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Discord.

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.

Please endeavour to be cordial. :^)
 
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Good on Bara for figuring it out and good on our apprentices of proving themselves worthy.

So IMO we should go all in on the chain or finish off odd places in the hope of the buff to SotO then go all in on the chain. The Valayan/Gazulite requests are just good as opportunities to not take advantage of them by unlocking chain then using it for them. The new ability to spend favour on odd place materials is good too as after we get the chain working we can then spend favour on anything we haven't lucked down to 1 to complete it in one action.
 
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.
Snorri sometimes underestimates his own productivity as compared to everyone else. 50 favor is enough to found a hold. This far more than that and likely represents about every expert in the hold dropping what they were doing for the change to help pay back the gift giver. All for the illusion of progress because it doesn't actually get the research done any faster.
 
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Snorri sometimes underestimates his own productivity as compared to everyone else. 50 favor is enough to found a hold. This far more than that and likely represents about every expert in the hold dropping what they were doing to do pay back the gift giver. All for the illusion of progress because it doesn't actually get the research done any faster.
*rubs forehead*

No.

If this was the case, we would have an impetus to not spend favor which is against the entire point of favor.

Again Snorri is not a idiot, and this doesn't require them to build or make anything but share research notes. The argument isn't based in anything and when we just last turn pushed the hold to help make the materials for founding a hold nothing bad happened, so using it as an example isn't supporting.
 
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.
Yet I don't see the point of spending favors like water this turn when we could spread it out instead. If only to spare Soulcake a 15k words update.
 
Well my own thoughts so far are like this.


[] Plan Want to Murder Some Research?
-[ ] 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. 1 Retainer Action.
--[] 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. Add 60 Retainers.
-[] 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.
-[] 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? 1 Action.
--[] 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. 10 Kraka Drakk Favor.
-[] 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. 1 Action.
--[] 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. 10 Kraka Drakk Favor.
-[] 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.
-[] 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. 30 Kraka Drakk Favor.


Yet I don't see the point of spending actions like water this turn when we could spread it out instead. If only to spare Soulcake a 15k words update.
To achieve his, and other's desire of shortening the research list and prepping for the Chain so we have less distractions. Actions are meant to be spent if we can spend them. That's how we get things done the fastest, by taking opportunities presented to us when we can spend something that is really cheap with how much we have saved.

And then something that wraps up Odd Places, which has already been brought up by other planmakers.
 
[X]Plan: Metal chains and helping the Cult of Valaya
-[X] 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. 3 actions
-[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] 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.
--[X] 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. 1 retainer action
-[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[X] 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.
-[X] [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
-[X] [Simple] Armoured Maidens: [Cost: 12 actions] Due end of Turn 40. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Valaya. Snorri thinks another patron might be found by end of Turn 35. The Clergy of Valaya are making plans to expand the Valkyrie Guard in preparation for what they believe is a coming wave of colonization across the Karaz Ankor in the future. Given your history with the Cult, they've come to you wondering if you had the inclination to create armour for some of the future Valkyrie Guard that will no doubt come from the endeavour. The number is not the sum total of suits, but ones specially made for their eldest and most veteran Matrons. The foundational core of the future Valkyrie Guard in these future-Holds. The Cult will hold the suits in their vaults until such a time they are needed.
- [X] Accept

[X] Plan: Focus on the Valkyries
 
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How big does a retinue usually get based on dwarf history?
Kings have the largest retinues on average, because a King has a lot of stuff he can send his retainers to do. Guard important places and people, act as messengers, protect his person during War, and a whole host of other stuff. The thing of having a larger retinue is its basically saying, I have taken on a lot of responsibilities and these guys help me fulfill them + I am important enough to warrant this many people defending me.

It's a political statement at its core just as much as it is a simple change of numbers.

The nuance is what you're gonna be having those guys doing. If they do nothing, it's wasteful, but if you're using them the way you have been Snorri reckons no one is gonna be too upset. It will likely stay that way as long as you don't infringe on the rights of Kings or powerful lords or what have you, and keep the Hearth Guard to being what is essentially Snorri's personal beatstick when in times of war but are otherwise roaming the North doing good deeds and helping the average Dwarf.

Look, if you keep them to the spirit of their founding purpose you can get away with a lot, in the Far North at least. That's a consequence/benefit of your high Standing in the region. Maybe. Snorri thinks that at least.

By his reckoning 300 is fine, as long as they're always out doing something. Going above that is gonna say something, but what that entails is on you to make clear through your actions.
Who knows, you may get other options if their numbers increase higher.
@soulcake : Is it just getting them to share research notes they already have?
This is them doing that for the stuff that's been in circulation for a while now like Hearthstones and Azrilwut, but also gently asking them to prioritize figuring out this new material you've found like with Dronril, and sometimes a mix of both for sorta new but sorta old mats like Zhufazul. Really it depends on how long the Material's been known and in use. Its not like they don't benefit either, at least narratively. Research is key, and a Runelord's request for your notes is a good enough kick in the pants for them to focus on it.
 
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Lightspite and lightfright are in the runelist
Rune of Lightspite: Blows struck against the bearer are reflected back as flashes of searing light. Does not affect allies.
Rune of Lightfright: The user can send blinding directed flashes of blinding light. Those affected will be afflicted with terrifying visions of their worst fears for a set duration of time. Does not affect allies.
Interestingly Lightspite is a banner and Lightfright is a talisman

[X]Plan: Metal chains and helping the Cult of Valaya
 
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[X] Plan Want to Murder Some Research?
-[X] 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. 1 Retainer Action.
--[X] 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. Add 60 Retainers.
-[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[X] 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.
-[X] [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.
-[X] 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? 1 Action.
--[X] 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. 10 Kraka Drakk Favor.
-[X] 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. 1 Action.
--[X] 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. 10 Kraka Drakk Favor.
-[X] 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.
-[X] 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.
--[X] 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. 30 Kraka Drakk Favor.

[X] Odd places and a potato
[X]Odd places, a potato, and some minor favors
[X] Plan: Focus on the Valkyries
 
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[X]Odd places and a potato
-[X] 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
- [X] 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
- [X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
-- [X] 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.
- [X] [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
- [X] 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.
-- [X] 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


[X]Odd places, a potato, and some minor favors
-[X] 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
- [X] 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
- [X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
-- [X] 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.
- [X] [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
- [X] 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.
-- [X] 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
-[X] 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.
-- [X] 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 Favors Kraka Drakk

The differnce between the plans is that the second one is calling in 10 Kraka Drakk favors to get hearthstones down to 1 turn, and only doing those call in this turn.

edit: I also like:
[X] Plan Want to Murder Some Research?
[X] Plan Want to Murder Some Research? Eagle-Eyed Edition
 
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[X] Plan: No Rune Research, No Apprentices
-[X] 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
-[X] 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
-[X] 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? 1 Action
--[X] 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
-[X] 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.
--[X] 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
-[X] 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.
--[X] 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
-[X] 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.
--[X] 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

-[X] 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. 1 Retainer Action
--[X] 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.
-[X] [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
-[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[X] 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.
 
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[X] Plan Want to Murder Some Research?

Hey look at that, a plan that gives me everything I want.
 
[X] Plan Murder Research
-[x] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[x] 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.
-[x] [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.
-[x] 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? 1 Action.
--[x] 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. 10 Kraka Drakk Favor.
-[x] 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. 1 Action.
--[x] 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. 10 Kraka Drakk Favor.
-[x] 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.
-[X] 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. 1 Retainer Action
--[X] 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.
 
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[X] Plan Want to Murder Some Research? Eagle-Eyed Edition
-[X] 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. 1 Retainer Action
--[X] 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.
-[X] Teach your apprentices: [Cost: 1 action] Locked in until end of turn 33. Apprentices can now be released into the world
--[X] 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.
-[X] [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.
-[X] 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? 1 Action.
--[X] 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. 10 Kraka Drakk Favor.
-[X] 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. 1 Action.
--[X] 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. 10 Kraka Drakk Favor.
-[X] 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.
-[X] 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.
--[X] 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. 30 Kraka Drakk Favor.

Pretty much the same plan as ONI's except it renders aid instead of increasing Retainer Numbers. I just like keeping the Hearthguard at 60 right now.

[X] Odd places and a potato
[X]Odd places, a potato, and some minor favors
 
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