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.
I think we can be confident that we can't apply the gromril chain to the Cult commissions. It's almost certainly a long chain to be able to mass produce it at the scale required for these requests, probably requiring making specialist runic tools.
If we want to do something special for the commissions, then I think Valaya's runes or, if we want a long shot, Happening of Things are the way to go.
Given we haven't even checked, there's not a lot of basis for that beyond our expectations, to be fair.
And regardless, we can fit 1b in and still do Valaya's Runes if it turns out its going to take too long. So like, we can do both what you want and what other people want.
True, but even that would tell us something. If we accomplish 1b and we see a clear path to production, we'll get an estimate of the number of parts. If we don't, we can probably assume at least as many parts as Adamant took - ie, 4 or 5.
Given we haven't even checked, there's not a lot of basis for that beyond our expectations, to be fair.
And regardless, we can fit 1b in and still do Valaya's Runes if it turns out its going to take too long. So like, we can do both what you want and what other people want.
If Rune Metal 1b unlocks a 2b that looks a lot like Rune Metal Part 2 then I think we can be pretty confident it isn't going to suddenly surprise us. If Rune Metal 1b unlocks a 2b that isn't as vague as Rune Metal Part 2, then clearly we can't say they progress in the same way, and that is actionable information.
Bungie's posted the official artwork, but I recall editing it to include the KoTS in terms of size as well.
again, Scale isn't my thing and don't take it for total gospel but it gets the kind of sizes I want you to envision across I think. Note that a Dawi would be about two thirds the height of that human there.
You know, that really puts Trollslayer in perspective, when you consider the thing was cutting through legs the size of storm drains and a neck like a BC Redwood.
We actually do know Yorri's Clan; it is Clan Thungnisson. I don't think that last name is accurate for what dwarfs have anyways. It just sounds a bit weird to me.
I actually don't know how Clan Thungnisson is defined, I guess that the more independent children might have founded there own Clans. Alric and Durin were probably members of Clan Thungnisson. Kazdan Dragonsbane, the King of Karak Azul, was probably one of Thungni's grandchildren, with his mother or father marrying into or founding the Royal Clan of Karak Azul. If Thungni's blood didn't come from Huldra's father it would have come from her mother. If the Thungni's blood married in, then I'm guessing it would have been Huldra's father or grandfather who provided the link to Clan Thungnisson. It's Traditional for Dwarf men to join the clan of their wife, and seeing as how Runesmith Clans tend to try to keep Runesmith blood in house (and with the prestige of it being a clan of an Ancestor) the Tradition is what led to Karak Azul's Royal Clan getting the person in their clan.
Orra walks through the galleries and caverns of Ungor's newest deep, arms entwined with her husband. Every so often the amulet that dangles from her neck pulses with comforting warmth. Ahead of them her godfather is deep in talks with the Thane of Clan Skalgrimsson about the potential betrothal of the King's nephew with one of their daughters.
Something that depended on the tour of the new Gold vein they'd uncovered.
"Are you well?" her Durabarr asks, voice rolling like fine gravel in her ears.
"Fine enough, just thinking about the betrothal and how I'll likely hear no end of it from a very specific set of young Rinn," she responds easily.
Durabarr squeezes her arm comfortingly, "Madra Thunderpick?" he hazards.
"So you have been listening," she teases.
He looks away and scoffs to hide his embarrassment.
Her amulet pulses, around them the King's honour guard vigilantly watch the tunnels and galleries for anything amiss.
"Father has spoken of potential matches for Otrek and Buradarr," Durabarr eventually says, moving the topic along.
"Oh? He's been keen to keep their prospects open for a while, what could get him to play his hand?" she asks curiously.
"Grim Gurnisson has a sister," her husband says eventually, scratching his beard.
Orra blinks.
"One of Kadrin's claimants? He's bringing himself into that tumult as a stabilizing element then?" she deduces.
A part of her expected it. While Ungor had mineral wealth aplenty, the disruption to trade made it more costly to import the very few things they were without. While the financial blow was easily dealt with for Clan Stonehammer, not all of Ungor's citizens could keep up with the issue forever. They'd seen an uptick in the merchants from the north, the Hold relying more on food and Gromril from her native Drakk and the other far northern holds to compensate, but there was something to be said about having far too many stonefruit in one basket.
"That is what he hopes, aye. Though neither of us are all too sure it would actually do so. Only came up when one of Gurnisson's retainers privately came to us on behalf of his lord twenty days ago."
"Shall I do a bit of work on my own then? See if any of the other frontrunners have sent feelers of their own to the other Karaks?" Orra offers.
"Anything you can glean would be appreciated aye, and if Zhufbar or Brynduraz were being courted by the others our intrusion may only cock it up more. Ancestors know how it got this bad in the first place, and your keen eyes will probably see something we missed," he agrees before letting a comfortable quiet settle between them.
The stone beneath her feet rumbles, strong enough that it makes her misstep. Her Husband's arm the only thing keeping her from falling flat on her face.
"A quake?" she grumbles, patting down her dress.
"As you say. But it felt like no quake I've ever witnessed I must admit. Maybe it's that Drakk paranoia getting to me, but we ought to keep our wits about us eh?" he chuckles, using the longtime private joke between them to try and calm the both of them.
"Not paranoia if they're really out to get you," she replies easily, swatting his arm playfully.
"As you sa-"
The stone rumbles and the wall to their left erupts in a shower of rock and dust. Orra is thrown off her feet, immediately the honour guard around her forms up around them in a protective circle. Shouts and roars are heard in the Deeps of Ungor for the first time since the incursion, while Dawi scramble around blindly.
"Orra are you al-" her husband's voice shouts through the din before even his deep bass is drowned out by the bellow of something truly massive. The roar echoing through the tunnels feels like a thing of anger and primal hate.
The amulet flares with a flash of warm orange light and her hand instinctively grabs it before her mind is overwhelmed by the sensation of pain and an unbearable heat..
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"Limb'll be done in a day's time, final adjustments shouldn't take too much doing but there are others to deal with you understand. I'd recommend you find lodgings if you haven't already, though only for the night," you rumble.
"Of course Rhunrikki," the youngster barely manages to get out without stuttering. The cloak on his back falling over the stump of his right arm as he bows respectfully.
Your eyes narrow as you gaze at the parts of the pattern visible on the dark green fabric.
"Hmph. Where was it that you hail from again Lad?" you rumble.
"Khazid Kron Lord Gift Giver, a small settlement just at the edge of Kraka Drakk's dominion," he supplies quickly, still bowing.
"Hmph," you grunt out, dismissing the youth and going back to your business.
Thankfully he understands quickly and after picking up his things, the sound of his footsteps and the clank of his lantern eventually grows distant as he makes his way out of your Workshop and into the darkness of the Winter Solstice morning. But the quiet is soon replaced by another, heavier, set of boots that from the sounds of things stop a meter and a half away from you.
Looking up, you stare at your young relative and his new suit of armour. More finely detailed and richly decorated than the regular suits as befitting his station, you've taken the liberty of making Rudil stand out further by replacing the horns on his helm with a larger, fully Gromril plated, set, as well as applying tasteful bands and bits of Red stained steel and Hearthstones. The most obvious examples of which would be finely cut stone on the center of his forehead, along with the ridge of ruby red metal running along the center of his helm all the way to the tip of his nose guard.
He has taken to his new role with aplomb at the very least, though you admit many of the unofficial duties he took on have simply become the official roles of the office you've foisted onto him.
"Have you gotten your shortlist then lad?" you ask.
"Aye Lord, three most exemplary Dawi from among our number as agreed upon by all of us," Rudil reports, handing you three separate stacks of documents.
"Hmmph, I'll give it a looksie later today then. Anything of note I should be aware of?"
Your young relative shifts about, pulling out two more small bundles from beneath his new cloak before handing them to you.
"Aside from that grim news from Ungor? Just the reports on Nain and Kartsah we've collected,"
You snort, angrily at being reminded about Ungor and in annoyance over Rudil's word choice regarding your simple and informal request for news about your apprentices.
"You make it sound like I'm observing them, I only asked you to keep an eye out and an ear to the ground," you grumble, taking the papers and putting them with the rest.
"Aye lord," he responds.
Snorting, you simply move on and ask "Anything else?"
"Odd request some of the Wardens have come up with and had me bring to you. While the trekk isn't an issue for them and the presence of the barracks offers a useful alternative should the worst come to pass, there have been questions of perhaps letting their families set up nearby. Easier commute, nearby kin and whatnot."
You raise a brow before rubbing your chin in thought.
While Runesmiths and Runelords were keen to keep their workshops away from the hustle and bustle of life to do their work safely and away from prying eyes, there was frankly little that could be done for your case. While your contemporaries perhaps had the luxury of solitude you must admit that there was usually someone coming over to bother or visit you. Whether it was your foolish former apprentices, limb recipients, the odd new Runesmith emigrating north, or messengers with great bags of letters.
Moments of quiet were, despite your grumbling about it, actually few and far between.
So you doubt very much would change on the amount of traffic you received, but at the same time, there would certainly be an increase. Safety concerns were well in hand, even if you allowed folk to set up shop nearby they'd be well away from any potential Rune based experimentation of muckery on your end. Chances of espionage, HA, were equally slim. Some seventy elder Longbeards and Greatbeards defending the compound along with the perfectly rational and appropriate level of defences you've installed and continue to improve, alongside your own presence made such notions laughable at best.
"I'll think about it, I'll give you an answer with whoever I decide becomes the Fire Keeper. Now, if that was everything Hearth Lord?" you rumble.
"By your will Lord," Rudil says with a bow, exiting your space quickly.
You shake your head and start going over some proposals from Valka regarding the Runes on the gate of her Hold, and how to best convince her of the benefits of a solid meter of steel and Gromril before you hear Rudil make his way back.
Grunting, you put down your pen and stare at Rudil grumpily.
"What is it?"
"Snerra sighted," he replies scratching his beard, "she's riding...something being dragged along by two giant metal goats."
You simply scoff, set aside your work and get up from your chair.
What brand of madness has your niece done now? A set of legendary armour, a Runestaff that healed the sick and fed the hungry? Perhaps, a Master Rune?!
You stop midstep.
The realization that actually could well be within her capabilities, and that she would definitely try and do so despite the inherent dangers involved sends a small jolt of shock, followed swiftly by a great deal of annoyance, through you.
Bah!
She certainly didn't get it from you, no, that was all Jorri and you'd fight anyone who said otherwise!
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You stare at Snerra's creation impassively then at the grinning form of your niece, followed by the stoic acceptance of the several Beerguard that followed her here. The dim light of the winter sun, only just breaking the horizon, was fated to stay above that line for only a few short hours before dipping back and blanketing the North in darkness once more.
Sighing, you walk forward and begin your inspection.
The goats are twice your size and half again as wide, their bodies are stylized and proportions not entirely accurate, on the purpose of course, but functional and realistic enough to look the part from far enough away. The one on your left is gilded in gold, pale almost white for its fur while a darker coloration covers its swooping horns. Smoke billows out of its nose every so often in a false approximation of breath, its Hearthstone eyes staring at everything and nothing.
You move on and examine its silver sibling, noting that errant sparks emanate from between its two spiralling bolt-shaped horns and from its Sapphire eyes. Its "fur" is the same as its counterpart, textured to mimic the real thing and then further decorated with beautiful knotwork that leads to the lines and hoops of metal protrusions and ridges made to be an actual harness, though one literally built into the creatures' bodies. You stoop down to inspect the work that has gone into the hooves, making sure that Snerra has given every aspect of her work proper attention, and as you expect, find nothing wanting in that regard either.
Two fine Gronti, masterfully made and worthy of any Apprentice's Masterwork.
So of course they only serve as a delivery mechanism for Snerra's actual Masterwork.
You run a hand over the massive links of steel chain that harness the goats to the platform behind them, taking your time to examine the craftsmanship of the platform itself. The body is composed of Gromril with low lying walls that rests on two sets of supports atop giant metal skis. Runes of Warding and Protection glow gently on the massive construction, improving the Gromril's defensive properties further. Two shields that bear the sigil of Clan Winterhearth are attached to each side while Ancestor Badges are placed in aesthetically pleasing and appropriate locations all over. A fine work, but nothing too ostentatious or worthy of comment.
Though you suppose it isn't meant to be either of those things.
No, the massive Anvil resting atop it is meant to do that you imagine.
What appears to be a staggering amount of Pure Gromril seemingly melted down to make an anvil so large that it is almost comical and had you not the keen sight to see otherwise, seemingly decorative.
But it could serve, ably, wonderfully even, as an Anvil, perhaps it already has been. Because you taught Snerra better than to waste that much material.
Its base is inscribed and chiselled to look like a Karak, miniature structures jutting out of the metal mountainside and decorated with silver, gold and precious gems. Even a miniature gate with a mundane Rune of Valaya emblazoned across it. From there the anvil takes on a more traditional appearance. The disapproving visage of Thungni marks the outward-facing side, His Rune glowing brightly on the depiction's forehead. Your fingers run over the chisel and knotwork appreciatively, and note that only Fjolla could be more detailed.
You are impressed, enough to outwardly chuff in something very very very vaguely approaching approval.
The front was well and good, but had Snerra taken just as much care with what stood behind?
You pass by your former apprentice and make your way to the back of the anvil before turning to give it a proper look over.
A Rune stares back at you, its shape, structure and complexity making you pause for a second before you jump atop the platform, walk over and squat down in front of it. For several minutes you simply stare unblinkingly at what your niece had wrought into creation, letting the light hit your eyes to seemingly no effect.
This is what you get for tempting fate.
It is, without a doubt, a Master Rune. Not the most elegant, nor the most beautiful in function from what little you can gather about its purpose, but it is a Master Rune. At under three hundred years of age, your prodigal niece has done what many Runesmiths take several centuries to even begin attempting, you included. No surer sign of her skill can be found than this, and it will most certainly be the benchmark by which you and Snerra herself will compare all her future work against.
"Snerra," you eventually say, voice cutting through the silence that had descended during your inspection.
"Master," she replies, voice calm.
You get off of the platform and walk over to her, eyes never leaving hers, then stop just half an arm's length away.
"I ought to tell your father you've been going about and futzing about with Master Runes far too early, and in the vicinity of beardlings no less. But you have proven and continue to prove yourself competent enough to be trusted with making your own decisions. In light of what I've just seen, I can only say well done lass."
"Thank you Master," she says, voice calm but eyes brimming with relief and mostly surprise.
"But," you continue, pinning her in place with a mighty glare, "You're still letting your father and mother know what you've been up to. Not even three hundred years old and you think you're good enough to be faffing about with and making your own Master Runes hmm?"
You quash whatever minuscule part of you feels pity at the sight of your niece almost literally deflating.
She knows what she did.
While you had become an ordained Master at a far earlier age, Yorri's methods and results were no sane benchmark to compare anything against.
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The sun is only just beginning to dip below the horizon when you shut the door of your Workshop, only doing so when Snerra, her Beerguard, Gronti and anvil disappear completely from your vision as they head back towards the Karak. With that done you begin making your way to your study, the Workshop filled with the sound of your footfalls, the crackle of the various hearths inside and the quiet conversation of those few Hearthwardens present and not helping with the construction of Valka and her subjects' new home, the newly christened Kraka Grom.
With things finally lying down and the construction finally reaching the first few critical milestones, you've planned to make your way there every so often to lay down the necessary Runes and such.
But that was for later.
Sitting down and moving those thoughts aside, you begin reading through Rudil's reports in earnest with the light of the Runes to aid you.
(Roll, Nain: 77)
From the looks of things, Nain had been whisked away on some business venture with the young Ironjaw scion. Time would tell if it would prove fruitful, but the fact that he found something so early was a mark in Nain's favour.
(Roll, Karstah: 41)
Your ward meanwhile, had simply gone west, overland, several months ago. Sightings and stories of a young woman in a goat-drawn wagon, a sack of toys in hand and willingness to lend her aid come from several of the smallest outlying communities of the north. Though such reports were sporadic at best, and whenever your Hearth Guard received such news it was already several days old.
She'll be fine, you think as you roll up the reports and put them away.
You'd taught her well.
Then, of course, there is the task of deciding the company champion. A decision greatly expedited by Rudil's efforts you must admit, winnowing the list down to just three of the greatest exemplars of what it meant to be a Hearthwarden for you to choose from.
The first was Ylva Hearth Hands, a matron of some five centuries and the eldest of the former Valkyrie Guard sworn to your service. While a great warrior and source of wise counsel, she had a knack for the healing arts. As expected of Valaya's clergy, Ylva has an understanding of the medical arts that only a member with access to the Cult's deeper mysteries was capable of. Paired with Clan Tonicbrew's history of membership in the Healers guild has imparted yet more knowledge to her about the workings of the Dwarfen form and other various illnesses. But more than that, Ylva was an active part in the Hold's medical community, writing, communicating and learning continuously about whatever new, proven of course, discoveries would be of use in their line of work. One of the first to adopt Durazkul as a source of treatment, as well as supporting the development of Valaya's springs. Part of the reason she'd joined the Valkyrie Guard and later you, was to better and more directly aid the ill rather than wait for them to come to her.
Next up was one Kazrik Straightbeard, the younger of the two priests of Grungni, and whose beard was anything but straight. He'd been called such because Kazrik had a knack for diffusing situations and offering sound counsel at the correct times. As he'd grown older, he'd only become ever more convincing. While not a Reckoner as the dwarf himself is first to admit, Kazrik is a priest of Grungni, and that lends a certain weight to his already hefty words. But the elder was more than a few wise words or sage advice, as a priest of Grungni Kazrik had spent a great deal of his life out in the farthest reaches of the wilderness. Checking the structural soundness of even the most remote mining camps, offering Grungni's blessings wherever he went and offering his unique brand of advice as he went. Still, a lone priest of Grungni could only do so much, and joining a group whose duties were like yours allowed Kazrik to offer a greater amount of aid while allowing him to hone his skills in friendly debate among his fellow elders. Something that his work in the wild rarely offered him.
The last, to your great surprise, was one Norgrim Snowbeard, the very ranger Brokk had sent your way all those decades ago. Norgrim was, without a doubt, the greatest tracker amongst the Hearth Guard. No Dwarf was too lost, no trail too cold, no path too difficult for the old ranger to traverse. As one of Brokk's subordinates, he had an understanding of the Far North's terrain second only to his former superior, and more importantly an encyclopedic knowledge of the beasts and monsters that made the peninsula their home. When it came to finding the monsters of the North and saving their victims Norgrim could be trusted with almost every task. Of course, that wasn't all he was capable of, as the ranger had an equally expansive understanding of the native flora and non-monstrous fauna, a necessity given how long a ranger may go before returning to the civilization of the Karaks. Alongside a whole host of other more eclectic skills like mapmaking, skinning and trapping, Norgrim could and often did go out with a band of his fellow Hearthwardens into the underbrush to find missing groups of Dawi and bring them home one way or another when not on active rotation.
Each and every last one of them were, in their own way, exactly what you started the retinue for. Elders with not only the martial skill, but life experience and additional skills that would let them protect their people from more than just the monsters that lurked outside the walls of the Hold. Whoever you appointed would not overly change the purpose of the group, though it would definitely say something about what mattered more to you, whether it was true or not, and perhaps kick the other members of the retinue into thinking about following in their example in their own way.
A difficult decision.
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Eventually, however, you do come to a decision, and in the waning hours of the Winter solstice, in the near-total darkness of your study, you watch the dying embers of the flames contemplatively.
You reach for the mug of ale sitting on the stand next to you, and for a second pause out of habit, waiting for ghostly fingers to grab a non-existent drink and prevent any unnecessary spillage from accidentally smacking your mugs against each other.
Bringing the container to your lips, you tilt your head back and drink down a solid half of the liquid within. The warmth suffused you, emanating out from your core and into your extremities.
You're downright sloshed.
Hair like molten gold, eyes that shined brighter than any gem, hands that fit so perfectly in your own. Memories of walking outside in the darkness of Winter Solstice, on a clear night with nary a cloud in sight. Of staring up at a sky with both Lhune and Mhornalhune so small they seemed nonexistent, unable to contest with the blanket of stars and shapes that dotted the sky.
Centuries gone and still the ache pulses strongly in your chest. The weight of time and the sheer scale of experiences you've had since that day suppress it somewhat, and you've long overcome the sheer depths of grief you felt in those earliest days and weeks after it all. But it is always there, sometimes weakly, sometimes strongly, but never gone. You have not moved on, not yet, perhaps not ever, but you have learned to cope; to put such thoughts behind a lock and key and seal it in the vaults of your mind and slowly, oh so slowly, chip away at it all. But…
..but sometimes it is good to unlock that vault, to pull the contents out and behold them before returning them to their place of rest.
Here, when the day is shortest, when the nights are longest and seemingly without end do you remember, and let the grief flow freely if only for a little while.
But above all that, a part of you whispers in a voice that sounds like the sweetest memories, it is after today that the days grow brighter, longer, stronger and beat back the darkness.
You finish your mug, and stare at the last of the embers, watching their orange light fade. Sitting in a chair whose twin had sat empty for centuries.
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Vote outside of Plan for the two sets of choices below.
[ ] Fire Keeper: Ylva Hearth Hands Gain: ++Medical Aid, +Search and Rescue
[ ] Fire Keeper: Kazrik Straightbeard Gain: ++Informal but sound Legal and Moral Advice, +Infrastructure Repair
[ ] Fire Keeper: Norgrim Snowbeard. Gain: ++Search and Rescue, +Monster Hunting
[ ] Khazid: Accept
Allow the families of your Hearthwardens to settle the hills and lands near and around your workshop.
[ ] Khazid: Refuse
There is something you enjoy about the relative solitude of your workshop.
━<><><>< Grumblings and Goings ><><><>━
- Some sign of the business at Kadrin hopefully coming to a conclusion has appeared. Among the many Drakebeard beardlings vying for the Kingship, four frontrunners have clawed their way out of the political squabble. The frontrunner is the son of the King's cousin, Grim Gurnisson, a warrior without peer or so they say and a fine bearer of Kadrin's newly martial bent. Second and third are tied between Burlok Thagrimsson and Dargo Sorensson. One a second cousin's nephew and well-respected overseer in Kadrin's mines while the other is made in the canny trading Kings of Kadrin's founding and immediate past. The last, and only in contention by virtue of his contributions, is a radical young beardling by the name of Thori Rorrisson, an engineer known for his willingness to adopt new technology fresh off of its centuries-long test run, and the great amount of gold, for a dwarf his age, he has earned through careful investment and the success of several of his own creations. Aye, perhaps only a decade at most.
- Tragedy strikes Karak Ungor! A magma wyrm, because it always seemed to be those misbegotten monsters, broke through the lowest Deeps of Ungor, right as the King, his heir, and daughter in law were touring a newly discovered Gold Seam. Tales of what exactly happened are contradictory and clouded by righteous anger, but four things are undeniable. The King is injured, his heir slain, Princess Orra, sister of Gloin and daughter of Otrek, was horribly crippled by the attack, and that the foul beast would die. Already the Throng of Ungor is being mustered, its rangers being sent scouting through the deeps, while Otrek has sent half his Huskarls alongside his son southwards to aid in the slaying of the beast for the wounds dealt to his daughter and murder of his goodson.
- The founding of the new Karag Dum, now christened Kraka Grom is well on its way. The mountain slowly being excavated and the defensive walls around its entrance being raised. A great stream of Dawi are seen heading for the future Hold, as oaths sworn and contracts signed are called to action by her future Queen Valka Zantrommi. The sight of your Hearth Guard, either patrolling the outer edges or helping with construction efforts is a common and obvious one. Elders walking around grumbling in Pure Gromril tend to do that ya see.
- Snerra has...Snerra has frankly done exactly what you ought to expect from her now. Jorri will never stop shouting about it from the rooftops you imagine, thankfully you won't have to hear much of it.
- You remember, and sometimes that is enough.
━<><><>< Gains/Stuff ><><><>━
- Snerra's Legendary Creation of Note,Grong a Grom(Anvil of Power): A large anvil of Pure Gromril inscribed with Runes. Its inward face bears the symbol of Clan Winterhearth, the Rune of Thungni within burning bright. To its left the Rune of Stone and to its right what could only be a Master Rune. Its decoration is simple yet masterfully done. The anvil's base resembles a Karak in miniature, structures jutting out of the mountain. The knotwork on its surface chiselled to resemble scenes of creation and the dispelling of enemy magic. On its outward-facing side, the visage of Thungni stares out, gazing uncompromisingly and contemptuously at any would-be magician with his literal flaming gaze. It rests on a wheeled platform which is itself inscribed with Runes of Protection and pulled by two large Goat Gronti. Meant to be rolled out to a vantage point over the battlefield so that Snerra may cast her Runes without impediment.
-- Combo, Amplifier [Master Rune of Amplification/Snerra Magnasdottir, Rune of Thungni, Rune of Stone] Enemy magic is broken up and used to greatly improve the casting of all Runes around the anvil's very immediate vicinity.
-- Genius's Touch
-- Prodigal Mind
-- Visions of ???
-- ???
[Set Combo, Rhunkiklad: Gromril-like, Magic Breaker, Glittering Beacon, ???] All enemy magic is passively siphoned to empower the Banner or anvil, bonus to active dispel attempts by the bearer. The Energy can be transferred to the banner until its effect can envelop an entire army or to the anvil to further enhance its ability to improve Rune Casting. Under the Mountain's aegis are we guarded, with Valaya's skill the magic is disrupted, and through Thungni's gift is repurposed.
- Snerra's Epic Creation of Note,Azulak Azrilundi (Dependable Silver Guardian): A two meter tall Gronti in the shape of a goat with long straight horns. Its silvery body is decorated with knotwork that enhances the imagery of its metal fur and horns. Lightning crackles along its body, withs sparks jumping between its horns. Along with its brother, both are tasked with pulling the Anvil platform behind it.
-- [Master Rune of Waking, Rune of Load Bearing, Rune of Lightning]
-- Genius's Touch
-- Prodigal Mind
-- ???
- Snerra's Epic Creation of Note,Dawrak Rilundi (Reliable Gold Guardian): A two meter tall Gronti in the shape of a goat with great curling horns. Its Pure Gromril body is gilded in pale gold while its horns are gilded in far darker gold. Tongues of flame lick its feet while smoke bellows out of its nose. Along with its brother, both are tasked with pulling the Anvil platform behind it.
-- [Master Rune of Waking, Rune of Load Bearing, Rune of Fire]
-- Genius's Touch
-- Prodigal Mind
-- ???
Former Apprentice Summary Table
Hold
Name
A.G.E
Personality, Quirks
Mastered Specialty
Exceptional Specialty
Exceptional Specialty
Exceptional Specialty
Regular Specialty
Drakk
Snerra Magnasdottir
Radical, Woman, 268 Yrs. Old
Happy Prodigy, Not an Angry Master Just a Disappointed One
General Subset: Casting
Talismanic Subset: Fortitude, Healing
Armour
Engineering Subset: Gronti
Weapon
- New Rune Unlocked! Master Rune of Amplification/Snerra Magnasdottir, Banner Rune: Necessary Ingredients: [T3] Pure Gromril: Runesmiths under the effects of this Rune will have improved Rune Casting and dispelling attempts.
- New Rune Unlocked! Master Rune of Amplification/Snerra Magnasdottir, Talismanic Rune: Necessary Ingredients: [T3] Pure Gromril: The user's ability to cast Runes and dispel enemy magic is improved.
- Princess Orra lived through direct exposure to a Dragon's breath, crippled, burned and bedbound, but alive. And that is something that can't be said for her husband and her guards, something that many attribute it to the amulet that they found clutched in her only surviving limb. An Amulet you made. Already Gloin, King Otrek and King Buradarr have commissioned your services in replacing the Princess's missing limbs.
-- +50 Favour with Karak Ungor, new totals: Favours 80
-- +2 Standing with King Buradarr Stonehammer, new totals: Standing 6
-- Revealed Standing with Princess Orra Stonehammer nee Ironarm, new totals: Standing 10
-- Available Request added.
You have (5 -1) =4 actions this turn, and (2 -1) =1 retainer action.
General:
[ ] 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] 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.
- [ ] Valayan Crisis: 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 40 Favour +? with Kraka Ornsmotek. There is now a consistent presence 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 and have now begun appearing in the mines directly below the Karak itself. 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.
(*Updated*)[ ] Eltharin?: [Cost: 5 actions, 20 Favour from Kraka Ravnsvake] Journeyman of the Odd will proc. Gain chance at an Elf teacher and proficient understanding of Eltharin. Eltharin, the tongue of the Elgi, is supposedly 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.
- Looking for a Native: [Cost: 30 favour from Kraka Ravnsvake] Gain Elf teacher and -fluent understanding of Eltharin. Find an elf willing to teach you, your work will require as best a possible understanding of the elven tongue.
(*New*)[ ] An Alchemical Almanac or Four: [Cost: 3 actions and/or retainer actions] Gain an understanding of Alchemy. Rewards locked until Eltharin learned or texts translated. Scour the markets of Ravnsvake, look for any bookstore or merchant with Elven connections. Before anything can be done you need to understand just how Alchemy works on a metaphysical level. Getting the books themselves will be the quick but incredibly difficult part, actually learning and understanding the knowledge within will take far longer. Both are still difficult of course.
- [ ] Comprehensive Knowledge: [Cost: +3 actions and/or retainer actions and 20 favour from Kraka Ravnsvake] Gain Specialty: Alchemy. One book is not enough. Get as many books on the subject as you can find, and make it clear that there's a Dawi with significant monetary backing looking for this information to the right people.
- [ ] All of it, ALL OF IT: [Cost: +2 actions and or retainer actions and 20 favour from Kraka Ravnsvake] Requires Comprehensive Knowledge. Gain Specialty: Alchemy (Exceptional). Make it a long term issue, every book that gets made from this point on and finds its way here, you want, no, need to have.
- [ ] Local Knowledge: [Cost: 10 favour from Kraka Ravnsvake]Gain 1 progress. Can be taken multiple times and without actions. Use what leverage you have, and get those with the capability to reveal their choicest goods.
[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.
Requests:
Denote which simple request will receive the apprentice action in your plan. Available Requests here.
[-] [Simple] Apprentice work: [Cost: 1 apprentice action]Locked due to no apprentices. 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.
[ ] [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] Journeyman 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] Journeyman 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.
(*Updated*)[ ] Zhufazul: [Cost: (4 -3) =1 actions] Journeyman 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.
[ ] Dronril, Dronwut: [Cost 6 actions] Journeyman 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] Journeyman of the Odd will proc. You've got a feather! Its an odd little piece of deep red flaming plumage that emanates a faint heat and sometimes combusts into flames that do no lasting damage to it. Transported at great expense, barely a dent in your coffers though, and with a few notes and tales about the animal in question that it came from. A simple enough task to figure out what this thing will do. There's a large body of work regarding the firebirds of the north already, and you can use that as a good starting point in your own research.
(*New*)[-] Akazit: [Cost: 10 actions] Journeyman of the Odd will proc. Locked due to Lack of Knowledge about Alchemy. Manipulating the fundamental essence of a material is one not taken lightly. Runes will be necessary, but this was uncharted territory for you. It will be long, laborious and likely rife with dead-ends, but the results? Your mind sees great machines like your Adamant Smelter, churning out materials with desired esoteric qualities, and with a level of consistency among them matched only by the Runes used to make them. A lofty dream, one you may possibly dedicate your whole life to and still fall short of, but the rewards… Well, nothing worth doing is done quickly.
[ ] Wardstones: [Cost: 5 actions] Journeyman 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.
(*Updated*)[ ] The Secrets of Light Pt. 2: [Cost: (8 -2) =6 actions] Journeyman 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] Journeyman 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.
(*Updated*)[ ] The Movement of Things Pt. 4: [Cost: (10 -2) =8 actions] Journeyman 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] Journeyman 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] Journeyman 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!
(*Updated*)[ ] The Rune Metal Pt. 5: [Cost: (12 -2) =10 actions] Journeyman 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.
(*Updated*)[ ] The Rune Metal Pt. 1b: [Cost: (8 -2) =6 actions] Journeyman 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.
(*Updated*)[ ] Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman 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] Journeymanof 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] Journeymanof 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: -1 turn on Warm things.
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 ><><><>━
Kraka Grom - Unyielding Hold (+1 Snazz point for whoever offered the name btw)
Khazid - Town, village, settlement
Und - A watchpost carved into the mountainside
Undi - Guard, Keeper, Watcher
Azulak Azrilundi - Dependable Silver Guardian
Dawrak Rilundi - Reliable Gold Guardian
Grong a Grom - Anvil of Power
━<><><><==><><><>━
Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: So first, the first questions I can see coming up:
Q. Is that an Anvil of Doom? A. Nope, it is for all intents and purposes a very weirdly shaped Runestaff. At least for this quest, Anvils of Doom have a great deal more utility and purpose than simply improving the casting of Runes.
Q. Will we need to take the available request for the prosthetics to be made? A. Nope. It's just a way for me to give you the opportunity to have a bit more control over what exactly gets put on the items in question if you want. As the option states, you'll get most of the rewards present regardless.
If you have other questions, as always you can ask me. Now, with that out of the way...
Merr Chrimbus, Hep Holedeys, Joyous Festivus, Happy Lifeday and whatever else you may celebrate around this season! The update got a bit sad near the end there, which wasn't something I planned, but well that's how the muse goes. In happier news, a whole new year and this rinky-dink quest is still going somehow. Three more months or so and it'll be a whole 7 dog years old! Anyhoo, thanks for sticking with me, enjoy the holidays, enjoy this update, and don't forget to C&C. :^)
[ ] Fire Keeper: Ylva Hearth Hands Gain: ++Medical Aid, +Search and Rescue
[ ] Fire Keeper: Kazrik Straightbeard Gain: ++Informal but sound Legal and Moral Advice, +Infrastructure Repair
[ ] Fire Keeper: Norgrim Snowbeard. Gain: ++Search and Rescue, +Monster Hunting
for this i am thinking Norgrim Snowbeard
[ ] Khazid: Accept
Allow the families of your Hearthwardens to settle the hills and lands near and around your workshop.
[ ] Khazid: Refuse
There is something you enjoy about the relative solitude of your workshop.
3-4 tons seems to be really lowballing it. For comparison I put it next to the size of African bush elephants. Ignore width, didn't manage to shrink the images properly.
The largest recorded male there, who was about 4m tall which is only 10cm taller then the griffon depicted there, weighed 10.6 tons. Now the griffon is a bit smaller, build more sleekly and probably has lower density due to being part bird so they won't be quite that heavy, but the KotS is significantly bigger and his armour probably weights tons on its own, so he's probably 25+ tons.
That has to sting and fill him with pride at the same time. Proud because his work saved a queen, and sad because his work couldn't prevent her crippling.