Winning Vote: said:
[X] [
Grimgal:] Accept. ✓
[X] Plan: Go all Out ✓
- [X] [Simple] Gronti-Bay: [Cost: any 2 actions] Peerless Production will proc.
-- [X] Hirelings: [Cost 5 Favour with Kraka Drakk] x7. [-35 Kraka Drakk Favor]
-- [X] [Location:] Overtop the Anvil of the Earth:
+3 actions to Gronti-Bay.
Can use the Anvil of the Earth when crafting.
-- [X] [Scope:] Dedicated General Facility.
+2 actions to Gronti-Bay.
Every 3 request actions building Monumental Items add 1 extra progress.
-- [X] [Runes:] Do Both.
+3 actions to Skaudardrengi.
Double reagent cost for Skaudargrengi's Runes (not including equipment). Gain an improved variant of The Master Runes of Waking for monument-scale Gronti that would cost at minimum double the reagents.
[X] Plan: A Crack In The Consternation (Turn 58)
Snorri & Karstah
- [X] [Difficult] Starlight Pt. 1 [1 Karstah AP]
-- [X] Choose: Master Rune of Conduction (Radiant Pegasus Blood + Dragon Essence), Rune of Lightspite (Radiant Pegasus Blood), Rune of Echoblow (Elder Wyrm's Gas Sac)
- [X] [Difficult] Flamedrinking Pt. 2 [1 Karstah AP]
-- [X] Choose:
Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
- [X] [Simple] Once more with Smelting [1 Karstah AP] [Note: This Smelter is being built near a Waystone near the Anvil]
- [X] Write-In: Talisman,
AetherAethyrbinder Pt. 1: [1 Karstah AP]
-- [X]
Arm covering made of plates and metal loops linked together by adamant chains that fits over a dwarven arm, either armored and unarmored. Looks like a very sturdy dwarf jewelry and it is marked by knotwork pattern of a forge and the implication of a smith working at the anvil in the background. Rune inscribed near shoulder, below elbow, back of hand.
-- [X] Choose:
Master Rune of Purification [T4 Voidstone], Rune of Worldly Warding [T4 Ancient Stone Troll Blood], Ancestor Rune of Thungni [T4 Adamant]
- [X] Aetherbinder Pt.2 [3 Snorri AP, with KKR/BA/Skarren,
after ESP]
-- [X] Choose:
Combo, Master Rune of Purification (T4 Voidstone) + Rune of Worldly Warding (T4 Ancient Stone Troll Blood) + Ancestor Rune of Thungni (T4 Adamant)
Research
-[X] Extra-Sensory Pt. 1 [3 Snorri AP,
before Aetherbinder Pt.2] ✓
Retainers
-[X] Expedition, Grungaldrin [2 Retainer + Industry of the North AP]
-[X] Expedition, The Throng is Mustered [1 Retainer AP] ~✓
Orders ✓
-[X] Order: T4 Elder Storm Wyrm's Brain
-[X] Royal Authority Order 1: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
-[X] Royal Authority Order 2: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
-[X] Royal Authority Order 3: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
-[X] Royal Authority Order 4: T4 Elder Wyrm's Blood x2 [-30 Kraka Grom Favor]
--[X] Royal Expedite [-30 Karak Ungor Favor]
--[X] Royal Expedite x2 [-30 Karak Ungor Favor]
VOIDED
-[X] Royal Authority Order 5: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
-[X] Royal Authority Order 6: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
--[X] Royal Expedite: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
-[X] Princely Hunting: T4 Ancient Greedy Troll [-15 Kraka Drakk Favor]
[X] [
Social:] Nain talking to other Runesmiths about his work expanding the lift.
[X] [
Social:] Dreng dueling the Hearth Guard in a friendly spar.
[X] [
Letters:] Knowledge about Phoenix King Bel Shanaar [Standard]
━<><><>< 484 A.P. ><><><>━
It spoke to the esteem that Grimgal and the siblings held yours, and probably moreso Karstah's, opinion that they asked for your permission at all.
After all, when a thirty-five and change meter long Shard Wyrm wants to leave—
—Well actually you
could stop it, but you're probably one of the few things that could.
But that's besides the point!
After not that much deliberation, Grimgal has been given leave by King Gloin to volunteer their services in the war against the Fimir.
Which is why you're here, just a ways off from the cheering crowd, to see her and the Throng of Kraka off for yet another season of campaigning with the High King.
Behind Clan Winterhearth's clan companies, surrounded by a coterie of Hearth Dawi, the largest triplet shows no sign of discomfort at the myriad stares and whispers at her presence.
Beside her is Karstah, looking serene and no doubt entirely happy to let the Drakk soak up the attention that she would normally be getting.
A condition of your heir's acceptance was that she come along and keep an eye on Grim for one or two campaigning seasons, to soothe over any friction that may arise from Grimgal being… well herself really.
Still, for all that Grimgal's social etiquette may still need some tutoring, the same cannot be said for her lethality in battle.
There's a baseline level of threat that a Drakk of her size brings to any battle of course, but Grimgal isn't just a thirty-five plus meter long Shard Wyrm. She's also a wizard with two pieces of enchanted gear to boot.
They were Zharrok's Master Works, presented to his Brana teacher as proof of his talent. He
had intended to enchant them himself, but Grimgal had
ahem persuaded him to let her take charge on that end. Despite his obvious annoyance, he had let the nominally eldest sibling get her way on the condition that he take part in whatever it is she was planning.
If anything that only made Grimgal happier, now that she managed to rope an unknowing fifth participant in her plans.
She had, under your noses, devised and prepared two rituals to enchant Zharrok's work, and had not only convinced Zharrok, but Menlinwen and the two Silverbearers that taught the siblings into helping.
Quite the queer thing, and the set up for a particularly strange joke you think, to watch two Drakk, two Brana and an elf all chanting and standing in a circle.
Neither you or Karstah were able to see it up close; given it was her first ritual, as unlikely as it was, the chance that your presence could deaden the Winds at an inopportune moment wasn't a possibility that any of you even wanted to entertain. Though that didn't mean you couldn't watch at all of course, it just meant you had to do it with a multi-lense contraption that the Engineers Guild made on your behalf from a safe distance.
But even if you weren't able to see the process as well as you'd like, the results could not be denied.
Atop Grimgal's head, radiating literal light as well as
Hysh, was a wreath of her upturned spines set into a frame of Gromril wires, accented with silver inscriptions while the largest spines near the ends had had their tips replaced by diamonds. A focus and tool meant to make the casting of spells easier than it already was for her.
Its partner was a mantle of golden spines and Gromril chain that not only did the same for
Chamon, but could be activated to harden her already near-Gromril tough body and create a barely visible protective barrrier around her.
Fine works according to Menlinwen and the siblings' tutors.
Wasn't
Runecraft of course, but for Zhufokri work it would maybe survive one or two strikes from
Zharrgal.
You watch until the Throng is a pinprick in the distance, and Grimgal's light becomes invisible amidst the warm darkness of the Underway.
But you can't stay forever.
There is
work to be done.
━<><><>< 486 A.P. ><><><>━
Lord Klausson requests many things, from his King, from his retainers, from his students, and from the Dawi in general.
But not nearly as much as he provides.
The Gift Giver is beloved and quietly despaired over in equal measure for the very reason he has earned his moniker. For Snorri Klausson does not give the uncountable Dawi whose lives he has changed through his generosity the opportunity to repay their debts easily.
They try of course, oh they try and try, and they largely fail.
Because for every mason and carpenter who agreed to participate and build such a volatile idea as Khazagar because their grandfather was given a Rune-weapon, for every business and merchant that came to and supported Jorri Klausson's ventures because his brother gave their own a new arm, for every Runesmith that shares what he knows because he has learned the secrets of Gromril chain from his teachings…
…for every Dwarf that has tried in some way to repay the Runelord, there are far more who become or are still indebted to him.
Because for every small debt repaid, there are far more that have been incurred at the same time. Because there are more Dawi whose forefathers were given Runecraft by the Gift Giver than there are his projects to participate in. More Dawi who receive life changing prosthetics through the direct and indirect efforts of the Runelord than can work with his brother. More Dawi who have ultimately benefitted from his efforts than can repay whatever he could think to ask of them.
It is safe to say that for every debt Kraka Drakk has repaid, they suffer the misfortune of Klausson's generosity several times over.
So when the Runelord does occasionally provide them that chance, and offers a request that the average Kraka Drakk Dawi can fulfill they quietly and stoically scramble at the opportunity.
After all, its the chance to repay uncounted centuries of owed debts, passed down from parent to child, and more than likely grown since, in an unbroken chain since the Hold's founding. Their holders are all too happy to relieve the weight of such a burden upon their psyches.
They don't quite weep, nor do they cheer, but several hundred Dwarfs will certainly walk with lighter steps in the coming years even as they scramble, negotiate, toil and work to meet the Legendary Gift Giver's demands.
They say nothing when they pass off cartloads of material to the silent and stoic Hearth Guard, nor do they wonder, aloud at least, about what exactly the Runelord could be doing with so much
Drakk's blood. Because they remember the times the Runelord has called before; when the walls of Kraka Drakk were raised, when the Foundry Hall received its Pure Gromril Smelters, when the Underway was connected, when
Khazagar was built, and so many other smaller occasions, and all that came from them.
These Dawi heed the wisdom of the past, and they trust that the Runelord will take the fruits of their labours and make something beyond their wildest reckoning from them.
━<><><><==><><><>━
It should feel momentous.
And it
is.
But you have already cackled at your success, already shed tears of joy, and basked in the warmth of vindication.
You have known for nigh on a century now that Durin's Consternation was solvable.
What you do now is simply finishing what you started.
The Rune of Windsight you have been using is good, magnificent even, compared to what was possible before.
But it isn't
done.
It is not the Second Sight, the so-called
Seventh Sense, or whatever other name that the Elgi and Brana use to describe it. Not yet, and you have quietly worked for decades to, if not match the breadth that those two races can perceive, compare to them in the one way you care about.
To sense the Winds, as you have learned over the long decades of research, was not a singular experience. Just as insane and varied as Magic often was, so too are the ways to see it. Examples of individuals who perceive the Winds through any, several, and all five regular senses, plus even some more strange and unique mediums are rampant in your research. And as ever, each and every new account you come across has then been collected, examined and catalogued until you could fill a bookshelf with just the footnotes. More importantly It is a sense that can be trained, honed and refined in the same way a warrior learns to wield an axe, or a miner their pick.
You knew early on that you could not recreate true Windsight with your Rune, but as you learned more you better contextualized the enormity of the work that had to be done. No Rune you know of was capable of growing more refined like that on its own, nor do you think it is even possible when Runes, by their nature, are meant to be static and unchanging. You could empower a Rune, raise the ceiling so to speak, give it more power, but there
was a point of no further improvement, and that improvement was always consistent with what the Rune could do. Not the Runes on Barak Azamar, not on Skarrenbakraz, not even the Hammer of Thungni could do it.
Runes did not
change over time, they did not grow independently. It was against their very nature.
New synergies and interactions as new Runes were added, new tactics as the user learned and grew,
yes, but a Rune that made fire could not grow over a few centuries and make Lava
on its own. A Rune could be made to create Lava under the right conditions, yes, but those had to be built in from the beginning even if you didn't know it was there to begin with. There is a limit to be reached, but not surpassed. While you no longer believe it is
impossible to do so, given again, your own experiences with Mhorni and the Anvil, those exceptions were all
outside forces acting on Runes.
There was simply a point that you had to make a better Rune if you wanted more.
The cost of reliability and consistency was the ability for change and growth.
So that already precludes you from recreating true Windsight, but you could make a
kind of Windsight. One that would suit the purposes of the Runesmiths, where what it would lack in scope compared to the more holistic experiences of the other races, it would make up for in universality and consistency. One that was, also,
safe.
You hope.
The issue of fidelity and scope had been solved, albeit unexpectedly, from insights you gained from completing the Rune of Heat Sight. Unfortunately that solution had closed off several hopeful, but ultimately unnecessary, features you wanted. For one thing, you could not make a Rune that delivered the same thematic and imagery-based vision of the Winds you knew was possible. You had hoped that you could make a method of alternating between the coloured vision you currently had and the thematic vision you hoped for, but efforts there proved you had to pick between one and the other if you wanted to keep this limited to a Regular Rune. Not even Snerra's Rune of Piercing Sight was this complex, and if
that Rune was on the cusp of being a Master Rune then you're dancing on a wire thinner than a beardling's first chin hair.
Though your other discovery made that a bit of a moot point.
For one thing you couldn't create anything that worked with
Azyr, and you heavily suspected that this was due to the whole
fortune telling nonsense ahem,
atemporal nature, that the Sapphire Wind possessed.
Damn sky-watching wazzoks.
And then, if that wasn't enough, the visions you saw in the Winds that you
could get it to work for were static and unchanging. Flame for
Aqshy, water and plants for
Ghyran, animals for
Ghur, and so on and so forth, it was always the same kind of vision, the same imagery. You could change the kind of things you saw by tinkering with the Rune, switching to emotions and even strange and horrible little faces that silently screamed at you, but it did not change on its own. Which was, understandably, not that useful.
Seeing an
Aqshy suffused rock as a rock with a layer of semi-transparent angry faces superimposed atop it was of no use to you.
You're also unsure if that unchanging nature is because of
you being a Dwarf, or the Rune, but until you fixed it, if you even
could mind you, it made incorporating such a feature undesirable for the time being.
So that was a wash.
And If that wasn't enough, as you continued to work and improve the Rune, you discovered another limitation.
Like true Windsight this Rune could not be turned off, not without physically removing the prosthetic it was inscribed on from the eye-socket. It wasn't an issue of complexity, per se, or at least it shouldn't be, but every attempt to incorporate such functionality
failed. Figuring out
why was impossible, but your best guess involved getting too close to the actual nature of Windsight than not, because everytime you added it, the fidelity and accuracy of the Rune took a nosedive that made it little better than your current eye.
So you decided to pick and choose your battles.
But in limitation, you often find creativity.
Without the weight of incorporating anything more than colour vision pressing down on you, you had the metaphorical room to make sure that you had damn good colour vision.
What resulted from those efforts is perhaps one of the most specific and singular applications of the Rule of Form that you've encountered in your life.
There are a few more specific cases, but those were often from failed Runes. Like that one time you made a Rune of Fortitude that could only be inscribed on a very specifically shaped shield as an apprentice.
Your Rune of Windsight had to be inscribed on a Gromril sphere that contained
at least 10 different and specifically hued precious stones embedded within it. The first eight were understandable enough, one for each of the individual Winds, but the latter two were their own mystery. You're fairly sure that they'd there for
Dhar and
Qyash respectively, but that made no sense. You
shouldn't need entire new gems to see what, in Elven theory at least, is simply the failed and successful way of mixing multiple Winds of Magic together, and yet the Rune demands it.
But those inconsistencies aside, those limitations aside, those challenges aside, you
have done it.
Windsight.
Durin's Consternaton, and the spectre that has hung over your Guild since its inception, is
ended.
You need only
make it.
━<><><>< 487 A.P. ><><><>━
The Runelord pulls the ingot out of the forge, orange hot, and onto his anvil. His furrowed gaze is solemn and contemplative, examining the work to be in his mind.
He looks down at the two hammers to his side. One is the Hammer of his Ancestor, the other is
his hammer, a tool that has proven its worth.
Fingers hover over the Hammer of Thungni, tentative, before they move and grasp the hilt of the second hammer.
Much as it may make sense to use the former, sentimentality drives him to wield the latter.
The work began with
Zharrgal, it shall come to an end with it.
He raises it high, the head coming alight with Aethyric fire, energetic and eager, then slams it back down onto the ingot.
It takes three blows to form the half sphere from the Star Iron. Perhaps the Ancestor's work would be faster, but he is in no rush.
He looks down at the sphere, eyes squinting critically as his mind examines everything in detail.
Then he nods once, satisfied by what he has seen.
Zharrgal swings downward once more onto unyielding metal and forces it to obey.
Power Flows
He is honouring his craft by making a piece of art. And make no mistake
art is his craft, for all that its medium is so often wonder and metalwork. And here is no finer example of it, for it represents more than his individual labours, more than his beliefs and thoughts.
It is a story.
One who's first pages were written by a great man long before his birth that was sadly left unfinished, but by fate and chance was carried past his loss, hurtling forward through time and the hands of countless others...
Until it came to him, the one that circumstance had left situated to do what others that were equally and more talented could not.
The artist tasked with finishing the work of another.
To make a memorial and tribute worthy of the First.
The end of this story,
his story.
And the beginning of another.
Will guides it
Again and again, he hammers ceaselessly and unerringly, centuries of experience and talent brought to bear to bring the creation in his mind into reality.
It is the answer to an obstacle encounterd by thousands.
It is the dream of hundreds, once doomed to remain unfulfilled.
It is the death of one, and the sorrow of two.
It is a Consternation.
At last soothed.
It deserves to be done justice.
Joining the clang of metal and the roar of flame, the words of a chant of his own devising escape his lips in a low, sonorous, timbre.
Let song remind you
"In honour of Lost Durin, Ancestor and Firstborn of Lord Thungni. Strike the Gromril thus..."
━<><><><==><><><>━
Around them the sounds of battle ring like the caretaker's dinnerbell. The stench of blood, the cries of her foes/challengers, rouses the beast like little else has, but they wrestle it back into submission. Her crown flares with Diamond light, banishing darkness and making the neverborn cringe and shriek. By happenstance, she, Caretaker/Mother and the Hearth Guard/Wardens have found themselves beside the High King. Out of the corner of her eye she sees Azamar/Eternity shines brilliantly, unceasingly, entirely unconcerned with the world around it.
"Storm the walls my kin! Khazuk-Khazuk-ha!" The High King/Eldest roars from atop his Throne. "I have wagered a fine tankard that it will be Dawi boots that stand atop those walls first, and I shall not be denied my drink!"
The throng roars back in affirmation, the weight of the Ancestors' gaze pushing them onwards.
She pays none of it any mind.
Another roar, different and wretched, counters the shout of the Dawi and draws her attention. A pair of crippled things, what they were once destined to be/the fate they denied, were prodded and ordered to stand in her way.
It is an affront/abomination/prey and it angers their pride that any would think it would pose Grimgal any challenge at all.
A trio of minds come together, and unity is found in anger.
A lance of burning light spears the first Slave Wyrm through the heart, killing it instantly. A second, smaller lance, decapitates the Fianna rider that was crushed under its falling bulk.
Grimgal roars in victory, her roar joining the cacophony of noise.
Girded in the gifts of her littermates/brothers and wielding the fruits of their talent, they will show them death.
"Snorrisdottir!" The High King/Eldest shouts down at Caretaker/Mother, "A fine showing from your drakk! But It won't do for the Son of Grungni to get shown up by my subjects so easily though! Thronebearers, keep my seat warm for me now!"
He stands up from his seat, hammer and Axe/Doom/Death in each hand.
"Keep up if you can!"
Azyr coils around the Dwarf like a cloak, and with a shout he raises his weapon skyward, disppearing in a bolt of thunder.
Within them, the beast snarls.
"Grim…" Caretaker/Mother warns.
Above her the cry of dragons, the winged annoyances who look down upon her, ring out, adding insult to injury and flaring her temper. Insults, so many insults and challenges that must be answered with proof of her superiority.
She chooses to release her frustrations in a productive way, opening her mouth and allowing the
Hysh to coalesce.
━<><><>< Khazalid Trivia ><><><>━
Zhufokri - "Current/Torrent Craftsman"/Mage
Zharrgal - Golden Fire
━<><><>< Gain ><><><>━
Snorri
- Gronti-Bay complete! Skaudardrengi Pt. 2 unlocked!
-- A facility dedicated to Monumental scale construction, not quite building, but well beyond even a Gronti.
-- -35 Favours with Kraka Drakk, new totals: (calculated below)
- Extra-Sensory Pt.1 complete! Extra-Sensory Pt. 2 unlocked!
-- Rune complete!
Rune of Windsight: (see below)
-- Revealed in Turn 58 Results Pt. 2
-- +1 Progress to The Secrets of Light Pt. 3a Utility, new totals:
[Cost: (4 -1) = 3 actions]
-- +1 Progress to The Happening of Things, new totals:
[Cost: (8 -3) =5 actions]
-- Master of the Odd [7/15] >
[9/15]
Karstah
- +3 Progress to Drakk Rearing, new totals:
[21/? actions]
-- Grimgal, length: 36.5m by 493 A.P.
— Her growth is still terrifying to behold. She'll break 40 meters sooner rather than later at the current rate of growth.
— By far the toughest of the three, and Zharrok's creation have allowed her to better use her magical talents.
-- Zharrok, length 31m by 493 A.P.
— Spines lengthening the most by proportion, and unevenly so.
— Greater dexterity than the others, likely from training.
—Has finally made his Master Work(s). Zharrok had intended to enchant it himself, but Grimgal persuaded (read bullied) him into letting her do it instead. The enchantments are not as good as Runes of course, however Menlinwen says they are well made for one who has only so recently begun their journey wielding the Aethyr.
—
Zharrok (and Grimgal)'s Epic Creation of Note, Wreath of Light
---- A wreath made to be worn around the head, with the main Gromril structure obscured by the forest of upward pointed spines that Grimgal donated. The spines all glow softly with
Hysh, and the largest spines, placed close to the ends, have had their tips replaced by Diamonds.
---- It increases Grimgal's ability to wield Hysh, as well as naturally collecting it.
---- +10 Bonus to casting Light Magic, further +10 Bonus to casting Illumination Spells.
—
Zharrok's (and Grimgal)'s Epic Creation of Note, Mantle of Metal
---- A mantle made of gold forged into the shape of Shard Wyrm spines connected by links of Gromril chain, with the largest at the center over the wearer's chest and growing smaller the farther from the front they get.
---- +10 Bonus to Combat and casting Magic. When active, spines are hardened and take on a golden sheen while barely visible golden barrier covers the wearer's body
-- Izgrom length 31.5m by 493 A.P.
— Spines lengthening as well.
— Claws haven't grown as thickly as his siblings, thin and more ductile but still as durable.
-- The increasing dimorphism between them is notable but not a cause for concern right now.
New Runes/ Combos
-
Rune of Windsight [Engineering, Prosthetic]: Must be inscribed on items with at least 10 different flawless gems. Items inscribed with this Rune always provide one form of Windsight. Viewing the Winds of Magic as multihued threads of energy superimposed over everything in their field of vision.
Retainers
- +15 Former Valkyrie Guard recruited, new totals: x25
- +8 Masons of Grungni recruited, new totals: x13
23+ 169 =192/240
+1 retainer action
Losses to be calculated.
Khazagar
- [Mid 484] The sheer number of Runesmiths has apparently done the opposite of what you expected. Contests are clogged with contestants, and stores are running empty of reagents. Good problems to have, but problems are problems! Bah. Nothing's getting done with all these dunderheads about. Still, through sheer numbers alone more Runecraft
is being made, if not to the same level of efficiency as expected.
- [Early 485] Skalla Honestheart's presence has drawn several other bird-hating Runesmiths to the Hold. These Dawi, united from across any and all spectrums have deemed themselves to be wronged by the Changer, and come to learn Runes that spite it in turn.
Orders
-
+1 [Tier 4] Ancient Storm Wyrm's Brain, arriving
Turn 60
-
+1 [Tier 4] Elder Dragon Ogre Shaggoth's Heart, arriving
Turn 59
-
+1 [Tier 4] Medusan Cockatrice Eye, arriving
Turn 61
-
+1 [Tier 4] Ancient Greedy Troll's Heart, arriving
Turn 59
-
+2 [Tier 4] Elder Wyrm's Blood, arriving
Turn 59
-- Item Order Expedited x
1 times
-
[Tier 2] Slave Wrym Corpses x2 yields
--
+8 [Tier 4] Elder Wyrm's Blood, new totals: x18
-
[Tier 4] Ancient Greedy Troll corpse x1 yields
--
+1 [Tier 4] Ancient Greedy Troll's Heart, new totals: x5
--
+2 [Tier 4] Ancient Greedy Troll's Blood, new totals: x6
Favour and Standing
- -60 Favours with Karak Ungor, new totals: 120
- -50 Favours with Kraka Drakk, new totals: 40
- -90 Favours with Kraka Grom, new totals: 110
- +1 Standing, with Kraka Ornsmotek, new totals: Standing 10, Favours 75
-- Standing Bonus received! Standing 10, Here be Monsters: Reduce turn timer on native Far Northern Monster orders by 1. (minimum 1)
— Ex. Trolls, Frost Wyrms, Chimaera, etc. If unsure, ask.
- +1 Standing with [Region] The Far North, new totals: Standing 10
-- Standing Bonus received! Standing 10, Paragon of the Peninsula: All [Region] Far North favour is now interchangeable. All individual Far Northern Hold favour converted to "Far North" favours.
-- [Ancestor] In the event of Snorri Klausson's death, he will be honoured as a
Minor Ancestor God in the Far North, a source of pride and wisdom that all Norscan Dwarfs will remember until the ending of the world.
Trait(s) Gained/Upgraded
Snorri
-- Master of the Odd [7/15] >
[9/15]
━<><><><==><><><>━
AN: Hey gang, have a doot. Earlier than I thought, but I think several of us need a bit of fun today. Hope you enjoy, as always don't forget to C&C. :^)