[] Plan Field Research
-[] 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]
-[] [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]
-[] 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] 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. [2AP]
-[] 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. [1 Retainer Action & 1 Heir Action]
-[] 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. [2 Retainer Actions]
-[] [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]
Something for those who don't feel like doing Deep Magic