I think you vastly overestimate how much the Kurgan Tribes of the Wastes know what a Bokri is, or give a damn about him. Yeah he brought a ceiling down on Kul, but with the way Chaos worshipers think Asavar Kull lost and died so he deserved what was coming to him, he was not strong enough. Other than Alyx the Shifter the primary reason any chaos worshiper would have to kill Bokri would be to loot his corpse of all the rune treasures, same for all the rest of the dwarfs going.
Marked for Death: The seers of the Raven God have scried your actions, and deemed you a worthy opponent. The servants of Tzeentch are eager to prove themselves the sole masters of ambushing and subterfuge in this war.
Marked for Death: The seers of the Raven God have scried your actions, and deemed you a worthy opponent. The servants of Tzeentch are eager to prove themselves the sole masters of ambushing and subterfuge in this war.
The seers of the Raven God, not all the seers, just some of them and certainly not the God Himself. For all we know Alyx is the last of those people and the rest got killed in the pacification of Norsca.
Plus, Karag Dum was down to in essence a few hundred in canon and that was after 10 of their years of fighting. Unless QM is pumping the numbers for that scenario, there's not going to be enough Dawi there that won't be covered by the scenario I already described, that of enough of each clan of the Karag Dum Dawi to repopulate get into the convoy and the rest fight a holding action/distraction/push to get them the chance to run and then keep the chaos occupied.
With us bringing our sneakiest, the odds of us finding them sooner and being able to at least *hopefully* ensure that the Karag Dum dwarves are able to fight a holding action is better.
Either way, we'll hopefully see when we get there. I sadly do not see this going well enough that we won't have plenty of room for those going back, at least from the troops being sent up. Biggest hurdle I can see is finding them and getting them out of Karag Dum itself, followed by getting back down without getting harried the entire time
[]Plan: Enthusiastic Walk -[] The Odro Ok: Eight of the finest and deadliest rangers in the Karaz Ankor. Their skills in subterfuge and sabotage might be valuable when you reach Karag Dum and need to scout its massive interior. -[]A second Company of Rangers: An additional company of Rangers in Ranger Armour will provide an excellent source of ranged support to the Expedition.
[] Spend bolts instead of lives: Clan Rakidum will focus on providing scouting and reconnaissance in support of Belegar. Combat will only be engaged in when from a position of strength. []Stand as one!: The Vassal clans will work together as one great Throng. Three thousand Dawi working as one cohesive military machine to crush their enemies before them.
Forces taken on the Expedition:
The Sky-Thane's Guard: Your personal guard. These Dawi have sworn binding oaths to die before they abandon you and to fight to avenge your death if it leads to their doom. 30 Zulthingaz: Dawi in Sea-Steel and Ragarin armour, these Dawi are some of the most well-equipped Dawi Rangers in the Karaz Ankor. (Good Attack, Great Defense, Excellent mobility)
Fourth Rakidum Ranger Company: This company of Rangers has not yet earned a unique name. 30 Zulthingaz: Dawi in Sea-Steel and Ragarin armour, these Dawi are some of the most well-equipped Dawi Rangers in the Karaz Ankor. (Good Attack, Great Defense, Excellent mobility)
Odro Ok: Eight Dawi hand-picked by Ansgar to be a trained kill-team. They will serve to assassinate enemy spearheads. Unlike the Uzkuldok, the Odro Ok does not fight battles. They are specialized killers and special forces who cannot hold a position or strike as far and as wide as the Uzkuldok.
Kartak Fleetfoot: A fullbeard and youngest of the Odro. Possibly the fastest dawi in the Karaz Ankor, with the endurance of a Dawi centuries his senior.
Othar Helmsson: Widely considered the finest all-around ranger in Clan Rakidum. Without question, the finest tracker and survivalist.
Neka Snerrasdottir: An absolutely terrifying kvinn. Married an engineer specializing in gunpowder; used that marriage to become a demolitions expert and crack shot with her masterwork shotgun.
Senna Unseen: Exists - really. Apparently, the most difficult part of recruiting her into the eight was finding her.
Okri Griffoneye: The finest shot in the clan. Carries a crossbow featuring triple the usual draw-strength; operates it only with the aid of a crank devised by Vikki.
Smiling Grint: A large barrel masquerading as a dwarf. Has spent nearly all of his three centuries honing his skill with an axe. Functions as 'Plan B' on many of the Odro's operations.
Borri Madale: An aspiring alchemist and Clan Rakidum's resident expert on poisons and other useful concoctions.
Tonnok One-Eye: One of the oldest dwarfs remaining in Karak Skarrenruf. Commander of the Odro Ok in Ansgar's absence; an extraordinarily valued tactical advisor in his presence.
Early spring 2311
Solland is different from the last time you journeyed through the province. Back then, Solland had felt like a wasteland that could swallow the unwary. Back then, your Throng had travelled on foot because they were unsure if the roads were intact enough to allow a cart to traverse them without getting stuck in the mud. With Beastmen, mutants, and Greenskins stalking through the forests, each night had been a perilous thing. And on more than one occasion, you'd needed to chase off some enemy scouts.
Now? Now the province was downright safe. Every day, the carts that held your Dawi casually roll along across the roads, passing by small patrols of Imperial outriders that race along on horseback who salute you as they ride past. The riders of the Empire may not be the Ellyrian Reavers that patrolled these lands when the Skarrenawi built cities that outsized even Altdorf. But they are just as devoted to keeping civilization alive.
Ten carts made by Dawi Carpenters whose ancestors settled in the lands of the Umgi have been hired from Grolm Tarfist, the Umgdawi merchant and acquirer of illicit goods has grown his small business to quite the respectable little trading empire, exchanging Skarrenruf Steel for Cathayan silks and Indan spice. Supposedly Dwarf Steel fetches a fine prince in Cathay. After a day of travelling, you approach the first of the Imperial Forts on the Ornsk-Kreutzhofen road.
The extensive wooden fortress is pretty shoddily built, although the design is alright for an Umgi fortress. But it is a temporary thing until a stone wall can be built around the fort. According to Ansgar's reports, Clan Brighthammer and a family of Umgdawi from Nuln are in a big bidding war over it.
As night falls, the carts are brought into the Umgi fortress, where half a dozen other coaches are already stationed, each protected by its own guards. A great bonfire is lit at the centre of the fort, ale barrels are prepared, and the men and women of the Empire and the Karaz Ankor begin to drink and sing their sorrows and worries away.
"You're very quiet, my thane." A Longbeard plops down next to you. You get a glimpse of an eyepatch and a bushy grey beard that reaches to his knees. "Something keeping you down?"
The Thane's Guard is still at the ready, crossbows within easy reach as they enjoy their nightly beer ration, supplemented by purchases from the fort's generous reserves. But for the most part, they are mingling with the Imperial troops guarding the fort and the caravan guards and the men and women providing maintenance services to the coaches and wagons. In addition, an enterprising Umgi has set up a small store inside the fort, selling Dawi beer.
"Never liked taking my forces north. We always return with fewer Dawi." You sigh. "Lost a good friend in Kislev City. Ermet was silent and could match Kragg in grumpiness. But he was a true fighter. Sometimes I wish he got the credit for weakening the Everchosen. My bolt would have bounced of Asavar's Armour were it not for the gap Ermet tore in it." You shake your head then turn back to the Longbeard. "Tonnok, right?"
"Tonnok One-Eye." The Longbeard says, almost sounding cheerful. "Doesn't surprise me you don't know me. We didn't really meet, even before you brought us to the Vaults."
You think back to your days in the Badlands. Moving from hidden village to hidden village, fighting your eternal battle against the Greenskins. Tonnok's name had been mentioned occasionally when you'd overhear your father talk about other Rakidum hamlets and their supply needs. Tonnok was supposed to run a tight crew and manage a small community.
"That feels like a lifetime ago. You were from a different family weren't you? The Cave Rakidum."
Cave Rakidum was a less than flattering term, now long since unused, for those Dawi of Clan Rakidum that maintained hidden bases and outposts within small caves and tended to mushrooms.
"Aye. Spent two centuries keeping the villages secure and bountiful." Tonnok grabs a handful of soil and plays around with it in his hands. "Sometimes I miss the badlands, you know. The lands were rough, but the deepest parts had their charm. Especially whenever an oasis was discovered."
You smile. A memory from your childhood re-emerging. "Aye. Remember when old Magrak's band discovered that oasis in the heart of a parched corner of the Badlands so inhospitable, not even the Greenskins went there? We all drank water aplenty, swam, and grew crops there."
"Vellna made some good beer with the little bit of farmland we got there," He smiles warmly. "No matter what happens, Thane. None of the Dawi you took with you would have done anything differently. We'll do whatever the High King asks of us and be proud to do so."
You pause, then smile. "Thank you. That feels good to hear." You get up, grab a mug of beer, and join the eclectic mixture of drunken singing and dancing that the Dwarfs and Human mercenaries have begun to devolve into.
---
The journey through the Empire turns out to be mostly uneventful, if very enjoyable. Word of you passing through is enough to get most villages to open their larders and offer you more suitable provisions than what they sell to most travellers. It is quite the party travelling through Averland, eating fine cuts of meat each night, enjoying the hospitality of the locals, and being treated as a great hero.
A part of you sees something entertaining and lamentable about how the Guilds of the Karaz Ankor continually refuse to give you the time of day for being settled within the Vaults. By all rights, the Guilds should have been ecstatic to cooperate and share in the abundant wealth that you offered to share with them.
These thoughts dwell in the back of your mind when being received with pomp and grandeur from the residents of a town you had never heard of and invited to a quickly prepared but well-stocked feast to celebrate the arrival of 'The Evercrusher.' Umgi peasants and local farmers receive you more kindly than many of the Guilds have.
Perhaps those Dawi from Karak Nawi were right. The Karaz Ankor did need a spiritual re-awakening.
But all good things must eventually come to an end. When the Caravan moves through the southernmost parts of Averland, it becomes clear that this part of the Empire has seen its fair share of strife. Many villages are built into and around destroyed fortresses. The towers of the local nobility are tall, and they proudly bear the scars of ancient conflicts. Yellowing Greenskin skulls are mounted atop rusted spears every other hill. While statues mark mass graves where the fallen men of long ago battles who could not be claimed or identified have been laid to rest.
The road to the Blackfire Pass is heavily patrolled by the Outriders of Averland, and you constantly find yourself approached by patrols of them, asking about your business, and then racing off when they see how well armed your Dawi are. The city of Grenzstadt is nearby. It is a great fortress city at the northern end of the Blackfire Pass and an important waystation for Dawi trade caravans heading out into the Empire. Or, more usually, a place for those Caravans to stop before returning to the Everpeak to repeat the route. It, like Karak Ornsk, is a city that has grown wealthy and powerful off trade between Umgi and Dawi.
The city wall, built of sturdy Dawi stonework and protected with cannons, looks formidable, to say the least. Although you know that it has been assailed by Greenskins many times and has taken heavy damage each time. The Manlings inevitably return to the city. The prospects of trading with the local Dwarfs are too enticing to pass up.
---
Late Spring 2312
The Blackfire Pass is a bustle of activity. A great scorched plain as fair as the eye can see, surrounded by massive walls of black volcanic glass from when an ancient cataclysm in the time before even the Dawi settled the World's Edge tore the mountains in half. Lava bubbles out of thin streams along the side of the long path, and gasses burst from fissures in the ground across the pass. It is an ancient and primordial place, and as you pass through, you can imagine the ancient battles waged here in your mind's eye.
The pass is busy for this time of the year. Mostly with Umgi traders plying the route to Barak Varr and the markets of the Karaz Ankor. But there are also Dawi travelling in large coaches with Handgun equipped Dawi sitting on the roof, guns at the ready. Representatives of Guilds or trading families likely headed to Averheim or Grenzstadt to negotiate trade deals with the Umgi.
The fortress of Kazad Haz-Drazh-Kadrin is built at the entrance of the Blackfire pass surrounded by tents and cooking fires as nearly a thousand Dawi are camped outside a fortress that already contains six hundred Dawi. A wooden palisade has been built around the expanded cam, each of the wooden spikes of the exact length and equally well-cut. It looks like the firewood for the Expedition has been used to create temporary palisades.
Clever.
Six long steam engines are parked outside the fortress, each the size of the locomotive that pulls The Fuelmonger back in Karak Skarrenruf, and a full wagon hitched behind them. The wagons are each equipped with a single turret on their roofs and engraved with runes along the side. As you watch, you can see large ramps in the backs of the vehicles being lowered and crews of Dawi pushing large crates up them. Your eyes can make out the boxes are marked with the symbols of Barak Varr.
"Bokri!" A booming voice calls out from the edge of the camp, where a small crowd of Dawi has come to greet your approach. Thorgrim strides out from the camp, clad in a full set of ornate Gromril armour. His beard looks a bit longer since you last saw him, and the first grey hairs have begun to appear in his black hair. He is followed by five of the Everguard, the blue runes of their Gromril armour and weapons glowing in the twilight. You recognize their leader, Brim Rakunsson, the son of the former Thronebearer who leads the Everpeak garrison that has been assigned to Karak Skarrenruf. "It is good to see you."
You hop off the wagon that's carried you all this way and toss a small pouch of gold coins at the driver, who deftly catches it.
"It has been too long, Thorgrim. Where in Gazul's fiery underbelly have you been?"
Thorgrim grins painfully. "I'll tell you after I've introduced you to the rest of the expedition leadership. It's a long and painful story."
Thorgrim takes you to the lead vehicle, the only one with gold ornamentation in the form of a great screaming ancestral face carved into the front of the traction engine. The Ancestor God Grimnir screaming a war cry. A puff of steam erupts from the nose of the massive statue like it is snorting angrily. You're getting a grasp of the scale of the vehicle now that you're close to it. It is like a train rolling across the land. Along with the large double-barreled turret atop each vehicle, you can now see firing ports along the side of the machine.
Next to the lead wagon, a tent has been set up, with a table and maps laid out before it. Around the table, a group of ornery Longbeards are set up, glancing at you as you approach. You can see an Engineer, a Runesmith, another Dawi wearing ornate Gromril armour, a Longbeard with long white hair braided into two long forks that reach to his knees. A more rustic-looking Dawi with an ornate braided beard, facial tattoos, and ornate leather and mail armour. And to your surprise, Kragg the Grim in the back, arms crossed and leaning into the back of a chair, observing everything with a glare.
"Thane Starbolt, let me introduce you to Gordrim Oilbreath, the Master Engineer designer, builder, and maintainer of the land-wagons." Thorgrim motions for an Engineer with a flowing white beard and a set of black goggles on his forehead. He's clad in a suit of heavy mail beneath a large overcoat tabard covered with pouches and tools. Two belts of ammunition are strung across each shoulder, filled with what looks like short brass tubes with copper bullets in them. The Engineer's eyes and the bridge of his nose are noticeably less stained with oil and grease than the rest of his face. He has a gun across his back that looks almost like a ratling gun, with six short barrels connected to a box with a crank on the side. On his hip is an ornate pistol with a large container before the trigger and beneath the barrel, which you assume contains ammunition.
"Well met, Thane Starbolt. Coppertwist has said good things about you. Thanks to your recent purchases, I know quite a few engineers enjoying an additional golden armband. I hope you'll enjoy the ride." He motions for the vehicle behind him.
"You made these fantastic machines?"
"Aye, that I did. You're looking at every Steam Wagon in the Karaz Ankor. My finest creations yet. If anything can get us to Karag Dum, it is these machines." The Engineer sounds like a proud father describing the accomplishments of his children as he thumps a hand against the side of the hull.
Thorgrim then motions for the relatively younger Runesmith. A Longbeard with a beard starting to go grey at the base of his otherwise fierce red hair. He is clad in ornate robes of blue and gold, covered with steel chest plate shaped to look like idealized dwarf musculature. His vambraces and leg guards are ornately crafted masterworks of gold and steel, inlaid with what looks like ivory and gemstones. "Gorlin Steelson, Runesmith of Karaz-A-Karak. He and his apprentices were the ones responsible for placing the runes upon our vehicles and providing us with the protective talismans."
"A pleasure to meet a Runesmith of the Everpeak." You offer a heartfelt salute.
The Runesmith nods respectfully. "Your Runesmith has become quite notorious in the Everpeak, ever since he returned with those runes from the WyrDawi and shared them out with Thorek." The Runesmith puts his arms in his side and laughs heartily, the sound booming across the camp. "Good business if you ask me. Every Thane in the Everpeak whose hall is connected to the surface via an airshaft is offering me either a Thane's ransom or their daughter to put down a rune!" The Runesmith carries a staff with a hammerhead at the end, which crackles with lightning. "Remind me to visit Karak Skarrenruf when this Expedition is over. I would very much like to meet Garek."
Kragg makes a noise that is somewhere between an angry growl and an elk rutting with a boar.
"And... Kragg the grim." Thorgrim mutters. "He followed us and refused to talk to any of us. We think he intends to go to Karak Vlag."
Thorgrim then motions to a younger Dawi with striking green eyes and a blonde beard that reaches to his waist. He is dressed in a full set of Gromril Armour decorated with Cathayan silk covered with symbols of the Everpeak. The Dawi strikes an imposing figure with the massive double-bladed axe over his shoulder. "This is Prince Arngrim of Karaz-A-Karak."
The prince eyes you cautiously. Then nods respectfully. "Hail and well met, Thane Starbolt. I hope we can cooperate well during this campaign."
You nod respectfully. The prince definitely looks like the prince of the Karaz Ankor. However, you can keep your opinions to yourself for now. "Bokri Starbolt. At your service and your clan's."
Thorek then mentions for Brim Rakunsson. The Dawi looks more formidable than you remember, his armour being larger and more ornate. In addition, you note that his helmet is different than before. It is decorated with wings and shaped like a roaring dragon. "Brim Rakunsson, Keeper of the Royal Clan's Gate. And the commander of this Expedition."
"Hail!" Brim says, slamming a fist on his chest. "It is always good to meet you. I trust my father is in good health?"
"That he is. When you return, I hope he will have earned much honour and glory destroying the Skaven infesting the Vaults." You slam a fist on your chest. "Although it pains me to leave on this expedition while my Clan is engaged."
"The situation in the Vaults must have been dire indeed for you to not wait until your return."
"That it was. Karak Grom was on the verge of falling and had already evacuated its hoard, tombs, and Rinn and Beardlings to safety. We had to launch the war to save Karak Grom and secure the Vaults. Lest it fall."
Arngrim nods. "It can not have been an easy decision. The fact you did shows real courage and resolve to make that decision. Perhaps I was wrong about you."
Thorgrim coughs and motions for the last two Dawi. First, the Dawi with the bushy red beard braided with silver thread and a runic hammer hanging at his belt. "This is Thargan Azrilsson. Second son of Great King Silverbeard, and the one who will command the WyrDawi complement of the Expedition."
"At your service and yer Clan's." The Dawi says, with a noticeable accent.
Thorgrim motions for the Longbeard in the robes of a Loremaster. He does not look ready for combat, although he might just be dressed for comfort at the moment. The Dawi is tall and strong, but his beard is as white as freshly fallen snow and bound in two massive forks pulled to the sides, so they do not scrape the floor. "And finally, Borek Forkbeard. The leader of the last group of survivors to escape Karag Dum. He will guide us to Karag Dum, and show us how to enter through the secret entrances."
"At your service and your Clan's, honour to your ancestors, Beardling," Borek says with a smile. "I must thank you once more for sending the Rangers that found my band of survivors. I hope to lead you to Karag Dum in victory."
"I hope to see its halls." You say with a smile. "Grimnir be with us."
Brim snorts appreciatively, then motions for the map. "Now that the Rangers are here, we can prepare to depart." He draws a line with his finger from Black Fire Pass to Averheim. "We'll need to make two stops along the way to restock on coal. We've already stockpiled a supply in Grenzstadt thanks to the local Dawi. When we're done coaling, we'll head on directly to Kislev City through Talabecland and Ostermark. One last refuelling and resupply in Kislev. And then we'll punch north through the Black Blood Pass and into the Wastes." He pauses and motions for you. "With the Tzarina of Kislev stockpiling food at depots across the route, we will have little issue with food and potable water until we're well into the wastes. Hence we will feast and fatten ourselves up in Kislev City before we head out into the wastes, where we will have to ration."
Borek points at the map where Karag Dum is marked. "When we reach the city, I'll guide us in through one of the sally ports. Once inside, we'll make our way towards the redoubts. If the Axe of the Runemasters, or the Hammer of Fate are still in Dawi hands, they will have been stored inside these hidden fortresses, hopefully alongside surviving Dawi still holding out.
The Hammer of Fate was blessed by all the Ancestor Gods, and contains a sliver of their combined powers. Some say, that Smednir used it to forge Ghal Maraz. While the Axe of the Runemasters is the only weapon in existence with four Master Runes, each of them unique. It has been used to give True Death to a dozen Greater Daemons."
Angrim grunts. "The Axe and the Hammer must take priority over everything else. The former is unmatched anywhere within the Karaz Ankor, while the latter was a gift to our race from Grungni himself. Imagine what great good we could do for the Karaz Ankor if we got both of them back? A warrior wielding both could lay waste to armies on their own."
You nod. "That sounds like a plan. My Rangers will begin loading their gear, and we'll get ready to leave."
When stopping for resupply in Grenzstadt, you will: (Choose one)
[] Take the opportunity to get to know the Dawi that manage the overland trade between the Empire and the Karaz Ankor. Try to connect with trading families to entice them to set up branches in Karak Ornsk. [] Make connections with the local Umgi rulers, merchant families, and the Umgi 'Guilds'. Then try to entice them to move their undeniably profitable business. [] Visit the markets: Grenzstadt is the hub for most landbound trade between the Karaz Ankor and the Empire. But, unfortunately, it is also a place where grave robbers and smugglers go to fence their wares to the Umgdawi of the city. Dishonourable but incredibly profitable.
On the journey to Kislev City, you will speak with Thorgrim. But you will also talk with a few of the other expedition commanders. (Choose three)
[] Arngrim. Son of High King Alriksson. Prince of the Everpeak.
[] Brim Rakunsson, Keeper of the Royal Gate of the Everguard, and Commander of the Expedition.
[] Gorlin Steelson. Runesmith of Karaz-A-Karak.
[] Master Engineer Gordrim Oilbreath of Zhufbar. Inventor of the Steam Wagon
[] Borek Forkbeard. Survivor of Karag Dum, Loremaster of the fallen hold.
[] Thargan Azrilsson. Second son of Great King Silverbeard.
[] Kragg the Grim. Unexpected tagalong.
----
No plan vote. Instead, make three separate conversation votes. Each with a space in between. The three votes with the most votes wins.
So in order I think these are the most important conversation partners.
[] Kragg the Grim. Unexpected tagalong.
[] Borek Forkbeard. Survivor of Karag Dum, Loremaster of the fallen hold.
[] Thargan Azrilsson. Second son of Great King Silverbeard
Thargan is important IMO since the WyrDawi are one of our great problems we want to keep an eye on but with no reliable contact to do so
Kragg and Borek is just there for the hopes of rolling well and getting some insight or help for the expedition
To be honest I would be surprised if trying to talk to Kragg will do anything at all. We cannot exactly make him open his mouth. I would like to talk to the High King's son, get a sense if he can be talked around to sanity, or if we should... conveniently not shoot any marauders trying to kill him.
So for the Grenzstadt action I'm personally leaning to either making dwarf or human contacts, the question is which one would bring the most benefit? We got a lot of shinies last turn so I'm not too gung-ho about going shopping right now.
For the contacts, I'd like if we got to know Arngrim better. We haven't really got his measure like we have Thorgrim aside from what we've heard from others. It's important we get as much information about his character and motivations before we decide that killing him is the best option, as has been expressed in the thread before.
Kragg would be cool, but we'd be lucky to get anything out of him. IC I don't think Bokri doesn't want to be around him either though all their interactions have been hilariously awkward for both of them.
We definitely need to talk to Borek. We're going to need information from him in order for the Odro-Ok to have a better idea of the layout of Dum for when they have to scout the inside. In case it's a smash and grab job looking for relics and the survivors, we'll also need to know what sections of the Karag we'll need to prioritize and how to make a quick getaway. It wouldn't do to have to make a mad dash to the entrance and out into the Wastes without a getaway plan.
Brim, Gordrim and Thargan I have no strong feelings about. Brim would be good to find out more about the expedition + whatever else he can talk about, Gordrim would be good to talk to him about engineering stuff and Thargan would be good if we want to get more Norse Dwarf info.
Eh.... I think he is most likely not to say anything at all. There is also the fact we have nothing to gain on the off chance that he does feel like talking. Kragg will do Kragg things and nothing but curiosity will be sated in knowing what they are.
Damn hope we can get both the axe and hammer, something tells me if we only get one there's going to be a huge shitshow. Actually even with two there'd still be a shitshow. The Norse Dwarfs will want to stake their claim. Man this simultaneous succession and secession crisis is a bummer.
[] Arngrim. Son of High King Alriksson. Prince of the Everpeak.
[] Brim Rakunsson, Keeper of the Royal Gate of the Everguard, and Commander of the Expedition.
[] Borek Forkbeard. Survivor of Karag Dum, Loremaster of the fallen hold.
In the event that Arngrim survives this expedition and Thorgrim does not, Arngrim is, realistically, going to be the next High King. Even if they both survive, Arngrim might still win out. It would be good for the clan and the Twin Holds if he at least remembers Borek fondly from this expedition. We favor Thorgrim, but we don't want Arngrim to be any more of an enemy to us than he must be.
Brim is the commander of the expedition. As such, he needs to know us and what we're capable of, what we can and cannot add to the expedition and the task at hand. Making sure he understands that and trusts us to do what we do best could make the difference between life and death for many of us.
Borek, likewise, knows more than nearly anyone about what we're getting into. Having information from him will help contextualize things we see in the Wastes and in Karag Dum itself.