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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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Please format submissions as follows:
Rune Name: Rune Effect.
Brief description and backstory (optional)
Rune of Decay: promotes healthy decay and rot while hindering Nurgle's influence.
Primarily used for fermentation and cheesemaking.

Rune of Breezes: Manipulates local air currents.
Originally used almost solely to aid in Karack air circulation, the Gift Giver drawing large numbers of runesmiths to live in the same Hold as several Brana has led to increased interest in this rune. Evidently flying folk have reason to appreciate the advantage of a reliable breeze beneath their wings instead of relying on the vagaries of the weather. Some of the more radical runecrafters even speculate that it might be of use when the time comes to replace that hastily designed boondoggle of a "ship" with proper worksmanship.

Too similar to what the Rune of Stone does.
Rune of Stone isn't actually listed in the Rune List. I don't doubt it exists. It's just not listed
 
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Effect is accepted, if you can think of a better name I'm down to change it later.
Do you have any tips trying to generate names for Dwarves? I've had some ideas, but they just didn't feel right. There was also something I noticed while looking for Dwarf names to get an understanding of them.

I'm not quoting the entire section, but you wrote it as if Brynna had told us about binding daemons. We only have 1 Standing with her. Bara has a standing bonus that gives us extra progress to Rune research.

- Standing Bonus proc! +2 Progress to Understanding the Armour, new totals: [Cost: (6 -5) =1 action]
-- Brynna has unwittingly provided you a key insight into your armour.
Bara Kormasdottir, Steelplate, Runelord from Kraka Drakk: Standing 7
- Standing 6, A Solid Foundation: Chance to proc extra progress when doing Rune research.

Brynna Kargasdottir, Gildedeyes, Runelord from Karak Zorn: Standing 1
 
Rune of Skating: Heats the ground beneath the feet to enable faster transit.
The movement of plates, the friction at the faultline and the rising of mountains.

Rune of Scree: Attacks the footing, making it easier to fall.
Rune of Smoke: Aids in standing up/rising into the air.
 
Rune of Torsion (torque). Applied to an axle said axle will spin in its housing very, very slowly. Significantly no dwarf has yet figured out a way short of destroying the rune to get it to STOP spinning. (Extremely high horsepower very low speed, needs lots of gearing to do useful work) Created for a master potter who had lost his legs in an accident and commissioned a wheel that would spin itself.

Is that good? Overpowered?
 
Some engineering rune ideas:

Rune of smelting - increases the purity of metals smelt in foundries bearing this rune. Wider area of effect so not the most efficient.
Rune of clear air - Used as part of the ventilation systems in karaks to help clear away smoke and dust
Rune of sealing - used to create air tight seals within the runes area of effect.
 
Rune of Force
Sends out wave of force that can knock away things.

Rune of Gravity
Drags things towards it.

Rune of Water
Creates water from the water in the air

Rune of Wind
Creates a gust of wind

Rune of the Walking Goat
An armor Rune that allows one to nearly walk on the very walls themself.
 
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Rune of Torsion (torque). Applied to an axle said axle will spin in its housing very, very slowly. Significantly no dwarf has yet figured out a way short of destroying the rune to get it to STOP spinning. (Extremely high horsepower very low speed, needs lots of gearing to do useful work) Created for a master potter who had lost his legs in an accident and commissioned a wheel that would spin itself.

Is that good? Overpowered?
I like this one, though the Talismanic Regular Rune of Animation can do something very similar.

E: That's one side benefit of this, helping people fix in their minds what we already have.
 
Another rune:
Rune of Heft:
Invented by a particularly greedy runesmith to drive up the bride price of a relative.

This rune allows the wearer to grow heavier at will, though the upper limit depends on the initial weight.
 
Rune of Earth's Burden: Items bearing this rune are weightless for the wielder as long as they are touching the earth; the bearers weight is distributed across their surroundings if they are touching the earth.

Developed from research into Deep magic and runes that reduce weight, it uses are niche compared to more normal runes dealing with weight.
 
So many ideas.

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)
Added, effect isn't as strong as described. Maybe reduces recovery time by a third.
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.
1 and 2. Not sure what their stand-alone effects are.
3. Can't add that one, touches Akazit research tree and is a bit too vague.
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.
Rune with the name already exists, a bit too similar to Preservation and has no spoilage drawbacks for beer. Honestly the beer spoilage thing may be too much of a deal breaker for Dwarfs.
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.
Added. Lore doesn't fit exactly but the Rune does!
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.
1. Added.
2. Added
3. Added
4. Added
5. Added as a Regular Talismanic Rune inscribed on containers. Already in quest, just wasn't in the list.
6. Added, to be made in the future.
7. Added, to be made in the future.
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.
eeeeeh. Lemme think on it more.
Rune of Decay: promotes healthy decay and rot while hindering Nurgle's influence.
Primarily used for fermentation and cheesemaking.

Rune of Breezes: Manipulates local air currents.
Originally used almost solely to aid in Karack air circulation, the Gift Giver drawing large numbers of runesmiths to live in the same Hold as several Brana has led to increased interest in this rune. Evidently flying folk have reason to appreciate the advantage of a reliable breeze beneath their wings instead of relying on the vagaries of the weather. Some of the more radical runecrafters even speculate that it might be of use when the time comes to replace that hastily designed boondoggle of a "ship" with proper worksmanship.
1. Effect works, probably better to just name it the Rune of Fermentation.
2. Needs more description than that, effect is too vague.
 
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This one we have as the Rune of Air Filtration, from waaaaaaaaaaaaaaaaaay back in the beginning of the thread!
Could always go a few steps further and have it break down CO2, creating fresh oxygen outright. Have the nascent dawi navy immediately go in the direction of inadvisably large submarines instead of ships. If you are going to distrust the ocean you may as well distrust the idea that you are going to stay on top of it.

Deeper is always better. Go deep enough and you are practically still on the earth, just with all this inconvenient water on top of you.
 
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Rune of the Apprentice: Increases the speed of learning of user. Best if user has a teacher.

Rune of Teacher: Increases a teacher ability to be understood by there Apprentice. Doesn't really mack the wearer a better teacher or increase their abilities in there craft just makes it that the Apprentice understand his teachers lessons better.
 
I am trying to find a good power for a Master Rune Of Law. My best ideas so far is either a companion rune to that of Grudge, but is universal but much weaker and only works if the target has broken a Law of the Dawi. Or a variant of the spell eating rune that simply acts like a Runesmith in making magic harder to cast on an army scale, even without rune masters around to do that part.
 
Rune of Vanity: this rune attracts the attention of Dwarves, giving them a bonus to perceive its bearer.
Sometime known as the Rune of Beardlings, its most common use is to be placed on something children will wear. Less common uses generally involve its use to leaders on the battlefield, and as the name suggest, sheer vanity.

============ resubmissions ==============
Rune of Fermentation: promotes healthy decay and rot while hindering Nurgle's influence.
Primarily used for fermentation and cheesemaking.

Rune of Breezes: Causes a light breeze to form in nearby air, blowing in a orientation relative to the rune set when the rune was struck.
Originally used almost solely to aid in Karack air circulation, the Gift Giver drawing large numbers of runesmiths to live in the same Hold as several Brana has led to increased interest in this rune. Evidently flying folk have reason to appreciate the advantage of a reliable breeze beneath their wings instead of relying on the vagaries of the weather. Some of the more radical runecrafters even speculate that it might be of use when the time comes to replace that hastily designed boondoggle of a "ship" with proper worksmanship.
 
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Rune of Transmutation: Objects struck by weapons bearing this rune are transformed into a 'lesser' material. Steel in armor and weapons is turned into lead, tin and other more obscure metals, while flesh becomes stone, wood or dust.
Could be a result of the alchemy tree.

Rune of Cleansing: Engraved on a waterskin or canteen, cleanses and purifies any water held within no matter how tainted, making it safe for consumption.
Made for those ranging and campaigning in corrupted lands, even the most tainted water can be made safe to drink.
 
Here's the Runes I've thought up thus far @soulcake:

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.

Rune Name: Rune of Lodestone
While strictly speaking a Weapon Rune, its effects are most appreciated when placed upon climbing picks, as the Rune ensures the spikes keeping the dwarf from plummeting to their doom pierce deeply into the stone, and will only come loose again at the wielder's will. Though, certain Rangers have sworn by quarrels that cannot be removed by the foe, permanently crippling that which did not die.

Rune Name: Rune of Bellowing
This Talismanic Rune enhances the bearer's voice, allowing for a Thane's commands to be heard clearly by the Throng from as far as half a mile as though he were stood beside them. Often also borne by Reckoners and the Elders of more rambunctious Clans, who might have need of aid to shout down more obstinate manners of foolishness.
 
Here are my submissions

Master Rune of Echoing Blows: After every hit, the target will feel another hit one second later

A rune with a very odd history, the Rune of Echoing Blows allows one dwarf to hit like they were two. It was supposedly invented a Runesmith hermit who was used to fighting with others. Having gone slightly mad from being alone, he had a conversation with his own echo. His echo apparently suggested the idea of the rune to him, which he eventually taught to another Runesmith that he recued from a troll attack and spread from there.

Rune of Stone Split: When striking stone, a straight line is cut through it
Rune of Stone Carve: Makes any tool able to easily carve stone

These runes were invented by the aptly named Maduk Rockmaster to settle an argument between his two brothers. Rorig and Maithik Rockmaster had challenged each other to carve a statue out of pure obsidian using only a hammer and chisel. Maduk grew tired of their constant bickering and invented two runes. The Rune of Stone Split made perfectly straight cuts into the stone, allowing for blocks to be easily formed. The Rune of Stone Carve allowed for a chisel to cut through stone as if it were a soft wood, preventing chipping. It is said that after his two brothers were given tools engraved with these runes they did create several obsidian statues, only to continue bickering about who did it better.
 
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.
OKay these two I wanna say no to after some more thought. Playing with causality is a one way trip to head aches.
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.
Now this? This is beautiful. A bit too long, but I like what this is trying to achieve. The thing about distributing damage taken and enhancing damage given based on group size definitely works.
Do you have any tips trying to generate names for Dwarves? I've had some ideas, but they just didn't feel right. There was also something I noticed while looking for Dwarf names to get an understanding of them.

I'm not quoting the entire section, but you wrote it as if Brynna had told us about binding daemons. We only have 1 Standing with her. Bara has a standing bonus that gives us extra progress to Rune research.
I try to keep things simple. two to a max of four syllables, hard consonants, no vowels next to each other or using "Y" as "I"
Otherwise I also look at names from places Dwarfs draw inspiration from IRL and other IPs and use variations of that.
Rune of smelting - increases the purity of metals smelt in foundries bearing this rune. Wider area of effect so not the most efficient.
Rune of clear air - Used as part of the ventilation systems in karaks to help clear away smoke and dust
Rune of sealing - used to create air tight seals within the runes area of effect.
1 and 2. Already exists but I'll add it.
3. I can finnagle it to a Rune you put in a Rune and everything built in it will be airtight if that works.
Rune of Force
Sends out wave of force that can knock away things.

Rune of Gravity
Drags things towards it.

Rune of Water
Creates water from the water in the air

Rune of Wind
Creates a gust of wind

Rune of the Walking Goat
An armor Rune that allows one to nearly walk on the very walls themself.
1. exists already.
2. Future Rune.
3. Already exists, actually almost verbatim from 1st ed if with a bit more detail.
4. Too close too force, but it gives me ideas. Thank you!
5. I like the name, I like the idea. Future Rune.
Another rune:
Rune of Heft:
Invented by a particularly greedy runesmith to drive up the bride price of a relative.

This rune allows the wearer to grow heavier at will, though the upper limit depends on the initial weight.
Seems like something for engineers, alrighty. Lore may not work, fumbling with the Bridal scales is the kind of thing to draw a minor Grudge.
Rune of Earth's Burden: Items bearing this rune are weightless for the wielder as long as they are touching the earth; the bearers weight is distributed across their surroundings if they are touching the earth.

Developed from research into Deep magic and runes that reduce weight, it uses are niche compared to more normal runes dealing with weight.
I like the idea! Future rune.
Rune of Vanity: this rune attracts the attention of Dwarves, giving them a bonus to perceive its bearer.
Added both names, lore also good.
 
Rune of Accelerated Reactions(Fermentation) (Rust): Speeds up the nature reactions of of things to the world around them. As a talisman it works to speed up things like aging of beer or cheese, and other chemical processes. On Weapons, speeds up metal fatigue from blows so enemy weapons and armors break down faster in battle. On Armor, causes enemy weapons to weaken and damage itself faster. On banners, it does general damage to all enemy gear in range, slowly over time. (works a little slow, but good for sieges and other long battles)
While not as fast at destroy enemy weapons as a rune of breaking or conduction, it can create weak spots and can stack with multiple uses.

Rune of Lightfoot(Ranger)- After spending much time traveling and battling with Asur, this rune was made to mimic their light footed movements. This rune was made to allow a dwarf(or Brana) to travel over land with similar efficiency of a well trained Ranger or Asur. Does not provide similar skill, just makes them less likely to get tripped up while traveling.
 
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Now this? This is beautiful. A bit too long, but I like what this is trying to achieve. The thing about distributing damage taken and enhancing damage given based on group size definitely works
Sounds like it's just asking for a morale break/TPK/AOE weapon target. Anything that hits multiple units would be a nightmare for this rune.

A hundred dawi vs a trebuchet is going to pulp them all.

Fear doesn't hit just one person but everyone, which could lead to breaking formation. Dawi are resistant to this but if everyone is feeling it, then big oof.
 
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