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.
Make it out of Adamant. Give it full Adamant weapons. Armor it in Gromril Chain... and Glimril.
Call it... The Silver Ancestor.
They thought Snorri was a Silver Ancestor of Vengeance, when he went on the warpath in Karag Dum?
They ain't seen nothin' yet!
... More seriously though, now that I uttered that name, it would be cool to style and name Gronti on "The Silver Ancestor." If any time would be an appropriate or fitting time to use a Mountainsouled combo again -- or to research the Mountainsouled Combo and see what comes of it? -- it would be then and there, for its own armor.
Yeah, I agree we should max out all the research first. I have doubts about another t5 heart but we could probably get a t4 or maybe Kholek's brain would work. Pure adamant should make it t5 though no question. The sheer material going into it is a flex all on its own.
I mean, as far as reagents go the Heart is a pretty universal one when dealing with giant monsters. Greedy One had it, Kohlek had it, I'm sure The King of the Skies's heart would be one sense Kohlek wanted to eat it. There's a reason the Brana get a boost when eating things hearts, it the core of a living being.
Edit: The Heart of the Elder Frostwyrm may have been one had TKotS not eaten it.
which needs another 8ish turns for the adamant to pile up anyway. It's a thing to do in the turn 40s after going much further in movement of things and understand MWaking at the earliest probably.
It's a thing to do in the turn 40s after going much further in movement of things and understand MWaking at the earliest probably. If Yorri shows up it would speed things up significantly.
Well I think the biggest argument against this is something I've seen expressed for quite some time now. There's always going to be another thing to research or some other super rare material, and trying to make something that's perfect isn't really practical. Or maybe even possible. Operating on that assumption, when would this be done? Turn 60? This is a similar issue people tussled with when crafting BA, but we had the Greedy One's Heart. Something we'd been hoarding for ages, because it was being kept for that perfect moment. As a lurker, I think there should probably be a time to call it on what and when here. Like what we have currently. Knock out the low hanging fruit, leverage Yorri, and maybe focus on the blood. Though the results of the blood might open up another rabbit hole that has people putting it off until later.
I want to be clear that I'm not trying to rile anyone up, I just think tackling things this would work pretty well. We get that satisfaction and growth from completing the one off research items, finally finish the Odd locations, and the gronti we make will be super rad as is. Heck we can even do as Ulse suggested, and make a third gronti later down the line that's even better.
Well I think the biggest argument against this is something I've seen expressed for quite some time now. There's always going to be another thing to research or some other super rare material, and trying to make something that's perfect isn't really practical. Or maybe even possible. Operating on that assumption, when would this be done? Turn 60? This is a similar issue people tussled with when crafting BA, but we had the Greedy One's Heart. Something we'd been hoarding for ages, because it was being kept for that perfect moment. As a lurker, I think there should probably be a time to call it on what and when here. Like what we have currently. Knock out the low hanging fruit, leverage Yorri, and maybe focus on the blood. Though the results of the blood might open up another rabbit hole that has people putting it off until later.
I want to be clear that I'm not trying to rile anyone up, I just think tackling things this would work pretty well. We get that satisfaction and growth from completing the one off research items, finally finish the Odd locations, and the gronti we make will be super rad as is. Heck we can even do as Ulse suggested, and make a third gronti later down the line that's even better.
Third? There are plenty of other Gronti I want to make besides the Grimnir and Adamant ones. A Dragon Gronti leveraging our ability to make non-dwarf shaped Gronti. My Thunder Caller design.
I am in no way saying make no other Gronti besides the Grimnir one until we're ready for the Adamant one, very much the opposite in fact. I just think we should wait to make the Adamant one, specifically, until we have everything squared away and have an appropriate Heart to use for it.
Besides, I'd be weird if we just suddenly make such a ridiculous Gronti when our only other Gronti were the Miner and the Valiant.
Now, hear me out here... Rune Mecha. Like Gundam or TTGL's Gunmen or GUNXSWORD's Armors. Snorri could just fold his arms, grumble about, and the twenty feet tall Gromril Gronti would proceed to throttle Be'lakor while the rest of the throng hoot loudly from the back. Really live up to the Silver Ancestor hype.
Well I think the biggest argument against this is something I've seen expressed for quite some time now. There's always going to be another thing to research or some other super rare material, and trying to make something that's perfect isn't really practical. Or maybe even possible. Operating on that assumption, when would this be done? Turn 60? This is a similar issue people tussled with when crafting BA, but we had the Greedy One's Heart. Something we'd been hoarding for ages, because it was being kept for that perfect moment. As a lurker, I think there should probably be a time to call it on what and when here. Like what we have currently. Knock out the low hanging fruit, leverage Yorri, and maybe focus on the blood. Though the results of the blood might open up another rabbit hole that has people putting it off until later.
I want to be clear that I'm not trying to rile anyone up, I just think tackling things this would work pretty well. We get that satisfaction and growth from completing the one off research items, finally finish the Odd locations, and the gronti we make will be super rad as is. Heck we can even do as Ulse suggested, and make a third gronti later down the line that's even better.
The adamant gronti isn't something I personally want anytime soon as I'd rather do the research first so I'm fine with leaving it at a nebulous "eventually" lol. It's just there's been a lot of spitballing for stuff to do up till turn 40 based on what's available right now so it's more of a maybe make the gronti after that if nothing else shows up that takes up attention.
If I had to make a schedule for it, I'd want to do movements part 4 and 5, understand MWaking, and Kholek's heart research before the adamant gronti. For the other ones, w/e we have available is fine. A lot of it can be cleared if Yorri shows up which is nice.
The adamant gronti isn't something I personally want anytime soon as I'd rather do the research first so I'm fine with leaving it at a nebulous "eventually" lol. It's just there's been a lot of spitballing for stuff to do up till turn 40 based on what's available right now so it's more of a maybe make the gronti after that if nothing else shows up that takes up attention.
If I had to make a schedule for it, I'd want to do movements part 4 and 5, understand MWaking, and Kholek's heart research before the adamant gronti. For the other ones, w/e we have available is fine. A lot of it can be cleared if Yorri shows up which is nice.
The adamant gronti isn't something I personally want anytime soon as I'd rather do the research first so I'm fine with leaving it at a nebulous "eventually" lol.
Huh, is that the general sentiment? It would go with all the ideas I've seen thrown around regarding mecha gronit and other stuff kind of like that. For most things I interpreted it as mostly joking and lighthearted, but the Adamant Grimnir Gronti is something I've seen pop up for a long time now. So it's more people expressing their creativity, rather than hard suggestions or road maps to a specific project?
Makes sense, though I think the biggest hurdle we face there is deciding when to make one of those gronti and not work on research and other stuff.
Huh, is that the general sentiment? It would go with all the ideas I've seen thrown around regarding mecha gronit and other stuff kind of like that. For most things I interpreted it as mostly joking and lighthearted, but the Adamant Grimnir Gronti is something I've seen pop up for a long time now. So it's more people expressing their creativity, rather than hard suggestions or road maps to a specific project?
I... think you might be missing the point? While an exterior of Adamant would be beneficial the whole point of the Adamant Gronti is to make the most powerful and bullshit Gronti to ever walk. No half measures, no expense spared, nothing held back. Pour everything Snorri can bring to bear to make the most powerful creation he possibly can.
I... think you might be missing the point? While an exterior of Adamant would be beneficial the whole point of the Adamant Gronti is to make the most powerful and bullshit Gronti to ever walk. No half measures, no expense spared, nothing held back. Pour everything Snorri can bring to bear to make the most powerful creation he possibly can.
True I forgot about our and Snorri's need to be awesome. I wonder if soulcake will give us an option to use extra dragon blood to make extra adamant, otherwise we are never going to have enough to make it and it's weapons
also, what do you guys think of a Griffon Gronti? It might work better than a dragon because Snorri has been able to study a live griffon in more detail
True I forgot about our and Snorri's need to be awesome. I wonder if soulcake will give us an option to use extra dragon blood to make extra adamant, otherwise we are never going to have enough to make it and it's weapons
also, what do you guys think of a Griffon Gronti? It might work better than a dragon because Snorri has been able to study a live griffon in more detail
also, what do you guys think of a Griffon Gronti? It might work better than a dragon because Snorri has been able to study a live griffon in more detail
When you and your students get home, covered in dust but bearing quite the bounty, you are hit by the single most confusing and pride inducing bit of news you've heard in a few years. Around you Dwarfs and Brana speak of it, some asking for clarification and others in respect. It takes only a grumble and knowing look to get the beardlings to spill the gravel about what happened while you and your students were away.
It seems your most unassuming former charge has only gone and earned the favour of not only the King of the Skies, but the Brana in general.
Branawongr, the first Dwarf ever to hold the title.
Alongside bringing great prestige to his family and Clan, Dolgi had, Ancestors willing, created a tradition that would outlive him.
Well done lad, you think even as you submit your land claim to the necessary dwarfs, and idly note that the Dawi you speak to are the former apprentices of those original Lorekeepers, now masters in their own right.
You mull over the knowledge for a month or two, in that time you also receive a letter from Fjolla, written neatly and succinctly just as you taught her. A solid, but simple, twenty-page summary attempting to show you that she felt ready to show her Masterwork. Both of your apprentices, it seemed, have grown a great deal. Perhaps enough that you could now trust them with your greatest secrets, your most powerful Runes.
Perhaps?
No, not perhaps.
No, now it was definitely time.
With a decisiveness not even you expected, you reach for a sheaf of metal and a chisel, the letters you are preparing worthier of better material than simple parchment.
They were ready. You would risk your beard on that knowledge.
And that certainty? That Gromril-clad surety? Few things have brought you a greater sense of pride.
━<><><><==><><><>━
"Report," Brokk calmly orders the ranger waiting by the door. Around the table, his most trusted lads quietly murmur amongst themselves over their own work or whatever he's seen fit to give them.
"Underground report. Tunnels 37-A through 56-B-2 have been charted my Thane, full mineral, topographical and ecological reports are ready for indexing and cataloguing by the Loremasters and Runescribes," the youngster replies, laying down neat stacks of papers for another one of his subordinates to take to the Dwarfs in question.
What had begun as a simple cooperative assignment with the Miners Guild had eaten up a noticeable portion of his lads. While the Grungi were doing most of the surveying, there were beasts and nasties down there that his Rangers were better suited to taking out. Not that any Dwarf was so incompetent that they couldn't map out a simple cave, but it was better to leave it to the experts.
"New branch tunnels?" the head ranger asks, voice belying his weariness.
"135 in total," they answer.
"Bah, that's five Deeps worth of tunnel now! There'll be no end to them at this rate. Damn near a century and we're still finding more holes and crevices to survey. My grandchildren will be doing this after me," his second grumbles.
"Any pressing news to report?" Brokk asks, letting the lads grouse.
"Ah, Grimburr wanted to let you know he's expecting his five gold my Thane," the lad mutters.
A round of grumbling ensues as the Dwarfs realize they'll have to part with their coin. Yet an oath is an oath, and all those present pull out their coin purses and start counting.
"Damn, the daft codger was right then? The tunnels do connect to the ones Lord Snorri discovered?"
"Gas vents and the fact that we found a lost goat with tags from the herdsdwarfs renting land there pointed to it and he followed the trail right back to the Kruti in question." the youth explains, letting his elders reluctantly drop the coins into the open pouch he holds out.
Brokk simply sighs and drops the gold in.
"Never should've bet against the bugger, remember five months ago at the tavern?" one of his lads mumbles to his friend.
"The Bear bet? How could we forget?" he answers back, "downright unnatural with how lucky he is."
"Prospector's nose," a different one helpfully supplies.
Grunts of understanding and agreement ensue.
━<><><><==><><><>━
(Roll, Bara: 75, DC 75)
It is an hour before your two apprentices are meant to arrive when one of your retainers informs you that there is a guest outside waiting for you.
Raising a brow, you get up from your desk and the elven book to make your way over, passing Nain and Karstah as you do.
They'll be ready for their Trial soon, by the Ancestors they're ready right now if you're honest. It's a thought that's been living in your brain for a while now as well.
This was not a decision to be made lightly nor without a clear mind after all, especially when so much was already running through your mind. You were good, but you wouldn't jeopardize their learning by making these kinds of decisions without devoting at least a year solely to considering the decision, hopefully more in your opinion.
Thoughts for later.
But not that much later, you internally amend.
Pushing that thought aside, you open the door see who sought out your august wis-
"-I've figured it out," the almost ecstatic voice of one Bara Steelplate says, cutting off your train of thought.
Blinking, you stare at your fellow Runelord and note that there is a certain energy to her. The kind that only the vindicated emit.
"You'll have to be more specific there Lady Bara," you ask.
"The Metal, the metal isn't pure. Stains, there are stains in the silver beneath, its essence is not cleansed. That's how you did it, isn't it? Found a way to cleanse it?" she asks, voice barely intelligible even to you.
You blink again.
"Well don't go shouting it to every Dwarf in earshot Lady Bara. Come in and have a pint, we can discuss this in the privacy of my workshop aye?" you ask.
She pauses, considering, before nodding and following you inside.
━<><><><==><><><>━
"So, you figured it out," you ask.
"Aye, aye I did," she responds, carefully taking small gulps from her mug.
"Hmph," you ponder, ruminating on that knowledge, "a moment if you would mind?"
Shaking her head, Bara lets you take a moment to gather your thoughts.
The Brotherhood's mandate in this situation ultimately left the choice up to the Dwarf in question, but they had to be prepared to prove their choice was not made without due consideration. To leave the enlightened out, or to invite the ignorant was ultimately wasteful and undesirable by the members within.
"What is it then that you desire from this Bara?" you ask, eyeing her curiously.
"Confirmation was enough," she answers, "which you've given me, and for that, I am in your debt. Even If that's all you're willing or ever going to offer me I'm likely to keep pursuing this, without disrupting my other duties of course, till the day I die frankly. Anything you're willing to teach me on top of that is ultimately honey on my Stone Bread."
That's ultimately a mark in her favour according to the Brotherhood, the fact that she won't become a hermit over it is something you appreciate as well.
"Give me a few days then Lady Bara, and I'll come back to you with my decision. As is there simply isn't enough time for me to consider this with due diligence. My apprentices are coming by in a few minutes after all."
"Bolgisson and Igunsdottir?" she asks, getting up from the chair you offered her.
"Aye," you say with a nod.
"You reckon they're ready then? Their Masterworks?" she asks.
"Fjolla asked, and Dolgi's already proven it," you explain, letting your pride infect your voice.
"Ah, the Branawongr business then? Hmm, aye, I can see that. It's your decision, but it's a sound one. I offer you my congratulations," she says.
"My thanks," you rumble back.
You escort Bara out of your workshop and offer her a keg of ale for her trouble.
━<><><><==><><><>━
You stare at the two of them, your oldest, present that is, apprentices. Both now well past their third century in age, their plaits and beard shimmering silver and well beyond their height in length. Both Karstah and Nain you had sent away on an errand or ten, even your Retainers, for this was a private affair. One between Master and his two former charges.
In turn, they stare back at you resolutely; the Dwarf who, aside from their parents, oldest friends and Clan, they have known the longest. Fjolla steps forward, the wrapped bundle in her arms obvious to everyone present
"Wait a moment longer Lad," you grunt out at Dolgi, before coughing and staring down at Fjolla.
The Journeyman's piece is the last true official and standardized ritual a Runesmith goes through to become a Master in the eyes of their peers. The Masterwork is meant to show that the Runesmith is a Master in the eyes of their Master, and prove themselves worthy for that which the Master has kept from them even now. Unlike the Journeyman's Trial it isn't a question of if, it is a question of when. It may take decades, more often centuries, but barring the tragedy of either one dying before that knowledge can be passed on, it is meant to be done. Such is the oath the Master takes, the one you took when taking them on all those centuries ago. They would learn all you had to teach them, even if it means centuries of waiting for proof, formal or informal.
You recall that Yorri had unceremoniously thumped you on the head the morning after you gave all those toys away and then dragged you off to learn the rest of the Runes he believed you ready for.
"An unorthodox way of showing it, but then again who am I to judge?" he told you.
"Well then lass? No need for pageantry or theatrics this time," you tell her, moving the memory aside and focusing back on the present.
Nodding, your grandniece carefully uncovers her Masterwork, revealing it to new eyes for the first time ever.
It is a Rune Staff, about a third again taller than her. A finely made construction of Azrilwut, Gold and Gromril. A Drakk's head with eyes of Brightstone sits atop a stack of three Rune inscribed gems, each one bordered by Gromril. All three are new to your eyes, though you can guess as to their function through simple experience alone. The bottom two relate to light in some fashion, but the top one makes you pause.
That is a Master Rune.
A Master Rune you didn't teach her.
"Beardling?" you grumble, staring at her questioningly.
Before you would be forced to look down at her, but somewhere along the way you belatedly realize your grandniece had grown tall enough that she nearly matched your own height and could almost meet you eye to eye.
"It is called the Master Rune of Spellspite," she explains before hastily adding on, "I didn't make it. It was taught to me by Lady Gemma."
Not her own Master Rune, thank the Ancestors. You would have been torn between thumping her fool head and congratulating her in good measure if that were the case. Still, it is an achievement in and of itself. Lady Diamond Eyes was a Dwarf almost five times Fjolla's age, and Runelord of Karak Brynduraz besides. Not as storied as many legends, but one didn't get to live over a millennium and a half without accumulating a few deeds of renown.
Notoriously picky, and notoriously difficult to please from what you've heard.
Well done, you think, staring at Fjolla in a newer light.
"I take it there's an oath of secrecy?"
She blinks in confusion before realizing what you were saying and nods.
"Not until my seventh century am I allowed to share the secrets of this Rune, she would accept no less. Finding me worthy and finding my judgement worthy are two separate things it seems," she mumbles.
You are no less impressed by her work, though a tad saddened by the knowledge that this Rune remains out of your reach for a while longer. Still, this wasn't about your desires, it was about Fjolla's worthiness, and few things proved it more than being taught a Master Rune by a Runelord well past their first millennium of life.
"The other two?" you rumble as you offer your hand, the unasked question evident in your body language.
"I made them, Lightspite and Lightfright I was thinking," she replies, handing the staff over for you to examine.
You take a moment to examine it thoroughly, both the Runes and its overall construction. You can tell that she has poured her heart and soul into this piece, for it is a level of quality beyond even Fjolla's standard. Every line is crisper than the freshest snow, every tool mark enhances its beauty, the metal shimmering like starlight.
There is no mistake to be made, no misidentification. Any Dwarf would call this a Masterwork for a dwarf twice her age, and you'd fight almost anyone who decided against it.
"What have you named this then?" you ask, handing the staff back to her.
"Lhunegal Brynwand," she answers, chest lightly puffing out in pride.
"A good name," you rumble, startling the both of them much to your own amusement.
Feh.
"You are ready," you tell them, turning around and making your way to your workshop.
It takes only a moment for their footsteps to start behind you.
Good, they were learning.
━<><><><==><><><>━
"This," Master Snorri says, "Is the first of what I'm going to teach you."
Fjolla looks at it, and cannot help but feel that her staff looks so… so inadequate.
The Silverine armour, Barak Azamar, stands proudly before her. It is the same suit that, alongside the hammer that shimmers in her master's hand, allowed him to tear down the gates of a Karak on his lonesome. To face a, wounded her Master stresses, greater servant of the Dumi with little to no assistance and prevail.
The work of a legend.
And he is eventually teaching her and Dolgi this Rune.
"The Master Rune of Unyielding," he says, patting the central Rune affectionately,
He simply grunts, and looks towards the smelters sitting in the corner of his workshop, his private workshop, her mind helpfully adds.
This is the first time she's been in here...ever.
"Then I will show you how to make the material it's made of, Adamant I call it," he explains.
It's a poignant reminder that for all her progress, all her effort, she still has a long way to go still.
But, she supposed, that was exactly what Master Snorri promised me. Wasn't it?
The memory of that day, over three centuries past. A young girl with more temper than sense staring up at her granduncle and hearing the words that would define her future.
You will spend every day of your life learning just how little you know, and it will be the most awe-inspiring thing you'll ever feel.
"Fjolla quit your wool-gathering and pay attention," her Master grumbles, bringing her back to the present.
"Of course Master, apologies Master," she says.
"Over three centuries old and you can't even feign attention? It's a mark of your character, whether it's good or bad depends on who you're talking to at the time of course," he grouses, "Now pay attention to your Master hm? I won't be holding yours or Dolgi's hands beyond what's necessary anymore understand?"
"Yes Master," they reply.
"Bah," Master Snorri scoffs.
━<><><><==><><><>━
It is ten days later when the Brotherhood finally replies to your missive about Bara.
Snorri,
The decision is ultimately yours, no one has any issue with the appointment. As the Dwarf in the tunnel you have the best read on the situation, nevermind the fact that you're a Senior Member so you do have the right to invite members into the Brotherhood if you feel them worthy.
In a similar vein, I feel it prudent to remind you that the Apprentice Clause is also in effect. So if you feel them capable, your charges are offered the same opportunity to join us should you wish to extend it to them.
Choose well,
Kraggi
You sniff.
Well, that settled that you suppose, you'll write a letter to Bara after this and wish her luck. You found no reason to deny her entry after all, she'd done the legwork, your hint notwithstanding, and she seemed the sort to have a good head on her shoulders.
Fjolla and Dolgi in the Brotherhood? It was, not unthinkable but you never truly considered that they'd be the type to follow that path. Then again, you never thought about it overly much either. They could do it, they were your apprentices after all, but the question of whether they would want to. Just more things to consider ultimately; just like with Fjolla and Dolgi, with Karstah and Nain's Trial's, with the Runes, the founding, the Elven textbook with its talk of Chamon and Alchemy, all of those odd materials, and so many other duties and responsibilities. Another piece of ore for the proverbial forge.
Failure was not acceptable, not when so much rode on you fulfilling your duty.
You reach for your mug and chug it down in a single swig.
Bah!
━<><><>< Grumblings and Goings ><><><>━
- Your beardlings have, after three centuries or so, finally proven themselves Masters in your eyes. Ready to receive your most precious secrets…
- As expected by any Dwarf with good sense, the traders do as any Dwarf does when the ore vein runs out. Already there are talks of new routes being formed, as traders find the continued harassment by Kadrin's numerous claimants intolerable to both their profit and more importantly their honour. Trade within the region flourishes, as many goods that would have gone south circulate within the North or instead head eastward. Your brother's gotten in on that business as well, sending a few Winterhearth cousins along a probationary route to see if the Easterners are willing to buy more foodstuffs than they're already receiving.
- The day of Prince Gimli's Wedding is only but a few decades away now. Preparations are being made, a bit on the fast side if you ask some, but given both Prince and Princess seem to be very fond of each other one supposes it is fine enough for beardlings barely over their first century.
- Bara has figured out the riddle of Gromril it seems. She is now truly taking the first step on the path to Adamant.
━<><><>< Gains/Stuff ><><><>━
- Fjolla's Epic Creation of Note, Lhunegal Brynwand (Rune Staff of Shining Moonlit Gold): A Rune Staff, something more commonly found among the Runesmiths in the more southerly Holds, that is a blend of that traditional and her native northern style. A small Gromril Drakk's head serves as the item's cap, inset with Brightstone eyes each the size of a Dwarf's palm and encircled by beautiful gold knotwork. The Runes are inscribed on squares of finely wrought gems bordered by Gromril, stacked underneath the staff's head.
-- Combo, Valaya's Indignance: [Master Rune of Spellspite, Rune of Lightfright, Rune of Lightspite] Spells cast against the user are broken down and the caster is burned and they forget how to cast the spell for a time. The magical energy is stored by the staff, and at the user's command, the energy can be fired back out as bolts of blinding, searing light, or be used to fuel terrible visions that can instill terror.
-- Gem Eyed
-- Perfectionist's Touch
Former Apprentice Summary Table:
Hold
Name
A.G.E
Personality, Quirks
Mastered Specialty
Exceptional Specialty
Regular Specialty
Regular Specialty
Drakk
Fjolla Igunsdottir
Radical, Woman, 345 Yrs. Old
Driven, Perfectionist,
Grumbling Teacher
Talismanic Subset: Crystals and Gems
Talismanic Subset: Lights
Talismanic
Banner
Drakk
Dolgi Bolgisson
Radical, Man, 350 Yrs. Old
Hardworking, Honourable, Proud Father
General Subset: Griffons
Armour Subset: Griffons
Weapon
Engineering
- New Rune Unlocked! Rune of Lightspite: Blows struck against the bearer are reflected back as flashes of searing light. Does not affect allies.
- New Rune Unlocked! Rune of Lightfright: The user can send directed flashes of blinding light. Those affected will be afflicted with terrifying visions of their worst fears for a set duration. Does not affect allies.
You have (5 -2) =3 actions this turn, 2 apprentice actions, and (2 -1) =1 retainer action.
General: (*New*)[ ] Odd Places 9/10: [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.
(*Updated*)[ ] 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.
- [ ] Herb and Hearth: Gain 30 Favour +? with the Cult of Valaya. There have been a string of issues passing through the rumour mills. The local Clergy of Valaya find themselves on the lookout for key medicinal herbs needed in the brewing of their healing ales. Parties are being sent out, but there are simply not enough guards to defend every caravan adequately in your opinion. Send your retainers, help the Valayans help others and let everyone benefit.
- [ ] Eagle-Eyed: Gain 30 Favour +? with Kraka Ornsmotek. There has been a worrying trend of tunnel gnubblers within the mines of Ornsmotek. Foul creatures they are, like rats but somehow more hideous, in small numbers they are merely a nuisance but a grand infestation of the things has infested Ornsmotek's outlying mining settlements. There is work to be done here, helping the Hold and more importantly, the Miners, recover all the faster.
[ ] 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*)[ ] Eltharin?: [Cost: 5 actions, 20 Favour from Kraka Ravnsvake] Student of the Odd will proc. Gain proficient understanding of Eltharin. Eltharin, the tongue of the Elgi, is a language full of lilting double meanings, metaphor, symbology and almost anathema to Khazalid in terms of structure, intonation, usage and purpose. It is the raw language of the textbooks whose translation you still find yourself reviewing. If you want as undiluted or marred perception of the original text as possible you must learn this odd tongue. Either from a Dwarf who took the time to learn, or from an Elgi willing to brave the cold to reach you. Valma was asked, she said she wasn't going through explaining that hell again. It's as ominous a sign as any.
[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.
(*Updated*)[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
- [ ] Release them: [Cost: 2 apprentice actions permanently] Gain 1 action next turn. Karstah and Nain are ready, you have trained them and they have not failed to meet your expectations from them as apprentices. The only thing that can hold them back is themselves now, and under the crucible of the Trial they will either be tempered or broken by it.
- [ ] Hold them: [Cost: Delayed Journeyman Trial] Time, more time is needed. The Runes do not come as easily to these two as your previous apprentices, a deficiency they make up for with hard work and you through different teaching methods. They know the same amount theoretically, but do they have as much practical experience striking these Runes? Or maybe you've gotten used to teaching talented students?
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*)[ ] [Simple] Yorri's Request: [Cost: 2 apprentice actions] Due whenever. Gain 2x Yorri prods. Your master wants twenty axes from each one of your apprentices. Fine, it makes no sense to you that someone his age would purposefully commission work from an apprentice but you aren't going to, publicly, judge him for it.
[ ] [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?
- [ ] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Call upon the aid of Master Craftsmen for their insight into the more mundane properties of these materials. You would still have to confirm their findings yourself out of professional and personal pride, but it would doubtlessly speed the process along. Ultimately leaving you with the work of figuring out how they interact with Runes.
[ ] 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.
- [ ] Craftsdwarf Expertise: [Cost 5 Favour from one Hold] Gain 1 progress. Can be taken 2 times and without actions. Hearthstones are a known commodity, there's likely someone who knows more than you at least in regards to its mundane properties..
[ ] 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.
- [ ] Craftsdwarf Expertise: [Cost 10 Favour from Kraka Drakk] Gain 1 progress. Can be taken 3 times and without actions. You've heard there are some experiments being done by the Metalsmiths Guild, see if you can't jostle some insight loose.
(*New*) Dronril, Dronwut: [Cost 6 actions]Student of the Odd and Soul of the Earth will proc. The amber, that you have come to call Dronril, and the wood, creatively named Dronwut, are intrinsically tied to each other, and learning more about one is sure to teach you something about the other.
- [ ] Craftsdwarf Expertise: [Cost: 15 Favour from Kraka Drakk] Gain 1 progress. Can be taken 4 times and without actions. Ask the Masters, and set them loose on what parts of the work they can.
[ ] 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.
[ ] 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.
[ ] 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.
[ ] 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?
[ ] 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.
- [ ] Brotherhood Expertise: [Cost 10 favour from Brotherhood of Dron] Gain 1d2 progress.Can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research.
[ ] 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.
- [ ] Brotherhood Expertise: [Cost 10 favour from Brotherhood of Dron] Gain 1 progress.Can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research.
[ ] 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: Intraregional trade, -1 turn on Far North sourceable orders. (you can ask me what would count)
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 ><><><>━
Grungi - Miner. Not to be confused with GrungNi, Ancestor God of miners.
Lhunegal Brynwand - Rune Staff of Shining Moonlit Gold
━<><><><==><><><>━ Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: so many choices, so many options. Anyhoo(this is apparently the proper spelling), thanks for your patience. Hope you enjoy and don't forget to C&C. :^)
Because it was sensible and narratively appropriate considering the other epiphanies that basically did the same thing but more randomly. I have plans for the Odd Places standing bonus after everything's done with don't you fret so this won't invalidate it hopefully. You'll run out of Favour eventually! OOC, but copy pasting a massive research list also hurts my soul too.
Well great to see our students come so far! And while I would like to add them into the brotherhood I don't think it would suit them or at least not right now I say give them a century or two before we offer them an invitation.
And I feel that research list makes me want to cry! So I'm always down for us spending a bunch of favor where we can to finish as much off as we can.
So, first two thoughts.
1. I really wanna actually get some research done this turn. But I don't overly care what research we do do, because all of it seems interesting to me, so I am willing to compromise on what exactly we do.
2. I am oddly drawn to Yorri's request. Let's show off our apprentices!