Voted best in category in the Users' Choice awards.
Voting is open
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
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. :^)
 
Last edited:
Kept chunking over this and I think I've found the ticket to something that works like the Wall of Shields, if it isn't outright the same:

Armor Master Rune of Ancestral Aegis, for the golden shields that eats enemy magic.
Rune of Parrying to enable the targeted interception and return, ala what happened with the Drake's Mantle Hailmantle combo, or the Master Rune of Spite.
Then rounding it off with the Rune of Spellburning, which breaks magic cast against the wearer and burns the caster.

I think all of those would do something like "generate golden shields that feed and grow on magic thrown at them, reflect it back, as broken explosive spells".

Sad part is we don't have Spellburning. Fjolla might develop that one, or plausibly we could get it in a trade from Angkra.

The hypothetical banner version is also quite interesting as a wider scale variation for folks like the Ironarm Huskarls.
Are we going to try this for our third hearthguard banner?
A post made by one of the users got me thinking and I've come to a decision.

I will now be accepting User Generated Submissions for New Runes and Names for Runes that probably already exist and I haven't bothered to name.

Aside from that, you can submit potential Rune ideas or even just names for Runes to me, and if I find them acceptable I will add them to the Public Rune List and categorize them accordingly. For Rune submissions that are close to being accepted but have a few parts that don't work I'll let the poster know, offer potential changes and if they accept them then I'll go ahead with adding the revised version to the list as well. Note that just because I accept a Rune does not necessarily mean Snorri will know it, sometimes it may exist and he just doesn't know it, or it may not exist yet and I may use it in a future Rune Trade.

A few tips and rules of thumb when submitting a Rune are as follows:
- Names are the least scrutinized and generally follow the rule of cool/thematics. Basically, if it sounds Dwarfy then it's probably good.
- If its effect can't be explained in two lines or less it's probably not going to fly.
- Master Runes are generally more powerful and/or versatile than Regular Runes.
- For Master Runes, the stronger their effect the more likely I'll make it have a rarer ingredient.
- Battle Magic tier effects are generally the realm of Master Runes, and more mundane spells the realm of Regular Runes, but not always.
- I'm willing to add Regular Runes to both the future rewards or retroactively of your research trees if they fit with what's there, but they'll obviously be under far greater scrutiny.

Please format submissions as follows:
Rune Name: Rune Effect.
Brief description and backstory (optional)

That's all that's really important and you can stop reading here.

The next bit is just me airing out my thoughts and rationale really, because I think it helps to have a record as to why I do stuff because god only knows I forget half the time and I see no issue with it being public.

Basically, it boils down to me wondering if the way I have it set up with the public Rune List has been creatively limiting. I've stated that Snorri knows a lot of Runes, and I've just not listed them in their totality to the thread, but I haven't seen many people poke me to see if a Rune exists and I just haven't listed it and the people who go through the effort are using the Runes I have listed and nothing else. In Hindsight I'm now coming to see that creating a Write-in and or proposing an idea for a Difficult request is already creatively taxing enough, and its probably unfair of me to expect the few people who participate in that endeavour to ALSO go through the hassle of coming to me for Runes that may or may not exist, potentially get told no, and then go back to the Drawing board. So I think this may alleviate that weight. Most obviously I alleviate the workload off my back when it comes to backfilling the names of Runes you know but I haven't bothered to list. It creates a way for people who may find making an entire write-in daunting an easier way to contribute. It's a way to generate ideas for myself, and as the list grows gives people who make Write-ins more to actually work with.

Anyway that's all. I realize I didn't put an Author's note in the results for Turn 46, so this is something of a late addition to that if you wanna think of it that way. Anywho, if you read this far, I hope this all makes sense and that you found at least some of this useful. :^)
Rune of Baking: Inscribed on an oven this variation of the Rune of the Furnace will ensure any cookie meal will be cooked to perfection.
Legend says Angkra Twenty-Loops invented this as just an apprentice. You're not entirely sure you believe that.

Rune of Barbs: Causes weapons and projectiles to fuse to targets struck by them.
An example of how the rule of form can greatly change a rune as this derived from Runes of Locking. This is usually a hinderance on melee weapons however combined with effects like the Rune of fire is the inevitable death of the victim unless the barbed weapon is cut out first.
After re-reading the options and the fluff surrounding them I have to agree with Cursix on this one. What we voted for was for the purposes of maximizing the speed at which Snorri could teach the maximum number of runesmiths possible what he was willing to teach them nothing less, and nothing more. To say it's more than that would be unsubstantiated at this point in time unless we're speaking in the context of what it may become through further evolution as well as votes on our part later down the line.

Personally, I'm fine with that and that's why I voted for it I like the concept of Snorri teaching. But if you voted for it with anything else in mind I'm sorry to say that what you were hoping for is not what you'll be getting at least right now.
It says future options opened....
We're going to get a list of further stuff we can do. What people are arguing isn't what we've got, its the extremes of what we can choose.
 
Last edited:
It says future options opened....
We're going to get a list of further stuff we can do. What people are arguing isn't what we've got, its the extremes of what we can choose.
I made an allowance for future votes leading us in that direction but specifically addressed Tri's assumption that this vote would do it rather than just being a vote which would get us some actions to increase runesmith throughput.
 
YMMV on that though, because at that point one could wonder if it's really Snorri doing the research, or Yorri.
But still, a super deep dive into Movement of Things next turn is rather appealing.

Many people have raised that in the past, the thread has taken the prod for prod with no action and the result narratively is Snorri passively learning. Now, we are in a position where we can take two actions with 9 prods or 3 actions with 6 prods. I feel that there will be a massive difference here from the no action scenario in how much Snorri is involved, and brings us closer to the collaborative end of learning.

I want to see how an unprecedented advance down a tree looks like, and a tree vital to many, many of the ideas broached so far for new Rune ideas.
 
Last edited:
(Master?) Rune Of Scourge: Deals constant and debilitating, if relatively light (or not, if master rune makes it in), damage to all entities in the rune bearers presence whom they consider an enemy.
Developed by the runelord of a hold plagued by regular attacks from swarms of insects, small enough in individual size to make conventional combat difficult against them.

I'm a big fan of damage auras in games.
 
Rune of numbness: Applying this rune to the recipients body causes an area of numbness to extend around the rune where the recipient feels no sensations at all. The rune can be tweaked to alter the area of numbness (from as small as a finger to encompass the entire lower half of the body). Mostly used by priestesses of valaya for medical care and surgeries.
 
Rune of Stonemass Strikes: Weapon rune, weapons it are applied to feel no different to the user but act as though they are significantly heavier to anybody else.

Rune of Featherblows: Armour rune, weapons that strike this armor act as though they are significantly lighter than they actually are.

One simple truth of the world is that getting hit by something heavy hurts more than getting hit by something light. Naturally, it did not take long for enterprising runesmiths to try and exploit this for both offense and defense.

Rune of Petrification: Weapon rune, causes the flesh and muscle around any areas struck to stiffen and lock for several hours, hindering the victim's movements.

An enemy that does not move is an easy target, but few will stand still and cooperate in this fashion. Thus, the obvious solution to this problem is to ensure that they physically can't move.

Rune of Burden: weapon rune, increases the weight of any item or foe struck by the weapon it is inscribed upon, with stacking effects from multiple strikes.

Heavier weapons are harder to use, heavier armour slows you down more and drains your stamina faster, and a heavier body makes everything more difficult. Those struck by this rune learn this the hard way, with those unfortunate enough to survive too many blows being left helpless on the ground, unable to even move under the burden of their own weight.

Master Rune of Petrification: Master Rune, weapon rune, causes the flesh around any wounds inflicted to turn to stone. The type of stone varies depending on the species of the being struck; hardier species turn to harder stone, and magical species are likely to be turned into some variety of metamorphic rock.

Seemingly derived from the Rune of Stone, Rune of Petrification, and Rune of Burden, this Rune causes the enemies of the Dawi to suffer literal petrification. The identity of the Runesmith or Runelord who created this rune is unknown, as it was found in the ruins of a destroyed hold, the battlefield around it littered with half-broken statues of Fimir in their death-throes.
 
Last edited:
Master Rune of Disco: Formed of a combination of Rune of Refraction, Rune of Sound and Rune of Direction the Rune was created by the Runelord Snorri Klausson when he was especially drunk. The created rune is to be placed on a ball of glass which is then hanged from the ceiling, when activated it provides shinny flashing lights and sound for the beardlings and young Brana chicks to dance too.
 
Last edited:
Name: Master Rune of Shackled Earth
Type: Architectural/Infrastructure
Effect: Dwarfs are not unfamiliar with earthquakes and have long since compensated for possible tremors in their architecture. Sometimes, however, more security/stability is demanded. Struck into the bedrock upon which the protected area/building is placed, it stores power that it uses to still and nullify the effects of even the most powerful tremors. Scales badly to size, as the size of the rune must be proportional to area that is protected.

History: Probably none, it sounds like something that is yet to be invented? (Or maybe impossible)
 
I feel the biggest reason why people haven't gone around asking for runes is because we actualy spend most of the time researching not making runes.
[X] [Home:] Embrace
[X] [Burudin:] Yes
 
Last edited:
Making runes eh? Interesting! Let's see...

1. Master Rune of Shattering Sound (Weapon, Hammer)
Amplifies and translates the force of the impact into a powerful sound that shakes the target apart. Even the strongest blows from a weapon with this master rune land as lightly as a mere tap would, but cause armor to shatter into pieces and organs to burst.

2. Master Rune of Liquid Earth (?)
During earthquakes, loose soils partially or wholly saturated by water sometimes behave like a liquid. This Master Rune is a Runelords attempt at replicating the phenomena, and is capable of makings soil and with difficulty even rock liquid for a time, burying whole enemy formations, causing landslides, and demolishing building by making their foundations run like water. The looser and wetter the target soil is, the more effective the rune.
(See Soil liquefaction. Seems like something that dwarfs would notice and research, and they are very good at geology. I don't think that this is likely to pass, but it would be interesting and right nasty in Fimir swamps.)

3. Rune of Sterilization (Talisman, Banner?)
Stops rot, spread of disease, fermentation, etc by killing germs in its area of effect but only outside of living bodies.
(Dawi should know about germs, they have lenses, care about details a lot, and there is Nurgle to encourage them.)

4. Master? Rune of Steelbody? (Armor)
Turns the wearer into an extension of his armor, making their body as unto steel or gromril thus making them immune to poison, fire, cold, most blunt impacts and more, anything and everything that would try to bypass Dawi artifice and strike at the Dawi within.
 
Master? Rune of Steelbody? (Armor)
Turns the wearer into an extension of his armor, making their body as unto steel or gromril thus making them immune to poison, fire, cold, most blunt impacts and more, anything and everything that would try to bypass Dawi artifice and strike at the Dawi within.
There's the Master Rune of Metalblood tho.
 
If the Burudin are actually shady then we can dramatically leave, that might cheer Yorri up and could help push the guild to set up healthier institutions.
 
Rune of Calm (Talisman)
This rune when worn by an individual will bring steadiness to a warrior's hand, order to a thinker's mind, and peace to a sufferer's heart.
added.
Rune of Sanitization: A rune that removes blood, filth and other substances considered unclean from the surface of the item this rune is inscribed on.

Originally made to keep weapons and armor free of blood, but since then has found all sorts of other everyday applications.

Rune of Suction: A rune that directs the flow of air into the inscribed object when activated. Originally developed to improve the efficacy of bellows in forges.

Rune of Coiffing: When an object inscribed with this rune is run through hair, ensures that one will not get any split ends or tangling, and that the brushed hair will have a healthy sheen to it.
Sanitization added.
Suction and Coiffing....hmmmm.
Rune of Seafaring could reduce drag from water, basically making the ship faster
That works.
How about this?

Rune of Freedom: A Weapon-Rune that damages the bindings of daemons or elementals in any object the weapon hits. Disabling the effects of the bound equipment until it is repaired, or against shoddy work even sending the bound entity back into the aethyr and turning the object non-magical.

Something to mess with all those daemon-weapons of the Firmir, or in later ages also things like djinn-rings in Araby, or in case they ever get made without the OT-Chaos Dwarfs with Daemon Cannons.
Neat ideas, but perhaps too overtuned. Dwarfs would rather just destroy the equipment itself, leads to the same result.
Mmm, what sort of tweaks are we talking about?

The Dwarf who first struck it placed it on an az. Think Battle Fury from DoTA 2.
Mechanically, it places the user under a berserking rage-trance, enhances their strikes, while allowing them to ignore the penalties of injuries and mind-fuckery. A true Norse Berserker.
For bellowing, the strength of the Rune itself shouldn't be variable. Same level of strength but duration can be lung based.

Hmmm, alright. Berserking Added.
Rune of This Magnetism, and Rune of That Magnetism.
These runes both strongly magnetize metal they are inscribed on, and their decay over distance is slower than loadstone. All magnetic items with the same rune of magnetism repel each other, but This Magnetism and That Magnetism always attract. Popular for hidden switches behind walls.

That is, a magnetic monopole N rune and a magnetic monopole S rune.

A few more runes

Rune of War Drums: Allows the wielder to strike rapidly with risk of counterattack lowered as long as rythym is maintained. (If on a weapon, could be a banner or talisman)

Master Rune of Scapegoat/Martyr: allows the wearer/bearer (depending on if it's on armor or a banner) to take on the wounds if their allies in their stead.

Rune of Throughness: This rune makes the user aware if there is more that can be done, or if there is something they missed in performing a given task.

Rune of Stalagmites: Launches a spike of stone at the foe.

Rune of Tree Roots: makes roots grow to entrap and strangle the enemy. Or to hold something together.

Rune of Collapsing Caves: Buries the foe in dirt and stone.

It's named after what inspired the dawi to make it.

Rune of Vigilance: Let's the user notice ambushes beforehand better and take turns earlier in the combat.
War Dums: weirdly specific, I like it!
Scapegoat: I like this, added.
Throughness/Thoroughness?: Dwarfs generally assume more can be done, unnecessary.
Stalagmites: Like the idea, incorporated into Master Rune of Stoneshaping.
Tree Roots: Future Rune.
Collapsing Caves: Master Rune of Liquid Earth covers this.
Vigilance: Rune of Warning already exists.
Rune of Inertia: This rune causes an object/dwarf to react to applications of force as though it was exponentially more massive. For example, a dwarf wearing armour so runed would slide only a small distance when kicked by an ogre, as opposed to flying over the horizon. Damage dealt by such a blow is the same as it would be without the rune's presence.
Inertia sounds a lot like the Rune of Staying, is there any difference that you consider notable?
Master Rune of Magni Torson
Allows one to "push" and "pull" metals. Works best with Iron and Steel.
Neat idea, stowed away for later. Thanks.
Rune of Baking: Inscribed on an oven this variation of the Rune of the Furnace will ensure any cookie meal will be cooked to perfection.
Legend says Angkra Twenty-Loops invented this as just an apprentice. You're not entirely sure you believe that.

Rune of Barbs: Causes weapons and projectiles to fuse to targets struck by them.
An example of how the rule of form can greatly change a rune as this derived from Runes of Locking. This is usually a hinderance on melee weapons however combined with effects like the Rune of fire is the inevitable death of the victim unless the barbed weapon is cut out first.
Baking: too vague, need better definition of what perfect is. Make it taste really good works though. Otherwise I like the idea.
Barbs: added.
(Master?) Rune Of Scourge: Deals constant and debilitating, if relatively light (or not, if master rune makes it in), damage to all entities in the rune bearers presence whom they consider an enemy.
Developed by the runelord of a hold plagued by regular attacks from swarms of insects, small enough in individual size to make conventional combat difficult against them.
Scourge: added.
Rune of numbness: Applying this rune to the recipients body causes an area of numbness to extend around the rune where the recipient feels no sensations at all. The rune can be tweaked to alter the area of numbness (from as small as a finger to encompass the entire lower half of the body). Mostly used by priestesses of valaya for medical care and surgeries.
No carving Runes into flesh exists (yet). If you want it to exist within an immediate timeframe would need to change what its put on and how its applied.
Rune of Stonemass Strikes: Weapon rune, weapons it are applied to feel no different to the user but act as though they are significantly heavier to anybody else.

Rune of Featherblows: Armour rune, weapons that strike this armor act as though they are significantly lighter than they actually are.

One simple truth of the world is that getting hit by something heavy hurts more than getting hit by something light. Naturally, it did not take long for enterprising runesmiths to try and exploit this for both offense and defense.

Rune of Petrification: Weapon rune, causes the flesh and muscle around any areas struck to stiffen and lock for several hours, hindering the victim's movements.

An enemy that does not move is an easy target, but few will stand still and cooperate in this fashion. Thus, the obvious solution to this problem is to ensure that they physically can't move.

Rune of Burden: weapon rune, increases the weight of any item or foe struck by the weapon it is inscribed upon, with stacking effects from multiple strikes.

Heavier weapons are harder to use, heavier armour slows you down more and drains your stamina faster, and a heavier body makes everything more difficult. Those struck by this rune learn this the hard way, with those unfortunate enough to survive too many blows being left helpless on the ground, unable to even move under the burden of their own weight.

Master Rune of Petrification: Master Rune, weapon rune, causes the flesh around any wounds inflicted to turn to stone. The type of stone varies depending on the species of the being struck; hardier species turn to harder stone, and magical species are likely to be turned into some variety of metamorphic rock.

Seemingly derived from the Rune of Stone, Rune of Petrification, and Rune of Burden, this Rune causes the enemies of the Dawi to suffer literal petrification. The identity of the Runesmith or Runelord who created this rune is unknown, as it was found in the ruins of a destroyed hold, the battlefield around it littered with half-broken statues of Fimir in their death-throes.
Stonemass: added.
Featherblows: too close to staying in purpose I think. Needs a difference.
Petrification Added
Burden added.
Master Rune added as future Rune.
Name: Master Rune of Shackled Earth
Type: Architectural/Infrastructure
Effect: Dwarfs are not unfamiliar with earthquakes and have long since compensated for possible tremors in their architecture. Sometimes, however, more security/stability is demanded. Struck into the bedrock upon which the protected area/building is placed, it stores power that it uses to still and nullify the effects of even the most powerful tremors. Scales badly to size, as the size of the rune must be proportional to area that is protected.

History: Probably none, it sounds like something that is yet to be invented? (Or maybe impossible)
Like the idea! Added.
Making runes eh? Interesting! Let's see...

1. Master Rune of Shattering Sound (Weapon, Hammer)
Amplifies and translates the force of the impact into a powerful sound that shakes the target apart. Even the strongest blows from a weapon with this master rune land as lightly as a mere tap would, but cause armor to shatter into pieces and organs to burst.

2. Master Rune of Liquid Earth (?)
During earthquakes, loose soils partially or wholly saturated by water sometimes behave like a liquid. This Master Rune is a Runelords attempt at replicating the phenomena, and is capable of makings soil and with difficulty even rock liquid for a time, burying whole enemy formations, causing landslides, and demolishing building by making their foundations run like water. The looser and wetter the target soil is, the more effective the rune.
(See Soil liquefaction. Seems like something that dwarfs would notice and research, and they are very good at geology. I don't think that this is likely to pass, but it would be interesting and right nasty in Fimir swamps.)

3. Rune of Sterilization (Talisman, Banner?)
Stops rot, spread of disease, fermentation, etc by killing germs in its area of effect but only outside of living bodies.
(Dawi should know about germs, they have lenses, care about details a lot, and there is Nurgle to encourage them.)

4. Master? Rune of Steelbody? (Armor)
Turns the wearer into an extension of his armor, making their body as unto steel or gromril thus making them immune to poison, fire, cold, most blunt impacts and more, anything and everything that would try to bypass Dawi artifice and strike at the Dawi within.
1. sounds like advanced Breaking. Added, feels Hammerspitey.
2. Liquid Earth feels anvil of Doomy, added as a Future Rune.
3. Sanitization exists already. The germ thing is iffy since Germ theory isn't something Dwarfs possess (yet if ever, idk the extent of their canonical knowledge)
4. Too close to Master Rune of Metalblood.
 
3. Sanitization exists already. The germ thing is iffy since Germ theory isn't something Dwarfs possess (yet if ever, idk the extent of their canonical knowledge)
I'm pretty sure the Dawi have at least some knowledge of such things if for no other reason than they have the optics to see them, and they actually boil water/clean their stuff for medical treatments.
 
For bellowing, the strength of the Rune itself shouldn't be variable. Same level of strength but duration can be lung based.
I was thinking it as something that greatly amplifies your bellow shouts and turning it into a Fus Ro Dah. So the louder you bellow, the greater the impact. Though duration being lung based is what I had in mind, yes.

Though I suppose Lion's Roar from Kungfu Hustle is also part of the inspiration too - using purely mouth lung based roars is inferior to using it in tandem with a big ass bell with the top smacked off, after all.

Huh. Could work with the White Lion corpse thing.
 
I assume the seafaring one being a future idea when there is more than one boat goes unsaid.
Inertia sounds a lot like the Rune of Staying, is there any difference that you consider notable?
I think we've had a couple of similar stuff, I think we're just not aware the rune of staying was a thing. Multiple people proposing the same idea in different forms is bound to happen with a situation like it is currently.
 
Rune of Inertia seems like it would also make them hard to stop yeah? Like if they got a charge going, they'd be able to break through even an ogre's shieldwall with enough effective mass behind them, and the Rune of Inertia seems like it'd apply well to something like that.
 
I wonder if there's a Master Rune or a Combo that allows one to go full Vergil on their enemies' ass. Or at least do a Judgement Cut End.
 
Here is a semihumorous rune attempt:
(master?) Rune of grumbling grudgeshield
Rune type - Banner
Developed from the existing grudge runes, this banner rune causes the troops covered by it to sense if not quite hear the runesmith's grumbling at the source of the grudge, and envelops them in a palpable field that weighs down/drags the target(s) of the grudge. The greater the grudge, and the more specific the target, the stronger the pull of the field.
The ide specificaly is that it gives actual force/weight to the grudge to inflict upon the recipient, and grumbling for aliteration and because doorfs.
 
Master Rune of Fly Swatting: Attracts and kills flies with lightning over a short distance. Attached to walls
Unsure what runes go into it, but I imagine a Rune to attract the flies, a Rune to identify the flies, and the Lightning Rune.

This rune comes originally from Karak Zorn, and sees much use there. The story goes that a Rune Lord, possibly even Thungni himself, was so annoyed by flies they created this rune in matter of months to deal with them.

Alternate names:
Master Rune of Bug Deterrent
Master Rune of Fly(/Bug) Shocking

And some humorous ones:
Master Rune of Anti-Loki
Master Rune of Bugger Those Flies!
 
Last edited:
My hope isn't to industrialize Runes, it's to preserve the knowledge of as many of them as possible in a form that will let more of the art survive after the Slann, the Greenskins and the Skaven all bring the current Golden Age to a ruinous end.
That any Rune knowledge survived the War of Vengeance, the Slann rearranging the continents, the Goblin Wars, the Skaven Expansion all hitting the Dwarf Empire at the same time is a god damn fucking miracle.

You don't need to gut the most important aspect of Dwarf culture to ensure Runes survive. What you need to do is put the Dwarf Empire in a position where they can survive it.

If anything like that had hit a human nation, that human nation would have been wiped off the face of the map. Much less survive for an additional four millennia. They don't need human culture to survive. They need Dwarf culture.
 
Voting is open
Back
Top