Winning Vote said:
[X] Plan Drakk Rearing and Maximising Khazagar
-[X] [Difficult] The Movement of Things Pt. 6 (3 AP)
-[X] The Birth of an Empire 1 AP
-[X] Drakk Rearing (1 AP + 1 Karstah AP)
-[X] A Wonderful Endeavor (1 Karstah AP)
-[X] Odd Wyrm's Blood Pt. (1 Research AP)
-[X] Valaya Calls (1 Retainer AP)
-[X] Waywarding (1 Retainer AP)
-[X] A Wonderful Endeavor (1 Retainer AP + 45 Kraka Drakk Favor)
-[X] Order: T4 Barazgal
━<><><>< 395 A.P. ><><><>━
You aren't going to say that the next few years are simply spent biding your time in the face of the coming Conclave, but you can't fault anyone for assuming otherwise.
Still, it's just a bit insulting to say you'd be twiddling your thumbs for nearly a decade.
There is always work to do, always some fire to stamp out.
For all that Khazagar has been the root cause for some sleepless nights, its progress has thus far been nothing short of magnificent. Not one delay, mishap or accident despite the admittedly frenzied pace at which the work is being done. From discussions with the various Guilds the work will be progressing from hewing out the main galleries and rooms from the virgin stone to laying down the foundational infrastructure such a location will require; plumbing, heating, lighting and the like. Such a task would be monumental to do in such a short span of time, but despite its size Khazagar will require far less work of that nature than a building its size would entail.
And that is because of Runecraft.
It simply would not do for a place so dedicated to your artform to
not have copious amounts of Runes inscribed upon it. For the sake of redundancy there would obviously still be mechanical failsafes and alternatives for certain functions, but not for everything. After all, if it got to the point that the Runes of Light were not being maintained, you had far,
far more pressing concerns to deal with.
Normally you'd be doing the inscribing yourself,
however…
…there are arguably better ways to spend your time, and it could prove a fine test of your heir's skill.
━<><><><==><><><>━
Karstah examines the dummy plate with a critical eye, watching how the spines of Zharrok's neck react to the weight on the chain. The dragon clicks its jaw impatiently, clearly unhappy with being forced to sit still as she works.
"Hush now, neither Iz nor Grim were as troublesome as you're being," she chides, mentally cataloguing the necessary adjustments she'd need to make for the final necklace.
Zharrok trills in what she can tell is indignation before he grudgingly settles down.
Giving the dragons a torque like the Brana possessed was impractical, the nature of their growth and biology would make it unwearable given enough time. Instead it was decided that a necklace of Gromril and Steel would work best given the circumstances. The difficulty lay in finding the right length of chain to use, loose enough that it wouldn't choke them and not get caught in the hatchlings' spines, but also not so long that it slid off their serpentine bodies or more pressingly, would appear like a morsel for either itself or its siblings.
"Not so difficult is it, hmm?" she chuckles despite herself.
Karstah runs a hand over Zharrok's eyebrow ridges, eliciting a series of pleased clicks from the drakeling as he presses his head against her gloved hand.
Despite their willingness to drape themselves over her and Master Snorri, attempts by anyone else to initiate physical contact were originally met with wariness. It faded after they had grown a bit more, and they could now tolerate checkups done by people other than her and her teacher, but no one ever really enjoys being poked at by strangers. She and to a lesser extent, her Master, were the only ones who Zharrok and Izgrom sought and enjoyed physical contact with and Grimgal-
-well she was Grimgal, and only Master Snorri seemed to be able to get through to her. Though a part of Karstah wondered how much of that was more to do with the way that one fixated on the Runes he wore than any affection she had for him.
"Alright then, finished," she announces, moving her hand to lift the necklace from his neck, "You can go now, impatient little thing."
Zharrok makes a clicking sound with its jaw then departs, taking off in an odd gallop towards his nest.
She watches him go absentmindedly for a moment before turning around and making her way for the exit, mind already moving on to the rest of her duties for the next few months.
Master Snorri had decided that Khazagar would also be a test for her as well; giving her the unenviable task of not only planning out the appropriate number and placement of key infrastructural Runes across Khazagar, but also expecting Karstah to actually go and follow through with her plan. It was a dread inducing task, one made worse when her teacher told her that he would not go over Karstah's work, trusting that she both knew what she was doing but also the estimation of her own skills.
A statement of faith and a gauntlet laid down in equal measure.
I am the heir of the Gift Giver.
And that was all that need be said.
━<><><>< 397 A.P. ><><><>━
You aren't ashamed to say that your efforts with the Rune of Siphoning are in no small part influenced by the looming completion of Khazagar and the constant reminder of Barak Azamar and the benefit its had on your equipment. Any right thinking Dawi can agree that at the very least it'd be a nice thing to have for the completed building.
So while Karstah is preoccupied with the infrastructure work she's been tasked with, you alternate between working away at finding improvements to the Rune of Siphoning and taking care of the Dragons.
The most immediate path in your mind is to use your eye, even if Runes remain a mystery you surmise that perhaps you'll be able to see the effect it plays in letting other Runes draw upon the Deep Magic. Afterwards, making improvements should be as simple as making alterations and seeing how it affects the controlled variables.
Sadly things dont end up being that straightforward.
Your eye cannot
see Deep Magic, or perhaps its more accurate to say your eye cannot directly observe it. What you
can see is the Winds of Magic being absorbed by the Runes in the Rune of Siphoning's radius being displaced by some invisible force. Still useful, incredibly so, and you can work around that, but it
does leave you curious. What about the Deep Magic makes it as invisible to your Windsight as the Runes you forge. Is it sign of a connection between the two, or perhaps its merely homologous structures within both that cause it.
Despite that mystery, you still do make progress, and are confident that if you keep at it you'll have a Rune of Siphoning worth the name before Khazagar completes.
That is, unless something else rears its ugly head.
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(Roll, Retainers: 11 +35[Equipment] +15[Omake] -30[Difficulty] =31)
"Valaya was with us this day," Ylva mutters.
"Not sure how you can come to that conclusion," Rudil mutters from where he lies on the ground, "half of us are in stretchers and the rest are sporting enough bruises to mistake us for Zornish purple yams."
"Against rampaging Stonehorns? Aye, we're lucky no one died or was crippled taking the damn things down, or worse, caught in the splash zone of those bombs. Bruises and broken limbs are the least of our worries, cold comfort as that is."
"Aye," Rudil acquiesces, turning his head to stare at the smoking piles of bolt-covered, half-melted flesh, "aye in that light I suppose it's true."
Trollgut bombs, not often they were useful but the times they were made the headache of carrying the damn things worth the hassle.
"You gonna get up from down there anytime soon?"
"Just a moment, there's no rush is there? Valayans are still ten minutes out, everyone's stable and the clearing's secured."
"Right then, I'll leave you to it," Ylva mutters, shaking her head as she walks off.
Rudil closes his eyes, steadying his breathing from the desperate, heaving lungfuls of air to something more becoming of an Elder.
Ancestors am I tired, he thought, closing his eyes for just a moment.
The echoing bellow of a signal horn carries sounds through the air, signalling to everyone that the Valayans were fast approaching and with it came the end to Rudil's hopes of respite.
Muscles groaning in protest, he begins pushing himself up.
━<><><>< 398 A.P. ><><><>━
A decade since their hatching the Dragons have continued to grow at a precipitous rate. Grimgal now measures four and a half meters from snout to tail while her brothers just break three and a half meters or thereabouts.
For a variety of reasons; from your impending departure for Karaz a Karak, their increased size, ability to finally converse with the Rune of Speech, and their growing chafing at remaining within their lair, you make the cautious decision to give them limited access to the rest of the Workshop. The caveats being that they must always have either two members of the Hearth Guard, you or Karstah accompanying them when they leave their room to ensure that nothing bad happens when they inevitably meet the many
many Dawi within your home. Similarly they have been told to stay away from areas where construction is being done, and not to eat anything they aren't explicitly told is for eating.
The reactions from the populace are understandably mixed.
The number of people who knew you kept three young Drakelings in your home
had grown over the years, but now they were not only openly moving around in the more public areas of your home, but now the average Dwarf had to live with the reality that creatures who have had a long history and enmity with them are now a few hundred meters from their homes.
As you said,
mixed.
No one has tried anything, but there is definitely an air of tension and more than a few grumbles about it.
Thankfully the Dragons are too busy luxuriating in their newly expanded surroundings to notice.
Well, most of them.
Grimgal has chosen instead to follow you around when and wherever possible, a silent watcher that is rarely more than a foot away from you if she can help it.
Asking Menlinwen for insight is of little help. Grimgal is not like her brothers; where they babble, she is largely silent, where they play, she is still, where they stumble and scramble about she is mechanical, precise, and where they explore, she seems perfectly content to alternate between staring at you or random objects that catch her attention. Her behaviour and makeup are such a departure from what knowledge Menlinwen is able to scrounge up on the subject that you're effectively stumbling in the dark when it comes to raising her. While Menlinwen is delighted to record such odd behaviour,
she's not the one with a four and a half meter long death lizard following her.
Actually, given what, admittedly little, you know of Elves and Dragons, she may actually not mind that.
When you directly ask Grimgal
why she insists on following you, her answer is oddly cryptic.
"It is familiar, you are familiar. This soothes the beast."
You don't quite give up on figuring out what exactly is going on, but there isn't much to be done. She'll obey your orders to leave you be of course, but she gets noticeably irritable when not around you so its not something you'll force unless you have to. Better a placid dragon walking behind you like a second Mhorni than an angry one.
Still, dealing with this until your departure will be a hassle and a half.
━<><><><==><><><>━
Karstah carries her completed notes in a secure box, a palpable air of satisfaction and anticipation radiates from her as she walks.
These past few years had been
productive. Her work on the infrastructure Runes was perfectly on schedule, the Dragons were making a manageable amount of mischief, and most recently she had been inspired after completing her study of the armour.
What a wonder when a newly minted Rune wasn't the most impressive discovery she made, and yet it is undeniable.
She'd known the armour was masterfully made, but the full truth blew away even her wildest expectations. Karstah initially assumed the armour's pieces consisted of only a single type of Bronze and Iron respectively, but she was wrong. Each piece was a perfect fusion of several different alloys that created the perfect material properties for its expected stresses. The Bronze of the greaves and vambraces for instance, was comprised of five separate alloys; with the majority of its structure made of two separate Bronze alloys, one for the inside and the other for the outside, with the other three being interspersed where their material properties would best be applied on the armour. The same went for the scale, an outward layer made of a durable and corrosion resistant Iron alloy with the individual links and connection points being composed of another alloy that could better handle the stresses of movement and constant grinding against eachother.
All of this complexity, without a single noticeable weld or sign of forging together; as if the metals were molded together like two different Clays.
The finesse, the skill to do such a thing…
It inspired and terrified her.
When everyone gets back from Karaz a Karak, she knows
exactly what she wants to do.
━<><><>< 404 A.P. ><><><>━
The turning of the year comes, and with it the greatest movement of Dawi nobility seen since the Great Migration out of Zorn. Kings from every Hold begin the trek to Everpeak in their droves, their numerous retinues travelling overland and through the Underway towards their destination, often coming together and forming up like disparate mountain streams coalescing into a river headed for the sea.
The first to leave their homes are often the Kings from the periphery, having left their Holds in the waning days of the previous year to make the treacherous, often months-long journey to Karaz a Karak with time to spare in case of emergency. The caravans are armed, ostentatious and varied. There are the western Dawi, the youngest part of the Realms to be founded, embattled even now but honor bound to heed Whitebeard's call after all that he has done for them. Their youth is clear in the fine, but practical appearance of their equipment; with well used but equally well maintained armour only lightly trimmed in Gold and the occasional precious stones. Humble, but with backs straight and heads held high like only a veteran can manage.
There is the great procession of the North, the touch of their oddness evident in their amalgamated collection of aesthetics. Like their western kin, they come despite a great battle raging in their homes and come dressed as if they'll march out to campaign the moment they can leave. They are largely covered from head to toe, a precaution against the bitter cold and dangers of their home. Their gear ranges from plain Steel to silverine Gromril, with clothes made from the leather of terrible beasts and cloaks from the feathers of friends and foe. What they all share in common are the downward pointed horns on their helmets, the swirling patterns and sagas written on their armour, and of course, how prevalent the glow of Runecraft is among their number. They sing and chant their way down from the roof of the world.
Coming from the opposite direction, from the far south are the Lords and King of Zorn; where gold and wealth flows as freely as cheap ale and the freedom experienced by their peers is rarer than Gromril. Their clothes are loose, as expected from ones so far south, and designed to highlight the geometric and coloured tattoos that adorn their bodies that mark their place in society. Their bodies are covered in master crafted jewelry of gold, and precious stones hang off them like leaves from branches. Their warriors wear gilded armour and brandish weapons older than many Holds and bearing ancient and powerful Runes. A reminder to the young Holds of their status as the Oldest, as the
First.
And of course the quiet east, their Lords marching with only a small number of retainers to accompany them compared to the grand marches of the North, South and West, forgoing pomp and numbers for speed and poignance. They are dressed in gold, the black cloth, with trinkets bearing the faces of the Ancestors decorating their bodies and intricately braided beards. Their warriors wear all-encompassing plates of a similar colour scheme, wearing hoods or helmets that reveal only their beards or plaits to the world but otherwise content to remain hidden behind visors and facemasks that depict the faces of the long departed. Most curiously many of those same warriors wield greatswords longer than they are tall, the emulation of Gazul notable to many and disconcerting to some.
Then there are the Old Holds.
Afforded with the opportunity to spend more time on such things they come to the Everpeak in processions that, like Zorn, display their ancient, wealthy, and influential histories. The Old Holds come in force with great columns of mightily clad warriors and wonders forged from the masters of a bygone age. There is gleaming Izril and her King whose robes are hidden under a raiment of Rune-inscribed gemstones.
There is the King of Brynduraz with the plates of his Rune armour forged to resemble the stone of which his Hold is famed.
Then Kings of Zhufbar and Varn dressed in fine robes of what appears to be metal cloth, their retinues bedecked in so much Gromril that only the Dawi of Kraka Drakk can hope to match them by volume.
Eight Peaks.
Ungor.
Drazh.
Vlag.
Kadrin.
All ancient, all mighty, the rulers of these Halls and more, so many more, also come to the home of the Ancestors.
And all pale in comparison to the son of Grungni
Though he greets them not from atop his Throne, but on his own two feet, it does little to diminish Snorri Whitebeard's magnificence. He is clad in clothes woven by Valaya, the thread glittering in the light so beautifully that it makes even the finest gems of Izril seem dull by comparison. On his arms and feet are matching pairs of Adamant gauntlets and boots, the distinctive design a sign that they were forged by Smednir and the brilliance of the Runes meaning they were inscribed by Thungni. The axe of his Uncle, of
Grimnir, hangs from his hip while a hammer hangs on the opposite hip. Atop his head is the Crown he wore in centuries past, its constituent pieces forged of material sourced from parts all across the future Karaz Ankor.
These are the movers and shakers of the Dwarfen realms, and though none know it, this shall be the beginning of an Empire that lasts until the ending of the World.
━<><><><==><><><>━
Choose 3 places to visit
[ ] [
Where:] The Throne Room
The great hall of Karaz a Karak is filled with the highest ranking members of your entire society. Guildmasters, Runelords, Kings are as common as the courtiers on this day. There may be a chance to view the Throne, to view
Azamar, but it means jostling through Lords and Thanes you imagine. Oh and Snorri Whitebeard, but who are you to end up speaking with Snorri Whitebeard? HA.
[ ] [
Where:] The Temple of Valaya
You're here, Kradskonti is here, what better opportunity is there?
[ ] [
Where:] The Old Shop
The Brotherhood has taken the opportunity to meet together once more in their totality. Opportunities to speak with your fellow Brotherhood members in person, perhaps share a thing or two if they feel so inclined. Though if it came down to it, It isn't as if you don't have things that could entice them
[ ] [
Where:] The Great Hall of Clan Thungnisson
An informal gathering of the Khaz Rhunrikki is taking place here. Officially it is Alric hosting a welcoming feast for all the distant kin who have come for the Conclave, and a way to touch base and reaffirm bonds of kinship, but events like this have a habit of pulling double, triple duty.
━<><><>< Gain ><><><>━
- +5 Progress to a Wonderful Endeavour, new totals:
[Cost: (24 -11) =13 actions]
-- You're nearly halfway there now. More than the bones of the galleries and halls, actual work on Khazagar's infrastructure has begun. Lights, fireplaces, plumbing, the works. You've tasked Karstah with adding a lot of infrastructural Runes and trusted her to plan it out properly.
--- Student of the Gift Giver [7/9]
- +1 Progress to Odd Wyrm's Blood Pt. 2, new totals:
[Cost: (4 -1) = 3 actions]
- +(5 +1 Standing Proc) =6 Progress to The Movement of Things Pt. 6, new totals:
[Cost: (16 -11) =5 actions]
-- You cannot see the Deep Magic, but you can tell its presence from how the Winds react around it. Like water and oil but one of the liquids is invisible.
- +2 Progress to Drakk Rearing, new totals:
[Progress: 2/?? actions]
-- Grimgal is now 4.5 meters long and her brothers are around 3.7m long as of 398 AP.
-- Grim is the odd one out, her brothers are largely...well childlike.
--- She likes following you around for some reason, its like having another Mhorni
-- They can now communicate with the Rune of Speech and can handle being around strangers for the most part.
-- They are curious.
- Supplies ordered!
-- x1 [Ingredient] T4 Barazgal, received Turn 52
- Complex: Alchemy: The Alkahest received by Book contacts
Karstah:
- Mysterious Mystery Armour Complete!
-- New Rune Unlocked!
Rune of Plaguebane: The armour burns away corruption it physically comes into contact with, hurting daemons but is especially potent against the taint of Nurgle. The wearer has increased resistance to Nurglite plagues.
Armour Only.
-- The Bronze is, rather than one piece as Karstah originally believed, actually a perfect mix of several separate Bronze alloys seemingly fused together. With the specific alloy changing depending on what part of the armour its being used on. The fact that this is done without any loss in structural strength and with such precision? That either requires skill even the most stubborn Dwarf can respect or a level of technology beyond even your understanding.
-- The Iron's properties remain a mystery. Though the scale appears to be little more than wrought iron, it is just like the Bronze and is made up of several alloys perfectly fused togethe and constructed for maximum efficiency. It is also almost as durable as Dwarf Steel for seemingly no reason that Karstah can discern.
-- +2 Progress to Mysterious Mystery Cauldrons, new totals:
[Cost: (8 -2) =6 actions]
--- The Cauldron fragments seem to use one of variants of the Bronze used in the armour, though the properties differ, being made to conduct heat rather than insulate, the manner of its creation is most likely the same.
-- +1 Progress to Mysterious Mystery Sword, new totals:
[Cost: (12 -1) =11 actions]
--- Like the armour, the sword is a multipart construction of several different alloys and metals perfectly fused together.
-- Mind for Metal Upgraded! [4/9] Every 3 research actions used for Gromril add
2 free action's worth of progress. Work with all Gromril tiers will be improved.
-- Journeyman of the Odd [7/12]
Retainers:
- Waywarding Complete!
-- +10 to Waystone Rolls.
- Valaya Calls Complete!
-- +60 Favour with the Cult of Valaya, new totals: (calculated below)
-- Healers Guilds in Ornsmotek and Kraka Drakk have greater access to more potent ingredients.
Favour and Standing
- +60 Favour with the Cult of Valaya, new totals: Favours 115
- -45 Favour with Kraka Drakk, new totals: Favours 270
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There will be a twelve hour moratorium for discussion.
Can you believe it? I got to under 4k! I wanted this out by the 20th, but alas I am a little over an hour late, regardless I want to wish this thread a happy third anniversary! Three Years I have somehow continued to, mostly, keep pluckin away at this thing. Its been an honour and pleasure to bring you guys so much enjoyment. This may be the last update for a few weeks, since I have 5 papers due in the span of 3 weeks, but rest assured I will be keeeping an eye on things when I can. It feels a bit rushed, but I seriously don't have any time to write anything more. Anyway hope you enjoy and don't forget to C&C. Gonna go crash and sleep.