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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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It's also 1 action so we have MUCH less time taken up making the axe than would be taken up doing the Cult stuff.
Well. Sort of? IIRC the way these kind of commissions have worked in the past is that there's a "part 1" 1-action draft stage where we basically pick exactly what we want to do, choose the rune layout and such, and then that unlocks the "part 2" where we actually make the thing. Which has a minimum of one action, but that the thread has typically put beaucoup overflow actions into in order to truly style on some motherfuckers Gift Giver style. So part 1 + part 2 = at least 2 actions for the mandatory minimum. Which is still WAY less than the Cult stuff tbf, so the conclusion of your point still stands. Heck, even going beaucoup overflow on it again would be way less than the Cult stuff.

And yeah, Czes makes a very good point about the importance of the political implications here. I'm excited about this one honestly, if we take this one which I hope we do then the hereditary weapon of the Kings of Karak Kadrin from here on out (Ancestors willing) will be a Kraka Drakk weapon made by the Runelord of Clan Winterhearth. Like... that's not even just good for us and for clan Winterhearth, it's good for our Hold too IMO. If every time the Kings or people of Karak Kadrin see the King's regalia they're reminded of the time they asked Kraka Drakk for something and were answered in style, then I think that MATTERS especially with dwarven views on recognizing ties of debt and honor and such. It's a cool opportunity, I'm excited about the draft idea Jreengus and I put forward, I just think this could be really cool.
 
We've already got a hammer, can I sell you on an axe that yeets each half of something it bisects in completely different directions?
The yeeting part of the hammer of yeeting comes from the fact that it's a hammer, not the runes on it. Iirc, It was Master Rune of Smiting, Rune of Might and Rune of Cleaving, so hitting things really hard, which on a hammer results in shattering and yeeting. On an Axe, that combo would not result in any yetting at all. Just really good bisection.
 
Rune of Impact i think, since the point is the force exerted to perform the act of yeeting.
Hmm, yeah correct. Then the rune array does have some effect, but it wouldn't be such a good thing to put on an axe. You want them to stay where they are and get bisected, not get flung around. Anyway... with Zharrgal, I don't think we're making another hammer for Snorri's gear.
To be honest though, I don't think we need another weapon. Zharrgal fulfils both the anti-chaff role as well as the can-opener role pretty well.
But since thanks to Barak Azamar we don't really need further protection so that leaves us a free hand. So I'm actually thinking a Runestaff might be a good 3rd component for our combo. Probably with Snerra's master rune, but geared to harnessing the deep magic to fuel the amplification.
 
it either mobility, support or a range option for those pesky flier

doesn't matter if we hit like several truck if they are too far away or we too slow to catch them
 
Hammer of yeeting could also use MFlight.

Bonus points if we incorporate Azyr into it's creation (as components or something) somehow, along with the rune of ties.

(So it would have this as its combo:
MFlight, rune of ties, rune of impact)

The result would be something like a hammer destined to hit the opponent.
 
it either mobility, support or a range option for those pesky flier

doesn't matter if we hit like several truck if they are too far away or we too slow to catch them
For Support, I stand by the Runestaff of Amplification (Talisman version)
For Mobility, maybe play on something like what we had in Karag Dum: the mountain moves, and there's nothing the enemy can do about it. An Inexorable, Crushing advance: Master Rune of Wandering, Rune of Impact and idk? Stone?
For Ranged, I'm a bit stumped how we could make something that synergizes with the theme we have going from Soul of the Earth. The nearest thing to a Geological ranged attack i can think of is Volcanic eruptions... which we can already simulate with Zharrgal anyway. Volcanic lightning can be said to originate from the eruption, but it's really a function of the charge in the debris in the air.

Hmmm. What if we replaced our current talisman (Conversion) with the Mobility talisman above to complete the combo, and then add the Runestaff to make up for the loss on the Antimagic side?
 
For Support, I stand by the Runestaff of Amplification (Talisman version)
For Mobility, maybe play on something like what we had in Karag Dum: the mountain moves, and there's nothing the enemy can do about it. An Inexorable, Crushing advance: Master Rune of Wandering, Rune of Impact and idk? Stone?
For Ranged, I'm a bit stumped how we could make something that synergizes with the theme we have going from Soul of the Earth. The nearest thing to a Geological ranged attack i can think of is Volcanic eruptions... which we can already simulate with Zharrgal anyway. Volcanic lightning can be said to originate from the eruption, but it's really a function of the charge in the debris in the air.

Hmmm. What if we replaced our current talisman (Conversion) with the Mobility talisman above to complete the combo, and then add the Runestaff to make up for the loss on the Antimagic side?
I've come around to the idea of a runestaff myself as I think Snorri already has most of his offensive needs covered and extra talisman/banner runes will be more useful than another weapon. That said Soulcake did say a while back that you can carry more than 2 weapons it's just that only the ones you're currently wielding give their effects and count towards you set bonus. That's why I like the idea of a sidearm which doesn't necessarily combo with the rest of our stuff but rather is just very good for taking stuff out at long-extreme range when Snorri needs to.

For mobility I actually prefer the idea of using MTaunting, rather than the mountain going to them force them to come to the mountain, even with the best mobility item we can make mobility focused champions will still outspeed us but MTaunting can prevent them from harming our allies and force them to face us anyway. If we really need to get somewhere else fast we should be covered by the Hearth Guards mobility banner anyway.
 
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Hello, longtime Lurker and occasional voter here...

Something that I have been thinking about our future axe is that we can make it an extremely powerful weapon for both Melee and ranged engagements, but it could cost us some actions, we would need to compress the Combo Meteorfall, then add, Rune of Flight, and Rune of Animation/Waking... That way our new axe pretty much becomes Trollslayer at close range and a guided missile at range.
 
Hello, longtime Lurker and occasional voter here...

Something that I have been thinking about our future axe is that we can make it an extremely powerful weapon for both Melee and ranged engagements, but it could cost us some actions, we would need to compress the Combo Meteorfall, then add, Rune of Flight, and Rune of Animation/Waking... That way our new axe pretty much becomes Trollslayer at close range and a guided missile at range.
Theres no Rune of flight only the MRune variant so theres no way to mix it with Meteorfall unless we can derive the combo that made MFlight/MConduction and start combining them from there. Waking probably wouldn't work the way you want as it needs to have a mechanism to effect, it doesn't just let us telekinetically move objects. Direction and Waking together might do it, however its doubtful as the activation for the MFlight to go zooming off is being thrown not a spoken word.
 
Grungni is a miner. And it's talking about tapping into the bounties of the earth, so... would a pickaxe rather than an axe work, do you think? Or, not desireable due to, well, not being an axe.
There's nothing particularly wrong with a pick as a weapon, but Grungni in his War Aspect wields the Hammer (Drongrundum) and Thungni is typically associated with Hammers as well - because y'know Runes are typically cast with hammers - which I honestly would have preferred except we already have Zharrgal, and I don't think anyone in the thread would vote for Snorri to double up on hammers. So lightsaber Axe it is.

Nothing says we can't put a spike at the back of the axe as a symbolic representation of the Pick of Grungni, though. Heck, the axeblade itself could have a spike jutting out of it as well, for the look of it while leaving us a fancy blade to split grobi and dumi with.
 
I've come around to the idea of a runestaff myself as I think Snorri already has most of his offensive needs covered and extra talisman/banner runes will be more useful than another weapon. That said Soulcake did say a while back that you can carry more than 2 weapons it's just that only the ones you're currently wielding give their effects and count towards you set bonus. That's why I like the idea of a sidearm which doesn't necessarily combo with the rest of our stuff but rather is just very good for taking stuff out at long-extreme range when Snorri needs to.
I don't think we're going to get to the point where we have 4 items in a 3 part combo.
But a sidearm with Master Rune of Flight is acceptable. Though how Snorri gets to the point of "I need a specialized ranged weapon" is another story altogether.

For mobility I actually prefer the idea of using MTaunting, rather than the mountain going to them force them to come to the mountain, even with the best mobility item we can make mobility focused champions will still outspeed us but MTaunting can prevent them from harming our allies and force them to face us anyway. If we really need to get somewhere else fast we should be covered by the Hearth Guards mobility banner anyway.
I don't like this.
If Snorri keeps on fighting the way he did in Karag Dum, I.e. wading into the enemy army with impunity and hammering anything that gets in his way until it's ashes, he's already attracting enough aggro anyway, and getting more of that might be a bad thing.
Huffing, you break the cordon of Hearth Guard around you, stepping forward until you stand alone a half meter out from the shield wall.

The minotaurs roar and speed up, seeing your armour and position as both a challenge and inviting target to crush before doubtlessly continuing on to the beardlings behind you.
I would go as far as to say that putting it on Snorri's gear is actually out of character: It's a tactical rune, fit for a Thane who is commanding the Throng, but Snorri has, in all occasions seen so far, declined to take command or recused himself from the decision making.
He was offered command against the Greedy Troll and turned it down because it's not his competence to command a Throng.
You don't have the intimate knowledge or know how to lead a throng. Leave this to the thanes to sort out. The Eldest Thane of the hold will lead the Throng.
And then we've seen it again in Dum:
You let the arguments wash over you, mind far away from all this arguing and discussion and back to the hilltop. Back to the image that, for all its distance and lack of clarity, burns in your mind.
"I don't give a damn what gets chosen. Either as a distraction or at the van, I'm heading for that abomination etched onto that shoddy slab of metal and rock they're calling a gate."
"I'm going to the ritual site," you say, voice brooking no argument.

It's always been "I'm going there and wrecking face"

With Taunting, it would need to take the Throng's action into account, which Snorri does not normally do.

Edited because i posted too early.
 
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I still think we should do more Deep Magic research before we decide on how to fill our second weapon slot.
 
i would just like a general uptick of R&D becaus it open up lot of new things we could use to make more things. for ourselfs or others.
 
I mean, we already have an innate Taunting against all greedy trolls.

And I want to argue that Taunting can be specifically specced so that you aren't reliant on allied tactical command, but still function as a black hole murder blender. Just draw all the agro, tank all the mooks, and that alone should be enough to be beneficial to whatever ally you have even without coordination.

Also for a Support talisman, maybe runed glasses of some sort? Something for R&D, or maybe something with rune of ties. That should bebeneficial in both combat and non-combat. I just want it so that basically all our stuff also has a non-combat use, and an axe just can't give that (unless we go the axe/pick combo, which would be fine with me).
 
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I don't think we're going to get to the point where we have 4 items in a 3 part combo.
But a sidearm with Master Rune of Flight is acceptable. Though how Snorri gets to the point of "I need a specialized ranged weapon" is another story altogether.


I don't like this.
If Snorri keeps on fighting the way he did in Karag Dum, I.e. wading into the enemy army with impunity and hammering anything that gets in his way until it's ashes, he's already attracting enough aggro anyway, and getting more of that might be a bad thing.

I would go as far as to say that putting it on Snorri's gear is actually out of character: It's a tactical rune, fit for a Thane who is commanding the Throng, but Snorri has, in all occasions seen so far, declined to take command or recused himself from the decision making.
He was offered command against the Greedy Troll and turned it down because it's not his competence to command a Throng.

And then we've seen it again in Dum:




It's always been "I'm going there and wrecking face"

With Taunting, it would need to take the Throng's action into account, which Snorri does not normally do.

Edited because i posted too early.
I strongly disagree that Snorri attracting more aggro is a bad thing, he is at the point where anything below high level elites is effectively just chaff to him unable to do anything to harm him through Barak Azamar or stand against Zharrghal. Snorri does not need to worry about drawing aggro he needs to worry about enemies avoiding him and hitting other dwarves, a best case scenario is probably the entire enemy army focuses on Snorri and as a result most battles would end with 0 casulties.

I also don't agree with your claim about taunting being out of character or not fitting in with Snorri not taking command. Snorri doesn't take command over entire armies but he still makes tactical decisions in battles about where to position himself and how to act, both the mobility talisman and the taunting one would be used to increase our options in that area. I'm merely arguing that a taunting talisman would be more effective than a mobility one when we make those decisions. I don't really see how "I'm going there and wrecking that guy and then running over to there to wreck another guy and then bouncing back to there to wreck the third guy" is less a tactical decision then "I'm going there and I'm going to force those three guys to meet me there so I can wreck them."
 
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I'm merely arguing that a taunting talisman would be more effective than a mobility one when we make those decisions.
This is where we disagree: I think the Taunting talisman gives up the initiative. The thread's voting preference in battle has, so far been Proactive attack, or a Roaming troubleshooter. Which are roles that naturally attract loads of Aggro without needing a Master Rune to enhance it.

I don't really see how "I'm going there and wrecking that guy and then running over to there to wreck another guy and then bouncing back to there to wreck the third guy" is less a tactical decision then "I'm going there and I'm going to force those three guys to meet me there so I can wreck them."
I didn't say that Snorri doesn't make Tactical decisions while in battle. But the Master Rune of Taunting becomes more effective when you are coordinating with a Group to take advantage of the distraction, and our preference so far has been to be away from the Main Throng. (Snorri's Loner tendencies, methinks).
-Other (minor) issues:
  • Master Rune of Taunting is a Banner Rune. That's not impossible to work around, but it's quite a hurdle, given it's not our own creation, so it doesn't get the massive -6 discount. I don't think you'll have much luck convincing the rest of the Thread to put it on our new Cloak, or on a Runestaff. I think the Cloak is going to get a Defensive array, for sentimental Snorri reasons, and if we do wind up Making a Runestaff, I'd expect the Master Rune on it to be the "Smite my enemies" kind of Rune, and not "Come at me"
  • It is a limitation of my creativity, but I can't think of a way to synergize Taunting with Mountains and Tectonics. Someone else probably could figure something out, but I just don't see it. And if we don't try to make it part of the Set Combo, I don't think it will get as much traction.
 
My bad, I meant MChallenge not MTaunting, I didn't realise I'd put the wrong rune until you mentioned it as a banner rune.

I don't see how challenge gives up the initiative, we can still do everything we currently do but if there's an enemy that's too fast for us to pin down challenge allows us to deal with them anyway. You also don't need a group to take advantage of Challenge the purpose is to force enemy champions to face you instead of killing your less capable allies, that's something Snorri already tries to do Challenge just lets him force the issue. For theming I think it can be tied in through sound, the volcanic eruption or roar of a landslide which signal the oncoming destruction leaving only the choice of trying to find a way to withstand it or flee in terror.
 
For mobility I actually prefer the idea of using MTaunting, rather than the mountain going to them force them to come to the mountain, even with the best mobility item we can make mobility focused champions will still outspeed us but MTaunting can prevent them from harming our allies and force them to face us anyway. If we really need to get somewhere else fast we should be covered by the Hearth Guards mobility banner anyway.
I'm not an expert, but I did float a similar idea a while back. If it's only used as inspiration, then that's fine with me. Not that I expect it to be used, but... well, here it is.

My thoughts for Snorri's next piece of gear was meant to build off of the theme currently established. I may need to reread again, but what I was paying attention to was the stories told through the visions.

Here is a quote from my first post, and it also links to the discussion that was ongoing when I got involved.
I haven't been following the discussion too closely, but what about the atmosphere? When the discussion was first swinging into what else we could tie into cycles and the natural order, I thought about the atmosphere and magnetic fields. Does this planet work the same way?

My general thinking was that Barak Azamar and Zharrghal already fit the mold of a most things when it comes to life. Barak Azamar was like the earth itself. Zharrghal was like a volcanic island. For the next piece of gear I was thinking of boundaries. Maybe something like the sea surrounding the island, or the atmosphere surrounding the planet. Or even something like magnetic fields, or even gravity. After this I had an idea of something like making Snorri a mobile thunderdome. He himself wouldn't move any faster, but once things are in a certain range they fall under effect of this ability that functionally ensnares them. The effects could be any number of things, but the general idea remains the same.

Barak Azamar makes Snorri inexhaustible and indestructible. Zharrghal's influence is cumulative, each strike further weakening you. Then this third item would be inevitability, or something like that. Snorri cannot be deterred, Snorri cannot be resisted, Snorri cannot be escaped.

This sentiment doesn't have to be exclusive to Snorri himself, with his dedication and demonstrated commitment. This could represent something as obtuse as progress, or life, or growth.
 
Has there ever been canon mention of a runed spectacles?

I am kinda starting to really like the idea of runed glasses for the aesthetic, along with the "all seeing" aspect of dwarf santa.
 
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