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Discord.

On Thread Etiquette:

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

Please endeavour to be cordial. :^)
 
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Most likely Karstah is the solution Bungi has in mind for the adamant problem since she can create one or two smelters per century for us using heir actions. So in the near future, we'd have an income of plus four, then ten turns later plus six, then plus eight, and so on with little of it actually being spent considering we've been having trouble outspending our one or two bars of income we've had throughout the quest so far.
Possibly more smelters than that even, if we can swing in some Snorri time on it, but that in my mind is probably post turn 52. We'd also need more Voidstone, which we can at least try to order. Unless Windsight research or attempts to make something that unlocks Windsight sets all the planning and timetables on fire, like I expect it will.
 
The rules for making action free equipment is that largely, we can't. We can make handfuls of things in off time like replacing Barak Azamar's chainmail with gromril chainmail, as well as doing the same for the King and Heir's armors without actions. Soulcake has also explained that if we wanted to equip our Hearthguard with individual protective equipment to survive in the storm it would be both expensive and take actual effort on our part. Snorri can replace armor sets as we lose people and then replace those members because they are small losses and he can work on the replacements gradually.

Put another way, the reason it didn't take actions is because there were few losses and Soul made a fuzzy exception.
Also all the stuff Snorri makes for free is untiered, which is why that random T2 shield would be an upgrade/ notable piece for the Hearthguard.
 
Besides Bungie, just how invested are people in making the AAAAAHG (All Adamantine Armed And Armored Hearth Guard)*?

I admit it would be neat, but it strikes me as more of a flex than something worth prioritizing. I hesitate to call it a vanity project since it would be put to practical use, but it's not worth restricting the size of the Hearthguard for.

We have duties we can't ignore, especially with the Waystones which we'll have to continue keeping tabs on even after the Fimir are dealt with.

*I could've added a bunch more As with things like "Ambition At An" and probably an "Awesomely" or two, but this time I opted for restraint.
 
Besides Bungie, just how invested are people in making the AAAAAHG (All Adamantine Armed And Armored Hearth Guard)*?
I don't know if you mean it this way but this question could be construed as saying that I want to armor and arm them, which I don't. Giving them Adamant armor is impossible at this point.
 
Besides Bungie, just how invested are people in making the AAAAAHG (All Adamantine Armed And Armored Hearth Guard)*?
My Adamant priorities basically go:
One off specific commissions,
Hearthguard Banners and champion sets
Rune academy Gronti
Mass Hearthguard equipment
Gronti Panoply

One offs although they're unpredictable are low cost and high reward in terms of other favours and things that will fall out. Hearthguard banners are also cheap and effective however we don't get favour falling out. I think the Gronti is oversized and don't want to spend literally every bar available on it like people are budgeting, however its still powerful and effective I just don't think it benefits from the upgrae from pure Gromil like others do.
When I don't care the Gronti's Arsenal I see three main considerations, I'm mostly thinking about Armour, the Gronti is already functionally indestructible at Pure Gromril so to make it out of an even more indestructible material and then giving it armour made out of the same thing at 4 times the cost of everything else in its arsenal is basically just an incredibly expensive way of putting 3 more Runes on it, I cannot imagine anything that would be able to destroy the Adamant Gronti but not an Adamant Armoured Gronti. I'm also thinking about the modular proposals, redundant equipment for the Gronti each thing will only get half as much use. And finally when comparing stuff like Gronti banner to Hearthguard banner, the Adamant cost triples due to size however it won't triple in power.
 
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I'm also thinking about the modular proposals, redundant equipment for the Gronti each thing will only get half as much use.
Do you not remember that for its arsenal, its not actually "modular" in the sense of "We have a rack of these things that we swap out as needed". I'm pretty sure we already had this conversation.

I have five things I ever even want to build for the Gronti: It's Heart, Claws, Breath Weapon, Armor, and Wings. One piece for each of those slots. They are insertable and/or concealed within its body or under protective plates. That's the point of my modular statement - though it seems that word choice may come to haunt me.
 
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Do you not remember that for its arsenal, its not actually "modular" in the sense of "We have a rack of these things that we swap out as needed".

I have five things I ever even want to build for the Gronti: It's Heart, Claws, Breath Weapon, Armor, and Wings. One piece for each of those slots. They are insertable and/or concealed within its body or under protective plates. That's the point of my modular statement - though it seems that word choice may come to haunt me.
Yes, however the point of making them insertable was so that they could be removed or replaced?
If you only cared about protecting things via the bulk of Gronti I think arsenal was still the wrong word. And honestly thats never really been a concern for banners before which are logically extremely flimsy compared to any other creation.
E: And you know everything else ranges from 33% to 25% Adamant cost efficiency at a base line, while having questionable benefit like the armour. So even setting aside this as a now issue rather than something we might do way into the future.
 
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I would have liked it if we shrunk the Hearthguard. Less is more.

To be fair, if we shrunk the Heathguard, I really think we would have to choose to either dedicate the Hearthguard to purely protecting the Waystones, or purely aiding Dawi in general in the North (even now, I fear we are making that choice).

The blunt truth is that the north is a big place, and the Firmir are not the only forces out there that wish to corrupt Waystones, and this war is a grim reminder how bloody the consequences of Waystone corruption are on the Dawi of the North. The cost of failing to stay ontop of the condition of waystones in this region so close to the Chaos Waste can be dire, and I feel Snorri has been half-assing this so far.

Frankly, I'd rather spin the Waywatchers into a separate organization of their own if possible (that can be scaled up to respond to regional needs independent of the Hearthguard), because their mission scope is increasingly distinct from the other duties and purpose of the Hearthguard.
 
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If they were destroyed or damaged, and needed to be repaired or maintained. That was literally the only reason to make them removable.
Oh, was this my fault in assuming you were trying to differentiate a design that would somehow be different from the mechanical restrictions imposed on us by the Rule of Form and how Request actions are structured?
Isn't this already covered by the fact we were going to do Gronti equipment actions after the Gronti itself and therefore logically they had to be able to be separately attached and by extension unattached after construction?
 
Oh, was this my fault in assuming you were trying to differentiate a design that would somehow be different from the mechanical restrictions imposed on us by the Rule of Form and how Request actions are structured?
Isn't this already covered by the fact we were going to do Gronti equipment actions after the Gronti itself and therefore logically they had to be able to be separately attached and by extension unattached after construction?
I was not trying to differentiate a design that would somehow be different from the mechanical restrictions imposed upon us.

What I am describing is technically covered/allowed by the fact that Gronti equipment is separately attached: the difference between putting an axe in the Maiden's hand and what I intend for the stuff on the Dragon, is that I am being more specific than what is normally assumed with Gronti Equipment by specifically stating I want the Dragon's equipment protected by the bulk of the Dragon's metal body.
 
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I wanted to let you know that I read all the responses. I'm working on getting thought out legible responses.
P.S. I'm definitely curious what kind of dark sorcery questers use to somehow think things through on the first draft :) (Don't tell anyone I use Grammarly.):)
 
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I wanted to let you know that I read all the responses. I'm working on getting thought out legible responses.
P.S. I'm definitely curious what kind of dark sorcery questers use to somehow think things through on the first draft :) (Don't tell anyone I use Grammarly.):)
We just make spelling errors like real men.
Nearly all of my posts get eddited in the first two or three mins after posting because of this. :p
 
Master Rune of Frigidity: A baneful Rune which covers the weapon bearing it in a storm of snow and ice. A blow will essentially "infect" the flesh it strikes, allowing the cold to creep along killing everything it comes into contact with, making the attack much worse than first suffered and allowing it, to an extent, to nullify armor.

(Multi-Wound+AP)

One of the earlier Runes discovered by Thungni's students, and passed along as such though not, to be sure, a basic taught to all students even after they earn the right to use Master Runes.

Rune of Snow: Ice and mist and pure snow (Hence the name) pour off the weapon, sheathing it in a blanket of cold that makes attempting to dodge or parry such an attack difficult if by no means impossible.

Surprisingly effective against Beastmen.

#Rune-Ideas
 
Giant ass dragon won. The current debate is about how to get the 81 Adamant bars to make the thing.
The fortunate part is that we don't need them all at once. We only need 48 bars to get the body sorted out, and then we can build the other pieces as we go.

By the start of turn 53 we'll have 56 bars at current rate of production, so we'll have some extra remaining when we actually build the body (hopefully on turn 54, after we've run a forging test with Skarren on turn 53 to check if its safe to forge with Skarren at all).

E: And current rate of production will likely be going up soon enough with help from Karstah.
 
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The First Rune and Research Trade of 384
Winning Vote: said:
[X] [Experience] Citybreaker
[X] [Armour] Give it to Karstah.
[X] [Shield] Give it to someone:
- [X] Write in: Gain +10 Favour with Kraka Ravnsvake.
[X] [Post] Ogra.
━<><><>< 384 A.P. ><><><>━​

It is decided that when the Throng enters Kraka Krum through the Underway King Vikram will be at the vanguard while the warriors of his Hold surround the Monument of Grungni as a protective detail . An altogether simple favour done to the man for his key contribution to the Throng's logistics, and a clean, easy way to raise morale. Going by the raucous cheering and flying beer foam the decision seems to be a sound one. The joy of the crowd and cavalier attitude only grows as parts of the Throng join in when Krum's monarch begins his speech, extolling the virtues of the Throng, the glories from the victories won and the satisfaction of Grudges avenged. As he speaks the chanting and cheering of the celebrating Hold rises and falls as trophies reforged from the reclaimed metal of dead Fimir war leaders or the bodies of the least mutated slave beasts are brought out one after another, each carried atop a pole by one of the Hold's Thanes. A slow and deliberate build up as more and more proof of victory is piled onto the minds of the already cheerful audience, many are willingly and enthusiastically being swept up in the atmosphere of joy and satisfaction the Throng's leadership is attempting to foster.

Being an elder, you of course exercise your right to be a right grump about things, wiping off a bit of foam that landed on your shoulder and giving a pointed look towards the sheepish beardling who was doing their best to curl up into a ball.

Feh.

"They are a lively crowd," Rudil whispers from your left. He was the only one of your retainers marching alongside you and Karstah, the remainder were near the front of those that led Kraka Drakk's part of the column.

For once you're relieved to be at the forefront of the column, because you'd slowly been growing annoyed with every whispered mention of the word "Citybreaker" by a beardling who thought they were being quiet. Given how little you actually participated in the actual sieges it felt disingenuous, but you weren't so petty as to tell people what rumours to spread.

It did make marching alongside Vragni a pain in your arse.

"They have every right to be," you whisper back, not looking away as Vikram's speech winds down, by honouring the fallen.

You do however spare a glance at your fellow Runelords, noting how Brynna notices your attention and nods back at you even as she does her best to put some distance between herself and a Zornish Noble. Vragni, currently too busy lecturing a few of his apprentices to grumble and decry you a radical malcontent, and Sven, already downing what you think is his thirteenth flagon of freely proffered ale. A glint of Gromril from the corner of your eye and the oncoming sound of metal on cloth allow you to notice an approaching figure from among the cheering crowd of Krum Dawi. They're covered in a dark grey cloak, the telltale glow of Runecraft making it abundantly clear that they're shrouding their presence from everyone but you and your fellow Runelords going by their own quick glances.

"Lord Klausson," a woman's voice greets, drawing four sets of eyes towards her, "fair tidings to you."

You watch as she offers greetings to the other three in descending order of age, lowering her hood to reveal a wizened and severe face to the world. Her eyes are large blue shards embedded in a face surprisingly bereft of wrinkles with wide, thin lipped mouth whose shape trended towards a perpetual frown as was the case for all, Snerra notwithstanding, proper Elderly Dwarfs. Her marble white hair is bound in five individual braids, two framing her face while the remaining three gatherings are bound together with iron links, creating a larger singular braid that, from what you can tell at least, falls down her back only to snake its way over one shoulder, across her chest and down the opposite.

"Lady Wardmaker," Vragni returns respectfully, "Why the need for such…discreteness?"

"Hate crowds," she answers easily before turning to you once more, "I will await your arrival after these festivities conclude Lord Klausson."

Just as quickly as she arrives, Ogra leaves with minimal fuss, simply redonning her hood and disappearing into the crowd.

You merely grunt at the questioning looks and withering glare from your respective colleagues.

━<><><><==><><><>━​

True to her word, you meet Ogra again several hours later, the Runelord no longer bothering to disguise her presence now that so many are deep in their cups to notice her. Without a word she indicates that you follow her before beginning her walk deeper into the Karak. Glancing at Rudil and Karstah, you can only shrug and do as she requests.

The path to her home is a long and circuitous trail that winds down and through the Karak's streets until you go below even the level of the Underway. Eventually you are led through a natural crack in the wall that feels larger and roomier when you walk through it than it appeared on the outside, until at last you come to a seemingly untouched cavern bereft of any sign of Dwarf habitation.

With a whispered word from your colleague however, the unblemished, shear stoneface opposite from the opening you came from begins to move and shift like a well crafted mechanism. The largely flat surface indents and distorts as statues, decorations and glowing, Rune-inscribed quartz crystals grow out and form a short hallway that leads to a proper door. The display certainly bedazzles Karstah and Rudil, and though you obviously don't show it like your two younger companions, you're a bit impressed as well.

You'll give extra marks for presentation too, intended or not, that was fine showmanship.

After taking the customary amount of time to see Karstah and Rudil properly accommodated in her living room and waited on by two equally silent apprentices, she leads you deeper into her home to a meeting room filled with books and assorted knick-knacks where you both sit opposite each other across a desk. With another whispered command Runes flare into visibility across the walls and on several of the knick-knacks in the room, most likely meant to ensure utter privacy from any would-be sneaks and interlopers.

"Three cities is impressive Lord Klausson, but if you'll sate my curiosity, what of the Monoliths?" she says, getting right to business.

"Majority were recovered with little issue, but it got worse the further west we went. As for the Stones centered in the cities, they were beyond my ability to salvage, all of them had been turned into fonts of dark magic and had to be destroyed. What little material remained clean afterwards I've brought back, and the location they stood upon was marked by my retainers," you reply.

Ogra nods in understanding.

"A shame then."

"Aye."

"From what you've divulged already, I take it you're aware of the Monoliths' purpose?" Ogra asks.

"Truthfully? No. Not with any level of certainty. I watch over and defend them as a favour to Lord Thungnisson," you reply honestly, "I imagine that if I took the effort to truly dig that I have enough pieces of evidence in my possession that I'd get a better inkling of what they can do, but I have other commitments taking up my time."

You idly wonder what Ogra would think of your plans. Nothing particularly flattering about their purpose but you imagine she could possibly appreciate the architecture.

"Hmm. Well you've done both I and the realms a service regardless, and if nothing else I can erase any doubts or suspicions you may have. You may already be able to surmise from your experiences that each Monolith is capable of releasing a tremendous amount of magical energy, the major ones you encountered in the Fimir's settlements being especially exceptional examples of their kind. I will confirm that each Monolith is part of a larger network, one that can and does channel magic from one point into another. Their continued survival is paramount, and as you already may know from Lord Thungnisson, Grungni Himself demanded it so. They are, to the best of my Clan's knowledge, shunting the energy they gather further along the network," she reveals.

You digest her words.

That information is both earth shattering and entirely unsurprising to you. It certainly helps everything you know fall into place at the very least, but it leaves you with several more questions you feel the need to ask.

"Would you permit me a few more questions?" you decide.

Here Ogra's gaze changes slightly, a guardedness that only a Dwarf with a secret carries enters her eyes. You let her ruminate on her response, waiting for a solid minute before she speaks again.

"Two I give freely. I may veto them, but in exchange I will not count those instances against that number," she finally says firmly.

Taking only a moment to consider, you nod.

"These stones are clearly artificial, I won't even bother asking if you know who made them originally though. Rather, do you know of natural counterparts to them?"

"Such things do exist, yes, though precious little word exists outside the minds of those who know," she ultimately reveals.

That was information you already knew, thanks to Master Yorri, but what wasn't said is equally telling in its own right. You'd bet what's left of your Troll Brew that Ogra, or perhaps Clan Diamondback, knew something related to locations like the Anvil going by her hesitancy and carefully chosen response. You're unlikely to get more, not without ponying up something worth their time at least. With your final free question, you decide to ask whats been nagging at you since you read her initial letter all those months ago.

"Lord Thungnisson spoke of there being Dawi aside from the Runesmiths who knew of the Stones' purposes. The Guardians of Gazul among them. Given he did not tell me of your own understanding and knowledge of them, I feel compelled to ask if your own sources are similar."

Ogra regards you intently, not replying for half a minute before she finally decides on a response.

"Clan Diamondback inherited many things from our founder, and that is all I will share freely. In any other circumstance I'd say nothing more at all, but in your case I am willing to be convinced otherwise."

"Right then, with that out of the way, I understand that you're a purveyor of Ancestor Runes," you begin, watching and being quietly impressed at the lack of physical response to your statement.

"I am known for it yes. They are a mystery that I find incredibly stimulating to research," she confirms, eyes boring into yours.

"I happen to be in possession of a few items, made by the Ancestors themselves," you reveal, "While I won't trade those away, perhaps you'd be interested in the Runes they put on them?"

"We'll see," she replies, steepling her fingers.

━<><><><==><><><>━​

You have 0/2 Hesitance and 6 points
Sell List
ITEMSELL VALUE
Master Rune of Waking, Improved, [Engineering]4 points
Master Rune of Unyielding [Armour]6 points , +1 Hesitance
Master Rune of Grimnir [Banner]6 points
Master Rune of Grimnir [Weapon]6 points
Master Rune of Grungni [Talismanic]6 points
Master Rune of Valaya [Armour]6 points
Master Rune of Valaya [Talisman]6 points
Master Rune of Traversal [Banner]4 points, +1 Hesitance
Master Rune of Amplification/Snerra Magnasdottir [Talismanic]6 points, +1 Hesitance
Master Rune of Forgeflame [Talismanic]2 points
Research, The Rune Metal1 point to get her started down the path, +1 point per extra 2 progress, max 8 points total, +1 Hesitance every 4 points.
Knowledge, A copy of the Monolith Map2 points
Combo, Mountainsouled (Requires Unyielding)8 points, +2 Hesitance
Combo, Amplifier (Requires Amplification)6 points, +1 Hesitance
-- Master Rune of Waking, Improved, [Engineering], Worth: 4 points
-- Master Rune of Unyielding [Armour], Worth: 6 points, +1 Hesitance
-- Master Rune of Grimnir [Banner], Worth: 6 points
-- Master Rune of Grimnir [Weapon], Worth 6 points
-- Master Rune of Grungni [Talismanic], Worth: 6 points
-- Master Rune of Valaya [Armour], Worth 6 points
-- Master Rune of Valaya [Talisman], Worth 6 points
-- Master Rune of Traversal [Banner], Worth 4 points, +1 Hesitance
-- Master Rune of Amplification/Snerra Magnasdottir [Talismanic], Worth: 6 points, +1 Hesitance
-- Master Rune of Forgeflame [Talismanic], Worth: 2 points

-- Research, The Rune Metal, Worth: 1 point to get her started down the path, +1 point per extra 2 progress, max 8 points total, +1 Hesitance every 4 points.

-- Knowledge, A copy of the Monolith Map, Worth: 2 points

-- Combo, Mountainsouled, Worth: 8 points, +2 Hesitance (Requires Unyielding)
-- Combo, Amplifier, Worth: 6 points, +1 Hesitance (Requires Amplification)

Buy List
ITEMBUY VALUE
Master Rune of Grungni [Weapon] (Picks and Hammers only, strikes channel either intense soundwaves through target or fling them away with an immense gust of wind)6 points
Master Rune of Grimnir [Talismanic] (User gains increased reflexes and is made hyper aware of their immediate surroundings, especially the movements and actions of allies and enemies)6 points
Master Rune of Grungni's Thunderous Ire [Weapon] (Hammers Only, strikes channel electricity and soundwaves through armour into the flesh beneath)4 points
Master Rune of Grungni's Craftsmanship [Engineering] (Greatly enhances a war machine's unique and specialized traits)4 points
Master Rune of Morgrim's Exacting Eye [Engineering] (War Machines operate at greatly increased efficiency, have no mechanical flaws, and crew have improved sight)4 points
Master Rune of Smednir's Bounty [Structural] (Lonely Rune*, Metal refined within a structure has a minor chance of producing more end product than usual)12 points -1 Hesitance
Master Rune of Thungni's Brilliance [Structural] (Lonely Rune, Reagents used within a structure have a minor chance of not being consumed, DOES NOT INCLUDE T5 Reagents)12 points -1 Hesitance
Master Rune of Valaya's Fortitude [Structural] (Structure is reinforced by ambient and enemy magic, allies in the structure are unbreakable and have greatly improved endurance and magic resistance)12 points -1 Hesitance
Master Rune of Grimnir's Ferocity [Structural] (Allies in the structure have improved combat ability and can ignore mortal wounds until combat end)12 points -1 Hesitance
Master Rune of Restraint [Structural] (Dwarfs in a room or structure bearing this Rune will resist negative mental effects, and have increased discipline and mental endurance)4 points
Master Rune of Living Stone [Structural] (Structures regenerate from same surrounding material)4 points
Master Rune of Vengeful Stone [Structural] (Allies slain in room or on wall cause structure to create a blast of force and heat towards enemies)4 points
Master Rune of Devouring Stone [Structural] (Magic cast at structure is unmade and fired back to attackers as an explosive blast of heat and force)4 points
Master Rune of Triage [Structural] (Slows bleeding, spread of poison and fortifies vitality and willpower of Dwarfs in room)4 points
Rune of Disruptive Stone [Structural] (Structures radiate an anti-magic aura. More copies enhance effect)2 points
Rune of Ordinary Stones [Structural] (Obfuscates structures bearing this Rune from mundane perception)2 points
Rune of Slippery Stones [Structural] (Structures bearing this Rune become more difficult to scale)2 points
Rune of the Guard Tower [Structural] (vision and vocal volume of those in the room are increased. More copies improve the effect)2 points
Rune of Hungering Stone [Structural] (Projectiles fired at structure are sometimes consumed and used as repair material)2 points
Rune of Gazul's Flame [Structural] (Generates a field of burning flame that deals extra damage to daemons around or in a structure)2 points
Rune of Grungni's Fist [Structural] (Walls can periodically create temporary, fist-shaped protrusions from their surface)2 points
Research, The Fixing of Things1 point per progress, max 12 points total.
Research, The Secrets of Storage1 point per progress, max 12 points total.
Knowledge, The Monolith Lore of Clan Diamondback6 points
-- Master Rune of Grungni [Weapon] (Picks and Hammers only, strikes channel either intense soundwaves through target or fling them away with an immense gust of wind), Cost: 6 points
-- Master Rune of Grimnir [Talismanic] (User gains increased reflexes and is made hyper aware of their immediate surroundings, especially the movements and actions of allies and enemies), Cost 6 points
-- Master Rune of Grungni's Thunderous Ire [Weapon] (Hammers Only, strikes channel electricity and soundwaves through armour into the flesh beneath), Cost: 4 points
-- Master Rune of Grungni's Craftsmanship [Engineering] (Greatly enhances a war machine's unique and specialized traits), Cost: 4 points
-- Master Rune of Morgrim's Exacting Eye [Engineering] (War Machines operate at greatly increased efficiency, have no mechanical flaws, and crew have improved sight), Cost: 4 points
-- Master Rune of Smednir's Bounty [Structural] (Lonely Rune*, Metal refined within a structure has a minor chance of producing more end product than usual), Cost: 12 points, -1 Hesitance
-- Master Rune of Thungni's Brilliance [Structural] (Lonely Rune, Reagents used within a structure have a minor chance of not being consumed, DOES NOT INCLUDE T5 Reagents), Cost: 12 points, -1 Hesitance
-- Master Rune of Valaya's Fortitude [Structural] (Structure is reinforced by ambient and enemy magic, allies in the structure are unbreakable and have greatly improved endurance and magic resistance), Cost: 12 points, -1 Hesitance
-- Master Rune of Grimnir's Ferocity [Structural] (Allies in the structure have improved combat ability and can ignore mortal wounds until combat end), Cost: 12 points -1 Hesitance
-- Master Rune of Restraint [Structural] (Dwarfs in a room or structure bearing this Rune will resist negative mental effects, and have increased discipline and mental endurance), Cost: 4 points
-- Master Rune of Living Stone [Structural] (Structures regenerate from same surrounding material), Cost: 4 points
-- Master Rune of Vengeful Stone [Structural] (Allies slain in room or on wall cause structure to create a blast of force and heat towards enemies), Cost: 4 points
-- Master Rune of Devouring Stone [Structural] (Magic cast at structure is unmade and fired back to attackers as an explosive blast of heat and force), Cost: 4 points
-- Master Rune of Triage [Structural] (Slows bleeding, spread of poison and fortifies vitality and willpower of Dwarfs in room), Cost: 4 points
-- Rune of Disruptive Stone [Structural] (Structures radiate an anti-magic aura. More copies enhance effect), Cost: 2 points
-- Rune of Ordinary Stones [Structural] (Obfuscates structures bearing this Rune from mundane perception), Cost: 2 points
-- Rune of Slippery Stones [Structural] (Structures bearing this Rune become more difficult to scale), Cost: 2 points
-- Rune of the Guard Tower [Structural] (vision and vocal volume of those in the room are increased. More copies improve the effect), Cost: 2 points
-- Rune of Hungering Stone [Structural] (Projectiles fired at structure are sometimes consumed and used as repair material), Cost: 2 points
-- Rune of Gazul's Flame [Structural] (Generates a field of burning flame that deals extra damage to daemons around or in a structure), Cost: 2 points
-- Rune of Grungni's Fist [Structural] (Walls can periodically create temporary, fist-shaped protrusions from their surface), Cost: 2 points

-- Research, The Fixing of Things, Cost: 1 point per progress, max 12 points total.
-- Research, The Secrets of Storage, Cost: 1 point per progress, max 12 points total.

-- Knowledge, The Monolith Lore of Clan Diamondback, Cost: 6 points
Every 5 points not spent = +1 Standing

*Lonely Rune: A Rune that cannot be inscribed with any other Rune. Usually, but not always, because a Rune is too powerful to be inscribed with other Runes for any material, known to Dwarfkind at least, to withstand

━<><><>< Khazalid Trivia ><><><>━

/shrug

━<><><>< Gain ><><><>━

- +10 Favours with Kraka Ravnsvake, new totals: Favours 0

- Legendary Deed, The Citybreaker: Where once stood three citadels of Fimir might now remain only rubble and ash. By the might of a unified north, and the fury of two Storms were they laid low. Though his part was limited, the Gift Giver's acts allowed his kin the time and freedom to conduct their sieges with little to impede their progress.

Karstah:
- +1 set of Mysterious Mystery Armour.
-- A shirt of iron scale mail with accompanying bronze greaves, bracers and a destroyed helmet. Something, most likely magic, makes them resistant and harmful to Chaos corruption.

Trait(s) Gained/Upgraded:
- Citybreaker: Enemy armies suffer -10 to Combat if Snorri takes the field.

Vote Format:
[Y] Plan X
- Sell:
-- thing to sell
- Buy:
-- thing to buy

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Remember to vote by plan. There will be a twenty-four-hour moratorium for discussion.

AN: I'm giving you a day to think about your purchase choices! Make sure to follow the format I put down for your plan votes, and read the mechanical explanations on Lonely Runes I put. After that will be Brynna and finally, blessedly finally, an actual Turn! I hope anyway, it's been so long I will definitely need to double-check and make sure I didn't miss anything but I think I am in the clear! But let me know if Im wrong. Hope this tickles your brain, and don't forget to C&C. :^)
 
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Ahhhh Rune trading it has been awhile and oh how I feel nostalgic about it!

These so called lonely runes are fascinating and I kind of want them!
 
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That is a lot of structural runes...

I leave pursuing this bounty to the rest of you! I have no idea what people will find useful and want... so yeah, have fun?
 
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