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Discord.

On Thread Etiquette:

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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Turn 49:
━<><><>< 395 A.P. ><><><>━​

How do you process loss?

They are gone, says the Prince, the King of Karaz a Karak, as if the very notion isn't…

…better orators have explained it already. They can't be gone, you thought, so you merely raised a brow and scoffed at Karstah when she relayed the news to you, such was your doubt.

After Karstah finally got you to see for yourself, you grudgingly came to an unnaturally silent Gloin, heard him confirm her words, then came away wondering if the Karak was pulling some joke on you.

Unbeknownst to them you received a letter naught two decades ago. What folly was that then?

But then you saw the letter, saw the seal, saw the words, and like that things become tenuous. Who are you to deny Snorri Whitebeard's words, to claim him a liar? Then days later, still grappling with the news, you and apparently all the members of the Burudin receive confirmation written by Alric and signed by all of Thungni's living children that the Prin- the King does not lie.

What is your certainty in the face of so damning a testimony?

Even now, three months later, you still can't fully accept it; the stubborn certainty refusing to yield completely.

You're left unsure what to think, what to believe,

Only how to feel.

And oh how you feel.

There is the sorrow of course, how can one not experience it? It's not the same kind of grief you felt at your wife's passing, nor your mother's, but it is palpable and real all the same. But looking past that, you feel trepidation, uncertainty, fear. The next few years, the next few centuries even, will see little change of course, but what of seven, eight, a millennia later when the last of those who walked among the Ancestors has passed on? Who's to say your people will keep true, who can say for certain the Dawi will not descend into an age not unlike the Remit once more? The guide that you all followed, the ruler that you measure yourselves up to, the examples you seek to emulate are gone, leaving a gaping wound that you know cannot be filled.

Much as it galls, how could you not feel fear? If not for yourself, then for the future.

No inspiring words, no cherished memory can truly quell the uncertainty that now clouds the future.

You sigh.

There is likely only one place where you can find closure, find some measure of peace and begin navigating this new paradigm.

And it is in Everpeak.

━<><><><==><><><>━​

The Dragons did not stop growing when you disappeared into your Sanctum.

Grimgal has just broken two meters of length with a proportionate growth in girth to accompany it, and her siblings aren't far behind either as both are now just a bit beyond the point their sister was at birth.

The three of them stare at you curiously, faint recognition in their gazes despite the years since you actually saw each other.

Understandable, given you disappeared for several years, though you hope you won't have to re-establish yourself as their elder again because of it.

When you continue to merely stare at them, both Izgrom and Zharrok go back to what they were doing beforehand and continue stuffing their faces. Leaving only Grimgal, the one hatchlings that deigns to continue staring at you

" 'Gal keeps the others in line," Karstah tells you, "if only because she's learned that the food is late when they mess about. Food intake has been growing precipitously, but still nothing that can't be managed. I have their growth records ready for your perusal at any time."

"Well done," you inform her, squatting down to stare the three of them in the eye.

Unsurprisingly, one of the first thoughts you have is to see what exactly each hatchlings looks like through your new eye. After all, being told by Menlinwen is a different experience from seeing it yourself.

You let curiosity get the better of you and settle your gaze on Grimgal as the Rune of Windsight swirls to life, illuminating the Shard Wyrm's body.

Chamon and Hysh.

Grimgal is absolutely brimming with the Golden wind, so much so that you almost fail to notice the tint of Ghur buried beneath and the corona of Hysh around her head. Your proximity causes you to instinctively shield your eyes from the blazing beacon of light, and you soon change your focus to Izgrom to stop being bombarded with the glow. Compared to his sister, Izgrom does not burn as brightly, in fact once you blink the spots out of your eyes you see that he's a pleasantly balanced mix of hues comprised mainly of Ghur's amber melded with Chamon's gold, Aqshy's ruby and a smattering of the other Winds. When you turn to Zharrok, you note that he sits between his siblings in terms of luminosity, the bright colors denoting a prevalence of Aqshy merely being obnoxious rather than the near painful experience of staring at Grimgal so close.

━<><><><==><><><>━​

Karstah watches Master Snorri interact with the hatchlings, keeping her mouth shut despite the painful curiosity she feels staring at the new eye sitting in his socket.

When she first saw the eye it had been an idle curiosity and nothing more, perhaps Master Snorri had deciphered the Runes within the eye Snerra made him and made an improved version she thought, and as the past few years had demonstrated it clearly did something.

She'd rarely seen her teacher go over old work, rarely needing to review every so often as she did, but every day since he built that eye Master Snorri dedicated a few hours of his time to re-examine old samples, procure fresh specimens, read through his and her notes, and sometimes simply stare at whatever caught his fancy. It was like Grimgal had imparted her odd habit of staring, onto him or something.

It is a smidge concerning if she was forced to admit, but only a smidge.

The eye was the reason why clearly, but how or what it did was still a mystery to her. Still, despite her reservations and curiosity she held her tongue, trusting that Master Snorri knew what he was doing. After all, she and all of his apprentices had long since learned that even if they couldn't see the logic behind his decisions, it did not mean there wasn't some plan her teacher followed.

She'd learn why eventually, it was simply a matter of when Master Snorri saw fit to loop her in on it.

━<><><><==><><><>━​

A bitter pill is forced down your throat come the beginning of fall, slamming into you from out of nowhere.

Gormak has fallen

It was a death in battle, it is said, defending against an attack by the Fimir. As was his way, the ancient Guildmaster had marched out with Clan Ironjaw when the frontier guard rotation demanded they serve. Clan Ironjaw says that the Elderly Dwarf died saving five of his grandnephews from certain doom, the youths having been cut off from their Clanmembers after being bodily thrown aside by the swipe of a Chaos Spawn. Slaying the beast in question Gormak then fought his way through dozens of Fimir elite without issue to reach his erstwhile nephews, only to suffer a mortal wound killing a Fimir Noble who's ensorcelled weapons and unnatural gifts broke through the protections on his armour. Though the noble and his retinue all died by the Guildmaster's hand, Gormak suffered several more injuries from the retainers' weapons protecting his younger relatives, holding on long enough to escort his kin back to the shieldwall before collapsing.

Though he was brought to the medical tents posthaste, the sheer number of injuries and the time it took to reach friendly lines meant little could be done to save him. He would linger for three hours through sheer force of will, ensuring that his affairs were in order before finally passing on.

You, along with many of the Karak's leadership, stand just behind a devastated Clan Ironjaw when they receive his body when the Throng returns to Kraka Drakk, and you are there again days later when it's time to inter him into the Ironjaw burial vaults.

Of the grandnephews he saved, all are understandably inconsolable, and though the old Dwarf made it clear that no blame was to be put upon them for his decisions, it does not stop the boys from their own self castigation.

Just half a month ago you were writing to the man about Khazagar while he was on the front, and just like that he is gone from this world. Another one of the Elders present at the Hold's founding dead, another Dwarf who can claim to be your senior departed, another Grudge to add to the Hold's book.

So few of you are left now.

━<><><>< Grumblings and Goings ><><><>━

- Preposterous, ridiculous, insulting, these are the words I would use to any who would dare claim our forebears have left us. Few are the certainties of this world, and we have been told to simply accept that one of them simply isn't? Already many decry the words of Snorri Whitebeard false, that this is some ill-thought ruse Yet these are the words my Prince, my King now I suppose, and if any can truly compare to the integrity and virtue of Grungni it is His eldest son. We shall not collapse, the Ancestors would not build something so shoddy, but what else are we but adrift? So the great Lords of the Realms, from Zorn in the south, Kraka Drakk in the North, from beleaguered Kazad Hirn in the west and distant Karak Zharazul in the east, all shall come to Karaz a Karak in their totality. Not since the days of the Great Migrations of our past, nor the Drangthrong of Grimnir, have this many Dawi moved all at once. So momentous an occasion for so bitter a purpose.

- The metaphorical inferno that is Khazagar still rages, and the Rhunki have been roused to a level of activity rarely seen in living memory. While most common Dawi are sensible enough to praise and appreciate their creations but otherwise leave the scions of Thungni be, one can't help but be curious about what exactly is being shouted about among them. The Rhunki are a notably independent bunch of hermits, so to see such centralizing forces is certainly out of the norm. So much so that many among them supposedly claim it is Klausson's attempt to go against the tenets of Thungni and centralize the Northern Runesmiths around his influence, something the Runelord vehemently denies. And without Thungni to condemn or allow such actions, its now a question whose answer must be decided by the individual.

- Another Northern Radical, though he'd glare at you for saying such, one Vragni Silverbrand has made his intentions of creating a rival to Klausson's creation, the Citadel of Creation as he calls it. An attempt by the Venerable Runelord, apparently a critic of the Gift Giver's proclivities, to curtail the undoubtable influence the former's building will exert on the culture and preconceptions of the Northern Runesmiths. Many, the Runelord in question especially so, note that Lord Silverbrand is effectively doing exactly what Klausson is doing; creating a centralizing force in a Guild infamous for their mavericks and independents. In response he declares that Klausson has forced his hand, and that he damns himself to do all in his power short of declaring a formal Grudge, yet, to ensure Thungni's teachings are not bastardized further. Though there are still those who see his actions as barely any better than Klausson's regardless of reasoning.

- Going by the downturn in visits His followers have taken to their local healers, the Cult of Grimnir seems to be coming close to a decision about the meaning of The Valiant, or as the youth increasingly call him The Doomed's sacrifice. A long, long time to debate for a group known for their decisiveness, and yet who can blame them? They, before any others, felt the loss of their Lord and have no way to correct their course should it prove wrong. After all, there is no Grimnir to talk them straight now, and so care must be taken. Reckon many of their sibling Cults will find themselves embroiled in a similar situation.

- Great are the victories we enjoy. In the North an army of Fimir assailed the western fortresses and were repulsed through the efforts of Kraka Drakk and Kraka Ravnsvake. In the west the "Pox Tide" as the beardlings call it, has stalled and then retreated from the walls of Zhufbar; the Rotbringer's foulness nor their Gori thralls finding no purchase in stone or among we Dawi. Yet despite such glories, such success, we yet appreciate the victory. Work needs to be done, the wounded tended to, Grudges written and walls repair, then there's this business with the Ancestors that needs to be dealt with. Take what drink and rest you can find Dawi, peace is a long ways off yet I reckon.

- [Early 390] Grim news from the Elgi, since it seems the Sea of Claws haven't calmed down at all, indeed more and more Elven ships come into port bearing signs of damage. There is rumour among the merchants that an armed response may be necessary at this point, but it's not something they're particularly happy to do. Many in the Elven homeland apparently clamour to get a finger dipped into trade with our people, but the Cothiquans have kept them away like an Old Prospector guards a Gold strike.

- [Mid 390] Hail Gormak son of Dronbar, Guildmaster of the Metalsmiths of Kraka Drakk, Elder and Lord of Clan Ironjaw, lay down your tools and feast forever in the Halls of our Forefathers. Slain in honourable combat, cleaving a Fimir noble in twain and slaying his retainers in defense of his kin and the honour of his Hold. He leaves behind a legacy secured beyond doubt; with a Clan rebuilt, many wonders crafted, and a great tally of foemen slain all by his hand. In the wake of his death, his legacy is split thusly; his nephew Dammin Thurgromsson is to be raised as the new Thane of Clan Ironjaw, and his oldest living former-apprentice, Thurgar Drominsson, the title of Guildmaster.

- [Early 391] Dwalin emerges from his home bearing a creation of power for King Gloin and Kraka Drakk. Struck by inspiration after taking a sojourn to the Dronril groves and witnessing the titanic storms that wrack the mountain they grow on. Dwalin has crafted a mighty banner bearing the visage of Grungni, Drongrundum in His left hand and a beautifully wrought pickaxe in the right, with each tool and the Ancestor bearing one of a set of defensive Runes centered around the Ancestor's eponymous Master Rune. The Banner of the Mountain King joins many of the Runic standards carried by carefully chosen Dwarfs afforded the honour of such a task.

- [Late 392] A grand tournament in honour of Valaya was held on Materhazt, and to the delight of many the prize was contributed by none other than Lady Bara. The winner, one Drengi Stoutshield, earns great glory for his Kin and Clan, and a suit of Blue-stained Adamant armour to carry into battle. Drengi's exceptional endurance and fortitude, the same traits that allowed him to triumph over his competitors, are so incredibly improved by wearing the armour that many whisper he is nigh-on-un-killable. A fool's notion, but Adamant gets you closer than most that's for certain.

- [Mid 393] The Lords of House Wilderwood and Dawnseeker have, grudgingly, come to a decision. Though they are loath to do so, the creatures they face cannot be met with mere merchant vessels. Proper warships, many of them hopefully, will be needed to protect their assets, which means opening the proverbial gates and letting the secret out. It will apparently take more time for them to find trustworthy partners with the ships they need, but Ravnsvake is likely to receive a goodly amount more elves in the coming years.

- [Early 394] Sea trials of the Bountiful Valaya have continued with aplomb despite the ferocity the fauna of the Sea of Claws display, and Master Engineer Thulgrim Saltbeard is quietly confident that by the century's end, if nothing goes wrong, his superiors will, very grudgingly, allow for the creation of boats in the style of his, what was it the Elgi called it, Flagship? Bah!

- [Late 394] Our Lord is gone, and much as I wish it wasn't the case the proof I have seen confirms my uncle speaks no falsehood. In light of these events I feel it necessary to ask that you all also come to Karaz a Karak come Materfran.
- Alric Thungnisson

━<><><>< Gains/Stuff ><><><>━

- +1 heir action!
-- Karstah has grown into her new responsibilities with aplomb, and the rate of her growth is just a bit above your expectations.

- +1 [T3] Flawless Solar Ruby
-- It shines with the light of Hysh and Aqshy, some odd quirk of how they were formed you think, the gems only appear at the summits of mountains around the equator.

- +1 [T3] Dirach's Eye
-- Largely Ghur, and Azyr to no one's surprise.

- More Dragon info.
-- All the Dragons radiate some level of Ghur, and likely due to a combination of their nature and power of the Anvil, Chamon and Aqshy as well.
-- Grimgal is positively radiant with Hysh and Chamon, cladding a core of Ghur, and almost too difficult to stare at up close with your eye active. She is almost entirely devoid of the other Winds, either because they do not exist or because they are overshadowed by luminosity of the Gold and White Winds.
-- Zharrok is less bright, and instead of the Hysh of his sister he has a lesser, but appreciable amount of Aqshy around and with the Ghur and Chamon in his body. Still, every so often a flash of all the Winds do appear in or around him depending on his thoughts and mood.
-- Izgrom is the most mundane of his siblings, but paradoxically has the most pleasing, at least to you, combination of Winds. Despite the prevalence of Aqshy and Chamon, you catch fleeting flashes of the other Winds around him as well. Balanced in a way his siblings are not, which is funny given how poorly behaved and coordinated he is.

Waystone Report: End of Turn 48/Start of Turn 49.
-- Waystone Rerolls: 1/2
-- Region Status, East: Unchanged. .5/10 of Stones destroyed, .5/10 damaged, remainder pristine.
-- Region Status, Center: Unchanged. .5/10 of Stones destroyed, 1/10 damaged, remainder pristine.
-- Region Status, West: Under Threat. 2/10 of Stones destroyed, 3/10 of Stones corrupted, 3/10 damaged, remainder pristine

Nothing new to report, thank the Ancestors.
- Norgrim


You have 5 actions, 3 retainer actions, 1 research action, and 2 heir actions
General:

(*New*)[ ] Drakk Rearing [Cost: minimum 1 action, heir action or retainer action] Locked until Turn 55 Results. Gain Dwarf acclimated Dragons. More actions improve speed, breadth and depth of their development. By the reckoning of the Dwarfs, and the magics of the Brana and Menlinwen, the Shard Wyrms shall be physically mature specimens when they reach 120 years Old, however the first 60 years of their life will be the most important, both in terms of amount of care and socialization required. There's a minimum level of care you won't compromise on, but obviously the more effort is taken the more sure you'll be that they won't cause issues when you aren't looking.

(*New*)[ ] The Birth of an Empire: [Cost: 1 action] Go to Karaz a Karak, begin the Coronation of 404. Prin- -King Whitebeard has asked his fellow monarchs and Thanes to meet with him and enjoy the hospitality of the Everpeak so that a decision is reached on what to do now that the Ancestors have gone. Of course such an event is not solely about the nobility, for many other groups have decided to take this opportunity to head there as well. There are the Cults of course, who's Lords and Lady have gone away, and are left adrift far more impactfully than most. Then there are the Guilds, most notably the Engineers and Metalsmiths Guilds, now leaderless without Morgrim and Smednir, and of course the Runesmiths, though likely not for the same reasons. Much…simply needs to be decided upon. Your people are not likely to splinter into a second Remit, but this ambiguity is unwanted all the same.

[ ] Apprentice Hunt: [Cost: 1 action] Apprentice Vote after Turn Results. Go out and trawl through the local and regional populace to find a beardling or two worth your time. No stone unturned, no clan unchecked, no record unread, even the Foundling Wards!

[ ] 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.

[ ] Kradskonti [Cost: 1 action] Gain a chance to observe Kradskonti. Kradskonti? Kradskonti! When the Valayans informed you of this opportunity, you had to force yourself from jumping out of your chair and rushing south. The first time is free, they say, but subsequent viewings will not be tolerated without a few concessions. The Cult know what they have, and if any Rhunki (IE you) wants to futz about and examine the weapon of their Patron they best be ready to do something in return.

[ ] Riddle me This: [Cost: 1 action or retainer action] Gain knowledge? Roll for usefulness, additional actions apply bonus to roll. Thungni left more than a tome of lore, indeed he left a most ominous riddle.

"Wherein I have left, yet I remain. Where I have not rested, yet my mark s'upon the bed. Where I may gaze at the stars but see not the moon. Where there can be light yet ought to be dark. Where the land shines only when I do. There, 'pon that land, lies that which only the worthy may handle."

You've had decades to think about what it may mean when there was time, but you suppose now's as good a time as any to put in a bit more effort into it.
Retainers:
Every option taken adds +2 to the Recruitment Dice (1d10 +5) unless otherwise stated.

(*Updated*)[ ] Valaya Calls: [Cost: (2 -1) =1 retainer actions] Gain 60 Favour 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.

(*Updated*)[-] Recruitment Drive: [Cost: 1 retainer action] Locked due to Full Roster. Can be taken multiple times. Gain 1d5 +5 bonus dice to Recruitment Dice (1d10 +5). You have retainers, dwarfs who understand what it takes to become part of your Hearthguard, send them out to see if they can lend their expertise more and skill to improve the growth of your retinue.

(*New*)[ ] Training Regime Pt.1: [Cost: 2 retainer actions] Gain "Hearthwarden Ranger" Training Standard and Category, some existing classes will be absorbed into the new category. Rudil's aims are far reaching and especially ambitious. Working with his compatriots to devise a set of universally agreed upon criteria for what it means to be a Hearthwarden Ranger and then make sure everyone he wants to fit that category meets those standards. It won't be everyone, but Rudil made it clear it would be a long labour.
- [ ] Drakk Expertise [Cost: 30 Favour with Kraka Drakk] Hearth Guard will have Search and Rescue (++ if taken with Ravsnvake Expertise), Hearth Guard Rangers can better coordinate with Branakroki. The Brana are an invaluable and powerful ally, Kraka Drakk Rangers have developed a keen insight into how to do it best.
- [ ] Ornsmotek Expertise [Cost: +1 retainer actions and 60 Favour with Kraka Ornsmotek] Hearth Guard will have Monster Tracking even if no Monster Wardens are recruited. A Hearthwarden ought to have the specialty equipment training necessary to track and kill the monsters that lurk in the peninsula.
- [ ] Ravnsvake Expertise [Cost: +1 retainer actions and 40 Favour with Kraka Ravnsvake] Hearth Guard will have Search and Rescue (++ if taken with Drakk Expertise) even if no Raven Cloaked are recruited. A Hearthwarden should know how to survive the snows and wilds of the Far North.

[ ] Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +2 bonus per action to Recruitment Dice. Low to Moderate Chance for Casualties/Fatalities. You formed these Hearth Guard to combat all the ills that befall the dwarfen people. Send them out, render aid, earn goodwill and spread the word of your retainers and their stated mission beyond the borders of Kraka Drakk.

[ ] Retainer Reconfiguring: [Cost: 1 retainer action] Can be taken once every variable number of turns. Change some aspect of your retainers. The Hearth Guard are a fine force of Dawi, but much like the defences of a Karak, there is potentially more to be done. It will take some time for these steadfast retainers of yours to adjust to whatever changes you make, but the length of it definitely correlates to the number of changes you want done.
- [ ] Change Appearance: [Cost: +1 turn until change] Simple cosmetic alterations to their symbol, their colour scheme and/or even appearance of their armour, depending on the scale and nature of the change it could be seamless or it could take a bit of work. While there's something to be said about aesthetic continuity, improving or updating their look to fit with deeds done will draw no raised brows. Completely changing it, however, will draw quite a few looks. If for no other reason than the material cost involved in doing so.
- [ ] Change Numbers: [Cost: +1 turn until change] +1/-1 retainer action per every 60 retainers added/removed. Increasing or decreasing the number of Retainers you wish to take on permanently. It signals that you either require more or less of their services. While you will not remove retainers currently in service if you wish to downsize, it means you simply will not replace them in the event one of your loyal followers falls in the line of duty or simply to the vagaries of time.

[ ] Bookhunting: [Cost: 1 retainer action] Gain Elven books on chosen topic. Can be taken multiple times, one action is one choice. Send out your retainers, scour the docks, markets and contacts of Kraka Ravnsvake and figure out what or if the elves know.
- [ ] The Waystones: See if the Elves know anything about the Stones that Alric requested you and your Retainers guard and watch over. Discreetly of course.
- [ ] Arcane Fulcrums: Roll for Usefulness. See if the Elves have any information about phenomena similar to the Anvil of the Earth you discovered.
- [ ] Write-in:__ Roll for Usefulness.

[ ] 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.

[ ] 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.
Requests:
Write-ins in progress have been purged. From this point on, I will keep something for 3 Turns from when it was suggested, if no progress is made I'm removing it.

Denote which simple request will receive the apprentice action in your plan. Available Requests below.
(*Updated*)[ ] [Simple] A Wonderful Endeavour: [Cost: (24 -6) =18 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.
- [ ] 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.
- [ ] Use your retainers: [Cost: 1 retainer action] Gain 1 progress, can be taken multiple times and without action input. You have a very talented group of Dawi whose skill can no doubt contribute to the endeavour of raising Khazagar.

(*Updated*)[ ] [Simple] Re-warding Work: [Cost: 2 actions or heir 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.

[ ] [Simple] Apprentice work: [Cost: 1 apprentice or heir action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to.

[ ] [Simple] Once more with Smelting: [Cost: 4 actions, 1 Voidstone] Peerless Production will proc. Gain 1 Dragonblood Smelter. It has been around a century since you last made an Adamant Smelter. It's been enough time since that you feel safe about making another one without feeling like you're committing sacrilege.

[ ] [Simple] The Brotherhood Calls: [Cost: minimum 1 action] Due whenever. Peerless Production will proc. Gain Variable Standing and Favour with The Brotherhood of Dron. The Brotherhood would be greatly interested in a collated and substantial set of notes about your experiences with the recent "Extreme Magical Turbulence and Concentration Event," as well as anything you'd be willing to give regarding your time crafting at the Anvil of the Earth. High energy environments of such a nature naturally attract the attention of your fellow members given the energy costs of generating Adamant.

[ ] [Difficult] Write In Pt. 1: [Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional Rune Ingredients here. You've had an idea! This is the template for write in item request! Please put down the name, description and type of equipment/item you want made. Pt 2 of the item will cost differently depending on the number of items and potentially the size of it as well. A base guideline for Pt. 2 costs will be at the bottom of the post.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)
- [ ] Function: Give a function or effect for the item in question and the type of equipment. (I will do my best to fulfill the desired effect, if impossible or requiring materials I will alert you. I will roll to see if you find a new combo)
How to vote on Multi-Piece Difficult Requests.
[Y] Difficult Request Pt. 1
- [Y] Choose/Theme/GM/Function: For Item 1
- [Y] Choose/Theme/GM/Function: For Item 2
- [Y] Choose/Theme/GM/Function: For Item 3

Write-in Equipment Action Costs:
1 Action - 1 standard piece of equipment.
2 Actions - Multiple pieces of equipment or Large individual items
3 Actions - Very Large individual items or a full/near full set of items.

Write-in Adamant Costs, General Guideline:
1 Piece of equipment or hypothetical Rune requiring Adamant - 1 bar
1 Suit of Armour for a Dwarf - 3 bars
1 Suit of Armour for a Human or Elf sized being - 4 bars
1 Piece of Ogre sized Gronti equipment - 2 bars
1 Suit of Ogre sized Gronti armour - 6 Bars
Anything larger just ask me, it will also appear in applicable actions or in the FAQ.

Crossbows use Weapon Runes. A Gronti sized Crossbow would use Engineering Runes. Weapons like Axes don't make this distinction. Shields use Armour Runes.
Available Requests:
[ ] [Difficult] Staffing Pt. 1: [Cost: 1 action] Due whenever. If a Rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Your Hearthwardens have come to you with an odd request. They have been left with the skull of the Greedy Troll they slew for the sake of Ornsmotek. Several of them have been thinking, on account of your own personal history with their sire, that they could turn the foul thing's skull into a topper for a Banner. They have no real preference about what the Banner does though.
- [ ] Accept
WHEN TAKING REQUESTS, SIMPLY ADD JUST THE REQUEST'S NAME WITH THE ACCEPT SUB VOTE AT THE END YOUR PLAN.

So take, for instance, the "[Simple] Armoured Maidens:" request.

[Y] Plan Big Beard 2
- [Y] All other Plan stuff
- [Y] [Simple] Armoured Maidens:
-- [Y] Accept
Research:
General:
(*New*)[ ] [Difficult] Akazi Pt. 2t: [Cost: (14 -1) =13 actions] Master of the Odd will proc. You've bumbled your way into finding a method of reducing an item to a pile of single Wind-infused ash. But the stuff gets muddied with the ambient Winds and is rendered useless within seconds of completion, so the next step is to find a way to actually capture and isolate this Wind infused ash before it decays. Easier said than done, but when you have your eye it'll be doable at the very least.

Material Research:
(*New*)[ ] [Simple] Odd Wyrm's Blood Pt. 2: [Cost: 4 actions] Master of the Odd will proc. You left this to lie fallow for centuries, incapable of taking it further. Now? Now you can solve the mystery behind what makes this once blood so universally applicable to other forms of Runecraft. You hope at least.

Rune Research:
(*New*)[ ] [Difficult] The Rune Metal Pt. 6: [Cost: (18 -8) =10 actions] Master of the Odd and Soul of the Earth will proc. Your wondering, if perhaps the key to improving Adamant lies in selectively re-introducing the Winds of Magic. You once believed Adamant's purity made it conducive to Runes, but perhaps its simply the lack of "competition," that allows for Runes to be as powerful as they are on it? What then, if you create an environment perfect for Runes, whatever such a thing would appear like.
- [ ] Brotherhood Expertise: [Cost 10 Favour from Brotherhood of Dron] Gain 1d2 -1 progress, can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research, you're in uncharted territory at this point.

(*New*)[ ] [Difficult] The Mind of Things Pt. 6: [Cost: 20 actions] Master of the Odd will proc. You have managed to create a Rune that, on the whole, can transfer skills and experience from one Dwarf to another. An impressive feat, and yet one not without flaw. It is skill imparted without context, which must still be earned. You can do more, you can do better. True comprehension, transference of that which makes a skill, experience; or in other words, the wisdom to temper knowledge.

(*New*)[ ] [Difficult] Extra-sensory Pt. 1: [Cost: 16 actions] Master of the Odd will proc. You have the very, very rudimentary ability to perceive the Winds of Magic as the Brana and Elgi do. How exhilarating it is, how infuriating, to know that so much has opened up to you with so simple a change. Imagine then perfecting it? To see truly as they do, with the full breadth and detail of it all. How much could Runecraft progress with such knowledge? A path of great reward, and perhaps even greater danger. Who's to say what effects may come of it? Still, you must try.

(*Updated*)[ ] [Difficult] The Fixing of Things Pt. 2: [Cost: 14 actions] Master of the Odd will proc. The Rune of Repair is as good as it'll get. You need to make an entirely new Rune if you want something better. It seems likely that the Rune of Repair's maker purposefully developed it in such a way that refinement became unwieldy, and given who gave you that Basket, it feels perfectly in character given the many, many, stories told of the Ancestor Queen. Well, you shant disappoint Valaya Herself! A better Rune of Repair, but one you made from the ground up? By Valaya it shall be done!

(*Updated*)[ ] [Difficult] The Secrets of Storage Pt. 2: [Cost: (14 -1) =13 actions] Master of the Odd will proc. Of course! Of course Valaya would do as she seems to have. The Rune of Storage is a proof, a showcase, an inspiration for curious minds. No, if you want to build something better it will be built from the ground up and not off Her back. Such is the implied order of the Ancestor, and so you shall abide!

(*Updated*)[ ] [Difficult] Understand the Master Rune of Purification [Banner]: [Cost: 16 -14 =2 actions] Master of the Odd will proc. The long journey to Mastery has begun. Your notes have been collected, waiting for you to get to work.

General:
[ ] [Difficult] Mysterious Mystery Sword: [Cost: 12 actions] Master of the Odd will proc. Gain ???, possibly progress to Mysterious Mystery Cauldron and Mysterious Mystery Barrel. A sword that cuts through Gromril with an unnerving amount of ease. Studying it will be more about trying to recreate what it does through a Rune, but a bit of material study isn't off the table either given that you have two broken ones to work with as well.

[ ] [Difficult] Mysterious Mystery Barrel and Horn: [Cost: 8 actions] Master of the Odd will proc. Gain ???, progress to Mysterious Mystery Cauldron and possibly Mysterious Mystery Sword. Magical drinks, utter hogwash and a perversion of the fine art of brewing is what it is! Still, their creation isn't completely unheard of. You have the Rune of Hearty Soup, but these, you are forced to admit, have a wider variety and efficacy than what you possess.

[ ] [Difficult] Mysterious Mystery Cauldron: [Cost: 8 actions] Master of the Odd will proc. Gain ???, progress to Mysterious Mystery Barrel and Horn and possibly Mysterious Mystery Sword. Magical soups, you've had a form of it before. From the Rune of Hearty Soup actually, but you must say that the taste of the broth from these fragments is a fine bit better than that Rune. If you could make a better Rune…well you won't complain!

[ ] [Difficult] Mysterious Mystery Stones Pt. 3: [Cost: 18 actions] Master of the Odd will proc. You know now that the Stones serve as part of a massive, continent-spanning, network of nodes that transfer energy somewhere for purposes you can't even begin to fathom. What interests you however, is figuring out how to tap into, or at least manipulate that power a little. It's highly unlikely you'll actually manage it quickly, at least not without risking daemons or a stroke of absolutely insane luck like the founder of Clan Diamondback had apparently. After that? Well maybe you can begin to think about fixing them, never mind the pie in the sky goal of recreating your own version of the Stones.

Material Research:
[ ] [Simple] Frostbird's Feather: [Cost: 2 actions] Master of the Odd will proc. Cold to the touch, supposedly they're from older phoenixes according to Menlinwen. Time to see what use they have to you.

[ ] [Simple] Merwyrm Autopsy: [Cost: 4 actions] Master of the Odd will proc. Large serpentine bodies, fins and general fishy scent aside, this is most certainly a Dragon, and Dragons are quite the bounty of reagents. Though from the tales told of Merwyrms, just what this creature's body parts could be reagents for you aren't too sure of.

[ ] [Simple] Chimaera Autopsy: [Cost: (4 -1) =3 actions] Master of the Odd will proc. Damn things are odd monstrosities, three heads, two hearts, four brains. Neither one is entirely alike. A part of you wonders how much of this is usable and how much more is tainted krut. You'll have to wear some protective gear when dealing with these bodies, that's for sure.

Rune Research:
[ ] [Difficult] Wardstones: [Cost: (5 -2) =3 actions] Master of the Odd will proc. These Wardstones, the last creations of the Runesmiths of Karag Dum before they were wiped out, are capable of concealing the presence of a Dawi from the scrying of enemy magic. From Valka's testimony it wasn't perfect, but it made survival possible instead of impossible. That, and given the state of their resources, is a testament to their skill and canniness. A bit too quick to put to use in any other circumstance, uncovering the secrets of this Rune shouldn't be too difficult. Your epiphany after seeing the Rune of Valaya has given you ideas.

[ ] [Difficult] The Happening of Things: [Cost: 8 actions] Master of the Odd will proc. The vision gnaws at you, a flame to the parchment of your mind. There is a theory, a hypothesis you wish to test and the faintest inklings of a Rune in your mind's eye. But there's a good deal of preparatory work to be done. One doesn't futz about with what you think you saw in that vision after all!

[ ] [Difficult] The Movement of Things Pt. 6, new totals: [Cost: (16 -5) =11 actions] Master of the Odd will proc. The Rune of Siphoning is incomplete, you wish it to not be so. Finding a way to make it mobile can wait you reckon. If you know anything about Runes you know that it'll lose efficiency and power to do it, so you might as well make the stationary version actually worth the effort of making mobile.

[ ] [Difficult] The Movement of Things Pt. 5b: [Cost: (14 -8) =6 actions] Master of the Odd and Mind for Constructs will proc. Examining...the Construct, has given you ideas. It is not a Gronti, not truly, but it acts like one and is arguably even more versatile. It makes you wonder if perhaps there is a way to create Gronti of a similar shape and function.

[ ] [Difficult] Diction Direction Pt. 2: [Cost: (8 -5) =3 actions] Master of the Odd will proc. You have a few ideas about where to take this Rune. A universal translator for one, rather than just Khazalid. Not entirely sure how such a thing could be done, but it's definitely possible. Master Yorri's Rune of Sound gives you a few ideas at the very least. Now that Yorri's given you a Rune that restores hearing, you wonder if examining it will provide further insights or hopefully ideas about where to go next.

[ ] [Difficult] The Secrets of Light Pt. 2: [Cost: (8 -5) =3 actions] Master of the Odd will proc. The Rune of Refraction has proven you can at the very least manipulate the power of light. Versatility is no longer an issue, but power, useability and overall purpose remain unclear to you. With a Rune to restore sight now in your repertoire, you can only think of simply increasing the amount of light generated, but maybe examining the Rune Yorri taught you will get the old muse running.

[ ] [Difficult] The Weight of Things: [Cost: 10 actions] Master of the Odd will proc. Dolgi's Rune has given you ideas, though there are questions as to whether any developments should be shared and threaten to overshadow your apprentice's work, you can at the very least try and figure out the intricacies of it.

[ ] [Difficult] Understand a Master Rune: [Cost: Variable with a max of 16 actions] Master of the Odd and/or Soul of the Earth may proc. The same idea as studying any rune in theory, in practice it takes a lot longer and there's often a large chance of explosions. The action cost is dependent on a variety of factors, but the amount of similar Master Runes you know, your specialties, and even if you made the Rune being worked on can reduce the cost
From a Max. 16 actions you can theoretically reduce it
-6 (personally made or compressed from combo)
-3 (Savant Specialty)
-2 (Mastered Specialty)
-1 (Exceptional Specialty)
-1 (Runelord)
-1 (per every variant of the Rune made or known + original combo it was derived from) max. 6
-1 (per 4 similar Master Runes as decided by QM)
To a Min. 4 actions.

[ ] [Difficult] Understand the Master Rune of Thungni [Engineering]: [Cost: 16 actions] Snerra gave you an item bearing this Rune. It is...by all that is good this is something you must understand before you die, when not if.

[ ] [Difficult] Compress a Combo: [Cost: Variable with a max of 10 actions] Master of the Odd, Mind for Constructs and/or Soul of the Earth may proc. A Master Rune is in essence a series of Runes condensed down into a greater, more powerful, and compact form. Having such an option is particularly valuable to many a Runesmith most obviously because it effectively opens up two new Runes to be used on an item. Master Rune will be for the equipment type of the Combo.
Order:
You can only Order 1 new item a turn freely, but can have as many orders ongoing as you want.
(*Updated*)Elf Market:
- x3 Firebird's Feather available: one feather equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x3 White Lion Corpses available: one corpse equals 1 order, Cost 5 Favour for Kingly Expedite and Authority purposes.
- x2 Merwyrm Corpses available: one corpse equal 1 order, Cost 10 Favour for King Expedite and Authority purposes.
- x1 Frostbird's Feather available: one feather equals 1 order, Cost 10 Favour for Kingly Expedite and Authority purposes.
[ ] ORDER: Write-in
- [ ] Kingly Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition King Otrek to flex his political muscle to expedite the process.

[ ] Kingly Authority: [Cost: 5,10,15, Favour from one Hold depending on tier] +1 Order. You may petition King Otrek to flex his political muscle to order something for your use.
- [ ] Kingly Expedite: [Cost: 5,10,15, Favour from one Hold, depending on tier] -1 turn taken on order, can be taken multiple times. You may petition King Otrek to flex his political muscle to expedite the process.

[ ] Princely Hunting: [Cost: 10 Favour from Kraka Drakk] Prince Gimli will go out and slay [Write-in] monster. Gain mats. It would be ridiculous for you to ask your King to go gallivanting around the North to find something for you to make a Rune out of, but a Prince or Princess? Well, that's just you helping them build their legend through the slaying of monsters and aiding their elders. The rarer the monster the greater the reward, but it may take longer to find. Monsters slain by Gimli provide more material by virtue of being the entire beast rather than just ordering a singular organ.

[ ] Dreng Them: [Cost: 1 retainer action] Can be taken multiple times. Additional actions add bonus modifier. The Hearth Guard will go out and slay [Write-in] monster. Gain mats, reputation and +2 bonus per action to Recruitment Dice. While your Hearth Guard were also meant to clear all the ills that assailed dwarfkind, you must admit there are many a mundane foe to slay. Send these brave dawi out on a quest to slay beasties on your behalf, earn glory and give you materials to make ever more wonders.

━<><><>< Khazalid Trivia ><><><>━

Flegbark - "Banner boat"/ Flagship.
━<><><><==><><><>━
Remember to vote by plan. There will be a twenty-four hour moratorium for discussion.

AN: I release da doot, a lot of rumour milling and news this time too. Little bit of bookkeeping that you may have missed if you skimmed the options, but Im gonna be purging the write-ins every three turns if no progress is made on them. Those Gronti plans have been there for years and while I was a bit hesitant to do it before, I really didn't like seeing them there with what seemed like no intent to finish. Basically, if you put in a write-in actually progress it to part 2 within three turns or Im removing it. Anyhoo, hopefully we touch the coronation by the third anniversary, but at the very least I wanna get the results started. As for everything else, thanks for reading, hope you enjoy and don't forget to C&C. :^)
EDIT: Forgot to mention, but I updated the Char sheet for those who didjn't see my message. I have put progress bars on some of your traits is the main thing, but Karstah also has traits viewable and with progress bars as well. On a similar note, I think the new Rune page is very close to completion, or at least very very close to releasable. :^)
 
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Maaaaaaan. RIP Gormak. I figured he was gunna go soon, but I never thought it was going to be before we released the final version of the Chainwright project. What a tragedy. Now only Snorri and Borok are left.
 
(*New*)[ ] Drakk Rearing [Cost: minimum 1 action, heir action or retainer action] Locked until Turn 55 Results. Gain Dwarf acclimated Dragons. More actions improve speed, breadth and depth of their development. By the reckoning of the Dwarfs, and the magics of the Brana and Menlinwen, the Shard Wyrms shall be physically mature specimens when they reach 120 years Old, however the first 60 years of their life will be the most important, both in terms of amount of care and socialization required. There's a minimum level of care you won't compromise on, but obviously the more effort is taken the more sure you'll be that they won't cause issues when you aren't looking.
Hmm, think we might want a variety of different actions going in to ensure they are well adapted to being around dwarfs in general, not just whoever is their primary caretaker?
 
Rune Research:
(*New*)[ ] [Difficult] The Rune Metal Pt. 6: [Cost: (18 -8) =10 actions] Master of the Odd and Soul of the Earth will proc. Your wondering, if perhaps the key to improving Adamant lies in selectively re-introducing the Winds of Magic. You once believed Adamant's purity made it conducive to Runes, but perhaps its simply the lack of "competition," that allows for Runes to be as powerful as they are on it? What then, if you create an environment perfect for Runes, whatever such a thing would appear like.
- [ ] Brotherhood Expertise: [Cost 10 Favour from Brotherhood of Dron] Gain 1d2 -1 progress, can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research, you're in uncharted territory at this point.
Ugh, so clooooose.
 
Bringing that letter is going to cause a ruckus. Apparently the ancestors will return if they ever consider our college to have strayed from the path. Some will want it to stray just so the ancestors will return even for a short time. Others will view this as effectively the ancestors approval for our initiative until they show up. Giving us incredible leeway.
 
so. 3 actions (2 regular, 1 research) into rune metal? that gives us 7 guaranteed progress. maybe throw the rest of our brotherhood and valaya favor (including the ones we gain this turn) into it as well to give it a good chance to complete alongside our standing procs?

1 action on the Meet.

1 heir and 1 regular action on the dragons.

3 kraka drak actions on the Workshop. 1 regular action here (start designing the rune-work)

1 heir action on material research.

1 retainer action on the valaya quest. 2 on training to get that half done?
 
I admit it made me kinda sad that Snorri will never get that final atta' boy from Thungni once he gets his school up and running. At least we get to see adorkable dragon training.
 
Well, damn. *salutes Gormak*

You were a fucking chad man, hope you rest well. The Fimir attack getting thrown back is convenient for us, delays when the next war turn will occur. The elves working up a warship force is going to be fun as well if the Fimir try an aquatic assault next, though not for the Fimir.

Turn 49
[] Plan Movement and Training
-[] Snorri/Karstah
-[] Extra-sensory 2 AP
-[] Movement of Things Part 6 2 AP
-[] The Birth of an Empire 1 AP
-[] Frostbird Feathers 1 Research
-[] Drakk Rearing 1 Karstah
-[] A Wonderful Endeavor 1 Karstah
-[] Retainers/Orders
-[] Valaya Calls 1 Retainer
-[] Waywarding 1 Retainer
-[] A Wonderful Endeavor 1 Retainer
-[] A Wonderful Endeavor
--[] Petition the Hold 45 Kraka Drakk Favor
-[] Order: T4 Barazgal

Anyhoo, this is the plan I have in mind for this.

3 Progress in the Extrasensory, as that's super important going forward. 3 Progress in Movement 6 to set things up there for when Yorri shows up or just truck along with it to get it reliably done before Khazagar is done. We have to go to the Materfran so that takes up our final action, best place to try and find Yorri. I'm sure Alric has gotten a letter to him somehow, or will at some point in the decade. Frostbird is in the Research action because its cheap.

No new Retainer projects, so just slot an action into finishing up Valaya Calls, Valaya favor is also useful as we know. Waywarding as always, as it happens we can use Karstah stuff to build up Waystone re-rolls for future turns. Final retainer action into Khazagar.

Total Khazagar progress of 5 taking us to 13 remaining. 1 Karstah action on Drakk Rearing - I could be talked up to two on Drakk Rearing instead if people think its important enough, there's just a cost of making it more expensive and harder to get Khazagar down to 1 action remaining start of turn 52.

Ordering some Barazgal for any work we want to do with that.
 
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- Another Northern Radical, though he'd glare at you for saying such, one Vragni Silverbrand has made his intentions of creating a rival to Klausson's creation, the Citadel of Creation as he calls it. An attempt by the Venerable Runelord, apparently a critic of the Gift Giver's proclivities, to curtail the undoubtable influence the former's building will exert on the culture and preconceptions of the Northern Runesmiths. Many, the Runelord in question especially so, note that Lord Silverbrand is effectively doing exactly what Klausson is doing; creating a centralizing force in a Guild infamous for their mavericks and independents. In response he declares that Klausson has forced his hand, and that he damns himself tol do all in his power short of declaring a formal Grudge, yet, to ensure Thungni's teachings are not bastardized further. Though there are still those who see his actions as barely any better than Klausson's regardless of reasoning.
Rune sharing among younger runesmiths was occurring all across the northern holds? Not solely in Kraka Drakk? I don't see Vragni moving to create a institution similar to Snorri's unless there was a actual need for the institution standard for traditionalists of the North to share rune knowledge to be set.

edit: Kinda neat how Vragni believes that Snorri would succeed at building the institution, as if he believed it would fail, he really should not build his version of it.
 
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While I'm sure it won't be done this turn, I would like to resubmit my idea for an Adamant Anvil bearing the Master Rune of Thungi, and the runes of Smedier and Grungi, as a forging aid for us.
 
I think that we really, really need to expand the Hearthguard now that we have yet another action we could throw them at every turn.

I think the dragons will turn out vastly better if they are socialised with a large number of dwarves for a few decades, or just Karstah an very rarely Snorri.

That will make them genuinely part of the community, in both directions.

We should bite the bullet and double their size to the maximum possible politically acceptable this turn.
 
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