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.
Funnily enough, if the canon lore description of emperor dragons is accurate to this quest we'd need to construct any such dragon gronti at 3.5 fold bloodthirster size to have it match the size of one roughly.
I know the last three points presented above are seen as personal attacks and to be clear they are to a degree, but I rather suspect they also reflect very real fears among the Runesmiths. There is a lot of memorization that goes into runecraft, a lot of stuff that you could not even put in a book if you wanted to. From that PoV a conservative runesmith might well fear that slackening standards of memorization could get an apprentice killed.
The fear of one clan getting undue sway over the runesmith's guild is not unreasonable either, if someone is solving your grudges before they happen and bringing you reagents and such you are going to like them at least a little more than you would other dwarfs, and a little favor from a lot of runesmiths is something Winterhearth could leverage quite well into soft power
As for the bit with the Brana and the elves that is just straight xenophobia, but the thing is wrong as it may be that is one of the arguments that is going to resonate really strongly emotionally due to the way runesmithing is seen and just the general inclination of people everywhere to blame their problems on foreigners.
for the memorize point it is an insult to their masters that they think they would not drill/test their student to make sure they actually memorized properly the stuff they learned from the books, as the stuff in the books they learned on their own time is stuff their masters already memorized perfectly.
-[X] Food:
--[X] Extravagant
-[X] Lodgings:
--[X] Extravagant
-[X] Shopping:
--[X] Extravagant
-[X] Defenses:
--[X] Marvellous
-[X] Aesthetics:
--[X] Extravagant
-[X] Classes:
--[X] Let Master Runesmiths disseminate Runes or related knowledge from here if they wish: 1 MAXIMUM
-[X] Forum:
--[X] Make it part of the plan: 1 MAXIMUM
-[X] Business:
- -[X] Allow it: 1/3 MAXIMUM
-[X] Forging:
- -[X] Use unused Forge Space: 1/3 MAXIMUM
- [X] Procurement:
-- [X] Tournaments: 1/3 MAXIMUM,
-[X] Library:
-- [X] Extensive and Rare: 1 MAXIMUM
Maximums: 4
Actions: 24
Size: 30 Minimum 5 turns to complete.
Communication: 34 Runesmiths will speak with each other roughly three times as often. Increases discovery, development and proliferation of new Runes by half.
Learning: 28 Runesmiths will finish learning from you three times as fast.
Standing: 10/10 for both
Roughly doubles the rate of new Rune dissemination in the Far North. WILL BEGIN NORMALIZING SHARING OF RUNELORE IN THE REGION.
Noticeable increase to the creation of new Runes in Kraka Drakk, and half that for the Region. WILL BEGIN NORMALIZING GREATER DIPLOMACY AND CLOSER TIES BETWEEN RUNESMITHS IN THE REGION
Roughly half again increased proliferation of Runecraft in Kraka Drakk.
Roughly increases the base quality of metal goods in Kraka Drakk by half.
Roughly half again increased quality of Runecraft in Kraka Drakk.
WILL BEGIN NORMALIZING THE WRITING DOWN OF CERTAIN KNOWLEDGE IN THE REGION.
*DING DING* SERVICE SYNERGY!COMBO, CRUCIBLE OF THE MINDS: WILL, VERY SLOWLY, BEGIN NORMALIZING COOPERATION ON RUNECRAFT BETWEEN RUNESMITHS IN THE REGION.
[X] [Capstone:] Gronti.
[X] [Defender:] Clan Winterhearth. Used to Runesmiths, Mediators and Lorekeepers, Moderately Increases Dialogue, Library efficiency and Security and Forge Output. Who else? You have already planned for Jorri to fill the spots in the shopping district left after asking the store owners in Khazid Okraz. While your folk have spread out to all manner of places, and do all manner of things. Winterhearth Dawi are, in your opinion, some of the best Smiths and Runescribes in the world. One of the finest Clans there is! Though you can't exactly claim a unique martial tradition beyond your Runesmiths, despite your dearly departed mother's best efforts.
(Roll, Does Yorri stay?: 80 +30[Amusement + ???] =110, DC 75)
Everyone in the meeting has long since left the room, off to do their part in laying the groundwork for your insane idea. They will work just as hard as you in ensuring that it succeeds, not just because they have tied themselves to you, but also because you hope they believe in it as surely as you do. Though the former weighs heavy on you still. Karstah, your retainers, your Clan, to involve them means they too will suffer the consequences if this goes wrong. That thought is one you refuse to leave your mind; you force yourself to sear it into your thoughts like one brands a piece of leather; always there to remind you that your actions here no longer impact just you. The potential shame of failure is a veritable mountain hanging over your head, but the thought of bringing others into it, your family no less…
…you cannot fail.
"Well," Yorri mutters, drawing you out of your brooding, "It seems everything's squared away nice and proper."
You nod in agreement, absentmindedly flexing your hand and quietly finding that no unexpected twinges of pain erupt nor hint of weakness persists.
"Bah, Grungni damn it I see the look in your eye boy. Off marching to war after dropping off this load of troll shite onto our laps hmm?"
"The King has called, a Grudge has been levelled, what else can I do?"
"Lad starts making plans for a centralized place of learning and debate for the region's Runesmiths and chooses to go off fighting in a campaign that may result in his death at the same time. Hasn't even finished examining his armour and here he is trying to lecture me is he? Duty is well and good, but maybe you ought to have thought about timing things properly before you go gallivanting off aye?"
You shoot him a look.
"Obviously. I'm not going in unprepared. I doubt anyone will realize the reality of my plans for a decade or two at most, but they'll certainly know the second I start ordering supplies if they bother to look, "
"Obviously he says," Yorri mutters, "And What about your precocious young heir hmm? Thought of a plan for her?"
You grunt and stare down at your hand.
"Karstah will likely follow. If she marches with me or the Throng, I suspect that will entirely depend on the circumstances of the battles as we come to them. If I die, she is to decide if my work should be continued or not, and I will ensure she knows that I hold no expectation of her to carry that weight. She has proven herself, but she isn't ready for that sort of burden," you reply.
Given your best estimates about your equipment's destructive capability, you aren't even sure anyone not properly sheltered against such effects can stand beside you without being injured themselves. It's a curious thing to know that you're likely safer apart from your people when going all out than amongst them. It goes against the decades your mother spent drilling you to work and participate in the shieldwall at the very least. But then again you haven't had to do that in centuries, off marching just ahead of everyone or running towards the biggest and most dangerous monster with, perhaps, reckless abandon.
Your master grumbles something unintelligible, staring at you with that ever indecipherable look in his eyes.
"And, if she dies?"
You look Yorri in the eye.
"I will not carry my heir into the Burial vaults," you tell him frankly, tone heavy with unspoken implication.
Either the both of you come back alive or in the worst case, just Karstah will. There will be no scenario that you can imagine where only you make it back out alive if she didn't.
That was the commitment you made when you took her out of the Foundling ward all those centuries ago, even if it took you almost as many years to realize it. That was the expectation made when she became a member of Clan Winterhearth, when she became your ward. That, was the promise you swore to your mother on the eve of her death.
A hand falls limp.
That was the burden you would bear, and you aren't sure about what you'd do if you failed it.
━<><><>< 374 A.P. ><><><>━
"Where are you going lad?" Dolgi calls, looking at the sheepish form of his son, dressed in an odd getup of clasps and leather overtop his usual gear.
"Ah. Off to see Thunder Wing," he answers.
"Another session of that flying business? Your mother worries," he comments idly.
"I swore an oath," his boy says, and that conviction in his voice fills Dolgi with a sense of fatherly pride.
"Indeed you did," Dolgi acknowledges, "But that doesn't mean you have to do it blindly. Have you thought of what happens if you fall?" he says, looking Skarri in the eye while his mind brings up painful memories of broken legs and a few too many near misses when Iron Wing pulled him out of a tight spot.
"I'm strapped in by four chains and two pieces of troll leather Da', not sure I even can fall off," Skarri comments.
Dolgi chuckles, and in one smooth motion, tosses a bundle into his son's waiting arms.
"A little gift from your old man. If by some means of madness you find yourself, somehow, thrown off Thunder Wing, pull that cord there," Dolgi instructs, nodding when Skarri points out the correct cord.
"Did you make this?" Skarri asks, looking at him curiously.
"Oh just a project I did on the side, spoke to a few friends I made in the Engineers Guild, do let me know if there are any issues with it if you do end up needing it though," Dolgi brushes off, not bothering to mention the sleepless nights he spent agonizing to create the Rune contained within nor the cajoling he had to do with the Engineers to create something for him.
His boy nods, eyes trusting, "Aye, I can do that Da, thank you for this."
"No need son," he says, eyeing the closet where his Cloak and gear are, "It's just what a father does after all."
When Skarri closes the door Dolgi waits another two minutes before he starts suiting up himself. He never reveals himself when he does this, and he doesn't do this all the time either. Only when his son tells him they're trying something a bit more daring, and when he's sure the two of them have it handled he eases off. But now is one of those times. Especially so, now that the two of them have started flying higher, pushing the limits just a bit too brazenly. He idly wonders if his son has considered the air temperature up there, mountain peaks got cold, he can only imagine the chill of the heights those two have been going. He ought to ask Iron Wing if there were other concerns to be had, but that was for later.
Just in case the backpack fails he thinks, just in case.
━<><><><==><><><>━
Fjolla comes to your home during a calm summer's day, though to your surprise, not alone.
"That's a baby," you say, eyeing the bundle that stares back at you just as intently.
"His name's Stokki," she replies.
"That why you weren't there last Brodag then?" you ask, moving aside to let her in and get her out of the summer chill.
"Partially," she admits, lightly poking the baby's cheek with a finger absentmindedly.
"So why have you come here, and why isn't Joll here with you?" you ask, occasionally looking around to see if you can see if the secretive young man is perhaps hiding in an inconspicuous barrel.
"I'm here to get away from him for a while. Just a bit too overbearing that one, even if he means well. Can you believe he asked about my welfare three times today? Like I'm some spring flower," she grouses, taking a seat on one of the couches still present. A few of the Masters and Journeymen who always seemed present, nowadays, glance curiously at her and her child before quickly moving along when she gives them a glare.
"Oh?" you reply.
"It's exhausting," she confirms, nodding at a young woman, a Master from Azul if you recall correctly when the latter makes a sign of Valaya at your student before briskly walking off, "Lot more people here than usual."
"Journeymen," you reply.
"Like Lady Diamond Eyes or Lord Hammerspite? I see. This going to be a trend then Master?"
"Probably," you confirm.
"I will miss the quiet," she says, "But enough wool-gathering I think. I also came here to ask if I may name the next one after you, supposing he's a boy of course."
You blink.
"You—"
"—yes. Don't start either, I'll walk off and there isn't anything you can do to stop me,"
"I wasn't planning anything of the sort," you say, hands raised, "Of course, I'd be honoured by such a gesture. Joll didn't want to name it after his father?"
"He figures since I'm the one doing most of the work that I have naming rights as well," she answers, "If it's a girl I'm naming her after his mother though."
"No mention of Yorri? He is here if you'd like to ask."
"Oh I know he's here. He's smacked Joll about forty times with that tongue he carries around this month alone. As for naming a babe after him? By Grungni no, I don't want any of my children running around doing that tongue business or throwing gravel at people," Fjolla tuts.
"Don't you do that to your students?" you ask, recalling a few times that she's pelted an errant pebble or two.
"It's completely different, precise and nowhere near as difficult to clean. I won't have a messy Workshop, and those two certainly never manage to find every grain either. Can you imagine if I used more than just a pebble or two? My home would look like a stone quarry," she lectures.
━<><><>< Grumblings and Goings ><><><>━
- Boats! Bah! A most radical invention leaves the Engineers Guilds of Kraka Dorden and Ornsmotek. A Dwarfen sea-going vessel, the first of its kind, has at last been made!. While it has been many centuries since contact was made between the Elgi and Dawi, we have been otherwise content to leave the sea solely the realm of the Elves. Not so any longer! A brash youngster by the name of Thulgrim Saltbeard has spearheaded a blisteringly fast trial period and sent out the very first Dwarf vessel, The Bountiful Valaya, for its first few supply runs between Ravnsvake and the growing elf port of Tor Vernath. The Kings of these Holds certainly have high hopes, especially given their proximity to the water, but the Master Chapter of the Engineers Guild certainly grumbles and growls with heated debate. 75 years! Bah! Fine then, if young Saltbeard wishes it so, then let him be forged upon the anvil of reality, and whatever woe befalls those foolish enough to join him be on his head and theirs! Others however, see the value of such an endeavor, though they are few and far between in the conservative sea of the Engineers Guild. Dwarfs, after all, are not prone to settling along rivers, so what use is the increased carrying capacity of such a vessel hmm? A minor Hold, Barak Varr, however, sees differently it seems. For once they caught wind of the work, her King has begun sending emissaries and Dwarfs of fine repute to speak with their northern kin and Saltbeard especially.
- The Work of Grungnisson continues but it is buoyed now by the growing aid of Runelords of the Realms. From the far North a titan of stone and Gromril, forged by the hands of Klausson, and its attendants have spent a decade speeding up the progress by a notable degree. The thundering blows of the stone behemoth as its pickaxe sunders rock and dirt, ringing for miles in the cavernous paths dug beneath the world, serve as the inspiration and beat of many a mining song and appreciative chuffs by the work crews. The Northerners have certainly earned a goodly amount of respect for Dawi of so young a Hold. But it seems they now have competition! Not to be outdone by their young colleague, Rorek Forkedbeard and Heggabor Snarlinghelm of the Burudin have contributed their own works. The mighty Rune tools Sunderer and Shaper, a pickaxe and mattock forged of purest Gromril, have been bequeathed to two miners of Prince Whitebeard's choice. With but one of these tools in hand a single Dwarf can almost match the progress made by The Miner in a similar timespan. All three works together force the timetables to be advanced by an appreciable degree.
- Daemons have reared their heads once again. Though not in the numberless hordes of the past, the forces of the great enemy yet still remain in the world. Sightings of the Slothful Maggot's wretched children especially grow in number. The Beastmen servants following them, bloated with decay and unnatural toughness. Prince Snorri has been made aware, of course, and has entered talks with the Kings of the Holds nearest to said sightings to doubtlessly begin planning for the inevitable push. Let the Plaguelord come! The Son of Grungni shall meet them and the foe shall break before him like waves upon a cliff!
- [Late 372] Hail the King of Kraka Ornsmotek, Hail Dorr Korrson, son of Korr Dorrisson, who in the winter of the 372nd year after the raising of Valaya's Pillars left to join his Ancestors in feasting eternal. Let the Stonefist rest easy for his son and nephew are mighty Dwarfs who shall carry on his legacy. Ornsmotek's oath was sworn and so shall they heed it with vim and vigour! Let the one-eyes despair, for Ornsmotek is unbowed!
- [Late 371] Klausson healed at last. Deemed fit by the new High Priestess of Kraka Drakk's Cult of Valaya, Hilda Fairlockes, minor celebrations erupt around the Dragon Hold at the news. Once more, no doubt, shall the Gift Giver's forge erupt with the ringing of hammer blows as he puts his legendary productivity back to practice. Off to continue polluting the minds of the North's Runesmiths some say, others argue that he forces no one to come and learn from him. Both grumble all the same.
- [Late 373] Speaking of that unorthodox Elder, the greatest members of the Runesmiths Guild, the Burudin, have come to a majority decision about their thoughts at the very least. At the turn of the 373rd Year since Valaya's Pillars were raised, the members of that august body announced Klausson's inclusion into their number. Here it seems, the best of us have grown tired of the bickering of their younger kin. Odd though he may be, Klausson has not truly done anything to warrant the dismissal of his talents. He survived where few others have, it was his student who was chosen by Thungni Himself to join the Khaz Rhunrikki no less! Call him odd, mad, outright looney if you wish, any student of Yorri the Nameless always is in some way or another one supposes, but they cannot call him untalented. Some no doubt hope the regular contact with his Elders shall temper his wild and unexpected acts of brazen oddness. Others point out that there are likely some within the Burudin who must agree with his actions if he got inducted in the first place, much to their counterpart's grumbling.
━<><><>< Gains/Stuff ><><><>━
- Heir actions Unlocked! Can be applied to all requests and only to research with [Simple] tag, does not proc traits.
-- You do not lie, Karstah has proven herself capable enough to be entrusted with certain tasks on her own. As time passes you believe she'll be able to handle more and more responsibility, but that is still a decade or two away. All in good time.
Waystone Report: End of Turn 46/Start of Turn 47.
-- Waystone Rerolls: 1/2
-- Region Status, East: Unchanged. .5/10 of Stones destroyed, .5/10 damaged, remainder pristine.
-- Region Status, Center: Unchanged. .5/10 of Stones destroyed, 1/10 damaged, remainder pristine.
-- Region Status, West: Under Threat. 2/10 of Stones destroyed, 3/10 of Stones corrupted, 4/10 damaged, remainder pristine
Lord Klausson,
During ranging, Hearthguard noted that Fimir were attempting to raise a settlement around corrupted monolith. Rimesong reports mass ejection of magic in direction of site during patrols near front. All five Brana went to investigate and observe from air, returned day later and reports that entire site has been abandoned. Monolith and surrounding area destroyed, land flattened and mutated. Loss regrettable, but better than turned against us. Detailed after action reports available in other parcels sent to you.
- Norgrim.
You have 5 actions, 3 retainer actions, 1 research action, 1 heir action and [Special] 6 Yorri prods this turn, General: (*New*)[ ] March: [Cost: 1 action] Begin event, "Fimir Campaign Pt. 1." Your body is healed, your fury roaring like the fires of a freshly stoked furnace. Let them know the anger of a Runelord roused to anger! Let them know the contempt of the wronged and that the Dwarfs shall never, never, allow a debt to remain unsettled if they can help it!
(*New*)[ ] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. Now that Menlinwen has taught you the very fundamentals of the Elven arcane language, she feels comfortable enough to begin teaching you to the same level she has reached. Going any further beyond this point requires waiting for Menlinwen to become an Archmage or for you to find one yourself.
- [ ] Involve Yorri: [Cost +1 action] Gain x3 Yorri prods. Your Master would obviously love to continue learning as well.
[ ] 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!
[ ] Prod for Prod: [Cost: 1 action] Gain x3 Yorri prods. Master Yorri is most certainly more learned and experienced than you are, but mayhaps you have something worth his time as well? You've taught a good amount, Adamant included, but there are still a few things Yorri himself is interested in.
[ ] Riddle me This: [Cost: 1 action or retainer action] Gain knowledge? Roll for usefulness, additional actions apply bonus to roll. Thungni left more than a tome of lore, indeed he left a most ominous riddle.
"Wherein I have left, yet I remain. Where I have not rested, yet my mark s'upon the bed. Where I may gaze at the stars but see not the moon. Where there can be light yet ought to be dark. Where the land shines only when I do. There, 'pon that land, lies that which only the worthy may handle."
You've had decades to think about what it may mean when there was time, but you suppose now's as good a time as any to put in a bit more effort into it.
- [ ] Ask Yorri: [Cost: 2 Yorri prods] Your teacher has a look about him.
Retainers: Every option taken adds +2 to the Recruitment Dice (1d10 +5) unless otherwise stated.
(*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.
(*New*)[ ] The Throng is Mustered: [Cost: 1 retainer action] Can be taken multiple times. Gain Bonus to Throng Rolls against Fimir, additional actions apply bonus to roll. Minor Chance for Casualties/Fatalities. The King of Kraka Drakk calls the Throng to war, lend the might of your Retainers to his cause. You have no real clue as to how developed the Fimir presence is, but given the corpse Rudil dragged back you have a feeling they've been here a while.
(*New*)[ ] Secure the Woods: [Cost: 1 retainer action] Gain +20 Favour with Kraka Dorden and Ravsnvake. Dorden increases contribution and production of Warmachines towards war effort, Ravsnvake gains improved ranger weapons. The Karak will send forces to clear the groves by the end of Turn 48. Minor to Moderate Chance for Casualties/Fatalities. While solid, dependable metal is the preferred material of choice for any Dwarf. The truth is that certain things require good solid wood like a Grudgethrower ,Bolt Hurlers and Throwers and their smaller cousins. Dorden Rangers have found several natural groves of Wutroth, and had the Carpenters confirm sites suitable for a few more, but the area itself is infested with ice wolves of immense size and ferocity.
(*New*)[ ] Glimmering Steel: [Cost: 1 retainer action] Gain at least 1 Giant Cave Spider's Venom and +20 Favour with Kraka Krum. Krum produces greater quantities of steel, improves access to and quality of steel across the Far North. Truesteel will manage an expedition by the end of turn 49. Moderate Chance for Casualties/Fatalities. Krum is a stout, but rather insular Hold. They are miners through and through, and though they have access to smaller deposits than those at Kraka Drakk or Ornsmotek, they have a key advantage in that one of their constituent Clans, Clan Truesteel, possess a secret recipe that results in a finer, long lasting and altogether sturdier steel than usual. It is a fine material this aptly named Truesteel, though little is produced that ends up leaving the Hold's own stores. Apparently Clan Truesteel has found a new seam of something that will allow them greater production of their signature material, but a horde of giant spiders has built its nest atop the vast majority of it. Slay the beasts, and Truesteel shall be able to increase its exports and have a mind to remember the service rendered by the Gift Giver's own.
(*New*)[ ] Valaya Calls: [Cost: 2 retainer actions] Gain 1 Standing with the Cult of Valaya. Healers Guilds in Ornsmotek and Kraka Drakk have greater access to more potent ingredients. Moderate Chance for Casualties/Fatalities. The Cult will begin by the end of Turn 49. The Cult of Valaya and the Healers Guild have come to agree that if they mean to properly stock the necessary supplies to tend to the wounded of the Far North they require more of the potent herbs needed for their stronger ales and medicines. To that end they have made noises about clearing space necessary to do so. Of course it can't be anywhere with any old dirt, the right soil conditions and gathering spots are remote and laden with monsters. Once established the Cult can get to work and do most of the heavy lifting, but it's that part in particular that's the toughest.
[-] Recruitment Drive: [Cost: 1 retainer action] Locked due to Full Roster. Can be taken multiple times. Gain 1d5 +5 bonus dice 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.
[ ] 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 in service 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.
[ ] Bookhunting: [Cost: 1 retainer action] Gain Elven books on chosen topic. Can be taken multiple times, one action is one choice. Send out your retainers, scour the docks, markets and contacts of Kraka Ravnsvake and figure out what or if the elves know.
- [ ] The Waystones: See if the Elves know anything about the Stones that Alric requested you and your Retainers guard and watch over. Discreetly of course.
- [ ] Arcane Fulcrums: Roll for Usefulness. See if the Elves have any information about phenomena similar to the Anvil of the Earth you discovered.
- [ ] Write-in:__ Roll for Usefulness.
[ ] Scouting: [Cost: 1 retainer action] Gain minor bonus to Waystone rolls. Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Send out your Retainers, scour the Far North to see if there's some of these stones that Master Yorri Missed.
[ ] Waywarding: [Cost: 1 action or retainer action] Gain bonus to Waystone rolls and update on status of Waystones. Can be taken multiple times. There is no set time in which you or your retainers are meant to check on these stone monoliths, but doing so more regularly will mean that you're more likely to keep them safe and know their status.
Requests: Denote which simple request will receive the apprentice action in your plan. Available Requests below.
(*New*)[ ] [Simple] A Wonderful Endeavour: [Cost: 24 actions] Minimum completion date end of Turn 52. Peerless Production will proc for general actions. You have begun pondering the meaning of legacy more often in your old age. To leave something behind to carry on long after you have entered the Halls of your Forebears. Your apprentices are your most important, yet the most limited in the grand scheme. The Runes and creations you create are less personal, but greater in scope and reach. This. This shall bridge that gap, take the best of both and make something beyond them. A place you can build and cultivate, one whose reach is so vast that the name Snorri Klausson will not merely be one of the Runelords of the Past, but a figure even the common Dwarf shall know many centuries, nay millennia, after you have died. This will define you in a way few other things have; more than the defeating of a great enemy, or the forging of a mighty item of power, it is to build something wondrous and in doing, irreversibly change everything forever.
- [ ] Petition the Hold: [Cost: 15 Kraka Drakk Favour] Gain 1 progress, can only be taken 3 times a turn and without action input. Begin speaking with the King, the various Guilds and Clans in Kraka Drakk to contribute to Khazagar's construction.
- [ ] Use your retainers: [Cost: 1 retainer action] Gain 1 progress, can be taken multiple times and without action input. You have a very talented group of Dawi whose skill can no doubt contribute to the endeavour of raising Khazagar.
(*Updated*)[ ] [Simple] Apprentice work: [Cost: 1 apprentice or heir action] 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] Chains for a Dragon: [Cost: 4 actions, 1 Magma Wyrm's Blood]. Peerless Production 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.
[ ] [Simple] Once more with Smelting: [Cost: 4 actions, 1 Voidstone] Peerless Production 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] Re-warding Work: [Cost: 2 actions] Peerless Production will proc. Gain 1 Waystone reroll. There's work to be done, repairing damaged wards and adding new Runes around the monolith and otherwise. Your master most certainly did a bang up job, but there's nothing wrong with contingencies upon contingencies.
[ ] [Simple] The Brotherhood Calls: [Cost: minimum 1 action] Due whenever. Peerless Production will proc. Gain Variable Standing and Favour with The Brotherhood of Dron. The Brotherhood would be greatly interested in a collated and substantial set of notes about your experiences with the recent "Extreme Magical Turbulence and Concentration Event," as well as anything you'd be willing to give regarding your time crafting at the Anvil of the Earth. High energy environments of such a nature naturally attract the attention of your fellow members given the energy costs of generating Adamant.
[ ] [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. You owe Moira a great deal, and while she has left this world for eternal glory and celebration beneath the earth you think it still fitting to make a tribute for her and the institution she dedicated her life to. What better than a banner that heals the injured as she did, that bolsters flagging wills and limbs with renewed vigour and purpose?
- [ ] 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: (*New*)[ ] [Difficult] Staffing Pt. 1: [Cost: 1 action] Due whenever.If a Rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Your Hearthwardens have come to you with an odd request. They have been left with the skull of the Greedy Troll they slew for the sake of Ornsmotek. Several of them have been thinking, on account of your own personal history with their sire, that they could turn the foul thing's skull into a topper for a Banner. They have no real preference about what the Banner does though.
[ ] [Difficult]: Call of the Heir Pt. 1: [Cost: 1 action] Due before the Underway Completes. Reveal and gain at least 1 Standing and 50 Favour with Karaz a Karak ???. If a Rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. The Black Mountains, inhospitable though they seem to be these past few decades, shall not thwart your folk. Snorri Whitebeard calls for any to aid his endeavours. To lend their expertise in the extension of the Underway into the Black Mountains proper, with fair compensation of course! Such that this far flung part of the growing Dwarf Realms shall not remain unconnected for long! The rewards and recognition alone would be worth it to many, though obviously the earlier one helps the more likely their recognition increases.
- [ ] 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: (*New*)[-] [Simple] Fimir Eye: [Cost: 2 actions] Master of the Odd will proc. Locked due to having no Fimir Eyes. You are led to believe that Fimir Eyes have some potential use in Runecraft. From Elven texts you know that they too can see the Winds of Magic, or only some of them at the very least. And unlike the Elves, you have less qualms about ripping out their eyes to use for Runecraft.
(*Updated*)[ ] [Difficult] Akazit: [Cost: 10 actions] Master of the Odd will proc. 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.
(*Updated*)[ ] [Difficult] Understanding the Armour: [Cost: (6 -5) =1 action] Master of the Odd will proc.Gain Movement of Things Progress, ???. You have absolutely no clue how and why Barak Azamar managed to drag whatever the Construct is from wherever it came from and seemingly bound it to your equipment. There's a mystery afoot, and you want to figure out why and how this happened before you can even begin thinking about the implications of what it all means.
General:
[ ] [Difficult] Mysterious Mystery Stones: [Cost: =2 actions] Master of the Odd will proc. What are these things? That is the first question on your mind, the second is what in Grungni's name do they do? These large rocks that the Ancestors bid your folk protect, an enigma in a mystery wrapped in a riddle. Dig through every scrap of lore and knowledge you possess and see if something can be brought to light.
Material Research:
[ ] [Simple] Firebird's Feather: [Cost: (2 -1) =1 actions] Master 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.
[ ] [Simple] Merwyrm Autopsy: [Cost: 4 actions] Master 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.
[ ] [Simple] Lion Autopsy: [Cost: 3 actions] Master 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.
- [ ] Destructive Research: [Cost: 2 White Lion Corpses] Gain 1d2 progress, can be taken multiple times. You have enough corpses that you feel comfortable making a few unusable in the name of learning.
[ ] [Simple] Chimaera Autopsy: [Cost: (4 -1) =3 actions] Master 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.
- [ ] Prod Yorri: [Cost 1 prod] Gain 1 progress. Your master had to fight these things in his mad dash to Kraka Drakk. He may very well have an insight or two." This has know been turned back to 4 actions instead of 3. I figured it would be best to tell of this, so nobody forgot and makes a mistake about this in the near future.
Rune Research:
[ ] [Difficult] Wardstones: [Cost: (5 -2) =3 actions] Master 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. Your epiphany after seeing the Rune of Valaya has given you ideas.
- [ ] Prod Yorri: [Cost 1 prod] Gain 1 progress. Yorri has an odd and contemplative look in his eye when he looks at these stones.
[ ] [Difficult] Diction Direction Pt. 2: [Cost: (8 -4) =4 actions] Master 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. Now that Yorri's given you a Rune that restores hearing, you wonder if examining it will provide further insights or hopefully ideas about where to go next.
[ ] [Difficult] The Fixing of Things: [Cost: (10 -1) =9 actions] Master 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.
[ ] [Difficult] The Happening of Things: [Cost: 8 actions] Master 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!
[ ] [Difficult] The Movement of Things Pt. 5, new totals: [Cost: (14 -7) =7 actions] Master of the Odd will proc. Energy, energy, energy. All Runes require it, such is the basis of their existence. You know that most Runes likely draw upon the Winds of Magic. But you also know that the Deep Magic, the power of the Earth, is a truly massive wellspring of energy, if one reaches deep enough that is. You have taken the first tentative steps to using it, but want to see, to truly understand that flow, and hopefully one day control it as easily as you could your hammer.
- [ ] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
[ ] [Difficult] The Movement of Things Pt. 5b: [Cost: (14 -3) =11 actions] Master of the Odd and Mind for Constructs will proc. Examining...the Construct, has given you ideas. It is not a Gronti, not truly, but it acts like one and is arguably even more versatile. It makes you wonder if perhaps there is a way to create Gronti of a similar shape and function.
- [ ] Prod Yorri: [Cost 1 prod] Gain 1 progress, can be taken multiple times. Yorri may, in his words, have a few nuggets of wisdom about this particular path. He may or may not have decided that your desire to learn Eltharin has made him willing to share such things.
[ ] [Difficult] The Mind of Things Pt. 4: [Cost: (10 -6) =4 actions] Master of the Odd will proc. The transfer of sensation, taste, touch, smell, sight and sound. Yorri has made it clear that at its core all of these senses are simply the transfer of information from your body to your mind. And just as he no doubt intended, it's gotten you thinking. Thinking about perhaps using your newfound knowledge and applying it in a more general fashion. Like perhaps sharing memory or thoughts without any chance of miscommunication. You doubt it will be that easy of course, but you have to start from somewhere.
- [ ] Prod Yorri: [Cost 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
[ ] [Difficult] The Rune Metal Pt. 5: [Cost: (12 -7) =5 actions] Master 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.
[ ] [Difficult] The Rune Metal Pt. 3b: [Cost: (18 -4) =14 actions] Master 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.
[ ] [Difficult] The Secrets of Light Pt. 2: [Cost: (8 -5) =3 actions] Master 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. With a Rune to restore sight now in your repertoire, you can only think of simply increasing the amount of light generated, but maybe examining the Rune Yorri taught you will get the old muse running.
[ ] [Difficult] The Secrets of Storage: [Cost: (10 -2) =8 actions] Master 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.
[ ] [Difficult] The Weight of Things: [Cost: 10 actions] Master of the Odd will proc. Dolgi's Rune has given you ideas, though there are questions as to whether any developments should be shared and threaten to overshadow your apprentice's work, you can at the very least try and figure out the intricacies of it.
[ ] [Difficult] Understand a Master Rune: [Cost: Variable with a max of 16 actions] Master 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.
[ ] [Difficult] Understand the Master Rune of Purification [Banner]: [Cost: 16 -11 =5 actions] Master of the Odd will proc. The long journey to Mastery has begun. Your notes have been collected, waiting for you to get to work.
[ ] [Difficult] Compress a Combo: [Cost: Variable with a max of 10 actions] Master 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. (*Updated*)Elf Market:
- x3 Firebird's Feather available: one feather equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x3 White Lion Corpses available: one corpse equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x2 Merwyrm Corpses available: one corpse equal 1 order, Cost 10 Favour for King Expedite and Authority purposes.
- x1 Frostbird's Feather available: one feather equals 1 order, Cost 10 Favour for Kingly Expedite and Authority purposes.
[ ] 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 Gimli 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 Gimli 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.
━<><><><==><><><>━ Remember to vote by plan. There will be a two-hour moratorium for discussion.
AN: Here a doot, not a lot to say on my part except that Akazit is finally possible and that you now have heir actions! If it isn't clear you can't use them on options that specify retainer actions either, but I figure that was pretty heavily implied. Let me know if it isn't though. Narratively I do wanna say I have been rolling for Fjolla in the background, it's just kinda funny since I saw someone mention her. Wanted to put this scene in the results for Turn 46, but figured it was already too long and I had spent a month not posting. Muse finally decided to cooperate for a change though, much to my surprise. Its been pulling teeth these past few months tbh. Anyhoo I figure you guys wanna get things going so I made it short and sweet (maybe, idk). Thanks for your participation, hope you enjoy reading this, and don't forget to C&C. :^)
Funnily enough, if the canon lore description of emperor dragons is accurate to this quest we'd need to construct any such dragon gronti at 3.5 fold bloodthirster size to have it match the size of one roughly.
Interesting! Soul I think explained that the three times bloodthirster dragon is about the size of a Star Dragon, which is equivalent to older edition Emperor Dragons. There's probably some ambiguity in there somewhere, but I'm not super fussed. Three times bloodthirster size is Enough.
I need to see if Soul made a post about making it bigger being difficult, cause I think he said it wasn't really possible.
Turn 47
1 action to March
1 action to prod for prod. Takes us to 9 prods.
1 action to Movement of things + 3 Prods. Finishes it.
1 action to Mind of things + 6 prods. Finishes part 4 and possibly part 5 if we roll well, takes it down low regardless.
1 action to finish the armor.
Could swap prod for prod for Anoqeyan part 2. *shrug* up to what people want but that's the thing I'd be going for. I'm busy right now tho so I'll come back and see what you come up with Xeph.
Also I'm not sure but that Skarri scene has exciting implications, and I think Dolgi... may be able to float or otherwise do something that helps save his son in an aerial accident.
[] Plan Research Explosion
-[] March: [Cost: 1 action] Begin event, "Fimir Campaign Pt. 1." Your body is healed, your fury roaring like the fires of a freshly stoked furnace. Let them know the anger of a Runelord roused to anger! Let them know the contempt of the wronged and that the Dwarfs shall never, never, allow a debt to remain unsettled if they can help it! [1AP]
-[] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. Now that Menlinwen has taught you the very fundamentals of the Elven arcane language, she feels comfortable enough to begin teaching you to the same level she has reached. Going any further beyond this point requires waiting for Menlinwen to become an Archmage or for you to find one yourself. [1AP]
-[] Involve Yorri: [Cost +1 action] Gain x3 Yorri prods. Your Master would obviously love to continue learning as well.
-[] [Difficult] Understanding the Armour: [Cost: (6 -5) =1 action] Master of the Odd will proc.Gain Movement of Things Progress, ???. You have absolutely no clue how and why Barak Azamar managed to drag whatever the Construct is from wherever it came from and seemingly bound it to your equipment. There's a mystery afoot, and you want to figure out why and how this happened before you can even begin thinking about the implications of what it all means. [1AP]
-[] [Difficult] The Movement of Things Pt. 5, new totals: [Cost: (14 -7) =7 actions] Master of the Odd will proc. Energy, energy, energy. All Runes require it, such is the basis of their existence. You know that most Runes likely draw upon the Winds of Magic. But you also know that the Deep Magic, the power of the Earth, is a truly massive wellspring of energy, if one reaches deep enough that is. You have taken the first tentative steps to using it, but want to see, to truly understand that flow, and hopefully one day control it as easily as you could your hammer. [1AP] [3 Prods]
--[] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
-[] [Difficult] The Mind of Things Pt. 4: [Cost: (10 -6) =4 actions] Master of the Odd will proc. The transfer of sensation, taste, touch, smell, sight and sound. Yorri has made it clear that at its core all of these senses are simply the transfer of information from your body to your mind. And just as he no doubt intended, it's gotten you thinking. Thinking about perhaps using your newfound knowledge and applying it in a more general fashion. Like perhaps sharing memory or thoughts without any chance of miscommunication. You doubt it will be that easy of course, but you have to start from somewhere. [1AP] [6 Prods]
--[] Prod Yorri: [Cost 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
[] [Simple] Firebird's Feather: [Cost: (2 -1) =1 actions] Master 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. [1 Research Action]
-[] [Simple] A Wonderful Endeavour: [Cost: 24 actions] Minimum completion date end of Turn 52. Peerless Production will proc for general actions. You have begun pondering the meaning of legacy more often in your old age. To leave something behind to carry on long after you have entered the Halls of your Forebears. Your apprentices are your most important, yet the most limited in the grand scheme. The Runes and creations you create are less personal, but greater in scope and reach. This. This shall bridge that gap, take the best of both and make something beyond them. A place you can build and cultivate, one whose reach is so vast that the name Snorri Klausson will not merely be one of the Runelords of the Past, but a figure even the common Dwarf shall know many centuries, nay millennia, after you have died. This will define you in a way few other things have; more than the defeating of a great enemy, or the forging of a mighty item of power, it is to build something wondrous and in doing, irreversibly change everything forever. [0AP]
--[] Petition the Hold: [Cost: 15 Kraka Drakk Favour] Gain 1 progress, can only be taken 3 times a turn and without action input. Begin speaking with the King, the various Guilds and Clans in Kraka Drakk to contribute to the Workshop's construction. [45 Drakk Favour]
-[] [Simple] Lion Autopsy: [Cost: 3 actions] Master 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. [1 Karstah Action]
--[] Destructive Research: [Cost: 2 White Lion Corpses] Gain 1d2 progress, can be taken multiple times. You have enough corpses that you feel comfortable making a few unusable in the name of learning. [4 White Lion Corpses]
-[] The Throng is Mustered: [Cost: 1 retainer action] Can be taken multiple times. Gain Bonus to Throng Rolls against Fimir, additional actions apply bonus to roll. Minor Chance for Casualties/Fatalities. The King of Kraka Drakk calls the Throng to war, lend the might of your Retainers to his cause. You have no real clue as to how developed the Fimir presence is, but given the corpse Rudil dragged back you have a feeling they've been here a while.
-[] Secure the Woods: [Cost: 1 retainer action] Gain +20 Favour with Kraka Dorden and Ravsnvake. Dorden increases contribution and production of Warmachines towards war effort, Ravsnvake gains improved ranger weapons. The Karak will send forces to clear the groves by the end of Turn 48. Minor to Moderate Chance for Casualties/Fatalities. While solid, dependable metal is the preferred material of choice for any Dwarf. The truth is that certain things require good solid wood like a Grudgethrower ,Bolt Hurlers and Throwers and their smaller cousins. Dorden Rangers have found several natural groves of Wutroth, and had the Carpenters confirm sites suitable for a few more, but the area itself is infested with ice wolves of immense size and ferocity.
-[] Waywarding: [Cost: 1 action or retainer action] Gain bonus to Waystone rolls and update on status of Waystones. Can be taken multiple times. There is no set time in which you or your retainers are meant to check on these stone monoliths, but doing so more regularly will mean that you're more likely to keep them safe and know their status.
-[] ORDER: Write-in: 1x Frostbird Feather
Posting my earlier plan once more - Anoqeyan is functionally a more flavourful Prod for Prod from the previous iteration of the plan. Not sure what to do with the retainer actions/karstah action at the moment - will let others debate that.
Edit: Heir/retainer actions added in, ordering a frostbird feather from the markets.
[] Plan Research Explosion
-[] March: [Cost: 1 action] Begin event, "Fimir Campaign Pt. 1." Your body is healed, your fury roaring like the fires of a freshly stoked furnace. Let them know the anger of a Runelord roused to anger! Let them know the contempt of the wronged and that the Dwarfs shall never, never, allow a debt to remain unsettled if they can help it! [1AP]
-[] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. Now that Menlinwen has taught you the very fundamentals of the Elven arcane language, she feels comfortable enough to begin teaching you to the same level she has reached. Going any further beyond this point requires waiting for Menlinwen to become an Archmage or for you to find one yourself. [1AP]
-[] Involve Yorri: [Cost +1 action] Gain x3 Yorri prods. Your Master would obviously love to continue learning as well.
-[] [Difficult] Understanding the Armour: [Cost: (6 -5) =1 action] Master of the Odd will proc.Gain Movement of Things Progress, ???. You have absolutely no clue how and why Barak Azamar managed to drag whatever the Construct is from wherever it came from and seemingly bound it to your equipment. There's a mystery afoot, and you want to figure out why and how this happened before you can even begin thinking about the implications of what it all means. [1AP]
-[] [Difficult] The Movement of Things Pt. 5, new totals: [Cost: (14 -7) =7 actions] Master of the Odd will proc. Energy, energy, energy. All Runes require it, such is the basis of their existence. You know that most Runes likely draw upon the Winds of Magic. But you also know that the Deep Magic, the power of the Earth, is a truly massive wellspring of energy, if one reaches deep enough that is. You have taken the first tentative steps to using it, but want to see, to truly understand that flow, and hopefully one day control it as easily as you could your hammer. [1AP]
--[] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you. [3 Prods]
-[] [Difficult] The Mind of Things Pt. 4: [Cost: (10 -6) =4 actions] Master of the Odd will proc. The transfer of sensation, taste, touch, smell, sight and sound. Yorri has made it clear that at its core all of these senses are simply the transfer of information from your body to your mind. And just as he no doubt intended, it's gotten you thinking. Thinking about perhaps using your newfound knowledge and applying it in a more general fashion. Like perhaps sharing memory or thoughts without any chance of miscommunication. You doubt it will be that easy of course, but you have to start from somewhere. [1AP]
--[] Prod Yorri: [Cost 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you. [6 Prods]
[] [Simple] Firebird's Feather: [Cost: (2 -1) =1 actions] Master 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. [1 Research Action]
-[] [Simple] A Wonderful Endeavour: [Cost: 24 actions] Minimum completion date end of Turn 52. Peerless Production will proc for general actions. You have begun pondering the meaning of legacy more often in your old age. To leave something behind to carry on long after you have entered the Halls of your Forebears. Your apprentices are your most important, yet the most limited in the grand scheme. The Runes and creations you create are less personal, but greater in scope and reach. This. This shall bridge that gap, take the best of both and make something beyond them. A place you can build and cultivate, one whose reach is so vast that the name Snorri Klausson will not merely be one of the Runelords of the Past, but a figure even the common Dwarf shall know many centuries, nay millennia, after you have died. This will define you in a way few other things have; more than the defeating of a great enemy, or the forging of a mighty item of power, it is to build something wondrous and in doing, irreversibly change everything forever. [0AP]
--[] Petition the Hold: [Cost: 15 Kraka Drakk Favour] Gain 1 progress, can only be taken 3 times a turn and without action input. Begin speaking with the King, the various Guilds and Clans in Kraka Drakk to contribute to the Workshop's construction. [45 Drakk Favour]
Posting my earlier plan once more - Anoqeyan is functionally a more flavourful Prod for Prod. Not sure what to do with the retainer actions/karstah action at the moment - will let others debate that.
- Heir actions Unlocked! Can be applied to all requests and only to research with [Simple] tag, does not proc traits.
-- You do not lie, Karstah has proven herself capable enough to be entrusted with certain tasks on her own. As time passes you believe she'll be able to handle more and more responsibility, but that is still a decade or two away. All in good time.
I'm cool with this at the moment. Heir actions, retainers need to be sorted out but that's pretty easy. And since we maxed out the library pushing on Mind of Things just makes sense.
Turn 47
1 action to March
1 action to prod for prod. Takes us to 9 prods.
1 action to Movement of things + 3 Prods. Finishes it.
1 action to Mind of things + 6 prods. Finishes part 4 and possibly part 5 if we roll well, takes it down low regardless.
1 action to finish the armor.
Could swap prod for prod for Anoqeyan part 2. *shrug* up to what people want but that's the thing I'd be going for. I'm busy right now tho so I'll come back and see what you come up with Xeph.
Also I'm not sure but that Skarri scene has exciting implications, and I think Dolgi... may be able to float or otherwise do something that helps save his son in an aerial accident.
Wait a sec. Don't we, in story, do the combat first and then the rest of the turn? Would we actually have finished checking the armour before heading out to war, narratively?
He did yeah, but there's implications to me that he's improved on his Clan Specific Runes already and might have something more potent than Featherweight waiting in the wings, on that parachute and his Cloak.
It being emphasized like that kinda Twigged my "Hmmmm" sensor.
Wait a sec. Don't we, in story, do the combat first and then the rest of the turn? Would we actually have finished checking the armour before heading out to war, narratively?
@soulcake, sorry to double post but we can and will finish the armor before Marching to war right? I think we checked this a while back but good to reconfirm on the eve of everything.