s rune knowledge for ten-twenty turns.
I'm not one for metagaming in general but even than, I'm really not sure what exactly Snorri could even do about the Time of Woes even if he knew about it. Slann are gonna Slann and you can't exactly earthquake proof an entire empire.

I suppose Snorri could encourage even further underground defenses for the incoming tide of Orcs and Skaven but there's no IC reason to really do that.
 
@soulcake is our standing with the various cults global or local? Like if we travelled to Zorn would we still have 6 standing with the cult of Valaya or would it drop to -5 because the priestesses down there don't know us from Jack? I guess the real underlying question I should be asking is how organised are the various cults? AFAIK the cult of Thungni is a bit wierd because it just the runesmiths but is there a set hierarchy to the others?
Global. The other Ancestor Cults are far more centralized than the Cult of Thungni by virtue of how they operate... or more how Thungni's Cult is his Craft Guild and his Craft Guild is composed of a bunch of independent-minded artisan craftsmen.
Just, the Cult of Thungni, hell anything related to Thungni is weird even canonically. The most centralized they get is the Grand Conclave and Rhunkalbrogg and the latter isn't even necessarily canon to WHF.
1. Is Snorri concerned about the potential side effects of wearing the armour for too long? While undeniably epic, no sleep and infinite energy sounds like it'd have...long term deleterious effects psychologically. Potentially addictive ones. I understand that dwarf psychology isn't human psychology they're made of tougher stuff, but I also believe in being prepared.
Nai, it'd be a bad piece of kit if it imposed that sort of thing, but even so, Snorri isn't gonna be wearing it forever. Like, consider the Karag Dum campaign was the longest he's gone and that was only a few months of time (Ignoring time warp shenanigans) as opposed to the literal centuries worth of normal living he's done.
2. What does Snorri know about the winds of magic? I think he knows they exist I imagine as runecraft is in no small part about taking magic and taming it, but as far as he's concerned is one wind the same as any other at the moment? All raw fuel for the stuff of rune making?
Snorri barely knows they exist. Remember, this is pre elven contact so that magical theory hasn't been imparted to the Dwarfs yet. They just know Runes, aside from the Master Rune of Waking, draw on some power source to fuel themselves and that through careful observation the further north they go the more of that stuff is. Snorri, from his interactions with Blizzardwing, realizes that magic enters the world through some gap in the pole and can be likened to a fluid or gas of some sort. The nuances, the winds and all that are not in the Dwarf knowledge base yet.
3. How will these books work? Is it more actions to read them, or will it be a background in turn thing where Snorri will read, digest and then we get the relevant results automatically as they come?
Digested over a period of time, but effectively automatic for your purposes. Turns are 10 years long after all, and making a mechanic around this just screams needlessly complex to me. It's a book Grungni damn it, they aren't that hard! At least, they aren't supposed to be.
Also I'm all for expanding the heath guard now.
First Brana chosen will be Bird Yell's character. Note I wrote potential recruitment pool. If you trigger it, the vote occurs, and if you accept then any future Brana will happen without the vote.
 
Global. The other Ancestor Cults are far more centralized than the Cult of Thungni by virtue of how they operate...
Thanks, this is good to know and makes me want to take the Valaya commission even more if having excellent standing with the cults will apply all over the Karaz Ankor. Plus it's likely to endear us more to the ancestors if we help their cults and that's always a good thing.
 
"I'm sorry?" Arnfinn said.

"I said I wanted to join the Hearth Guard." His friend shot him a quizzical look. "Why, is that surprising? Do you think I'm too young?"

"Well, uh, no," Arnfinn floundered. "I suppose there's probably some wardens who are your age or younger. It's just..." he trailed off, searching fruitlessly for some tactful way to explain his reaction. "I don't think you're quite what Lord Snorri had in mind when he formed the guard?"

...

I read this only now..... FRICK YES!!!!!
 
[Non Canon???] Imperial Historian Torbold Twodinger's, Lighting Darkness, +15 to a Local RER Roll [USED]
Lighting Darkness

Welcome to this long-distance lecture series on Dwarven Culture and Items. I will assume for the sake of brevity, that you have already undertaken and passed the class regarding the Dwarven Items of Power. That class covers the items of myth and legend crafted by the seclusive Dwarven Runesmiths including, but not limited to, the Runefangs, the Hammer of Sigmar, and other notable items crafted by our stout allies. This class is not that class, so if you were expecting discussion and information on those types of items, I offer my condolences and encouragements to enroll in the appropriate class.

Now that those who wish to remain do so, we can begin on the actual topic that this class covers. Perfectly mundane items that the Dwarves treat as anything but. These items, while conferring no specific advantage to the wearer or user, are venerated as symbols of great importance. Typically the legends surrounding these items revolve around Dwarven Ancestor Gods, one renowned example being the Ring of Grimnir worn by the King of Kraka Drakk. Items such as these would be similar to having in one's possession a goblet that Morr drank from, should he have walked the plane as mortals do. To the Dwarves, these artifacts are proof that their Ancestors are not merely convenient figments of imagination conjured by their society to promote stable social norms but were actual people who carved the foundations of what their culture would become.

While there are scholars who are skeptical of the existence of such figures in myth, especially in regards to such feats as shouting at a mountain causing it to topple onto an approaching Orc horde, it can not be denied that the Dwarves fervently believe in these Ancestor's existence and deeds. In fact, such is the Dwarven belief that these Ancestor's of theirs walked among them at one point in their history that should they be human the label of fanatic would be appropriate. As is, I have never met any Dwarf who expressed any semblance of doubt regarding the existence, authority, or power of these gods. But, alas, we are not here to discuss the Ancestor Gods themselves, but rather some items that legend, rumor, and hearsay claim they owned and gifted at one point.

We will start with a personal favorite of mine, albeit a lesser-known and studied example. The Lamp of Gazul. Many of you will have an inkling of who Gazul is, given that this class is in the more advanced courses regarding Dwarven society offered by our dear academia. However, I have always found that such information can be lacking, faulty, or plain missing from my in-person students. As such, I shall give a brief description of who, exactly Gazul is. Gazul is the Lord of the Dead and the Underearth, essentially Morr's Gardens for Dwarves. He has striking similarities to Morr in that regard, albeit lacking the dreams and prophecies which is often attributed to Morr.

As such, one would think that a lantern of his would provide some benefit to dealing with ghosts or undead. Mayhaps even provide a means to speak to one's ancestors from beyond the grave. This is not the case. For all discernable purposes, the Lamp of Gazul is a normal, albeit finely made, lamp of blackened steel with golden trim and crystal clear glass. It confers no supernatural ability to perceive or deal with the dead and is not even runed to provide light, needing a candle or other means of providing light. If not for the note of it's presumed first owner, we would not even be known that it was likely gifted by Gazul.

The individual who first acquired the item is most commonly known as the Gift-Giver. A runesmith of renown and legend that made a name for themselves in the Northern parts of the Karaz Ankor. Legends speak of him working and acting at around the time the Ancestors walked the land and so much of his tales should be taken with the appropriate amount of skepticism. However, one tale of his coincides with another tale of Gazul, and that is the tale of Vengence for Karak Dum, a Dwarven hold that had fallen to the forces of Chaos in the 1st Great Incursion. Tales of both Gazul and the Gift-Giver describe them acting to avenge the fallen Karak. If the Lamp of Gazul is indeed a gift from the Dwarven Lord of Death, then this is likely the time that it was given.

As to why this particular lantern is a favorite of mine, the reason is simple. It is still being used regularly! The Hearthguard, an interesting pseudo-military force that legends say was founded by the same Gift-Giver and acts as a force of highly trained elders whose goal is to protect and provide for Dwarves suffering and in anguish, are the keepers and users of the Lamp of Gazul. While there is no particularly comparable organization in the Empire, think of them as a tightly knit group of priests from Sigmar, Morr, and Shallya mixed with Witch-hunters and skilled engineers.

The Lamp of Gazul is traditionally utilized by the eldest priest of Gazul amongst the Hearthguard and is symbolically used to light the way in the dark under the earth. Either towards Dwarves who are in danger or in leading Dwarves away from the source of their troubles. Other priests of Gazul among the Hearthguard emulate this tradition, utilizing various replicas of the Lamp of Gazul to provide guidance and comfort to all those they come across who are in distress. Based on the testimonials of Dwarves rescued by the Hearthguard, this tradition has a remarkable effect on the psyche of distraught Dwarves. Even when they know that the lamp carried by the priest of Gazul is a simple replica, the lantern provides immense comfort and stability in a chaotic and dangerous situation. One Dwarf even confessed that he believed Gazul himself had directed the priest there to provide aid and succor in his distress.

This effect is vastly increased when the Dwarves in distress know that the priest of Gazul is carrying the genuine article. Eyewitness accounts describe Dwarves descending into a fanatical fury to protect those being guided out of danger by a priest carrying the Lamp of Gazul. Literally holding chokepoints beyond all semblance of reason to provide sufficient time to escape for those being lead to safety. However, there is an increasingly interesting effect that seems to follow the Lamp of Gazul and its association with the Hearthguard. Given the success of the Hearthguard in their endeavors to protect Dwarves, and the use the Hearthguard put to the Lamp of Gazul, it seems to create an almost circularly reinforcing logic loop on the Dwarves being rescued. The lantern provides comfort and security to Dwarves being guided out, making them easier to handle, less prone to hysterics, and increasing the odds that the Hearthguard has in safely extracting them from trouble. This reinforces the belief for the Dwarves that they will be saved by following the light of Gazul's lamps, which makes the Hearthguard's job easier and more likely to succeed. A cunningly self-reinforcing cycle of belief.

In this way, the genius of the Dwarven societal system is made apparent. The reality of the situation doesn't matter to the Dwarves being saved. It could very well be that the Lamp of Gazul is simply a finely made lamp that hasn't ever been touched by an Ancestor. But the Dwarves believe that it has which makes the job of those who use the lamp, and its replicas, easier than it may otherwise have been. This is not unique to the Lamp of Gazul either but has been an observed phenomenon regarding many of the items that have claims to have been crafted by, or used by, the Ancestor Gods.

In the next lesson, we will look at another item from the north, the Ring of Grimnir, and the effects such an artifact and the legends surrounding it may have shaped the kings of Kraka Drakk. After which, we will begin working our way South and discuss many of the other known artifacts that to this day are being used, or sequestered away, by Dwarves and their effects on Dwarven culture. I wish to those reading this that they find themselves in good health and fine spirits. Until next time.

A/N: This little thought experiment came regarding the latest memento that we have acquired from Gazul and what its fate might be in the future. Given the attitude of the ancestors and Snorri, I have a hard time imagining that the item will simply sit in a vault for the rest of its days, and I can see us using it when we are delving or, after we pass away, the Hearthguard, should they remain in operation, using it in their rescue efforts. I hope you all enjoyed the read of this hypothetical future for the Lamp of Gazul!
 
In canon the War of the Beard started in 2326 A.P., which is 2104 years away, or 210 or so turns. The Slann rearranged the continents in 3023 A.P., which is 2801 years away, or 280 turns.

The chance of Snorri being able to stop the Slann is slim to none.
Our best bet there is simply future-proofing our fortresses and other structures even beyond where they currently are. The mountains move but the fortresses in them better keep the same shape. We still lose multitudes but we lose less. Its something we'll probably do anyway just as a means to counter skaven undermining or the next time we have a magma swimming dragon saying hello.
 
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I wonder how impactful keeping the north part of the empire will be? If nothing else it means that the empire will be a bit stronger, though I'm not sure by how much.
 
Our best bet there is simply future-proofing our fortresses and other structures even beyond where they currently are. The mountains move but the fortresses in them better keep the same shape. We still lose multitudes but we lose less. Its something we'll probably do anyway just as a means to counter skaven undermining or the next time we have a magma swimming dragon saying hello.
Or creation of a communication network. A big problem with Kaz Ankor being split was suddenly every hold was on its own. With no idea what was happening with the others. If they could still talk with each other it would help alot.
 
I wonder how impactful keeping the north part of the empire will be? If nothing else it means that the empire will be a bit stronger, though I'm not sure by how much.
Well, things have gone completely off the rails in terms of how strong the Dwarven Empire will be compared to Cannon. We have the North and the Eastern Dwarves who are still part of the Empire and providing resources and facilitating trade throughout the Karaz Ankor. The core of the empire will be protected from two of its biggest adversaries, chaos and orcs.

More importantly, I think, and this has some evidence from the recent requests, Dwarves will be more willing and comfortable to colonize and establish new holds. They haven't been punished for extending North and losing contact with the Northern Dwarves, or extending East and losing contact with the Eastern Dwarves. To all available knowledge, it seems that expanding and establishing new holds actually is a net positive for the Dwarves.

This might mean that the Dwarves will keep expanding East into the Mountains of Mourne and West into the Grey Mountains. The expansion into the Grey Mountains might happen earlier or with more vigor than before.

Ultimately, though, I think the greatest benefit to the survival and flourishing of the Northern and Eastern Dwarves will be a more open mind to expansion and colonization. Which would be great.
 
Or creation of a communication network. A big problem with Kaz Ankor being split was suddenly every hold was on its own. With no idea what was happening with the others. If they could still talk with each other it would help alot.
I don't think that will be an issue for us as we have the Branakroki. By the time the Times of Woe rolls around I fully expect the Brana to have made homes above most Karaks. They should be fully capable of acting as messengers and keep the Karak Ankor in communication with itself.
 
Or creation of a communication network. A big problem with Kaz Ankor being split was suddenly every hold was on its own. With no idea what was happening with the others. If they could still talk with each other it would help alot.
Just having an intelligent flying species will be a godsend there. One griffon can cross the damn continent in an emergency in, what, a week if they don't have to hunt? Something like that? Less if we relay stationed. It would be a dick move using them for anything trivial but sometimes things warrant it.

We might eventually construct lantern towers at some point though I doubt they would survive the mountains going sideways. We'll probably figure out quantum entangled runes at some point, though Chaos would be eager to fuck with something like that if they could get a hold of a loose end of a network.
 
This might mean that the Dwarves will keep expanding East into the Mountains of Mourne and West into the Grey Mountains. The expansion into the Grey Mountains might happen earlier or with more vigor than before.

Ultimately, though, I think the greatest benefit to the survival and flourishing of the Northern and Eastern Dwarves will be a more open mind to expansion and colonization. Which would be great.

If the rate of expansion continues, the Spine of Sotek dwarfs might very well become a reality here.

That reminds me, is the Karaz Ankor even aware Lustria exists?
 
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