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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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So I've been thinking about how to meet the "surpassing KKR challenge" and I've got something I think could work.

Assuming we wanted to start right now:

Compressed Makerstrike, Grimnir, Gazul. Makerstrike for providing both power and invoking the craftsmanship of Smednir and Thungni. Grimnir and Gazul to provide raw killing power.

Assuming that we wait for Glimril and it can hold 4 Runes (1 Master and 3 regular):
Compressed Makerstrike, Grimnir, Gazul, and Valaya, who is balanced between both the creative aspect of brewing and the warring, destructive aspect of protector of the Hearth and Home.

Thoughts?
I think I agree with Ozymandias's own suggestion of Grungni instead of Gazul. Reason being that Grungni is a fighter; his combative aspects in hammer work and sheer stubbornness. And it still maintains a throughline of crafting elements, evoking more of a sense of balance.
 
So I've been thinking about how to meet the "surpassing KKR challenge" and I've got something I think could work.

Assuming we wanted to start right now:

Compressed Makerstrike, Grimnir, Gazul. Makerstrike for providing both power and invoking the craftsmanship of Smednir and Thungni. Grimnir and Gazul to provide raw killing power.

Assuming that we wait for Glimril and it can hold 4 Runes (1 Master and 3 regular):
Compressed Makerstrike, Grimnir, Gazul, and Valaya, who is balanced between both the creative aspect of brewing and the warring, destructive aspect of protector of the Hearth and Home.

Thoughts?
I think it's lacking something in the sheer power scale department but it is the best path we have at the moment. MMakerstrike is only a 2x compressed master rune and the ancestor runes are really good but I don't think they provide the sheer destructive capability that a weapon to surpass Thungni's should have. Soul noted it was more of a destructive tool than a creative one. I'd be more confident with MWorld that Was on a weapon though I'm less confident that would combo with ancestor runes. If it's lonely then a combo of that on glimril might surpass it.
 
Both Karaz-Kazakrhun and Gormwand are personal weapons and tools of Thungi. A hammer and a Runestaff respectively.

The challenge is to basically create weapons and tools more powerful than that of the personal weapons of a Ancestor God. Quite the tall order.
So now that they are gone we could make a weapon that freezes the sun and frys the moon and it still wouldn't beat the challenge because no competition is possible.
 
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So now that they are gone we could make a weapon freezes the sun and frys the moon and it still wouldn't beat the challenge because no competition is possible.

While the Ancestor's are gone that does not mean their tools are. Valaya left her axe after all. And even if the tools are gone people still know what they do and how powerfull they are. I am sure Alric would be able to tell if something surpassed his father's weapons.
 
While the Ancestor's are gone that does not mean their tools are. Valaya left her axe after all. And even if the tools are gone people still know what they do and how powerfull they are. I am sure Alric would be able to tell if something surpassed his father's weapons.
Still it would be nice to know what scale we should be looking at. Army buster, city destroying, hold melting, moon shattering, ect.
 
Stories conflict on if this is supposed to be a place beneath the earth, in the warp or a state of mind. In any case we don't currently have an real leads.
Annoyingly we've actually already done this, though Snorri has no memory of it. And how it happened left tragically little clue as to how to find it again.

We called upon Ankor Bryn when we forged our cloak during the storm of magic.
 
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Annoyingly we've actually already done this, though Snorri has no memory of it. And how it happened left tragically little clue as to how to find it again.

We called upon Ankor Bryn when we forged our cloak during the storm of magic.
I know that, but that really doesn't narrow down what it is.
 
But we require proof we did it. And a reminder that when Thungni went there and came back, what he brought back was Runes. I forgot which ones, but they were the starting point of this whole runesmithing business.
 
But we require proof we did it. And a reminder that when Thungni went there and came back, what he brought back was Runes. I forgot which ones, but they were the starting point of this whole runesmithing business.
I think the myth is he brought back all runes, of which he taught his family what they could handle and things went from there.

But yeah, I'm curious what we got from our unnoticed and forgotten trip there. Probably something…
 
Trying to think of a challenge we might put to the Burudin, but I can't think of anything. In general putting a challenge to the Burudin seems like something you do when you have either hit a roadblock or as a way of bragging that you are sure you are going to do it first. And we have just overcome so many roadblocks this turn that nothing feels out of our reach.

Create a rune that tells if one is a Frurndar or a proper dawi.

Probably possible via some kind of ancestor runes plus warning runes combination.

For a reward they get Far North standing and our improved rune of Brotherhood.
 
Create a rune that tells if one is a Frurndar or a proper dawi.

Probably possible via some kind of ancestor runes plus warning runes combination.

For a reward they get Far North standing and our improved rune of Brotherhood.
Assuming that such a rune is possible to make how could you ever prove that it worked consistently with no mistakes?
 
The brotherhood calls action is probably the best bet to have Snorri remember some of Skarrens forging, especially if we sink max actions into it. Either that or the holocron memory transfer might get it but that's far far way.

It does show the path to manifest the glittering realm which is basically thin the barrier between realspace and the warp by flooding it with magic and attune the area properly through a mythical act of crafting.
 
Rigorous proper dawi testing.

No Runelord would release a rune that only worked half the time.
That's the whole problem. How to test it? Have a bunch of captured Frurndar and see if it glows around them and nowhere else? But then how can you be sure it works with undercover Frurndar? Also taking into account enemy action. They are going to work to find ways to make it unreliable.
 
I think the myth is he brought back all runes, of which he taught his family what they could handle and things went from there.

But yeah, I'm curious what we got from our unnoticed and forgotten trip there. Probably something…
Nope. Ankor Brynn was the source of all runes, but Thungni only brought back a few of what became the earliest samples of runecraft dwarfs have now.
"Then Thungni came upon a cavern one day, and entering it he found a great glittering realm of such beauty that it left the Ancestor speechless. The Ankor Brynn, the source of all Runes, there Thungni found wonder, beauty and power. Like Wutroth seeds, he plucked the earliest Runes from that place and brought them out with him, giving all dwarf kind the wondrous gift that is Runecraft," you narrate, internally delighting in the look of pure wonder in her eyes.

The story itself was only partly correct. None knew how Thungni found the Ankor Brynn, and the Ancestor deigned never to tell anyone save the other Ancestors.

So it's likely that it'd be runes or rune-adjacent thing that'd be the proof of getting to the glittering realm. Maybe even the start of a new runic tree or whatever.
 
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So, I'm not expecting it but I feel the need to ask, does this change our plans any?

I don't know. I anticipate the next turn plan to be very hotly contested between the original plans to finish Movement 6 before the Khazagar to improve it's quality by improving the strength of its runes, and people who want to monofocus on Extrasensory, and I have no clue if a compromise plan to do both pan out even if our action economy permits it. There are probably also going to be a lobby insisting that we put actions into the Khazagar before Turn 52, now Soulcake has clarified how overflow works. It really all depends on how many actions Extrasensory costs.

We also don't know what hatching the dragons so soon does to our action economy, and I suspect another massive division would be whether to sacrifice one of Snorri's actions to raise the dragon never mind it makes other plans AP inefficient, or assign this to Kartash, if hatching the dragons places an action tax.

The original plan was to do a 3-2 split between Movement and Runemetal I believe, before the events of this turn because of how our action economy worked before Soul of the Earth got an upgrade.
 
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Idea to meet Borek's challenge:

Compress Skarrenbakraz combo, add that plus Cleaving and Might for raw power and then compress again into a single Rune. Unless compressed Skarrenbakraz is good enough on its own.

Idea for Gotri's:

M.Conduction, Cleaving, Striking, compress that, that compression plus Fire and Might, compress that, that plus Fire and Ram.
 
I think we should leave the dragons to Kartash in part because they fit her so well when it comes to name and themes, but also... they just like her more because she does not make the tasty magic go away as much.
 
Idea to meet Borek's challenge:

Compress Skarrenbakraz combo, add that plus Cleaving and Might for raw power and then compress again into a single Rune. Unless compressed Skarrenbakraz is good enough on its own.

Idea for Gotri's:

M.Conduction, Cleaving, Striking, compress that, that compression plus Fire and Might, compress that, that plus Fire and Ram.

There nothing that enough fire can't solve. If you aren't succeeding, it just means you aren't using enough fire.
 
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