Voted best in category in the Users' Choice awards.
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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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I agree with doing a 24 moratium gives eveyone times to make plan, the first pre plan posted don't have a ton of momentuem to them and let everyone in the world have a chance to make a plan
 
In regards to the voting cabal:
If you want to get rid of it/reduce it's influence on the course of the quest you should extend the voting moratorium for plan votes.
As it stands the 2 hour moratorium heavily incentivses preplanning and group forming.

In my case, the quest tends to update when I'm asleep or at work.
I usually read the update when voting has already started and still have to get through 5-20 pages of comments afterwards to see what others have already considered.
At that point the ship of plan making has long sailed and I am left with looking at the vote tally and picking the leading option I like best/dislike the least.
Presumably the same is true for a lot of questers.
Basically the most important thing to get a plan through is to have it ready when the voting starts and a couple voters to get it up in the ranking.

I suggest giving a 24 hour moratorium on turn votes so everyone has the chance to invest their days free time into reading the update and thread and then consider options.
I will say tho, it would be best to reduce the space of time *after* the moratorium so that the quest's pace doesn't change (unless you want it to of course).

its best that players generally don't feel the need to re-read except for detail-checking, plan-making, etc.

besides, having 24 hours to come up with a plan is also time to come up with a opinion on the turns options, albiet mostly just the unconcious decision-making rather then conscious.
 
Slightly opposed to this, however with caveats. Any extra modular equipment will be less useful and valuable than a new non modular item, simply because its only going to be used a fraction of the time. Why make extra banners for the dragons wings when the hearthguard are asking for a banner please and they'll use it full time. It feels like its against Snorri's approach of maximum usefulness.
I'm already concerned that this Gronti's panoply is a vainglorious waste of resources. I don't care about the material reagent costs but Snorri isn't fully equipped but we're already planning to. As long as any modular equipment is part of a multi piece request so that we aren't doubling or trippling Snorri's action investment, then I won't vote against it as I seem to have already lost that argument. However it feels like a silly thing to do when Snorri isn't capped on equipment slots. The Hearthguard doesn't have any equipment. Literally the only thing that would have run out of space is the dragon so creating modular equipment feels like we're attempting to fix a problem that doesn't exist.
Yeah I understand the concern of the dragon's modular stuff, making multiple copies of the claws or wings or god forbid the heart over other things. Point blank, I don't want to do that: Much like you I do actually want to do Hearthguard and Snorri equipment stuff to.

My point is essentially, that by making them "modular" (which might be a word with incorrect connotations for what I mean), what I want is objects that we can 1) bury inside of its Pure Gromril flesh, to try and protect them against Equipment Breaking effects, or to put protective plating over for similar reasons if we can't bury them inside its body and 2) to have them be removable in the event that they need to be pulled out for decade maintenance on the runes, which is a thing Snorri does need to be able to do. It's a design feature that allows new pieces to be swapped in, but that's not actually the focus in my mind, which is protecting these pieces and making them accessible for maintenance.

(To be clear to others reading, when I say maintenance, I mean the sort of semi-regular maintenance work and metaphysical 'cleaning' that all runes go through. I do not mean repairing these items if they are damage, I don't really expect them to be damaged.)

I'm not really sure how much more there is to talk about this. However if we do continue I think we should stop talking about it with the term 'modularity' because thats not really what Bungie proposed. I'm concerned that hearing about a 'Modular Gronti' is going to make people think of a Gronti that can actually change its arms around or something, however that is possibly a violation of the rule of Form. What Bungie was really talking about was that the Gronti's arsenal should be designed in a such a way that they can be swapped out without compromising the Gronti's actual structure.
Yeah you got it. Arsenal is a much better word.

The modularity thing is less to have optimal loadouts and more to swap out certain bits when we fuck up the combo. Like the heart for example is meant to be a supplemental power source based on siphoning but if it doesn't combo right we can take it out and try again when we get the rune of sorcery/deep magic/MThungni or w/e. Realistically nothing is getting swapped once it's made except the heart if it doesn't combo right on the first try.
No not exactly, though yes we could do this. I'm pretty confident on the combos so far percolated, but you're right that contingency planning is useful.

soul cake has said in the past that runes are generally disinclined to create mystical projectiles or the like, and that overcoming this disinclination requires "a lot of finagling" (RHUNRIKKI STROLLAR (Warhammer Fantasy Golden Age Dwarf Runelord Quest) Fantasy). I bring this up not to dismiss the idea of a dragonbreath runeword as impracticable, but rather to suggest that if we try for one, we should put a lot of effort into explaining why, in our interpretation, a particular set of runes will project energy at a distance. With that in mind, I think your proposal requires a more involved explanation for why the rune of force should be sufficient to turn two striking runes into a breath weapon. The comparison with conduction is helpful: that runeword includes both a vector rune and a rune that involves imparting a property to an outside object, and yet it only transmits energy through physical contact. Why should a runeword without the transference rune do better at projection over large distances? And I don't think the answer can be found in just saying your proposal has more power due to including a master rune, either; Snorri's old hammer had plenty of power, and it doubled up on conduction/fire in a way that corresponds to how you double up on everfrost/cold, but that clearly wasn't enough to let him shoot energy beams. Absent a fuller argument for why force should work better in this context than it does in fire/force/transference, it seems overly optimistic to expect it to function as a general-purpose distance rune. If a dragonbreath effect of some kind is critical, I would prefer something like:

Master rune of thunderbolts, rune of chain lightning, rune of cleaving

Thunderbolt forms the base of the runeword and describes the general effect: a destructive lightning strike. The rune of chain lightning adds to that base but also puts special emphasis on the capacity of lightning to arc between objects; it doesn't concentrate into single point but rather disperses, following the path of least resistance, until the energy of the lightning strike is expended. Cleaving is included because it includes the meaning of punching through something and continuing on the other side, but also because when a cleaving weapon swings, the path it takes forms the sector of a circle. It strikes within a defined area in front of the wielder. Cleaving works synergistically with the rune of chain lightning to further accent the idea that the lightning emitted by the runeword strikes not just a pinpoint but multiple targets that are separated by distance from one another. Altogether, the intended meaning for the whole runeword would be: a bolt of forked lightning that expands into a volume, striking everything therein.
I'm going to lay out my own theoretical basis here first. The reason I choose Force is because of my own approach to Rune Theory, which I describe as function first. What does a given Rune *do* as described in the narrative of the quest and its effect listed on the spreadsheet, is the keystone. I came to this theory of function first after talking to people in the thread, and on discord, reading what Soul has said and interpreting his finagling commentary differently to you.

Lets take Conduction. What does it do? Builds up heat and kinetic energy, then transfers it on contact. * Master Rune of Conduction/Kragg The Grim (Heats weapon up, releases energy) this is what it says on the sheet. And what it does also gives a great indication as to what its made of: Fire + Force + Transference, which Soul has confirmed. We also know from the Grimnir campaign, when Snorri was describing Trollslayer to Kraggi that Trollsayer apparently creates actual like full on explosions that involve kinetic energy that it creates as it impacts. (There's rune technobabble there about Snorri modifying some strikes to make it a shaped charge, which implies that you can change the exact form the Conduction explodes with, but that's way not relevant)

So under my theory, I looked at Force and Force is described as creating waves of pushing force. That's simple and straight forward. Obviously if you stacked more of them on an item, it'd make a more powerful blast. In the narrative, its blast of force ends up creating a gust of wind as it interacts with the atmosphere. I then drew on other evidential things we've seen in that kinetic forces have been touched and charged with elemental powers. Conduction is again a great example, adding Fiery heat to kinetic Force, charging the explosion of Force with Heat.

Thus in the case of Wyrnorazi, I went and looked at what the runes do. Cold just freezes things that are hit. Everfrost is derived from Cold and creates a chill aura around the user and freezes things that are struck. Cold and Everfrost obviously have functional synergy; the Cold rune makes Everfrost's own cold more intense, that's the train of effect we see when we stack normal Cold runes. Logically making Everfrost's cold more intense will make it freeze deeper when it hits, and make the chill aura harsher in some way, like making colder or bigger or something similar. I then looked at our means of projecting stuff, and we don't have much to work with. Force or the Master Rune of Grungni basically, and lasers. Lasers don't work with cold though.

I went with Force then, because its a regular rune and its about projecting wave shapes, and Everfrost is already projecting some of its energy out into the world in its Chill AoE. Force then in this case, simply changes the AoE from a circular burst or aura, into a conic burst kind of manifestation when you cast/activate the Runes. By changing the shape of the AoE, giving a vector for projection of elemental energy, and adding more elemental juice from the Cold Rune, we can thus create a extremely cold gust of wind/kinetic force. That's the theory I'm going for to choose Force.

In terms of your suggestion, I feel that Cleaving is very far out for combo potential. Your logic of choosing cleaving is based on the idea of cleaving weapon swings, but the Rune of Cleaving's effect/what it does to what it is inscribed on has nothing to do with the action of scribing the sector of a circle or swinging a cleaving weapon. What it is used for is to make picks or weapon blades better at piercing hard materials. On the sheet we can see that its effect involves piercing through armor/piercing the hardest stone. What it does is it seems to make a bladed object sharper and more durable. As an example, we can look at Snorri's old axe: Cleaving makes it cut better.

I'm certain it requires a physical blade or other object, and can only combo with other runes that act on the physical object they are inscribed upon or buff the user in some fashion: Striking, Currents, Speed, Might, Impact, that kind of thing. It doesn't seem to me to be very inclined to work well with non-physical elemental effects. If you were manifesting and throwing like, spikes of rock, I could see it working to enhance the piercing ability of those manifested chunks, but otherwise the rune'll fizzle on the combo.

If I had to suggest an alternate for you to replace Cleaving with, I would suggest Fury. This rune boosts the speed and damage of attacks the user makes. We already know that Fury and Lightning play well together from Skarren, so Fury should play well with Thunderbolts and Chain Lightning, which are both variants of the basal Lightning Rune. Fury would thus take the diffused blasts of lightning from Chain Lightning, and enhance the intensity of the blast you're going for, possibly allowing it to spread further or improve its effects on a given set of targets.
 
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Are none of you suspicious of the Hammer?

It kind of screams out TRAP to me.

Especially with the Emphasis on Beauty and Skill, being found in a Pervert City and the Bull Aesthetic kind of makes me think it could be a Chaos Dwarf item made by the Burnt Bull and Pervert together....
 
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Are none of you suspicious of the Hammer?

It kkimd of screams out TRAP to me.

Especially with the Emphasis on Beauty and Skill, being found in a Pervert City and the Bull Aesthetic kind of makes me think it could be a Chaos Dwarf item made by the Burnt Bull and Pervert together....
No, I am not. Snorri spent time tearing down an entire Hashut corrupted hold and destroying what was within. I'm pretty sure he's better at recognizing Hashut influence than we are, and frankly seeing Hashut in anything bull related is just kinda paranoid from my perspective.
 
Are none of you suspicious of the Hammer?

It kkimd of screams out TRAP to me.

Especially with the Emphasis on Beauty and Skill, being found in a Pervert City and the Bull Aesthetic kind of makes me think it could be a Chaos Dwarf item made by the Burnt Bull and Pervert together....

Snorri already examined it, plus he passed it around to the other Runelords in the army to see if they knew the maker and all of them they also examined it. If Snorri and all these Runelords say the Hammer is clear of taint, then it's clear of taint.
 
Rune of Verglas: A thin, frozen aura seems to grow around the weapon and when it makes contact with similarly enchanted items, it "freezes" the magic within, ensuring it cannot come out and express itself for a time.

An essentially inferior alternative to the Master Rune of Breaking, for it only temporarily stops the magic within, rather than permanently shattering the enemy's work. It has three extant and principal benefits that cause it to see use, though: firstly as a way to bypass the Rule of Pride and achieve a similar effect; secondly being easier to create as it is not a Master Rune and therefore not so sophisticated; and thirdly, it is cheaper in terms of materials.

#Rune-Ideas

And with that I think I'm done with runes for awhile. At least until the next update.
 
that last part is a fallacy, because of Dolgi, we have a rune that does allow us to have a flying Gronti, hence why it was discussed to have said rune, on the wings of the dragon, trying to go full western on this one, I'm afraid.

In terms of the hearthguard, we are planning on trying to help the guys but were really limited on what we could help with to be honest. We have a banner, which we can put into a combo that not only helps solve the damage they would take while fighting beside us on the battlefield from the ash storm, but also saves them from needing to breathe, and as such, suffocate to death from ash storm. The only thing we could otherwise help with is getting better metal, like adamant, but we are completely handicapped by how much we make a turn. With the full load out, if we ever got to 300, being 360 Adamant bars. We made them to the best of our ability, hence armored in pure gromril, but that's kinda it until we can fix our whole smelter problem. Though there was some talk of trying to find a couple of weapons for our champions and leader of the guard, that being Rudil, so there's that if nothing else.


To be truthful with you, most of Bungie was going about through the way of a mother hen, which as someone that really cares for our guys, is very sweet, to be honest. Though, as I myself said, completely ridiculous to not cap ourselves at 300. And, I do share their desire to make our boys have adamant armor and weapons, but more in the same way as with our capstone with the Gronti, rather than anything else involving said vanity thing. And, we can easily solve said breathing problem, should we ever get the actions needed for it, so Im fine with doing it at a later date. But for the rest, spot on my dude! Keep up the good work!

How about using Runes on the Wings that as well as dealing with Weight/Flight, also tie in to the Wind as a Primal Force and Strength in terms of Wingbeats generating Force and Wind?

That would Synergise together, tying Strength to Wings to Wind to Destructive Force.

Maybe Thunder as Crashing Wind? Thunder are Blasts of Wind and Sound?

Thunder would also allow some synnergy to Lightning.

So if you had tthe Scales conducting and amplifying Lightning as it travels between scales, then Power could perhaps be drawn from the Weather?

Generate a Storm then feed on it?

Storms can be Lightning/Thunder, Wind, Rain, Ice etc.... So by drawing on individual aspects of Storms via different body parts, they can then unify as a Greater Concept of STORM being actualised?

I'm kind of picturing lightning flowing and surging between Scales, Wings generating Blasts or Blades of Wind, maybe even Vacuum?

Talons/Claws could be formed of Ice by the Paws/Digits that can be shot out like Icicles, which both Pierce and then propogate growth of Ice that Entraps and saps energy?

Teeth could conduct Electricity like the Scales? Then allowing the Breath Weapon to merge Fire and Electricity into a Plasmatic Blasting Beam that emits Sunlight with Purity aspects given the ties between Sun and Plasma? Or at least the Purification of Fire and how Light banishes Darkness and reveals what is hidden?

Lungs are like Bellows, so the Breath Weapon could be amplified by Wind and Thunder, giving more Range and Power?

If it is a STORM DRAGON Gronti Conceptually, then ideally we are trying to incarnate a Gronti similar to Mhorni in that it is an Elemental Dragon.

So even if it only has one Breath Weapon, it can harness other Aspects of STORM such as Ice, Wind etc. It could be Scales of Ice, as Ice can both break free and drop like Icicles or up to Arctic Shelf collapses of Icebergs, so Scales of Elemental Ice falling down upon Enemies with Crashes of Ice Age Glaciers that Crush/Pierce/Entrap and also Conduct if we want to throw down Lightning.... Sounds FUN!


More than that though, Ice forms and grows in it's own way. Allowing for regrowing broken or shed Scales. A form of Ice Armour/Ice Ammo Regeneration effectively.

A last thought..... A Dragon that Taps into Concepts of STORM and the Elemental Forces, is also an Icon of our Hold, so would be Tapping into DRAGON as a Concept also.....

So what if we brought together parts from all of the Various types of Dragons?

Both tapping into the various Breeds of Elemental/Wind aspected Dragons, while strengthening the Core Concept?

A King of Dragons.... Or at least an Omni Dragon of Sorts?

So if we want to reflect Purity of both DRAGON and STORM via the WINDS/ELEMENTS.... Then should our Dragon Gronti have a blending of Dragon Features from the various Breeds?

Nothing Grotesque like some Chaos Dragon Mutant, but something more Natural as if the result of Generations of Breeding and Evolution.

It might be we really need to further our understanding of Elvish Wind based Magics and perhaps try to make this a Dragon of all Winds Balanced as opposed to curdled like Dhar?

The different Dragons have some shared Features, but they do differ and vary in form.

Thoughts?
 
Rune of Verglas: A thin, frozen aura seems to grow around the weapon and when it makes contact with similarly enchanted items, it "freezes" the magic within, ensuring it cannot come out and express itself for a time.

An essentially inferior alternative to the Master Rune of Breaking, for it only temporarily stops the magic within, rather than permanently shattering the enemy's work. It has three extant and principal benefits that cause it to see use, though: firstly as a way to bypass the Rule of Pride and achieve a similar effect; secondly being easier to create as it is not a Master Rune and therefore not so sophisticated; and thirdly, it is cheaper in terms of materials.

#Rune-Ideas

And with that I think I'm done with runes for awhile. At least until the next update.
So this catches my eye specifically because it turns off/freezes the enchantments on enemy magic items. That's an effect I would consider a kind of item nullification. It's the sort of thing I imagine as penalizing the combat bonus an item gives or weakening its special rules without needing the time to destroy the item. Or even removing all bonuses a targeted item for a limited number of rounds when the item nullification effect is at its most powerful.

I really like this rune tbh.
 
Question, about the Shard dragon eggs we got? Has there ever been a live study of them? We have plenty of autopsies and dissections, but no husbandry reports or ecology ones to my knowledge. We know that In canon that the Fire dwarves used captive dragons to help forge their works, perhaps a similar but more 'effective?' program could be put in place. Raising shard Dragons for tunnel expansion and defense underground sounds like a lovely way to stop the green and furry menaces in the future. And wouldn't run into conservative Rune guild business. The rest of the other conservatives are another matter though.

Brana for openair defense and Shard Dragons for the underearth sounds like a nice combo. Might even inspire Drak guns early if we can the university on the study as well.
 
rune of strength leeching and rune of strongarm are the same they both steal strength from what they hit
My interpretation was that they weren't quite the same as 'nullifies an item's magic', instead they 'nullify/weaken the target character'. Essentially, penalty imposition, while the items and equipment on the target still work as normal.
 
My interpretation was that they weren't quite the same as 'nullifies an item's magic', instead they 'nullify/weaken the target character'. Essentially, penalty imposition, while the items and equipment on the target still work as normal.
don't quite get your point that's what they both do. They steal an opponent's strength I never said anything about magic items I was pointing out they do the same thing
 
[Non Canon???] The First Underway War, +10 to a Roll. [USED]
The First Underway War

In previous lectures on Dwarven history, we have discussed Karaz Ankor's Age of the Ancestors, the Golden Age, and then the subsequent transition to the Time of Struggles after the War of the Ancients. As seems the pattern with categorizing various epochs of the Dwarven Empire, the Time of Struggle itself began with a great war, which is the topic that will be discussed in today's lecture. As many of you have guessed from reading the name of this lecture, the war we will be discussing is The First Underway War. Now, as the name implies, this would not be the last war fought for ownership of the Underway. It was, however, the grandest mobilization of dwarves to contest the Greenskin incursion into the Underway.

Just as the Dwarven Empire drove the majority of Elves back to Ulthuan during the War of the Ancients, tragedy struck the World's Edge Mountains. Titanic forces shifted and roiled the great mountains, cracking carefully laid foundations in old Dwarven holds. Most affected, however, by the shifting of the mountains and stones was the Underway. Created with deliberate precision and rigorously sealed from intruders, the sudden and unexpected shifting of the mountains caused unplanned stress on the Underway resulting in many Dwarven Holds being cut off from the grand underground highway and allowing those tunnels to be assaulted by enemies of the Dwarven Empire. The Greenskins.

Flooding from the East in a tide of violence and butchery, the Greenskins saw the sudden weakness of the Dwarven Empire as an opportunity. So they seeped into the Underway through the now open cracks and began assaulting Dwarven Holds on mass from an angle most Dwarven holds were unprepared to defend against. Exhausted and depleted from the War of the Ancients, many holds fell to this tide, while others settled in for a war of attrition that they could not win. Isolated from each other and each fighting for their very existence, it seemed that the majority of Dwarven holds would fall from this onslaught.

However, this desperate situation was truly only the case for the holds in the World's Edge Mountains. And the Karaz Ankor was not constrained to merely those mountains. While the Holds in the Black Mountains also faced down the unending tide of Greenskins, they did not face the brunt of the flood. As such, they began gathering a throng to force out the Greenskins from their land, or at the least cull their numbers to such an extent as to provide a reprieve. The Eastern holds also were more akin to boulders in a river. They had learned well from smaller Greenskin incursions previously, fortifying their holds in a manner to make it an unappealing target for their foes. Thus, the Greenskins simply poured around their holds in search of the easier pickings within the World's Edge Mountains. Similarly, in the North, the Greenskins found little purchase. If the cold and weather did not drive them south to more comfortable climes, natural predators, such as trolls and the Brana, made sure to incentivize more southern environments.

Thus, when word had spread about the extent and severity of the disaster, Kraka Drakk called for a throng to assist their southern brothers. Their neighbors responded, for while they were exhausted from the War of the Ancients, the North had never faltered in being a shield against those who would be foes of the Dwarves. When the throng had been assembled, two objectives were decided on: the routing of the Greenskins away from the World's Edge Mountain, and the repairing of the Underway. To this end, pickaxes and shovels were just as common as hammers and shields, and the King of Kraka Drakk also allowed the Miner, a gronti as old as the hold itself, to march with the throng. Additionally, they would not be leaving the North without further assistance.

Khazagar, the Halls of Everlearning, had heard the plight of their brothers and had opened their halls and vaults to supply the Northern Throng with runic equipment and a panoply of gronti. Even the oldest of their vaults, the Gift Giver's Hoard, was opened for this task. Relics crafted by the Khazagar's founder himself were distributed to the worthy. Axes, banners, shields, and hammers flowed out of the vaults like snowmelt off a mountain. Equipped with the finest runic equipment in the Karaz Ankor the throng departed south, clearing and repairing the underway between Kraka Drakk and Karak Kadrin. Stories say that no lanterns or torches were needed beneath the ground as the throng marched forth, for the runes glowed with such vigor that one could see for miles through the darkness.

In a matter of weeks, the throng had reached Karak Kadrin, driving off the Greenskins which had been besieging the hold. There, they merged with a second throng, formed by the Dwarves of the Eastern holds. For they had also heard the cries for help from their brothers in the World's Edge Mountains and assembled their own throng to assist. Now relieved from the pressures of Greenskin attacks, Karak Kadrin also leveraged its assets, still considerable even after being depleted by the War of the Ancients, to swell the throng even further. Thus, did the avalanche begin.

The collected throng scoured the underway, repairing, sealing, and even carving new tunnels where needed. Wherever they stepped, they ensured the Greenskins were forced out, and, more importantly, they ensured the Greenskins couldn't return. Fallen holds were avenged and sealed off from the Underway, besieged holds were relieved and secured. Years passed as the Throng moved south, swelling in size with each new hold saved from the onslaught. Zhufbar provided marvels of engineering to the throng to speed up the repairs and deliver death from afar. Karaz-a-Karak provided another throng to merge with the swelling army, as well as longbeards who provided expertise in developing defenses for the refurbished underway. It was here, also, that the throng merged with the Black Mountain throng which had been pushing its way to Karaz-a-Karak.

From there they swept south like a tide. Barak Varr, Thunder Mountain, Karak Eight-Peaks, Karak Drazh, Karak Azgal, Karak Azul, and many minor holds besides. All relieved from the unrelenting Greenskin assault. All were given a much-needed reprieve. And in the throng's wake came a newly repaired underway. Gone were the side tunnels and branching paths to sites of interest in the underground. Now, it was streamlined, only connecting the holds to each other. Additionally, heavy doors had been added to specific parts of the highway, allowing a Dwarf hold to seal off compromised sections quickly. It was decades of work, decades of fighting, marching, and digging. But finally, the effort was deemed complete, the war for the underway over, and the throngs disbanded, each dwarf traveling the newly refurbished underway back home. Always in groups, always armed, always cautious. But, for the first time since the cataclysm, mostly safe from enemies underground.

This did not stop, of course, the Greenskins from assaulting the mountain homes of the Dwarves. But it did limit their options and provided an easier way for the dwarves to reinforce each other if needed. So began the Time of Struggles, a period of constant warfare between the Dwarven Empire and the Greenskin clans that prowled the World Edge Mountains and beyond. Some holds would fall, unfortunately, but each was avenged. And, fortunately for the Dwarven Empire, all of the major holds were able to rebuff invasions until assistance came. Other incursions into the underway would occur though, and other wars would be fought to reclaim them. But, as mentioned in the beginning, none were as extensive and as thorough as the first.
 
that omake makes we want to eventually see snorri single handidly clearing out an underway by simply deploying his ash storm hurricane underground in a confined space
 
makes me want to ether make or train ppl to make more grondi honestly.
still building the school is likely going to kick of a lot of things going forward.
 
don't quite get your point that's what they both do. They steal an opponent's strength I never said anything about magic items I was pointing out they do the same thing
Thats my fault, Strongarm's description on the Runelist isn't accurate.

Think of Strongarm as like Captain America's shield sort of, the energy it steals is kept within the weapon and released back into the next blow. Strengthleeching I believe makes the user stronger and the opponent weaker.

#Rune-Ideas
Master Rune of torturous death
rune of blood x rune of wracking pain x rune of flaying
A single Stike of this rune causes the victims skin to tear itself free in an explosion flesh and blood while a mind crushing pain assaults the mind

Master Rune of ruinous gold
rune of Gilded fool x rune of Strength leeching x rune of dismay
The weapon shines a brilliant gold and when brought against an enemy flashes of gold heralds the destruction of their defenses the theft of their strength and the sapping of their will leaving them nothing but a ruined husk

#Rune-Ideas
Okay so I won't clarify whether the combos you describe below will actually result in these Runes. That may not be what you intend, but that's how I read it. I will be treating the Runes as if they were independent of that though.

Torturous Death: Added
Ruinous Gold: Added, do you mind if I change the name to Cursed Gold?

Neat ideas, like em.
Rune of twinning
allows the creation of set weapons that must be twins this allows the twined weapons to share their runic power.
Both weapons must be used by the same person if separated from each other both lose their runic powers
a cheap way to get four runes with some heavy limitations
but good for the runes that can stack even unlock 4th tier staking if that's even a thing

runed like this
[twin] [blaze] [burden added]
[twin] [blaze] [burden added]

#Rune-Ideas
Twinning: The twinning Rune is very neat as a concept, but people aren't getting around the 3 Rune limit that easy. I will store the idea for other stuff and inspiration tho. Thanks.
Rune of Verglas: A thin, frozen aura seems to grow around the weapon and when it makes contact with similarly enchanted items, it "freezes" the magic within, ensuring it cannot come out and express itself for a time.

An essentially inferior alternative to the Master Rune of Breaking, for it only temporarily stops the magic within, rather than permanently shattering the enemy's work. It has three extant and principal benefits that cause it to see use, though: firstly as a way to bypass the Rule of Pride and achieve a similar effect; secondly being easier to create as it is not a Master Rune and therefore not so sophisticated; and thirdly, it is cheaper in terms of materials.

#Rune-Ideas

And with that I think I'm done with runes for awhile. At least until the next update.
Verglas: neat! Added, with the caveat that as a normal Rune there;s only a chance of disabling enchantments. I will make it so that 3 copies increases the chance and duration of the disable though. Thanks!



Also this is a Discord Dump Im gonna put into the mechanics section but I'll post it here too. so #DiscordDump too I guess, because people still seem to have issues understanding my process and criteria for Combos and Set Combos.

What does High Concept exactly mean to you? You spoke about it not being a good sign of a combo but its very vague. Furthermore, whats more important to a combo, the themeing we plan or the Runes themselves?
Okay so for hopefully the last time, I'll break it down again in a way that I hope isn't going to be easily misunderstood. When considering building a combo there are two main points, in my system, to keep in mind.

I'll term them Theme, and Effect respectively.

Theme is the aesthetic of a combo, its best seen in the name and flavour description itself. If we look at say, Trollslayer's combo, Meteorfall, for instance it's clearly a pretty direct and simple idea. Gather heat (Conduction), swing hard (Might), impact go boom (Impact). Yeah? When I used the term High Concept, I generally mean how easily understood the Theme of a Combo you're going for actually is. If you get very abstract and symbolic about a Theme it gets, not impossible per se, but much harder to make a combo. Similarly, making a very direct and blunt theme does not guarantee a Combo either. Why? Because of how it plays into Effect.

Effect is the actual mechanical effects of the Runes you're using. NOT their names, the actual description of what their mechanics are, and how that interacts with Theme generally decides a combo's viability. So if we look at Meteorfall again we can easily understand its Theme, a fiery impact of tremendous force is pretty straightforward after all. So straightforward in fact that you can arguably use a bunch of different combinations of Runes to meet the description of the Theme in some way, shape or form. However, say we have hypothetically have two ways of matching the criteria of the Theme for Meteorfall, I'm utlimately going to have ONE set of Runes that will make the Combo happen, and I'll be very picky about your accuracy.*

Theme informs and guides your direction, Effect must match Theme.

Having a difficult and abstract Theme in general makes it harder because there's room for differing interpretation. However you could create a surprising and nonconventional combo whose Theme and Effect that don't immediately come to mind, but if I can go "Oh, okay I see that makes sense," after thinking about it for more than a few seconds that's also good. If you're not sure, describe your Combo's Theme and Effects to someone else and see if it requires explaning your points, if so, youre probably not on the right track.

*I don't think it needs to be said, but just in case, a Master Rune obviously has more relevance on Effect and how it matches Theme than a regular Rune.

#Runes #mechanics #OOC
 
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Thats my fault, Strongarm's description on the Runelist isn't accurate.

Think of Strongarm as like Captain America's shield sort of, the energy it steals is kept within the weapon and released back into the next blow. Strengthleeching I believe makes the user stronger and the opponent weaker.

#Rune-Ideas

Okay so I won't clarify whether the combos you describe below will actually result in these Runes. That may not be what you intend, but that's how I read it. I will be treating the Runes as if they were independent of that though.

Torturous Death: Added
Ruinous Gold: Added, do you mind if I change the name to Cursed Gold?

Neat ideas, like em.

Twinning: The twinning Rune is very neat as a concept, but people aren't getting around the 3 Rune limit that easy. I will store the idea for other stuff and inspiration tho. Thanks.

Verglas: neat! Added, with the caveat that as a normal Rune there;s only a chance of disabling enchantments. I will make it so that 3 copies increases the chance and duration of the disable though. Thanks!

also this is a Discord Dump Im gonna put into the mechanics section but I'll post it here too. so #DiscordDump too I guess, because people still seem to have issues understanding my process and criteria for Combos and Set Combos.


Okay so for hopefully the last time, I'll break it down again in a way that I hope isn't going to be easily misunderstood. When considering building a combo there are two main points, in my system, to keep in mind.

I'll term them Theme, and Effect respectively.

Theme is the aesthetic of a combo, its best seen in the name and flavour description itself. If we look at say, Trollslayer's combo, Meteorfall, for instance it's clearly a pretty direct and simple idea. Gather heat (Conduction), swing hard (Might), impact go boom (Impact). Yeah? When I used the term High Concept, I generally mean how easily understood the Theme of a Combo you're going for actually is. If you get very abstract and symbolic about a Theme it gets, not impossible per se, but much harder to make a combo. Similarly, making a very direct and blunt theme does not guarantee a Combo either. Why? Because of how it plays into Effect.

Effect is the actual mechanical effects of the Runes you're using. NOT their names, the actual description of what their mechanics are, and how that interacts with Theme generally decides a combo's viability. So if we look at Meteorfall again we can easily understand its Theme, a fiery impact of tremendous force is pretty straightforward after all. So straightforward in fact that you can arguably use a bunch of different combinations of Runes to meet the description of the Theme in some way, shape or form. However, say we have hypothetically have two ways of matching the criteria of the Theme for Meteorfall, I'm utlimately going to have ONE set of Runes that will make the Combo happen, and I'll be very picky about your accuracy.*

Theme informs and guides your direction, Effect must match Theme.

Having a difficult and abstract Theme in general makes it harder because there's room for differing interpretation. However you could create a surprising and nonconventional combo whose Theme and Effect that don't immediately come to mind, but if I can go "Oh, okay I see that makes sense," after thinking about it for more than a few seconds that's also good. If you're not sure, describe your Combo's Theme and Effects to someone else and see if it requires explaning your points, if so, youre probably not on the right track.

*I don't think it needs to be said, but just in case, a Master Rune obviously has more relevance on Effect and how it matches Theme than a regular Rune.

#Runes #mechanics #OOC

Can related Runes be fused into a Master Rune or would they just provide theoretical basis to comprehend a Rune with the Breadth needed to include the Minor Runes somewhat via their Theme Relations?
 

Hmmm....

I guess I am asking if Runes that involve a Facet of a larger Theme can be brought together into a Rune that embodies all of the Facet Runes in a Omni Rune of sorts?

Storms can be many things.

Rain Storm
Snow Storm
Hail Storm
Lightning Storm
Thunder Storm
Wind Storm
Fire Storm
Etc

So I am asking if a Rune could exist that encompassed all of those lesser aspects.

STORM

For example.
 
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