Essence of theKarak
bySacram
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AI summary
Gives you your own Karak, a Warhammer dwarven mountain stronghold housing 50,000 dwarves with room prepared for 20,000 more, whose culture you may adjust and whose design you set before first deployment, applying any crafting, magical or creative powers you have to it beforehand, defended by rune-enhanced cannons and runic arms and armour for five thousand warriors plus two thousand specialists including gun-armed Thunderers, and fully self-sufficient. You know Karak customs intimately and keep up as they shift, speak, read and write the language fluently, and gain a notable charisma boost with a talent for defusing grudges and a persuasive silver tongue. Your position can range from beloved dwarf-friend on the ruling council to king or even Honorary Ancestor God, you may choose two specialities that make the Karak's residents world-class in those fields, you gain a council of ageless oathbound dwarven friends skilled in martial, intrigue, stewardship, diplomacy and piety matters, and you can redeploy the Karak to other worlds, regenerating or creating century-lasting mineral veins in its mines.
Generated précis — the sections below are the author's original text.
Description
Drinking this hearty ale makes you take a satisfied breath as you hear a merry band of proper dwarfs singing whilst mining.
Effects
9You get your own Karak, a dwarven stronghold from Warhammer generally built into a mountain with about 50,000 dwarves inside and enough empty space prepared for 20,000 more people, culture wise they are obviously similar to their other kin, but you can change that to a degree so long it would not be incredibly implausible to be that way (I.e if you are a god then worshiping you with their other gods is plausible or if you can make a race then the customs may shift a bit to let them cohabit together far more easily and smoothly).
Defence wise the Karak has quite a few rune enhanced canons as well enough runic armor and weapons that an army of five thousand warriors plus two thousand of various specialties including Thunderers with guns exists. The Karak itself is self-sufficient, holding on the mountains outside the karak herds of goats, herb gardens and even a small plateau or valley somewhere where they grow a few crops safely, on top of this you have a progressive though not radical engineers guild to let you slowly advance the various technologies they have.
Needless to say you may also design the Karak before deploying it for the first time, allowing you to apply any crafting, magical, creation and other powers as well skills on it before hand, do you want them to have a lake or holding a nice valley? Or perhaps you wish to have hollowed out most of a mountain? Maybe even add some technology or your race? So long you have the knowledge and skill many things can be added, just keep in mind that if you add more people or creatures there is a limit of thirty thousand more with the extra empty space going up to fifty thousand more people instead of twenty, if you lack such a power you may simply double the number of dwarves which will make you the biggest most populous Karak bordering the Capital of the dwarven empire in the Warhammer universe.
You yourself are keenly aware of Karak customs and easily find yourself keeping up to date should somehow they change a bit or if you try to change them and change in an unexpected way, you also speak, read and write fluently without much of an accent their language. On top of having passable skill as a miner, architect and blacksmith among the dwarfs.
It is worth noting that you have a notable boost to charisma and a talent for finding satisfying answers or solutions to avoid grudges between two dwarfs or other parties, as well some talent in manipulation that coupled with your silver tongue you find yourself easily avoiding insulting the honor of either party. Plus a heavy alcohol tolerance to let you handle dwarven drinks and a boost to endurance as well physical power coupled with enough willpower to let you keep up with any dwarf Slayer or warrior.
Depending on your powers and skills, your position in the Karak may range from a beloved resident of the Karak and very respected dwarf-friend who sits on the council of those leading it, to their king to Honorary Ancestor God, the last is bound to happen if you have either peerless skill in one area that greatly impresses them whilst being ageless, some sort of safe and potent crafting magic (Especially if you can teach it) or if you have the power to create other races to live with them in harmony, in fact whatever other Essences you have drank you may consider yourself to have applied them on any residents as you wish before deploying the Karak for the first time.
That is not all, you may choose two specialties for your Karak, the more specific those are the higher the general skill and the easier it becomes for all residents to learn it as well to expierence less skill decay, make them weaponsmiths and they are among the top five dwarven holds, make it meele weapons only and you get them as the top Karak with a boost to runesmiths helping enhance them, but make it a specific weapon or item and your Karak is the best among most worlds out there in making that thing and likely know more than a few dozen runic enhancements to use on it. In the last case, anyone who is not a god of such a thing is quite likely not going to approach the Karak dwarfs in this specialty. In any case this could also be music, scouting, mining, war or diplomacy if you wanted, no limits to it so long the dwarfs can do it. You will also have a masters skill in those three areas by dwarf standards.
One way or another you also have a council of ageless dwarven friends who gave you heavy oaths as well their eternal loyalty. They are skilled in things related to the following areas Martial, Intrigue, Stewardship, Diplomacy and Piety, the last one doubles as a skilled runesmith, at your discretion you may have them be skilled in another area which makes them stronger in both, but takes away the sheer time they have to focus on either duty. If you do not wish to handle the Karak, they can handle this together in your stead, but if you aid them then it will no doubt be able to grow faster and better, plus it would cut down the times they all no doubt argue.
Should you go to another world, you may deploy your Karak there, this will also regenerate all the normal metal, stone and other resources in the mines or create new ones if the lands are poor, such veins however will last for about a century. Any expansions or upgrades to the Karak are kept when re-deploying it.
- Categories
- utilityknowledgecombatsupernaturalsocial
- Traits
- skill masterycraftingeternal youthimmortalitymagiccharismaregenerationtechnology
- Keywords
- leadershipemotional controlweaponscreationart and music