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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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"Anyway, he's decided to host a competition for several of the parts gathered, but he's giving you some regardless, not as pristine as he'd like but your weapon did a number on them," he says, hefting a heavy box over to you.

"How bad?" you ask, keeping the morbid interest out of your voice.

"They exploded," he says simply, sliding over a box to you.
 
Here's another plan:

[] Plan Metal and Sharp stuff
-[] [Simple] Runic Warmachines: The Engineer's guild has come to you with a request to improve the hold's warmachines with the power of Runes. Their losses at the Battle at the Dragon's Maw is a stinging blow that shames them. Not that any dwarf blames the engineers or claims they didn't do their part, not much can be done when a bunch of daemons spawn on top of your position and destroy your artillery after all, but the event has lit a fire under their collective arses. The previous decade was spent cranking out bolt and grudge throwers by the dozen and what better way to make even deadlier machines than with runes? Well it's sound logic, runes always make things better. [Cost: (2-1) =1 actions] Productivity Like No Other will proc.
--[] One action
-[] [Simple] Defence. In. Depth Pt2: Now that work is done on the outer walls of the Karak, the hold can now focus its efforts on turning the massive clearing into a deathtrap worthy of song and saga! Piping needs to be laid, reservoirs dug, tunnels excavated, stores for food and ammunition packed full for the far flung barracks and watchtowers. Acres of land, mountain passes to be scouted, blocked off or rerouted if need be. It will be a task that will take decades of labour and hardy dwarfen determination. And all of that construction, every last building, artillery piece and tunnel. Needs. Runes. [Cost: (3-1) =2 actions] Productivity Like No Other Will proc.
—[] Two actions
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 5 turns.
-[] [Simple] Apprentice work: your not that young, but still young, charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trials as journeymen and let them build a reputation in the hold. You'll, of course, critique their work and use it as a learning experience as any good master ought to. [Cost: variable apprentice actions] Roll for usefulness. 1 Roll per apprentice action.
--[] Two apprentice actions
-[] The Rune Metal Pt. 3: The Gromril isn't pure, well metaphysically. You need to first devise a Rune or Runic array necessary to draw out the magical impurity from the Gromril itself before you can even begin to tackle the actual physical makeup of such a procedure. You're lucky there's a large body of Runework dedicated to removing or stopping magic cold in its unstable tracks, otherwise this would have taken far longer. Your gut tells you nevertheless, that nothing short of a Master Rune will cut it.[Cost: (12 -1) =11 Actions] Student of the Odd and Mind of Metal will proc.
--[] One action

This will get even more done, but it will also neatly set us up to finish the Rune Metal Pt.3 in two more turns with three actions (5 in practice) each time.

If we're lucky, be might be able to apply what we learn to the runecraft on Girdle next turn.
 
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I'd really like to search one of our master's hidey holes tbh but for 4 actions we can finish a lot of the hold options.
if we rune the armour and the war machines it means that the hold has good artillery and elite troops, which tbh makes us exponentially more protected in the even of an attack or an expedition like the troll hunt.

btw will we be getting another new apprentice in the form of our niece?

Finishing war engines and fortifications costs three actions, leaving you with one action to spare and lots of things to use it on - the armour commission, some gromril research (to set up for finishing the current leg over the course of two turns) or maybe trying master Yorri's map. Could throw it into war machines for a nice 100 % overflow too if you like.

And I'm gunna say probably not, because she's pushing 20. If Snorri wanted to recruit her he'd realistically need to act next turn or the turn after that, ie. well before the current crop of apprentices finish up. Not that it's impossible to have multiple apprentices of varying age and experience obviously, but I think Snorri would probably need more than one action a turn if he wanted to train all three of them to an acceptable standard simultaneously.
 
but I think Snorri would probably need more than one action a turn if he wanted to train all three of them to an acceptable standard simultaneously.
You don't know what Snorri knows! >:^(
I have plans dont you fret.
why not use one apprentice action on the Defence. In. Depth Pt2 so we only have to use one main action on it?
You can only go up to half(rounded down) of a simple request's total action cost.
 
why not use one apprentice action on the Defence. In. Depth Pt2 so we only have to use one main action on it?
The number of Apprentice Actions we can use on a Request is limited to half the total required number of actions, rounding down.

Since DID Pt 2 is 3 actions required, we can only use 1 Apprentice Action on it, which was done last turn.

Edit: Ninja'd by GM.
 
why not use one apprentice action on the Defence. In. Depth Pt2 so we only have to use one main action on it?
Doesn't trigger our trait, so no overflow.
It's either Secrets of Light or Movement of things isn't it?
I suspect Secrets of Light, myself

We are in AP Hell already :)


Prerequisites for the hypothetical Golem Project
- The Movement of Things, 8 actions, reduced to 6 if we Proc our trait to the max -> 2 turns
- Greedy one's heart, 4 actions, 3 if we proc our trait -> 1 turn
- Understand a master rune (Animation), 16 actions -> 12 if we proc our trait - > 3 turns.

6 turns of 3 actions per turn to get the initial legwork done
 
@soulcake in the canon, the Norse Dwarfholds were smaller than their counterparts in the worlds edge mountains has this changed? And have the 4 norse dwarven holds been build?
 
Hehehe, two Griffin Brains. That's two Master Runes of Currents right there. Hey guys add a OathGold or Invisible Diamond to your plan please? For a Banner or a Invisible Warmachine.

Or something just to have as many orders in as possible.
 
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@soulcake in the canon, the Norse Dwarfholds were smaller than their counterparts in the worlds edge mountains has this changed? And have the 4 norse dwarven holds been build?
Who knows? A lot of their lower numbers were due to a number of factors, and you haven't gone through those factors yet. There are more than 4 Norse dwarf holds regardless but the four named have been founded and are at varying stages of age/progress with Kraka Drakk being the most developed and oldest.
 
Pity we can't tame the Griffins....or can we ? Maybe a rune of taming or beast handling?

Grimnir charges off into the Chaos Wastes to kill as many daemons as possible. There's no real information on the rest but shortly after that, the Ancestor gods fade away, with fewer and fewer sightings/interactions until they're just gone.

This is just sad. I hope we are able to make enough waves so that we can at least know the reason for their inactivity and maybe occasionally contact them.
 
Speaking of, what do you guys want to do with them? Make weapons for our little apprentices to take with them on their Journeyman trip? Could be nice to make sure them have a good weapon with them.
 
I suspect Secrets of Light, myself
I keep saying I want to take this, as screwing around with Light Successfully puts us on the path towards being able to futz about with more esoteric energy sources freely.

Given Snorris Dispersal of Winds trait, theres good odds we can spec into a Mirror Shield-like combo to equip our Golem with, and engage Umgi or Daemons in Dead Man's Volley at an absurd advantage.

Edit: A Master Rune of Reflection discovery would be as big an accomplishment as a T5 Masterwork.
 
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How do you see the golem benefitting from a mirror shield?
> Knife Ears, Umgi, Daemons try to use Magical Biggatons to take out Ymir.
> Ymir Braces Against Runic Mirror Shield In Response
> Spell Hits
> Ymir Angles The Rebound For Maximum Hilarity

It gives the guy a tool to hard counter the only feasible way to bring him down in open combat, barring a Bloodthirster:

Coordinated Magic Rituals

An improved Daemonward cloak or banner on top gives him a leg up on the former matchup as well.

Edit: Moreover, any such Reflective Runic Combo would be copied across all Karaks. Its a huge advantage against everything up until the Time of Woes.
 
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Here's another plan:

[] Plan Metal and Sharp stuff
-[] [Simple] Runic Warmachines: The Engineer's guild has come to you with a request to improve the hold's warmachines with the power of Runes. Their losses at the Battle at the Dragon's Maw is a stinging blow that shames them. Not that any dwarf blames the engineers or claims they didn't do their part, not much can be done when a bunch of daemons spawn on top of your position and destroy your artillery after all, but the event has lit a fire under their collective arses. The previous decade was spent cranking out bolt and grudge throwers by the dozen and what better way to make even deadlier machines than with runes? Well it's sound logic, runes always make things better. [Cost: (2-1) =1 actions] Productivity Like No Other will proc.
--[] One action
-[] [Simple] Defence. In. Depth Pt2: Now that work is done on the outer walls of the Karak, the hold can now focus its efforts on turning the massive clearing into a deathtrap worthy of song and saga! Piping needs to be laid, reservoirs dug, tunnels excavated, stores for food and ammunition packed full for the far flung barracks and watchtowers. Acres of land, mountain passes to be scouted, blocked off or rerouted if need be. It will be a task that will take decades of labour and hardy dwarfen determination. And all of that construction, every last building, artillery piece and tunnel. Needs. Runes. [Cost: (3-1) =2 actions] Productivity Like No Other Will proc.
—[] Two actions
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 5 turns.
-[] [Simple] Apprentice work: your not that young, but still young, charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trials as journeymen and let them build a reputation in the hold. You'll, of course, critique their work and use it as a learning experience as any good master ought to. [Cost: variable apprentice actions] Roll for usefulness. 1 Roll per apprentice action.
--[] Two apprentice actions
-[] The Rune Metal Pt. 3: The Gromril isn't pure, well metaphysically. You need to first devise a Rune or Runic array necessary to draw out the magical impurity from the Gromril itself before you can even begin to tackle the actual physical makeup of such a procedure. You're lucky there's a large body of Runework dedicated to removing or stopping magic cold in its unstable tracks, otherwise this would have taken far longer. Your gut tells you nevertheless, that nothing short of a Master Rune will cut it.[Cost: (12 -1) =11 Actions] Student of the Odd and Mind of Metal will proc.
--[] One action

This will get even more done, but it will also neatly set us up to finish the Rune Metal Pt.3 in two more turns with three actions (5 in practice) each time.

If we're lucky, be might be able to apply what we learn to the runecraft on Girdle next turn.
hmmm ,feel like instead of the rune metal we instead go look at one of our old master's caches, reasoning, take a look at what might be in one, then see if instead of getting it ourselves, we save it for our apprentices.
 
So a Sword and an Axe of Master Rune of Currents, Rune of Speed and Rune of Might.

Something like:"sever my does with the speed of the wind and the force of the mountain gale"?

Or one with Rune of Parrying instead of Might. "Sever my foes as nimbly and as siwth as a Mountain Gale". Bit flowery for a Dwarf work I admit.
 
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Seeing as how lots of time was spent on making a perfect creation which can take a lot out of even a dwarf to take a long rest, maybe rune aids like a rune of endurance or rune of vitality could help a rune smith out in times of need when complex work would exhaust a runesmith to act a little careless and make a mistake. They could shorten rune artifact creation.
 
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