Voted best in category in the Users' Choice awards.
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
Here is the Detailed Rune List
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. :^)
 
Last edited:
[X] [Chain]: Wait until Rhunkalbrogg. (Turn 41)
Gain: Greater impact when you do reveal it, what with the work. ??? Deed and Title, Chainwright.

[X] [Masters]: Teach them the Rune of Forged Limb
- [X] Middling: Teach those you consider reasonably sure to use and spread the rune as you do. 18 Of the two dozen will be taught.
 
Does something like a Rune of fragmentation or duplication exist? It would be interesting to build a Grudge Thrower, whose payload explodes into thousands of shards upon impact.

Apart from that, does somebody have a reference for the elven reaction to Dwarven society, culture, runes, etc. from Canon? It would be interesting to know how our first meeting compared to what occurred in Canon.
 
[X] [Chain]: Wait until Rhunkalbrogg. (Turn 41)
Gain: Greater impact when you do reveal it, what with the work. ??? Deed and Title, Chainwright.
 
[x] [Chain]: Wait until Rhunkalbrogg. (Turn 41)
[x] [Masters]: Teach them the Rune of Forged Limb
- [x] Lax: Any Runesmith who has reached the rank of Master is worthy. All of the two dozen will be taught.
 
-- +1 Gromril Chainforger: What appears to be a large hollowed-out block of Gromril the size of several Dwarfs with the Master Rune of Forgeflame and Rune of Annealing etched onto it. Inside of it, an apparatus consisting of a Pure Gromril Drawplate, a winch and other mechanisms that theoretically allows a Dawi to draw out a bar of Gromril into a spool of wire of appropriate size. Though said Dwarf would require a suit and sets of talismans made with the appropriate strength-enhancing Runes to actually pull the wire through, but it could be done. The cost alone would mean no one outside a Runesmith or very well established Master Smith could realistically afford it, and by well established you mean an in-demand Master Smith in a Hold like Karak Azul or one of the major southern Holds.
--- -1 [T3] Magma Wyrm's Blood
--- Future Armour made will now incorporate Gromril Chainmail. Existing pieces within reach (Hearth Guard suits, Wyrmguard, Drakeplate, etc) will slowly be upgraded when time permits.
-- Decisions decisions decisions, Klausson. What shall be done?
-- +1 Progress to The Rune Metal Pt. 5, new totals: [Cost: (12 -6) =6 actions]
-- +1 Progress to Understand the Master Rune of Purification [Banner], new totals: [Cost: (16 -11) =5 actions]

- +1 Progress to The Rune Metal Pt. 3b, new totals [Cost: (18 -1) =17 actions]

- An Alchemical Almanac Complete! Rewards Locked until Eltharin Learned.
-- +An assorted pile of Elven Alchemical texts several dwarfs tall
-- -120 Favour with Kraka Ravnsvake, new totals: Favours 40
A question soulcake. That "- +1 Progress to The Rune Metal Pt. 3b, new totals", did it come about as a bonus from this, or did it come about due to us putting 8 effective actions into a 7-action slot? I'm guessing that due to the way the "+1 progress etc etc" was on its own line, it is denoting 'overrun' rather than 'bonus progress.'

With that said, I've been wondering. With Rune Metal part 5 now at 6 actions, that's... within a 3-action completion range. We could do that next turn. It'd mean forgoing the Valaya's Runes, but...

How do people feel about entering the Rhunkalbrogg with Part 5 also under our belt?

I'm not expecting this to give concrete results or whatever (though I do think that it will likely/probably/possibly give a +1 action advance into Rune Metal pt. 3b, which would take it down to 16 actions; thus finishable in 2 turns exactly, rather than 2 turns plus 1 action the turn after) -- look at the write-up of Part 5, and it's pretty clear that it's just research and experimentation and trying to press the edge of cutting edge research.
[ ] The Rune Metal Pt. 5: [Cost: (12 -5) =7 actions] Journeyman of the Odd and Soul of the Earth will proc. You've done it. Adamant is now, slowly, being made from your forge! It is an achievement of your lifetime by the reckoning of most dwarfs, but yet the glittering white, purer than the freshest snow on the most isolated Mountaintop, stays in your mind. There is more still.
- [ ] Brotherhood Expertise: [Cost 10 Favour from Brotherhood of Dron] Gain 1d2 progress. Can be taken multiple times and without actions. Call upon the expertise of the Brotherhood to aid in your research.
I'm simply interested in seeing what progress in Adamant would look like, plain and simple.

I want to see what comes next.

I want to push the limit on something we haven't even fully seen or uncovered yet. I want to see the beautiful metal.


Of course, Valaya's Runes are also something I've been wanting to do, and it's shortly before the Valayan Commission so... yeah.
 
A question soulcake. That "- +1 Progress to The Rune Metal Pt. 3b, new totals", did it come about as a bonus from this, or did it come about due to us putting 8 effective actions into a 7-action slot? I'm guessing that due to the way the "+1 progress etc etc" was on its own line, it is denoting 'overrun' rather than 'bonus progress.'

With that said, I've been wondering. With Rune Metal part 5 now at 6 actions, that's... within a 3-action completion range. We could do that next turn. It'd mean forgoing the Valaya's Runes, but...

How do people feel about entering the Rhunkalbrogg with Part 5 also under our belt?

I'm not expecting this to give concrete results or whatever (though I do think that it will likely/probably/possibly give a +1 action advance into Rune Metal pt. 3b, which would take it down to 16 actions; thus finishable in 2 turns exactly, rather than 2 turns plus 1 action the turn after) -- look at the write-up of Part 5, and it's pretty clear that it's just research and experimentation and trying to press the edge of cutting edge research.

I'm simply interested in seeing what progress in Adamant would look like, plain and simple.

I want to see what comes next.

I want to push the limit on something we haven't even fully seen or uncovered yet. I want to see the beautiful metal.


Of course, Valaya's Runes are also something I've been wanting to do, and it's shortly before the Valayan Commission so... yeah.
I like rune metal but no, I think we should start the commission next turn. It's better to have a turn of slack in case Yorri shows up and he might once news of the chain leaks.
 
A question soulcake. That "- +1 Progress to The Rune Metal Pt. 3b, new totals", did it come about as a bonus from this, or did it come about due to us putting 8 effective actions into a 7-action slot? I'm guessing that due to the way the "+1 progress etc etc" was on its own line, it is denoting 'overrun' rather than 'bonus progress.'

With that said, I've been wondering. With Rune Metal part 5 now at 6 actions, that's... within a 3-action completion range. We could do that next turn. It'd mean forgoing the Valaya's Runes, but...

How do people feel about entering the Rhunkalbrogg with Part 5 also under our belt?

I'm not expecting this to give concrete results or whatever (though I do think that it will likely/probably/possibly give a +1 action advance into Rune Metal pt. 3b, which would take it down to 16 actions; thus finishable in 2 turns exactly, rather than 2 turns plus 1 action the turn after) -- look at the write-up of Part 5, and it's pretty clear that it's just research and experimentation and trying to press the edge of cutting edge research.

I'm simply interested in seeing what progress in Adamant would look like, plain and simple.

I want to see what comes next.

I want to push the limit on something we haven't even fully seen or uncovered yet. I want to see the beautiful metal.


Of course, Valaya's Runes are also something I've been wanting to do, and it's shortly before the Valayan Commission so... yeah.
If anything, I'd rather present the Rune on the Wardstone the Rhunkalbrogg, rather than T5 Gromril.

It's more useful to Karaz Ankor to be able to shield from Scrying. It would prevent situations like Demons knowing where we've put our Blot thrower with Grudge bolt.

T5 Gromril is great and all, but distributing that is what the Brotherhood of Dron is for.
 
From what I can tell from the thread there are four different research topics people are likely to try next round:
  • Wardstones: [Cost: 5 actions] Journeyman of the Odd will proc. (Effective 3 actions)
  • The Rune Metal Pt. 5: [Cost: (12 -6) =6 actions] Journeyman of the Odd and Soul of the Earth will proc. (Effective 3 actions)
  • Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman of the Odd will proc. (Effective 4 actions)
  • Eltharin?: [Cost: 5 actions, 20 + 30 Favour from Kraka Ravnsvake] Journeyman of the Odd will proc. (Effective 3 actions)
All but Valaya's Basket would allow us to do one commission action in case Yorri shows up later, or a Yorri action if he shows up that turn.
 
I think there's a decent chance we run into Grungni and Valaya again at the conclave so I'd really like to have her basket done. It's be a bit shameful to not have even looked at it, plus there's a chance if we've done it she'll give us a followup which she wouldn't if we hadn't.
 
Last edited:
I'm actually a bit curious about what the average dwarf is going to get out of alchemy. Runesmiths will get shiner reagents but what does it do for the average dwarf? Alchemical beer?
 
I'm actually a bit curious about what the average dwarf is going to get out of alchemy. Runesmiths will get shiner reagents but what does it do for the average dwarf? Alchemical beer?
Nothing to begin with.
If it works out as planned it'll allow us to arrange our magical ingredients as we please.

Concentrate stuff for runes to make them more effective, like Grimnirzan does for all Runes of Grimnir, but for every single rune.

Best case we won't need to buy high tier ingredients any more, but will be able to concentrate large amounts of low tier ingredient into a high tier one.
Though I doubt that last one will come easily.
 
I'm actually a bit curious about what the average dwarf is going to get out of alchemy. Runesmiths will get shiner reagents but what does it do for the average dwarf? Alchemical beer?
Better general material science, gunpowder and other alchemical weapons, potions etc. That's my hope for it at least, a guild dedicated to advancing material science, creating potions and custom crafting magical materials both for runes or just general use.
From what I can tell from the thread there are four different research topics people are likely to try next round:
  • Wardstones: [Cost: 5 actions] Journeyman of the Odd will proc. (Effective 3 actions)
  • The Rune Metal Pt. 5: [Cost: (12 -6) =6 actions] Journeyman of the Odd and Soul of the Earth will proc. (Effective 3 actions)
  • Understand Valaya's Runes: [Cost: (12 -6) =6 actions] Journeyman of the Odd will proc. (Effective 4 actions)
  • Eltharin?: [Cost: 5 actions, 20 + 30 Favour from Kraka Ravnsvake] Journeyman of the Odd will proc. (Effective 3 actions)
All but Valaya's Basket would allow us to do one commission action in case Yorri shows up later, or a Yorri action if he shows up that turn.
I've also seen just straight up starting the commission mentioned, if Runkalbrogg takes place at the end of 41 that would let us have both comissions done before we go.
 
I think there's a decent chance we run into Grungni and Valaya again at the conclave so I'd really like to have her basket done. It's be a bit shameful to not have even looked at it, plus there's a chance if we've done it sahe'll give us a followup which she wouldn't if we hadn't.
At the same time, it would be fun to flex on the Brotherhood of Dron and tell them that adamant isn't enough.

LIKE A BAUSS!

:V

Better general material science, gunpowder and other alchemical weapons, potions etc. That's my hope for it at least, a guild dedicated to advancing material science, creating potions and custom crafting magical materials both for runes or just general use.
I guess? I still don't really get why alchemy is such a big deal. To me it seems like something a well off Runesmith would do during their spare time because it would 100% require Runes and the other guilds I can think of are only really helped by the presence of Runes.
 
Advancing mat sci makes sense though it does seem like it may end up being a guild that overlaps both the engineer and runesmiths guilds.

Alchemy is perfect for runesmiths what with allowing for better reagents but a lot of that isn't directly useful to anyone else. It'd be neat if it also included magic infused materials for the other guilds as well.
 
At the same time, it would be fun to flex on the Brotherhood of Dron and tell them that adamant isn't enough.

LIKE A BAUSS!

:V


I guess? I still don't really get why alchemy is such a big deal. To me it seems like something a well off Runesmith would do during their spare time because it would 100% require Runes and the other guilds I can think of are only really helped by the presence of Runes.
Well the general science side would be 100% mundane and while the more magical side might need runes to work that's no reason to restrict it purely to runesmiths. In no other area do runesmiths horde their rune and refuse to allow normal dwarves to use them so why would they do that for alchemy? Let the runesmiths invent and build the tools and let the normal dwarves use them and experiment with them and try to find alternate ways of doing stuff that doesn't necessarily require runes.
 
it may end up being a guild that overlaps both the engineer and runesmiths guilds.
We're already treading into this territory with the Chainforger, really. Arguably we have been since the Siege, but now we're a Runelord inventing (rather than enhancing) what is unquestionably a machine, reliant on Runes or no.

That said, alchemy as the gateway to chemistry and materials science is probably closest to Smednir's purview...
 
Well the general science side would be 100% mundane and while the more magical side might need runes to work that's no reason to restrict it purely to runesmiths. In no other area do runesmiths horde their rune and refuse to allow normal dwarves to use them so why would they do that for alchemy? Let the runesmiths invent and build the tools and let the normal dwarves use them and experiment with them and try to find alternate ways of doing stuff that doesn't necessarily require runes.
The Engineer's Guild already has a Chemistry subset and I don't ever see Dwarfs being able to do Alchemy without Runes.

Unless you're talking about Chaos Dwarfs, which we hopefully aren't. :p

There is going to be an extremely limited supply of tools that this Alchemist Guild will absolutely require to even function and I suspect there will be Master Runes involved.

We're already treading into this territory with the Chainforger, really. Arguably we have been since the Siege, but now we're a Runelord inventing (rather than enhancing) what is unquestionably a machine, reliant on Runes or no.

That said, alchemy as the gateway to chemistry and materials science is probably closest to Smednir's purview.
Ehh sorta? It wouldn't be unreasonable for Snorri to release the design of the Chainforger for Runesmiths to commission the Engineering Guild to make, or for a Runesmith to work with them to make something similar if Snorri only releases the Runes. I don't think most Runesmiths are going to be that good at creating machines because it isn't really their focus, ya know? Snorri has a specialty in Engineering (yes, I know it's in Runes but I figure it's close enough).

To sum that up, I don't think it will be a problem. We've seen non-Engineers make Engineering stuff. Though I am not saying that with complete certainty.
 
Not going to lie, I find the runesmith institutional politics subplot quite vexing. It doens't feel particularly enjoyable, splits the thread something fierce and any overall nuance feels lost or diminished.

I have been experiencing the same thing but I think the frustration is intended and even good to a degree. This is the flaw of the Guild of Runesmiths and to a lesser extent all dawi.

If we were playing a Calandorian Dragonlord we would not be spared of pride would we? Take the civil war threat, once you get over the fact that of course all civil war would be bad it's hard not to come to the conclusion that in that instance the Valayans would be right. It should be the task of all dwarfs to improve the lives of their fellows not cling to notions of craft/ artistic integrity.

Take the beards and the beer and the short stature out of runesmiths for a moment, what do you get? I would say you get a society whose basic infrastructure and advanced tech is based on this guy:


This is just a case where we can't fix everything, it's too big, too embedded and to a point too invisible to the character who is part of the problem. And I think interactive stories benefit from those sort of limitations, they can all too easily suffer from power creep otherwise.
 
[x] [Chain]: Wait until Rhunkalbrogg. (Turn 41)
[x] [Masters]: Teach them the Rune of Forged Limb
- [x] Lax: Any Runesmith who has reached the rank of Master is worthy. All of the two dozen will be taught.
 
Back
Top