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Discord.

On Thread Etiquette:

I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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Fjolla Stokkisdottir (The Shieldmaiden) also raised defenses against the Ruinous Powers, but against their more insidious influences. Massive obelisks, hewn from the very hearts of the mountains and coated with Gromril-inlaid Runes that create a protective aura cover the entirety of the Norscan peninsula dampening and weakening the energies flowing from the Northern Wastes. Without this protection Imperial scholars agree that the Norscans would have universally fallen to Chaos and forced their dwarf neighbors to exterminate them for their own safety.
That's pretty cool. I guess Norsca is now Cadia?
 
Also something that's going to be important going forward:

Order: You can order 1 new item a turn, but can have as many orders ongoing as you want. Don't hoard mats.
[ ]Write-in:
- [ ] Kingly Authority: You may petition King Otrek to flex his political muscle to expedite the process. [Cost: 5,10,15, Favour from King Otrek, depending on tier] -1 turn taken on order.
[ ] Kingly Authority: You may petition King Otrek to flex his political muscle to order something for your use. [Cost: 5,10,15, Favour from King Otrek, depending on tier] +1 Order.
Otrek Ironarm, the Trollslayer, King of Kraka Drakk: Standing 10, Favours 165
Depending on what we want to put on the Cloaks, Armors and Amulet we may need to order some ingredients. Personally I suspect the only one might be the Armors potentially given our relative wealth of ingredients, but with the above options we can order multiple things and reduce the amount of time a particular order takes.

If we want to make the commissions in a timely fashion and they require orders, we're going to want to remember these two abilities we have at our disposal and our wealth of favor.

Oh that gives me an idea.
Hope this is found to be amusing @soulcake

Transcribed Lectures from the University of Altdorf on Dwarf Runesmiths: Scions of the Gift giver

Dwarf historical records and sagas often recount the deeds and creations of runesmiths throughout the ages. An intriguing exception to this occurs when one examines the records of the Norscan Holds, specifically Kraka Drakk and Snorri Klausson. While the deeds of the Gift Giver are many and varied (See the Battle of the Dragon's Maw, Trollslayer, Foundations of the Norscan Ungdrin Ankor....) very often the Runelord's apprentices are included in the histories. As if the dwarfs are not only crediting the Runelord for legendary works and deeds but also giving him credit for training those that would become legends in turn.

Of those taught by Runelord Klausson, three individuals stand out in particular. Dolgi Embermane (often referred to as 'Thane of the Granite Throng') created a vast army of near-indestructible golems that stand as eternal guardians against incursions from the Chaos Wastes into Dwarf lands. Fjolla Stokkisdottir (The Shieldmaiden) also raised defenses against the Ruinous Powers, but against their more insidious influences. Massive obelisks, hewn from the very hearts of the mountains and coated with Gromril-inlaid Runes that create a protective aura cover the entirety of the Norscan peninsula dampening and weakening the energies flowing from the Northern Wastes. Without this protection Imperial scholars agree that the Norscans would have universally fallen to Chaos and forced their dwarf neighbors to exterminate them for their own safety.

The third and most famous would be Snerra Magnasdottir, the Shining One. While her older counterparts are known to mostly have worked in the Norscan Holds, Magnasdottir is recorded to have visited every Dwarf Hold along the World Edge Mountains and elsewhere. As the Time of Woes began, the now-ancient Runelord enacted what has been described as one of the greatest feats of Runic craft since the ancestor god Thungni himself. At the heart of every Dwarf Karak she crafted a great runic artifact as tall as any curtain wall, tied to the royal family. It's effects are straight-forward if far from simple. So long as the royal family stood, so long as this place could truly be called a Karak; no greenskin or skaven would be able to set foot in the Karak's holding without burning alive.



AN: Noblebright ending where our bumbling beardlings of apprentices took all the discoveries etc that we passed onto them and ran with it.
That's pretty cool ngl. Good stuff.
 
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Course someone would have to make a write in write up for such a project, but that's entirely doable and we have a good slew of ingredients for most of the Master Runes I remember folks being interested in.
Let's also keep in mind that we have 3 ways we can approach striking runes on items:

- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)

We don't have to manually pick out all the runes. We can describe a theme. Or just leave it up to the GM. I don't think we've used the other 2 types before yeah, so who knows might be interesting. (On the other hand, ack, if it rolls bad. xD On the other other hand, if it rolls good...)

Anyway. IIRC there seemed to be some consensus on an idea for a Theme for the 2 Armors for the King and his son. That of something to enable their tactics, or keep them safer while they use their tactics.

Actually IIRC, there were also some ideas thrown around for the Cloaks too... Also around enabling the Ironarm's tactics.

Ah, one thing I forgot that we might want to keep in mind: Greedy Trolls can cast magic!

One of our sets -- Armor, Cloaks, or maybe the Talisman though the Princess might not always be alongside her brother and father -- should probably be something to protect against Magic and/or Daemonic stuff.
 
Master Rune of Flight: Weapons cannot be lost, and can be thrown at the enemy as if launched from a bolt thrower Necessary Ingredients: [T2] Great Eagle's Feathers
Master Rune of Currents: The weapon cuts like the biting winds at the mountain's peak, faster, sharper and unblockable. Necessary Ingredients: [T2] Griffon's Brain
Master Rune of Passage: The wearer moves more easily through even the most difficult terrain.Necessary Ingredients: [T2] Great Eagle's Feather
So I had an idea about a possible combo using the above runes. Specifically for amour, it probably wouldn't be widely useable by dwarves, but I think it would fit well on heavy armour for humans or elves.

So, the idea is tweaking the Rune of Flight into something like a Rune of Lightness (or something to lower the weight of the armour) Rune of Currents to imbue the wearer with the speed of the wind and the Rune of Passage to imbue like a gust of wind type deal?

Ideally it'd combine into a combo to make someone very fast, with weightless armour/lightness for themselves, being as fast as the wind and being able to traverse anywhere relatively fast. Not sure how to explain it properly beyond that tbh.

As nimble and formless as the wind transitioning into the blistering biting chill of a harsh wind atop the mountain, cutting from all directions?
 
Let's also keep in mind that we have 3 ways we can approach striking runes on items:

- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)

We don't have to manually pick out all the runes. We can describe a theme. Or just leave it up to the GM. I don't think we've used the other 2 types before yeah, so who knows might be interesting. (On the other hand, ack, if it rolls bad. xD On the other other hand, if it rolls good...)

Anyway. IIRC there seemed to be some consensus on an idea for a Theme for the 2 Armors for the King and his son. That of something to enable their tactics, or keep them safer while they use their tactics.

Actually IIRC, there were also some ideas thrown around for the Cloaks too... Also around enabling the Ironarm's tactics.

Ah, one thing I forgot that we might want to keep in mind: Greedy Trolls can cast magic!

One of our sets -- Armor, Cloaks, or maybe the Talisman though the Princess might not always be alongside her brother and father -- should probably be something to protect against Magic and/or Daemonic stuff.
For our personal stuff I'm more keen on Choosing since some really good suggestions have been brought up so far (like the Master Rune of Breaking, Rune of Spellbreaking, Rune of Daemonslaying) and I don't like leaving the final quality of our item to dice when we can leave it to our own intelligence and grasp of runes which is I think inherently more reliable. But themes for the Cloaks and Amulet are fine in my opinion.

Given the materials going into the Armors I'm going to push for Choosing, but if Themes win for it that'd be acceptable imo. We have a dearth of Armor Runes in terms of Master Runes so its a bit tricky to make a combo with Armor Runes I've found.


So I had an idea about a possible combo using the above runes. Specifically for amour, it probably wouldn't be widely useable by dwarves, but I think it would fit well on heavy armour for humans or elves.

So, the idea is tweaking the Rune of Flight into something like a Rune of Lightness (or something to lower the weight of the armour) Rune of Currents to imbue the wearer with the speed of the wind and the Rune of Passage to imbue like a gust of wind type deal?

Ideally it'd combine into a combo to make someone very fast, with weightless armour/lightness for themselves, being as fast as the wind and being able to traverse anywhere relatively fast. Not sure how to explain it properly beyond that tbh.

As nimble and formless as the wind transitioning into the blistering biting chill of a harsh wind atop the mountain, cutting from all directions?
Well they're all Master Runes so we'd have to find some lesser rune forms of them because we can't stick multiple Master Runes on a thing. That's why they're Master Runes.
 
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[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
- [X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?

That's pretty cool. I guess Norsca is now Cadia?
Not intentionally. It's just that like Snorri, their works tend to.....snowball when they go all in on something.

And also it pinged off a previous idea of mine revolving around snippets of non-Chaos Norscans living in the shadow of the Dwarf holds (or the Mountain Lords as they might call them)/Snerra and Dolgi sharing a drink while feeling a bit of pity towards this half-formed race of eternal beardlings that they've both run into. The 'umgi' aren't stupid but they don't even have a single century of life (and start degrading pretty quickly) to work with. How can anyone become even marginally competent in even the most basic skills with that little time to learn?
 
Well they're all Master Runes so we'd have to find some lesser rune forms of them because we can't stick multiple Master Runes on a thing. That's why they're Master Runes.

I'm aware, but seeing as how those are the only runes in the information list I just grabbed them because the effects should be similar, between normal and master tier. I'm honestly not sure which of the 3 runes I'd want to be the master rune in that combination, because I don't know which aspect of it I'd want to focus on.
 
I'm aware, but seeing as how those are the only runes in the information list I just grabbed them because the effects should be similar, between normal and master tier. I'm honestly not sure which of the 3 runes I'd want to be the master rune in that combination, because I don't know which aspect of it I'd want to focus on.
Sorry, people keep bringing up using multiple Master Runes and its like *jackie.jpg*.


Anyway if you go back to Turn 4 Results there's mention of a Rune of Lightstep:

a bulging sack that bears the Runes of Concealment, Lightstep and Silence
Lightstep might be in the right direction in terms of reducing weight, if a rune to reduce weight for stuff like helping Dwarfs carry heavy loads long distances doesn't already exist.
 
Sorry, people keep bringing up using multiple Master Runes and its like *jackie.jpg*.


Anyway if you go back to Turn 4 Results there's mention of a Rune of Lightstep:


Lightstep might be in the right direction in terms of reducing weight, if a rune to reduce weight for stuff like helping Dwarfs carry heavy loads long distances doesn't already exist.
Yeah, I get the frustration. Honestly some of the speculation on how we could change the 3 rune limit was interesting. Wasn't so much about adding more master runes (honestly seems like something either impossible or a divine feat) but the idea I liked was with dwarves venerating 3 ancestors above others is sort of a cultural limit to their runic/magic system.

But anyway, Lightness might do it. Flight might be easy because it uses the same material as another rune in it, plus we have all of the materials needed for that combo. With Lightstep not being there I'm not sure if we'd have to requisition something or not.

Another bit is how thematic Lightstep might be. Would it fit the wind based narrative I was going for for the combo? Hard to say without the fluff for the rune unfortunately.
 
Yeah, I get the frustration. Honestly some of the speculation on how we could change the 3 rune limit was interesting. Wasn't so much about adding more master runes (honestly seems like something either impossible or a divine feat) but the idea I liked was with dwarves venerating 3 ancestors above others is sort of a cultural limit to their runic/magic system.

But anyway, Lightness might do it. Flight might be easy because it uses the same material as another rune in it, plus we have all of the materials needed for that combo. With Lightstep not being there I'm not sure if we'd have to requisition something or not.

Another bit is how thematic Lightstep might be. Would it fit the wind based narrative I was going for for the combo? Hard to say without the fluff for the rune unfortunately.
Its just a lesser rune we know, and Soul's talked about how for ingredients we only really need to worry about Master Runes for that so we can slap that on something and see what happens? E: It's a rune well suited for Rangers.

But like: Light as the wind he stepped, a league under his boots in a moment, he strides freely. Is I think kind of like what you're going for here and may well be possible, if we could adapt the Master Rune of Currents into an Armor rune as Armor Rune have to do with either reinforcing the armor itself and protecting the wearer or improving the wearer.

Putting a Modified Master Rune of Currents on an armor, with Lightstep and the Rune of Speed might get close because we'd be using the armor versions of these runes. Master Rune of Currents is +Unblockable, +Speed, +Sharpness/Cleaving; the Rune of Lightstep is like +Lightness it seems like, and the Rune of Speed is like +Awareness and +Quickness.

E2: Or for a more unusual/straight line approach to it, replace the Rune of Lightstep with the Rune of Impact. Might make it too stop and go though.
 
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Its just a lesser rune we know, and Soul's talked about how for ingredients we only really need to worry about Master Runes for that so we can slap that on something and see what happens? E: It's a rune well suited for Rangers.

But like: Light as the wind he stepped, a league under his boots in a moment, he strides freely. Is I think kind of like what you're going for here and may well be possible, if we could adapt the Master Rune of Currents into an Armor rune as Armor Rune have to do with either reinforcing the armor itself and protecting the wearer or improving the wearer.

Putting a Modified Master Rune of Currents on an armor, with Lightstep and the Rune of Speed might get close because we'd be using the armor versions of these runes. Master Rune of Currents is +Unblockable, +Speed, +Sharpness/Cleaving; the Rune of Lightstep is like +Lightness it seems like, and the Rune of Speed is like +Awareness and +Quickness.

E2: Or for a more unusual/straight line approach to it, replace the Rune of Lightstep with the Rune of Impact. Might make it too stop and go though.

I wanna make the literal unstoppable whirlwind of death achievable for dwarves that aren't Grimnir, so immense speed and attacking potential was what I was after. So impact might work, not sure what to sub it for though.

There seems to be 2 ways to go about it. As nimble and quick as the wind, currents + passage + speed for a banner rune would make it so that the throng would travel ridiculous distances. Hell, chuck it in the underway and they'd be reinforcing other holds in maybe half the time.

The other direction is yeah, combat monster whirlwind of destruction. Currents + Impact + Passage. Make it so the wearer can attack from anywhere around an enemy for potentially insta kills.
 
[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
- [X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?
 
[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
- [X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?
 
[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
- [X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?
 
Great quest! Watched, and closely at that.

Note, because I have noticed us spending a single action on Gromril research or crafting requiring multiple APs at least two times:

If we invest 2 actions there, we get 1 extra, for +50% performance.
If 3 actions, we get 2 extra, for +66%.
4 actions give us 3 extra, for +75%.

As you can see the more actions we invest the higher the value of each additional one, up to 4. We should not put less then two actions into longer term research or crafting, and ideally more. If we can not afford to spare more than that, we should use that action for something else and dedicate most of our actions next turn to it if possible.
 
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[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
-[X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?
 
[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
- [X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?
 
Great quest! Watched, and closely at that.

Note, because I have noticed us spending a single action on a research or crafting requiring multiple APs at least two times.

If we invest 2 actions there, we get 1 extra, for +50% performance.
If 3 actions, we get 2 extra, for +66%.
4 actions give us 3 extra, for +75%.

As you can see the more actions we invest the higher the value of each additional one, up to 4. We should never put less then two actions into longer term research or crafting, and ideally more. If we can not afford to spare more than that, we should use that action for something else and dedicate most of our actions next turn to it if possible.
We know this. I don't recall the specific examples you're talking about but sometimes putting a single action into something was the most tenable/acceptable idea because people weren't interested in doing other actions. Sure, you can gain bonus actions and thusly get more for less effort under specific circumstances but up to this point it was either trigger our research traits or trigger our request traits. We were limited to either a raw action bonus of 50% or 33%. And for some projects like Trollslayer, 600% the action cost when we dumped everything into it that one time so our possible return on actions required can go way higher.

Because people wanted other things than just focusing on one set of stuff, plans that applied trickles of one action won out over plans that tried to focus or do something else. Furthermore, it is beneficial at times to set up overflow on crafting by putting in less than the required amount to complete a project so we can overflow it heavily if we want to trade raw efficiency for quality. This is helpful when we want to research something, we can put three actions on research and set the last onto setting up a request if we want to which I think we did at one point. Or at least seriously considered.

Statements that we should never put less than two actions in something are not very convincing, even if they are correct from an efficiency standpoint. And while I don't think its wrong to have them, even if I don't agree with operating under such a limit, there's nothing stopping you from trying I guess?

I wanna make the literal unstoppable whirlwind of death achievable for dwarves that aren't Grimnir, so immense speed and attacking potential was what I was after. So impact might work, not sure what to sub it for though.

There seems to be 2 ways to go about it. As nimble and quick as the wind, currents + passage + speed for a banner rune would make it so that the throng would travel ridiculous distances. Hell, chuck it in the underway and they'd be reinforcing other holds in maybe half the time.

The other direction is yeah, combat monster whirlwind of destruction. Currents + Impact + Passage. Make it so the wearer can attack from anywhere around an enemy for potentially insta kills.
It occurs to me while reading this that because the Master Rune of Flight launches things with the force of a Bolt Thrower and it does that reliably with magic that putting a weightlessness/lessen weight rune on a weapon with a Master Rune of Flight in an attempt to get more speed might wind up with less damage. A rune of heaviness however might do wonders.

That aside, both of those are viable though personally I'd be interested to see if we can get Passage onto armor like Currents and if we can create any lesser variants of either from that. Master Rune of Currents, lesser Rune of Passage, Rune of Impact on a armor suit is heavily feeding into the speed aspect of Master Rune of Currents which seems like it might be a powerful boost.
 
Statements that we should never put less than two actions in something are not very convincing, even if they are correct from an efficiency standpoint. And while I don't think its wrong to have them, even if I don't agree with operating under such a limit, there's nothing stopping you from trying I guess?
Ah, I should have used not instead of never. I am aware that sometimes it can be useful or just the least bad option. Edited.
 
[X] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
-[X] Accept Amulet, Combo: Add Amulet to items in [Difficult] Dowry Pt. 1: Tell the king you'll take on the Amulet Request as well, what's one more task on the pile?
 
It occurs to me while reading this that because the Master Rune of Flight launches things with the force of a Bolt Thrower and it does that reliably with magic that putting a weightlessness/lessen weight rune on a weapon with a Master Rune of Flight in an attempt to get more speed might wind up with less damage. A rune of heaviness however might do wonders.

That aside, both of those are viable though personally I'd be interested to see if we can get Passage onto armor like Currents and if we can create any lesser variants of either from that. Master Rune of Currents, lesser Rune of Passage, Rune of Impact on a armor suit is heavily feeding into the speed aspect of Master Rune of Currents which seems like it might be a powerful boost.
Asking for a rune of gravity might be a bit much I expect. That might be able to give us variable gravity, lighten for speed and increase massively for damage. That aside there's probably straight up a rune of speed I'm overlooking that can basically do what I was trying to accomplish.

Edit; actually, thinking on it, Snorri has a rune where he can apply the weight of a mountain to a group of enemies. If we study that and the rune of flight chances are he could come up with a rune of gravity that incorporates the variable weight we'd need.
 
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[x] Accept: Take on [Difficult] Dowry Pt. 1: The King of Ungor wants two cloaks? By Grungni you'll give him two cloaks! Damn finest cloaks anyone will ever see! Must be completed in four turns starting Turn 15.
- [X] Accept Amulet, Separate: Take on [Difficult] Takeaway Talisman Pt. 1: You'll take on the amulet but it may take a while longer to do.
 
Some thoughts about crafting.

Would the Rune of Animation/Waking on a crossbow allow it to draw itself? Might allow for automatic fire. This is mostly a curiosity, I doubt that even if it could it would be very useful for us.

The Rangerstrike combo is great, but seems quite awkward on a siege engine, as those can't be moved easily. Not that a giant penetrating bolt to a weak point out of nowhere isn't extremely useful at times for assassinating leaders and such. But making some crossbows for our holds Rangers with it seems like an excellent idea to me. Or not, Rule of Pride damn it.

The Meteorfall combo mentions a bubble of expanding force, which does not seem to fit with Trollslayer being an axe. Is it a sharp shaped charge or a semi spherical boom? If the former, scary! We should make more axes with it. Only there is that Rule of Pride, how annoying.

Master Rune of Spite seems like the perfect thing to put on someone/thing with a very large HP pool, such as a combat golem for example. I wonder if we could make one with that heart we got to make it regenerating, that would make for a damn scary warmachine. I don't recall any runes that could repair stuff though.

I wonder if a Fire+Frost+?(maybe sound?) rune combo would create alternating waves of hot and cold, perhaps swapping with each hit. Temperature shock does nasty thing to hard targets.

The Rune of Reflection seems tailor made for making lasers.

I wonder what substituting the Warding Rune in the Conversion combo with the Master Rune of Spite would do. Destroy spells, eat them, and use that to punish the caster?

Simple amulets with the Rune of Sound seem like they might be very useful for commanders on the battlefield or Rangers.
 
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