Voted best in category in the Users' Choice awards.
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
Here is the Detailed Rune List
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. :^)
 
Last edited:
Speaking of which, @Jreengus I like the idea of Wandering + Impact + Grimnir, but am concerned about more 'esoteric' runes being used in combos now that Waking + Limb + Stone didn't combo. It's been demonstrated at this point that our esoteric runes operate on rules we do not know and that we have no real indication what rune or runes on the arm didn't combo with the others and most importantly, no way to find out.

The entire thing is black boxed and its basically luck when we get an esoteric combo to work, and we can see that here where we tried to use logic for Stone and Limb and such that we'd used before and it just failed. There's been some esoteric combos like the Aegis that worked because the logic was good enough, but looking back at stuff like Mountainsouled I'm much more surprised it actually worked at all.

Personally, I find it helpful to think of rune combos less in terms of engineering ("how can we logically deduce the underlying basic principles governing rune combos?") and more in terms of poetry ("can we put forward a well-reasoned, and more importantly interesting, argument that this particular bit of language might carry this particular meaning?"). We can never know for sure if a proposal is going to combo or not, just as you say, but writing little bits of analysis can still help solidify an idea. It's worth remembering that we're not dealing with a readymade system where soulcake's gone through every possible rune permutation and mapped out all the combos ahead of time; he has to decide on the spot if a given set of runes combo or not, and writing a thought-provoking post about a specific set of runes can assist him in developing a line of thought he might not otherwise have considered, if we had just presented him with the same three runes without commentary. Or maybe I'm just saying that to justify my own occasional tendency to write embarrassingly earnest posts about rune arrays, lol, but at the very least it's a fun way to engage with the thread.

As for the belt: it does not seem super esoteric, to my eyes, but if you feel grimnir makes it a little unfocused, a conceivable alternative would be to use the rune of striking instead, to make the belt really embody the momentary contact between bodies at the end of a king's charge and the bone-crushing force transmitted to the king's foeman.
 
Personally, I find it helpful to think of rune combos less in terms of engineering ("how can we logically deduce the underlying basic principles governing rune combos?") and more in terms of poetry ("can we put forward a well-reasoned, and more importantly interesting, argument that this particular bit of language might carry this particular meaning?"). We can never know for sure if a proposal is going to combo or not, just as you say, but writing little bits of analysis can still help solidify an idea. It's worth remembering that we're not dealing with a readymade system where soulcake's gone through every possible rune permutation and mapped out all the combos ahead of time; he has to decide on the spot if a given set of runes combo or not, and writing a thought-provoking post about a specific set of runes can assist him in developing a line of thought he might not otherwise have considered, if we had just presented him with the same three runes without commentary. Or maybe I'm just saying that to justify my own occasional tendency to write embarrassingly earnest posts about rune arrays, lol, but at the very least it's a fun way to engage with the thread.

As for the belt: it does not seem super esoteric, to my eyes, but if you feel grimnir makes it a little unfocused, a conceivable alternative would be to use the rune of striking instead, to make the belt really embody the momentary contact between bodies at the end of a king's charge and the bone-crushing force transmitted to the king's foeman.
I honestly agree with this yeah, my own take on how I try to do things tries to go that way and then look back and improve based on those results (which is where the "engineering" bit comes in, but in this case I want to improve my poetry skills) when I have enough energy to try, which I haven't lately.

I think Grimnir will probably work to combo, but if it doesn't oh well. Best to move on and not think about it too hard.
 
I view it the other way around, the Omake board exists because there's stuff Soulcake wants to write but doesn't have the time to and more concentrated updates let him dedicate more of the wordcount to other cool stuff that's happening. Though I guess we could just ask him if we really want to know which he prefers.
I disagree somewhat. Some of our greatest achievements have been when we focused everything on a single thing: Trollslayer, Barak Azamar, Zharrgal. Of course because of apprentices we couldn't do everything, but still. Those were certainly some of the most epic parts of this Quest.

It's also a more Dwarfy thing to do.

Edit: I think this quote encapsulates my opinion the best.
Well then he shouldn't have made the traits work like they do. As is it is clear that it is optimal to put as many actions into the same thing as possible to better prok traits.
True enough.
Zhufazul on Turn 35 to complete it, so we can use it for Gimli's wedding gift. Thus needing to move the single Valaya's Runes action from Turn 35 to Turn 37.
I'd like to be able to use Zufazul in Gimli's commission.
Ask and I shall deliver.
Actions​
Turn 35 – Armoured Maidens Accept​
Turn 36 – Princely Wedding Due​
Turn 37 – Grave Wardens Accept​
Turn 38​
Turn 39​
Turn 40 – Armoured Maidens Due​
Turn 41​
Turn 42 – Grave Wardens Due​
AP 1​
Triage Pt. 2​
Dronril, Dronwut​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
Grave Wardens​
AP 2​
Triage Pt. 2​
A Princely Wedding Pt. 2​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
Grave Wardens​
AP 3​
A Princely Wedding Pt. 1​
A Princely Wedding Pt. 2​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
Grave Wardens​
AP 4​
Zhufazul​
The Rune Metal Pt. 2B​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
AP 5​
Hold Founding​
Hold Founding​
Hold Founding​
Hold Founding​
Hold Founding​
Hold Founding​
Grave Wardens​
Actions​
Turn 35 – Armoured Maidens Accept​
Turn 36 – Princely Wedding Due​
Turn 37 – Grave Wardens Accept​
Turn 38​
Turn 39​
Turn 40 – Armoured Maidens Due​
Turn 41​
Turn 42 – Grave Wardens Due​
AP 1​
Triage Pt. 2​
Dronril, Dronwut​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
Grave Wardens​
AP 2​
Triage Pt. 2​
A Princely Wedding Pt. 2​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
Grave Wardens​
AP 3​
A Princely Wedding Pt. 1​
A Princely Wedding Pt. 2​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Armoured Maidens​
Grave Wardens​
Grave Wardens​
AP 4​
Zhufazul​
The Rune Metal Pt. 2B​
Understand Valaya's Runes​
The Rune Metal Pt. 2B​
Armoured Maidens​
Grave Wardens​
AP 5​
Hold Founding​
Hold Founding​
Hold Founding​
Hold Founding​
Hold Founding​
Armoured Maidens​
Grave Wardens​
I have also added Dronril, Dronwut to T36 as that only needs 1 action to finish up.
Rune Metal is done on T38 instead.

The differences on these two plans is if the hold founding is done on T39 or T40.
If it ends one turn earlier, we can push back one of the otherwise four Armoured Maiden actions to T40 to gain more bonus actions 4(6)+4(6) = 12 (just done) vs 3(5)+3(5)+2(3)=13 (a little bit extra)

@soulcake can you tell us which is the turn when the Hold Founding is done?
[ ] Aid: All that you are able to.
A large commitment of material and time towards helping the Dawi of Dum recover. [Cost: 1 action and 1 retainer action] Locked in for 8 turns. Take on [Simple] Hold Founding: [Cost: 6 actions].
[X] Hold Founding: [Cost: 1 action, 1 retainer action] Locked in until end of turn 40.
Those two quotes contradict each other.
 
I have also added Dronril, Dronwut to T36 as that only needs 1 action to finish up.
Rune Metal is done on T38 instead.
I would prefer to get Gromril Chain done first then do Valaya's Runes. Chain will do more for us and the commission for reasons that I have already mentioned, and that doesn't give us time to dump another turn into them.
 
@soulcake can you tell us which is the turn when the Hold Founding is done?
This is why i switched to the bottom system(far too late IMO)

But uh when that happened I basically treated it as congruent with turn 32 as Trun 31 Results had already happened. Which is why it says end of turn 40 on the newer one.
 
This is why i switched to the bottom system(far too late IMO)

But uh when that happened I basically treated it as congruent with turn 32 as Trun 31 Results had already happened. Which is why it says end of turn 40 on the newer one.

The thing is, though, if hold founding is locked in until the end of turn 40 it's going to cost a total of nine actions, not eight. If it's supposed to be eight actions over eight turns, starting on turn 32, then the eighth and final action will have been put in at the end of turn 39.
 
The thing is, though, if hold founding is locked in until the end of turn 40 it's going to cost a total of nine actions, not eight. If it's supposed to be eight actions over eight turns, starting on turn 32, then the eighth and final action will have been put in at the end of turn 39.
raises finger.
32 action. 1
33 action. 2
34 action. 3
35 action. 4
36 action. 5
37 action. 6
38 action. 7
39 action. 8
40 action. 9
lowers finer.

This is why I never went into math or accounting, and also points out an error of the old system since I frequently just added turns and didn't actually think of how the turn played out. I did actually want it done at the end of turn 40 with the action freed up at turn 41, but I counted the turns wrong because of the Turn and Result divide.

So yes, new system better, me no need count and use brain badly no more.

Thank you for pointing this out though, please take these 2 Snazz Points as recompense. T_T
 
raises finger.
32 action. 1
33 action. 2
34 action. 3
35 action. 4
36 action. 5
37 action. 6
38 action. 7
39 action. 8
40 action. 9
lowers finer.

This is why I never went into math or accounting, and also points out an error of the old system since I frequently just added turns and didn't actually think of how the turn played out. I did actually want it done at the end of turn 40 with the action freed up at turn 41, but I counted the turns wrong because of the Turn and Result divide.

So yes, new system better, me no need count and use brain badly no more.

Thank you for pointing this out though, please take these 2 Snazz Points as recompense. T_T
Don't feel bad, its a really easy mistake to make and comes up in a surprising number of situations. I've taken to always double checking whenever I'm adding numbers to stuff and I'm in the middle of a math degree.
 
I think Grimnir will probably work to combo, but if it doesn't oh well. Best to move on and not think about it too hard.

I think there's a solid argument to be made for wandering/impact/grimnir, at least. At its core it's a very simple and straightforward idea: heavy thing goes forward fast, makes big hit on collision with bad guy. But there's also a broader concept in there we can tease out, relating to decisiveness and quick action. An array like this suggests the philosophy that a fights are won by striking first and striking hard and that a fighter should never stop moving, because hesitation means defeat. It works for Gimli as he is and also fits into the kind of fighting style Otrek favours, which Gimli might come to emulate one day in the future. I dig the belt because, in a way, it speaks both the to the young prince and to the warrior king he aspires to be.
 
Personally, I find it helpful to think of rune combos less in terms of engineering ("how can we logically deduce the underlying basic principles governing rune combos?") and more in terms of poetry ("can we put forward a well-reasoned, and more importantly interesting, argument that this particular bit of language might carry this particular meaning?"). We can never know for sure if a proposal is going to combo or not, just as you say, but writing little bits of analysis can still help solidify an idea. It's worth remembering that we're not dealing with a readymade system where soulcake's gone through every possible rune permutation and mapped out all the combos ahead of time; he has to decide on the spot if a given set of runes combo or not, and writing a thought-provoking post about a specific set of runes can assist him in developing a line of thought he might not otherwise have considered, if we had just presented him with the same three runes without commentary. Or maybe I'm just saying that to justify my own occasional tendency to write embarrassingly earnest posts about rune arrays, lol, but at the very least it's a fun way to engage with the thread.

As for the belt: it does not seem super esoteric, to my eyes, but if you feel grimnir makes it a little unfocused, a conceivable alternative would be to use the rune of striking instead, to make the belt really embody the momentary contact between bodies at the end of a king's charge and the bone-crushing force transmitted to the king's foeman.
I'm convinced that this is also how/why theme-combos happen, too.

People spent a lot of ideas about Zharrgal, and several ideas of Smednir and Conduction were thrown around, maybe Thungni itself too, don't recall. And the eventual outcome we were shown? MConduction + Smednir + Thungni? It did not seem too out-there, compared to all the discussion people had had and gone on.

But, in fact, I think that "well-reasoned and interesting arguments" benefit theme-based item plans, rather than "give 3 runes" type plans, so. =/

Frankly... ... I think people should do more Theme or Function choices, and less choose-3-runes. It seems cooler and more related to discussion.

Because, well... when it comes to the select-all-3-runes, then...

There's a disconnect between all the discussion and "well-reasoned and interesting ideas" we had in our posts and discussion; and how we try to put those ideas into practice?

Whereas with Theme or Function, we can encapsulate or summarize our intents and ideas, and let it ride and see if it works.

Though, our first and really-big success was Trollslayer, and that was a select-3-runes thing, so... ... And Barak Azamar (and the Sky King's armor) were us picking runes... Hrm.

... One problem of the "pick 3 runes" one is that... There are just so many tiny things you can choose to try to get things just a little bit different, y'know?

Like...
-- Equipment:
--- Gromril ArmourA suit of plate fit for a queen, writ large.
---- [Rune of Warding, Rune of Iron, Rune of Preservation]
--- Gromril Shield A great Round slab of Gromril, rimmed with Gold and bearing Hearthstones across its form.
---- [Rune of Valaya, Rune of Iron, Rune of Warding]
--- Gromril War Axe Its haft as long as the arm of a Grudgethrower, its blade as large as a Clanhall's doors.
---- [Rune of Fire, Rune of Parrying, Rune of Might]
Iggun's Axe: Forged by your father, inscribed by your own hand and wielded by your mother until she entered the company of her Ancestors. [Rune of Fire, Rune of Fury, Rune of Might]
[Armour] War Plate. [Master Rune of Gromril, Rune of Fortitude, Rune of Impact.] Forged in joy, tempered in grief, worn in battle. [RETIRED]
[Weapon] Rune hammer. [Master Rune of Conduction, Rune of Fire, Rune of Striking] Good for hitting, good from crushing. [RETIRED]
[Weapon] Rune axe. [Rune of Cleaving, Rune of Daemon Slaying, Rune of Fury.]Good for cutting, for slicing.
[Talisman] Wardstones x5 [Rune of ???, Rune of Preservation]
Take a look at these items.

They didn't combo.

Fire, Fury, and Might... and no combo. Nor Cleaving, Daemon Slaying, and Fury... Would Fire, Fury, and Daemon Slaying had combo'd? Who knows.
The funny thing is that we don't often miss them. The last time it happened was the King and Heir's armors, which has with the limbs totaled up to five out of something like 13 or 14 combos we've made.
I think the Retaliator bolt-thrower and Dragon's Spite bolt were made after the armor sets, right? So those would be the last time it happened IIRC.
 
I think there's a solid argument to be made for wandering/impact/grimnir, at least. At its core it's a very simple and straightforward idea: heavy thing goes forward fast, makes big hit on collision with bad guy. But there's also a broader concept in there we can tease out, relating to decisiveness and quick action. An array like this suggests the philosophy that a fights are won by striking first and striking hard and that a fighter should never stop moving, because hesitation means defeat. It works for Gimli as he is and also fits into the kind of fighting style Otrek favours, which Gimli might come to emulate one day in the future. I dig the belt because, in a way, it speaks both the to the young prince and to the warrior king he aspires to be.
Yeah! Pretty much where its going. It's worth a try despite my mild concerns.

I think the Retaliator bolt-thrower and Dragon's Spite bolt were made after the armor sets, right? So those would be the last time it happened IIRC.
Ah! Yeah I forgot those. It's not very common for us to miss a combo, and we usually miss one in relation to something on the Royals.
 
Last edited:
Ah, yes, the Dwarven Gold Song, let us speak of that most wonderful of tunes!
I have been told that it is an incredibly beautiful and nuanced work of lyricism, a dedication to the dwarven love of that yellow metal. It speaks of the glint of gold when held in the light, of the sound golden coins make when they chime together, of the feel of a golden chain against one's skin. It speaks to the many uses for gold, from coins, to jewelry, to inlay on weapons or armor, to a way to soften toys for young children. It tells of the lengths dwarves have gone to for the metal, deep mines dug for it, long roads paved for it, wide rivers diverted for it and, of course, the wars fought to obtain it.
My dwarven acquaintances have told me that the addition of new verses to the Gold Song is a constant, ongoing and serious matter, and that potential new additions could be debated upon for centuries before finally being accepted or denied.
I myself have had the privilege to hear part of a short rendition of the Gold Song, and have recorded it here for posterity:

(The song begins when one dwarf recites their personal dedication to Gold)
Gold Gold Gold Gold
Gold Gold Gold
Gold Gold Gold Gold Gold
Gold Gold Gold, Gold Gold Gold
Gold Gold
(At this point the singing begins with a call and response to draw in interested singers)
Gold Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold Gold
(Then the refrain begins, an exquisitely written piece of poetry which, I have heard, was originally composed by the Dwarven Ancestor God Smednir himself)
Gold Gold Gold Gold Gold Gold Gold Gold Gold
Gold Gold Gold
Gold
Gold Gold
Gold Gold Gold Gold Gold
Gold Gold
Gold Gold Gold
Gold Gold Gold Gold
Gold Gold Gold
Gold Gold Gold
Gold Gold Gold Gold Gold Gold Gold
(Between refrains individual singers, starting from the eldest and ending with the youngest, take turns reciting their favorite verses. Alas, by this point I had partaken too much of the Dwarves wondrous ale and do not remember the rest of the song.)

[a silly little something I couldn't stop thinking about after that bit about a gold song]
 
Last edited:
[a silly little something I couldn't stop thinking about after that bit about a gold song]
The great thing is that this wouldn't be too far off the mark in terms of intent.

During the Gold Song, the Dwarfs sing about gold and each drinker sings a verse in turn. Each Dwarf must use a different word for gold when he sings his verse, and any Dwarf that repeats a word already sung or who is unable to think of another word for gold pays a forfeit. As the forfeit is inevitably to buy another round of drinks a Dwarf will often invent a new word for gold rather than admit defeat. If this new word goes unchallenged then he avoids the forfeit and another word for gold is invented

In a language with only one word for Gold and a very poor translation, it may literally end up just being what you wrote. :^V
 
Yeah! Pretty much where its going. It's worth a try despite my mild concerns.

I actually like that we can't know for certain if a new array will combo or not, because it captures an element of the idea that people commission Snorri to make fine art. It's not possible for either the commissioner or the artist to know in advance exactly how well a work will turn out; a composition that seemed excellent when first putting charcoal to paper might turn out to be suboptimal in the final analysis, once the last brushstroke has been made, and even a master among masters will see some variance in their output. The combo system gave us Wyrmguard, which is at once a priceless work of true runic excellence, made with breathtaking technical skill, and simultaneously something its creator could conceivably look back on with complicated feelings, because, as good as it is, it did not quite turn out as he expected. I treasure that feeling and I'm glad we couldn't remove it by running rune combo tests ahead of making the suit, even though missing the attempt stung.
 
So, for the charging belt what could we use as ingredients for the runes? I don't think we have anything that would make a viable upgrade for the pegasus heart so that would probably go into the MWandering, for Grimnir we probably want to use the zhufazul if it works as a rune ingredient, otherwise griffin feathers are used in his master rune so maybe they'd work. Lastly for impact I'm wondering if a stonehorn horn would work? They are big chargey beasts and that is the bit they charge with so use it for a charging rune? Thinking about it I'd be tempted to suggest swapping the pegasus heart for a stonetusk heart if we had one, maybe it would alter the rune to be more charge through obstacles rather than fly over them.
 
Last edited:
I actually like that we can't know for certain if a new array will combo or not, because it captures an element of the idea that people commission Snorri to make fine art. It's not possible for either the commissioner or the artist to know in advance exactly how well a work will turn out; a composition that seemed excellent when first putting charcoal to paper might turn out to be suboptimal in the final analysis, once the last brushstroke has been made, and even a master among masters will see some variance in their output. The combo system gave us Wyrmguard, which is at once a priceless work of true runic excellence, made with breathtaking technical skill, and simultaneously something its creator could conceivably look back on with complicated feelings, because, as good as it is, it did not quite turn out as he expected. I treasure that feeling and I'm glad we couldn't remove it by running rune combo tests ahead of making the suit, even though missing the attempt stung.
This is a good way to look at it! I think I'll try and do it as well.

So, for the charging belt what could we use as ingredients for the runes? I don't think we have anything that would make a viable upgrade for the pegasus heart so that would probably go into the MWandering, for Grimnir we probably want to use the zhufazul if it works as a rune ingredient, otherwise griffin feathers are used in his master rune so maybe they'd work. Lastly for impact I'm wondering if a stonehorn horn would work? They are big chargey beasts and that is the bit they charge with so use it for a charging rune? Thinking about it I'd be tempted to suggest swapping the pegasus heart for a stonetusk heart if we had one, maybe it would alter the rune to be more charge through obstacles rather than fly over them.
Stonehorn on Impact makes sense, given that the Master Rune of Smiting which is "Hit with big smack" is probably comprised of Impact and Might in there somewhere and you're right in that it would emphasize charging. Zufazul also makes sense, though I might not support using the griffin feathers since they serve in the morale boosting effects of the Master Rune of Grimnir by making the user tireless and unbreakable in the weapon form and in the banner form greatly improves the fighting ability of allies and that's not quite what we're going for here.

We may not need to use them, though the way it will go is that after part 1, we'll either get a combo or not and then we'll be able to add ingredients. Once a combo is done ingredients don't seem to be able to break it (though we haven't actively tried yet) unless we use an ingredient that botches the rune, and we can just generally specify "any upgrade mats that don't break the combo" or whatever in part 2 if its a major concern.
 
Last edited:
We could potentially order something or send someone hunting for something if there's an ingredient we don't have we identify as useful though, but I can't think of anything worth spending the favour/actions on.
 
Last edited:
We could potentially order something or send someone hunting for something if there's an ingredient we don't have we identify as useful though, but I can't think of anything of anything worth spending the favour/actions on.
Yeah, that's what I was thinking too. There's nothing really that's worth it at the moment. Like, a T4 pegasus heart if we would get one is kinda nice but only boosts the rune power a bit? It's not really focusing the concept of wandering, just making it More.

E: And, tbf I don't want to screw around with Wandering too much. It does exactly what it needs to do.
 
Last edited:
While I doubt we have time for it in the immediate future, I think there might be potential for another combo or two in snorri's gear that we've overlooked. All the discussion I recall has been around a weapon/armour/weapon or weapon/armour/banner combo for combat. But I think there might also be a hammer/anvil/furnace combo, or a hammer/armour/anvil combo if we want to use Barak Azamar as part of it - and we might given it has crafting benefits. I don't have any particular ideas as yet, but it seems a bit of the potential combo space that has gone surprisingly unnoticed.
 
While I doubt we have time for it in the immediate future, I think there might be potential for another combo or two in snorri's gear that we've overlooked. All the discussion I recall has been around a weapon/armour/weapon or weapon/armour/banner combo for combat. But I think there might also be a hammer/anvil/furnace combo, or a hammer/armour/anvil combo if we want to use Barak Azamar as part of it - and we might given it has crafting benefits. I don't have any particular ideas as yet, but it seems a bit of the potential combo space that has gone surprisingly unnoticed.
Making an anvil or furnace is in the cards for sure, and doesn't really fall under the same pressure in the same way as the stuff directly on his person. Getting an anvil that's focused on crafting tied to the Deep Magic could well lead neatly into something that plays very nice with Zharrgal and Barak Azamar but for such a crafting thing there's not as much concern in my mind to actually tie it into our fighty gear. We wouldn't be taking something like a purely crafting anvil out into battle, so it doesn't need to Set with the banner/second weapon/talisman for example.
 
Turn 35:
━<><><>< 253 A.P. ><><><>━​

"Learning about it in your letters is a damn world of difference compared to seeing it for myself Snorri I must admit," Jorri mutters as looks around at the construction being done.

You shrug.

Several more houses have been commissioned, mostly by the new arrivals from Ornsmotek who, for one reason or another, decided that staying in the accommodations of the workshop weren't for them. For some it was practical, families with children and even some grandchildren, while others were less so, Monster Wardens who were more at home roughing it around the open elements. Something about enjoying the sound of the howling wind and the pitter-patter of rain.

Rangers.

"I give it a century or two before I'll call this a proper Khazid," Jorri continues, "A tavern and a few houses does not a settlement make after all."

"If it ever comes to that," you grumble back, "Kraka Drakk's quite literally a stone's toss away. See no need for any more businesses to pop up here frankly."

"Even this much distance is sure to draw in some services. Dwarfs aren't lazy, but they are practical. So if there's a closer alternative, why not use it? I can see at least a small urbaz getting set up in the central square, maybe even a smithy or two, just for the small things that would be far too much of a hassle head all the way to the Karak to get. A good place to have the youngsters get some practice for the day they set up caravans of their own at least. Might actually do that too," Jorri explains.

"Hmph, we'll see," you acquiesce, "Won't be my problem hopefully. I did my level best to remove myself from the day to day running or decision making of this place as possible. King Otrek is still close enough for his edicts to come into effect after all. Best case scenario is that I help build the walls, give them clear instructions about how not to compromise the defensive array I've set up and let them have at it. Too many pieces in the forge as is."

And isn't that an understatement? Even after your business with Grom is complete, you always have duties to attend to. Aside from your work with the Cult of Valaya, what few torques your once-apprentices and those few they have taught don't manage to get to, there are the more general duties expected of any regular Runelord of a Hold. Appearances during feasts, the ceremonial tapping at First Quaff, keeping an eye on the Runesmiths already in the Hold and hosting newly arrived Masters. While many of those duties have and can be foisted off to your peers within the Hold, your position as the preeminent Runelord of Kraka Drakk demands things you cannot simply foist off.

Ancestors, that didn't even get to the responsibilities you've taken on since becoming a, very reluctant, member of Clan Winterhearth's Elder Council at the insistence of both your ageing uncle, Jorri and Magna. Kumenouht, offering advice and sage wisdom to the youth of the Clan, helping point the other elders towards Masters that you believe are best able to bring a particular prospective young Runesmith's talents out the best. A relatively light load compared to your fellow elders, all of whom understood your position meant that you could not completely devote yourself to the Clan as much as you feel you ought to.

Bah! BAH!

"You're being self-critical again Snorri," Jorri comments, handing a fresh tankard over, "You've grown quiet and your brows furrowed like all the times you go over any of your work you don't find quite up to snuff."

"Harumph," you grumble back, "Times like these that I can't completely fault those among my peers who just hole themselves up in their workshop and never come out. Course it's not enough for me to think they're being unreasonable about it, but I can see it."

"Burden of age. All those centuries we looked up to our elders, and now that we're in their shoes we've figured out how much there needs to be done that no one but us can do. It's probably a candle compared to whatever you're dealing with, but the mire around the Messengers Guild is still keeping me up most nights."

"Only been a century or so, I expect that you'll be dealing with it a while longer," you rumble sympathetically.

"Aye, aye I will," he sighs out before brightening again, "In happier news, Gotrek's found himself a Kvinn."

You raise a brow, "Oh? Hmph, well almost four centuries is a respectable time. Who is she?"

"Elamina Goldeneye, old Dinbek's girl. Sent Gotrek off to make sure a Caravan from Varn headed for Uzkulak didn't go through the same business at Kadrin that Thorulf, Thorgny's lad, went through. Wish that got sorted soon enough as well, but as I was saying. He met her when their caravans made it Vlag, safer to travel together than alone and it meant they divvy the costs for the Ranger escort. Well, suffice to say things went south just outside the slopes of the Karak with a bunch of troll's getting chased off by a herd of Mammoths of all things and…"

You listen attentively even as you lean back and take a long swig from your mug, grunting and nodding along as Jorri regales you with stories of your nephew's escapades out east. Your eyes scan the horizon, taking in the scene and atmosphere of a simple life and Dwarf's living peaceably for all it's worth.

Hard to find moments of calm like this.

━<><><><==><><><>━
(Roll, Nain: 75)

Borri stares down at the last set of armour with a grin plastered on his face. The last of the twenty sets Borri's ordered sits ready and waiting for its future owner to put on.

"You've outdone yerself here Lightfoot," he says, grinning up at him.

"Thank you," he responds promptly.

"So where are you off to now hmm?" Borri asks, walking over to a table where their mugs sit.

"Don't know frankly. I have a lot of places to go and a lot of things to learn before I think I'll be ready to face my master again. Your order will tide me over for a good while at least so thanks for that as well," Nain says honestly.

"Hmph, well we Ironjaws are a big old Clan. Though my family specifically has been winnowed with time there are plenty of Ironjaw cousins and splinter Clans out there in the Karaz Ankor, and in Azul especially. I owe you a great deal, so I reckon I can at least write a letter or two for whichever of us you come across."

"It'd be appreciated greatly," he says sincerely, having heard and seen just how difficult it could be for a young Journeyman to find work this early into their career.

"Like I said, I owe ya a debt already, so I might as well make it right while yer' still here. By the by, how long are you planning to stay here?"

"A month more at most now that you're out of orders. Already have a wagon and some ponies ready, just have to get some final affairs in order."

"Hmph, I can get the letter done soon enough so that won't be an issue. Alrighty then, let's say two days from now then? Whadaya say?"

Nodding, he takes Borri's proffered hand and shakes it just as his Master taught him. Firm grip, solid form, elbows locked.

"Now that that's settled, what say we hit the old haunt a few more times before you leave eh?" his friend asks.

He pauses to consider, only for a moment, before replying.

"Fine by me," he says with a soft smile.

━<><><><==><><><>━​

Of course, Jorri hadn't come here solely to visit you, he also came to see Snerra of course, but because his business had been contracted by the Royal Clan to carry the vast quantities of ale earmarked for Gimli's wedding. Fine brews from as far away as distant Zorn all the way to a supposedly acceptable drink from a newly established brewery in the East were being brought to be drunk on the big day.

"It'll be a damn fine sight I reckon," he tells you.

"It'll be a damn fine amount of ale," you reply.

"Best part will be that I'll have a damn large number of empty Wagons leftover that I'll fill with exotic Northern and Elgi goods to trade when they head back down south. HAHA! " he says, rubbing his hands together in glee.

You grunt.

"A good thing to start really ramping up my connections here. When that canal expansion is done there'll be a rush of merchants on both sides looking to make a tidy profit brother," Jorri continues, stopping his gesturing to take a swig.

"Mm, keep an eye out for me then would you? I got a list of things I'm on the lookout for, but I need it done discreetly. Can't go tipping off my contemporaries after all," You rumble.

"Write me a list and I'll do what I can brother mine, though I'll hazard a guess and say you aren't looking for anything like an elven blade or whatnot. Reagents? Knowledge? That seems more your mineshaft," your brother prods.

"And you'd be right, for once," you grumble back, "I'll have Rudil hand you a list. Don't go out of your way, but if you find anything just have me informed. You of all Dawi, or anyone connected to you, bumbling about and buying up esoteric knowledge and reagents? Well, it isn't a direct connection, but it isn't that far off…"

"Aye aye, you make it sound like I haven't done this before Snorri!" Jorri says with a scoff, "I'll be stealthier than any Ranger, swear on me beard!"

"Thank you Jorri," you eventually reply.

"If you can't rely on your brother there aren't that many you can rely on," he replies easily, taking another swig out of his mug.

Doom and darkness. Stories of betrayal and the breaking of sacred oaths...

"You're more right than you think..." you confirm, trailing off as your mind dredges up that particular bit of trauma.

"Brooding again," Jorri points out.

"Bah!"

━<><><><==><><><>━​

(Roll, Karstah: 8)
(Roll, Apprentice Reroll: 19 +15[Omake] = 34)

In a secluded forest clearing, the fading bellows of a Greedy Troll are slowly overcome by the bellicose warcries of a young Dawi woman.

"DIE! BY THUNGNI, DIE!" Karstah screamed, sending the hammer crashing down into the creature's chest for the fifth and final time, pulping its heart and sending its weakly grasping limbs falling to the earth lifelessly.

Wearily, she looks for even a single sign of life before she grabs a hatchet from her belt and uses it to separate the troll's head from its body for good measure. For what feels like an eternity she simply sits there, calming down her thundering chest and letting the adrenaline fade into a bone-deep weariness.

Despite her exhaustion, she does eventually get up from her position over its torso, and wipes the blood off of her face with a rag and a handful of untouched snow. She spends enough time to get most of the blood off of her face, using it to calm down further, before turning around to stare at her wagon and goats.

Around it, the bodies of several trolls lie dead while several of her goats bleat either in fear or panic around the clearing. The left side in its entirety and parts of the right have been melted by the acid of the dead trolls that litter the clearing. A part of her despairs while the rest methodically takes stock of her situation and formulates a plan, falling into a mindset her Master was careful to cultivate for times such as these.

Two goats wounded, the wagon's structural integrity heavily compromised and at least three weeks out from Kraka Drakk with half of my food stores spoiled. Check on metal stores and anvil, use available wood to enact enough repairs to get back. Trolls will have to be butchered for meat and the goats tended to.

Karstah huffs and grabs the troll's dismembered head by one of its many horns. She glares into the Greedy Troll's single glassy eye and drops it back down into the snow with a huff.

"I'm making Runes out of the useful parts and making jerky out of the rest of you, you rat bastard. It'll take more than that to get rid of Karstah of Clan Winterhearth," she mutters before hefting her axe and moving towards her animals.

It takes all of her willpower to stop from screaming in agony when she steps out with her left foot.

Broken leg, shock wearing off quickly. A splint will be required.

A thunderous "Bah!" fills the clearing, scaring off what few birds remind and dissuading a few more skittish wolves from trying their luck.

━<><><>< Grumblings and Goings ><><><>━

- For nearly a century now the realm of Ravnsvake has benefited greatly from their trade with the Elgi of the kingdom of Cothique. Now, with the completion of the elven embassy, and the conclusion of a long series of negotiations between the Raven King and Lord Dawnseeker, a great endeavour is to be enacted! The Dumaraz, that treacherous stretch of water, is to be tamed! No longer is the simple canal that connects it to the Varn Wyrren enough, claims King Villi. Now both canal and the river are to be expanded, widened, and in the case of the latter, made calm. Such that more Elgi traders may bring more of their goods and enact further trade. There is grumbling from the Longbeards about letting more strange folk get close to their home, but the coin is good and the venture is sure to make even more. Already Engineers from Dorden and Kraka Drakk are being courted, for there are not enough among the Ravnsvake chapter to see this done in a timely manner!

- In a similar vein, one such Elven trader has brought a surprising piece of cargo that Jorri has caught wind of among the warehouses of Ravnsvake. The magically preserved bodies of great, white-furred cats larger than a stout mountain pony. Reminiscent of the mountain lions and Sabretusks that prowl the World's Edge, these White Lions are apparently mighty, and intelligent, predators native to the Kingdom of Chrace. Your brother, keen-eyed and raised around Runesmiths, reckons there may be something magical based on the tales the trader spoke of. He's given you the head's up at least.

- Yinnlinssons! The famed Brewer Clan of Karaz a Karak, favoured by Valaya Herself, have begun amicably splintering. One of their many kinsmen has gathered a band of his fellows and decided that there are fortunes to be made in the Far North. This Yngli Dagmarsson is not the only Yinlinsson to leave the proverbial mines, for it seems the Clan has grown too large for even the halls of Karaz a Karak to contain! Something of a growing trend among many Clans in the south it seems. Hmph, beardling wanderlust seems to be overtaking quite a many Dawi these days.

- The Wyrm is dead! That foul beast, Kolzharradrakk, slayer of the Durabarr Stonehammer and crippler of his Wife and altogether foul cretin and focus of many a Grudge is slain! A dwarf with a Grudge is a terrible thing to face in battle, more terrible still is if that dwarf is a father wronged. For King Buradarr took little time after recovering to go hunting for the beast in question. For years the Throng of Ungor plied the Deeps, until at last, in a stroke of luck, the creature was found nesting in its lair and slain soon after by the avenging host! Honour and Vengeance! Princess Orra, widow of the slain Durabarr, has yet to be seen in public since her injury, yet the royal Clan says she is rightfully satisfied with the result.

━<><><>< Gains ><><><>━
- +1 [Ingredient] [T4]Ancient Troll's Heart

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 40 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.
- [ ] Deep Surveying: Gain 30 Favour +? With Kraka Drakk. The Deeps of Kraka Drakk have long been secured, but it's come to your attention that the grand array of natural cavern systems found after Haruzrildrakk's death still remain more mystery than well navigated plain. Not through laxness of the Karak's rangers or miners of course, but by sheer virtue of how numerous the caverns below have become. King Otrek is well aware of the plight, but has seen it fit to instead have Gloin oversee this particular issue. To train him for the, hopefully far off, day he puts the crown upon his head.

[ ] 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.

[ ] 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.

[ ] 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 or below.

[-] [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.

(*New*)[ ] [Simple] Once more with Smelting: [Cost: 4 actions, 1 Voidstone] Productivity like No Other will proc. Gain 1 Dragonblood Smelter. It has been around a century since you last made an Adamant Smelter. Its been enough time since that you feel safe about making another one without feeling like you're committing sacrilige.

[ ] [Difficult] Triage Pt. 2: [Cost: 2 actions]. Productivity like No Other will proc. Apply optional structural materials and any aesthetic changes here. Due end of Turn 37. Gain 80 Favour with Kraka Drakk and 1 Standing and 80 Favour +??? with Karak Ungor. Three limbs to be made, three items to craft.
- [X] Arm: Master Rune of Waking [T4 Troll Heart], Rune of Forged Limb, Rune of Stone, use Adamant. Bands detailing history of Clan with Hearthstone in shoulder.
- [X] Leg: Rune of Forged Limb, Rune of Vitality [on Hearthstone], Rune of Fortitude [on Hearthstone]
- [X] Leg: Rune of Forged Limb, Rune of the Valiant, Rune of Warding [on Hearthstone]
- x3 Adamant

[ ] [Difficult] A Princely Wedding Gift Pt.1: [Cost: 1 action] Due end of Turn 36. If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. Gain 100 Favour with Kraka Ravnsvake. King Villi has come to you asking if you would make a wedding gift that he could offer Prince Gimli on the day he weds the King's daughter. King Villi trusts that your relationship with Clan Ironarm is such that you know what to best make for them, but he would prefer something that Gimli will carry with him when he eventually takes up the panoply of his father and grandfather as their equipment has become the royal arms of Kraka Drakk's monarch and heir. In other words, anything besides a suit of [Armour] or a [Banner].
- [ ] 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, 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 one's 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 be 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.
(*New*)Available Requests:
[ ] [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.
- [ ] Accept

[ ] [Simple] Grave Wardens: [Cost: 12 actions] Due end of Turn 42. Productivity like No Other will proc. Gain 70 Favour and 1 Standing with the Cult of Gazul. Snorri thinks another patron might be found by the end of turn 37. Just as the Cult of Valaya has the inkling of a great colonization wave, the other Ancestor Cults have taken also taken notice. The local Cult of Gazul has come to you for the same reason the Cult of Valaya has, to arm their most senior members with the kind of equipment befitting their station, both current and for those future Dawi who may take up this most sacred of duties.
- [ ] Accept

[ ] [Simple] Gate to the Sea: [Cost: 5 actions] Due end of Turn 38. Productivity like No Other will proc. Gain 1 Standing with Kraka Ravsnvake. Snorri thinks another patron might be found by the end of turn 37. Knowing of your predilection and obsessive meticulous mind for incredibly robust and powerful defensive structures, King Villi has asked if you would be willing to lend your expertise and Runic knowledge for when his Hold builds the great gates that will lie between the Varn Wyrren and the Canal from the Dumaraz.
- [ ] Accept

[ ] [Difficult] Skrundaz Pt. 1: [Cost: 1 action] Due end of Turn 45. Reveal and gain 1 Standing with the Cult of Grungni. If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Snorri thinks another person might be found by the end of turn 43. A new High Priest of Grungni for Kraka Drakk is set to ascend in a few decades' time. Until then the current High Priest, Dwinbar Steelbreaker is training his appointed replacement and trusted second, Kadrin Palebeard in the duties and responsibilities expected of him when he ascends to the position. To commemorate the Cult's first transition of power in the Karak's history Dwinbar has asked if you would be willing to create a pickaxe for the occasion.
- [ ] Accept

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.

[ ] 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.

(*Updated*)[ ] Dronril, Dronwut: [Cost (6 -5) =1 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.

[ ] 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.

[-] 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.

[ ] 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.

(*Updated*)[ ] Diction Direction Pt. 2: [Cost: (8 -2) =6 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.

[ ] 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 -4) =8 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. 2b: [Cost: (14 -5) =9 actions] Journeyman of the Odd and Soul of the Earth will proc. You can and now have done it, made Gromril chain and chainmaille. It required extremely unique circumstances and felt more a fluke than true success to you. No, you will not be satisfied unless you can create something any hypothetical Runesmith could do. Beyond that? Who knows?
- [ ] Brotherhood Expertise: [Cost 10 Favour from Brotherhood of Dron] Gain 1 progress. Can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research.

[ ] Understand Valaya's Runes: [Cost: (12 -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] Journeyman of the Odd and/or Soul of the Earth may proc. The same idea as studying any rune in theory, in practice it takes a lot longer and there's often a large chance of explosions. The action cost is dependent on a variety of factors, but the amount of similar Master Runes you know, your specialties, and even if you made the Rune being worked on can reduce the cost.

[ ] Compress a Combo: [Cost: Variable with a max of 10 actions] Journeyman of the Odd and/or Soul of the Earth may proc. A Master Rune is in essence a series of Runes condensed down into a greater, more powerful, and compact form. Having such an option is particularly valuable to many a Runesmith most obviously because it effectively opens up two new Runes to be used on an item. Master Rune will be for the equipment type of the Combo.

Order:
(*Updated*)This Turn: Lionhearted, x12 White Lion Corpses available, one corpse equals 1 order, Cost 5 Favour for Kingly Expedite purposes.

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.

(*Updated*)[ ] 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.
- [ ] Dumaraz: Gain Random Monster Mats, 10 Favour with Kraka Ravnsvake. In preparation for King Sindri's grand ambition, he has called for a great culling of the beasts that would lurk and prey on the work crews tasked with rendering the Dumaraz more easily navigable. The King has even offered any would be hunters the chance to lay claim to the beasts killed in their work.
- [ ] Peak Clearing: Gain Flying Monster Mats, -2 to Brana recruit threshold (1D20, DC20) for this turn's recruitment. While the Brana are perfectly willing to hunt and kill monsters themselves, they look kindly upon and welcome any Dawi who wish to aid them in clearing a particular mountain peak of monsters. A service they render in exchange for the food it provides, and in return the local Dawi are freed of pesky beasts that would bother or hurt them.

━<><><>< Khazalid Trivia ><><><>━

Khazid - Settlement, Town/ "Small Hall"
Urbaz - Trading Post or Market
Skrundaz - "Hewing Axe"/ Pickaxe
Kolzharradrakk - Black Flame Dragon

━<><><><==><><><>━

Remember to vote by plan. There will be a two-hour moratorium for discussion.

AN: DIDN'T EXPECT A DOOT THIS SOON DID YA? Well neither did I! So, housekeeping wise I decided to put the Available Requests as a spoiler in this turn as a trial run. Thinking about it some more I see no harm in at least trying it out to see if the formatting is gonna be bupkiss or not. Anyhoo, on to more thread-based topics, I see there's been a lot of hubbub about Rune Combos specifically. I will say once more, Runes, like Khazalid, do better with concrete ideas and objects, and for another, don't confuse the name of the Rune with its function. Names are given by the Dwarfs who invented/discovered the Rune, so don't use them as the basis for a hypothetical combo is all I'll say on that front. Lastly, Ancestor Runes are the exception, not the rule. A small bit of advice if you don't wanna trawl through the options as well, CTRL F (*New*) or (*Updated*) if you wanna see any changes. As always, thanks for waiting, please enjoy and don't forget to C&C.
 
Last edited:
Back
Top