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Discord.

On Thread Etiquette:

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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Kholek isn't a priority right now. We figure that it will be most useful when making the Gronti, and we don't have enough Adamant stockpiled right now, so it can keep on the shelf.

Speaking of, why are spending some of our stockpile on some arms and legs?
 
Kholek isn't a priority right now. We figure that it will be most useful when making the Gronti, and we don't have enough Adamant stockpiled right now, so it can keep on the shelf.

Speaking of, why are spending some of our stockpile on some arms and legs?
Eh, I didn't want to, but didn't care enough to object.

I am just looking at these Rune Prosthetics as a Precursor to a Dawi Doc Ock Harness....
 
Kholek isn't a priority right now. We figure that it will be most useful when making the Gronti, and we don't have enough Adamant stockpiled right now, so it can keep on the shelf.

Speaking of, why are spending some of our stockpile on some arms and legs?

I'd expect that the brain would be most useful in something based on Happening of Things research, or possibly something like the Master Rune of Kingship.
 
[Non Canon] Like a-, +5 to a Runelord Roll [USED]
I am not apologizing for this.

--

"So, Snorri, let us see if we got this right" Magda began.

"You took all our research and failed attempts over the centuries" Gorra continued.

Snorri looked at the two as if they were the ones called Odd, and responded "Yes."

"And in a year saw what we had done wrong, and how you could accomplish it" Magda replied.

"Mmh." Affirmative nod.

"All it required was turning the heart of your workshop, your forge, into a furnace" Magda stated.

"Yep."

"The whole forge, and into a furnace hot enough to make granite glow and gromril to grow soft" Gorra clarified.

"Ahhuh."

"With no oxygen inside, because it all burned up when bits of leftover metal slag you had in there caught fire and burned it all up" Gorra replied.

"Cleaned the dust pretty nicely as well it did."

"All over the room you had sealed yourself inside in" Magda said.

"Like a BAUSS."

"And since you didn't want to waste Adamant into making a suitable anvil"

"Like a BAUSS."

"You used your own knee instead."

"Like a BAUSS."

"Hammering the gromril against it until the bar had become wire."

"Like a BAUSS."

"Needing to use so much force that you've left ankle-deep boot-shaped holes in your workshop's floor in the process."

"Like a BAUSS."

"And you did this for three weeks straight."

"Hmph."

"Sorry, 18 days straight."

"Better."

"Without taking a single breath."

"Like a BAUSS."

"And then you spent three years taking that wire, cutting it up into rings and riveting them together in a chain shirt."

"Like a BAUSS"

"Completing a feat we think hasn't been done by any mortal dwarf before."

"Like a BAUSS."

"And this result leaves you unsatisfied."

"Extremely so."

"Because you want to refine the procedure to the point where your average runesmith - not a Runelord like us, a runesmith - can do the same."

"That's right. Because I'm the BAUSS." Snorri finished, glad his fellow runelords finally understood his completely reasonable standards for acceptable results.
 
So any chance of us skipping over cult commissions to do more research? I'm fine with doing the other commissions, but we're really not the sole Runelord around. Someone else can manage those two jobs.
 
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Personally, I want to do the cult commissions. It's for the new wave of colonization. And Snorri got his start in the north, by helping to found and settle Kraka Drakk, if I remember correctly, so doing something like this feels like a nice callback to our start in the north.

Anyway... I wonder what'll happen when the Azyr book comes in? Will Snorri get some insight into Dronril/Dronwut and Dragon Ogres perhaps?

Actually, I wonder if the Azyr book might be something that the Brana might be interested in or find useful, too? They're already intimately familiar with Azyr especially of course. But another perspective on it might be interesting for them to read. Or alternatively -- the Brana familiarity with Azyr might help Snorri figure out and understand the Azyr books much better. I figure the Azyr books are going to be a right pain to understand, due to the fate and whimsiness of it. Hysh is going to be as bad, but at least it has some commonalities what with being about ideals or eternal things in some fashion. Ulgu is going to be the absolute worst. Ghur would also be bad, but at least beasts and wildnerness is something understandable; it may not be something Dwarfs do, but at least they understand that wilderness and wild beasts are a thing! But Ulgu? Trickery and confusion and ambiguity and everything? Gonna be a right pain.
 
The rewards are locked behind learning Elf speak. All told about 13 actions (before applicable discounts) before we can determine if Alchemy would provide a path to what is desired. Seems like the slow way to me.
Well yes. But no.
(*New*)[-] Akazit: [Cost: 10 actions] Journeyman of the Odd will proc. Locked due to Lack of Knowledge about Alchemy.
Learning Eltharin and then hunting down books is one possible way to get the alchemy knowledge we need. We could also wait for Valma or some other multilingual person to translate them.
There are probably also more ways like working with a real life elf or developing the knowledge from scratch probably working with a Brana. And possibly also making items that might give us insight into how the Runes work, like some kind of MFirey Defense, Courage, Vitality talisman that tries to tap into all elements of Asqy

(I know we don't have Firey Defense, don't at me)
@soulcake just for clarification:

Runemetal 2b is about figuring out a process that would be workable for other Runelords, right? And 3b would be distilling that process into something much more accessible to dwarves in general?
Less the process and more how to do it without our specific equipment I think. Most Runelords could do this just we'd need to lend them BA and Zharraghul for it.
 
Less the process and more how to do it without our specific equipment I think. Most Runelords could do this just we'd need to lend them BA and Zharraghal for it.
I disagree.
And The reaction of the other runelords confirms it. It takes a special brand of obsession to do what Snorri did.

Edit:Though technically we could have an apprentice try their hand at it if we lend them our gear. Nothing teaches obstinacy like several weeks of not breathing, eating or sleeping. Just working in hellish conditions.
 
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What are the cult commisions? Did I miss an update? Turn 34 didn't seem to have anything like that on it.
Commissions are on the standing thread because damn the action list is getting long:
━<><><>< Available Requests ><><><>━
Currently empty, but during turns you can vote to accept commission requests from here.

[ ] [Simple] Armoured Maidens: [Cost: 12 actions] Due end of Turn 40. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Valaya. Snorri thinks another patron might be found by end of Turn 35. The Clergy of Valaya are making plans to expand the Valkyrie Guard in preparation for what they believe is a coming wave of colonization across the Karaz Ankor in the future. Given your history with the Cult, they've come to you wondering if you had the inclination to create armour for some of the future Valkyrie Guard that will no doubt come from the endeavour. The number is not the sum total of suits, but ones specially made for their eldest and most veteran Matrons. The foundational core of the future Valkyrie Guard in these future-Holds. The Cult will hold the suits in their vaults until such a time they are needed.
- [ ] Accept

[ ] [Simple] Grave Wardens: [Cost: 12 actions] Due end of Turn 42. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Gazul. Snorri thinks another patron might be found by the end of turn 37. Just as the Cult of Valaya has the inkling of a great colonization wave, the other Ancestor Cults have taken also taken notice. The local Cult of Gazul has come to you for the same reason the Cult of Valaya has, to arm their most senior members with the kind of equipment befitting their station, both current and for those future Dawi who may take up this most sacred of duties.
- [ ] Accept

WHEN TAKING REQUESTS, SIMPLY ADD JUST THE REQUEST'S NAME WITH THE ACCEPT SUB VOTE AT THE END YOUR PLAN.
So take, for instance, the "[Simple] Armoured Maidens:" request.

[Y] Plan Big Beard 2
- [Y] All other Plan stuff
- [Y] [Simple] Armoured Maidens:
-- [Y] Accept
Also @soulcake might want to remove that currently empty line.
 
What are the cult commisions? Did I miss an update? Turn 34 didn't seem to have anything like that on it.
On the standing informational threadmark is a list of comissions we can accept, right now there is one from the cult of valaya and one from the cult of gazul:
[ ] [Simple] Armoured Maidens: [Cost: 12 actions] Due end of Turn 40. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Valaya. Snorri thinks another patron might be found by end of Turn 35. The Clergy of Valaya are making plans to expand the Valkyrie Guard in preparation for what they believe is a coming wave of colonization across the Karaz Ankor in the future. Given your history with the Cult, they've come to you wondering if you had the inclination to create armour for some of the future Valkyrie Guard that will no doubt come from the endeavour. The number is not the sum total of suits, but ones specially made for their eldest and most veteran Matrons. The foundational core of the future Valkyrie Guard in these future-Holds. The Cult will hold the suits in their vaults until such a time they are needed.
- [ ] Accept

[ ] [Simple] Grave Wardens: [Cost: 12 actions] Due end of Turn 42. Productivity Like no Other will proc. Gain 70 Favour and 1 Standing with the Cult of Gazul. Snorri thinks another patron might be found by the end of turn 37. Just as the Cult of Valaya has the inkling of a great colonization wave, the other Ancestor Cults have taken also taken notice. The local Cult of Gazul has come to you for the same reason the Cult of Valaya has, to arm their most senior members with the kind of equipment befitting their station, both current and for those future Dawi who may take up this most sacred of duties.
- [ ] Accept

Edit: Ninjad
 
So any chance of us skipping over cult commissions to do more research? I'm fine with doing the other commissions, but we're really not the sole Runelord around. Someone else can manage those two jobs.
With the cult commissions, I see them as offering fairly good rewards, even while being expensive, but also as a way to knock out a lot of the low hanging fruit that we have built up. Odd Places has been on the list for Thirty Four turns, and these five to seven turns doing the cult commissions, there are enough spare actions to knock out all of the one and two action researches.
 
With the cult commissions, I see them as offering fairly good rewards, even while being expensive, but also as a way to knock out a lot of the low hanging fruit that we have built up. Odd Places has been on the list for Thirty Four turns, and these five to seven turns doing the cult commissions, there are enough spare actions to knock out all of the one and two action researches.
Yes. Gazul and Valaya are both best done in action pools of 3-3-2 in any order. Which leaves 1-2 action left over to finish up some stuff that needs exactly 1 action.
Like:
[ ] Odd Places 9/10: [Cost: 1 action] Can be taken multiple times. Roll for usefulness. 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.
(*Updated*)[ ] Zhufazul: [Cost: (4 -3) =1 actions] Journeyman of the Odd and Soul of the Earth will proc. The Liquid sits in warded kegs, ready to be poked and prodded at. Preliminary tests confirm it is not in fact some odd water, but something wholly different. Having undergone some no doubt maddening and downright foolish transmutation through the powers of perfidious magick. Harrumph.
[ ] Dronril, Dronwut: [Cost: (6 -4 -1[Standing Bonus]) =1 action] Journeyman of the Odd and Soul of the Earth will proc. The amber, that you have come to call Dronril, and the wood, creatively named Dronwut, are intrinsically tied to each other, and learning more about one is sure to teach you something about the other.


Doing a lot of Valaya Runes may also give us inspiration with:
(*Updated*)[ ] Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman of the Odd will proc. On the basket that bears her Master Rune, Valaya or perhaps some other Runesmith put down two other Runes. You can make a guess as to their purpose, but aren't too sure. One bears a similarity to the Rune of Load-bearing, the other the Rune of Healing.
 
Personally, I want to do the cult commissions. It's for the new wave of colonization. And Snorri got his start in the north, by helping to found and settle Kraka Drakk, if I remember correctly, so doing something like this feels like a nice callback to our start in the north.
I definitely agree that we should do one. Both, though? Each takes 12 actions, which is all our actions for 2 turns straight. Meaning if we were to do both, we would literally spend 4 decades hunched in our Workshop banging out equipment. Now that's the sort of actions that go us named Gift Giver, but it also sounds like it gets boring to read after the second decade, too.
 
I definitely agree that we should do one. Both, though? Each takes 12 actions, which is all our actions for 2 turns straight. Meaning if we were to do both, we would literally spend 4 decades hunched in our Workshop banging out equipment. Now that's the sort of actions that go us named Gift Giver, but it also sounds like it gets boring to read after the second decade, too.
I personally think the inroads and plot hooks with the Cults will make this more than worth the cost. Even if we can't get gromril chain out in time (I still think we should just not do Valaya's Runes), I like the potential plot lines it will give us.

Edit: @soulcake I've been going over the Hold founding, and I still don't quite get how we're locked in until turn 40.
[ ] Aid: All that you are able to.
A large commitment of material and time towards helping the Dawi of Dum recover. [Cost: 1 action and 1 retainer action] Locked in for 8 turns. Take on [Simple] Hold Founding: [Cost: 6 actions].
[X] Hold Founding: [Cost: 1 action, 1 retainer action] Locked in until end of turn 40. The political and technical finagling required to get an expedition equipped to form a Hold is one that requires a good deal of attention to make sure things get done properly. For the survivors of Dum this is an even greater necessity, as they quite literally suffered a near-total collapse of their Guild and Clerical system after the betrayal. Apprentices will need proper Masters and the Dawi of Dum caught up to speed, and finding the right Dwarf for such a task is one of great effort indeed.
Like we started this on Turn 32
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3233343536373839
What exactly am I doing wrong?
 
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@soulcake

Thanks for the update! I don't have the time to go into a more in-depth review of everything that included, but I do want to say that I liked the way you handled Orra's questions and circumstances.

Outside of that, I chuckled a bit at the difference in viewpoints from the other runelords and Snorri in regards to how worthy of an achievement making Gromril chain is. It was fun.
 
I definitely agree that we should do one. Both, though? Each takes 12 actions, which is all our actions for 2 turns straight. Meaning if we were to do both, we would literally spend 4 decades hunched in our Workshop banging out equipment. Now that's the sort of actions that go us named Gift Giver, but it also sounds like it gets boring to read after the second decade, too.
We could do it in forty years and nothing else, or we could do it in fifty, and knock out four other research options. Or do it in sixty, and have four other items done, and have two two action items done.
 
I definitely agree that we should do one. Both, though? Each takes 12 actions, which is all our actions for 2 turns straight. Meaning if we were to do both, we would literally spend 4 decades hunched in our Workshop banging out equipment. Now that's the sort of actions that go us named Gift Giver, but it also sounds like it gets boring to read after the second decade, too.
Which is why the plan is to stretch completion to 5-6 turns and have some more other little actions done.
Turn 35Turn 36Turn 37Turn 38Turn 39Turn 40
Valaya 3, 1 FreeValaya 3, 1 FreeValaya 2, Gazul 2Gazul 3, 1 FreeGazul 3, 1 Free4 Free
Valaya 3, 1 FreeValaya 3, 1 FreeValaya 2, 2 FreeGazul 2, 2 FreeGazul 3, 1 FreeGazul 3, 1 Free
This gets both commissions done before time T40 for Valaya, T42 for Gazul and does leave actions free.
The compressed plan ends one Turn earlier, but has a workshop crunch in T37.
The stretched plan has no workshop crunch in T37, but takes one turn longer.
 
Even if we can't get gromril chain out in time (I still think we should just not do Valaya's Runes), I like the potential plot lines it will give us.
IMO having Valaya's Runes for Her cult's request make a lot more sense that just flexing our ability to make gromril chain. That would be more meaningful for a Grungni Cult request or something.
Make no mistake, giving gromril chain to every major Shieldmaiden of Valaya's Cult is awesome, but if we have to chose between that and armoring them with the very Runes Valaya Herself gifted us with, the latter is way more meaningful.
 
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I definitely agree that we should do one. Both, though? Each takes 12 actions, which is all our actions for 2 turns straight. Meaning if we were to do both, we would literally spend 4 decades hunched in our Workshop banging out equipment. Now that's the sort of actions that go us named Gift Giver, but it also sounds like it gets boring to read after the second decade, too.
It only takes 4 actions per turn, that leaves one action to spend once we get our fifth action back. We can do other stuff and I trust soulcake not to make it boring. If nothing else those turns would probaby be a good opportuntiy to show some other slice of life stuff he normally doesn't have the opportunity to write because of how busy Snorri normally is.
 
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