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Discord.

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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.

Please endeavour to be cordial. :^)
 
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From what I remember there was a sort of consensus of no new Apprentices before turn 50, which sort of checks out with Fjollas child becoming sufficiently old.

How interested are you guys in taking Fjollas child as an apprentice?
Losing 1 action/turn will somewhat interfere with research but it would tie our former apprentice back into the story while providing a beardlings perspective on the changes we are about to introduce.

Perhaps Karstah could take Stokki as an apprentice instead?
Would provide similar narrative benefits while also giving her some more character growth.
It came up recently and felt like there was regrowing interest.
I dunno if its going to happen now, however I can say that with 100% certainty, if she manages a natural crit on the Gift roll then that will outweigh all hesitation. :p
 
Vote closed
Scheduled vote count started by soulcake on Feb 11, 2022 at 2:31 PM, finished with 284 posts and 81 votes.
  • 59

    [X] Plan Research Explosion
    -[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] 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
    [X] Plan Research Explosion
    -[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] 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] 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] 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.
    -[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
  • 14

    [X] Plan: Deep Magic / To War
    -[X] [Difficult] Understanding the Armour: 1 action
    -[X] March: 1 action
    -[X] The Road to Anoqeyån Pt. 2: 2 actions
    --[X] Involve Yorri:
    -[X] [Difficult] The Movement of Things Pt. 5, new totals: 1 action
    --[X] Prod Yorri: 9 Yorri Prods
    -[X] The Throng is Mustered: 1 retainer action
    -[X] Secure the Woods: 1 retainer action
    -[X] Glimmering Steel: 1 retainer action
    -[X] [Simple] Firebird's Feather: 1 research action
    -[X] [Simple] The Brotherhood Calls: 1 Karstah Action
    -[X] ORDER: Write-in: 1x Frostbird Feather
  • 4

    [X] Plan: Deep War with Warding and Lions
    -[X] [Difficult] Understanding the Armour: 1 action
    -[X] March: 1 action
    -[X] The Road to Anoqeyån Pt. 2: 1 action
    --[X] Involve Yorri:
    -[X] [Difficult] The Movement of Things Pt. 5, new totals: 1 action
    --[X] Prod Yorri: 9 Yorri Prods
    -[X] Prod for Prod: 1 action
    -[X] The Throng is Mustered: 1 retainer action
    -[X] Scouting: 1 retainer action
    -[X] Waywarding: 1 retainer action
    -[X] [Simple] Firebird's Feather: 1 research action
    -[X] [Simple] Lion Autopsy: 1 Karstah action
    --[X] Destructive Research: 4 corpses
    -[X] ORDER: Write-in: 1x Frostbird Feather
  • 1

    [X] Plan Research Explosion Except Rune Metal
    -[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 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. [1AP]
    -[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] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
    -[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] 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] 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.
    -[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
  • 4

    [X] The March of Progress
    - [X] March x1
    - [X] Prod for Prod x1
    - [X] [Difficult] Understanding the Armour x1
    - [X] The Movement Of Things x2 + 9 Yorri Prods
    - [X] The Throng is Mustered x1 retainer
    - [X] Secure the Woods x1 retainer
    - [X] Glimmering Steel x1 retainer
    - [X] [Simple] A Wonderful Endeavour x1 heir
    - [X] Petition the Hold x3 -45 favor
    - [X] [Simple] Firebird's Feather x1 research
    [X] The March of Progress
  • 8

    [X] Plan A True Explosion
    -[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] 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. [1AP]
    -[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] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
    -[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] 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] 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.
    -[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
  • 2

    [X] Plan Deepest Magic
    - [X] March: [Cost: 1 action] Begin event, "Fimir Campaign Pt. 1. [1AP]
    - [X] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. [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, ???. s. [1AP]
    - [X] Prod for Prod: [Cost: 1 action] Gain x3 Yorri prods. . [1AP]
    -[X] [Difficult] The Movement of Things Pt. 5, new totals: [Cost: (14 -7) =7 actions] Master of the Odd will proc.. [1AP, 12 Prods]
    --[X] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you.
    - [X] [Simple] Firebird's Feather: [Cost: (2 -1) =1 actions] Master of the Odd will proc. [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. [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. [1 Karstah Action]
    -- [X] Destructive Research: [Cost: 2 White Lion Corpses] Gain 1d2 progress, can be taken multiple times. [2 White Lion Corpses]
    - [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.
    -[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.
    - [X] Waywarding: [Cost: 1 action or retainer action] Gain bonus to Waystone rolls and update on status of Waystones. Can be taken multiple times.
    -[X] ORDER: Write-in: 1x Frostbird Feather
  • 1

    [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
 
Honestly, does everyone want to just focus on spending just favor with Karak Drak on the monument? Because if we just focus on favor instead of one of our actions or Karstah's, we could honestly finish the whole thing in just 8 turns, to be honest. The cost of the course would be about 360 favors, but it seems like the thread really wants to help lose some favor with the Hold because of some of the invis text that mentioned the favor stockpile up.
 
Honestly, does everyone want to just focus on spending just favor with Karak Drak on the monument? Because if we just focus on favor instead of one of our actions or Karstah's, we could honestly finish the whole thing in just 8 turns, to be honest. The cost of the course would be about 360 favors, but it seems like the thread really wants to help lose some favor with the Hold because of some of the invis text that mentioned the favor stockpile up.
I would hate to be that uninvolved in the construction of this wonder.
 
Spend favour on it wherever possible yeah, but I hate the idea of not having any direct involvement. The narrative of that doesn't sound nice. And then there's an argument to be made of what a huge action overflow would look like on top of this already amazing building.

There's also a chance deep magic from Barak Azamar + the storm fragment in Skarrenbakraz do something special to it, especially since Soul has confirmed that Snorri working on it means he places runes all over the thing.
 
Spend favour on it wherever possible yeah, but I hate the idea of not having any direct involvement. The narrative of that doesn't sound nice. And then there's an argument to be made of what a huge action overflow would look like on top of this already amazing building.

There's also a chance deep magic from Barak Azamar + the storm fragment in Skarrenbakraz do something special to it, especially since Soul has confirmed that Snorri working on it means he places runes all over the thing.
direct involvement can come later, still need to gather all the materials and clear out future worker's schedules
 
I mean we'll obviously need to take some actions for it, but yeah going all in on the favor seems wise to not disrupt everything, and we have favor to burn.
 
Hadn't actually considered that we may need it there, was mostly looking at combat relevance and trying to fit into the primordial world theme without hitting a redundancy or repetitiveness like another lava item. I'd argue that we may not need it for the next storm; the First Storm was special and likely notably potent, we've been Touched by it, we have Mhorni, and Skarrenbakraz will likely do something unique there too. But if we can do something that assists in that and in combat I don't see why we shouldn't, guess I'll shelve the idea.
When we first got the World that Was combo, a few people suggested a banner or talisman that would add antimagic to the apocalypse zone around Snorri. Something like the choking ash clouds would nullify all the magic that it covered.

Hmm. Balance seems like Thungni-style antimagic, which seems to be more based around direct interaction with magic (siphoning, absorbing etc), as opposed to Valaya-style antimagic which is just, outright breaking or disabling it.

It could possibly work?
Why not just borrow the ancestral aegis for a bit? The only issue there is it might block the storm from reaching the anvil but otherwise it'll positive feedback loop all the excess magic into a stronger shield.
They exist, but they have no solid powerbase, Hashut has been shattered, and they're significantly lower in number. The worry now is that they're a subversive threat hiding among the Karaz Ankor rather than a separate nation like canon. The East is also (relatively) intact and in dwarf control and they're very devoted towards Gazul who shattered Hashut, and notably more zealous in their ancestor worship. Gazul's cult is now also secretly acting as not awful Witch Hunter/inquisitor equivalents.
You know, if I was a chaos dwarf, I'd head east into the mountains of Mourne and just set up shop for a few centuries. There's not a whole lot of dwarfs there yet and if stays that way for a few centuries, they could rebuild and dig in and become a major problem a few dozen turns from now.
Spend favour on it wherever possible yeah, but I hate the idea of not having any direct involvement. The narrative of that doesn't sound nice. And then there's an argument to be made of what a huge action overflow would look like on top of this already amazing building.

There's also a chance deep magic from Barak Azamar + the storm fragment in Skarrenbakraz do something special to it, especially since Soul has confirmed that Snorri working on it means he places runes all over the thing.
Yep, plus we can overflow this and since it's fuckoff huge sized it would be hilarious if we put 5 actions into it when it had <3 left. 10+ overflow into a WONDER sounds fun narratively.
 
Spend favour on it wherever possible yeah, but I hate the idea of not having any direct involvement. The narrative of that doesn't sound nice. And then there's an argument to be made of what a huge action overflow would look like on top of this already amazing building.

There's also a chance deep magic from Barak Azamar + the storm fragment in Skarrenbakraz do something special to it, especially since Soul has confirmed that Snorri working on it means he places runes all over the thing.
No one will look at us funny for doing that, when the reason we can't get involved with the project is because we're going to the frontlines to fight personally.
 
A concern I would have is that even the initial cost of the wonder is "enough to even make a king wince". I have no problem with cooperating in the wonder, but I think Snorri should bear at least a large chunk of the cost.
 
So, when it comes to using favor, I am a lot happier narratively with using favor to lay earlier stones than later stones. Carving a room out of the rock is something that any skilled dwarf can do, and that is what (I believe) the first few actions are going to be. Versus something like action 15, where Snorri is putting in a lot of the fundamentals. Doing the first three actions without personal input is fine, but after this point, I would much rather start putting at least a few in from our pools.
 
I'm just talking about it now, as we do need to do something about it eventually. We can still rune stuff, it just won't be as major as a focus, like a constant meme on the quest has been Snorri always making toys for children. That isn't an action but obviously something we do in our free time. And we can just stop doing actions on it when it's near completion, nothing did I say suggested otherwise to it.
 
So, when it comes to using favor, I am a lot happier narratively with using favor to lay earlier stones than later stones. Carving a room out of the rock is something that any skilled dwarf can do, and that is what (I believe) the first few actions are going to be. Versus something like action 15, where Snorri is putting in a lot of the fundamentals. Doing the first three actions without personal input is fine, but after this point, I would much rather start putting at least a few in from our pools.
Yeah I'm on board with this, though forming the foundation & general shape of the building with Zharrgal's new ability would have been fun.
 
Why not just borrow the ancestral aegis for a bit? The only issue there is it might block the storm from reaching the anvil but otherwise it'll positive feedback loop all the excess magic into a stronger shield.

Entirely the wrong flavour and effect. We don't want a strong shield, we want to actually be able to use the magic in our forging - trying to directly contest or block a storm of magic during the forging process is a fools errand, hence the focus on reshaping and redirection. It would also be very unlikely to set combo with either The World That Was or The Forge.

The issue during the forging of Skarrenbakaraz was that the magic that would normally be harnessed and controlled was both too potent and in such vast quantities that it ruptured the soul-channels that runesmiths normally use during the forging process (the 'veins of ore' to the stone of a regular dwarf). But we also want to actually be able to use the magic, hence the predicament.
 
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I think the issue is that while making a place of learning for runes is important and very interesting the actual process of raising the place cannot hold a candle to the other stuff we could be doing like I don't know unraveling Durin's Consternation, making T5 rune metal etc... That said I do think we should do at least a few actions of it because I just think it is a better narrative to sell to the Karaz Ankor, we do not want this to looks like mostly a Karak Drak project with a bit of Snori on top, that will get the king in hot water IMO. I think two thirds hold actions to one third Snori actions is as high as I am comfortable going so that would be 8 Snori actions.
 
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Entirely the wrong flavour and effect. We don't want a strong shield, we want to actually be able to use the magic in our forging - trying to directly contest or block a storm of magic during the forging process is a fools errand, hence the focus on reshaping and redirection. It would also be very unlikely to set combo with either The World That Was or The Forge.

The issue during the forging of Skarrenbakaraz was that the magic that would normally be harnessed and controlled was both too potent and in such vast quantities that it ruptured the soul-channels that runesmiths normally use during the forging process (the 'veins of ore' to the stone of a regular dwarf). But we also want to actually be able to use the magic, hence the predicament.
I am still not convinced that we can offload the magic input onto item tbh.

I think that either you lose power because you limit thorougput or you don't limit it in any way and end up injured, because it kinda feels like the magic always has to go through runesmith. Theoretically speaking you could just like, try to put the power into some rune battery and filter it through Snorri over long period of time but i am not sure thats how runes work either.
 
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Entirely the wrong flavour and effect. We don't want a strong shield, we want to actually be able to use the magic in our forging - trying to directly contest or block a storm of magic during the forging process is a fools errand, hence the focus on reshaping and redirection. It would also be very unlikely to set combo with either The World That Was or The Forge.

The issue during the forging of Skarrenbakaraz was that the magic that would normally be harnessed and controlled was both too potent and in such vast quantities that it ruptured the soul-channels that runesmiths normally use during the forging process (the 'veins of ore' to the stone of a regular dwarf). But we also want to actually be able to use the magic, hence the predicament.
Yeah if you want a combo it's not going to work but if the goal was to prevent injuries it'd help. The other issue was BA turned itself into a super conductor and decided to drag a bunch of deep magic into as well. BA might have been enough if it didn't super charge itself during the process as well lol.

This might end up being a willpower thing that nothing but experience and age can fix versus a rune. The process seems to have inefficiently refined Snorri's soul so it might be easier the next time. It ruptured it but also brought something else to the surface. He might have to figure out how to further refine the mess into something useable and then it'll be easier.
 
I think that the highest priority right now is creating a sleigh that can pull itself using master runes for Snorri considering that he's pretty much the dwarf version of Santa. (What if self-pulling sleighs become popular and then become this world's equivalent to cars? Now that would be interesting to see.)
 
we can always do like x2 favor prog and one AP prog and still have it take 8 turns total?
Narratively that still feels like bare minimum to me considering the sheer size of the endeavour. I was thinking a couple turns of just favour, then a turn or two of us putting 2-3 AP in (which is optimal for Peerless to proc anyway), then at least one turn of going all in to chase that overflow.
 
Just doing 3 AP we will get 9-10 possible actions done. We really don't need many to do it unless we wish to.
 
I think 3AP is about right. Keep in mind guys we are not making a sacrifice to the AP gods, we should measure it by how much work is getting done and if the answer to that question is more than a third of the whole project I think that is more than fair. I mean Snori is just one dwarf, one dwarf with a productivity specialization yes, but that is not all that he is or we would be spending all his days churning out simple commissions. The other stuff he has done like the chain-forger, like the Master Rune of Purification was no less important than the new Wonder because without them we would not even be in the position to do them at all. I do not think we should gut our research for this when other dwarfs can pick up the slack and they would be the first to tell us that.

Keep in mind also debts weigh on the dawi mind, the king and all the people involved will be glad to be closer to even with Snori for the first time in a long time.
 
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