The adventure continues, and this time many truths will be revealed.
Having returned to the village, pirate captain Ragnar met with the great shaman and handed him the artifact, to which the shaman responded he could keep it, as their next objective would be to go to Karak KazadAldrhun (Mountain-Fortress of ancient runes), and, according to his visions, find a dead end in a corridor, the wall of said dead end seems to have a hole in the same shape as the artifact they just recovered. Of course they would have to be very wary of the undead and demonic dwarfs roaming inside. Their objective would obviously be linked to putting the artifact where it belongs, the next part would be up to them to find out. Fortunately, the shaman also had a vision of a secret entrance to the side of the main door, which would make our chosen ones able to enter safely.
After being briefed, patching up their few wounds and resting, they were given horses to lower the time it would take to get there, from around a month and a half to a fair two weeks. They then set off to dwarf territory, but not before the great shaman warned her daughter to keep the others from engaging in a needless and reckless fight, as there were no doubt some very powerful demonic dwarf sorcerers.
The trip to Karak KazadAldrhun was surprisingly completely uneventful. with the only obstacle met being a snowy ravine which they could avoid by going around it. (yup, totally changing stuff in my random encounter spreadsheet for later on)
Having finished their seriously boring 2 week long trip, they finally arrived at their destination. They finally had the great doors of Karak KazadAldrhun in sight, the young shaman then proceeded to cast a rune reveal, which had unexpected consequences, as the whole group was seriously blinded. A couple of dozens of seconds later, regaining their vision, they saw the door was covered in extremely powerful defensive runes, some of which being major runes of brightness. Then looking meticulously to the side, they saw a lonely rune on the side of the mountain, the secret passage they were looking for.
After reaching the secret entrance, they figured out the that they had to place their hand on what seemed to be a normal, natural stone wall, which they could see wasn't the case thanks to the rune.
After doing so they were teleported right on the other side of said door, after lighting a torch and noticing that this secret passage has likely not been used for thousands of years, (keep in mind the northern dwarfs were attacked by the demonic entities around 70 years before then) they advanced forward in this long tunnel, they soon came upon a choice of routes, and decided to head right, leaving the forward route for later.
Reaching the end of the corridor, they saw a small stone pedestal, on top of which was a round stone, taking a correct guess, the shaman placed her hand on the stone, which let her see like if she was in the middle of the corridor behind the secret door in front of them. However what she saw was not quite a nice sight, while the corridor was devoid of any life, the ground was covered by numerous random goods, as well as many shields, axes, hammers, crossbows and helmets, but no armors. Clear signs of a slaughter, and said slaughtered raised back up as undead beings. With yet another rune detection, the shaman saw that there was another door on the other side of the corridor. The heroes decided to go and investigate towards what seemed to be the great hall, considering the size of the room. Once there, they noticed an Undead dwarf escorted by two undead trolls, seemingly patrolling the area, considering the distance between them, the northlanders weren't too worried (the shaman did however need to calm down her allies, as they were itching for a fight), so they quickly and not so stealthily sneaked towards the entrance of what was obviously the temple, judging by the 7 dwarf heads sculpted in the stone above the corridor entrance, the heads of the ancestor gods. (from left to right above the door, Thungni, Smednir, Grungni, Valaya, Grimnir, Morgrim and Gazul)
However, after turning and looking inside the corridor, they noticed another dwarf guarded by another two trolls, and also managed to see the temple in complete ruin. They decided to head back and explore where the secret passage could lead them.
I'll just post this map to let you know what they discovered/noticed along their way, having followed the secret passages without going around to explore anymore.
Also just a detail, the storage room (forge&mines) has a bridge that goes through it, above the room, letting the dwarfs' armies easily and orderly pass through to go to war outside. There is some staircases leading down into the room from the bridge.
Arrived at the Throne room, they decided to investigate the corridor to their right, which was closer to them. (to the left on the map) They soon noticed the absurd amount of gear lying in it, they advanced through, seeing as the corridor was a dead end and had what seemed to be a hole in it. But upon arrival, they were met with a hole in a shape not corresponding to the artifact's, however, the highlander had seen some impressive gear with another artifact, which was shaped like an Iron golem.
Picking it up, seeing as it seemed to correspond to the hole they had just discovered, they inserted it into the wall, and two doors opened on each of their sides, a few seconds later, after hearing numerous things turn on, around twenty runic golems measuring at least 4 meters in height and 3 in width rushed out of the room, running towards different parts of the Karak, they also felt an earthquake happening, like if a nearby mountain was suddenly moving, a mere minute later, sounds of combat and extremely powerful spells being launched echoed through the halls and were heard by our group of heroes, they had freed the guardians of Karak KazadAldrhun, which were no doubt clearing the whole Karak of anything that isn't alive, norse or a normal dwarf.
The shaman quickly realised everything that had happened here, some of the first demonic dwarfs must have taken position here (which no doubt included what used to be a high ranking member of the dwarf society), and slaughtered anything that came their way, the King, being in the throne room at that moment, rushed with his bodyguard with the golem artifact (which probably only he and few high ranking members of the Karak knew about), then tried to reach the door, but ultimately failed and were slain, leaving the rest of the Karak to eventually fall, as their bodies were resurected with ill intent.
With the main city lost, the rest soon followed.
The group's warchief picked up the King's hammer, keeping it in case need arose, as the shaman could sense the amazing power eminating from it.
They then headed toward the other corridor, finding out it also had another corridor branching out in it, they noticed said new corridor was also dead end, but unlike the other one in front of them, it did have a hole in it, this was the right one. They inserted the artifact, and the room of the prophecy opened.
Once inside, they witnessed the room's walls had numerous paintings, representing many scenes of both Northern Dwarf and Northlander history, including both together, the largest painting which seemed to be dated back many hundred years earlier, represented dwarfs and northlanders fighting a Waaagh of greenskins, the allied ones had shield walls just as finely made as each other's, lines of berserkers jumping over those shieldwalls, while slayers did the same on the dwarf's side. And other such correlations, showing each race both close in mentality, as well as in alliance.
On another wall, they could see portraits of, once again, both races being shown, all were indicated with their time of birth and death, except for one, the northlander Warchief, currently in this very room.
Our group of heroes soon noticed the runes in the room, the shaman sensed magical power very far beyond what she had ever imagined could be contained in a single room, sensing it to come from said runes.
Trying to figure out the situation, an ethereal figure started appearing near them. Once said figure had finished appearing, they were all in awe, Thor himself.
Thor greeted them, and soon explained that this room was one of the only place a God can appear, albeit in an ethereal form and speak directly to mortals, all thanks to the runes in this room.
Said runes also made portraits and paintings appear, once worthy deeds were done, be it by an army or a single person. He also pointed out that touching a painting made everyone in the room see the battle/worthy deed of a person like if they were there themselves.
(The heroes, curious of the Warchief's deeds, touched his portrait, and saw him, organising the defenses of his village for a sacrificial battle only to give the northern dwarfs time to escape southwards, the battle itself is also a painting, but he truly shone when he stood atop a large pile of undead warhounds, continuing to fight until Valhalla called for him when his warriors had already fallen, he soon saw the golems finally arriving, he charged the first one closest to him, and after a swift fight, defeated it with considerable effort and difficulty. He then saw the rest of them arriving, way too many for him to defeat alone, his eyes filling with the fury of a hundred berkserkers, he shouted "VALHALLA!" one last time and charged towards what he thought would be his final fight. You know what happened after.)
He also explained to them one of the reasons he wanted the northlanders to come here was to relearn their lost past, how close their civilisation was to the dwarf's, and for them to reignite said alliance, even if the northern dwarfs were now nearing extinction. He also told them about how the dwarfs taught many things to the northlanders, and how the northlanders also taught some things to the dwarfs in return, Thor's axe-hammer was made by the dwarfs Brokk and Eitri, the apprentices of Thungni, ancestor god of runesmithing and Smednir, ancestor god of smithing, forging one the greatest weapons ever forged, as well as forging an alliance that would last forever, at least in the God's heart.
He told his heroes about how he and Grimnir set out to defeat the demonic dwarfs' god as soon as he found out they were stirring up serious trouble, which would have rendered the demons near powerless, except, they soon found out, they had no god. So Thor and the Ancestors had no way to help the dwarfs.
After taking a few moments to take in his own helplessness, he continued, and with a single hand gesture, he made multiple pedestals rise from the ground, each had extremely powerful relics, no doubt prepared ages ago for when this day would come. The heroes were quite grateful and happy with their new, shiny gear.
With 4 other pedestals having risen, he gestures towards them, and explains their purpose :
The first holds a map, he explains how this map points out the maelstroms in each sea of the world, and how they are actually secret passages from one sea to another.
The second holds another map, showing the location of a greenskin Waaagh currently developing in the fortress of Karak AgrilBarag (Mountain of the Silver War-machine). The northlanders would no doubt be able to make good use of this information.
The third holds a small, strange device, which would serve to repair the temple, destroyed by the demonic dwarfs. It would however not reactivate the temple, that would be the duty of a dwarf.
The fourth item seemed familiar, it was yet another artifact, Thor pointed to a rune near the entrance of the room, interacting with it would reveal a map of Karak KazadAldrhun, on said map they would find the location of the rooms linked to the market, the upper one was the brewery, in which a dwarf still lives. That did surprise the heroes, Thor asked them to go find him, explain that the Karak is now secure, then bring him the King's hammer, he'd know what to do with it. (No, that does not insinuate Thor wants the brewmaster crowned) What the Brewmaster would do next, would be his to decide.
Next is the room below, which would be an interesting discovery for the northlanders, to access it, they'd need to use this artifact.
Once his chosen ones would be done, he asked them to return to this room to finish the briefing for what will happen next.
The purple unpenetrable rooms do not appear on the map except for the mausoleum and the Brewery.
On the way towards their first destination, which would be the brewery, the northlanders saw massacred bodies of undead greenskins as well as the demonic dwarfs they were guarding, not a single runic golem seemed to have a single scratch on themselves. They were all standing in what supposedly is their assigned rooms, carefully eyeing it.
Upon arrival at the Brewery, they did not see any way in, there were runes on the wall, but touching them did nothing, unlike with the previous ones. They also did notice the obvious metallic tube on their side, and upon closer inspection, heard a dwarf chanting on the other side of said tube, upon calling out for him through the tube, they heard him jump in surprise and run towards the tube, after asking the heroes a few questions, he told them he was going to unlock the runes at the entrance, which then let northlanders teleport in the room.
He then explained how the brewery was supposed to be a safe room for if the Karak were to ever fall (unthinkable! The fortresses would never fall from an outer attack, and that does remain true to this day), unfortunately, it seems no one made it, the same thing that happened in the throne room most likely also happened here. The room was protected, like the others, by an unbreakable material no one knows the origin of. The rooms are also protected by spells forbidding anyone from teleporting inside through spells, the rune on the entrance wall was the only way in. After letting them taste the beer he has been perfecting for what is most likely a hundred years, considering the dwarf does not seem particularly old, around 180 years old, the northlanders feel tougher, as if that made them less sensible to pain and injuries. The warchief hands the King's hammer to the Brewmaster, who at this sight, breathes a sigh of sadness to what he hoped was only a dark thought for so long. They then leave the brewery to continue their duty.
Arrived at the other room linked to the market, the chosen ones and their new dwarf friend insert the artifact in the wall, opening a entrance in the unpenetrable wall, behind they see what seems to be abandoned northlander trading posts, similar to the ones they use when they occasionally travel to the Empire below to trade. They also notice a large, strangely circular stone in the wall, not knowing what it does, they leave, knowing that once upon a time, trade was common between dwarf and northmen in this city.
Next, the Brewmaster asks his new friends to accompany him to the Mausoleum, where he will lay to rest the King's hammer, his body most likely unrecoverable, and his hammer not having any descendant to be passed to anymore. Once having reached the Mausoleum, he looks at the hammer's shaft, recites some word which the northlanders hadn't noticed were written on it. Which then opens the entrance to the mausoleum, upon reaching the tomb which was prepared for the King most likely since his birth or before, he deposits the hammer, makes a ceremonial prayer to Gazul, then closes the coffin. He then asks if he can accompany his saviors to wherever they're headed, so long as he isn't alone, which they promptly accept.
Returning to Thor having accomplished their short work, he thanks them, and tells them their next objective will be to head back home, travel to the southern maelstrom in the sea, which will get them near a diamond-shaped island, they would then have to travel southwards, where the shaman will cast a spell, which should reveal a hidden island, on said island, their mission will be to reactivate the tribute-shrine to Odin, which would let Thor communicate with the ancestor gods once again, as he feels their influence has recently resurfaced in the southern parts of the world, that is another mystery Thor wants them to solve.
With this, he bids them farewell, for now.