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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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[x] Plan Research Explosion
- [x] March: [Cost: 1 action] Begin event, "Fimir Campaign Pt. 1." Your body is healed, your fury roaring like the fires of a freshly stoked furnace. Let them know the anger of a Runelord roused to anger! Let them know the contempt of the wronged and that the Dwarfs shall never, never, allow a debt to remain unsettled if they can help it! [1AP]
- [x] The Road to Anoqeyån Pt. 2: [Cost: 6 actions] Master of the Odd will proc. Gain exceptional- understanding of Anoqeyån. Now that Menlinwen has taught you the very fundamentals of the Elven arcane language, she feels comfortable enough to begin teaching you to the same level she has reached. Going any further beyond this point requires waiting for Menlinwen to become an Archmage or for you to find one yourself. [1AP]
- [x] Involve Yorri: [Cost +1 action] Gain x3 Yorri prods. Your Master would obviously love to continue learning as well.
- [x] [Difficult] Understanding the Armour: [Cost: (6 -5) =1 action] Master of the Odd will proc. Gain Movement of Things Progress, ???. You have absolutely no clue how and why Barak Azamar managed to drag whatever the Construct is from wherever it came from and seemingly bound it to your equipment. There's a mystery afoot, and you want to figure out why and how this happened before you can even begin thinking about the implications of what it all means. [1AP]
- [x] [Difficult] The Movement of Things Pt. 5, new totals: [Cost: (14 -7) =7 actions] Master of the Odd will proc. Energy, energy, energy. All Runes require it, such is the basis of their existence. You know that most Runes likely draw upon the Winds of Magic. But you also know that the Deep Magic, the power of the Earth, is a truly massive wellspring of energy, if one reaches deep enough that is. You have taken the first tentative steps to using it, but want to see, to truly understand that flow, and hopefully one day control it as easily as you could your hammer. [1AP]
-- [x] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. Master Yorri simply chuckles mysteriously at you. [3 Prods]
- [x] [Difficult] The Mind of Things Pt. 4: [Cost: (10 -6) =4 actions] Master of the Odd will proc. The transfer of sensation, taste, touch, smell, sight and sound. Yorri has made it clear that at its core all of these senses are simply the transfer of information from your body to your mind. And just as he no doubt intended, it's gotten you thinking. Thinking about perhaps using your newfound knowledge and applying it in a more general fashion. Like perhaps sharing memory or thoughts without any chance of miscommunication. You doubt it will be that easy of course, but you have to start from somewhere. [1AP]
- [x] [Simple] A Wonderful Endeavour: [Cost: 24 actions] Minimum completion date end of Turn 52. Peerless Production will proc for general actions. You have begun pondering the meaning of legacy more often in your old age. To leave something behind to carry on long after you have entered the Halls of your Forebears. Your apprentices are your most important, yet the most limited in the grand scheme. The Runes and creations you create are less personal, but greater in scope and reach. This. This shall bridge that gap, take the best of both and make something beyond them. A place you can build and cultivate, one whose reach is so vast that the name Snorri Klausson will not merely be one of the Runelords of the Past, but a figure even the common Dwarf shall know many centuries, nay millennia, after you have died. This will define you in a way few other things have; more than the defeating of a great enemy, or the forging of a mighty item of power, it is to build something wondrous and in doing, irreversibly change everything forever. [0AP]
-- [x] Petition the Hold: [Cost: 15 Kraka Drakk Favour] Gain 1 progress, can only be taken 3 times a turn and without action input. Begin speaking with the King, the various Guilds and Clans in Kraka Drakk to contribute to the Workshop's construction. [45 Drakk Favour]
- [x] [Simple] Lion Autopsy: [Cost: 3 actions] Master of the Odd will proc. Even in death, you must admit there is a fierce beauty to the animal. Several of its organs lie preserved in magically enchanted jars, put there by the Hunter who slew the massive feline and part of the order itself. Though without the use of Runes who's to say about their freshness. Regardless, it's still worth investigating. [1 Karstah Action]
-- [x] Destructive Research: [Cost: 2 White Lion Corpses] Gain 1d2 progress, can be taken multiple times. You have enough corpses that you feel comfortable making a few unusable in the name of learning. [4 White Lion Corpses]
- [x] The Throng is Mustered: [Cost: 1 retainer action] Can be taken multiple times. Gain Bonus to Throng Rolls against Fimir, additional actions apply bonus to roll. Minor Chance for Casualties/Fatalities. The King of Kraka Drakk calls the Throng to war, lend the might of your Retainers to his cause. You have no real clue as to how developed the Fimir presence is, but given the corpse Rudil dragged back you have a feeling they've been here a while.
- [x] Scouting: [Cost: 1 retainer action] Gain minor bonus to Waystone rolls. Can be taken multiple times. Roll for usefulness, additional actions apply bonus to roll. Send out your Retainers, scour the Far North to see if there's some of these stones that Master Yorri Missed.
- [x] Waywarding: [Cost: 1 action or retainer action] Gain bonus to Waystone rolls and update on status of Waystones. Can be taken multiple times. There is no set time in which you or your retainers are meant to check on these stone monoliths, but doing so more regularly will mean that you're more likely to keep them safe and know their status.
- [x] ORDER: Write-in: 1x Frostbird Feather
 
You know one thing that would be nice to do if we can find the time is finally get into the secrets of light at least a little before we decide to make that eye. All well and good to try to use the Mind of Things to interpret what we see, but the eye is at its core a sensory thing.
 
You know one thing that would be nice to do if we can find the time is finally get into the secrets of light at least a little before we decide to make that eye. All well and good to try to use the Mind of Things to interpret what we see, but the eye is at its core a sensory thing.
Not sure what you're aiming for here, as the Runes of Sensation like Forged Eye came from Mind.

Your ordeal did have a worthy reward at the end however because Yorri taught you several Runes that were imminently useful for your projects. Individual Runes for hearing, sight, taste and smell to go along with your Rune of Forged Limb. Yorri liked to call the entire set the Runes of Sensation, and it's a name that's both catchy and accurate enough for you to be inclined to use it as well. By that point, you were perfectly content with what your teacher had delivered, but it appeared he wasn't. Because as soon as you had those Runes mastered he started bombarding you with yet more lessons and theory. To Yorri the Runes of Sensation were only a test, a proof of concept, for a much more interesting, to him at least, concept.

The Dwarfen mind.

- The Mind of Things Pt. 3 complete! The Mind of Things Pt. 4 Unlocked!
-- Never one to waste time, your Master's managed to cram a bit more understanding into your head about finagling the proper way of hooking a mind to a Rune. You're now fairly well versed in understanding how the Dwarf mind works, and your research, plus what you've observed from your master, tells you that there's more to be explored. It's in the rougher stages of things, but an improved Rune of Brotherhood, and perhaps more general ways of connecting Dwarf minds with each other is, from your perspective, not only possible, but likely as well.
-- Rune Improved! Rune of Forged Limb: Limbs now as mobile and dexterous, comparable to a particularly experienced Craftsman.
-- New Runes Unlocked! The Runes of Sensation: Each one of the Runes corresponds with one of four senses. Together with the Rune of Forged Limb, you could effectively restore a Dwarf to full sensation.
--- New Rune Unlocked! Rune of Forged Eye: Items inscribed with this Rune can provide vision. Mentally controlled and effectiveness on par with the average Dwarf.
--- New Rune Unlocked! Rune of Forged Ear: Items inscribed with this Rune can provide hearing. Mentally controlled and effectiveness on par with the average Dwarf.
--- New Rune Unlocked! Rune of Forged Tongue: Items inscribed with this Rune can provide the sense of taste. Mentally controlled and effectiveness on par with the average Dwarf.
--- New Rune Unlocked! Rune of Forged Nose: Items inscribed with this Rune can provide the sense of smell. Mentally controlled and effectiveness on par with the average Dwarf.
-- +6 Progress to The Mind of Things Pt. 4, new totals: [Cost: (10 -6) =4 actions] While Yorri never quite went so far, you can get a solid enough idea of perhaps how to use Runes to facilitate communication beyond mere speech between individuals. At least in theory. More work needs to be done.

Are you looking at this like Secrets of Light being able to further improve the Eye's precision, acuity, and range?
 
Not sure what you're aiming for here, as the Runes of Sensation like Forged Eye came from Mind.





Are you looking at this like Secrets of Light being able to further improve the Eye's precision, acuity, and range?

I am looking for a way to see colors that do not exist, if we are going to try to gain mage sight I think we need a good understanding of light since that is the medium into which we will be translating the ether. Might be off on what though, it could just be that those runes are only about the manipulation of light
 
I am looking for a way to see colors that do not exist, if we are going to try to gain mage sight I think we need a good understanding of light since that is the medium into which we will be translating the ether. Might be off on what though, it could just be that those runes are only about the manipulation of light
I think you're looking at this the wrong way. Magic isn't a type of light in warhammer, wizards just talk about it like that because that's a context people can understand. It'd be more accurate to say we want to be able to sense the winds, and the first thing most people think of in that context is sight.
A windsight eye would be translating what it senses into sight because that is something a dwarf brain can process, not because it is sensing an exotic form of light. And for that, we need the Mind of Things, not Secrets of Light
 
I am looking for a way to see colors that do not exist, if we are going to try to gain mage sight I think we need a good understanding of light since that is the medium into which we will be translating the ether. Might be off on what though, it could just be that those runes are only about the manipulation of light
I figure Secrets of Light is more in the direction of communication holograms, lasers, and what @IronFist is talking about yeah. IIRC the Winds don't have to manifest as colors that do not exist, as Realms of Sorcery talks about other sensations being possible, sight just being the most common. It might help, but I don't think its the focus.
 
I got an idea: we should do wardstones before we finish the wonder.

Make the place impossible to scry on would put a dent in the mollusc's plans.

Ideally we would have done this earlier, before going to war... And then surprise their seers worth a surprise Volcano
 
I got an idea: we should do wardstones before we finish the wonder.

Make the place impossible to scry on would put a dent in the mollusc's plans.

Ideally we would have done this earlier, before going to war... And then surprise their seers worth a surprise Volcano
The wardstones probably don't need to get added before we finish, as they'll almost certainly get added in the background as soon as we figure out how to make them.
 
If they actually do what I think they do, they might even be another of the runes that get taught to all masters that ask.

Hell, even another one for the next Rhunkalbrogg. Although Igna Metalheart should probably be the one to present it, as a last "fuck you" to Chaos from the Runesmiths of the fallen hold.

Giving Tzeentch blind spots is good.

Would prevent situations like Urrek the Impossibly Badass from happening.

No more targeting portals on strategic assets for you!
 
Not to be outdone by their young colleague, Rorek Forkedbeard and Heggabor Snarlinghelm of the Burudin have contributed their own works. The mighty Rune tools Sunderer and Shaper, a pickaxe and mattock forged of purest Gromril, have been bequeathed to two miners of Prince Whitebeard's choice.
That's cute, being able to make runed items capable of doing almost the same amount of work as our gronti... made couple centuries ago. FFS, you're Burudin; I expected you to do better!
Let the one-eyes despair, for Ornsmotek is unbowed!
So... he ded from old age, or from violence and/or poison?
 
That's cute, being able to make runed items capable of doing almost the same amount of work as our gronti... made couple centuries ago. FFS, you're Burudin; I expected you to do better!

There probably won't be AP for this, but Snorri could respond with an Adamant pick for the Miner.

Or maybe challenge Kartash to make one in response.
 
Rune of Refraction: Refracts light passing close, but not onto, the runed object. On a singular runed sphere held in place this will cause an iridescent halo to form around the object when viewed from any one place as the light around it is refracted and certain wavelengths are directed into the viewers eyes. By applying this rune to select faces or armour its possible to have the refractive halo only appear from certain directions, on its own this is not enough to blind or obfuscate an enemy, unless used with the sun to your back, in which case it looks absolutely glorious and blinding. Still looks awesome in normal light though.

Rune of Amplitudinal Amplification: The light passing around the Rune'd object is significantly brightened and strengthened, this doesn't not create light though. On its own in a dark room this rune will do nothing, but if used in a chain can effectively 'carry and amplify' light however long the runesmith can be bothered to make lights for.

Rune of Mind to Light: This rune allows the bearer to exert some control over light passing nearby to the Runed object, however on its own this can only be used for small party tricks. Slightly darkening a shadow, slightly lightening a bright spot, and requires much concentration and practice to have any effect at all. A rather useless rune all things told, only good for practicing the mental fitness required for its use, and as a curiosity to young Runesmiths.

Master Rune of Spectral Brilliance: This master rune makes use of the lessons learned from all 3 runes above to essentially allow the Dawi bearing them to activate a directional halo of searingly bright rainbow light at will, very useful for blinding and shocking enemies on the charge, or acting as a spotlight while searching around, whether than be for a sneaky Drak in the clouds, or a skittering Thagarokki in a dark cavern.
 
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There probably won't be AP for this, but Snorri could respond with an Adamant pick for the Miner.

Or maybe challenge Kartash to make one in response.
If we knew how our hammer does its new thing of manipulating earth it would be ideal.

Also dont forget the miner doesnt even have a single combo and we made after giving all dwarves in our hold a mining tool :V

Edit: By the way should we expand our retainers once the war ends so that we always have an action to put in waywarding and scouting even in times like these were we have a lot of request we can do to support the war effort without having to neclect the wardstones at all?

Soulcake did say 300 retainers is no problem for soneone of our standing.
 
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Granted, at this point in time we can't even make flying machines, so a flying Dragon might be beyond us.

That said, including wings is still good as they're also dangerous weapons.
Yeah, at the moment Snorri doesn't have a Rune that can lighten the dragon enough it can fly under its own power. Featherweight ain't stronk enough I think.

That said, Dolgi is working on it and the Rune Parachute (what it seems like anyway) he made for his son Skarri seems like a good sign he is working on more powerful variations. And if he doesn't develop it by the time we're ready for the Dragon, which'll be a very long while from now, we can poke Weight of Things ourselves to generate the likely requisite Master Rune of Flying. Also because the idea is building this in parts to account for Adamant income, and to space things out so we don't all go insane doing the same thing for three turns or whathaveyou, the Wings can be the last piece completed of the Sky-Eyes Shining Dragon/Skarrendoki Brynardrakk.
 
[X] Plan: Deep Magic / To War

Honestly, I'm kinda against spending favour on the campus until we're actually ready to start on it. People can't start complaining about it, until they know what we're doing so I'd rather have the minimum possible time between starting and finishing, even if that would be less action efficient.
 
@soulcake, you missed these runes.
Rune of Shadows
Allows the object to be stored in the user's shadow. When needed the object can then directly appear on the user or in the user's hand.

Rune of the Slayed
A Rune believed to be cursed, created under a dark period of violent clan wars.
Weapons inscribed with this is stronger, better and more effective when used against other dwarfs.

Master Rune of Hunger
A weapon inscribed with this rune starts to hunger for its enemies. It will attack wild and furiously, like a starving beast, with rapid strikes and and mighty blows but without any finesse. Whenever the weapon comes in contact with what it hungers after it drains the targets energy to fuel itself.
Some calls this rune cursed, because while a skilled user can overpower the weapon and change what the weapon hungers after, the opposite is also true.
Edit.
Ah come one. I was just typing this.
 
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