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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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If helping with the grudge directly would be counterproductive, then instead of a weapon for Gloin, we could do the design work on one of Snorri's weapons?

Didn't we decide at one point on the Yeeting Hammer and an anti-mage/hero axe?

My opinion is that with the banner, armor and talisman slots available for set comboing between the three of them, we're free to focus Snorri's weapon slots purely on their utility as weapons, instead of trying to shoehorn in themes and risk sacrificing utility.

I'm in favor of starting with the Yeeting Hammer. It's a very solid weapon. Reliable.
We can do design work next turn, construct it T30 which gives us 3 actions next turn (T29) to finish up additional research that would help out the campaigns.
 
I was under the impression the view was turning towards "aiming for a combo combo with the armor is unwise"

And I admit a fondness for MThunderbolts. Upgrade ranged and melee power in one weapon.
The thing is is that it doesn't "upgrade" ranged power per se from what soulcake has said IIRC. It just re-fluffs Wrath and Ruin, but Wrath and Ruin stays Wrath and Ruin, which is predicated on Snorri's magic bonus and not his melee bonus. If it does though that'd be great! Actually I misremembered, there is no distinction, so it probably *would* upgrade W&R. Never mind me on that score then. Master Rune of Thunderbolts would be interesting.

There was some discussion in that direction but frankly we don't know, and tbh I want to give Master Rune of Conduction a try again using the Elder Magma Dragon Blood we have even if it doesn't make a set bonus which is starting to fall down the priority list. As a crafter I like the idea of Snorri carrying a hammer with the heat of a forge with him, a tie back home as it were. We also don't have upgrade materials for the Master Rune of Smiting identified yet.
 
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@EVA-Saiyajin A thought for something using the Master Rune of Thunderbolts.

Master Rune of Thunderbolts, Rune of Frost, Rune of Grungni. Basically take the Stormwrath Armor combo, and flip the places of the Lightning and Cold runes, still anchoring everything in the Rune of Grungni. Also by putting it on a Hammer we can invoke Grungni in his war aspect which is even better.
 
Dwarf Rangers sometimes use throwing axes if you want to arm someone with a throwing weapon. There's also the option of crossbows for a long range weapon.

[] Plan The Right Amount
-[] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.

Craft exactly the right amount of prosthetics like a proper Dwarf and don't involve the already very busy clergy of Valaya.
The Clergy of Valaya is very interested in understanding how useful the water is on its own. They've confirmed the basics, that it's safe for dwarfs to use, it works etc, but they're far too busy with other tasks and duties in the wake of reconstruction and managing the wounded from the campaign to devote time towards it.
 
@EVA-Saiyajin A thought for something using the Master Rune of Thunderbolts.

Master Rune of Thunderbolts, Rune of Frost, Rune of Grungni. Basically take the Stormwrath Armor combo, and flip the places of the Lightning and Cold runes, still anchoring everything in the Rune of Grungni. Also by putting it on a Hammer we can invoke Grungni in his war aspect which is even better.
I did think of that. I was afraid it would sound like trying to be a hack in replicating him.
 
I did think of that. I was afraid it would sound like trying to be a hack in replicating him.
Mmm, I don't think it would, especially if we approach it from the reasoning of deriving from the combo we found? Drongrundum is basically the Thunder Hammer so... if we put Thunderbolts on a Hammer we're already leaning that way anyway. Could make it an axe.

Grungni is about the closest we have to a "Storm" rune so we only have so much to work with if we really want to go in on stormy stuff.

E: The invoking of Grungni thing comes from using the Lesser Rune of his on a hammer, based on what was in the Ancestor Rune informational.
 
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When it comes to lightning there are two things it is known for: the instantaneousness of the strike, and the raw power behind it.

Hence the weapon should be Master Rune of Thunderbolts, Rune of Speed, Rune of Might.
 
Dwarf Rangers sometimes use throwing axes if you want to arm someone with a throwing weapon. There's also the option of crossbows for a long range weapon.

[] Plan The Right Amount
-[] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.

Craft exactly the right amount of prosthetics like a proper Dwarf and don't involve the already very busy clergy of Valaya.
Or if we involve the clergy then we need to return the favor by doing the water commission. though I do favor doing the water this turn so that the clergy will be less busy next turn and thus the request is not going to stretch them nearly as much. Plus if the rune part of the water research is useful for the arm them then we have that in from the start instead of going, um those arms we gave out last decade, yeah we need them back to make some changes.
 
Or if we involve the clergy then we need to return the favor by doing the water commission. though I do favor doing the water this turn so that the clergy will be less busy next turn and thus the request is not going to stretch them nearly as much. Plus if the rune part of the water research is useful for the arm them then we have that in from the start instead of going, um those arms we gave out last decade, yeah we need them back to make some changes.
Why would any Rune we get have any effect on the arms? They're not living tissue so they won't benefit from Valayan Healing related runes and I very sincerely doubt we're going to get a rune that can just outright regenerate entire limbs. That'd be very weird.
 
Why would any Rune we get have any effect on the arms? They're not living tissue so they won't benefit from Valayan Healing related runes and I very sincerely doubt we're going to get a rune that can just outright regenerate entire limbs. That'd be very weird.
Depending on how the limbs operate and the form the spring water rune takes I could see it potentially giving a gradual repair function. Or just a general health boost for the dwarf the limb is attached to. Though the bigger part is putting less stress on the Clergy before we ask for their assistance
 
You know, Movement of Things is 2 away from finishing. If we have an extra action this turn, why not put one in it?

This is very high end research too, MAwakening is serious business.
 
It's been two hours so vote's open!

[X] Plan A Re-armed Hold Once More, With Exploring!
-[X] Odd Places 7/10: [Cost: 1 action] Can be taken multiple times., roll for usefulness. Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 Action
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.

[X] Plan A Re-armed Hold Once More
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress. None are as experienced, and therefore respected, in the art of healing dwarfs than the Clergy and adherents of Valaya. See if they'd be interested in coming to an arrangement with you. In essence you'd be leveraging both the Cult's status and reach to find those who may be looking for a replacement limb, and use their trusted position and administrative experience to speed up the entire process of organizing the entire ordeal. Giving you more time to actually work with the clients and make the limbs in question, and giving them another way to fulfill one of Valaya's oldest strictures.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.

Primary difference between these two is the amount of Overflow on Arm Them, with the Exploring plan having one action of Overflow to the non-Exploring plans three overflow and of course going out exploring.

@Void Stalker @EVA-Saiyajin when you get your plans out I'll vote for them too.

E: Boop.

[X] Plan Healing for the Dawi
 
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[X] Plan Healing for the Dawi
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 2 Apprentice Actions.
-[X] Spring Water: [Cost: (4 -2) =2 actions] Student of the Odd will proc and Soul of the Earth will proc. The Springs of Valaya, which is certainly less offensive than calling them her "vents", is a source of rejuvenating water useful for the recuperation of injured dwarfs. They're fine with you taking samples to study to see if they're good for a potential Rune. Easier to just grab a barrel and bring it to the temple there instead of digging through muck and filtering it you suppose. 3 actions
--[X] Church Commission: [Cost: +3 actions to cost] Student of the Odd will proc. The Clergy of Valaya is very interested in understanding how useful the water is on its own. They've confirmed the basics, that it's safe for dwarfs to use, it works etc, but they're far too busy with other tasks and duties in the wake of reconstruction and managing the wounded from the campaign to devote time towards it. They're willing to reimburse you for the time to figure it out yourself.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.

We finish Arm them next turn, in addition this way by doing the spring water first we make the Clergy of Valaya less stretched when we have them aid us on Arm them plus if the rune side of spring water is useful for arm them we can do so when we make them instead of having to go back after the fact. Mind of things finishes as well.

The idea for next turn is 3 actions on Arm Them, 1 on weapon design for us and then the following turn make the weapon and then go and aid the reclamation attempt.

[X] Plan A Re-armed Hold Once More, With Exploring!

[X] Plan A Re-armed Hold Once More

Voting for this as well since my priorities for this turn to turn 30 are finishing Arm Them, Mind of Things and Spring Water and then making a weapon for ourselves on Turn 30 before we campaign on Turn 31
 
I like @WorldSlayer's plan:

[X] Plan The Right Amount
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. You've been intermittently making prosthetic arms and legs for the Karak's veterans in the decades since the siege. Yet more remain. Your work has been sporadic and otherwise unorganized fashion. For many this is entirely within the remit and expectations of most Runesmiths. However you are not most dwarfs, by Grungni's beard you are a Runelord and you should be able to do more than that. Most of the work will be in designing a system that lets you find the dwarfs who need replacement limbs, work to find the best possible product for them, then go about making the limbs in question. 3 Actions + 2 Apprentice Actions.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. You can now see the rough path that Master Yorri took to get to the Rune of Prosthesis, you think at least. A bit more retracing of his steps perhaps, but figuring out what method he used to create a Rune so much more sophisticated than the regular Rune of Waking should provide a great deal of information, and a few more Runes, to work with. More than that, you wonder if there was even a possibility that you could induce actual sensation in the limbs, or even something as difficult or sight or hearing. 1 Action.
 
[X] Plan A Re-armed Hold Once More
[X] Plan The Right Amount
[ ] Chimaera Autopsy: [Cost: 4 actions] Student of the Odd will proc. Damn things are odd monstrosities, three heads, two hearts, four brains. Neither one is entirely alike. A part of you wonders how much of this is usable and how much more is tainted krut. You'll have to wear some protective gear when dealing with these bodies that's for sure.
I wonder if making some arms that we can control from a distance will make this easier? Autopsy with a window between us and the bodies.
 
[X] Plan Healing for the Dawi

I like this plan however I'm worried about how we've just have had the apprentices do 2 actions for it (now 4 if this plan goes through). However I could IC see snorri have his aprentices spend 10 years collecting supplies and stuff will he's helping out the church with getting that regen water going to save dawi lives. And then the second he finishes he gives everyone a prosthetic.

[X] Plan A Re-armed Hold Once More, With Exploring
 
A thought for a thundery beast smacking hammer: Dronurkit, Thundering/Booming Beasts. In the sense of applying thunder to them, its a grammatical construction English struggles with a bit unfortunately.
 
[X] Plan A Re-armed Hold Once More, With Exploring!

Always down for a plan that ticks off our exploring actions.

[X] Plan Healing for the Dawi

This is ok for me.
 
[X] Plan A Re-armed Hold Once More

I want to get this done, and done right. I wouldn't mind a throwing ax made for dragonslaying if that was a plan though. Grudge Dragonslaying, and i donno GMs choice?
 
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