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:
To your knowledge its rare but yes, they largely prefer the cold though.

Edit: also i havent been able to look at the Runes yet folks. painted my room this weekend so whenevr I can set up my pc again Ill get on that

I wonder if they're going north and east to bother the eastern dwarves in the cold northern reaches of their territory.
 
[X] [Grimgal:] Accept.
[X] Plan: Go all Out
[X] [Social:] Nain talking to other Runesmiths about his work expanding the lift.
[X] [Social:] Dreng dueling the Hearth Guard in a friendly spar.
[X] [Letters:] Knowledge about Phoenix King Bel Shanaar [Standard]
[X] Plan: A Crack In The Consternation (Turn 58)
 
List of Esoteric Infrastructure

Khazagar. Massive learning and experimentation facility, housing Smelter One, Two, Three, and Four. Thick with the Deep Magic due to repeated Runes of Siphoning. Connected magically to Barak Azamar and Skarrenbakraz by an unintended ritual. Construction begun Turn 47, finished Turn 52.

Smelter One. It defined the specifications and runic configuration for the dry-type smelters. Constructed out of Pure Gromril and designed to withstand immense heat. Its runic configuration was the Expurgation combo using the Talismanic Master Rune of Purification, Spellbreaking, and Warding. Capable of producing one bar of Adamant every other decade without Wyrm blood. Significant waste heat which causes the smelter's body to glow a dark orange during the cool down cycle. Construction begun and completed during Turn 16. Total production: 0.5 bars/turn.

Smelter Two. Another dry-type smelter, its construction specs and rune configuration were largely identical to Smelter One. Construction begun and completed during Turn 17. Total production now: 1 bar/turn.

Smelter Three. Our first wet-type smelter, designed in collaboration with the Brotherhood of Dron to incorporate Elder Wyrm Blood into the crucible chamber. Capable of producing one bar every decade as the energy within the Wyrm blood fueled the reaction. Waste heat still significant. Construction begun Turn 22, finished during Turn 23. Total Adamant production now: 2 bars/turn. Total Dragon Essence distillation now: 1 unit/turn.

The Rune of Siphoning. Improves recharge rate of other runes within its area of effect. Incomplete structural version invented during Turn 47. Introduction of a completed structural Siphoning around the first three smelters during Turn 50 halved smelter recharge time. Banner was also completed. Total Adamant production now: 4 bars/turn. Total Dragon Essence distillation now: 2 units/turn.

Karstah's Greater Dragonblood (GD-type) Smelter or Smelter Four. A redesign of our wet-type smelters. Made entirely from Adamant and using new Wyrm blood storage, pipes, and valves to control liquid flow during the reaction. Its runic configuration was devised by Karstah, using the Structural Master Rune of Purification, Rune of Vigorous Furnace, and the Rune of Forgeflame: The True Adamant Maker combo. Configuration must be inscribed upon Adamant and enables a GD-type to produce 3 bars per turn, then double that with Siphoning. Waste heat issue solved by the new Runes. Construction begun Turn 54, finished Turn 55. Total Adamant production now: 10 bars/turn. Total Dragon Essence distillation now: 3 units/turn.

Current Adamant Production is: 10 bars/turn. Total Dragon Essence distillation now: 3 units/turn.

━<><><><==><><><>━​

Monumental Construction Facility. A workshop for the construction of Monumental projects, as well as a high energy experiments facility. Built around the Chamon and Aqshy Arcane Fulcrum called the Anvil of the Earth. Construction begun and completed by Kraka Drakk workers during turn 58.

Smelter Five. A GD-type. Construction begun Turn 58 by Karstah, finished by Karstah on Turn ??. Located within range of a Waystone close to the Anvil Facility. Total Adamant production projected to be: 16 bars/turn. Total Dragon Essence distillation projected to be: 4 units/turn.


@soulcake a reference sheet for you and threadgoers.
 
Last edited:
Hmm I check the Vault man its a good thing we alrady have 4 Greedy TH. So we dont have to order another though we should order another one next turn since If i remember right were planning to use it on our Dragon Gronti heart.
 
Hmm I check the Vault man its a good thing we alrady have 4 Greedy TH. So we dont have to order another though we should order another one next turn since If i remember right were planning to use it on our Dragon Gronti heart.
We're requesting two hearts in the current plans. Those are earmarked for Brynbar. We'll need at least one more for the Dragon Gronti's heart, but that's a currently distant need so we don't need it right now.
 
Welcome! I figured we needed something since we're going to keep making Funky Machines that do Magic and runes that do infrastructural scale manipulation of energy.
Honestly Depending on How much of the storm the Dragon eats. Monumental Projects each time a storm occurs migh a great idea.

We know bigger size means more enrgy is needed afterall.

Id love to Make a T5 Monumental War Machine for our Heartguard or T5 Healing Monument for the Hold whenever it goes to war should give us some great Valaya favors too.
 
Depending on how frequent storms are, I'd quite like to make another monumental Gronti after compressing the Empowered Waking combo

I'd still like to make a giant Grimnir the Warrior one day, and if we have the scaled up adamant production then something like MRoEmpowered Awakening + Rune of Dawi + Ancestor Rune of Grimnir on a Grimnir shaped gronti could potentially combo, as it has a strong theme, particular as the effects of Ancestor runes manifest deifferently depending on the fomr of what they're placed on, and being on a Grimnir shaped Gronti seems likely to focus its effects in a particular way.

We could even do fun things like experiment with things giving the gronti a circulatory system in which Grimnirzan flows through a talismanic heart with appropriate runes, such as a Master Rune of Dawi, to see if it can better carry and distribute power around a gronti.
 
Last edited:
#Rune-Ideas time!

looks.

Oh dear god.

Well I'll start with the smaller posts first then go through @Carcer and @BananaBuddy 's over time and edit as I go.

Master Rune of Smednir (Weapon): A bevy of effects: It carries both the heat and strength of the Master Rune of Conduction and the shattering effect of the Master Rune of Breaking. However, when used for metalwork is when it truly shines most of all, for it burns out both unwanted magic and mundane contaminants with each and every blow.

By tradition it is placed on a hammer in emulation of Azulokrid. Whether it has to, has to, or it is merely tradition, is a matter of some debate.

#Metal, #On Attack, #On Hit, #Magic, #Constant, #Offensive, #Utility, #Elemental, #Physical, #Metal

Master Rune of Smednir (Talismanic): A Rune meant to aid the Smith more than it is meant to aid the work, so to speak. The bearer becomes nearly-immune to accidents from forging, regenerating from dropping a hammer and breaking a finger in mere minutes though in return it pretty well caps out at that scale; is left (nearly, it's a big world) immune to even the hottest of fires; and is completely Tireless, so that they may properly finish the work rather than, say, passing out.

#Constant, #Utility, #Elemental, #Physical, #Metal, #Defensive, #Augment, #Solo

Master Rune of Ungradum Bungrimsson: The bearer has regeneration that functions identically to a troll's.

Created by the Runesmith Ungradum Bungrimsson of Karak Izril, who was commissioned to create a suit of armor that would "keep its wearer alive through the worst of fighting." So he sought out the hardest thing to kill he could find, a troll, and then worked to copy it.

#Odd, #Solo, #Physical, #Defensive, #Augment, #Constant

Master Rune of Destabilization (Talismanic): There are plenty of Runes that banish Daemons, this however banishes anything summoned from the Aethyr: Daemons, of course, who even likes them, but also Elementals, the Undead, the Incarnates: if it is summoned and sustained by magic, that connection is severed and burned away. At the moment, unfortunately, it can induce such destabilization in only a single enemy at a time rather than whole legions.

Ungradum of Izril, a...straightforward...Runesmith to be sure, had several run-ins with Elementals enslaved by Fimir.

He desires not to endure such run-ins again.


#Cast, #Offensive, #Solo, #Curse, #Grudge, #Magic

#Rune-Ideas
--
I know you said we didn't have to repost, but I figured I would with the new ones I came up with just to make keeping track of them all a little easier.

For M.Smednir Talismanic, to me the regeneration scale would be like, "Drop Hammer and Break Foot Bad"? Yeah.

But "Catch Catapult to Face?" Nah.
Smednir (weapon): Too close to purification, will remove the magic part.
Smednir (talismanic): Idea is nice, will probably edit a few things to make the effect stronger but be location specific to a Forge/be in the presence of forge related stuff I think.
Ungradum Bungrimsson: Aight. Will add
Destabilization: Neato. Will add. There's already Daemonflame, this might be an off shoot/variant.


[Structural, Lonely] Master Rune of Grungni's Prodigal Wisdom: Each AP used to conduct research has a minor (~33%) chance to proc extra Progress.
#Constant #Augment #Utility #AoE #Mental #Odd

[Structural, Lonely] Master Rune of Thungni's Revelatory Insight: Every 2 AP used on researching Runes has a small chance of gaining a divine revelation/vision (similar to how Snorri Gift-Giver developed the Master Rune of Purification).
#Constant #Augment #Utility #AoE #Mental #Meta #Odd

[Structural] Master Rune of Daemonward: Allies under the effects of a structure bearing this master rune find their morale bolstered against daemonkind and gain combat bonuses against them, while daemons are burned within its field of effect and take penalties to all actions. This effect is even more pronounced against daemonic spellcasters.
#Constant #Augment #Curse #Defensive #Mental #AoE #Magic #IFF

[Structural] Master Rune of Chaosward: Allies gain a morale and combat bonus while fighting against Chaos-touched entities; such entities are burned while within effect range, and take penalties. Casters aligned to Chaos take even more penalties, their ability to cast magic severely hindered by the power of this Master Rune.
#Constant #Augment #Curse #Defensive #Mental #AoE #Magic #IFF

[Structural, Lonely] Master Rune of Valaya's Hallowed Presence: Structures inscribed with this Master Rune must depict an image/statue of Valaya, and sanctified by a High Priestess of Valaya (first part mandatory; second part tradition). Allied defenders under the effects of this Lonely Rune are Unbreakable, Tireless, and gain Regeneration. Cleanses allies afflicted by enemy magic, such as Nurgle's Rot, every 2 turns, as their bodies grow feverish from having malicious magic purged by runic power. Invaders, especially magical entities, spellcasters, and Chaos-aligned beings, suffer debuffs within the vicinity of the structure, their very essence seared and burned. In addition, their magics and empowerment effects will be negated every 2 turns, the magics within unmade and converted into heat and light that sears the afflicted enemies inside out.
#Constant #Augment #Curse #Defensive #Mental #AoE #Magic #IFF #Odd #Power

#Rune-Ideas

Have fun @soulcake, thanks for reopening the Rune Ideas thing.
Master Rune of Grungni's Prodigal Wisdom: I think the idea is sound. Mechanics may be too nuts/get changed. It'll definitely be a Lonely Rune.
Master Rune of Thungni's Revelatory Insight: Iffy on this. Editing it would make it too close to Durin's Master Rune of Thungni's Eye tho. Maybe a variant of that.
Master Rune of Daemonward: Added
Master Rune of Chaosward: Added
Master Rune of Valaya's Hallowed Presence: This and Grace have a lot in common, may change and delineate which ones do what/merge them unsure.

#rune-ideas

Future Master Rune of Valaya's Grace: Friendlies within the structure are immune to mundane and magical sources of fatigue, disease, and poison. Everyone within the structure is kept perfectly comfortable, their emotions buoyed against the woes of an evil world. As the ills and woes are washed away, so are wounds, flesh and bone and limbs and delicate organs healed and restored by Valaya's care.

#Future Rune #Structural #Constant #Augment #Defensive #Utility #IFF #AOE #Magic


@soulcake I'm envisioning this as a hypothetical rune derived from a chain of Compressions involving the Master Rune of Hearthward, Plaguebane, Regular Triage, Regular Tireless, Vitality, Healing, and Valaya. Possibly some others also being required, like Sanctuary/Other magic resistance runes, and healing runes.

If this ends up being a Lonely Rune I am A-Okay with that, frankly I expect it to be because it's juiced to all heck.
As above with Hallowed Presence.

her it is

  • Rune of Temporal Echoes: Activating this rune causes the user to leave behind temporary time echoes. These echoes mimic the user's last action but slightly delayed, confusing enemies and potentially repeating attacks. activation/offensive/physical/solo
  • Rune of Gravitational Anchor: When activated, this rune creates a localized gravitational field, pinning objects or enemies to the ground,levitaing them up in the sky or pulling them toward a specific point. activation/deffensive/utilitarian/offensive/physical/AEO
  • Rune of Reversed Fate: This rune allow the user to revert a single injury or negative effect back in time, undoing the damage entirely. activation/trigger/buff/cast/defensive/solo/magic
  • Rune of Elemental Swarm: This rune summons tiny elemental fragments (earth, air, fire, water) that act independently to distract or mildly damage enemies. These swarms can grow in number if depending how much power is added. activation/trigger/offensive/defensive/elemental/physical/IFF/multi
  • Rune of Silence: Upon activation, this rune creates a zone where sound is completely nullified. No communication, spells requiring verbal components, or sonic attacks can function in this area. activation/trigger/defensive/utility/physical/AOE/magic
  • Rune of Phantom Chains: The user can cast ethereal chains from this rune that temporarily bind or slow down a target. The chains have no physical mass but restrict magical movement or spellcasting. Activation/curse/offensive/physical/solo/magic
  • Rune of Reconstitution: This rune causes buildings,architecture and construction to slowly regenerate if broken or damaged, akin to a living being healing over time. constent/enchantment/utility/physical/AOE
  • Rune of Mirror Veil: Creates an illusory duplicate of the wearer that mimics their actions. This duplicate can fool enemies into attacking it, buying the wearer time to plan a counterstrike. Activation/offensive/mental/multi/IFF
  • Rune of Magnetic Pulse: When inscribed on an item or worn, this rune allows the user to send out a wave of magnetic energy that can repel or attract metal objects, disarming enemies,pulling metal projectiles towards the user's shield,or moving metalic goods. activation/offensive/utility/AOE/physical
  • Rune of Blood Binding: The user can bind their life force to an ally, sharing injuries and fatigue. This can keep an ally alive longer but at the cost of splitting the damage between both individuals. activation/augment/defensive/physical/solo
  • Rune of shadow Step: The user can momentarily step through the ulgu plane, avoiding damage or traversing short distances unseen. However, prolonged use disorients the wearer as they re-enter reality. defensive/zctivation/magic/solo
  • Rune of Antimatter Shielding: The rune creates a protective barrier that destabilizes incoming matter or energy, reducing the effectiveness of any attack (physical or magical) that strikes it. defensive/activation/physical/AOE/magic
  • Rune of Metamorphic Strike: When activated, this rune causes any weapon it's inscribed on to temporarily shift into the most effective form against a specific enemy (e.g., a sword shifting into a hammer against armored foes). activation/offensive/physical
  • Rune of Metamorphic tool: When activated, this rune causes any tool it's inscribed on to temporarily shift into the most effective form far a specific task (e.g., a screwdriver shifting into a hammer to nail a plank). activation/utility/physical
  • Rune of Windwalker: The user gains the ability to move with extreme agility, as if propelled by wind, allowing rapid dodging, increased running speed, and quick traversal over rough terrain. constent/augment/utility/solo/physical
  • Rune of Windmaker: Allows the creation of winds, air currents and other gas movements. utility/activation/AOE/physical
  • Rune of Starlight Veil: Upon activation, the user is shrouded in a cloak of shimmering light that distorts their outline, making them difficult to target. The light can also blind enemies that approach too closely. activantion/defensive/solo/
  • Rune of Fractured Will: This rune targets the enemy's psyche, causing them to briefly question their motivations and become paralyzed by indecision, breaking their will to fight. offensive/multi/mental/activation/curse
  • Rune of Forgotten Shadows: The rune enables the user to manipulate shadows, creating false figures or altering the perception of space, making it difficult for enemies to determine the user's actual location. defensive/activation/cast/phydical/solo
  • Rune of Light's Judgement: This rune can be activated to summon a beam of concentrated light that judges the moral alignment of those it touches. Evil entities are burned, while others are left unharmed. activation/offensive/AOE/elemental
  • Rune of Echoed Memories: Upon activation, the wearer briefly experiences the emotions, thoughts, or memories of those who previously occupied the space they are in, revealing hidden truths or motivations. utility/activation/solo/mental
  • Rune of Quantum Step: The user momentarily exists in multiple places at once, allowing them to bypass obstacles or even avoid attacks by appearing where they weren't expected. utility/defensive/activation/physical/solo
  • Rune of Paradoxical Shield: Protects the bearer by reversing the flow of time for any incoming attack, causing the action to never have occurred. trigger/defensive/physical/solo/magic
  • Rune of Thoughtform Binding : Allows the user to manifest and control a temporary construct made entirely of thought/will/other energy, which acts as an extension of the user's will anly limited by energy and the user imagination. utility/offensive/activation/AOE
  • Rune of Abstract Motion: The user moves according to abstract or symbolic rules rather than physical ones, such as being able to "jump" between thoughts, ideas, or concepts rather than space.Motion and space are not limited by the physical realm but by abstract or metaphorical connections, like walking from a "question" to its "answer." Activation/utility/odd
  • Rune of Endless Cycle: The wearer, when injured or killed, immediately reappears at the moment before the fatal blow, eternally looping in a cycle until they find a way to escape or break the Rune's effect. trigger/defensive/solo/physical
  • Rune of the Forgotten Path: This Rune allows the user to take a "path" that no one can remember, disappearing from perception and memory of those around them for a short period. deffensive/solo/activation/mental
  • Rune of Celestial Gravity: The Rune aligns the user with distant celestial bodies, altering the direction of gravity around them. They can walk up walls, or even appear to "fall" upward, depending on the alignment. solo/physical/utility/Activation
  • Rune of Dreamwalking: Allows the user to enter and navigate the dreams of others while in a trance. In the dream world, they can manipulate events, learn hidden information, or leave messages that the dreamer will carry subconsciously. mental/solo/Activation/utility
  • Rune of Arcane Computation: When activated, this Runehelp the user process complex calculations, strategies, or predictions far faster than a normal mind, similar to the function of a supercomputer. It can assist the user in making accurate predictions,simulation,balistic,math, battle strategies, or decoding arcane symbols. mental/solo/utility/activation
  • Rune of Resonant Communication: Functions as a magical communication device, allowing the bearer to transmit thoughts, messages, or images across long distances to others bearing a similar Rune. Messages can be encrypted, and signals can travel through most barriers. utility/mental/activation/multi
  • Rune of Scrying Projection: This Rune projects a three-dimensional, illusory map or image of distant places or objects the user has scryed upon. The user can manipulate the projection like a hologram, zooming in or changing angles. utility/Activation
  • Rune of Temporal Surveillance: Allows the user to record and later review brief moments of time in their immediate surroundings, offering a replay of past events. mental/solo/utility/activation
  • Rune of Light Capture: This Rune captures an image of the current scene around the user, storing it within the Rune for later viewing. It can also create realistic illusions of the captured scene when activated, akin to magical photography or projection. physical/activation/utility
  • Rune of Energy Storage: This Rune stores magical and/or mundane energy over time, functioning like a battery. The user can tap into this reserve in times of need, drawing out stored magic/electricity/heat/kinetic energy. constant/utility/power/magic
  • Rune of Flight Stabilizationt: Generates a field around the user or a vehicle that stabilizes motion in the air, allowing for smooth, controlled flight similar to modern aircraft gyroscopic stabilization systems. constant/utility/physical/
  • Rune of Remote Control: This Rune links to another enchanted object, allowing the user to control it remotely with thoughts or gestures. This might apply to golems, enchanted constructs, or doors,the user can shares the senses of the controled thing. mental/solo/utility/activation/constructs
  • Rune of Optical Enhancement: This Rune enhances the user's vision, allowing them to zoom in on distant objects or to see tiny things in bigger size. activation/utility/solo
  • Rune of Chronometric Precision: The user gains perfect awareness of time, allowing them to track durations, plan actions precisely, or set magical events to trigger at specific times. It can also freeze or delay the countdown of timed magical effects. activation/solo/mental/utility
  • Rune of Data Inscription: Enables the user to store vast amounts of knowledge, text, or even magical blueprints within a Rune. The stored information can be recalled or transferred to another similar rune at will. constant/utility
  • Rune of Sonic Vibration: Emits controlled vibrations that can break down solid materials or disintegrate obstacles. It can also be used to communicate through vibrations, similar to sound waves. utility/AOE/physical/activation/offensive
  • Rune of Disruption: Disrupts magical or mental communication within a radius, jamming telepathic messages or preventing magical surveillance. This functions similarly to modern signal jammers used in communications. AOE/activation/utility/magic
  • Rune of Waterflow: Controls the flow and distribution of water through city pipelines. It can maintain constant water pressure, prevent blockages, and reroute water to high-demand areas during shortages. utility/activation/physical/AOE
  • Rune of Structural Integrity:Reinforces the structural stability of tunnels and buildings, preventing cave-ins or collapses. It can detect weaknesses in the stone and automatically strengthen the area, making it invaluable for subterranean construction. utility/AOE/constant/physical
  • Rune of Silent Walkways: Dampens the noise of footsteps and machinery in busy areas, it provides a quieter, more peaceful environment. utility/AOE/constant/physical
  • Rune of Waste Purification: Automatically purifies waste products (solid, liquid, or gaseous), converting them into harmless or even useful substances. It can break down organic waste and neutralize toxic materials, reducing pollution in cities. utility/AOE/constant/physical
  • Rune of Stoneflow: Acts as a "conveyor belt" made of stone, allowing goods and materials to move seamlessly between areas without the need for manual transport. This rune activates only when materials or items are placed upon it, mimicking mechanical transport. utility/AOE/activation/physical
  • Rune of Resonant Sound:Allows sound to travel clearly over great distances underground, especially for public announcements or alarm systems, ensuring that vital information can reach even the deepest chambers and tunnels of a city. utility/AOE/activation/physical
  • Rune of Ground Purity[: Removes toxins, chemicals, and other pollutants from the earth. utility/AOE/constant/physical
  • Rune of Intangibility:Temporarily grants objects or individuals the ability to phase through solid matter. activation/utility/defensive/solo/physical
  • Rune of Pest Deterrence:Creates an aura that repels pests like insects, rodents, and other small creatures that may harm crops, food supplies, or homes. The rune doesn't harm the creatures but strongly discourages them from entering the protected area. AOE/constant/mental/grudge/utility/defensive
  • Rune of Abundant Growth:Significantly accelerates the growth rate of crops by imbuing the soil with magical energy that enhances nutrient absorption. utility/AOE/constant/physical
  • Rune of Harvest Bounty: Ensures that every crop planted yields its maximum potential, reducing the chances of crop failure due to poor conditions. This rune enhances fruit-bearing, grain production, and overall plant health, providing farmers with larger, healthier harvests. utility/AOE/constant/physical

#rune-ideas

did my best but am not sure of some of the tags,hope it help

Alright, so I'm gonna break down my verdicts into categories for this and Banana's post. If it isn't there Its either rejected outright or there's already a Rune that does basically the same thing already there. Some Runes may appear twice because of the changes.

Accepted with little to no changes
  • Rune of Elemental Swarm:
  • Rune of the Forgotten Path:
  • Rune of Phantom Chains:
  • Rune of Light's Judgement:
Made into a Master Rune
  • Rune of Temporal Echoes:
  • Rune of shadow Step:
  • Rune of Echoed Memories:
  • Rune of Data Inscription:
  • Rune of Celestial Gravity:
  • Rune of Dreamwalking:
Other Major Changes (Will explain/show later)
  • Rune of Blood Binding:
  • Rune of shadow Step:
  • Rune of Data Inscription:
  • Rune of Celestial Gravity:
  • Rune of Dreamwalking:

So #Rune-Ideas is open again! Good chapter enjoyed the moments with the dragon and the Burudin banter. Here are my Rune ideas! @soulcake
Rune of Grimnir's Focus

Increased focus and cancels out negative mental effects from other runes such as runes that would increase someone's strength but make them rage. This rune would allow for the positives but never allow the user to low focus in combat.

#Weapon #Constant #Augment #Mental #Solo #Meta

Rune of Reverse blow

Any Hits to a foe will deliver the blow to the other side of where the blow was landed. For example, hitting someone on the chest will make it as if the blow landed on the foes back.

#Weapon #Odd #Physical #Offensive #On Hit #Solo

Rune of Forgetfulness

Enemies stuck by this rune will slowly lose memories related to combat and will become less skillful the longer the fight goes on. This rune is much less effective against mindless monsters and beasts that fight on instincts. Wears off over time.

#Weapon #Odd #Mental #Offensive #On Hit #Solo #Curse

MR of Phantom Throw

Users are able to throw a phantom copy of the weapon.

#Weapon #Odd #Offensive #Activation
MR of Depth Diving

Wearer is able to survive extreme pressures from underwater depth and is able to breath underwater as if the water was air.

#Armour #Constant #Augment #Solo #Defensive #Utility #Odd
MR of The Bull's Folly

Followers of Hashut under the effect of this rune are extremely more disorganised and less effective in combat. All magic from the Lore of Hashut has greatly increased miscast chance.

#Banner #Constant #Multi #IFF #Curse #Grudge #Magic #Mental #AOE

MR of The Icebreaker (Boat sail)

Boats with this banner and nearby friendly boats are able to sail through frozen waters as if it were normal water.

#Banner #Constant #Multi #IFF #Augment #Utility #AOE #Physical #Shiprune
Rune of Clear Winds

The Winds of magic naturally repel themselves from each other. This rune increases the strength of the individual winds ability to repel themselves from other winds. Making its more difficult for mages to combine winds or for Dhar to form.

#Talismanic #Magic #AOE #Constant #Power

Rune of Controlled States

You are able to control the state of matter of most materials inside of containers.

#Talismanic #AOE #Cast #Alchemy #Utility #Activation

Rune of Stability

Materials under the effect of this rune will not undertake chemical reactions or magical decay/reactions. This rune has odd interaction with Warpstone.

#Talismanic #AOE #Constant #Utility #Magic #Physical

Rune of Sequestering

Liquids under the effect will not mix together. I.E just like trying to mix water and oil

#Talismanic #AOE #Constant #Utility #Physical #Alchemy

Rune of Pressure

Containers under the effect can control the pressure inside to be higher or lower.

#Talismanic #Enchantment #Cast #Utility #Physical #Activation

Rune of Infecting Fire

Water effected by this rune will ignite anything in comes in Contact with.

#Talismanic #Odd #Elemental #Alchemy

Rune of Lesser requirements

This rune decreases the activation energy required for any chemical/alchemical reaction and magical reaction.

#Talismanic #Alchemy #Magic #Utility #Constant
MR of Permafrost

When activated War machines with this rune will send out a wave of cold around the machine freezing everything nearby. When inscribed on a boat the activation of the rune will freeze the surrounding waters.

#Engineering #Elemental #AOE #Activation #Defensive #Shiprune

Rune of Lessened Threat

War machines with this rune will be perceived by foes as less dangerous than they actually are, leading them to ignore them. A large foe might look upon a war machine with the rune a believe it would not be able to damage them for example.

#Engineering #Multi #Augment #Enchantment #Mental #Constant

Rune of Morgrim's efficiency

Other runes inscribe with this rune will have more potent effects and over time will become more efficient and require less energy to function.

#Engineering #Enchantment #Meta #Power #Constant #Utility
Rune of Gazul's Gaze

The corpses of dead Dawi are highlighted to the wearer and can be seen through objects.

#Engineering #Prosthetics #Augment #Constant #IFF

Rune of Miner's Sight

Ore deposits and Gem deposits are visible through stone

#Engineering #Prosthetics #Augment #Constant #Physical
MR of Shifting stone

Walls inscribed with this rune can be walked through by Dawi and Gronti. Dawi are somehow able to breath while in the rune, but this rune should not be used to hide in walls only pass through them.

#Structual #Constant #IFF #Enchantment #Utility #Physical

Rune of Shifting Stone

Gronti can walk through walls that have this rune inscribed on it

#Structual #Constant #IFF #Enchantment #Utility #Physical

Both Shifting Stone runes were invented by Joll Todriksson
Accepted with little to no changes
  • MR of Phantom Throw
  • MR of The Icebreaker (Boat sail)
  • Rune of Sequestering
Made into a Master Rune
  • Rune of Lesser requirements
  • Rune of Morgrim's efficiency
Other Major Changes (Will explain/show later)
  • Rune of Gazul's Gaze
  • Rune of Morgrim's efficiency

I want to say @Carcer @BananaBuddy even the Runes that don't appear did inspire some other stuff Im keeping close to chest rn. Thank you for your contributions.
 
Last edited:
[X] [Social:] Dreng dueling the Hearth Guard in a friendly spar.
[X] [Social:] Dolgi gifting Ironwing and his mate new sets of armour on their anniversary.
[X] [Social:] Nain talking to other Runesmiths about his work expanding the lift.

[X] [Grimgal:] Accept.

[X] Plan: Go all Out
[X] Plan: A Crack In The Consternation (Turn 58)
 
#Rune-Ideas

It's been a long time since I've written one, but the new ones inspired me

Rune of Mother's Intuition (Talisman)

The rune used to confirm the continued survival of a dwarf. This Rune uses the blood of a single dwarf and is linked to the dwarf's life. It glows with a steady soft light, glowing brighter the closer they are, but flickers when the dwarf is badly injured. When the dwarf dies the Rune shatters along with the object it is forged on. It was created by a mother, whose son was lost to the Fimir, but swore to everyone he was still alive. It wasn't until decades later, that her son was rescued. She swore, never again, and created this rune to always know the status of her children. Multiple copies of the rune increase location ability range.

This rune is extremely popular with warriors, rangers, and especially Runelords and Zorn.

"Come here child, mommy only needs a mug of your blood for the nice Runesmith. Then I'll know you're safe and how to find you forever."
-every overbearing and controlling mother



"Bah, I only sealed my workshop for two centuries. Barely even finished the initial work on a new Master Rune.

*Grumble*

You beardlings, excited by every little thing. Here, take this and stop bothering me." Throws a statue in his likeness, name and rune on it.


So yeah, originally this rune was supposed to have been made by a Runelord tired of his family and students worrying about his century, long research binges. But then I got inspired.
 
Last edited:
But Fuck the thing that makes me so happy is that we finally, after Four Years of questing, we have a successful Master Rune of Waking Combo. So much relief and happiness I'm feeling right now.
I can't wait to Compress it into a Master Rune! That, alongside finishing the below research projects, should let us make some truly interesting and powerful gronti.
[ ] [Difficult] The Movement of Things Pt. 6b, The Body: [Cost: (10 -4) =6 actions] Master of the Odd and Mind for Constructs will proc. Continuing your work on the Rune of Waking Elements, you want the Rune to be able to form a body from almost any surrounding material. Realistically you doubt you can do that, but getting as close as possible is still the goal. At the very least you want these Elemental Gronti to mimic Mhorni's ability as closely as possible.

[ ] [Difficult] The Movement of Things Pt. 6c, The Soul: [Cost: (10 -6) =4 actions] Master of the Odd and Mind for Constructs will proc. You "know," what Mhorni is, you think, but your investigations decades prior left you empty-handed. Now, armed with hopefully better tools and better understanding, you wish to tackle the questions you made all those years ago. Why did Mhorni bind itself, why was it not turned into energy, why do the Runes seem perfectly happy to assist it as they do you? Why, why and more whys. You won't get all the answers immediately you imagine, but the path is open.

Of course, what we really ought to do is Compress our combo and combine it with what we get from the main Movement tree. Not quite sure how the double siphoning will play with each other but it's the best starting point we got. Besides, there's more to the combination than the magic intake. Maybe that will end up minimized when we Compress the combo into a Master Rune.

[-] [Difficult] The Movement of Things Pt. 7: [Cost: (12 -1) = 11 actions] Master of the Odd will proc. Locked until Anoqeyan Pt. 2, Extra-sensory Pt. ???, and Monolith Mastery Pt. ??? are complete. To go beyond the Rune of Siphoning, to create something that can dredge anything close to the amount of power the Central Array of Karag Dron can, you must improve your understanding of the Monoliths, and the flow of magic first. It will likely take a long, long time until that's the case.
 
#rune-idea
Rune of A Whalloping
A Simple Talismanic rune taught to all runesmiths as a basic self defense tool. It shoots a beam of kinetic damage that can push away foes and break bones. Can be charged to push more energy into the push. With a minute of charging being capable of breaking down a wooden palisade.
 
[ ] [Simple] The Brotherhood Calls: [Cost: minimum 1 action] Due whenever. Peerless Production will proc. Gain Variable Standing and Favour with The Brotherhood of Dron. The Brotherhood would be greatly interested in a collated and substantial set of notes about your experiences with the recent "Extreme Magical Turbulence and Concentration Event," as well as anything you'd be willing to give regarding your time crafting at the Anvil of the Earth. High energy environments of such a nature naturally attract the attention of your fellow members given the energy costs of generating Adamant.
Now that I think about it, we really should write the report analyzing our storm-forging experience before we do it again.

Ideally, we would do this before we forge our new equipment meant to help us withstand the next forge, but I don't think there's any spare AP for that unfortunately.

Thoughts @BungieONI @Xepheria?
 
Smednir (weapon): Too close to purification, will remove the magic part.
Smednir (talismanic): Idea is nice, will probably edit a few things to make the effect stronger but be location specific to a Forge/be in the presence of forge related stuff I think.
Ungradum Bungrimsson: Aight. Will add
Destabilization: Neato. Will add. There's already Daemonflame, this might be an off shoot/variant
Thank you.
 
Now that I think about it, we really should write the report analyzing our storm-forging experience before we do it again.

Ideally, we would do this before we forge our new equipment meant to help us withstand the next forge, but I don't think there's any spare AP for that unfortunately.

Thoughts @BungieONI @Xepheria?
I'm planning to do it turn 59.

Along with progressing Anoqeyan, examining KKR, and getting started on Retainer training.
 
Last edited:
Now that I think about it, we really should write the report analyzing our storm-forging experience before we do it again.

Ideally, we would do this before we forge our new equipment meant to help us withstand the next forge, but I don't think there's any spare AP for that unfortunately.

Thoughts @BungieONI @Xepheria?

If Yorri shows up T59 (and we get prods from Windsight), which indirectly frees up AP due to not needing to drop stuff into Waystones, then it's a very solid shout, I agree.

Also very funny; 'here's my report on what happened last time, now watch me do it again but BIGGER'
 
Ngl, more ap is good but I hope Yorri would come after we examine KKR. Not to throw shade, I believe plans have been sensible and well thought but it's kinda hilarious from an in universe perpective. I imagine if he finds out we didn't even look at the hammer for decades he may very well drown us in troll tongue.
 
Back
Top