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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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at a guess off the top of my head? These would be for a fellow Runelord, whereas they'd differ for somedwarf like say, a carpenter.
Standing 6, Odd Lord Odd Places: Access to Odd materials, chance to proc bonus progress to Odd and Esoteric Rune research
Standing 8, Unconventional Conventions: improved chance to proc bonus progress to Odd and Esoteric Rune research
Standing 10, Conduit of the Earth
Standing 10, (Special) The Rune Metal
Based on the help we gave Lorna maybe something for apprentice aid?
 
So, it was probably discussed already, but how exactly do Eternal Grudges work?

They are Grudges that cannot be struck out, and therefore do not give any bonus towards their resolution. Eternal Grudges are reserved for beings that dawi cannot kill (the Chaos Gods) or institutions that, despite their deepest of wishes, warring against to avenge the Grudge would be fruitless and just end in the creation of more grudges (Greenskins).
Eternal Grudges are mere mechanical flavor, signifying the Dwarf's unending hatred for those that posses it. However... should the opportunity to truly avenge it crop up, I suspect the bonus would be most significant.

EDIT: Removed the mention of the Elves.
 
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[x] Zharrvengryn: Ties
[x] Aid: All that you are able to.

Ties fits the pc the best I think, he's all about helping his kin and coming together. He's a warrior by necessity, but he builds ties and homes by choice.
 
They are Grudges that cannot be struck out, and therefore do not give any bonus towards their resolution. Eternal Grudges are reserved for beings that dawi cannot kill (the Chaos Gods) or institutions that, despite their deepest of wishes, warring against to avenge the Grudge would be fruitless and just end in the creation of more grudges (Greenskins).
Eternal Grudges are mere mechanical flavor, signifying the Dwarf's unending hatred for those that posses it. However... should the opportunity to truly avenge it crop up, I suspect the bonus would be most significant.

EDIT: Removed the mention of the Elves.
Clearly, if we really want to be an Ancestor God, we should kill a Chaos God and as thus work on the T6 Grudge.

I'm sure this cannot possibly go wrong or be a huge pain that's functionally impossible.
 
@soulcake what would an Elgi wizard think of ours now that we have the -35 for all magic, cast in our presence are we just like a black hole to their mage sight or is that only when we're in battle?

[x] Zharrvengryn: Ties
[x] Aid: All that you are able to.
 
Well, I hear tell that some weird scaled folk might have a plan that could help with that.

The Problem with that approach is that, well, the old toads are a fucking pain to work with.

Being more cryptic than a drunken Longbeard messing with beardlings, mumbling about a "great plan" or some other goat-crap when they think we aren't listening, being dismissive of Ancestor Thungni when he offered to help and, perhaps most infuriating of all, sleeping for centuries on end and leaving all the hard work to us, and when they do wake up? They just wave their flippers, magic shit happens and then asks us to build another pyramid.

The only reason they haven't earned a grudge is that Ancestor Grungni advised us not to.

I say, the ungi would probably do a better job than those amphibians. Why, I heard from my Grand-Uncle that some local ungi group were preparing a ritual to banish Khorne. Ungi that have been in the north for less than a millennia have a better shot at one of those wazzoks than those toads have had in double that time.
What are they even good for? We have been squatting around in that hotass jungle for Valaya knows how long-*Continues on a tirade that eventually earns him a cup-to-the-face by the bartender*.
 
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[X] Zharrvengryn: Cutting
[X] Aid: All that you are able to.

If we have the apprentices for one more turn then I'd be tempted to put 2 of our actions plus 2 app. actions towards the Hold Founding, getting it to 5/6, spend our last action on Odd Places for one final adventure with the beardlings, then the turn after we can put another 2 actions in to complete it with 2 overflow, with the last action going to something like Durazkul?

EDIT: Though if we have 4 free actions total turn after next we could put the last two towards completing Silver Wutroth or Hearthstones, considering their comparative ubiquitousness in all the stuff we make.
 
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[x] Zharrvengryn: Fire
[x] Aid: All that you are able to.

Because fire is associated with purification and also what is used in forging, so I am curious if we can do anything with it.
 
That... wasn't even a fight. Maybe if Hogrimm had managed a better roll on his empowerment attempt, but as it was Snorri pretty much just ground him in paste. Very satisfying to read, especially in light of how somber the rest of the update was.
 
at a guess off the top of my head? These would be for a fellow Runelord, whereas they'd differ for somedwarf like say, a carpenter.
Standing 6, Odd Lord Odd Places: Access to Odd materials, chance to proc bonus progress to Odd and Esoteric Rune research
Standing 8, Unconventional Conventions: improved chance to proc bonus progress to Odd and Esoteric Rune research
Standing 10, Conduit of the Earth
Standing 10, (Special) The Rune Metal
Man, I am imagining what would be, say, Dolgi's Standing bonuses to someone else than Snorri:
Standing 6, He Who Girds The Many: Chance to proc bonus progress on Weapons and Armor Rune research.
Standing 8, Friend of the Griffons: Access to Griffons for materials and assistance.
Standing 10, Name of a Generation: He names one of his kids after you.
 
Kinda worried about voting for ties because I think its a salt trap.
People are hyping it up in that way where they just treat Rune smithing in a word association game, so either they're going to be salty that Runes don't do all that stuff...
Or I'll be salty because Runes don't do well with abstract concepts per the rune magic info page.
Heads I'm stuck in a thread with people who are angry that they got overhyped, tails they're stuck with me who's angry that they were right.
...
And the 200IQ play where the coin lands on its side where it doesn't do that stuff but what it does do is cool enough that the over hypers don't care. I guess.
 
Man, I am imagining what would be, say, Dolgi's Standing bonuses to someone else than Snorri:
Standing 6, He Who Girds The Many: Chance to proc bonus progress on Weapons and Armor Rune research.
Standing 8, Friend of the Griffons: Access to Griffons for materials and assistance.
Standing 10, Name of a Generation: He names one of his kids after you.

Speaking of which, why hasn't Dolgi already named one of his dozens of children after Snorri?Such disrespect! We should declare a Grudge against him.
 
[x] Zharrvengryn: Ties
[x] Aid: All that you are able to.

Ties just feels the most fitting thing for Snorri to latch onto. I'm not fussed about the mechanical results. Though on the topic of mechanical stuff, can we have a binge session where we work on all the ancestor stuff we've gotten? The basket, the hint about hearthstones, etc? We've been leaving it all lying for a while now.
 
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