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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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Could someone remind, what's the big project we're supposed to do next turn?
Skaurdardrengi, a Emperor Dragon sized, 100% Adamant, Gronti, impossibly large, forged in a Storm of Magic with the hammer of the God of Runesmiths, by our ludicrous kit. And we even made a special reactor vent item just to ensure we don't get fucked up by it.
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)

[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)

I like how it's 10 turns for Snorri but 12 for Karstah because he's just that much better at teaching.
 
Now is not the time for Snorri to go getting an apprentice. Literally next turn we're going to be dumping all our actions into Skaud. The turn after that will probably mostly be us equipping it. Then after that? The big War turn.

To say we wouldn't be spending much time with an apprentice is an understatement. We're going to be Capital B Busy.

Nevermind that losing that sixth action seriously hamstrings our action economy.
 
So how certain are we that Vragni isn't messing with Hashut? Orange Runes are kinda his whole 'thing'. Well, that and daemon-engines. And satanic dwarfs. And generally evil things.


I would say around 0% chance he is messing with Hashut. For all we meme about Vragni, the guy is on our team and any victory he gets is a victory for us because he just made Dwarfkind stronger for it. The disagreement stems from Vragni having a different religious view in our cult and that would not be a problem if we were so politically influential in the region. The Runesmith Cult already has many different views on its core tenets are Thungni's teaching that is mostly surmised into two groups, Radical and Conservative. The actuality of it is much much more nuanced with each side being full of completely different groups and view points that might be at odds with their fellow Radical or Conservative.

To the South Vragni and Snorri are both Radicals, simple as that but in the far north its much more nuanced than that. They see Khazagar be created and then Vragni make the Citadel of creation and just lump both of those two things together as radical and move on. Where Khazagar was created by Snorri in a way of honouring and working towards the goal of Thungni's firstborn Durin the lost. Durin the guy that basically help create the whole cult along side his father and that both the Radical and Conservatives will claim as one of there own. Vragni sees what we are doing and disagrees based on religious interpretations of basically what is a Saint to the Runemsithing cult and in his fear of Snorri's unchecked influence in the far north decides to create the Citadel of Creation. Vragni did this because of religious and political reasons to challenge Snorri's creation of Khazagar and says this to everyone but everyone else down south just sees this as another radical in the far north doing funky shit. Which in turn does lead to the creation of a bunch of other Runemsmith mega projects around the whole empire.

Everything between Snorri and Vrangi is nothing different compare to disagreements between Radical and Conserviate sides of the runesmith cult. Now its with super buildings and from we can see down south everyone is doing it and Khazagar and Citadel of Creation are not the only ones anymore. Every time there was going to be a problem with the guild you can see that either Snorri or Vragni has stepped in to fix it. As can be seen when Vragni made an announcement about how Dawi from Ornsmotek visit Khazagar are 100% allowed to come back to Ornsmotek. If Snorri actually ever got properly into politics Vragni would be one of his staunchest allies when dealing with topics outsides of the far north and the person he is always arguing with when dealing with topics inside of the far north.

If you look at the Standing threadmark you can see that Vragni actually respects us quite a bit he just disagrees with us on a religious stand point. People need to understand that Vragni is a Runelord that got nominated when the ancestors still walked the earth. This just is full on drinking the Cult of Thungni Juice(tm), if Hashut went to Vragni, Vragni would fight to the fucking death to kill this guy who dares actually ruin and corrupt the art of Runesmithing. For all his dislike of us, if we walked up to him and said we know where some hashut cults are, he would help us in a heartbeat (grumbling the whole time of course). The guy is a bro and would rather die than betray Thungni.

As for the Orange glow? We know that Vragni already worked with Ogra for runes for the Citadel of Creation and i would not be surprised if he went back from more. Ogra knows about waystones and probs knows about deep magic so i don't find it unlikely that they tried to do what we did at Khazagar and succeeded. The only problem is that we some how did a ritual and made it even more powerful, thats why our runes are gold and their runes are orange.

TLDR: Vragni is a bro and probs got Ogra's help to try and pull up deep magic for CoC but had a skill issue and only got orange runes instead of gold.
 
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[X] [Snorri:] No.
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] No.

This is a really bad time to take an apprentice for a lot of reasons, we're already facing an action crunch trying to get the dragon online in time and ensuring that we can march enough to deal with the fimir, locking out an action for 10+ turns throws every plan people have put together out.

Furthermore this quest has a bit of an issue with character bloat, with characters falling out of the narrative for a dozen plus turns at a time because we don't have impetus or actions to spare to interact with them, adding even more characters to the list does not help with that issue.

Once we are past the action crunch from trying to get everything in under a deadline and actually manage to crack the consternation it might be more reasonable to take on some apprentices but as I have already noted, now is not a good time for it.
 
As embarrassing as it is that you've put off your lessons this long, this discovery is a silver lining in an otherwise slightly mortifying cloud of procrastination.
The funny part is that Menlinwen probably thinks this was an example of Dwarven stubborn thoroughness: "I damn well need to be able to see what I'm doing or I'll be leaving job half done and that's just shoddy"
 
[X] [Snorri:] No.
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)

[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] No.
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)

Yeah, we are doing multiple projects that will revolutionize the entire art of Runesmithing and also creating a massive runic masterpiece with significant strategic value, we need every action we can spare for them.
 
[X] [Snorri:] No.
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[Burudin] None have heard from Angkra?

- [Burudin] You ought not to expect any. Her last letter was rather clear wasn't it?

- [Burudin] Peace in her final days.
What does Snorri thing, both in terms of feasibility and in terms of appropriateness, of figuring out a way to let her know Durin's Consternation has been cracked before she goes?
- [Mid 494] The Metalsmiths Guildmaster and his eldest associates contract seven Runesmiths from Clan Stoneplate after they impressed many with six sets of armour with arrays that look (and ONLY look) like they work in tandem. A fun bit of visual obfuscation, the effect is actually a result of overlapping fields of effect, but still. Enough to impress.
The part I find interesting is that that's 7 runesmiths but only 6 armors
 
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[X] [Snorri:] No.
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
[X] [Snorri:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 10 turns)
[X] [Karstah:] Yes. Apprentice Vote in next Turn Results. (Taking apprentices will lock minimum 1 action per turn for 12 turns)
 
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