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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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Huh so we're finally taking an action to understand a Master Rune neat can't wait to see the results of that! And we're finishing off another one of the minor research projects we have in the back log.

So maybe next turn we double done on Odd Places and finish that off?
 
That is how Snorri's traits line up though. The more he invests in something the more he gets out of it. So why wouldn't we overachieve instead of doing the absolute bear minimum?
Because focusing upon one project results in less getting done. The players could have focused upon the material research backlog. Or overinvested actions upon one material research action. Yet, that doesn't happen.
 
Huh so we're finally taking an action to understand a Master Rune neat can't wait to see the results of that! And we're finishing off another one of the minor research projects we have in the back log.

So maybe next turn we double done on Odd Places and finish that off?
I'm thinking finish chain next turn (which will take every action) have that ready to go, get any standing from that which may come then decide what we want to do for turn 38. There's going to be a few research options in potential reach.
 
I'm thinking finish chain next turn (which will take every action) have that ready to go, get any standing from that which may come then decide what we want to do for turn 38. There's going to be a few research options in potential reach.
I'm fine with anything research wise so this is fine perhaps then 38 or 39 we finish off Odd Places. But in the end it can wait it's not like it's going anywhere and if we shunt it down the road in favor of doing research and ideally finishing up some research then fine by me.
 
That is how Snorri's traits line up though. The more he invests in something the more he gets out of it. So why wouldn't we overachieve instead of doing the absolute bear minimum?
Because Snorri likes dancing.

More seriously, if people are going to bring it up again, because it's unnecessary and any benefits gained are outweighed by what could be gained from the extra actions.
 
I'm thinking finish chain next turn (which will take every action) have that ready to go, get any standing from that which may come then decide what we want to do for turn 38. There's going to be a few research options in potential reach.
We could start the commissions early so we're not running up the deadline or build the new smelter, get that going in the background early.
 
I'm fine with anything research wise so this is fine perhaps then 38 or 39 we finish off Odd Places. But in the end it can wait it's not like it's going anywhere and if we shunt it down the road in favor of doing research and ideally finishing up some research then fine by me.
We need turn 39 and 40 devoted to armored maidens to do it on time, so it'd have to be 38. Unless we start Maidens early on turn 38, but I don't see much need for that.
 
I'm not married to the concept of doing the Odd Places on turn 38 it should be made clear. It is in my mind simply one of a number of possible options.
 
What about 3(5) on Smelter and 1 on Odd Places?
I personally don't see any point in the smelter right now. Production outpaces consumption and locking out the Master Rune of Purification for another hundred years when we're doing something now that could well lead to understanding it and making use of it in the next hundred years seems unwise.

And too be clear, when I said research options in reach I meant research options. I'm not really considering requests.
 
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I'm not married to the concept of doing the Odd Places on turn 38 it should be made clear. It is in my mind simply one of a number of possible options.
Ahh ok fair and if I'm honest Odd Places isn't that big a deal only reason I brought it up was since it's so close to completion but I am totally fine with us just continuing doing research and then doubling down on that after we finish off our current requests.
 
I personally don't see any point in the smelter right now. Production outpaces consumption and locking out the Master Rune of Purification for another hundred years when we're doing something now that could well lead to understanding it and making use of it in the next hundred years seems unwise.

And too be clear, when I said research options in reach I meant research options. I'm not really considering requests.
I agree. I don't want to make a smelter until we finish understanding the rune.
Smelter 4 should probably only happen after we compress the rune
 
ultimate artifact, Adamant Barrel of Stasis with dwarf woman pocket dimension rune, holds any number of liquid safe forever, perfect mass beer storage.
 
@tri2 i am going to have to disagree I think the ultimate artifact is something simpler than that and something that may already be within Snorris capability.

With apologies to Terry Prachett for stealing his idea.

Two connected fist sized cubes that rotate at a steady pace relative to each other FOREVER. No matter what force is applied against them, they just continue turning.

Use that to power a few shafts and bearings and power lathes, sawmills, powerhammers conveyor belts, generators, industrial looms and so on.

Welcome to the industrial revolution.
 
The industrial revolution is intensely unappealing to me as a thing to aim for in this quest. I understand why some people like it, but it seems way too omnipresent in quests for me.
 
By nature, the Karaz Ankor is an empire of artisans. It is highly unlikely that it will ever experience the Industrial Revolution and if it does it will only be recognizable by humans who have spent their lives studying it.
 
Yeah, while there's places it's certainly fun, it isn't something I'd want to do in this quest. While building that sort of slightly eldritch artifact as the heart of some sort of one-off megaproject would be fun and fit within the quest better, it still doesn't seem a very dwarven thing to design, and we probably couldn't work that closely with the engineers guild.
 
Because it is boring and ridiculously overhyped. All the (some even just out and out imagined) benefits with always seemingly none (or way too little) of the negatives.
 
The industrial revolution is intensely unappealing to me as a thing to aim for in this quest. I understand why some people like it, but it seems way too omnipresent in quests for me.

Even a magitech revolution? If we combine the magitech of the Lizardmen with the magitech of the Elves and our own, we could likely achieve wonderous things. I think the Dwarves and Lizardmen would have an easier time understanding each other than the Elves would the Dwarves, and, ironically, might be a good intermediary since they have some of the same extreme attention to detail as the Dwarves, and some of the same magical weirdness as the Elves. For one thing, the Elves would be a lot more likely to look at you like you're crazy for saying you need to move your whole city six inches west. Meanwhile, it's noted that Dwarves can't see magic the way the Brana or Elves can, but the ruling caste of the Lizardmen doesn't have that problem. Plus, the Lizardmen know the other races were created for some reason by their toad-great-grandpas the Old Ones and combining magic systems more or less unique to each race is probably as good a reason as any.

The humans would likely serve as... well, cannon fodder, as we breed like rats compared to pretty much everybody who isn't the Skaven or Orcs. Even the Ogres only sort of keep up, and their attrition rates are even worse. On the upside, human Hero Units are much better than their race's average. Which is to say, human Hero Units seem to make a bigger jump than the others, which allows them to keep up with the Hero Units of other races, and, much like Orcs, numbers handle the rest most of the time.
 
Wow... looking back at the beginning of the game, turn one options. We had 7 options. That's it. The quest has quite heavily expanded since then.
 
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