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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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Yes, yes, Belegar, Thorgrim, Gotrek, all fine and renowned warrior kings. But can they be... more?

Even in the Age Of Sigmar, Snorri can't help but make Power Rangers.:V

... I see this sneaky little implication you magnificent man! The whole SV Fantasy team gets to Age of Sigmar! Mathilde, Frederick, Thiraenal, Isolde, Johanna von Holswig-Schliestein, Osmont de Cornouailles, everybody's here!

Hey Archaon, I didn't hear no bell!
I am shocked that you forgot to mention Malcolm and Jacob! (In all fairness, who is Johanna and osmont? The rest of the names and their quests I recognize but not those two?)


Gotrek would probably avoid klausson and all that relates to him, in the same way he tries his best to avoid Stormcasts since he realized Felix would be one of them but there is a good chance he wouldn't recognize him nor would he care about it.
Gotrek stories are history longest suicide note, he drows his problems in alchool and futile adventures.
Nah, Gotrex got better. The latest audio drama had a whole story about trying to fix that part of his character and help him move on in the world of AOS. I can send the link to the drama because I don't think this site allows me to send it here on the thread.
(Link: David Guymer - Realmslayer Audiobook Free (Blood of the Old World) )
 
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So, seeing as the war against the Fimir is going to last into at least next turn and maybe even the turn after what do people think about using the time we have next turn before the next stage of the campaign and using four of our actions next turn to make another piece of gear for Snorri and using the fifth to go on campaign again?

I was thinking we make the upgrade to our anti-magic amulet seeing as the most dangerous Fimir are going to be the spell casters so if there was ever a time to make the upgrade to our anti-magic talisman it's probably next turn.

For the Master Rune the obvious pick is Amplification and for the minor Runes I was thinking some combo of Sanctuary, Spellbreaking, and Thungni.

Sanctuary to lean into Snorri's Winds Denied trait and I think it would combo well with Amplification as it does basically the same thing, Spellbreaking as it's the most bluntly "no magic here" Rune, and Thungni for maybe some more esoteric effects.

I don't think Spelleating is worth as our gear is already overflowing with spare energy between Barak Azamar and Skarrenbakraz.

I wish there was a way to combo in an anti-magic talisman with out existing set but I just really see a way to do it.
 
Thank you @rokafella , I have already heard the audiobook, it must have been completly got out of my mind since I paint whilst I listen to audiobooks and sometimes I just skip a beat and get lost in the painting.
The eshin already naruto run sometimes on total war warhammer.
 
fascinating, a Chinese room automaton, but this is magic so I would be extremely unsurprised if the way the old ones are "odd"
is due to gestating a soul.
So a Starcraft 2 Terran pro-player?
I was mostly inspired by the Geth, AI in general and ants of all things TBH. One because it was the media I was consuming at the time that I was coming up with them, and the second because I wanted to differentiate them from Stormcast and Ossiarchs. Emergent Intelligence writ large and to an extreme facilitated by Magic.

also #Rune-Ideas
@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.
Blinding Strikes: Voik, I think, already made an equivalent Rune.
Ironshot: Mass increasers, hmm maybe? Feels like its getting saturated.
Vileful: I'm gonna change the third Rune effect, but otherwise added.
#Rune-Ideas

Armour Rune

Rune of Rearstrike: A very basic rune young apprentices and journeymen have propagated amongst each other that creates a mild compulsion in people around the wearer of the armour bearing the rune to kick said wearer in the hindquarters. Many a young talent and fond memory have been honed to perfection and made possible thanks to this rune.

Extra Lore: Some believe the rune truly does effect some compulsion, others argue that the rune is so basic, that it's more likely that people simply recognize the design and decide to give in to the primal urge to act on the simple command.

@soulcake would this be possible? :V

Basically the dawi version of this:
Idea at least inspired me. Thanks! :^v
#rune-ideas

(Armor)Master Rune of Distributed Force: This rune activates when it's wearer experiences acceleration over certain thresholds. When active the rune evenly distributs the acceleration throughout the bearer's form. In practice this renders the bearer effectively immune to damage from impact of any kind, be it blows or falling. Of note this rune does nothing to prevent the bearer from being moved by impacts. A strike from an oger that would hurl a dawi over the edge of a cliff will still do so, the dawi will simply be unharmed by both blow and fall.

(Engineering) Master Rune of Amplified Leverage: a fulcrum bearing this rune will cause one side of its lever to have its length doubled for the purposes of calculating the forces of the lever as a whole.

@soulcake
Distributed Force: I think we have a similar Rune already.
Leverage: Added. Work Runes are Work Runes.
 
So, seeing as the war against the Fimir is going to last into at least next turn and maybe even the turn after what do people think about using the time we have next turn before the next stage of the campaign and using four of our actions next turn to make another piece of gear for Snorri and using the fifth to go on campaign again?

Making a new piece of gear for Snorri sounds pretty cool to me, op. It would clash with the designs of insanely big dragon crew though, who's got a big list of preproduction research and builds they want to do (starting with an additional smelter, which is necessary for them to afford their preferred golem size at a reasonable timescale). So I think it depends on how posters collectively feel about making the upcoming golem Insanely Big - if we're content to make it "just" bloodthirster sized then it's easy enough to put a new amulet for Snorri on the docket, but if a majority wants to triplesize it that entails a lot of prepwork which doesn't leave much room for other projects like yours.
 
So, seeing as the war against the Fimir is going to last into at least next turn and maybe even the turn after what do people think about using the time we have next turn before the next stage of the campaign and using four of our actions next turn to make another piece of gear for Snorri and using the fifth to go on campaign again?

I was thinking we make the upgrade to our anti-magic amulet seeing as the most dangerous Fimir are going to be the spell casters so if there was ever a time to make the upgrade to our anti-magic talisman it's probably next turn.

For the Master Rune the obvious pick is Amplification and for the minor Runes I was thinking some combo of Sanctuary, Spellbreaking, and Thungni.

Sanctuary to lean into Snorri's Winds Denied trait and I think it would combo well with Amplification as it does basically the same thing, Spellbreaking as it's the most bluntly "no magic here" Rune, and Thungni for maybe some more esoteric effects.

I don't think Spelleating is worth as our gear is already overflowing with spare energy between Barak Azamar and Skarrenbakraz.

I wish there was a way to combo in an anti-magic talisman with out existing set but I just really see a way to do it.
I don't see a need in stepping away to make another piece of kit for Snorri and then diving back into the war after making it. For one thing his bonus is already so stupidly high that we are already doing a cosplay of a natural disaster through their lines. This consideration of his bonus being Sufficiently High will only change if the Meargh proves to be such a pain that continuing to throw Snorri at such beings is unwise (so consistently an entire tier above him in combat bonus, which I think is extremely unlikely). In such an alternate path, I'd prefer spending our time finishing Akazit and working on Understanding Purification so we can determine if using it in a Runestaff or replacement Talisman is viable because Purification is more likely to engage with our Set due to its high energy nature and associations with heat.

And even in the case of the Meargh's being too spicy I'm still not particularly interested in making a new item any time soon. Such a spiciness could be ameliorated via changing tactics or context of the fights involved, such as going for wall breaching tactics and fighting to avoid or misdirect the Queens rather than kill them. Point is, its near the bottom of my list of possible responses.

In the current order of things where they are probably not too spicy, I have no interest in making a new item because we have other important calls on our time, namely Akazit, Movement for Siphoning, Kradskonti, and Gromril Chainmail to every Master Smith with the money to pay for it (most of them). Gromril Chainmail from master smiths will impact any war effort going forward and proliferate quickly through the Holds of the Far North.

In this scenario where we can duel and kill Meargh's I'd rather put at least 2 of our actions to Akazit and fill turn 48 with other necessary things and one action into campaigning. Continuing the War may need to happen so I'm fine with giving effort towards that.

However, I also think that your time estimate is off. As of now we know of five Fimir Cities within the area described by the green arc and red line of this map from Soul.

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.


We can get to four of these five 'Green Area Cities', each one with a major monolith within their walls. This will push the frontline to be much more like the green line rather than the red and that is very bad strategically for the Fimir as it enables the dwarves to secure their backlines, build fortifications behind the advancing Throng, and the loss of all four monoliths is a significant impact in magical terms. Reducing how much magical energy they can harness, and thus reducing the ultimate power they can lever in their dark rituals and daemon summoning. There's also the simple matter that if they lose four Cities in this campaign, the dwarves have still lost none of their Holds in Norsca, which is a significant logistical mismatch.

Geographically, logistically, and magically the loss of four Cities is a very big problem for the Fimir. It makes it much harder for them to harass and threaten the dwarves in the Central and Eastern Sectors of the peninsula for a number of compounding reasons, those being simple increasing distance requiring more energy to teleport across, fortifications popping up in the western section to catch Fimir movements heading east that they have to waste time and effort going around to get to squishier bits, and simply more Dwarven bodies out here to fight them.

Looking at the western coast we can make a rough estimate that losing four Cities is somewhere between a third and a half of their Cities. Given their amphibious requirements its definitely possible they have more densely populated the coast than the mountains and foothills. Arranging five cities within the Green Area naturally inclines for them to be less densely positioned due to foothills and crap in the way.

And with the limiting factor for major settlements equivalent to the one we're besieging now on the coast being the number of major waystones, because of that we may be able to get a more direct estimate of how many Cities they have when we go talk to Ogra at the end of this campaign and confer over how many major waystones there are in the Fimir held area.

Making a new piece of gear for Snorri sounds pretty cool to me, op. It would clash with the designs of insanely big dragon crew though, who's got a big list of preproduction research and builds they want to do (starting with an additional smelter, which is necessary for them to afford their preferred golem size at a reasonable timescale). So I think it depends on how posters collectively feel about making the upcoming golem Insanely Big - if we're content to make it "just" bloodthirster sized then it's easy enough to put a new amulet for Snorri on the docket, but if a majority wants to triplesize it that entails a lot of prepwork which doesn't leave much room for other projects like yours.
The amulet's adamant cost doesn't matter one way or the other. A rounding error pretty much. With or without a new Smelter, we can build the body of the Big One on turn 52 and have about 10 bars left over if I remember my last math so delaying a new smelter to build an item is viable. Research getting in the way is more relevant, but again, not really that big of a deal. Four actions is a weird choice to put into it though, and makes things more awkward for not a lot of gain at the end of the day, for a temporary item made in response to this specific campaign's threats.

The only research at this point in time that really needs to get done before turn 51 52 (Got confused for when Khazagar gets finished) for the Dragon is upgraded Siphoning (just takes a few turns, we have no prods left) and understanding Thungni's Master Rune. The other projects that have come up in chatter before turn 51 52 are more general things that are useful for our other goals, like proliferated Gromril Chainmail. E: (And really we only need Siphoning at most before turn 52)
 
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[Non Canon] Greedy for Knowledge, +10 to a Roll [USED]
Greedy for knowledge​

Grymzok Golden tail watched the battle of the dwarves with one-eyed. After this battle, the greedy troll hoped to replenish his wealth with new knowledge. Like any greedy troll, Grymzok considered himself the most worthy owner of all the wealth he saw. But Golden Tail considered himself the first troll hunting for intangible wealth.

His thirst for knowledge began with gold. Although not. His story began with the fact that he was born small by the standards of trolls, of course, and therefore he could not take away the best trophy from other greedy trolls. But Grymzok still fought for every thing in his bag of trophies. Therefore, if he took something that other trolls didn't really want, they didn't quarrel with him. His bag was filled with all sorts of trinkets like useless gold coins until one day he received the gold of the oath. Then his greed focused on gold. The troll was hunting for every piece of gold he saw. And when he did not find an opportunity to seize material gold, he tried to gain power over non-material gold.

Grimzok didn't know a single troll who surpassed him in controlling the golden wind. He even made himself a chain mail by making rings out of gold coins. Because of his mania for gold, he did not like to mix the winds because it turned the golden wind into slimy non-golden stuff and made it difficult for the golden wind to attract the troll. Through his mastery of magic, Grimzok learned to read the history of metal things and Goldhook learned to appreciate his knowledge.

Reading the stories of things was similar to how trolls get knowledge about things from the whisper of the blood of the First Greedy, but more manageable. With this skill, Grymzok not only gained some weapon skills (although he had to replace the handle of a captured axe), but also learned that wealth can not only be taken away but also created. But to create wealth, knowledge is needed, and Grymzok began to hunt for this knowledge with the greed with which a greedy troll can hunt. He tried to read the origins of the creation of weapons and armor, but the history of these items began after the creation, which was eclipsed by the energy of fire.

So it continued until the one-eyed lizards appeared. They subdued beastmen and ordinary trolls, forcing their slaves not only to fight, but also to extract swamp ore, copper, arsenic and gold sand, as well as to obtain charcoal. Grymzok kidnapped one of the leaders of these works, disguising the abduction by the escape of beastmen.

Unlike the dwarves, it turned out to be impossible to get at least something out of them.The cowardly fimir immediately told about all the secrets of skill that he possessed. Grymzok got a new goal - the secret of enchanted things. While he was coming up with a plan to kidnap Fimir the magician and trained fixing as much magic as he could to the rings of his golden chain mail.

And now Grymzok, having hidden his wealth, except for a few rings impregnated with his magic on which he trained, was waiting for some of the magicians of the Fimir to run from the battlefield. Then, pretending to be an ordinary troll, which the magician should easily fix, he will pick up and kidnap fimir. And then he will go south first to the troll lands where he will recruit an army. Further into the lands where there are few beastmen left because of the summoning of the fimirs, whom the trolls will easily subdue. There he will build the first karak trolls where the king. And he will wait and grow the power that will bring him the wealth of the dwarves.

It is only necessary not to forget to get rid of the training rings, they are so saturated with his magic and greed that the magician fimirov will definitely suspect a trap. But it's a pity to get rid of the Grymzok rings. Therefore, he will figure out where to use them. For example, to throw a dead gnome so that other bearded people think that these are their friend's things. To curse the one who gets the ring with the greed of a troll.

@soulcake I thought that for several centuries we have quite intelligent beings nearby who for some reason do not create kingdoms.
 
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Normally I wouldn't do this but I figure its fun and doesn't hurt and maybe it'll stave off the thread madness.

1. Slave Pens
2. Shearl Ghetto
3. Fimm Barracks
4. Daemon Forges
5. Dirach and Fianna Quarters
6. Meargh's Stronghold/Ritual Site/Waystone

EDIT: Is this how Boney feels? Is this the Hubris of the Gods?
soulcake threw 1 6-faced dice. Reason: Landing Total: 6
6 6
 
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Normally I wouldn't do this but I figure its fun and doesn't hurt and maybe it'll stave off the thread madness.

1. Slave Pens
2. Shearl Ghetto
3. Fimm Barracks
4. Daemon Forges
5. Dirach and Fianna Quarters
6. Meargh's Stronghold/Ritual Site/Waystone

EDIT: Is this how Boney feels? Is this the Hubris of the Gods?
Is this for the city or where we air drop onto?
 
Normally I wouldn't do this but I figure its fun and doesn't hurt and maybe it'll stave off the thread madness.

1. Slave Pens
2. Shearl Ghetto
3. Fimm Barracks
4. Daemon Forges
5. Dirach and Fianna Quarters
6. Meargh's Stronghold/Ritual Site/Waystone

EDIT: Is this how Boney feels? Is this the Hubris of the Gods?

oh sweet, a dungeon bypass. Boss fight round one! lets GOOOOOO!
 
So, we are dropping a magic snuffing Runelord on the main ritual site of the city. And he will be unleashing the full power of his Set Combo on that site as soon as he lands.
This is going to be very interesting indeed.
 
The Fimir ain't near ready for what's about to get served to them!

But to be fair, neither are we xD
 
Downside, we're going to be dropping right next to the best spellcasters in the city and likely their most elite units, while we're still recovering from being carried around by a Brana and dropped out of the sky.
Upside, if we can win this fight we can decapitate their leadership and immediately stop whatever ritual they're playing with. Without leaders, the defense of the city will become far less organised, if not outright collapse.
 
[Poem] The War of Stone and Sea, +10 to a Roll
The War of Stone and Sea
First Verse
Woe, woe! We lie dead, bodies broken, and bellies slit!
Woe, woe! We slay you, for the Masters! Woe unto thee!

Woe, woe, woe! Blood has been spilt, so the Foe, must be Split!
Woe, woe! In the snows, eyes are piercing! Shame upon thee!

Woe, woe, woe! In the snow, axe-bite scale, and rotten blood! KHAZUK KHAZUK!
Woe, woe! The stones are rolling, down and down and down. Unto their Doom!

Woe, woe! We have your measure, Foe-man, now we shall slay! KHAZUK KHAZUK! KHAZAKIT-HA!
Woe, woe! The storm our glory, has been stolen, the throng of stone marches now! Curses unto Fate!

Woe, woe! With axe, and shield in hand, once more a Grudge! KHAZUK KHAZUK!
Woe, woe! From wave upon wave, rises the throng of the sea! Blessings upon us!

Woe, woe! There lies you, Fastness drenched, in sickly Rain!
Woe, woe! In our walls, we plot and scheme. Here we stand tall!

Woe, woe! Ancestors with us, here is the fire of Doom!
Woe, woe! Our stone is naught, but dust and ash! O, woe!



Cadence is the devil.
 
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