(*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!
Huh. I was pretty ready to spend all Snorri and both Apprentice actions on Hold Founding this turn, reasoning to myself that we'll do the Yorri Request next turn with our Apprentices, but... now that this has been revealed, this has potential.
We could finish both the Hold Founding
and the Yorri Request, if we use some of our favor! That's tempting. Heck, it's tempting not just due to the possibility of getting 2 things done, but due to the fluff -- whether you want to get the Valayans involved, the King of the Hold involved, or the Apprentices.
... Heck. It's even possible to do... 2 Apprentice actions. 1 Clerical Aid. 1 Otrek favor. 2 Snorri actions... and then 1 Snorri action on, say, Durazkul to finally finish that off as it only has 1 action left. Alternatively, it's possible to do 2 Snorri actions, multiple Valayan and Otrek favors; and 1 Snorri action on Durazkul; and then 2 Apprentice actions on the Yorri Request.
We have a surprising amount of possible potential flexibility here. ... It's also possible to Pull A Master Snorri, and throw 3 Snorri Actions, 2 Apprentice Actions, and 1 Cult of Valaya favor and 1 Otrek Favor... in order to throw 9 actions into a 6-action option. Not exactly efficient. But it would certainly be A Statement. It would be Snorri throwing around as much personal artisan-time and wealth and Dwarf-political-wrangling time, in the initial starting of the Karak.
[ ] 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.
I want them to hunt some Tier 4 or Tier 3 Greedy Trolls for their Hearts. Is that a possible target choice?
Actually, for that matter... Huh. Had an interesting thought.
@soulcake, what happens if we give both our Hearth Guard and Prince Gloin (or Prince Gimli!) to go hunt Greedy Trolls?
[ ] 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.
Would that mean that narratively, a Prince or two and his/their retinue(s) hanging out with the Hearth Guard in order to sweep the north for Greedy Trolls? Or alternatively, friendly competition between the two, I guess.
![Stick Out Tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
But cooperation might be more interesting. ... Plus. I like the thought of our Retainers hunting Trolls alongside Gimli or Gloin. That's interesting story fodder and history fodder right there, you know?
(*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.
Need to do this so we can figure out if it'd be good for the Master Rune of Infernos armor for one of the Griffon Prince pair. >< And also because it's just 2 actions, argh it's so cheap and easy to do and I want it!
[ ] 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.
Do you think this will see a boost when the High Elf book on Hysh get translated? If so, it might be interesting to start doing this research when that happens -- for the narrative/fluff interest, I mean. It'd be interesting to go back to this idea when we have a fresh input from the story itself.
[ ] 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.
Heh. Is the Master Rune of Waking still a viable choice for this one? ... Actually, for that matter... Is there only one Master Rune of Waking here? Or would we have to pick which Master Rune of Waking to do -- armor, weapons, engineering, etc?
... I wonder what a Master Rune of Waking on a BANNER would be like. (Is MWaking on a building or structure, just the Talisman version of the rune?) I mean, yeah sure, it'll just make the Banner wave automatically of course. But the idea of being able to complete the set of MWaking runes is amusing and curious. (Definitely a case of "Wait. Why did Valma figure out MWaking variants for weapons and armor?" "Well, she spent a lot of time on figuring out whether she 'could' rather than whether she 'should'... Curiosity, basically." Not viable for us, because we are just drowning in research opportunities, such that we can't afford to do something like this, but it's an amusing thing to think about!)
... Actually, I guess technically MWaking on a Banner might have some usage? Namely -- ships. Putting it on the sailcloth. Although that feels more like an Engineering Rune at that point to be frank. Then again, Dwarf ship MWaking usage would probably be on the mechanical parts of the ship... ... And even in a 'normal' sailing ship, it still feels like it would be more like an Engineering Rune than a Banner Rune to put it on the sail... There's airships, and small landships to skim on the ice, too I suppose. But, eh.