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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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Eh, probably not because the Master Rune of Flight doesn't impart the initial acceleration/motive force. You have to throw it and it basically allows for the "Throw weapon and it always comes back" trick.

Additionally the use of runes doesn't usually damage the items they are inscribed on, especially when they're made out of really sturdy stuff. If the item was damaged then its anyone's guess though.

maybe a rune of force added to the tune of flight or something along those libes
 
Something I figure is probably worth examining is a way to automate basic rune production. For contemporary concerns, the big divide of "no repeated runes vs. practicality" can be resolved by "OK, the runesmiths and runelords can do the whole uniqueness thing because bulk production is done elsewhere." For long term future concerns, the decline of runesmith population means that having mechanisms in place to keep basic runes stocked would reduce the pressure on those that remain. Further, we're in one of the better positions to influence this. Since runes are still relatively new by dwarf standards, the traditions aren't set enough to really make it unimaginable, and our runes of animation could definitely be applied to the job. After all, it sounds like runes need a lot of precision and consistency, and that's one of those things that machines, probably including runic machines, excel at. Not sure if there's steps that require a personal intervention that can't be automated easily, but it's still very viable as a tool to minimize the amount of work that needs be applied to things like making a ton of runic picks.
 
I think any automation efforts are ill advised. Runes from my understanding are a sacred art to the dwarves, and in character I can't imagine Snorri would ever even consider automating any runic production, it would probably be sacrilege to him.
 
Something I figure is probably worth examining is a way to automate basic rune production. For contemporary concerns, the big divide of "no repeated runes vs. practicality" can be resolved by "OK, the runesmiths and runelords can do the whole uniqueness thing because bulk production is done elsewhere." For long term future concerns, the decline of runesmith population means that having mechanisms in place to keep basic runes stocked would reduce the pressure on those that remain. Further, we're in one of the better positions to influence this. Since runes are still relatively new by dwarf standards, the traditions aren't set enough to really make it unimaginable, and our runes of animation could definitely be applied to the job. After all, it sounds like runes need a lot of precision and consistency, and that's one of those things that machines, probably including runic machines, excel at. Not sure if there's steps that require a personal intervention that can't be automated easily, but it's still very viable as a tool to minimize the amount of work that needs be applied to things like making a ton of runic picks.
There is a consideration here which makes things significantly more complicated in that Tzeentch exists and hates magic users/considers them entertainment and that applies even to Runecraft. It might be possible, but it creates a very large opportunity for Tzeentch to create problems along the lines of "Applying this Rune with this Rune is good and fun, but what happens if it slips by a hairs width or a spark of energy goes awry?"

Additionally just going by this:
With Dolgi out, you walk back towards the workshop, where even now you can hear the quiet yet steady chanting of your other apprentice. Walking in silently as to not disturb her, you watch impassively as the beardling's hammer strikes the chisel to the tune of the chant.

Your eyes scan for even the slightest error, the most minute lag, the tiniest hiccup, and to your private satisfaction, you find none. Well, none you'd expect from an early apprentice. Plenty from the perspective of grading a senior apprentice.

Acceptable, though you'll never tell the girl until she's a master herself.

The Rune of Stone, something of special significance to not only your guild but your people as a whole. From stone, the Father of Mountains, the first rock of the world, was your race born from, by stone were you shrouded from the coming of fel magic and to stone where every dwarf will return. It should be no surprise then that the Rune of Stone is the first Rune an apprentice shall ever make, just as it was the First Rune discovered by Thungni. From here the journey truly begins, every step, every bruise, every lesson culminating into this one moment.

You remember your trial as clear as a stream of fresh snowmelt. The presence of everything fading away into nothingness, your mind, body and soul devoted to that single act of creation. The feeling of reaching into something greater than yourself and bringing back this most precious souvenir. An echo, a pale look at that most wonderful ideal. The moment you, no every Runesmith, knew they would chase that feeling until the ending of the world if they could.

Blessings to Thungni. Now, forever and always.
Its pretty obvious that creating runes is an intensely personal experience that requires a giving of something and a receiving of more from the performing Runesmith. Which makes sense given their relationship with the Glittering Realm and Thungni himself.
 
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[X] Plan For the Karak

This seems like the best given our traits, and how foundational both the Ancestor Shrines will be as well as the forging district for a Karak. The first is important given this is still the era where the Ancestor God's walk the earth so a bonus here should be notable, and given we've found a lode of Gromril overclocking the forging district is likely to also provide suitable bonuses in both the present and the future. Given Master Blacksmiths possess knowledge of Gromril that we personally don't given it's their expertise, and us having better forging facilities would help understand the metal and refine it further, I also wouldn't be surprised if this gave us a bonus to studying Gromril action.

Thus I feel that putting a direct action on studying it at this junction is premature, when instead we can buff the infrastructure we can use to research it and later produce it right now.

This also means that with the main areas of the hold sorted; we can start pumping three actions next turn into research and hopefully put one into the map action.
 
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[X] Plan For the Karak

This seems like the best given our traits, and how foundational both the Ancestor Shrines will be as well as the forging district for a Karak. The first is important given this is still the era where the Ancestor God's walk the earth so a bonus here should be notable, and given we've found a lode of Gromril overclocking the forging district is likely to also provide suitable bonuses in both the present and the future. Given Master Blacksmiths possess knowledge of Gromril that we personally don't given it's their expertise, and us having better forging facilities would help understand the metal and refine it further, I also wouldn't be surprised if this gave us a bonus to studying Gromril action.

Thus I feel that putting a direct action on studying it at this junction is premature, when instead we can buff the infrastructure we can use to research it and later produce it right now.

This also means that with the main areas of the hold sorted; we can start pumping three actions next turn into research and hopefully put one into the map action.
However, both this plan and my own are putting the current maximum we can into the Forge district. The only difference is that there's less input into the Altars in mine, and I start the research process earlier, and thus the taking of steps to figure out what the actual limits we're dealing with are.


You got most of that right except this part.

Be a bad gift from the gods if you had to sacrifice something for it, sounds like something an Umgi or Elgi god would do.
Hmm, well... okay giving is perhaps a bad word for this since what I meant wasn't a permanent exchange but more a case of like, an artist gives something of themselves in the creation of a masterwork and when finished the flow of accomplishment renews them and makes them grow.
 
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Hmm, well... okay giving is perhaps a bad word for this since what I meant wasn't a permanent exchange but more a case of like, an artist gives something of themselves in the creation of a masterwork and when finished the flow of accomplishment renews them and makes them grow
In that case yes. That do be how it do.
 
@soulcake would a runelord like Snorri have a rune axe for every occasion? Such as one that specifically targets the weakness of trolls (with a rune of fire) or just one really good weapon that s just very killy?
 
However, both this plan and my own are putting the current maximum we can into the Forge district. The only difference is that there's less input into the Altars in mine, and I start the research process earlier, and thus the taking of steps to figure out what the actual limits we're dealing with are.
Yeah I was mistaken in which one had one action. I would still prefer putting the Karak plan though. As I mentioned the situation we're in is unique in comparison to canon as the Ancestor God's are still around, and the other cults are likely to have various secrets that their respective God's have given them so getting their favour would be beneficial. Runelore also wasn't solely restricted to Thungi, so getting their could potentially help us in our own craft in understanding runes.
 
Im locking the vote, updatarino uh..,actually I wrote the battle turn last night. A bit presumptious but when the two leading plans have it uh >.>
Adhoc vote count started by soulcake on Mar 21, 2020 at 10:10 AM, finished with 118 posts and 36 votes.

  • [X] Plan The Shine of Metal and Blood
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
    -[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
    -[X] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
    -[X] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
    -[X] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action
    [X] Plan For the Karak
    -[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
    --[X] No Actions Required
    -[X] [Simple] Foundry Founding.: The Foundry district requires extra kinds of Runes to be placed alongside the standard Runes of Light and Air. Altered Runes of Heat and Purification to enhance standard Dawi ventilation, speeding along the movement of hot air out of the District to the rest of the hold while clearing it of soot and ash, things like that. The hold's burgeoning Blacksmiths and Engineering Guilds have also requested your aid in inscribing the Runes of Smednir and Morgrim in their respective guildhalls as well. [Cost: 2 actions]
    --[X] 2 Actions + Apprentice Action
    -[X] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. [Cost: (2-1) =1 actions]
    --[X] 2 Actions
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
    [X] Plan Research Split
    -[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Free action
    -[X] Odd Places 1/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 action
    -[X] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. 2 actions
    -[X] [Simple] Foundry Founding. Apprentice action
    -[X] The Rune Metal: The miners say all the Gromril's as pure as anything they've ever seen, purer even, but no word of brilliant silver or pure white streaks. Coming back to the cave days later to see for yourself and you can't say they're lying either. But yet… but yet you can't, almost refuse to get the image out of your head. Maybe it's nothing, but maybe it may not be. 1 action
 
Inserted tally
Adhoc vote count started by soulcake on Mar 21, 2020 at 10:10 AM, finished with 118 posts and 36 votes.

  • [X] Plan The Shine of Metal and Blood
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
    -[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
    -[X] [Simple] Foundry Founding.: [Cost: 2 actions] Productivity Like No Other will proc. 2 Actions and Apprentice action.
    -[X] [Simple] Altar Assembly: [Cost: (2-1) =1 actions] Productivity Like No Other will proc. Grudge has proc'd. 1 Action.
    -[X] The Rune Metal: [Cost: ???-1 Actions] Student of the Odd will proc. 1 Action
    [X] Plan For the Karak
    -[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Battle Turns
    --[X] No Actions Required
    -[X] [Simple] Foundry Founding.: The Foundry district requires extra kinds of Runes to be placed alongside the standard Runes of Light and Air. Altered Runes of Heat and Purification to enhance standard Dawi ventilation, speeding along the movement of hot air out of the District to the rest of the hold while clearing it of soot and ash, things like that. The hold's burgeoning Blacksmiths and Engineering Guilds have also requested your aid in inscribing the Runes of Smednir and Morgrim in their respective guildhalls as well. [Cost: 2 actions]
    --[X] 2 Actions + Apprentice Action
    -[X] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. [Cost: (2-1) =1 actions]
    --[X] 2 Actions
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 10 turns.
    [X] Plan Research Split
    -[X] Khazukan Kazakit-HA!: March out with the throng once more. Raise your war axe and slay them. Free action
    -[X] Odd Places 1/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. 1 action
    -[X] [Simple] Altar Assembly: The Temple District houses shrines and Temples to all of the Ancestors. Though Morgrim, Smednir and Thungni's main shrines are located in their respective institution's guildhall and every runesmith's workshop they too are present alongside the Larger, more Trafficked temples to Grungni, Valaya and Grimnir. There is also, of course, the halls of the honoured head which serves a dual purpose as the Temple to Gazul. All have requested your aid in inscribing large versions of their patron's respective Runes. They will cover the cost in unique materials, having brought the necessary reagents for the Ancestor Runes as part of the founding convoy. Though Runesmiths hold a great sum of knowledge regarding runes, the priests are connected to the Runes of the Ancestors like only the faithful can be. 2 actions
    -[X] [Simple] Foundry Founding. Apprentice action
    -[X] The Rune Metal: The miners say all the Gromril's as pure as anything they've ever seen, purer even, but no word of brilliant silver or pure white streaks. Coming back to the cave days later to see for yourself and you can't say they're lying either. But yet… but yet you can't, almost refuse to get the image out of your head. Maybe it's nothing, but maybe it may not be. 1 action
 
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