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Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.





  • Do you know the difference between Iron and Copper?
  • Can you hold off goblin raiders long enough to get that sweet, sweet ore out of your mine and into town?
  • Do you have strong opinions about rocks?
  • Got a hot take on why its a good idea to delve too greedily and dig too deep?

Then you've come to the right place my bearded friend.

Welcome to Dwarven Mine Manager. A choose your own adventure game about dwarves and mines in a fantasy setting. In it you play as the manager of a new Dwarven mine. The game will focus on simplified mine management where you make decisions and set your mine working and individual adventure, where your main character will personally take care of something each game tick.

Reserved for background once you've completed character selection

Reserved for Index

Cast_No_Shadow fucked around with this message at 09:51 on Oct 25, 2021

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Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Below are the basic rules for how the game works as a CYOA management type game, you don't really need to read these to play you can just vote on whats in front of you in the latest post, but some people like detail so this post should help get a sense of how the game will work

How does this game work?

The game operates on a home-brew rule set that is intentionally somewhat obfuscated - dice are rolled, you wonít know the details but should know roughly your chances of success. You only control the mine manager directly and will vote on their actions. Think of the game as two separate layers that work together, mine management at the high level and then what your player character gets up to in the detail.

The Management Layer

The game runs on (in game) week-long ticks. For each tick you can give your workers instructions and they will do those to the best of their ability and you will find out the results of their actions at the end of that week-long tick. As the mine manager your job (depending on what starting options you pick) will be to get ore out the ground, get it somewhere useful, recruiting to ensure you have enough workers, finding the right management to help you, dealing with issues that crop up, digging mine expansions, ensure the mine has all the supplies it needs and so on.

Do we have to give out hundreds of instructions to all the workers like some insane forum game of Dwarf Fortress?

No, there are three levels of detail when it comes to management:

Generic workers: Youíll have generic groups of workers usually only represented by the number of them you have, for example Miners, Soldiers or Janitors.†

Groups of generic workers are dumb, they can only take really simple instructions from you and the more complex the instruction, or the further it is from their core task it is the worse they will do.†

For example, telling a generic group of miners to mine ore for this week will likely work out just fine, it's what they do. Telling them to dig out a new cavern for offices is a bit much for them without some kind of supervision, theyíll do it but who knows what results youíll get. Telling them to do both at the same time is too much, they wont even take that instruction.†

Managers: These are named NPC characters that work for you for some reason, they have personalities and their own ideas and opinions on things. These guys can take over generic groups for you and take more detailed or complicated instructions and their results will be based on your instructions, their personalities and stats, and what you asked them to do.

For example, with a manager your miners might be able to dig ore and smelt it as they go (if you have the right equipment) while packing it nicely ready for transport. Managers make a group of generics significantly better. You likely won't have managers for all groups. Managers usually have special skills that make some part of your workload easier or better in some respect.†

The main character: The highest level is yourself, you can take a group of generics each week and personally take care of one area for the tick. As itís you, you can be incredibly detailed or complex with your plans, literally bound only by the laws of the universe, what you can type and what you can get support for. You will also be able to choose how you deal with events and chance encounters as they happen. This will be the focus of the thread during that game week.†

Recap the difference for me quickly

Generic workers are dumb and can only be given simple instructions.

E.G. A group of traders can go to town to sell ore and buy supplies, thatís about it.

Managers are a limited resource that you can find/hire that will make generic groups much better.

E.G. A group of traders with a manager can go to town to sell ore and buy supplies and the manager can also look for potential good recruits or search out interesting information in town for you.

Your player character can personally take over any group of generics and handle that weeks activity.

E.G. You take the traders to town, as a group you buy and sell ore, look for recruits, find out the latest news, tour the marketplace for trinkets and have a chance encounter with a traveller. All of which youíre in complete control of.

At the end of each week you get a summary of what happened, a status update on your mine and start the process again.

So what workers will I have access to?

You'll start, or get very early access to a selection of:

Miners: These guys dig stuff
Soliders: These guys fight stuff and protect your mine
Traders: These guys go into nearby towns interact with them
Janitors: These guys cook, clean, repair and generally do all the menial tasks required to run a mine

Other specialities my become avaliable as you progress.

How does the main character adventure work then?

The same as many other CYOA games. The majority vote for a given course of action wins, you explore the game world in first person and choose from options or write in a vote and try to gain support for it.†

Most activities you choose to undertake will last 1 in game week, regardless of how long it takes us to get through it. If it's going to take longer, say a trip into the wilds or travelling to a distant town, youíll be told clearly. It doesnít matter if we breeze through the weeks events in 1 post or have a hundred post saga taking months, in game they resolve over a week of time.

If all this seems a bit complicated, donít worry about it. You can absolutely play this game by just reading each post as it comes and voting on what you want, the above is just the high level ruleset Iíll be running the game through.

Cast_No_Shadow fucked around with this message at 09:57 on Oct 25, 2021

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Choose your character

Who the hell are you? Itís time to pick your character and starting setup. Once picked Iíll generate a background for you, so some of the small details may change (and feel free to suggest your own) if they clash based on your picks.

Question 1:

1A - Rothgar
Rothgar is a soldier, like his father and his father before him. Tall for a dwarf he served valiantly in the Thaneís 4th Axeguard for over 50 years. Tired of endless orc wars, Rothgar has decided to find a more lucrative way to spend his time. After completing his service obligations Rothgar cashed in his severance pay, pension and any favours accrued to purchase a mine.†

Traits:
Former solider:
As a former solider Rothgar is good at fighting and comes equipped with a fighting axe and chainmail armor, items that might be hard or expensive to otherwise acquire. Rothgar is well liked by miners and other soldiers as they see him as one of their own. He has many connections from the war.
However, as a former solider, traders, janitors and high society are often put off by his rough and ready ways. He makes a poor trader and is likely to get very poor prices at the market.

Getting your hands dirty:
Rothgar is used to hard work and difficult conditions, and he knows how to inspire others in tough times. The rest of your workers will work a little harder and put up with poor conditions better when heís around.†However, Rothgar isn't an educated man possessing only a very basic level of literacy.

For the hold:
Rothgar has an opinion boost with Dwarves due to his service but gets a large negative modifier to the races he fought in the war and traditional Dwarvern enemies - Orcs, Goblins and Necromancers


1B - Yarolin
Yarolin is a miner, from a clan of miners. A recent cave-in killed his father and the resulting compensation payout has given him the opportunity to start his own mine. Perhaps you view it as a chance to run a mine properly, a mine where the miners arenít subject to poor health and safety, or perhaps itís time for him to become the boss and make his fortune - worker exploitation be damned! Yarolin is short and seems to be permanently grubby.

Traits:
Skilled miner:
Yarolin is a miner, unsurprisingly, this is a pretty good quality for running a mine. He knows rocks and he knows ore.† He has a decent understanding of equipment and how to organise a proper mining shift.† Yarolin comes equipped with a small amount of decent mining equipment and a mine cart. However, Yarolin is illiterate, he can't read or write a single rune. His knowledge on things unrelated to mining is basically zero and he holds many misconceptions about the world based on stories miners share. Soldiers and miners respect him, traders, janitors and high society do not.

Subterranean mastery:
He has spent more of his life under the ground than over it. Yarolin is just more comfortable there. As such he has an innate awreness of the dangers underground and enough experience to generally avoid them. He has a great sense of direction underground and knows many little tricks that help with life under the surface.† However, Yarolin knows very little of the surface, in fact he's close to useless anywhere the sun shines. He finds towns and cities annoying and confusing. He has a small opinion bonus with races that normally live underground, perhaps finding common ground with them. The opposite is true for races that like the surface better.

School of hard rocks:
The tragedy of his fathers death has helped shape Yarolin. He takes health and safety seriously, any mine run by him will have better safety standards and a lower rate of accidents than others.


1C - Thet
Thet is a well known Rune Master. He has a mastery over the knowledge held in runic writing. Some believe the runes when carved can hold magical power - perhaps they do, perhaps they donít. Thet is also a master of numbers. An educated dwarf, he has worked in the service of an academy for many years and, after raising the money from some wealthy friends, has set off to start his own mine.

Traits:
Academic experience:
Thet is a clever dwarf, he is more likely to come up with, and succeed at, clever solutions to problems. Similarly, his knowledge of maths might be considered a business advantage. His time working in academia has given him a broad, if book based, knowledge base - he knows many things about the world and creatures that inhabit it, even if he has never seen them. Thet comes over well to traders, janitors and high society, he knows his social graces and his intellect and mastery of runes and numbers is impressive to them, however soldiers and miners are less easily impressed and see his physical weakness as unsuited to the job of running a mine.

Ancient interests:
Thet has a fascination with the old. The really old. Things that came before dwarves, before writing, before anything else. Strange and mysterious people that have left ruins and questions dotted around the world. He comes with a fancy set of clothes, a ceremonial dagger from a long lost civilization, and a trunk full of old scrolls.

Good connections:
Thet knows people, and not just people, but people that matter - movers and shakers in the Dwarven world. He doesn't know everyone, but he knows quite a few from his former professional and social scenes, and those he doesn't know, he probably knows of. On the flip side, they know him too, or of him. This could prove valuable. However, these are also the same people that Thet borrowed money from to start his mine, he owes these people and they will want a return on their investment.

1D - Grend
Grend is an adventurer, he has spent his years exploring the world, fighting monsters and plundering treasures. Itís a dangerous life though and after his group found a nice haul on their last trip in the wilds Grend took his share and decided to buy a mine for his retirement.

Traits:

Former adventurer:
Grend is a skilled adventurer and while he isnít quite as good at combat as a soldier, he is more inventive. It's likely he can get out of a tough spot with some swashbuckling panache and comes with mismatched but decent fighting equipment. Grend has a broad knowledge base cultivated in the real world, he knows many things from his time adventuring, particularly around dungeons, monsters and traps. He has met many different people and creatures. However, soldiers and janitors dislike his showy ways, although he makes miners feel safe and traders love his stories.

Morally flexible:
Like most former adventurers, Grend is morally flexible. He is comfortable with taking the most expedient path rather than being fixed to restrictive concepts like 'right' and 'wrong'. This means he can work happily with many different kinds of people and he has a very wide range of connections from his earlier life. Although, this also means he has crossed folk in his past, people who may decide to one day even the score.

Luck of heroes:
Grend seems to be lucky or cursed - depending on your point of view. Things just happen to him more. Weird things. He always seems to find a useful bargain at the market, but just as often the item is cursed or was stolen from a noble. He finds diamonds on the floor but those diamonds were being tracked by elven mercenaries. Nothing is ever easy or straight forward for people like Grend, but they do seem to get the best of it...most of the time.

Question 2
Where is this mine?

2A - The Fogspire Mountains
Full of raiders, warbands and dark rituals, the Fogspire Mountains have been the domain of brutal Orc societies for as long as anyone can remember. However, the great Thain, Throgar Ironspike, has finally triumphed in his crusade to purge the foul Orcs from their former homes. With his bloody victory Throgar has expanded his realm of Karandor to include the Fogspire Mountains. Though the conflict was long and costly, the new mountain territory is rich in metals and resources. Iron and copper are in abundance and appear to be easily mined while rumours hint of the presence of more exotic and precious metals deeper below the surface.

Pros:
Easy to get started on basic metals. Itís almost virgin territory, Orcs are not good miners and if they could get decent results here, Dwarves will surely pull out a fortune in metals.
Throgar Ironspike has a good reputation as a fair but firm ruler, he has much land to give out and needs to exploit it to recover from the costs of the war. The nearby towns, similarly, will be hungry for metals and resources to rebuild.
With soldiers demobilizing, recruitment should be easy and lots of military equipment is likely to be sold cheaply over the coming months.†

Cons:
While the armies of the Orc warlords have been defeated, that does not mean every Orc has been vanquished. They still inhabit these mountains and may pose a danger to you.
The local economy is in a difficult place, while they will be hungry for raw materials to rebuild there might be a lack of specialised equipment. Demand will also be high for what does exist as competing companies look to take advantage of the new lands.
The Thain has a reputation as a fair ruler, but he needs to get a lot out of this new land to cover the costs of the war, he may demand quite a lot from you.

2B - Deep in Dwarven Territory
This mine is deep within the old lands of the Nine Holds. This territory has been held by Dwarves for a long time, some think since time began. It is ruled by the Council of the Holds, though they likely wonít have much to do with a small mine owner like yourself. The mountains here are many and the ore is plenty despite thousands of years of mining by Dwarves. However all the land here has been used repeatedly over generations. Youíll be buying a small mine that has been dug dry and has sat empty for a few generations. The latest Runic Survey, however, suggests there are more metals deeper down that were missed by the previous owners and you bought the claim hoping that they're right.

Pros:
The Nine Holds are pretty safe, trading will be easy and travel within the local area shouldnít be a problem.†
The local economy is very well developed, you can buy or recruit pretty much anything youíd ever want but it will be expensive.
The Runic Survey is rarely incorrect, there probably are metals here.
As a previously working mine some of the basics are already in place, if maybe a bit dusty and outdated.†

Cons:
Your mine is small and sandwiched between competing claims in a highly bureaucratic world. Your only direction for expansion is down.
There are many mines here and have been since before recorded history, competition is high and taxes and costs are also very high.
You are betting your future on the accuracy of the Runic Survey, there is no guarantee the mine will be a good one, but they are usually right.
This is a long held and well developed area, local politics and competing interests are entrenched and matter.

2C - Desert Oasis
The deserts to the south are hot, wild, unexplored and unforgiving. There arenít even any Dwarven kingdoms down here! But there is a human town - Quadim. Built around an Oasis near the coast Quadim is a rich and bustling human trading town. Recent exploration of the nearby mountain range has apparently turned up evidence of rich mining opportunities and the human Pasha, the leader of the settlement, has put out the call for skilled miners to come work these new claims.

Pros:
Quadim is incredibly rich but, being in the desert, short on raw materials. Traders from all around the world come here on boats and in caravans to access its markets. You can likely buy anything you wish for a price and will likely receive high prices for what you sell in return.

Unknown:
You donít know much about the Pasha, not even his name, but you do know they (all human rulers in this area) tend to be fickle, they have short tempers and high expectations but are known to shower those they like in riches and gifts.
The desert mountains are complete unknowns to dwarves and humans alike, nobody knows what you will find there when it comes to metals and gems or creatures and monsters.
These desert trading cities attract all sorts of people and creatures, you are likely to meet many different kinds of people in Quadim.

Cons:
No dwarves are likely to be found here beyond those that come with you.
(For the goon hive mind) Quadim, like many of these desert towns, is known to practice forms of slavery or indentured servitude.†

2D - The Tundra
Far to the north or the world is a land of dragons and wildmen. Lands where, even in summer, the snow doesnít melt. Right on the edge of the world is the Spine. An endless mountain range full of strange beasts, strange metals and stranger people that look to extract their wealth and secrets. Claims here are not legally enforced as no one actually controls these lands, they are too wild to be tamed. Claims are enforced by might and simply being there and being strong enough to survive and mine. Small towns dot the landscape at the foot of the mountains to serve as trading posts for their wealth.

Pros:
No bosses, no masters, carve out some territory and it's all yours for as long as you can hold it.
Wealth, these mountains are beyond rich. Exotic metals and gems abound, there is also a nice side income in monster hides and trophies.
Almost every recruit is going to be high quality, low quality folks donít tend to make it this far north.

Cons:
Everything you want to buy will cost a fortune up here as nearly all of it has to be imported along dangerous roads.
Danger, the mountain is cold and harsh, the environment is inhospitable and those that call it home are literal monsters - they donít like to share.

2E -The badlands
To the north and east of the world exists a strange place known only as the Badlands. Elemental and cosmic forces combine to create a bizarre, chaotic and broken world. What some call magic abounds, flickering across the desolate and cruel landscape. The badlands attracts three types of people, those looking to extract its wealth of exotic materials, those looking to capture its magical energies and the insane. The fortified city of Hope is the last bastion of anything remotely resembling civilisation and serves as base of operations for those that set out deeper into the wilds here.

Pros:
Copper? Iron? How banal. Lets mine some really exotic stuff, metals that make the armors of kings and materials used by powerful wizards in their spells.

Unknown:
Not only will Hope be full of a strange collection of people, rumours hint at strange visitors from beyond this world, creatures and people from places truly unknown drawn to the energies of the badlands.

Cons:
You thought the tundra was dangerous? At least you can understand what killed you when a barbarian raiding party caves in your skull with a hammer, out in the badlands you likely wont even get that luxury.

Question 3

We're also missing a clan name for our starting character, feel free to suggest one. Dwarven clan names are hugely important, it's their tribe, their family, their history and their identity. They are often descriptive of some great deed or event in the clan's founding or past like 'Drakesunder' or a reference to one of the clans most famed members such as the 'Riftlords'.

Cast_No_Shadow fucked around with this message at 08:58 on Oct 25, 2021

Zedhe Khoja
Nov 10, 2017

Truth Shines, Comrades!


1D: Safety first. And safety in a world of monsters and goblins means knowing how to hack a subterranean horror apart with nothing but half a mining pick strapped to your fallen buddies shinbones!
2D: Dragons? Dragons gots gold. Let's mine some dragon skulls for the gold beneath em.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.


1C
2D


I envision naturalist reports from the wilds and forging golems and erecting a runic bastion in the frozen north. This is the destiny of clan Gravenhome.

Not Alex fucked around with this message at 14:18 on Oct 25, 2021

Shinarato
Apr 22, 2013


Zedhe Khoja posted:

1D: Safety first. And safety in a world of monsters and goblins means knowing how to hack a subterranean horror apart with nothing but half a mining pick strapped to your fallen buddies shinbones!
2D: Dragons? Dragons gots gold. Let's mine some dragon skulls for the gold beneath em.

This

AJ_Impy
Jun 17, 2007



Yam Slacker

1C 2D

Ripley
Jan 21, 2007


Not Alex posted:

1C
2D

I envision naturalist reports from the wilds and forging golems and erecting a runic bastion in the frozen north. This is the destiny clan Gravenhome

This sounds like fun.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?




1. B

2. E

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Going to let this run another day and then close the vote. It always struck me as a weird thing how a thread usually makes some of its biggest desicions at its lowest interest point, i.e. when it first begins.

Lux Animus
Apr 17, 2016



Dinosaur Gum

1C
2E


the clever dwarf of the badlands, inspired by the ancient

OscarDiggs
Jun 1, 2011

Those sure are words on pages which are given in a sequential order!


1B
2E

If we're here to mine, let's mine the most ludicrous and valuable stuff out here in the Badlands. And let's make the operation as safe and self-efficient as possible, so that our grandchildrens grandchildren may mine here!

Sound
Oct 18, 2004




Lux Animus posted:

1C
2E


the clever dwarf of the badlands, inspired by the ancient

agree, what better place for a dwarf with magical interests?

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Currently the voting stands at

Dwarf
Yarolin - Miner - 2
Thet - Rune Master - 5
Grend - Adventurer - 2

A commanding lead to play the smart dwarf

Mine
Tundra - 5
Badlands - 4

Really close between these two. I'll leave the vote open over (my) night and close it in the morning so I can start things moving - if you havn't voted yet you've got about 14 hours to do so.

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Cast_No_Shadow posted:

Currently the voting stands at

Dwarf
Yarolin - Miner - 2
Thet - Rune Master - 5
Grend - Adventurer - 2

A commanding lead to play the smart dwarf

Mine
Tundra - 5
Badlands - 4

Really close between these two. I'll leave the vote open over (my) night and close it in the morning so I can start things moving - if you havn't voted yet you've got about 14 hours to do so.

The voting is closed and with no more votes overnight we are the smart guy heading to the cold place. Expect a small update in the short term while I work on the larger implications of your choices.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters


:unsmigghh:

Zedhe Khoja
Nov 10, 2017

Truth Shines, Comrades!


literacy is burden! YOU WILL REGRET THIS!

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Who is Thet Gravenhome?

For twelve years you've been asking "Who is Thet Gravenhome?". You are Thet Gravenhome.

You are Thet Gravenhome, the youngest of three brothers, son of Jarl of Gravenhome and, until today at least, a respected academic working at the Great Library of Vughfaldur.

As the third son of Jarl Nafas Gravenhome and Lady Firoulda Gravenhome, minor dwarven landholders on the outskirts of the Nine Holds, you enjoyed a kind of benign neglect over the course of your childhood. Mazzud, your oldest brother, holds the position of heir apparent and helps your father manage his estates while Kavreg, the middle brother, has secured himself a military commission in the army of Dharn Daral - one of the nine Dwarven holds that make up the unimaginatively titled Nine Holds.†With the heir and spare secured and both in their traditionally expected careers your parents didn't really mind what you did with yourself, as long as you brought no shame on the family of course.

You were always a studious child, you enjoyed your lessons and excelled at the traditional education all well born dwarves receive, though often at the cost of sporting and physical activity. By the time you completed your studies you had formed a close friendship with Reizmarlum the wise, your tutor, and decided to continue your learning. With Reizmarlum's support you managed to attain a scholarship at the Academy of Alchemy, Metallurgy and Runic study. Eventually graduating after a short 25 years you then managed to get a job at the Academy helping catalogue the Great Library - while not exactly a fitting position for the son of a Jarl, even if you are a third son, it was a job you enjoyed immensely. Free access to hundreds of thousands of scrolls and the collective knowledge of all dwarves in the Nine Holds! Who wouldn't be excited to work there?

Interlude
The scrape of an inked quill on parchment. The hammering of chisel into stone. The burning of lines into wood. The ability to write and read runes is an almost sacred talent among your people. While many dwarves learn a simplified and vulgar type of writing known as Uruz for communicating in everyday life, only a very few have the talent or get the opportunity to learn the true Runic script and language - Ansuz. Where Uruz has a very limited amount of symbols, mostly based around accounting and instructions, Ansuz is a complex language full of allegory and hidden meanings. Ansuz is said to the be language of the gods themselves created by Bragi as a gift to the other gods so that they might delight in words and language.

Many uneducated and low-born Dwarves believe that Ansuz is a language of magic, actual magic, magic that can cast spells and have a real impact on the world. They believe that this magic stems from the fact that it is the language of the gods and the words themselves when written in Ansuz hold divine power within them. Others, usually those that can actually read and write Ansuz, think this is just superstitious peasant nonsense. Learned Dwarves have been reading and writing Ansuz their whole lives and not once have any of them observed any kind of magical result or outcome. Not that they go out of their way to dispel these rumours however, being associated with the divine and magic lends them a significant amount of respect and reverence.

Vote 1: What do you, Thet, think about magic and Ansuz?
1A - I do not believe in magic runes Ansuz is a fantastically complicated and beautiful language, but it's just that, words on a page, or stone, or tree bark. Written by dwarves for dwarves. The true language of the gods would be beyond us mere mortals anyway - perhaps their language is magic but Ansuz is not. (This is the most common position held by educated Dwarves)
1B - I'm not sure, perhaps there is magic there perhaps there isn't but if there is, it is probably beyond any Dwarf alive today to make use of it. Perhaps the runes do contain magic but you have to already be a god to make it work? (This is not a common position, but wouldn't be seen as unusual in the Academy)
1C - I believe there is magic there, if you know where to look I don't know where to look, neither does any Dwarf I know of in the Academy. Every sentence in Ansuz is so full of meanings and can be read in so many ways it just makes sense that the magic is only released when you read it in the 'correct' way. To work the magic we just need to find the correct way to read it. (Openly believing this position would be unusual and likely subject you to some ridicule by others in the Academy)
1D - I know the magic is there, I believe in it STRONGLY I might not know how it works, but I believe Ansuz is the magic of the gods and the language they speak. I can feel the power on the scrolls, I can't prove it but I know I'm right! (Other Dwarves in the Academy would think someone with this position is in the wrong place - this would be seen as really strange for an educated Dwarf to believe)

Vote 2: Grand Theft Scroll
The Great Library is great. Great in a very literal sense of the word - it is huge. Perhaps the greatest building in Vughfaldur, the greatest of the Nine Holds, the library is many thousands of years old and carved into solid granite. Everything about this Library is massive. It's entrance is large enough to allow a giant stood on the shoulders of another giant to pass without worry. Impossibly huge and ornately carved doors that swing open effortlessly to reveal a cavern so huge you can't see it's end. In it are thousands, perhaps tens of thousands of shelves each overflowing with books, scrolls, and papers of all kinds. Your job was based in a small side room and consisted of reading and sorting through new submissions and finds and ensuring they are stored in the correct places within the main central cavern. While undertaking this task you had quite a few opportunities to take a scroll or two for yourself, perhaps something caught your eye about it, perhaps it was unwanted or rejected by the libraries curators or perhaps you knew it wouldn't be missed. Either way, you had several opportunities to take interesting runic scrolls from the library and are fairly sure you wouldn't be caught - did you?

2A - Yes I did
2B - No I did not

Whether you took the scrolls or not you eventually moved on from your position in the Library, a promotion in fact, you found yourself working for the Runic Survey, a secretive and prestigious survey that conducts examinations of the mines around the Nine Holds looking for undiscovered and unexploited resources. Every ten years a new survey is conducted and every ten years new, rich veins of previously undiscovered ores and gems are found. Without the Runic Survey's work the Nine Holds would have been mined dry and bankrupt centuries ago. No one quite knows how they find all this ore that people keep missing but you're probably proud of have been a part of it. You had only a small role in the process, as reports of the surveyors work came back to the academy it was your job to consolidate them into summarised reports and help the cartographers and geologists update their maps. It is from this position that you have learned much about the wider world - including rumours of untold wealth in the mysterious and dangerous mountains to the far north.

The Known World

Note: A representation of the world as understood by the Academy, distances are not to scale - this is a large continent sized area and many smaller settlements and towns are missing.
Note: As all learned Dwarves know, the mountains to the north and the sands to the south are functionally infinate, as are the seas to the east and west.

Zedhe Khoja
Nov 10, 2017

Truth Shines, Comrades!


1D: Those FOOLS at the Academy will never interfere with our research into magic again up at the roof of the world!
2A: Fools have no right to knowledge they have no appreciation for! Such insights are wasted on those hoopleheaded skygazers, and if it's for science how can it be theft?

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?




1C
2A

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.


1C Seems to me like there's a secret cabal using runic powers to call up earthwealth for the benefit of the Nine. Keep an ear to the stone but don't rock the pilings too hard. Maybe our work will provide an in.
2B We are a dwarf and a jarl's son. Theft is above us. We must be the deep bedrock of dwarven society.

Sound
Oct 18, 2004




1C
2A


One good place to look for magic? Scrolls.

AnAnonymousIdiot
Sep 14, 2013



1C
2A


Alright... let's hope we learn something from this.

AJ_Impy
Jun 17, 2007



Yam Slacker

1D 2A

What we know with certainty we do not share.

Lux Animus
Apr 17, 2016



Dinosaur Gum

1B
2A


We want to believe

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.



Next update will be Thursday, Friday at the latest. Apologies for the delay. Voting is still open.

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Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.


Ah but they didn't say which Friday. Very clever

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