You don't know but its Grimnir, depending on how bad the gribblies get he could be here for 1 turn or 2 or more.
Gotcha, so given your clarifications...
Voila plan for peeps!
[] Plan Got Work To Do And A Chance
-[] Odd Places 3/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen.
[Cost: 1 action] Roll for usefulness. 1 Action.
-[] [Simple] The Underway: King Otrek does not mince words, he wants the connection to the Underway ready as soon as possible. The number of monsters that are appearing have not only forced the throng into ever increasing levels of conflict, but slowed overland travel and trade to a near standstill. The north is effectively being cut off from the rest of the Karaz Ankor inch by inch. He is calling any aid a dwarf can provide in excavating the connection south.
[Cost: variable normal and apprentice actions] Productivity Like No Other will proc. 2 Progress per action, 1 progress per apprentice action. 36 out of (25+ 15[Delayed South]) =40 Progress. 5 progress a turn regardless of input. 1 Apprentice Action.
-[] [Simple] Torques A Plenty: Elder Brokk has asked you specifically to create a set of Runic Torques, all meant to facilitate proper communication between what is clearly an avian and a dwarf. You remember Master Yorri told you about the time he bargained a few feathers off a Great Eagle. He never told you how, but you remember being taught a few odd runes in your past, just have to figure out which combination worked for Master Yorri. Maybe his book has something? Worst come to worst you could send a letter to the Dwarf.
[Cost: 3 Actions] Productivity Like No Other will proc. 2 Actions.
-[] March: Grimnir the Valiant calls, who are you to not answer? Campaign with the Great Throng as it marches through the region. For the next ten years you will walk amongst the greatest examples of your people, partaking in the campaigns. Smiting enemies and perhaps even discussing things with a few dwarfs while you're at it.
[Cost: 4 actions] Interlude Turns. These are not battle turns, Interlude Turns will be a series of updates happening over the decade, you get one choice an interlude turn. The number of Interlude turns = your unaltered total actions (which is 5). 1 Action.
So the thrust of this plan is multifold: First we should put Snerra onto the Underway, since she's really good and needs tempering experience and we want to ensure it gets lots of overflow. As it stands the Underway is set to get 3 overflow from native progress, plus Snerra would be 4 total overflow on top of the 4 progress needed to complete it. The Torcs thing arent' precisely something that needs overflow in my mind, its a thing of
quantity at good enough quality that needs to get done quickly so we can actually talk to the feathery bastards and while dwarves are patient Griffon's ain't dwarves so we have no idea.
Finally Odd places because we need to keep trucking through those, one because people want to, and two so we can have more ingredients. I don't particularly want to research whatever we get out of it, but its useful even unresearched. Then Marching with Grimnir because we don't know how long he's going to be here for and grasping this chance is a good chance to learn and get more ingredients, kind of like Yorri's place but with the possibility to learn runes in particular.