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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. :^)
 
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Rune of Shadow: Creates a sphere of darkness around the rune similar in radius to a Rune of Light.

Rune of Paralysis: Saps physical strength from a foe struck by a weapon inscribed with this Rune, gradually slowing them and then preventing them from moving.
 
Well what the hell, the worst that can happen is my ideas don't get accepted.

Master Rune of Volcanism: weapon rune that gives weapons extra force, heat and causes the ground to melt in a small radius
Name accepted, rn Its a Rune you know exists but don't know how to make. Effect is too similar to Conduction I think, if you can think of a more different effect I'd be happy to have a look.
That just sounds like Conduction. Give it a bit more thought so that Soulcake doesn't have to shift through tonnes of stuff that has to end up getting rejected.
While I appreciate the sentiment and generally agree with the advice, I'm prepared for the initial deluge before stuff peters out/becomes more refined. Even if the answer's a dud, even just a unique name is fine for me.
 
Well what the hell, the worst that can happen is my ideas don't get accepted.

Master Rune of Volcanism: Banner rune that when activated shrouds the army in a heat shield that burns and melts anything that tries to enter the field.

Editing this to make it more distinct from conduction
Oooo, that's fun looking. Like it!
 
Rune of healing. Speeds up the healing process of nearby wounded troops/ if worn as a amulet noticeably speeds up the healing of a single person. (banner rune/talisman rune)

A rune originally made by Valaya to aid dwarfs in recovering from wounds after battle. Probably a valued secret in Valaya aligned runesmiths repertoire.
(this might be worth a master rune, but I'm uncertain how to judge that, also I tried coming up with a better name the "rune of healing" (a bit to cliché for my taste) but nothing really fit, so if anyone has a better name, tell me.)
 
@soulcake a few ideas:

1) Rune Name: Rune of Surefootedness:

Tired of bumbling beardlings tripping over every which way, one enterprising master runesmith in days long past created this rune such that anyone in its area of effect would always remain sure of foot,

2) Rune Name: Rune of Alarm

A versatile little rune with dozens of minor variations and modification, upon activation of its trigger condition it will glow brightly and emit a loud noise. Useful for all sorts of purposes, from timekeeping to warning signals.

3) Rune Name: Rune of Organisation/Rune of Sorting

Another decidedly odd rune(s) with many applications to improve the quality of life of a dwarf. The most notable of its effects is that, when applied to a room or building, dwarves within will instinctively know where things aught to belong, and not have to exert any effort in keeping its contents orderly.
 
Please format submissions as follows:
Rune Name: Rune Effect.
Brief description and backstory (optional)
Rune of Durability: Makes the runed object better endure the rigors of time and use.
"You beardlings don't understand the MEANING of durable design. This will keep your newfangled siege weapons from falling apart after a mere thousand years of use. Bah."

Because clearly the problem with Dwarven works is that not enough effort is put into making sure that they're designed to last :p
 
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Actually @soulcake should we ping you with the designs? That's probably the only way you actually will find them in all the posts that happen sometimes.

(also reposting my rune idea so that the pings not super useless)

Rune of healing. Speeds up the healing process of nearby wounded troops/ if worn as a amulet noticeably speeds up the healing of a single person. (banner rune/talisman rune)

A rune originally made by Valaya to aid dwarfs in recovering from wounds after battle. Probably a valued secret in Valaya aligned runesmiths repertoire.
(this might be worth a master rune, but I'm uncertain how to judge that, also I tried coming up with a better name the "rune of healing" (a bit to cliché for my taste) but nothing really fit, so if anyone has a better name, tell me.)
 
[x] [Burudin:] No
[X] [Home:] Reject
- [X] Find new accommodations: In removing one problem, that being the overcrowding of your home, you have created another. Perhaps it is no concern of yours, but you will do what you can to find a way to house them now that squatting in your home is no longer an option. Unlocks further options.
 
Rune of Silence: Dampens/removes all sound in a given area (minor protection against vibration from shaking).

An utility rune, used by anyone who just want some silence in their workshops or home. Especially popular in populous cities.
Some bands of rangers swear by this rune, as it allows to completely remove any sound on their approach.

A not well known feature of the rune is it's dampening of all vibrations in the area, which means a minor protection against shaking of all kind.
While not enough to protect against even a mild earthquake, some merchants and craftsmen use it to protect very fragile objects from uneven roads.
 
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Rune Name: Rune of the Unheard March
Gebur Hornroar had been one among many Runesmiths to reside within Karak Kadrin during the initial founding of the Northern Holds, and devised this Rune long before any dwarf was known to have even dreamed of connecting them directly to the Undgrin Ankor. This talismanic Rune, made in two halves onto the steel plates of a Runebearer's boots, renders their passage untraceable, such that even a frantic sprint through waist-high snow will leave no track for pursuers to follow.
 
Let's clear any possible low hanging gems first. Can anyone think of any particularly dwarfy rune that isn't on the rune list?

Something smithy, or mining related? Or maybe Engineering related runes to finally give us the ability to impress Morgrim senpai?
Hipokki's Rune of Breathing: When placed on a miner's helmet it allows the miner to breath while in deep mines where oxygen may be limited.

I tried to make a pun based on the guy who invented the oxygen mask, sorta like Flakson's Rune of Seeking, but I couldn't figure out to get that to fit the Klinkarhun. I settled on trying to mangle hypoxic.

I don't thin Hipokki really fits the Klinkarhun or the Dwarf naming convention anyways.

>_>
 
1) Rune Name: Rune of Surefootedness:

Tired of bumbling beardlings tripping over every which way, one enterprising master runesmith in days long past created this rune such that anyone in its area of effect would always remain sure of foot,
Added
3) Rune Name: Rune of Organisation/Rune of Sorting

Another decidedly odd rune(s) with many applications to improve the quality of life of a dwarf. The most notable of its effects is that, when applied to a room or building, dwarves within will instinctively know where things aught to belong, and not have to exert any effort in keeping its contents orderly.
Added
Rune of Durability: Makes the runed object better endure the rigors of time and use.
"You beardlings don't understand the MEANING of durable design. This will keep your newfangled siege weapons from falling apart after a mere thousand years of use. Bah."
Too similar to what the Rune of Stone does.
Actually @soulcake should we ping you with the designs? That's probably the only way you actually will find them in all the posts that happen sometimes.
If you have an idea you wanna run by me sure, but getting it in the list of write-ins is as easy as getting the plan maker to add it tbh.
Hipokki's Rune of Breathing: When placed on a miner's helmet it allows the miner to breath while in deep mines where oxygen may be limited.
Effect is accepted, if you can think of a better name I'm down to change it later.
 
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Similar to Surefootedness, but different enough I feel.

Rune of Rooting
Made by a paricularly disgruntled Runesmith after getting tossed around by beasties that could not even penetrate his armor one too many times.

The users feet will stay attached to the ground unless they will it otherwise.
 
Rune name: Rune of muffling
This Rune reduces vibration. Used on stone structures it reduces earthquake damage, and has the side effect of reducing noise passing through the wall in question. Used on tools, it helps hold them steady. Used on weapons (in practice only by rangers) it quiets the sound of impacts. Likewise with armor (also not commonly used, but know).

The kind of rune that is useful, but not optimized for combat and thus rarely used on greater items.
 
Rune of Wood.

Used originally as a Banner Rune meant to improve the durability of wooden equipment, particularly arrow and bow durability, and did wonders in reducing broken arrowshafts. Significantly superior as a Talisman, sometimes given out to Rangers to make killshots more likely.

Peculiarly, as an Armor Rune, it becomes more about flexibility than sturdiness, perhaps in reference to how the more bendable trees tend to resist high winds better than the ostensibly studier ones. It better resists crushing attacks and the like, making it well-suited to wooden boats and when fighting monstrous opponents such as larger Daemons and Beastmen. Not so good against piercing attacks and slicing attacks. Basically, this would be amazing for Wood Elves, if they become a thing, and for the navy, but it's not likely to see much use in Drakk, or really anywhere not near a body of water and with locals perfectly fine with metal armor. Might still be good for Taalites in 4 or 5 thousand years.

Perhaps a set with Stone and Iron to form the Master Rune of Armor? While wooden armor was not common IRL, Mallus is a different story.
 
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Rune Name: Rune of the Unheard March
Gebur Hornroar had been one among many Runesmiths to reside within Karak Kadrin during the initial founding of the Northern Holds, and devised this Rune long before any dwarf was known to have even dreamed of connecting them directly to the Undgrin Ankor. This talismanic Rune, made in two halves onto the steel plates of a Runebearer's boots, renders their passage untraceable, such that even a frantic sprint through waist-high snow will leave no track for pursuers to follow.
 
Added

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Too similar to what the Rune of Stone does.

If you have an idea you wanna run by me sure, but getting it in the list of write-ins is as easy as getting the plan maker to add it tbh.

Effect is accepted, if you can think of a better name I'm down to change it later.
Thanks for the clarification. Also do you think my rune would be OK?

Rune of healing. Speeds up the healing process of nearby wounded troops/ if worn as a amulet noticeably speeds up the healing of a single person. (banner rune/talisman rune)

A rune originally made by Valaya to aid dwarfs in recovering from wounds after battle. Probably a valued secret in Valaya aligned runesmiths repertoire.
(this might be worth a master rune, but I'm uncertain how to judge that, also I tried coming up with a better name the "rune of healing" (a bit to cliché for my taste) but nothing really fit, so if anyone has a better name, tell me.)
 
Rune of Water: Water in all it's forms.
Magic beaten into shape, the Rune of Water glows a strange color. Created as an attempt to conquer the deeps, this rune was inspired by the Rune of Fire. If one rune can embody fire, why not the other elements? However, while the idea is easy, creating is hard, as the Winds do not bend easily into water.

Rune of Air: Air, that which breaths life into being.
The Rune of Air glows green-blue, bright and airy. Of Azyr and Ghyran, it's difficulty of creation is accessing the winds, but the Brakka's feathers serve as wonderful base regents. Created as part of a set to conquer the deep, though such is not it's only use. (Some inspiration was taken from other runes already in existence, too basic to name.)

Rune of Alchemy: Transmutation.
Knowledge Codified. Form Determined. The Will to change that which is.

Rune String- Rune of Water, Rune of Air, Rune of Alchemy: Waterbreathing?/Condensation
A rune string that can diverge in two directions. Used on a barrel, it could alchemize water from the air. On a mask and a different placement of runes, turning water passing through into air. Fighting underwater has it's own challenges, but while we sink, we still stand firm even in the depths. [Ideally these strings would be further reduced to a Master Rune for better quality. As is, perfection is needed for these strings to work as intended]


Yeah, Condensation is it's own rune we'd need to teach. It's one of those things I thought of a while ago given the sea beasts.
Water would likely be Ulgu, with Ghur and Ghyran. Given the depths are unknown and treachurous, as any dwarf knows. Bah, no reason to let getting a bit wet stop us.[Bring spears or new rune combinations on weapons Might cause a renaissance among Rhunrikki as a new front for materials and the runes to work in the deeps become needed..]

Could probably manage a Rune of Darkness too if we wanted to complete the set. We already have Light, Fire, and Earth. But not much reason to. Other than maybe giving it to Rangers and for hiding, but that's not very dawi-like.
 
Rune name: Rune of purification
As an armor/Talisman/Banner it reduces the effect of poisons and toxins. On storage devices, helps preserve good. On plates, reduces the effects of toxins and spoilage. For some reason, it ruins beer and other drinks. That last bit is often used as a lesson for apprentices who think they are better then they are.
 
Hipokki's Rune of Breathing: When placed on a miner's helmet it allows the miner to breath while in deep mines where oxygen may be limited.
This one is kinda like my idea, though I'd use a full runestring rather than what you've done. Shows what I know, too complicated.
Least making those three(which we would have to given they don't exist yet) would be useful for other things, hopefully.
 
Another one:
Rune of cushioning:
Made by an enterprising Runesmith trying to get in closer contakt with the brana.

This rune does not increase the wearers durability normally, instead expending all power to absorb a single, powerfull blow, like an injured Brana (or very foolish dwarf) impacting the ground from great height.
Of limited use in direct combat due to recharge time.
 
Hmmm... turn the valve there just a tad, make sure the pressure is constant here, and let's get the creative juices flowing!

Rune of Blood: Injuries caused by weapons bearing this rune will bleed far more than what is normal.

Rune of Patience: Dwarves under a banner holding this rune will have reduced anxiousness and nervousness, having the patience of those centuries their elder.

Rune of Polish: Armor bearing this rune shines like a polished mirror, which makes staring at it quite difficult.

Rune of Ineptidude: Enemies who fight under this banner find themselves fighting like a bumbling beardling, foolish and full of faults.

Master Rune of Purity: Under a banner holding this rune water will always be pure and food will never spoil.

Rune of False Glory: Enemies will wish to fight the dwarf who wears armor bearing this rune.

Master Rune of Clouded Midnight: Some dwarves must never be seen by a foe, and those wearing armor with this rune never are.

I'll look at trying my hand at others as they come to mind.
 
Ideas for the sort of Runes Thungni might be tinkering with. If we ever unlock runes like this it would be after centuries to millennia of working on the appropriate tech tree.

Rune of Cycles (Talismanic)
Sends the wearers mind back in time, essentially time traveling to the past. At first the normal version can travel less than a minute into the past and requires a 'cool-down' period of several dozen times longer than the time travelled. This mechanically allows the wearer to reroll their own die (and not the enemies) for one round once a battle, with a bonus due to knowing their opponents actions. As the rune is better understood and improved, the time travelled can be increased and the cool-down reduced, allowing more rounds to be rerolled, and it to be used multiple times across longer battles.

Master Rune of Cycles (Talismanic)
Significantly greater times can be travelled, initially hours, then days, and potentially even greater times as the rune is improved. This allows for far more strategic uses, like being able to prepare for ambushes, know the composition of enemy armies before they are engaged, and counter enemy gambits during a siege ahead of time. The cool-down of the master rune in particular can be reduced to the point where it could be potentially be the same as the time travelled, allowing indefinitely looping to find a way out of hopeless situations. This will definitely have no side-effects or draw the attention of anything unfortunate.

To unlock: serious study into the nature of time?
Reagents: Parts of a Lord of Change?

Master Rune of Camaraderie (Banner)
Under its effects, blows struck at those under its protection will be shared equally between them (eg, with a hundred dawi under the banner, each will receive a hundredth of the force/damage of a blow struck against one). Equally, when each of them strikes a blow, it hits with the strength of all of those under the banner. As a result, those fighting under this banner cannot be picked off one by one or killed by a lucky shot, as a deadly wound will become a hundred minor scratches. The only way to kill those under this banner is to deal enough damage to grind down a hundred dawi, and none of them will fall until this is achieved. Turning battles into a matter of grinding endurance that favours the dawi over any of their foes. Combine with a banner rune of regeneration for best effect.
This rune is far more effective when working on close knit groups that have been fighting together for a long time. The better they can fight as a unit, the better the rune works. This means that though in theory the rune becomes more powerful the more people are under its effects, it will work better with small, cohesive units than trying to cover the entire throng.

To unlock: Master Rune of Brotherhood + Rune of Echoblow? + ??? + further study
Reagents: Some sort of very sturdy herd creature? Look in the Mountains of Mourne.

I'll try and think of some more.
 
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