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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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I wouldn't say ignores the spirit just doesn't questions the letter, he doesn't find a need to think about why rules were placed.
And I'd disagree. 100% he follows the letter of the law, but he often goes against its spirit. Rule of pride, don't make the same thing twice? Alright, I'll make the same thing with a single line changed in length 1000 times. The spirit of the rule isn't to get you to alter your work to circumvent it, it's to make sure you're putting appropriate reverence in the art of Runesmithing.

Vragni would never break the letter, and he thinks he's following the teachings of Thungni as best he can, but while following the letter of the law he has lost sight of what Thungni actually meant
 
I mean technically they are still living in mountains they just aren't connected to the ground.
I'm imagining 40k drop pod dark dwarves.
and him adopting snorri style chainforgers to make equipment for his army.
It's glorious but grimdark.
don't make the same thing twice? Alright, I'll make the same thing with a single line changed in length 1000 times.
... That makes him sound like an unhinged graphic artist.
 
Darkwood's Backburner Workshop:
Objective: Taking another crack at tossing ideas towards Algrim's challenge. (Allow the average Crossbow to fire without stopping at all for three years.)
Primary Issue: Sourcing Ammunition
Idea: Develop a rune that uses Chamon to create a short lived mass of ammunition. Then combine the resultant rune with a Master Rune of Animation (For automatic reloading/Firing) to achieve an infinite ammo crossbow. The Rune of Ale may be a good starting point for development, as it appears to be the only rune on the rune list that creates physical matter out of nothing.

Side thought: If possible, we could make a neat weapon out of that T4 "Dragon's Breath" Crossbow Katla Furlasdottier, winner of the Engineering Guild's contest, made. Her design is noted as functioning without any oil or lubricant, and so might be perfect for this 'machine gun' project.
 
Saw some points about karadron.
No they do not live on mountains.
The inside of the cities often looks like being underground but Is like fancier and heavier rock wallpaper.
Most of the buldings are metal and the shapes of the know ports do not look like a Mountain.
The karadron overlord still make magical runes.
It seems they are not as important as endrinworks and other specialities but still used, we got almost zero lore on them.

The most radical part of ko society Is that grudges are followed a lot less (still more than human) and the goods are not really worshiped society wide, It Is not illegal to do so.
 
And I'd disagree. 100% he follows the letter of the law, but he often goes against its spirit. Rule of pride, don't make the same thing twice? Alright, I'll make the same thing with a single line changed in length 1000 times. The spirit of the rule isn't to get you to alter your work to circumvent it, it's to make sure you're putting appropriate reverence in the art of Runesmithing.

Vragni would never break the letter, and he thinks he's following the teachings of Thungni as best he can, but while following the letter of the law he has lost sight of what Thungni actually meant

The big thing is that there is no letter of the law. There's just a set of inferences that elder Runelords have derived (or invented) based on what they say is their interpretation of Thungni's actions.

It's all spirit, all the way down.

Vragni's interpretation could have strong precedents if Thungni created a lot of minor rune variants more precisely tailored to work in a precise use case and with a pair of other similarly tailored runes.

The three variant runes in the last of Thungni's challenges strongly suggest that He did in fact do that.

Vragni could just genuinely believe the spirit of the Rune of Pride is that you should never make the same rune twice, every rune you make should instead be at least slightly bespoke to match the precise use case. If you're making a Rune of Light for a room, for example, you should modify it slightly to produce the best illumination possible for the precise geometry of the room taking into account the presence of other sources of illumination and the purpose of the room.

That seems to be a quite possible interpretation of how Thungni went about things.
 
The big thing is that there is no letter of the law. There's just a set of inferences that elder Runelords have derived (or invented) based on what they say is their interpretation of Thungni's actions.

It's all spirit, all the way down.

Vragni's interpretation could have strong precedents if Thungni created a lot of minor rune variants more precisely tailored to work in a precise use case and with a pair of other similarly tailored runes.

The three variant runes in the last of Thungni's challenges strongly suggest that He did in fact do that.

Vragni could just genuinely believe the spirit of the Rune of Pride is that you should never make the same rune twice, every rune you make should instead be at least slightly bespoke to match the precise use case. If you're making a Rune of Light for a room, for example, you should modify it slightly to produce the best illumination possible for the precise geometry of the room taking into account the presence of other sources of illumination and the purpose of the room.

That seems to be a quite possible interpretation of how Thungni went about things.
Snorri: I AM NOT THUNGNI'S HEIR
Also Snorri: Thungni's trial taught me these things!
I will now add practical rune exams to the curriculum in honor of these lessons!
 
And I'd disagree. 100% he follows the letter of the law, but he often goes against its spirit. Rule of pride, don't make the same thing twice? Alright, I'll make the same thing with a single line changed in length 1000 times. The spirit of the rule isn't to get you to alter your work to circumvent it, it's to make sure you're putting appropriate reverence in the art of Runesmithing.

Vragni would never break the letter, and he thinks he's following the teachings of Thungni as best he can, but while following the letter of the law he has lost sight of what Thungni actually meant
Or is the spirit of the law that you should always be improving, moving forward and adapting? In that case trying to find alternate versions of a rune that may be more efficient in this specific instance is the ideal.
Or is the spirit of the law that as artists you shouldn't complete works unless you're pleased enough with them that you'll never have to revisit the idea. In that case the fundamental issue is that Runes aren't just works of art, they're practical objects and with practical objects, sometimes you need enough of them that runesmiths can't just make one. In that Vragni is failing it just as much as Snorri is, because both of them have been forced to bend to the realities of the world. At the very least, Vragni finds something different each time so he's still arguably failing less.
 
Or is the spirit of the law that you should always be improving, moving forward and adapting? In that case trying to find alternate versions of a rune that may be more efficient in this specific instance is the ideal.
Or is the spirit of the law that as artists you shouldn't complete works unless you're pleased enough with them that you'll never have to revisit the idea. In that case the fundamental issue is that Runes aren't just works of art, they're practical objects and with practical objects, sometimes you need enough of them that runesmiths can't just make one. In that Vragni is failing it just as much as Snorri is, because both of them have been forced to bend to the realities of the world. At the very least, Vragni finds something different each time so he's still arguably failing less.

The real problem is that there's a real chance that Thungni was an artist-artisan, who when it came down to it the aesthetic virtues of exploring his craft over the practical benefits of runecraft to the wider economy.

If he thought, like, say, the British Arts & Crafts movement, then Vragni might be a more authentic inheritor of his ideals while also being culturally maladaptive for the Karaz Ankor.

One of the options we've given up by not being Thungni's heir is that it's much harder for the runesmiths to gradually 'reinterpret' those parts of Thungni's examples that aren't actually a good idea.

If Thungni has an heir His teachings are still part of a living tradition and subject to updating and possibly explicitly changing. If there is no heir they're fixed and all that is possible are quasi-legalistic arguments about interpretation.

Thungni's heir can set a new example on the basis that 'when the times change I change my mind' with the justifications that this is what Thungni would have done; and as His heir, no one can dispute that claim. Without an heir, the only option is to recycle arguments about what Thungni did do in a very different situation. This is particularly problematic in scenarios that Thungni didn't encounter or worse, was wrong about.

Having an heir would make runesmithing a living profession where new precedents could be created for new scenarios. Not having an heir makes runesmiths a dead priesthood that will eternally be looking back to past scripture seeking to try to apply obsolete precedents to unprecedented situations.
 
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The real problem is that there's a real chance that Thungni was an artist-artisan, who when it came down to it the aesthetic virtues of exploring his craft over the practical benefits of runecraft to the wider economy.

If he thought, like, say, the British Arts & Crafts movement, then Vragni might be a more authentic inheritor of his ideals while also being culturally maladaptive for the Karaz Ankor.

One of the options we've given up by not being Thungni's heir is that it's much harder for the runesmiths to gradually 'reinterpret' those parts of Thungni's examples that aren't actually a good idea.

If Thungni has an heir His teachings are still part of a living tradition and subject to updating and possibly explicitly changing. If there is no heir they're fixed and all that is possible are quasi-legalistic arguments about interpretation.
The other other problem, is that we genuinely might have to consider the possibility that Thungni was at the peak of his skills 100% of the time, for some more ordinary runesmith theres genuine reason they might want to revisit and improve something after a couple of centuries of growth and improvement whereas Thungni made everything perfectly from day 1 and never needed to do so.

Having said all of this, I don't think reinterpretation is actually something we want to do.
For starters, no they're not quasi-legalistic, they're spiritual interpretations.
And for all that I've complained about why I think this trial was a poor decision from Thungni I also think that we shouldn't belive he was unaware of what runesmiths were doing in deciding 'his' strictures. The diversity of interpretations was the intention, so that he could hopefully get the best of both worlds from the development of new runes from the literalists to the more pragmatic output of the radicals.
And I value that more than having all runesmiths collapse into the most narrow interpretation aligned with our own possible.
 
Look at Talmudic tradition of the interpretation of God's will. That's both spiritual and very legalistic.

I don't think that the diversity of interpretations necessarily was Thungni's intention. It could easily have been something that just happened in the evolution of runesmithing from being the preserve of a single nuclear family to being something people that didn't know Thungni personally, and then He didn't know how to resolve the problem, and he just ostriched and hope that it would go away, and instead it just got worse.

If we assume that Thungni was just a flawed person doing his best rather than an infallible omni-competent deity in the Judeo-Christian tradition that seems much more likely. Same with the Trial. Making one like he did is much easier for Thungni than actually picking a new heir and having to live with witnessing the consequences.

And this ties into the question of whether Thungni should have an heir or not. If He's nominated an heir that indicates that He recognises that his teachings/precedent are incomplete and there needs to be someone setting new precedents for new situations.

Him not choosing an heir suggests that he thinks that his teachings are perfect and compete and that no more examples are precedents are necessary and that all future decisions can be made by reference to that forever closed set.
 
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Look at Talmudic tradition of the interpretation of God's will. That's both spiritual and very legalistic.
Hey so important distinction here.
Thats that and Thungni worship is Thungni worship.
Just because a type of X can be one thing doesn't mean other types of X also have to be the same thing.

If we see legal courts forming among the Runesmiths then I'd be pretty damn concerned, however theres no indication of this happening and the way the wind is blowing suggests that most if not all Runesmiths would see that as a heresy for a runesmith to declare themselves worthy of judging Thungni's will when Thungni himself never passed judgement.

If diversity of interpretation was not Thungni's intention, why the hell did he never clarify? He had literal millenia to do so. I think the Ancestors were intelligent although fallible, Thungni being unable to spot his priests devising scripture is rock for a brain idiotic. He doesn't need to be omni present. He just needs to have a couple of conversations.
 
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Turn 57:
You can't spell Warhammer without Ham.

Winning Vote: said:
[X] Refuse the Title of Heir: [Cost: Nothing] Gain ???. You will take up this hammer, you will use it, but you are your own Dwarf with your own goals. The burden of carrying Thungni's Will, of being His Heir, is one you choose not to carry. Someone or no one can claim it for all you care, but it will not be you.
[Improves general toughness. Wearer's endurance and durability increase proportionately to their willpower]
[X] [Adamant:] Offer each of them a shard of Voidstone and loan enough Adamant [x10] to make a Greater Smelter. The Adamant will be repaid once the smelter is built.
[X] [Karaz-Kazak-Rhun:] Go together: [Cost: 1 general, retainer and heir action next turn.]

━<><><>< 472 A.P. ><><><>━​

You stare at Kazador.

A thousand different arguments seem to swirl in your mind all at once, each one vying for dominance, each one shouting down the others and being shouted down in turn.

One memory in particular rises to the surface.

…We don't have the luxury of Grungni or Valaya to guide us, and the world certainly won't wait for them to make the trek up to do so…

Do you tell him? Yes, a part of you rumbles. This was what Thungni wished, was it not? To bear the hammer in your hand is to bear the burden of responsibility. A trade you have made for the Karaz Ankor, for your people over and over again without complaint or hesitation.

So it should feel natural to do so again.

…wish it or not, it appears the world has demanded I stand up to the challenge…

To tell him of the poems on those stones, now lost, and what you think they mean.

To tell him of the burden you feel you have been told to carry.

To become the heir of the Ancestor.

To face the struggles that will no doubt arise as the Runesmiths Guild reels from the idea.

To hold a position of such influence that even the High King, the heir and son of Grungni, must account for you.

To make uncountable arguments and decisions of such consequence that it will make the sleepless nights and anxiety around Khazagar feel so small in comparison.

To make true, lasting change for the betterment of the Karaz Ankor.

To face the resistance both within and without making those changes would no doubt bring.

To guide something that is both all at once a Guild, Cult and Clan and not any of them as Thungni would.

To do everything you can to hold it together as you do so.

But— and here your Will wavers

—Is that true?

Is the wielder of the hammer intended to be Thungni's heir? Is it truly what Thungni wishes?

A madman's thought, or a coward's if you were uncharitable, but you must ask it. In the absence of certainty, in the face of such a monumental choice nothing can be taken for granted.

Is your interpretation correct? You can see no other real answer from the poems yourself, but you know you're in a position to benefit greatly from your interpretation. You try and consider other ways to see it. The only other possibility that could come close to being worth considering was the idea of the wielder being just Durin's heir. But in the eyes of the Guild, Durin was Thungni's heir and so that meant little difference practically speaking. Did Thungni think differently? He never said, as was His way. But now more than ever you wish He had. Here and now, wielding His hammer in your hands you cannot help but feel frustrated at both yourself and your forefather for this situation. Atleast the ambiguity around something like the Rule of Pride was unlikely to sunder the Guild, despite the arguments and Grudges it caused.

But this?

But you?

Maybe if you didn't so flagrantly bend even your own lax interpretation of the Rule of Pride in the eyes of so many. Maybe if you hadn't given the Brana those Runes. Maybe if you hadn't put it upon yourself to organize the Runesmiths of the North during the Siege and plant those early suspicions. Maybe if you hadn't fueled those flames with your announcements and by building Khazagar. Maybe if you had been a more conventional Runesmith. Maybe if Thungni had actually been straightforward with his words so that no one could doubt you.

Maybe if you simply hadn't been Snorri Klausson then this choice would be easy.

But you are. You are Snorri Klausson.

And that is the true crux of it. Isn't it? The wellspring that this trickle of doubt spills from.

Because it is you.

Because it should be someone like Alric Thungnisson, a man who has won the universal respect of every Runesmith. The oldest living child of Thungni, who learned at His feet alongside Durin and unofficially carried the burden of heirhood since the latter's loss. Who worked alongside him, who was privy to the Ancestor's private thoughts, the one among those alive who knew Him best.

Because it should not be some half crippled radical, iconoclast if you wanted to be rude, who dwelt in the Far North. A veritable madman who acted without obvious rhyme or reason and seemed all too happy dancing between literal and political ruin with every act he commited himself to. That wasn't a man you expected, or even really wanted to be the heir of Thungni, and you and he were one in the same! The risk, the potential damage someone like that could cause the Guild simply by being the heir was frightening.

But did Thungni care about that though?

Even with your faith in the Ancestor stretched as it is, even you know such a question is just a formality. Of course He had, It was Thungni. Yet you must ask. At the very least He must have considered what you may do or cause. Even if Kazador's presence proves you weren't the only one He chose, thought capable of burden, the fact that you were in contention must mean something mustn't it?

After all, the Ancestor left His hammer in that cave knowing you could be the one to find it, gave you the book that led you to it even. Left them, left those damned poems, knowing you would read His words, and in all likelihood know what message you would take from them. It must mean He was comfortable with the idea. Surely?

So you can safely believe there is approval, if not wholeheartedly then at least in the attempt. But approval is not an order, approval is not a duty.

Thungni did not assuage your fears, nor prepare you, and a part of you rages at Him for it as much as it admonishes yourself for questioning His methods. This was not how you trained an apprentice, let alone an heir! It was downright Yorri-ish, but at least Master Yorri never intended for you to be his heir! It invited tarnishing all one built.

What does He want from me, your mind roars with anger, a furious and grim fog shrouding your thoughts.

Another memory floats upwards. Of you standing before the House, all too ready and shamefully eager to throw down with Thorek Stonefoot before a familiar voice cuts through the tension like a clarion peel of thunder.

Take it or dismiss it at your own discretion…

as has ever been your right.

It makes you want to scream.

Choice. Choice. Choice.

It was always choice, wasn't it? Rarely order, rarely demand, but whenever it could be given, always choice. That is Thungni's way. But giving a man you know would answer one way, was it ever really a choice?

How you hated it at that moment.

In the absence of direction, of certainty, you find yourself feeling like the sole arbiter of the fate of the entire Runesmiths Guild. Choice has been thrust upon you in all its ugly uncertainty, and you are ill-prepared to face it.

You want to know, to be prepared. To ask someone like Alric Thungnisson what he thinks of the situation. What Master Yorri would think. Anyone at all to guide and advise you of the consequences in better detail. But what would they say that would be of actual substance? Would knowing how the Guild would react truly affect your decision? Would preparing a better way of introducing the idea get rid of the challenges? Would their words have any real effect on your doubts? You've an ugly feeling that they would tell precious little you didn't already know or suspect about the role. They could tell you, assist you if you were so fortunate—

—Yet. Yet. Yet.

Yet it is still you that must choose.

If Thungni isn't here to tell you what He means, if He cannot provide you certainty then so be it. Forget whatever you think He would wish. Focus on only the truth you are all but certain of. The hammer is yours and, as you are now growing to suspect, with it the Ancestor has engineered circumstance so that you are given a choice. Wholly personal. Wholly private. Wholly your own to make with the only repercussion being your own mental anguish. You imagine that same old voice, the Dragon's voice, Thungni's voice, speaking to you.

Do you wish to stake your claim, face the challenges it will bring, with the only certainty and support I provide is that I accept you as my Heir?

Do you have the conviction to believe it in the face of overwhelming doubt? In the face of failure?

Do you think you have the talent, the skill to navigate the Guild with little more than your word and deed?

Do you have the Will to see decisions through, to make those decisions in the first place?

Do you have the wisdom to know when to intervene or to step away and let others stand or fall on their own merits?

Do you believe you are the right choice?

Above all.

Do you
wish to be my heir, Snorri son of Klaus, or do you not?

Maybe you're constructing some sort of greater logic from nothing; a mad attempt to preserve your mental image of Thungni and stave off growing a sense of contempt for the Ancestor, but those words put things in perspective for you.

Did you want to be heir? In the absence of knowledge, training, ability, everything else, an unwilling heir would always be an unworthy heir. One who could not commit themselves fully was not one who could have even a chance of doing the role justice. If you died here and now, no doubt from the coniption this choice is giving you, Karstah would not be ready to take up your place.

But you believe, with Gromrilclad certainty, that she would be. That her failures would be overshadowed by her greater success. If you didn't, you would not have accepted her request. This you know.

Is that then, what Thungni believed? That those He chose, even if they thought themselves unprepared, would succeed?

So you cast aside all notion of duty, all expectation self imposed or otherwise, and stare the choice in the face as images flash through your mind.

The Karaz Ankor. The Hold. The Clan. The Guild.

Khazagar. Your work. Your pride. Your desires.


To be a true heir is to match another's presence so perfectly that you could walk behind them and share one shadow.

It's to be trusted by someone so completely that they believe you can one day carry their own burdens.

It is to uphold a legacy into the future and proudly carry their ideals through turmoil and strife and prove them inviolate.

To put your destiny, your fate, in the hands of one you think greater.

Simply put.

To walk another's path.

And here, in the privacy of your thoughts, you come to a quiet realization.

If the choice is yours, free of duty or context to sway you—

—then you do not want to be someone's heir.

That burning pride, that selfish desire, demands you do not settle for such a fate. It demands glory, it demands greatness to such a degree that it invites ruin.

Your entire life you have spent climbing a storm wracked mountain, its peak enveloped by a curtain of dense thunderheads and slopes buffeted by ceaseless, howling gales. Every time you have passed through that looming wall of clouds, braved the bitter winds and killing cold to reach what you believe was peak, you have only ever found yourself staring up at yet more mountain: at even more treacherous slopes, imposing storms, and lethal winds.

But you also found other trails, other paths, going up those seemingly impossible slopes and showing the challenge can be overcome, can be beaten.

That greedy, selfish ember pushes you to keep walking, to go where there are less and less trails to guide you. Pushing on until you reach a point where only seven others have climbed beyond.

You want more, more than to be just Thungi's heir.

You want the Guild, the Karaz Ankor, the whole damn world, to know that you do not need to follow Their path. That you can forge your own.

That you can walk beside Them as they forge ahead.

Without any forewarning or thought, you feel the beginnings of an oath stir in your mind; building and building strength until it is forcing itself to the forefront of your thoughts with the fury and implacability of an avalanche.

A declaration of monumental and cataclysmic hubris. The kind that has folk, you included, believe wholeheartedly that the maker is undoubtedly, irrevocably Insane. The kind that can only end in complete and total failure in the eyes of all sane beings.

It is Ego unbound by propriety and good sense.

It is the confirmation of an impossibility.

It is a journey without end or respite.

It is the Oath of a Dwarf, sworn from the depths of his soul.

Heed these words,

Those beside me,

Those before,

And those to come,

To the Ancestors who lead the way so I swear,

On all that I am and will ever be.


I. Will. Reach. You.

━<><><><==><><><>━​

"Lord Klausson?" Kazador asks again, making you blink and draw your mind back from the strange direction your thoughts had ended up following.

How long had they been standing there waiting for you? Glancing around you see several pairs of eyes staring at you expectantly.

Probably too long.

Fixing your grip on the hammer, you let out a sigh.

No matter.

"The only thing I have won the right to, Lord Ironwill," you say while lifting Thungni's hammer slightly for emphasis, "is Karaz-Kazak-Rhun."

Kazador gives you a thoughtful glance, eyes searching for something. Before he nods.

"Well then," he says, "would you mind our company on the way back to the Hold?"

Both of you know a large part of why he's asking is because he wants to look at the hammer.

You nod all the same.

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

- [Late 472] Mattok Copperbottom of Karak Drazh continues to see their fortunes rise. Another vein, another motherlode found by his hand. Envy and respect come from every direction, and a steady wave of thanes with daughters all too keen on building ties.

- [Early 473] A great tragedy in Karak Eight Peaks has occurred. Two dozen assorted taverns and breweries found their ale stores lost in a conflagration of terrible proportions when a warehouse caught fire from as of yet unknown cause. Already accusations fly and Grudges are sworn in the chaos of such senseless tragedy. Vintage brews, centuries old, all gone. Thankfully no lives were lost from the flame, though many no doubt feel like they have died. A dark day. The watchmen in charge of the Warehouse were supposedly a hair's breadth from shaving their heads and marching to their Dooms. Only by the counsel of Arnhold Balebrow, Karak Eight Peaks's High Priest of Grimnir, were they swayed away from such a course. Hold your brews and your kin close.

- [Early 473] Ships from Ravnsvake continue to wage war across the seas. Thulgrim Saltbeard is awake and alert, but remains yet incapable of taking to the open waves for now, and though he does his best to lead and advise from the Ravensport, it's clear the loss of his leadership affects the fleet's abilities despite his second's best efforts. When faced with uncertainty, dig in, fortify and weather the storm.

- [Early 473] Snorri Klausson returns to Kraka Drakk wielding Karaz-Kazak-Rhun. Declaring, with the backing of Kazador Ironwill and later the Runelords Gottri Hammerspite and Alric Thungnisson, that he has won the right to wield it by overcoming a series of Trials beneath Karak Izril built by Thungni Grungnisson.

- [Burudin] If any of my siblings tells you they know what Father thought after this, this is proof that they're as full of it as anything I've ever seen. Only one man would have a chance to know, and he isn't among us anymore.

- [Burudin] Klausson, for the sake of my sanity and yours stay away from the Ironpeak until otherwise stated. All correspondence will be done through my great-grandnephew, also until otherwise stated. - Gottri Hammerspite

- [Burudin] He'll probably be out in a few decades with a new hammer.

- [Burudin] Is this Grandfather's gambit then? I had thought Alric was waiting to show them off, but if He even hid away the hammer, well…

- [Burudin] It seems I shall have no peace until Gazul escorts me to the Halls of the Ancestors.

━<><><>< Gains/Stuff ><><><>━

- After offering to fund the creation of a Greater Adamant Smelter to each of your former students before you left, all but Fjolla, who was already gathering everything herself apperantly, has agreed.
-- -4 [Tier 4] Voidstone, new totals: 3
-- -40 [Tier 4] Adamant, new totals: 36
-- +40 [Tier 4] Adamant, arriving Turn 59

- +1 [Tier 4] Sidereal Sapphire, new totals: x1
- +1 [Tier 4] Ancient Greedy Troll's Heart, new totals: x4

- Minimum 6 Turns (Turn 62) before a chance of a Chaos portal opening arises.

Trait(s) Gained/Upgraded:
- Master of the Odd [2/15] > [5/15]
- Mind for Constructs [5/15] > [8/15]
- Aldrhunki: +2 to Specialty Modifier when researching Runes. You are a Runelord, not some common smith!

Drakk Report: End of Turn 56/Start of Turn 57.
Grimgal: 33m long
Teaching continues Lord Klausson. Grimgal's circumstances and unique frame of reference continue to provide novel obstacles, but rest assured that she is in capable hands.

- Menlinwen Ebonsea


Zharrok: 27m long
Their Heat is strong, and Mind sharp. His progress at the craft is acceptable. He honours his name.

- Silverbearer Ironbeak


Izgrom: 27m long
Elders, please alert Caretaker Karstah that I have found a large Ruby vein. It is plentiful and I shall give a great share if she returns. This is my offer. I return to the depths.

- A note scrawled on a large slab of stone blocking the entrance to the Hearth Guard barracks. At its feet is an uncut Ruby the size of a fist.


Growth spurt finally seems to be tapering off. Coincides with existing beliefs about Shardwyrm development I've found. They never stop growing of course, and I wonder what an ideal diet would do compared to the wild though. But the budget certainly won't complain. Good to know.

- Karstah.

Khazagar Report: End of Turn 56/Start of Turn 57.
General Attendance: Steady
Mood: Calm before the Storm.
Status: Volatile
- Your fellow Runesmiths know you have the hammer. They are clamoring at even a chance to see the hammer. They aren't here yet, but they are coming. Ancestors help you.
- There are rumours of little dalliances occurring but to your mild surprise either the Beardlings aren't bouncing around like rabbits or they're being more discreet about it. Then again you aren't going around and snooping over it. They want to cause their Clans grief, that's on them.
- The number of competitions have steadily been growing as the practice cements itself and something approaching a list of best practices forms.
- The trickle of Ornsmotek Runesmiths on the outs with Vragni still continues. From what you can gather Vragni is aware, but what his response will be isn't something these Runesmiths know or care to find out.
-- That Ornsmotek Master willing to teach you the Master Rune of Thunderstorms for the right price is still here. Especially since he knows you have the Hammer. (see Khazagar)
- Still no contributions to the Libary besides your own and Karstah's sadly. Maybe they would if you dangled the Hammer. No, that's a bad idea.

Classes (of note):
- Prosthetic Runes, Teacher: Snorri Klausson | Attendance: Declining | Class Size: Small Classroom v | Ubiquity: Well-Known (Global), Universal (Regional, Local) | Impact: Revolutionary
- Rune of Stacking, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Full Classroom| Ubiquity: Known (Global), Well-Known (Regional), Universal (Local) | Impact: Moderate, Luxury
- Rune of Repair, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Full Classroom | Ubiquity: Known (Global), Well-Known (Regional), Universal (Local) | Impact: Moderate, Luxury
- Rune of Forgeflame, Teacher: Snorri Klausson | Attendance: Rising Rapidly | Class Size: Small Seminar ^| Ubiquity: Select ^ | Impact: Defining (as Smelter), Novel
- Rune of Annealing, Teacher: Snorri Klausson | Attendance: Rising | Class Size: Full Seminar | Ubiquity: Known (Global), Well-Known (Local, Regional)| Impact: Defining (as Smelter)
- Master Rune of Forgeflame, Teacher: Snorri Klausson | Attendance: Steady | Class Size: Full Seminar | Ubiquity: Known (Global), Well-Known (Regional), Well-Known (Local) | Impact: Revolutionary
- Rune of Plaguebane, Teacher: Karstah Snorrisdottir | Attendance: Rising | Class Size: Full Classroom | Ubiquity: Select | Impact: Moderate, Novel
- Rune of Piercing Sight, Teacher: Snerra Magnasdottir | Attendance: Rising | Class Size: Full Classroom | Ubiquity: Select | Impact: Minor, Luxury
- Master Rune of Wandering, Teacher: Lorna Dernasdottir| Attendance: Steady | Class Size: Intimate Gathering | Ubiquity: Select | Impact: Moderate

The Rune of Shifting Steel and Rune of Binding Form are making the rounds thanks to that one Drazh Runesmith. No one is actively teaching it however, it's a more dispersed and individual affair.
Radicals and Snorrists are the most consistent attendees, returning often and staying longest.
Conservative southerners are plentiful because of the Chainforger and a few other Runes of interest, but keep to themselves and usually stay only long enough to learn what they came for.
Two thirds of the attendees are Journeymen, the remainder split between Masters and Runelords.
Attendance: Declining Rapidly | Declining | Declining Slowly | Steady | Rising Slowly| Rising | Rising Rapidly
Class Size: Unattended | Intimate Gathering | Small Classroom | Full Classroom | Small Seminar | Full Seminar | More Seats Required
Ubiquity: Select | Little-Known | Known | Well-Known | Universal
Impact: Minor (A group no bigger than a Clan, or specialized Guild benefits, makes a task easier) | Moderate (multiple Clans, or a middling Guild benefit, makes a difficult task practical) | High (A hold, or major guild benefits, a difficult task becomes standard) | Revolutionary (The Karaz Ankor benefits, an impossible task is made possible) | Defining (an impossible task is made practical)
- Misc: Novel (new, untested) | Luxury (It's a luxury, makes life comfier, but not necessary ) | ???

Waystone Report: End of Turn 56/Start of Turn 57.
Waystone Rerolls: 1/2
Region Status, East: Fully Functional ^. 10/10 repaired or pristine.
Region Status, Center: Being restored 0.5/10 of Stones destroyed, 0.25 v/10 damaged, remainder pristine.
Region Status, West: Contested. 3.5 ^/10 of Stones destroyed, 3 v /10 of Stones corrupted, 3.5/10 damaged

Thought we saw someone snooping about one of the stones by Grungni's Falls. Tried to track. Got gravel in my sleeping bags. Lord, please tell your teacher he can just tell us not to bother him.

- Norgrim

Never

- Anonymous note, stowed away inside Norgirm's letter.

Social: Choose 2 outside of Plan Vote.
[ ] [Social:] Dreng on the mend
[ ] [Social:] Brynna covertly attends a competition in Khazagar.
[ ] [Social:] Fjolla showing her new smelter.
[ ] [Social:] Dwalin, shopping for reagents in the Grozurbaz with his son.

Rorek: Choose 1 outside of Plan Vote.
[ ] [Letters:] Knowledge about reactions to you running off with Karaz-Kazak-Rhun [Extensive, Evolving]
[ ] [Letters:] Knowledge about Izril stance on Karaz-a-Karak [Limited]
[ ] [Letters:] Knowledge about current Izril Politics [Extensive, Evolving]
[ ] [Letters:] Knowledge about how the Izril Clans are managing their creation[Standard]

Lord Klausson you sly old goat. Should remind myself that loud folk can be quiet too I suppose.

- Rorek


━<><><><==><><><>━​

You have (5 +1 -2) =4 actions, (3 -1) =2 retainer actions, (4 -1) = 3 heir actions, and [Special] 0 Yorri prods this turn.
General
:
[ ] 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!

[ ] Drakk Rearing [Cost: minimum 1 general, heir or retainer action, 15/?? actions] 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.

[ ] 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.

[ ] March [Cost: 1 action] Gain possible loot, bonus to roll against Fimir. No actual interlude but combat rolls will still be made. The idiots decide they want to tear open a hole in reality do they? You razed three cities already, and you're not one to leave a job half finished.

[ ] 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.

Order:
You can only Order 1 new item a turn freely, but can have as many orders ongoing as you want.
- +1 [Tier 4] Radiant Pegasus Blood, arriving Turn 59
Elf Market:
- x2 Firebird's Feather available: one feather equals 1 order, Cost 5 Favour for Royal Expedite and Authority purposes.
- x1 Merwyrm Corpses available: one corpse equals 1 order, Cost 10 Favour for Royal Expedite and Authority purposes.
- x2 Kraken Corpse available: one corpse equals 1 order, Cost 10 Favour for Royal Expedite and Authority purposes.

[ ] ORDER: Write-in
- [ ] Royal 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 a monarch to flex their political muscle to expedite the process.

[ ] Royal Authority: [Cost: 5,10,15, Favour from one Hold depending on tier] +1 Order. You may petition an indebted monarch to flex their political muscle to order something for your use.
- [ ] Royal 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 them to flex a bit more 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.

Retainers:
Every option taken adds +2 to the Recruitment Dice (1d10 +5) unless otherwise stated.
(*New*)[ ] Expedition, Aiding Kraka Drakk: [Cost: 1 retainer actions] Gain 20 Favours with Kraka Drakk, reputation and +2 bonus to Recruitment Dice. No to Minor Casualties/Fatalities. Otrek Gimlisson marches on his first campaign. Amidst a throng of Huskarls, Runesmiths and loyal retainers sworn to keep him safe. At the request of his father, having some of the most renowned elders in the Far North nearby, just in case, would be greatly appreciated.

[ ] Expedition, Aiding Grom: [Cost: 2 retainer actions] Gain 70 Favours with Kraka Grom, reputation and +6 bonus to Recruitment Dice. Minor to Moderate Chance for Casualties/Fatalities. Queen Valka's home lies terribly damaged, but repairing it is a secondary concern in the minds of many compared to securing their vengeance. Your Retainers may yet have a role to play there whenever Valka at last unleashes her people, but helping them get to that point faster would not go unappreciated.

[ ] Expedition, Aiding Krum: [Cost: 2 retainer actions] Gain 1 Standing with Kraka Krum, reputation and +4 bonus to Recruitment Dice. Minor Chance for Casualties/Fatalities. While Krum has been left largely intact thanks to the defences Ogra built, having so many injured means that many of the long term expeditions their miners undergo are either undermanned or no longer happening. Your Retainers can play a role in helping hold up the Karak's economy for a while until enough miners have recovered.

[ ] 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.

[ ] Recruitment Drive: [Cost: 1 retainer action] 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.

[ ] 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.

[ ] 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.

[ ] The Throng is Mustered: [Cost: 1 retainer action] Can be taken multiple times. Gain Bonus to Throng Rolls against Fimir, additional actions apply bonus to roll. Minor Chance for Casualties/Fatalities. The King of Kraka Drakk calls the Throng to war, lend the might of your Retainers to his cause. Drive out the Fimir, end their presence on this peninsula.

(*Updated*)[ ] Training Regime Pt. 2: [Cost: (2 +4) =6 retainer actions] Gain "Hearthwarden Warrior" Training Standard and Category, some existing classes will be absorbed into the new category. The last phase of Rudil's training program involves creating a unified set of skills that would be expected of a "Hearthwarden Warrior." Incorporating skills and traits in the same way that the Rangers had done.
- [X] Drakk Expertise [Cost: +1 retainer action and 15 Kraka Drakk Favour] Hearth Guard will retain High+ Attack, increase Attack if taken with Ornsmotek Expertise. Every Hearth Guard is a deadly fighter, but the talents and knowledge of Dawi chosen to be a Huskarl is another matter. Spreading that knowledge would invariably be of benefit.
- [X] Ornsmotek Expertise [Cost: +1 retainer action and 45 Kraka Ornsmotek Favour] Hearth Guard will retain High+ Attack, increase Attack if taken with Drakk Expertise. The second most powerful Throng, arguably the most embattled Hold in the Far North, their combat ability is a grudging peer of your Hold's.
- [X] Krum Expertise [Cost: +1 retainer action and 30 Kraka Krum Favour] Hearth Guard will retain Spelunking, will retain Spelunking ++ if taken with Grom Expertise. Few others delve deeper than the miners of Krum, fewer still survive as well as they do.
- [X] Grom Expertise [Cost: +1 retainer action and 15 Kraka Grom Favour] Hearth Guard will retain Spelunking, will retain Spelunking ++ if taken with Krum Expertise. Centuries of living in a Hold occupied by traitors, without outside resupply and limited food, knowledge earned in sorrow and passed down even still, too useful to forget out of grief.

[ ] 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.

Khazagar:
You may convert one general action into 2 Khazagar actions. You may convert 2 retainer or heir actions into 3 Khazagar actions. You are using 6/7 possible Classes you can teach.
[ ]Learning [Cost: 1 Khazagar action] Learn a Rune(s). Not everyone in Khazagar is telling the world they're willing to share their lore, preferring to share that opportunity to only those they think are worthy and there's nothing wrong with that. Similarly, there's nothing stopping you from using the facilities you designed to learn a few things yourself. The consequences of doing so aren't always obvious, and there may be other circumstances at play.
- [ ] Rune of Shifting Steel (Weapon) [Cost: +1 Khazagar action, and any [T2] Reagent] You can find a Runesmith who knows how to keep their mouth shut and just teach you for a fair enough price you reckon.
- [ ] Rune of Binding Form (Weapon) [Cost: +1 Khazagar action, and any [T2] Reagent]] You can find a Runesmith who knows how to keep their mouth shut and just teach you for a fair enough price you reckon.
- [ ] Master Rune of Thunderstorms (Weapon) [Cost: +2 Khazagar actions, and any 2x [T3] Reagent(s)] You've been made aware that an Ornsmotek Master who left the Hold in the wake of Vragni's actions has made a few insinuations to a few select parties that he'd be willing to share this Rune in exchange for a Master Rune and a few other things.

[ ] Curriculum Change: [Cost: 1 Khazagar action] Add, Switch or Remove a Rune you are teaching. Cannot teach RESTRICTED, UNSHAREABLE, and/or INCOMPLETE Runes. Changing track isn't an easy task. It's not the hardest thing in your life, but for you it's more than simply saying you're not teaching this Rune anymore and being done with it. Announcements need to be made, the last few stragglers taught, and of course designing a new test to prove one's worthiness if you decide to replace or add a new Rune.
- [ ] Write-In [Rune Name]

[ ] Write-In, Host a Special Tournament: [Cost: 1 Khazagar action] Choose any number of [T3] or Higher Reagent(s) as a reward. Gain boost to attendance and chance to gain Creation of Note. You have it so that Khazagar hosts regular tournaments of both artistic and martial skill where Runesmiths may compete against each other for a reward. But this time you want to dangle a particularly juicy prize, get the minds of the young flowing.

[ ] Write-In, Royal Patronage: [Cost: 1 Khazagar action and (25 -Standing Level) Favour with a Hold at 5 Standing or higher] Gain boost to attendance and interest from third parties. Cannot Choose Kraka Drakk. Favour Cost double for Hold with equivalent Institution. Khazagar speaks for itself, but getting the Monarch of a Hold and a prominent Thane or four to mosey up and publicly announce they're hosting tournaments at Khazagar certainly wouldn't hurt.
Requests:
Denote which simple request will receive the apprentice action in your plan. Available Requests below.
[ ] [Simple] Once more with Smelting: [Cost: 4 actions, 1 Voidstone, x10 Adamant] Peerless Production will proc. Gain 1 Greater 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] 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] 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.

(*New*)[ ] [Simple] Write In Pt. 2: [Cost: 1 action] Azrilzhufgotten, or The Silver River Marches.
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. Azrilzhufgotten will be a banner of your finest work, embroidered on Ancient Troll Hide [T4], mounted on an adamant staff, and topped with the skull of the Ornsmotek greedy troll. The tapestry depicts the Hearthwardens in the full glory of their power and age, sweeping down from a mountain pass to relieve a besieged Karak from a force of beastmen. Three adamant plates form the shields of the front rank of dwarves, each bearing a rune. Although the details do not match, any Hearthwarden who views it will instantly recognize the allusion to their defense of the free dwarves of Karag Dum, the moment when they stood as Pillars in the Dark. This banner calls to the Hearth Guard's first, deepest purpose: When Dawi are threatened, no matter the hold, no matter the distance, the Hearthwardens will be there, standing in the way.
- [ ] Choose: Combo, Goruz-Kazak Rikkaz: Master Rune of Traversal [T4 Radiant Pegasus' Heart], Rune of Impact [T3 Stonehorn Leg Muscles], Rune of Amber [T4 Barazgal].
- [ ] Revise Runes: [Cost: -1 actions] Next Revision will cost +1 action. Back to the drawing board. Choose new Runes, Function or Theme.

(*New*)[ ] [Simple] Flamedrinking Talismans Pt. 2: [Cost: 2 actions] An as of yet nameless creation, more a proof of concept than anything else.
- [ ] Choose: Rune of Thungni, Rune of Thungni's Presence, Rune of Furnace.
- [ ] Choose: Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
- [ ] Revise Runes: [Cost: -1 actions] Next Revision will cost +1 action. Back to the drawing board. Choose new Runes, Function or Theme.

(*New*)[ ] [Difficult] Brynbar Pt. 2: [Cost: 1 action] Apply any optional structural materials and any aesthetic changes here.
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.
- [ ] Brynbar: Combo, Deep Gate+: [Master Rune of Thungni's Presence [T4 Adamant and T4 Ancient Greedy Troll Heart], Rune of Thungni [T4 Adamant], Rune of Siphoning [T4 Ancient Greedy Troll Heart]]
- [ ] Revise Runes: [Cost: -1 actions] Next Revision will cost +1 action. Back to the drawing board. Choose new Runes, Function or Theme.

[ ] [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)

Available Requests:
(*Updated*)[ ] Accept Starlight Pt. 1: [Cost: 1 action] Due end of turn 59. Gain 60 Favour with Kraka Dorden. Snorri thinks Thane Morglum will seek another Runesmith by the end of turn 57. Thane Morglum Skarridum of Kraka Dorden has petitioned you with a request. A weapon to replace the now lost ancestral heirloom of his Clan after it was destroyed killing a Fimir in the defence of Kraka Dorden; he asks for a hammer, one who's blows could be akin to calling down the light of the stars themselves upon the enemies of his Hold. A bit uninspired, plenty of Starhammers out there after all, but still.

How to vote on Multi-Piece Difficult Requests.
[Y] Example Request Pt. 1
- [Y] Equipment category, Item 1 name: Rune 1[Optional Ingredient(s)], Rune 2 [Optional Ingredient(s)], Etc
- [Y] Equipment category, Item 2 name: Theme
- [Y] Equipment category, Item 3 name: Function

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.
Armour Runes must be on Gromril or improved
Research:
(*New*)Several research options have changed and I've edited some bits of the system. Bulletpoints:
- Almost all Research options now no longer go above 12 action cost.
-- Trees are being lengthened to compensate. You get the same rewards, but spread out more.
-- All current research costs have been edited. Proportion of research done should roughly be the same though.
-- I am/will be more liberal with applying gates and locks to research. Either prereq research, traits, specialty levels, and etc.
- You now make a total of 2 progress across your [Simple] Research a turn.
-- Every 2 actions you put towards [Difficult] Research will add 1 to the above pool
- Research action is gone.
- Edited the cost of the Rune Research formula again. Stuff should be cheaper, and Specialties more relevant.
General:
(*New*)[ ] Examine Karaz-Kazak-Rhun: [Cost: minimum 1 action] Gain semi random research and trait progress. By the hammer of Thungni, you now hold the hammer of Thungni! It is folly to believe you can ever truly understand it at your current level of skill. But there is still inspiration to be found, and maybe you also just want to admire something so beautiful as this hammer. Who's to stop you? You're its owner.

(*Updated*)[ ] [Difficult] Akazit Pt. 2: [Cost: (14 -11) = 3 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.

(*Updated*)[ ] [Difficult] Monolith Mastery Pt. 1: [Cost: (12 -9) = 3 actions] Master of the Odd will proc. You can use the stones now, but not safely. Yorri tells you they never will be a safe bet, but you can at least try to make it safer. Besides, you still dont know how they work, and your work requires that you know how they work. So by Grungni, you're going to figure it out.

Material Research:
(*New*)[ ] [Simple] Slave Wyrm Autopsy: [Cost: (3 -2) =1 actions] Master of the Odd will proc. Creatures that were once Dragons. Now they are wingless, broken things. The result of Fimir artifice upon unhatched Drakk eggs. Terrible to behold, uglier than their flying kin but no less deadly.

[ ] [Simple] Kraken Autopsy: [Cost: 3 actions] Master of the Odd will proc. The tentacled creature was slain by the Elven fleet as they cleared the waters for their trade vessels. You possess the body of a mature specimen and the very large eye of what you are told was an especially old one.

[ ] [Simple] Merwyrm Autopsy: [Cost: 3 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.

(*Updated*)[ ] [Simple] Mysterious Mystery Sword: [Cost: (10 -5) =5 actions] Master of the Odd and Soul of the Earth 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.

(*Updated*)[ ] [Simple] Mysterious Mystery Barrel and Horn: [Cost: 6 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.

(*Updated*)[ ] [Simple] Mysterious Mystery Cauldron: [Cost: (6 -2) =4 actions] Master of the Odd and Soul of the Earth 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!

Concept Research:
[ ] [Simple] 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.

(*Updated*)[ ] [Difficult] Extra-sensory Pt. 1: [Cost: (12 -4) =8 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*)[ ] [Simple] The Fixing of Things Pt. 2: [Cost: (10 -1) =9 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!

[ ] [Simple] The Happening of Things: [Cost: (8 -2) =6 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!

(*Updated*)[ ] [Difficult] The Mind of Things Pt. 6: [Cost: (10 -4) =6 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.

(*Updated*)[-] [Difficult] The Movement of Things Pt. 7: [Cost: (12 -1) = 11 actions] Master of the Odd will proc. Locked until Anoqeyan Pt. 2, Extra-sensory Pt. ???, and Monolith Mastery Pt. ??? are complete. To go beyond the Rune of Siphoning, to create something that can dredge anything close to the amount of power the Central Array of Karag Dron can, you must improve your understanding of the Monoliths, and the flow of magic first. It will likely take a long, long time until that's the case.

(*Updated*)[ ] [Difficult] The Movement of Things Pt. 6b, The Body: [Cost: (10 -4) =6 actions] Master of the Odd and Mind for Constructs will proc. Continuing your work on the Rune of Waking Elements, you want the Rune to be able to form a body from almost any surrounding material. Realistically you doubt you can do that, but getting as close as possible is still the goal. At the very least you want these Elemental Gronti to mimic Mhorni's ability as closely as possible.

(*Updated*)[ ] [Difficult] The Movement of Things Pt. 6c, The Soul: [Cost: (10 -6) =4 actions] Master of the Odd and Mind for Constructs will proc. You "know," what Mhorni is, you think, but your investigations decades prior left you empty-handed. Now, armed with hopefully better tools and better understanding, you wish to tackle the questions you made all those years ago. Why did Mhorni bind itself, why was it not turned into energy, why do the Runes seem perfectly happy to assist it as they do you? Why, why and more whys. You won't get all the answers immediately you imagine, but the path is open.

(*Updated*)[-] [Difficult] The Rune Metal Pt. 7: [Cost: (14 -9) =5 actions] Master of the Odd and Soul of the Earth will proc. Locked until Extra-sensory Pt. ???, and Akazit Pt. ??? are complete. The best theory you have when it comes to creating the metal in your mind, requires both the means to not only isolate and extract the essence of a Runesmith, but to then infuse that essence into Adamant. And hopefully, if you aren't off the mark completely, you will have a material that shall break the oldest hurdle of your profession. More personally you want nothing more than to reach that image, that shining silver you saw over five centuries ago.

(*Updated*)[ ] [Simple] The Secrets of Light Pt. 2: [Cost: (8 -6) =2 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.

(*Updated*)[ ] [Simple] The Secrets of Storage Pt. 2: [Cost: (8 -5) = 3 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!

[ ] [Simple] The Weight of Things: [Cost: (10 -3) =7 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.

Rune Research:
[ ] [Difficult] Understand the Master Rune of Thungni [Engineering]: [Cost: 12 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: 1 + (2 x (Complexity Rating - Specialties)), minimum 1 actions] Unlock the Convert and Simplify Options for the Master Rune. Gain a Master Rune of the same Category as the chosen Combo.

[ ] [Difficult] Understand a Master Rune: [Cost: 2 + (2 x (Complexity Rating - Specialties)), minimum 1 action ] Unlock the Convert and Simplify Options for that Master Rune. Gain progress to any associated Research. Risk rises with Complexity.

[ ] [Difficult] Convert a Master Rune: [Cost: 2 actions per Category] Gain a Master Rune of the chosen Category(ies).

[ ] [Difficult] Simplify a Master Rune: [Cost: 2 actions] Gain a Regular Rune for every known Category of the chosen Master Rune.

[ ] [Difficult] Convert a Regular Rune: [Cost: 1 action per Category] Gain a Regular Rune of the chosen Category(ies).

Specialty Levels go as follows:
0: [Not Listed]
1: [Listed-]
2: [Listed ]
3: [Listed+]
4: [Exceptional-]
5: [Exceptional]
6: [Exceptional+]
7: [Mastered-]
8: [Mastered]
9: [Mastered+]
10: [Savant]

Challenges of the Burudin:
[ ] Write-in, Challenge Them: [Cost: 0 actions] Give a challenge + stipulations you wish to offer the Burudin. Only 2 Challenges can be active at a time and only 1 can be submitted a turn.

Your Challenge
Provide a rune or rune combo that has the possibility of true killing daemons, with said rune or combo being teachable to master runesmiths. Understanding that this rune or rune combo would be taught at Khazagar.

Gottri's Challenge [Unavailable to you]
Create a Rune or Combination of Runes capable of breaking Adamant. Reveal and gain 1 Standing with Gottri Hammerspite, gain Master Rune of Shattering Sound
After acquiring Adamant, a result of Kraggi's eternal quest to perfect Old Breaker, Gottri has changed his long standing challenge to his fellow Burudin members. Now, rather than find that which can withstand his Runes, he challenges any to create that which can sunder Adamant. He boasts, in his laconic and brusque way, that no one will manage before he can, and he's willing to bet one of his acceptable Runes over it to boot. SNORRI KLAUSSON DO NOT TEST MY PATIENCE.

Angkra's Challenge
Devise a Means of Creating a Prosthetic that grows with the user. Reveal and gain 2 Standing with Angkra Twenty-loops.
Angkra Twenty-loops has taken an interest in a curious northern invention, Prosthetic Runes. She has come into contact with Snerra of all people, and has been inspired by the young woman's vigorous efforts to develop something that can be used for beardlings and the like. A topic which has captured the daughter of Thungni's personal attention.

Thormund's Challenge
Create something that can turn the mountains against our foes. Reveal Standing with Thormund Stalwart-shield and gain 3 Standing with Karak Kadrin
The wandering Runelord Thormund Stalwart-shield muses on the defensive properties of mountains and a subsequent idea that took his mind when he fought alongside the Throng of Karak Kadrin to defeat a wandering army of Khornates. He grumbles that such power is so poorly weaponized. Avalanches, rockfalls and the like are one thing, but entirely too uncontrollable for his taste and the realm of Rangers. No, if someone could literally make the living stone act against our foes, it would be a feat worthy of song and be of great interest to the Peak Pass Hold.

Alric's Challenge
Create a method of reliable, quick and secure communication as possible. Reveal and gain 1 Standing with Alric Thungnisson, Angkra Twenty-loops, and Karaz-a-Karak
As a consequence of his frequent discussions with his venerable uncle, the mighty and wise Snorri Whitebeard, Alric has offered a prompt for any that wish to take it up. A way for messages to be shared across the realms faster than any Runebearer, safer than any road and as reliable as a Master Crafted axe. Such is the sort of goal, the sort of problem a proper Runelord should set their sights upon he reckons, anything less is beneath them.

Algrim's Challenge
Allow the average Crossbow to fire without stopping at all for three years. Gain 2 of Argalast Giantdoom's Master Runes
Algrim Argalastson has brought up a relatively simple challenge in honour of his father, the legendary Argalast Giantdoom's single minded focus on improving the deadliness of projectile weaponry. He claims that while none can match Argalast's mind in the devising of newer, more terrible ways of increasing a Crossbow bolt's killing potential, they can maybe be better at finding a way to ensure those bolts never stop firing.

Durin's Challenges
Find the Ankor Bryn. Create a Weapon beyond Karaz-Kazak-Rhun. Create a Runestaff more powerful than Gormwand. Break the Rule of Three.
A relic, one kept out of respect for the founder of the order. Many have tried, all have failed. Since Durin's death none have made a serious go at the first, and only the Brotherhood makes longstanding attempts at the last. These are considered the final goals of Runecraft, ones that shall one day in the nebulous future.

Completing one of these Challenges will make it easier to enter dialogues with and deeper relationships with the corresponding Burudin Member.

━<><><><==><><><>━
Remember to vote by plan. There will be a twelve hour moratorium for discussion.

AN: Enjoy the turn. I also realize that in the face of adversity I find comfort editing turn formats. But, I worked through the worst of it I think, and hopefully what I wrote did some justice to the vote and the arguments around it. Anyway research is cheaper, so there's some balm for you. As always don't forget to C&C. More specifically let me know if you have any questions, what you think of the format changes, and if you spot any old fragments, things I said I would do but I missed. :^)
 
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Gottri's Challenge [Unavailable to you]
Create a Rune or Combination of Runes capable of breaking Adamant. Reveal and gain 1 Standing with Gottri Hammerspite, gain Master Rune of Shattering Sound
After acquiring Adamant, a result of Kraggi's eternal quest to perfect Old Breaker, Gottri has changed his long standing challenge to his fellow Burudin members. Now, rather than find that which can withstand his Runes, he challenges any to create that which can sunder Adamant. He boasts, in his laconic and brusque way, that no one will manage before he can, and he's willing to bet one of his acceptable Runes over it to boot. SNORRI KLAUSSON DO NOT TEST MY PATIENCE.
Heh. Fair enough.
 
Heed these words,

Those beside me,

Those before,

And those to come,

To the Ancestors who lead the way so I swear,

On all that I am and will ever be.


I. Will. Reach. You.
I voted for it, not really expecting much from turning away from being Thungni's Heir. I just saw it as way too much trouble.

But that oath right there? That's beautiful. It's worth abandoning the Heir of an Ancestor.
 
Izgrom: 27m long
Elders, please alert Caretaker Karstah that I have found a large Ruby vein. It is plentiful and I shall give a great share if she returns. This is my offer. I return to the depths.

- A note scrawled on a large slab of stone blocking the entrance to the Hearth Guard barracks. At its feet is an uncut Ruby the size of a fist.
Daaw they missed Karstah. We have to use one of her actions for Wyrm rearing now.
 
Oh what a update and what a conundrum Snorri faced! Great Chapter as always!
Heed these words,

Those beside me,

Those before,

And those to come,

To the Ancestors who lead the way so I swear,

On all that I am and will ever be.


I. Will. Reach. You.
And what an Oath it is totally fitting for Snorri and one I think we the players can get behind!
Thought we saw someone snooping about one of the stones by Grungni's Falls. Tried to track. Got gravel in my sleeping bags. Lord, please tell your teacher he can just tell us not to bother him.

- Norgrim

Never

- Anonymous note, stowed away inside Norgirm's letter.
Lmao love Snorri's teacher he's a gem!
[ ] [Letters:] Knowledge about reactions to you running off with Karaz-Kazak-Rhun [Extensive, Evolving]
This I feel is must for us to take to see what us claiming the hammer but not the position of Heir is doing to the wider Runesmith community and well dwarf soceity in general.

Also one of or all of our research actions are going into that hammer lol I don't think anyone here would argue that.

Edit: Also thank god a change to research! Now all of our Simple research will slowly tick towards completion allowing us to focus on the bigger projects! And only needing to focus on a Simple project if it's gate keeping a larger one praise be to the Ancestors today is a good day!
 
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We chose right. Our boy has long been mired in depression and a little selfishness, being able to tell himself that he swings his hammer for the joy of it and to let his heart rest lighter, is a beautiful thing. Duty is virtuous but duty is also a thing that should be shaped around the man rather than the man around his duty.

Being Snorri is a fine thing to be. It is folly to try to measure the value of a hammer by the same criteria one might value a knife. They are different tools for different tasks, both fine things but incomparable.

We chose right.
 
Wait…my god we force Snorri to actually be truly independent like he had achieved true independence from the ancestors that all dawi fall from if we invoke this to the rest this will finally set the Dawi free from the burden of being duty strapped to the ancestors words
 
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