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.
No. Break the Rune break the effect in this case. I'm not even sure what you mean by Purification here, if you mean a hypothetical version of the Master Rune Snorri devised or even that Rune itself, it should be evident that the Rune enacts change on things that it isn't inscribed on given the Smelters aren't made of Adamant by now. So I'm not sure why it would change the hypothetical material you're talking about here either.
It seems reasonable to at least get understand MPurification started with that extra action that freed up before starting alchemy just in case we can get cross progress on it. And well, so we actually know how long it'll take lol.
Putting a single action into MRoP seems very, very inefficient, given that it seems likely that at the very least Journeyman of the Odd would apply to it.
Very likely any Alchemy related trait we get from advancing that as well. It seems much more efficient to prioritise learning Eltharin and then Alchemy in a single focused period of self-improvement where we maximise our action bonuses rather than dragging it out for decades.
Putting a single action into MRoP seems very, very inefficient, given that it seems likely that at the very least Journeyman of the Odd would apply to it.
Very likely any Alchemy related trait we get from advancing that as well. It seems much more efficient to prioritise learning Eltharin and then Alchemy in a single focused period of self-improvement where we maximise our action bonuses rather than dragging it out for decades.
We do not know how many actions Understanding MPurification costs, we don't want to spend to many actions on it because of the opportunity cost. That is why I want to put an action in it to see the cost before we overload it.
Master Rune Understanding is always gonna be kind of cursed due to the lack of action costs, and how the thread culture has taken a "plan far ahead" approach combining together to make it Not Fit Well Into Plans.
I think that is a combination of having a lot of big projects that the thread has gone for, the tendency towards having major events every few turns, and the way that putting more effort into things being the most efficient.
The great hall of Karak Ungor is not full to bursting, it was arguably empty by all accounts, yet it contained a potent set of individuals within. Friends, acquaintances and family of the Royal Clan of Karak Ungor. Which invariably ended up meaning dozens of the most prominent Nobles, Guildmasters and various other Dwarfs of significance to the Hold were present to witness what was to occur; individuals which included Lord Orri Silverbrow, Runelord of Karak Ungor, you note idly.
You were standing in your own formal regalia at the foot of the throne, four of your Hearthwardens carried the chest bearing Orra's limbs behind you. Ahead of you, King Buradarr sat on his throne, as still as a statue and regal as any king ought to be. The great golden loops and ties in his beard shimmering with gems and other precious metals inset within.
But you do not stare at him, nor does anyone in the room. Rather, they stare at Prince Buradarr, stoically pushing along a wheeled chair that his mother sat in. You watch until the chair stops a few meters away from you, and are faced with the stoic visage of Princess Orra.
The King makes no grand speech, only nods and you begin walking towards her and her son, your retainers marching behind you with the chest on their shoulders. When you get there, you walk to the side and let them lay the chest down and open it. Around you there are many quiet gasps and approving grumbles as the limbs shine in the light of the room. The King merely nods, maintaining his stoicism, and the prince at least tries to keep his eyes from widening too much. Orra simply gazes at the arm, reading the Khazalid inscribed on it intently.
At her nod, you lift the Adamant arm and swiftly attach it to her pre-prepared stump, quietly adjusting and making sure the limb is in place.
When you finish you simply grunt, and Orra tentatively begins moving her new limb around, testing its range of motion and flexing an arm with nonexistent but very real feeling muscles. Afterwards, you simply lift the legs up from the chest, handing them to Orra to attach by herself. The crowd watches with bated breath as Orra attaches the final limb, moving metal toes with a near life-like level of ability. Then with a single heave, she pushes herself off of the wheelchair, at first unsteadily, but with growing confidence as muscles long prepared for this day flex and move in perfect synchronicity with the metal limbs.
Standing up on her own for the first time in a decade, Orra walks towards a large slab of steel brought forth by the King's Bodyguard. She stares at the massive hunk of metal, two dozen centimetres thick, and then to her new metal arm, curling and uncurling her fingers.
In one smooth motion, she takes a simple stance and throws a punch aimed square at the center of the block. As the fist flies through the air, the Runes on it flare with power for just a second before they and the rest of the arm disappear into the metal and then break through it swiftly after.
You simply nod even as the room descends into celebration, but quietly note that lord Orri is giving you a measuring gaze.
━<><><><==><><><>━
(Roll, Karstah: 48 +10[Omake] =58)
This place is no Karak. Even to her young eyes, this is more akin to the mining camps and minor settlements within Kraka Drakk's realm than a true hold. Far fewer dwarfs than Kraka Drakk, let alone the Major Holds she passed to get here.
Though she supposes that the grand structures and edifices of home had to start from similar beginnings.
Many of the dwarfs present are doughty miners hailing from what appears to be Clans from Zhufbar and Varn respectively. Many doubtlessly striking out from their homes after news of Rorek's Oathgold find. The emblem of the Stonebreakers, Grimpicks and Bronzelegs to name a few of the Clans native to the region, that she knew of at least.
Karstah's wagon trundles along, the Runes on it glowing and making many of the younger dwarfs turn and stare, while the Elders grumble with a bit more curiosity in their complaints.
The presence of a Runesmith is always a welcome sign after all.
Karstah takes the time to examine the shimmering black rock, veins of red mineral running through it. Below her, under the gaze of imposing black of ebony rock and volcanic glass cliffs fogged with equally dark vapour, the path through the mountains glows with the dim light of the lava that borders it on either side.
Humming to herself as she brings the wagon towards the local tavern, she quietly decides that Haz Drazh Kadrin is a fitting enough name.
━<><><><==><><><>━
You take a further month after you return to ponder over the letter Ylva left you.
Unprecedented, untraditional, utterly mad!
Yet, yet you could find no reason besides. The Ancestors themselves had signed off on the Brana's worthiness in your mind. Thungni Himself had given the King of the Skies one of his own creations, and to do so was well within the same magnitude of trust and respect as allowing a Brana to join your retinue. The oaths were made for a Dawi aye but could be changed readily enough to have a version made for the Brana. A Dwarf of the Far North may see it as unprecedented, a Dwarf from any hold farther south than Vlag would consider it madness, but here? Here in Kraka Drakk, they have lived in its walls for more than a third of the Hold's entire existence, an entire generation has not known a life without them simply walking about the Karak's paths and shopping in its markets. In the depths of the Siege they bled for it, died to defend it, and worked alongside your people in its defence even now.
And that debt?
It must be repaid. To your people, every act of kindness must be met in equal measure just as surely and decisively as any Grudge must be struck out.
You risk much to do this, to take on the awesome burden of setting such a precedent.
But did the Brana not risk the future of their people in yours? When their Ancestor ripped out his literal, and you now begin to suspect much more abstract and metaphysical, heart as collateral? When a full two-thirds of their number gave their lives in defence of a Hold that, at the time, may have kicked their kind out swiftly after the siege's end?
When you put it in that light, there is no question.
On the spring equinox two letters find themselves leaving your workshop posthaste, the Hearthwardens tasked with delivering them expressly ordered to get it to their destination as quickly as possible.
━<><><><==><><><>━
(Roll, Nain: 14)
The matron staring down at him disapprovingly is no elder Moira, but after a certain point, all Dwarf women can instill a base level of embarrassment, shame and guilt at any beardling that foolishly finds themselves beneath their gaze.
A lesson he'd learned long ago both from his Master and from simple experience, but now found himself reminded of.
"Daydream some other time beardling, you'll be out of here soon enough now listen up because I'm not in the mood to repeat myself, am I clear?" she says, poking his arm accusingly.
"Yes Elder," Nain reflexively says with a nod, mind already cataloguing her words.
The annoyed face of one Vigna Ironjaw, eldest matron of Clan Ironjaw in Karak Kadrin, simply frowns harder. The lines of her brows coming together as the iron hair ties in her slate grey locks clink menacingly.
"Bah! I've heard that tone enough times to know you're likely off to go doing again the second I turn my back to ya!" she grumbles, "If you're going to cripple yourself before you get to Azul then Vigna Ironjaw is most certainly not going to be accused of simply letting a beardling bumble about without doing her best to guide him. So listen good and use that brain of yours! Firstly and most importantly, if for whatever reason you find yourself needing to repair the splint…"
Nain can't move much, given that he's got a plate of food and ale over his chest and his broken leg is bandaged and lifted by a series of ropes, but he endeavours to crane his neck to watch as the elderly dwarf demonstrates.
━<><><><==><><><>━
The news does not spread quickly at first, contained in the walls of the small community built around the Gift Giver's workshop but when the news reaches Kraka Drakk proper it spreads like wildfire. To the Dawi it is unprecedented, and for the eldest among them, it comes with an implicit understanding that, come what may, the Gift Giver's actions will define another aspect of Dawi and Brana relations.
To the Brana it is a development, one of note certainly, but small amidst the flurry of activity they work through. A new aerie, a new Roost is to be made, and the competitions between them for the right to be one of the first to settle it are still ongoing. To learn that two of the Stonebound, what the Brana call those among them who find the greatest affinity among the Mountainfolk, have begun to serve in one of their retinues is simply a natural continuation of the melding between their peoples. And even in the circles of the Stonebound this is a minor occurrence, for in a nest nearest the Mountainfolk's dwellings an odd egg has been noticed and shown to their Lord.
One that draws on the Golden Wind like a hungry chick consuming its first meal.
━<><><>< Grumblings and Goings ><><><>━
- The wedding of Prince Gimli Gloinsson of Kraka Drakk and Princess Ladra Rinnasdottir of Kraka Ravnsvake is within sight! In celebration of the occasion and a show of unity, King Otrek has opened the wedding ceremony to any who wish to join! Food, drink, all to be provided by the coffers of the wealthiest Hold in the Far North! A generous statement, a grand statement, and one ripe for profit given how the merchants begin to swarm like Dawi to a Gold vein. The Dragon Hold swells with food and good drink in preparation, and on the day of the wedding will doubtlessly fill with many Dawi as well!
- The Branakroki's own Ancestor, the King of the Skies, has declared that his people shall expand their reach beyond the aerie above Kraka Drakk. After entering negotiations with Kraka Ravnsvake, no doubt helped by the growing ties between it and Kraka Drakk, the Brana have been given the right to settle the peak of the mountain closest to Ravnsvake proper with material aid from both the Raven's Roost and Dragon Hold, as the Hold's own summit is filled with infrastructure already. In exchange, the King of Ravnsvake has secured the aid of the Brana in several key industries and duties, from translation, scouting and even keeping an eye out for dangerous beasts both on land and in the sea! A pact of mutual defence, of course, goes without saying. Some may grumble, but it is more the usual grumbling of the Longbeards than any true discontent over the issue. A debt is held, as all can agree, and so it must be repaid! Of more potential concern to some is that it is another sign of King Villi's apparent openness to strangers into the confines of his Hold. Hmph! The folly of youth many of the more southerly elders grumble.
- Princes Orra of Clan Stonehammer, or perhaps more importantly in this case once of Clan Ironarm, walks once more! With the aid of Runic Prosthetics of all things, designed by that oddest of Northern Runelords, the daughter of Kraka Drakk's King walks with two legs and has two arms once more, though one can punch through steel like a pick through Limestone (Blegh!). While her injury was a source of great woe and cause for much righteous anger, it seems the Princesses' new limbs shall serve her well! It makes the stories of Dwarfs with metal limbs that come from the mouths of those merchants that brave the path north all the more sensible to the rest of the realms. The venerable and honourable Lord Orri Silverbrow, Runelord of Karak Ungor, has grumbled neither for nor against this development.
You put down the collated reports and realize that for some reason your Hearth Guard have decided amongst themselves that it's their duty to go collecting gossip like old prospectors in between excursions. Shrugging, you simply keep reading and find that the news grows progressively more mundane and less important the farther down the list you go.
You do quietly tuck away the rumour that Clan Bryggeroot is set to release a new brew for sampling come next year in your mind, however. Next year's first Quaff will hopefully be a promising one based on what Enlag had managed to wrangle from the brewmaster in lieu of paying for the Gold Song.
━<><><>< Gains ><><><>━
- Brana Retainers added! DC for Brana Recruitment lowered by 2! A precedent is set, bear the burden well or be crushed beneath its weight.
- +1 [T2] White Lion Corpse
- Revealed Standing with Orri Silverbrow, totals: Standing 0
-- +1 Standing with Orri Silverbrow, new totals: Standing 1
Retainers:
- Legendary Deed, Brothers In Wings: The Brana have proven themselves, in blood spilt and oaths upheld, to be steadfast and true allies, and so I see no reason to bar them the chance to join in this tradition.
- Reputation, Brana Open: Branakroki, as reckoned by the Eldest Runelord of the North, may swear the oaths and join his company. (First)
- +2 Branakroki recruited. Magical sapient Griffons. Unparalleled mobility, ferocity and power, no opposable thumbs.
Total Retainers 102 +4 =106/120
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 50 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.
(*New*)[ ] [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. 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.
(*New*)[ ] [Difficult] A Princely Wedding Gift Pt. 2: [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 structural materials and any aesthetic changes here. Gain 100 Favour with Kraka Ravnsvake. Rik Hunken waits patiently within your mind's eye, ready to be wrought into existence.
- [X] Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan)
[ ] [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. Shields use Armour Runes.
Available Requests:
[ ] [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 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.
(*New*)[ ] Lion Autopsy: [Cost: 3 actions] Journeyman of the Odd will proc. Even in death you must admit there is a fierce beauty to the animal. Several of its organs lie preserved in magically enchanted jars, put there by the Hunter who slew the massive feline and part of the order itself. Though without the use of Runes who's to say about their freshness. Regardless, it's still worth investigating.
[ ] 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.
(*Updated*)[ ] The Mind of Things Pt. 3: [Cost: (10 -4) =6 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 -5) =7 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 -7) =7 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:
This Turn: Lionhearted, x11 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, DC18) 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 ><><><>━
Haz Drazh Kadrin - Blackfire Pass
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Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: Here's the doot. Wanted it out now and ready for voting. I still got a few creative juices going, so I may add a few bits and bobs along with the edits that need to be made. As for the content itself, well I hope you like it! You're starting to get on the map now kid, and the eyes of the Karaz Ankor slowly turn towards your little corner of the Realms. As always, thanks for reading, hope you enjoy, and don't forget to C&C. :^)
Fun table I had on hand regarding Brana names for the 8 winds, for the curious.
Ouch. I appreciate the work that went into the final set of limbs, but honestly it would have been nice if Snorri had banged out a temporary set for her to use for mobility purposes while the real set was being crafted. Just because you're waiting on an an axe commissioned from a Runelord doesn't mean you go around hitting things with your fist in the meantime, you know?
Karstah takes the time to examine the shimmering black rock, veins of red mineral running through it. Below her, under the gaze of imposing black of ebony rock and volcanic glass cliffs fogged with equally dark vapour, the path through the mountains glows with the dim light of the lava that borders it on either side.
Humming to herself as she brings the wagon towards the local tavern, she quietly decides that Haz Drazh Kadrin is a fitting enough name.
Ouch. I appreciate the work that went into the final set of limbs, but honestly it would have been nice if Snorri had banged out a temporary set for her to use for mobility purposes while the real set was being crafted. Just because you're waiting on an an axe commissioned from a Runelord doesn't mean you go around hitting things with your fist in the meantime, you know?
There's two things I really like here, both related to the Brana. The egg and that whole deal with it not costing any Standing with the other Runelords in the Far North is a happy surprise to me.
Plan-wise!
I have some thunks.
So first off! Both plans go for the Valayan Crisis Retinue aid, mainly because I think that the Deep Surveying is Interesting given that whole deal with the undertunnels of Drakk connecting to that Odd Place Snorri found but its not particularly urgent per se and we doooon't need Kraka Drakk favor even a little. Valayan Crisis stuff is however a bit urgent at least a little, and Valayan Favor is one thing we don't have as much of as Kraka Drakk favor.
[] Plan Wedding Gifts and Strange Feathers
-[] 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.1 Retainer Action.
--[] Valayan Crisis: Gain 50 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.
-[] [Difficult] A Princely Wedding Gift Pt. 2: [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 structural materials and any aesthetic changes here. Gain 100 Favour with Kraka Ravnsvake. Rik Hunken waits patiently within your mind's eye, ready to be wrought into existence. 2 Actions.
--[] Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan).
-[] 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. 2 Actions.
So with this plan the idea is to crank out Gimli's super belt in two actions, both plans do that in fact, but this plan goes out to clear the Firebird Feathers to see what stuff they do and if there's any useful regeneration-y bits. I like @Jreengus's idea of grabbing the Almanacs now but I don't think we can unless we put an action into it so I'm leaving that off.
[] Plan A Good Gift and Some Understanding
-[] 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.1 Retainer Action.
--[] Valayan Crisis: Gain 50 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.
-[] [Difficult] A Princely Wedding Gift Pt. 2: [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 structural materials and any aesthetic changes here. Gain 100 Favour with Kraka Ravnsvake. Rik Hunken waits patiently within your mind's eye, ready to be wrought into existence. 2 Actions.
--[] Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan).
-[] 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. 1 Action.
-[] Understand The Master Rune of Purification: Understand our own, personally invented rune. How far do we have to go? 1 Action.
This plan is different from the above in that it bonks Dronril over the head since we're using it decoratively in Rik Hunken and it's also useful for Skundaz and other Grungni related stuffs. Then it grabs the Master Rune of Purification in order to get to grips with how long that thing is going to take, and to give us some neat and nifty weird esoteric stuff to read in the doot.
I don't want to get into a huge thing about this, but Snorri does plenty of "I made it in a short period of time" limbs as part of his general re-limbing policy for his hold. If those aren't shoddy work then a temporary set for Orra wouldn't have been shoddy work.
Sometimes the timescale of these decade turns gets to me. I know dwarves live longer than humans, but they don't live so long that a decade isn't still a long time to them. It's more like maybe 2 to 2 1/2 years would be for us. Not so long that you'd freak out over it, but still a significant portion of your life.
[X] Plan A Good Gift and Odd Places
-[] 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.1 Retainer Action.
--[] Valayan Crisis: Gain 50 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.
-[] [Difficult] A Princely Wedding Gift Pt. 2: [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 structural materials and any aesthetic changes here. Gain 100 Favour with Kraka Ravnsvake. Rik Hunken waits patiently within your mind's eye, ready to be wrought into existence. 2 Actions.
--[] Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan).
-[] 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. 1 Action.
-[] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 Action.
I just want to do more odd places so it's pretty much the same as BungieONI's plan but just not dropping one action into understand the rune.
Ouch. I appreciate the work that went into the final set of limbs, but honestly it would have been nice if Snorri had banged out a temporary set for her to use for mobility purposes while the real set was being crafted. Just because you're waiting on an an axe commissioned from a Runelord doesn't mean you go around hitting things with your fist in the meantime, you know?
We'll probably, with great distaste, put a few sets of loaners on the market. Though that may well be other peoples' prosthetics, either set aside upon the bearer's death (and likely to become proper family heirlooms) or which were damaged beyond the possibility of seamless repair and thus never combat appropriate. The things will keep circulating, though resizing would be an utter bitch.
I'm sure this time was in no way wasted for her though. There is much you can do with a mind, a pen and a voice.
So, if we only have to use a single action with the wedding gift, it means that we can start and finish the Gate to the Sea, and then we are free to begin with any other thing while we finish the Valayan comission.
[] Plan A Good Gift and Odd Places
-[] 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.1 Retainer Action.
--[] Valayan Crisis: Gain 50 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.
-[] [Difficult] A Princely Wedding Gift Pt. 2: [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 structural materials and any aesthetic changes here. Gain 100 Favour with Kraka Ravnsvake. Rik Hunken waits patiently within your mind's eye, ready to be wrought into existence. 2 Actions.
--[] Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan).
-[] 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. 1 Action.
-[] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 Action.
I just want to do more odd places so it's pretty much the same as BungieONI's plan but just not dropping one action into understand the rune.