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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 mean, have any of Vragni's apprentices and retainers doing the sort of Deeds of Note that our Hearthguard and apprentices regularly get up to? If they have I don't recall it making it into the rumor mill.
Hey, theres a limited amount of space for people write about.
We know WoG we know there are better Runelords in KaK and most southern/central holds than Snorri however I'm not sure we know many of their names.
Hearthguard and our apprentices get a spotlight because they're narratively relevant. Vragni quest is probably asking what have Snorri's apprentices done recently as well.
 
I mean, have any of Vragni's apprentices and retainers doing the sort of Deeds of Note that our Hearthguard and apprentices regularly get up to? If they have I don't recall it making it into the rumor mill.
Well, Hugrim Peacemaker is probably refining his "I don't like Khorne Bottom Text" Runes through in the field research (IE beating the hell out of Daemons and Fimir) so he's got that going for him.

(Also further frying his brain with unconfirmed conspiracies promulgated by peering too deeply into stolen Fimir notes but shhh, we don't have to talk about that now)
 
Well, Hugrim Peacemaker is probably refining his "I don't like Khorne Bottom Text" Runes through in the field research (IE beating the hell out of Daemons and Fimir) so he's got that going for him.

(Also further frying his brain with unconfirmed conspiracies promulgated by peering too deeply into stolen Fimir notes but shhh, we don't have to talk about that now)
Wrong apprentice, should be Morek Hopebearer bullying Nurgle, my bad.
 
We've seen Snorri light a fire by poking tinder with his hammer.
Master rune of conduction adapted for a skillet would make a self heating pan.
Pretty sure that the MConduction amplifies kinetic energy into then converts it into heat and it isn't just on fire, however I'm having a hard time sourcing that.

Possibly because we've either polluted search results so much that this thread is a used many times or because the search has overpersonalised to me.
 
Pretty sure that the MConduction amplifies kinetic energy into then converts it into heat and it isn't just on fire, however I'm having a hard time sourcing that.

Possibly because we've either polluted search results so much that this thread is a used many times or because the search has overpersonalised to me.
A useful thing about the Master Rune of Conduction was that if you activated it near enough to some tinder it'd set it ablaze with no effort. Overtop, a slanted tarp covers you from any snow that may fall over your head, tilted so that it simply slides off rather than build up until it grows so heavy that the tarp becomes liable to bury you. Off deeper in the crevice, the goats rest and warm themselves up with the prodigious use of Hearthstones.
I dug this up. Doesn't seem to need Kinetic energy.
 
Hey, theres a limited amount of space for people write about.
We know WoG we know there are better Runelords in KaK and most southern/central holds than Snorri however I'm not sure we know many of their names.
Hearthguard and our apprentices get a spotlight because they're narratively relevant. Vragni quest is probably asking what have Snorri's apprentices done recently as well.
Didn't Soulcake say that if we take to many apprentices they'd start getting less spotlight? I think the Vrangi Negaquest decided to see if Soulcake was bluffing and there's an entire update dedicated to listing off what Vragni's apprentices did.
 
You know at this rate, Dolgi's clan will have half the North's runesmiths directly related to them or married to someone from the clan. While on the other hand, half of those guys will end up under Vragni's runesmithing linage and the rest a mix of Snorri and others. so which one is more influential in the end?
 
Turn 59:
━<><><>< 492 A.P. ><><><>━​

When you exit the Workshop you're snapping off orders to the now-alarmed Hearthwardens standing guard to get Ylva and prepare some fortifying ale.

Karstah grumbles tiredly, trying to stand, but you bop her on the head and keep her steady.

"None of that," you grunt out, "we'll figure out what happened later, more important that we figure out if there's been any side effects from that."

Ancestors, you'd never forgive yourself if that was the case.

As a frowning Ylva arrives and helps you bring Karstah to her bed, one question runs roughshod in your head as you help the Former Valkyrie guard.

What went wrong, and more importantly why?

The most obvious answer is that it has something to do with you, or more accurately your Stilling Field. You already knew from previous observations that the stronger of two or more overlapping Fields would take precedence in the area that they interacted in. The thought that your Stilling Field bungling up Karstah's made sense, save for one key fact.

You've stood closer to her than that when you taught her, and she's never gone through something like what just happened. Those symptoms, the shakes and exhaustion, were what you'd expect to see from an unprepared apprentice trying to forge a Rune; someone unconditioned to withstand the physical toil of Runecraft, not a Master Runesmith eight years shy of her fourth century.

What else is different?

Your new eye.

But you could craft a Rune perfectly fine, multiple even, with it in your socket. But what else could it be? It's clear something is missing, or more likely that there's a connection you simply aren't making.

There is time, rushing ahead like a beardling after he's made his first Rune will do you no favours and was liable to get someone hurt.

Karstah's shuddering breaths, the shaking of her muscles, and the tightness around her eyes—

A different memory, an earlier time, replaces it.

—Her hand falls limp.

No.

No, you'll take your time here. There is time to do this right, to do this safely. And if there isn't—

Your eyes unconsciously drift to an icon of Valaya, one of several that Karstah had peppered across her room alongside images of Thungni.

—then you'd happily lose the chance of understanding Runecraft rather than your heir, your child.

━<><><><==><><><>━​

Karstah opens her eyes with a weary groan.

She's tired.

It's a bone deep weariness that she can liken to little except to those days when she was a Journeyman holed up in Angazhar while it was put to siege by the beastmen.

Eight years shy of her fourth century, and a single botched Rune had brought her low.

A grunt of relief makes her eyes glance over to see Master Snorri watching her from a chair that wasn't in her room before.

Must have brought it over.

She doesn't have to be a genius to know he's concerned. Her gaze meets the pale blue of his natural eye and the glowing, silvery steel of Gromril and Runecraft.

I have Windsight now he had said, casually announcing he'd solved Durin's Consternation as if he was talking about making a fresh batch of Troll Jerky.

Her fingers twitch as the embarrassing memory resurfaces, how Master Snorri's eyes had widened in alarm at how quickly and easily she had decided to remove her own eye.

"How are you feeling lass?"

"Tired," She pulls herself up into a sitting position with more effort than she'd like. "How long was I out?"

She didn't even remember when she had passed out.

"Three days," he answers, getting out of his seat to walk to a barrel of Valayan ale. She watches him pour a tankard, taking it from him with a quiet nod and drinking deeply. She notices him stare at her hands, still quietly shaking despite her best efforts.

"Do you have any theories about why that happened?"

"Hmph. Nothing that I can confirm. We'll worry about it later," he assures, "focus on your recovery Karstah. Durin's Consternation has waited for millennia, it can wait a few years more."

She'd grunt if she wasn't busy drinking, sighing in relief as she felt the restorative brew work its metaphorical magic.

Karstah blinks, a random thought hitting her mind and refusing to let go.

"What's the brew look like with your new eye?" she asks, unable to deny her curiosity.

Master Snorri grunts in amusement.

"Color's a little clearer, but it's not a big enough difference from the old one. About as magical as the wood in this room. Does strange things to the soul though…" he trails off, squinting as he looks at her strangely.

"Like what?" she asks.

Master Snorri doesn't say anything, but then he huffs casually, "If it'll keep you from leaving that bed, very well"

As he gets into the details, Karstah listens.

━<><><><==><><><>━​

That the Gift somehow involved a Runesmith's soul was something most of the Guild long believed, and once you confirm it whenever you reveal the Rune of Windsight, it's a fact almost all would accept.

The how and mechanics, however, remained a mystery.

But as Karstah recovered, a hint, a glimmer of the answer to that greater mystery was revealed to you, though not in a way you appreciate.

A Runesmiths soul, as your eye perceives them at least, is inundated with geometrically inclined veins of rich, glittering gold. In your haste to see to Karstah's health you didn't even notice it until she had that Valayan ale. Then, over the days she spent in recovery it became clear to you as you continued to catch glimpses of your heir's spirit.

The veins in Karstah's soul were…duller. Muted. Pale silverish gold, a light Bryn, rather than full, rich and glittering gold, Ril.

Your initial reaction upon realizing that had been muted horror, followed by an absolute avalanche of self loathing that made you stare northward on more than one occasion. The possibility that she'd been permanently injured in a way no healing you knew of could solve was enough to almost break you. But as the days continued to pass you, thankfully, saw those same veins slowly return to their previous lustre, coinciding with the time Karstah felt like she had recovered fully from the ordeal.

The realization just clicks into place then, forming from the nebulous tumult of your mind with surprising ease.

The state of the "veins" present within a Runesmith's soul seem to be a marker of some part of their metaphysical wellbeing.

Maybe,
you think very quietly, even the health of their very soul.

━<><><><==><><><>━​

Despite her claims otherwise, you're still unwilling to have Karstah try again so soon, if at all, after recovering. Instead you keep her under observation for another month, making sure there are no subtle, long term adverse effects. Of course you didn't need to dedicate all of your time to that, and you reckon Karstah may very well go nutty if you did, so you're left with some time you can use on less intensive research.

So you began poking and prodding at those strangely Hysh aligned crystals that Nain passed to you in between your check ins and other duties. It was something that you could put down easily if necessary, and simple enough that it would let you keep an eye on Karstah and make sure she was actually alright.

That was the plan at least.

As a dwarf well acquainted with the quaint and curious, figuring just what the material would be good for was rather simple. With Karaz-Kazak-Rhun it was downright trivial. A middling container of Hysh, likely from the strangely perfect nature of its matrix, whose usefulness stemmed more from its ease of transport and because Hysh was apparently a notoriously fickle Wind that most Elven texts say was generally the most difficult to find compared to the likes of Ghur or Ghyran.

Then one day, when you started grinding the mineral down into a powder in one of your tests, you were surprised by the results. You expected the small steady release of Hysh as the crystal was ground down, but not for the Wind to just…hover over the powder for several minutes before slowly dissipating. Investigating further led you to realize that the crystals only held the Wind within their structure as a side effect of how it grew, trapping the energy drawn by thematic resonance inside of the crystal's matrix as it grew

By that point Karstah was well enough to travel with you, so then you made Nain take you and your heir to the original cave where his apprentice's clan had found the crystal in question—

"Only six Warding Arrays lad?" you grumble critically at the seven stone monoliths erected around the gorge entrance, the multihued sky above a foreboding backdrop. Six, as you mentioned, bear Rune arrays meant to keep things out and the magic from the cave, in. The seventh, meanwhile, stands at the entrance to the cavern, a message in Klinka demanding that any trespassers stay away carved deeply into the rockface.

"Strange magic, but not Dumi. Did my tests on a few samples, then left it be after I made sure no one would poke at it," he says with a shrug, "Should hold for a few centuries, certainly long enough until I could knock up a more permanent solution."

You grunt, he
did say he discovered it a few years before starting the Lift expansion. So fair enough.

Karstah glances at him then at you.

"What now Master?"

"We go in child," you answer easily, hand resting on the pommel of Karaz-Kazak-Rhun as you stare at the
Hysh emanating from the cavern bouncing against the aura of the wards Nain had erected, "and we learn."

—to investigate. You left that cave with a few questions, like what exactly was the source for all that Hysh, but ultimately with the answers you sought. For one, the crystal needed the Diamond Wind to grow at all, and that if the cave was anything to go by, then past a certain point of development a positive feedback loop would form; more Hysh made more Gypsum which in turn drew in more Hysh, and so on and so forth.

As you chronicle the information down into a tome bound for the Kron-Thingondrol—damn beardlings are going to submit something soon or Valaya help you—it strikes you like a pickaxe on ore.

The dust, the thematic resonance, the cave wards…

Akazit.

You move.

━<><><>< 493 A.P. ><><><>━​

You stare at the bottle.

Obsidian, rendered into a puddle then shaped into form by Zharrgal. Inside of it is a pile of ash that radiates Aqshy.

With your improved eye, you managed to trial and error your way into finding the "right"(?) way to use the Rune of Calcination. By shutting it off at just the right stage, you are left with enough of the main Wind that it will naturally push away any remainder that failed to be burned away, while also ensuring the ash retains enough thematic resonance to "keep" the Winds from floating away too quickly. This, in combination with some very clumsily arrayed Runes of Warding and Force, let you dump both Wind and ash into the bottle you made.

The ash retains only about half of the magic it had before you got it into the bottle, there's still the issue of the ash as a byproduct, you can't produce the storage medium at scale…and you aren't yet sure how to get to Runesmith Essence from something that only seems to spit out the 8 Winds, but that doesn't matter.

Because as a proof of concept it has done its job; because It works.

And that means you can improve it.

You already know essence can be made thanks to your Smelters, you know you can burn away the Winds of Magic from a substance with the Rune of Calcination, you know that magic can be moved and stored like a fluid. Its crude, and doubtlessly full of errors from both ignorance and misunderstandings, but the barebones of a system of getting Runesmith essence is there in your mind.

The task now is just fitting the pieces together.

━<><><><==><><><>━​

Coming off the high of your unintentional progress of Akazit, you are struck in the face by a cackling Fate.

Now mind you, those cackles were in the form of a Royal Runebearer's boots thumping against the stones of Khazagar, but they were cackles.

You had intended to write to the High King and inform him of your insights about Malekith.

But in a strange turn of…fortune? You no longer have to worry about how or if you should meet the High King in person to relay what you know.

It has been some six decades since Snorri Whitebeard visited Khazagar in any official capacity, but for reasons beyond your knowing though certainly timed in your favour, he sends a runner ahead to inform you of his arrival come the turning of the century, seven years from now.

Officially he is coming to observe and see, with his own eyes, the state of Khazagar in the decades since its official opening. Something that, while you would normally say is a bit early given it will only have been seventy years when he will arrive, you concede that it's a wise move in the wake of Ornsmoteks, and now Izril and Brynduraz's responses to your creation.

Rather like looking to the source of why the beardlings are bickering.

Lovely.

Still, the knowledge of the High King's impending arrival gives you an opportunity to broach the topic of Malekith's plan.

That you will answer whenever the son of Grungni calls is not in question of course, but it is your duty and obligation to give the High King as much information as possible when making his decisions. Frankly you don't know how much he already knows, or if it will affect more than his estimation of the son of Aenerion, but you must say something for the chance of possibly saving Dawi lives, and the surety of your Honour.

[--] Write-in: [Less than 100 words, 3 main points about what you focus on when sharing your knowledge about Elven politics with Snorri Whitebeard.]

Now you can only wait.

But first!

Adamant!

━<><><><==><><><>━​

Shining metal glints at you from the various containers used to hold them. True to their word, your apprentices return your loan exactly as you agreed upon, the forty units bringing you up to the highest you've ever held at once.

It is only a fraction of what you require to create Skaudardrengi.

But it will happen. The Adamant will come, and you have the blood to create far in excess of the amount you will need to build not only the Gronti's body, but its arms and armour as well. The true difficulty nowadays is simply finding the reagents you need. You already need to be careful of your supply of Voidstone, the rare material remains understandably elusive and what amount does appear is fought over, in friendly fashion of course, by the members of the Brotherhood of Dron. But now even some of the more "common," examples of the material you use. Troll Gazan will always produce the wretchedly dumb brutes, but how many truly ancient specimens remain? How many elder wyrms stalk the World's Edge? It won't happen all at once, few things rarely do, but when the demand outpaces the supply, eventually something must give.

Bah!

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

- [Early 492] Nain Goldenbeard's efforts with the Lift expansion continue apace, in a decade or less, he claims, the work shall be done. Great lengths of cordage are sourced from the Engineers of several Holds, which in themselves have turned out to be the most difficult thing of this entire endeavour. Maybe he'll make a big rope maker and mimic his teacher. The Engineers Guild would certainly find something like that useful. HAH!

- [Late 492] Izril crows in triumph. For their Brilliant Hall is three fourths done, and now a great trophy shall be at its center. Found in the rubble of Thungni's Trial, a site now cordoned off and held sacrosanct on order of the Hold's King, at the urging of the Runesmiths no doubt, a relic was recovered. The fragments of a stone plinth, its Runes unpowered, but unmistakable in their construction. Though it confirms the veracity of Klausson's tale, much to Izril's ire, it consequently verifies its own authenticity. It is not the complete thing, and even now the Runesmith Clans meticulously comb through the rubble for the missing pieces, but even so it is a link, a piece of Thungni's work. And, in a hilarious twist, slowly becoming the Brilliant Hall's own motto.

~-to understand the Stone and those born from it, is to know thus:

Resist.

Overcome.

Endure.

- [Early 493] Menlinwen Informs you that she will need to leave by 550 A.P. to return to her teacher and prove herself worthy of being deemed an Archmage, and then begin the long process of mastering Qhaysh. Best get to it!

- [Mid 493] Brynkhaz a Langskaudi, the project of Dwalin Thunderlung is complete! Built within Khazid Okraz, it is a hall of Skalds, a Skald's Hall, or a riotous racket of wazzoks who think they can hold a tune depending on who you ask. Whatever the truth, it exists and Khazid Okraz vacillates between positive and negative feelings about the location depending on who's voice is loudest within its grandiose halls.

Burudin said:
- [Burudin] Send a message to my grandfather's ghost and tell him to dance a jig because the world's gone mad. Bothersome nonsense. Four different institutions, Ancestors below the Conclave's of the next few centuries shall devolve into brawls all the faster.

- [Burudin] I'll deliver it to him on your behalf Cronnag, you wretched old goat. My bones grow weary. By decade's end I reckon, expect no more of these faffing letters from me. I'd rather be spoiling my thrice-great-grandchildren than deal with you lot of beardlings stuck in an elder's body.

- [Burudin] Hail the soon to be honoured dead.

- [Burudin] Hail.

- [Burudin] Hail.

- [Burudin] Bah, the walk to that lout's workshop is a beardache and a half. No consideration for the schedules of others, bah! You know how difficult it is to find good ale to share before the end? Damned hard is what it is. Valaya weeps!

- [Burudin] That's why you prepare a few kegs beforehand you spendthrift. Why, I have a barrel of old Oakenbrow's Dragongut, the good stuff from before that WAZZOK, Thalgar Oakenbrow took over the brewery from his father, for such an occasion.

- [Burudin] Aye, Thuringar's got the right of it. Spat in my own mouth just carving that out too, mind you, so know I'm being sincere. I've some fine Yinlinsson stout that was barreled on the same day I became a Master in the eyes of Lord Thungni for when my strength begins to falter.

- [Burudin] Trollbrew, brewed -500 -892 A.P. if I'm using this damn calendar the beardlings started using. My first Greater Daemon killed, avenging my brother's Grudge. A good day.

- [Burudin] Gazan Burner '987, for the death of King Tharkaz Barrelbrow of Karak Zorn. Rotten son of an even rottener son of Lout, I hope he's still stuck serving ale to his betters down there. I shall make sure he remains doing so!

- [Burudin] Hazkal from Khazad Kor, twas her favourite, and when the day comes I shall meet her and our children proudly.

━<><><>< Gains/Stuff ><><><>━

Research
- Windsight Discoveries.
-- A Stilling Field that fails to retract during the striking of a Rune causes the striker to suffer from extreme, seemingly soul-based, fatigue.
-- There is a connection between the state of a Runesmith's soul and the effort behind making a Rune.
-- The state of the "veins" present within a Runesmith's soul seem to be a marker of some part of their metaphysical wellbeing.

- Akazit Pt. 2 complete! Akazit Pt. 3 unlocked!
-- The Rune of Calcination cannot necessarily be modulated, but you can pull whatever it is burning away at the right time to be able to actually capture the essence. It needs a borked up array of Warding Runes and a handcrafted bottle of Obsidian, but you can. And that is enough.
-- +2 Progress (rollover) to Akazit Pt. 3, new totals: [Cost: (5 -2) = 3 actions] Making the process easier, more efficient and reliable is key. After that, you can start worrying about making Runesmith Essence.
-- [Alchemy trait] 0/? > 2/?

Orders/Reagents:

- +40 [Tier 4] Adamant, new totals: x100
- +1 [Tier 4] Radiant Pegasus Blood, new totals: x2
- +1 [Tier 4] Dragon Ogre Shaggoth's Heart, new totals: x7
- +1 [Tier 4] Ancient Greedy Troll's Heart, new totals: x6
- +2 [Tier 4] Elder Wyrm's Blood, new totals: x22

- Minimum 4 Turns (Turn 62) before a chance of a Chaos portal opening arises.
-- A cornered beast is a lethal one. Now their armies not only come together, multiple cities in tandem but the Hag Queens begin using the darkest magics and cruelest sorceries. Once unseen and likely too risky before, are deemed acceptable when in the face of complete collapse. The armies of the High King and Prince Malekith march forward on, undaunted by the opposition they face.
-- Dragons wage war 'gainst dragons. Flying Slave Wyrms, with or without wings, take to the air against the Star Dragons and their riders. It is a mockery the Drakki and their riders cannot bear, and they fight brutally to kill each one they find.

Reports: As of 493 AP
(*New*)Understand Runecraft: [3/??? actions] +2 automatic progress per turn. Gain general theory and knowledge of the magical mechanics behind Runecraft. Every piece of Runecraft Snorri personally makes will add progress.
This is something you can't just put a block of time to. It is a process, one of constant development and theorizing. Hundreds of Runes, hundreds of observations.
On Runesmiths:
- Runesmith souls have golden, geometric veins running through them.
- Runesmiths project a "Stilling Field," around them that repels most magic, and deadens the movement of what small amounts of that get through.
-- The shape, strength and efficacy of the Field is unique to each Runesmith.
-- When two or more Stilling Fields overlap, the stronger of the two will take precedence in the area of overlap.
-- These Fields are strengthened by and in turn strengthen nearby Dwarf souls. Dwarf Souls gain cumulative benefits from being under multiple Stilling Fields.
On Forging Runes:
- Runes begin by drawing magic from the Runesmith.
- Any outside magic entering a Rune during the striking first passes through the Runesmith.
- As the forging progresses the Runesmith's Stilling Field shrinks and weakens, allowing more magic to enter.
- At the moment a Rune is created, it sucks up all the nearby magic to fill its internal reservoir.

Drakk:
They're reaching physical maturity, the inflection point where their constant growth begins to slow down to a glacial pace.
Grimgal: 36.5m long
- Grimgal has a fascination with the Geometric Gypsum that Nain found and brought to your attention. She has taken to quietly feeding Hysh to a piece of the magically resonant stone she keeps inside of a barrel filled with mineral water. They claim it is a measure to learn control and finesse, but there's definitely more to it than that. Growing crystals, not the strangest pastime you've seen.
- As with Hysh, Grimgal seeks to do something similar with Chamon. Though she hasn't had luck finding something to obsess over quite yet.

Karstah,

While there is some time yet before I shall return to Ulthuan and prove myself an Archmage in the eyes of my people, it does draw nearer. In that vein, I've begun reaching out to some of my contacts to find someone who can develop Grimgal's talents for Hysh and Chamon further, with considerations as to their own proclivities, and how well the prospective tutors would work and live among you. I would however, seek your input before bringing a short list to your lord father,

- Menlinwen Ebonsea


Lord Klausson,

I have gone through the effort of proactively seeking further means of developing Grimgal's penchant for Hysh and Chamon, here are a list of Elves I believe amenable and of a temperament Grimgal would find interesting and you would find tolerable.


- Menlinwen Ebonsea


Zharrok: 31m long
- While now deemed Master Smith, or possessing the equivalent level of skill as one in the eyes of the Silverbearers and Metalsmiths Guild (much to the latter's grudging chagrin) respectively, Zharrok is not satisfied. While he will continue to strive to prove his superiority by one day matching the greatest masters of both your people and the Branakroki, his ambition now grows to include proving his talents against the elves of Ulthuan.

I have half a mind to stop him from challenging every Master Smith he meets to a contest of craftsmanship, but I can't deny the improvements he's been making as a result. Still sulks like a babe everytime he loses though.

- Karstah


Izgrom: 31.5m long
- Has foisted off managing and mining of his various finds and claims to a trusted member of Clan Winterhearth and the Miners Guild.
- His hoard continues to grow with raw gems, trinkets and other things that attract his fleeting fancy. Organizing rocks according to some curious catalogue that seems to change every time anyone bothers to ask about it.

Caretaker,

Behold,
another rock.

- from a note, scrawled onto a smaller, roughly hewn slab of stone next to Karstah's door.


Well he didn't block my door with it this time. I'd have never believed anyone who told me Izgrom would become the least troublesome of his siblings, and yet here the world proves me the fool.

- Karstah.

Khazagar:
General Attendance: Tankard Runneth Over
Mood: Stabilizing at Glacial Pace
Status: Tankard Runneth Over
Demographics: 5 (3 teaching, 2 present) Runelords | 2/5 Masters | 3/5 Journeymen
- Visiting Journeymen isn't something new. But there's a growing trickle of young Dawi who say their own Masters spent time here and recommended they do the same. They are the first crop, raised by those Masters who spent the last few years of their Journey here and viewed your work favourably. Not enough to shift the current pseudo equilibrium of Masters and Journeymen, but their numbers will only grow you reckon.
Competitions: Coming Together
- They've been running long enough that folk are starting to come up with traditions. The barest bones of a proper tradition mind you, but such things take time, at least three generations. Nevertheless, there have been a few unspoken rules that are slowly becoming just a tad more concrete.
- The patron announces a competition at minimum a year before judging is to be done.
- The winner or winners are to be determined by a panel made up of the patron, the other competitors and if deemed necessary, third party peers or elders.
Kron-Thingondrol: Empty
Write something you wazzoks! Write damn you!

Classes of Note:
SubjectTeacherClass SizeUbiquity G(lobal), R(egional), L(ocal)ImpactNotes
Chainmaker Runes (counts as 3)Snorri KlaussonFull Seminar
(Steady)
G: Known+
R: Well-Known+
L: Universal
Defining, LuxuryThese Runes and the Combo would survive in the Far North, and in some Major Holds after Time of Woes. Cult of Smednir would mourn its loss.
Prosthetic RunesSnorri KlaussonFull Classroom
(Declining)
G,R,L: UniversalRevolutionaryThese Runes would survive the Time of Woes, Cult of Valaya practically honourbound to ensure it.
Rune of RepairSnorri KlaussonFull Classroom
(Steady)
G: Known
R: Well-Known
L: Universal
Moderate, Luxury
Rune of StackingSnorri KlaussonSmall Seminar
(Steady)
G: Known
R: Well-Known
L: Universal
Moderate, Luxury
Rune of Piercing SightSnerra MagnasdottirFull Classroom
(Halted)
G,R,L: Select+Minor, Luxury[ON HIATUS minimum 1 Turn]
Master Rune of Skalla HonestheartSkalla HonestheartInt. Gathering
(Rising)
G,R,L: SelectModerate
Rune of SpellburningSkalla HonestheartInt. Gathering
(Rising)
G,R,L: Well-KnownModerate
Master Rune of WanderingLorna DernasdottirInt. Gathering
(Rising)
G,R: Select
L: Select+
Moderate
Rune of PlaguebaneKarstah SnorrisdottirFull Classroom
(Rising)
G: Known
R: Well-Known
L: Universal
Moderate, Novel
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)
- Novel (new, untested)
- Luxury (It's a luxury, makes life comfier, but not necessary )

Waystone:
Rerolls: 1/2
RegionStatusDestroyedContested/CorruptedPristine
EastFully Functional0/100/1010/10
CenterBeing Restored0.25 > 0.1/100.5 > 0.4/109.5 > 9.75/10
WestContested4 > 4.5/102 > 1.5/104/10
Elgi say strange things are in the sky, and I don't think they mean the harpies. Ain't right for the sky to be that colourful outside of rainbows.
- Norgrim

Whitebeards Letter: Vote outside of Plan.
[ ] Write-in: [Less than 100 words, 3 main points about what you focus on when sharing your knowledge about Elven politics with Snorri Whitebeard.]

Social: Choose 2 outside of Plan.
[ ] [Social:] Dolgi Skarrisson and Kemma Brunasdottir's Nauvsdeg.
[ ] [Social:] Dolgi Dolgisson's feathered friends.
[ ] [Social:] Tholinn being forced to endure social interaction with others.
[ ] [Social:] Izgrom, putting another rock by Karstah's door.
[ ] [Social:] Joll brings his apprentice, Snorri Jollsson, to Khazagar.

Rorek: Choose 1 outside of Plan.
[ ] [Letters:] Knowledge about the other Thungni-Chosen [Limited]
[ ] [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, Evolving]

━<><><><==><><><>━​

You have (5 +1) =6 actions, 4 retainer actions, 4 heir actions, and [Special] 0 Yorri prods this turn.
General
:
(*New*)[ ] Understand Runecraft, The Stilling Field: [Cost: (4 -1) = 3 actions] Master of the Odd will proc. +1 automatic progress per turn. Gain +4 progress and +1 automatic progress per turn for Understand Runecraft. Snorri's observations will add progress to Understand Runecraft again. If you want to safely observe Runes being made by another Runesmith appreciable distance, you will need to know how the Stilling Field works first. Anything else will only cause a failure like what happened with Karstah.

[ ] 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!

(*Updated*)[ ] Drakk Rearing [Cost: minimum 1 of any action, 21/?? actions] Gain Dwarf acclimated Dragons. More actions improve speed, breadth and depth of their development. The dragons are nearing the final stages of physical maturity if the Elven texts and Karstah's observations are to be believed. After that, their growth will slow. Longbeards by the estimation of your folk, though only Zharrok really seems to have anything resembling such.

[ ] 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.

(*Updated*)[ ] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. Menlinwen is leaving to undertake the final stages of becoming an Archmage turn 65. 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 reagent a turn freely, but can have as many orders ongoing as you want.
In Progress:
- +1 [Tier 4] Medusan Cockatrice Eye, arriving Turn 61
- +1 [Tier 4] Ancient Storm Wyrm's Brain, arriving Turn 60
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.
[ ] 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, 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.

[ ] Expedition, Render Aid: [Cost: 1 retainer action] Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Gain reputation and +3 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.

[ ] 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.

[ ] Waystones, 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.

[ ] Waystones, Warding: [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 1 general action into 2 Khazagar actions, or 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.
- [ ] Rune of Spellburning [Cost: +1 Khazagar action, and any [T2] Reagent]] Lady Skalla is teaching a unique variant of the many antimagic Runes your people have developed. Never managed to pick it up over your life, to your surprise.
- [ ] Master Rune of Thunderstorms (Weapon) [Cost: +2 Khazagar actions, and any [T3] Reagent] 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.
- [ ] Master Rune of Skalla Honestheart (Armour) [Cost: +2 Khazagar actions, and any [T4] Reagent] If Skalla Honestheart is known for one thing, it is her hatred of Tzeentch, and by Grungni she has a knack for spitting venom in their manifold eyes.

[ ] 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.

(*Updated*)[-] [Difficult] Starlight Pt. 2: [Cost: 1 action] Locked due to Karstah claiming this commission. Gain 60 50 Favour with Kraka Dorden. 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.

(*Updated*)[ ] [Difficult] Skaudardrengi, The Singing Slayer, Emperor Dragon Gronti Pt. 2: [Cost: 6 actions] Minimum completion date 3 Turns. Due whenever. Peerless Production will proc. Must be built in Gronti-bay (Name Pending) An exemplary 45 meter Storm Wyrm forged from pure Adamant, with eyes of glowing Dronril shielded by metallic lids. Rest linked in this post.
- [ ] Choose: Combo, Empowered Awakening+: [Master Rune of Waking [T4 Greedy Troll Heart], Rune of Empowerment [T4 Dragon Ogre Shaggoth Heart], Rune of Siphoning [T4 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.

(*Updated*)[ ] [Simple] Flamedrinking Talismans Pt. 2: [Cost: 2 actions] An as of yet nameless creation, more a proof of concept than anything else. Karstah failed, for reasons you don't yet know, but hopefully she can try again.
- [ ] 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.

[ ] [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:
[ ] [Difficult] Accept Deep Guardian Pt. 1: Due end of turn 63. Gain 1 Standing with Karak Ungor. Snorri thinks another person might be found by the end of turn 62.
The tale of your earthen shadow has sparked a desire in the mind of Orra Stonehammer. The queen mother of Karak Ungor has requested that a Gronti-Duraz be commissioned, no larger than a Dwarf. Made to protect her grandson Dwinbarr Buradarrsson. Its arms and armour shall be handled by the Runelords of Ungor, but the Gronti itself, she reasons, ought to be made by the one who inspired it.
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:
There is a pool of 2 progress that is independently added to [Simple] Research a turn. Every 2 actions you put towards [Difficult] Research will add 1 to the pool.
General:
[ ] 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.

(*New*)[ ] [Difficult] Akazit Pt. 3: [Cost: (5 -2) = 3 actions] Master of the Odd will proc. You can make a bottle of magic. Well more like a tube of ash infused with Wind, but technically you're right! Inefficient, hard to do, and jury-rigged to Gazul's hall and back, but its proof you're not a nutter! Making the process easier, more efficient and reliable is key. After that, you can start worrying about making Runesmith Essence.

[ ] [Difficult] Monolith Mastery Pt. 1: [Cost: (10 -9) =1 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:
(*Updated*)[ ] [Simple] Sparking Shrooms: [Cost: (2 -1) =1 actions] Master of the Odd will proc. Dolgi's traded a hefty amount of these in exchange for teaching the Rune of Worldly Warding to his children. Strange little fungi that are semi reminiscent of Dronril. Flush with Azyr to your eye, and supposedly useful as a dye? Could be of some use to you, there's only really one way to find out.

[ ] [Simple] Foggy Flowers [Cost: 1 actions] Master of the Odd will proc. Fjolla had mentioned this in passing and it piqued your interest, but a bit of poking got her to finally divulge more information and a few cuttings at the price of a few extra lessons.

[ ] [Simple] Kraken Autopsy: [Cost: 2 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: 2 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.

[ ] [Simple] Mysterious Mystery Sword: [Cost: (9 -5) =4 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.

[ ] [Simple] Mysterious Mystery Barrel and Horn: [Cost: 5 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.

[ ] [Simple] Mysterious Mystery Cauldron: [Cost: (5 -2) = 3 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: (7 -5) =2 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.

(*New*)[ ] [Difficult] Extra-sensory Pt. 2: [Cost: 8 actions] Master of the Odd will proc. Gain progress towards Understanding Runecraft. Karstah's creations will now add progress to Understand Runecraft. Improving the Rune of Windsight, or finding a way to provide an equivalent level of detail without needing the user to maim themselves is the goal. Otherwise you're limited to people missing eyes, assuming that you don't want the Cult of Valaya turning around and sending you to meet with the Ancestor Queen Herself. Which is a safe assumption to make.

[ ] [Simple] The Fixing of Things Pt. 2: [Cost: (9 -1) =8 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!

(*Updated*)[ ] [Simple] The Happening of Things: [Cost: (7 -3) =4 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!

[ ] [Difficult] The Mind of Things Pt. 6: [Cost: (8 -4) =4 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.

[-] [Difficult] The Movement of Things Pt. 7: [Cost: (10 -1) =9 actions] Master of the Odd will proc. Locked until Anoqeyan Pt. 2, 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.

[ ] [Difficult] The Movement of Things Pt. 6b, The Body: [Cost: (8 -4) =4 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.

[ ] [Difficult] The Movement of Things Pt. 6c, The Soul: [Cost: (8 -6) =2 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.

[-] [Difficult] The Rune Metal Pt. 7: [Cost: (12 -9) = 3 actions] Master of the Odd and Soul of the Earth will proc. Locked until Akazit Pt. ??? is 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. 3a Utility: [Cost: (3 -1) =2 actions] Master of the Odd and Talent for Talismans will proc. The Rune of Dark Vision needs to be completed. You stumbled upon two important functions behind common structures that impact vision and light related Runes. Just what sort of opportunities can arise here are ambiguous, but you're sure others have discovered this secret before. Snerra's Rune of Piercing Sight, and Fjolla's tutelage under Lady Gemma prove it.

[ ] [Simple] The Secrets of Light Pt. 3b Power: [Cost: 2 actions] Talent for Talismans will proc. You can improve the power of the Rune of Burning Light and properly complete the thing. It's easier than the other path, with all that you've learned about the Winds. Moreover, you think there's more here than just recreating the Master Rune of Zon-Dum, but doing that would also be nice too of course.

[ ] [Simple] The Secrets of Storage Pt. 2: [Cost: (7 -5) = 2 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: (9 -3) =6 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: 10 actions]. Mind for Constructs will proc. 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]
(*Updated*)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.

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 be reached 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.

━<><><>< Khazalid Trivia ><><><>━

Dum Ankor - Lit. "Doom/Darkness/Chaos Realm"/ The Realm of Chaos
Troll Gazan - Lit. "Troll Plains/Wasteland"/ Troll Wastes/ name for Troll Country

━<><><><==><><><>━
Remember to vote by plan. There will be a 12-hour long moratorium for discussion.
AN: Here's the update! Menlinwen is leaving soon, still no sign of yorri, and the dice mock you! Let me know if you like the readability of the reports. Also, stuff changed! I didn't forget about the vote for the new Rune Names for Surge Protector, just decided its less weird if I start THAT vote after the main one is closed and I'm writing the first part of the results. Anyhoo, don't forget to C&C. :^)
 
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[Canon] The Hope Comes, Morek's Rune of Salving is publicly revealed 588 A.P.
The Hope Comes

Fires burned like bright, blazing stars brought to the world below as mystic forces unleashed themselves, in the west of Norsca. Bodies fell like the needles of a great pine forest, blanketing the earth, too many of proud Dawi. Blood flowed like ale, and the thirsty mud ate and ate at armor, coating gleaming gromril in the black muck and brown filth. Arrows sung the hummingbird song, and bolts answered like screaming bees, stinging and stabbing. Metal clanged against metal, wood against bone. Soldiers threw themselves into battle with vigour, fearless, dauntless, song on their lips and rage in their hearts. Slayers soothed their shame.

The Dawi struggled valiantly, their lines meeting.

The Dawi fought bravely, their axes biting.

The Dawi slaughtered manfully, blood spilled like a river.

The Dawi were losing.

An unwelcome alliance, a last gathering of Fimir, Beastmen and Daemons throwing themselves against the throng. Servants of Nurgle, what little remained, seeking to take vengeance. The world wilted where they walked, the rivers turning cloudy with effluence. The trees dropped their many leaves. The snow turned putrid, brown, wretched and vile. The Ice became a green and yellow miasma that stank like carcasses and rot.

These Beastmen, these Fimir, these daemons, abominations they may have been, and wretched they may have been, and depraved they may have been: but weak, unmanful, they were not.

The Beastmen were mighty, blanketed with the vile gifts of Plague-Father, Lie-Speaker, The Despairing One. Even the least of Ungors among them was coated in a thick mucous, a thick slime, that seemed to sour what should be telling blows, which covered the greatest of wounds in mere moments. The Bestigors, the Minotaurs, the highest among that wretched lot, quite aside from the marks of the Plague-Father--open wounds, filth, worse--were marked in armor of bronze and bone, their weapons gleaming in the sunlight, their fury bright and harsh. Three columns, three forces, three foes, led by three mighty, wicked creatures: The Great Centigor Chief Rot-Hoof, the elven-arrow jammed in his flank still pouring wretched blood that made the world sizzle as it touched the earth; The Great Bray Shaman Icetongue, follower of Nurgle Algidus, Nurgle of the Cold, Nurgle of the Frost, Nurgle of the ice; and so he was covered in an armor of ice, a pelt of snow, a mane of frost that could turned aside a spear, that had turned aside spears; and the Beastlord Blacktooth, whose teeth have rotted and decayed and become strong for it, black as iron, strong as iron.

Mercenaries to the Daemons, mercenaries to the Fimir, slaves to the Four.

The Dawi were falling, all seemed lost as warrior two-by-one and one-by-two were picked apart and punished, slain and slaughtered, ravaged by that enemy, the Beastmen, the foe.

Then there came the blast of horn; then there came the break of noise; then there came a bright light. The battle lines upon that Norscan field ceased for a moment as a great Runesmith, a Runesmith of worth, a Runesmith of ability approached.

Morek Hopebearer. Morek who loathes Nurgle.

Morek the unyielding.

Morek the student of Vragni.

His armor gleamed like the stars in the sky, shaped in the visage of his ancestors, not scowling, but proud, of black gromril the shade of the soltice night and gold that glimmers best. His beard was long and red, seeming to shimmer like the finest silk in the light of day. His shield, hardest of oak and hardest of will, was the deep brown of ale and gleamed with the Rune's might. His hammer of burnished steel was a vibrant blue, sheathed in teal fire, as he brought down 'gain and 'gain into the flesh of the foe.

But it was the might of his banner, erupting from his back, that seemed to draw the eye. It was wrought of some weird gold, a slab of sorts with the story of Clan Aleheart etched into it: The Defiance of the Broken Road, the Death of Kalkorax, the end of the Great Incursion.

Morek infected. Morek weakening. Morek fading, falling.

Morek healed.

Morek alive.

Morek angry.

At that, carved with the best of care and the most able of skill, given the very heart of a mountain, the strange gold, a Master Rune unknown hummed its fury, hummed its rage, hummed its contempt, pouring out over Dwarf and Nurglich alike in equal measure. The poisons and plagues which had brought weakness and loss to the dwarfs were snuffed out as one snuffs out a pipe. More than that the dread, the despaire, passed from them.

Even as despair and dread and loss and pain, yes, pain, poured itself onto Fimir, onto Beastmen, onto Daemons. The apathy of Nurgle was broken and shattered where he walked, the diseases progressed, ravaging, a symbol of something else: of beings made to look at what had become of them in their subjugation to that that creature, that primordial disease, that liar who would kill the world just so he would not rot alone.

Most of all, they were reminded of what it was to be mortal.

And to be reminded of mortality, forced them back into its ken.

Morek banged his hammer on his shield even as the Dwarfs redoubled, seeing the opportunity to reclaim the initiative, to kill foes who otherwise would not die. And he pointed that mallet at the three who led, Icetongue and Rot-Hoof and Blacktooth, and he sneered a steely sneer at the creatures with all the contempt of a student of Vragni Silverbrand. "You made my brother cry."

And with that he launched to battle, and with that he launched to melee; with that he launched to slaughter, with that he launched to Grimnir's work. His hammer flashed and his shield bit deep into flesh as he carved his way through the foemen, smashing them down like cheap matchsticks, all who got in his way: Daemon and Gor and Fimir alike, broken at the fury of his hammer.

First he came upon Icetongue and bashed his way through the cold, cold magic of a cold, cold heart, and ended it with one blow of his hammer, Kazabaraz, the War-Oath, upon the head, shattering the ice.

Next came he upon Blacktooth. The wretched thing sought to sink teeth into the armor of the Runesmith; the wretched thing sought to end his days, but the armor was strong, the armor was Runed and so its teeth found no purchase and with one blow of his shield, Branbar, did he end the thing, a blow so mighty they say it cleaved the mud open and left a pool we now still know as Morek's Lake.

Finally he turned bloody fury upon Rot-Hoof, wrestling with the chief. The Chief was strong, and Morek knew he could not over power the brute; so with a mighty blow he slammed his hammer onto the elf-arrow, forcing it deep into the body of the Centigor, cutting spine and heart alike, ending him at last, ending him at least.

And with that the enemy faltered at last, as the Dwarf's resilience grew; and with that the enemy fell, as the Dwarfs flourished.
--
Records from the Citadel of Creation, as translated and transcribed by Leandre Agua
 
Soooo is there going to be an option to tell the Burudin that Snorri solved Durins consternation or is it just going to be revealed next time he meets one of them in person?
 
You know I had a thought, not sure if it has been raised before.

But the runes on Thungni's hammer. The lines. Are they arranged more like the channels of a Runesmith?
 
The fragments of a stone plinth, its Runes unpowered, but unmistakable in their construction. Though it confirms the veracity of Klausson's tale, much to Izril's ire, it consequently verifies its own authenticity. It is not the complete thing, and even now the Runesmith Clans meticulously comb through the rubble for the missing pieces, but even so it is a link, a piece of Thungni's work. And, in a hilarious twist, slowly becoming the Brilliant Hall's own motto.

~-to understand the Stone and those born from it, is to know thus:

Resist.

Overcome.

Endure.
How long before they find the missing pieces and discover Klausson's greatest* secret.

*Currently Found
 
So fellas, do we want to complete the next level of Anoqeyan before our tutor leaves? I'm seriously asking.
Yeah, we probably should...
If I did the math right 4 AP should do the trick, 2Ap finishes off the current level of Akizit. 6 Total for a plan.
We should also March IIRC Snorri Whitebeard and Malekith asked us to fight against the Fimir this turn to use our busted anti army capabilities to distract the Fimir...
 
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