Voted best in category in the Users' Choice awards.
I don't actually think that little bit of dwarven politics was worth two gallons of AV to learn, in retrospect, but I'm glad that it wasn't something worse...

Well it does tell us something quite important, the ominous warning from Gunnars about potentially facing Chaos Dwarfs 2.0 should be taken with a healthy helping of salt since they would be influenced by the sort of bad mouthing Thorek mentioned here. Not that Dun could not have been tainted by Chaos but in light of this revelation it seems less likely.
 
Have a draft to discuss.

Max and Johann get to spend all their time on preparations.
Options have been added to have them train Hubert, those are worth consideration. Anyone have a good idea for that?
I am not really attached to the EIC action and I somewhat dislike our Niter being outside of it. Let's make some more profit.

Actions are mostly spent on preparation: Armor, Fog Path, Branulhune and Pall of Darkness.

I am unsure which area we want to scout most. suggestions?


[] Plan: LightLan
-[] Contains 1 [OVERWORK] action
-[][MAX] Allow him to spend all his time on his own preparations.
-[][JOHANN] Allow him to spend all his time on his own preparations.
-[][DUCK] Attempt to recruit Esbern and Seija and their compatriots of the Knights of Taal's Fury.
-[][EIC] Integrate the Gong Farmers and the Niter Factory into the EIC, and expand production.
-[] Enchant an item with a Fiendishly Complex or easier spell: Enchant new Robes with Aethyric Armour including our Mastery - Indefatigable.
-[] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
-[] Continue to work on your 'Fog Path' spell.
--[] Coin: The Gambler
-[] Try to see through Pall of Darkness with your improved magical senses.
-[] With the help of a gyrocarriage, personally scout part of the route (Road of Skulls)
-[][PENTHOUSE] Add security measures to your Penthouse to prevent forcible entry.
-[][SERENITY] Warp Lightning observations

@BoneyM is Melkoth still available on Belegar's dime. I get the feeling you weren't too happy about this the last time?
 
Well it does tell us something quite important, the ominous warning from Gunnars about potentially facing Chaos Dwarfs 2.0 should be taken with a healthy helping of salt since they would be influenced by the sort of bad mouthing Thorek mentioned here. Not that Dun could not have been tainted by Chaos but in light of this revelation it seems less likely.
Dum Runesmiths sound more like wizards meddling in things the other runesmith think they should not meddle with.

At Best they have accepted that their Ancestors did not know it all and they have to carefully search for new stuff.
At Worst they became too enthusiastic or desperate to search for new stuff, which might be dangerous.
But likely not more so than wizards delving into dangerous research which Mathy has a lot of experience with.
 
@BoneyM is it the heat or the fire that matters? I think Malthildes Enchanting lens can generate enough heat for a forge, would should be more than enough heat for lead, unless it's the fire that matters more than the heat.
 
Dum Runesmiths sound more like wizards meddling in things the other runesmith think they should not meddle with.

At Best they have accepted that their Ancestors did not know it all and they have to carefully search for new stuff.
At Worst they became too enthusiastic or desperate to search for new stuff, which might be dangerous.
But likely not more so than wizards delving into dangerous research which Mathy has a lot of experience with.

Kick-flip runesmiths yeah. Definitely think we should go Protector on this one, if we can get friendly contacts with one of them (and find them alive of course) a whole host of inovative projects might open up.
 
"Very well." Thorek sighs. "The leaders of the Runesmiths Guild of Karag Dum call themselves 'Runemasters'."

You contemplate that as you look at Thorek's grave expression. "That's it?"

"'Runelord' is the title Thungni bestowed upon the son that succeeded Him when He departed," he explains patiently. "Those that oppose Karag Dum's Runesmiths say that to declare that insufficient is to say that they have reached heights that one taught by Thungni Himself could not reach."
So they're prideful as hell...
"So when the Great War Against Chaos proved Karag Dum right..."

"Influential and ambitious Runelords had their words against Karag Dum indelibly recorded. If they had taken the warnings seriously, and fifty years had been spent exerting all effort of the Karaz Ankor to prepare against the coming storm..." Thorek shrugs. "Perhaps the High King would not have fallen. Perhaps Karak Vlag and Karag Dum would not have been lost. Perhaps the Norse Dwarves would not have fallen. Perhaps the Silver Age would not have ended. Anyone that accepted that burden upon their shoulders would have no choice but to shave their head and seek their Doom. But they have not. I did not ask why not, but they answered the unasked question anyway, and what they gave me was not justification, but accusation."

You think back to all the dark warnings you've heard about Karag Dum. "Argumentum ad, er, Dawinem. You can't be blamed for ignoring a warning if the messenger could not be trusted."
... And are feeling bitter and vindicated as hell. They gave a warning and were ignored, and nobody came to help them when the apocalypse came.

(Also oof for the rest of the Karaz Ankor and the Karaz Ankor's Runelords. They're probably just wishing that Karag Dum can be forgotten quietly. A deep shame that nobody wants to think about. And convincing themselves that Karag Dum wasn't trustworthy at all, to make themselves feel better about what happened. And an expedition to rescue or check on Karag Dum... it's simultaneously something Dwarfs feel needs to be done (because Dwarfs can't leave things alone, at least not without feeling incredibly shitty about it) but also it is poking at a delicate topic too. I wonder if Borek was recruiting from the Holds he felt were most likely to be willing to help Karag Dum, and avoiding those that had most badmouthed Karag Dum? i.e. It might not have been pure arrogance, but perhaps weariness or fatalism; 'These Holds' Runelords had the most hot words to say about my home. Recruiting from them would be problematic.')

So. Anyway. If any of them remain in Karag Dum, they're going to be running off of and feeling not just regular Dwarf stubbornness, but the extra special strong I-warned-you-all and but-none-of-you-listened type of bitterness and disappointment, too. They had to survive on their own, but they did survive. And now they come to help them? Almost 200 years after the fact? Yeah, they aren't going to be happy people at all.

Though perhaps somebody going 'You were right' to them might make them feel a bit better.

Who knows though. Especially since the outside world is busy trying to convince itself that the Karag Dum Dwarfs were unreliable messengers. Which means when the Karag Dum Dwarfs meet that attitude if they make it back to the rest of the Karaz Ankor, it's going to be very provocative for them. Will probably result in either some kind of shunning or extremely chilly détente with the Karag Dum Dwarfs, or, a lot of Karaz Ankor Runesmiths taking Slayer Oaths.

Would they even want to come back to the Karaz Ankor? They might feel abandoned by them. They know that the Karaz Ankor thought them arrogant. And they either can guess that the Karaz Ankor will be going 'Blame the messenger', or will eventually run into that attitude at some point. Somebody faced with that... with that level of lack of faith in them, they'd be pissed I imagine. They might prefer to die fighting, sticking it to the enemy.

And on the other hand, it's possible that there's some relics or treasures or infrastructure at Karag Dum that can't be moved and it would be very bad if Chaos got ahold of it or destroyed it. So there'd be yet another reason to hold their ground and die fighting, rather than run away and live to fight another day.
 
[] Plan: Fog Path to Success (Damsels and Rune smiths)
-[] MAX: Allow him to spend all his time on his own preparations.
-[] JOHANN: Allow him to spend all his time on his own preparations.
-[ ] DUCK: Aid Hubert in his search for a Familiar.
-[ ] EIC: Improve the EIC's paramilitary river navy. (NEW)
-[ ] With the help of a gyrocarriage, personally scout part of the route specify: Western Great Steppes
-[ ] Try to see through Pall of Darkness with your improved magical senses.
-[ ] Continue to work on your 'Fog Path' spell
--[ ] The Gambler: specify an action this will apply to: Fog path spell
-[ ] Enchant an item with a Fiendishly Complex or easier spell: Robe with AA and AA mastery.
-[ ] Attempt to recruit assistance for the Karag Dum Expedition. (Damsels of Bretonnia, Rune Smiths)
-[ ] PENTHOUSE: Add security measures to your Penthouse to prevent forcible entry.
-[ ] Write a paper: select which. [ Warp Lightning observations - shared with Adela ] (Serenity)


I've chosen to aid Hubert in his search for a familiar. He's the weakest link on this journey and helping him get a familiar that could boost his magic score or give him miscast protection or luck is absolutely sensible in my mind.

EIC is improving rather than expanding their river navy, I share a lot of the qualms people have regarding making a merchant company have its own armed forces, at the same time the banditry problem is incredibly severe. So lets bump up the quality of defences instead of trying to turn the company towards being an actual force in its own right.

Rune smiths and Damsels for the obvious reasons. Damsels are the priestess of the goddess of purity and are utterly incorruptible in lore, they have potent magic and are called out as the most powerful mortal casters in the old world. Rune smiths because we're probably going to need them if the Karak has been knocked over and all that remains are deep vaults and perhaps hidden safety zones which might be obscured by runic enchantments.
 
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Would propably be better for the Karaz Ankor in general if all the Runesmiths of Karag Dum are dead by now. Or at least won't press the issue further if they survived.

I mean, no matter if they where wrong, a dozen Runelords taking the Orange over their past mistakes would be utterly devastating to the dwarfs. Each of those is incredibly valuable and takes literal centuries to replace.
 
Would propably be better for the Karaz Ankor in general if all the Runesmiths of Karag Dum are dead by now. Or at least won't press the issue further if they survived.

I mean, no matter if they where wrong, a dozen Runelords taking the Orange over their past mistakes would be utterly devastating to the dwarfs. Each of those is incredibly valuable and takes literal centuries to replace.

On the one hand that is very true, on the other hand the position of Dun seems to be 'we can and should do more than the Ancestors left us' which is quintessential radicalism. If this whole thing comes to a head and they win the argument it might change the way rune-smiths as a whole approach their craft and they like all of Karaz Ankor need that to survive.
 
I share a lot of the qualms people have regarding making a merchant company have its own armed forces
I wish we had named our company something else because everybody looks at the name and draws real world paralels instead of actually looking at the company itself.
Bone-Deep Truths:
Patriots: The EIC knows that the Empire's long-term financial well-being is utterly vital for the EIC.

Why shouldn't a patriotic company not able to defend itself?
 
Would propably be better for the Karaz Ankor in general if all the Runesmiths of Karag Dum are dead by now. Or at least won't press the issue further if they survived.

I mean, no matter if they where wrong, a dozen Runelords taking the Orange over their past mistakes would be utterly devastating to the dwarfs. Each of those is incredibly valuable and takes literal centuries to replace.

I disagree, Karak Dum shouldn't have been ignored and a big part of why they were is how calcified traditions have become in the Karaz-ankor. Yes losing those Rune smiths in the short term is bad, but honestly we have Thorek and his army of apprentices around, if Thorek is suddenly in much smaller peer group his views will become defacto dominant given he's a living ancestor and Kragg stays out of politics.

There's cultural benefits to be had from them eating their fuckup. The fact that they're pretending Karak Dum were unreliable messengers is a disgrace.
 
"Very well." Thorek sighs. "The leaders of the Runesmiths Guild of Karag Dum call themselves 'Runemasters'."

You contemplate that as you look at Thorek's grave expression. "That's it?"

"'Runelord' is the title Thungni bestowed upon the son that succeeded Him when He departed," he explains patiently. "Those that oppose Karag Dum's Runesmiths say that to declare that insufficient is to say that they have reached heights that one taught by Thungni Himself could not reach."

"So it's something of a religious schism."
Prideful, which is quite the mess in its own right, but where I suspect Thungni wouldn't disapprove much, the tradition bound Karaz Ankor would be on the brink of schism.

Seems the Eight Peaks current situation isn't exactly unique huh?
"And a Clan feud, and a Guild dispute. That is the foundation of the conflict, but not the climax of it. In the Runesmith Conclave of 6769, the last that Karag Dum attended, they announced that Chaos was waxing and that all efforts needed to be spent preparing to withstand it. This was taken poorly, seen as an attempt for Karag Dum to increase their status. Karag Dum has always been focused entirely on the threat of Chaos and has always called for more efforts spent to oppose it, so this was seen as their usual rhetoric, only more so."

You make the mental conversion to the Imperial Calendar - 2246 - and you're pretty sure you know where this is going. "But it wasn't. They were right."
The old story. Crying wolf, as seen by the Karaz Ankor.

Probably happens a fair bit, to be fair. Dwarves being dwarves you could rely on them to keep on retrying their personal hot topic every conclave and for those who have chosen to ignore it the first time round to ignore it the second time round.
Thorek sighs. "It is easy to see that now. But from what I've been told - and it seems to be true - that century was a tumultuous time in the Old World. High King Alrik had died in battle at the Battle of Black Falls, Bretonnia was tearing itself apart over succession, humans marched on Nehekhara time and time again and agitated the Tomb Kings into a great deal of activity beyond their borders. Worst of all, at the time of the Conclave Ulthuan's forces were on the march in the Old World. In the face of all that, it seemed very self-serving for Karag Dum to announce that it was Chaos that was the real threat. A great deal was said in hot blood, every word of it recorded for posterity."

"What were the Elves doing?"

"Pursuing the Beastman demigod Cor-Dum, but that was not known at the time. The Phoenix King Finubar was still new to the throne, and many Dwarves suspected the worst when his forces made landfall in the Old World."

"So when the Great War Against Chaos proved Karag Dum right..."

"Influential and ambitious Runelords had their words against Karag Dum indelibly recorded. If they had taken the warnings seriously, and fifty years had been spent exerting all effort of the Karaz Ankor to prepare against the coming storm..." Thorek shrugs. "Perhaps the High King would not have fallen. Perhaps Karak Vlag and Karag Dum would not have been lost. Perhaps the Norse Dwarves would not have fallen. Perhaps the Silver Age would not have ended. Anyone that accepted that burden upon their shoulders would have no choice but to shave their head and seek their Doom. But they have not. I did not ask why not, but they answered the unasked question anyway, and what they gave me was not justification, but accusation."

You think back to all the dark warnings you've heard about Karag Dum. "Argumentum ad, er, Dawinem. You can't be blamed for ignoring a warning if the messenger could not be trusted."
I don't think they COULD have survived accepting that Karag Dum was right - that many prominent Runelords going Slayer in atonement would have been a deathblow to the Karaz Ankor
Thorek nods. "In my recent travels, I've heard a lot of accusations levelled at Karag Dum. Unstable. Unreliable. Undwarflike. Spent too long too close to Chaos, closer even than the Fire Dwarves were when they fell. Karak Kadrin was once brother to Karag Dum - the former dedicated to Grimnir the Slayer, the latter to Grimnir the Foe of Chaos - but all but the eldest there now half-believe this new truth." He sighs and scratches at his beard, and for a moment he seems very tired. "I don't know any of this for sure, or I'd already be levelling accusations and tearing the Guild asunder. But what I do know indicates that that's how it stands."
I *think* we're safe to recruit Runesmiths, but only from Azul then, having been isolated and unable to be tainted. Or a Karak Kadrin runelord.

After a great deal of internal back-and-forth, you've decided to burn most of your accumulated favour with the Colleges by commissioning as mighty an enchantment as you possibly can from the Bright College: an item emulating the spell Breath Fire, only much more so. Enchantments aren't usually scalable like that, but one notable exception is when asking Aqshy to make fire.

Months later you travel to collect it from the Enchanter, Magister Wolfgang Scheunacht, a neatly-dressed and well-groomed young Magister with black hair and a fresh-looking burn stretching from his eyepatch to his neck. "Magister Weber," he says with an easy smile. "Allow me to introduce you to what might be my finest work yet." With hands covered in neat leather gloves, he presents you with a flask covered in red scales with a brass topper. "The flask is imitation dragonskin, from a local curio shop - it's the inner workings that do the magic. Fill it with something flammable, spirits for preference but in a pinch lamp oil or animal fat will do, and leave it over a fire hot enough to melt lead for a day. The scales will turn red when it's ready - they're normally black. To activate, drink the contents in a gulp - it's less than it looks, the inner workings take up much of the volume - and point your face in the direction of whatever it is that you so strongly disapprove of."
Thats a fairly convenient setup to recharge.
"Any residual Aqshy?" you ask, turning it over in your hands.

"As long as you give it a few minutes before doing any verbal spellcasting, none to speak of. Oh, but do refrain from drinking anything magically-active for at least twelve hours after using it."
No big deal then.
Shouldn't be too hard to silent cast Invisibility or Shadowsteed and skedaddle
You look up at him, and the angry red scar marring what would otherwise be a handsome face. "Is that burn from the enchantment?" you ask.

"The process of creating it, yes," he says breezily. "It's of no matter, normal hazard of the Wind, and a small price to pay for the opportunities that so much goodwill will afford me."
Enchanting miscast huh?
You take it out to a cratered clearing almost entirely free of vegetation near Altdorf that the Colleges own collectively to put it through its paces, brace yourself, hold the arm that has the Seed in it behind your back just in case, and drink. The taste is both painful and confusing, as if your tongue can't decide if it's unbearably spicy or more conventionally boiling but does know it doesn't like it, but it seems to evaporate before it hits your stomach. You stand confused for a moment until a sensation very like an oncoming sneeze starts to build, and you do your best to aim your face as the charred tree stump you'd decided on as a target before you unleash whatever's trying to happen. With a sound like a reverberating bark, Aqshy explodes from your mouth and nostrils, and you're momentarily blinded as the world before you transforms into fire.

After you collect yourself, you examine the site of the former stump as best you can as you wipe your streaming eyes and brush pieces of ash from your scorched eyebrows. Everything above the ground and several inches below it was apparently transformed into splinters and send directly away from you at a substantial speed, and the field beyond is peppered with small, smouldering craters. A crunch underfoot reveals that wood wasn't the only victim, as some of the soil surrounding the stump was apparently vitrified and shattered by the heat and force of the blast. It's certainly effective, but as you blow your nose and consider the soot it leaves in your handkerchief, you think you might have been better served if you had specified something more self-contained.
Thats certainly devastatingly effective. Most things that aren't hero level durable SHOULD be adequately dealt with.
...wonder if the taste could be improved by varying the liquid used
"The end is in sight," Belegar says wearily. "The gleam of ore at the end of the tunnel."

"Our Clans have banded together to keep from giving the Okral any excuse to start trouble," Edda says soothingly. "It's brought them together. I don't want to say 'common enemy', but..."

"Common affliction," you say, and Edda smiles and nods.
As many a bootcamp made use of - no better way to breed unity than having a common affliction.

Though I hope it doesn't become a second Karag Dum situation.
"I think the dragon has the Okral off balance," Kazrik chimes in. "It's one thing for them to be told it's around, it's another for it to fly overhead every so often."
Okral: "AAAAA"
Cython: "Helping!"
K8P Dwarves: "The Drakk is strange and dangerous, but its funny to see the Okral react like that. Keep a good poker face on guys. Look like you see this sort of thing every day."
K8P Humans: "Dragon carvings! Get yer Dragon Carvins Today!"
"Everything okay on that front?" Belegar asks you.

"It's never encountered Dwarves directly before, it's borrowed some reading material to get to know a bit more about you." You figure that's a better way to put it than to let it be known that it's trying to draw direct links between the Ancestor-Gods and the Elven deities.
Its a dragon of culture.

"It's not acting like any dragon I've ever heard stories of," Dreng says, sounding a little put out.

"It's a Hysh dragon," you say, to blank looks. Right, Dwarves. "To channel a Wind, a being has to cultivate a mindset that aligns with it. For example, fire dragons channel Aqshy, the Wind of Fire, which makes them impulsive and temperamental. Hysh, the Wind of Light which Cython channels, requires a calm and thoughtful mental state."
"The dragon has the personality of a priest, basically."
"And yours?" Kazrik asks curiously.

Deception, skulduggery, and plots. "A focus on ambiguities, mystery, and the unexpected," you say instead, and Kazrik nods thoughtfully.
Kazrik: "Ah, yes, the unexpected is certainly a specialty of the Loremaster"
"Since we now know for sure that Birdmuncha is dead, I've had my Rangers prodding Karak Drazh to get the name of their new Warboss. Apparently they now answer to Warboss Gorfang the Hungry, which according to captured Skaven intelligence," he pauses as he grimaces at the thought, "was the Big Boss in charge of the Red Fang's Underway front before the Battle of the Caldera."

"Hopefully the experience has taught him to be wary of the Dwarves," Belegar says, to a chorus of approval. "In six months time, we'll be opening a new chapter in this Karak's history, and I intend it to be one of prosperity and growth."
Gorfang the Hungry, IIRC wasn't a very subtle sort, pouring orcs down a tunnel into certain death without stopping.

On the other hand he could certainly pour a LOT of orc.
[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in the Sunken Palace. (NEW)
[ ] EIC: Have the Hochlander set up a shadow headquarters for the EIC in your fief. (NEW)
Oh hey, whats this do?
Our fief would increase traffic, with both good and bad, but it'd not be all that subtle.
The Sunken Palace is near their usual operations enough that someone could just vanish off the side.
[ ] EIC: Expand the EIC's paramilitary river navy. (NEW)
[ ] EIC: Improve the EIC's paramilitary river navy. (NEW)
Expand would be getting more warships to escort the barges I think, but that'd eat into the margins pretty bad.
Improve should probably start with upping equipment and possibly training some sailors as full time marines, not as hot a deterrent, but I dare say a few more Repeaters on board would be a simple up front cost well enough.
 
I wonder what a red wizard could do with that flask? Cause dragon fire could empower All his spells. He could also keep it on his staff to recharge.
I disagree, Karak Dum shouldn't have been ignored and a big part of why they were is how calcified traditions have become in the Karaz-ankor. Yes losing those Rune smiths in the short term is bad, but honestly we have Thorek and his army of apprentices around, if Thorek is suddenly in much smaller peer group his views will become defacto dominant given he's a living ancestor and Kragg stays out of politics.

There's cultural benefits to be had from them eating their fuckup. The fact that they're pretending Karak Dum were unreliable messengers is a disgrace.
speaking of eating fuck ups. Do you think we could find some elves to repair the waystone channel over there?
Might push back the chaos wastes and get Kislev in our debt. Assuming it's still fixable.
 
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Wellllllll, that's going to be a bitch. I have a feeling we're going to end up recruiting some Runesmiths to live at K8P, rather than just visiting from another hold.
So any runesmiths on the expedition need to come from Azul, as they were not involved in the conclave.

And yes I totally agree about immigration, and suriviving ?runemasters? Are likely to fit in a lot better somewhere where there isn't an established runesmiths guild. Which is essentially just K8P if you're talking about holds of sufficient note.
Throw in some discussion of maybe opposing the chaos dwarves(b/c this is the only hold that has a pressing reason to care about increasing cross-darklands trade), something about them wanting to get away form Daemons trying to hunt them down and end their knowledge of fighting Chaos.
And most especially, something about the possibility of a way stone project.

We could get some impressive immigration.
so. gambler on fog-path cause its battlemagic and can therefore kill us if we screw up.
start improving our sword style.
see through pall of darkness.
make our new armor.

just go whole hog on the self improvement this turn?

and save the overworks for next turn?
I ... guess? If overwork just means that we'll need to crash after the expedition then that's fine.
It sort of feels like it shouldn't work like that, but the QM did just say a little while ago that if overwork applied to the actions it is used on then it would never be used. Maybe double check beforehand to make sure that it doesn't apply a malus to actions during the expedition.
And if it does, then like, go back in time a turn, so we can do a ton of overwork then recover in time for the expedition.
 
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"You understand that every word of this is to go no further than yourself," Thorek says gravely. "These are not Guild secrets exactly, so you would not be Grudged, but you would still earn the enmity of the Guild if you spread what I am about to tell you."

You nod. "I understand."

"Very well." Thorek sighs. "The leaders of the Runesmiths Guild of Karag Dum call themselves 'Runemasters'."

You contemplate that as you look at Thorek's grave expression. "That's it?"

"'Runelord' is the title Thungni bestowed upon the son that succeeded Him when He departed," he explains patiently. "Those that oppose Karag Dum's Runesmiths say that to declare that insufficient is to say that they have reached heights that one taught by Thungni Himself could not reach."

"So it's something of a religious schism."

"And a Clan feud, and a Guild dispute. That is the foundation of the conflict, but not the climax of it. In the Runesmith Conclave of 6769, the last that Karag Dum attended, they announced that Chaos was waxing and that all efforts needed to be spent preparing to withstand it. This was taken poorly, seen as an attempt for Karag Dum to increase their status. Karag Dum has always been focused entirely on the threat of Chaos and has always called for more efforts spent to oppose it, so this was seen as their usual rhetoric, only more so."

You make the mental conversion to the Imperial Calendar - 2246 - and you're pretty sure you know where this is going. "But it wasn't. They were right."

Thorek sighs. "It is easy to see that now. But from what I've been told - and it seems to be true - that century was a tumultuous time in the Old World. High King Alrik had died in battle at the Battle of Black Falls, Bretonnia was tearing itself apart over succession, humans marched on Nehekhara time and time again and agitated the Tomb Kings into a great deal of activity beyond their borders. Worst of all, at the time of the Conclave Ulthuan's forces were on the march in the Old World. In the face of all that, it seemed very self-serving for Karag Dum to announce that it was Chaos that was the real threat. A great deal was said in hot blood, every word of it recorded for posterity."

"What were the Elves doing?"

"Pursuing the Beastman demigod Cor-Dum, but that was not known at the time. The Phoenix King Finubar was still new to the throne, and many Dwarves suspected the worst when his forces made landfall in the Old World."

"So when the Great War Against Chaos proved Karag Dum right..."

"Influential and ambitious Runelords had their words against Karag Dum indelibly recorded. If they had taken the warnings seriously, and fifty years had been spent exerting all effort of the Karaz Ankor to prepare against the coming storm..." Thorek shrugs. "Perhaps the High King would not have fallen. Perhaps Karak Vlag and Karag Dum would not have been lost. Perhaps the Norse Dwarves would not have fallen. Perhaps the Silver Age would not have ended. Anyone that accepted that burden upon their shoulders would have no choice but to shave their head and seek their Doom. But they have not. I did not ask why not, but they answered the unasked question anyway, and what they gave me was not justification, but accusation."

You think back to all the dark warnings you've heard about Karag Dum. "Argumentum ad, er, Dawinem. You can't be blamed for ignoring a warning if the messenger could not be trusted."

Thorek nods. "In my recent travels, I've heard a lot of accusations levelled at Karag Dum. Unstable. Unreliable. Undwarflike. Spent too long too close to Chaos, closer even than the Fire Dwarves were when they fell. Karak Kadrin was once brother to Karag Dum - the former dedicated to Grimnir the Slayer, the latter to Grimnir the Foe of Chaos - but all but the eldest there now half-believe this new truth." He sighs and scratches at his beard, and for a moment he seems very tired. "I don't know any of this for sure, or I'd already be levelling accusations and tearing the Guild asunder. But what I do know indicates that that's how it stands."
:wtf:

Okay. So assuming I've understood this correctly, the Karag Dum runesmiths started getting a bit arrogant about themselves, and then started making claims that at the time were a little hard for the rest of the Karak Ankor to swallow. Because of that, the rest of the runesmiths ignored their claims in an attempt to chastise some humility into them, only to end up with huge amounts of egg on their faces when it turns out the KD runesmiths not only weren't exaggerating, they were dead on and their warnings might have saved huge numbers of dwarven lives if they'd been listened to. In an attempt to save face and shift the blame away from themselves, the more vocal members of the anti-KD brigade have been engaging in a smear campaign against KD ever since.

Does that sound about right?
 
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While some may take the update to mean that Karak Dum is much less likely to be tainted by chaos, consider the following:

You are a Runemaster of Karak Dum, already considered radical by your "fellows" in the greater Karaz Ankor, for the sacrifices and discoveries made in the name of fighting off Chaos. From what you've seen, Chaos will be beginning a big push in a handfull of decades. You arrive at the Runesmith Guild meeting, and make your case for the Greater Karaz Ankor to begin preparing for what is to come.

They refuse to listen, instead focusing on foolish things, petty rivalries and greed. It is clear to you that you cannot rely on them to help you. Karak Dum will have to stand alone against the forces of Oblivion, like Grimnir the once did. Like he still does as far as you believe. And you of all dwarves know how powerful belief is.

Chaos comes, engulfing the lands around the hold, potentially the entire world. It does not matter, Karak Dum may stand alone, but it stands tall, it stands strong thanks to your efforts. And as the years of siege continue, supplies slowly dwindling, warriors falling with no one to take their place, the Dawi of Karak Dum make sure that every centimeter lost is paid by the Enemy in an ocean of blood. Sadly, it is something they can afford to pay in the end. Even still, you are willing to go farther from tradition in the name of the survival of yourself and what could potentially be the last dawi on Mallus.

In such a desperate situation, what might you do in the name of protecting your people? When you are abandoned by those that stuck to tradition, how far will you go in the name of survival? The fire dwarves in the east faced this same question, they made their choice. What about you? You may have lines you think you'll never cross now, but can you say the same after decades of constant demonic incursions? What about centuries? When a quarter of the dawi in the hold are dead? Or half? Or only a quater are still alive?

I am not sure what we'll find in Karak Dum, but I know that any survivors will be ones who've had to make tough decisions in the name of survival, Runemaster or not.
 
On the one hand that is very true, on the other hand the position of Dun seems to be 'we can and should do more than the Ancestors left us' which is quintessential radicalism. If this whole thing comes to a head and they win the argument it might change the way rune-smiths as a whole approach their craft and they like all of Karaz Ankor need that to survive.
Problem is that you suddenly have a new, improved ideology, but nobody truly capable of following through with it.
Loss of the runelords would mean decades, if not centuries, of playing catch up to get back to where they are now, and any major threat during that time could deal irrecoverable damage to the dwarves.
 
Oh huh, that was a pleasant surprise. I was seeing the vote to buy the daemon trap spell win and voted no, not noticing later the vote for a dragon's breath item. Would've voted for it If I did notice and I'm glad it won.

Though uh...could someone sell me on it as it currently is? Blowing up a tree stump doesn't seem like too big of a deal to me, but I think I'm probably perceiving it the wrong way.
 
:wtf:

Okay. So assuming I've understood this correctly, the Karag Dum runesmiths started getting a bit arrogant about themselves, and then started making claims that at the time were a little hard for the rest of the Karak Ankor to swallow. Because of that, the rest of the runesmiths ignored their claims in an attempt to chastise some humility into them, only to end up with egg on their faces when it turns out the KD runesmiths not only weren't exaggerating, they were dead on and their warnings might have saved huge numbers of dwarven lives if they'd been listened to. In an attempt to save face and shift the blame away from themselves, the more vocal members of the anti-KD brigade have been engaging in a smear campaign against KD ever since.

Does that sound about right?

Yea, that's a valid read on what is stated to have happened. I'm sure that the Karaz -Ankor rune smiths would say that they cried wolf but like. Asavar Kul isn't the only everchosen to have attacked. Chaos waxes and wanes and Karak Dum would have been in the path of every major incursion that goes into the old world. They almost certainly weren't crying wolf as per the story given you know they're on the front line, I mean in previous warnings.

Problem is that you suddenly have a new, improved ideology, but nobody truly capable of following through with it.
Loss of the runelords would mean decades, if not centuries, of playing catch up to get back to where they are now, and any major threat during that time could deal irrecoverable damage to the dwarves.

Then we'll cover for that weakness by making the Empire and the dwarves more firmly joined at the hip. Together the two can weather almost anything. Thorek becoming the political lead for the Karaz-Ankor rune smiths and he would if this happens because Kragg detests politics and is basically a lone wolf when it comes rune smithing would mean that we have the best possible in roads into making this happen on a college-Rune smith level as well.

Also given how calcified tradition seems to make rune smiths and that these ones in particular are highly likely to be the kind that are essentially against innovation i'm not seeing the loss. Mind Thorek will probably have to make his army of apprentices even larger but like meh.
 
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I wish we had named our company something else because everybody looks at the name and draws real world paralels instead of actually looking at the company itself.


Why shouldn't a patriotic company not able to defend itself?
You underestimate the ability people have to justify things to themselves:

"This [immoral/violent/underhanded] action in order to build greater profits is ok when I do it - after all while I(/the company) am profiting from it, I'm doing it for the empire, and that makes it ok"

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I've not bothered to expand this into a full paragraph, but I hope that the line above conveys why, in my view "bone-deep patriot" means nothing whatsoever in terms of reassuring me that the problems you dismiss are not an issue.

The name being 'EIC' makes it easy to point to as terrible example of corporate imperialism and violence. If the game's EIC were called some other thing, I would still hold the concerns I do - I am looking at the (game) company itself.

Edit: Like... I don't know how to hammer in: "You underestimate the ability people have to justify doing unethical (murder/slavery/contracts as unequal as to be akin to slavery) things in order to satisfy their desires/goals (i.e. profit)."

The patriot thing is a protection against a very specific failing in your average corporation - in all other ways that corps can go bad, it's just another lever that helps someone make justifications to themselves to someone making harmful choices

"It's for the good of the empire" is a fantastic line to help some people sleep at night.
 
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