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

Please endeavour to be cordial. :^)
 
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Hmmm. I wonder. Could we start a semi tradition in the following manner- Rather than having people pay us back for what we did for them, we ask them to help other dwarves who need help. Which could then cause a chain of passing along help to dwarves in need of it. Eventually starting a semi culture/tradition in the north of being even more helpful and generous to one another than normal. Feels kinda fitting for Dwarf Santa, you know?
 
There's something to be said for expanding the Hearth-Guard, as they've been performing above and beyond expectations. Might as well give them another action slot and start pushing the line between 'retinue' and 'private army.'
 
I look forward to seeing what our apprentices make with Adamant. Also now is when your investment in them starts paying off more directly. We just got 2 free runes and I expect more to come.
 
[]Odd places and a potato
-[ ] 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. 2 Actions
- [ ] 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? 1 Actions
- [ ] 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.
- [ ] [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. 2 Apprentice Actions
- [ ] 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.
-- [ ] 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. 1 Retainer Action

Finishing off the odd places while we only have 3 actions total, And using the remaining action to finish off the potato that only needs an action.
 
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There's something to be said for expanding the Hearth-Guard, as they've been performing above and beyond expectations. Might as well give them another action slot and start pushing the line between 'retinue' and 'private army.'
The more Hearthguard, the more actions they can do, the more favour and such we get. It's win-win, the only cost is the turns/actions that go unused for a turn while expanding.
 
I look forward to seeing what our apprentices make with Adamant. Also now is when your investment in them starts paying off more directly. We just got 2 free runes and I expect more to come.
Definitely agree, I'm very excited to see what runes we will learn from Snerra. Fjolla already gave us two cool new runes, so I can only imagine what runes will be on Snerra's masterwork.
 
[] Plan: No Rune Research
-[] 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. 1 Action
-[] 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! 1 Action
-[] 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? 1 Action
-[] 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. x2, 10 Favor from Karak Ungor
-[] 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. x2, 10 Favor from Karak Ungor
-[] 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. x3, 30 Favor from Kraka Drakk
-[] 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. x4, 60 Favor from Kraka Drakk

Totals
-20 Favor from Karak Ungor
-90 Favor from Kraka Drakk

-[] 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.
--[] 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.
-[] [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. 2 apprentice actions
-[] 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.
 
I have no interest in odd places right now I want to work on the chain research and start working off our backlog of materials research.
 
I have no interest in odd places right now I want to work on the chain research and start working off our backlog of materials research.
That backlog of material research is only going to be delayed by the chain. Because Snorri isn't putting in the actions to reduce the material research issue. The plans calling for the chain and rune research toss the material esearch actions onto someone else. In the end Snorri still needs to spend a turn cleaning out those research actions. Might as well finish the chain to the end of Yorri's odd places when we only need two turns to finish it.

The delay is most evident in LaggPlagueDuke's plans as they don't have Durazkul research in their plan. A lot of people are going to be like that, disregarding Snorri needing to spend an action on material research for their own rune research or project they want because Snorri can get someone else to research an action Snorri will not complete. Even though he has to finish it.

edit: Ugh, knew my thoughts needed to fix something.
 
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SO. Lad's formed a new tradition all his own, eh...

... What, exactly, is the tradition?

Are we going to hear more of it? Or gain options or things in relation to it? Hmm, neat... ... I wonder if Apprentice Actions would be possible under such things, maybe.

Also also, I presume we can both pick to release the Apprentices, and also have them do the Yorri Request this turn, right?
[ ] 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.
... Say, is it possible to use Cult of Valaya favor on this topic?

Also, for the curious, here's Gemma Skollasdottir from Karak Brynduraz.
Name: Gemma Skollasdottir
Titles: Diamond Eyes, Brightstone Lady
Age: 1508 Years Old by Dwarf Reckoning (as of the end of Turn 30)
Specialties: General Rune Subset: Light (Mastered), Talismanic Rune Subset: Gems and Crystals (Exceptional)
Affiliation: Moderate
Hold: Karak Brynduraz/ Canonically known as Gunbad
She's under the Wider Realm spoiler of the Rune Lords threadmark.

Fjolla learned a lot from her time in Brynduraz, apparently. Also, wow, she's nearly a Savant at Talismans. Just one specialization off from that.

BTW this is what Fjolla went from, and to. Before...
Specialty: Talismanic Runes (Exceptional), Talismanic Runes, Talismanic Rune Subset: Gems and Crystals, Banner Runes.

And now.
Specialty: Talismanic Rune Subset: Gems and Crystals (Mastered), Talismanic Rune Subset: Light (Exceptional), Talismanic Runes, Banner Runes.

And Dolgi. Before...
Specialties: Armour and Weapon Rune Subset: Griffons (Exceptional), Armour Runes, Weapon Runes, Engineering Runes.

And now.
Specialties: General Rune Subset: Griffons (Mastered), Armour Rune Subset: Griffons (Exceptional), Weapon Runes, Engineering Runes.

Also, partial Fjolla description. (Partial because I removed the parts that are the same.) Putting it under a spoiler because, well, it's basically just a lot of copy and paste stuff.
"Since her time in Gunbad her personality has cooled down, the fire quenched but not extinguished from interacting with Gunbad's Runesmiths and pre-eminent Runelord. She's taken to tying off her braids with metal hair ties made of silver and Brightstone as they do in that hold, the scintillating glow of the gems giving her hair a luminous quality. Her clothing has remained largely unchanged. Though it bears more fine silver detailing, it isn't enough to be considered ostentatious."
"Since her time in Gunbad her personality has cooled down, the fire quenched but not extinguished from interacting with Gunbad's Runesmiths and pre-eminent Runelord. Since taking her two apprentices she's gained even more control of her temper, setting a proper example for the beardlings who look up to her. She's taken to tying off her braids with metal hair ties made of silver and Brightstone as they do in that Hold, the scintillating glow of the gems giving her hair a luminous quality. Her clothing has remained largely unchanged. Though it bears more fine silver detailing, it isn't enough to be considered ostentatious. More often than not these days, Dawi see her in more chainmail and plate than they do robes and more casual clothing."
Reputation:
Known for her ability in Talismanic Runes, Fjolla has made a name for herself in Gunbad. Building a reputation of consistently high-quality work borne from the thousands of hours of repetition her master deemed necessary for her to be "somewhat adequate" in Runes. Perhaps to her chagrin, Fjolla is also known as a great beauty, and many a time has beaten her suitors unconscious when they do not heed her warnings. Years of Runesmithing and long experience have given her a mean right hook, and a devastatingly quick leg, much to the fear of many a dwarf.
Reputation:
Known for her ability in Talismanic Runes, Fjolla has made a name for herself in Gunbad and now in her home of Kraka Drakk too. A rock-solid reputation of consistently high-quality work borne from the thousands of hours of repetition her master deemed necessary for her to be "somewhat adequate" in Runes. Perhaps to her chagrin, Fjolla is also known as a great beauty, and many a time in her youth had beaten her suitors unconscious when they did not heed her warnings. Years of Runesmithing and long experience have given her a mean right hook, and a devastatingly quick leg, much to the fear of many a dwarf. Nowadays few have the gumption or status to try and seriously court her, feeling inadequate in the face of her position, looks, age and skill. Those brave few that dare rarely get the chance either, as she rarely leaves her workshop to do anything but take her apprentices out on excursions and training exercises. Not exactly the kind of setting for a would-be suitor to try his luck."
No idea if all this stuff has been pointed out before, have only just finally had time to read just the update.
 
I expect that Fjolla will take our light research further. It fits with her jewelry speciality. Neither of them seem to really have an interest in Gronti or engineering. Dolgi is likely to focus more on griffins. I expect that he might actually be more likely than us to come up with a "skysoul" rune combo or even master rune.
 
I like no rune research plan, I the idea of Snorri training even more, maybe Dolgi's next kids, that latest ones also have the talent right?
 
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.
Ah, question -- would "Tier 4 Greedy Troll Heart" be viable?

That is, obviously the north has trolls, and is the only place with Greedy Trolls. :V Rather, I mean, is "higher Tiers (3 or 4, ideally 4) versions of a Greedy Troll Heart" a thing as far as Rune ingredients go?
 
I don't personally like the no rune plan we just finished training the current two and I'd much prefer a good long break to focus on other things. And as it is we'll still be down 4 AP since we're helping out with the hold if we take on students again we'll only have 3 AP.
 
I like no rune research plan, I the idea of Snorri training even more, maybe Dolgi's next kids, that latest ones also have the talent right?
I'm thinking of dropping the apprentice training in no rune research actually, to put that action on Snorri researching one of the materials to complete it's research. It's more efficient if this turn is used to heavily reduce the necessary actions needed for material research. It looks like Snorri has to finish the material research himself, allowing the players to reduce the material research to one action for each material. On the other hand, to clean out our material research. That's two turns focused on material research of our current materials, ignoring whatever we find during the search for Yorri's vacation spots. We get a lot of research done in 2 turns, but it's a two turn delay from Rune research and the chain.

Edit: Yeah, I'll do that. Call it "No Rune Research, No Apprentices"
 
We shouldn't spend the favor for craftsdwarf expertise until we can put in the action to finish the research. Getting part way gets us nothing. Also the narrative effect of spend huge amounts of favor to use up all the craftsdwarf expertise in the hold for 10 years is problematic. Better to space it out a bit.
 
We shouldn't spend the favor for craftsdwarf expertise until we can put in the action to finish the research. Getting part way gets us nothing. Also the narrative effect of spend huge amounts of favor to use up all the craftsdwarf expertise for 10 years is problematic. Better to space it out a bit.
It reduces those material research actions down to 1 action for three materials (or will Snorri's bonuses apply when he isn't doing the work?), then 2 actions for one material. And removes some of the massive favor that Kraka Drakk wants Snorri to spend. Not the whole North, but mostly Kraka Drakk. Kraka Drakk owes Snorri 500+ Favor. Like I said, we only need two turns of focus on material research to complete our current backlog.
 
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Expanding the Hearthguard gives more different professions within it, on top of increasing their ability to get stuff done and thus bring honor to us.
 
We shouldn't spend the favor for craftsdwarf expertise until we can put in the action to finish the research. Getting part way gets us nothing. Also the narrative effect of spend huge amounts of favor to use up all the craftsdwarf expertise in the hold for 10 years is problematic. Better to space it out a bit.
Ehhh, would the narrative effects be that bad? It's basically just us calling in some favours in a relatively harmless way. Would think they'd be relieved, if anything, to have the proverbial sword of damocles that is "favours owed to Snorri" lightened a bit.
 
It reduces those material research actions down to 1 action for four materials. And removes some of the massive favor that Kraka Drakk wants Snorri to spend. Not the whole North, but mostly Kraka Drakk. Kraka Drakk owes Snorri 500+ Favor. Like I said, we only need two turns of focus on material research to complete our current backlog.
All those craftsdwarfs are doing something useful and needed. We shouldn't put the whole hold on hold for a decade because we couldn't wait especially when it doesn't even get us the completed research any faster then if we spend the favor at the same rate we spend the actions.
 
All those craftsdwarfs are doing something useful and needed. We shouldn't put the whole hold on hold for a decade because we couldn't wait especially when it doesn't even get us the completed research any faster then if we spend the favor at the same rate we spend the actions.
That's not what favor does, nor is it something Soul actually tracks. Every other time we've spent favor like that it's come up as a positive of getting stuff done faster with minimal disruption, because again. Snorri isn't an idiot who'd intentionally disrupt an entire hold. It's against his ethos.
 
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