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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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[ ] [Warding:] Left.
[Blows against the wearer cause the struck area to become increasingly resistant against that type of damage]

[ ] [Warding:] Center.
[The wearer grows increasingly resistant until all but impervious to the first kind of attack they suffer for the duration of the battle]

[ ] [Warding:] Right.
[The wearer has greatly increased resistance to magical and physical damage as long as they are in contact with stone]
I think it's the left, because it means that every single battle tempers and improves the armour over time, so that the older the armour is, the greater it becomes, which is a very Dawi way of viewing things. Oldest is best, after all.
I will find it funny if hte answer to the next 3 runes are Left , Center and right relative to us.
Soulcake will make the answers Left, Left, Left just to mess with us.
 
I think it's left. The other two also help with Enduring, but only temporarily. The Center stops functioning after the battle ends, and the Right only works while touching stone, but the Left will keep on Enduring until it is broken.
 
Okay, so, this is entirely my inner cheese brain speaking, but the right one is fascinating for Snorri in particular for a very simple reason.

Barak Azamar turns you to stone.

It makes you tougher when touching stone.

This seems very useful.

Not sure what to vote for, but that seems at least a rune we'd like to pick up.
 
When you work with Gromril and Adamant as often as you do, you notice a few things. Take, for instance, the unique ways both metals react when they're struck by spells. Gromril is not special in that regard save for its toughness, enduring where steel and other metals would falter, and in conjunction with the right defensive Runes that toughness only grows stronger.

In comparison Adamant not only absorbs the blow but repels the energy slightly; flinging away some of the power that would have struck it akin to how it repels the ambient winds from impregnating it. An effect that, like with Gromril, grows more prominent when Runes are applied, but unlike Star Iron, Adamant just needs any Rune on it for that effect to materialize.

The ingot in your hand doesn't react like either of its precursor stages.
Snorri knows metals really well so he's aware of this ingot's weirdness.

Instead you see it begin to faintly shine, shifting through a range of colors you'd see on tempered steel, almost sucking up the energy, when the spell strikes it. That glow doesn't grow or change as more and more spells slam home, but something else does happen. At a certain point you unconsciously straighten your back as you begin to feel something, the bar, take effect. Your thoughts run true and clear as distraction fades, and you can think with a clarity more in line after a long, restful sleep than after enduring the struggles of the past several hours. Pain becomes nothing more than this niggling thing in the back of your mind, anxiety is calmed, and doubts assauged like an Elder calming down the beardlings on the eve before battle.
Looks like it's given him a boost.

This Trial can be beaten.

This burden is bearable.

The world could fall on your shoulders and you would not buckle.

All this, you know with an ironclad certainty.
Will can move the world.

"There was word of an old prospector's party heading into the depths back in Izril, you wouldn't happen to know who those Dwarfs were would you?" Kazador asks, though both of them know that it was a rhetorical question.

"I would," Ylva says, but offers nothing more.

Kazador makes a sound akin to a laugh before his gaze moves over to see one of the wounded Hearthwardens standing behind her and something akin to sympathy graces his otherwise stoic visage.
"And you Construct? What's to become of you?" Karstah interjects, curiosity leaking into her voice.

It turns to look at her, gemstone eyes shining with cryptic intent.

"Many fates were prepared for," it eventually replies, voice unchanging, "This one recommends that you not delay further. Another Contender's presence looms just outside the entrance."
Kazador is a cool fellow but he's a contender.

To claim the Hammer is to claim the seat of one Lost.

To claim the seat of one Lost is to claim Understanding.

To claim Understanding is to understand the Stone and those born from it.

To understand the Stone and those born from it, is to know thus:

Resist.

Overcome.

Endure.
So the Hammer is near and is basically the claim to be the successor to Durrin.

Each ingot is a variant, bearing an infinitesimally minute difference in their construction that even you, a Runelord, almost missed them the first time, and had to confirm after the second and subsequent examinations. One of the Runes had minor alterations done to the section that general consensus believed, based on empirical data and cross-examining the variants Thungni taught to His students, controlled the shape of the Ward's protective field. Another had small, but definitely purposeful, divots along the segment of the Rune that manipulated what it protected against. The final of the three Runes had the least amount of changes done, but what changes were present were all centered around the area where the Rune is first struck, and more importantly where most Runesmiths believed was what controlled how the Rune expended its energy.

That, however, did not explain anything beyond those facts.

To truly know what sort of alterations Thungni did, you would need to know the chant and ingredients that he used, or spend the decades painstakingly discovering that knowledge from reverse engineering the Rune. You do not know this Rune, nor do you have the time to reverse engineer it.
Thungni is good at what he does.

Combo, Dawi: [This Choice, What comes after, What comes last]
This seems like a big deal.
 
I've forgotten what the legacy of Durin is. Was he an ancestor, and so is this equivalent to claiming a position as one?

Durin was Thungni's Eldest child and was also someone extremely invested in learning about runes and how they functioned. He was also incredibly involved in the creation of the runesmith guild.


Durin Thungnisson, the Eldest, the Greatest, the Lost.

The firstborn son of Thungni would be claimed to be Radical and Conservative by both sides, then again he started Runesmithing well before any such sides had formed. Mighty were his deeds, and revolutionary were his works. Durin was obsessed with pushing the art of Runecraft forward, and after learning all he could from his Father and being deemed worthy of Mastery, he set about that goal with gusto. Developing many Runes that today are foundational to the art, though never as much as his father. Similarly, many of the traditions Masters follow that were not set by Thungni were set by his son. Durin travelled Northwards with his family as they forged the path northwards, settling Dwarf Holds as they went. The eldest of Thungni's children was prolific because of the number of students he personally taught, teaching promising young Kinsmen until shortly before his disappearance several hundred years ago. His was the mind that first found the Consternation that was named after him. His was one of the first hands to bend and forge Gromril, taught by his Uncle, Grandfather and Father after its discovery. During his long life, he founded two groups who are famed and remembered to this day, the Burudin, and later the Brotherhood of Dron. The first, as all know, to be a forum that fostered the development and innovation of new Runes and combinations of thereof, and the other to, unofficially, find a material that could bear more than three Runes of power. Of the many things that can be said of him, all could agree that Durin was a pioneer. A visionary who was not content to follow in his father's footsteps, but wanted to truly walk beside Him.

When the second moon joined the sky, and Daemons began to stalk the land, Durin was already old enough for his mighty white beard to reach around his waist seven times over. A Runelord, the first to achieve such a rank and one proudly bestowed to him by his father, who was equipped in some of the finest gear of his age. At a time when Runelore was not yet as advanced or complex, Durin accomplished feats modern Runesmiths could not with a far greater repertoire of tools. Alongside his siblings, but more often on his own, Durin broke the back of armies and slew numerous champions of Darkness. He was the slayer of two lieutenants of foul Ku'gath, it was he who smote the Elder Wyrm Fellfang and fashioned the Warhammer, Rhungrund, and the Runestaff, Dumokri, from its body. There are numerous tales that tell of him cracking the earth asunder, of sending the highest peaks tumbling to the ground with but a single tap of his staff, and of splitting the sky with cascading pillars of flame with these mighty, now lost, artifacts.

Of his fate, none can say. Only that centuries before the Pillars of Valaya were built within Karaz a Karak, Durin disappeared Northwards, farther than any Dwarf would go for hundreds of years yet still. The war against the daemonic hordes, it is said, drove him to search for a definitive answer with the use of Runecraft. The Dwarfs did not despair when one year passed and he did not return, nor when it became one decade, then two, then three and four, but half a century after his disappearance did the last embers of hope die when Thungni finally claimed His son was gone from this world. He was not the first of the Ancestor's children to lose their lives, but he was certainly the most keenly felt among the Guild he had been a part of since its inception.
 
Curious to see if people stick with the "give Karstah the hammer" idea that seemed so popular at the start, when it seems to be more than just a hammer and comes with further understanding of runes (possibly the glimmering realm)
 
We are talking about Snorri "Aerial Drop" Klausson here.
Honestly I think that Snorri earnt the riddle for this challenge because he acts the most like Durin.

We're constantly pushing the boundaries of what is possible all the time. I suspect all the people who received the riddle had some aspects of Durin and the aspect we had was that boundary pushing attitude.
 
Curious to see if people stick with the "give Karstah the hammer" idea that seemed so popular at the start, when it seems to be more than just a hammer and comes with further understanding of runes (possibly the glimmering realm)

I am not part of the "give Karstah the hammer" idea but i assumed that it was from people not believing that Snorri deserved the reward of the riddle. He had until this turn not worked on solving the riddle and that Karstah had put all the work in on the riddle until this turn. From my understanding the idea showed up because people didn't like the idea that Snorri was given a trial by his literal ancestor and was choosing to ignore it and pass it off to his heir to do it and so she would deserve the reward.

I don't really see that line of thinking work anymore after Snorri helping solve the riddle and work through the trail. Karstah is one of my favourite characters but i don't think she would have been able to get this far. If we managed to get the hammer I do think it is Snorri that is worthly of it and in the end we are teaching our heir everything we know, so in time she will be worth of it too.
 
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@soulcake are you happy to answer more questions?

1. Will the third rune work just as well if a dawi is flying with a stone in their shoe as for a dawi standing on the stone of a mountain?

2. Will the buff from resisting an attack given by the left rune persist forever? If not, roughly when does it wear off?
 
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[ ] [Warding:] Left.
[Blows against the wearer cause the struck area to become increasingly resistant against that type of damage]

[ ] [Warding:] Center.
[The wearer grows increasingly resistant until all but impervious to the first kind of attack they suffer for the duration of the battle]
Is the difference here a permenant buff vs a larger temporary buff?
Or left doesn't cap as high as the Center does?
The winds are from the collapsed polar gates, are described as portals straight into a dimension of pure magical energy, it from here that the winds of magic pour into the world. Again this is just a theory but in so many words, it is magical energy going through a collapsed portal and entering the world of Mallus as the winds. Almost like they are filtered by the portal.
With how the winds are described compared to Earthbound magic it just seems like the winds aren't present in it. The power is described as being diffused and absorbed by the natural world. If that is the case, an argument could be made that this is as if a claim is being relinquished and the natural state of that power is reasserting itself.
The winds themselves aren't in dispute for me, it's a matter of the perspective people take on them. They cover the realm of emotion and are described as the substance of chaos in the mortal realm. BUT!! most importantly in my opinion, We know the Aethyr existed before the gods of the world and gods are described as beings of the Aethyr. These gods perform miracles and their priests perform magic that doesn't follow the paradigm of Wind's magic, therefore there is some form of energy that isn't in the form of wind magic. To me it makes more sense that a realm is uniform in the sense of energy or basis of energy, (like how life on earth is carbon based) So if all of them draw from the same "well" so to speak, why would the winds be in that energy, to me it speaks of something deeper. It isn't the being that conforms to the energy it is the energy conforming to the being. Like how plant's feed themselves with sunlight, but an animal feeds themselves on plants or other animals. All of them are carbon based life-forms, ultimately they have the same common ancestor billions upon billions of years back, but now two radically different beings. Therefore, I think it is more likely that the magic is transformed by perspective, and the magic of winds is already transformed by perspective, that of the collapsed polar gates.
I'm having a hard time following your train of thought.
We know the winds are the differentiated stuff of the Aether. Its implied that Qhyash is the art of mixing them back together into what the Aether is actually made of.
This doesn't actually mean Earthbound is any more natural than the others, the same argument could be made of Dhar.
Oh I find this very interesting! Now is there a wrong answer to this or more pick the most interesting to you?
Yeah I think theres a correct answer but I'm not sure what it is:
To claim Understanding is to understand the Stone and those born from it.
so I think it seems to make the dawi combo successfully we need to select the variations of the runes which best represent the dwarves.
I absolutely think the centre rune is wrong for this, dwarves aren't transient creatures so left seems more appropriate if we are to chose one of the growing effects.
Right, I am struggling to remember how much of what I know is Boney canon, how much is actual canon, and to what extent this quest borrows and builds off of Boney canon. However if dwarves are metaphorically stone it makes sense that a stone related effect seems like a very reasonable choice to apply here.
 
@soulcake are you happy to answer more questions?

1. Will the third rune work just as well if a dawi is flying with a stone in their shoe as for a dawi standing on the stone of a mountain?

2. Will the buff from resisting an attack given by the left rune persist forever? If not, roughly when does it wear off?

1. The mass of Stone must be as big as the average Dwarf.

2. It is not forever technically. Its as long as the Rune is active, and it doesn't stack into infinity.

#Mechanics #Runes
 
Left is probably the correct one, cause it relfects the Dawi the most.
 
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Left is probably the correct one, cause it relfects the Dawi the most.
I'm not 100% sold, Dwarves are famous for being tough, magically resistant and connected to stone, all things the right rune arguably does better.
Dwarves don't resist things by adapting to them, they resist them by weathering them.
And if this keyword of the combo is resist rather than overcome, an aging effect may be more appropriate for the second overcome/courage part of the combo.
E:
@soulcake were these alterations listed in the same left to right order as the variants are otherwise mentioned.
Each ingot is a variant, bearing an infinitesimally minute difference in their construction that even you, a Runelord, almost missed them the first time, and had to confirm after the second and subsequent examinations. One of the Runes had minor alterations done to the section that general consensus believed, based on empirical data and cross-examining the variants Thungni taught to His students, controlled the shape of the Ward's protective field. Another had small, but definitely purposeful, divots along the segment of the Rune that manipulated what it protected against. The final of the three Runes had the least amount of changes done, but what changes were present were all centered around the area where the Rune is first struck, and more importantly where most Runesmiths believed was what controlled how the Rune expended its energy.
 
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Well, the Ancestor Gods seem to have gone down the adaption route, developing new technologies, both magical and mechanical, and changing the dwarves' culture to better suit the challenges they faced as they expanded north.

The later dwarves just implicitly rejected their philosophy by instead seeking to duplicate the how the Ancestors did things, not why the Ancestors did things.
 
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