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.
But let's ask for clarification. @soulcake when you say they draw on the winds of magic, is it a constant fueling or is it a case of you strike the rune and that's it.
IC. You don't know. Runesmiths can't see how it works after all. They have theories, the fact that Runes can burn out, but naturally recharge indicates theres a level of fueling going on, but freshly made Runes are ready to use the moment they're created, so there's also evidence of a pool of magic too. Maintenance of the Runes is tradition bound, but they aren't sure if they're fixing the parts that draw in magic, or give it a general boost overall. That and the possibility of it being different per Rune is also up in the air, given how Gronti operate who's to say?
OOC. A large initial pool upon creation and ambient recovery from simply being in existence that waxes and wanes with the winds themselves. Maintenance work does clean the filters so to speak, removing metaphysical gunk and letting magic enter the Rune more easily, while also reinforcing the metaphysical structures that allow Runes to hold the magic that fuels their enchantments so well.
I am not sure what would be the point. Any dwarf in the armour will already be as tough as a gronti anyway. Either Snorri or whoever inherits the armor in case he dies and the quest ends. The whole point of the armor is that it makes the dawi inside as tough and tireless as a gronti.
IC. You don't know. Runesmiths can't see how it works after all. They have theories, the fact that Runes can burn out, but naturally recharge indicates theres a level of fueling going on, but freshly made Runes are ready to use the moment they're created, so there's also evidence of a pool of magic too. Maintenance of the Runes is tradition bound, but they aren't sure if they're fixing the parts that draw in magic, or give it a general boost overall. That and the possibility of it being different per Rune is also up in the air, given how Gronti operate who's to say?
OOC. A large initial pool upon creation and ambient recovery from simply being in existence that waxes and wanes with the winds themselves. Maintenance work does clean the filters so to speak, removing metaphysical gunk and letting magic enter the Rune more easily, while also reinforcing the metaphysical structures that allow Runes to hold the magic that fuels their enchantments so well.
I am not sure what would be the point. Any dwarf in the armour will already be as tough as a gronti anyway. Either Snorri or whoever inherits the armor in case he dies and the quest ends. The whole point of the armor is that it makes the dawi inside as tough and tireless as a gronti.
I think you misunderstood him; he's not talking about some kind of powered armor or Gronti thing. No, he meant that since Barak Azamar grants a bit of Deep Magic connection to any runes we make, and Zharrgal makes any runes last a bit longer too, that therefore if we work on Gronti which draw on Deep Magic to begin with... It might result in Gronti that last longer and draw on Deep Magic even easier than most Gronti do.
Basically: maybe Barak Azamar + Zharrgal will let Snorri make even better, longer-lasting, Gronti as a result.
... I wonder. That Rune of Empowerment. Could it be made to draw from Barak Azamar, or a Glittering Beacon banner, instead? Or would the Rune of Empowerment be unnecessary to draw from Barak Azamar; in the same way that Zharrgal did not need a Rune of Empowerment in order to channel Barak Azamar's energy, it just did it naturally anyway. Hm. May or may not be necessary, bah; instead let's go for the old idea of Might or Stone or Fortitude or something...
Hm.
This is an odd thought, but...
I wonder if it's possible to make a set of 3, a rune combo, that consists of Barak Azamar, Zharrgal, and a Gronti?
The connection being simple and straightforward, of course; Barak Azamar, the energies of the deep and the eternal. Zharrgal, the craft and creation, by the smith and runesmith. And the Gronti; the thing that is made by, Zharrgal and powered by Barak Azamar. The thing that is made by the (rune)smith and powered by the energies of the deep earth.
... Oh boy.
I'm really looking forward to making a special Gronti now! Maybe even multiple Gronti. A Dragon Gronti. A Griffon gronti. A Dwarf gronti; the old Ymir idea, returned at last...
I want to play an order -- or rather, a Princely Hunting order -- for some Tier 4 (or Tier 3 if nothing better can be found) Greedy Troll Hearts now! ... Of course, unfortunately, we have too many things on our agenda. First hold-building. Then fulfilling a bunch of orders. Then doing research. Augh. But but but awesome gronti...!
IC. You don't know. Runesmiths can't see how it works after all. They have theories, the fact that Runes can burn out, but naturally recharge indicates theres a level of fueling going on, but freshly made Runes are ready to use the moment they're created, so there's also evidence of a pool of magic too. Maintenance of the Runes is tradition bound, but they aren't sure if they're fixing the parts that draw in magic, or give it a general boost overall. That and the possibility of it being different per Rune is also up in the air, given how Gronti operate who's to say?
OOC. A large initial pool upon creation and ambient recovery from simply being in existence that waxes and wanes with the winds themselves. Maintenance work does clean the filters so to speak, removing metaphysical gunk and letting magic enter the Rune more easily, while also reinforcing the metaphysical structures that allow Runes to hold the magic that fuels their enchantments so well.
Would my idea, if it actually works, of only filling a Rune with Chamon, or any individual Wind, function? If the Rune begins with and has a large initial pool and only needs to slowly regen what's spent then I imagine it would.
Obvious exceptions being things like the Adamant Smelter which dumps its entire/large portions of its magic pool in a single go.
Better idea, have Barak be used as a module that can interface with a gronti and become a giant metal man that reacts in turn with Snorris will. They say that Snorri is a mountain, oh but laddie you ain't seen nothing yet!
Itll also help with the whole getting punted around like a pebble in the ol boot if we upgrade to at least a full sized rock or even better a d4
I wonder if it's possible to make a set of 3, a rune combo, that consists of Barak Azamar, Zharrgal, and a Gronti?
The connection being simple and straightforward, of course; Barak Azamar, the energies of the deep and the eternal. Zharrgal, the craft and creation, by the smith and runesmith. And the Gronti; the thing that is made by, Zharrgal and powered by Barak Azamar. The thing that is made by the (rune)smith and powered by the energies of the deep earth.
... Oh boy.
I'm really looking forward to making a special Gronti now! Maybe even multiple Gronti. A Dragon Gronti. A Griffon gronti. A Dwarf gronti; the old Ymir idea, returned at last...
I want to play an order -- or rather, a Princely Hunting order -- for some Tier 4 (or Tier 3 if nothing better can be found) Greedy Troll Hearts now! ... Of course, unfortunately, we have too many things on our agenda. First hold-building. Then fulfilling a bunch of orders. Then doing research. Augh. But but but awesome gronti...!
We could not I don't think. The set bonus stuff is stuff on you. If we could make set bonus with Gronti its not really different from making a set with other people's runic equipment and we know we can't do that.
Q. Can I make set bonuses with different items? A. Rune Combos on various pieces CAN synergize with each other yes, creating the effect of a set bonus. Around 3 Items with synergistic runic combo effects will be needed to potentially make a bonus happen. If you have more than three synergistic items the strength of the bonus increases. Q. How many items can someone have equipped and act as a set at one time? A. So in terms of Rune Equipment, a set (when considering a set bonus) would consist of the following:
- Armour
- 2 Enchanted Items: Banner and Talisman, or Talisman and Talisman (Technically what counts as a Talisman can range from a helmet to a necklace or even a horn, but Banner usually equates to Cape.)
- 2 Weapon "Slots": Great weapon, Weapon and Weapon, Weapon and a Shield. (You can be carrying more weapons, but the ones being wielded are what count towards a set bonus. No Zorroing for you.)
- Gronti body*
* If a dwarf with enchanted equipment manned a siege weapon with a Rune Combo, the combo would not count towards a set bonus. Gronti are the only exception to this rule, as the Runes that animate them would count towards the set Bonus as well.
I mean that pure adamant bloodthirster sized gronti with maybe Kholek's brain is still on the list to get to eventually. Somewhere around turn 40 we'll have the adamant to make it. There isn't really much impetus to make one right now what the research and mats not really up to par.
I mean that pure adamant bloodthirster sized gronti with maybe Kholek's brain is still on the list to get to eventually. Somewhere around turn 40 we'll have the adamant to make it. There isn't really much impetus to make one right now what the research and mats not really up to par.
We should probably make a few other Gronti before that one. Get a feel for what Snorri can do when making a Gronti and what Deep Magic does to their creation.
I wonder if we might be able to make a more autonomous gronti, if we get farther in Mind of Things, combined with maybe more deep magic from the armour, and/or understanding rune of waking. I think that's a much more interesting way to go with a new Gronti rather than just something that hits harder like the standard ones do. Because if it is somewhat autonomous it opens up a lot more possibilities. For instance, something we could send to scout dangerous areas as a sort-of Ranger Gronti. With that durability it could likely scout much farther into the tunnels than a ranger could safely go, potentially finding interesting stuff for us. Maybe make it in the image of a shard or magma dragon, as that feels appropriate to something that operates in tunnels.
Hmm, speaking of dragons I've had a thought. The Prismatic Dragon Blood we get as a byproduct of our Adamant Smelter, it's able to act as a replacement for any dragonic reagent of its tier and below. How is it able to do that? Presumably the Smelter/MPurification reduced it down to its most basic nature, that being "Dragon", so it is able to fill in the "mold" of the Runes that call for a dragonic reagent.
But the main idea here is, can we use the Prismatic Dragon Blood to Enhance other dragonic reagents? Or at least use it in conjunction with another reagent on a single Rune like this;
Master Rune of Conduction(Magma Wyrm Blood + Prismatic Dragon Blood)
Each Gronti require the MWaking and we can only make a max of 3/4 every ten turns. Also why would we build small Gronti when we can build huge ones for the same action cost? And why build small Grontis when we have the Hearthguard?
Hmm, speaking of dragons I've had a thought. The Prismatic Dragon Blood we get as a byproduct of our Adamant Smelter, it's able to act as a replacement for any dragonic reagent of its tier and below. How is it able to do that? Presumably the Smelter/MPurification reduced it down to its most basic nature, that being "Dragon", so it is able to fill in the "mold" of the Runes that call for a dragonic reagent.
But the main idea here is, can we use the Prismatic Dragon Blood to Enhance other dragonic reagents? Or at least use it in conjunction with another reagent on a single Rune like this;
Master Rune of Conduction(Magma Wyrm Blood + Prismatic Dragon Blood)
We might be able to do that, as well as a bunch of other cool Purification rune stuff. However it is likely gated behind an Understand the Master Rune of Purification action, as that sort of experiment would likely either be a part of that action, or require the knowledge the understand action would give. Which is a pretty good reason to do it, as it's probably our biggest discovery yet, and seems a great avenue to continue exploring.
-[X] Buy List: -[X] Master Rune:
--[X] Lightning Strikes [Engineering]: The war machine bearing this Rune fires ammunition with thunderbolt level destructive power, Cost: 4 points
--[X] Waking, Improved Variant [Engineering]: (Improved speed, strength and overall performance of Master Rune of Waking), +1 to Movement of Things, Cost: 4 points
--[X] 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
--[X] 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
--[X] 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 -[X] Regular Runes:
--[X] Empowerment: Boosts linked Gronti performance for a short period of time, Gronti become sluggish for an equivalent amount of time afterwards, Cost: 3 points
--[X] Waking Improved Variant [Engineering]: (Improved speed, strength and overall performance), +1 to Movement of Things, Cost: 2 points -[X] Elgi Magical Textbooks:
--[X] 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
--[X] In Progress Book Translations, Cost: 2 points per book, delivered when complete(Currently: Tomes on Azyr, Aqshy, Hysh, and Understanding Elementales/Constructs) 8 points, all of them
--[X] Right to buy or trade for all future translations, Cost: 8 points, -1 Hesitance -[X] Research:*
-[X] Movement of Things, Cost: 1 point per progress, max 6 points total. 6 points.
"Hmph. It seems my vote for you at Rhunkalbrogg wasn't misplaced. Not that I believed it such, but the confirmation is still appreciated," the Gift Giver grouses nonchalantly, signing the contract swiftly and concisely.
Valma almost chokes on her drink, and it is all she can do to maintain her composure at that revelation.
"Well, if that's everything I'd best be off. A good night to you Lady Stoneshaper," he grunts out, getting out of his seat and nodding at her a final time before walking out into the night.
When she hears the footsteps fade completely out of range, Valma smacks her chest and downs the contents of her mug in a single gulp.
━<><><><==><><><>━
Gazul disappears overnight you are told, and none can find hide nor hair of the Ancestor. Expected, the inability to find him that is, less so his disappearance. The Watchers and Rangers of Uzkulak, when you asked, simply say that is the Ancestor's way. For there are always more deeds to be done, more monsters to slay and leads to follow, and with the work here done Gazul had far better things to do than lead a bunch of dwarfs home like they were beardlings.
A good enough explanation for you!
Others can ponder all they wish, you would be spending a good deal of this trip back planning and preparing for the immense task of helping reestablish an entire Hold in some new location.
Speaking of which, it seemed that Valka had found lodgings for her people in the interim. Igna's extended presence in Kraka Ornsmotek, her connections to many of the Dwarfs within proved decisive in the Queen's decision to petition king Korr to stay there until a new home could be founded. You're fairly sure the King will accept, if not for Igna's efforts, then through the combined pressure of several of his most prominent Thanes doing so as well.
Good for her.
A part of you does keen sorrowfully at the understanding that it may be a good long while before you can actually get to grips with the mountain of knowledge you traded with Valma for. You had some lingering doubts about her worthiness, but given how she handled herself here, and the wealth of knowledge she had on display you decided just a teensy leap, more a hop really, of faith was warranted.
The look on her face though.
HA!
Probably had no clue where to start, did she?
Well, the lass should be fine. A few stressed words, a couple of grunts and a few well-timed stares during the course of your negotiations and you're fairly certain you'd given plenty of clues as to which Rune proved pivotal in drawing up the Deep Magic as Valma put it. Not everything could be served up on a silver platter for her after all!
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The next group to leave are the Eastern Dwarfs, breaking off from the main Throng and heading back to Uzkulak but not before receiving a great bit of fanfare and a few gifts of ale and material spoils to melt down into trophies in remembrance.
From there the Throng marches through the Zorn Uzkul only slightly harried by the odd beast looking to die or a minuscule herd of beastmen. The sight of things actually stalking you through the plains seems to have done Logazor a world of good.
"It's the world put back to rights you understand," he explained when you asked him.
Compared to that eerie march north, and what it ultimately heralded? Aye, aye you suppose you could.
You dismiss the thought, and look up and see the Brana parting the cloud cover. Revealing to everyone below the slowly growing peaks and silhouette of the World's Edge in all their towering glory. You aren't sure who, but someone starts a cheer, the sound becoming infectious and spreading throughout the Throng.
Home, you could see the frost tipped peaks on the horizon of your mind's eye.
━<><><><==><><><>━
The Brana announce their departure at the foothills before Vlag's gate. It was faster for them to fly all the way back to Kraka Drakk than take the Underway, which you suppose made sense. While not uncomfortable below the earth, they much prefer the open air.
For whatever reason, you can never truly imagine, but different strokes for different folks and all that.
On the eve of their departure, you find yourself drinking next to Blizzardwing. The Griffon using her talons to grip the handle of her own mug, careful not to spill any of the good ale as she drank. Around her, frost grew in a lackadaisical circle, snowflakes forming around her from the moisture in the air.
The situation reminds you of the first time you spoke to her and the line of discussion that arose about what the Brana saw when they looked at Dwarfs with their magical vision.
"I recall that last time we spoke you tried to describe a Runesmith through your magicky vision of sorts. If you can recall, I'd like to hear you finish your description."
Blizzardwing does not reply at first, but after a moment her torque lights up as the Runes activate.
"Hmm, yes I can do this. A Dwarf, a Dwarf is Granite, strong and resistant to the unseen wind's touch but not immune. The Runesmiths, the winds are stilled in their presence, the eldest among you I am told, can freeze them entirely, yet when I stare upon you I liken it to Granite but more yes? The core, it is the same, but there are...channels? Seams perhaps, of metal and quartz. A dwarf is a rock, you are ore. Through the seams, the unseen winds flow more easily but are directed. I sometimes even see, in the very corners of my vision, that which ties you to your Lord. Just as we are tied to ours."
The knowledge and of itself is both disquieting and makes an odd amount of sense.
"Speaking of Lords, do you mind sharing what you saw when you looked at that mammoth?" you broach, taking another swig of your mug.
"Age, wisdom, power. The snarling wind is strong in its flesh, yet its mind remains wholly its own. It reminds me of our Lord, a fascinating thing to be witness to."
You blink at her explanation.
"Something like the King of the Skies then?" you ask.
Blizzardwing clicks her beak, head tilting slightly from one side to the next, "Similar yet not. They are as to each other like one Hold is to another. A familiar base and foundational commonalities, but there are different structures, different Clans, different details within yes?"
You merely grunt and poke at the fire.
━<><><><==><><><>━
The door to the workshop opens silently, the lone occupant walks out and wipes his hands on a rag that hangs from his belt.
"Lord," the old warrior rumbles with a bow.
"Our business here is concluded," Morgrim responds, "Drengi moves on the morrow, I'll let the youngsters know to clear the way."
"As you say Lord," he responds.
The Ancestor walks through the halls of Kraka Drakk's Engineers Guild for a final time. For a century he has moved through the north, dispensing wisdom, overseeing the creation of an innumerable number of defensive works and drafts for future expansion for the days after his departure from the region. But above all that, was his more personal project. One completed through a century of letters, missives and long nights alone in the workshop he had commandeered. A tome, a book, one started by a master of war, now finished by his son and closest confidants to the best of their ability.
The Kazakul Kron.
The Book of War.
In the same vein of Morgrim's Khazadak Kron, the more offensively minded sister tome penned by Grimnir was meant to be released alongside it, and it would have had events not conspired otherwise.
A century late mayhaps, but few others could even say they had the faintest inklings as to how one would properly compile the lessons, philosophy and warrior spirit of Grimnir Himself save His own son and oldest retainers.
"It will be good," Morgrim says, quiet enough that only the old warrior who follows him can hear, "to return to Zhufbar."
"Aye Lord," he agrees dutifully.
The old warrior is not the greatest among his fellow retainers, but he is the last to stay by Morgrim's side. The rest having returned to their Clans and Holds at Morgrim's behest and none too subtle command. Only he remained after facing the full brunt of Morgrim's grumbling. Too obstinate, too experienced to the dour stares of Grimnir Himself to be nothing more than greatly discomforted by it.
He had followed the Father, and he would follow the Son just as the oaths demanded.
━<><><><==><><><>━
The Throng does not stay long at Vlag, only staying long enough to not offend King Yarri before swiftly moving through the tunnels of the Underway and back towards their homes.
A fine thing to stare at the dour faces of the Ancestors, whole and unharmed, that line and decorate the grand tunnels of the Underway. A sentiment shared by many among the Throng, given the way many relax when they stare up at the statues as they pass by.
In your idle marching, you find yourself walking alongside prince Gimli, the young man bearing the same thoughtful countenance as before.
Not willing to do this song and dance again, you snort immediately and forcefully towards him.
He blinks then looks at your stern gaze.
He opens his mouth, closes it, then decides to speak his mind.
"My mother gave birth to a son," he begins.
You sniff at him in a vaguely congratulatory fashion.
"He's ten years old or thereabouts, but I remember leaving when she'd only just confirmed her pregnancy to the Clan. It's been a decade for everyone at home according to my uncle, but for us it's only been a few months, a year at most. Doesn't sit right, to apparently be ten years older but have little to show for it I suppose."
You grunt in understanding. A bit of oddness denied you a few years of beard growth which only rankled you a bit less than the time lost. If something had happened while you were gone, well then it would have rankled at your fiercely.
"What if someone I knew died? Age, a campaign gone wrong? Ancestors, what about Ladra, what if some wazzock caught her eye while I was gone? It didn't happen, of course, none of it did, but the possibility of it. Missing so many things, and years of my life to simple chance."
"Won't say anything about the years, but the chance is there even if we'd only be gone for even a fraction of the decade," you finally decide to actually say, "But that fear cannot hold us back. There will come a time when such a thing may happen once more, when innocent lives rely on us to act, and though it may cost us a good amount of time to see it done, we may have to go regardless. Hold faith, minimize the chance of such things, and prepare for the worst Princeling. Not every moment can matter, but endeavour to find those that do all the more. The world does not wait for us to be satisfied after all."
Golden hair, eyes twinkling with joy, and a hand clasped around yours.
You leave the boy to think on your words, losing yourself to your own memories.
━<><><><==><><><>━
The gates of Kraka Drakk loom in the distance. Even from this far you can see the light of a sea of torches ahead of you, illuminating the lower half of The Miner somewhat while its eyes stare out into the dark like a beacon.
Home.
The Throng is marshalled to parade readiness, Igna bidding the lot of you to be presentable in the face of a warm welcome. Not that you all had descended into brazen laxness on your march back, but there was certainly a desire to impress present among you. Arraying yourselves appropriately, Igna's Throng marches into the cheering throngs of Kraka Drakk's populace proudly. The Runelords at the fore in full display, behind you prince Gimli and his Huskarls pull the cart laden with spoils designated for Kraka Drakk. A great mound of broken armour, recovered from the Beastmen only, atop which the Skull of the Cygor and two Ghorgons stare out blankly.
The crowds let out an audible cheer when the Throng finally gets within decent viewing distance. The hooting and hollering of jubilant Dawi interspersed with the cry of Brana among them. At the gates themselves you see King Otrek and the rest of his family, no doubt waiting to receive you and ascertain Gimli's survival.
Your presence draws a great deal of cheering from the crowds, but they go especially wild when they see their prince emerge from the mass of the Throng. Gimli nimbly scaling the wagon of loot to climb atop the largest Ghorgon Skull, brandishing his axes and roaring to the assembled Dawi in triumph. As sure a sign as any to those present that the Hold's future had not faltered. A bit of youthful theatrics to raise their spirits wasn't too objectionable, you reckon.
Feh.
Letting the prince bask in the adulation of his people you gaze out among the crowd and pick out a few choice faces. Your apprentices, for one thing, are ten years older yet just as foolish as you recall. Perhaps a bit too unforgiving, mayhaps half a percent less foolish since you saw them last. Nain among Clan Steelplate looking just a bit more relaxed in his skin, while Karstah stands next to a jovial Snerra, looking distinctly off-put by your niece, her elder's, exuberance.
Ancestors, Snerra is old enough now that she could be considered someone's Elder.
Karstah and Nain are almost ready for their own trial as well.
Of all the things to make you feel your age.
Desperately moving on from that particular line of thought, you find Fjolla standing beside Klorah, but see hide nor hair of the latter's husband. The small form holding Klorah's hand and surrounded by several grumbling and protective Scorriling elders however, is a sight that you've come to both expect and yet find yourself surprised by everytime.
That makes eight of them now, the boy's Clan is certainly ecstatic at the news you reckon. Hopefully, your fool apprentice hadn't named this one as poorly as he had poor poor Dolgi.
Bah!
Still, it is good to be home.
Hopefully, things hadn't gone to the pits while you were gone.
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Tempted fate with that one Klausson, you idly grouse while staring down at the letter from Jorri while holding a drink in another. The contents within explaining that your order of ale had been delayed by a succession crisis in Kadrin.
Did manage to get your horse-bird heart and those feathers though. Hopefully, this business clears up soon, because it's definitely proving bad for my business!
HA!
Ach, I need a drink. Magna sends her well wishes.
Regards,
Jorri
You lift your mug for his good fortune before downing it in a single gulp. More for his family's sake than Jorri's, hard to find empathy after that horrible attempt at wordplay you'd been duped into reading after all. Putting away the letter, you stare down at the ruby red feather sitting innocently on the table. You can feel the gentle heat it gives off, far in excess of any Firebird feather you've come across.
You spot a fleck of flame bust into existence at its edge before it dissipates into particles of light and smoke. The damage the fire caused the feather regenerating in the span of a few heartbeats.
Magic, you grumble internally.
There was work to be done.
━<><><>< Grumblings and Goings ><><><>━
- Dark days abound for the Dwarfs of Karak Kadrin! King Thorgrim Baragorsson and his son and heir Skaldor Thorgrimsson were slain in battle by a quartet of foul Ghorgons, the massive beasts falling upon father, son, and their honour guard only for all to be slain in glorious combat. With no king and heir, the noble sons of Clan Drakebeard vye and jostle for the now vacant throne. A side effect of this mass confusion is that the merchants that pass through Kadrin's Underway and overland roads find themselves tolled multiple times, each by Reckoners of the various claimants. Many a petition has been lodged, but until a King can be named, no one shall hear them out.
- This muckery has far-reaching consequences, as Kadrin is the only main path for goods to pass from the North to the rest of the Empire. Merchants are unwilling to find themselves taxed more than they ought to be, and simply hold on to their goods or trade with other Holds not along Kadrin's path. Trade between you and the rest of the Empire has therefore slowed, as the prices for some goods are raised by either the increased tolls, or because of the increased cost incurred by the merchants taking routes around Kadrin.
- Kraka Drakk, as a Hold known for its unique luxury items, is less impacted than the other Northern Karaks, but even still it can be felt here. The days ahead shall be a tiny bit leaner, at least until the merchants find different trade routes or perhaps even begin trading more with those tall folk from the sea who seem all too willing to give good gold for fine Dwarf made goods.
- Morgrim has finally left the north, believing that he has done enough to aid it. With his efforts to propagate his Plans, Book of Defence, Engineering Manual, and now Book of Offence, the Ancestor has, in his words, "Given the beardlings what they need to figure things out well enough."
- Prince Gloin and Princess Kaggra have had a new child since you left, a boy of ten years, Prince Grimnar Gloinsson is a fine lad, and his birth is a sign of good fortune for Clan Ironarm in the eyes of many.
- In a similar vein Dolgi has had another son. Born while you were out dealing with Karag Dum. Bolgi Dolgisson is a better name than Dolgi Dolgisson at the very least.
━<><><>< Gains/Stuff ><><><>━
- +1 [Ingredient] Pegasus Heart:
- +1 [Ingredient] Firebird's Feather:
- Movement of Things Pt. 3 complete, Movement of Things Pt. 4 unlocked! (will narratively occur in results) You've cracked it after taking a good amount of time to examine the many variations of the Rune of Waking now in your possession. The minute differences and the many commonalities letting you figure out just what you believe, to be the part of the Rune's structure that draws on the Deep Magic that Valma spoke of. Moreover, the limits and capabilities of each variant's range of movement have shown you that the Master Rune of Waking works far better with an anatomically correct body more than a regular body. The more odd the shape the more difficulty the Rune faces. Your modifications to allow non Dawi body plans seemed to simply expand the range of "known" body types to include beasties and gribblies as well. In the end, a body of some sort is what the Rune works best with, barring that it looks for a mechanism to animate, and without either it's effectively useless.
- +1 progress to Movement of Things Pt. 4, new totals: [Cost: (10-1) =9 actions]. You've come to realize that any direct improvement on the Rune of Waking, at least that you can see, will come from manipulating that connection to the Deep Magic.
- The Happening of Things unlocked! What is fate? According to your vision, they are puppet strings, forcing one to dance to the whims of that which is beyond them, but ones that can nevertheless be cut, burned and changed. Knowing that the strings can be cut, and figuring out how to cut them metaphorically speaking, are different things entirely. The latter will likely take a great deal of effort to figure out, if ever.
- Rune trade complete! HOHOHO, these will make a fine addition to your collection.
Trait(s) Gained:
- Mind for Constructs: Every 3 research actions used on all constructs add 1 free action's worth of progress. A deep understanding of Gronti and the mechanics of the Dwarfen form. You've got something more than a passing understanding of just how a Dawi's body moves, and apparently, that makes a difference. You've heard of odder things frankly.
You have (5 -2) =3 actions this turn, 2 apprentice actions, and (2 -1) =1 retainer action.
General:
[ ] Odd Places 8/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen.
[ ] 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!
[-] Recruitment Drive: [Cost: 1 retainer action] Locked due to Full Roster. Can be taken multiple times. Gain 1d5 +5 bonus dice per action 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.
[ ] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. You formed these Hearthguard 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.
(*New*)[ ] 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 services 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.
(*New*)[X] Hold Founding: [Cost: 1 action, 1 retainer action]Locked in until end of turn 40. The political and technical finagling required to get an expedition equipped to form a Hold is one that requires a good deal of attention to make sure things get done properly. For the survivors of Dum this is an even greater necessity, as they quite literally suffered a near total collapse of their Guild and Clerical system after the betrayal. Apprentices will need proper Masters and the Dawi of Dum caught up to speed, and finding the right Dwarf for such a task is one of great effort indeed.
[X] Teach your apprentices: [Cost: 1 action]Locked in until end of turn 33. Soon.
Requests:
Denote which simple request will receive the apprentice action in your plan. Available Requests here.
[ ] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to.
(*New*)[ ] Hold Founding: [Cost 6 actions] Productivity Like no Other will proc. This is a great deal of work, one devoted wholly to crafting, ordering and coordinating with the survivors of Dum to properly supply them with the material necessary to found a Hold. While technically less difficult, the sheer scale of material required will be more than enough to make such a thing quite the daunting task indeed.
- [ ] Clerical Aid: [Cost: 10 Favour from the Cult of Valaya] Can be taken multiple times. Gain 1 progress. Who better for such a thing than the Cult of Valaya? Their expertise and pull will doubtlessly speed things along a good deal.
- [ ] A Favour from Otrek: [Cost: 10 Favour from Kraka Drakk] Can be taken multiple times. Gain 1 progress. You have some amount of influence on King Otrek. Normally you have little need or desire to ask him for aid, much to his dismay, but here the pull and weight of a King can be of great use. At the very least it will help the man lessen the crushing weight of the debt he and his Clan owe you. Sometimes you wonder if you went overboard. Bah, nonsense!
[ ] [Difficult] Write in, A Matron's Banner 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. While recuperating from your latest visit to Moira the depth of how much trouble you've caused the elderly matron hit you, much like her pan did. But dammit your work is necessary! If you could make a powerful banner to aid ones healing and stamina which could be displayed in the Temple of Valaya or carried out with the army to bolster their healing and vitality you'd save a great many lives and ease her burdens.
- [ ] 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)
[ ] [Difficult] Write in, The Valiant Ancestor Golem 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. Since returning from the campaign you've been reflecting on Grimnir and how he fought, twin axes flashing. And now, He is gone. Grimnir's departure will be forever seared into the hearts and minds of the Karaz Ankor, of that you have no doubt. But what about His life? Unlike most, you are one of the honored few to have met Him in person, to have spoken with Him. You shall make a Gronti to remind the world and all future generations of His deeds, of His glorious life. The size of a Bloodthirster, a living altar of Pure Gromril clad in everlasting Adamant, eternally guarding the Everlasting Realm.
- [ ] 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)
[ ] [Difficult] Write in, War Panoply of The Valiant. 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. Choose 3.The Gronti is done, but your work isn't. While its skin is made in the image of His warplate, such an homage to Grimnir would never been complete without His characteristic mighty axes. Two to wield in melee, one on its back to reach foes beyond the earth, made of the purest Adamant.
- [ ] 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)
[ ] [Difficult] Write in, Regalia of The Valiant. 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. Choose 2. He is armed and armored, but more than a fighter, Grimnir was the finest general your people have ever, and will ever, have. A leader like no other, He strikes fear into the hearts of His foes, His brilliance unmatched, His presence unmistakable. A banner and a crown you shall create, at last, to tell of His deeds during the Coming of Chaos and remind stout dawi of who fights for them. What matters if the enemy is an army of Greater Daemons, a tide of corruption that blots out the skies and swallows the land? The Ancestors are on our side, and that's all we will ever need.
- [ ] 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)
[ ] [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)
How to vote on Multi-Piece Difficult Requests.
[Y] Difficult Request Pt. 1
- [Y] Choose/Theme/GM/Function: For Item 1
- [Y] Choose/Theme/GM/Function: For Item 2
- [Y] Choose/Theme/GM/Function: For Item 3
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.
Research:
[ ] Suneater's Brain: [Cost: 4 actions] Student of the Odd will proc. What could you do with this cursed thing? While untainted, you can only shudder at the atrocities it has seen and ordered. Fitting then that it's ultimate will be aiding the very people he saw to destroy.
[ ] Chimaera Autopsy: [Cost: 4 actions] Student of the Odd will proc. Damn things are odd monstrosities, three heads, two hearts, four brains. Neither one is entirely alike. A part of you wonders how much of this is usable and how much more is tainted krut. You'll have to wear some protective gear when dealing with these bodies that's for sure.
[ ] Silverwood: [Cost: (4 -1) = 3 actions] Student of the Odd and Soul of the Earth will proc. An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well?
[ ] Hearthstones: [Cost: (4 -1) =3 actions] Student of the Odd and Soul of the Earth will proc. This deep orange gem glows with never-ending heat, never enough to boil water, but enough to sleep comfortably at night and keep a bowl of stew warm long after it's left the stove. You have a few theories about how useful the material will be, but you can't ever be sure. At least it's likely to be a profitable resource when you can get some actual production going though.
[ ] Durazkul: [Cost: (4 -3) =1 action] Student of the Odd and Soul of the Earth will proc. The tubers sit in your home right now, waiting to be tested. You've at least confirmed that they do in fact provide a useful amount of improved healing. Combining the effects with Valaya's spring does not do as much as you'd hoped, but it does increase a dwarf's natural healing more than if they had only used one of either method. Perhaps there's more to it than you think?
[ ] Zhufazul: [Cost: 4 actions] Student of the Odd and Soul of the Earth will proc. The Liquid sits in warded kegs, ready to be poked and prodded at. Preliminary tests confirm it is not in fact some odd water, but something wholly different. Having undergone some no doubt maddening and downright foolish transmutation through the powers of perfidious magick. Harrumph.
(*New*)[ ] Firebird's Feather [Cost: 2 actions] Student of the Odd will proc. You've got a feather! Its an odd little piece of deep red flaming plumage that emanates a faint heat and sometimes combusts into flames that do no lasting damage to it. Transported at great expense, barely a dent in your coffers though, and with a few notes and tales about the animal in question that it came from. A simple enough task to figure out what this thing will do. There's a large body of work regarding the firebirds of the north already, and you can use that as a good starting point in your own research.
(*New*)[ ] Wardstones: [Cost: 5 actions]Student of the Odd will proc. These Wardstones, the last creations of the Runesmiths of Karag Dum before they were wiped out, are capable of concealing the presence of a Dawi from the scrying of enemy magic. From Valka's testimony it wasn't perfect, but it made survival possible instead of impossible. That, and given the state of their resources, is a testament to their skill and canniness. A bit too quick to put to use in any other circumstance, uncovering the secrets of this Rune shouldn't be too difficult.
[ ] The Secrets of Light Pt. 2: [Cost: (8 -1) =7 actions] Student of the Odd will proc. The Rune of Refraction has proven you can at the very least manipulate the power of light. Versatility is no longer an issue, but power, useability and overall purpose remain unclear to you. One potential avenue of research you'll be looking into could be a means of restoring sight.
[ ] Diction Direction Pt. 2: [Cost: (8 -1) =7 actions] Student 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. Recently you've gotten the hunch that you could perhaps return a proper sense of hearing given what you've learned from the Rune of Forged Limb.
(*New*)[ ] The Movement of Things Pt. 4: [Cost: (10 -1) =9 actions] Student of the Odd and Mind for Constructs will proc. With all of the extant examples of the Rune you now have thanks to your trade with Valma, you now have a deeper understanding of just what parts of it draws upon the Deep Magic. Improving the strength, efficiency and utility of the Rune of Waking can't be feasibly done through simple, relatively speaking, changes now. No, you can already tell that you'll have to manipulate the connection to the Deep Magic somehow.
(*Updated*)[ ] The Mind of Things Pt. 3: [Cost: (10 -3) =7 actions] Student of the Odd and Mind for Constructs will proc. The Rune of Forged Limb has made you curious. Due mostly to the fact that it shares a seemingly unnecessary connection to the Master Rune of Waking and a whole host of other Runes. What exactly lies behind such a concept? Understanding the connection between mind and body, and how Runes play into such a thing could prove valuable, perhaps even key, to not only for future prosthetics but maybe even more esoteric avenues of research. Bah, who's to say?
(*New*)[ ] The Happening of Things: [Cost: 8 actions] Student 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!
[ ] The Rune Metal Pt. 5: [Cost: (12 -1) =11 actions] Student of the Odd and Soul of the Earth will proc. You've done it. Adamant is now, slowly, being made from your forge! It is an achievement of your lifetime by the reckoning of most dwarfs, but yet the glittering white, purer than the freshest snow on the most isolated Mountaintop, stays in your mind. There is more still.
[ ] The Rune Metal Pt. 1b: [Cost: 8 actions] Student of the Odd and Soul of the Earth will proc. Grungni is the only dwarf in recorded history to have the skill and talent to make Gromril into a fine chain. While lesser than plate, Gromril Chainmaille can at the very least, make a dwarf even more difficult to kill for comparatively less cost, and there are of course other uses for chains of such size. Of course there is also the prestige in such an achievement.
[ ] Understand Valaya's Runes: [Cost: (12 -2) =10 actions] Student of the Odd will proc. On the basket that bears her Master Rune, Valaya or perhaps some other Runesmith put down two other Runes. You can make a guess as to their purpose, but aren't too sure. One bears a similarity to the Rune of Load-bearing, the other the Rune of Healing.
[ ] Understand a Master Rune: [Cost: Variable with a max of 16 actions] Student of the Odd and/or Soul of the Earth may proc. The same idea as studying any rune in theory, in practice it takes a lot longer and there's often a large chance of explosions. The action cost is dependent on a variety of factors, but the amount of similar Master Runes you know, your specialties, and even if you made the Rune being worked on can reduce the cost.
[ ] Compress a Combo: [Cost: Variable with a max of 10 actions] Student of the Odd and/or Soul of the Earth may proc. A Master Rune is in essence a series of Runes condensed down into a greater, more powerful, and compact form. Having such an option is particularly valuable to many a Runesmith most obviously because it effectively opens up two new Runes to be used on an item. Master Rune will be for the equipment type of the Combo.
Order: (*Updated*)This Turn: A Hold divided. Due to the crisis in Kadrin all orders have a chance of being delayed one turn.
You can only Order 1 new item a turn freely, but can have as many orders ongoing as you want.
[ ] ORDER: Write-in
- [ ] Kingly 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 King Otrek to flex his political muscle to expedite the process.
[ ] Kingly Authority: [Cost: 5,10,15, Favour from one Hold depending on tier] +1 Order. You may petition King Otrek to flex his political muscle to order something for your use.
- [ ] Kingly 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 King Otrek to flex his political muscle to expedite the process.
[ ] Princely Hunting: [Cost: 10 Favour from Kraka Drakk] Prince Gloin 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 Gloin 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.
━<><><>< Khazalid Trivia ><><><>━
Kazakul Kron - Book of War
━<><><><==><><><>━ WHEN TAKING REQUESTS, SIMPLY ADD JUST THE REQUEST'S NAME WITH THE ACCEPT SUB VOTE AT THE END YOUR PLAN. IF YOU WANT TO WORK ON IT IMMEDIATELY JUST PUT THE NUMBER OF ACTIONS YOU WANT TO BE APPLIED AFTER THE NAME.
So take for instance, the Armoured Maidens request:
[Y] Plan Big Beard 2
- [Y] All other Plan stuff
- [Y] [Simple] Armoured Maidens: (optional) __ actions.
-- [Y] Accept
Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: Phew, we're back to normal turns beardlings! A fine thing, a good thing indeed! No more fight scenes for a while hopefully! Anywho, please enjoy, thanks for waiting and don't forget to C&C :^)
- Dark days abound for the Dwarfs of Karak Kadrin! King Thorgrim Baragorsson and his son and heir Skaldor Thorgrimsson were slain in battle by a quartet of foul Ghorgons, the massive beasts falling upon father, son, and their honour guard only for all to be slain in glorious combat. With no king and heir, the noble sons of Clan Drakebeard vye and jostle for the now vacant throne. A side effect of this mass confusion is that the merchants that pass through Kadrin's Underway and overland roads find themselves tolled multiple times, each by Reckoners of the various claimants. Many a petition has been lodged, but until a King can be named, no one shall hear them out.
- This muckery has far-reaching consequences, as Kadrin is the only main path for goods to pass from the North to the rest of the Empire. Merchants unwilling to find themselves taxed more than they ought to be, simply hold on to their goods or trade with other Holds not along Kadrin's path. Trade between you and the rest of the Empire has therefore slowed, as the prices for some goods are raised by either the increased tolls, or the greater distance a merchant taking a route around Kadrin may take.