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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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#Rune-Ideas

Rune of Reach: A hand-held weapon inscribed with this rune will always be able to reach that extra bit further when needed.

Try dancin just of reach now, you damn elgi!

Rune of Rising Skill: When inscribed on a ranged weapon, it shall improve accuracy based on the skill of the user.
Someone with no training shall always find their mark at a hundred paces, while a skilled archer will find their bolts slipping into eyeholes at a thousand or more.

Rune of The Labyrinth: Buildings with this rune attached will become unnavigable to an unwelcome intruder.

Rune of The Spying (Eye/Ear): Based on the Rune of Forged Senses. This Rune is inscribed on an item/wall, and then attuned to a secondary Rune. Any touching the other Rune can see/hear through the first.
 
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Rune of Rising Skill: When inscirbed on a ranged weapon, the aiming ability of the user will be increased, based on exponential growth.
A fair shot shall always hit their target, while a skilled archer will find themselves slipping bolts into tiny armour joints.
So, Accuracy increases the longer you aim?

On the one hand, I'd say exponential growth anything is OP for a regular rune.
But then again there's only so much bonus you can get from accuracy. There isn't much difference to hitting someone's eye, to hitting the exact centre of someone's pupil.
 
So, Accuracy increases the longer you aim?

On the one hand, I'd say exponential growth anything is OP for a regular rune.
But then again there's only so much bonus you can get from accuracy. There isn't much difference to hitting someone's eye, to hitting the exact centre of someone's pupil.
Hmm, going to reword it.

The main idea of the rune is that it's better when used by someone that is more skilled.

Edit: also fun fact, the prototype name for the Rune of Reach was something like "Rune of Haft", but I didn't want to so sound rude, so.
 
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.
Are you guys really planning on having Karstah do the exact same work turn after turn?

Because that not only sounds incredibly boring but definitely isn't how a heir should be treated.

Building a smelter or equipment together with her actually holds meaning, so does having her research materials or handle comissions on her own as she actually learns things and build reputation while doing so.
Slaving away at building one smelter after another isn't going to do anything for her.

We are supposed to build Karstah up to the point where she can fill in Snorris shoes when he is gone, not use her as cheap labour for things we can't be bothered to do ourselves.
 
[Non Canon???] Gnoldrengi, +10 to a Roll.
Gnoldrengi

The Reliable Slayer

-By Leandre Agua


A sword, forged by Dwarfs and given as a gift for valorous deeds. A story well known; a story repeated, and a story often told. It is of two tones, pristine silverine and gromril black as night. The image of a dragon is etched into the blade by that bright pure silver, a rearing, hungering vicious thing not like the noble beasts of Caledor but vicious at heart. The hilt is carved of the Azrilwutroth of which the north is so proud and it gleams bright indeed, with the face of Grimnir shaped into it and a grip of troll leather. One may wield it in both hands or only the one. The Master Rune of Piercing, which unmakes even the mightiest hauberk, and etched in wyvern's blood. The Rune of Dragon Slaying, to fill the blade with hunger for the souls of all those flying beasts and carved with a dragon's claw. The Rune of Hunting which makes all weapons as light and nimble as a bird upon the breeze, given the feather of a Hippogryph. All together, a weapon which longs for the blood of Dragons, and to pierce their hide and when striking against them strikes true and well, unmaking the thick scaled hide that is their protection.

The common story of its creation and its path to the present, of course, is pure nonsense. Unfortunately, it is also the only story we have explaining it, so for the sake of completeness I will inscribe it here.

The mythical Runelord Snorri Gift-Giver supposedly had several friends among the elves in the days before the War of the Beard, before the heinous arrogance of Snorri Half-Hand brought destruction down upon two realms. Among these was Menlinwen Ebonsea, a figure any Sapphire Windseeker should be well aware of for it was her texts that helped shape so much of our own arcane learning, aside of course from Fortunata. Now there came a time when this mere mage of Avelorn finally grew to an Archmage; and what's more, became a friend to the Dragons. Iltharox The Wise, son of Vaknir the Burner, one a friend of Caledor one a creature of Chaos.

Seeking to reclaim his family's honor, Iltharox would request that Melinwen help him slay his own father; but for that he would need a weapon of worth, a weapon that could be wielded against the darkness and pierce the hide of so mighty a Wyrm. And so together they commissioned the blade Gnoldrengi from the unreal Runelord Snorri-Giftgiver; and taking up Gromril, and with a forge heated not simply by coal but with Dragon's fire, they set to work, the mighty Sun Dragon all but pouring out his soul for a year to make the blade, and then another to carve the hilt.

And just as it was finished, so began the War of the Beard. Though Dragon and Rider alike were allowed to return to Ulthuan, the blade was kept within Snorri's treasury for many, many years, centuries in fact. A reminder of what was lost. Vaknir raged throughout the wastes, a servant to the gods of Chaos who shamed his kin who had heeded the call of Caledor. Thousands of years passed, and more and more did the beast bring shame upon his kind.

And then there came the time of Keldran the Avenger, who lived in the time of Morvael. A son of the House of Blackclaw of Caledor, yet he was descended too of the House of Ebonsea; and a more unlike grandson could be rarely found. Where the patient, foreseeing winds of Azyr strengthened his grandmother, Keldran was a creature of the most passionate, courageous, tempestuous Aqshy in nearly every regard, being only free of the rage that flowed through them. But in one regard he was like his Grandmother:

The strength of Dragons called to him. As he grew in mastery of Aqshy, he was granted the visions of the Dragons; and so he too awoke the Dragons. And mighty Iltharox awoke from his long slumber, and joined the Dragon Mage. Together the two went on many adventures, but the most important for our story is their journey to the Fortress of Dawn, a High Elf colony off the tip of the Southlands that was under threat by Beastmen. Now the apprentice of Vestri, himself a many times removed apprentice of Nain, a direct apprentice of the fictitious Snorri Gift-Giver, was attempting to claim rare reagents for his Runework when a party of Beastmen attacked the band he was with.

Now the arrogance of Caledor did indeed burn in that Elf's breast, such could not be fled from; but the ancient nobility of Ulthuan did too, and so did courage and so did rage. He joined the Dwarfs in their smiting of the Beastmen even as the rest of the party went on to reinforce the Citadel, and saved the life of Vestri and many others besides, destroying the beastmen with magic too terrible to imagine and the flames of a dragon. And as soon as the battle was over he left the field, feeling shame in his breast that he had helped those descended of the Hacalad Drathyr (Translated: Egg Breakers) rather than leaving them to their fate.

But the Dwarfs do not forget. They will let no debt lie. So Vestri bound up that heraldry to his mind, and returned to the North and spoke to his many times removed teacher (supposedly) of an elf who had honor, of an elf to whom he bore a debt, of an elf that was worthy of the work, casting aside the mindless arrogance of the Dwarfs to do so. And so on the last day of the year as Keldran awoke he found Gnoldrengi upon his bed in a scabbard of the most beautiful leather. It was with this sword that Keldran would slay Vaknir, and bathe in his blood and learn the song of Wyrms; but that is a story for a different time.

There are many problem with this story that lead me, without hesitation, to call it an absolute falsehood. The first and most prominent, of course, is that Snorri Gift-Giver never existed, and if he did certainly not in the form the Dwarfs claim. Secondly, if Vestri did desire reagents of the Southlands, would it not have been wiser to simply buy them from Zorn? Finally, no Dwarf could possibly have snuck into Ulthuan to place the blade inside an elf mansion.

Unfortunately it is also the only story we have explaining how such a figure acquired his blade, and so for historical reasons I have included it.
 
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The Second Rune and Research Trade of 384
Winning Vote: said:
[X] Plan Finish Pt1 Research with Smednir and Thungni, +3 standing, MTriage
- [X] Buy: 69 pts -2 Hesitance +3 Standing
-- [X] 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
-- [X] 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
-- [X] Master Rune of Triage [Structural] (Slows bleeding, spread of poison and fortifies vitality and willpower of Dwarfs in room), Cost: 4 points
-- [X] 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
-- [X] Research, The Fixing of Things, Cost: 1 point per progress, max 12 points total. 9 Pts
-- [X] Research, The Secrets of Storage, Cost: 1 point per progress, max 12 points total. 9Pts
-- [X] Knowledge, The Monolith Lore of Clan Diamondback, Cost: 6 points
-- [X] 3 standing: 15pts
- [X] Sell: 69 Pts +4 Hesitance
-- [X] 6 Free Pts
-- [X] Master Rune of Waking, Improved, [Engineering], Worth: 4 points
-- [X] Master Rune of Grimnir [Banner], Worth: 6 points
-- [X] Master Rune of Grimnir [Weapon], Worth 6 points
-- [X] Master Rune of Grungni [Talismanic], Worth: 6 points
-- [X] Master Rune of Valaya [Armour], Worth 6 points
-- [X] Master Rune of Valaya [Talisman], Worth 6 points
-- [X] Master Rune of Forgeflame [Talismanic], Worth: 2 points
-- [X] Master Rune of Unyielding [Armour], Worth: 6 points, +1 Hesitance
-- [X] Master Rune of Amplification/Snerra Magnasdottir [Talismanic], Worth: 6 points, +1 Hesitance
-- [X] Research, The Rune Metal, Worth: 7pts +1 Hesitance
-- [X] Knowledge, A copy of the Monolith Map, Worth: 2 points
-- [X] Combo, Amplifier, Worth: 6 points, +1 Hesitance (Requires Amplification)

━<><><>< 384 A.P. ><><><>━​

Negotiations with Ogra are a wholly novel experience, rarely have you met a Dwarf with such a one-track mind. Many of the Runes you know are of little interest to her, the exceptions being your repertoire of Ancestor Runes learned from examining the gifts They left you, and oddly enough, Snerra's Runes.

Then again, given your own suspicions, it may not be particularly odd at all.

The veritable bounty you offered up, was worth it though. Because it seemed that Ogra was, with evidently great reluctance, willing to part with several powerful Runes of her own. The Master Rune of Triage would be a literal godsend for any place of healing, and more personally both Smednir's Bounty and/or Thungni's Brilliance, names and Runes Ogra developed herself, could be of great use in Khazagar.

To think she had developed several Lonely Runes was both astounding and not. The former because such Runes were a rarity as few Runesmiths ever managed to safely discover one, and the latter because it was even rarer to find a Lonely Rune on things that weren't structures. Mostly because buildings and structures were the only things capable of surviving the amount of power such Runes brought to bear, but also because Structural Runes as a category tended towards odd definitions of boundaries for what they were inscribed on and a general existence that, on first appearance, broke the Rule of Three. After all, what truly constituted a room? What separated it from a structure, for every ironclad rule those wiser and more well versed than you could find, there were several Runes which broke that definition. It was, in a word, unnaturally ambiguous for a system that your people preferred because of its rigidity. Funnily enough, at least for an outside observer and not the individual stuck trying to decipher why, following general preconceptions and beliefs tended to be the most accurate measure of determining that sort of thing as opposed to stiffly defined and specific rules and nomenclature. A Dwarf could, and many had, gone just a hair insane from studying such a thing, a bit like Durin's consternation really.

But then came the other set of information you had traded for.

Call it intuition with an admittedly heavy dash of personal curiosity, but you reckon that Clan Diamondback's secrets were of particular value to you. As a reasonable Dwarf, you're not one to pry into Clan secrets on pain of death, but if Ogra is willing to offer them with the proper incentives on your part, well. As a curious Dwarf, you're not one to turn such a rare opportunity away either. Still, it was quite taboo, even with tacit permission you can tell Ogra is loath to part with such knowledge, so you let her collect herself.

"Right, would you prefer I give you just the pertinent information or the entire ordeal?" Ogra finally says, looking you in the eye.

"I have nowhere to be," you tell her plainly, "and my curiosity compels me to ask for the latter."

Ogra merely nods, sighing as she does.

━<><><><==><><><>━​

Clan Diamondback's knowledge stems, as with our Gift, from Thungni. Like with you Lord Klausson, it is a duty, but one earned not out of respect, at least not initially. Rather it is more fitting to say it is one imposed as a consequence of foolhardy experimentation.

The publicly known version of Clan Diamondback's founding is incomplete, you see. Rugni Diamondback was indeed saved by a miner's daughter, but what is not shared is that she saved him from a situation of his own making. Our records and that of Clan Thungnisson describe Rugni as a sort far too clever for his relative lack of wisdom, and this is in truth where the story begins. As a Journeyman, Rugni discovered one of the Monoliths in the foothills of a nameless mountain and grew curious as to what such a thing was doing in what appeared to be the middle of nowhere. By happenstance, Rugni found a means to do what the Fimir did, tapping into the Monoliths and unleashing a great amount of energy into the surrounding environment. Fearing for his life, Rugni managed to undo his actions, but it had nevertheless sparked his curiosity.

So it was that Rugni began his delving into the mysteries of the Monoliths, and in so doing sealed his fate and that of his line forever.

Once he became a Master, Rugni returned to that same spot in the hills below the mountain's shadow, and as he had done decades before, roused the Monolith to release the energy it contained. Unlike the first accidental activation, this time Rugni was prepared. He had, in a moment of foolish inspiration, decided to both create and then use a piece of Runecraft with the active Monolith nearby to test his hypothesis and was rewarded. He found that his creation burned with power far in excess of what was normally possible, and that as he tested it, also saw that the Runes were not only more powerful, but recovered their energy at far faster a rate.

Greed and opportunity burned in Rugni's mind, with this structure he could create works beyond that of his peers, and in so doing rise in esteem amongst them. For years Rugni would do just that, turning on the Monolith as it suited him, forging new works, and then reaping the benefit of his enhanced Runecraft when he returned to civilization. Until one day his greed and curiosity grew so much that he began to wonder, were there other places like the Monolith? Other obelisks that perhaps dotted the landscape and released even more energy than the one he found in the nameless mountain's shadow?

Such madness drove Rugni into both his books and the wilderness, searching and learning all he could. In time he found that his hypothesis proved true, and there were such places, special Monoliths marked with a unique glyph which could unleash far greater amounts of magic than the others. He also found that, after the Daemons began to stalk mortal lands and a second moon entered the sky, the farther north he went the more powerful the average Monolith tended to be. So it was that this mad quest for power drove Rugni ever northward, alongside the Ancestors, and eventually to the depths beneath Karak Izril where he found the greatest Monolith he had yet discovered.

And here at last it would seem his greed would be his undoing.

Rugni had grown lax you see, cocksure and arrogant in his supposed mastery of the Monoliths, and roused the structure incorrectly. The obelisk spewed forth not power, but darkness and death; the energy from which Daemons and un-living things found succour and sustenance. Rugni fought and killed many, his grund swift and his arm mighty, but he was slowly being overcome through sheer dint of numbers. Perhaps for the first time in centuries, he chose to act selflessly and prepared to send the entire chamber crashing down on him and those monsters he had unleashed. As the Runes of his Armour grew bright, filling with energy beyond their ability to withstand and Rugni's hammer broke the stones which kept the cavern from collapsing, fate smiled down upon him as it did all those centuries ago.

For just as Rugni prepared to end his life to atone for his sins, Thungni, at last, arrived. Following behind a humble Miner's daughter, a Kvinn who had been secretly following Rugni for a long while now and ran for help as soon as she saw his grave mistake unfold, He fell upon the enemy.

The daemons were mighty and their numbers endless, yet they fell before the Ancestor's fury faster than they could replenish themselves, and soon Rugni, the Miner's daughter and Thungni found themselves alone in that cave, the blood of uncountable daemons staining the walls and their clothing slowly dissolving into nothingness.

"Rugni son of Thorbad," Thungni spoke, His voice rolling thunder and crashing earth, "You have erred greatly indeed. What's more, you have shamed your parents, your kin, and Me. What shall I do then? With my wayward scion, who so endangered the innocents who toiled above, not knowing the threat beneath their boots a fool had unleashed? Half a mind am I, to break bonds of kith and kin so that I may smite you here and now for such insolence, and know that I would be found in the right for it. What say you?"

Rugni, shame burning bright and heeding the truth of His forefather's words, merely said his life was no longer his own to decide. Whatever fate awaited, he whispered, would be one too kind for a fool such as he.

Grumbling and wroth, Thungni raised Karaz-Kazak-rhun high, the Runehammer that had smote the greater servants of the fell powers with terrifying ease and worked wonders into existence prepared to undo Rugni's existence with a single downward stroke. Yet the blow did not come, for Thungni's wrath was stayed, His incalculable composure, broken, by the humble Kvinn both had forgotten was in the room with them.

"Let him pay penance Lord," she begged on bended knee, "For the remainder of his days, until his arms are weary and his soul is tired, then even beyond that, let him pay penance as you see fit. He cannot undo the harm he has caused, yet death is too kind of a fate for him is it not? There is a debt to be paid, to his folk, to his people!"

Thungni regarded this girl, for that was what she was in the eyes of one so old as He, and found the nugget of wisdom held in her words. Thus He nodded and then proclaimed.

"By this lady's mercy, you yet live Rugni, son of Thorbad, and by her wisdom, your task has been set. I shall teach you of the importance of these Monoliths which you so foolishly tampered with, and I charge you and your line to forever see to their protection. You will do this until your beard wraps around your waist seven times, until your arms wobble and struggle to raise the hammer which you lifted with such arrogance in your youth, until your eyes are as blind as your wisdom currently is, until you have seven sons born from the woman you take as wife, and their own sons until seven generations have passed. Only then will your duty be ended, only then will your Honour have even the barest chance of respite. So say I."

With His judgement dispensed, Thungni did as He said He would, bodily lifting Rugni and dragging him into the Ancestor's workshop where he would not leave for seven years as he learned the full breadth of his folly. For the Monoliths were akin to roads, carrying away magic from their surroundings to parts unknown, safeguarding countless lives from predation and corruption by the Neverborne by removing their ability to spawn freely. So to use them as recklessly as Rugni had invited the potential for unimaginable ruin. Yet, he also learned that they could be turned to powerful purpose. Rather than banning them outright, instead Thungni tempered his reckless abandon with the wisdom he had lacked for so long. When at last Rugni emerged, wiser and humbler than when he entered, he found the Miner's daughter waiting for him. When he left Izril and journeyed North as his duty demanded, she followed. When he sought a wife to fulfill his oathsworn duty, she was willing. When he grew old and feeble, with seven sons and a Clan that called him founder around him, she was by his side until the last breath left his lungs.

Thus Rugni Thorbadsson died, his diamond back at last freed of the burden he had carried for his mortal span, his soul freed to be judged by his forebears, his heart firmly in the hands of the woman whose mercy saved his wretched life all those centuries ago. Thus the Diamondback swear to follow in Rugni's footsteps and take up his burden beyond the terms of its original span as Thungni demanded those centuries prior, our Ancestor-appointed duty to find and then obscure the Monoliths from those who are unworthy of them, to use their power only in direst need and most hopeless circumstance.

━<><><><==><><><>━​

As Ogra concludes her story, you busily digest and extrapolate what you've been given and realize something.

"The Incursion," you begin, looking at a nodding Ogra, "The reason Krum fared as well as it did then?"

" 'Only in direst need and most hopeless circumstance,' a decision that requires the unanimous and unequivocal agreement of the Clan's elders," she confirms.

"So then?"

"Follow," Ogra says, getting up from her seat and making her way out the door.

Curious, you follow as she leads you deeper into her home, down yet more corridors and switchbacks until you reach what appears to be a dead-end. Not that you think that it is with what you've seen earlier, and that belief is vindicated when Ogra moves in front of you, her back obscuring whatever method she uses to activate the hidden Runes. The symbol of Clan Diamondback flares into existence and sends a wide beam of light over the both of you. The light turns orange and a warning chime rings when the beam finishes passing over you specifically, but another hidden action by Ogra causes the Rune to return to its original colourless hue before it disappears from sight once more.

Immediately afterwards the sound of smoothly shifting stone fills the room as the wall disappears brick by brick to reveal a continuation of the hallway with an ornate door at its end.

Ogra makes no big fuss over the ordeal, merely walking inside after turning once to make sure you know to follow.

After another lengthy opening sequence, Ogra and you finally step into a large natural cavern with a massive, glyph-covered, stone column at the center. Surrounding it are several empty pedestals, while crystals engraved with the Rune of Light and other Runes you don't know light up the entire affair.

"This pillar extends all the way to the surface and is part of the reason why the Diamondback settled where we have alongside the general mineral wealth. You're staring at the most powerful Monolith we've found in our surveying of the region. Not that the Bitterstone and Coalfinger know that particular detail," Ogra explains.

"And those pedestals?"

"Several items were instrumental in securing the Karak, the Monolith ensured their continued function throughout as well as several of the Runic Arrays on the outer defences. The pedestals are little more than a convenient place to put them frankly."

You think there's more to it than simple practicality, but if Ogra hasn't told you, then that sort of information was beyond the scope of your agreement. You were sorely tempted to ask her how exactly the Stones could be tapped into, but you knew a fool's errand when you saw one.

━<><><><==><><><>━​

After that particularly enjoyable bit of revelation, the rest of the trip back home is far more mundane, the Throng gradually dwindling as parts breakaway and stay behind with each Hold it passes until the weary but proud Dawi of Kraka Drakk march home to the sounds of cheering. After making the appropriate and traditional participation expected of the Hold's ranking Runelord, you slip away into the Hold with Karstah and your Hearth Guard in tow. Much as you wish to simply enter your home, lay in your bed, and sleep for a solid day there is still one last piece of business that needs to be attended to.

As per the agreement you made with Brynna all those months ago, you're the one that has to play host this time you see. This meant rolling out the good ale and a whole host of other obligations but you're mostly concerned/excited about rolling out the good ale.

Thankfully you have retainers and an heir to do most of those more mundane and tedious parts of the whole endeavour while you had the honour of rolling out the good ale from where you kept it safely locked away.

It's been a century since you've had some of that Trollbrew too.

By the time Brynna arrives, well after the celebrations have begun and engulfed the Hold, you're ready to welcome your fellow Runelord into your home and lead her to the room where you'll be hashing out the details of your little agreement while sharing the Trollbrew.

If Brynna has any comments about your taste in decoration she keeps it to herself, because she is silent for the majority of the walk there, only ever speaking to inquire about the identity of a particular Ancestor's visage adorning the hallway. Eventually the both of you reach the room you set aside for the occasion, and as a gentleman is expected to do, you hold open the door for her before walking in yourself.

While you're no Ogra, you aren't a slouch when it comes to security either. What your colleague achieved with the efficacy of her Runes you like to think you matched in the sheer level of redundancy through the clever use of insulating layers of stone and metal and prodigious application of Runes that lay behind the pleasant and tasteful decorations and accoutrement you've put up.

"You were not present during the celebrations Lord Klausson," Brynna says as she sits down across from you, hands resting on the armrest calmly, "I take it you weren't in the mood to partake?"

"And overshadow the beardlings? Certainly doesn't sound like a worthwhile endeavour in my eyes," you reply easily, handing her a tankard of the Trollbrew

"How magnanimous, I'm sure it isn't because you and Honoured Elder Ogra share a similar distaste for crowds," she replies diplomatically before taking a sip, golden orbs not betraying anything as she drinks from the tankard.

"Indeed," you affirm, "Now, shall we get to business?"

━<><><><==><><><>━​

You have 0/2 Hesitance
ITEM​
SELL VALUE​
Master Rune of Waking, Improved All-body type Variant [Engineering]5 points
Master Rune of Waking [Weapon]4 points
Master Rune of Waking [Armour]4 points
Master Rune of Waking, Improved Variant [Talismanic]5 points
Master Rune of Unyielding [Armour]8 points, +1 Hesitance
Master Rune of Amplification/Snerra Magnasdottir [Talismanic]6 points, +1 Hesitance
Master Rune of Grungni [Talismanic]5 points
Master Rune of Valaya [Armour]4 points
Master Rune of Currents [Weapon]4 points
Rune of Ineptitude [Banner]2 points
Rune of Speech [Talismanic]2
Rune of Brotherhood, Improved variant [Talismanic]3
Rune of Transcription [Talismanic]2
Research, The Rune Metal3 points to get her started down the path, +1 point per extra 1 progress, max 8 points total, +1 Hesitance every 4 points.
Combo, Mountainsouled (Requires Unyielding)​
8 points, +2 Hesitance
Combo, Amplifier (Requires Amplification)6 points, +1 Hesitance

-- Master Rune of Waking, Improved All-body type Variant [Engineering], Worth: 5 points
-- Master Rune of Waking [Weapon], Worth: 4 points
-- Master Rune of Waking [Armour], Worth: 4 points
-- Master Rune of Waking, Improved Variant [Talismanic], Worth: 5 points
-- Master Rune of Unyielding [Armour], Worth: 8 points, +1 Hesitance
-- Master Rune of Amplification/Snerra Magnasdottir [Talismanic], Worth: 6 points, +1 Hesitance
-- Master Rune of Grungni [Talismanic] Worth: 4 points
-- Master Rune of Valaya [Armour], Worth: 5 points
-- Master Rune of Currents [Weapon], Worth: 4 points
-- Rune of Ineptitude [Banner], Worth: 2 points
-- Rune of Speech [Talismanic], Worth: 2 points
-- Rune of Brotherhood, Improved variant [Talismanic], Worth: 3 points
-- Rune of Transcription [Talismanic], Worth: 2 points

-- Research, The Rune Metal, Worth: 3 points to get her started down the path, +1 point per extra 1 progress, max 8 points total, +1 Hesitance every 4 points.

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

DESCRIPTIONS OF EFFECTS IN SPOILER BELOW BUY LIST
ITEM​
BUY VALUE​
Master Rune of Gleaming Folly [Armour]4 points
Master Rune of Skaldor Dragonhelm/ Flameward [Armour]4 points
Master Rune of Dragonbreath [Armour]4 points
Master Rune of Wyrmbreath [Armour](Requires Dragonbreath)8 points, -1 Hesitance
Master Rune of Zon-Dum(Requires Wyrmbreath)16 points, -1 Hesitance
Master Rune of Galkarin [Armour]4 points, -1 Hesitance
Master Rune of Set-Galgrindal [Armour]12 points
Master Rune of Argalest Giantdoom [Weapon]4 points
Master Rune of Goldseeking [Talismanic]4 points
Master Rune of Fiery Defence [Talismanic]4 points
Master Rune of Stabilization [Talismanic]4 points
Master Rune of the Eagle-eyed [Engineering]2 points
Rune of Baleful Gleam [Talismanic]2 points
Rune of Gilded Fools [Weapon]2 points
Rune of Stonemass [Weapon]2 points
Rune of the Guard Tower [Structure]2 points
Rune of Prospecting [Talismanic]2 points
Rune of Gildercoat [Armour]2 points
Rune of Earth's Burden [Talismanic]2 points
Rune of Wildpeace [Talismanic]2 points
Rune of Adaptive Armour [Armour]2 points
Rune of Spellturning [Armour]2 points
+1 Standing, CAN ONLY BE DONE ONCE.8 points
-- Master Rune of Gleaming Folly [Armour] (Armour weakens and corrodes weapons that strike it, gains a golden colouring), Cost: 4 points
-- Master Rune of Skaldor Dragonhelm/ Flameward [Armour] (Bearer becomes immune to heat as hot as the breath of a Dragon), Cost: 4 points
-- Master Rune of Dragonbreath [Armour] (Bearer can breathe fires hot enough to deform steel), Cost: 4 points
-- Master Rune of Wyrmbreath [Armour] (Bearer can breathe a gout of flame that can be as strong as a Star Dragon's Breath attack, strength inversely related to its duration), Cost: 8 points, -1 Hesitance (Requires Dragonbreath)
-- Master Rune of Zon-Dum [Armour] (Lonely Rune, Bearer can unleash a beam of concentrated heat through a crystal embedded in the armour that can cut through and melt pure Gromril), Cost: 16 points, -1 Hesitance (Requires Wyrmbreath)
-- Master Rune of Galkarin [Armour] (Armour creates a floating golden barrier whose shape and position the user can manipulate with their mind in a two meter radius around them), Cost: 4 points
-- Master Rune of Set-Galgrindal [Armour] (Armour generates seven layered golden shield that absorbs damage, layers regenerate, lowest return faster than highest layers), Cost: 12 points, -1 Hesitance (Requires Galkarin)
-- Master Rune of Argalest Giantdoom [Weapon] (Projectiles fired from items bearing this Rune grow to the size of a Bolt Thrower bolt without losing velocity), Cost: 4 points
-- Master Rune of Goldseeking [Talismanic] (Activates by glowing when in the presence of gold, purer the brighter), Cost: 4 points
-- Master Rune of Fiery Defence [Talismanic] (User summons a wall of flame that can be shaped upon time of creation, centered around the user, following them), Cost: 4 points
-- Master Rune of Stabilization [Talismanic] (Greatly increases user's magic resistance and weaken spells cast nearby), Cost: 4 points
-- Master Rune of the Eagle-eyed [Engineering] (Grants war machines massively improved accuracy, crews have improved vision), Cost: 4 points
-- Rune of Baleful Gleam [Talismanic] (Gold items only, will occasionally draw enemy's attention at inopportune moments, creating openings), Cost: 2 points
-- Rune of Gilded Fools [Weapon] (Strikes against armour cause it to become more and more pliable, more copies increase effect potency, three copies colour the metal like fool's gold), Cost: 2 points
-- Rune of Stonemass [Weapon] (Inscribed upon item is heavier for anyone that isn't owner), Cost: 2 points
-- Rune of the Guard Tower [Structure] (vision and vocal volume of those in the room are increased. More copies improve the effect), Cost: 2 points
-- Rune of Prospecting [Talismanic] (wearer made vaguely aware of any nearby ore veins), Cost: 2 points
-- Rune of Gildercoat [Armour] (Armour creates a coating of ablative golden scales that are destroyed to prevent damage, multiple copies increase the number and speed of scale generation), Cost: 2 points
-- Rune of Earth's Burden [Talismanic] (wearer has increased strength as long as their feet are on the ground), Cost: 2 points
-- Rune of Wildpeace [Talismanic] (Wearer is seen as non-threatening by animals that are not actively aggressive. Effect broken upon interaction or harmful intent), Cost: 2 points
-- Rune of Adaptive Armour [Armour] (armour becomes more resistant to specific weapon, only one weapon at a time, magic bypasses mostly), Cost: 2 points
-- Rune of Spellturning [Armour] (Wearer more immune to magic and has chance of reflecting spells back to caster. More copies improves odds of reflect proccing), Cost: 2 points

-- +1 Standing, Cost: 8 points. CAN ONLY BE DONE ONCE.
━<><><>< Khazalid Trivia ><><><>━
Kvinn - Lady
Galkarin - Goldshield
Set-Galgrindal - "Seven Golden Plaits"/ Seven Gilded Plaits, the wordplay of Plait and Plate.
Zon-Dum - "Sun Doom"/Solar Death/ Solar Doom

I'm gonna post a minor comment/trivia bit about 4E (which I otherwise enjoy) and its Khazalid usage. In Altdorf, Crown of the Empire, there's a section about the underground portion of the Dwarf quarter in the city where apparently the original Khazalid names for the streets and roads are still used.

The terms are "Stratwaz," and "Gatwaz," respectively. Which, for those of you who know German, are remarkably close to Straße and Gasse. If you dig deeper into the flavour text you see they even named several specific streets, and one in particular, Bow Street (Bugonstrataz), is of special import. Why? Because Bogen is German for Bow too.

Anyway this isnt really leading to a point.

Also did you know there's no actual Khazalid word for Valley? Yeah. The closest we get is from the 2006 map of the Warhammer world that names the Vale of Woe near Zharr Naggrund, Gash Kadrak. Which is also a fun etymological gunghoe. Because Kadrin means Mountain Pass yeah? Anyway to paraphrase the response I got from Boney Kadrak meaning valley makes logical sense, but -ak is used to describe concepts, which may mean its actually the word for Woe, implying that Dwarfs see it as sort of unavoidable thing which is thematic and neatly flavourful. Similarly, using the word Gash for Valley is definitely something the GW writers would do. But this is also assuming its not a specifically Chorf word, given Gash doesn't really fit the vibe of Khazalid.

━<><><>< Gain ><><><>━

- The Knowledge of Clan Diamondback learned!
-- The Stones can be used in a way similar to what the Fimir did, but without significant risk of Daemons if one is clever or lucky enough to find out how.
-- Clan Diamondback have, through a method passed down to them from their Runesmith Ancestor, the ability to temporarily tap into a Stone's power in times of dire need.
--- This was discovered by accident by their Runesmith founder, and is the reason why Thungni taught them what they now know, impressing the point that doing that should not be done lightly, if ever if they can help it
--- Doing so greatly increases the recovery and power of Runes, however doing it incorrectly can lead to disastrous consequences ranging from explosion to the stones tainting the environment with "Bad" magic like what happens with exposure to Warpstone and creating a font of energy from which Daemons can spawn freely and openly
-- The vast majority simply serve as channels, connection points tying the network together. The Stones farther north release more energy than the Stones tapped in the south.
-- Some Stones in the network, identified by a unique glyph etched onto them, produce far more power than the others when tapped. The Diamondback have theories as to why, but nothing verifiable.
--- Krum is built on one such Stone, the most powerful they have found in the Far North, and Ogra tapped into it during the Incursion.
-- Other Stones have unique glyphs of their own, but their purpose can't be deciphered by Clan Diamondback.

- The Fixing of Things complete! The Fixing of Things Pt. 2 Unlocked!
-- Results to be revealed during Turn 48

- The Secrets of Storage complete! The Secrets of Storage Pt. 2 Unlocked!
-- Results to be revealed during Turn 48
-- +1 Progress to the Secrets of Storage Pt. 2, new totals: [Cost: (14 -1) =13 actions]

- New Rune Unlocked! Master Rune of Smednir's Bounty, Necessary Ingredients: [T4] Elder Magma Wyrm's Heart and Blood : Refining metals in a room or structure becomes incredibly, sometimes supernaturally, efficient, leading to their average output increasing by a noticeable degree.
--Smednir's Mastery of Metal is only matched by His father's, yet many say only Smednir the Shaper can coax iron from base dirt.

- New Rune Unlocked! Master Rune of Thungni's Brilliance, Necessary Ingredients: [T4] Elder [Any] Wyrm's Brain x2: Runesmiths in a room or structure find their intuition and comprehension when striking Runes temporarily flaring, sometimes forgoing the need to use all but the most powerful and rare (T5) reagents.
--Only one mind can truly comprehend the vast complexity and beauty of the Runes, such that even this shadow of an approximation requires the minds of two truly ancient beings.

- New Rune Unlocked! Master Rune of Triage, Necessary Ingredients: [T3] Elder Troll's Heart: Occupants in a room have their survival greatly prolonged, bleeding and poison spread are slowed while vitality and willpower are strengthened.
-- Said to have come into being when a Valayan priestess beseeched her Runesmith husband for a way to help Dawi survive the terrible wounds they suffered from battle. While she appreciated the result of his labour, apparently she told him he took the requirements of her request too literally.

- New Rune Unlocked! Rune of Gazul's Flame: Room or structure creates zones of magical fire that only damage enemies, especially deadly to daemons.
-- There is no monster that Gazul has not slain, no beast that can withstand His blade, yet only the unnatural and magical truly feel the full breadth of His vengeful ire.



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

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

AN: Hope you enjoy, please don't forget to C&C. I have to disappear for a few hours so Im posting this before I go. Have fun! :^)
 
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As a purely personal request, I REALLY want Wyrmbreath and Zon-Dum, because that allows me to completely remove the research requirement on my Gronti plan. Absolutely making a new version with that if we get it.

In fact, gonna make a plan brb
 
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And the research pile grows. I can't wait until Karastah is a full Master so we can trust her with more of the fiddly bits. The eventual gronti power armor project just keeps taunting me. Man. There are so many Runes and materials we will need to make that work. Mrr.
 
[] Plan Spicy Gronti Prep + Standing
-Sell (44, +2 Hesitance)
--[] Master Rune of Waking, Improved All-body type Variant [Engineering]
--[] Research - The Rune Metal Starting (3 pt)
--[] Master Rune of Waking [Weapon]
--[] Master Rune of Waking [Armor]
--[] Master Rune of Waking, Improved Variant [Talismanic]
--[] Master Rune of Grungni
--[] Master Rune of Valaya
--[] Master Rune of Unyielding
--[] Master Rune of Amplification/Snerra Magnasdottir
-Buy (44, -2 Hesitance)
--[] Master Rune of Dragonbreath
--[] Master Rune of Wyrmbreath
--[] Master Rune of Zon-Dum
--[] +1 Standing
--[] Rune of Spellturning
--[] Rune of Gildercoat
--[] Master Rune of Stabilization

As I said, this is primarily focused on stuff for Gronti making as well as other things I find cool. Also spreads around stuff that is good for the Dawi as a whole, such as more people knowing runes of Waking and more Adamant smelters.
 
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Is a Gromril melting laser close enough?
I mean Zon Dum is pretty much plasma breath
And that's basically why I am reconsidering at this point. Swapping out the Armor Combo ideas I have for Zon-Dum is like; it does get what the design had in mind for the breath weapon and means the second weapon slot can be swapped out for something else.

I'm just against something that would require lots of Understand actions like converting Dragonbreath or Gleaming Folly into a regular rune, as two examples. That sort of Understand commitment I'd consider feature creep.
 
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Prospective Plan, goal 1 is buy the laser beam runes, goal 2 buy the snazzy runes, goal 3 get guard tower

-Sell
-- Master Rune of Waking, Improved All-body type Variant [Engineering], Worth: 5 points
-- Master Rune of Waking [Weapon], Worth: 4 points
-- Master Rune of Waking [Armour], Worth: 4 points
-- Master Rune of Waking, Improved Variant [Talismanic], Worth: 5 points
-- Master Rune of Grungni [Talismanic] Worth: 4 points
-- Master Rune of Valaya [Armour], Worth: 5 points
-- Master Rune of Currents [Weapon], Worth: 4 points
-- Rune of Ineptitude [Banner], Worth: 2 points
-- Rune of Speech [Talismanic], Worth: 2 points
-- Rune of Brotherhood, Improved variant [Talismanic], Worth: 3 points
-- Rune of Transcription [Talismanic], Worth: 2 points
40 Before Hesitance

-- Master Rune of Unyielding [Armour], Worth: 8 points, +1 Hesitance
-- Combo, Mountainsouled, Worth: 8 points, +2 Hesitance (Requires Unyielding)
-- Master Rune of Amplification/Snerra Magnasdottir [Talismanic], Worth: 6 points, +1 Hesitance
-- 7Pts Runemetal +1 Hesitance
29Pts +5 Hesitance

Buy:
-- Master Rune of Dragonbreath [Armour] (Bearer can breathe fires hot enough to deform steel), Cost: 4 points
-- Master Rune of Wyrmbreath [Armour] (Bearer can breathe a gout of flame that can be as strong as a Star Dragon's Breath attack, strength inversely related to its duration), Cost: 8 points, -1 Hesitance (Requires Dragonbreath)
-- Master Rune of Zon-Dum [Armour] (Lonely Rune, Bearer can unleash a beam of concentrated heat through a crystal embedded in the armour that can cut through and melt pure Gromril), Cost: 16 points, -1 Hesitance (Requires Wyrmbreath)
-- Master Rune of Galkarin [Armour] (Armour creates a floating golden barrier whose shape and position the user can manipulate with their mind in a two meter radius around them), Cost: 4 points
-- Master Rune of Set-Galgrindal [Armour] (Armour generates seven layered golden shield that absorbs damage, layers regenerate, lowest return faster than highest layers), Cost: 12 points, -1 Hesitance (Requires Galkarin)
40Pts -3 Hesitance

29Pts Left: Personally I want Giantdoom, gildercoat, guard tower for the aesthetics
-- Master Rune of Argalest Giantdoom [Weapon] (Projectiles fired from items bearing this Rune grow to the size of a Bolt Thrower bolt without losing velocity), Cost: 4 points
-- Rune of the Guard Tower [Structure] (vision and vocal volume of those in the room are increased. More copies improve the effect), Cost: 2 points
-- Rune of Gildercoat [Armour] (Armour creates a coating of ablative golden scales that are destroyed to prevent damage, multiple copies increase the number and speed of scale generation), Cost: 2 points
-- Rune of Spellturning [Armour] (Wearer more immune to magic and has chance of reflecting spells back to caster. More copies improves odds of reflect proccing), Cost: 2 points
-- Master Rune of the Eagle-eyed [Engineering] (Grants war machines massively improved accuracy, crews have improved vision), Cost: 4 points
-- Master Rune of Fiery Defence [Talismanic] (User summons a wall of flame that can be shaped upon time of creation, centered around the user, following them), Cost: 4 points
-- Master Rune of Stabilization [Talismanic] (Greatly increases user's magic resistance and weaken spells cast nearby), Cost: 4 points
Total 22 Pts
 
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