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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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> 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.
I think you're several steps ahead with that idea. Not saying it's impossible, but in the most optimal scenarior, starting the Golem is 6 turns away. Assuming we get the thread to go for it at all. It's competing with the Rune metal, which is also a very interesting project.
Spell reflection probably shouln't be a mega project until we have a proof of concept. Without making the leap that Rune of Reflection can affect the winds of magic (which I doubt), a possibly similar combination would be Master Rune of Spite + Spellbreaking + Spell eating. Our warding combo, but replacing warding with punishment. The spell is broken, the spell is eaten and the energy is thrown back twofold at the caster.
My ideas for the Secrets of Light would be something like Archimedes' Burning Mirror.
 
[X] Plan Metal and Sharp stuff
-[X] [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.
--[X] One action
-[X] [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.
—[X] Two actions
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 5 turns.
-[X] [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.
--[X] Two apprentice actions
-[X] 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.
-- [X] One action
 
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[X] Plan Hold off on the armor
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 5 turns.
-[X] [Simple] Runic Warmachines: [Cost: (2-1) =1 actions]
—[X]1 action
-[X] [Simple] Defence. In. Depth Pt2: [Cost: (3-1) =2 actions]
—[X] 2 actions
-[X] Odd Places 1/10:
—[X] 1 Action
-[X] [Simple] Apprentice work:
—[X] 2 apprentice actions
 
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[X] Plan: A Strong Hord
-[X] [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.
—[X] 1 action
-[X] [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.
—[X]2 actions
-[X] [Simple] Girded in Metal: King Otrek has come to you with a request to engrave Runes on the Gromril armour of his royal guard, or Huskarls as members of the hold also call them. These doughty elders formed from his honour guard and the best warriors of the other clans seconded to his personal defence. The position is one of great honour for these dwarfs and their clans and rewards great. It is only part of the greater armament program King Otrek is undertaking, as he has commissioned many runesmiths for a variety of tasks, but the lives of these dwarfs and by extension his own, he only dares entrust to you. There is no rush, these are dwarfs still armed in Gromril armour and weapons after all. [Cost: 1 action] Productivity Like No Other Will proc.
-[X] 1 action
-[X] [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.
—[X] 2 apprentice actions
Order: [T2]Invisible Diamonds
 
[X] Plan: A Strong Hord

[X] Plan Warmachines and Metal More

[X] Plan Hold off on the armor

Switching vote :V or atleast I'm fine with either.
 
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Kinda want to hold back on the Girded in Metal till we can overflow again after getting Adamant. Kinda want to see if we accidentally make them all Master Rune of Gromril with the Kings being Adamant. 700% overflow enough? :V
 
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Yeah, I expect Rune Metal part 3 to further improve our ability to work with Gromril further, so I really want to get that done ASAP.
 
I think you're several steps ahead with that idea. Not saying it's impossible, but in the most optimal scenarior, starting the Golem is 6 turns away
I'm not in any rush.

Secrets of Metal comes first, and the Golem with it.

Benefit of it having Equipment slots is that we can always add them on afterwards, right?

[X] Plan Hold off on the armor
 
So we have three research subjects that we can actually start working towards and see results in quickly outside of Gromril. Now though it's just a matter of deciding what we want to focus on research-wise once we get our requests done.

The Greedy One's Heart (4 Actions Student of the odd will proc / Every 3 Actions gives 1 action)

This lowest action investment it arguably will take the longest to pay off. With the Heart, we have come to the conclusion that one of the best uses for the heart is into a giant golem. I am unsure if we can trigger Student of the Odd over multiple turns, but figuring out the heart's capabilities does not seem to be a really pressing concern right now. We have it secured so it's not going anywhere, and we have other projects more deserving of our attention.

The Secrets of Light? (6 Actions Student of the odd will proc / Every 3 Actions gives 1 action)

My personal favorite that I want to dive into if only because I really want to make a deathray. It may or may not have something to do with the amber mentioned earlier, but we won't know until we try. The potential for using runes to alter light sounds very interesting for a multitude of projects. Signal towers, Archimedes heat rays, and runes on weapons that blind enemies are just what comes to mind.

The Movement of things (8 Actions Student of the odd will proc / Every 3 Actions gives 1 action)

No doubt an instrumental tech tree for us to begin work on Ymir/Foebreaker/Our giant Golem. If we are going to make use of the heart at some point we are going to need this first. Making use of the rune golems will also help save dwarven lives which is just another reason for us to start on this research tree.

Everything about the secrets of gromril has already been said, it has the largest action cost just behind researching a master rune, and the steps involved with it are immense. However, it goes without saying that it will take a few turns before it pays off, by which time we would have been able to complete two research actions. Yes, if we put in three actions a turn for two turns, and then one more, into the gromril we can finish it very soon, but we can better use that time strengthening the hold, and furthering our understanding rather than just going through an entire tech tree before we move onto the next one. That aside, if mind of metal is any indication we may get even more traits to help us out. All we would need to do is keep progressing on our other research actions.

After all, the heart of the Greedy one is a tier five material. Taking the time to analyze that must give us something outside of only knowledge. Perhaps even a trait relating to analyzing and finding crafting materials in the future.
 
[X] Plan: A Strong Hord

Edit: Approval voting is allowed? Ok then, thanks.

[X] Plan Metal and Sharp stuff
 
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[X] Plan: A Strong Hord

Switching vote :V or atleast I'm fine with either.
If you put both plans in one post or edit the first one you wanted into this one I think it'll count both. Can someone whose more knowledgeable confirm for me?

If it isn't apperant Im cool with approval voting if it doesnt break the tally which I've been told it wont if I select vote by block.
 
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