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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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For the power level thing it's partly a radius thing, range in a line is significantly weaker than an effect over the same radius and you're talking about the radius being significantly larger than the range in a line; partly level of destructive effect, it has to be meaningfully different from just being a lightning flavoured wrath and ruin. So either it's hitting everything everything in the radius or it's hitting a lot harder than W&R. Combine that with the magic absorption and anti missile effects and you've created an I win this battle button unless your opponent brought a similarly god tier artifact with them. To me, a mid tier T5 can do like one of those things, either it says F everyone who gets within a mid distance of Snorri and no you can't shoot missiles or magic in to stop him or it says F you for thinking you get to shoot missiles or use magic in a large chunk of this battlefield oh and Snorri gets lightning flavoured W&R within that area.

I'm going to be quite frank with you - you are massively underestimating the power of Tier 5 items. Barak Azamar, as a set of low T5 armour, makes Snorri functionally invincible to anything short of the Sword of Khaine or equivalent. Just because it's not flashy doesn't mean that it's not bullshit of the highest calibre. An unopposed T5 is very much an 'I win' button in competent hands unless countered by an artefact or entity of similar power - there's a reason why they are Mythical; objects that define eras, spoken of in bated breath thousands of years later. When your contemporaries are the likes of Ghal Maraz and the Anvils of Doom, 'bullshit' is the starting line, and it only goes upwards from there.
 
Thing is that we both have a bunch more research about this we won't to do for this and we can't make the weapons or banner or crown on this turn, so we are likely to end up with T5 golem with T3 weapons and armored wich gust sounds silly.
It could be a bloodthirster sized creation made entirely out of Adamant. It legit wouldn't need any weapons since it would automatically be one of the most dangerous things on the planet. It would just come with the benefit that we can upgrade it further by giving it more gear later on.
Actually, that's dependent on of we luck out and nab a Tier 4 Troll Heart. If we don't, it's sub-optimal.
Can we just use say other hearts as a replacement for T4?
 
It could be a bloodthirster sized creation made entirely out of Adamant. It legit wouldn't need any weapons since it would automatically be one of the most dangerous things on the planet. It would just come with the benefit that we can upgrade it further by giving it more gear later on.

Can we just use say other hearts as a replacement for T4?
Troll heart's have the hunger connotation that apparantly is needed for MAwakening. Carnosaur or some other dino was suggested as an alternative but that's on the wrong side of the continent and won't arrive this turn. Our choices are basically getting Gimli or the Hearthguard to find us a local troll if we want it this turn.
 
The makerstrike example was just meant to explain why I don't think the combo we makes needs to tie into deep magic to have deep magic specific effects when we make it

On the difference between our item regarding deep magic, so the way I see it you can remove deep magic from Skarrenbakraz and it changes nothing beyond removing a power source. Fundamental nothing changes. Now remove deep magic from Zharrgal, most of it's functions are unchanged, but the ability to empower runes you make with deep magic is gone entirely, that effect cannot exist absent deep magic. This is what Runelords Gift aims to achieve, to temporarily provide the runes around us with a source of deep magic, on top of the other effects. Remove the deep magic and MSnerra Fortitude and Thungni all still work but that extra effect is gone like with Zharrgal.

For the power level thing it's partly a radius thing, range in a line is significantly weaker than an effect over the same radius and you're talking about the radius being significantly larger than the range in a line; partly level of destructive effect, it has to be meaningfully different from just being a lightning flavoured wrath and ruin. So either it's hitting everything everything in the radius or it's hitting a lot harder than W&R. Combine that with the magic absorption and anti missile effects and you've created an I win this battle button unless your opponent brought a similarly god tier artifact with them. To me, a mid tier T5 can do like one of those things, either it says F everyone who gets within a mid distance of Snorri and no you can't shoot missiles or magic in to stop him or it says F you for thinking you get to shoot missiles or use magic in a large chunk of this battlefield oh and Snorri gets lightning flavoured W&R within that area.
You're mistaken on what I'm arguing for in terms of power level. I'm saying that I envision Skarrenbakraz creating a defensive thunderstorm anti-missle barrier around Snorri and a section of whatever Throng he marches with, much like any other banner just more powerful, and then being able to fling great big lightning bolts beyond that radius as probably part of a lightning flavored Wrath and Ruin or just an effect of the cloak. Not that the radius exceeds the range in a line.

I don't know how much magic absorption its going to have, I don't think it has much anti-magic anything attached to it, and it's not really supposed to. No idea where you got that impression. It might empower Snorri from the Throng-storm, that'd be nice, but I more just expect it to synergize and buff the storm due to Kholek's brain and the Sky King's Feather being used in the Lightning and Fury runes. I'm mainly imagining it doing the second "F You" thing that you describe without the magic negation.

- Combo, Makerstrike +:[Master Rune of Conduction (Elder Magma Dragon's Blood), Rune of Smednir (Pure Gromril), Rune of Thungni (Adamant)] [The weapon sends blows that sunder armour and, if charged for long enough, can melt even Gromril, the user can strike the earth and either call forth a small crack in the earth that spews lava or send out a wave of mystic flame that burns their foes. The tool follows the bearer's will, guides their blows so that imperfections are removed entirely and their work endures for as long as possible. Runes struck with this hammer draw from the ambient magic of the world in its totality, lasting far longer and recharging more quickly than standard.]
- Chaosbane
- Trollbane
- Touched by the Earth:
It drinks deeply and greedily from the power that Barak Azamar releases. When used in conjunction with the armour, the weapon's abilities are greatly empowered, where the tool strikes with such heat and ferocity that no Forge is needed to heat the metal and tempers the item exactly as the wielder wishes.
So Zharrgal basically inherited BA's "Things made with this draw on the Deep Magic" feature. And I can see what you mean there, though as I said the effects a deep magic connection might have on Skarrenbakraz I believe would be that such a connection would help empower Zharrgal further (and thus any runes we make with it) and might use the deep magic to help protect the dwarves, on top of its native magic. And I'm satisfied with those two things.

The details of what is being done are different. But I don't hold "use the deep magic to boost runes of Runesmiths in the throng" as more important than "use the deep magic to protect dwarves in the throng" as an example. I see those two things as basically equal, but Snerra already covers boosting runes of runesmiths in her own way. I don't really see how it being more fundamental for Zharrgal or Runelord's Gift functions elevates Runelord's Gift above Skarrenbakraz; the results are of similar importance and here's the thing.

Zharrgal still makes craft better and last longer and its not just getting that from the Deep Magic (the deep magic instead improves that feature, builds upon it), Runelord's Gift would still empower rune casting/dispels without the deep magic due to their inherent magic. Deep Magic adds a secondary, useful function to these "Make runes use deep magic", which builds on their inherent magic. Skarrenbakraz would I think use Deep Magic to add a secondary, useful function along the lines of "Empower the defense", in line with what it's inherent magic is supposed to do much like how it would for Zharrgal and Runelord's Gift. I see these as of equivalent worth, even if they're doing different things with the deep magic.

(Apologies for the late reply, it grew late last night and I had to log off)

The intent behind the accuracy rune wasn't to turn enemy arrows around 180 degrees and make them hit their own shooters, but rather to focus the cloak's own attacks and the attacks of Snorri's pals. At its most basic level the rune would work as a counterpart to master grungni, guiding the shots of Snorri's allies (and I think it's a fair assumption he'll have a slew of dwarfs with crossbows on his side, when he's fighting an enemy army). Accuracy would also contribute to control and direct the release of energy from your supercharged lightning rune. It seems to me this would be a simple and reliable way to achieve your goal of adding elements of precision and co-ordination to the rune sentence, instead of hoping those effects will spring from interplay between fury and lightning together with the big brain. I view this as a harmonious set of runes, because they synergise both with regards to their physical effects (control over winds real and metaphysical, control over lightning) and with regards to how they achieve those effects (imposition of order on a system where there was none). Taken together, the runes would speak of mastery over the weather, using it to hinder enemies or help allies at the wielder's desire.

More generally, I think there's something to be said for making a banner that controls storms to both destructive and constructive ends, rather than aiming for maximum murderpower above all other concerns. Ever since Snorri had that first vision of the gromril meteor that ended with him hacking away at it with a pickaxe, there's always been an undercurrent to his interactions with capital-P Primordial forces where he asks himself: how can I tame this? How can I understand it, refine it, make it safe? We see this with his armour, which he doesn't just use to make himself unbreakable but also to elevate himself as a craftsman, and in time, perhaps, to find out what deep magic really is. His hammer has a similar thing going on where its destructive power seems almost incidental, at times, to what he usually uses it for. The primordial fire burns, and that is useful, but he appreciates it more for forging.

Making a cloak like this slot directly into soul cake's suggested "forge allegory" is beyond me, but the broader idea can still be useful. I think Snorri would be inclined to view a primordial storm not just as a giant battering ram but as something that can be usefully harnessed and domesticated, just like the guys in ravnsvake viewed their raging floodwaters as something that could be harnessed and domesticated and, in the long view, all dwarfs view nature as something that can be harnessed and domesticated. Rather than making a frenzied bannerstorm that kills when Snorri lets it off the hook, why not make one that can guide the hands of his friends as well as strike down his enemies? The winds can blow gentle or they can blow savage as their master commands. Ever shall the good men and women of kraka drakk find a wind to steer their quarrels and a breeze to cool their brows, etc.
Largely because I don't think Accuracy is necessary, or would actually combo that well. I went about designing Skarrenbakraz the way it is by trying to dissect a storm and pick out the specific kind of storm and specific concepts/facets of that storm. So I went for a thunderstorm, and the furious power of such a storm. Accuracy is not a concept I really associate with storms in any measure, and so the first two runes would have to carry the entirety of the Storm concept for Accuracy to then act on and I'm not sure they can do so since a storm is complex enough in my mind to require a combo to properly capture. The Master Rune of Grungni provides the basis, lightning adjusts the form, Fury specifies and empowers the first and second runes. The Brain adds coordination, as does the Feather, both reagents that come from primordial beings that temper and control these great storms. Barak Azamar becomes the heart of power and Zharrgal becomes the channel for these two sources of energy, the Earth and the Sky if you want to get metaphorical.

I also don't want to make a Forge Allegory Set with this Cloak. If I'm going to make a Forge Allegory I'd want to make a super powerful Anvil for it, I have some vague ideas in that direction but they'd require further research. But back to the topic above, I don't believe we have to make the Set a forge allegory, in order to use the power of the Set and the Primordial World to improve our crafting; because that's what Zharrgal does as a channel.

E: Or to put it another way, I don't think we have to put a metaphorical order or harness on the Storm when we have a tool that does that, and I'm wanting to use ingredients that add coordination and control.
E2: This is not me saying that using the power of a Primordial World Set as fuel in crafting is better than a Forge Allegory Set bonus designed for crafting. A Forge Allegory would bring other features beyond fuel and power to be channeled, which is part of why even after Skarrenbakraz I do want to make a super anvil at some point.
 
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Dwarfs were too dependent on the Ancestor Gods. The idea of them retreating was, IIRC, to let the dwarfs themselves have a chance to improve without the active guidance of the Ancestor Gods. In the OG timeline this was likely fucked with two-fold; first the War of the Beard and then the "Slaan made oopsie" Earthquake and the veritable tide of greenskins it released on the Karaz Ankor.
Wait why didn't they just pop back up again?

Even if only long enough to fix that mess?
 
It could be a bloodthirster sized creation made entirely out of Adamant. It legit wouldn't need any weapons since it would automatically be one of the most dangerous things on the planet. It would just come with the benefit that we can upgrade it further by giving it more gear later on.
But considering what Snorri knows about the importance of anatomical correctness, without armour, it would be a Bloodthirster sized naked dwarf. Complete with bloodthirster sized schlong.
 
The Grimnir Gronti is made with the armor built in. I don't remember how gronti rune slots work but for this one it's body + crown (talisman)/banner + 2 axes. We don't actually need armor on it if it's pure adamant because it might actually be indestructible by itself so we might have an extra slot for something else.
 
But considering what Snorri knows about the importance of anatomical correctness, without armour, it would be a Bloodthirster sized naked dwarf. Complete with bloodthirster sized schlong.
I'm certain that people are being overly literal about anatomy.
I can justify why an accurate musculature would be helpful, nobody can say why giving genetalia would.
 
The Grimnir Gronti is made with the armor built in. I don't remember how gronti rune slots work but for this one it's body + crown (talisman)/banner + 2 axes. We don't actually need armor on it if it's pure adamant because it might actually be indestructible by itself so we might have an extra slot for something else.
While it wouldn't need armor for protection per se there are still a number of armor runes that would be useful for offensive purposes thus still increasing it's combat abilities.
 
While it wouldn't need armor for protection per se there are still a number of armor runes that would be useful for offensive purposes thus still increasing it's combat abilities.
Yeah, we could probably just give it extra pauldrons or leave a groove somewhere in the armor bits to attach an extra plate with the armor runes. It's bloodthirster sized so it shouldn't be that hard to fit extra armor over the already armored basic form of the Gronti.

I'm just clarifying it's not walking out there with no pants lol.
 
I'm certain that people are being overly literal about anatomy.
I can justify why an accurate musculature would be helpful, nobody can say why giving genetalia would.
Still, a part of you felt a great deal of embarrassment over your creation of the Maiden. Nothing egregious mind you, but the point was to be, at least outwardly, anatomically accurate. Thankfully you didn't need to get overly detailed about it beyond the musculature, and even then it still felt just a tad...scandalous.

Prudish? Perhaps, but a Dwarf of your age and circumstances shouldn't have to care about those kinds of proportions or...places!
I was misremembering the amount of embarassment Snorri felt.
 
Are we gonna wait 1,000 years then, just to get the right Troll Heart? I think the storm of magic massively outweighs the difference between a Tier 3 and Tier 4 item.

Given that Storms of Magic aren't that rare (not that Snorri knows that yet), and we can order a properly ornery Carnosaur Heart that I would prefer anyways, I'm fine with waiting a little while.
 
I'm going to be quite frank with you - you are massively underestimating the power of Tier 5 items. Barak Azamar, as a set of low T5 armour, makes Snorri functionally invincible to anything short of the Sword of Khaine or equivalent. Just because it's not flashy doesn't mean that it's not bullshit of the highest calibre. An unopposed T5 is very much an 'I win' button in competent hands unless countered by an artefact or entity of similar power - there's a reason why they are Mythical; objects that define eras, spoken of in bated breath thousands of years later. When your contemporaries are the likes of Ghal Maraz and the Anvils of Doom, 'bullshit' is the starting line, and it only goes upwards from there.
Barak Azamar does not make Snorri invulnerable to anything short of the Sword of Khaine. Both the Bloodthirster and Horgrimm wounded him, it makes him immune to most units and lets him heal so you have to do be able to do damage quickly but he is still killable.

You're mistaken on what I'm arguing for in terms of power level. I'm saying that I envision Skarrenbakraz creating a defensive thunderstorm anti-missle barrier around Snorri and a section of whatever Throng he marches with, much like any other banner just more powerful, and then being able to fling great big lightning bolts beyond that radius as probably part of a lightning flavored Wrath and Ruin or just an effect of the cloak. Not that the radius exceeds the range in a line.

I don't know how much magic absorption its going to have, I don't think it has much anti-magic anything attached to it, and it's not really supposed to. No idea where you got that impression. It might empower Snorri from the Throng-storm, that'd be nice, but I more just expect it to synergize and buff the storm due to Kholek's brain and the Sky King's Feather being used in the Lightning and Fury runes. I'm mainly imagining it doing the second "F You" thing that you describe without the magic negation.


So Zharrgal basically inherited BA's "Things made with this draw on the Deep Magic" feature. And I can see what you mean there, though as I said the effects a deep magic connection might have on Skarrenbakraz I believe would be that such a connection would help empower Zharrgal further (and thus any runes we make with it) and might use the deep magic to help protect the dwarves, on top of its native magic. And I'm satisfied with those two things.

The details of what is being done are different. But I don't hold "use the deep magic to boost runes of Runesmiths in the throng" as more important than "use the deep magic to protect dwarves in the throng" as an example. I see those two things as basically equal, but Snerra already covers boosting runes of runesmiths in her own way. I don't really see how it being more fundamental for Zharrgal or Runelord's Gift functions elevates Runelord's Gift above Skarrenbakraz; the results are of similar importance and here's the thing.

Zharrgal still makes craft better and last longer and its not just getting that from the Deep Magic (the deep magic instead improves that feature, builds upon it), Runelord's Gift would still empower rune casting/dispels without the deep magic due to their inherent magic. Deep Magic adds a secondary, useful function to these "Make runes use deep magic", which builds on their inherent magic. Skarrenbakraz would I think use Deep Magic to add a secondary, useful function along the lines of "Empower the defense", in line with what it's inherent magic is supposed to do much like how it would for Zharrgal and Runelord's Gift. I see these as of equivalent worth, even if they're doing different things with the deep magic.
For the power level that seems like a more reasonable assumption to me, with regard to magic absorption the Master Rune of Grungni explicitly works by absorbing the winds of magic, since your entire combo builds off that rune I don't see how it can not also build off that magic absorption, using it to power the storm.

With regards to the deep magic stuff I don't see why Skarrenbakraz would get a free extra deep magic powered effect just because we made it with Zharrgal. We made Rik Hunken, the Iron Arm and the Steel Shanks with Zharrgal and none of them got an extra free deep magic effect. Zharrghal does not just give stuff a free deep magic effect, it makes the runes made with it draw on deep magic. But the same way that BA took the standard Makerstrike effect and changed it to one that is explicitly a deep magic one I believe the same would happen with runelords gift, taking standard effects and altering them to be deep magic ones, I don't see how that could happen with Skarrenbakraz though, there is no proposed effect where swapping out the winds with deep magic makes any difference beyond providing extra reliability. I really don't see any reason to assume Skarrenbakraz would make runes made with Zharrgal stronger, there is no logical connection there for me, it is empowered by deep magic because of BA and Zhar but I see no reason why any of that power would flow backwards into Zhar.

I'm certain that people are being overly literal about anatomy.
I can justify why an accurate musculature would be helpful, nobody can say why giving genetalia would.
Same justification as chainmail bikinis of course, distraction.
 
Given that Storms of Magic aren't that rare (not that Snorri knows that yet), and we can order a properly ornery Carnosaur Heart that I would prefer anyways, I'm fine with waiting a little while.
We can infer that one this scale at least is pretty rare given that we've never seen our smeltery output change... even during the great chaos incursion so its also likely this was a scheduled event.
 
Personally, I don't think there's going to be much difference between a t3/t4 troll heart in terms of what we get with all the other boosts we're stacking on this time. We can also reroute the Hearthguard to get us a troll heart with that +35 bonus they have. Between them and Gimli, I think we have a good chance of getting the t4 heart.
 
For the power level that seems like a more reasonable assumption to me, with regard to magic absorption the Master Rune of Grungni explicitly works by absorbing the winds of magic, since your entire combo builds off that rune I don't see how it can not also build off that magic absorption, using it to power the storm.

With regards to the deep magic stuff I don't see why Skarrenbakraz would get a free extra deep magic powered effect just because we made it with Zharrgal. We made Rik Hunken, the Iron Arm and the Steel Shanks with Zharrgal and none of them got an extra free deep magic effect. Zharrghal does not just give stuff a free deep magic effect, it makes the runes made with it draw on deep magic. But the same way that BA took the standard Makerstrike effect and changed it to one that is explicitly a deep magic one I believe the same would happen with runelords gift, taking standard effects and altering them to be deep magic ones, I don't see how that could happen with Skarrenbakraz though, there is no proposed effect where swapping out the winds with deep magic makes any difference beyond providing extra reliability. I really don't see any reason to assume Skarrenbakraz would make runes made with Zharrgal stronger, there is no logical connection there for me, it is empowered by deep magic because of BA and Zhar but I see no reason why any of that power would flow backwards into Zhar.
The Iron Arm and the Steelshanks didn't combo so... I'm not that surprised. Rik Hunken didn't get anything even though it did combo and we don't really know why, possibly because there was nothing particularly relevant there.

I don't want to swap the Winds out though? I want deep magic added to the mix, at the very least as something the Runes of Skarrenbakraz draw on. If it doesn't do anything beyond that that'd be sad but oh well, I tried. Skarrenbakraz empowering Zharrgal is because Skarrenbakraz as designed is going to have stupendous amounts of the Winds of Magic inside it to fuel Zharrgal. And because it connects to the Deep Magic as an item by itself, that connection forged by Snorri using Zharrgal can feed back into Zharrgal as another source of Deep Magic energy. In terms of places where the Deep Magic could provide a useful secondary effect, I think arises in the Master Rune of Grungni and the storm process providing protection as a whole. The storms were a part of the primordial world, part of the process which shaped it, and I'm imagining something that thickens or strengthens that protection because of the extra energy source.

E: Or given what it does to Zharrgal's forging stuff, the raw power of the lightning strikes could also be improved.
 
Vote will Open in Two Hours.
Hey everyone, gonna open the vote in two hours. It seems like everyone's gotten their thoughts out and debates going a bit cyclical. Giving you guys time so that you can formulate your final (barring last-minute changes ofc) plans and post them when the time comes.

Good luck!

Remember to vote by plan. There will be a two-hour moratorium.
Oh and don't forget the Letter and Specialty Votes.
 
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Hey @BungieONI will it be +5 to the Retainer Throng roll with two actions, or something else? Because I'm not sure a mere +5 is worth a whole extra roll for the Waystones via the other Waystone-option.
 
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