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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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Hopefully, the options it unlocks are Hearthguard related rather than Snorri related because we're a bunch of bleeding hearts who'd be all too tempted.
 
Aside from the benefits of having Norsca settled quickly, it's also worth considering that we'd gain Standing 10 with the Cult of Valaya. I, for one, would really love to see the capstone benefits for being exalted in the eyes of perhaps the largest cult in the Karaz Ankor.

The Cult ritually gives Snorri a headpat on behalf of Valaya.

Effects of Valaya's Headpat - For the next ten years, Snorri automatically goes to bed every night and eats three square meals every day, instead of skipping sleep and food in favour of work as he is wont to do. Mechanically, this reduces his AP by 1 for the next turn (to a total of 4) due to extra time spent living a healthy lifestyle. The full ten years of proper rest and health are rewarded by the restoration of the lost AP and an additional permanent increase of 1 AP (to a total of 6) in subsequent turns.

SECRET QUEST UNLOCKED - Get ritual headpats from all the Ancestor God Cults.
 
Yes, it was said thankfully as much by soul. All we just need to do is send one hearthguard action and then were debt free. Now if only student debt was as easy.
 
I really want to goad/push Vragni to have a semi-permanent position in our library. Heck, I'd settle for an occasional visit from him even if all he does is grumble disapprovingly at anything and everything.
 
On one hand, I wanted partial support so Vragni wouldn't get triggered and screw with the colonization.

...on the other hand, we've just baited Vragni into arguing against the Cult of Valaya lmao
 
On one hand, I wanted partial support so Vragni wouldn't get triggered and screw with the colonization.

...on the other hand, we've just baited Vragni into arguing against the Cult of Valaya lmao
Don't worry about that, he's gonna explode anyway once he sees the World that Was. Cmon fimir, just give us a big old ambush aimed right the statue so Snorri can let loose.
 
On one hand, I wanted partial support so Vragni wouldn't get triggered and screw with the colonization.

...on the other hand, we've just baited Vragni into arguing against the Cult of Valaya lmao
I think that just means the Favour cost is increased. Ornsmotek is 70 while the other two besides Drakk are 50 with Drakk, our home turf, being only 30.
 
I think that just means the Favour cost is increased. Ornsmotek is 70 while the other two besides Drakk are 50 with Drakk, our home turf, being only 30.
Mechanically, yes. Narratively:
Freyda will almost assuredly get the Northern Kings to agree to her proposal and with good odds of them agreeing to ideas she considered outside her reach before. You'd be throwing your weight around in this manner, and it will show. With Silverbrand in Ornsmotek there's sure to be pushback there because of it.
Vragni successfully baited against the Cult of Valaya, yep.
 
I explained them in the same post I voted: I just outright think it's a bad proposal. The forts are located based on how useful to the war effort fortifying a given location was, not based on where new holds could flourish. As such conversion of all the forts to holds is poor planning.

Ummm, but this paragraph does mention that they're not only defensive holdfasts but have additional opportunities to each of them in and of themselves?
"The entire peninsula settled ideally, but more immediately I'd like to see the fortresses being turned into Holds. Not every last one obviously, but a not-insignificant chunk of them were raised in places that, after I had several contacts assess their suitability, are as equally ripe as being a settlement as they are a defensive work. Even those that couldn't be used as a home outright are good strongpoints that merchants and potential colonies or mining camps could use as trading hubs," she continues, beginning to pull out maps and charts from the folds of her robes.

I really doubt that these dwarves would raise defensive fortresses willy-nilly across Norsca just because the needed several FOBs...
 
As I understand it, the idea is to go:
-Military Outpost secures the area via patrols, however, if cut off, it WILL be crippled.
-Outpost is expanded into a Fort, where it has stockpiles and limited services to support the martial endeavor.
-Fort is expanded into a Hold, where it produces its own food and materials.
-Hold supports new outposts and forts while the greater level of activity allows for pacification of region.
-Network of Holds allows more timely reinforcements and nearby hardpoints if any given Hold must be evacuated in the face of an overwhelming threat.

While these holds would be settled with an eye to defense over productivity, they should still be self-sufficient in terms of basic materials, otherwise there wouldn't be a point in making them to begin with.

Its one of those things you'd rather full ass it or don't do it at all.
You want every one of them to have Defense In Depth.
 
Unlikely. The elves the dwarves know are mostly only the trader or researcher types. Even the new elven colony is still currently to facilitate trade and stuff.
Didn't their current king work himself into a snit and decide to focus colonisation on Naggaroth first?

I might be misremembering though

Edit:
The growing success of Tiranoc's new western colonies, ones personally sponsored by Bel Shanaar, had sent many of the Kingdoms into a frenzy of sorts.

Edit, yep bel shanaar is looking west rather than East. At least for now.
 
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@soulcake, here's another couple of Runes for you!
[Armor] Rune of Daemonward: Wearer is better protected aganst daemons.

[Talisman] Master Rune of Retribution: More advanced variant of the Master Rune of Spite, enemy attacks get reflected with force beyond reckoning. Wearer needs not be injured for this to trigger. First struck by a Conservative Master Runesmith, who disliked the activation requirements of the Master Rune of Spite.

[Weapon] Rune of Daemonrending: Weapons engraved with this Rune deal deeper wounds against beings of Chaos.

[Structural] Rune of Mindfog: Room emits a fog that twists the perception of non-authorized beings that enter. The more of the same Runes inscribed, the more fucky fucky the suspect's mind gets.

[Banner] Master Rune of Storri Frostklad: Allies under this banner are covered in a layer of ablative frost and ice comparable to good Azul steel that repairs itself over time. The colder the weather, the faster the restoration rate, and the stronger the protection granted.
 
That doesn't say they're focusing west, just that they're increasing their activities. The other kingdoms could well be looking east to compete as Naggaroth is claimed
With Bel Shanaar favoring the western colonies over the eastern ones, it's likely that the colonial effort in that direction will have more takers, to court the King's favor.

The king might change his mind once he discovers that the eastern landmass is so much bigger.
 
Master Rune of the Shardthrower: Normally the Dwarfs want something that will not break. Not so with this Engineering Rune--when inscribed on warmachines, when its ammunition hits it will explode into razor-sharp shrapnel and yet retain all the other portions of the nature of the material. So, for instance, a Wutroth-Gromril bolt could be made and fired and then razor sharp bits of wood and gromril will, expanding from the point of impact, fill the air. A niche Rune, but helpful in the proper place.
Rune of Shifting: Artillery is a hefty, weighty thing and nothing can change that; however pieces inscribed with this Rune seem lighter to the hands and thews of the Dwarfs that move them, and can therefore be shifted to new positions more quickly, either to exploit a new gap or help cover a breach in the line or so on or so forth.
Rune of Seeking: A piece of artillery bearing this rune will have a certain inertia that seeks to return its aim to a pre-sighted position, compensating for possible user error, shifts in the wind, the shaking released by certain blows of the enemy, so on and so forth--making it very useful for the making of killing fields.
Runes repurposed in Kraka Ravnsvake during the Incursion, for fear of Kholek Suneater.

Master Rune of Valor: A banner Rune, its effect is simple--those true champions under it who bellow honest challenge and valorous call will be answered by their foe, no matter how base, how cowardly, or how treacherous they have proven themselves, or indeed even if it is a plainly bad idea.
Rune of Contests: Under the effect of this Rune Beardling and Longbeard alike will become full of the desire to prove themselves in the shieldwall, with a fey and youthful spirit seeking to make themselves champion, to come to grips with the foe, challenging each other to great feats on the field and so charging forward.
Rune of the Wolf: The strength of the wolf is the pack and the strength of the pack is the wolf, this is the law of the forest. Those that forget this must die and those who hold to it shall live. To that end banners bearing this rune increase the loyalty, cohesiveness, and coordination of those under its effect.
War is often an ugly affair, but it is least ugly, in Tharr's opinion, when it comes to the honest contest of axe and shield and line, when a warrior can only kill what he means to kill, rather than worry that he has slain something he did not mean to with shrapnel. So he made these runes that the war will come to the line, and that none who would call for it can flee from the consequences of it.

Master Rune of the Cleaning Sun: While the Dwarfs are not the greatest fans of the open sky and the burning orb therein there is something to be respected in anything that Chaos so detests and fears. To that end this Rune reflects a true fraction of that celestial glory as light, and so those that fear the sunlight and a bright and shining day will be repulsed, or at least weakened, by any structure bearing it.
Rune of Calm Scent: A simple Rune, it releases an energy which the thinking mind interprets as a pleasant and calming scent--for instance, the Elves speak of the scent of coffee and tea or the smell of old scrolls.
Rune of Clarity: Those words spoken in this place will not be mumbled, garbled, hidden things thanks to acoustics, rather every word spoken will be clear, well understood and comprehended. That this makes treacherous plot and bleak politicking much the more difficult is, of course, only a bonus.
Simple, pleasant Runes for a god to teach.
 
@soulcake, here's another couple of Runes for you!
[Armor] Rune of Daemonward: Wearer is better protected aganst daemons.

[Talisman] Master Rune of Retribution: More advanced variant of the Master Rune of Spite, enemy attacks get reflected with force beyond reckoning. Wearer needs not be injured for this to trigger. First struck by a Conservative Master Runesmith, who disliked the activation requirements of the Master Rune of Spite.

[Weapon] Rune of Daemonrending: Weapons engraved with this Rune deal deeper wounds against beings of Chaos.

[Structural] Rune of Mindfog: Room emits a fog that twists the perception of non-authorized beings that enter. The more of the same Runes inscribed, the more fucky fucky the suspect's mind gets.

[Banner] Master Rune of Storri Frostklad: Allies under this banner are covered in a layer of ablative frost and ice comparable to good Azul steel that repairs itself over time. The colder the weather, the faster the restoration rate, and the stronger the protection granted.
Added everything but frostklad.
Master Rune of the Shardthrower: Normally the Dwarfs want something that will not break. Not so with this Engineering Rune--when inscribed on warmachines, when its ammunition hits it will explode into razor-sharp shrapnel and yet retain all the other portions of the nature of the material. So, for instance, a Wutroth-Gromril bolt could be made and fired and then razor sharp bits of wood and gromril will, expanding from the point of impact, fill the air. A niche Rune, but helpful in the proper place.
Rune of Shifting: Artillery is a hefty, weighty thing and nothing can change that; however pieces inscribed with this Rune seem lighter to the hands and thews of the Dwarfs that move them, and can therefore be shifted to new positions more quickly, either to exploit a new gap or help cover a breach in the line or so on or so forth.
Rune of Seeking: A piece of artillery bearing this rune will have a certain inertia that seeks to return its aim to a pre-sighted position, compensating for possible user error, shifts in the wind, the shaking released by certain blows of the enemy, so on and so forth--making it very useful for the making of killing fields.
Runes repurposed in Kraka Ravnsvake during the Incursion, for fear of Kholek Suneater.

Master Rune of Valor: A banner Rune, its effect is simple--those true champions under it who bellow honest challenge and valorous call will be answered by their foe, no matter how base, how cowardly, or how treacherous they have proven themselves, or indeed even if it is a plainly bad idea.
Rune of Contests: Under the effect of this Rune Beardling and Longbeard alike will become full of the desire to prove themselves in the shieldwall, with a fey and youthful spirit seeking to make themselves champion, to come to grips with the foe, challenging each other to great feats on the field and so charging forward.
Rune of the Wolf: The strength of the wolf is the pack and the strength of the pack is the wolf, this is the law of the forest. Those that forget this must die and those who hold to it shall live. To that end banners bearing this rune increase the loyalty, cohesiveness, and coordination of those under its effect.
War is often an ugly affair, but it is least ugly, in Tharr's opinion, when it comes to the honest contest of axe and shield and line, when a warrior can only kill what he means to kill, rather than worry that he has slain something he did not mean to with shrapnel. So he made these runes that the war will come to the line, and that none who would call for it can flee from the consequences of it.

Master Rune of the Cleaning Sun: While the Dwarfs are not the greatest fans of the open sky and the burning orb therein there is something to be respected in anything that Chaos so detests and fears. To that end this Rune reflects a true fraction of that celestial glory as light, and so those that fear the sunlight and a bright and shining day will be repulsed, or at least weakened, by any structure bearing it.
Rune of Calm Scent: A simple Rune, it releases an energy which the thinking mind interprets as a pleasant and calming scent--for instance, the Elves speak of the scent of coffee and tea or the smell of old scrolls.
Rune of Clarity: Those words spoken in this place will not be mumbled, garbled, hidden things thanks to acoustics, rather every word spoken will be clear, well understood and comprehended. That this makes treacherous plot and bleak politicking much the more difficult is, of course, only a bonus.
Simple, pleasant Runes for a god to teach.
Shardthrower: added. Probably something Argalast made.
Shifting: there's already weight reducing Runes, you may need to add something additional that separates it from the others.
Seeking, that one already exists canonically and is more robust than this one.

Valor: Added. a Dwalin thingy for sure.
Contests: added, though Dwarfs are sorta roman in that they prefer discipline and stoicism in general but can appreciate heroic daring and boldness if it doesn't impede on the former. It'd be a niche one for sure.
Wolf: added

Cleaning Sun: Don't know about this one. Definitely something I can see post Vampires being a butt with the current effect. A general Hysh aura would also be neat, but also be in the future and likely need Elf help. You may want to decide which is which.
Calm Scent: added
Clarity: added to a future thingy
 
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