Presenting for the Thread's consideration, a project useful for both our current Fimir woes and extending outward, though I would not delay the capstone dragronti for it at the moment at the least. I would say the main component of Maraz-Dreugi Bar would be enough for enough to count as completed in my mind, very similar to my T3ish Gronti Project in that regards, just blown up and expanded thanks to KKR.
Maraz-Dreugi Bar:
The Gate Splitter
A great monument of the hardest stone, forged in emulation of a noble, brolic Thane of Kraka Drak, intended to break the mightiest of fortresses so that a situation such as the earliest campaigns against the Fimir, where so much was pinned on the presence of Sven Baragmaker and his mighty war machines, do not repeat themselves. Standing 25 meters tall, wielding a mallet and clad in pure gromril armor it is also capable of engaging with the mightiest of foes and fighting them, beating them.
Runes:
Master Rune of Awakening: Given an Ancient Greedy Troll's Heart, to take in energy, vigor, power, make it hasty, make it strong and able and resilient in the face of all manner of foes.
Rune of Might: Given an Elder Stonehorn's Horn, so that it's thews are strong and mighty and its blows, whether with its massive hammer or its bare hands, can rip asunder solid stone
Rune of Ram: Given Magma Wyrm Blood for power, for strength, ever more power and strength, until nothing can stand against its blows, its strikes, its rage, the heat coursing within it like the heat of a dragon's heart.
All together? The thing will move with force and power and might, destroying and battling and turning aside anything that gets in its way, tearing apart enemy fortresses like so much paper and battling even their mightiest monsters to an easy standstill based on mere strength of arm alone. Crushing, smashing, and breaking just about anything short of another Karak or similarly reinforced position open like an egg, even as it
The project could be considered complete at this point, presumably armed with a number of Rares similar to the Maiden and the Miner, however a number of accoutrements to increase its potency could be created in order to either solve its weaknesses or else to further increase its strength. They are, in order of importance in my mind:
Malokak Skodrengi:
Malicious Cold Killer
The biggest impediment to Maraz-Dreugi Bar is haste, speed, range,
avoidance in general. Quick, powerful opponents swooping in for mighty blows, doing sufficient damage and then escaping; a lesser, but still at least theoretically possible threat, would be ranged attacks in general, though it's hard to imagine who could actually present sufficient force to destroy it. To avoid this, armor, mighty armor, Pure Gromril scales lacquered a bright cyan ( shall be filigreed with the finest of gold depicting the long, storied history of Kraka Drak, in particular the striking out of many, many Grudges, from the death of the Greedy One so many centuries ago, to the slaying of Haruzrildrakk, and many other woeful foes aside defeated and slain by mighty Dwarf hands, a testament to their long history...and the cold surety of their vengeance, with their final deaths instead inscribed on massive scales of precious stone, diamond, rubies and more beside shall be forged, and it shall be inscribed as such:
Master Rune of Blizzards: Given the blood of an Elder Frost Wyrm, bright ice, whipping snow, howling winds will slap away enemy projectiles, sap their strength, and slow them, leaving them vulnerable to attack by Maraz, rather than running away.
Rune of Frost: Given an Elder Thundertusk Heart (T4), allies shall strike the foe with a portion of a blizzard itself, split from the very heart of a thing of the blizzard itself further slowing, belaying, trapping anything within range, keeping it vulnerable to Maraz.
Rune of Snow: The blizzard shall become larger, mightier, more potent and more terrible as Elder Thundertusk Blood quenches it, feeds the Rune, doubling down the already extant sapping, slowing strength of the Master Rune of Blizzards, forcing enemies to move by inches if at all, leaving them easy prey
All together, Malokak Skodrengi will ensure none can flee the field, too busy freezing, trapped, buffeted by weakening, horrifying, terrible cold, a cold that kills the spirit, even as allies are strengthened by the heart of a blizzard itself. Whether it be combat with an equally mighty abomination or an army in the field or a fortification, in all cases the effect of the armor will allow Maraz to come to grips with the enemy and advantage it over the foe.
Urkirunk:
Foe Thrasher
A mallet, to be wielded in one or both hands, made of Wutroth for the grip and steel in the head. The head shall be inscribed with images of the Great Incursion, in particular the death of Kholek Suneater while the shaft shall be decorated with knotwork depictions of the Liberation of Karag Dum in brightest and best gold.
It shall be Runed thusly:
Master Rune of Smiting: Given the horn of an Elder Thundertusk, it shall strike and it shall break and it shall sunder, destroying everything it touches, making the earth quake, tearing apart enemy structures in single blows and destroying entire regiments in a single strike, all while weeping thick cold, the cold of a mighty beast.
Rune of Fury: Barazgal, gold of Grungni; and Grungni, Ancestor of Justice, of Judgement. Contempt for each remembered Grudge, for each life cut short will fill each blow with power, with strength, with purpose, increasing the might of each blow to new heights with every strike.
Rune of Force: The Gas Sac of an Elder Wyrm, where the thing's force and power and strength are built and wait only to be unleashed, much as it is in the Master Rune of Immolation, the heat interwoven with the Master Rune of Conduction to create a mighty burst of fire and power that can blast apart an entire regiment in a single blow.
Every blow will level buildings, regiments, entire streets, blasting apart enemy fortifications and formations with the same ease you or I pull apart a hot bun, vast, blazing shockwaves blowing everything apart in a symphony of destruction that could level an entire city.
Grimnir Alkron
The Old Story of Grimnir
Many have told the tale of how Grimnir sacrificed Himself, doomed and defiant, going to the North to force shut the way. This? This is not that. This is how Grimnir lived, stories when He lived, when He walked among His people. Myths gathered from every part of the Karaz Ankor, threaded in gold onto fine silk bordered with good Brana down and draped on Maraz as a cloak, legends verified by elders ancient when Snorri was young, and in particular His campaigns to clean the north. Woven into the fabric itself shall be three Runes:
The Master Rune of Grimnir: A crest feather from the Ancestor of the Brana, The King of the Skies, shall power it; and those who see this cloak, draped on the shoulders of this mighty breaker of stone shall fight as Grimnir, their skill, their prowess, their determination growing beyond any merely mortal limit to emulate a thousandth of their Ancestor of war...and that, that is enough.
The Rune of Berserk: A Dragon Ogre Shaggoth's Heart shall feed the rune and the Rune shall feed fury, hot gorm, fire and rage and wrath and strength to warriors as they are reminded of the battles of Grimnir, of the battles to survive, of insult and injury and evil, the power of the enemy harnessed to good.
The Rune of Choler: The Lung of an Ancient Dragon once inflated with Fury, and that stubborn, hard, fury will fill those see the story of Grimnir, emulate it, act as it, being as He was, trying to fill His shoes as a warrior who could convinced, persuaded, argued against--but never, never, surrendered to base fear.
All those who see the Grimnir Alkron shall fight like Dawi possessed, either stubbornly holding the line as wrathfully as He would have or else advancing on the gaps ripped open by Maraz with a great, fiery rage in their heart, taking advantage with all the skill of that gone warrior, attacking or defending alike as skillfully as the long gone King.
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Essentially, a T4 mega-siege gronti and heir to my cheapo-flex-Gronti, inspired by a reread of the earliest Fimir campaigns where things could have gone very sideways if Sven had gotten got, as he almost did, or even just his siege weapons. Gonna be a lot harder to kill this thing. There is stuff I am flexible on, particularly aesthetically (I am not attached to the cyan lacquer on the armor), but these are
all the components I want to produce at all unless some Bungie tier mad genius shows up saying "I have a Talisman that will let it produce Adamant and Ale at the same time", otherwise no feature-creep, please for the love of god. Feel free to toss any questions my way.
Yes, AOM Fans, it was inspired by what you think it was inspired by.