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.
That doesn't change the fact that Soul rolls Random Event Rolls for stuff to happen, and bad rolls on a Local RER mean stuff like Haruzildrakk/Debra showing up, which is the point being made.
That doesn't change the fact that Soul rolls Random Event Rolls for stuff to happen, and bad rolls on a Local RER mean stuff like Haruzildrakk/Debra showing up, which is the point being made.
There were such a not a problem that Grimnir came to lead a campaign against them.
They might be a danger only for outlying settlements currently, but thats because of regular extermination campaigns. What the others are trying to stress is that they're only one disasterous RER roll for them getting a Beastlord nasty enough and with enough favour from the Chaos gods to be another Greedy Troll. (Except for the exploding crits)
The beastmen in canon were beastly enough that they could besiege Karaz-a-Karak in enough strength that the dwarves needed the elves to come to their relief and break the siege.
Now, hopefully the dwarves are stronger than in canon, but they should probably still be a threat.
Something to consider is that part of the job of the Waystone network was apparently to plug and drain the energy output of all the smaller warp rifts all across the world that opened where the Old Ones smaller gates into the geomantic web's transport network exploded.
Now, the Waystone network in the Old World hasn't been built yet, so those rifts should still be open, mutating any creatures unlucky enough to get near them. That may mean there are a lot more beastmen being formed every year, and a lot nastier ones, so they build up their forces a lot faster.
Hmmm, every time they talk about how important Trollslayer is and how they want to make sure it passes down the family line, the more it makes it feel awkward that I want to replace it since it's a fairly mediocre work by our current standards and we could do so much better now.
Hmmm, every time they talk about how important Trollslayer is and how they want to make sure it passes down the family line, the more it makes it feel awkward that I want to replace it since it's a fairly mediocre work by our current standards and we could do so much better now.
It's still a legendary creation there's nothing to be ashamed about with regards to it especially since we've only ever created a single mythical level piece of gear.
It's still a legendary creation there's nothing to be ashamed about with regards to it especially since we've only ever created a single mythical level piece of gear.
Trollslayer is Pure Gromril, so we can at least upgrade that. But I see no reason not to wait until we have our T5 metal before we even think of trying to make a new one.
Trollslayer is Pure Gromril, so we can at least upgrade that. But I see no reason not to wait until we have our T5 metal before we even think of trying to make a new one.
You take the news stoically, though just as many bow their heads in respect.
King Otrek has announced that Gloin will take up his duties fully in the next seven years, and the reason for it is obvious enough for anyone who can devote more than an iota of thought to it.
You remember the day you handed him Trollslayer, all those centuries ago now. Of the Campaign alongside Grimnir, where he showed his worth ten times over. The dark days of the Incursion, when blood was spilt and bonds were forged with the Brana he had let into the Hold. Of the final clash with Kholek and the whirling death he became in the final moments of that battle. The Far North would remember Otrek the warrior, slayer of Dragons, Dragon Ogres, and all manner of beast. A peerless warrior king who held true to Grimnir like few others did.
Of course, you would do the same, but more than those crowning moments you remember every other day before, in between and after those glories. Of life under a good king, fair, just and honourable. A man who proved worthy of the works you made for him not only in battle but in peace. An uniter, a reclaimer, a King who had done all he did in the name of his people, who never shirked away even a fragment of the duty put upon him and bore it with dignity.
A good reign, a good king, may he enter the Halls of the Ancestors head held high.
Gloin had much to live up to.
"Hail Otrek," you mutter to yourself, "Hail the Adamant Wyrm, whose honour is as unbreakable as the armour he wears."
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(Roll, Karstah: 76)
Karstah rubs down the toy with a clean rag, removing the last of the grime and dust it acquired during assembly, before putting it in the sac with the rest.
This year's toy night will be a difficult one. The entire town was on guard with the increasing number of Beastmen bustling about. Though thankfully not in numbers they couldn't beat on their own. She'd heard talks of Lord Thuringar speaking with some of the other local settlements and mining camps, evacuation plans, coordinating ranger patrols. It reminded her in some small part of her own home, though Lord Thunringar was having far more trouble than King Otrek had.
Still, the situation had meant Lord Thuringar and many of the settlement's elders had come to her looking for a commission or two. In turn she'd been pumping out more and more Runic equipment. She hadn't lowered her prices in response, it was simply something she expected herself to be capable of.
A towering figure working at the forge, a hold armed thrice over.
She didn't know if it was expected of her, but it was what she expected of herself. Karstah wouldn't dishonour her Clan, the one who took her in so freely and openly, nor the effort her master put into her education.
A knock on her door makes her look up from the small Grudge Thrower on her table and towards whoever had interrupted her.
Putting down the toy, she gets up and opens her door to see a woman around her age staring at her. Immediately she notes the Runes glowing on the talismans around her neck and on the hammer hanging from her hip.
"Can I help you?" she asks politely, if a bit gruffly.
"You the other Runesmith here?" she asks, brushing a stray lock of gold out of her face.
"Aye, Karstah Khazadsdottir, Journeyman Runesmith of Clan Winterhearth, and who might you be?" she responds.
"Tarni Olkasdottir, Journeyman Runesmith of Clan Starbeard. When I had heard of another dwarf from the Far North, and another Runesmith no less… well I had to see if it was true," she answers.
"Ah," Karstah says dumbly as her mind races to place a Hold to the name of her Clan.
Then it hits her.
"Ornsmotek's farther away than Kraka Drakk at least. I didn't expect to meet another Northerner this far south. Would you like to come in for a drink?" Karstah offers.
"I'd be delighted," Tarni says, walking in as she steps aside.
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You receive three particularly curious guests enter your Workshop among the usual kinds of folk who enter your home one morning. It did not take a particularly clever dwarf to realize why Kraka Drakk's high priest of Grungni and his appointed successor were here, though you were partly thrown off by the presence of the leader of the Order of the Stone Wall beside them.
Grunting at Rudil, you send him off to fetch one of the Chainmail shirts they have come to inspect while sending off another Retainer to bring some ale.
"Dwinbar, I must admit I expected someone from the Cult to verify the tales. But I didn't expect the Lord of the Stone Wall to come to my home," you begin cordially, nodding at both Dwinbar and Kadrin before staring curiously at the armoured bulk of Lord Gron Durazfaut.
The ancient dwarf's armour is blocky yet masterfully made, the Gromril dulled to a simple stone grey with only the silver decoration and Runes breaking up its uniform texture. A heavy helmet that would have completely obscured his face save for his magnificent beard is laid upon your table, revealing a bald head and steel grey eyes that belie his legendary tenacity. From a humble priest, he had founded the Order of the Stone Wall at the beginning of the Incursion, after news of the first fallen holds came in numbers never seen. Marching out with Grimnir's Throng in its great campaign to cleanse the realms and then taking the lessons learned back with him to the Cult where he was given the right to initiate other like-minded priests into a military Order. One whose purpose saw them delve into the darkest places, to destroy that which lurked and despoiled your fallen homes and defended not only the clergy but the common Dwarf as well. A precursor to your own Hearth Guard in some respects.
"It is not our custom to involve ourselves in such affairs, and yet I was sent here on agreement of the High Priests of Karaz a Karak, Ungor, Drazh, Vala Azril Ungol and a whole host of other holds, to come as their emissary to provide a second opinion. No disrespect is meant to High Priest Dwinbar, but such a claim..."
You nod, turning at the sound of clinking metal to see Rudil has brought out a rack of several shirts destined for the Cult of Valaya.
The three of them look to you, waiting for your agreement before doubtlessly descending on the examples and putting them under scrutiny.
Seeing no reason why not, you let them have at it.
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(Roll, Nain: 5)
(Roll, Apprentice Reroll: 90)
Nain stared at the completed Rune, glowing fiercely on the Hammer sitting on his lap.
"Lord Hammerspite dropped you and that hammer off with the rest of the apprentices who fainted during their trial," the priestess of Valaya said, answering the question on the tip of his tongue.
"Thank you," he says, nodding absentmindedly as he examines the Rune glowing on the Hammer's surface.
The Rune of Hammerspite, named both for its ability and for its maker, imbued whatever weapon it was inscribed upon with the ability to mirror and store a fraction of the energy from blows delivered and received and release it in a single swing. Simple in concept but deadly in application given that the Rune's most famous use was when Lord Hammerspite destroyed the head of a Bloodthirster in a single blow with a hammer bearing the advanced form of this Rune. How the weapon shone like a torch in the night from the energy of so much stored power, released in a single blow that destroyed both the Bloodthirster's head and the hammer itself.
It was a story told to every beardling of Clan Stoneplate, of the Dwarf who saved their founder Durakk, and whose daughter wed into the Clan that Durakk founded.
It was...a pilgrimage of sorts, even after the Stoneplates moved north, journeymen still made the trek south. Even if they failed, and some did, the very least they could do was take the trial. To do their part and keep the knowledge of the Warsmith alive.
He wondered if his cousin had managed the same before banishing the thought.
Nain wouldn't ruin the moment with his own childish and disrespectful emotions.
"Oi," the priestess said with a snap, "did you even hear a word of what I said?"
He blinks and looks up at her fierce frown.
"Uh, I apologize priestess," he responds lamely.
"I can see why my ma always talked about throttling idiot boys," she mutters to herself before pinning him to the bed with her glare, "Alright listen up, I'm not saying it thrice."
Nain nods in fear.
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"It is genuine," Lord Gron mutters disbelievingly even as he puts the shirt back on the rack.
"Indeed," Dwinbar says, still inspecting the shirt with a fine lensed contraption over his eye, "Just as I said before."
You grunt into your drink.
At the very least they're satisfied, though you'd have appreciated if their testing didn't involve trying to break the individual links in the shirt with Lord Gron's massive warhammer. You knew some destructive tests would need to happen, you just thought they'd stop at the sample chain you had prepared.
Not unrepairable but Lord Gron paid you back for the labour that would be involved from his own purse.
"This discovery is one of extreme importance to us. I realize you've made agreements with our sibling Clergy already, but at the very least an attempt must be made on our part to procure some Gromril chainmail for our own orders," Dwinbar says, reluctantly putting down the chainmail to stare at you.
"Allow me the chance to finish my plans and I will consider it, though I must admit I have...many obligations taking up my time already," you respond.
Grom, the orders from Gazul, Valaya and the work needed underneath your own home are things you're painfully aware of, burning a hole in your proverbial time pocket.
"The Cult understands, but we do ask that you give it due consideration. There are no other Dwarfs who know how to create such items, and given the significance of the act...well It need not be repeated," Dwinbar replies.
"I can at least speak on behalf of the other High Priests, and have been charged with informing you that there would be...a great deal of compensation for such an order," Dron adds.
You think about the fact that you'll be revealing the secret of manufacturing Gromril chain in less than two decades and whether it's prudent to tell the Dwarfs before you. Obviously, you'd swear them to secrecy, seek an oath from the other High Priests that Gron was sworn to inform of course, but you wonder if something were to change because of the decision.
Eventually, you settle the argument in your mind.
Pick outside of plan votes:
[ ] [Secret] Don't tell them: Gromrilklad remains unchanged, the Cult remains unaware of your plans.
[ ] [Secret] Tell them: Gromrilklad rewards altered, the highest levels of the Cult made aware but sworn to secrecy until you reveal the secret yourself.
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She puts down the metal and stares at it.
Silvery, shimmering, yet incomplete.
She is missing something, some ingredient needed to purify the metal. It had taken her decades to figure out the meaning behind Lord Snorri's cryptic words but when she had, everything began falling into place. Much of the time freed now that Bronn was out on his Journey and after having removed herself from her position in the Clan's Elder Council, at least temporarily, had been put into researching this advanced form of Gromril. Better, harder, stronger and who knew what else.
The path was clear, its end some unknown distance away but at the very least Bara could rest easy knowing she was at least on the right one.
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Your correspondence with Myrion had slowed these past few years, due in large part to your own work and also Myrion's own work on some magic foible or what have you. Yet the both of you find that your immediate schedules are now returning the regular levels of work expected, and so the pages fly once more. Though you admit it was more at Myrion's own prompting than your own. Still, learning is learning.
Pick 2, outside of plan votes:
[ ] [Letters]: Knowledge about Avelorn
[ ] [Letters]: Knowledge about Avelorn's Magical Traditions
[ ] [Letters]: Knowledge about Cothique
[ ] [Letters]: Knowledge about "current" Cothique Politics
[ ] [Letters]: Knowledge about Caledor
[ ] [Letters]: Knowledge about Vaul's priesthood
━<><><>< Grumblings and Goings ><><><>━
- The Rangers of Zhufbar and many of the westernmost Holds bring grave news. Waves on waves of Beastmen, perfidious as they are numerous, have been sighted heading eastward and northward from their dark home in the lowlands of the west and south and towards the Karaz Ankor. Grimnir culled them naught but two centuries ago, yet Mhornalhune has shone many a time since and they are ever the most persistent foe that stalks the land aside from perhaps the monstrous, yet weakened daemons that still walk the world. From the looks of things, it appears that they're ignoring or are unaware of the settlements being founded in the Black Mountains, and are focusing their attention on more established Dwarf Holds. The coming years shall doubtlessly see the Dawi raise their axes for war once more. Let them come and be broken 'pon our homes like the tide upon the unyielding rocks of the cliff face!
- Snorri Grungnisson, the Whitebeard, Crown Prince of Karaz a Karak, has announced that he aims to help build unity among the Holds of the Karaz Ankor, and sees no better opportunity than to fight back against the encroaching foe. Bleed them greatly upon the approach says the son of Grungni, and already the Throng of Karaz a Karak, a Hold on the rise like never before seen, musters to heed their prince's call! Time will tell what the other holds shall do, yet the Runebearers leave from Karaz a Karak as fast as ale on First Quaff.
- Kraka Grom, the new home of the Dwarfs of fallen Dum nears completion. No more than a decade says their Queen, until the Hold is sufficiently cleared for full habitation. A feat done in no small part due to the labours of the enigmatic Gift Giver, who swore an oath to aid them in the construction of their home. Ignoring the oddity of a Queen ruling in her own right, the Dwarfs of Grom are quite the odd bunch themselves. Suspicious and not very trusting even among we Dawi, they have taken the fall of their home to heart and have turned their new Hold into a veritable killing field. Traps, secret passages, storerooms, stout walls manned with guards and a staggering number of artillery, a pair of 15-meter tall Gronti guarding its door and who knows what else protect these Dawi from any foe real or imagined. One wonders what they suffered to make them this way, the truth remains tightly kept among the Dawi of Grom that's for sure. At the very least they understand the need for proper defence! Never can be too sure this far north.
- Speaking of that most mysterious Runelord, it is...true. By Grungni's Baldric it is true. Verifiable reports, not only among the Dwarfs of the Far North, but also travelling merchants, Master Runesmiths who came to sell their wares at the town around his workshop and learn at his feet respectively and the Cult of Grungni all agree. The Gift Giver has cracked the code that only Grungni has ever solved, for not only have the King and Prince of Kraka Drakk been seen wearing the material on a trip to Karak Ungor, the Dwarfs in his Retinue, the Hearth Guard, have also been seen wearing shirts of Gromril chainmail as they go about their business and daily duties. The Runelord, for his part, has kept the secret of this wonder only to himself, much to the disappointment of many no doubt. The Cult of Grungni at the very least, is very interested.
- Hail Adamant Wyrm, Hail Otrek, Lord of Kraka Drakk and Slayer of its foes. Uniter and Diplomat, Warrior and General, King and Father. Great honour have you brought, a grand legacy have you built, and a great Hold does he pass on to hands that shall hopefully prove his equal. Heavy is the expectation that you leave any and all future kings of your home. May your final years be lived in peace and joy, let your Ancestors be proud of you and let your heirs honour you. May the Honoured dead of Gazul's Hall roar a toast like no other upon your arrival.
- Revealed and gain 1 Standing with the Cult of Grungni, new totals: Standing 7, Favours 0
-- Standing Bonus received! Standing 5, Armourer, Defender: Masons of the Order of the Stone Wall added to potential recruitment pool.
-- Standing Bonus received! Standing 7, Lord of Deeps and Crafts: Retainer actions gain bonus when doing tasks related to Grungni's domains. (Mining and Crafting)
You have (5 -1) =4 actions this turn, and (3 -1) =2 retainer actions.
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] Locked due to Full Roster. 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.
[ ] 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.
- [ ] 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 a well-mapped path. 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 looming day he puts the crown upon his head.
- [ ] Elderly Expertise: Gain 40 Favour +? With Stormpeak. The Brana are actively looking for aid in the construction of their new home. While the work of the Kings is certainly a great deal of aid, they are never ones to look away from any Dawi willing to lend hard-won experience and knowhow to be given the task of helping them design and build their next settlement.
[ ] 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.
[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.
[ ] [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. It's been enough time since that you feel safe about making another one without feeling like you're committing sacrilege.
[-] [Simple] Chains for a Dragon: [Cost: 4 actions, 1 Magma Wyrm's Blood] Locked Until Turn 44 due to Rule of Pride. Productivity like No Other will proc. Gain 1 Gromril Chainforger +??? Favour with Kraka Drakk. A Chainforger is certainly quite the prestigious piece of equipment to possess. It would be.... acceptable to make one to hand over to the Hold to be used as King Otrek saw fit. The reality of what it can do is monumental, and a very significant gift to give.
(*Updated*)[ ] [Simple] Defence. In. The. Depths: [Cost: (6 -5) =1 actions]Productivity like No Other will proc. Gain security. CAVES. HOLES. LIABILITIES BENEATH YOUR VERY HOME! It cannot stand, this glaring weakness in your armour that you somehow missed. Shameful! Absolutely shameful! This fault cannot stand, you will not allow it! You'll need walls, traps, all sorts of devious work done to secure your proverbial bottom, only after this is done can you even begin to think about doing something with all of this soon to be reclaimed space.
- [-] Retainer Expertise: [Cost 1 retainer action] Gain 1 progress. Cannot be used to finish request. Locked. You have a troupe of Dwarfs perfectly suited towards securing such a space serving you. Put them to use, though they cannot apply the final Runic defenses, they can most definitely finish almost all of it.
[ ] [Simple] Armoured Maidens: [Cost: (12 -6) =6 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.
[ ] [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. 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.
[ ] [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] Gnolbarag: [Cost: 5 actions] Due end of Turn 45. Productivity like No Other will proc. Reveal and gain 1 Standing and 70 Favour with the Cult of Morgrim. Snorri thinks another patron might be found by the end of turn 40. In celebration of Mogrim's work in the Far North, the local Engineers Guilds and Cult of Morgrim have come together and entered a contest against each other. The goal, to create the greatest Siege Engine possible in emulation and worship of their patron and Lord. Now, decades after Morgrim has left, the results of the contest have at least been revealed. Dorden, has unsurprisingly, revealed itself to be the winner with an absolutely titanic Bolt Hurler that was mounted atop a small mountain's summit.
- [ ] Accept
[ ] [Difficult] Skrundaz Pt. 1: [Cost: 1 action] Due end of Turn 45. 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
[ ] [Difficult] Az-Dreugi Pt. 1: [Cost: 1 action] Due end of Turn 46. Reveal and gain 1 Standing with Karak Kadrin. 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 44. As a member of Clan Winterhearth, and a Runelord besides, King Dargo has sent an emissary to you bearing a potential commission. A great axe, to commemorate his coronation and as a way to salve the indignity suffered by some of your kinsmen during the decades of succession crises through material reimbursement while also letting you show off your work to a Major hold. Or at least that's how you read the opportunity. Who knows what the King is thinking really?
- [ ] Accept
(*New*)[ ] [Simple] Gromrilklad: [Cost: 12 actions] Due end of Turn 47. Productivity like No Other will proc. Gain 3 Standing and 50 Favour with the Cult of Grungni. There is no one else who can take on the commission. The Cult of Grungni has come to you seeking Gromril chainmail, though only for the highest ranking priests of every Major Hold and the eldest members of the Order of the Stone Wall, the principal military order of the Cult. As well as regular armour for the rest of the order of course, because why not? They are patient at the very least.
- [ ] Accept
WHEN TAKING REQUESTS, SIMPLY ADD JUST THE REQUEST'S NAME WITH THE ACCEPT SUB VOTE AT THE END YOUR PLAN.
So take, for instance, the "[Simple] Armoured Maidens:" request.
[Y] Plan Big Beard 2
- [Y] All other Plan stuff
- [Y] [Simple] Armoured Maidens:
-- [Y] 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.
[ ] Merwyrm Autopsy: [Cost: 4 actions] Journeyman of the Odd will proc. Large serpentine bodies, fins and general fishy scent aside, this is most certainly a Dragon, and Dragons are quite the bounty of reagents. Though from the tales told of Merwyrms, just what this creature's body parts could be reagents for you aren't too sure of.
[ ] 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.
[ ] 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 -3) =5 actions] Journeyman of the Odd will proc. The Rune of Refraction has proven you can at the very least manipulate the power of light. Versatility is no longer an issue, but power, useability and overall purpose remain unclear to you. One potential avenue of research you'll be looking into could be a means of restoring sight.
[ ] Diction Direction Pt. 2: [Cost: (8 -4) =4 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 -3) =7 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 -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!
(*New*)[ ] The Fixing of Things: [Cost: 10 actions] Journeyman of the Odd will proc. Valaya's Rune of Repair is a veritable treasure trove of ideas and potential waiting to be tapped. Of course unlocking that potential will need a great deal of effort to uncover first. Simply improving the Rune's efficacy should, theoretically, be the simplest path forward. A good way to get acquainted with its oddities and make manipulation of its abilities easier.
(*New*)[ ] The Secrets of Storage: [Cost: 10 actions] Journeyman of the Odd will proc. Valaya's Rune of Stacking has given you a great deal to think about. Ways to improve or iterate upon the concept of her Rune in new and novel directions aside from trying your luck and attempting to increase the extra volume the Rune provides. Though anything truly unique will no doubt require a far more complete understanding of the principles behind her Rune, one has to start somewhere.
[ ] The Rune Metal Pt. 5: [Cost: (12 -6) =6 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.
[ ] The Rune Metal Pt. 3b: [Cost: (18 -1) =17 actions] Journeyman of the Odd and Soul of the Earth will proc. There is more, one last step before you can say this mine is truly tapped out. The work needed to make the process accessible to the Metalsmiths Guild in a form that wouldn't beggar most of them would be long, arduous, but you refused to stop where you were. If it meant taking on the labour of reducing a Master Rune down to its constituent parts so be it! Your will would not be denied, your Runesmith's pride and personal satisfaction demand you do so! Bah!
- [ ] 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 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
From a Max. 16 actions you can theoretically reduce it
-6 (personally made or compressed from combo)
-3 (Savant Specialty)
-2 (Mastered Specialty)
-1 (Exceptional Specialty)
-1 (Runelord)
-1 (per every variant of the Rune made or known + original combo it was derived from) max. 6
-1 (per 4 similar Master Runes as decided by QM)
To a Min. 4 actions.
[ ] Understand the Master Rune of Purification [Banner]: [Cost: 16 -11 =5 actions] Journeyman of the Odd will proc. The long journey to Mastery has begun. Your notes have been collected, waiting for you to get to work.
[ ] 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:
You can only Order 1 new item a turn freely, but can have as many orders ongoing as you want.
[ ] ORDER: Write-in
- [ ] Kingly Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition King Otrek to flex his political muscle to expedite the process.
[ ] Kingly Authority: [Cost: 5,10,15, Favour from one Hold depending on tier] +1 Order. You may petition King Otrek to flex his political muscle to order something for your use.
- [ ] Kingly Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition King Otrek to flex his political muscle to expedite the process.
[ ] Princely Hunting: [Cost: 10 Favour from Kraka Drakk] Prince Gloin will go out and slay [Write-in] monster.Gain mats. It would be ridiculous for you to ask your King to go gallivanting around the North to find something for you to make a Rune out of, but a Prince or Princess? Well, that's just you helping them build their legend through the slaying of monsters and aiding their elders. The rarer the monster the greater the reward, but it may take longer to find. Monsters slain by Gloin provide more material by virtue of being the entire beast rather than just ordering a singular organ.
[ ] Dreng Them: [Cost: 1 retainer action] Can be taken multiple times. Additional actions add bonus modifier.The Hearth Guard will go out and slay [Write-in] monster. Gain mats, reputation and +2 bonus per action to Recruitment Dice. While your Hearth Guard were also meant to clear all the ills that assailed dwarfkind, you must admit there are many a mundane foe to slay. Send these brave dawi out on a quest to slay beasties on your behalf, earn glory and give you materials to make ever more wonders.
(*Updated*)Elf Market:
- x1 Firebird's Feather available, one feather equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x6 White Lion Corpses available, one corpse equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x2 Merwyrm Corpses available, one corpses equal 1 order, Cost 10 Favour for King Expedite and Authority purposes.
━<><><><==><><><>━ Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: Sorry this took so long, thanks for waiting though. There's apparently a lot of new, fresh, Khazalid in 4th Edition that I'm now slowly adding to my internal document of translations. So that's neat. The Order of the Stone Wall, for those interested, comes from 1st Edition WFRP. It's not a perfect transfer, but the broad strokes are the same. Sadly there isn't a name for individual members so I had to make one up. Though that's more a problem of my own making tbh, I could probably just say "members of the Order of the Stone Wall" but that's too long and I'm amused by using the word Mason to describe a member of the order. Hopefully, there are some choices here you guys are interested in. Regardless, hope you enjoy it and don't forget to C&C. :^)
Though that's more a problem of my own making tbh, I could probably just say "members of the Order of the Stone Wall" but that's too long and I'm amused by using the word Mason to describe a member of the order.
Right, first things first I say we let them know we're giving the secret out.
Now they might not be mad about us keeping it under wraps, dawi understand the game of business better than anyone else, but it just doesn't feel right to let it slide under the radar, especially for something as paltry as money.
We're freaking set for money as far as that goes, owning a gromril mine, a gromril grove, and being the guy who can, and often does, arm entire holds should your request be worth his time we're never gonna be hurting for cash.
And if it's favors we're after, telling them now would no doubt increase said favor.
Suspicious and not very trusting even among we Dawi, they have taken the fall of their home to heart and have turned their new Hold into a veritable killing field. Traps, secret passages, storerooms, stout walls manned with guards and a staggering number of artillery, a pair of 15 meter tall Gronti guarding its door and who knows what else protect these Dawi from any foe real or imagined.
Now onto the secret I say we tell them about it doesn't seem right to hide what we plan from them personally. And I am down to learn more about the Elf provinces as well!
And finally for the turn itself you should all know what I want and that's more research! At least an action or two into personally!
Right, first things first I say we let them know we're giving the secret out.
Now they might not be mad about us keeping it under wraps, dawi understand the game of business better than anyone else, but it just doesn't feel right to let it slide under the radar, especially for something as paltry as money.
We're freaking set for money as far as that goes, owning a gromril mine, a gromril grove, and being the guy who can, and often does, arm entire holds should your request be worth his time we're never gonna be hurting for cash.
And if it's favors we're after, telling them now would no doubt increase said favor.
I doubt that Soul would have this choice be about something as paltry as money. There's got to be some sort of give and take here, else there would be a no-brainer selection.
I'm not in the headspace of a dwarf to really come up with why he'd want to hide it. Basically I'm not sure how dwarves would see it, though they expect people to guard secrets.
Now onto the secret I say we tell them about it doesn't seem right to hide what we plan from them personally. And I am down to learn more about the Elf provinces as well!
And finally for the turn itself you should all know what I want and that's more research! At least an action or two into personally!
Well, the plan for this turn is rather obvious at least as Armored Maidens is due this turn so that'll take up all four of our slots. It's also notable that if not accepted this turn the Gnolbarag commission will be passed on to someone else.
Other than that I motion that we tell the cult of our plans to release the runes and don't accept the commission.
Edit: I meant the new cult commission but I don't want to accept the Gnolbarag commission either.