Voted best in category in the Users' Choice awards.
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
Here is the Detailed Rune List
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. :^)
 
Last edited:
You need to give us some info before we vote on this.

How much has the throng weakened, how tired are they, how much time do we have left before winter sets in? If we can't simply power through again what are the estimates for slogging through that cursed mess of a swamp?
Check the combat log spoiler at the end of the update. That covers casualties which can no longer fight at all at 2%. Overall across all the fights this campaign, the throng has had something like 15 to 18% casualties I think?

However much its had, its not enough to reduce its fighting power yet.
 
[Non Canon] FGO Cross, Pseudo-Singularity 5: Krakka Drakk, +10 to a Roll. [USED]
Pseudo-Singularity 5: Krakka Drakk
The Blind Dragon

"Cu, don't kill him!" The Chaldean speaks with a voice like pressed glass as he clings to a particularly smug example of the same creatures you'd seen dead among the fimir, helmet shut and resembling nothing so much as the snarling face of a lion, a long spear gripped in her hand. Not like the elves' though, hers was like three strings tied and bound together like knots until it reaches a viciously sharp point; sharp enough, even, and enchanted enough that Barak Azmar had sparked and not from mere friction when it had slammed into you, almost knocking the breath out of your lungs though in turn you'd slammed Zharrgal into her armor hard enough to leave a latticework of cracks on the ground. Her armor, not particularly artful but for the helmet, had held well enough that you must acknowledge its usefulness. But from the grunt of pain, she'd felt that.

Meanwhile, across from you, a man with blue hair tied into a long ponytail at the back and kept short at the front--a ridiculous look if you've ever seen one--holds his oddly shaped staff at you, hoping to ward you. A plain black shirt and blue and white robe are draped over his form, revealing a not unimpressive form. "Tell him that!"

"Now is when I fulfill the tenets of my Guild!" Zharrgal sings as you let loose, only for the Sorcerer before you to slam his staff into the ground, and a great hand of wood to rise up and catch it by the handle. Faster than the creatures of Slaanesh, and annoyingly durable too, these creatures, if not up to dwarf standards.

"If you kill him, we'll never shake the Dawi!" The knight shakes her head even as she smashes her fist into one of the ranger's guts, sending him to the ground reeling but still breathing. Well good for her, not adding murder to her list of crimes. Now if only she had enough sense not to protect two sorcerers.

"I would not be so sure master, the Dwarfs of our world are little less tolerable when 'provoked' and considering this one is screeching about Chulainn's theft..."

"The Runes, fool! The Runes! None may steal them and yet live and so that servant of Chaos has! And so he must die, and the lot of you too if you won't step aside."

"...I wouldn't count on these being any more so."

"He is my friend." The sorcerer stares at you hardly, keenly, meeting your own baleful gaze and not quivering. "I do not step aside. Not ever."

You nod in respect for that, and then advance towards the thief. "The more important thing to note," 'Cu' (since repeating Sorcerer is getting particularly repetitive even for you at this point) says, "is that I did not steal anything, least of all the Runes!" He knocks aside an overhead blow aimed at gutting him with your axe, hooks Zharrgal with his staff and then whirling it around slams it into your chest where it explodes with hot but not scorching fire.

Hmph.

Fool.

Again Zharrgal rings out but this time it slams into Cu, sending him flying through the air until he slams into the frosty tree and knocks all snow to the ground and on top of him, covering him. The Chaldean raises a fist and clenches it and arcane scribbling, though not Runes, burns in a fiery red circle that melts the snow and knits the wounds that cover Cu, letting him get back up on shaky feet. "As I was saying before I was so rudely interrupted I did not steal the Runes! I was taught them by Scathach, who learned them from the Norse, who gained them by way of Odin who ripped his own damn eye out and strung himself up on the tree to see the damn things in the Otherworld!"

Bah, a likely story. Only one has ever held the strength to journey to the Glittering Realm and shape it and take the Runes for Himself and that is Thungni and not this...Odin fellow. And in any case, the vow is clear. "Chaos' deceit grows less and less convincing with age, Umgi."

"...You really are planning on killing him, aren't you? Just because he knows something you find inconvenient?" The Chaldean looks to his knight and bondsman and sighs, before breathing shakily. Instinct compels you to draw up Mhorni discretely, the elemental making its way from the earth where you had first seen the interlopers' intrusion. "Artoria. I still don't want him dead, but you no longer need to be gentle."

"Excellent idea, master." A golden, shining light begins to flow throughout the lance she holds in her hand, filling the forest clearing where you had first seen the manling cast a Rune of Fire from his staff, misshaped and malformed on account of his shoddy work but still, to your keen eyes, obvious. "Rhongomyniad!"

The golden light flies out, a searing, streaming beam hot enough that it melts the snow and lights the clearing. Certainly the rest of the rangers will have seen it, in the brief moment of its existence. The trees lose the snow that has made their branches droop and fall, the pine needles reflecting the sun-hued weapon as it exposes the emerald sea of grass underneath. It is deceptively fast for something its size, fast and you have little enough doubt its master can compel it to move. No, it's going to hit.

Mhorni finally bursts out of the earth, where the Sorcerer had put him, and directly in the path of the beam. He holds out his hand, palm open, and it explodes on impact, a shockwave that clears the snow and ice from the entire clearing. Mhorni smokes slightly, sizzling in the now superheated air, but still standing, if not unharmed then still worthy to fight.

But who says it has to hit you?

"You're gonna have to try a little harder than that!"

She barks a laugh, spurs her horse, and launches at you.

So guess who recently started playing FGO?
 
Last edited:
Steep learning curve isnt a problem id just be a challenge that she'l have to overcome.

This kind of challenge, working out how magical items work, is what the runesmiths call Durin's Consternation and has literally stymied their very best. It's proved an impossible challenge that has only served to demoralise those who have tried to solve it.

Snorri has the basic magical theory and a teacher with the magical senses and education to approach this topic. Karstah does not.

This could be a big opportunity. Snorri cannot involve an elf (or Brana) in trying to unlock the black box that is runesmithing because of his religious beliefs. There is no such restriction on involving them in investigating other forms of magical item. It may not be directly applicable to runesmithing, but it may give some inspiration.

Investigating how the Winds are deliberately bound to and so grant magical properties to objects by deliberate enchantment may also shed some light on how Winds are bound to objects in alchemical transformations, or widen Snorri's understanding here.

How magic is bound to and changes objects is very close to Snorri's core alchemy and Runemetal research projects. It's something he's uniquely capable of doing and perhaps uniquely capable of benefiting from.

Edit: given how most of these items seem to be metal, even the horn, not just Master of the Odd but also Soul of the Earth may proc.
 
Last edited:
So should we continue the campaign or should we head back to the hold I feel this campaign isn't something that's going to finish anytime soon.
 
Check the combat log spoiler at the end of the update. That covers casualties which can no longer fight at all at 2%. Overall across all the fights this campaign, the throng has had something like 15 to 18% casualties I think?

However much its had, its not enough to reduce its fighting power yet.

Close to 1/5 of our forces are dead or too injured to continue that is nuts and I refuse to believe that we're not a hair's breadth away from a major malus in our combat rolls. Better to spend the winter with several other rune smiths making a Banner of Purification, or something like that to counter the various poisons and diseases that they'll try to hit us with. Something Dawi that are injured but can still fight will be very vulnerable to.
 
Giving the Fimir more prep time also strengthens them, and gives them time to develop and deploy counters to Snorri.
 
Taking only a moment to consider the immediate thought that comes to your mind, you mentally shrug and slam Zharrgal into the ground again. But rather than appearing beneath your enemy like earlier, this time the column of earth juts from beneath your feet at an angle, launching you directly at the Great Daemon's face.

"Khazukan! Kazakit-ha!" you roar, letting the last word trail off as you sail through the air.
Snorri: "I can stop any time I want"
 
Went and double checked.

Statue - 1 in 20, one quarter of the Throng. Calc #1 1.25%. Calc #2 1%
Vanguard - 1 in 15, one quarter of the Throng. Calc #1 1.67%. Calc #2 1.33%
Rearguard - 1 in 5, one quarter of the Throng. Calc #1 5%. Calc #2 4%
Baggage Train - 1 in 4, one quarter of the Throng. Calc #1 6.25%. Calc #2 5%
Brana - 1 in 10, not quite sure whether to include them in the Throng's numbers. Will do two calcs. Calc #1 10%. Calc #2 2%

Calc #1, holding the Brana as an auxiliary force. Comes out to 14.17% Throng casualties and 10% Brana casualties. We got chewed on.

Calc #2, holding the Brana as part of the Throng's total numbers. Comes out to 13.33% Throng casualties.

I came up with this calc after the swamp ambush a couple months ago.

How many we took from assaulting the first city I don't think was really recorded, other than to say it was much lower than expected. So we're looking at 15 to 16%, possibly up to 17% or 18% after the Slaaneshi city. As far has been judged by competent characters @lancelot since no one has spoken up about manpower problems, I would assume we're still good to go. Dwarves with a Grudge are apparently quite good.

@soulcake have we been able to replace our 'can't fight/are dead' losses?
 
Last edited:
Judging by how the cities went, they're going to get vastly harder to crack given time to fuck with the waystones. I think we have to take out one more regardless, and the last is likely out of reach regardless.
 
Keep in mind folks that we can still study the stuff later even if we give them to Karstah:

Nothing is stopping you no, but Karstah would inevitably share what she found with you anyway so research would be greatly reduced or not necessary depending.

I can see the logic behind this but giving Karstah the sword is about Karstah's development more than it is the research tbh.
 
[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
- [X] Against the Nurglish City
[X] [Various Bits] Give some to Karstah.
- [X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.
[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.
[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.

Reasoning: We'll probably get the Runes faster if Kartasha is working on it and it gives her a nice weapon to fight with in the coming war.
The Horn and cauldron bits are cool research avenues. And I give Kartasha the Needle so she can get her foot in the door on studying magic.
 
[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.


The Nurglite swamps can be handled by the Statue. I'd also be okay with going for the Khornate city first; they seem unlikely to hole up, while the Nurglish would hole up in their walls. We may want to go right into the Khornate city, blast through the chaff and berserkers with Snorri, then smash the meargh and defeat whatever daemons pop out because the Nurglish city may extract more casualties from the throng than the Khornate one does.

Kind of an unclear toss up tbh, and I'm not sure which to pick.

[X] [Various Bits] Give some to Karstah.
-[X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.
[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.

[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.

[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.

I want to give Karstah the Hammer, in part because she has Weapon Runes as a Specialty. But also because, while this is useful for the Dragon Gronti, we are several turns out from even starting on its Weapons so we have a lot of time to let her do what she wishes and give us research progress. The needle is interesting Valayan esqe work for her, giving her a test with magical items, while the bigger stuff is Snorri's to get on with when we have some spare time.

The Helmet just makes the Hammer go faster. Also gives her Talisman/Armor experience.
 
Last edited:
[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
-[X] Against the Khornate City
want to weaken there offensive ability and not let the big bad build up more also @BungieONI made a good argument

[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
the coolest things we get to keep

[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.

give her some stuff to start working up
 
[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
-[X] Against the Nurglish City

[X] [Various Bits] Give some to Karstah.
-[X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.

[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.

[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.
 
Last edited:
We aught to thoroughly sterilise the stinky city, don't give them Waystone playtime.

[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
-[X] Against the Nurglish City

Give Karstah the needle, hammer and helmet, since I don't think we need the Master Rune on the hammer pressingly, and she'll get some good experience out of poking them. I want the Horn and the Cauldron bits for Snorri - working examples of major examples of Albionese runework and magic, likely to be useful for Akazit and other magical research paths that we're best suited for.

[X] [Various Bits] Give some to Karstah.
-[X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.
[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.

[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.
 
Last edited:
Don't want to overload Karstah with research since that will delay things and we're going to get more loot in the upcoming cities anyway.

[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
- [X] Against the Nurglish City
[X] [Various Bits] Give some to Karstah.
- [X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.
[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.
[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.
 
So, the Khornate, Tzeentchian and Nurglite cities are left. Of those, i would expect to affect our enchantments the most to be the Khornate one. Thats probably where we might see someone with magic nullification.
 
[X] [Various Bits] Give some to Karstah.
-[X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.
[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.

Ok I'm fine with giving Karstah the needle. And If she runs into a wall from durins?(I dont now how to spell it) then she'll just come to us for some advice, and we can either go straight into some magical theory and stuff to better understand the basics. Or we can do our own version of getting her the master of the odd trait.

[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.
 
Last edited:
[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
- [X] Against the Nurglish City

[X] [Various Bits] Give some to Karstah.
- [X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.

[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.

[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.
 
I do think we should give Karstah a minimum of one of the magic items, she needs to start learning to reverse-engineer. I think I approve of giving her the hammer and helmet, not only will it give her research opportunities, but it will also give her some top-league equipment to keep her safe.

We desperately need to start on Ylva Hearth-Hands' equipment though, and a banner.

Also, man I need to update the Roster. I'll get to it on the 28th, have some commitments till then.
 
Last edited:
To those voting for just [Various Bits] Keep it. Onto the pile it goes. Gain Research., remember to add the all of it sub vote if that's what you want.

@Xepheria @aceraptor, you should add in the Keep It subvotes for the Cauldron and the Horn if your intent is to keep those.
 
@soulcake have we been able to replace our 'can't fight/are dead' losses?
Yup, the portion of the original Throng that was left in reserve has been replacing the losses. You've been eating into that buffer, but its not run dry so to speak. Worst case you start drawing larger portions of the contributing Holds' populations.
Keep in mind folks that we can still study the stuff later even if we give them to Karstah:
I think I was being too coy there I apologize. You can, but I meant that it wouldn't do much because as I put in the options here, you'd get the results from Karstah anyway. At most you'd potentially lose extra research progress if it triggered Master of the Odd.

Also, #Rune-Ideas time.

#Runeidea
Rune of Airdrop
Engineering rune for catapult or trebuchet.
Inspired by the example of Lord Klausson, the runed siege engine will grant a dwarf who climbs into it a brief period of invincibility against impacts, allowing them to be launched over (or through) enemy fortifications and arrive relatively unharmed.
Popular with the burgeoning slayer cult.
The idea isn't even that bad. Seems like a potential development off of Dolgi's current focus. Name could use some work though. Future Rune Added.
Master Rune of Destruction: A glimmering purple-pink (or pink-purple) trail of energy and fire follows the weapon; and when it should strike, it kills, as surely as day becomes night and snow is white.

Master Rune of Derision: Flowing shadow and etched carving, bright hard symbol and filigreed knot, all seem to scream with every move their superiority, and the foe's inferiority. Some grow dissolute, others furious, but the one thing both have in common is that the skill seems to leave them.

Master Rune of Devastation: By the hatred of Runesmiths, the foe is unmade, unraveled, them and a few dozen of their closest friends. A ball of bright light the size of a man blasts out of the talisman, capable of turning hard metal to so much ash and unmaking flesh.

Master Rune of Deconsecration: The treasures of the enemy falter, fall, fail, as the banner with this Rune flutters overhead, their power crushed under the screaming fury and ceaseless hatred of the Ancestors for their kind and their wicked ways.

"Aye it's true, Loremaster. Those are some embarrassing names, from an embarrassing time. But I'd rather embarrass myself with a bad name than not turn good Runes to productive use."

#Rune-Ideas
Im torn on these. On one hand, funny, on the other, HRMMMM.

Rune of Frost: An ice-cold counterpart to the Rune of Fire, following a similar train of thought to that storied creature, though it goes in a different direction on account of the obvious differences between fire and ice. A single copy of the Rune stops enemies from regenerating by choking the flesh in a layer of ice and constant damage by frostbite. A second and the cold becomes draining, distracting, numbing the limbs and taking their skill. Finally a third copy of the Rune means that with the right blow a thick block of ice forms around and imprisons the enemy: there's probably things that can survive it, but not much that could keep fighting.

#Rune-Ideas
Already a Rune of Cold, but the effect is different enough to be its own thing. Actually is it alright if I replace the effects of the Rune of Cold's three Rune stack with yours (if a bit weakened)?

Rune of Tides: A glittering, watery energy flows over the head of the weapon bearing this Rune, and as it strikes it strikes with considerably improved force: not enough, sadly, to make carving through armor easier, but enough to make parrying all but impossible for any foe not either superbly gifted or wielding their own enchanted craft, whether weapon or shield.

Rune of Rapids: Quick as the onrushing water the weapon flows straight and true, unimpeded by weight or size, blue gleam glinting in the sunlight.

As Dawi grow to the understand the seas more, a handful will grow to understand its beauty; and in understanding, they shall seek to harness it.

#Rune-Ideas
How would you differentiate these Runes from the other speed and reflex enhancing Runes?
 
[X] [Campaign] Continue the offensive. Campaign goes high level and my rolls will solely be for how things generally play out + Snorri fighting any heroes/big bads. After a city falls/you suffer a defeat, a similar vote will happen until you return home or all targetable cities are destroyed.
- [X] Against the Nurglish City

[X] [Various Bits] Give some to Karstah.
-[X] The Needle: While the needle never seems to run out of thread, that's only the case if the sewer in question isn't speeding through things, in which case they can indeed find themselves out of material.
[X] [Various Bits] Keep it. Onto the pile it goes. Gain Research.
- [X] The Drinking Horn: A constantly refilling horn of liquid? Useful. Novel. Blasphemous! Clearly, it uses magic, but who in their right mind would make sweet alcohol with merely magic?
- [X] The Cauldron Fragments: They appear to be pieces of several Cauldrons in varying states of deconstruction, some of which seem to constantly drip a particularly tasty broth without end. The imagery and aesthetics on the outside is markedly different, but from what the Brana have sniffed off it, these were likely the precursor to those wretched things the Fimir used to revive the dead and dying into monstrosities.


[X] [Hammer] Give it to Karstah: To give her such an opportunity is a sign of immense trust in her capabilities. Comparable to the Dragon corpse you gave her, likely even moreso. Reagents are used up and organs rot, but knowledge, after all, can be kept forever. Karstah will use her free time to research this. You will also get the results of her research while she gains expertise and experience. If Karstah already has a lot to research then getting research rewards will be delayed.
[X] [Helmet] Give it to Karstah: your heir may have this helmet to do with as she wishes. Gain, bonus to research time if Hammer is also given to Karstah.
 
Back
Top