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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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Just for clarification here, @soulcake how many cities do the fimir have?
Again, at least 5 Cities from reports in the deep ranging, but they never got to the Western coast. You will only be able to reach this city and 3 others for this phase of the campaign.


View: https://imgur.com/xDwINjS

ignore the geography and black lines, the red line is roughly the start of Fimir territory and green is the deepest extent that the ranging from a few turns ago got.
 
Wait, where did the Fimir only having 3 cities come from then? Goddamn it.

@soulcake, by "this stage of the campaign" do you mean that once we're done with the first 4 cities we'll decide where to go from there and continue the mini-turn, or will we need to devote another action next turn to continue participating in the war?
 
Wait, where did the Fimir only having 3 cities come from then? Goddamn it.

@soulcake, by "this stage of the campaign" do you mean that once we're done with the first 4 cities we'll decide where to go from there and continue the mini-turn, or will we need to devote another action next turn to continue participating in the war?
Assuming manage to take all three, I suspect the dwarfs would feel uncomfortable pressing further without consolidating.
 
Wait, where did the Fimir only having 3 cities come from then? Goddamn it.

@soulcake, by "this stage of the campaign" do you mean that once we're done with the first 4 cities we'll decide where to go from there and continue the mini-turn, or will we need to devote another action next turn to continue participating in the war?
1. Idk, i said 3 other cities in the AN of the latest update i think so maybe someone took that as 3 total.
EDIT: looking at the update i realize the wordings ambiguous. Ill change it.
EDIT 2ND: Also to be clear you can decide to dip after the conclusion of this city or any of the others. Its not all or nothing. 4 is just the max.

2. Devote an action next turn. Which is also optional. If you think the throng can handle things you dont have to go campaigning after this. You can only take on, at most, the other 3 cities nearest before the end of this campaign season though. The fifth city that the rangers found is deeper in and thats glossing over how little you know of whats going on in the coasts.
 
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Damn. Looking at the map we've probably only seen half of the Fimir cities at most. There'll definitely be a ton of them along the coast.

If we're only hitting the first few cities I think we shouldn't do Underminning at all. Save that for when we hit the capital. We should alternate between doing the Air Drop and Frontal Assault. Air Drop now, do Frontal Assault a few times, do Air Drop twice, Frontal again, Drop again.

Just get an irregular pattern going to keep the Fimir guessing on which one we'll do.
 
Hmm so yeah the goal here should be smash as many cities before the turn is over and hopefully leave it at a place the throng can finish up. Though if the T5 Meargh runs away then I guess we're chasing them into the next turn if we have to.
 
Hmm so yeah the goal here should be smash as many cities before the turn is over and hopefully leave it at a place the throng can finish up. Though if the T5 Meargh runs away then I guess we're chasing them into the next turn if we have to.
I have negative hope in us getting even to a point where we can hand it off to the throng and if we could I wouldn't want cause to cause it would severely slow down the campaign by a lot since we are such an insane strategic and tactical asset. Also it does not look good tbh to show up, do some cool stuff that helps to the power of 1,000 for the campaign and then just leave can't leave a job half finished after all
 
I hope we don't lose our grudge from how many cities we smash in this campaign. I want to finish that meargh research as quickly as possible.
 
Next set of #Rune-Ideas

Also please actually type in #Rune-Ideas in your post so it makes it easier for me to trawl through the thread looking for them if you wouldn't mind.
@soulcake
#Rune-ideas
The Rune of Mortality inspired me to do my own version
Master Rune of Soul-strike:
This Rune is the product of a Runelords research into causing true death to deamons. While it is unable to fully true death daemons its strike can still wound their very essence, enough hits can wound souls so much they start losing cohesion.
(Mechanics: To-Wound rolls of 6 reduce the enemies maximum wounds by 1, Greater daemons and other beings with especially powerful souls may be able to sometimes resist this and mortal souls can slowly regenerate these wounds over centuries)
Future stuff, can't put it in. Stowed away in my notes though.
Rune of Shredding: A serrated-edged weapon with this rune placed upon it has those serrations slide along the blade as a whirl of metal teeth, seemingly sinking into the metal just as they would reach the grip only to sprout up again somewhere else. This leads to the wounds caused by this Rune to be nigh-impossible to attend to on the field, and can even carve their way through most armour and weapons, tearing away chunks with each swing to land. As a curious side effect, when in the wielder's hand the weapon perpetually emits a noise akin to a column of Miners singing every song of their trade at once, off-key. Curiously, this Rune can only be placed on swords.

Ningren Stoutcrag once beheld in battle a Kazaki-dum with a blade that roared, spat a foul-smelling dark substance and would rend its way through armour when so much as pressed against the opponent. The seeming ease, no, laziness with which it would dispatch the Dawi facing them lingered in her thoughts, and it was only when she had proven her people's craft the superior with the making of this Rune that her sleep became untroubled again.

EDIT: Another Rune for you, @soulcake
Shredding: Tentative future Rune. Lore wont be canon though, not gonna touch the 40k cross despite it actually happening in canon thanks to the Warp spewing out some 40k stuff. Crazy RPG. >_>
@soulcake Rune-ideas

Master rune of soul power. Temporarily adds the power of the owner's soul to his body, turning him into a half-spirit. For dwarves, the stony nature of their souls strengthens their body. Their contempt for magic protects them from spells. The Living Ancestors receive the greatest power, their great souls turn them into huge stone juggernauts.


Rune of ordinary stones. The rune does not allow the attention of enemies to focus on the structures protected by the rune. (used for additional masking of secret passages, traps and other structures)


The rune of the mouth of the earth. If you apply the rune in an underground tunnel, then slactites and stalagmites similar to fangs first grow in it, locking everyone inside the semblance of a mouth. After the second application, this mouth will stop chewing.


Rune of slippery rocks. This structural rune was created specifically to prevent goat-footed beastmen from climbing to the karaks along goat trails.


The rune of the changeable balance. Allows you to transfer the center of mass of the weapon at the request of the owner. By concentrating the mass of the weapon in the handle, the owner can easily maneuver the weapon, and by pushing the mass to the working end, it is possible to strengthen the chopping blows.
Soul Power: Neat, won't add it. Concept is nice though, and fits into some stuff for the future. Thanks!
Ordinary Stones: Yeah okay, added.
MOuth of the Earth: a shortened name, Earth's Maw or something. Master Rune effect though I think. Future Rune as well.
Slippery Rock: eh, sure I guess. Added..
Changeable Balance: Added with changed name to Rune of Shifting Center, Simple enough to be acceptable I think and can be understood from the context of Warhammer Fantasy science, but don't expect much mass manipulation in Runecraft.
 
Re being more cities on the coast: yes, but they might not all have corrupted waystones.

We might be able to predict the ones that do with Yorri's map and Ogra's knowledge though.
 
@soulcake, I have some #Rune-Ideas for you!

[Engineering] Rune of Blinding Strikes: Warmachines fire ammo that release a burst of bright light upon impact, blinding and disorienting enemies. Multiple copies enhance aoe and luminosity. As a side effect, burns and scalds Chaos-aligned entities exposed to the light blast- the more Runes of Blinding Strikes, the greater the degree of burning.

[Engineering] Rune of Ironshot: Ammo strike with more mass than their appearance suggest without compromising their velocity and range; the more copies, the more mass "added". A simple yet effective Rune that Engineers often commission from Runesmiths, as more mass means more damage... or so they say.

[Engineering] Rune of Vileful Strikes: Warmachines gain ammo that releases a wave of energy that has the same corrosive property as Troll Bile upon impact. A second copy causes the energy to linger around the immediate area; a third copy makes the energy more viscous, interfering with the enemy's dispelling attempts.
 
Reading the quest all the time I thought that the orcs had not yet appeared in the world. But I recently reread the first chapters. There's a child playing with a toy orc. Are there simply no Orcs in the north?
 
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Reading the quest all the time I thought that the orcs had not yet appeared in the world. But I recently reread the first chapters. There's a child playing with a toy orc. Are there simply no Orcs in the north?
That is the case, yes. For whatever reason, Orcs and Goblins don't tend to go near the polar regions, being found more commonly in equatorial regions like the Badlands and the Border Princes. The furthest north you're likely to find them (aside from the Under-Empire's tunnels) is Zharr-Nagrund, but they don't exactly stay there by choice.
 
Reading the quest all the time I thought that the orcs had not yet appeared in the world. But I recently reread the first chapters. There's a child playing with a toy orc. Are there simply no Orcs in the north?
There is a part of this that is early installment weirdness, but at this point in time the orcs are generally not found west of the Mountains of Mourne IIRC.

They do exist, but are not up here in the northern icebox. Instead we have Trolls.
 
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