Winning Vote
[X]Apprentice: for your apprentice(s) to put away.
[X]Home: Kraka Drakk.
Gain:
Apprentices: Free labour, Young dwarfs eager and willing to learn at your feet, paying for your time and their learning by doing odd jobs and small tasks you
cant be arsed to do use to teach them the ways of your profession. A sacred task, necessary for dwarfen society to function.
Kraka Drakk: The Dragon Hold, a home in construction, yet to be carved into the mountain just yet. The land untamed, the resources untapped and the settlers unafraid. Many of the tasks will be related to infrastructure runes, enchanting tools and wards against the higher propensity of terrifying creatures as well as the forces Dum. No grobi though, or well, not as many as down south, hopefully it stays that way.
*DING DING* Deed Synergy! A Hold of the Indebted: You note that a large portion of the young families that are part of the settlement have come with their children, the thing of note however is that many of the children are playing with toys you remember making. The Enchanted Dancing Goat, the Grumbling Stone Doll, the Miniature Gob Lobber with little stuffed grobi for ammunition, and many more.
Many of the hold's colonists are young dwarfs who remember their debts, and hearing you were heading north, chose to follow and settle down. What better way to repay you than make sure the hold you settle down in is a successful one?
*DING DING* Master Synergy! Master Yorri's book of odd places: A tome Master yorri penned, recording many of the oddest places he's visited over his many treks for
inspiration as a journeyman. Several pages speak of odd places in the area you're in right now as well as a small letter that reads:
Snorri,
Bold of you to come north, I haven't been there since I was a journeyman off looking for new and exciting ways to cook troll and be inspired to make new runes. I remember leaving a few caches and markers about, nothing too large or ostentatious, but if you ever find yourself wanting to visit some of the places I wrote about in that there book I sent you, they'll help you out. Never did get much of a chance to explore them as much as I wanted to, but maybe they'll help you out.
Yours,
Yorri.
P.S. Season your pan more, it's shameful how poorly you keep your utensils, and I certainly taught you better. Can't fry troll steak on a pan that unseasoned.
...
Turning your head to glance at your charges for a moment, you take a moment and partake in the age-old sport Dwarfen Elders love to do.
Gazing at the Garazi(young ones) ominously and grumbling nonsensically.
Like all things dwarfs partake in, this age-old tradition is an art form passed down from elder to Garazi(young ones) the only way dwarfs know how to.
First-hand experience.
As your masters taught you, the art in the grumble is to make sure they know you're complaining about something, but be vague enough that they can't really be sure what it is you're complaining about, and of course, it can't be something they can actively fix. Can't have a good grumble if the problem gets fixed you see. Faced with this dilemma, any good young dwarf will work all the harder on what they
can do to appease their elders, you should know since it worked on you back in those heady days of youth.
Your beard was so much shorter then.
The Apprentice, the young bright-eyed wisp of a dwarf whose future was to succeed (HA) their elders once the oldest of you succumbed to the ravages of time, further refining their art until they too became a crotchety old dwarf wondering why the youth were so foolish. For most clans, the apprentice was often the relative of their master or the child/grandchild of a very close friend, their chosen craft often the trade of their clan or at least very closely related to it. Every child of that clan followed this age-old practice, carrying on the traditional craft of the clan or some trade-related to it for as long as dwarfs have existed.
Not so with the runesmiths; each and every runesmith's apprentice, while related by blood due to the nature of rune magic, was chosen for their ability and ability alone. Many a runesmith's son or daughter more often than not became a smith or engineer than they followed in their parent's profession. Your father, Gazul guard him, was a smith all his life, but by chance, the blood ran true and you were found with the sacred ability out of all of your siblings. So while these beardlings were related to you, that relation was more often through Thungni than it was your own immediate family. Especially so in your case.
[ ]Number: 1.
The apprentice will take up 1 of your actions every turn for at least 8 turns, after which you may decide if they're ready to progress to a journeyman or they require a bit more time learning. After 3 turns an apprentice's specialties become apparent, the bonus will grow until it matures at the minimum turn. The Apprentice will have 2 specialties, one from your two specialties and roll for the second from the overall pool.
[X]Number: 2.
Two of these little beardlings will still only take up 1 of your actions, but will instead take a minimum of 12 turns instead of 8, many of the lessons will be the same, but the extra time is for more personalized teaching depending on the apprentices' personal deficiencies(no master will ever say an apprentice has talents or specialties, only areas they aren't good in, at least to their apprentice). Both will receive their specialties at turn 3 and mature after the minimum threshold.
The apprentices themselves. Well right now none of them were much to sniff at, beardlings fresh from Kumenouht. But it's likely as you train them, they'll find something they'd be marginally better at failing than others.
Ah, those heady days of youth.
Looking at your apprentice(s)
[ ]Apprentice: Yokin Cobalteyes
Yokin is a youth of some 30 winters, named for his admittedly piercing blue eyes. A precocious fellow, Yokin spent most of his youth preparing to take up the art of Masonry as his father did before you saw him. Looking back at the lineage, his great-great-great-grandmother, who would be of an age with your cousin's grandmother, married into his great-great-great-grandfather's clan as part of a dual marriage ceremony. There's talent here for sure, quiet, methodical, meticulous from what you can tell, which is a lot thank you very much. Good traits to have in any runesmith.
[X]Apprentice: Dolgi Embermane
A shy young lad you met before moving to Kraka Drakk, Dolgi is rather anxious about meeting new people, but there's a quiet earnestness about him that makes most Longbeards grumble just that tiny bit quieter about him. Can't fault the lad for not trying hard enough, he's just saddled with his youth they would say(not in earshot of him of course). you can see him growing up to be a fine dwarf if you can coax the lad out of his shell a tad more. It boggles the mind that he was apparently shier before his grandmother got to him. Still, for all his quiet demeanour you won't lose him in a crowd or snowstorm, the boy's hair is the brightest shade of ruby you've seen in a good 200 years.
[X]Apprentice: Fjolla Igunsdottir
A Firebrand like no other. Fjolla is but a child in your eyes, but a prodigy not seen since the Twenty Loops potentially. At only 25, it's very
very rare for a dwarf so young to leave home, but after conferring with her clan's elders there can be no doubt. To not cultivate this young lass' talents would be a great shame. Another reason, maybe the biggest reason at all, that her parents allowed it at all is because you're the girl's great-granduncle through your brother Hroki, and they trust you implicitly to keep her safe. Well, they're right about one thing, a dwarf fights all the harder when their family is behind them. That, and not wanting to go into the Underearth when it was your time, only to get yelled at by Hroki's spirit when you got there is just one in a list of many.
[Yorri'd]Apprentice: Joll Todriksson
Joll reminds you of your own master. Odd, but there's an underlying method to his oddity. Were you anyone else, you'd say Joll was fit to be a ranger with all his skill (for a beardling) at keeping quiet. But you aren't just anyone, you were a runelord and a student of one of the oddest runesmiths walking about the whole Karaz Ankor. If you don't take him you're sure Master Yorri would, the man's told you so himself. You can't say for sure who'd do a better job at teaching the lad, on one hand, Master Yorri would understand him instantly, on the other hand, he'd likely make the boy a runesmith even odder than himself. Bah.
you see that the flush on their cheeks was now just as much from embarrassment as it was the cold biting air of the far north.
Your mind wanders as your body deftly avoids the hustling and bustling of hardworking dwarfs going about the task of getting the hold settled so that the lot of you could get under some good solid stone. Taking a bit of amusement from hearing them stumble about behind you, doing their best to mimic your technique. Your thoughts are interrupted by a flash of light from the sun glinting off a shield and into your eye. Of course, you don't stumble or curse, showing weakness in front of an apprentice was a beardling's mistake, but you do look up into that great blue expanse and narrow your eyes at that big ball of fire hanging high over your head.
You glare mightily at the sun, snorting at it angrily. So angrily in fact, that the beardlings in a good five-metre radius stiffened up out of reflex before running about their tasks all the harder. Meanwhile, the few elders that were present nodded in your direction before beginning to grumble as well. This too was a time-honoured tradition, because the only thing more effective than one grumbling elder was a whole group of grumbling elders. Let it never be said that dwarfs can't make something useful out of a bad situation, you glance back down as you walk ever closer to the second largest building in the camp, the bar of course, grumbling about the sun the whole time.
You much preferred the moon anyway.
A good source for grumbling about though, as no dwarf can dim the sun you see.
AN: No matter the location you would've gotten a synergy from any of the masters and deeds, I will say that you did get one of the more interesting ones. Anywho after this, the turn vote starts proper and I start rolling. As always C&C any errors, since I definitely missed something. Sometimes I wonder if yall would've gone full Santa if I didn't say anything about my Christmas inspiration, then again, a lot of it was pretty overt.