[X] Plan Research Explosion With More Efficient Autopsy And Security
-[X] 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]
-[X] 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]
-[X] Involve Yorri: [Cost +1 action] Gain x3 Yorri prods. Your Master would obviously love to continue learning as well.
-[X] [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]
-[X] [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]
--[X] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
-[X] [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]
-[X] [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]
-[X] [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]
--[X] 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]
-[X] [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]
--[X] 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]
-[X] [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. [1 Karstah Action]
-[X] 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.
-[X] 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.
-[X] 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.
-[X] ORDER: Write-in: 1x Frostbird Feather