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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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There is also a lack of knowing what we need for what we craft next so it is basically random picks.
Yeah plus we now have the required crafting ingredient for about 90-95% of all the runes on the rune list page that have a required ingredient listed. We have ingredients that we don't even have uses for. We really need more master runes and/or know what stuff we can use to boost basic runes like speed/impact/might/stone/fortitude that we tend to use a lot.
 
might as well just have a automatic action to stockpile T3 and T4 materials in our vault, we ain't hurting for money, plus when the times get further into the future most of these stuff might be rare or scarce
 
might as well just have a automatic action to stockpile T3 and T4 materials in our vault, we ain't hurting for money, plus when the times get further into the future most of these stuff might be rare or scarce
That goes against the explicit request Soul made to not hoard though, and also breaks the order limits over its knee. He's been pretty lenient so far, but I don't really want to push it further since we have literally so much we have no clue what to do with most of it.
 
Yeah at this point I'd say just stick to the market actions as they come up and order miscellaneous bits as needed for new master runes. Snorri already autobought more elder magma wyrm blood right as we used it for the MConduction last turn lol.
 
Karaz Ankor:
Institutions:

Conservative Runesmiths: Standing 7, Favours 0
Radical Runesmiths: Standing 7, Favours 0
Ideally this campaign will push us up to that long hoped for Standing 8...

Only for Gromril Chain to push us up to Standing 9...

And then we'll have the rest of the quest to work towards Standing 10 and just being a colossal chad the world over
 
[X] Social: Lord Gemlin Steeleyes
The Old Lord of the Desolate Peak, Gemlin has not ignored the armour you wear, but he's got more than a few things to say about your hammer. That and an equal amount of things to say about the dwarfs of the east. As your elder he had quite a few grumblings to be had indeed.
 
[X] Social: Lady Valma Stoneshaper
[X] Social: Logazor Bonestrider, Head Ranger of Karak Vlag
[X] Social: Prince Bhardukk Ironhand,
 
I'm happy with the options that one. Gemlin and Priest should give us lots of info on the east, but Gimli is the only one who can maybe help us figure out Karstah's original clan.
 
You know, I've got a silly idea: Have we ever considered reworking the 1st and / or 4th Gates of Kraka Drakk to bear the compressed version of Ancestral Aegis + 2 other Runes, in which the gates depict the Siege of Kraka Drakk in its totality? I mean, it'd be kinda fitting, no?

Something like: A gate made of Pure Gromril and Silver Wutroth with a core of Adamant, depicting the Siege of Kraka Drakk in its entirety. On it the Master Rune of Ancestral Aegis glows resplendent, together with two other indecipherable Runes that shall forever bar the enemies of Dwarfs from breaking through - This Far, and No Further.
 
You know, I've got a silly idea: Have we ever considered reworking the 1st and / or 4th Gates of Kraka Drakk to bear the compressed version of Ancestral Aegis + 2 other Runes, in which the gates depict the Siege of Kraka Drakk in its totality? I mean, it'd be kinda fitting, no?

Something like: A gate made of Pure Gromril and Silver Wutroth with a core of Adamant, depicting the Siege of Kraka Drakk in its entirety. On it the Master Rune of Ancestral Aegis glows resplendent, together with two other indecipherable Runes that shall forever bar the enemies of Dwarfs from breaking through - This Far, and No Further.
Can't rework runic stuff.
 
I think @kinglugia means to tear down the current gates and make new ones.

Waste of effort imo... the engineers have made the outer walls deadlier with Morgrim's help, and the inner walls didn't fall during the siege.
 
Yeah, I have to agree. Our defences on the surface are Good Enough.

The gates of Karag Vlag:
"
But eventually, the throng reaches the imposing Iron Gates of Vlag. The two sides each have a carved depiction of an Ancestor. Grungni on the left and Smednir on the right, their ruby eyes staring down at you all with elderly criticism. You have to hand it to the dwarf who made these, they certainly radiate the kind of elderly disapproval usually only reserved for beardlings. The Iron doing much to give a truly grim and unyielding air about the carvings. Of course, the gate isn't made entirely of Iron. The metal only sheathes the outermost layers, a core of Wutroth, Gromril and steel acts as the true strength behind the structure. Giving it a level of durability that it's Iron exterior may belie.
"
So their main gate is iron covering steel, super-wood, and Gromril.

Meanwhile, our gate:
"A set of giant Gromril plated doors. Runes made to ward off the terrors of the North burning brightly on its surface. It stands behind a less impressive door of granite and Wutroth and behind it, the Murderous Labyrinth of Kraka Drakk awaits any foe that somehow breaks through this unyielding monument of Dwarfen defensive mentality and spite. "

"Behind the originally planned set of doors, are your babies. Meters thick slabs of granite, plated in a quarter of a meter of Gromril with Runes, the same as on your cloak but writ large, burning brightly on its surface. "
A set of gates of granite and super-wood, hiding a second gate of 25 cm of Gromril runed with a Daemonward rune combo, covering a full meter of granite.
And that's on the last(?) wall of seven(?). And once you're past that, you're just entering the murder-labyrinth.

Kholek Suneater and his forces failed to break through the outer walls. He never even made it far enough to contest our actual Gate.

I believe they got upgraded at least once since.

EDIT: Forget medieval walls. Our gates is closer to the scale of these:


How we get them open, I have no idea beyond "Dwarves" and any hinges being lubricated religiously.
 
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Yes, but you were talking about reworking Runes, which simply cannot be done. They would explode.
What I meant was that we Compress the Ancestral Aegis combo, then put the Master Rune version of it and two other Runes on a new Gate. Maybe the Fourth one, to commemorate the Siege of Kraka Drakk. And by Gate, I merely meant something similar to whatever we did with the last one. Of course, if it's infeasible or something, I'll cease suggesting it.
 
I, have had an idea for another piece of Snorri's kit.

Pyro/Geomantic Talisman;
-Master Rune of Fiery Defense (User summons a wall of flame that can be shaped upon time of creation, centered around the user, following them) (currently don't know this Rune but Lorna does)
-Rune of Stone
-Rune of Direction

The main goal here is to act as an amplifier to Zharrgals ability to "the user can strike the earth and either call forth a small crack in the earth that spews lava or send out a wave of mystic flame that burns their foes."

The Master Rune of Fiery Defense + Rune of Stone should give it the ability to amplify the scale of both the bursts of flame and (hopefully) lava. Rock plus fire equals lava and all that.

The keys here though is this line from MRoFD "User summons a wall of flame that can be shaped upon time of creation" and the Rune of Direction. I think the reason the wall of flame can be shaped upon creation but not after is because that is the moment the Rune is activated and directed. The Rune of Direction would extend that moment of activation and direction into a constant ability and function of the Talisman.

If we were to make a Talisman using MRoFD, Rune of Fire, Rune of Direction, it would essentially grant the dwarf wielding it the power of pyromancy.

It is my hope though that by adding in The Rune of Stone that it would also give a limited form of geomancy centered on lava.

Combine Zharrgals ability to call forth bursts of Fire and Lava with the power boost given by Barak Azamar and the boost and control of this Talisman and Snorri should be able to reshape entire battlefields and call forth monstrous torrents of Golden Flame.

One example is I can think of is Snorri calling forth a great burst of Magma and shaping into a wall. Once it cools, Bam, instant field fortification.
 
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Kholek Suneater and his forces failed to break through the outer walls. He never even made it far enough to contest our actual Gate.

That's...actually kind of sad. He's one of the few things that could have made the Gate an actual legend. There's a good chance that the Gate will never actually be challenged. Though I suppose that's not a bad thing.
 
That's...actually kind of sad. He's one of the few things that could have made the Gate an actual legend. There's a good chance that the Gate will never actually be challenged. Though I suppose that's not a bad thing.
Which makes them a legend in their own right. These walls are the pinnacle of the concept of Defense In Depth, to the point that the worst Chaos Invasion of all time (that we know about) wasn't even able to see the gates.
 
Hmm, in the case that Karag Dum needs to be rebuilt from, uh, scratch, what sort of aid is Snorri able to provide other than the usual 'equip the entire hold with runic tools and such'? Because there's a part of me where I'm still interested in seeing the Ancestral Aegis (Combo or Compressed) inscribed on a gate instead of the usual Daemonward Combo.

Or maybe multiple layers where Ancestral Aegis is the last line of defense (fitting the runic / legend / narrative of 'This Far, and No Further'), while Daemonward Combo bears the brunt of enemy assaults. So gate of the outermost wall = Daemonward; the gate separating the hold proper = Ancestral Aegis.
 
I actually got interested and wanted to seen what kind of defences exactly we have on our home Karak.
Let us just say, I would not want to be in charge of the army commanded to take it.
Early Turns when we worked on Defence In Depth said:
"
Ahead of you the now cleared field is a perfect location for the dozens of runically enhanced artillery pieces and guard towers all along the walls to fire on, every last meter ranged and memorized by the crews for accurate firing.
A wall consisted of at least two meters thick and ten meters tall of stone reinforced by bars of steel and in some places Gromril. The walls themselves were inscribed with Runes of Warding and Preservation to make the granite even more difficult to break, built in such a way that the rubble would only provide further obstacles to climb through.
Of course, each wall had a gatehouse and accompanying moat and drawbridge. The structure of each gatehouse was such that it had two doors. A Gromril plated Portcullis and a larger thicker stone gate behind, with larger versions of your Alchemical flame throwers in between. All three mechanisms controlled from inside the gatehouse by a system of pulleys for the gates and Runes for your fiery death traps. The drawbridge was built from imported Wutroth reinforced with Gromril bars, and could be raised in fifteen seconds thanks to the Rune of Waking that would aid the dwarfs in charge of the pulley system behind it.
Then the moat, a ditch at least two meters wide and three meters deep. But It was no ordinary moat, no this moat was meant to be flooded, not with water, but with lava. Lava sourced from pits built inside the guard towers, that bore Runes of Heat, Insulation and Warding that allowed any scrap stone from mining or construction to be melted down and then through clever rune enhanced pipework to be used to flood the ditch in a minute or less. The lava kept in a liquid state with yet more Runes on the stone side. Easily able to be simply shunted away or put back with a bit of clever fluid engineering… and Runes.
Now repeat this, seven times.
Each time the wall grew larger and denser and the moat deeper and wider until you reached the final gatehouse, walls 5 meters thick and 20 meters high of Runed stone and metal. With titanic pools of lava ready to turn the depression in front of it into a river of molten death.
But, this was only the start.
The final plans called for a great network of tunnels, collapsible in the case of breach of course, that stretched from the hold into a series of barracks, watchtowers and artillery emplacements nestled and hidden in the nearby mountains. Turning the entire cleared area into a killing field with artillery now capable of raining down on them from all sides. Of course, artillery alone wasn't enough. Your plan called for the entire clearing to be made ruinous to march through. Using great underground pipes that were going to crisscross all throughout the plain, all meant to flood the earth with water and with the aid of Runes of Warmth turn the field into a quagmire of sticky, suffocating mud.
Defence. In. Depth. "

"
You begin by inscribing Runes of Heat, Protection and Preservation on the piping destined for the field, making sure the water will never freeze and that the pipes last far longer than the millennia they were slated for.
Even when not turning the field into a mire that artillery would sink into and infantry would suffocate in, their radiant heat would melt the permafrost layer and likely keep the fields from freezing over again until the deepest part of winter.
On one hand, this meant the fields were good grazing land when not in use, letting them stay warm enough for good hardy dwarfen grass to take root on the other it meant that when they were flooded with water it would become a mire, as engineers purposefully created sections of the field that could quickly become sinkholes and cloying pits of quick-mud when bogged down by the torrent of water the pipes would unleash. "

"
Built deep within the surrounding peaks, large, collapsible, hallways were tunnelled into the rock itself, connecting a massive network of barracks, way stations and artillery emplacements that would rain death down on the enemy. Also part of this larger network were the massive underground cisterns that housed the water necessary to turn the field into a mire, inscribed with Runes to prevent evaporation or undue damage to the surrounding stone of course, but also act as a secured supply of water for the dwarfs of both the main hold and those stationed here.
Your work here was decidedly more mundane, using Runes of Concealment that, while nowhere near as effective as the Master Rune of Disguise, made the gazes of any would-be attackers pass over the already inconspicuous forms of pillboxes and covered artillery platforms more often than not.
Here King Otrek had a larger role in planning out the overall tactics of the defences, deciding patrol routes, stationing garrisons, and making an overall plan of action to follow in the event of an actual siege that made the most use of your dazzling array of murder.
It was also King Otrek that requested you incorporate stations for Rangers to supply from, something that increased both their effective range and length in the field. Further, he was the one who suggested that a series of recon towers/supply depots be built not just in the surrounding peaks but across much of Kraka Drakk's overall dominion. Slowly, before the eyes of the elder council, creating a network of fallback points and evacuation plans for the dwarfs who worked outside the hold to be drawn back into the safety of the mountain.
It was so detailed that even Elder Brokk sniffed in approval.
Much of that business didn't require your attention, the King choosing instead to hire other Runesmiths for that business and instead requested you begin work on the final part of your proposed defences.
The Inner Hold Defences. "

"
Your plan relied on replicating the approach to your Workshop door but writ large. With that in mind, dozens of master masons create meters thick facades over several major structural pillars, behind which Runes of Force will let sections be blasted off in a cascading fall of heavy stone meant to cut off the hold in such a way that attackers are funnelled through the hold in a winding path that ends right at the throne room.
The main hall looks mostly the same but with several well-placed Runes of Force that will cause controlled collapses that will funnel attackers towards large busts of Grimnir that spit alchemical fire. Several of the structural pillars are added onto, large axes and hammers on rails, propelled by Runes of Waking that cause them to spin at speeds fast enough to crumple armour and bisect bodies. If one looks up they'll see several Rams and swinging axes set to swing down and destroy anything in their path.
If by some miracle they get through that, they are funnelled into the Market District where yet more controlled cave-ins will turn the large open square into a tight close-quarters brawl, store roofs made easily accessible for quarrelers to rain down quarrels from and portable two manned bolt throwers, stored in caches throughout the district, that can be easily accessed and put down to deal with larger foes.
From there, the enemy is funnelled into the foundry district where you've turned the natural heat, smog and temperature of the area towards defending the hold. Here you put down the same sort of defences as the previous two segments, but are inspired to incorporate molten rock as well. With that in mind, you have a setup similar to the lava moat built. The reservoir is connected to a series of Ancestor statues that, instead of alchemical fire, will spew molten rock at incoming foes. The Pure Gromril Foundry becomes central to the area's defense, bolt thrower emplacements are laid down, and to your surprise, two enterprising Master Runesmiths build three-meter tall Gronti to stand guard on either side of the door as well. THEN, you work to make this place a death trap in the event that you are forced back from it. Your apprentices remove the original ventilation grates and you direct other Runesmiths to replace them with versions that, on command, will actually stop filtering and sucking out the air. When combined with Runes on the metal chimneys that will open them up into the hold, you'll be able to turn this place into a smog-filled chamber that should suffocate anyone inside.
You finish the entire ensemble off by leaving the residential district safe for storing portable artillery and asking some Thanes to agree to have Runes of Force be applied to their homes to cause a few rockfalls here or there. There is no clever tactic here, no grand scheme beyond your usual efforts to funnel foes into killzones, leaving the fury of Dwarfs pushed right to the doors of their home to kill their enemies and simply work to support that.
And that's just the largest areas of the hold proper.
Throughout the Karak, you direct the many Runesmiths here to turn hallways into deathtraps, your usual blend of pendulum blades, swinging axes and hammers and a dash of alchemical fire. Subsidize the transformation of Clan homes and shops into potential tombs for their enemies and hardpoints in the overall defence.
THEN. Then you cap it off by building your gate. "

Summarized, because LONG TEXT.

Outer Defenses said:
Outer walls. Runic artillery pieces and guard towers overlooking an area meticulously pre-charted for accurate fire. Walls two meters thick and ten meters tall, made of stone reinforced with bars of steel and in places with gromril, runed with Runes of Warding and Runes of Preservation. The walls have been designed in such a way that should a section be breached, the rubble collapses in a way that makes it a further obstacle.
Each wall has a moat, and a gatehouse with a drawbridge.
Each gatehouse has a gromril plated porticullis, and a larger and thicker stone gate behind it, with the area in between targeted by static flamethrowers embedded in the walls. All of this is controlled from within the gatehouse by a system of lever and pullies and Runes.
The drawbridge is made of super-wood reinforced with gromril, and can be fully withdrawn and closed in 15 seconds thanks to a Rune of Waking acting as assistance for dwarven muscle.
The moat is a minimum of two meters wide and three meters deep (so little under the height of an average human standing on the shoulders of an average human). The moat is intended to be flooded, with LAVA, sourced from channels in the guard towers thanks to runes. The moat can be filled in less than a minute, and the lava is sourced from any leftover rock and rubble from past construction efforts fed into a runic pipework. The moat can be drained with just about as much ease.

The wall is also manned by the defending dwarven army.

This is wall one. The outermost wall. It's basically Helm's Deep wall from Lord of the Rings, except more durable, with more fixed artillery, and a river of lava.
This is repeated SEVEN TIMES, except each time the wall gets thicker, the moat deeper and wider.
Until you reach the final gatehouse where the walls are 5 meters thick and 20 meters tall, and the moat in front of it is a veritable river of flame and death on demand. This wall I believe also contains our baby, the anti-deamon Gromril/granite gate (?)

The walls are supported by a network of tunnels from the hold proper, easily collapsible just in case of a breach. The tunnels connect to the guardtowers, gatehouses, the artillery emplacements in the surrounding mountains, the ranger supply stations etc etc. and contain storehouses, barracks and so forth. Everything an army on defense needs, basically.

Oh, and the land in between the various lava moats and walls, can be turned into a heated swampy mud quagmire thanks to underground water pipes; this is described as sufficient to sink artillery and drown infantry, and stays heated if needed all year long except for the very heart of winter when everything (including said artillery and infantry) is freezing solid anyway.

And by the way, all that area too has been pre-sighted and mapped for crossfiring artillery from the mountains (did I mention said artillery emplacements and surrounding bunkers have low-level runic Notice Me Not fields thanks to Runes of Concealment? ). Which also contain a separate series of recon towers and supply stations extending to cover all of Kraka Drakks dominion.

These have been the Outer Walls. Good luck getting through, because after all this you're facing Fantasy-Vietnam Underground Edition:
The Inner Defenses.
Inner Defenses said:
Major structural pillars have been covered in meters thick stone slabs with Runes of Force underneath them, capable of turning them into quarry-scale fragmentation mines or collapse in such a way as to create the walls of the Murder Maze, funneling the enemy to killing fields or narrow pathways manned by companies of heavily armed and armored Dwarf warriors.
The Murder Maze area contains statues and busts of the Ancestors masquerading alchemical flamethrowers, axes and hammers on rails animated by gronti-runes and speeds fast enough to bisect bodies. The ceilings contain rams and swinging blades ready to drop on command.
Once the enemy gets through that, they're in the Market District, which has been prepared for controlled cave-ins. This will turn the area into a close-quarters brawl (with some very angry dwarves), with excellent firing positions for hordes of crossbowmen and light 2-men bolt throwers (stored nearby) in the roofs of nearby buildings.
From there, the enemy gets to fight its way into the Foundries, where they get... oh, look at that, more of the same. Except there will be a river of lava just like on the outer defenses. There is also a single Ogre sized Gronti. If the enemy defeats all this, the Foundry District only then turns into an actual death-trap, as the heat and smog of metal industry is used to choke them when the ventilation system is turned on reverse, sucking out fresh air and pumping in unfiltered toxic gasses.

The following Residential District is, yet again, more MurderMaze, to the point where dwarves have been paid to have the Rune of Force engraved on their house walls to bring them down on demand, workshops have rooftraps, shops are rigged to collapse as instant tombs, and alchemical fire traps are sprinkled everywhere.
And after this, presumably, comes the endpoint of the Murder Maze, which is the Throneroom. Where you get to deal with its defenses, and whatever remains of the dwarven army and the royal retinue.

None of this includes the Underway defenses, or improvements implemented after we had some Ancestors visiting.

If I was given a Chaos army and commanded to take this place, I would have a few questions.
Namely, how many more armies can I get, how often will I be getting reinforcements, and how many centuries do I have?
 
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