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.
You are welcome to suggest how we can make one.
Otherwise these will be invented with elven cooperation and will be unreplicatable after the war of beard going by the canon.
I'm not an expert in the rune system of this quest, but the Rune of Brotherhood seems like a good starting point, it already connects the minds of dwarves at a distance from each other. Something like a palantir would mean reducing the number of minds connected down to two, and massively extending the distance. Even in the worst case scenario, where a given object can only communicate with a twin, a given hold only needs two of them to form a chain to send messages from Zhufbar to Kraka Drak in less than a day. Creating the items in question would take longer, yeah, but even if only Runelords can make these there's at least one Runelord per hold.
I think given Dawi Runes are...well, very potent, I think after this war, Snorri should explore the world, especially when in Kharak Drakk, there are multiple Rune Lords, so everything should be okay. But back to the point, I believe Snorri should find out about the world much more, and possibly discover something similar to Dawi Runes but more subtle or less potent.
Why would Snorri be interested in finding something like that? He's already researching the Winds and I doubt he'd utilize faux runes for anything given his status and experience as a Runelord.
That's something an operator could probably do. Or you could go the proper runesmith way with a rune of of sound + rune of speech.
That should translate the Morse code direct to khazalid, which would be trivial for an operator to write down. Would also slap on a rune of transcription, but I don't think we could fit it, as we need the rune of direction for "when you see a light, do this".
That should translate the Morse code direct to khazalid, which would be trivial for an operator to write down. Would also slap on a rune of transcription, but I don't think we could fit it, as we need the rune of direction for "when you see a light, do this".
Forged Eye, Direction and Transcription should work. Forged eye to see the light, direction to control the rune of transcription, which writes down the morse code.
You don't want to rely on sound for that, as the dwarf in charge could have a lapse of attention which would miss the message.
I think it would take a master rune to translate the pulses of light back to written Khazlid.
[X] Plan: Grant us eyes and a Roadtrip
Snorri & Karstah
-[X] [Difficult] Extra-sensory Pt. 1: 3 Snorri AP -[X] MARCH 1 Snorri AP ✓
-[X] [Simple] Chimaera Autopsy 1 Research AP
-[X] Riddle Me This 1 Karstah + 1 Snorri AP
-[X] [Difficult] Write In, Talisman, Flamedrinking Prototype pt 1: 1 Karstah AP ✓
-- You're a runelord who has opted to use flame copiously in your work and with the advent of better smelters the thought kicked you upside the head: Why not find a way to use that heat to enhance or even fuel your runes in some way? After sharing the thought with Karstah the two of you have decided that she will make a pair of Pure Gromril amulets to test the idea - on the first a set of runes provided by you, and on the second a set of runes that she will decide upon.
--[X] Combo: Rune of Furnace + Ancestor Rune of Thungni + Rune of Thungni's Presence
--[X] Theme: "Heat is energy. It is fluid and changeable. Through Thungni's ingenuity, change it into the light and energy of Runes."
-[X] [Difficult] Brynbar: The Glittering Gate, Pt 1: 1 Karstah AP ✓
-- A circular clasp whose seam depicts a shimmering and glowing gate to the glittering realm. On each half of the clasp the runes of Siphoning and Thungni glow, surrounded by 'runes' from the early days of runesmithing, inlaid with dronril in imitation of runelight. Rest in spoiler in my post.
--[X] Choose: Master Rune of Thungni's Presence (Adamant and Ancient Greedy Troll Heart), Ancestor Rune of Thungni (Adamant), Siphoning (Ancient Greedy Troll Heart)
-[X] [Difficult] Staffing Pt. 1: [Cost: 1 action] Azrilzhufgotten, or The Silver River Marches. 1 Karstah AP ✓
-- The Hearthwardens have been stretched to their limits these past few centuries, taking on multiple new duties spread wide across the north, while bearing only the baseline equipment you give them on taking their oath. It's time to start fixing that. Rest in spoiler in my post.
--[X] Choose: Master Rune of Traversal (Radiant Pegasus' Heart [T4]), Rune of Impact (Stonehorn Leg Muscles [T3]), Rune of Amber (Barazgal [T4]).
Orders ✓
-[X] Order: T4 Ancient Greedy Troll Heart
[X] [Social:] Snerra, navigating crowds of suitors.
[X] [Social:] Bara, congratulating Karstah for her work with the Greater Smelter
[X] [Letters:] Knowledge about Ulthuan's reaction to the Fimir War [Developing]
[X] [Patreon] Snerra
The Underway is in peril. Thousands are dead. Holds lie broken and bleeding and Towns reduced to nothing more than marks on a map. Thousands are dead. Vaults lie plundered of treasures held for future.
Thousands. Are. Dead.
Joining Valka's campaign to clear the Underway was a simple decision.
That had been the only simple decision.
The Fimir are learning, you'll give them that.
After your first appearance in battle the enemy had reacted in a frustratingly sensible fashion because that was the last time Valka's Throng faced the Fimir as a single cohesive force. Lacking any way of actually stopping you they simply ignored you and sought to minimize the damage you could deal by breaking away into several autonomous segments that continued to raid with impunity.
The problem with that strategy was that this was not the surface, but the Underway, and that severely impeded where exactly the Fimir could go. While they could tunnel through the rock and soil with their slaves, that could only be maintained so long as the Fimir actually had the necessary supplies. With that in mind, and being prodded by the wisdom Valka provided, the Throng's leadership had responded by committing to three courses of action. Firstly, by sealing off the Underway once more, trapping the Fimir in with them and putting the lizards on a timer. Second by reinforcing key junctions in the Underway with sizable garrisons to rapidly, for Dwarfs, respond in the case of incursion while ensuring the defenders could hold long enough for allies to arrive.
And lastly, by actively seeking out the Fimir with advanced scouting parties composed of either Igna and her Gromrilclad retinue, you, or your Hearth Guard, the only groups that could reliably survive encountering the Fimir and live to tell the tale should things go awry.
It means stretching the Throng thin, it means prolonging the length of the campaign, but it does ensure as complete a victory as is possible.
In one particularly dark moment Valka quietly mocks the reversal of her situation.
"I know their position well, and how couldn't I? They were mine once after all, the only difference is that the Lizards aren't invested the same way. We need only hold, eventually they'll attempt a break out and then we'll have them."
━<><><><==><><><>━
Karstah looks over the design thoughtfully.
Master Snorri had left her with an unexpected challenge while she was overseeing Khazagar; to try and create a combination of Runes on a talisman that manipulated and converted heat into Runic energy. It was an interesting idea in theory, but she had no practical proof of its viability. Not that it would stop her from trying of course, Master Snorri's challenge aside it was an idea that held an incredible amount of potential. The thought of entire arrays powered by magma beneath their feet. While Kraka Drakk and Khazagar would have little to no use for such a system, barring the discovery of a magma chamber beneath the Hold, the same couldn't be said for the numerous volcanoes that dotted the World's Edge.
Karag Dron may not need it, but the other two great Volcanoes of the south, Karag Haraz and Karag Orrud, could benefit Karak Azul and finally be worth more permanent settlement beyond Miners camps respectively. Not for anyone who wasn't a Runesmith probably, but three Karag Drons would certainly not be remiss surely?
She doubted it would be so easy though.
Any further thoughts are interrupted by a knock on her door.
"Come in," she calls from her desk, watching as a Hearth Guard marches in respectfully.
"Izgrom has respectfully requested your attention my Lady," he says.
"Whining till I speak with him?"
"Aye he's threatening to block a hallway if he doesn't get his way."
She sighs, clearly able to imagine Izgrom stuffing himself to block the way and the hours it would take to get him out after he found himself stuck.
"Just a moment longer, let me put these away."
She indulged him too much as a wyrmling.
━<><><><==><><><>━
There is nothing behind the creature's eyes.
Dead now, but even when they were alive their gazes had been empty of all but the basest instinct.
This was what the Fimir wanted for the siblings.
Grotesque, monsters bloated beyond what was naturally possible by darkest magic and who knew what else. The half charred specimens that lie before you seem like an unholy mish mash of Shard Wyrm and the so-called "True" Dragons. Ones that were butchered, mutated and brutalized yes, but unmistakably the Drakks which your people have long fought and the Elgi seem infatuated with. They were wingless, the eldest possessing telling scar marks along their backs, while the younger, smaller ones look as if they never grew them at all. Their scales were scratched and dull, several broken or chaffed off from the iron manacles and bolts struck into the flesh beneath. Their coloring was similarly sad, lacking the shine or vibrancy of their progenitors, replaced with an inconsistent and random assortment of various dark greens or greys.
There isn't a way to describe it beyond calling it a broken Dragon.
For the better part of a year now you've been walking the depths almost entirely on your lonesome, dedicated to finding and eliminating those Fimir bands that had been spotted with the Dragons among their number to minimize friendly casualties while everyone else has been slowly triangulating the Meargh's position.
But despite this success you cannot help but be troubled.
The Meargh had hoped you would do as Valka suggested, because she was somehow capable of getting past the Rangers that scoured the Underways to marshal her strength and attempt a breakout from the encirclement. It was only by the grace of the Ancestors and the efforts of the Rangers that every time she attempted it you were nearby to blunt the assault and give your allies time to reinforce and beat them back. You were winning, slowly, crushingly slowly even by Dwarf standards, and that's to be celebrated, but you were also under no illusions. Everything was hanging on the axe's edge, the Fimir needed only one successful breakout attempt, and they would surely disappear back to the surface and away from the debt they yet owed those they had wronged.
You walk away from the corpse angry, Zharrgal illuminating the darkened cavern as you stomped off to find more foes.
They will die, by Grimnir you swear it so.
━<><><>< 467 A.P. ><><><>━
"A project from the King's a great honour Nain." she pats him on the shoulder. "I'm sure you'll succeed."
Her fellow once-apprentice rubs the back of his head abashedly, the pipe in his lips lowering a tad.
"Truth be told, I'm more invested in what this opportunity can lead to than anything else. Can finally get to grips with the work I want to do instead of more hammers. Regardless, it'll be good for Tholinn to see more traditional Runecraft I think."
"The boy's been doing well hasn't he?" she wonders even as she turns her head to stare down a pair of beardlings that had looked a bit too angry to keep their spat to just words.
They notice her glare quickly enough and shuffle off, properly chastised, to hold their argument within the Rorkhaz.
Honestly, some people.
"Aye he has, but I can tell my lessons aren't really getting to him. Breaking him out of his shell is… I'll do my best, set things in place so they fall the right way, but I reckon it won't come together unless he figures it out on his own." Nain grumbles, stroking the central braid of his beard.
"You've got decades left to do it," she reassures with well-practiced ease.
Nain had come far but the worrier of his youth was always there, waiting for its chance to grab her friend's mind and make him doubt himself.
"I know, I know. Bah. Nerves is all. Gave Master Snorri my best face when he pressed me about it, but there isn't a day where I don't fret over the lad. There's a good man under there, Karstah I just have to dig him out from all…of that," He finishes with a confused gesture.
"I believe you Nain," she repeats, "I believe you."
Her oldest friend sighs.
"Come along the bar's just up ahead, I'm sure Greta'll be happy to see you and your fancy new do." she says, trying to move the conversation along to something else.
Nain scoffs, more out of embarrassment than dismissal.
"No clue what you're talking about."
She eyes the way he's arrayed his beard, single large braid down the center with the rest brushed wide and voluminous over the chest, quietly notes how it matches Greta's unique tastes almost to a tee and nods innocently.
"Course, of course."
━<><><><==><><><>━
King Grednir is a walking corpse.
He breathes, he speaks, he fights, by the Ancestors he fights like a man who wasn't bed bound for half a year after losing one of his legs even, but there is no life in him. It's obvious to anyone who knows that face and the underlying feelings behind it.
You wore it once yourself, in the wake of her death and the intervening decades after it.
Grednir's features alternate between grief and utter emptiness, no doubt powered only by his Will and the physical need to have his vengeance sated. He lives in a different world to those around him, a simpler one defined by the loss he has suffered. You know because that was your reality. He defers all decisions to his lady wife, one of the few people who can make him act like he is alive, for all things; trusting her to guide the Throng, to guide him to the revenge they all seek.
For her part Valka puts up a strong face; sheer force of personality and the quiet understanding among the assembled leadership that she has the greatest claim for vengeance among them, allowing her a degree of control that you know more than one Elder would have balked at.
It also helps that she leads you all to victory after victory.
Costly victories, but victories nonetheless.
But that's neither here nor there.
What matters is the corpse that Grednir has unceremoniously tossed at everyone's feet, leaking blood onto the tent floor.
There are grunts of surprise and looks of careful reproach, but Grednir pays them no mind. Instead he shares a look with Valka, who begrudgingly walks over to examine the body. Something about it makes her squint her eyes in thought before they widen with what could only be recognition.
"It's her," Valka realizes, kneeling down to stare closer at the dead Fimir, "Been decades since we saw them, but these are Shadeskulkers of that I'm certain. Those Fimir assassins that struck at the Grand Throng six decades ago. When the attacks tapered off we had thought the Fimir had simply run out of whatever they used to make them, but it seems we were only half right."
"What does this mean for the campaign?" Grednir mutters, eyes not leaving Valka's.
She sighs.
"It means any and all high priority targets—" she stops to look at you and Mhorni consideringly, "—barring lord Klausson, aren't to stray far from the main body of the column or the camp. Double the guards watching our supplies, randomize rotations and sleep with a light nearby. We'll need to brush up on the procedures but most should remember them if they don't have rocks for brains."
Grednir grunts.
"So long as they don't get in the way." Walking off without another word.
You all pretend to not notice the sadness that flickers across Valka's face as she watches her husband's retreating form.
━<><><><==><><><>━
One of the oft unmentioned tasks that Master Snorri occupies himself with is the management of his several properties and estates that he'd collected over his long life. She's well acquainted with the various mines and Wutroth plantations, those being one of the first things he had offloaded onto her to learn when she became his Heir, but it was the other more esoteric and non conventional operations he technically owned that could still stump her.
Like the goats.
As a gift from King Whitebeard her Mater couldn't rightly simply sell them off to a more knowledgeable Goatherd and claim royalties, not that she thought he would ever do that even if he could, so instead he had invested in hiring the best of the best to maintain and eventually grow the animals into something worthwhile.
"My most sincere pardons for taking up your time my Lady, but this is a decision we have no right to make on the Rhunrikki's behalf."
"I understand," she answers mechanically, still looking down at the papers handed her way.
From what she could gather the Farmers had finally been satisfied with the health of the herds they'd been tasked to take care of and were at something of an inflection point. Dwarfen tradition had always preferred smaller livestock for obvious enough reasons. Of course the goats and sheep Master Snorri had been given were altogether huge even compared to wild examples that the Dawi had domesticated their livestock from. The question the herders had for Master Snorri was what he wanted to do about it. He could either keep them as they were or give them the go ahead to breed them to be more in line with regular livestock. The herders had been reticent about the idea of growing them larger, citing concerns about the animal's health, cost to feed and general utility beyond a certain size but he was paying them enough that they would do it if asked.
"Would a change in size impact anything else Master Hunkin?"
The Goatherd strokes his beard before beginning what Karstah will later realize is a lengthy and detailed breakdown of a single part of animal husbandry.
━<><><><==><><><>━
The Meargh has been found.
You've pruned away at her followers until she was left with nothing but dregs and those few she kept close at hand, and now proper vengeance was at hand.
Even so you did not get to this point unscathed.
Though Queen Valka's suggestions did reduce the number of fatalities and kept your supplies safe from tampering, several Thanes, Runesmiths, similarly high value targets or their bodyguards, lie either dead or injured from wounds inflicted by weapons that seem to easily ignore all but the most Rune-hardened Gromril. Though in the latter's case it only made the odds of success less certain for the assassins. It's gotten to the point that several people, rather darkly, saw the number of times that Shadeskulkers have struck at the Throng's leadership as a sure sign of how close you were to success.
Cornered animals and all that nonsense.
Metaphors be damned, all that matters is that this'll all be over soon. You just need to keep up the pressure and keep her on the defensive.
Any further thoughts on the matter are put aside when you notice Rudil walking up next to you, a letter in his hands.
"From Lady Karstah, Granduncle."
You offer him a nod as you take it from him, breaking the seal and beginning to read its contents.
A small smile graces your face as you read through her report. She's got everything well in hand from the looks of it, aside from the question she passed along from the Herders there hasn't been any significant issues she couldn't handle. Even her progress with your little mental exercises are apparently bearing fruit. Not that you blame her for not knowing how to navigate the Herders queries of course, there's a great many factors at play with animal husbandry that she hasn't properly experienced and that you didn't test to the degree that Yorri had with you.
Shows what you knew.
When Master Yorri finds out, because he always seems to when it comes to these sorts of things, he'll undoubtedly be staring at you with the smuggest grin this side of the World's Edge.
━<><><>< 468 A.P. ><><><>━
There wasn't much to say about this next piece, of the three she'd been challenged to complete it was by far the most straightforward to fulfill.
A banner for the Hearth Guard, their only real desire was to top it off with the skull of a Greedy Troll which has sat mouldering in the vaults for the better part of a century. A reminder of both the deed that made their liege a legend and the for aid they rendered Ornsmotek by slaying Grundbak for the Monster Wardens who joined them.
Though if anyone heard the Monster Wardens tell it, the skull Karstah was staring at was a poor imitation of Grundbak's, the actual skull of that ancient monster was bronzed before being proudly held aloft in the rafters of the Royal Hall of Ornsmotek.
She couldn't give the Hearth Guard a way to survive being near Master Snorri, but she could help them in other ways.
A banner that made them as unstoppable as a pack of charging Greedy Trolls, slamming into the foe with the force of a hundred bodies, each weighing hundreds of kilograms and moving at speeds that shouldn't be physically possible.
Aye, that would be worth something.
━<><><><==><><><>━
All around you the sounds of conflict can be heard dimly in the distance; the Throng coming to grips with the remnants of the Fimir's forces after successfully corralling your enemy into the ruins of Grung Thalbin, one of Krum's former satellite mining settlements.
"You cannot run forever!" you roar, legs pumping as you sprint after the mass of dark fog fleeing from you down a ruined hallway.
Every so often a shadowy limb or tentacle reaches out, attempting to grab at you only to be denied when Mhorni bats them away automatically. The chase continues until the hallways spills out into a ruined feasting hall, the burnt tables and shattered masonry blocking all but one exit.
With a wordless yell you slam Zharrgal into the nearby wall, causing Meargh to stop as her final means of escape is blocked off by a large chunk of stone slamming out from the left wall.
Seeing her escape cut off the shadowy mass coalesces into the wretchedly familiar shape of the Hag Queen at last. Her eye stares at you impassively from beneath the towering mass of iron and bronze she called a Crown. The tattered robes that conceal her body parts as she reveals a gnarled, iron capped staff in one hand and a mass of light-sucking blackness in the shape of a sword in the other. Before anything else can happen the room darkens to an unnatural degree, and out of the corner of your eye you see more shapes seemingly slide out of the shadows, brandishing staffs or fetishes that glow menacingly despite the gloom that suffuses the ruined chamber.
More Fimir sorcerers then.
Good.
Pointing her staff at you she utters a single incomprehensible word of dark tongue, launching blades of corporeal shadow as long as your arm at you from the shadows all around you.
Trickery and nonsense, the wind of Ulgu was nothing more than faffing about made manifest.
You spring forward with a yell, manifesting the Ash storm and dispelling half the projectiles before they ever make contact, your hammer and armour beginning to burn with the light of a wrathful star.
The shadows close in around you.
━<><><><==><><><>━
"We'll be back in short order my Lady, better than ever," Kazrik assures with a firm nod.
She gives the priest a nod of her own.
"I'll hold you to that Elder. As does Master Snorri."
Receiving word from the Cult of Grungni, it appeared that both Kazrik and Heldour had finally been deemed capable of being trained as Masons of the Order of the Stonewall. A great honour, usually only afforded to the strongest and most resilient warriors of the many hundreds who try their luck during the trials held at the end of Fornhekes. She had passed along the message to Master Snorri, who had given her the authority to decide on the matter and because so much of his time was taken up with the Campaign.
She watches the two of them leave the room, only relaxing in her seat when the door slides shut.
Sighing, she pours herself a drink and does her best to enjoy the quiet before the next meeting begins.
Karstah isn't sure why the Engineer's Guild is asking to speak with her, but she does have a few suspicions.
Last year there had been a competition hosted by Belegar Cogbreaker, a Master Engineer said to be one of the finest Engineers in the Hold under 400, during the Summer Solstice. Belegar had sought out a Runesmith to collaborate with for the creation of his next great Warmachine. Being greatly impressed when one of the contestants had the bold idea of coming in with their own Grudge Thrower to show the quality of their work. Now that Grudge Thrower was held by the Hold, and both the winner, Okri Halfbrow, and Belegar had announced a joint project to create a Grudge Thrower to match even the grandeur of Sven Baragmaker's own creations.
Karstah had her doubts about that last part, but held her tongue and hadn't thought much of the exchange since then.
Perhaps she should have.
A knock on her door reminded her that the time to relax was over, and with a final stretch to relieve the tension in her back she calls for the next group to enter. When the door opens the Guildmaster of Kraka Drakk's Engineers Guild and two other elderly Master Engineers enter the room, offering her polite greetings and thanking her for her time.
As the three elderly Engineers take their seats, she steels her resolve and prepares for the worst.
━<><><><==><><><>━
Your hammer impacts the staff with a burst of flesh cooking fire, the sudden brightness illuminating the Meargh's features in stark detail before she jumps back, already casting a spell at you.
Mhorni pulls you out of the way of a spectral scythe, the blade phasing through the stone where you were standing mere moments earlier, before your construct is forced to grapple with a half dozen shadowy tentacles.
A rumble in your gut tells you there's something off, but you can't pay much attention to it given the number of projectiles being flung and limbs striking at you.
You dodge out of the way of a spectral spear launched from somewhere to your left before swinging your arm to shatter a shadowy sword swinging down at your neck. The Eye of the Ancestors glares balefully at the Meargh's staff, finding fault and shining brightly as the Runes hammer away at its structure. All the while you continue to doggedly chase after the backpedalling Fimir.
Another set of five swords swing at you, three dissipate into nothing with the word, while the remaining two strike true and phase through the Adamant plate, attempting to reach the flesh beneath, before they are pushed back by some invisible force and break apart into wisps of darkness.
The ash storm, normally the great filter that clears away the chaff and weakens your foes, hinders as much as it helps here. The vision blurring particles and general lack of light creates plenty of shadows from which the Meargh can strike at you. More annoyingly you don't notice any real harm coming to the Meargh despite her prolonged exposure, the skin and flesh remaining whole despite everything. Even her clothes are largely unharmed, smoulder aye, but any light that catches is smothered by the fog and shadows that billow off her form.
Just as you reach the Meargh a shadow tentacle grabs you by the leg and pulls it out from under you. Even as you fall you let out a wordless roar and strike out with Zharrgal, striking the staff and unleashing another burst of light-bringing flame.
Mhorni melts into the earth, escaping its enemy, before reforming next to you to grab the offending limb and tearing it away from you.
You narrow your eyes even as you begin chasing after the Meargh.
Now, you can grudgingly admit that the Fimir can create things that can withstand several blows from your hammer, but this was ridiculous. You've brought your eye and Zharrgal to bear against that damn piece of wood more than enough times to shatter it at least five times over. The flaws your eye finds, the ring of your hammer tell you plainly of the quality of its construction.
What is going on? What are you missing?
Growling you push the thought aside as a tide of inky blackness smothers your face, covering for the shadowy limbs that attempt to pull you away from your target.
You're getting sick of tentacles!
━<><><><==><><><>━
Master Snorri had called this piece Brynbar, and he had entrusted her with the minutiae of both its final design and sourcing the material needed for it. The Runes had already been chosen, as was the general direction for the piece's aesthetics, but beyond that he had left everything to Karstah's discretion.
She isn't quite sure why he wanted a clasp for his cloak considering Skarrenbakraz was secured to his back by a piece of Adamant, something like a belt felt more appropriate than anything else, but she'd made odder things as a Journeywoman.
The clasp would be "secured" to the cloak by lengths of Adamant plate to match the aesthetic of Skarrenbakraz's backplate, mirroring the position of the Master Rune of Grungni. It was ironic considering that the clasp would likely need clasps to secure it to the cloak itself, but that was neither here nor there. As for the actual piece itself, she intended to use a sliding design to fulfill Master Snorri's aesthetic vision of two halves parting to reveal the Thungni and the Ankor Bryn, seeing as the actual piece wouldn't actually need to hold the cloak in place she didn't have to lose sleep over the logistics of keeping both parts of the clasp together as one item let alone the existential dread of splitting a Rune down the middle and making it work.
Strangeness aside she'd give it her best shot and let him decide.
━<><><><==><><><>━
Another hammer blow, another burst of flame, and the staff remains unbroken.
Another set of tentacles bursts forth as the Meargh nimbly dodges backwards, putting more distance between you as she follows the chamber wall.
Why? Why aren't your weapons doing anything?!
A memory strikes you, all the more powerful in its simplicity.
… the wind of Ulgu was nothing more than faffing about made manifest.
The realization almost makes you skip a step in surprise.
What a fool you are, Klausson.
You reach the Meargh again, hammer raised high telegraphing a downward blow for her head and she moves her staff to block. There's a vicious thrum of satisfaction at the surprised look on her face when you redirect your blow, bringing it down farther right than expected, the flaming hammer head meeting her hastily raised sword. A flash of fire and light, but this time you notice the immediate difference.
The shadows lessen.
A savage grin graces your face while a frown mars the Meargh's.
You have her now.
━<><><><==><><><>━
A Grudge!
A Grudge upon that Meargh and a Grudge upon perfidious Ulgu!
The Wazzok got away! She had gotten away!
And she'd done it after tricking you one more time to rub some salt into that wound.
Not only was the staff a fake, but the other sorcerers were as well! Nothing but the clothes on her back and that blasted mass of gobbledy-gook she called a sword was actually real! And! Just as you had broken that damned sword into nothing but shards of fading shadow along with that hag's arm, the Meargh's infuriating plan came to its conclusion. You found yourself grabbed from all directions by several dozen shadowy limbs and appendages, overwhelming Mhorni and the rate at which you could dispel them. Having been immobilized, you could only roar in anger when, what you could only describe as a yawning maw of fog, appeared to swallow her whole.
Bah!
You slam Zharrgal into the ground in anger, causing a series of fissures to spread out from the point of impact in a spider web like pattern.
A damn fool is what you were, too complacent, too sure. Master Yorri would be ashamed at your lack of paranoia, by the Ancestors you most certainly were!
Grabbing a hold of your temper you turn around and head back towards the fading sounds of battle.
From the looks of things the fighting was winding down, and in your favour.
What a bitter draught you've found yourself drinking.
━<><><>< Khazalid Trivia ><><><>━
Fornhekes - The last month of the year, "Before Hekesdag"/ Dwarf equivalent to the Imperial month of Vorhexen
Goruz-Kazak Rikkaz - "War Beast Crushing"/ Crushing Charge/ a way to say Stampede
Grundbak - Hammerhand/Hammerfist
Grung Thalbin - "Thalbin's Mine"
━<><><>< Grumblings and Goings ><><><>━
- [Early 465] Mattok Copperbottom of Karak Drazh has struck a seam of gold, nothing that would normally be noteworthy for a Hold so wealthy as Drazh, but this vein in particular has not only been deemed one of the largest, and the purest, example of Drazh's famous dark Gold as any have seen but Copperbottom has found a smaller seam of Oathgold within the greater vein as well. A great source of joy for the man, having come from a poor Miners Clan.
- [Mid 467] Karak Varn has hit a new Gromril seam in its mines along the rim of the Blackwater, early surveying reports by the prospectors roused to give their opinion on the matter say its "appreciable," and consequently the Hold is celebrating the discovery of one of the larger Gromril veins seen in living memory. While never really a contested position, this has driven Varn farther away from any prospective rivals for Gromril production like Eight Peaks or Kraka Drakk.
- [Mid 468] With the breaking of the Fimir army that has been plaguing the Underway, a sombre moment of mourning is held in Kraka Grom as King Consort Grednir Grunsson removes the mantle of Grungni to don Grimnir's and seek his Doom in the north. A sorrowful fate, one that neither his wife, closest friends nor the priesthood could convince him away from. Die well son of the Mountains, die and be redeemed before yourself and your Ancestors.
- [Mid 468] Nain's made a fine hammer for King Gloin, a gift to his nephew the King of Karak Ungor. The name itself isn't the most inspiring thing, [T4] Dalgrund, but Nain's taken to beauty in simplicity. In that vein the aesthetics focus more on accentuating a few key parts by remaining rather austere elsewhere. A strong Wutroth haft accented with silver at the butt and along the sides, most of the decoration has been reserved for the Hammer's head where the image of Grungni The hammer bears the Master Rune of Grungni, Rune of Speed and Rune of Echoblow.
- [Late 468] Queen Valka of Kraka Grom announces her pregnancy and, seemingly blessed by Valaya, with twins no less! A brilliant diamond in a shaft otherwise replete with sulfur and slotch. No replacement for what was lost, but the Hold celebrates the occasion, desperate for some measure of baggage-less positivity.
━<><><><Gain ><><><>━
Votes Collated:
[ ] [Livestock:] Bigger.
You want the Herders to breed the goats and sheep to be bigger, they're already twice as big as the biggest Dwarf varieties on average, but you want them bigger. For some reason. Will take X number of turns. Bigger animals.
[ ] [Livestock:] As is.
You want the Herders to breed the goats and sheep to be the same size.
[ ] [Livestock:] Smaller.
You want the Herders to breed the goats and sheep to be smaller. Will take X number of turns. Smaller animals
[ ] [Khazagar:] Collaborate with the Engineers Guild. New actions unlocked. Gain, ??? Work with the Engineers Guild to host this competition in honour of Morgrim. This would open the door for other Guilds to collaborate with you rather than individuals within them acting out of their own accord, for good or ill.
[ ] [Khazagar:] Allow the Guild to host their contest but do not work with them. Gain,??? The Guild can act as it pleases, but you will not move to help or hinder them. You aren't touching this, but neither are you going to ban it. It could be of great benefit to have such a relationship, but you don't think its smart to actively promote it.
[ ] [Khazagar:] Ask them not to. Gain, Nothing. The Guild is not a King or a Thane coming as a private individual. This could be seen as them acting in an official capacity as an entity entreating with the entity of Khazagar in the eyes of many. As Guilds do with each other. It is not worth the risk.
Snorri
- March complete!
-- Fimir presence in the Underway rendered negligible.
-- The Fimir in the Underway no longer pose a significant threat to your people. Their strategy of dispersing to escape your wrath has rendered the individual fragments easy pickings for the vengeful Throngs of the Holds they have so butchered.
-- The truth of their actions remains conjecture only, as the Meargh left nothing to examine save the trail of ruin she led.
-- The Meargh herself has escaped, despite your best efforts, and remains at large.
--- Grudge: The Shadow Hag, for the personal slaughter of eighty-seven Dawi and orchestrating the deaths of 3,534 Dawi as well as a sum total of 324,982 Gold and 245 Brass pieces in damage both material and emotional to the towns of Khazid-Vran, Durak's Claim, Mingol Ril, Migdhal S...
…and harm to the Holds of Kraka Krum and Kraka Grom, the sentence shall be death. Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +5 Bonus to rolls against the Fimir and +10 Bonus to Rolls against the Shadow Hag,
-- Loot: --- +1 [Tier 3] Greater Slave Wyrm's Corpse. Research unlocked! --- +1 [Tier 2] Slave Wyrm's Corpse. Research unlocked! --- +1 [Tier 2] Artefact worth +15 Favour with Kraka Krum, new totals: (calculated below)
- Standing Bonus proc!
-- +2 Progress to Slave Wyrm autopsy, new totals: [Cost: (4 -2) =2 actions]
- New Runes/ Combos unlocked!
-- Rune of Forgeflame [Talismanic]: Heat absorbed by the wearer is instead taken by the Rune and discharged into the air over time.
-- Combo, Goruz-Kazak Rikkaz: [Master Rune of Traversal, Rune of Impact, Rune of Amber] Allies in range charge together in formation and deal increased damage upon contact with the enemy, the larger the formation the greater the speed and damage dealt. When charging they ignore most mundane obstacles.
-- Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame] Magical and mundane flame fired against the user is absorbed and turned into Runic energy. (Your Windsight Eye reveals the truth of it, mundane fire itself isn't so much eaten but rather the Aqshy that is drawn to that fire which the Runes seem to eat while snuffing out the physical flame)
-- Combo, Deep Gate [Master Rune of Thungni's Presence, Rune of Thungni, Rune of Siphoning] Enemies suffer even greater casting debuff and spells that are not dispelled are weakened around the user. The user's equipped Master Runes have one aspect of their effect improved. (Your Windsight Eye shows that the Runes saturate an area in Deep Magic, and for some reason that energy is oddly resistant to being used by Wizards when it normally wouldn't be.)
Karstah
- Flamedrinking Prototype Pt. 1 complete!
-- The piece with your Runes is a necklace similar to Karstah's, but using the appearance of a regular Dragon rather than a shard wyrm. Silver-scaled with blue sapphire eyes overlaid atop the Runes to provide them with a bright glow.
-- Rune of Thungni, Rune of Thungni's Presence, Rune of Furnace.
-- New Combo unlocked! Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
-- New Rune unlocked! Rune of Forgeflame [Talismanic]
-- ??? [0/6] > [1/6]
- Brynbar Pt. 1 complete!
-- New Combo unlocked! Combo, Deep Gate: [Master Rune of Thungni's Presence, Rune of Thungni, Rune of Siphoning]
-- ??? [1/6] > [2/6]
- Staffing Pt. 1 complete!
-- New Combo unlocked! Combo, Goruz-Kazak Rikkaz: [Master Rune of Traversal, Rune of Impact, Rune of Amber]
-- ??? [0/6] > [1/6]
- From doing ??? this turn.
-- ??-tasking [0/6] > [3/6]
Retainers
- Training Regime Pt. 2, new totals: [Cost: 0/(2 +1 +1 +1 +1) =6 retainer actions]
-- The price has been paid, and Rudil has been given the go-ahead with the full extent of his plans.
-- -15 Favour with Kraka Drakk, new totals: (calculated below)
-- -45 Favour with Kraka Ornsmotek, new totals: (calculated below)
-- -30 Favour with Kraka Krum, new totals: (calculated below)
-- -15 Favour with Kraka Grom, new totals: (calculated below)
- x2 Priests of Grungni upgraded into x2 Masons of Grungni:
-- The Warrior Brotherhood of the Order of the Stone Wall prides itself in embodying the unyielding will of Grungni in all things. Masters of defensive combat in all its forms, and training their will and endurance to the point that it seems near endless to the average Dwarf. They put these skills, and their hammers, to the task of protecting the temples of the Ancestor and the people He leads.
Khazagar
- Master Runesmith Okri Halfbrow was deemed the champion of the Summer Solstice tournament for his Runecraft on the [T3] Grudge Thrower, "Bale Eye." A fitting tribute to Morgrim and Thungni both, which, you are told, was part of the impetus for the Engineer's request.
- The Engineers Guild, sensing opportunity, have poked their head about in a more official capacity. They're wondering if they can hold a competition that both you and Guild itself will sponsor. They wish to know if such a thing would be deemed inflammatory or permissible given what they know about the ruckus this is causing.
Orders
- x1 [Tier 4] Ancient Greedy Troll's Heart, arriving Turn 57
- +10 [Tier 4] Adamant, new totals: x76
- +3 [T2] Dragon's Essence, new totals: x42
Favour and Standing
- -15 Favour with Kraka Drakk, new totals: Favours 90
- -45 Favour with Kraka Ornsmotek, new totals: Favours 75
- (-30 +15) = -15 Favour with Kraka Krum, new totals: Favours 40
- -15 Favour with Kraka Grom, new totals: Favours 215
Campaign
Underground chasing the Fimir below
Whitebeard is aboveground with Malekith.
+40 Equipment, +20 Kings, +20 Runelords, +15 Grudge +5 Ash Storm +10 City Breaker
-40 Fimir Equipment -20 Meargh -10 Dirachs -10 Slaves -20 Monsters
this is to a d100
effectively = +10
Roll 1: 52
Roll 2: 24
Roll 3: 100
Roll 4: 113
Roll 5: 82
Is the Meargh fight easy? DC 50: 42
No.
Modifiers, Snorri
Snorri Base: 20 + 15 Karugromthi + 15 with BA Zharrgal + 20 Barak Azamar + 15 The Earth Shadow + 25 with BA Skarrenbakraz + 15 Set bonus +10 Eye of the Ancestors +15 with BA Zharr-a-Drakhazi = +150, Tireless, Regenerating, Unbreakable, Breaking+
Conditional: +10 Hearth and Home, +10 vs Dragon Ogres, +15 vs Trolls, + 10 vs Chaos (Beastmen and Daemons), +10 Grudge
Runes/Magic: +45, +5 to Throng Runesmiths including other Runelords
Other: -35 to Enemy Casting -10 Zharr-a-Drakhazi = -45
Snorri has 5 +1 (Mhorni keeping you safe) =6 wounds
Snorri regens 1 wound every 2 rounds, every round deal 1 damage to equipment regardless, roll DC 30,40,45 to add 1 damage depending on item quality.
Skarren deals 1 wound every 2 Rounds to any enemies without regen.
Zharr-a-Drakhazi deals 2 wounds for every wound Snorri recieves, can only happen once every 2 turns.
Mhorni DC 30 every 2 rounds. If you pass, procs double and damage doubles (not including Skarren or Zharr-a-Drakhazi).
Modifiers, Underground Meargh
Meargh Base: 40 +20 Master of Dhar +20 Master of ??? +15 Dirach Choir +20 ??? Matron +20 Coish Saile +40 Gearrain Sear =+155, Regenerating, Tireless?
Conditional: +5 a Round till +?? due to ???, +10 when ???
Magic: 40 Base +15 Choir +20 Sluagain Gowth +20 Coish Saile =+95
Meargh has 10? Wounds
Meargh heals ? wounds every 2 Rounds
Sluagain Gowth has ?/? Durability.
Gearrain Sear has 4/4 Durability
Winning a Magic Round prevents ???
Combat Round 1
(FYI, 3 tiers so its +10 and +5 for Snorri and Meargh in regards to rolling respectively)
36; 45; 3; 35 vs 21; 20; 41; 38
3 Wins 1 Loss
Eye, DC 40
33
Mhorni, DC 30
36
Magic Round 1
(-5 vs 0 after raising tiers)
30; 12; 14; 8 vs 32; 28; 26; 13
4 Losses
-2 Durability to Sluagain, X-2/? Durability
Meargh 8/10? Wounds
Combat Round 2
59; 23; 16; 46 vs 28; 22; 35; 25
3 Wins 1 Loss
-1 Durability to Sluagain, X-6/?Durability
Meargh 9/10? Wounds
Do you notice? DC 25
4
No.
Combat Round 5
Meargh +5 from ???
15; 47; 30; 21 vs 30; 46; 29; 51
Tie
Eye, DC 40
43
Mhorni, DC 30
37
Magic Round 5
16; 41; 2; 1 vs 19; 12; 47; 10
-4 Durability to Sluagain, X-10/?Durability
Meargh 7/10? Wounds Do you notice?, DC 25 (-5 from the amount of damage) =20
34
Yes.
There is no Sluagain.
You've been aiming for a distraction item.
The Meargh only has Gearrain Sear
Meargh
Magic: 40 Base +15 Choir +20 Sluagain GowthGearrain Sear +20 Coish Saile =+95
-3 Durability to Gearrain,1/4 Durability
Meargh 5/10? Wounds
Do you notice? DC 25 -10 (You're catching on)
25
Magic: 40 Base +15 Choir Gearrain Sear +20 Sluagain Gowth Gearrain Sear +20 Coish Saile =+95
There is no choir.
Only Gearrain Sear
Combat Round 7
19; 28; 58; 59 vs. 68; 41; 45; 24
Tie
Eye, DC 40
20
Mhorni, DC 30
38
Magic Round 7
The +10 from no longer keeping the illusion up counts to her magic
23; 24; 24; 44 vs 69; 33; 35; 52
4 Losses
5/5 Counter
Stop her escape, DC 45
23
The Meargh Disappears into a hole of shadow and mist, Gearrain Sear shattered, but the fragments seem to be burning away into smoky nothingness.
There will be a 4 long moratorium for discussion.
AN: Hope you enjoy this one. Sorry it took so long. Give those votes a thought, one's fun the other's serious. Let me know what you think of my decision to add Grumblings and Goings to the results too, oh and don't forget to C&C! :^)
I think that we should vote for
[ ] [Khazagar:] Ask them not to.
I mean we are radical, but we are the head of the guild, even Snorii isn't that bold as to assume that kind of prestige and responsibility.
Let us not ignite the in guild conflict any more.
I think that we should vote for
[ ] [Khazagar:] Ask them not to.
I mean we are radical, but we are the head of the guild, even Snorii isn't that bold as to assume that kind of prestige and responsibility.
Let us not ignite the in guild conflict any more.
We are most certainty not the head of the guild of runesmiths, the notion that anyone could be would itself cause a schism. What we like any other runelord have is influence.
Ah yes, very good on the combos. Interesting to find out I was wrong on the Furnace + Thungni + Thungni's Presence. Karstah setting up Thungni's Presence and Ancestor Thungni together has me thinking that pair creates a kind of "conversion to runic energy" effect.
I'm 95% how to get the Rune of Spelldrinking, via swapping Forgeflame out for Spelleating.
[ ] [Livestock:] As is.
You want the Herders to breed the goats and sheep to be the same size.
[ ] [Khazagar:] Allow the Guild to host their contest but do not work with them. Gain,??? The Guild can act as it pleases, but you will not move to help or hinder them. You aren't touching this, but neither are you going to ban it. It could be of great benefit to have such a relationship, but you don't think its smart to actively promote it.
These are the two options I think are fine enough. The goats are good as is, very nice chariot/cart hauling beasts, lots of very nice hair and meat. This is good.
I don't want to inflame the guild/khazagar Thing much further than it is - I am satisfied for where it is, its doing roughly what I expect it too.
We have a good thing going so I say we might as well take it as we have it right now and keep our focus on the War.
I mean they are twice as large as normal dwarven goats. If normal dwarven goats are about the size of a normal goat, twice the size of that's a big ass goat.
I mean they are twice as large as normal dwarven goats. If normal dwarven goats are about the size of a normal goat, twice the size of that's a big ass goat.
Interesting that Flamedrinking doesn't actually drink the thermal energy in the flame. It just uses the fact that flames attracts Aqshy to more efficiently absorb some of the ambient magic. That means that energy flow into runes won't be substantially improved by extreme temperatures, as it's still limited by the amount of nearby magic. It seems something that would have a pretty minor effect in most situations.
And I think we should go all in on Khazagar and co-sponsor. It's not radical in the way that I think other runesmiths have issues, and closer collaboration with the Engineers could produce some really useful results.
Deep Gate is the best meta-rune effect we've found. Further research to compress and simplify may be in order.