Voted best in category in the Users' Choice awards.
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:
I think we're much better off going ham on the Fimir for one turn if we can, aiming to shorten the war with Snorri's strategic impact.
I figure Yorri will bugger off if we stop working on Anoqueyan so we would miss out on those prods.
I also see little difference in finishing the war in turn 48 or 49 or 50, and thats assuming there is a multi turn campaign coming and we could shorten it by x turns via our action economy.
 
His standing with holds doesn't really matter, its his runecraft that matters for our new school, and keeping the Standing with the different Runelords and their factions high that matters there. We can have all kinds of battle victories, and I don't think it'd help much for the school, but if the school leads to all kinds of wonderful runic awesomeness, then that will be beneficial.
We are about to unleash Skarrenbakraz on the world one of or the greatest thing we have created. Skarrenbakraz on the battlefield will be a sight to behold it will be insane as it should for it a mythical creation. That alone will speak to the skill, strength of our runecraft and which will hopefully make people stance lessen or support the school.

Mallus is a deathworld and dwarven civilization like every other one on this planet values martial deeds a lot. It won't help as much as other stuff but doing insane marital feats will always help in warhammer with whatever you are trying to do.
I figure Yorri will bugger off if we stop working on Anoqueyan so we would miss out on those prods.
I also see little difference in finishing the war in turn 48 or 49 or 50, and thats assuming there is a multi turn campaign coming and we could shorten it by x turns via our action economy.
(*New*)[ ] 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!
We know for the last turn options that this is a multi part campaign and by getting it done sooner we can by much more efficient in our actions as a result and get way more stuff done
 
Last edited:
I figure Yorri will bugger off if we stop working on Anoqueyan so we would miss out on those prods.
I also see little difference in finishing the war in turn 48 or 49 or 50, and thats assuming there is a multi turn campaign coming and we could shorten it by x turns via our action economy.
Mechanically, maybe not.

But story wise, ending the war sooner rather than later is better for the northern holds. Less casualties, and back to regular business.

The war has been going on long enough that Dwarfs born at the start of it are now in their apprenticeships.
 
There's something that I've grappled with since this quest's inception, especially as I get more involved in Khazalid for obvious reasons. It poked at my brain for a long long while now, maybe even since I started getting deep into Dwarf lore, but only becoming really a point of frustration thanks to this quest.

Namely the, well names, of the Far Northern Holds. I've sort of held on to this realization for a few weeks now, and to my knowledge I've not spread this anywhere but through DMs and the discord but I figure I may as well say it here first, at least publically.



(Which as Boney pointed out when I proposed this idea brings up the question of why the spelling both drifted and chose to follow the whole Karak A convention that Everpeak uses instead of the other Holds, I am forever damned with questions. Life is sufferin) That is all, happy second anniversary, thank you.
Because Kar= big stone, ak = place. Karak means "Big Stone Place" in uber precise Khazalid. While Kraka is "Something related to Stone X" specifically?

Kadrin - Mountain Pass, so that's probably Ka = Mountain and drin = pass.

So, therefore Kraka is "Something related to Stone Mountain"? Instead

Krink = Bad back due to stooping in Tunnels
Kron = Book, Record
Kruk = Unexpected dissapointment: vein of ore which suddenly proves to be empty
Krunk = Disaster, an underground Rockfall
Krut = Disease contracted from mountain goats
Kruti = Dwarf suffering from Krut

It looks like "Kr" is related to misfortune, or event of significance, speciffically. It might mean some kind of rock inside the mountain as "Rockfall", and "vein of ore" could be somehow related to "Kr" definition. due to the way khazalid is put together with... Hmmmm, okay from "Kar" = big stone. "K" likely means stone. "ar" likely means "big (in relation to the obvious visual appearance of stone, or how clumps of stone can make up a mountain)" Assuming that is true... "Kra" "K" = stone and "Ra" = inside? "ra" is "ar" mirrored, so it could be an opposite like "small", "internal", or "entrails" (in relation to the opposite of "visually big", so it's more like internal, inside, looking at the internal organs of stone? Hmm, it might be specifically the stones that make up a stone, like a record, ores, stalgtites, stalgmites, rockroof, rockwall)

A = of, with, within, to

"Kr" + "a" + "ka" = Kraka
"Underground Stone Treasure? (Can be ore, normal stone, all the treasures the mountian hides such as gold, silver, gromril)"+ "of" + "Mountain" = Kraka
"Misfortune?" + "with" + "Mountain" = Kraka
"Little?" + "within" + "Mountain" = Kraka
"Small?" + "to" + "Mountain" = Kraka
"? "+ "?" + "Mountain" = Kraka

Or would it be?
"K" + "ra" + "ka" = Kraka
Stone + ? + "Mountain" = Kraka

Or could it be?
"K" + "ra" + "a" + "ka" = kraaka, proper spelling should be Kraka, as the khazalid would drop an a.
"Stone" + ? + (of, with, within, to) + Mountain = Kraka

Maybe?
"Kra" + "a" + "ka" = kraaka, proper spelling should be Kraka
"Small Stone?" + "(of, with, within, to)" + "Mountain" = Kraka
"Internal Stone?" + (of, with, within, to) + "Mountain" = Kraka
"Composition Stone?" + (of, with, within, to) + "Mountain" = Kraka
"Underground Stone?" + (of, with, within, to) + "Mountain" = Kraka
"Under top-soil Stone?" + (of, with, within, to) + "Mountain" = Kraka

What if?
"Kra" + "Ka" = Kraka
"?? Stone" + "Mountain" = Kraka

Edit: And hmmm, "ak" = place, but the mirror of "ak" being "ka". Would have "ka" be mountain, place on mountain? So kraka, is just "k"+ "ar" mirrored + "ak" mirrored. An abstract form of "ar" and "ak" are what "ra", and "ka" are?

Edit2: Done editing this post.

EDit 3: In the end, Kraka can probably mean Hold similar to how Karak is translated as Hold instead of "Mountain Hold", or "Big Stone Place". But a direct translation, could have the differences in culture highlighted. With the Northern holds breaking the tradition of using Karak for Kraka at the very beginning.
 
Last edited:
just wanted to say what i love this story. and always happy to see it`s updating.
also, after reading the section with the Doomed Slayer here, now when i started to play DOOM 2016 again i got a new headcanon - i think what Grimnir somehow found (beat out of daemons) Slayers Testament and inferred from them nature of daemons - what they are slaves to the narrative of legends which created them. So when Grimnir has started to cosplay the Doom Slayer in his march to the Gates of Hell - he was Doomed to win. at the great price.
 
Last edited:
We are about to unleash Skarrenbakraz on the world one of or the greatest thing we have created. Skarrenbakraz on the battlefield will be a sight to behold it will be insane as it should for it a mythical creation. That alone will speak to the skill, strength of our runecraft and which will hopefully make people stance lessen or support the school.

Mallus is a deathworld and dwarven civilization like every other one on this planet values martial deeds a lot. It won't help as much as other stuff but doing insane marital feats will always help in warhammer with whatever you are trying to do.


We know for the last turn options that this is a multi part campaign and by getting it done sooner we can by much more efficient in our actions as a result and get way more stuff done

How is spending 5 actions in one turn more efficient than spending 2 actions spaced out over 2 turns?

The narrative argument is more convincing since you could always argue with the dwarven need for revenge or just rule of cool.

The idea that Snorri going all in would finish the war in a single turn still assumes that he is, at the very least, a bigger deal than all the other Runelords combined.
That is to say, they and the combined might of the north have been going at it for decades but Snorri Giftgiver will now waltz in and show these beardlings how it's done by shattering the Fimir in one turn.
Basically, he isn't Grimnir, at least in my view.

In my view Snorri changes battles but he doesn't change the war.
Up until now the dwarfs have battled the Fimir out in the open, Snorri would kill the enemy leader/champion/sorcerer, but those are already killed under the current arrangement. We would be looking at smaller loses though.
The real challenge is in finding the Fimir strongholds and occupying the conquered territory.
Snorri isn't any help in finding the Fimir fortresses/cities and he can't garrision anything.
Where Snorri is a time saver is sieges, since he can just walk up to the gates and open a path for the throng.
He is also great for killing the absolute toplevel champions of the enemy but those haven't come out yet and we are unlikely to see them outside sieges and the decisive fieldbattle of the campaign.
 
Last edited:
Mechanically, maybe not.

But story wise, ending the war sooner rather than later is better for the northern holds. Less casualties, and back to regular business.

The war has been going on long enough that Dwarfs born at the start of it are now in their apprenticeships.
Also we don't know what exactly the Fimir are up to. For all we know we could be working against a timer and not even know it until it's too late.

They could be working on a massive ritual to scry and die Dwarf settlements in the north, summoning and binding greater daemons, or they could well be using the power granted from corrupting the waystone network to brute force past the Mists protecting Albion and launching an invasion of that island.
 
Honestly, I'm fine leaving the capstone for a dozen turns. I really want to have the t5 rune metal and all of movement done before starting that one. We won't even need it for a while so it's fine to leave it. We'd probably get more out of MThungni and deep magic runes being spammed all over the place.
 
In my view Snorri changes battles but he doesn't change the war.
Up until now the dwarfs have battled the Fimir out in the open, Snorri would kill the enemy leader/champion/sorcerer, but those are already killed under the current arrangement. We would be looking at smaller loses though.
The real challenge is in finding the Fimir strongholds and occupying the conquered territory.
Snorri isn't any help in finding the Fimir fortresses/cities and he can't garrision anything.
Where Snorri is a time saver is sieges, since he can just walk up to the gates and open a path for the throng.
He is also great for killing the absolute toplevel champions of the enemy but those haven't come out yet and we are unlikely to see them outside sieges and the decisive fieldbattle of the campaign.
This seems like a description of Snorri's capabilities before Skarrenbakraz.

With the cloak he becomes a volcanic storm and can attack at range with Lighting.
 
Note there's also this:

- Rank 3 Grudge: The perfidious and muck-dwelling Fimir! For the loss of innocent Dwarf lives, the deaths of the venerable Elders and Hearthwardens Throggi Ironheart of Clan Ironarm and Barruk Gildedbeard of Clan Bronzefist, the corralling of the Beastmen into Dwarfen lands for nefarious purposes yet unknown. The only payment shall be death! Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +10 Bonus to rolls against the Fimir.

With the Grudge we could get an awful lot of actions worth of campaigning done in a dedicated campaign turn.
 
Note there's also this:

- Rank 3 Grudge: The perfidious and muck-dwelling Fimir! For the loss of innocent Dwarf lives, the deaths of the venerable Elders and Hearthwardens Throggi Ironheart of Clan Ironarm and Barruk Gildedbeard of Clan Bronzefist, the corralling of the Beastmen into Dwarfen lands for nefarious purposes yet unknown. The only payment shall be death! Actions toward setting this Grudge have a chance to gain +1 action worth of progress. +10 Bonus to rolls against the Fimir.

With the Grudge we could get an awful lot of actions worth of campaigning done in a dedicated campaign turn.
Otoh, what actions do we have available that would benefit from +1 progress?
The Retainer actions
A matron's banner, possibly
Re-warding work
Wardstones
 
How is spending 5 actions in one turn more efficient than spending 2 actions spaced out over 2 turns?

The narrative argument is more convincing since you could always argue with the dwarven need for revenge or just rule of cool.

The idea that Snorri going all in would finish the war in a single turn still assumes that he is, at the very least, a bigger deal than all the other Runelords combined.
That is to say, they and the combined might of the north have been going at it for decades but Snorri Giftgiver will now waltz in and show these beardlings how it's done by shattering the Fimir in one turn.
Basically, he isn't Grimnir, at least in my view.

In my view Snorri changes battles but he doesn't change the war.
Up until now the dwarfs have battled the Fimir out in the open, Snorri would kill the enemy leader/champion/sorcerer, but those are already killed under the current arrangement. We would be looking at smaller loses though.
The real challenge is in finding the Fimir strongholds and occupying the conquered territory.
Snorri isn't any help in finding the Fimir fortresses/cities and he can't garrision anything.
Where Snorri is a time saver is sieges, since he can just walk up to the gates and open a path for the throng.
He is also great for killing the absolute toplevel champions of the enemy but those haven't come out yet and we are unlikely to see them outside sieges and the decisive fieldbattle of the campaign. You don't have to be grimmir to change the balances of war especially in heroverse that is warhamer.
bluntly yah snorri is that big deal now the Skarrenbakraz changes everything. Eh the north have only been fighting against the fimir for 3 turn and weren't even fully moblized against them until the last turn or 2 against the fimir. He is a bigger deal than all the other runelords not a single one has a mythical weapon(or at least using it on battlefield which make it a moot point) and we have 2 and then just a massive ton of legendary stuff! I don't think if we went 5 actions we finish this campaign all sudden but drastically shorten it from it previous length yes.

Enemy leaders, champion and sorcerer could easily get away in the current battle situation or the armies could do a retreat they most of the time in the battles won't die too since that hard with snorri on the battlefield most aren't getting a chance to get away without a fight from him. Snorri with his new powers can destroy armies. He be a huge help in that since he he could hide troops with his fog ability and dwarven rangers have found nearly all of them now too except the ones inland but their giant hunking cities they ain't hard to find. Reread karag dum seige he literally walked up to the gates and opened up the path to the throng after killing an entire beastmen army and that was before he got his if you aren't a hero you will be killed by this storm. Now to be clear I do not think he grimmir or aenarion level at all or even close. He is not unstoppable but he is massively powerful now to the point where the tide of war can changed by him alone.
A hooded cloak formed out of a Shaggoth's hide, attached to your armour by a large piece of Adamant. The plate is made of three distinct segments, stylistic clouds frame the individual Runes carved onto each of them, the Runes of Fury and Lightning border the Master Rune of Grungni glowing brightly in the center. The outside of the leather cloak is dyed crimson, edged with the finest Brana Down. A scale mail sheet made up of thumb sized Adamant Scales is layered overtop the leather, intricate depictions of Dawi, and Branakroki going about their lives is carved with painstaking detail onto each and every stone. Creating a mosaic of images that some swear move and act as if they were alive; Gemstone eyes flashing as if blinking, clouds moving like they were real, figures walking from one scale to the next. Nonsense really.
-- Combo, Storm Mantle +/Tempestuous Domain: [Master Rune of Grungni (Oathgold), Rune of Lightning (The Suneater's Brain), Rune of Fury (The Sky King's Crest Feather)] The user is surrounded by a mass of hurricane-force winds and blackened thunderheads. Lightning bolts frequently shoot out from the formation to destroy projectiles and strike at nearby foes. The user is able to control all aspects of the mantle with their mind. Being capable of molding the roiling storm around them like a Master Potter does clay, creating ephemeral fog or clouds so thick that they are practically solid. Their mastery of Lightning is just as precise, having such fine control that they can control the output and form of the lightning striking their foes should they choose to.
-- Chaosbane
-- Trollbane
-- Soul of the Earth
-- Touched by the Earth:
When wielded in conjunction with Barak Azamar the banner's abilities are greatly empowered and can be cast even more frequently. Barak Azamar's earthen construct is similarly affected, becoming an amalgamation of black, rumbling thunderheads, rock and metal with molten metal eyes and weapons seemingly crafted from lightning and fire. The upgraded construct is capable of a whole host of abilities and can better follow the user's orders. When not being commanded, it will follow the user, acting as a second shadow that mimics their every move. This shadow shares all the benefits of the user's current equipment.
-- Fulcrum Forged, Storm Born: ??? Created at a confluence of the First Storm of Magic, upon an Arcane Fulcrum, and while wielding Barak Azamar, the item positively thrums with an incalculable level of power. That there are consequences to this is almost certainly undeniable, but what they fully are remains to be seen.
As long as your forearm, the Azrilwutroth handle is bound with rings of Adamant that sparkle with socketed sapphires, the wood itself carved with beautiful knotwork patterns. The grip is a fine cut of Shardwyrm skin, the natural crags and lines in the skin oriented to provide the greatest amount of grip. The tool's head is a piece of solid Adamant, on both of the hammer's sides are depictions of Smednir and Thungni carved in exquisite detail respectively, their eyes brilliant Amber and Sapphire accordingly, their beards silver and their Runes marked out on their helms. The rest of the head's surface is covered in knotwork. On the hammer's flat striking face the Master Rune of Conduction burns brightly. When being used the hammer's handle pulses with energy, travelling upwards until the head is covered in mystic teal-gold flames. When used as a weapon flame grows more golden, and when used as a tool the flames burn more teal.
- Combo, Makerstrike +:[Master Rune of Conduction (Elder Magma Dragon's Blood), Rune of Smednir (Pure Gromril), Rune of Thungni (Adamant)] [The weapon sends blows that sunder armour and, if charged for long enough, can melt even Gromril, the user can strike the earth and either call forth a small crack in the earth that spews lava or send out a wave of mystic flame that burns their foes. The tool follows the bearer's will, guides their blows so that imperfections are removed entirely and their work endures for as long as possible. Runes struck with this hammer draw from the ambient magic of the world in its totality, lasting far longer and recharging more quickly than standard.]
- Chaosbane
- Trollbane
- Touched by the Earth:
It drinks deeply and greedily from the power that Barak Azamar releases. When used in conjunction with the armour, the weapon's abilities are greatly empowered, where the tool strikes with such heat and ferocity that no Forge is needed to heat the metal and tempers the item exactly as the wielder wishes. [Turn 44 Onwards] When the wielder strikes the earth with the hammer they can now choose to mold and shape the ground and rock in a radius around themselves.
 
Last edited:
hm, thinking on it more; that the fimrir are actively targeting the waystones makes me think we should focus hard-core on hunting them down and smashing their faces in ASAP.

our research can wait till what seems to be a timer on the worlds overall stablity and resistance against chaos isn't ticking.

so I'd say the following in approximate order:
1): switch over to focusing on the fimrir as soon as soulcake lets us.

2): mind of things and make another adamantine smelter; those things will act as production multipliers for higher tier stuff. so get enough of these and we can make basically everything with at least bits of the stuff as far as I can tell.

3): start on reverse engineer thungni-rune, come back to the brothership rune later.

I think we should make a gronti, particularly one that would help our waywarders. As we have lost another pair of retainers, so I really feel we need to do something about that if we want to be able to keep sending them on waywarding missions on our behalf and this would do that. (living, walking pieces of dwarven history they are! we shoulden't be losing this many!)

If we made it a 4-legged design, it would basically be a mobile tower with wards/etc that would let our retainers patrol/travel farther/faster/safer since they'd be able to carry more supplys and have a safer way of moving, even while resting or with wounded. might even be able to carry a siege engine too.

it'd require studying a donkey/mammoth or something and would still be less accurate, but Lorna could probably give us some tips and I imagine dwarfs have at least some anatomical knowledge on more then just dwarfs.

this would require putting even more actions into this, is a gronti modeled after our feathery friends.

sounds absurd since flight hasen't even been experimented with yet and dwarves don't like flying; but as we already see one dwarf agreeing recently, its clearly possible if unconfortable. So I bet a master-crafted gronti providing a ultra-smooth/solid ride (if with a distinct, occasional bobbing motion) and a complete enclosure inside would smooth many a dwarf's nerves.

Also, RL engineers nor canon-engineers ever had sapient beings who could explain how they generate thrust/turn/etc, so the barrier of figuring out the control mechinisms would be half solved already!

Plus, we could make it out of gromral or even adamantine and a hollow body, we'd almost be struggling to INCREASE weight to properly push through the air! cas adamantine and gromril appear to be so strong that their strenght-to-weight ratio would allow the plane's "skin" to be mere milimeters where even modern RL plane's have to have inchs! (they already use milli-meter thick skin according to a quick google, so you'd just end up with something capable of bouncing anything short of a cannon-ball and even that would just dent it at most...unless we manage to go sub-milimeter in forging oc).

This would let us do traveling missons in half the time at LEAST while also making all but the hardest of siege actions a cake-walk. Because what weapons could aim up and get through adamantine even if just a milimeter thick?

plus? between the sky king's feathers, pegasus hearts, 3 different elder wyrm's bloods, a Dragon ogre shaggoth brain/heart and probably enough adamantine to make the entire thing out of pure adamantine, plus some runes for anti-magic/chaos/etc, I'm thinking we could make it almost impossable to take down since wh-f relys on flyers and magic to take down flyers.

not sure if the sky king's feathers should be used for a lighting breath attack for the awesome, or help keep it flying; the T4 radient pegasus heart would probably do a good job at the latter too tho.

honestly, we could probably do a lighter-then-air build right now somewhat easily as the branna could probably magic up some pure helium or whatever. (or just runes)

but our friend-of-branna could probably do a heavier-then-air in a few decades of dedicated research/testing, plus whatevers required for getting gronti-runes.....only issue is he doesn't have adamantine which is a pity; gromril would probably be comparable to RL modern materials through.
 
Last edited:
Linguistic drift works as a theory in the Warhammer time period. As Snorri we know that it was already Kraka Drakk within years of its founding.
I am speaking about the canonical reason why it's called Kraka instead of Karak, as opposed to the one in the quest. If I could go back and use that, I would, but it's too much of a hassle to do so now. Same reason why Drakk has 2 "k's" instead of 1, though in that case I could have switched much more easily given how early in the quests life that got pointed out. Ces't la vie.

Because Kar= big stone, ak = place. Karak means "Big Stone Place" in uber precise Khazalid. While Kraka is "Something related to Stone X" specifically?
This was the logic by which I worked off of beforehand as well, and assumed that Kraka was just another term of mountain the GW writer's never spoke of. However I believe this ultimately makes more sense for the following reasons.

Kraka is the universal word for Hold in every example we have of a Norse Dwarf Hold, and the translations we are given speak nothing of any permutation of mountains that differentiates them enough. It's literally just "[place] Hold"

and perhaps most damningly
6th Edition Dwarf Codex said:
So long ago did their ancestors enter the Norscan mountains that these Dwarfs now speak a different language and pursue different customs from those found among the other Dwarfs of the Old World, commonalities that serve to unite all of the other Holds of the continent.[4a]

So the possibility that the GW writers literally just turned "Karak a", or hell even just "Karak," into "Kraka," to show and emphasize just how big the Norse Dwarf departure from the rest of the Karaz Ankor is, I believe, the more likely explanation.

End of the day both possibilities are equally likely in the grand scheme, despite my belief in the latter being the less finicky and more elegant answer. I'm entirely open to being wrong btw, it is after all just one fan theory of many, but the only person who can actually give a definitive answer are the writers themselves.
 
bluntly yah snorri is that big deal now the Skarrenbakraz changes everything. Eh the north have only been fighting against the fimir for 3 turn and weren't even fully moblized against them until the last turn or 2 against the fimir. He is a bigger deal than all the other runelords not a single one has a mythical weapon(or at least using it on battlefield which make it a moot point) and we have 2 and then just a massive ton of legendary stuff! I don't think if we went 5 actions we finish this campaign all sudden but drastically shorten it from it previous length yes.

Enemy leaders, champion and sorcerer could easily get away in the current battle situation or the armies could do a retreat they most of the time in the battles won't die too since that hard with snorri on the battlefield most aren't getting a chance to get away without a fight from him. Snorri with his new powers can destroy armies. He be a huge help in that since he he could hide troops with his fog ability and dwarven rangers have found nearly all of them now too except the ones inland but their giant hunking cities they ain't hard to find. Reread karag dum seige he literally walked up to the gates and opened up the path to the throng after killing an entire beastmen army and that was before he got his if you aren't a hero you will be killed by this storm. Now to be clear I do not think he grimmir or aenarion level at all or even close. He is not unstoppable but he is massively powerful now to the point where the tide of war can changed by him alone.
Okay, that's pretty much what I said? Snorri changes battles, he is really killy and can only be stopped by toplevel enemys.
I still don't understand how he significantly changes the time intensive parts of the war, exploring and securing territory, lots of territory.
I say this is Grimnir tier because He and his great throng took a decade to secure the north.
 
Okay, that's pretty much what I said? Snorri changes battles, he is really killy and can only be stopped by toplevel enemys.
I still don't understand how he significantly changes the time intensive parts of the war, exploring and securing territory, lots of territory.
I say this is Grimnir tier because He and his great throng took a decade to secure the north.

With Brana allies it should be much, much quicker to find Fimir cities, and once found Snorri can crack them open in a way other dwarven forces can't.

Particularly as if Snorri marches the Brana leaders who know him may decide it's time to bring their flocks to war in his wake.
 
Last edited:
Okay, that's pretty much what I said? Snorri changes battles, he is really killy and can only be stopped by toplevel enemys.
I still don't understand how he significantly changes the time intensive parts of the war, exploring and securing territory, lots of territory.
I say this is Grimnir tier because He and his great throng took a decade to secure the north.
the securing territory part is being hampered by all the massive fimir armies and when we reach their core territory the big fortress which snorri can speed up the timetables on a lot. The sooner all those big bad heroes and armies are dead the sooner the dwarf army can move to securing territory and exploring further ahead. We have also found a lot of the fimir cities too already our retainters** found a bunch
 
hm...actually, thinking on that spoilered bit from my prior post; having a over-built hull for a plane would mean you probably don't need to rebuild everything after a crash which would massively help research/testing (and general use oc).

So you'd actually want adamantine at more-then-obserdly-thin levels even outside battle. It would be rather heavy that way, as adamantine isent insanely light its insanely strong and its NOT agiven that it can be crafted to sub-millimeter thickness..... but then again these are dwarves, and it'd only need to form the skeleton of the thing and we can buy Branakroki feathers by the ton pound as far as I can tell. so I woulden't be surprised and we have runes of lightness/etc I'm sure.

main limitaton I can see left is having a engine to power it, but the overall weight would be so low that this could be done with a far more crude engine designs then the RL inventors had, and its not like ANYTHING the dwarfs make can rightly be called crude......plus I think dwarfs could figure out some insanely high energy-density fuels due to magical materials

...holy crap; heavier-then-air flight is not nearly as far-out-there as I thought for the dwarfs even without runes and with some and snourii-levels of adamantine? it'd almost be EASY.

edit:
@soulcake how stiff/light is gromril and adamantine? I have no idea if you will allow the quest move in the direction this all would require (let alone if people would vote for it, or if other characters would go for it especially without our admantine)...but at this point I'm curious.
 
Last edited:
this has only cemented my opinion that material science and the limits to their physical materials and creation of it, is pretty much *THE* primary bottleneck for any technologically/science capable civilization......

.....is the only reason the dwarfs aren't already outstripping RL humanity even at just this point in time just their own cultual inhibitions about science/innovation?
 
Because Kar= big stone, ak = place. Karak means "Big Stone Place" in uber precise Khazalid. While Kraka is "Something related to Stone X" specifically?

Kadrin - Mountain Pass, so that's probably Ka = Mountain and drin = pass.

So, therefore Kraka is "Something related to Stone Mountain"? Instead

Krink = Bad back due to stooping in Tunnels
Kron = Book, Record
Kruk = Unexpected dissapointment: vein of ore which suddenly proves to be empty
Krunk = Disaster, an underground Rockfall
Krut = Disease contracted from mountain goats
Kruti = Dwarf suffering from Krut

It looks like "Kr" is related to misfortune, or event of significance, speciffically. It might mean some kind of rock inside the mountain as "Rockfall", and "vein of ore" could be somehow related to "Kr" definition. due to the way khazalid is put together with... Hmmmm, okay from "Kar" = big stone. "K" likely means stone. "ar" likely means "big (in relation to the obvious visual appearance of stone, or how clumps of stone can make up a mountain)" Assuming that is true... "Kra" "K" = stone and "Ra" = inside? "ra" is "ar" mirrored, so it could be an opposite like "small", "internal", or "entrails" (in relation to the opposite of "visually big", so it's more like internal, inside, looking at the internal organs of stone? Hmm, it might be specifically the stones that make up a stone, like a record, ores, stalgtites, stalgmites, rockroof, rockwall)

A = of, with, within, to

"Kr" + "a" + "ka" = Kraka
"Underground Stone Treasure? (Can be ore, normal stone, all the treasures the mountian hides such as gold, silver, gromril)"+ "of" + "Mountain" = Kraka
"Misfortune?" + "with" + "Mountain" = Kraka
"Little?" + "within" + "Mountain" = Kraka
"Small?" + "to" + "Mountain" = Kraka
"? "+ "?" + "Mountain" = Kraka

Or would it be?
"K" + "ra" + "ka" = Kraka
Stone + ? + "Mountain" = Kraka

Or could it be?
"K" + "ra" + "a" + "ka" = kraaka, proper spelling should be Kraka, as the khazalid would drop an a.
"Stone" + ? + (of, with, within, to) + Mountain = Kraka

Maybe?
"Kra" + "a" + "ka" = kraaka, proper spelling should be Kraka
"Small Stone?" + "(of, with, within, to)" + "Mountain" = Kraka
"Internal Stone?" + (of, with, within, to) + "Mountain" = Kraka
"Composition Stone?" + (of, with, within, to) + "Mountain" = Kraka
"Underground Stone?" + (of, with, within, to) + "Mountain" = Kraka
"Under top-soil Stone?" + (of, with, within, to) + "Mountain" = Kraka

What if?
"Kra" + "Ka" = Kraka
"?? Stone" + "Mountain" = Kraka

Edit: And hmmm, "ak" = place, but the mirror of "ak" being "ka". Would have "ka" be mountain, place on mountain? So kraka, is just "k"+ "ar" mirrored + "ak" mirrored. An abstract form of "ar" and "ak" are what "ra", and "ka" are?

Edit2: Done editing this post.

EDit 3: In the end, Kraka can probably mean Hold similar to how Karak is translated as Hold instead of "Mountain Hold", or "Big Stone Place". But a direct translation, could have the differences in culture highlighted. With the Northern holds breaking the tradition of using Karak for Kraka at the very beginning.
I feel you're breaking this down too much. I know Khazalid does compound words but this is like trying to deduce German words by the syllables.
 
this has only cemented my opinion that material science and the limits to their physical materials and creation of it, is pretty much *THE* primary bottleneck for any technologically/science capable civilization......

.....is the only reason the dwarfs aren't already outstripping RL humanity even at just this point in time just their own cultual inhibitions about science/innovation?
Probably the main reason is the continual Chaos incursions and death world creatures trying to kill them.
 
Back
Top