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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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Our hammer doesn't increase our mobility, other than by completely wrecking anything in front of us.

It's going to be hard to add a piece to the combo that doesn't overlap significantly with the others. We have no water runes, and the cold might not synergize very well with our combo, which has so far been very fire/earth oriented. Our cloak, which is lightning/storm oriented got folded into the greater set combo as volcanic ash fall out and volcanic lightning.
In my view the combo your described isn't particularly focused on movement, it has MRWandering but Impact adds moment to a charge rather than being more generally about movement itself and add onto that Fortitude which I believe is about enhancing the wearer of the armor so they can take more hits and I think it's more likely to result in a combo (if its result in one) that is about hitting and getting back up than just movement generally. None of that is to say that it's a bad combination, just that to me it doesn't feel very focused on mobility over 'wrecking anything in front of us.'

What I was trying to reach for above was something that would communicated an unceasing, unstoppable motion of things; whether that be water, wind, magma, or the slow grinding of tectonics. Hence Wandering or Passage for unrestricted movement (Wandering has speed already included which could mess with the theme a bit) and then I think either Direction or Determination - Direction would I think ease the swiftness/agility of the whole thing and Determination would lean more into the idea of something unceasing - with Accuracy being about tying it into the broader wind themes going on with the set combo while still being about movement.


To both of you, it is worth noting that these are mobility talismans that would replace our antimagic one, and antimagic takes priority for me over mobility since we can just put mobility on our retainers and march with them. On a level the idea of 'carving' or the 'force of change and erosion' is present in both the visions and themes of the Hadean. Here however they don't really have an easy link to anti-magic that I can see. Best I can come up with is if we go for winds that wear away mountains to dust via the Runes of Grungni.

Master Rune of Grungni for that windy basis, Rune of Spellbreaking to wear down magic with that wind (and because it does align with the Master Rune as evidenced by Ancestral Aegis), and then finishing it up with the Rune of Warding to protect Snorri and improve the wind's protections against magic even further. This is not a very solid set combo because it is shaky on the Element front.

Another thought is that Mossy Stone idea I had: Master Rune of Valaya for protection from magic via being a more powerful Conversion/Siphoning, Fortitude for life and the endurance of life, and Stone for durability and hardness and toughness and other concepts attached to stone which describe stone. Again, a bit shaky on the element imagery, and we are dubious on the violence requirement being *necessary* along with the necessary Element component.



I kind of agree. Frankly, we need more Runes to play with.

E: I really like how discussion has gone in where we could take this thing, but I think I'm going to conclude that we need to see Skarrenbakraz's forging visions to get a hint for where to take the set from here.
Oh I don't see any sort of urgent need to create a talisman, for me this is all potential future stuff.

That said in regard to anti-magic utility, I actually had sort of the opposite thought; that anti-magic is more useful for others, Snorri is already anti-magic himself and so others need anti-magic more than he himself does.
 
That said in regard to anti-magic utility, I actually had sort of the opposite thought; that anti-magic is more useful for others, Snorri is already anti-magic himself and so others need anti-magic more than he himself does.
This is actually in question, because we aren't sure if his anti-magic in Winds Denied still comes from in part his talisman, or if the trait has separated from the talisman at this point.

What I was trying to reach for above was something that would communicated an unceasing, unstoppable motion of things; whether that be water, wind, magma, or the slow grinding of tectonics. Hence Wandering or Passage for unrestricted movement (Wandering has speed already included which could mess with the theme a bit) and then I think either Direction or Determination - Direction would I think ease the swiftness/agility of the whole thing and Determination would lean more into the idea of something unceasing - with Accuracy being about tying it into the broader wind themes going on with the set combo while still being about movement.
Direction also has nothing to do with the motion of things: it's about turning runes on with your mind, or manipulating them.
 
Whenever we get around to the anti magic talisman I desperately want to use Snerra's MRune of Amplification in it, preferably with Adamant. Or, if at all possible, compress down her Amplifier combo (MRune of Amplification, Rune of Thungni, Rune of Stone) for it. Or some variation of that.
 
Direction would I think ease the swiftness/agility of the whole thing and Determination would lean more into the idea of something unceasing - with Accuracy being about tying it into the broader wind themes going on with the set combo while still being about movement.
I could see determination replacing fortitude in my combo.

But I'm not sure how you're making the link to the rune of direction. Direction affects runes that require verbal control, and wandering is not one of them.

This is actually in question, because we aren't sure if his anti-magic in Winds Denied still comes from in part his talisman, or if the trait has separated from the talisman at this point.
Pretty sure it's innate to Snorri. All runesmiths have it to some degree, which gives them their dispelling ability.
- Winds Dispersed: All Enemy Spells will suffer -15 automatically if Snorri takes the field. The power of your amulet and your continuous use of it throughout the battle has imparted a part of itself to you, turning your natural immunity to magic into a tangible effect that can cripple enemy casters. Upgraded
Rereading the original trait, winds dispersed, it even says that the trait is innate to Snorri.
 
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Here however they don't really have an easy link to anti-magic that I can see. Best I can come up with is if we go for winds that wear away mountains to dust via the Runes of Grungni.
What about Silver's MRPurification idea? It feeds into the combo by converting ambiant magic into catastrophic amounts of heat for the Hadean theme.
Yeah, it doesn't bring a new element like water or ice into the combo, but I doubt it needs to, and we know fire works.
The only issue is that we're not sure MRPurification will indeed produce heat when not used on Gromril, but we can easily test that by finishing our long-delayed Understand a Master Rune action.
 
What about Silver's MRPurification idea? It feeds into the combo by converting ambiant magic into catastrophic amounts of heat for the Hadean theme.
Yeah, it doesn't bring a new element like water or ice into the combo, but I doubt it needs to, and we know fire works.
The only issue is that we're not sure MRPurification will indeed produce heat when not used on Gromril, but we can easily test that by finishing our long-delayed Understand a Master Rune action.
Yeah, I'd forgotten that idea and as I said then its worth a go after we do Understand. Mainly to figure out what the bloody thing is doing so we can grasp if it produces heat outside of Adamant production.

@soulcake we're not clear on what his Ruby and Diamond Amulet is doing to his Winds Denied trait, can you clarify please?

Rereading the original trait, winds dispersed, it even says that the trait is innate to Snorri.
A *part*. Not all. Is it still connected in some way and pushing it higher than Yorri's?
 
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Winds denied makes casting more difficult. The Amulet lets you dispell the spells that actually form despite your trait.

I have a followup question, if you don't mind. Can the master rune of amplification be activated to dispel things, or is it necessary to have a separate dispel source that amplification then makes stronger? Or to put my question in other words, if Snorri had a talisman that used amplification but not spellbreaking or spelleating etc, could he use that talisman for active dispelling attempts? (I'm not fishing for combo hints here obviously, I'm only wondering if amp is sufficient in itself for an amulet to qualify as an active dispel tool.)
 
The tectonic plate themed mobility talisman is an odd one to me. If anyone told me I was moving as fast as a tectonic plate, I'd assume they meant hurry up.
Yeah, I'd forgotten that idea and as I said then its worth a go after we do Understand. Mainly to figure out what the bloody thing is doing so we can grasp if it produces heat outside of Adamant production.
We need an informational that we can use to keep track of this stuff
 
If you want mobility while keeping to the theme, then modify the relentless pursuit combo (MWandering/impact/grimnir) by swapping out Grimnir for like fire and go for the meteorfall but actually a talisman combo.
 
I have a followup question, if you don't mind. Can the master rune of amplification be activated to dispel things, or is it necessary to have a separate dispel source that amplification then makes stronger? Or to put my question in other words, if Snorri had a talisman that used amplification but not spellbreaking or spelleating etc, could he use that talisman for active dispelling attempts? (I'm not fishing for combo hints here obviously, I'm only wondering if amp is sufficient in itself for an amulet to qualify as an active dispel tool.)
I don't think it's fishing. Can a runesmith without any equipment dispel magic that does not target them?
"Aye Lord Truthteller!" she shouts, casting a Rune and turning a passing spell into nothing more than dark amber dust on the wind.
This quote seems to indicate that dispelling is a form of casting, which would make the question, what does the master rune of Amplification allow us to "casting"
The Master Rune of Amplification is the Combo Glittering Beacon, compressed, which is composed of Spelleating, Spellbreaking and Thungni, so I would say yes, it should allow for dispellation in the same way our Conversion combo does (it also has Spelleating and Spellbreaking, but also has Warding)
 
I still hold that the lack of ice indicates post old-one orbital adjustment, as we never saw the transition to ice ball but instead to plant life. You don't get a nice bloomage of plant life unless you are in a certain celestial sweet spot. And Mallus had to be physically moved to said sweet spot. So unless this world was a celestial yoyo before the old ones stepped in, our visions should correlate to after that time. Which means we should definitely get various ocean beasties slaughtered, because they got to live through such epochs.
 
I could see determination replacing fortitude in my combo.

But I'm not sure how you're making the link to the rune of direction. Direction affects runes that require verbal control, and wandering is not one of them.
Because as much as the dawi might wish it were not so runes are not actually entirely stridently exact in what they do, especially when not alone. Runes are immensely more consistent in what they do than Wind magic but they are still context dependent, hence rune combos which are the definition of being more than simply the sum of their parts.

I'm not certain, but suspect that the Rune of Direction would impart a subtle, but valuable, finesse to the (theoretical) combo; because it is about bridging things and giving finer control to the user without needing explicit (out loud) directions. All that said, I think it's chancier for producing a combo that meshes with the set and that Determination would be more likely. Though it would end up, in my mind, leaning more on the 'ceaseless motion of the Earth' rather than the 'water carving out ore veins and caverns' that I was initially going for.
 
Honestly depending on how the sea reagents pan out and runes, i think that mobility could be the other possible water related combo piece. There are few types of motion as devastating as a tidal wave :V
 
Honestly depending on how the sea reagents pan out and runes, i think that mobility could be the other possible water related combo piece. There are few types of motion as devastating as a tidal wave :V
As a banner rune to support a whole army or steer our personalized storm I suppose.
It is a bit antithetical to the typical Dwarf fighting style though.
 
Ah! That explains things. Would the value of Winds Denied go down/weaken if we got rid of the amulet?
No. Trait has nothing about active dispelling. Pre upgrade maybe. Not now though.
I have a followup question, if you don't mind. Can the master rune of amplification be activated to dispel things, or is it necessary to have a separate dispel source that amplification then makes stronger? Or to put my question in other words, if Snorri had a talisman that used amplification but not spellbreaking or spelleating etc, could he use that talisman for active dispelling attempts? (I'm not fishing for combo hints here obviously, I'm only wondering if amp is sufficient in itself for an amulet to qualify as an active dispel tool.)
Master Rune of Amplification would allow for dispelling attempts but they woupdnt be like the Master Rune of Valayas auto dispell.
I don't think it's fishing. Can a runesmith without any equipment dispel magic that does not target them?
Not really. Ud make it harder to cast through your presence but if it gets through you dont have a way of removing the fireball.
 
I still hold that the lack of ice indicates post old-one orbital adjustment, as we never saw the transition to ice ball but instead to plant life. You don't get a nice bloomage of plant life unless you are in a certain celestial sweet spot. And Mallus had to be physically moved to said sweet spot. So unless this world was a celestial yoyo before the old ones stepped in, our visions should correlate to after that time. Which means we should definitely get various ocean beasties slaughtered, because they got to live through such epochs.

Ice ages can happen for many reasons not just orbital mechanics like a post asteroid hit or the star is going through a low output period. If I remember correctly the was life on the planet before the Old ones began to change the planet. A lot of the nastier life forms predated the old ones and it was their arrival that pushed them to Chaos due to trying to survive the changes they were inflicting. I think there was even some old lore that they found the primitive ancestors of humans on Albion and part of the reasons the old ones chose to uplift them was " wow the primitives were surviving in this hell hole that's impressive let's give them a leg up and see what they make of themselves."
 
For the anti-magic talisman, we could go with the imagery of 'in the face of the world's genesis, a few piddly lightshows is nothing'. Basically go with the notion of channeling the world's energies to snuff out and subsume your enemies' spells. Might wanna start studying the Deep Magic first tho, so that we can have a better idea on what they do.
 
Ice ages can happen for many reasons not just orbital mechanics like a post asteroid hit or the star is going through a low output period. If I remember correctly the was life on the planet before the Old ones began to change the planet. A lot of the nastier life forms predated the old ones and it was their arrival that pushed them to Chaos due to trying to survive the changes they were inflicting. I think there was even some old lore that they found the primitive ancestors of humans on Albion and part of the reasons the old ones chose to uplift them was " wow the primitives were surviving in this hell hole that's impressive let's give them a leg up and see what they make of themselves."
But you see, I'm pretty sure the cause was orbital mechanics, since the Old One's solution to the ice world's frostiness was to push Mallus into a closer orbit.
 
You're saying Snorri's vision must be of a post old one adjusted world because of a lack of ice age before plant life formed. I'm saying that is is more likely and more lore compliant that plant life and regular life formed before the ice era that the old ones found the planet in occurred. The old ones ended this ice age by moving the planet into a closer solar orbit for their purposes but they could just as well have added greenhouse gases to the atmosphere or any other number of fixes. In fact it is a possibility that the reason for the ice age was the plant life striped of fixed a large amount of greenhouse gases out of the atmosphere cooling the planet down. That the old ones moved the planet when much simpler fixes were possible speaks to some other reason than just needing to warm the place up my best guess is for the orbital infrastructure for the polar gates.
 
But you see, I'm pretty sure the cause was orbital mechanics, since the Old One's solution to the ice world's frostiness was to push Mallus into a closer orbit.
There's a difference between ice world, and ice age. If Mallus had after its Hadean-like formation, transitioned directly to an entirely ice covered world where plant life could not evolve then it would not have coal or for that matter the weaker entities that lived on it when the Old One's arrived like primitive proto-humans.

But it has both of those things, so it cannot have been a total iceball or ice world, but simply one with a powerful ice age. In such a situation there must be a place for coal to form and weaker life to evolve, a process which takes millions of years compared to the couple thousand since the arrival of the Old Ones. The most likely place is the equator. You can find a few references to coal in the Warhammer Fantasy Roleplay 4th edition (the most recent one) rulebook, page 283, where it talks about the Weissbruck coal and iron deposits and in some other places in the WFRP Companion.

This is still entirely consistent with the Old One's performing orbital nudging to make it more verdant, and thus suitable for their needs. But it does mean that the visions can absolutely have occurred before they arrived because a place for life to evolve and lay down its bones and plant matter to be transformed into coal must have existed before they arrived.
 
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[Semi Canon] Brynhangron, +15 to any Roll, large Crystal Caverns of some form exist beneath Kraka Drakk [USED]
Brynhangron

Wyrna shuffled slowly through the tunnel, stooped beneath the ceiling. Pick on her belt and pack on her back she plodded through pitch blackness with not a speck of light to be seen. Instead she listened, feeling the tunnel air pull faintly at her plaits or tickle her rugged face, and followed the faint scent of water. You didn't need to see down in the Dark if you listened. Some things, they didn't like the light, she mused.

As she moved in near total silence, her shuffling footsteps irregular, she caught a wiff of pungent spice and acid gone bad. Got them all riled up, hope whoever did it is okay. The denizens down here were a tempersome lot, and not worth poking for much of anything. Which meant most folks got in trouble when they didn't pay attention and tripped into the wrong hole accidentally. A slightly stronger sniff didn't find any sign of Dawi blood so... they were probably okay. She sighed silently and shifted course onto a detour, turning into a thin cleft she had to tip toe sideways through and pull herself along into the depths. She'd get where she was going either way.

Far, far above Wyrna's head, through miles of stone the lights and bustle of Kraka Drakk's newest and least populated outskirts spread out through the Dark, growing and following the roots of the mountains as her people explored their underground world. Hers was down here, beyond any Deeps, in the winding, twisting, treacherous and confusing unknown beyond any mapped and explored tunnel. Here there were many things to find; gold, gems, silver, iron, mayhaps gromril if she was lucky. Pretty baubles and shiny things to wonder over.

Stranger things too. The odd bit of fungus that tried to stick thorns through your flesh to drink your blood, mobile pools of watery slime-mold that wanted to eat your ore, strange half-alive will o' wisps and silvery shadows that danced on the edge of camp light to lead you astray. Many odd things in her time, and she didn't mind it. At her age it was old hat.

So down and down Wyrna went. She knew this part well, experience whispering her path to her as her hands and booted feet tapped gently across the stone. Through the cleft, it widens quickly into an echoing gallery that after two thousand paces became a series of tiers or great steps near half the height of a dwarf, the ceiling growing further away with every step...

Down, climbing and clinging to rock as she went, a faint white light growing below her. After three hundred and seven of these tiered steps, the last deepens and the space expands into something like the bowl of a pipe and here she finds her first goal; a pool of water, fed by a bubbling source beneath, cupped in a mix of grey and white marbled stone. In the bottom of the hip deep pool, there grew the tubers and filaments of a relatively harmless species of fungus. They shimmered with that faint white glow, a tiny hint of other colors visible as it was bent by the water, and glimmered off her snow white hair and round craggy face. Beyond the pool there rose a wall and within that wall were many tunnels, most of which she had gone down by now. She kept one eye on those dark mouths as she gently sat on the bank of the pool and from her pack pulled out a little round rune light set in a bronze frame; made by that Glimmermaker lass when she'd only just come back from her Journey.

Carefully prodding the runes on its surface she slowly brought the lantern to a glow which matched the pool in brightness and faint glimmering colors. Several things down here in this part of the tunnels would avoid her with this on her back, and not sneak up on her, and keeping it very low like this let her see if she would be approaching any of the predators which liked to use light lures like this one. Setting it on a hook on her back, the light throwing her shadow dancing across the diamond like pool, she made her way into one of the last few tunnels she had left to explore in this region. Down again, this tunnel shifting from white and grey, to a reddish iron seam she had already mapped, down further and further into slate and then obsidian.

This was the new section. A place of strange sharp edged reflections off volcanic glass, round worm-like tunnels, and treacherous flooring. She proceeded cautiously, nose working for any hint of heat or ash or water or rotten eggs. She had no desire to run into a geyser or something unpleasant like that. Her mail may be runed to resist harm and cushioned by cloth for silence, but no, just no. Geyser's were nasty business.

And so she worked her way through the web of tunnels of black rock slowly. She had provisions for several weeks, both water and food, and could survive down here off the wildlife, lichen, fungi, and the safer waters for longer still if she wished. And sometimes she did. Her longest stint had been three years, a few centuries ago. And what with the sky going insane up above a similar escapade sounded rather tempting. Ugh.

Why couldn't the world just be endless stone? No sun or crazy moons or mad storms... she paused, musing. Would mean no stars though, and that'd be a damned shame.

As she thought Wyrna was making practiced steps across the stone, the tunnel slowly widening around her as she listened to the stone's echoes and felt the way it shifted beneath her feet. While she walked and listened, she sometimes took her runed pick and made Klinkarhun marks on the dark walls.

Carving one more rune, she continued down the gently slopping tunnel. The floor was almost smooth, rising slightly in the middle. She didn't quite like the way it sounded as she shuffled along. It was while she was turning, following the curve of the tunnel as it spiraled that she felt the stone shift and heard a minute sound.

Crack.

Wyrna huffed in annoyance and leapt back as the floor shifted beneath her, first falling a handspan before catching, then shattering like glass into dust as a huge cleft ran through it and the entire thing dropped into a pit. Her hands were jammed into handholds on either wall, leaving her suspended awkwardly.

"Grungni's bloody beard...," She grumbled, spitting out a glob of dusty phlegm. That is a really ruddy great hole, she thought. Pulling herself back along the tunnel until she judged the ground secure, she dropped with a rattling thump and looked at the tunnel ahead dubiously. An aborted shallow spiral, a jagged archway of volcanic stone opening up into the sheer drop of what must be an old lava tube. Now with a bunch of rubble in the bottom.

"Hmm...," she hummed, thinking. What to do...

After a minute or so thinking about how she wanted to go down there, she noticed a tiny flicker. She sniffed. She sniffed again, slightly deeper. Crystal?

"Feh..., fine then." She muttered as she left her light behind and gingerly crawled forward to peer over the edge of the pit into the mysteries below.

What she saw was a smooth basalt tube plunging a good twenty feet straight down, with the expected pile of rubble and dust settling down at the bottom. The walls all craggy and sharp with broken stone. And there, if she leaned out just a bit, she could see the tiny glimmer below her and a bit to the right. Another cave. Retreating from the edge Wyrna went back down the tunnel, looking for a solid piece of stone she could hammer a line stake into, pulling out some climbing rope as she went.

After about twenty minutes of work finding a good spot and setting her rappelling line properly Wyrna was satisfied, and gripping the rope firmly, she began to descend down into the pit with her light bobbing slightly on her back as she went. The greater light revealed things she had not seen from the entrance above; the lines of quartz and shimmering crystals in the basalt, out of place against the dark rock, in hair thin lines.

They twined and wove all around her as she went down, creating distracting flickers and odd pretty sparks in the corners of her vision. As she descended the bottom came into clearer view, emerging from the dark half-lit murk of dust and shadows, and revealed itself as a spiky mess of axeblade like and spikes. She cursed slightly, hanging a foot or so off the top of the rubble pile which had partially jammed the tunnel she wanted to get into.

The damn thing was about a third full, making a tight fit for the small dwarf woman. Setting herself down gently and gripping the wall tightly she shimmied into the tunnel, bending and squeezing to the tunnel as her tough boots ground against the rubble. With a huff and a grunt she stepped off the scree and onto the floor of a thin knife-like tunnel through the rock. All around her the stones were lined with those quartz and crystal seams. Walls, ceilings, floors, it all shimmered and shone in the light of her lamp.

Hair like cracks and lines which grew thicker as she went, becoming as thick as her wrist, then her arm and then her head. The stone eventually transitioned to limestone as pieces of crystal jut out into the tunnel, crystals that she had to weave or contort around. That reflected glimmer grew brighter and brighter as she went. Soon it was nearly as bright as daylight, the crystals so dense a maze her progress slowed to a crawl, before she wiggled her way through between three dwarf sized crystals of clear quartz and emerged into a much larger space.

She stood on a ledge of basalt jutting out into an enormous near spherical cavern like a giant geode. All along the bottom was a forest of quartz crystals, many several times the height of a dwarf. Far above the ceiling was dark, obscured by distance and the faint light, where tiny lights flickered. Crisscrossing the cavern were several paths and patches of the limestone and other stones the quartz emerged from. A moment of examination showed her the path down from this ledge, and taking her lamp off her pack to hold it up in front of her she stepped down into this crystal wonder.

Careful of the sharp edges of the crystal, she watched in wonder as the light shifted and danced above her, painted gold and red and yellow and blue and more as the light of her rune lamp refracted and broke through the crystal prisms that surrounded her. A maze of light and shadow. The sound of water dripping echoed through this place endlessly, a harmony with no players or singers. Wyrna marveled at all of it, twisting her lamp this way and that as she watched the shadows play. It was almost overwhelming to her, a woman more than eight hundred years old.

Humbling too, this place which seemed almost bigger than a Khazid-town. After about an hour of exploration and careful way marking she found the crystals starting to get shorter and shorter as they followed the angle of the slope, the trail which she followed winding through them like a snake as it led her down into the center of this space. Skidding down a small slope to reach a clearing, her eyes widened at what she found. It was a water polished and damp expanse of stone with crystals looming close overhead like trees. In the center was a small bundle of five small quartz crystals arranged like logs in a campfire. Water dripped onto them from somewhere high above, the entire mass no larger than her. Walking closer she watched the lights shift around and within the thing, faint rainbows appearing in the slightly misty, wet air and playing across her clothing and hair.

Coming around it she noted several openings into the hollow space between the crystal spars. What if I put it..., She wondered, mind rapidly going over what she had seen. Holding up her lamp, she prodded one of the runes and made the light rise to its greatest intensity. Then she very gently wiggled her hand and the lamp into the hollow space. As her hand moved down the shadows danced and shifted, swelling for a moment to make her seem a giant, at another painting her with waves of rainbow light, before finally settling with a clink of stone on metal. The light all around her rippled, bouncing from one crystal to another over and over and over until it faded far away to the ceiling. So high above, lights came into being and twinkled, winking like the stars far above.

The forest of crystal flickered with beautiful rainbow waves of light, and the stars beneath the ground twinkled far above. In the middle of it all, one elderly dwarven woman wrapped in shifting shades of shadow and light standing beside a glowing, bonfire-like crystal.

"Huh," Wyrna murmured in awe.


Just a dwarf finding some cool stuff underground to work on my environmental writing.
 
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