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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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[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, With Exploring!
[X] Plan A Re-armed Hold Once More
[X] Plan Healing for the Dawi
 
I liked the MThunderbolts + Grungni + Cold idea, for what it's worth, EVA-Saiyajin. I think it was cool.

Plus, it's far from being a copy or a hack; not only is the element of the Master Rune flipped around, but it's a weapon rather than armor. In other words, it's got that perfect sort of "inspired by this other legendary artifact" feel.

(Still want to find a weapon to use runes of Stone and Fire on at some point, too... ... Actually, I wonder if the Rune of Stone on a Weapon, might just be the Cleaving Rune? Cleaving originated from rock-breaking after all. So maybe the Rune of Stone on a weapon, is about mining and breaking apart rocks. Which translates to breaking apart armor of course.)
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.
Sounds like Lightning + Speed + Might, could have been the MThunderbolts-lite combo perhaps. Though, I personally would have favored Striking rather than Might, I think. Because, well... Lightning Strikes, right?


Another possible idea for using MThunderbolts, however, might be the Rune of Parrying. Why? Well, because take a look at the write-up of Thunderbolts...

Master Rune of Thunderbolts: Necessary Ingredients: [T3] Storm Wyrm's Blood/Dragon Ogre Shaggoth's Blood: The weapon crackles with barely controlled lightning that erupts in a massive burst of electricity that travels through nearby foes or can be concentrated at a lesser foe in a single strike.

MThunderbolt can arc from enemy to enemy. It's electric, after all. So the idea here is to use the Rune of Parrying -- which would make the weapon interpose itself and parry enemy attacks -- to make the enemy get electrocuted whenever they try to strike at the bearer. A combination of offense and defense; blocking and parrying the enemy, hurts the enemy. ((Mind, I'm not actually putting this up as our weapon idea. I just got this idea and decided to share, that's all.))

... I wonder if this same logic would hold up for the Master Rune of Breaking?

MBreaking + Parrying + Striking.

MBreaking: break the enemy's weapon.
Parrying: make sure to interpose your rune weapon in front of the enemy's weapon, parrying it and thus making physical contact with it.
Striking: hit weak points, duh.

The Master Rune breaks enemy weapons. The Parrying Rune... makes it so that you are clashing with the enemy's weapon more often. And the Striking Rune, makes it so that you hit the exact right spot more often. Hitting vulnerabilities and breaking them. I like it.

... Hmm. Talking about the Cleaving Rune in the top part of my post, reminded me of how it's an anti-armor rune. So I wonder...

MBreaking + Cleaving combo? A Master Rune that's about breaking weapons. And a Rune that is about getting past armor... I like it! I think it has potential; as a "anti-weapon and anti-armor both" weapon. But I wonder what third Rune would be good for this? Might, perhaps? Smednir?

... Huh, there's a thought. Maybe Smednir. His rune abhors lesser works and all that. That'd be interesting if it worked out.
 
[X] Plan New Apprentice
-[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] Apprentice Hunt: [Cost: 1 action] Master of Many will proc. Apprentice Vote after Turn Results. Go out and trawl through the local and regional populace to find a beardling or two worth your time. No stone unturned, no clan unchecked, no record unread, even the Foundling Wards! 1 Action.

I want another apprentice now. All this Rune Research irritates me when the backlog on Material Research isn't finished, or begun. Might as well get another apprentice for some narrative fun, as Snorri took a habit of picking 2 apprentices, then 1 apprentice, then 2 apprentices, then 1. I want to keep that pattern.
 
[X] Plan A Re-armed Hold Once More
[X] Plan The Right Amount

[X] Plan: Both Types Of Arms, Yeeting
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Crushing Fate" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Smiting, Rune of Might, Rune of Impact

[X] Plan: Both Types Of Arms, Thunder
-[X] [Simple] Arm them, Literally: [Cost: (6 +3 -2) =7 actions] Productivity Like No Other will proc. 2 Actions + 2 Apprentice Actions.
--[X] Clerical Aid: [Cost: 30 Favour] Gain 3 progress.
-[X] The Mind of Things Pt. 2: [Cost: (8 -7) =1 actions] Student of the Odd will proc. 1 Action.
-[X] [Difficult] Write In. "Lightning Striker" Pt. 1: [Cost: 1 action] 1-handed Adamant Hammer. 1 Action.
- [X] Choose: choose three runes you want on the weapon.
--[X] Master Rune of Thunderbolts, Rune of Might, Rune of Speed
 
[X] Plan A Re-armed Hold Once More, With Exploring!
[X] Plan A Re-armed Hold Once More
[X] Plan Healing for the Dawi
 
Plus, it's far from being a copy or a hack; not only is the element of the Master Rune flipped around, but it's a weapon rather than armor. In other words, it's got that perfect sort of "inspired by this other legendary artifact" feel.
I think Eva was talking about being a hack by copying Grungni.
 
[X] Plan A Re-armed Hold Once More
[X] Plan A Re-armed Hold Once More, With Exploring!
give them a hand (or foot)
 
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If we can take a new apprentice, why not do it?

I think it really depends on what presence you want the apprentices and co to have in the quest. I mean even as it stands I struggle to remember much about the second apprentice we have and I highly doubt that the situation will improve if we add even more. The number of the active cast in this quest is already a challenge to keep track of and I for one prefer a smaller, but deeper cast when and where possible.
 
[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.
 
@soulcake just remembered something I've been wanting to ask again. Can you copy and add in the table of Runelords of the North (the ones that showed up in the Conclave) somewhere into one of the Informational threadmarks?

So that we have some place to reference what Runelords are in the North. Rather than having to check the two Conclave updates each time. (Conclave Part 3 update has the list of the 3 Runelord candidates that became Runelords. Conclave Part 4 has the list of the rest of the North's Runelords.)


Oh, vote's open.

[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.

I'm going to throw my vote behind going even further beyond on limb-replacement, of course. Both that of having 3 Snorri Actions in it, because the Clergy of Valaya is involved; I like the idea of bringing Valaya's Clergy into this.

Also, although I wasn't sure about adding in the Apprentice Actions into this... after another thought, I've come to the conclusion that I think it's good. Because, this way, Nain and Karstah are working on the same project Snorri is, on the same turn in which Snorri pulls a Snorri on the project.

So, shortly after the Apprentices become less terrible (i.e. gained a 2nd Apprentice action), they get to watch their teacher going all out. It's a good vision.


Also, on the topic of apprentices in general... I actually dislike the thought of having to stop taking apprentices for meta reasons. I don't want cast bloat, sure. But I don't like the idea of stopping apprentices not because of something like "I want to have all 5 actions available", but due to "I don't want any more characters added in OOC." Just... It's like not-doing-something good because of out-of-universe reasons, rather than in-universe ones. I mean, I've wanted to have 5 actions free, sure. But I don't like the idea of getting that victory by default, sorta.

Is there some way to square the circle? Of avoiding cast bloat while still having Snorri teaching Beardlings in the future anyway?

... Actually, huh, come to think of it, there might be. Maybe if some of the former Apprentices were toleave Kraka Drakk, or even the North, immigrating over to some other Hold? Of course, I wouldn't want to lose Snerra... or even Fjolla or Dolgi... and Karstah is apparently turning out like a daughter to Snorri, while Nain is direct family of a Kraka Drakk Runesmith family... though then again, that could be a reason for him to strike out on his own... Hm. And if it were future Apprentices immigrating and going off to explore, then they'd still need to be on-screen for like 10 turns first...

I dunno.
 
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