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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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Thing is that people seemed to have been obsessing over the Griffons for ages which is the problem.

On the warded aeries how do people feel about putting in one single action for this turn and then using two actions next? Doing so means that we can most take advantage of research and the extra action means that aeries get extra overflow.
That seems a poor use of actions spending 3 over 2 turns when we want a lot of free actions next turn to use with Yorri prods (even 1 action plus 1 Yorri prod can get us a lot of research work done, more so if we do so on three topics)

Two Nat 50's from KotS and that kept our walls up, iifc, and they had the biggest combat modifier against the Suneater.


I've not actually looked at the proposed plans yet, but my measurements will go like this:

-> AP efficiency with Yorri doing things I'm interested in
-> Offering a T5 mat (Greedy Heart) now to help the entire people that keeps Drogi alive, and in return for that, KotS owes us a T5 mat in the future (if allowed by Soulcake)
-> Helping rebuild and make nests for children of any species, griffon and dwarf.

But very much so, my focus this turn is on getting the most we can out of our teacher in therms of AP. I've just not looked at the plans that do that, and talking about griffons is, well, cool.

The issue is people that want all 5 actions to be on the griffons and talking about other stuff to do for them as well.
 
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"Of all the creatures of this world, they are the eldest, predating even the mighty Dragons. The first of their kind to draw breath was Krakanrok the Black, who arose from a primordial swamp over a thousand years before the Old Ones found this sphere. I have not had the honour of meeting him, but I'm reliably told that each of his foreclaws is as large as a warhorse and when he takes a full breath, all within a hundred paces fall unconscious due to the lack of air, as it is all sucked into his titanic lungs. There has never been a new Shartak born since the dawn on which they successfully bargained for their 'immortality' with the Gods. The very lighting that fuels their bodies has rendered them infertile. Knowing my Lord as much as any mortal can, I suspect he deemed it a grand jest, forcing them to trade one sort of longevity for another, but I digress. What is important to know is that they are ancient beyond Human reckoning and their wisdom is vast. Even as they dream down the long ages, their spirits wander learning much of the world. When they finally rise at the thunder's call, they are often amazingly well informed of current events before being told. My fourth tutor, a being I honour before all others save one, was a Shaggoth named Tirsoknaia. He told me that his people hold their dreams to be their reality and regard the brief years they are forced to stay awake as their dreams. They are capable of committing horrifying deeds and legendary feats without hesitation as they go about our world, for the rest of us are deemed to be mere figments of their imagination." – Dr. Athren Abolas, Facilitator of Change
 
We could trade him the Greedy Ones Heart with the understanding that he will get us a equally good regant later.
That one should be done independently if you're going to ask more than just switch the heart.

I mean if you like the idea bargain with him on any other worthy prey to help hunt together. He gets the heart while Santa Dwarf gets more of the body parts.
 
@soulcake a couple of things...

If Yorri decides to stick around us for another turn, will we recieve new Yorri prod points, or just the ones that we leave unspent here?

And I pretty much know the answer to this question but I would like a confirmation... NO ONE in the hold is going to care or hold against Snorri if he spends the next decade with his old master either wandering around the north or completely secluded in his lab doing research, instead of rebuilding the hall or arming our new allies, no?
 
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Thing is that people seemed to have been obsessing over the Griffons for ages which is the problem.

On the warded aeries how do people feel about putting in one single action for this turn and then using two actions next? Doing so means that we can most take advantage of research and the extra action means that aeries get extra overflow.
Eh, I'm doing a plan that does only one action for the Griffons and the other 4 on research. It just is the Winged Warriors instead.
 
If we're going to focus on Yorri and research, let's go all the way.

[ ] Plan Yorri Monofocus
-[ ] Refuse the Heart: Allow the King of the Skies to consume it. Gain standing with the Skarrenraz Ankor and KoTS. ???
-[ ] Prod for Prod: Master Yorri is most certainly more learned and experienced than you are, but mayhaps you have something worth his time as well? The secrets of the Rune Metal Adamant, your discovery of flaming comets? [Cost: 1 action] 1 Action.
-[ ] Diction Direction: Master Yorri's Rune of Translation is serviceable, but it's in a position that you can very clearly see areas for improvement. This would certainly be easier if you knew Master Yorri was right now, but you have the Rune and seven centuries under your belt, so it's not an insurmountable challenge for a Runelord. [Cost: (6 -4) =2 actions] Student of the Odd will proc. 1 Action.
--[ ] Prod Yorri: He discovered the damn thing, maybe he has more insights?[Cost: 1 prod] Gain 1 Progress
-[ ] The Secrets of Light?: That moment with the shield and sunray, the light of your torch glinting off the crystal, both sparked something in your mind. An ember that refused to be burned out. You've done permutations to the standard Rune of Light and a few on Master Yorri's Rune of Reflection, but maybe there could be more? [Cost: (8 -2) =6 actions] Student of the Odd will proc. 1 Action.
--[ ] Prod Yorri: Master Yorri may have some knowledge he'd be willing to share.[Cost: 1 prod] Gain 1d3 +1 Progress
-[ ] Silverwood: An entire forest odd silvery Wutroth is now under your ownership. While a large profit driver as you are well aware, there's an odd feeling in your belly when you look at the stuff. Beautiful like nothing else, and stronger than regular Wutroth as well. You know a few runes that require Wutroth to make, but maybe this has something special to it as well?[Cost: 4 actions] Student of the Odd will proc. 1 Action.
--[ ] Prod Yorri: Your master never managed to see these trees up close the first time, but in his time spent waiting for you to find him he did manage to do some digging. [Cost: 1 prod] Gain 1d2 Progress
-[ ] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc. 1 Action.
--[ ] Prod Yorri: Master Yorri, by his own account, has a good idea about how gronti and their ilk function.[Cost: 1 prod] Gain 1d2+1 Progress, can be taken multiple times. Spend 3 prods.

Start with 4 prods, gain 3 more, spend 6.
With 1 left for next turn, if Yorri is still here.

3d2+3 is likely to meet or exceed 7, so The Movement of Things is likely to finish, and Diction Direction is garunteed to.

The other two researches will be reduced to between 3-1 for Light, and 2-1 for Silverwood, which makes picking them up later on for a low AP investment much easier. Potentially even 1 apiece.

The fluff from this would be the two odd runelords getting completely absorbed in their craft, which is business as usual.
 
This griffon devours hearts to change and get a powerup.

Hmmm. He doesn't devour souls but this is like soul reaver.

If he gets Kholek's heart he shall be quite powerful just as Kholek wants to eat his.

Any other ancient beings should he rip the hearts out of for consumption? He probably could eat some more dragons.
 
This griffon devours hearts to change and get a powerup.

Hmmm. He doesn't devour souls but this is like soul reaver.

If he gets Kholek's heart he shall be quite powerful just as Kholek wants to eat his.

Any other ancient beings should he rip the hearts out of for consumption? He probably could eat some more dragons.
Doesn't have the time left for more than Kholek.
 
You'd have to do it turn 21 if you took the boon this turn.
@soulcake do the griffons just have members on permanent Dolgi watch by now? He just keeps getting bad rolls and getting in over his head.
You have no idea
@soulcake a couple of things...

If Yorri decides to stick around us for another turn, will we recieve new Yorri prod points, or just the ones that we leave unspent here?
Your yorri prods are finite.
Also I DO ROLL TO SEE IF YORRI LEAVES NEXT TURN.
 
That seems a poor use of actions spending 3 over 2 turns when we want a lot of free actions next turn to use with Yorri prods (even 1 action plus 1 Yorri prod can get us a lot of research work done, more so if we do so on three topics)



The issue is people that want all 5 actions to be on the griffons and talking about other stuff to do for them as well.
Well, that's foolishly inefficient and as a griffon fan I enthusiastically advocate against those plans!

Word of QM is that our teacher is a wanderer and that there will be rolls to measure how many turns he is available for. Maximum teacher utilisation in terms of AP, maximum Hearts in terms of KotS is the winning strategy here!

(Word of QM on the effect on KotS of giving him the Greedy One Heart as well as the Suneater Heart was "No Comment" - I was hoping we could give him the T5 Greedy One Heart now in return for him getting us a T5 mat in the future, but the benefits of giving both hearts is... unclear/unknown/a gamble)
 
I have one advice and request -- no, rather, a plea -- for plan-making:

Use the expendable resources (destructive testing and Prods) and don't be afraid if it doesn't complete, and save all the actions for stuff that you absolutely can't use Prods and shaggoth corpses on
.

Use the Action Points on Warding Aeries, or Odd Places, or Combo Testing, or Prod for Prod. (Frankly I want to share stuff with Master Yorri, and I hope that if we have Prods remaining and give him something cool, he'll stick around longer.)

Do not, for example, spend 2 Actions on Dragon Ogre Autopsy, and then also use so much Destructive Testing and many Prods that it will auto-complete even if all the D3 or D2 rolls come up snake-eyes. Do not pour Actions into Movement of Things and then also enough Prods that it can't possibly fail. Because, if it doesn't auto-complete? Let it. Don't worry about it. So long as you've brought it down to 1 or 2 actions, it'll be fine and easy.

Instead, put your actions into stuff that is either time-limited like Odd Places with Yorri Prods, or which require a lot of actions to overflow, like the Warded Aeries.

I for one, really want to pour 3 actions into the Warded Aeries so we can get 5 actions total, and overflow it by 3. Because I really want it to become another Epic or Legendary construction. And this one, for our allies.
[] Plan To the Heart With No Apprentices
-[] Dragon Ogre Autopsy: You've found yourself with a bevy of corpses to study. Dragon Ogres aren't an unknown foe, but you've never been privy to the results of the few limited autopsies done in the long history of your people. [Cost: 6 actions] Student of the Odd will proc. 2 Actions.
--[] Destructive Research: You have very many corpses. Being a bit more invasive in your understanding will mean more work gets done, but will cost you. [Cost: 3 Shaggoth Corpses, 9 Dragon Ogre Corpses] Gain 2 Progress, can be taken multiple times. Take Twice.
--[] Prod Yorri: See if your master has something in his noggin, he spent a decade fighting these things. [Cost: 1 prod] Gain 1d3 of progress. 1 Prod.
[] Plan Deck of Many Things
-[] Refuse the Hearth: Allow the King of the Skies to consume it. Gain standing with the Skarrenraz Ankor and KoTS. ???
-[] Boon from the Sky: A bundle of your crest feathers. [Cost: Start Request, [Difficult] Plated Skies Pt. 1:]
-[] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc. 2 Action.
--[] Prod Yorri: Master Yorri, by his own account, has a good idea about how gronti and their ilk function.[Cost: 1 prod] Gain 1d2+1 Progress, can be taken multiple times. 3 Prods.
-[] Dragon Ogre Autopsy: You've found yourself with a bevy of corpses to study. Dragon Ogres aren't an unknown foe, but you've never been privy to the results of the few limited autopsies done in the long history of your people. [Cost: 6 actions] Student of the Odd will proc. 1 Actions.
--[] Destructive Research: You have very many corpses. Being a bit more invasive in your understanding will mean more work gets done, but will cost you. [Cost: 3 Shaggoth Corpses, 9 Dragon Ogre Corpses] Gain 2 Progress, can be taken multiple times. Take Twice.
--[] Prod Yorri: See if your master has something in his noggin, he spent a decade fighting these things. [Cost: 1 prod] Gain 1d3 of progress. 1 Prod.
These plans all make me want to cry with the 2 actions invested into one research. ><

The problem is that they're all... They're Action-spend-foolish or extremely conservative on finishing up actions for 100% sure, so to speak?

They all make use of expendable resources, which is good... But they don't trust anything but the minimum rolled result of those expendable resources. They throw in actions to, for-sure, finish them up.

I think we should use the Destructive Testing and Yorri Prods to take risks. Well. "Risks." The risk is just not finishing it in one turn.

We should use the Destructive Testing and Yorri Prods in order to have a chance to complete the researches -- and meanwhile, we spend all our actions on doing stuff that we can't use Prods on.

So all the Action Points should go into Requests, or into Combo Testing, or hell even into Odd Places!
Alright, with the new clarification regarding how many prods we can use with Snorri for research, here is my new plan.

[] Work-in-progress v.2
- [ ] Boon from the Sky: Write-in what you want from the King of the Skies. He can do a lot but be reasonable. In exchange, he expects a suit of armour. [Cost: Start Request, [Difficult] Plated Skies Pt. 1:]
--[] Bundle of his feathers
-[ ] Diction Direction: Master Yorri's Rune of Translation is serviceable, but it's in a position that you can very clearly see areas for improvement. This would certainly be easier if you knew Master Yorri was right now, but you have the Rune and seven centuries under your belt, so it's not an insurmountable challenge for a Runelord. [Cost: (6 -4) =2 actions] Student of the Odd will proc. 1 Action
--[ ] Prod Yorri: He discovered the damn thing, maybe he has more insights?[Cost: 1 prod] Gain 1 Progress
-[ ] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc. 2 Actions
--[ ] Prod Yorri: Master Yorri, by his own account, has a good idea about how gronti and their ilk function.[Cost: 1 prod] Gain 1d2+1 Progress, can be taken multiple times. Three Times
-[ ] [Simple] Warded Aeries: The Griffons of the Skarrenraz Ankor suffered terribly defending the skies of your hold. The decade-long siege has seen many an oath of friendship sworn between your folk and theirs. An entire generation of "Clutchlings" as they are called, has been raised alongside your own youth safely within the halls of the Karak. Their nests are high above the world, but they are ill-suited to protecting them from that which can fly as well. Rectify this, at least for the roost in Kraka Drakk, and aid in Otrek's work to repay these odd but dependable allies. [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions

With this, we will be able to complete the Diction direction in 1 action and complete the Movement of things in 2 actions, with some possible overflow. In addition, we can actually start the quest chain for KoTS armor and work on fortifying the aeries of our griffon allies.
This does the same thing, too.

I'd... actually be interested in switching 1 of action Actions in Movement of Things, into Warded Aeries. The Movement of Things has 3 prods on it, that means it has to roll a 1 three times in order to fail to complete. The D2 roll has to fail three times. We do not need to worry about it that much. And even if it does fail, that's... well that's okay, frankly. It's left with only 1 action to finish up, that's fine.

But the Aeries. We can only complete them, and overflow them, once. And 3 action Productivity gets you 2 bonus actions. So you'd be overflowing it by 3 actions! I want to see that.

I want to see if we can make The Warded Aeries a wonder.

Like the Gates of Kraka Drakk (and the murderous labyrinth within). I want to see if we can make something wonderful for our close friends and allies.
 
Your yorri prods are finite.
Also I DO ROLL TO SEE IF YORRI LEAVES NEXT TURN.
I know that you roll to see if Yorri stays, what I meant is that if the Dice Gods decide that he stays, will we get a few more "free" Yorri prods next turn, or we will only ge the ones that we leave unspent this turn? Or at least another action similar to Prod for Prod that could give us more Yorri´s prod?
 
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Two Nat 50's from KotS and that kept our walls up, iifc, and they had the biggest combat modifier against the Suneater.


I've not actually looked at the proposed plans yet, but my measurements will go like this:

-> AP efficiency with Yorri doing things I'm interested in
-> Offering a T5 mat (Greedy Heart) now to help the entire people that keeps Drogi alive, and in return for that, KotS owes us a T5 mat in the future (if allowed by Soulcake)
-> Helping rebuild and make nests for children of any species, griffon and dwarf.

But very much so, my focus this turn is on getting the most we can out of our teacher in therms of AP. I've just not looked at the plans that do that, and talking about griffons is, well, cool.
I'm not saying that the Griffins haven't helped but people are being obsessing over them way too much in my opinion and going overboard to an insane degree. I mean technically us taking in the Griffins was likely the reason that the Dwarfs suffered so many casualties compared to canon where the Northern Dwarves were mostly relatively ignored thanks to Kholek getting personally involved. And a lot of Dwarves also died fighting besides the griffins to defend them as well. And note, I don't really have issue with the Griffin actions, just people pushing to take all of them including making the Sky Kings armor as good as possible while letting him eat Kholek's heart.

I'm also heavily against giving him the Troll heart since it really feels that that is just being insanely excessive on top of everything else. A tier 5 item is literally one of a kind and not something you can replace and it feels like people are seriously not getting the one of a kind bit. And again, the Sky King himself noted that there appears to be a limit to how much he can grow from eating hearts and eating Kholek's heart would be the final change. Meaning that you are suggesting outright wasting a one of a kind item.
 
[] Plan Research Friends With Master Yorri
-[] Refuse the Heart: Allow the King of the Skies to consume it. Gain standing with the Skarrenraz Ankor and KoTS. ???
-[] Odd Places 5/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. [Cost: 1 action] Roll for usefulness.
--[] Prod Yorri: Master Yorri probably knows a few things and secrets. Given he found these parts in the first place. [Cost: 1 prod] Gain +15 to Odd Places Roll
-[] Prod for Prod: Master Yorri is most certainly more learned and experienced than you are, but mayhaps you have something worth his time as well? The secrets of the Rune Metal Adamant, your discovery of flaming comets? [Cost: 1 action] Gain x3 Yorri prods
-[] The Secrets of Light?: That moment with the shield and sunray, the light of your torch glinting off the crystal, both sparked something in your mind. An ember that refused to be burned out. You've done permutations to the standard Rune of Light and a few on Master Yorri's Rune of Reflection, but maybe there could be more? [Cost: (8 -2) =6 actions] Student of the Odd will proc. 1 Action.
--[] Prod Yorri: Master Yorri may have some knowledge he'd be willing to share.[Cost: 1 prod] Gain 1d3 +1 Progress
-[] Diction Direction: Master Yorri's Rune of Translation is serviceable, but it's in a position that you can very clearly see areas for improvement. This would certainly be easier if you knew Master Yorri was right now, but you have the Rune and seven centuries under your belt, so it's not an insurmountable challenge for a Runelord. [Cost: (6 -4) =2 actions] Student of the Odd will proc.
--[] 1 action
--[] Prod Yorri: He discovered the damn thing, maybe he has more insights?[Cost: 1 prod] Gain 1 Progress
-[] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc.
--[] 1 action
--[ ] Prod Yorri: Master Yorri, by his own account, has a good idea about how gronti and their ilk function.[Cost: 1 prod] Gain 1d2+1 Progress, can be taken multiple times.
--[] 3 prods

RESEARCH! YORRI! REEESEARRRRCH!!! YOOOORRRRRRRRIIIII!!!

Look, y'all. I know you want to be as action efficient as possible at all times. But I wanna see some quality Runelord and Runelord's Master time. Lots of it! And the best way to do that is RESEARCH YO.

1 action searching Odd Places with Yorri. I know, arguably this is the weakest and least productive use of a Yorri prod or an action right now. But narratively we owe Yorri to go searching one of his Odd Places together. It'd be a damn shame to not go traveling with the Runelord who most specializes in traveling. Plus if we're lucky doing this might ward off Yorri's wanderlust for a turn.

1 action sharing what we've learned with our Master. First off, it's only damn fair, and secondly we're asking a bunch of info in return, sure. But mostly I want to see Yorri being just as impressed with what we can teach him as what he can teach us. The student has become a Master in his own right, after all.

1 action on... Hearthstones! This is the second-most economical action in this plan. 1 action + one prod means we'll only need 1 more action in the future to finish this research, guaranteed. Plus it's just good sense to share with Yorri one of the things we've found be searching his locations.

Edit: Missed this since I was rushing hard writing this, but @Enthusiast#117 's plan made me realize that The Secrets of Light has one of the best prods-to-action ratios. And since that's another long research option that Yorri might cut down on greatly, it only makes sense to do it this turn before Yorri perhaps leaves.

1 action on Dictation Direction. This finishes this research action, and it's a damn important one given how much we owe the Griffons by now. Now I know people want to do the various Simple requests we've got for the Griffons, but as Runelord we're the only one(s) who can upgrade the translation runes. Other Runesmiths can help out with arming the Griffons and warding their nests, but if we don't work on improving their means of communicating with us, no one will. So I see finishing that this turn to be a top priority.

Aaaaaaand now for the big one: 1 action to near-guaranteed complete The Movement of Things, normally an 8 action research, in only 1 turn! It's the only action we can spend multiple Yorri Prods on, it's the area Yorri most assuredly has wisdom to share with us, and it's a fair trade for us doing the Prod for Prod action to share our hard-fought knowledge with him. With only 1 action and 2 prods, we'd be at most 1 action short. But with 1 action and 3 prods, we've only got a 12.5% chance of rolling 3 ones and not completing this research this turn. No, really, I want people making other plans to realize this: We can finish The Movement of Things this turn for only 1 action.

Total cost: 5 action, 6 prods, leaving us with 1 prod for next turn if we're fortunate enough for Master Yorri to stick around. Total benefits: RESEARCH FRIENDS WITH MASTER YORRI.

.....aaand a more boring alternate plan for those who insist on doing Warded Aeries this turn:

[] Plan Research with Yorri and Warding Aeries
-[] Refuse the Heart: Allow the King of the Skies to consume it. Gain standing with the Skarrenraz Ankor and KoTS. ???
-[] [Simple] Warded Aeries: The Griffons of the Skarrenraz Ankor suffered terribly defending the skies of your hold. The decade-long siege has seen many an oath of friendship sworn between your folk and theirs. An entire generation of "Clutchlings" as they are called, has been raised alongside your own youth safely within the halls of the Karak. Their nests are high above the world, but they are ill-suited to protecting them from that which can fly as well. Rectify this, at least for the roost in Kraka Drakk, and aid in Otrek's work to repay these odd but dependable allies. [Cost: 2 actions] Productivity Like No Other will proc.
--[] 2 actions
-[] Prod for Prod: Master Yorri is most certainly more learned and experienced than you are, but mayhaps you have something worth his time as well? The secrets of the Rune Metal Adamant, your discovery of flaming comets? [Cost: 1 action] Gain x3 Yorri prods
-[] Diction Direction: Master Yorri's Rune of Translation is serviceable, but it's in a position that you can very clearly see areas for improvement. This would certainly be easier if you knew Master Yorri was right now, but you have the Rune and seven centuries under your belt, so it's not an insurmountable challenge for a Runelord. [Cost: (6 -4) =2 actions] Student of the Odd will proc.
--[] 1 action
--[] Prod Yorri: He discovered the damn thing, maybe he has more insights?[Cost: 1 prod] Gain 1 Progress
-[] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc.
--[] 1 action
--[ ] Prod Yorri: Master Yorri, by his own account, has a good idea about how gronti and their ilk function.[Cost: 1 prod] Gain 1d2+1 Progress, can be taken multiple times.
--[] 3 prods

Yes I'd still have us take Prod for Prod even though it's not technically necesary to pay for all the prods. Because it's only fair if we ask for a crash course in everything Gronti and other uses for those runes that we give him back what we've learned as well.
 
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3d2+3 is likely to meet or exceed 7, so The Movement of Things is likely to finish, and Diction Direction is garunteed to.

The other two researches will be reduced to between 3-1 for Light, and 2-1 forSilverwood, which makes picking them up later on for a low AP investment much easier. Potentially even 1 apiece.

The fluff from this would be the two odd runelords getting completely absorbed in their craft, which is business as usual.

Out of curiosity, why diction and silverwood over dragon ogres and hearthstone? More progress to be gained there.


Sure we do. DOLGI EMBERMANE, GRIFFIN WHISPERER.
 
[ ] Griffons and Yorri
-[ ] Refuse the Heart: Allow the King of the Skies to consume it. Gain standing with the Skarrenraz Ankor and KoTS. ???
-[ ] [Simple] Warded Aeries: The Griffons of the Skarrenraz Ankor suffered terribly defending the skies of your hold. The decade-long siege has seen many an oath of friendship sworn between your folk and theirs. An entire generation of "Clutchlings" as they are called, has been raised alongside your own youth safely within the halls of the Karak. Their nests are high above the world, but they are ill-suited to protecting them from that which can fly as well. Rectify this, at least for the roost in Kraka Drakk, and aid in Otrek's work to repay these odd but dependable allies. 2 Actions
-[ ] Dragon Ogre Autopsy: You've found yourself with a bevy of corpses to study. Dragon Ogres aren't an unknown foe, but you've never been privy to the results of the few limited autopsies done in the long history of your people. 1 Action
--[ ] Destructive Research: You have very many corpses. Being a bit more invasive in your understanding will mean more work gets done, but will cost you. Take Twice
--[ ] Prod Yorri: See if your master has something in his noggin, he spent a decade fighting these things.
-[ ] Diction Direction: Master Yorri's Rune of Translation is serviceable, but it's in a position that you can very clearly see areas for improvement. This would certainly be easier if you knew Master Yorri was right now, but you have the Rune and seven centuries under your belt, so it's not an insurmountable challenge for a Runelord. 1 Action
--[ ] Prod Yorri: He discovered the damn thing, maybe he has more insights? [Cost: 1 prod] Gain 1 Progress
-[ ] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? 1 Action
--[ ] Prod Yorri: Master Yorri, by his own account, has a good idea about how gronti and their ilk function. Take Twice

I'd start on the KotS Armor and ask for feathers, but I'd like to do that when we're actually starting to design said Armor.

I want to start out on Warded Aeries, just because from an RP perspective, it feels like the sort of thing I want to get done to start repaying the debt. Other than that, the main focus is on using Yorri. Guarantee completion of Dragon Ogre Autopsy at the cost of two sets of Destructive Research and a Prod, finish Diction Direction since we're going to be getting closer to the Griffons a lot more in the future, and then move onto the Movement of Things with what's left.
This is identical to one of my plans save that you only have two prods on Movement of Things, I'm assuming you perhaps made this before soulcake's edit that we can use all 4 on research?


Why though? We can literally put off that next turn while this turn we can focus on research while Yorri is here and the more we put into research the more we benefit.
There is that. Though no guarantee Yorri is still here next turn.
 
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I'm also heavily against giving him the Troll heart since it really feels that that is just being insanely excessive on top of everything else. A tier 5 item is literally one of a kind and not something you can replace and it feels like people are seriously not getting the one of a kind bit. And again, the Sky King himself noted that there appears to be a limit to how much he can grow from eating hearts and eating Kholek's heart would be the final change. Meaning that you are suggesting outright wasting a one of a kind item.
I don;t know what to say about the AP expenditure on things like giving the Suneater Heart and making Super Amour that you dislike apart from "I agree" tbh :/

That aside...
The Troll heart idea is intended as a trade - a T5 item now, for a T5 item later, that's the deal part. We can not get a replacement of it in terms of "exact same effect", but we can get a replacement in terms of potency, which is good enough for me.

The risk is if it helps empower KotS's family, (our allies) or not, yes, but regardless if it does or not; if KotS accepts the deal; we still get a different T5 item at some point in the future.

I am confident that eating Kholek's heart is is not assuredly the final change available, and if KotS takes the deal, he is the one that takes on the risk of it being useless.
 
Okay ideas for a boon?
I was going to go with info on the north but that will probably come later. We could probably prod Yorri for well everything. So we could request to see if there are more beasts in the North to form alliances with? Say Mammoths?
 
Out of curiosity, why diction and silverwood over dragon ogres and hearthstone? More progress to be gained there.
Diction, because a garuntee for something finishing this turn would be nice, instead of potentially lots of partial progress and no payoff.

Not Dragon Ogres because we have another method of quickening that research, so using Yorri prods isn't necessary.

Hearthstone and Silverwood is a toss up, but it feels like we use Silverwood more often.
If he's still around next turn I could be convinced in using the last prod on it.
 
On a side note how do people feel about ordering a T4 Mat heart? People have been talking about making a legendary healing banner and we can use that instead. We also had people talking about using something like that for a future Adamant armor for Snorri himself for either fortitude or healing to help him stay in fights longer.
 
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