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Discord.

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

Please endeavour to be cordial. :^)
 
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I mean... the rules are explained pretty clearly? We can give them stuff for the Champion's gear, the Banners, and the warmachines.

That seems like enough Master Runed equipment to me. And as I mentioned Soul's intent of limiting us to the Champion's kit + Banners + Warmachines seems pretty clear to me. To put it into perspective the Hearthguard's statline after all that kit might look like:

Base Bonus + Champion Kit 1 + Champion Kit 2 + Champion Armor + Champion's Banner + Banner 2 + Banner 3 + Warmachine 1 + Warmachine 2 + Warmachine 3 + Warmachine 4 + Set Bonus 1 + Set Bonus 2 = Their Full Combat Bonus.

And at 300 Hearthguard, that could add another three Warmachines or more to the list above.

They can also have two Set Bonuses running at the same time because the Champion's two hand slots, armor slot, and banner slot may all form one Set and then the Champion's Banner plus the other two Banners may create a second Set. The Champion's Banner essentially acting as a linking piece.
Because you said that you weren't as certain as you were before we started discussing this, I thought we were in a agree to disagree situation that could only be resolved by asking Soulcake. Due to the fact you responded to my question to Soulcake, I'm guessing I misunderstood something. What did I misunderstand?

I agree that going for them as early as possible is most helpful. I'm pretty sure the first stage of the Waystone project "Mysterious Mystery Stones" will have been completed by Ogra's Clan Diamondback information. The elf stuff will in that case be more aimed to realizing how the Vortex is connected. However, I don't think Snorri is going to jumpstart elf-dwarf waystone cooperation via books - that's not how Dwarves think. The way to jumpstart it is to keep associating with Menlinwen and wait until sometime after she becomes an Archmage.
Good point, the first stage is probably completed. I agree that merely reading books alone wouldn't be enough. I was thinking he would read some books then realize how much more they know than him about Waystones and could pay for lessons like with Menlinwen. After the lessons, maybe we could start collaborating.

The Arcane Fulcrum books are good purchases. Its important to clarify something: the superstorm that blew out Snorri's eye can only happen if we're wearing Barak Azamar while a Storm is ongoing. Using a Major Charge and Barak Azamar should be safe due to the lesser energies involved.
I know the superstorm only comes from wearing Barak Azamar during a Storm of Magic when forging. What I'm concerned about is that as far as I could tell literally no one expected the superstorm to happen so how do we know that is the only surprise? Even if we do know from OOC information, does Snorri seem like the type of person to gamble if there's not an enormous opportunity at stake?

Mechanically we are not allowed to do that. What we get out of recruitment is random.
Not sure what Alric would think, but he'd probably be thankful.
We might be able to make an Arcane Fulcrum based Rune, but if its meant for supercharging during a Storm of Magic its very likely to be a Master Rune.


Really I think the limitation will break down to AP cost. If we really want to beyond what you said I don't think Soul will stop us very quickly, but to be honest I don't see any plan really managing that anytime soon as it is at least 2 AP per item and we have tons of stuff we want to do. We have not even finished Snorri's loadout. I don't think we even started on making named stuff for the guard.
I think its fairly likely we get the Hearthguard banners done before we get Snorri's full loadout complete if thats the scale we're measuring by.
War engines and gronti are possible if we get antsy at not having done anything cool recently or some especially cool idea gets floated and the thread gets carried away with the momentum.
Anything in the Champions set feels really unlikely unless we're using an excuse to try out Kor Dum or something.

I suggested that under the impression that we could give the Hearthguard as much Master runed equipment as we wanted as long as it didn't contribute to Set Bonuses. In that case, according to the quote below it would cost 4 actions total to make a full set of 5 which seems competitive with smelters.
Write-in Equipment Action Costs:
3 Actions - Very Large individual items or a full/near full set of items.

I think the gear slots are identifying what could have Set Bonuses. If I'm right I think those gear slots should get plenty of overflow. If I'm wrong, I think we should build smelters for Adamant equipping and use Karstah to do part 1 for gear slots and help Snorri finish them.

The reason I have that impression is that intuitively speaking it doesn't feel right that we can simultaneously use the Hearthguard as test subjects or give them items we no longer use and have a limited amount of gear we can give them. Also, Soulcake would know that we're not going to have a tier 2 shield without a Master rune occupy a gear slot forever so why would we use a campaign reward on the Hearthguard when it's reduced in value so much when we regift it? The quote below describes the value decrease,
No.

You cant have your cake and eat it. There's a significance to being the first choice that you can't completely replicate through some combination of other things. The closest you can get is the Hearth Guard getting the hammer after researching it, but as I said, the effects wont be the same as if you gave it to them first.
The quote was more generous for regifting the shield than I remembered so I'm less certain than I was.


Our retainers asked for some training actions so deaths won't cause loss of knowledge like they currently do.

I'd like to do at least one of those.
We can't start that until the war is over.

Edit: Preview before posting would only show my responses to either BungieOni or everyone else. When I tried posting BungieOni's response and editing in the rest, that worked. Any idea what's going on? Thank you!
 
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Rune of The Shifting Map: This Rune allows for a 3D topographic map to self-update, showing changes to terrain and buildings. There are limits however; the Rune must be placed on an accurate depiction of the area. It cannot display life, other than natural plants.

Rune of The Singular Path: A doorway inscribed with this Rune becomes one way. Any who try to pass through it become confused, unable to see the door even if it is right in front of them, or insist they it is blocked.

Rune of Walled Stabbing: When this Rune is activated, the wall/surface it is on reshapes to form razor sharp spikes. The affect can be adjusted: maybe a floor covered in short but deadly protrusions, or one very long spear?

#Rune-Ideas
 
I think the gear slots are identifying what could have Set Bonuses. If I'm right I think those gear slots should get plenty of overflow. If I'm wrong, I think we should build smelters for Adamant equipping and use Karstah to do part 1 for gear slots and help Snorri finish them.
You think that Hearthguard slots are basically Snorri's wardrobe?
I kinda get that, however if we were expected to use that in this way, why is a mechanic like that tied to an optional mechanic like the Hearthguard?
Also the number of possible combinations that soulcake would have to track to identify possible set bonuses would get incredibly large. We've all done factorials and basic combinations right? That seems like an incredible amount of effort.
 
@soulcake Could we set up an organization similar to the Hearthguard to handle protecting the Waystones? The public explanation as to what it's doing would be very important regional Runelord business that was personally requested by Alric Thungnisson I swore an oath of secrecy about.
Also, is the size of the Hearthguard related to the number of requests for its help?
The Stones' greatest security are their obscurity.

@soulcake What are the rules for giving Master Runed equipment to retainers?
I'm thinking of trying to advocate for expanding the Hearthguard in the next vote. I wouldn't want to do it if that would cause a shortage of skilled labor like before Snorri started making prosthetics. Would that be a concern?
Its in the FAQ, but basically I only count 3 banners, 2 hand slots, 1 armour and I think 1 enchantment slot when considering Set Combos (the accurate list you should refer to is in the FAQ), but otherwise you can toss them whatever after the fact if you'd like.


#Rune-Ideas time
Rune of Daemonlure: A banner Rune, it does exactly as the name suggests, luring daemons even when their limited capacity for reason should say it is a very, very bad idea to enter an area or a situation. Particularly useful when combined with anti-Daemon and anti-Chaos Runes. It can be resisted, but much like a Dwarf faced with their favorite ale, a pile of gold, or a longer beard, the effort is...substantial.

A Master Rune form of this is considered extremely likely to exist, however it has never been struck or recorded for fear that it would lure daemons straight from the Aethyr itself.

Rune of Rain: Rain falls from the sky, considerable sheets of the stuff; but where allies are only lightly spritzed with a thin coating of water, the enemy finds keeping a grip on their weapons much, much more difficult on account of the rain slicking their grips, making defeating them much easier.

"You may be strong, Minotaur, but I doubt even you can threaten me so much without your cleaver."

Rune of Copper: One of the first metals any civilization learns to work, on account that it is one of the easier to work, especially with its fairly low melting point. This Rune applies much the same effect to other metals worked in the smelter bearing it by lowering the temperature required to melt them. It does not work on any magical metal, whether that be Gromril, Ithilmar, Obsinite or any other yet discovered.

A specialty of Karak Drazh to help ease their work on the black iron which gives them their name.

#Rune-Ideas
Daemonlure: added.
Rain: future Rune
Copper: added
Rune of Daemonwarding: A specialized variant of the Rune of Warding most Runesmiths know, and effectively all Runelords, this Rune was developed during the Incursion, in grimmest hours, by the great Runelord Althrum Guzson, who barded himself in it to march out against a Greater Daemon of the Changer. Mere rock and stone struck him normally, raining from broken walls and cavern heights, but the terrible sorceries and twisted magics availed the creature not as his two-handed az buried itself in the beast's neck. Far stronger than the normal Rune of Warding, but only to the blows and sorceries of the Daemonic. Beastmen, however, are not affected, and neither are the foul Fimir or crude Trolls or a hundred other mortal servants of the Dark Gods.

"Aye, we call him the Hundred-Plates for how many armored suits he's got for every occasion. You imagine it, Lord Guzson has a suit for it."

Rune of Blockage: Another Rune of Warding variant, this one for banners, it's an oddness in that it doesn't stop spells or foul trickery, but rather seems to block purely physical objects one-way. Plain, but it let an entire company of protected Dawi hew down Beastmen struggling to push through it, their az swinging freely without any need to parry or block until the barrier fell.

"Lord Hundred-Plates was offended when a Cygor struck him with a boulder, and swore a mighty oath to bard his loyal Platebreakers strongly enough such a thing would never force them into injury again. This Rune was the result of his promise."

Rune of Blunting: Yet another Rune of Warding variant that works on shields only, the Rune of Blunting is an odd duck in that it doesn't stop blows or nullify them, not even the lightest, but slows even the strongest strikes to reduce their impact. How is one of the secrets of the Hundred-Plates, but he has a perpetual challenge out that he will teach a mysterious Master Rune variant to anyone who completely explains how the Rune of Blunting works to him. If it's been completed, nobody knows.

"Aye, he responded to the habit of bigger Dumi servants of knocking good Dawi about by cushioning the strikes. Many less broken bones for the Priestesses of Valaya to set, though they grumble not none."

These just popped out of my goddamn head. #Rune-Ideas
Daemonwarding: Name needs to be changed I believe
Blockage: added.
Blunting: Slow down would have to be proportional. Real proper slow down would be a Master Rune I think given the gmut of enemies out thre.
#Rune-Ideas

Master Rune of Worthiness:
Dwarves make their creations to last, and if they don't become heirlooms, continuing to be used for generations after its creation many Master Runesmiths would consider it a failed shoddy product. However this produces a problem, future generations are damned beardlings, and the original dwarves will no longer be around to guide them. How can it be certain that they are fit to wield the creations of their ancestors?
The Master Rune of Worthiness offers a solution. While the mechanics of how it works are mysterious, whether by encouraging apt thoughts or placing the user in situations to make them grow. But it is known that from the moment the item is lifted till the Rune deems the user worthy and dims it will drive the wielder to become worthy. Due to this process and its eventual termination, it has sometimes been described as the Rune of Apprenticeships.
Worthiness however is a flexible concept and whatever the Rune is attempting to drive towards can vary greatly between the axe of a great king, the shield of a loyal bodyguard the hammer of a ingenious smith or the pick of a legendary miner. Ironically despite this runes intended purpose, Worthiness can be an unpredictable destination changing even as the legend of the weapon itself grows and changes, however at the very least the wielder can be certain that their ancestors are smiling on them.

E: The shield is a runestaff, theres no violation of the Rule of Form here. :V:V:V Might need to rework that bit.
Worthiness: Neato, added as a reward for research. :^)
#Rune-Ideas

Rune of Thieves' Agony: This Rune only actives when the item it is inscribed upon is held or carried by those the rightful owner did not give permission to, or would find have issue with carrying their property. The item begins to burn with a harsh heat; but not simply to hurt the thief, but to sear their flesh so the item becomes attached. Attempts at removal are met with more heat, and only the true owner of the item may extricate it
Thieve's agony: neat concept, what category is it.


Rune of The Shifting Map: This Rune allows for a 3D topographic map to self-update, showing changes to terrain and buildings. There are limits however; the Rune must be placed on an accurate depiction of the area. It cannot display life, other than natural plants.

Rune of The Singular Path: A doorway inscribed with this Rune becomes one way. Any who try to pass through it become confused, unable to see the door even if it is right in front of them, or insist they it is blocked.

Rune of Walled Stabbing: When this Rune is activated, the wall/surface it is on reshapes to form razor sharp spikes. The affect can be adjusted: maybe a floor covered in short but deadly protrusions, or one very long spear?

#Rune-Ideas
Map: can't add for reasons that may eventually come to pass. Research Reward.
Singular Path: neat. added. you know it.
Walled Stabbing: Added.
 
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Obscurity from whom? The Firmir seem to already know about them and, even if they didn't, it's highly unlikely information about them would spread from dawi to monsters. I get keeping the exactly locations need to know but it's not like their existence hasn't already spread.
points to ogra clan founder also points to the hashut cultist in the bushes
 
Obscurity from whom? The Firmir seem to already know about them and, even if they didn't, it's highly unlikely information about them would spread from dawi to monsters. I get keeping the exactly locations need to know but it's not like their existence hasn't already spread.
It hasn't. The Dwarfs note the peculiarity of the city placement but as I've made pains to mention, literally only Snorri, his Retainers and Karstah have been in the chamber where the Stones have been situated in before they were destroyed/dismantled.

I'll try to make it clearer, but the vast, vast majority of Dwarfs do not know where or what the Stones are.
 
The Stones' greatest security are their obscurity.


Its in the FAQ, but basically I only count 3 banners, 2 hand slots, 1 armour and I think 1 enchantment slot when considering Set Combos (the accurate list you should refer to is in the FAQ), but otherwise you can toss them whatever after the fact if you'd like.



Daemonlure: added.
Rain: future Rune
Copper: added

Daemonwarding: Name needs to be changed I believe
Blockage: added.
Blunting: Slow down would have to be proportional. Real proper slow down would be a Master Rune I think given the gmut of enemies out thre.

Worthiness: Neato, added as a reward for research. :^)

Thieve's agony: neat concept, what category is it.



Map: can't add for reasons that may eventually come to pass. Research Reward.
Singular Path: neat. added. you know it.
Walled Stabbing: Added.
I have renamed Daemonwarding to Dumdoom, Chaos-Doom. Also a stupid pun, as is important for Warhammer.

Rune of Blunting has been edited to slow all but the mightiest blows, and the MR is probably "slows EVERYTHING", just kept as his personal flashy rune if you show him you understand the Rune of Blunting.
 
I have renamed Daemonwarding to Dumdoom, Chaos-Doom. Also a stupid pun, as is important for Warhammer.

Rune of Blunting has been edited to slow all but the mightiest blows, and the MR is probably "slows EVERYTHING", just kept as his personal flashy rune if you show him you understand the Rune of Blunting.
Alrighty. Do you mind if I change both names to Sluggish Strikes? There's already a Master Rune of Blunting.
 
Alrighty. Do you mind if I change both names to Sluggish Strikes? There's already a Master Rune of Blunting.
Oh, damn, so many runes I missed it! Yeah sure, not a problem at all, I figured it was a good way to handle the Nonsense of things knocking Dawi around without too much mass/gravity fuckery.
 
The Stones' greatest security are their obscurity.
Hmm from whom?
Clearly fimir and beastmen know about them. Later on there are other polities like human states but at this time aren't dwarves, griffons and elves the only remaining groups?

I guess they're aware that dwarves can be corrupted but wouldn't the corrupted ones get this information from chaos/whatever other deity anyway?
 
Hmm from whom?
Clearly fimir and beastmen know about them. Later on there are other polities like human states but at this time aren't dwarves, griffons and elves the only remaining groups?

I guess they're aware that dwarves can be corrupted but wouldn't the corrupted ones get this information from chaos/whatever other deity anyway?
*points to Clan Diamondback founder* Even if the Dwarves aren't actively malicious the lure of more power can and will overwhelm common sense. The more the stones are known the more likely some idiot beardling with more cleverness than wisdom screws something up.

And the Fimir/Beastmen know about the stones but not their locations. Which is why they have to actively search for the stones' location.

Thus the best protection for the stones is their obscurity.
 
It hasn't. The Dwarfs note the peculiarity of the city placement but as I've made pains to mention, literally only Snorri, his Retainers and Karstah have been in the chamber where the Stones have been situated in before they were destroyed/dismantled.

I'll try to make it clearer, but the vast, vast majority of Dwarfs do not know where or what the Stones are.
I was referring to the forces to Chaos here, not the dawi. It's been pretty clear that very few dawi have every heard of a stone.
 
I think the wardstone research would come very much in good use to help the protecting waystones establish a couple of runestones around each of them and voila
 
#Rune-Ideas
All structure runes.

Master Rune of the Sentry: Enemies approaching a structure with this rune glow and physically concealed enemies are easier to see. Enemy casters have a brighter glow

Master Rune of Targeting: Enemies glow and casters are highlighted. Magically concealed enemies have their protections degraded. All targets are marked and friendly projectiles fired within the area of influence of the rune curve towards their intended targets

Master Rune of the Fortress: A Lonely rune. Enemies glow in proportion to perceived danger. All enemies that approach the target have magical concealment stripped. Friendly projectiles can reorient mid flight to strike the most dangerous targets first. Crystals embedded in the structural periodically shoot out elemental projectiles at the most dangerous targets.

Reagentwise, I'm thinking either elder wyrm blood as one of the reagents. Changing the type of wyrm blood changes what element the crystal fires. The other option is that the elemental attunement of the crystals determine what type of projectile is fired and the reagent would be t3/t4 prismatic dragon blood. Basically a rune that makes use of potential akazit upgraded material.

A series of runes created by a survivor of the Incursion that became tired of fighting infinite hordes of monsters. He believed the best defense is the one that does the shooting for you.
 
Rune of Tin: A structural Rune, forges, workshops, so on and so forth bearing this Rune imbue some of the malleability of tin onto the metal worked within their wall, making it easier to forge great works by making the shifting of metal into the right shape itself easier, as though it desires to be so moved and shifted. Much like the Rune of Copper, it only works on non-magical metals.

A favorite of young Runesmiths, who are unlikely to have copious access to Gromril anyway.

Master Rune of The Magnificent/Titan Breaker: A mighty Rune, it provides a more esoteric protection against the blows of particularly mighty foes, a glimmering teal field bursting to life against the strikes of the eldest of Dragons, the mightiest of Giants, and the most potent of Daemons, protecting him who wears it like the hands of the Ancestors Themselves seek to shield them from such potent blows. However, it only comes to life for such foes, leaving mundane gromril and steel to protect from other, lesser foes.

In centuries yet to come Snotra Veigr, Runelord of Kraka Dorden, will decree that this Rune was what Borek Beetlebrow used to forge his famous armor. Of course, that then leaves the question of how he managed to make it offer physical protection as well.

Rune of Silver: Silver is pure; silver is pristine; silver is untouched. Structures bearing this rune are much the same, with disease, plague, vermin and worse warded against. A note, however, that while it is not worthless against fully supernatural forms of those things which it protects against its potency is much reduced, and they can endure, if in pain.

A common enough Rune in the Temples of Valaya, though funnily enough not related to the Rune of Valaya.

Master Rune of Mitigation: An Engineering Rune, it makes machines both for war and for peace more trustworthy in that, while failure, even very serious failure, is as ever possible it becomes more likely to be annoying or aggravating rather than lethal. So for instance, a misfire with a Bolt Thrower that should have tossed the bolt into the cloud of Engineers looking after the machine instead just fouls up the firing mechanism, keeping it from firing entirely.

There are, of course, Elders who grumble about this Rune on account of believing that it makes the artillery crews "soft."

Rune of The Fierce: A Banner Rune, those that fight under it become unrelentingly aggressive and offensive, marching forward fearlessly and without restraint towards the fight. Their axes flash, their hammers sing, and their shields bob as they move, ever onward, fighting the enemy in their bleak pits and shadowed homes. Nothing could turn them aside.

Master Rune of the Fierce Ancestors: A banner Rune, and an encapsulation and improvement of its lesser, more common counterpart. Like the common Rune, those who march under it are unyielding, defiant and fearless, if not unkillable. However, what's more their strength, endurance, and skill at arms are also improved, turning them from a fearsome force into an all-but-unbeatable one, fighting as though they were the Ancestor's own Throng.

Both Runes belong to the lineage of Modi Landwalker, who created them after visiting the sites of various battles fought by the Ancestor gods in the earliest ages of the Karaz Ankor. While often a Dwarf most willing to share his Runes, particularly for trades, the tests for these are by reputation particularly stringent even for the standards of Runelords.

#Rune-Ideas
 
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Wait, so Snerra is real, but her uncle isn't? I mean, he's bound to be referenced in her journals at some point, or even her lineage in her tomb?
the fact she has a tomb is sus, considering runelords tend to just vanish in their workshop when they are done. plus the fact that constructions being proof she existed seems not to be enough as Snorri did a lot of construction as well, hell he funded a karak, bound to be plenty of receipts for that.
 
Wait, so Snerra is real, but her uncle isn't? I mean, he's bound to be referenced in her journals at some point, or even her lineage in her tomb?
For Snerra being real, "Very large very creepy Gronti that may or may not eat me if I insult its creator" is a strong argument. As for Snorri being real, Leandre also remembers being a bright eyed apprentice who thought her Master could do anything and everything so she tends to brush off the referenced miracles as being the result of essentially small-a ancestor worship. But also, to clarify since I am apparently not conveying it well enough, as she goes along the years she has essentially reached what I like to call the "Santa Claus isn't real, but Saint Nicholas is" point:

Snorri Gift-Giver isn't real, but Snorri Klausson is.
 
Our retainers asked for some training actions so deaths won't cause loss of knowledge like they currently do.

I'd like to do at least one of those.
That's part of why I framed it the way I did: spreading out Valaya Calls leaves at least one slot open on Turn 49 for other stuff that needs getting done. And training is pretty high up that list.

Because you said that you weren't as certain as you were before we started discussing this, I thought we were in a agree to disagree situation that could only be resolved by asking Soulcake. Due to the fact you responded to my question to Soulcake, I'm guessing I misunderstood something. What did I misunderstand?

Good point, the first stage is probably completed. I agree that merely reading books alone wouldn't be enough. I was thinking he would read some books then realize how much more they know than him about Waystones and could pay for lessons like with Menlinwen. After the lessons, maybe we could start collaborating.

I know the superstorm only comes from wearing Barak Azamar during a Storm of Magic when forging. What I'm concerned about is that as far as I could tell literally no one expected the superstorm to happen so how do we know that is the only surprise? Even if we do know from OOC information, does Snorri seem like the type of person to gamble if there's not an enormous opportunity at stake?
When I said I wasn't as certain as before we started discussing this I meant I moved from 100% certainty to around 90% and I thought I had provided sufficient evidence to dissuade you from this action and we were not in an agree to disagree state, so the misunderstanding was on my part. Now that Soul has removed the support for my own argument there's really no more point for me to oppose it on the generalities and I agree that we can give them Master Runed equipment beyond the Set Bonus. Instead I'm now going to oppose the specifics of it.

I suggested that under the impression that we could give the Hearthguard as much Master runed equipment as we wanted as long as it didn't contribute to Set Bonuses. In that case, according to the quote below it would cost 4 actions total to make a full set of 5 which seems competitive with smelters.

I think the gear slots are identifying what could have Set Bonuses. If I'm right I think those gear slots should get plenty of overflow. If I'm wrong, I think we should build smelters for Adamant equipping and use Karstah to do part 1 for gear slots and help Snorri finish them.

The reason I have that impression is that intuitively speaking it doesn't feel right that we can simultaneously use the Hearthguard as test subjects or give them items we no longer use and have a limited amount of gear we can give them. Also, Soulcake would know that we're not going to have a tier 2 shield without a Master rune occupy a gear slot forever so why would we use a campaign reward on the Hearthguard when it's reduced in value so much when we regift it? The quote below describes the value decrease, The quote was more generous for regifting the shield than I remembered so I'm less certain than I was.
I do not agree with the idea of giving them collections of Master Runed equipment using the multiple items per difficult request rules. The reasons why are these:

Any Master Rune we use in a set of items for them impacts our Rule of Pride limits. We might be able to keep track of where each Master Rune stands in terms of those limits per century (the thread would probably have to create a master list somewhere), but I admittedly have some doubts. In a word it adds complexity. It also restricts us in a way we simply are not right now; if we give the Hearthguard three or four Master Runes of Currents weapons then that's it, if we have any more ideas using the Master Rune of Currents that century we can't make them due to the Rule of Pride.

Another reason that I do not agree with the idea is that if we do make selections of five items and use one action on design and then three actions on building that group of items, then the six actions of effort we end up putting into building them is split between each item. Effectively putting one action into each item is going to reduce quality and thus how effective those items actually are. Even if Productivity procs and we put somewhere between 6 and 9 actions into the whole collection, that still only means two actions per item at most. This is not enough to consistently put those items into T4 I think, and T3s are significantly less helpful in raw mechanical terms. And I think they deserve more effort than that.

So different interpretations on the value of effort. If we are going to give them Master Runed equipment I'd rather use them as a test bed for ideas we put more significant effort into. Singular test bed items at a time, or paired items. That way we can spend more effort on the aesthetics and the reagent choices as well. Also, if we choose to use Anvil Charges on those items, building multiple items at a time means that the power of future Anvil Charges intuitively gets spread between those items, which seems non-ideal for similar reasons to spreading effort. I'd much rather have singular creations we could dump the full power of Anvil Charges into. (It should be understood that I'm not talking about the three Anvil Charges we currently have, but the ones that will come after.)

In terms of what Karstah should be doing, I'd actually rather that she not be used on design. In the cases where we have her help I'd rather have her help in the building sections of things, because seeing them work together however Soul wants to write that is more interesting to me. Furthermore I prefer the more personal connection between Snorri and his hearthguard if he's the one designing the things we make for them.

In terms of the shield, I'm pretty sure it would not have gone into a Gear Slot because its equivalent to what they already have for general baseline equipment.

Good point, the first stage is probably completed. I agree that merely reading books alone wouldn't be enough. I was thinking he would read some books then realize how much more they know than him about Waystones and could pay for lessons like with Menlinwen. After the lessons, maybe we could start collaborating.

I know the superstorm only comes from wearing Barak Azamar during a Storm of Magic when forging. What I'm concerned about is that as far as I could tell literally no one expected the superstorm to happen so how do we know that is the only surprise? Even if we do know from OOC information, does Snorri seem like the type of person to gamble if there's not an enormous opportunity at stake?
That is a solid path I think to talking with her on them, I like the idea. It'll take a long ass time before Snorri is comfortable talking to her about them I think due to his own oaths to Alric. If he'd discovered them on his own I think it'd be easier to talk to her about them, paradoxically.

In terms of the Anvil's surprises, its energy output is the primary thing it does. Based on the Clan Diamondback knowledge we got the Anvil seems to fit as an extension of the idea of drawing on Waystones for power, though it is not a Waystone itself and is probably more powerful than Krum's Waystone. Based on the Diamondback knowledge and the scale of the energy being lesser than during the Storm, then the kinds of bad surprises we might see are more Dhar related like corrupting the location for a while or letting Daemons out until we force it to shut down and both of those are things we can deal with. Surprises not related to its primary thing about energy output are going to be less serious; like attracting monsters or waking up monsters nearby.

Because they should be lower scale issues I don't think we have to be concerned about what surprises we might find. All of that said we should absolutely still get those books. Its going to inform us of any surprises we haven't thought of, which I think is valuable even if I'm not concerned about any of those potential surprises, and its going to be useful when explaining what happened there to the Brotherhood and possibly highlight some other uses. Or as a pipe dream, point us in ways to find more Fulcrums on the peninsula if there are any.
 
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Hmm, @soulcake, #Rune-Ideas here.
[Structural] Master Rune of Iron Jaws: Room/Structure/Walls can periodically create temporary jaws from its surface that snap up enemies like a lurking aquatic predator snapping up prey from below. Highly potent against magical beings, especially daemons.

[Engineering] Master Rune of Scorching Strikes: Warmachine launches ammo that releases a pulse of extremely lethal dry heat upon impact.

[Engineering] Master Rune of Scouring Fury: Lonely Rune. Requires recharge time each shot. Warmachine fires an enchanted ammo that releases a wave of white hot flames hotter and more furious than dragonfire within a very large radius. Highly effective against daemons and chaos-aligned entities.
 
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