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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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Spoiler: Fjolla by Renu, comissioned by Dormin
This is like...the fourth or fifth piece now by @Renu ,commissioned by @Dormin. Behold Fjolla I -GUNS-dottir.
Dwarf suitor: "BEHOLD, HER HAIR LIKE SHINING BRAIDS OF FINEST GOLD, HER BICEPS BULGING LIKE MY-" *sound of Runesmith's hammer introducing itself to suitor with extreme prejudice*
 
Rik Hunken
The wyrmhide belt is tastefully decorated with materials native and unique to Kraka Drakk. Three plates of Adamant, each bearing a Rune bordered in silver knotwork studded with Sapphire, serve as it's buckle. Segmented plates of Pure Gromril cover the wyrmhide, on each individual plate scenes of life, people and events of importance to Kraka Drakk are faithfully rendered in the metal with the help of fine silver and a multitude of incredibly small gems. Tiny, precisely cut Hearthstones, Dronril and Sapphires serve either as sources of light or the eyes of Dawi and Brana etched masterfully in the Pure Gromril. Ancestor badges of Clan Ironarm and depictions of Grimnir Himself are present on the pouches, flask and axe holsters that purposefully break up the belt's otherwise uniform surface.
- Combo, Relentless Pursuit +: [Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan)] The user can run at incredible speeds and jump the height of three average dwarfs with ease. Running towards the enemy further improves the user's speed and instills fear in both the target and enemies in their way, lowering their resolve and readiness while possibly routing the weakest willed among them. The user's first blow at the end of their charge deals a far greater amount of damage and will have a high chance of landing somewhere vital.
- Soul of the Earth
- Trollbane
- Chaosbane


So that's pretty sweet. Major differences from Relentless Pursuit normally is that it goes faster towards enemies, and causes a fear effect. Also the first blow at the end of the charge is more likely to land somewhere vital. Seems like a pretty impressive thing indeed.
 
Rik Hunken
The wyrmhide belt is tastefully decorated with materials native and unique to Kraka Drakk. Three plates of Adamant, each bearing a Rune bordered in silver knotwork studded with Sapphire, serve as it's buckle. Segmented plates of Pure Gromril cover the wyrmhide, on each individual plate scenes of life, people and events of importance to Kraka Drakk are faithfully rendered in the metal with the help of fine silver and a multitude of incredibly small gems. Tiny, precisely cut Hearthstones, Dronril and Sapphires serve either as sources of light or the eyes of Dawi and Brana etched masterfully in the Pure Gromril. Ancestor badges of Clan Ironarm and depictions of Grimnir Himself are present on the pouches, flask and axe holsters that purposefully break up the belt's otherwise uniform surface.
- Combo, Relentless Pursuit +: [Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan)] The user can run at incredible speeds and jump the height of three average dwarfs with ease. Running towards the enemy further improves the user's speed and instills fear in both the target and enemies in their way, lowering their resolve and readiness while possibly routing the weakest willed among them. The user's first blow at the end of their charge deals a far greater amount of damage and will have a high chance of landing somewhere vital.
- Soul of the Earth
- Trollbane
- Chaosbane


So that's pretty sweet. Major differences from Relentless Pursuit normally is that it goes faster towards enemies, and causes a fear effect. Also the first blow at the end of the charge is more likely to land somewhere vital. Seems like a pretty impressive thing indeed.
Aww. You got me all excited. Yeah, he added that earlier today. the Fear and vital blow are from the grimnirzan and stonehorn's horn
 
Dwarf suitor: "BEHOLD, HER HAIR LIKE SHINING BRAIDS OF FINEST GOLD, HER BICEPS BULGING LIKE MY-" *sound of Runesmith's hammer introducing itself to suitor with extreme prejudice*
This keeps up and she might have to move to one of the most heinous possible for dwarfs to keep so-called suitors away.

A runic shock-prod.

Because giving a dwarf a black eye or a dented skull via a heavy object is one thing; but deliberately exposing thier beard to large amounts of static? Tut Tut.
 
*points at giving the capability for chain to other runesmiths*

Chain is hella important to dwarves, that should boost our standing with quite a few folks in the North.

And even if it doesn't? *shrug* Most of the requests we get have standing boost and King Villi will ask for other things and on top of that Ravnsvake's standing 10 option is very likely to be just -1 to Ulthuani orders. Which is frankly, not that useful right now. And by the time I could see that becoming useful we'll have had it through other ways.

I understand and support working on the chain. But, at the same time, I also think it wouldn't be a bad idea to do the Gate to the Sea for Kraka Ravsnake. Not only for the +1 to standing, which would be nice, but to further Snorri's experience in making Defense. In. Depth. defenses and to remind the beardlings of the import of Defense. In. Depth. and what that really means. While another Runelord could do the request (and will if we don't) I somehow don't think they'd be quite as effective as if Snorri did it.
 
I understand and support working on the chain. But, at the same time, I also think it wouldn't be a bad idea to do the Gate to the Sea for Kraka Ravsnake. Not only for the +1 to standing, which would be nice, but to further Snorri's experience in making Defense. In. Depth. defenses and to remind the beardlings of the import of Defense. In. Depth. and what that really means. While another Runelord could do the request (and will if we don't) I somehow don't think they'd be quite as effective as if Snorri did it.
You would be incorrect. Ogra has a Mastery in building Runes; where we don't have any specialty at all, unless you count Productivity Like No Other. She is only seventy or so years younger than Snorri.

I want to research more, and the opportunity cost of this gate is absolutely not worth it.

Name: Ogra Iggunsdottir
Titles: The Stalwart, Wardmaker
Age: 838 Years Old by Dwarf Reckoning (as of the end of Turn 35)
Specialties: Generic Rune Subset: Buildings (Mastered), Talismanic Rune Subset: Ancestor (Exceptional), Engineering Runes, Banner Runes
Affiliation: Conservative
Hold: Karak/Kraka Krum
 
I understand and support working on the chain. But, at the same time, I also think it wouldn't be a bad idea to do the Gate to the Sea for Kraka Ravsnake. Not only for the +1 to standing, which would be nice, but to further Snorri's experience in making Defense. In. Depth. defenses and to remind the beardlings of the import of Defense. In. Depth. and what that really means. While another Runelord could do the request (and will if we don't) I somehow don't think they'd be quite as effective as if Snorri did it.
Yeah agree, I'd like to do the Gate to the Sea commission because it seems like a cool IC choice. And it doesn't eat even half as many actions as the Valaya/Gazul commissions that people seem to like, and allows us to actually exercise some creativity in terms of which runes and mats get applied (also unlike the Valaya/Gazul commissions, JUST SAYING :p). AKA there's a good reason why putting the eldest Runesmith in the North on it is more valuable than just letting some other Runelord take the commission (in addition to Snorri's Defence. In. Depth. thing).
You would be incorrect. Ogra has a Mastery in building Runes; where we don't have any specialty at all, unless you count Productivity Like No Other.
Specialties: Productivity (Mastered), Odd and Esoteric Runes (Exceptional), Talismanic Runes, Engineering Runes,
:thonk:
 
Yeah agree, I'd like to do the Gate to the Sea commission because it seems like a cool IC choice. And it doesn't eat even half as many actions as the Valaya/Gazul commissions that people seem to like, and allows us to actually exercise some creativity in terms of which runes and mats get applied (also unlike the Valaya/Gazul commissions, JUST SAYING :p). AKA there's a good reason why putting the eldest Runesmith in the North on it is more valuable than just letting some other Runelord take the commission (in addition to Snorri's Defence. In. Depth. thing).


:thonk:
It does not really provide us an option to pick and choose in terms of runes and mats, since it is a Simple Request. When we did Kraka Drakk's gate we didn't pick what was put on it, and the only influence we put on the design was making it out of Gromril primarily since we picked a favor suboption for it.

And what MrHobbit was saying was no specialty in Building Runes.

E: Further, Snorri genuinely doesn't really have that many advantages over Ogra in this case. The only specialty which might go above hers is Productivity, and we can't overflow it that much due to action constraints, and our ages are pretty comparable. We can't really practically use Adamant on the gates, and I'm extremely skeptical that it will lead to narrative benefits of elves seeking us out when we already have stuff in place to start interacting with elves. She also has Banner Runes specialty, which are something applicable to buildings and we don't have that.

I would go so far as to say that they are pretty much equal with her having a slight edge.
 
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Yeah agree, I'd like to do the Gate to the Sea commission because it seems like a cool IC choice. And it doesn't eat even half as many actions as the Valaya/Gazul commissions that people seem to like, and allows us to actually exercise some creativity in terms of which runes and mats get applied (also unlike the Valaya/Gazul commissions, JUST SAYING :p). AKA there's a good reason why putting the eldest Runesmith in the North on it is more valuable than just letting some other Runelord take the commission (in addition to Snorri's Defence. In. Depth. thing).

:thonk:
...

This post is just wrong.

Gate to the Sea is a simple request. Notice the lack of a Pt. 1 in the commission like with Skrundaz or the Wedding Gift. We do not control the regents or runes on simple requests. To back that up further, our previous building commissions have always been Simple Requests.

Furthermore, the context of what you were replying to should have made it obvious that I was talking about relevant specialties. I do accept responsibility for forgetting to make the post as clear as possible. But that does not change the fact that Ogra probably has the specialties to outweigh our seventy-year age advantage. I doubt that we would even use our main specialty to it's max by investing four because it simply wouldn't be worth it compared to three actions (5 v 6). That would be an action that could be Researching.

[ ] [Simple] Gate to the Sea: [Cost: 5 actions] Due end of Turn 38. Productivity like No Other will proc. Gain 1 Standing with Kraka Ravsnvake. Snorri thinks another patron might be found by the end of turn 37. Knowing of your predilection and obsessive meticulous mind for incredibly robust and powerful defensive structures, King Villi has asked if you would be willing to lend your expertise and Runic knowledge for when his Hold builds the great gates that will lie between the Varn Wyrren and the Canal from the Dumaraz.
- [ ] Accept

[ ] [Difficult] Skrundaz Pt. 1: [Cost: 1 action] Due end of Turn 45. Reveal and gain 1 Standing with the Cult of Grungni. If a rune you want requires special ingredients that you don't have access to I will alert you. Apply optional reagent materials here. Snorri thinks another person might be found by the end of turn 43. A new High Priest of Grungni for Kraka Drakk is set to ascend in a few decades' time. Until then the current High Priest, Dwinbar Steelbreaker is training his appointed replacement and trusted second, Kadrin Palebeard in the duties and responsibilities expected of him when he ascends to the position. To commemorate the Cult's first transition of power in the Karak's history Dwinbar has asked if you would be willing to create a pickaxe for the occasion.
- [ ] Accept
[ ] [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.
Edit: Lightened the tone of the post
 
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To put it a little bit into perspective I think, here's the description of what Ogra did that put her on the map:

The first found worthy and only discovered in the tattered journals of Kemma Starlocks, was one Ogra Iggunsdottir. And more noticeably, the only candidate that was, currently, housed in a minor hold. Only two years shy of 700, Ogra had a specialty in Static Runes and an extensive history of working on learning the secrets of the Ancestor Runes. The only reason her home of Karak Krum survived was due to a massive Runic array similar to the one on your banner that she had made. Trading its mobility to turn the Karaks surface defences into an unassailable fortification for enemy mages. Forcing a more traditional siege that Krum's defenders would more easily handle. Speaking of tradition, the woman was about as conservative as you got in the North. You frankly didn't expect Kemma to have picked her, but you suppose that she wasn't one to let a difference of ideals stop her choices.
The bolded part specifically, she found a way to make something like Ancestral Aegis which basically rendered enemy magic irrelevant when attacking the fortifications of the entire hold.

It's still somewhat unclear how Snorri could even achieve something similar. Making a magic shield/ward for your entire hold is kind of a big deal, and I'd say indicates along with her specialties that she has some kind of architectural mindset with a defensive focus. It's unlikely to be defense in depth exactly, but this kind of thing tells me its on the same level.
 
This really isn't worth this level of hostility.
Hrmm, I suppose I could have been more clear. Such as including relevant where I've made note. I did think that what I was saying was fairly obvious. Given my own tendency to assume malice over other factors, implying that I wasn't aware of such blatantly obvious parts of the character sheet, and Fayhem's claim that the Gate to the Sea is a project where we could modify runes, when it clearly isn't, I assumed the whole post was written with the intent to deceive. I was probably wrong in that regard.

I'll tone the response down.

Ogra has a Mastery in building Runes; where we don't have any specialty at all, unless you count Productivity Like No Other.
 
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Hmm, I suppose we could do the main wards for the new Aerie when the time comes... Hopefully it would be better than the last time we warded the Aerie. Might want to make a better combo other than Ancestral Aegis.
 
I did think that what I was saying was fairly obvious. Given my own tendency to assume malice over other factors, implying that I wasn't aware of such blatantly obvious parts of the character sheet, and Fayhem's claim that the Gate to the Sea is a project where we could modify runes, when it clearly isn't, I assumed the whole post was written with the intent to deceive. I was probably wrong in that regard.
Yes, you were. I'm new to the quest and I admit I evidently read some things wrong. I can't imagine what my motive would even have been to try to deceive anyone there, honestly.
 
Hmm, I suppose we could do the main wards for the new Aerie when the time comes... Hopefully it would be better than the last time we warded the Aerie. Might want to make a better combo other than Ancestral Aegis.
That's pretty reasonable actually. The only other person with solid experience with them is Dolgi, and while he is a Master, he definitely doesn't hold a candle to Snorri in a lot of things. There's also something to be said for Snorri himself doing it since its a chance to continue the idea of him building the Aeries.

However if Dolgi can hold a candle to Snorri in this specific thing, I'd let him to let him build cred, and the KoS may well ask him to and shortcut the question entirely. Plus, its not going to come up for a while, negotiations seem to be ongoing so he has time to get better and such like. And we have time to do other stuff lol.

E: Course this being Ravnsvake, the negotiations may come down such that neither of us is offered the commission and instead Skjol and Skegg Borrson of Kraka Ravnsvake will do it instead. Its not really in their specialties though, though they are particularly radical.
 
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I'm personally kind of wary of taking on any even decently size commission after we finish the coming two ancestor cult ones as we'd have already invested a ton of actions into commissions as a result of taking those two. I'd be fine with taking the one action commission we got not that long ago since it's so short but I kind of feel like doubling down on research and alchemy specifically after this.

Although, that line of thought is warring with the idea that the Brana are quite small in number right now meaning we can pretty much improve standing with the race as a whole pretty easily rather than just one faction so standing improvements with them now will go a lot further than they will later.
 
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