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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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On the subject of the Murder Maze, I sort of want to overdo it and create something that will truly turn our already meat grinder of a defense into a proper mountain vietnam.
 
On the subject of the Murder Maze, I sort of want to overdo it and create something that will truly turn our already meat grinder of a defense into a proper mountain vietnam.
self replenishing flamethrowers, everywhere. floors, ceilings, corners, mid air, in the doors
oh wait nothing like that yet
heat runes in all the tunnels, turn them all into instant smelters for rats
 
self replenishing flamethrowers, everywhere. floors, ceilings, corners, mid air, in the doors
oh wait nothing like that yet
heat runes in all the tunnels, turn them all into instant smelters for rats
Personally I was thinking of a lot of Buzzsaws, enough to make even the White Palace from Hollow Knight envious.
 
@soulcake have we created runic imbued rune crafting equipment yet to assist our work? or was it done along with the workshop?
We have rune inscribed gloves for handling hot gromril, so yes I figure we sorted that out when we made the workshop.


Personally I was thinking of a lot of Buzzsaws, enough to make even the White Palace from Hollow Knight envious.
Also yes this. Many many Buzzsaws please.
 
Hmmm, how do dwarfs teach master runes?

I get it that once you deem your Journeying complete, you go to your master and they presumably start teaching you Master Runes.
But what about Master Runes your master doesn't know?

Suppose Snorri devises a new Master Rune. Who does he teach it to? Only his Master level apprentices?
Presumably, there's knowledge trading going on.
Mostly they don't tell anyone outside family, that's why so much knowledge is lost, but I guess at this point they might be some trading if the need comes up
 
I'd also advocate for the classic shifting wall trick so that we can alter the layout of the maze to further confuse our enemies.
If you're doing that with a maze, make sure you have the option to close off the entrance and exit, so they get stuck there until they either die to traps or starve.
 
Have them do double duty as enemy squishers.
Ahh the classic "Walls are slowly closing in" or "Crusher" trap, depending on what you go for.
If you're doing that with a maze, make sure you have the option to close off the entrance and exit, so they get stuck there until they either die to traps or starve.
That is naturally an option, although it all depends on how the enemy force is assaulting the defenses. Still literally locking them in the death maze is always fun.

One idea I had for a trap is that we set up a water reservoir that can pipe water through specially runed pipes that would then blast super heated steam into the halls to boil the enemy forces alive. It can also be hooked up to some large baths to provide a place of dawi to relax in lovely hot water after a long days work.
 
That is naturally an option, although it all depends on how the enemy force is assaulting the defenses. Still literally locking them in the death maze is always fun.

One idea I had for a trap is that we set up a water reservoir that can pipe water through specially runed pipes that would then blast super heated steam into the halls to boil the enemy forces alive. It can also be hooked up to some large baths to provide a place of dawi to relax in lovely hot water after a long days work.
Make the floor retractable, and dig a hole a few hundred meters deep beneath it.
 
Ahh the classic "Walls are slowly closing in" or "Crusher" trap, depending on what you go for.

That is naturally an option, although it all depends on how the enemy force is assaulting the defenses. Still literally locking them in the death maze is always fun.

One idea I had for a trap is that we set up a water reservoir that can pipe water through specially runed pipes that would then blast super heated steam into the halls to boil the enemy forces alive. It can also be hooked up to some large baths to provide a place of dawi to relax in lovely hot water after a long days work.
do you even need steam if the walls themselves are hot enough to melt steel?
 
do you even need steam if the walls themselves are hot enough to melt steel?
Yes, because the crucial part of a trap is catching as many enemies in it as possible before they even know it is there. If we suddenly blast an area with super heated steam the enemy forces will get instantly boiled rather than having a moment to react as the room heats up.
 
Yes, because the crucial part of a trap is catching as many enemies in it as possible before they even know it is there. If we suddenly blast an area with super heated steam the enemy forces will get instantly boiled rather than having a moment to react as the room heats up.
just wait for them to reach the end of the maze and have the rune instantly reach smelting temperature? can they go up that high that fast? I mean they can heat up blades to cauterizing temp in a instant IIRC. so a few more seconds to becoming smelting temp?
 
just wait for them to reach the end of the maze and have the rune instantly reach smelting temperature? can they go up that high that fast? I mean they can heat up blades to cauterizing temp in a instant IIRC. so a few more seconds to becoming smelting temp?
The issue is the time it would take for the air within the maze to heat up to lethal levels. Also I just thought of another side usage for my Steam Blaster idea, namely they can be used to assist cleaning sections of the hold by giving them a nice steam blast before cleaning.

Also another idea I have would be some sound dampening runes that we can use to make sure that sound doesn't travel outside of specific areas, that should hinder enemy communications and can be useful to manage the amount of sound bleeding out from loud areas of the hold.
 
Turn 9:
Winning Vote:
[X] Yes: You will take her, and have your older apprentices play a part in her learning, under your watchful eye of course. [Cost: Lock both apprentice actions for 3 turns where you gain 1 back until your older apprentices graduate] [Gain: Snerra Magnasdottir, 18-year-old Prodigy would-be Runesmith]

...​

"Fjolla, Dolgi, you remember my niece Snerra, she'll be joining you lot from now on," you say gruffly, pushing the youngster in front of them.

"Hello Elders!" she says brightly, the, admittedly lighter, apprentice outfit doing little to hinder her jubilant mood.

"Beardling," Fjolla says neutrally, while Dolgi only nods.

The girl beams.

"Snerra, for your first task you'll wear that outfit and go inform the clan that I'll be needing the service of some masons to carve out your room in the Workshop, go on now beardling."

"Yes Master!" the girl says, bowing deeply before the three of you before jogging out of the workshop.

Only when you hear the door close do you look away from the direction she was heading in and back to your apprentices.

"As you can both see, Snerra is young. Younger than even Fjolla when I took her in, and as you can clearly guess she's got The Gift. Stronger than I've ever seen it to boot. Now, as a beardling of such youth much of her learning this first decade or two will be alongside the sort of teaching her parents and clan would be instilling in her. Along with the physical differences, we'll be slow going at first, in that vein her teaching will simply be the early curriculum but stretched out far longer with a bit of early theory. What this means for you, is that Snerra is both a younger colleague and a training exercise. You'll be delegated very basic, almost impossibly easy aspects of her learning as an assessment of your likely terrible teaching skills. All of this will be supplementary to my own efforts, and I will observe you both very carefully. Do you understand?"

"Yes Master!" they say nodding in unison.

You snort.

"Your additional task today will be to approach several woodworkers that I've made arrangements with. You'll haul the furniture here without a cart, in the training suits one level of weight higher. Am I understood?" you say, staring at both of them individually.

"Yes master!"

"You both have until I get back to be finished," you tell them as you turn and walk out the door.

…​

When Master Snorri disappears behind the front door the two of them immediately rush to put on their apprentice gear.

"So...another apprentice. Younger than us when we started out to boot," Fjolla says as she smoothly slides on a boot.

"Good one too, what was she? Eighteen? That's barely an adult," Dolgi asks while doing the same.

"Yeah, technically my grandaunt too which is already odd to think about. But The Gift at eighteen, can you imagine it?" Fjolla confirms, zipping up the under-padding.

"Hmmm, fine by me. Only seven years younger than you, and I'm used to being shown up. Doesn't seem the type to brag either, not that Master Snorri would ever let it get to her head I imagine. More worried I'll bungle the lessons we're supposed to teach her. How're you holding up with this Ms. Prodigy?" Dolgi grunts as he puts the weighted leather over his shoulders.

"...better than I thought If I'll be honest. Girl's nicer than most and doesn't seem right to hold it against her. I mean if you don't mind, how can't I not?" she says grinning at him.

"Be a bit daft to be jealous of a beardling too, wouldn't it?" Dolgi says chuckling.

"Aye."

"And it doesn't feel honourable begrudging a dwarf over something like that. I didn't with you and I don't think I'll start now, all it means is I have to work harder to keep up," he says with finality.

"Is that an actual piece of wisdom coming from you Ruby-head?" she snarks good-naturedly.

"I have my moments," Dolgi replies in mock offence.

"One gray hair and you're already trying, and failing, to act like someone two centuries your elder," Fjolla mocks.

"Klorah likes it!" he replies back with some heat in his voice.

"The hair or your newfound persona? Because either way, I can guarantee she'd like you with trousers on your head," she snarks back as she lifts the training weights onto the hardpoints of her leather suit.

"You think so?" Dolgi asks, voice light.

"Don't get sappy on me now you rockhead, we have furniture to haul," Fjollar groans in exasperation.

"Right!....right," he stammers

…​

"An eighteen-year-old?" Moira snorts in disbelief, "are you daft?"

Around you, the other elders present are having discussions of their own. Mostly trade-talk, business ventures, or grumbling about things elders do, which is basically everything but especially the youth. But Moira's statement does make a few look at you with raised brows for a second before returning to their earlier conversation.

"I swear it on my beard, she's good for someone her age. Expressing it so early? Can't leave that kind of talent untapped. Or worse, leave her instruction to some idiot with barely three centuries under their belt to cultivate. Would've been a waste!" you grumble back, taking a sip from the complimentary ale.

"Mhmm, that's why," Moira says, eyes alight with humour.

"It is, I swear on my beard," you reply gruffly, putting the mug down.

"A miracle a boy this blind could make an axe like that," Master Gormak mutters quietly.

You huff, of all the dwarfs...

Before you can say anything however, Moira tuts loud enough to get everyone's attention before speaking,

"Hush now you two, King Otrek should be here in five, four, three…"

The sound of stone sliding over stone is heard as the King's guards open the door for their liege. The Huskarls, in their gleaming Gromril armour, silent despite the obvious effort such a task requires.

The King's face is grim as he walks in, in one of his hands is a bundle of letters, the other his helm. Looking up from whatever news he's reading, he nods before all of you.

"Elders," the king greets you formally.

All of you rise and nod back at him, acknowledging his presence in your own ways. From Moiras simple yet polite, "Your Highness," to Gormak's grumbling, "Rikki," despite the variety of words and phrases the undercurrent of respect is present throughout.

"I'll get right onto it, there have been sightings of daemons from the other northern holds," he king begins, mouth set into a hard line.

"How far," you say, your flat tone perfectly encapsulating the atmosphere of the room. Elders straighten in their seats further than usual, eyes narrow and mouths press into thin lines and terrible frowns.

"The northernmost settlements, Dum, Orlok and a few others besides. Nothing larger than a hunting party but it bodes ill. Brokk's out with his rangers right now, making sure none have managed to slip past our notice. I'll be coordinating with the Thanes of the other holds, maybe a joint campaign in a few years to expand our operational range, but at the very least we're figuring what to do if the worst should come to pass. Evacuation plans, preparing to take in potential refugees from other holds, coordination and the like," he grumbles.

You grunt in approval, Gormak only closes his eyes while Moira holds her staff tighter.

"In lighter news," he says, "I've gotten word that Ungor was besieged by a horde of daemons. The damn thing barely counted in my opinion, only two years and little to show for it before Valiant Grimnir came in and slaughtered the lot of them. So at the very least our southern aid is in little danger of getting cut off for the time being. I managed to secure negotiations with King Stonehammer at least, so I'll head south next spring. Should be back in a year if the weather's willing."

"Not Vlag?" Moira asks.

"Waiting for King Yarri to reply, man doesn't seem the type to be quick about this, busy as he is coordinating with the miners expanding the Ungdrin besides. Hopefully, it'll reach us before anything terrible happens, but I'm not betting the safety of the hold, and more importantly the lives of my subjects, on it. Ill have orders to expand the siege stores and cisterns sent before the day is out," the King replies.

She only nods.

"Master Gormak, the blacksmith's guild, how's the order coming along?" he continues.

"It'll get done, don't you fret. I'll keep those beardlings in line," he replies gruffly.

King Otrek nods before looking at you.

"Rhunrikki, how does work on the inner defences?"

"Apace my King, we're ahead of schedule even, this hold's going to be a right bastard to take even by our standards," you assure him.

"I have faith in both of you then, Master Boggi, those siege engines I commissioned, I'll have another order of engines and crossbows ready and waiting. Take as long as you need, I just want them started at the very least..."

The meeting continues for an hour at most, mostly reporting progress and keeping on top of issues before they become issues. The sort of thing necessary with the running of a successful hold.
When the meeting ends you are bid to wait by King Otrek, who beckons two of his Huskarls forward, a chest held aloft between them.

"Caught sight of some more griffons. Dead when I found em, it looks like the six of em wounded each other in a brawl before getting killed by a Greedy Troll and its band that I ran down right before they got to eat. Doing the same thing as last time, but you'd probably do more with these than other Runesmiths could I reckon," he explains.

You only sniff in what could maybe be constituted in approval.

…​

- Daemons attacked Karak Ungor! They "besieged" the hold for two years before Grimnir came and wiped them out. Only superficial damage, by dwarf standards, was done. What're a few towers and a wall? Just meant you could build them up taller!
- Daemons sighted in the far north. Nothing large, but still one daemon too many by dwarf reckoning. The skies are clear and the ground solid, but something is coming, the eldest of your kind say, they can feel it in their beard roots.
- King Otrek continues kinging. Finding a group of dead griffons about to be eaten on his bi-annual campaigns he killed the Greedy Troll and its horde, securing reagents he's putting to use as rewards in contests among Runesmiths. Giving you the choicest parts. +???

Gain:
- Prodigal Plaitling Snerra Magnasdottir, a once in a generation savant in the Art of Runecraft. You apprentices will have their hands full teaching her the very basics of her craft all under your watchful supervision of course.
- +6 Griffon Brains

...​

You have (5 - 1) = 4 actions and (2 -2) =0 apprentice actions this turn:
General:

[ ] Odd Places 1/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. [Cost: 1 action] Roll for usefulness.
[X] Teach your apprentices. [Cost: 1 Action] Locked in for 4 turns.
[X] Teach your apprentice. [Cost: 2 Apprentice Actions] Locked in for 6 turns.

Requests: Denote which simple request will receive the Apprentice Action in your plan.

[ ] [Simple] Defence. In. Depth Pt3: The Murder Maze. Dwarfholds by virtue of their construction are already naturally difficult to take. Mountain over top, tight confines for most non-dwarf beings, natural inclination to build things with defence in mind and the incredible indignation of dwarfs whose homes are being threatened make a tough time for any attacker to get through. You dont think it's enough. What you plan is more than just your standard dwarfhold defence. Alchemical Fire, artificial cave-ins, the tried and true tactic of funnelling enemies into kill zones, is only the TIP of this final phase. [Cost: (4-1) =3 actions] Productivity Like No Other Will proc.
- [ ] Petition the Hold, Gromril: Petition King Otrek and the Council of Elders to consider the merits of turning the main gate into a giant slab of Runed Gromril and Stone. The cost is massive, but the defence and the prestige are...incredible. [Cost: 15 Favour with the Hold and 10 Favour with King Otrek]
[ ] [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.
[ ] [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 task 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.
[ ] [Difficult] Write in, A Greater Warmachine: Upon gazing out over the walls and the warmachines that dot them, you have been struck by the desire for something bigger and much more deadly to be-rune. Your Hold deserves better. Go to the Engineering Guildmaster and discuss with him the possibility of a much grander warmachine for use in the defenses.[Cost: 1 action] If a rune you want requires special ingredients that you don't have access to I will alert you.
- [ ] Choose: choose three runes you want on the weapon.
- [ ] Theme: write in a theme for the weapon. (I will roll to see if you find a new combo)
- [ ] GM: Leave it to the GM. (I will roll to see if you find a new combo)

Research: Your career and your honour demand you hone your craft, and it's usually done through poking at runes and seeing what works.
[ ] The Greedy One's Heart: This thing has been transferred to a warded container because you don't really trust anything that came from that thing. You're all but certain you could make a truly potent Rune of Healing or Fortitude with this thing, but perhaps there are other uses for it you could come up with that a battery of tests could reveal.[Cost: 4 actions.] Student of the Odd will proc
[ ] The Secrets of Light?: That moment with the shield and sunray, the light of your torch glinting off the crystal, both sparked something in your mind. An ember that refused to be burned out. You've done permutations to the standard Rune of Light and a few on Master Yorri's Rune of Reflection, but maybe there could be more?[Cost: (8 -2) =6 Actions] Student of the Odd will proc
[ ] The Movement of things: The Rune of Waking or Animation as some would call it is a rare rune. How Master Yorri knows both the regular and Master Rune could be explained by either a harrowing adventure full of terror, beasties and treasure or by something as mundane as asking a friend, you could never be sure with the man. Still, this was a rune that, to your frustration, you haven't had much chance to tinker with. Maybe just a peak? [Cost: 8 actions] Student of the Odd will proc.
[ ] 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 -2) =10 Actions] Student of the Odd and Mind of Metal will proc.
[ ] Understand a Master Rune: The same idea as studying any rune in theory, in practice it takes a lot longer and there's often a large chance of explosions. [Cost: 16 actions] Depending on the choice, Student of the Odd and/or Mind of Metal may proc.

Order: You can order 1 new item a turn, but can have as many orders ongoing as you want. Don't hoard mats.

[ ]Write-in:
- [ ] Kingly Authority: You may petition King Otrek to flex his political muscle to expedite the process. [Cost: 5,10,15, Favour from King Otrek, depending on tier] -1 turn taken on order.
[ ] Kingly Authority: You may petition King Otrek to flex his political muscle order something for you. [Cost: 5,10,15, Favour from King Otrek, depending on tier] +1 Order.

Remember to vote by plan. There will be a two hour moratorium for discussion.

AN: You have a once in a generation prodigy in your care now! Don't mess it up! Grimnir Memes. C&C as always, and thank you for reading :^)
 
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"I'll get right onto it, there have been sightings of daemons from the other northern holds," he king begins, mouth set into a hard line.

"How far," you say, your flat tone perfectly encapsulating the atmosphere of the room. Elders straighten in their seats further than usual, eyes narrow and mouths press into thin lines and terrible frowns.

"The northernmost settlements, Dum, Orlok and a few others besides. Nothing larger than a hunting party but it bodes ill. Brokk's out with his rangers right now, making sure none have managed to slip past our notice. I'll be coordinating with the Thanes of the other holds, maybe a joint campaign in a few years to expand our operational range, but at the very least we're figuring what to do if the worst should come to pass. Evacuation plans, preparing to take in potential refugees from other holds, coordination and the like," he grumbles.

You grunt in approval, Gormak only closes his eyes while Moira holds her staff tighter.

"In lighter news," he says, "I've gotten word that Ungor was besieged by a horde of daemons. The damn thing barely counted in my opinion, only two years and little to show for it before Valiant Grimnir came in and slaughtered the lot of them. So at the very least our southern aid is in little danger of getting cut off for the time being. I managed to secure negotiations with King Stonehammer at least, so I'll head south next spring. Should be back in a year if the weather's willing."

- Daemons attacked Karak Ungor! They "besieged" the hold for two years before Grimnir came and wiped them out. Only superficial damage, by dwarf standards, was done. What're a few towers and a wall? Just meant you could build them up taller!
- Daemons sighted in the far north. Nothing large, but still one daemon too many by dwarf reckoning. The skies are clear and the ground solid, but something is coming, the eldest of your kind say, they can feel it in their beard roots.
It's ah, gonna start soon, people.

The First Incursion.
 
It's surprising that daemons this far north are, well, unusual but they've been spotted en masse to the south near Ungor and Kadrin.

If the king is going to be doing something, perhaps a campaign, in "a few years", now may be the time for Girdle.
 
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