Voted best in category in the Users' Choice awards.
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
Here is the Detailed Rune List
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. :^)
 
Last edited:
Hot new Khazalid haul from the 4ed Dwarf Player Guide.

Baraz Kron - Book of Debts, both honour and monetary.
Gromthi Kron - Book of Ancestors, just a genealogy book
Kuni - Cousin (this is unfortunate)
Nez - Niece which is telling, because does that mean Sniz, the older word, is actually a compound?
Nanavn - No-name
Blidazdurakaz - Lightining Pick-axe
Durugenritak - The Ritual of Passage created by Gazul
Agrilhandaz - Silverhand
Onkegruni - 'Widow-Maker'


Also some neat stuff I can actually use maybe.
A Dwarf may be Oathsworn to another as a mere beardling, usually as part of a political or business exchange between two royal families.

'Fights are won by whichever fighter
refuses to die the longest.'
— Norr of Eight Peaks, ancestral
matriarch of the Norgrimlings
Norrgrimlings being from a Girlboss.
 
This may need some rework, let me know if there are any hanging sentences from where I've switched tabs and if someone can explain to me how to put equations on seperate line in SV laTEX format, please do and I'll update this.

Current Theories on the Rule of Three and ideas to break it.
Problem Statement
Of the three rules of runecrafting, the Rule of Three is the first of the apparent physical limitations of runecraft. At its simplest it is the observation that no runesmith is able to create an item with more than three runes on it. At the level beyond that it envelopes additional specific questions, such as the limitations of Lonely Runes or that no item can bear two Master Runes.

Generally runes have been conceptualized as applying a certain amount of load to a material to which each has varying degrees to ability to bear the strain. While different materials are known to have different stress bearing loads, for example living materials typically explode unable to bear the weight of a single rune, however most materials seem unable to bear a single rune in a stable fashion or they're able to bear a full combo of three in a stable manner.

The load conceptualization is sometimes discussed in terms of magical turbulence which stems from an attempt to visualize how the runes work within the object, or withstanding the power of runes, or tension to show how the entire object appears to only be as strong as its weakest part (Lonely Rune +1) however these differences in terms are rarely important and so we will be continuing with the phrasing of 'load'.

Different runes create different amounts of Stress, Master Runes create more stress than lesser Runes, and Lonely Runes create the most stress of all. Further armour runes are known to cause more stress than other runes as they can only be placed on Gromril. Load does likely further vary between individual runes however this never seems to be significantly different than the category they belong to.
However no known material is able to withstand the load of more than three of any combination of runes.

To break the rule of three is to find a way to break that hard limit.

Given our current understanding there are two ways through:
A) Find a material capable of withstanding the increased load of a fourth rune.
B) Find a way to reduce the load created by each rune.
Type B solutions are currently heavily stymied by the lack of ability to observe what a rune does or how it affects objects.
Forbidden Maths - Skip if you prefer
This section discusses the fundamental problem that its very hard to mathematically model the relationship of the constraints observed by the rule and in fact all of the following attempts are proven to be self contradictory.
When engaging with this section, its important to remember that the Rule of Three was originated as game balance concern for Warhammer Fantasy and the specific limits where determined by that rather than an underlying mathematical framework. Its entirely possible that this is picking up pieces that were not meant to be put down and if this contradicts other lore or soulcakes worldbuilding it needs to be thrown away.

The following all rely on these assumptions.
Assuming a Gromril like material has a load capacity of C before it breaks. And that the load exerted by a lesser Rune is r and by a Master Rune is M.
The material can withstand 3 lesser runes but not 4 lesser runes.
The material can withstand 1 Master rune but not 2 Master Runes.
The material can withstand 2 lesser and 1 Master rune but not an additional of any type.
Lonely runes are not being considered here as they don't add additional useful equations.
Assuming linear growth in load, we can define the following inequalities.
LaTeX:
\[ 1) {C >= 3r}; 2) {C >= m}; 3) {C < 4r}; 4) {C < 2m}; 5) {C > 2r + m} \]
Based on these we know that r can be a value between C/3 and greater than C/4 and that an MRune can fall between the values of C and greater than C/2. In order to satisify equations 1 through 4.

However we are also aware that C typically also is capable of bearing 2 lesser runes and a Master rune.
In order to substitute here, we define two new constants c1 and c2 which represent the amount that the material is overloaded such that:
LaTeX:
\[ {C+c_1 = 4r}; {C+c_2 = 2m}; \]
LaTeX:
\[ {C > 2(C+c_1*)/4 + (C+c_2)/2}; \]
which simplifies to
LaTeX:
\[ {C > C + c_1/4 +c_2/2}; {0 > c_1/4 +c_2/2}; \]
Which is a contradiction as both c1 and c2 are numbers greater than 0.
If a geometric or multiplicative relation is used a similar impossibility can be constructed
LaTeX:
\[ 1) {C >= r^3}; 2) {C >= m}; 3) {C < r^4}; 4) {C < m^2}; 5) {C > r^2m } \]
pins the values of m and r to
LaTeX:
\[ C > m > \sqrt{C}; \sqrt[3]{C} > r > \sqrt[4]{C} \]
Because wrestling LATEX is so hard and the powers are nasty I will be substituting the smallest possible values of m and r into the Master Rune +2 equation without consideration of c1 and c2. So this is a less proper proof.
LaTeX:
\[ C > \sqrt[3]{C}^2 * \sqrt{C}; \]
LaTeX:
\[ C > C^\frac{2}{3} * C^\frac{1}{2}; \]
LaTeX:
\[ C > C^\frac{7}{6}; \]
Because C is an we can take the log of both sides, and redefine all equations in terms of D = ln(C). Now the relationships of r and m still probably fall into one of the previous cases in terms of D and remain unsolveable.
The fundamental issue here is that its difficult to make r small enough that there is enough slack that we can fit a m inside the 2r+m scenario, without also making it so small that it allows a 4r scenario.

Similar constructions can be made for if we want to calculate in the form of armour runes and non armour runes, where we have to explain how a steel axe can bear 3 weapon runes. Steel armour cannot bear a single armour rune.
Gromril armour can bear 3 armour runes, assuming linearity therefore a Gromril weapon should be able to bear 9 runes. Which suggests that the 4th rune is an additional cost of 6 times its predecessors.
Honestly I think this particular can probably be disregarded. As a case where specific lore can be ignored until soulcake says "No thats right".
If he does we should be focusing our efforts on any non amour project as the burden should be significantly less... I don't think any one ancestores are known for armour which has more than three runes.

And that a single MRune like Spite can be three times as powerful as the combo its been compressed from, however it still produces lower load than that combo. This is a further pointer that the limit C is more related to the interactions between runes rather than the total power of runes.

A mixed model of network connections for n runes might look something like this:
LaTeX:
\[ s =\text{cost per rune} * n + \text{cost per connection} * n\frac{n-1}{2} \]
assuming that runes both have a fixed cost (r or m) and that the cost per connection is a constant.
I won't be expanding this as it adds a lot of hard to assume constants such as how a r-r connection should be treated compared to a r-m or a m-m connection.
The Obvious Solutions
The primary solution being pursued by the Brotherhood of Dron. The theory goes, if we know that different materials can absorb different amounts of runic load, then we simply find a material which can bear the load of more than three runes.
Snorri's current plan here is to develop Akazit in a way that he can turn Adamant into a metal which is conductive to the flow of magic.
The roadblock with Adamant? Fizzles away as direct proof of your theory is there plain as day. You learn that the metal, for all that it glows so brightly with Aqshy, Chamon and Hysh, is itself as inert as obsidian. For all the the Winds attempt to enter, to suffuse the metal as surely as Chamon does Gromril, they cannot. Something stops them, and only through the application of Runecraft, though you cannot actually see the Winds beyond the point that they enter the Rune, does any amount of magic suffuse the metal. Now more than ever you know for certain that magic required, and with the Rune you have a strong idea about how it needs to be applied.

After all, if Adamant was the absence of the Winds in metal, then that may well have been why it takes to Runes so well. Simply put, you believe that Adamant takes to Runes so well is because the energy of Runecraft, demonstrably the Winds yet almost certainly changed in some fashion, flows through Adamant uncontested. Where even Gromril is touched by Chamon, the same cannot be said for Adamant, and with nothing to compete against the expression of Runecraft can simply exert itself all the more perfectly.

Which begs the question, what would happen then if you created a metal that was actively conducive to the Winds?

In your pursuit of that question, almost by accident, your work with Alchemy hits an entirely new milestone as well. Methods of infusing the Winds are still out of your reach, but you do manage to create a Rune that, for all intents and purposes, burns away the physical properties of an item and leaves a pile of sand infused with a single Wind of Magic, most often the one the burned item resonated with most strongly. Of course it wasn't that easy, the Winds were soon swept away or melded with the environment and the ash loses the property it originally had.

Of all the suggested solutions this seems to be the only one with some degree of success currently outside the realms of the Ancestors as it has proven that a fully Adamant object can bear a Lonely Rune + one additional rune. It also has a slightly less obvious success, by incorporating particulate Gromril into the wood as it grows, Azrilwut becomes able to bear armour runes, a limitation that usually requires solid Gromril in order to satisfy.

The core problem with this solution, to my mind, besides the lengths that research is beginning to take us. Is not actually that the ancestors broke the rule of three without apparently using this solution. It is that the mathematics of the rule of three hint at a complicated and non-linear relationship between runes and load.

The main problem with looking for a material based solution therefore is that we're currently building off of a poorly understood theory that doesn't always explain existing and known results.
Derivations from the works of the ancestors
These derivations probably fall into the second category of reduced load runes, as they do not appear to have been created with any super materials.

As such reverse engineering from them represents our only good guesses for where type B investigations can begin.

However.... there need to be strong caveats here. We're working from a very small number of examples which seem to have relatively little in common and any given feature which we are considering might just be an aesthetic choice because the ancestors decided they liked the look of it.

Finally soulcake has said there are multiple ways of breaking the rule of three, therefore although it would be nice to have a theory that explains all examples, they do not necessarily follow the same principles.
And any examples that do share principles may also be drawing from multiple ways of breaking the rule of three.
And frankly any real observation carries a serious risk of being a Spandrel (biology) - Wikipedia where it was just the natural way to do something or that the Ancestors chose to do something difficult and cool for no reason other than because they could.
Description of the works
Urkdrengi
You hold one of Grimnir's axes in your hand.

Carried north by its intended holder, brought south by His son, and now wielded by His nephew.

It does not make you experience odd visions as Zharrvengryn did, it does little save exist. Resting in your hands as if it were a regular old axe.

And that's the crux of it.

Because this was no mere axe.

A weapon forged and wielded by the Ancestors aside, you hold a physical impossibility.

This weapon should have exploded into shards of molten metal, cracked open a hole in reality and released some fel beast from the nether onto the mortal plane for the sheer hubris its construction represents. It should not work, should not even exist, and yet it stares you in the eye and seems to cackle at how it throws everything you think you know on its head.

A Wutroth handle, wrapped in leather, supports a double bladed axe head made of Gromril. Gold decorates its surface, holding the leather in place and etched into the Gromril in beautiful geometric patterns with a Ruby embedded on the axe shoulder as the centerpiece. The glow of the Runes is subtle, the small lights emanating from several parts of the patterning on the axe serving as the only hint to their existence until the weapon is swung, wherein they make their presence known to all by blazing to the fullness of their power.

Everything in its construction is perfectly within the means of any Runesmith to acquire, and maybe that is the point. Every last aspect of this axe is perfection incarnate; as if drawing the very idea of what an axe, and the materials that make it up, is from a Dwarf's mind and imprinting it upon reality.

Plain.

And yet Urkdrengi, the Foefeller, manages to not only break the Rule of three, but does so with multiple Master Runes as well.

Just Gromril, Wutroth, and Gold.

Grungni needed nothing more to create a weapon worthy of His Brother, to build an artifact that is only lesser to Azamar, and so greatly eclipses the work of the greatest Runelords, living and dead, that it makes you all appear like mere apprentices.

Oh the sacrifices you'd make to know how the Ancestor made this possible, how much more you'd give to learn how to do it yourself.

You know you have no hope of uncovering this weapon's mysteries, but you nevertheless spend most of your allotted time dedicated to trying. Your best guess is that one of the Master Runes shares a tenuous connection to the Rune of Cleaving, another to the Master Rune of Currents, and another to the Rune of Grimnir himself and a final two Runes who's purpose remains a mystery. It is difficult to tell where one Rune ends, and where another begins, all of them seeming to overlay with one another in some way to help create the geometric patterns on the axe's cheeks. How that was done is in itself another mystery, all conventional wisdom says such a thing cannot be done but whats one more on top of the massive pile of laws this weapon breaks? Perhaps another bit of skill Grungni wished to display, perhaps some secret to how the weapon does not destroy itself given the amount of power running through it? Who can say?

So now you're left wondering, if Gromril is a perfectly suitable material to hold more than three Runes, that it can in fact contain all that power, why can you not manage the same? Grungni is an Ancestor and many of the rules that apply to you do not to Him, but you can't help but wonder if the fault may instead lie with you and not the materials you use.

All you know is that Grungni, and most likely Thungni, can do with Gromril what you nor any other Runesmith can do even with the aid of Adamant.

When you leave the home of Snorri Grungnisson, the memory of that axe weighs heavy on your mind.
KKR
As you come to the next room, you find no door barring your way from seeing what was inside. A hexagonal chamber, walls bereft of any decoration, with a single shaft of light coming down directly on the center of the entire space.

And there under its gaze, resting innocently on a pedestal of virgin stone, is the reward for all of your troubles.

Karaz-Kazak-Rhun.

With it, Thungni made the weapons and armour of the most legendary heroes, built monuments and creations that bedeviled and confounded even the eldest of His children, and slew more monsters than there were stars in the sky.

You and Karstah unknowingly stop at the room's threshold, instinctively reverent of what you see, before the two of you realize what you're doing and move.

There are no words shared.

Only the quiet thud of leaden footsteps as you make your way towards the hammer.

Master Yorri always told you that a craftsman worried about three factors when creating something: if he had the right tools, if he had the right material, and if he had the skill. Shoddy tools meant he worried about all three, good tools meant he only worried about only material and skill, and the greatest tools could let a Dwarf make gold from pyrite. That, "if you had the right tools and the right maker," the only thing stopping you was your own imagination.

Of course he also followed that up by reminding your younger self that it was the quality of the wielder that really mattered in that equation. And that a great craftsman, like himself, could do more with rock and stone than a poor one, like you, could with Karaz-Kazak-Rhun.

You doubted that Master Yorri ever considered that you would probably ever be able to test that theory.

In front of you, less than an arm's length away, was Thungni's personal hammer, and you're close enough now to tell just how beyond you it actually is.

A one handed war hammer with a handle of dark-stained Wutroth exactly forty-nine centimeters long, and a head and end cap of pure Gromril. Lengths of Silver wire used all along the handle's surface to create the pattern of diamond braided leather, broken up by five equally spaced bands of Gromril inset with Turquoise Sapphires between head and end cap. The head is a piece of Gromril twenty-one centimeters long from face to claw. The head is decorated simply, with inlaid lines of blackened Gromril and inset Turquoise Sapphires to create images of Valaya the Warder and Grungni the Smith respectively on each cheek, and four crisscrossing spirals down the length of the claw. You've seen and interacted with the recreations used by the Runesmith Clans enough that you know the look of it by heart.

You know this hammer, were told stories of it and its wielder since you were a boy, beheld it countless times over the course of your millennium and change of life, and have examined its replica so much that you know every part of it short of the Runes inscribed on it.

It should not astound you at this point.

And yet when you stare at the original, with all Seven of its Runes, you are understandably awed.

Glittering golden, and only further contrasted by the diagonal border of blackened Gromril framing each one, the Runes are a thing of brilliant beauty.

None alive save Thungni know how they are made, nor what each one exactly does for certain, but every young Runesmith knows their names.

Where His Ancestor Rune would be on the replica, Thungni's Master Rune of Grounding dominates the hammer's face, while the Master Rune of Precision flanks the left side, followed by the Runes of Breaking and Flamecraft, and the Master Rune of Craftsmanship, Rune of Forgecraft and Rune of Metalcrafts does the same for the right.


Seven Runes, on Gromril when you cannot even manage four on Adamant.

It humbles as surely as it inspires.

And somehow, you and Karstah have reached it.

Speaking of, you turn your head to look at your heir and find her staring back at you expectantly.
With a final nod, you reach out with your hand and grasp the hammer's handle.

Some part of you expects there to be a great torrent of magic, some deep, rumbling voice proclaiming to the world of your deeds, or other such gestures of success.
Rune Calligraphy
This theory was based on the unusual design of Grimnir's Axe, as it was specifically noted that it was conventionally thought impossible to overlay runes in the way done.

The suggestion is that this was done in such a way that the runes reduced the total load of the combo. This is one of the times that the alternate understandings of load can be meaningful as its easier to envision the reduced turbulence due to the runes being directed into each other rather than chaotically blowing and sucking across the whole object.

In order to understand this we'd probably first need to understand how runes can be adapted to overlay like this, is it a general process that can be widely applied or is this a sub family of runes that naturally possess these properties.

This unusual design was not noted on other artifacts. And in my opinion carries a significant chance of being a Spandrel, however even if it is not itself a solution it may provide insights into shared problems of other potential solutions.
Islands of Stability
Its been observed that Urkdrengi and Karaz-Kazak-Rhun have 5 and 7 runes respectively.

People have speculated that this is because odd or prime numbers may be inherently more stable than others and we could break the rule of three by just skipping 4.

Although interesting, given that we've only seen two items, this may still be within the realm of coincidence rather than pattern. And other suggested theories may provide other explainations for why 7 and 5. To say nothing of this being a Spandrel, if the Ancestors were capable of making 5 and 7 rune items, why would they stop at 4 or 6?

Furthermore, there are no theories currently on how we can get from a stable 3 runes to a stable 5 without first passing through an unstable 4. Given the speed and typically explosive nature of failure here this is a pretty significant hurdle.

Suggestions have been made that a smithing process which makes all runes at the same time or runes where we can put the final strokes in near simultaneously would reduce the danger period however not eliminate it. Further these might require development of entirely new runes similar to the Caligraphy process.

Out of quest, between 2003 and 2005 Kragg the Grimm broke the rule of four on his runestaff, may not be quest canon as it never seems to have made it into a codex and was changed later. I am not aware of soulcake having commented on this.
Balance theory
Balance theory suggests that the the two MRune +2 pairs on either side of the hammer head and the third MRune are somehow arranged in a way that cancels out the load on each other, this is another theory where the conceptualization of load matter.

To be frank I strongly dislike this theory, enough so that it's hard for me to say if I'm failing to fairly present its benefits or if they are simply as sparse as I perceive them.

Not only in my mind is it highly likely to be a Spandrel as it seems to be the most natural way to arrange the runes symmetrically. It also suffers most or all of the concerns of islands of stability theory, and infact the solutions to reduce the time in the dangerous unstable state were originally proposed for this theory.

From a conceptualization of load as turbulence in magical currents it seems equally likely to me that we'd increase turbulence by blowing into each other as reduce it. And from the more standard conceptualisations of load or power, adding more power to counter act more power just seems like it's going to end in a larger explosion.
Sets within sets
Set of Sets as a theory has several variants with differing assumptions and reasonings behind them.

These largely appear from KKR and its sets of 7. However they can be structured to encompass Urkdrengi in some formulations.

The shared threads of the theory assume that the lesser runes are related to the MRune in someway which reduces their overall strain on the set as a whole. Instead of viewing the runes as a single list: Rune of Flamecraft, Rune of Breaking, Master Rune of Precision,Thungni's Master Rune of Grounding, Master Rune of Craftsmanship, Rune of Forgecraft, Rune of Metalcraft.

they are instead read as

Master Rune of PrecisionThungni's Master Rune of GroundingMaster Rune of Craftsmanship
Rune of FlamecraftRune of Forgecraft
Rune of BreakingRune of Metalcraft

The first formulation of this suggestion, treats the lesser runes as part of the combo to make the MRune and in someway free as a result of it.

The second formulation of this suggestion treats them as part of a combo with the MRune and the entire combo is counted instead of the individual runes, hopefully lessening the strain by treating them as a single MRune.

The third theory looking at Urkdrengi suggests that all three MRunes combo with the two lesser runes.

The first two theories have different paths that could plausibly be attempted theory 1, theory 2, the third theory is somewhat limited by our current combos so a 5 rune combo isn't available but a 4 rune solution of Warding + (Spelleating + Spell Breaking) + Thungni utilizing the Glittering Beacon and Conversion combos.

However there are a lot of unanswered questions. First and foremost, neither theory seems willing to go as far as to say that they reduce the total between 3R and therefore both should be impossible without further additional principles such as Islands of stability.

Secondly as with all theories except Caligraphy the theory does not suggest how it would pass through an unstable state to a stable state.

Finally if a set so significantly lessens the load of the combined runes, why can't we simply do a 4 or 5 rune item with Combo + 2 lesser runes?

Assuming that these runes are synergetic is an obvious conclusion based on how runecraft generally functions, so that they are sets is generally a given, so the spandrel risk cannot be discounted, if you can put X many runes on an item why wouldn't you make as many combo's as possible.
WMG
I haven't bothered to put this out here before as its severely untestable and we have no good leads. But the thread does enjoy the really far out speculation from time to time.

Theres a potential alternate path C to breaking the rule of three, maybe that we can figure out how to turn one object into two.

We've had WoG that runes aren't modular and can't be easily removed and added to an object. And given that under Lonely Rune + 1 example the form of an object is so sensitive to additions that adding a bowstring to a crossbow is enough to shatter it. This leaves me pretty uncertain of the possibility as I expect they'd pretty rapidly become one item as soon as they're even somewhat fixed.

Under Islands of Stability theory this could be work even if items then reforge into a single object by for example putting two runes on the haft of a hammer and three on the head would yield a 5 rune item while never passing through the 4 phase. However this process cannot have been applied to Urkdrengi or KKR as all their runes are inscribed on the weapons head.
Also I figure theres a decent chance that it would just blow up anyway from the power interacting. It seems like an inherently unstable way of combining items.
 
Last edited:
[Canon] A Warrior's Armory, x3 +15 to Roll
A Warrior's Armory

He's not particularly fond of fighting, much like his father in that way. Not one for many things.

Killing. Slaying. Burning. His Grudges have been few, and all the sorts that can be solved with gold or a flung fist rather than taking up his ax, cutting off heads and leaving wailing orphans and widows behind. Most of his Runework has been the honorable but not glorious work, warming people's homes, keeping the lights on, marking the temples with the Ancestors' Runes, and of course working on the Branakroki's infrastructure to get it less shoddy. There've been axes, hammer, shields, corselets and more, of course, what Dawi could not end up runing a few martial items? His hammers have cracked skulls, his shields have saved lives, his armor has turned aside blows. Plenty of colonists in the Black Mountains are running around with his work.

But if somebody really wants that sort of thing, they'd be better served bugging his brothers and sisters. They're better Runesmiths than he is in that way, for all he can put out three in the time it takes them to make one.

But he is Bolgi Dolgison, the son of Dolgi Bolgison, and he does not turn aside. Not now.

Not ever.

So as bodies of good dwarfs, dwarfs who deserved to live long, full lives make their way back on carts draped in funerary shrouds, or defiantly march back scarred by the weight of war...

Well.

He can't just let that come to pass, now can he? Not and retain any sort of honor, as a member of his Guild or the son of his mother.

And that's how he ended up here, staring at a blank piece of Troll Hide, some Wutroth, Rumbler Lung, Grimnirzan and a Hearthstone, plenty of his savings spent to acquire them all and a plan. A way to ensure the enemy can't just keep trying to drown warriors under a tidal wave of worthless bodies and chaff. That they have to come out and fight themselves. A way to even these fights, aside from tossing his father's Master at the lot of them.
--
"Skarri, aren't you busy" they ask, "trying to convince the king about your mad fighting on griffons idea?" He snorts at the memory, rolling his eyes as he examines the ingots of Pure Gromril that make up part of his payment for this commission.

Yes, Blessed Ancestors, he is. But this, this still needs to be done. He needs to get this right, and he needs it now. He can't just look away, only focusing on one thing, his honor pulls him in as many damn directions as there are Holds in the empire if not more.

More Brana intend to campaign against the Fimir. A number of reasons, which they have kept close to the chest; nothing oathsworn, he thinks, but not his business either. Any number of reasons. Some of them even just want to get to talking to the Elves about this, that or the other Zhuf nonsense, and that's their prerogative.

It is his prerogative to make this damn armor, since he's been paid by Forgebright and he's many things but a scam-artist is not one of them. He was paid to make the armor, and he will make it if it kills him. They'll be sheathed in primarily Troll Leather, which is far from nothing, and the Rune itself will be placed on a breast plate made of Pure Gromril...or, well, most of them will be.

Looking at the Elder Dragon's Gas Sac that's part of his payment for the commission, he has his own ideas about where exactly the Master Rune should go.

Yes, he's imagining it, he can finally see it. Forgebright, flying overhead, spewing hot fire and screaming death down on the Fimir below, turning their armor to ash in the process--particularly when it's worn by those who can already zhuf about with metal in the first place. The real question becomes, how to further refine it, how to enhance it?
--
They are outnumbered manifold. Solveg has heard it from kin, and from friends, and from veterans, and yes, even from the Brana, who are generally more inclined to see "many enemies" as "good opportunity to practice fighting/casting spells in an unfriendly environment". Enslaved Gori and Daemons and nobody can even tell what else, all gathered together to try and overwhelm an infinitely superior force, Dawi and Brana and Elgi alike united in common causes. Bolgi sees it, his idea may be defensive and not without cause: Ancestors know The Gift Giver has just cornered the market on offensive banner work and while she loves her brother, he (Probably) doesn't have a Skarrenbakraz in him.

Probably.

She, on the other hand?

Well, the Miner is good work, to be sure. But, she bets she can come up with something pretty good herself. Show ambition and initative, and in any case nobody is going to turn down more bodies to throw at the problem that they don't have to be too delicate with.

And that right there is why she's got all manner of particularly...shocking...reagents ready for the work. Something to emulate the Stormcallers of the Brana, once she has the body of the Gronti all ready, the hardest part to be sure.

It may or may not end up flying, but either way? It will manage what she really needs it to do:

Lightning. Thunder. Death. The end. Flying will be a bonus, at some point she may even construct some wings to allow it...

But she's really more interested in it tossing lightning at anything too scaly for comfort, whether that be Meargh or Balefiend or Fimmi or whatever other names the Grudge-Burdened have decided to give themselves, the tossers. "Lightning-rod" seems a fairer name in this case, all told.
--
The Frost Wyrm Horn taunts him, frustrates him, annoys him even.

Good.

Annoyed is when he does his best damn work, or his name isn't Dolgi Dolgison, apprentice of Dwalin Thunderlung! A Runelord in his own right and with good reason, even if he's not quite as acclaimed as his father's master! He can almost hear him--

No wait, he can hear Dwalin. He shakes his head

Well, irrespective of the shouts he can hear as Dwalin works on his own new pet project, Dolgi can also hear Dwalin telling him not to give up, not to yield to the difficulties of the craft, not to besmirch his honor since he has sworn to aid the warriors going to take their vengeance against the FImir for their duplicity, their cruelty and their malice, their servitude to things of evil and of what is evilest in this world.

To instead, make a song of the matter. So he sang, his eyes closed, and turned about the place, an old song of Thungni slaying the Dumdrakk Kaltharax, and let the song take him as he examined the small closet of reagents just waiting to be used, held with Runes of preservation and stasis until such a time as they were to be used, in yet another glorious work of the line of apprenticeship he's been honored with.

Until at last, his eyes open on exactly what he needs. Obsidian, shiny and black, a mirror he could gaze into. Immediately his mind turns both to what he could craft with that, thoughts of a thing of spiting the magic of their wretched, Zhuf-tossing Dirachs, and of the form it should take:

A great horn.

One to split magic.

His smile splits with glorious spite as he imagines campaigning with his former Master and with Redbeak alike, ensuring the only magic will be that he allows.
--
"I journey to face the Enslavers and the Traitors," Mountainstrider had told him as he commissioned the middle child of Dolgi. "Grant me weapons for to slay the abberations, and I shall grant great portions of it to you. I trust you, my friend."

Bardin is, he supposes, glad that his friend has put such faith in him to see him armed before he journeys in a decade's time, even as he has to consider how particularly to arm him. You can't exactly make Brana an ax, can you? His father has come up with ways and means, of course, like any good Dawi Bardin Dolgison wants to walk in the path of his father but there's a difference walking in the path of your father and just repeating what's come before.

Mountainstrider deemphasizes biting attacks in combat. Apparently he's been working with the Elgi to "sharpen his mastery of the Amber Humor", for whatever nonsense that meant, and that required an open mouth for roars, chants and so on. Not that he's never seen the Brana take a bite out of whatever starts a fight with him, but he is generally more inclined to slice with his claws or throw his weight around in general, slapping people with his wings.

Now, as much as the thought of covering his wings in Gromril so he can slap trolls about with ease sounds fun, and as much as he's big and strong even by Brana standards "by the might of beast and fang" that much weight would weigh him down too much, at least for the kind of Runes he can justify putting on a Brana's weapon.

Hm.

Cover his claws in Gromril, then? And he has stated a kind of seething annoyance for anything and everything that regenerates, particularly anything the Despairing blights the world with. Fire, cleansing fire? Purity and light. That which strikes at the dark things of the world, that which burns away the illness, that which is hateful to the enemy.

Yes. He imagines the already mighty blows of his friend, sheathed in burning, bursting fire, blows carving through fat and muscle and skin and buboes as easily as he might cut through a very nice cut of steak and then searing it shut so it can no more regrow than he could if such fire was turned on him.
--
She grins, a particularly Snerraish grin.

"We'll double the budget. I don't intend to die until I've proven that tosser Valka wrong."

Oh yes, very Snerra. Not the kind, cookie baking Snerra most think of however: more the mad woman who could take a few hundred grams of iron and make a king's ax out of it without trying, that part of Snerra, the one most non-Runesmiths don't get the privilege of seeing, or understanding when they do.

A part of her, admittedly, is sad that she hasn't been called up to armor a Brana, unlike Bardin, Skarri, and apparently Solveg. It would be nice to continue her father's work on that front, and further her Clan's ties with the talking griffins.

On the other hand, she has been allowed to get particularly opulent with it, in a way she normally wouldn't as such a relatively young Runesmith, Master or no. Not quite "no expense spared" but "no expense relevant" to be sure.

Master Engineer Brighteye intends to go to war to see to it her warmachines are used properly and to bust some Meargh heads for breaking her contraptions, and she has the money to make sure of it, that much is certain. Not the pedigree to cut in front of everybody else also looking to commission Runesmiths before the next campaign against the Fimir begins in earnest, however. She could beef up something with Gromril, and Stone, and Iron...or she can do one better. So the Engineer had given her just about everything she'd asked for. Reagents scarce for anyone without the pocket book of Snorri, and the Master Engineer had seen fit to give her just about any she could ask for. A substitution that was more than adequate, given everything.

She'll be coming back right as rain alright, that much Jolla intends to make damn well sure of.
--
Snowhide has brought her Dragon Lung, taken from the body of an appreciably old Elder Wyrm, one of the Black Dragons--it smells of acrid poison and contempt, not entirely unlike most of the Longbeards she knows. She'd asked her for "Some means of making the cowards come out and fight rather than making me try and pin them down" and Siggrun, Siggrun has some ideas for that.

She's a simple woman, she knows. But there are times when simplicity is a virtue.

An arm ring of battle. Something to make her friend fight like the dickens. Master Rune of Challenge, obviously, to draw the enemy out and then something to make Snowhide a good, solid, superior fighter so she doesn't end up in over her head. Now if it were a dwarf asking for it, things would be blessedly straightforward, she could just use the Ancestor Runes of, say, Grimnir and Valaya for a good mix between offense and defense, perhaps Grimnir and Gazul to emphasize killing or Valaya and Grungni for endurance or even Valaya and Thungni for wizard hunting. But it seems a bit odd to toss Runes of her Ancestors onto her friend, who has her own perfectly good Ancestor, doesn't it?

(Not that she'd ever judge somebody for doing it, honest, the job does have practical demands as much as it does artistic ones and the Brana don't particularly seem to care.)

So perhaps then, something to draw up the natural gorm of her friend, her slighted honor, her deep and abiding contempt for the things of Chaos and all those who kneel in subjugation to it. Her natural temper, and her natural rage, normally so constrained on the grounds of everybody else's safety...unleashed?

She looks at all the reagents she has gathered over her career, not terribly long in the grand scope of things but...long enough. More than long enough, for her purposes. For this thing.

She smiles.

It is not a friendly smile.
--
The Troll Hide has been surprisingly easy to work on, all things considered. The pale white leather takes his paint as easily as a dwarf to ale to be honest, as his will guides his hand and his hand guides his brush.

This is meant for a purpose to be sure.

But it also has to be art, and so he gladly turns himself to that end, painting onto the fluttering leather. He does not compare himself to Siggrun, to Bardin, to Solveg or to the others, for once he allows himself to turn off that, to look away from that and instead look towards what he sees in his mind, because it is not a question of being better than them, he picked banners for a reason after all. None of the others touch the things, perhaps out of some pity (or is that sympathy, or respect, or disinterested and they did not even notice) and so right now, right now he can just focus on making it the best he can.

For that's all he can do.

He paints on, stopping the wool gathering to do his job instead. Three enemies of Kraka Drak, now righteously dead. The head of Kholek Sun-Eater, grim, eyes black in death while the rest is a vivid, impossible to miss red, to the right. The Greedy One, a miasmic blue like opal that shimmers thanks to that self-same rock crushed then stirred into the paint, eyes black. Haruzrildrakk in the silver of Gromril, eyes black, eyes dead. Underneath, the weapons of each who killed them: Trollslayer. Zharrgal. Dal-Grund. All surrounded by hard, angular golden knotwork, arrayed horizontally. The pole, of Wutroth, has been shaped to look like an elder hefting an ax.

The message, the promise, the threat, is clear. It would be bait, a trap, even without the Runes to attach; but with them, it will be like ale for a dwarf.

Are you strong enough?

Aye, that will do it.
--
The armor, at least, is complete. The Troll Hide has been hardened and cut into leather scales then laced together with the sinew, not entirely unlike the usual gromril but still light enough to let Forgebright fly while still offering appreciable protection, particularly when it can be reinforced with haste: better to ensure you can endure the blows, of course, but it would be a flagrant lie to act like much has a particularly good chance of hitting the Silverbearer until and unless said Silverbearer deigns to allow it. A breastplate shined to a mirror polish, and a helmet with a curving horn, also bright and shiny, glint in the forgelight, the only really hard components. He's left sword ribs, spear ribs, other, simple measures to keep the enemy's blows from skewering his client lined about the way.

The decoration is more mild than he would usually use as per his client's request, but there is still plenty--he is a Runesmith after all-- of that you can be more than certain. If he wanted pure functionality, he would have made it himself and enchanted it himself, he certainly could have.

The hard ribs that will catch spears and swords and other similar weapons have been filigreed with shimmering, exquisite gold the better to draw the eye, knotwork mountains lining them. The King of the Skies' battle with Kholek Sun-Eater has been etched into the plate and glimmers on the surface, detailed enough to convey but not so detailed as to be overpowering. The Brana's own symbol for their Aeries has been lined in particularly fine golden wire, the same bright and shimmering shade as the sun overhead, and is placed over the heart. A particularly gleaming circle of ivory under the helmet is going to hold the Master Rune of Dragonbreath when he finishes carving it, and he'll have it carved soon enough.
--
Too heavy to fly, and more's the pity for it. But the stone Brana she's made is nevertheless, a particularly fine representation of her family's most consistent clients, that much is sure. It's carved of black granite at base, as large as a particularly impressive man of the species, the wings so well-shorn if you hollowed them they could be covering for any number of those her father has armored and the head a workable helmet if you did much the same. In emulation of The Miner and of the Maiden she has followed the musculature of the Brana's body, asking Thunder-Speaker to model, allowing her to take those shapes and carry them over. The beak is hollow and hooked and sharp, the same as a living Brana. Exquisitely crafted, of course, to the highest degree. The claws have been sharpened with a good chisel, whether front or back.

But there is decoration, of course, not just...base realism, like some sort of soulless amateur documentarian. She is an artist, not something so simple, so mindless.

Well-polished Dronril has been laid at the center of the hawk talons at the thing's front and in the bottom of the back lion's paws, ensuring every blow will discharge mighty shocks even as it rips and tears and bites into flesh, even beyond the Runes she had lined up for it. She has lined the, now protective, wings with brass wire that glints the moment so much as candlelight is available, and the eyes are bluest lapis lazuli set onto white marble in leonine form, as perfect a copy as her merely mortal hands could make. The feathers of the head have the story of Morgrim and the Gift-Giver creating and Runing the Aerie of the Brana, then inlaid with precious metal: gold for the first of the Engineers, and silver for the Gift-Giver.

Now, to grant it motive...
--

The Horn has been shaped, after six months of effort, hollowed and then reinforced with a layer of brass, so that it can carry a note the way it needs to, to act as a wall of sound mightier than the efforts of perfidious magic. A hole has been made and reinforced with brass to allow someone to blow into it without risk of freezing their mouth shut or some other odious failure for the Frost Wyrm horn is cold, if not that cold. Alternating bands reinforce the outside of the thing, polished as it is to a nearly pearl white: Purified Gromril, pure horn, and then precious metal. Small enough to be carried in one hand, but big enough (and durable enough) to be used as a club if need be, for a man does not always have his weapon of choice at hand.

The Gromril has been filigreed with golden Klinkarhun extorting Thungni to look with pleasure upon this work of His craft, the horn merely polished until it gleams like teeth, while the precious metals have been studded with jewels. The metal changes, the first brand of brass lined with beryl of a pale, glittering, pleasing black, socketed in with considerable effort and force (he'd like to see the mortal with thews mighty enough to pry them out); the silver with pearls, many, many pearls, bright and flickering like fire light, seeming to dance like the tongues of heat within the fireplace; while the gold has been covered with emeralds pulled from the mines of Kraka Drak, worked into precisely carved lines, angular and hard, long and thin rectangle really. Frost flickers around all of it constantly, a slight layer seeming to cover the thing, almost making it look asleep, like some mighty beast resting after a great effort.

Which is, perhaps, approriate, really, all things considered.

Now then, to get it Runed before the next campaign. No excuse for idleness in this matter, to be sure!
--
Bardin looks upon his work with no small pride. A finely articulated gauntlet, designed to wrap on around the right claw of Mountainstrider, covering it in a layer of hard, Pure Gromril, hardened in the fiercest fires which seem captured in the Runemetal. It shines with an unusual purity after he put the effort in for a particularly nice billet, something that he'll have to look at later, shimmering somewhere between silver and white. The construction is intricate, efforts taken to reduce the weight as much as possible to ensure his friend can cut and slice as easily as he could if he were wearing nothing at all, with no more problem than wearing a silken tunic.

At the center of the back of the paw, a bright topaz that gleams the same bright, glittery shade of yellow as the sun rests, surrounded by perfectly symmetrical golden inlays that look like stylized rays of that self-same stellar body that Longbeards so often grumble over (thinking he has not realized they are grumbling for the sake of grumbling, of course, they aren't as subtle as they think they are, no not even his father, nor his grandfather, nor his great-grandfather). The decoration of the claws is subtler, but they have been lacquered in a red the same shade as a brilliant, purifying sunset, the kind of thing that can make even the harsh, cold lands of Norsca seem beautiful, if one ignores the perils lurking on the snow capped mountains. To complete the look, old Brana stories about the sun (there being considerably more for creatures who fly than those who live underground, after all) have been etched into it, filigree and other, more obvious methods discarded as too much of a risk for too much weight, and he'll not get his friend killed for something shiny.

It still needs Runes, and so Runes it shall have.
--
Jolla looks upon the armor she's made with a keen eyes, filing off any slight remaining defect.

A plate harness, thick layers of hardened gromril worked into a protection both wearable and all-encompassing for anywhere not protected by the plates instead has a layer of thick scales of Pure Gromril wrapped around it, all of it shined to a mirror finish for, unlike certain people she could name she is not above something shiny. There would be a certain sparce beauty in just the shape itself: there is something innately pleasing in something that simply functions and does its job well, the Brana are not wrong about that. But she does have a higher standard, there are things needed and necessary for it to be worthy of a Runesmith, worthy of a student of Snerra, the Smiling Runelord, savior of the High King, the Last of the Chosen, and she will not fail to live up to those standards.

A trim of reddened brass the same shade as Grimnirzan around most of the plate, first and foremost, then worked in hard, angular patterns, as a bonus acting to stop spears or swords from sliding about all over the place. Certain plates have been covered in an entire facade of the stuff even, though that is a thin skin over Gromril even in those cases. The three-piece pauldrons look like a disappointed Grungni, the worst Grungni of all to face, the top plate his helmet, the middle His face, and the bottom his beard and to that end his eyes are filled with particularly thick Hearthstones, bright and fiery things indeed. The helmet's visor has been carved to look like a particularly snarling, wrathful face, a thing foreboding and furious and hateful to the enemy, while the scales that drape and protect the body have the history of Clan Brighteye carved into them and filled with yet more of the red brass, while decorative Klinkarhun prayers to Grimnir layer the spirit in protection as well, ensuring the eyes of the Ancestors are upon her and she does not shame herself.
--
The ring is complete.

The ring is worthy.

Designed to wrap around the upper front of the right limb, it is in the main a relatively simple thing of ivory that will rest snug against Snowhide's form, enough give to flex with her or to contract as the need may arise in battle--it would not do for either the arm to break the ring or the ring to break the arm in the heat of battle as movements become weirder and wilder. Accent stones dot it, each perhaps the size of her fingernail, alternating between ruby, sapphire, and emerald in precisely that order, socketed in, respectively, bronze, silver, and gold the better to ensure they stand out from the plain white of the ivory, harvested from troll tusks and so precisely cleaned as to gleam like snow banks under the Weal-Moon.

Carved into the ivory is the story of Snowhide's family, an old line stretching back to some of the King of the Sky's eldest kin, and the battles they waged: During the Incursion, at Karag Dum, and now against the Fimir, and more personal battles aside. Each jewel acts to emphasize a singular victory from her parents back to the progenitors, her ancestors, back to the original Windbreath: A Stormcaller ancestor, for instance, has the place where his bolt of lightning overwhelmed the lightning of Dragon Ogres marked with a sapphire, while a ruby emphasizes the work of a Silverbearer, a craftsman, making a torque and so gaining a wife. Her limb is only just big enough to have space for it all, and even then it is some very tiny, very detailed carving, taking her many, many moons to get it done right.

Paying off a part of the debt will be worth it.

And so, for that matter, will be making some Runes worthy of the trouble.
--
The Rumbler Lung sizzles and a hot haze rises up from it as he shreds and rips and grates and tears it apart, feeding it to the Master Rune of Taunting.

If this is to work--and it must work--that shall be the keystone, the necessity, the fulcrum of the lever that is his craft. He chants, all his focus turned onto it for the moment, all his efforts, everything he could be yoked to making it function.

The Rune of Battle, given a Hearthstone, already blazes red and hot on the skull of Haruzrildrakk. Quick shots, fast shots, nimble shots, delivered as though Valaya herself was insisting on their perfection and lulling the enemy into a torptitude, making them jittery and sluggish by turns, neither fast enough to get out of the rain of bolts that is to come nor able enough to dodge them, even as the shots of the Quarrelers underneath are delivered as precisely as possible, too busy imagining death for the Dawi.

The Rune of Cascading Bolts, given Grimnirzan. All under its blows will deliver fast volleys of bolt fire, acting as though Grimnir Himself had drilled them in the art which they needed to perform, the art of war, resplendent and wonderful and terrible. Intimidating, not fear or terror proper perhaps, but something perturbing, to the enemy who sees such effort as well.

A certain aura of disquiet may fill an enemy faced with that, of course, and so the necessity of the Master Rune of Taunting. The enemy could not ignore this, and so rather than trying to drown weakpoints in the line under worthless bodies they will instead come, even as their morale shatters, towards the quarrelers under it, dying in droves to try and finally tear it down fast when they should be slow and jittery when they should be confident, a mishmash of conflicting, sabotaging emotions all driven from the Runes. Give them a secure enough position and sufficient ammunition and such quarrelers would be quiet the hardpoint against such chaff.

If this works.

So he prepares to put more effort into it.

Because it has to be ready, just as he has to.

For it shall be Werul A Urk, the Confuser of Foes.
--
The Runes are complete. They shimmer and smoke and sizzle, slowly weaning off the energy he had fed to them.

The Master Rune of Dragonbreath gleams a familiar, wholesome teal light, though sparks and flickers of the red heat trapped within burst about every now and again. Fire, hot fire, only barely just trapped within, only just waiting to be unleashed by Forgebright at his command and a breath. Strafing runs from above burning holes in the enemy lines, easily exploitable gaps, combined with his own magic ought to turn the Silverbearer into quite the shocktroop indeed, helping turn the tide against the simple tidal wave of numbers the enemy can spit out to try and drown their quality under quantity.

Well, quality has a quantity all its own.

The Rune of Force, given a Hearthstone, and the Rune of Might, given a Phoenix Feather, really only emphasize that to an even greater degree, allowing him to make simple numbers even less meaningless in the main. Dragon's fire already impacts like the mighty fist of Grungni Himself--the Rune of Force and Might only further emphasize that even as they increase his physical prowess as well, turning him into a bitter melee combatant indeed. His charges will end up wreathed in hot fire, the effect of all the fire reagents he's used for this, while the jets of flame he now spits will explode making balls of it that can crater the earth and reshape the landscape given sufficient effort, and if embroiled into pure melee combat for one reason or another his cuts and slashes and bites (if he needs to, of course) will burn and burn and burn, the hottest of fires to face the worst of foes.

It is complete.

It is beautiful.

It is Zharr A Skarr, the Fire of the Skies.

There is a knock at the door.

It must be him.
--
The Gronti leaps from the plinth at her command, little sparks pouring out where the Dronril touches the ground, further confirmation it can't fly until and unless she gives it something to lower its weight.

Oh well.

She'll just have to content herself with sending off a monolith of stone, lightning, and slaughter to face the Fimir. Rather than the power of a Troll's Heart motivating it, a Dronril crackles inside, the energy unleashed offering it motive and force, sending little bolts of static around into the air. Nothing dangerous there...yet. The Master Rune of Awakening crackles on the thing's chest, the bluish white of lightning, of power, of electricity burning, ringing around the teal of Runes.

The Rune of Chain Lightning. With Dronril already both inlaid in the claws and used to power the Rune of Awakening, its attacks already have lightning no matter what. With this, it can launch lightning bolts that arc, that twist, that turn and shift, following along the line of the enemy like a scyth, slaying them from far away or from close up. Dragon Ogre Blood offers it yet more twisted potency, increasing the strength of the bolts and increasing the frequency such attacks can be unleashed.

Rune of Strongarm, to capture enemy power, and slaked with Stone Troll's Blood. Enemy attacks, particularly magical attacks, end up captured, stored away, converted either to power for the Master Rune of Awakening or given to the Rune of Chain Lightning, until they are unleashed, making it function better, and making the bolts more potent, allowing them to be unleashed more often as well by recharging them with the stolen energy.

She'll meet with the king's representative to see it sent off with the next campaign, and then they'll see whether you really can drown a better army in number.

It is Dronar, the Thunderer.
--
The Runes have been laid on the Horn, one for each band of metal, carved on a precious stone.

On the gold, carved into emerald, the Master Rune of Stabilisation. The bearer will be more resistant to magic simply on the face of it for its presence, and an aura traveling along the horn's call will further work to dampen the magic of the enemy, making casting their spells the more difficult in the first place, damping fire balls and turning blades of shadow into nothing more than bad memories and nightmares. There would be those, of course, who could overpower the effects, he isn't arrogant enough to think otherwise.

Which is why he had continued on, of course, just to make as sure as he possibly could.

The Rune of Spelleating. Considerably less chance to overpower that, of course, particularly when given a Troll's Stomach and therefore, appropriately, a Troll's appetite. As he blows, enemy spells will be devoured, the energy consumed, and quite possibly ripped from the enemy's mind if Thungni is feeling particularly surly at the moment. Torrents of fire, pits of shadow, all falling apart as it enters the wall of sound he can make if he really puts his mind to it and decides to channel his master.

And lastly, the Rune of Valaya, given his most expensive reagent, Ancient Stone Troll's Blood (there are a handful of benefits to living next to Troll Country). The blows will destroy enemy magic, and furthermore, offer courage, stout heart and resilience to otherwise flagging, falling, failing dwarfs, healing minor wounds, all with power stolen from the enemy, a spiteful bit of irony, his very favorite kind.

Put them together and it becomes a small but potent field where there will be no magic unless he okays it.

Dolgi decides he'll show his former Master and Redbeak Zhufgrikar on the campaign and not a moment sooner.
--
Bardin looks upon what he's made with both pride and curiosity.

Pride, for it had come out more than alright.

And confusion, for some of the effects of the stranger reagents he had used for it.

The Master Rune of Conduction, for instance, old and faithful to him. Any Magma Dragon Blood is expensive, very expensive, by the standards of anyone not a Runelord, so after moderate experimentation--enough to know it would work, as well, but not enough to say what differences, if any, there might be--he had ordered, instead, mildly cheaper Aesvarinor Hierarch Blood at that and it had, apparently, been sufficient alright, it still burned properly and a swing still had earth rendering force. But where it was usually a hot, magmatic shaded orange fire, in this case it became almost a corrusacting, goopy field of cherry red and lava orange power and energy, more mystical, like it had been sheathed in the earth's blood rather than fire. Not entirely unlike Zharrgal, really, though not so powerful as that legend.

It worked, and it was safe. He made damn sure of that. Only a madman wouldn't test the reagents he, or even moreso, his friends would be using. It was just...different. Whether at all practically or only aesthetically, only experience can tell.

The other Reagents and the other Runes are less odd, for all he still makes use of materials from the elves, looking at their strange properties.

The Master Rune of Conduction obviates the need for strength even further, so he instead turns his focus, elsewhere.

The Rune of Spellbreaking, fed powdered Moraidyr Shells. Death, an aura of spite and strength, worked into it. Magical protection won't protect them from him, or from their ultimate fate, nor keep him from breaking their spells. Things shall pass at his command, and no mere ward, no mere spell, shall protect them from that, fading as surely as metal breaks, any regeneration seemingly cut off.

The Rune of Striking, given Grimnirzan. Every blow shall hit, shall strike clear and true, aimed at the most vulnerable place possible.

Mighty blows, breaking through any protection, striking, shattering, slaying.

It is Grimzharr, Harsh Fire.
--
The Runes demand more of her.

Or, perhaps more accurately, the Rune.

Jolla has placed the Rune of Valaya and given it its Ancient Stone Troll Blood. Magic, esoteric or direct, will strike and falter and fade, worthless, useless, against the will of the Runesmith who made this. Against her, and the will of the Shield-Maiden. It burns on the right pauldron, on Her Husband's grim visage, only just waiting to unleash itself, for an opportunity to prove its mettle.

The Rune of Grungni, given Barazgal. It shimmers, shines, offers protection from arrows and rocks and picks and no end of other, mundane threats. It burns on the left visage, shimmering golden light of Khazagar offering gleaming and glittering and brilliant protection in case she should run into something strong enough to break the steel she shall become, as well as the Pure Gromril she'll be sheathed in. Odds are low, but far from nonexistent.

But the Master Rune of Tirelessness, it demands...much. Perhaps only rightly, for it offers much: An endless vigour, and stamina, and healing, such healing: it's far from the Master Rune of Unyielding which powers Barak Azamar, but near enough to be potent.

So much effort from it and to it.

Effort put in, equal to the kind of effort it will put out.

The Elder Thundertusk Tusk only just wait to be used as she chants and continues to carve, meeting the tirelessness of the creation with her own stamina. It must be invested, that it might grow.

She'll not fail.

Brighteye will have her damn armor.

She'll fight as resilient as the Ancestors themselves and just as protected in a suit of Pure Gromril, and the mere foibles of the flesh will not let her down either: there will be no outlasting her.

It will be Karaz Klad, the Everlasting Armor.
--
Her slight chisel and hammer tink and tink and tink some more on the ivory of the arm ring, marking the Master Rune. It must be done slowly, carefully, precisely, without even the slightest failure, indeed without even the slightest chance of failure, lest that the whole thing should fall apart.

Precise work.

Delicate work.

Hard work.

Her work.

Compared to the blow of the hammer on the ax head, the breast plate, the mail link, it is at least less physically demanding, in that her workshop is kept pleasantly cool, there are no great vats of molten metal waiting to splatter all over everything, and the chisel itself is lighter.

On the other hand, she has been stooped over, looking through this lens and chanting for the past...oh Hell, she's forgotten.

Honestly, she really forgot around the time she finished the Rune of Fury.

Funny thing about Brana, they are mildly more forgiving than the Dwarfs they live with. They'd have a certain amount of respect for someone willing to stand and account for their evil. But to indulge in it and then run away...

Well.

Suffice to say, there's still plenty of rage in that proverbial cage. Rage she intends to harness by pouring Aged Wyrm Blood into it, for the Draks take insults and thefts about as well as a particularly surly Longbeard at the best of times.

Next came the Rune of Berserk. Elder Greedy Troll's Blood, for the things have a wicked, vicious, miserable temper, all tied together with a hunger and an avarice beyond compare and beyond comprehension. They desire, and desire, and desire, and they will take what they want as they want it and woe betide he who faces them in their rage.

The physical shape of the Rune is finally done, and so she begins to chant even louder as she grabs Ancient Wyrm's Lung, without much preamble starting to grind it into the shape, flecks of organic material landing on it and starting to sizzle.

It is simple, straightforward, and effective. Snowhide will challenge the enemy, and they will either meet it or run. If they answer, then her rage and anger will build at the insult of daring to stand against her.

If they don't, then her anger will grow for daring to run from her.

Either way, they'll have to face a very angry, very large Brana in battle.

Ancestors, she is very good at this.

It will be Lidrazen Albarin, the Fast Angerer.
 
Last edited:
When I proposed the rune of torsion I said it spun slowly. Like really really slowly. As in it would need an enormous box of gears to get up to a useful speed. Spoiler alert its tied to the momentum of the world turning. However long a day is on warhammer world, thats one spin.
Just realized this recently, but this rune alone would make for very accurate clocks when you think about it.

Edit: Can we turn one of the towers of Khazagar into the Dawi equivalent of the Big Ben?
 
Last edited:
Dolgi's kids showing off their chops, his family is trying to keep up with Snorri using their numbers

[X] [Light] Rune of Dark Vision
 
Would need to account for the difference between a sidreal and synodic day and how that can vary due to orbital wibblies but it's definitely doable. The engineers guild might get offended though. I vaguely remember a chapter offhand mentioning the many centuries it took for them to replicate the accuracy of Morgrim's Timepiece at Everpeak.
 
Last edited:
Dolgi's kids showing off their chops, his family is trying to keep up with Snorri using their numbers
Snorri: Look upon my legend and be inspired!
Snerra: Awesome! I'll live up to the hype and equal you in stature!
Fjolla: Amazing! I'll meticulously maintain the quality even as I try to match your productivity.
Dolgi: I'm not as talented as my peers. But I sure have your luck! I'll match your productivity by sheer weight of number!

Everyone looks at Dolgi

Dolgi: BEHOLD! 7 Runesmiths birthed from by loins!

Snerra: Claps and cheers
Fjolla: Facepalms
Snorri: Laughs internally while maintaining stoic face
 
Kinda sad because Heat Vision feels like the better option on the face of it, but Dark Vision's focus on Hysh probably means it's the better path for pure light, which is what would be best for my idea of open-air light-based communication for that Challenge.
Honestly, I think Snorri's speculation there might actually be wrong. He thinks that the heat vision rune is seeing actual heat via magical means and is thus aqshy aligned, but it's really just seeing the infrared spectrum of light which should still be in Hysh's wheelhouse.
 
heat vision would work better for rangers in kraka drakk's defense since all the snow and cold, would negate normal camoflague by enemies both above and below ground as they would merely try to hide their colors or such and not their body heat
 
Back
Top