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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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Snerra already showed us what a proto anvil of doom could look like.

Lets just make a somewhat similar thing. Gronti goats in front, fortified wagon, and Anvil securely fastened to the wagon.
 
Could be a derivative of the rune of fate (it does precog right now but it's the closest we have well we don't have it either but we know it exists at least) and I just recalled the existence of the master rune of wandering which provides a large speed buff so we could potentially make Snorri more productive by including that.

We'd probably need something like a combo containing, say, a compressed Makerstrike and a Rune of Fate.

I think that if we want to boost crafting speed we'd be better off looking at combinations of the weapon Rune of Speed, the engineering Rune of Perception we don't know yet, and a compressed Makerstrike on something like a chisel. I'm not sure that soulcake would go for that kind of thing though.
 
Snerra already showed us what a proto anvil of doom could look like.

Lets just make a somewhat similar thing. Gronti goats in front, fortified wagon, and Anvil securely fastened to the wagon.
Dwarfs do have a habit of making their tools into weapons but the way things are right now I don't think the rune staff type of item we'd make for that would actually improve our crafting it would just improve our casting.
 
I'd say messing around with Snerra's Master Rune or the Amplifier Combo is probably best left until after we've learned more about the Winds.

That might let us do more than simply empower runecasting*, as we'd know what was actually happening and why it empowers runes in that context. That might lead to being able to empower the crafting of runes, whether by using alchemically created/refined ingredients or otherwise.

* rune casting looks very much like spell casting here, manipulating the Winds of Magic using some random rune as tongs, to apply terminology from another quest. It would be pretty interesting to get a Brana's perspective on what happens when we runecast. I'd have to laugh if we've been inadvertently using Dhar based casting by indiscriminately grabbing a bunch of random Winds and crunching them together to produce the desired effect, and that's why the Runesmiths of later canon don't do it anymore, as they learned from the elves that it was a bad, bad idea, and instead use the Rune of Sorcery + an Ancestor Rune on an Anvil of Power to produce cleaner versions of the same effect.
 
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Dwarfs do have a habit of making their tools into weapons but the way things are right now I don't think the rune staff type of item we'd make for that would actually improve our crafting it would just improve our casting.
Amusingly another side of this is that Barak Azamar was designed as a means of protection and power in combat, but it turned out to have uses with the craft when we made Zharrgal and revealed its uses as a tool.
 
I'm honestly still personally more interested in the rune of Connection than anything to do with the Winds.

Connection just seems like it has possible applications anywhere. Or at least a wide variety of possible applicable effects.
 
Amusingly another side of this is that Barak Azamar was designed as a means of protection and power in combat, but it turned out to have uses with the craft when we made Zharrgal and revealed its uses as a tool.
Ironically when posting that I didn't realize that the fate weaving/foresight anvil would also have amazing uses in combat especially if we figure out how to add on the ability to amplify our rune casting as well as that would not only do what it says on the tin but might also amplify the fate weaving effects.
 
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I'm honestly still personally more interested in the rune of Connection than anything to do with the Winds.

Connection just seems like it has possible applications anywhere. Or at least a wide variety of possible applicable effects.

On consideration, learning about Happening of Things is something that would probably be much easier if we research elven knowledge of things like the Winds of Magic and the Aethyr from which they blow. With the way Azyr propagates backwards in time and carries information about the set of possible futures with it, or what they understand the nature of gods and spirits to be given their existence in the atemporal Aethyr, there's a lot of potentially applicable things we could learn that would make Happening of Things much easier. Just the philosophy and the vocabulary to conceptualise such things would be very useful, as inventing that intellectual framework from scratch would be a huge piece of work.
 
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For what it's worth, I'm still interested in doing both commissions. I've really only been following the discussion, as I lurk, pretty casually and I'm not super into the system being used. That said, my impression is that we can pull it off. I believe I saw a road map that had both commissions being dune, part 2 of the chain research, and Valaya's basket researched.

I'm not sure how things stand currently, with the Rune of Fate and the Grungni commission, but I think we have time to do all three Cult commissions. Though I think we can't currently fit the Fate research? Though from what I understand, the Gate commission is what disrupts that road map. If that's the case, I'm willing to let the Gate pass and continue with the current plan.

I apologize if this isn't super coherent. I wasn't joking about following things casually, and being generally unfamiliar with the ins and outs of this system, but I felt it would be worth it to get this out there.
 
I am most excited this turn for the one action we threw into our Master Rune. Even just the single action makes me so excited for the flavor text we will see!
 
For what it's worth, I'm still interested in doing both commissions. I've really only been following the discussion, as I lurk, pretty casually and I'm not super into the system being used. That said, my impression is that we can pull it off. I believe I saw a road map that had both commissions being dune, part 2 of the chain research, and Valaya's basket researched.

I'm not sure how things stand currently, with the Rune of Fate and the Grungni commission, but I think we have time to do all three Cult commissions. Though I think we can't currently fit the Fate research? Though from what I understand, the Gate commission is what disrupts that road map. If that's the case, I'm willing to let the Gate pass and continue with the current plan.

I apologize if this isn't super coherent. I wasn't joking about following things casually, and being generally unfamiliar with the ins and outs of this system, but I felt it would be worth it to get this out there.
Essentially if we want to do the gate we have to not do either the chain or the basket, it's due by turn 38 and takes most of a turn and the plan is essentially:

37 - Chain
38 - Basket
39 - Valaya
40 - Valaya
41 - Gazul
42 - Gazul

The Pick order isn't really an issue with any of the plans as it only needs 2 action minimum and isn't due until turn 45.
 
Essentially if we want to do the gate we have to not do either the chain or the basket, it's due by turn 38 and takes most of a turn and the plan is essentially:

37 - Chain
38 - Basket
39 - Valaya
40 - Valaya
41 - Gazul
42 - Gazul

The Pick order isn't really an issue with any of the plans as it only needs 2 action minimum and isn't due until turn 45.
Does that plan take Kraka Grom into account?
 
Does that plan take Kraka Grom into account?
Yes, it'd be rather silly if it didn't considering the last two turns have been based on it.

Edit: Ah, here's the table version.
ActionsTurn 36 – Princely Wedding DueTurn 37 – Grave Wardens AcceptTurn 38Turn 39Turn 40 – Armoured Maidens DueTurn 41Turn 42 – Grave Wardens Due
AP 1Dronril, DronwutThe Rune Metal Pt. 2BUnderstand Valaya's RunesArmoured MaidensArmoured MaidensGrave WardensGrave Wardens
AP 2A Princely Wedding Pt. 2The Rune Metal Pt. 2BUnderstand Valaya's RunesArmoured MaidensArmoured MaidensGrave WardensGrave Wardens
AP 3A Princely Wedding Pt. 2The Rune Metal Pt. 2BUnderstand Valaya's RunesArmoured MaidensArmoured MaidensGrave WardensGrave Wardens
AP 4Master Rune of PurificationThe Rune Metal Pt. 2BUnderstand Valaya's RunesArmoured MaidensArmoured MaidensGrave Wardens
AP 5Hold FoundingHold FoundingHold FoundingHold FoundingHold FoundingGrave Wardens
Like I said earlier I'm of the opinion that we should consider inserting the third ancestor cult commission into those final two slots to finish things up real quick before moving onto alchemy.
 
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Mind if we get very good rolls We might get some actions done early .....I think. not sure how it works out in that area
 
Real fast. Is there any plans to make a super anvil to help us make better items?
We've discussed designs for a super anvil and it pretty much comes down to us not having the runes or the research necessary to create one yet or at least to create one that doesn't do the exact same thing as something we already have.

Edit: The most promising design so far in my opinion is a fate weaving anvil of some sort which was suggested not that long ago.
 
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I'm thinking a Furnace/Smednir/Warding talisman myself, basically for pure raw Fuck Heat and calling on the Smith God working at his furnace. Might replace Warding with something else, BUT Furnace/Smednir/X Talisman feels like it'd be good for Gromril Chain.
 
I'm thinking a Furnace/Smednir/Warding talisman myself, basically for pure raw Fuck Heat and calling on the Smith God working at his furnace. Might replace Warding with something else, BUT Furnace/Smednir/X Talisman feels like it'd be good for Gromril Chain.
I personally don't see the point of any such heat-based design when we have Zharrgal it's literally hot enough to forge adamant and make gromril chain by itself so I see no need for more heat when we have nothing to use it for with regards to crafting (and if we do need more heat we should really just make a better forge/smelter well using our anvil for something else). What you're talking about would function fine solely for wargear I guess but as an anvil which is supposed to help our crafting and work as war gear as a secondary if at all I don't see a point to it in comparison to the previously mentioned anvil design which utilizes fate weaving.

Edit: Zharrgal also has a rune of Smednir on it already anyways better to just use compressed Master Strike or something on the anvil instead.
 
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We already have heat with the Hammer. I say we use Cold for quenching instead.

Or if people really doesn't think Cold would work on an anvil, then at least use Lightning instead of Forge.
 
I personally don't see the point of any such heat-based design when we have Zharrgal it's literally hot enough to forge adamant and make gromril chain by itself so I see no need for more heat when we have nothing to use it for with regards to crafting (and if we do need more heat we should really just make a better forge/smelter well using our anvil for something else). What you're talking about would function fine solely for wargear I guess but as an anvil which is supposed to help our crafting and work as war gear as a secondary if at all I don't see a point to it in comparison to the previously mentioned anvil design which utilizes fate weaving.

Edit: Zharrgal also has a rune of Smednir on it already anyways better to just use compressed Master Strike or something on the anvil instead.
...The Rune of Furnace is anti fire, not causing fire. It's a fire WARD Talisman, calling on the Smith at his Furnace, not causing tons and tons of heat. For making Gromril Chain, as it's 3 BASIC Runes so we can cough it up for the Master Smiths that might want to make it later on, but that's a secondary concern.
 
...The Rune of Furnace is anti fire, not causing fire. It's a fire WARD Talisman, calling on the Smith at his Furnace, not causing tons and tons of heat. For making Gromril Chain, as it's 3 BASIC Runes so we can cough it up for the Master Smiths that might want to make it later on, but that's a secondary concern.
...That still doesn't sound like much of a super anvil to improve our crafting that just sounds like a specialized set up to help produce gromril chain so I still don't see the point of bringing it up when talking about making a super anvil to improve our crafting and possible work as part of our war gear.
 
Mind if we get very good rolls We might get some actions done early .....I think. not sure how it works out in that area
We don't roll for actions. Snorri just does them.

E: Unless you meant the bonus procs, then yeah we could definitely get stuff done early.

Plus I give Dronril/Dronwut good odds of proccing progress on RM 2b. Well, mostly the latter.

Say, do the procs also lower the difficulty of projects we don't have yet? For example, would Eltharin make learning other languages easier even though we don't have that as an option? If we wanted to learn Lizardman-glish, for example.

I suspect learning at the fluent level will provide a general buff to magic stuff similar to Soul of the Earth with minerals given Elves have a very magic-influenced culture including their language, but could it also proc Alchemy progress? I mean, this is the language the books on Alchemy would be in to begin with.
 
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