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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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Should probably be Elgramak, -ak being a concept, -az would mean a specific thing or place.
Not really, because it is a literal zone around a runesmith.

And besides, many concepts are also -az because they hold "the real essence of an idea". Being fearless is called being galaz for example, not galak, because you can see someone being fearless.
 
Duraz-a-zhuf
stone(conceptual: unmoving, inert)- wind/magic
"that which makes the Winds as stone"
 
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Not really, because it is a literal zone around a runesmith,

And besides, many concepts are also -az because they hold "the real essence of an idea" being fearless is called being galaz for example, not galak, because you can see someone being fearless.

That's fair. It's difficult to really say. You could also us -ul or -kul endings which sometimes refer to "the art of doing something". In this case, that could mean, for example, weakening (magic) in the same way that "smithing" is an art or trade.
 
Bolg seems like an apt description for someone or something in a stilling field.
Grong as an anvil has the job of being unmoving.
-it is a signifier of present tense.

Bolgrongit

As g can act as a signifier and be dropped this allows: Bolrongit / Bolgronit / Bolronit as potential contractions.

On the other hand if being in a stilling field is confusing then: Werbolgrongit.
 
The stilling field is something all dwarves have isn't it? Its just that Runesmiths have more conscious control and turn it up to 11.
In that case I don't like putting Thungni in there.
Smakakskarren: The process of hitting the sky.

E: The despicable meow rating... My arch enemy. What do you mean?
 
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Zhuf-elgram-it?

Zhuf is usually anything to do with magic. (Zhufokri, torrent crafter => wizard)

elgram is Weak, thin, feeble.

ending -it is the act of.

the act of weakening the torrent/magic.
 
The word "Frurndar" means "the tainted" which is apparantely another word to refer to the chaos dwarfs.
-ar is a signifier of an ongoing thing, so i'm taking this to mean that Frurnd by itself means taint. Which seems like an appropriate word for chaos or magic to the dwarfs.
As @Dutch points out, Elgramen is a good word for weakening.

So to throw this into the ring: Frurnd Elgramen (weakening the taint) . Supposedly Khazalid is supposed to be subject first then verb, so it goes in that order.

(the d also might not be required. maybe it's Frurn by itself?)
 
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Thank you.

Since the circumstances are stilling the Winds of Magic, here's a suggestion where I make up two words that aren't in the lexicon

Grimbaraz Undwhal

Grim - Harsh
Baraz - Oath
Un - Break/To break as a verb, derived from a couple other words with Un in them
Whal - Wind

In summary, "A harsh oath to break the winds", which is both evocative of what mountains do to storms, and an accurate summation of one part of what Runesmiths are called to do - break the essence of fickle untrustworthy Magic.
 
Weakening / Enfeebling would be -en like Elgramen because it is an ongoing thing.
It would probably be elgren, as elgram becomes elgraz to mean "construction that looks like its about to collapse."

Elgramen might be someone who is currently weak or enfeebled.

Couples ideas:

Ankor Elgrar-a-zhufi - Domain and elgrar from elgram, to mean the process fo indefinitely weakening something, in this case 'the torrent.'

Durzhufgrak - the more base dur from duraz and durak, torrent, and grak from grom meaning brave or defiant; so something like "torrent defying stone' with a more... conceptual connotation. Potentially coming from a more literal word Durzhufgraz, that would refer to a stone literally in the path fo the river.
 
From the latest turn results post. The field that Runesmiths emit that reflects most of the Winds of Magic, and that shrinks and weakens as they make a Rune.

I was going to try and wordsmith it using something like Ska 'to steal' Skaz A stealing place and then with that context Zhufskaz.

but the context of theft is a little HMMPF but it sorta fits.
 
Another, better, source has some neat options.

Vlag - desolation
A - in this context 'of'
Zhuf - literally torrent, but metaphorically magic
ar - something that continues indefinitely over time like chronic pain:

Vlagazhufar - Desolation of (magical) torrents
 
Would it be more accurate to have the field have different stages @soulcake? When we met the elgi for the first time they noted the difference between a properly aged dawi and the beardlings on their magic. Describing it in life stages like a dawi seems more thematically appropriate.

Like the trait went from wind's stilled to wind's denied so it would fit...
 
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Turn 58 Results Pt. 4/ Aethyrbinder: New
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 [T4 Radiant Pegasus Blood + T2 Dragon Essence], Rune of Lightspite [T4 Radiant Pegasus Blood], Rune of Echoblow [T4 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: 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] ✓ They pulled me back in.

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: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
-[X] Royal Authority Order: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
-[X] Royal Authority Order: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
-[X] Royal Authority Order: 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: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
-[X] Royal Authority Order: 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 Elder 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] ✓

Thungni's Brilliance, DC 80: 34, 13, 21
Peerless Production, DC 40: 82, 42, 67

━<><><>< 489 A.P. ><><><>━​

If Master Yorri could see you now…

He'd smack you over the head.

Notes, notes, written on parchment too! Bah! Bah! A Dawi your age, still writing notes? Shameful!

And yet it cannot be helped.

You're pensive, frazzled even. Going even so far as to say, and may Valaya only tut lightly at your admission, overwhelmed.

The fact that you've been reduced to writing down your thoughts like a beardling, and not conceptualizing a well-ordered and workable mental construct like any proper Longbeard should is proof enough you think. Still, needs must and all that...

You look down at your, bah, notes thoughtfully. The plan you settled on was to create three columns. On the left, the long held fundamental beliefs of the Guild, the second would have your observations, and the third would have the results of your efforts to make both fit together. Easier said than done of course, ignoring the amount of work that would need to go into the second and third columns, the first column was a headache in and of itself.

To put a long story short, beyond the observable effects of the art of Runesmithing and Thungni's own testimony, every half wit and Scholarly Sven had their own pet theory about how or why Runes worked the way they did.

Centuries, millennia really, and a Guild culture that upheld secrecy as yours did only made the problem all the more widespread. There were trends of course, simply because of how knowledge was passed down from Master to apprentice, natural selection for the most successful, or the least fatal, schools of thought eventually did arise. But even within those commonalities it wasn't even guaranteed to be consistent within the Runesmiths of the same region, maybe not even in the same Hold, sometimes within the same Clan too.

You're losing focus again.

Suffice it to say that beyond the observable truths, what Thungni deigned to share with his students, and the beliefs of those earliest students, Runesmiths would find something to disagree on about how Runes worked. So the "general" consensus you've written down was both incredibly short and affixed with so many asterisks that you'd fill a few pages just to mark them.

1. Making a Rune only requires a striker with the Gift, and the correct striking, anything else is only to compensate for their inadequacies.
2. A Rune was inert until the moment of completion.
3. A Rune absorbs the ambient magic around it upon completion as an initial stockpile to power itself.
4. A Rune does not exceed nor deviate from its intended function without outside impetus.
5. A Rune can have unique interactions when inscribed with other specific Runes.
6. A Rune can only be successfully inscribed on a surface which meets a specific set of criteria.
7. Any alteration, intended or not, made when creating a Rune results in an entirely new Rune.


These were the bedrock beliefs that almost every Runesmith believed in one way or another. Every extant theory on how a Rune worked worked off of these seven principles in one way or another.

And that was the easy part.

If you were going to put anything down on the second column, let alone the third, you would need information.

A data set of one Rune was worth less than the dirt on a miner's shoe ya see. For you to be certain enough to put any observations down onto parchment (still not happy about that either!) you needed far, far more data—far more Runes being made—first. At minimum, you'd prefer to have observed hundreds of regular Runes, as well as dozens of Master and Lonely Runes too.

But as much as you would like to start mining away at that particular vein, you can't. There's a timetable to follow, unexpected surprises to deal with and work to be done that cannot wait for you to upend the foundations of the Runesmiths Guild. Now that you've confirmed that using your Windsight eye won't cock up making a Rune, you need to move on to see to your other commitments.

Thankfully said commitments involved making Runes, so really you're progressing two different projects.

━<><><><==><><><>━​

Karstah grumbles into her drink.

Thane Skarridum's commission has, strangely enough, not come together as easily as she would have hoped.

Should be simple enough, there are dozens of examples of weapons with a similar purpose across the Karaz Ankor. After all, why deviate from what works?

And maybe that's the rub.

She's juggled so many Runes through her head in an effort to make something unique and so far nothing's really struck her. The array she's chosen is the best of the bunch she devised, the closest to what she wants, but there's something…missing.

The future hammer's efficacy was never in question, and if it was she wouldn't be here nursing a drink. No, she grumbles internally, none would ever think of this creation as lacking except for Karstah herself.

But, she would know.

And that truth settled things in her mind, even if she's only beginning to accept it.

Dibnin some may say, Dibna some would call her. Tinkering with something past the point of usefulness.

But it's not.

She was taught better—was capable of better—than this.

After the smelter and the gauntlet, she would do this hammer properly.

━<><><><==><><><>━​

Its name shall be Zhufbarazen, the Aethyrbinder.

Well originally it was Aetherbinder with an "e", but then you recalled the Eltharin word for the Winds of Magic was Aethyr with a "y," so of course the opportunity had to be taken.

The opportunity to do a bit of wordplay was a rare indulgence, at least in a public capacity. And who knew? Maybe the name would alert those other Runesmiths who also knew of the Winds as well like. There have to be a few or you'd eat a candle, over two centuries of contact between the Dawi and the Elves wasn't that long but—

—and you've caught your mind wandering again. Boga.

Well it doesn't take long to find your way back.

Aethyrbinder.

The selection of Runes you were going to use for it should hopefully cause an interaction that would, at minimum, absorb excess magic and burn it off as a gout of flame. Your own Master Rune to do the actual heavy lifting of the process, with the Runes of Worldly Warding and Thungni to tip the scales towards the effect you wanted. That alone alone would clue anyone in on the two purposes you designed it around you should think. The first was to hopefully give you a way to better survive in highly magical environments like an activated Waystone or, in a treacherously stupid corner of your mind, an active Arcane Fulcrum like the Anvil of the earth. The second, saner hope, was that it would be the next part of the panoply you've built up with Skarrenbakraz and Barak Azamar.

It was the foundation stone for your future plans, because you were fairly certain that without something like it you'd probably end up dead.

Beyond that, Aethyrbinder was important for a wholly different, if far more personal, reason.

Making it would be the first time where you would wield Karaz-Kazak-Rhun for its intended—and greatest—purpose.

Is it strange you're more interested in what you will see with the eye than the result of your hands?

Bah.

Makes perfect sense to you why that's the case, but you're not enough of a dunderhead to actually say it aloud.

You don your armour and cloak, and your eye allows you to see them in a new light. Barak Azamar emits the Winds of Magic like a fountain, before the metaphysical weight of your Stilling Field forces that energy to the ground and away from you. When you don Skarrenbakraz, you see how Aqshy and Azyr concentrate at the edge of the Field closest to the cloak itself, the few strands that get through climbing up the leather to gather around your shoulders like clouds around a mountain's peak.

Then there's Mhorni.

At first it was a nebulous blob of Chamon that you see emerge from your armour like a dew drop falling from a leaf, sinking into the ground before bulges up from below as it forms itself from virgin rock. Then as you donned your cape, a strand of itself grabbed and pulled away some of the Ruby and Sapphire Winds from your cloak to form its thunderhead hair and own cape.

Truth be told, you expected something strange to happen when you picked up Karaz-Kazak-Rhun, and were not disappointed. The elemental attempts to do the same thing to Karaz-Kazak-Rhun as it did your cloak, but the Hammer of Thungni plainly rebuffs it. After several seconds of failed effort, Mhorni seems to give up and changes tack. It releases a spurt of molten metal from its right hand that it rapidly shapes and cools into a rough approximation of Thungni's hammer.

Much as you want to just…figure all of that out, you're on a schedule.

So you leave that mystery be, for now, and get to work. With Mhorni's silent assistance the forge is prepared, the flames stoked high and the Adamant left inside until it is glowing orange.

The Hammer of Thungni is raised high, its Runes shining brilliantly, happily if you're feeling whimsical, as they are finally being put to proper use once more.

You swing down onto the waiting metal.

━<><><>< 492 A.P. ><><><>━​

Aethyrbinder is complete.

It feels strange, to think of something this momentous so casually, but it's the truth of things.

Odd as it may appear, it was without a doubt one of your best works. Just shy of matching Barak Azamar and Skarrenbakraz in terms of both power and beauty, which isn't something you say lightly.

But with your eye, with what you saw as you made it? You were sure.

The ringing of Karaz-Kazak-Rhun sets the tempo of your mind, attention split between what you see with your eye and the creation taking shape before you.

How the reagents are crushed, poured in and fade into thin streams of rainbow-bright power as they are fed into lifeless, glowing-hot metal.

How Karaz-Kazak-Rhun, and Skarrenbakraz start to radiate power,
Magic, off of their surfaces like mist rolling in from the sea, joining Barak Azamar.

How Karaz-Kazak-Rhun
interacts with your Stilling Field with each clanging blow. Within, slowly strengthening its hold on the energy entering from outside and radiating from your equipment, flowing smoother, faster. How the golden lines of your soul seem to thrum with vigour and strength, for lack of a better word, looking realer than before. Without, radiating a pulse of indistinct power tht slowly, gently but implacably forces increasing order to energy which chaffs against it. Gathering like to like—until the concentration of the Winds grows thick enough to be visible to the naked eye—and directing those streams back to the Stilling Field.

Back to
you.

How each Rune you complete consumes all the energy around it, and how Barak Azamar pulls power, all eight Winds with a propensity for Chamon, Aqshy and Hysh thanks to the unintended ritual your performed creating Khazagar, up and up from below
through the stone beneath your feet.

What did you miss though? What strange and possibly revelatory knowledge did you simply fail to notice amidst the torrent of experiences you tried to observe?

It's frustrating.

It's exhilarating.

You've never been happier, giddier, to be found lacking. The earnest joy and fulfillment of a curious mind given leave to finally indulge and discover.

You—

—you need to write this down, put your observations on the page.

Putting away Aethyrbinder on a waiting pillow, you rush off to your notes.

━<><><><==><><><>━​

The carts are done, just in time before she and the Throng return to the field.

Large enough to carry several Smelters and material they needed to function. They were masterworks one and all; using an axel system she commissioned from the Engineers Guild, wooden frames from the densest Wutroth the Carpenters Guild had, and Pure Gromril plating she had forged herself. Even without Runes, these things could take a hell of a beating, go over some incredibly rough terrain, all without jostling the cargo inside too much.

Not that anyone could tell that of course, she'd gone through the effort to conceal it all behind the appearance of the regular carts that the Hearth Guard used. The point was that it would be inconspicuous after all. That was also why she had inscribed the Runes of Forging, Fogginess and Dum-Denial on the Gromril plate behind the driver's seat, hidden by the cushions. Inconspicuous, like a Ranger. Not meant to hide it completely, but obfuscate its purpose.

There's only one real reason why Master Snorri specified the need for a Greater Smelter to be near the Waystone and Anvil of the Earth; and she made the educated guess that he was going to bring all of the Smelters there.

They don't inspire, or give her a sense of accomplishment, but she didn't expect them to. They were carts, whose value was more in the cargo they were destined to carry.

Nain was certainly proud to come up with the idea though, she muses, thinking back on their exchange.

She had finished the Greater Smelter, and decided to grab a meal, running into Nain was a surprise, but a welcome one.

Karstah saw no harm in poking his brain for ideas about what to do with the carts themselves, partly because she had nothing better to talk about and also because an unacceptably large part of her attention was still thinking about Thane Skarridum's hammer.

"From what you've described speed isn't a concern, and neither is its defence. At least not in a way that requires more than the Gromril you're going to use," he muses, meal forgotten as his mind works at the problem.

"Never enough armour," she reminded him.

"Master Snorri's wisdom is infallible yes," Nain concedes with a nod, "but you're going to have this cart being guarded at all times. I'd say maintenance, but it's a cart and not likely to be used all too often either aye?"

She nods.

Nain hums and haws, stroking his ludicrously style beard for a while. Karstah just eats her meal and lets him work away at it.

"Ah!" he finally says, clapping his hands together, "it
is defence."

She raises a brow and Nain grunts.

"Let me finish. It
is defence. The defence of stealth."

Her brow rises higher…


Karstah is drawn from her thoughts by the sound of a door opening.

Turning, she looks at Master Snorri, noting the glittering presence of what could only be Aethyrbinder on his right arm, and the fact that he's dressed in his armour and cloak.

"What's this?" he mutters, looking at the carts.

"You asked that the Smelter be near the Waystone, so I made a cart to carry them. The other two are for the rest of the arrays, considering there's only one reason why you would need them there.."

They give each other a knowing look.

Master Snorri hums, examining the carts and muttering something about the density of Adamant before looking back at her.

"And the Smelter's done?"

She nods.

"Did that first, aye. The carts honestly took longer."

"Grungni tug my beard and toss me out of the bar," he curses, "I was hoping I could watch."

She blinks.

"Whatever for?" she asks, genuinely curious.

Master Snorri regards her for a moment, then blinks in realization and scratches his chin.

"Swore I told you… Bah. Well, I have Windsight now," he says casually, tapping under his new eye.

"You what?"

Ignoring her, Master Snorri smacks a fist against his open palm.

"The gauntlet!" he says, before pointing a finger at her, "did you finish that?"

"Nai Master, but what did you say about Wi—"

"Nevermind that!" He interrupts with a wave of his hand before turning around and walking out of the room.

He continues to shout from the hallway, voice trailing off as he rapidly walks away.

"Quickly now lass, get your tools and head to the forge! You have Runes to create and I have observations to make!"

"I, wha-" Karstah sighs and begins jogging after him, "Wait, Master Snorri, I have a campaign to go on!"

━<><><><==><><><>━​

Damn Fimir getting in the way of your research.

Had to wait until the end of the campaign season for Karstah to come back. Months you spent forging more simple Runes, both with and without your panoply, and recording your observations.

When Karstahfinally returns, just as confused as when she marched off, you finally explained that you had finished your eye and were making observations.

You still swear you told her at some point, then again things had gotten busy after you finished the eye. Whitebeard's letter, Rudil's training…perhaps it simply had slipped your mind.

Bah. She definitely just forgot.

Whatever the case, once your heir was caught up with your plans she was more than willing to do as you asked. Had to stop her from gouging out her own damn eye, but you can at least understand the reasoning behind while quietly tabling the issue of Runesmiths likely maiming themselves to use your Rune for the future.

But right now, you were making observations!

Watching your students forge a Rune is not a new experience, why you had to go and make sure Dolgi didn't fumble the Rune of Worldly Warding a little under a decade or so ago in fact, but this isn't like those other times.

You have always been here in the position of a teacher, the one providing guidance, not as a silent observer taking notes. Though to be fair there's a fair bit of crossover between the two; what with the scrutinizing, grumbling and staring and the like.

Much as you would have loved to give all of your attention to the process of a Master Rune being made, Karstah made the Greater Smelter while you were making Aethyrbinder. Still, even if this "Flamegrasp Gauntlet," wasn't your first choice, any chance is one you're going to take.

The gauntlet is structurally complete, the Gromril forged into traditional Dwarfen design, decorated with knotwork, stylized wyrms and a ruby on the back of the hand. It was securely held onto a mount, positioned to receive the Runes that would let it live up to its name.

You silently watch Karstah as she prepares, the methodical and almost subconscious steps she takes before beginning. Stoking the forge's fire to an orange heat, arranging her tools on a nearby surface, and setting up the reagents on the other side, the steps and the motions are as much a ceremony as the chant when making a Rune itself.

She sets her chisel against the Gromril and raises her hammer to strike, then with a final steadying breath, begins hammering.

━<><><><==><><><>━​

The Rune of Thungni's Presence is first, the strikes and chant do nothing at first, but you knew that would happen.

Time almost falls away, its passing kept only by the ringing of a hammer on metal and the words that leave Karstah's mouth. You devote all of your attention to observing the striking, watching and waiting for that one moment, that threshold, in the striking that renders mundane matter into—
Power flows.
—there.

Between hammer blows, a tenth of the way through the striking, you see it happen out of the corner of your eye; the Winds in the room flicker, as if something has drawn their attention. The moment is different from the Runes you forged. Stone was perhaps a third of the way through the chant, while the Runes on Aethyrbinder ranged from the very beginning to just before halfway through.

It seems to follow no rhyme or reason, until you realize the Winds seem to react to Karstah's chanting—or the state of her mind than the ringing blow of her hammer.

But why? You think it unlikely to be the chant itself, history has proven you do not need it, and Karstah is only doing so because you had asked her to.

You watch for a moment longer, before it hits you like a fist in the face.

Karstah's hammer swings down just as she speaks, her body lagging behind her soul, the golden lines on her soul pulse and the Winds of Magic flicker and draw together a little more than before.
Will guides it
The chant is not the cause, but it is correlation.

The soul, of course it would be. How could you be so stupid to not realize earlier?

What other way could one control a metaphysical substance than with metaphysical tools?

With each pulse of the golden lines, coinciding with key moments in the chant you note pointedly, the Winds move more and more, coalescing and spinning like you saw with the Rune of Stone and Aethyrbinder.

The Aethyr pushes against her Stilling Field and yours, bouncing against the invisible barriers insistently. Lines of orderly magic trickle through, crawling along the ground in a strange pattern before entering Karstah's soul through her feet.

Your eye sees how the energy travels from Karstah to the Rune, bowing and twisting like a string caught in the breeze, before it enters the Rune.
Let song remind y—
You keep watching, waiting for that moment when Karstah's field will weaken and begin to shrink.

And you keep watching.

Karstah's blows are sure and true, the magic from her body enters the Rune.

You keep watching.
Let song rem—
Blow by blow the Rune physically takes shape while more energy feeds the Rune. The golden lines of Karstah's soul pulse.

Why hasn't your heir's field begun shrinking?

Looking up from the Rune, you realize Karstah's face displays open discomfort. Eyes squinted, sweat falling from her face, and a nearly imperceptible shudder in her limbs.

It's a testament to her skill and Will that she still continues the striking with textbook perfection, and you idly feel a small strand of pride mix with the worry coiling in your gut.
Let son—
Both of you well know that this Rune's been botched by now. You open your mouth to tell Karstah that it's enough, but you're silenced by the pointed glance she sends your way, the message as clear as diamond.

Continue observing, she seems to say. Her teeth gritting and arms flexing as she forces her body to comply.

You taught your students to learn from their failures, and Karstah believes there could be something to learn from examining the result of this.
L—
Her trust in you overcomes whatever doubts she is currently experiencing, whatever pains and aches wrack her body.

The chant ends, the hammer falls for a final time, and Karstah steps away from the gauntlet. Her face is a picture of absolute confusion while her body trembles from exhaustion she should not be feeling.

You dash over to Karstah just before her legs give out, catching and then wrapping one of her arms over your shoulder. The sound of Karstah's exhausted breathing evens out as the both of you stare down at the failed Rune with varying levels of confusion.

"Well," you begin softly, turning to give your child a worried and apologetic glance.

"That was unexpected."

Karstah can only manage to nod.

Where was Master Yorri when you needed him.

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

The Realm
- [Mid 487] Grimgal, Riluzkuldrakk, the bright death as the High King once called the beast. A drakk marches with the High King's throng, one that wields Zhuf as surely as she wields tooth and claw, though it is not under the saddle of an elgi thane.

Many have questioned the sanity of Snorri Gift Giver.

...

Alright fine.

—But in the case of deciding to rear three Drakk, this time it seems some glimmer of sanity rears its head. Death and terror. Rage and fury, fighting under Dawi yoke.

- [Mid 489] Rudil Redplate—though more and more have begun using the name Rubybrow—the leader of Snorri Gift Giver's lifewards, marched alone into the depths below Kraka Ornsmotek with a Grudge burning in his breast. For a year he hunted the Fimir Hag Queen lurking below, relentlessly hunting down the fleeing witch. Overcoming the tricks, ambushes and monsters she sent his way until at last he could force proper confrontation. What happened then, he feels no need to describe save that the killing blow was done by the creation of Karstah Drakksdottir's creation, the Runehelm Zonbak. He returned to Ornsmotek injured yet victorious, staying long enough to heal and inform King Dorr before resuming his post.

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.

- [Mid 488] The Lift Expansion, a work that has increasingly become associated with Nain, touches Khazagar. Your student had somehow wrangled the aid of a few extra Runesmiths to aid him. Not speeding up the timeline, but used to increase the scope.

- [Early 490] Runelord Snerra Brighgrin has announced that she will temporarily put a stopper on her classes for a little while. No more than two decades, most likely she'll be back within five years. Why, none can say. Snerra certainly hasn't told you. [Snerra's Classes removed.]

- [Mid 493] A competition hosted by Clan Grimseal draws the dozens of Runesmiths together to produce the fines weapons amongst them. The top five pieces are happily purchased by the clan and the overall winner, Master Runesmith Durgin Gromthisson from Kraka Drakk, will almost certainly earn the effective patronage of the Clan.

━<><><>< Khazalid Trivia ><><><>━

Dibna - A Dwarf who engages in dibnin
Dibnin - The act of tinkering with something that already works perfectly, out of the belief that it can still be improved
Zhufbarazen - Lit. "Torrent making an oath"/Aeythyrbinder.

━<><><>< 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 New Runes/Combos)
-- Gain Windsight (see below)
-- (Hidden) Mythical Deed, The Consternation Soothed: Durin is lost, but may his soul rest easy knowing that one of his two great adversaries is defeated.
-- +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]
-- The ability to see the Winds of Magic is no longer outside the grasp of your people. Everything is different now. (Information hidden by Windsight will be revealed when appropriate/asked, otherwise I'd be stuck updating information for days)
— The Winds of Magic appear as a layer of multi-colored trails and bands superimposed over reality. Snorri has begun to note and observe the general trends and start making accurate enough "calculations" to know how the Winds move and react even if he does not have his eye.
— Souls appear as translucent versions of the mortal's body with a few minor visual differences that likely reflect their self-perception.
---- Dwarf souls behave similarly to stone, in that they naturally resist passive connection to ambient Sevir. However, they are not fully immune, and some Winds do get through. Lastly, this passive barrier can be overcome with enough exposure or deliberate action.
---- Runesmith souls have golden channels running through them. They project a Stilling Field around them that repels most Winds, and deadens the movement of what small amounts of the Winds gets through. The shape, strength and efficacy of a Field is unique to each Runesmith, and while they do not react to each other, they are strengthened by and in turn strengthen nearby Dwarf souls. Dwarf Souls gain cumulative benefits from being under multiple Stilling Fields.
— Runes begin by drawing magic from the Runesmith, as the forging progresses the Runesmith's natural anti-magic aura shrinks and allows more magic through and into them before entering the Rune. At the moment a Rune is created, it sucks up all the nearby magic to fill its internal reservoir.
-- Master of the Odd [7/15] > [9/15]

- Curious Crystals complete! [From free progress pool] (Revealed Turn 59)
-- [Windsight] The Crystals, as of yet unnamed, are both containers and attractors of Hysh. The diamond wind isn't contained, so much as it's magnetized. Like iron sand to a lodestone. In greater amounts, the greater the hysh
-- The closest, materially speaking, substance you can compare it to is Gypsum crystal. Experiments about growing the material seem to indicate that its strangely ordered properties require a steady presence of Hysh, but as the mass grows it becomes something of a feedback loop if conditions are conducive to further crystal growth. Curiouser and Curiouser…
-- +2 Progress to Akazit Pt. 2, new totals: [Cost: (14 -16) = -2 actions] (Revealed Turn 59)
-- +1 [Tier 2] Geometric Gypsum: a conductor and container of Hysh.
-- Master of the Odd [9/15] > [11/15]

- +1 Progress to Sparking Shrooms, new totals: [Cost: (3 -1) =2 actions]
-- Not too sure how your wandering thoughts went from complaining about ink to observing the efficacy of a dye made from a amagical mushroom, yet you're not one to let an idea go to waste. Besides, grinding mushrooms to powder was something for your hands to do while your mind worked away. Takes you back to your days as an apprentice.

- Aethyrbinder Pt. 2 complete!
-- Snorri's Legendary Creation of Note, Aethyrbinder: An articulated piece of jewelry/arm brace meant to go over a dwarf's bare or armoured arm without impeding movement. The three Adamant plates, connected by rods and links of Gromril chain, bear the Runes of Worldly Warding, Thungni and the Master Rune of Purification.
— New combo learned! Surge Protector [Master Rune of Purification [T4 Voidstone], Rune of Worldly Warding [T4 Ancient Stone Troll Blood], Ancestor Rune of Thungni [T4 Adamant].]
By the Hammer of Thungni: Made with Karaz-Kazak- Rhun, the weapon can recharge with Deep Magic and its Runes are almost immune to passive wear and tear and are very resistant to mundane and magical sabotage..
Touched by the Storm: [With Skarrenbakraz] the wearer can concentrate and channel the volcanic ash storm through the Adamant plates, or convert ambient Aqshy and Chamon into yet more ash.
Touched by the Earth: [With Barak Azamar] the wearer can direct Deep Magic collected by the item into whatever Rune they physically touch, recharging it four times faster.
Echoes of the Anvil: Aqshy, Chamon and Hysh are more easily drawn to this item than what would be usual.
Soul of the Earth
Trollbane
Chaosbane
-- [Power] Runes Trait [5/?] > [7/?]
-- Peerless Production [9/?] > [12/?]

Karstah

- +1 [Tier 5] Lost Long's Heart: Nameless child, one who would have been lord and scion of a forgotten lineage; driven from your home only to be found by cruel things, let the tragedy of your story end. Let what remains be the beginning of a better tale. [Karstah's reward.]

- Once more with Smelting complete! +1 Greater Dragonblood Smelter.
-- +6 [Tier 4] Adamant per Turn, new totals: +16 Bars every Turn (starting turn 59)

- Aethyrbinder Pt. 1 complete!
-- Something that is, theoretically, meant to help you come out of using the Anvil of the Earth in a better state than the last time.
-- Talismanic Trait [5/6] > [1/6] (See below)

- Red Plate Pt. 2 complete!
-- Karstah's Legendary Creation of Note, Zonbak: A horned helmet made in the style of those worn by the Hearth Guard, but far more grandiose and ornate. Made entirely of Adamant, the main body of the helmet has been painted a deep metallic crimson, with only the horns and some of the decorative filigree retaining the Adamant's regular white coloring. Inset on the forehead is a glittering, thumb-sized ruby with the Master Rune of Zon-Dum. By saying the Khazalid word for Sunrise, "Nar" the Rune is activated, and after a few seconds a lance of burning, crimson light fires out with enough energy to puncture Gromril is unleashed at whatever stands in front of the wearer.
Master Rune of Zon-Dum [T3] Flawless Brynduraz, [T4] Elder Frost Wyrm's Gas Sac [The beam is now infused with Hysh, rather than Aqshy.]
Master of Metal
Beastbane
Master of the Odd
Khazagar-made
-- Talismanic Trait [1/6] > [3/6] (See below)

- Starlight Pt.1 complete! [Karstah has taken over this commission.]
-- Mediocrity, how it galls a perfectionist's mind, and you have raised a perfectionist in your own image. Karstah's no dibna, but she is a Runesmith and that's closer than most.
-- No Combo.
-- Wisdom with Weapons [0/6] > [1/6] (See below)

- Flamedrinking Pt. 2 failed!
-- For reasons that confound you, observing Karstah create this item led to its failure… the implications are confusing.
-- A Gromril gauntlet, covered in flowing golden knotwork with a gleaming ruby embedded on the back of the hand. The Runes are inscribed on every other knuckle plate. In the presence of Aqshy the Runes light up automatically, sucking up the Ruby Wind and converting it into the energy of Runecraft. An unintended side effect, it allows the wearer to also smack fireballs.
--
Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame] Magical and mundane flame fired against the user is absorbed and turned into Runic energy.
-- Talismanic Trait [3/6] > [5/6] (See below)

- +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 current estimates.
— By far the toughest of the three, and with Zharrok's creation's, now undeniably the the deadliest.

-- 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.
- Combo, Surge Protector [Master Rune of Purification+ [T4 Voidstone], Rune of Worldly Warding+ [T4 Ancient Stone Troll Blood], Ancestor Rune of Thungni+ [T4 Adamant].] Excess Winds that would have entered the user are instead absorbed by the item. The item can then either vent it away through a variety of methods: heating the surrounding area, releasing a concentrated gout of flame, or channeling the Winds back into the wearer. If the item is fully saturated, it will automatically begin venting the Winds. Wordly Warding now also ctivates against magical exposure. THIS COMBO ONLY WORKS WITH THE VARIANTS OF THE ABOVE RUNES USING THOSE REAGENTS.
- Set Combo upgraded, The World That Was +/The Primeval Past: [Makerstrike +, Mountainsouled +, Storm Mantle +, Surge Protector] The user is reminiscent of a volcanic eruption; lacerating winds filled with ash and volcanic glass stir up a pillar of dark storm clouds around them that can combust into flesh searing flames. Lightning bolts randomly and frequently strike out from the tempest that can be large and powerful enough to down a minotaur in a single blow while fissures erupt and spew jets of molten iron beneath the enemy's feet. The user can control the strength, direction and timing of both the lightning and magma as well as shape and manipulate the clouds at will. When their blows hit the earth they create either volcanic eruptions in miniature, churning up mounds that spew molten rock and creating miniature storms around the site of impact, or kick up waves of ash, magma and chokingly toxic gases. Striking the sky can now send out lightning and fire as a wave or in concentrated bolts of plasma. These effects are suffused with and can even release Deep Magic, increasing their potency and pushing away the Winds of Magic.

Retainers
- +15 Former Valkyrie Guard recruited, new totals: x25
- +8 Masons of Grungni recruited, new totals: x13

- Grungaldrin complete!
-- The Shadow Hag reveals itself after decades in hiding. Slaying 40 Ornsmotek warriors and 10 Hearth Guard by 487 A.P. She is slain singlehandedly two years later by Hearth Lord, Rudil Donnarsson who returns to Kraka Drakk with her head in tow.
-- Grudge against the Hag Queen avenged on behalf of Snorri Klausson by Rudil Donnarsson
-- +1 [Tier 4] Fimir Hag Queen's Eye
--10 Former Huskarls, new totals: x28

- Expedition, The Throng is Mustered complete!
-- The Drangthrong of the High King and Prince Malekith encountered a massive example of a Slave Wyrm, one unlike any seen before. A cyclopean monstrosity that could paralyze with its gaze and melted flesh with its breath. The Hearth Guard would have been badly depleted holding it back if Grimgal had not been there.
-- High King Snorri Whitebeard has a message for you. At some point in the future he will request that you march out and serve as a distraction while Malekith's mages enact a ritual to counter the Fimir's. When this happens is entirely dependent on Malekith completing his objectives. But it's likely to be soon.
-- +2 [Tier 4] Elder Wyrm's Blood, new totals: x12
-- -1 Hearthwarden Rangers, new totals: x47

169 +23 -11 =181/240 +1 retainer action

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 x1 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 Troll's Heart, new totals: x5
-- +2 [Tier 4] Ancient Troll's Blood, new totals: x6

- (-2 +10 +6) =+14 [Tier 4] Adamant, new totals: x60
-- +6 [Tier 4] Adamant per Turn, new totals: +16 Bars every Turn

- (+3 -1) = +2 [Tier 2] Dragon Essence, new totals: x47

- +1 [Tier 4] Fimir Hag Queen's Eye, new totals: x1

- +2 [Tier 4] Elder Wyrm's Blood, new totals: x12

- -1 [Tier 4] Elder Wyrm's Gas Sac, new totals: x0

- -2 [Tier 4] Radiant Pegasus Blood, new totals: x1

- -1 [Tier 4] Voidstone, new totals: 2

- -1 [Tier 4] Ancient Stone Troll Blood, new totals: x0

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] > [11/15]
- [Power] Runes Trait [5/?] > [7/?]
- Windsight:
-- +2 to the total Specialty Modifier when researching Runes,
-- -2 total cost to all [Difficult] Research options
-- -1 total cost to all [Simple] Research options
- Mythical Deed, The Consternation Soothed: According to all known laws of biology, there is no way that a Dwarf should be able to perceive the Winds of Magic, thus the Gift Giver sundered it.
-- Durin is lost, but may his soul rest easy knowing that one of his two great adversaries is defeated.

Karstah
- Talismanic Trait [5/6] > Knack for Knick-knacks [3/6]: Every 3 research actions used for Talismanic Runes add 1 extra progress.
- Wisdom with Weaponts [0/6] > [1/6]

Grimgal

- Title, Riluzkuldrakk (The Bright Death)

Rudil
- Legendary Deed, Shadow's Bane.
-- I am the servant of Snorri Klausson. Bearer of the Rune helm Daybreak. The darkness will not avail you, Queen of the Fimir! Go back to the shadows!" - Rudil Rubybrow.
Alternately
-- Then one foggy Keg End's eve, the Gift Giver did say. "Rudil with your helm so bright, won't you strike out this Grudge tonight..."
-- Title, Rubybrow

━<><><><==><><><>━​

AN: I haven't forgotten the letter, or that you actually overflowed Akazit, or the Crystals, and other stuff besides! But as you can see there's so much stuff, Ill show it on turn 59. I hope it's worth the wait. Gonna go read the Stilling Field names then write more R.A.N.G.E.R for a bit to get that chapter out of my head and onto paper. I'm VERY happy with revealing this stuff now, so happy. Coming up with it is something I've had on hand for years, and I think I cooked something good here from what I chose to use. Hopefully it isn't gonna turn out terrible! Can you believe it's almost been 5 years of Rhunrikki? A month and a bit away now! Anyhoo, I hope you enjoy and don't forget to C&C. :^)
 
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