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.
Adhoc vote count started by soulcake on Aug 19, 2020 at 8:13 PM, finished with 126 posts and 76 votes.
[X] Plan A Re-armed Hold Once More, With Exploring!
-[X] Odd Places 7/10: [Cost: 1 action] Can be taken multiple times., roll for usefulness. 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. 1 Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan A Re-armed Hold Once More
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan The Right Amount
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan: Both Types Of Arms, Yeeting
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Crushing Fate" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Smiting, Rune of Might, Rune of Impact
[X] Plan: Both Types Of Arms, Thunder
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Lightning Striker" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Thunderbolts, Rune of Might, Rune of Speed
[X] Plan A Re-armed Hold with Campaigning
-[X] Campaign: [Cost: 1 action] 2 Turns remaining. Can be taken multiple times, roll for loot + ???, will add bonus to search roll. This turn: Drakkazi. Go out and aid the throng every so often during the next phase of the reclamation. Normally you're only ever really called if things have gotten serious and you're of a similar mind, but this time it seems like the beasts of the North will not bow easy to Dwarf efforts to claim it. More importantly, the sheer number of beasties gives you a chance to go hunting for things and collect their most useful parts for your Runes. 1 Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan New Apprentice
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[X] Apprentice Hunt: [Cost: 1 action] Master of Many will proc. 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! 1 Action.
[X] Plan Re-Armed With Apprentices
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
-[X] Apprentice Hunt: [Cost: 1 action] Master of Many will proc. 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! 1 Action.
[X] Plan A Re-armed Hold Once More, With Exploring and Apprentice Work!
-[X] Odd Places 7/10: [Cost: 1 action] Can be taken multiple times., roll for usefulness. 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. 1 Action
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to. 1 Apprentice Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan A Re-armed Hold with Campaigning and Apprentice Work
-[X] Campaign: [Cost: 1 action] 2 Turns remaining. Can be taken multiple times, roll for loot + ???, will add bonus to search roll. This turn: Drakkazi. Go out and aid the throng every so often during the next phase of the reclamation. Normally you're only ever really called if things have gotten serious and you're of a similar mind, but this time it seems like the beasts of the North will not bow easy to Dwarf efforts to claim it. More importantly, the sheer number of beasties gives you a chance to go hunting for things and collect their most useful parts for your Runes. 1 Action
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to. 1 Apprentice Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 1 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan: Both Types Of Arms, Yeeting and Apprentice Work
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. 1 Apprentice Action.
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Crushing Fate" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Smiting, Rune of Might, Rune of Impact
[X] Plan: Both Types Of Arms, Thunder and Apprentice Work
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. 1 Apprentice Action.
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Lightning Striker" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Thunderbolts, Rune of Might, Rune of Speed
[X] Plan A Re-armed Hold Once More with Apprentice Work
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to. 1 Apprentice Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
You're in luck. Im a dumb dumb who didn't change the Tally start point to the correct spot.
For real this time,
I LOCK THE VOTE
Adhoc vote count started by soulcake on Aug 19, 2020 at 8:19 PM, finished with 227 posts and 86 votes.
[X] Plan A Re-armed Hold Once More, With Exploring!
-[X] Odd Places 7/10: [Cost: 1 action] Can be taken multiple times., roll for usefulness. 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. 1 Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan A Re-armed Hold Once More
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan Healing for the Dawi
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Apprentice Actions.
-[X] Spring Water: [Cost: (4 -2) =2 actions] Student of the Odd will proc and Soul of the Earth will proc. The Springs of Valaya, which is certainly less offensive than calling them her "vents", is a source of rejuvenating water useful for the recuperation of injured dwarfs. They're fine with you taking samples to study to see if they're good for a potential Rune. Easier to just grab a barrel and bring it to the temple there instead of digging through muck and filtering it you suppose. 3 actions
--[X] Church Commission: [Cost: +3 actions to cost] Student of the Odd will proc. The Clergy of Valaya is very interested in understanding how useful the water is on its own. They've confirmed the basics, that it's safe for dwarfs to use, it works etc, but they're far too busy with other tasks and duties in the wake of reconstruction and managing the wounded from the campaign to devote time towards it. They're willing to reimburse you for the time to figure it out yourself.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan The Right Amount
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan: Both Types Of Arms, Yeeting
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Crushing Fate" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Smiting, Rune of Might, Rune of Impact
[X] Plan: Both Types Of Arms, Thunder
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Lightning Striker" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Thunderbolts, Rune of Might, Rune of Speed
[X] Plan A Re-armed Hold with Campaigning
-[X] Campaign: [Cost: 1 action] 2 Turns remaining. Can be taken multiple times, roll for loot + ???, will add bonus to search roll. This turn: Drakkazi. Go out and aid the throng every so often during the next phase of the reclamation. Normally you're only ever really called if things have gotten serious and you're of a similar mind, but this time it seems like the beasts of the North will not bow easy to Dwarf efforts to claim it. More importantly, the sheer number of beasties gives you a chance to go hunting for things and collect their most useful parts for your Runes. 1 Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan New Apprentice
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[X] Apprentice Hunt: [Cost: 1 action] Master of Many will proc. 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! 1 Action.
[X] Plan A Re-armed Hold with Campaigning and Apprentice Work
-[X] Campaign: [Cost: 1 action] 2 Turns remaining. Can be taken multiple times, roll for loot + ???, will add bonus to search roll. This turn: Drakkazi. Go out and aid the throng every so often during the next phase of the reclamation. Normally you're only ever really called if things have gotten serious and you're of a similar mind, but this time it seems like the beasts of the North will not bow easy to Dwarf efforts to claim it. More importantly, the sheer number of beasties gives you a chance to go hunting for things and collect their most useful parts for your Runes. 1 Action
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to. 1 Apprentice Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 1 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan Re-Armed With Apprentices
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
-[X] Apprentice Hunt: [Cost: 1 action] Master of Many will proc. 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! 1 Action.
[X] Plan A Re-armed Hold Once More, With Exploring and Apprentice Work!
-[X] Odd Places 7/10: [Cost: 1 action] Can be taken multiple times., roll for usefulness. 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. 1 Action
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to. 1 Apprentice Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
[X] Plan: Both Types Of Arms, Yeeting and Apprentice Work
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. 1 Apprentice Action.
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Crushing Fate" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Smiting, Rune of Might, Rune of Impact
[X] Plan: Both Types Of Arms, Thunder and Apprentice Work
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. 1 Apprentice Action.
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Lightning Striker" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Thunderbolts, Rune of Might, Rune of Speed
[X] Plan A Re-armed Hold Once More with Apprentice Work
-[X] [Simple] Apprentice work: [Cost: 1 apprentice action] Can be taken multiple times. Roll for usefulness. Your young charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trial as journeymen and let them build a reputation in the hold. You'll of course critique their work and use it as a learning experience as any good master ought to. 1 Apprentice Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 1 Apprentice Action.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
Well, it looks like we are going to be completing a project that has been in the works for 3 decades now. And we'll have time to do some exploring as well!
The nice part is that due to other Runelord meddling we can do it with three actions with the church commission as well and get both of those sorted with three actions next turn, which leaves an action open for something else like weapon design (which would admittedly be my preference).
And I do actually want to get the healing done, since we can get it sorted before the Dum expedition.
I will be pushing for healing next turn, as mentioned 3 actions does the church commission side as well thanks to our traits which leaves 1 open, which probably should be weapon design for ourselves. Unveiling shiny new armor and a new weapon on turn 31 will be very nice.
I would rather do the odd horns research in preparation to use it as an MSmiting reagent on the Rikkazendum hammer, but healing would be a very acceptable alternative.
@soulcake and anyone else
Is it possible to turn the Suneater hide and parts and the resulting leather and catalysts into a shield? Maybe coated and accented with Gromril?
Would a shield count as weapon or armor?
Would a runic belt count as a talisman or armor?
Can we make Gronti into any shape or size? What if we made a bull Gronti for example? Or a multi headed one?
Do Dwarves use spears, polearms or daggers? In what circumstances if they do?
Also how good is Snorri at making any of the above weapons?
Finally what did Snorri make for his Journeyman Masterpiece?
@soulcake and anyone else
Is it possible to turn the Suneater hide and parts and the resulting leather and catalysts into a shield? Maybe coated and accented with Gromril?
Would a shield count as weapon or armor?
Would a runic belt count as a talisman or armor?
Can we make Gronti into any shape or size? What if we made a bull Gronti for example? Or a multi headed one?
Do Dwarves use spears, polearms or daggers? In what circumstances if they do?
Also how good is Snorri at making any of the above weapons?
Finally what did Snorri make for his Journeyman Masterpiece?
1. If someone makes the write-in sure. But a leather shield aint much to write home about.
2.Armour for Runes.
3. Talisman
4. No, as of right now only bipedal.
5. No. not really. Daggers maybe on Rangers but rarely as weapons.
6. He can make daggers well enough. spears and polearms aren't something he's learned but he'd pck up the concept well enough if he had a few examples.
7. He made a suit of armour.
You've got to love how my argument against objectifying apprentices is replied to with 'so we should stop making objects too then!?'
So addressing the strawmen. We spend a turn or two on an object- we spend ~ten on apprentices. We craft objects in reaction to the events going on around us, much like a lot of the thread has considered making Gloin something special while he hunts his nemesis dragon. We train our apprentices in spite of whatevers going on.
We don't get our items' perspectives, but we get our (former) apprentices'. We get to see how that training shaped their character, what ticks they've picked up from Snorri and what they haven't. We get to see Snorri secretly getting excited that one of his apprentices seeks to pursue the same specialty as him. Items are memorable precisely because they're tied into significant events, from Snorri replacing his armor in honor of his wife and getting the vision, to the Retaliator and Kholek, to how Trollslayer is and will essentially always be the royal badge of office for Kraka Drakk. Our apprentices are memorable because we make new events with them. From Dolgi's terrible names and cringe worthy fatherly pride, Snerra's never ending well of optimism, and Fjolla's vulnerability and fear of both of the former. The items, however cherished they may be, are memorable for being tied to events. The apprentices are memorable because they're who we experience events with. Comparing living and changing characters who change heavily because of us to objects that may change over the course of centuries do to how they're used and regarded is just inane and reaching, and you're a smart enough poster to know the difference.
The apprentices are memorable because they're who we experience events with. Comparing living and changing characters who change heavily because of us to objects that may change over the course of centuries do to how they're used and regarded is just inane and reaching, and you're a smart enough poster to know the difference.
Look at Trollslayer... it's a pretty good axe. Awesome, but unchanging.
Otoh, in turn 25 we saw that our current two apprentices are "Moderates". I expect that by the next turn, they will join Snerra, Dolgi and Fjolla on the radical side. Character development HO!
A big deal was made previously about screen time for runic items that Snorri made. For a craftsman, those items should have characters and be part of significant actions and major relevance, but each time we make something new things like Trollslayer or the King's adamant armour or the cloaks we made will have a smaller share of the screen time.
It's a very apt and equivalent comparison. Both apprentices and runic items are things Snorri has a hand in shaping. Both have 'character' or a significance and meaning of their own, and both can get more or less screen time.
The fact that you don't care about them doesn't change that.
Perhaps this is shocking to you, but items, no matter how well done or well crafted, are not in fact people. People are proactive can drive events on their own and can evolve and change relatively quickly. Items are passive, mostly unchanging (unless your work is shoddy) and do not drive events.
The argument you are attacking in bad faith is that we don't need to pump out apprentices like clockwork. It takes away the character of the bond between Snorri and them and turns it into a mass production line akin to a Mechanic's work over a Runelord's. We are not saying no apprentices, just to wait until the current batch progresses into being thier own people.
So please stop argueing in bad faith as to get your way. It's beneath the awesomeness that is this quest and your intelligence.
Throughout the Realms, the Runelords create wondrous items of immense power, discover hitherto unknown secrets of Runecraft and otherwise act as one of the very foundational pillars of not just the Runesmiths Guild but of the entirety of the Karaz Ankor itself. Only the tiniest fraction of the dwarf population can claim to be part of their number, but their reach is wide indeed. Fitting then, that those few storied individuals that you've come into contact with be recorded in greater detail.
━<><><>< Kraka Drakk ><><><>━
Name: Bara Kormasdottir Titles: Steelplate, Metalminded (By Clan Stoneplate) Age: 908 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: Engineering Runes (Mastered), Armour Runes (Exceptional), Talismanic Runes, Armour Runes Affiliation: Moderate - Radical
Name: Dwalin Hurgarsson Titles: Thunderlung, Battlepoet, Saga Singer (By himself), Warrior Bard (By himself), Tale Teller (By himself), Storyholder (By himself), Darkness Breaker (By himself) Age: 715 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: Banner Runes (Mastered), Banner Runes (Exceptional), Talismanic Runes (Exceptional) Affiliation: Radical
Name: Lorna Dernasdottir Titles: Hammerfall, Dragonsmiter, Lorekeeper Age: 660 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: Talismanic Rune Subset: Esoteric (Mastered), Engineering Rune Subset: Gronti (Exceptional), Weapon Runes, Banner Runes Affiliation: Moderate - Radical
Name: Brynna Kargasdottir Titles: Gildedeyes, Kvinn a Zorn, Strollen Garazi (By the Zornish) Age: 888 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: Armour (Mastered), Talismanic Rune Subset: Gold and Oathgold (Exceptional), Banner Runes, Weapon Runes Affiliation: Conservative (By your Standards), Radical - Moderate (By the Zornish)
Name: Snerra Magnasdottir Titles: The Shining One, Banner-Maiden, The Smiling Smith, Thungni Chosen, (Hidden) The Last Age: 368 Years Old by Dwarf reckoning (as of the end of Turn 42) Specialties: General Rune Subset: Casting (Mastered+), Talismanic Rune Subset: Fortitude and Healing (Exceptional), Armour Runes (Exceptional), Engineering Rune Subset: Gronti (Exceptional), Weapon Runes Affiliation: A lot like you.
Name
A.G.E (Affiliation, Gender, Experience)
Personality, Quirks
Mastered Specialty
Exceptional Specialty
Regular Specialty 1
Regular Specialty 2
Bara Kormasdottir, Steelplate
Moderate, Woman, 689 Yrs. Old
Dedicated Matron, Made one of the Gronti for the Smelter, Good foundation
Engineering
Armour
Talismanic
Armour
Dwalin Hurgarsson, Thunderlung
Radical, Man, 505 Yrs. Old
Banner, Writer, Poet. Good at banners, Goes on Campaign a lot
Banner
Talismanic
Banner
Banner
Lorna Dernasdottir, Hammerfall
Moderate, Woman, 450 Yrs. Old
Curious Researcher, knowledge and experience with Records and History
Talismanic
Engineering
Weapon
Banner
Brynna Kargasdottir, Gildedeyes
Conservative, Woman, 678 Yrs. Old
Runelord from Zorn, open minded (for the Zornish), bold
Armour
Talismanic Subset: Gold and Oathgold
Banner
Weapon
━<><><>< Region ><><><>━
Name: Ogra Iggunsdottir Titles: The Stalwart, Wardmaker Age: 838 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Generic Rune Subset: Buildings (Mastered), Talismanic Rune Subset: Ancestor (Exceptional), Engineering Runes, Banner Runes Affiliation: Conservative Hold: Karak/Kraka Krum
Name: Igna Margasdottir Titles: Metalheart Age: 640 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Armour Rune Subset: Toughness (Mastered), Armour Rune Subset: Durability (Exceptional), Armour Rune Subset: Esoteric, Armour Runes Affiliation: Moderate Hold:Karag Dum Kraka Grom
Name: Vragni Svaltisson Titles: Silverbrand, Aldokri Age: 748 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Banner Runes (Mastered), Weapon Runes (Exceptional), Engineering Runes, Armour Runes Affiliation: Conservative Hold: Kraka Ornsmotek
Name: Skjol Borsson Titles: Shieldsmith Age: 695 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Talismanic Runes (Mastered), Armour Runes (Exceptional), Banner Runes, Engineering Runes Affiliation: Radical Hold: Kraka Ravnsvake
Name: Skegg Borsson Titles: Axesmith Age: 695 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Talismanic Runes (Mastered), Weapon Runes (Exceptional), Banner Runes, Engineering Runes Affiliation: Radical Hold: Kraka Ravnsvake
Name: Sven Hoggrison Titles: Baragmaker Age: 820 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Engineering Runes (Mastered), Engineering Rune Subset: Siege Engines (Exceptional), Engineering Runes, Banner Runes Affiliation: Really Radical my man Hold: Kraka Dorden
Name: Valma Hilldasdottir Titles: Stoneshaper, Firebrand Age: 590 Years Old by Dwarf Reckoning (as of the end of Turn 35) Specialties: Engineering Rune Subset: Gronti (Mastered), Engineering Runes (Exceptional), Engineering Runes, Engineering Runes, Elgi Texts Affiliation: Totally Kick Flipping Radical my dude Hold: Kraka Dorden
Hold
Name
A.G.E (Affiliation, Gender, Experience)
Personality, Quirks
Mastered Specialty
Exceptional Specialty
Regular Specialty 1
Regular Specialty 2
Karak Krum
Ogra Iggunsdottir, the Stalwart
Conservative, Woman, 698 Yrs. Old
Ancestor Rune Researcher, Old lady who can turn your home into a fort
Banner Subset: Buildings
Talismanic Subset: Ancestor
Engineering
Banner
Karag Dum
Igna Margasdottir, Metalheart
Moderate, Woman, 500 Yrs. Old
Quality over quantity, Determined to find out the fate of her home.
Armour Subset: Toughness
Armour Subset: Durability
Armour Subset: Esoteric
Armour
Kraka Ornsmotek
Vragni Svaltisson, Silverbrand
Conservative, Man, 608 Yrs. Old
Dinkleberg... I mean Klausson..., Driven and productive, no complex here
Banner
Weapon
Engineering
Armour
Kraka Ravnsvake
Skjol Borsson, Shieldsmith
Radical, Man, 555 Yrs. Old
One half of the Borsson Twins, he makes good armour. Not loud.
Talismanic
Armour
Banner
Engineering
Kraka Ravnsvake
Skegg Borsson, Axesmith
Radical, Man, 555 Yrs. Old
One half of the Borsson Twins, he makes good weapons. Quiet.
Talismanic
Weapon
Banner
Engineering
Kraka Dorden
Sven Hoggrison, Baragmaker
Really Radical my man, Man, 680 Yrs. Old
A fan of large weapons and penchant for big explosions.
Engineering
Engineering Subset: Siege Engines
Engineering
Banner
Kraka Dorden
Valma Hilldasdottir, Stoneshaper
Totally Radical dude, Woman, 450 Yrs. Old
Young Firebrand Gronti specialist, a teen Runelord with attitude.
Engineering Subset: Gronti
Engineering
Engineering
Engineering
━<><><>< Brotherhood of Dron ><><><>━
Name: Kraggi Cragsson Titles: Steelback Age: 855 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Armour Runes (Mastered), Weapon Rune Subset: Fire (Exceptional), Talismanic Runes, Engineering Runes Affiliation: Moderate Hold: Karak Drazh
Name: Gorra Fallasdottir Titles: Gromrileye Age: 800 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Talismanic Rune Subset: Gromril (Mastered), Talismanic Runes (Exceptional), Banner Runes, Engineering Runes Affiliation: Radical Hold: Karak Varn
Name: Bogrin Hargrimsson Titles: Azurehammer Age: 837 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Weapon Rune Subset: Hammers (Mastered), Armour Runes (Exceptional), Talismanic Rune Subset: Silver and Gromril, Banner Runes Affiliation: Moderate Hold: Karak Eight Peaks/Vala-Azril-Ungol
Name: Magda Lenkasdottir Titles: Copperlocks Age: 789 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Talismanic Rune Subset: Gems and Crystals (Mastered), Banner Runes (Exceptional), Talismanic Runes, Engineering Runes Affiliation: Radical Hold: Karak Izril
Name: Modi Yannisson Titles: Copperlocks Age: 789 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Talismanic Rune Subset: Gems and Crystals (Mastered), Armour Runes (Exceptional), Talismanic Runes, Weapon Runes Affiliation: Moderate Hold: Karak Izril
Name: Damin Sindrisson Titles: The Stoic Age: 1032 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Banner Runes (Mastered), Talismanic Runes (Exceptional), Weapon Runes, Armour Runes Affiliation: Moderate Hold: Karaz a Karak
Name: Bara Kormasdottir Titles: Steelplate, Metalminded (By Clan Stoneplate) Age: 908 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: Engineering Runes (Mastered), Armour Runes (Exceptional), Talismanic Runes, Armour Runes Affiliation: Moderate - Radical Hold: Kraka Drakk
━<><><>< The Wider Realm ><><><>━
Name: Gemlin Ragnisson Titles: Steeleyes, Old Lord of the Desolate Peak Age: 1033 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Weapon Rune Subset: Ironworks (Mastered), Armour Runes (Exceptional), ? Affiliation: Moderate Hold: Karak Vlag
Name: Orri Okrisson Titles: Silverbrow Age: 958 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Banner Runes (Mastered), ? Affiliation: Conservative - Moderate Hold: Karak Ungor
Name: Jordis Smednasdottir Titles: Tide Turner Age: 842 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: Banner Runes (Mastered), Banner Rune Subset: Morale (Exceptional), Weapon Runes (Exceptional) Affiliation: Moderate - Radical Hold: Karak Kadrin
Name: Gemma Skollasdottir Titles: Diamond Eyes, Brightstone Lady Age: 1508 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: General Rune Subset: Light (Mastered), Talismanic Rune Subset: Gems and Crystals (Exceptional), ? Affiliation: Moderate Hold: Karak Brynduraz/ Canonically known as Gunbad
Name: Kazador Cromsson Titles: Ironwill, the Beastslayer Age: 542 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: Weapon Runes (Mastered), ? Affiliation: Radical Hold: Karak Varn
Name: Thorgard Thagrimsson Titles: Traitorbane, the Relentless Age: 529 Years Old by Dwarf Reckoning (as of the end of Turn 42) Specialties: General Rune Subset: Wards (Mastered), Armour Runes (Exceptional), ? Affiliation: Moderate Hold: Uzkulak
Name: Rorek Jarnisson Titles: Get-gold Age: 512 Years Old by Dwarf Reckoning (as of the end of Turn 30) Specialties: General Rune Subset: Casting (Mastered) , Talismanic Runes (Mastered-), Engineering Runes (Exceptional +) Affiliation: Conservative Hold: Karak Izril
━<><><>< Figures of Legend ><><><>━
Name: Alric Thungnisson Titles: Tidebreaker, Runesson, Eldest, Rik a Burudin, A lot, like so many names, it's not worth counting, less than Settra though. Age: Oldest living son of Thungni. Specialties: A lot. Affiliation: ? Hold: Karaz a Karak
Name: Angkra Vanyasdottir Titles: Thungnissdottir, Twenty Loops, Vala a Kladi Age: Youngest living daughter of Thungni, which is still very old. Specialties: Armour, lots and lots of Armour, Banners too. Affiliation: ? Hold: Karaz a Karak
Name: Gottri Logansson Titles: The Hammerspite, Kazmakazi a Azul Age: Really Old. Specialties: Hammers, Weapons, Instruments of Battle. Affiliation: ? Hold: Karak Azul
Name: Yorri Titles: The Wanderer Age: Probably Really Old. Specialties: Odd (Savant), Esoteric (Mastered), Weird (Mastered), Wacky (Is Really High), ? Affiliation: So Radical that he'd be the poster boy of an 80's skater commercial Hold: None
━<><><>< Khazalid Trivia ><><><>━
Aldokri - Old Craftsman/ Quality Craftsman
Kazmakazi a Azul - Warsmith of Azul
Kvinn a Zorn - Lady of Zorn
Strollen Garazi - Wandering Lass
Rik a Burudin - Lord of the Burudin
Vala a Kladi - Queen of Armoursmiths