Voted best in category in the Users' Choice awards.
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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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How do you neutralize a poison like this?
A) making the rune requires a reagent, and countering the venom requires the same anti-venom as the reagent used
B) You tough it out, and hope it doesn't inflict lethal damage in the process
C) magic
D) you don't

I like A. Snake venom is a T1 ingredient.
But you could find something better: Giant spider venom is T2, Firefly frog venom and Shard dragon venom probably T3-4, and Venom dragons (emperor dragon of forest dragons) T4
 
@soulcake, for this Rune:
* Master Rune of ____ (Weapon strikes cause rapid super cooling and heating, cracking armor and shattering enemies.)
How about Embrittling? As in, Master Rune of Embrittling?
And for this one:
* Rune of ___ (Increases strength in the presence of more enemies)
How about Rune of Chaffreaping? Or Rune of Reaping?
 
Rune of Farsight: When placed on a far seeing instrument it doubles the distance to which the observer sees.
This rune is never used at night due to the danger of accidentally observing the Cursed Moon, instances of this happening are too horrific to put down in print, but it is known that the runesmith who first struck this rune did not long survive the first such accident.
 
Just thought of something as a result of my rereading binge; generally the idea that the Brana refer to runesmiths as windstillers and Thrungni as the One Who Chills The Winds to Stillness, is that it's because of their anti magic properties yes? But what if instead of, or on top of that, it's because we still magic into static forms; into runes? That's why I want to revisit the hypothetical replacement anti-magic talisman idea not just as an ice themed counter-spelling device, but as something like Zargal that can also hopefully also be used to improve our craft. I'm thinking Master Rune of Amplification/Snerra Magnasdottir, Rune of Thungni, Rune of Cold.
Snerra's rune assists in both countering magic and improving the wearer's ability to cast runes. Cold provides the cold, ice age/glacier that shapes valleys theming to hopefully tap that "world that was/formation of the world" set combo of ours and the Thungni wind-chilling aspect. Thungni's rune is Thungni's rune. Hopefully the intent, the possible set resonance with deep magic (iirc it's at one point described like the lava flows in the planets mantle in which case it would also fit into the "constant formation into and breaking down of solids" idea that "breaking down" magic and "formation into the solid" of a rune. Though that description may have been thread and not Soul) and Zargal can carry the "improve runecraft" aspect further. But this is also all dependent on circumstances like the storm of magic & fulcrum for example, and whatever special mats we get to make it more fitting. Which is also why I haven't settled on a look for the talisman yet since it's very material dependant.
I know our next T5 mat and important creation is likely going to relate to our missing eye (fimir casters have very magical eyes, and being able to see the Winds personally would skyrocket our current research), but this idea that wind stilling/chilling has a possible double meaning to it has sparked my enthusiasm about the talisman replacement again.
 
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The Workshop Vote of 373 Pt. 1:
Winning Vote: said:
[X] [Home:] Embrace
[X] [Burudin:] Yes:

- You have joined the Burudin!
-- +1 Standing with Conservative and Radical Runesmiths, new totals: Standing 10 and 10!

━<><><>< 373 A.P. ><><><>━​

The decision is not an easy one. You agonize over it for most of the year, enough that even Karstah notices it. In the end, it is a question of how well you know your Master. The Man has not, entirely at least, led you astray, and moreover, you value Yorri's wisdom a great deal.

But!

But, you cannot lie about his flaws either, nor would he want you to. Yorri almost certainly holds a grudge against what has become of the Burudin, and perhaps even a formal Grudge against some of its key members especially, and you must take that into account when considering his warning. You knew the Burudin wasn't, or perhaps never even was, the shining beacon of debate and innovation they claimed, and Yorri expected it to be, but neither was it the corrupt and political creature Yorri bemoaned that it has become. The truth lied, almost always, somewhere in the middle.

Would you be willing to brave whatever politics did exist within its ranks, however, for the chance to speak with the greatest minds in the Guild? Sons and daughters of Thungni amongst them? Angkra Twentyloops, Gottri Hammerspite, Argalest Giantdoom, Borek Forkedbeard, and so many others, with Alric Thungnisson standing above them.

To be among those legends?

No reward worth striving for is easily won. So you'll wade through muck that may or may not be there to reach for that prize.

It takes another month for you to muster the courage to tell your teacher about your decision.

"I'm accepting the invitation," you tell your teacher, watching for his reaction and internally fearing for the worst.

"Of all the stubborn fools I ended up training," he mutters before sighing, "If this is your choice then I won't stop you, I'm your Master, not your master. Instead, I'll only pray that you won't become some sort of scheming idiot because of it."

"I've not done so before, why would I start now?" you ask gruffly.

"Older, more skilled, Dwarfs than you have failed that temptation," he remarks, "But then again, maybe that's why they failed in the first place. Too proud to see and admit to the muck staining their beards. You've at least given the idea enough consideration, given how long you've been stewing on it."

"It was a difficult decision," you admit, "but no reward worth striving for is easily won."

"Using my own words against me? The cheek," he half laughs, half scoffs, "Fine. Fine. if anyone can bother those fools into acting as they should it'd probably be you. I'd even bet a barrel of my finest ale on you pulling some sort of nonsense within days of being confirmed a member as well."

"Your sterling commendation is appreciated," you snort out sarcastically.

"It better be," he grumbles out before grabbing your shoulder and staring you dead in your one eye.

"Change on your own terms lad. We are Runesmiths, we can be coerced, warned, shoved and convinced like anyone else, but at the end of the day we bend because we wish to," he says, tone heavy with age and who knows how many memories.

━<><><><==><><><>━​

"There will be changes coming," you tell Karstah during dinner one day.

She blinks then looks at you inquisitively.

"Changes of what kind Master?" she asks.

"To the Workshop," you begin, "I've not a clue about where I will stop, but I expect the number of Runesmiths who come to learn from me will only grow. Rudil certainly agrees with me."

"I see," she replies, falling silent, unsure about where to go from here.

"Are you okay with that?" you finally ask, staring at her, "I have hemmed and hawed with you, but have accepted the presence of others into the Workshop easily enough. I'd be a fool not to assume…well."

Your heir says nothing for a minute, her face furrowed in thought.

"I admit," she begins, "that when you put it that way it can be upsetting. But neither of us seemed very eager to solidify what exactly we are until a few years ago either."

"It shouldn't have been a question in the first place," you tell her frankly, grimacing internally at the memory.

"Maybe," she eventually agrees, "But I am your heir now, and they are not. That is enough for me I think."

Neither of you says anything after that, letting the finality of her words sink in as you eat in silence.

━<><><><==><><><>━​

The base cost of this action is: [Cost: 4 actions]

However, the following choices below will add or subtract to this total. The final form of this action will appear in the following turn. Additions to the physical Workshop can be done later after a period of time.

Notable Benchmarks:
Size:
How big the resulting structure will be.
15: Will take a minimum of 2 turns to fully complete.
20: Will take a minimum of 3 turns to fully complete.
A major site of construction and significance, on par with the Aerie atop the Karak.
30: Will take a minimum of 5 turns to fully complete. A Wonder by any other name. A source of great pride for whatever Hold it is situated in and will play a large part in defining its identity.

Communication: How often the Runesmiths learning under you will speak with each other.
05: Runesmiths will speak with each other roughly half again more often.
15: Runesmiths will speak with each other roughly twice as often. Increases discovery, development and proliferation of new Runes by a quarter.
30: Runesmiths will speak with each other roughly three times as often. Increases discovery, development and proliferation of new Runes by half.

Learning:
How quickly those you are teaching will learn in general while in the Workshop.
05: Learning: Runesmiths will finish learning from you half again as fast.
10: Runesmiths will finish learning from you twice as fast.
25: Runesmiths will finish learning from you three times as fast.

FACILITIES:

The first thing to go over are the facilities themselves. Since you've decided to let the buggers stay you'll of course offer accommodations for them, but there are more potential options that can be added and details to hammer out. Politically speaking no one will get mad or accuse you of anything if you make a very large building.

[ ] Food:
- [ ] None: As is. Let them get and eat their food outside in the town.
- [ ] Basic: +1 action, +2 Size. +1 Communication. Build an empty hall and fill it with tables and chairs, if only to give them the option of eating within the Workshop proper.
- [ ] Exceptional: +2 actions, +3 Size, +2 Learning, +1 Communication. You could easily hire a Dwarf to cook and serve meals, buy up ale from the local brewers to have on tap. Nothing exotic, but good hearty meals and drink. Having a Hall dedicated for them to eat in after getting their food would serve.
- [ ] Extravagant: +3 actions. +5 Size. +3 Learning. +2 Communication. You'll provide a wide variety of fine ales and food, though that will necessitate the hiring of a handful of Chefs as well. Multiple Halls are dedicated to serving as dining spaces, with separate eating areas for smaller gatherings as well.

[ ] Lodgings:
- [-] None: Locked due to vote. You've already chosen to let them in, you can't kick em out now.
- [ ] Basic: As is. Only just a bit larger than the vaults you currently have so that a bed can be fit in properly, and with only enough room to actually store their tools and a few key items in.
- [ ] Exceptional: +2 actions, +4 Size, +1 Learning. Large and comfortable rooms for the owners, and with enough to fit the population of Khazid Okraz if you have multiple people uncomfortably sharing rooms.
- [ ] Extravagant: +4 actions, +7 Size, +2 Learning and Communication. Rooms big enough to be considered rather well off, with enough of them to comfortably fit the entire population of the town and then some. Such a scale would doubtlessly need grand galleries with enough levels that only the mightiest Clan Halls are larger in scope. A Karak in miniature. Plenty of room and plenty of rooms for people to simply loiter around and chat.

[ ] Shopping:
- [ ] None: This is a place of learning. Not a busy market.
- [ ] Basic: +1 action, +1 Size, +1 Learning and Communication. Getting Jorri to do supply runs every now and then,
- [ ] Exceptional: +2 actions, +3 Size, +2 Learning and Communication. Its as simple as Jorri finding a Clansman who's willing to run a small shop to sell reagents for the Runes you're teaching.
- [ ] Extravagant: +3 actions, +6 Size, +3 Learning and Communication, Requires Exceptional Lodgings at minimum. Using Jorri's numerous contacts and speaking with the inhabitants in Khazid Okraz you could probably set up a reagent market to provide a wide array of more basic reagents within the Workshop. It would be of no benefit to you, but it would mean those learning under you need not go far to gather the reagents they need. Which means they spend more time learning and less time futzing about.

[ ] Defenses:
- [-] None: Locked due to being a sensible Dwarf. Are you a fool Klausson?
- [ ] Basic: -1 action, -1 Size, -1 Snorri self respect. Basic for a Dwarf is still fair enough! Though a part of you recoils at the thought.
- [ ] Exceptional: As is. Defense in Depth. The standard you are most used to.
- [ ] Extravagant: +2 actions, +4 Size, Requires Exceptional Lodgings at minimum. Excessive, even for you, but then again, there is no tastier target than a hill full of Runesmiths in the mind of the Great Enemy. It would serve as a firm hardpoint in the Karak's defenses, and if caught unawares, able to take in a portion of the town's size.
- [ ] Preposterous: +4 actions, +8 Size, Requires Extravagant Lodgings at minimum. The realm of the truly paranoid. Less a tough nut to crack and more a nugget of Gromril. Artillery, Runes. The second greatest fortress redoubt short of the Karak itself. If ever the town is lost, your home would be able to fit the populace of Khazid Okraz and then some. You will have difficulty staffing such a place, and most likely its full prowess will only ever need be active in the case of a siege.
- [ ] Marvellous: +5 actions, +12 Size, Requires Extravagant Lodgings at minimum, Unlocks Capstone Project write-in vote, +1 Conservative and Radical Runesmith Standing. Insane? Maybe to some. Secure? Beyond question. Almost enough to make you think more can't be done, almost. As before, but even Grander. Great Artillery pieces capable of shooting wyverns from the sky, of launching boulders that can paste entire bands of enemy warriors. Runic defenses second only to the Karak itself. You'll create something so impressive that by virtue of its strength Gloin will most likely make it the lynchpin of the Karak's outer defenses. If staffing the lesser option was difficult this would be near impossible with just your Hearth Guard, you will most certainly need extra bodies to man this structure to full readiness, around say a middling-sized Clan's worth of warriors. Then to top it all off, you plan to create a defensive work so mighty, so grand, that only a southern hold could hope to match it! You would not beggar yourself, but you would feel the cost of such an undertaking.

[ ] Aesthetics: The finishing touch to the whole shebang. More than the decor, it is the theme, the feel, the very image of your new Workshop.
- [ ] None: -1 Action. Austere, more akin to a refined version of what you saw in Karag Dum all those centuries ago. Not your usual style, but perhaps there's something to be said about keeping focused.
- [ ] Basic: The expected amount of statues, trim and gold of any respectable Dawi building. Tried, true and unquestionably safe.
- [ ] Exceptional: +2 actions. Gems, Lights, the works. This is a place for Runesmiths and by Thungni anyone who visits will know it.
- [ ] Extravagant: +5 actions, ???, +1 Conservative and Radical Runesmith Standing. This. Now this is something you want to be known across more than just the Far North. A true Wonder of the realms, and an edifice of such fine Craftsmanship that even the most hidebound Conservative to the most revolutionary Radical can appreciate the efforts put into the structure, if not the purpose. Kraka Drakk will certainly appreciate the association.

SERVICES:
Then you must ask, what will you let or allow happen here? Here is where things get tricky. Do too much and it becomes clear to anyone with a working brain that you're centralizing the Runesmiths around yourself and, in their eyes, enforcing a more traditional Guild structure onto the Runesmiths Guild. The Conservatives are obviously more easily triggered, but eventually, even the Radicals will also find you going too far.

REMEMBER, HAVING THE FACILITIES IS ONE THING, ENCOURAGING CERTAIN BEHAVIOURS AT THOSE FACILITIES IS ANOTHER ONE ENTIRELY. THE GUILD WON'T CARE IF YOU HAVE A SHOPPING DISTRICT, ITS EYES ONLY START TO TURN IF YOU'RE GIVING DISCOUNTS TO STUDENTS IF THAT MAKES SENSE.

I have highlighted the level of these Services by MAXIMUMs to categorize the key benchmarks the Guild will start to get grumbly.

At 2 MAXIMUMs: -1 Standing from Conservative Runesmiths
At 3 MAXIMUMs: -2 Standing from Conservative Runesmiths, and -1 Standing from Radicals
At 4 MAXIMUMs: -3 Standing from Conservative Runesmiths and -2 Standing from Radicals
Going over a total of 4 MAXIMUMs will have the Guild censure Snorri for a blatant attempt to restructure the Runesmith Guild in the Far North. Not that they'll get to you before you die of personal shame. Snorri will have gone Slayer if the institution currently existed. Or in other words, less than and including 4 MAXIMUMs is your range.

Changing services is possible, but not for a while and not often. Expect to stick with these choices for a century or two at least and for any changes to the MAXIMUM cap even longer.

FINAL STANDING LEVELS WILL OBVIOUSLY AFFECT RUNESMITH ATTENDANCE, BUT NOT SO MUCH FOR THE REGION AND OBVIOUSLY THE KARAK ITSELF.

[ ] Classes: The Entire purpose of this is to make a place to teach these youngsters. What, or perhaps who else would you allow?
- [ ] Only you are doing the teaching here:
- [ ] Your apprentices may disseminate Runes or related knowledge from here if they wish: 1/3 MAXIMUM, +1 Learning and Communication. They are your charges, and you know them better than most. If there was anyone else you could trust to share Runelore, it would be them. After all, they learned from you! HA!
- [ ] Let your Fellow Runelords disseminate Runes or related knowledge from here if they wish: 1/2 MAXIMUM, +3 Learning and Communication. Your fellow Runelords should be given the same offer, after all, they were chosen by the House and for all your quarrelling none of you would let an unworthy Dwarf join the ranks of the Runelords.
- [ ] Let Master Runesmiths disseminate Runes or related knowledge from here if they wish: 1 MAXIMUM, +4 Learning and Communication. Roughly doubles the rate of new Rune dissemination in the Far North. WILL BEGIN NORMALIZING SHARING OF RUNELORE IN THE REGION. If a Master Runesmith wishes to share a Rune they have developed you will, after proper vetting, give them access to the Workshop's facilities to do so.

[ ] Forum: Having Runesmiths around the compound and each other will get them talking. It's simply a matter of what you want to do about it.
- [ ] Disallow it: - 2 Communication, -1 Radical Runesmith Standing. The beardlings shall talk it out in the pubs and private rooms in Khazid Okraz, but not here.
- [ ] Allow it: 1/3 MAXIMUM, +1 Learning, +5 Communication. You will not stop the beardlings from speaking if they so wish, but that's entirely on their heads if they get heard from.
- [ ] Make room for it: 1/2 MAXIMUM, +2 Learning, +7 Communication, Requires Exceptional Lodgings at minimum, +1 Radical Runesmith Standing. Slight increase to the creation of new Runes in Kraka Drakk, and half that for the Region. Being a responsible supervisor means addressing the realities. Spare a few rooms, plant some Runes to make sure they're private and then let the beardlings rent it out as they wish.
- [ ] Make it part of the plan: 1 MAXIMUM +5 Learning, +15 Communication, Requires Exceptional Lodgings at minimum, +2 Radical Runesmith Standing, +1 Conservative Runesmith Standing. Noticeable increase to the creation of new Runes in Kraka Drakk, and half that for the Region. WILL BEGIN NORMALIZING GREATER DIPLOMACY AND CLOSER TIES BETWEEN RUNESMITHS IN THE REGION. This shall be a place for Runesmiths and their ideas to be forged and purified by the rigours of honest academic and sometimes physical debate. Halls from which they make spectacle and debate with each other should they wish. Better than them ruining the bars in town at the very least.

[ ] Business: Should the Workshop allow for Runesmiths to pursue the mundane realities of business, finding buyers, suppliers and patrons, within its walls?
- [ ] Disallow it: +1 Conservative Runesmith Standing. If you want to go about finding commissions you can do that on your own time and somewhere that's not here.
- [ ] Allow it: 1/3 MAXIMUM, Roughly half again increased proliferation of Runecraft in Kraka Drakk. If a Runesmith wishes to set up an appointment here you will not deny them.
- [ ] Encourage it: 1/2 MAXIMUM, +3 Communication, -1 Conservative Runesmith Standing. Roughly doubles the proliferation of Runecraft across Kraka Drakk and half that for the Region. Runesmiths still do business as they always have, but you can have dedicated rooms with which negotiations may happen, provide delivery services, sourced from Jorri of course, for completed commissions.
- [ ] Make it part of the plan: 1 MAXIMUM, +5 Communication, Requires access for non-Runesmiths, -1 Conservative Runesmith Standing. Roughly triples the proliferation of Runecraft across Kraka Drakk and double for the Region. WILL BEGIN NORMALIZING THE REGULAR INTERACTION BETWEEN OTHER DAWI AND RUNESMITHS IN THE REGION. There shall be a system in which the common Dwarf can easily petition individual Runesmiths for commissions, rather than going to their individual Workshops and stores. Robust services that Runesmiths, clients, suppliers and buyers can use to find each other and maintain correspondence; greatly easing the process of finding and meeting with your, admittedly hermit-like, colleagues. You would have no hand in selecting the appropriate if such a thing exists, Runesmith for a job, but you'll make it far easier for people to find each other.

[ ] Forging: You are RuneSMITHS after all, and a Smith is nothing without a forge.
- [ ] Not an ember: You have a Workshop, go use it you wazzok!
- [ ] Use unused Forge Space: 1/3 MAXIMUM, Roughly increases the base quality of metal goods in Kraka Drakk by half. When you aren't turning ignorant fools into slightly less ignorant fools, the forges you use to do so lie cold and empty. It feels like a waste to have such a well-made forge simply sitting there, never mind the cost of the coal to get it started up again! You abhor such efficiency! Let them be used if an enterprising smith has the tools and material available so that they aren't left to waste.
- [ ] Sourcing Materials: 1/2 MAXIMUM, Requires Size 15 and Exceptional Shopping at minimum. Roughly increases the base quality of metal goods in Kraka Drak and the Region by half. You have a Gromril Mine, Runesmiths need Gromril, simple as. Provide readily available access, for a fee of course, to the rare metal for Runesmiths to use.
- [ ] Dedicated Forging Space: 1 MAXIMUM, Requires Size 20 and Exceptional Shopping at minimum. Roughly doubles the base quality of metal goods in Kraka Drakk and the Region. WILL BEGIN NORMALIZING RUNESMITHS SHARING FACILITIES WITH OTHERS IN THE REGION. What is better than Gromril? Pure Gromril! Moreover, dedicate a space entirely for mundane forging. Talent should be the only real obstacle stopping any craftsman from making something great. You'll have to negotiate with the Metalsmiths, but you reckon Gormak and his subordinates will certainly appreciate having ready access to numerous Runesmiths and specialized facilities to use.

[ ] Procurement:
- [ ] None: They shall find what reagents they find.
- [ ] Tournaments: 1/3 MAXIMUM, +1 Learning +3 Communication, Requires Basic Shopping at minimum, +1 Conservative Runesmith Standing. Roughly half again increased quality of Runecraft in Kraka Drakk. Hold regular tournaments of craftsmanship or martial skill, with the prize therein being a rare reagent or some reward of similar value. It would most certainly bolster the daring and skill of the beardlings as they vie for the prize in question!
- [ ] …and Discounts: 1/2 MAXIMUM, +2 Learning +5 Communication, Requires Exceptional Shopping at minimum. Roughly doubles the quality of Runecraft across Kraka Drakk and half that for the Region. Get Jorri and perhaps Gloin on the case, and you're certain that you can find a way to offset the cost of reagents for prospective students and regular tournament winners. What better way to cultivate talent? They can certainly pay off the debt to the Karak.
- [ ] and Hiring: 1 MAXIMUM, +3 Learning +5 Communication, Requires Extravagant Shopping, -1 Conservative Runesmith Standing. Roughly triples the quality of Runecraft across Kraka Drakk and double for the Region. WILL BEGIN NORMALIZING MORE ROBUST SUPPORT FOR JOURNEYMEN AND TALENTED RUNESMITHS IN THE REGION. Tournaments, discounts for students and continuous victors, and a system by which Runesmiths may not only hire bands of adventurous Dwarfs to help them gather reagents or collect said reagents for them, but also let regular Dwarfs offer reagents they may be in possession of for sale.

[ ] Library:
- [ ] None at all: Books? Books are for people who aren't Runesmiths!
- [ ] Limited: 1/3 MAXIMUM, +3 Learning. Tomes about some reagents and other information a Runesmith may find useful, but nothing truly groundbreaking.
- [ ] Extensive: 1/2 MAXIMUM, +6 Learning, -1 Conservative Runesmith Standing. As before but with a far larger amount of information on all manner of reagents found in the Far North.
- [ ] Extensive and Rare: 1 MAXIMUM, +10 Learning, +5 Communication, -2 Conservative Runesmith Standing, -1 Radical Runesmith Standing. WILL BEGIN NORMALIZING THE WRITING DOWN OF CERTAIN KNOWLEDGE IN THE REGION. Books on every reagent you know of, some even written by your own hand. Wisdom and lessons learned from multiple sources about enemy magic, and more. No Runelore, and no Elven texts, but it would certainly help the common Runesmith get up to snuff.

━<><><><==><><><>━
Remember to vote by plan. There will be a twenty-four-hour moratorium for discussion.

AN: Behold the labour of my mind. I offer you the choice to make something truly your own! I'm particularly proud of this, to be honest. Think it through carefully now, you'll be stuck with the consequences for a decent amount of time. I'll be here to answer questions but I'll be working on some papers so it may take a bit to respond. Please don't devolve into knife fights and accusations. Hope you enjoy what I've put together and don't forget to C&C :^)
 
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YES.
ACADEMY TIME HERE WE COMEEEEEE!

Ok, this is great and certainly helps explain what the huge influx of runes are needed for!

@soulcake Would it be possible for us to integrate Alchemy into the lessons? I feel like it's a pretty important subject even if it's not directly Runecraft.
 
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Frankly I want a plan with No Maximums.

Push too fast and too far and this will blow up in our face.

Also yeah we all didn't take Karstah's feelings into account. It would be rather stinging for her to see Snorri embrace allowing other Runesmiths into his place so easily.
 
*stares*

ya know...i think going all out would make Snorri utterly bullshit by dwali standards.

As in "THIS WAZZOK DID WHAT?!?!" in sheer confusion, awe, and horror at the generosity of Santa Dwarf.
 
I changed the moratorium to a day. Vote's important enough to let people stew and discuss a bit more. :^)

ALSO: Capstone is basically committing to making a difficult request, but what that request will be is up to you guys.
 
Let's go full on dwarf with the structures! We will make something for the Ages. Even if it will take a huge amount of time, let's go maximum!
Edit: 24 Actions for the ultimate Runelord bastion!
 
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I'd like to advocate that we keep our Maximum at *most* 1 ot 1.5 at the very most. No matter how God damned tempting it is it is not worth going higher than that.

Again we are Dwarfs and the Runesmiths are individualistic for a damn good reason. No centralizing past the very minimum *please*.

Traditions exist for a reason and trampling on traditions will piss people off and screw us over.
 
I really want this to have the maximum possible MAXIMUMS, doing this right might put a stop to the loss of runelore as long as it remains standing.
 
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