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:
From their investigation on T54 it makes it sound like they can't tell it apart from the winds in general but what they saw was a lot of Chamon that Snorri thinks was actually deep magic. So I think it looks like Chamon.

We also know this:

With your growing understanding of the Winds of Magic paired with your, none too shabby, understanding of Runecraft you have found a way for the Rune to break down the energy of the Deep Magic in a process similar to the Rune of Spellbreaking, turning it into energy that any Rune can accept. The real masterstroke in your mind though, is the work you've done to contain this change to the periphery of Runes within the Rune of Siphoning's area of influence by using work similar to that found across most Warding Runes, that way you don't have free floating Winds of Magic potentially coalescing into Dhar. The final result is a Rune that dredges up the Deep Magic from below and, like those sprinkler gadgets the Engineers have set up on the ceilings of the Underfields beneath the Karak, then spreads it evenly across the whole area of the Rune's influence. Any items bearing Runes within that field are noted, and through mechanisms whose underlying properties are still unknown to you, break down the otherwise unusable energy into the regular Winds most Runes are designed to absorb.

You call it the Rune of Siphoning.

Deep Magic seems to be made of Winds, plural, and although regular wizards perceive it as just being those regular Winds, our runic Windsight eye can't perceive it, and regular runes can't absorb Deep Magic directly, it has to be processed by the Rune of Spellbreaking as if the Deep Magic was itself something like a persistent spell as far as runes are concerned.

Plus;

No they see everything, but where Snorri sees no deep magic the Brana see magic, the Winds. Why this is the case, who knows? They're the ones with innate Windsight, so the difference is confusing.

Once again saying the Winds, plural.

Beyond that, it could just be that the Khazagar rituals preferentially pulled up the parts of Deep Magic resembling Chamon.
 
Last edited:
We also know this:



Deep Magic seems to be made of Winds, plural, and although regular wizards perceive it as just being those regular Winds, our runic Windsight eye can't perceive it, and regular runes can't absorb Deep Magic directly, it has to be processed by the Rune of Spellbreaking as if the Deep Magic was itself something like a persistent spell as far as runes are concerned.

Plus;



Once again saying the Winds, plural.

Beyond that, it could just be that the Khazagar rituals preferentially pulled up the parts of Deep Magic resembling Chamon.
Huh, fair enough. Maybe the flood of chamon drowned out the other deep magic adjacent parts of the wind. Hopefully the next tier of windsight solves that problem.
 
Wanna know whats funny? Unless Im failing my own search-fu then—

—you have Runes for Night Vision, Heat Vision, X-Ray vision, and Windsight.

BUT, no actual listed Rune to let you see from far away.

The closest is the Rune of Farseeing, and that's a Future Rune.

I swear you have that sort of Rune but Its so obvious I assume I never actually wrote it down? IDK. Maybe I roll with it, its funnier to me.
 
Wanna know whats funny? Unless Im failing my own search-fu then—

—you have Runes for Night Vision, Heat Vision, X-Ray vision, and Windsight.

BUT, no actual listed Rune to let you see from far away.

The closest is the Rune of Farseeing, and that's a Future Rune.

I swear you have that sort of Rune but Its so obvious I assume I never actually wrote it down? IDK. Maybe I roll with it, its funnier to me.
I know I invented one that was "improve vision", Rune of The Hawk, not to ruin the bit though.
 
I know I invented one that was "improve vision", Rune of The Hawk, not to ruin the bit though.
Ah but that's a banner Rune.

Maybe I'll change it/give it more effects just to keep this meme going.

EDIT: Thats exactly what I'm doing.

(*Updated*) Rune of the Hawk: Increases the vision and high altitude tolerance of allies in range
 
Last edited:
Wanna know whats funny? Unless Im failing my own search-fu then—

—you have Runes for Night Vision, Heat Vision, X-Ray vision, and Windsight.

BUT, no actual listed Rune to let you see from far away.

The closest is the Rune of Farseeing, and that's a Future Rune.

I swear you have that sort of Rune but Its so obvious I assume I never actually wrote it down? IDK. Maybe I roll with it, its funnier to me.
This was clearly answered in the rune magic informational.
B. Dwarfs will never think to make a Rune like that/its abhorrent to them. Like, say, a rune that helps you commit betrayal? Theoretically possible, because everything has a rune, but this being a construct of Dwarfen make, it's effectively impossible to achieve because Dwarfs don't do that, and that specific definition is outweighed by other "definitions" that is more dwarf appropriate, like the Grudge Rune for instance.
If you can't see far enough, and its not because the light is too bad, clearly the issue is not that you can't see far enough, its that theres too much to see. The obvious solution that you need to get back underground where the concept of a horizon never needs be considered and never poke your head out of a tunnel.
 
Last edited:
Wanna know whats funny? Unless Im failing my own search-fu then—

—you have Runes for Night Vision, Heat Vision, X-Ray vision, and Windsight.

BUT, no actual listed Rune to let you see from far away.

The closest is the Rune of Farseeing, and that's a Future Rune.

I swear you have that sort of Rune but Its so obvious I assume I never actually wrote it down? IDK. Maybe I roll with it, its funnier to me.
I think part of that is because Dwarves already invented spyglass/telescopes. So those Rune improve existing tech since it ain't broke don't fix
 
Ah but that's a banner Rune.

Maybe I'll change it/give it more effects just to keep this meme going.

EDIT: Thats exactly what I'm doing.

(*Updated*) Rune of the Hawk: Increases the vision and high altitude tolerance of allies in range
Valka Built Diff

(Just wanted to bring this omake that I posted to your attention)
Abominations and Ancestors (1/3)

He heard the snow being disrupted by Prey, bigger than the morsels of earlier. Lesser bodies shifted and awoke as his mind returned from sluggish Torpor to wakeful contempt, blood pumping as roots growing throughout its domain shifted and carved through the earth and through the trees and through the rock, stalking the prey, catching the scent. The noise of the jingling-dirt, the stink of mind-killer, the flutter of worked-skin draped over the prey's shoulders dragging through the snow. It was unaware as it walked into the hunter's den, and that served The Hunter's purposes very well, much as the smaller prey had earlier.

"Abomination." Grinding stone striking each other poured out of its throat as it looked up. It was a coincidence, of course, that his Stomach was exactly where the prey looked, as it devoured his last meal. "I don't know what you are but you scared the hell out of that Garazi who saw you. Fortunately for you being ugly is no Grudging offense." His body tensed as a tendril, tipped in hard rock too strong to digest, drilled through the dirt towards it. "But I'd be very straightforward, get out here and explain yourself. Now."

The tendril ripped through the dirt, erupting in a shower of clods and pebbles. But the prey moved adroitly, too adroitly, and before he could do anything it had wrapped a not-dirt paw around the tendril. "Can't say I didn't warn you." And then raising its barbed claw it carved through the Hunter's tendril, black ichor spewing out to make mud of the whole snowy mountain forest. The Hunter's body tensed as he screamed in rage and pain and fury that this food had dared to harm him even slightly, made it waste energy on making that thing.

The Stomach burst from the dirt and opened, pouring out acids that sizzled as they mixed with mud and snow to begin melting away at the rocks and carcasses buried within, the great chamber of meat and flesh and muscle opening to devour her whole and consume her for ten-thousand years, until this world had passed from this age to another. Tendrils poured out from the gray meat, whirling and whipping, enraged, furious, hungry. The prey's heart beat faster, its sweat poured out like a flood, its muscles sparked. It tossed aside the maimed meat, letting it land and start to wriggle and bleed on the forest floor.

Then it pointed the frozen-moonlight at the Hunter, and said something the Hunter had heard from the maggots as he had lured them away from kin.

"Guzzen."

The Hunter felt instincts and senses and mind alike race, shudder, tense as his shadow (or the shadow of his Stomach, at least) was drawn by the frozen moonlight. He felt a presence, a pressure, a contempt and spite and rage, roar in the vilest fury, as the shadows were sculpted, worked, carved by something younger--younger, yes, but wiser, and vigorous.

But most of all, something angry.

Shadow ichor dripped, black tendrils whipped, red-hot fury and red-hot rage filled him as he cast himself against this not-shadow. The tendrils, some fat and thick and muscular, some small and thin whipping spears, some tipped with mouths filled with jagged teeth, lunged at it, at the prey with rage for daring to steal what was rightfully his.

There was a titanic crash as the shadow smashed against his Stomach, grinning, cruel. "Not liking what you see in the mirror then, abomination?" It ripped and pulled and shredded, the tendrils of his stolen shadow wrapping about his tendrils and pulling, squeezing, tearing, ripping, blood spurting as it did for it was pressingly strong.

Worse, he realized. Essence, power, followed. Millennia of meals, battles won, torn away and fed to this thing as it scrabbled and scrambled and fought with him, trying to harpoon the shadow-demon, trying to kill it but it was feeding on him, and he was a fatted thing indeed. The most potent of hunters, the most excellent of slayers, was being drained like cheap prey, consumed like blood from offal.

Finally he managed to wrap his tendrils around the shadow and screamed in triumph, shaking the mountain slope, and pressed the demon into his cavernous stomach. He gurgled in triumph.

He gurgled in victory.

He gurgled in...pain?

He felt something clawing, cutting, tearing, ripping at him from the inside, blood and magic alike spurting from his Stomach, even as the Brain and Heart alike beat faster and screamed in their agony, forcing more and more magic to the chamber of blood and acid.

But it was too late. There was an awful noise, a tearing like someone had just ripped off his fur in an earlier life, and then all once magic and blood began to pour into the chamber, feeding the Shadow Demon, giving it strength and vigor. He gurgled as the Stomach died and the Brain roared its outrage.

He would, he would live, he would have revenge, he would kill her, tear her apart, have his revenge.

He would.

And then he would try and recover what was lost, after ten-thousand years of effort was wasted.
--
Fjolla looked at the clearing, covered in tentacles and tendrils and unseeing and saw the meat twitch and undulate as the thing's stomach died, but only the stomach. If it--if he--was really truly dead all the way, the meat should be dying, not simply twitching, bleeding out, rotting and fading.

Meaning it was still alive.

She sighed. "Can't even die without causing trouble, can you?" She cracked her neck and hoisted her ax: the foolish elder thing had underestimated Guzazi Zhuf once, she doubted he would do it again. She might have to put a bit more of her back into killing him this time, rather than letting him do something foolhardy and then punish him for the arrogance.

She ventured deeper into the forest, ignoring the maddened chanting from the abberation.
 
You say that but there will be some dwarf brewer who will literally inspect each individual molecule of his brew to make sure it is perfect. By the time he finishes he is a Living Ancestor.
challenges a runelord to invent molecular rune smithing to inscribe runes of aging and taste and alcohol on each individual molecule of beer in a keg. their life's master work, each keg taking up the lifespan of one runelord to make.
 
Turn 58 Results Pt. 1:
Winning Vote: said:
[X] [Grimgal:] Accept. ✓

[X] Plan: Go all Out ✓
- [X] [Simple] Gronti-Bay: [Cost: any 2 actions] Peerless Production will proc.
-- [X] Hirelings: [Cost 5 Favour with Kraka Drakk] x7. [-35 Kraka Drakk Favor]
-- [X] [Location:] Overtop the Anvil of the Earth: +3 actions to Gronti-Bay. Can use the Anvil of the Earth when crafting.
-- [X] [Scope:] Dedicated General Facility. +2 actions to Gronti-Bay. Every 3 request actions building Monumental Items add 1 extra progress.
-- [X] [Runes:] Do Both. +3 actions to Skaudardrengi. Double reagent cost for Skaudargrengi's Runes (not including equipment). Gain an improved variant of The Master Runes of Waking for monument-scale Gronti that would cost at minimum double the reagents.

[X] Plan: A Crack In The Consternation (Turn 58)
Snorri & Karstah
- [X] [Difficult] Starlight Pt. 1 [1 Karstah AP]
-- [X] Choose: Master Rune of Conduction (Radiant Pegasus Blood + Dragon Essence), Rune of Lightspite (Radiant Pegasus Blood), Rune of Echoblow (Elder Wyrm's Gas Sac)
- [X] [Difficult] Flamedrinking Pt. 2 [1 Karstah AP]
-- [X] Choose: Combo, Flamedrinking: [Rune of Thungni's Presence, Rune of Thungni, Rune of Forgeflame]
- [X] [Simple] Once more with Smelting [1 Karstah AP] [Note: This Smelter is being built near a Waystone near the Anvil]
- [X] Write-In: Talisman, AetherAethyrbinder Pt. 1: [1 Karstah AP]
-- [X] Arm covering made of plates and metal loops linked together by adamant chains that fits over a dwarven arm, either armored and unarmored. Looks like a very sturdy dwarf jewelry and it is marked by knotwork pattern of a forge and the implication of a smith working at the anvil in the background. Rune inscribed near shoulder, below elbow, back of hand.
-- [X] Choose: Master Rune of Purification [T4 Voidstone], Rune of Worldly Warding [T4 Ancient Stone Troll Blood], Ancestor Rune of Thungni [T4 Adamant]
- [X] Aetherbinder Pt.2 [3 Snorri AP, with KKR/BA/Skarren, after ESP]
-- [X] Choose: Combo, Master Rune of Purification (T4 Voidstone) + Rune of Worldly Warding (T4 Ancient Stone Troll Blood) + Ancestor Rune of Thungni (T4 Adamant)

Research
-[X] Extra-Sensory Pt. 1 [3 Snorri AP, before Aetherbinder Pt.2] ✓

Retainers
-[X] Expedition, Grungaldrin [2 Retainer + Industry of the North AP]
-[X] Expedition, The Throng is Mustered [1 Retainer AP] ~✓

Orders
-[X] Order: T4 Elder Storm Wyrm's Brain
-[X] Royal Authority Order 1: T4 Cockatrice's Eye [-15 Kraka Grom Favor]
-[X] Royal Authority Order 2: Slave Wyrm Corpse #1 [-15 Kraka Grom Favor]
-[X] Royal Authority Order 3: Slave Wyrm Corpse #2 [-15 Kraka Grom Favor]
-[X] Royal Authority Order 4: T4 Elder Wyrm's Blood x2 [-30 Kraka Grom Favor]
--[X] Royal Expedite [-30 Karak Ungor Favor]
--[X] Royal Expedite x2 [-30 Karak Ungor Favor] VOIDED
-[X] Royal Authority Order 5: T4 Lightning Oriented upgrade to Stonehorn Horns [-15 Kraka Grom Favor]
-[X] Royal Authority Order 6: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
--[X] Royal Expedite: T4 Ancient Greedy Troll Heart [-15 Karak Ungor Favor]
-[X] Princely Hunting: T4 Ancient Greedy Troll [-15 Kraka Drakk Favor]

[X] [Social:] Nain talking to other Runesmiths about his work expanding the lift.
[X] [Social:] Dreng dueling the Hearth Guard in a friendly spar.
[X] [Letters:] Knowledge about Phoenix King Bel Shanaar [Standard]

━<><><>< 484 A.P. ><><><>━​

It spoke to the esteem that Grimgal and the siblings held yours, and probably moreso Karstah's, opinion that they asked for your permission at all.

After all, when a thirty-five and change meter long Shard Wyrm wants to leave—

—Well actually you could stop it, but you're probably one of the few things that could.

But that's besides the point!

After not that much deliberation, Grimgal has been given leave by King Gloin to volunteer their services in the war against the Fimir.

Which is why you're here, just a ways off from the cheering crowd, to see her and the Throng of Kraka off for yet another season of campaigning with the High King.

Behind Clan Winterhearth's clan companies, surrounded by a coterie of Hearth Dawi, the largest triplet shows no sign of discomfort at the myriad stares and whispers at her presence.

Beside her is Karstah, looking serene and no doubt entirely happy to let the Drakk soak up the attention that she would normally be getting.

A condition of your heir's acceptance was that she come along and keep an eye on Grim for one or two campaigning seasons, to soothe over any friction that may arise from Grimgal being… well herself really.

Still, for all that Grimgal's social etiquette may still need some tutoring, the same cannot be said for her lethality in battle.

There's a baseline level of threat that a Drakk of her size brings to any battle of course, but Grimgal isn't just a thirty-five plus meter long Shard Wyrm. She's also a wizard with two pieces of enchanted gear to boot.

They were Zharrok's Master Works, presented to his Brana teacher as proof of his talent. He had intended to enchant them himself, but Grimgal had ahem persuaded him to let her take charge on that end. Despite his obvious annoyance, he had let the nominally eldest sibling get her way on the condition that he take part in whatever it is she was planning.

If anything that only made Grimgal happier, now that she managed to rope an unknowing fifth participant in her plans.

She had, under your noses, devised and prepared two rituals to enchant Zharrok's work, and had not only convinced Zharrok, but Menlinwen and the two Silverbearers that taught the siblings into helping.

Quite the queer thing, and the set up for a particularly strange joke you think, to watch two Drakk, two Brana and an elf all chanting and standing in a circle.

Neither you or Karstah were able to see it up close; given it was her first ritual, as unlikely as it was, the chance that your presence could deaden the Winds at an inopportune moment wasn't a possibility that any of you even wanted to entertain. Though that didn't mean you couldn't watch at all of course, it just meant you had to do it with a multi-lense contraption that the Engineers Guild made on your behalf from a safe distance.

But even if you weren't able to see the process as well as you'd like, the results could not be denied.

Atop Grimgal's head, radiating literal light as well as Hysh, was a wreath of her upturned spines set into a frame of Gromril wires, accented with silver inscriptions while the largest spines near the ends had had their tips replaced by diamonds. A focus and tool meant to make the casting of spells easier than it already was for her.

Its partner was a mantle of golden spines and Gromril chain that not only did the same for Chamon, but could be activated to harden her already near-Gromril tough body and create a barely visible protective barrrier around her.

Fine works according to Menlinwen and the siblings' tutors.

Wasn't Runecraft of course, but for Zhufokri work it would maybe survive one or two strikes from Zharrgal.

You watch until the Throng is a pinprick in the distance, and Grimgal's light becomes invisible amidst the warm darkness of the Underway.

But you can't stay forever.

There is work to be done.

━<><><>< 486 A.P. ><><><>━​

Lord Klausson requests many things, from his King, from his retainers, from his students, and from the Dawi in general.

But not nearly as much as he provides.

The Gift Giver is beloved and quietly despaired over in equal measure for the very reason he has earned his moniker. For Snorri Klausson does not give the uncountable Dawi whose lives he has changed through his generosity the opportunity to repay their debts easily.

They try of course, oh they try and try, and they largely fail.

Because for every mason and carpenter who agreed to participate and build such a volatile idea as Khazagar because their grandfather was given a Rune-weapon, for every business and merchant that came to and supported Jorri Klausson's ventures because his brother gave their own a new arm, for every Runesmith that shares what he knows because he has learned the secrets of Gromril chain from his teachings…

…for every Dwarf that has tried in some way to repay the Runelord, there are far more who become or are still indebted to him.

Because for every small debt repaid, there are far more that have been incurred at the same time. Because there are more Dawi whose forefathers were given Runecraft by the Gift Giver than there are his projects to participate in. More Dawi who receive life changing prosthetics through the direct and indirect efforts of the Runelord than can work with his brother. More Dawi who have ultimately benefitted from his efforts than can repay whatever he could think to ask of them.

It is safe to say that for every debt Kraka Drakk has repaid, they suffer the misfortune of Klausson's generosity several times over.

So when the Runelord does occasionally provide them that chance, and offers a request that the average Kraka Drakk Dawi can fulfill they quietly and stoically scramble at the opportunity.

After all, its the chance to repay uncounted centuries of owed debts, passed down from parent to child, and more than likely grown since, in an unbroken chain since the Hold's founding. Their holders are all too happy to relieve the weight of such a burden upon their psyches.

They don't quite weep, nor do they cheer, but several hundred Dwarfs will certainly walk with lighter steps in the coming years even as they scramble, negotiate, toil and work to meet the Legendary Gift Giver's demands.

They say nothing when they pass off cartloads of material to the silent and stoic Hearth Guard, nor do they wonder, aloud at least, about what exactly the Runelord could be doing with so much Drakk's blood. Because they remember the times the Runelord has called before; when the walls of Kraka Drakk were raised, when the Foundry Hall received its Pure Gromril Smelters, when the Underway was connected, when Khazagar was built, and so many other smaller occasions, and all that came from them.

These Dawi heed the wisdom of the past, and they trust that the Runelord will take the fruits of their labours and make something beyond their wildest reckoning from them.

━<><><><==><><><>━​

It should feel momentous.

And it is.

But you have already cackled at your success, already shed tears of joy, and basked in the warmth of vindication.

You have known for nigh on a century now that Durin's Consternation was solvable.

What you do now is simply finishing what you started.

The Rune of Windsight you have been using is good, magnificent even, compared to what was possible before.

But it isn't done.

It is not the Second Sight, the so-called Seventh Sense, or whatever other name that the Elgi and Brana use to describe it. Not yet, and you have quietly worked for decades to, if not match the breadth that those two races can perceive, compare to them in the one way you care about.

To sense the Winds, as you have learned over the long decades of research, was not a singular experience. Just as insane and varied as Magic often was, so too are the ways to see it. Examples of individuals who perceive the Winds through any, several, and all five regular senses, plus even some more strange and unique mediums are rampant in your research. And as ever, each and every new account you come across has then been collected, examined and catalogued until you could fill a bookshelf with just the footnotes. More importantly It is a sense that can be trained, honed and refined in the same way a warrior learns to wield an axe, or a miner their pick.

You knew early on that you could not recreate true Windsight with your Rune, but as you learned more you better contextualized the enormity of the work that had to be done. No Rune you know of was capable of growing more refined like that on its own, nor do you think it is even possible when Runes, by their nature, are meant to be static and unchanging. You could empower a Rune, raise the ceiling so to speak, give it more power, but there was a point of no further improvement, and that improvement was always consistent with what the Rune could do. Not the Runes on Barak Azamar, not on Skarrenbakraz, not even the Hammer of Thungni could do it.

Runes did not change over time, they did not grow independently. It was against their very nature.

New synergies and interactions as new Runes were added, new tactics as the user learned and grew, yes, but a Rune that made fire could not grow over a few centuries and make Lava on its own. A Rune could be made to create Lava under the right conditions, yes, but those had to be built in from the beginning even if you didn't know it was there to begin with. There is a limit to be reached, but not surpassed. While you no longer believe it is impossible to do so, given again, your own experiences with Mhorni and the Anvil, those exceptions were all outside forces acting on Runes.

There was simply a point that you had to make a better Rune if you wanted more.

The cost of reliability and consistency was the ability for change and growth.

So that already precludes you from recreating true Windsight, but you could make a kind of Windsight. One that would suit the purposes of the Runesmiths, where what it would lack in scope compared to the more holistic experiences of the other races, it would make up for in universality and consistency. One that was, also, safe.

You hope.

The issue of fidelity and scope had been solved, albeit unexpectedly, from insights you gained from completing the Rune of Heat Sight. Unfortunately that solution had closed off several hopeful, but ultimately unnecessary, features you wanted. For one thing, you could not make a Rune that delivered the same thematic and imagery-based vision of the Winds you knew was possible. You had hoped that you could make a method of alternating between the coloured vision you currently had and the thematic vision you hoped for, but efforts there proved you had to pick between one and the other if you wanted to keep this limited to a Regular Rune. Not even Snerra's Rune of Piercing Sight was this complex, and if that Rune was on the cusp of being a Master Rune then you're dancing on a wire thinner than a beardling's first chin hair.

Though your other discovery made that a bit of a moot point.

For one thing you couldn't create anything that worked with Azyr, and you heavily suspected that this was due to the whole fortune telling nonsense ahem, atemporal nature, that the Sapphire Wind possessed.

Damn sky-watching wazzoks.

And then, if that wasn't enough, the visions you saw in the Winds that you could get it to work for were static and unchanging. Flame for Aqshy, water and plants for Ghyran, animals for Ghur, and so on and so forth, it was always the same kind of vision, the same imagery. You could change the kind of things you saw by tinkering with the Rune, switching to emotions and even strange and horrible little faces that silently screamed at you, but it did not change on its own. Which was, understandably, not that useful.

Seeing an Aqshy suffused rock as a rock with a layer of semi-transparent angry faces superimposed atop it was of no use to you.

You're also unsure if that unchanging nature is because of you being a Dwarf, or the Rune, but until you fixed it, if you even could mind you, it made incorporating such a feature undesirable for the time being.

So that was a wash.

And If that wasn't enough, as you continued to work and improve the Rune, you discovered another limitation.

Like true Windsight this Rune could not be turned off, not without physically removing the prosthetic it was inscribed on from the eye-socket. It wasn't an issue of complexity, per se, or at least it shouldn't be, but every attempt to incorporate such functionality failed. Figuring out why was impossible, but your best guess involved getting too close to the actual nature of Windsight than not, because everytime you added it, the fidelity and accuracy of the Rune took a nosedive that made it little better than your current eye.

So you decided to pick and choose your battles.

But in limitation, you often find creativity.

Without the weight of incorporating anything more than colour vision pressing down on you, you had the metaphorical room to make sure that you had damn good colour vision.

What resulted from those efforts is perhaps one of the most specific and singular applications of the Rule of Form that you've encountered in your life.

There are a few more specific cases, but those were often from failed Runes. Like that one time you made a Rune of Fortitude that could only be inscribed on a very specifically shaped shield as an apprentice.

Your Rune of Windsight had to be inscribed on a Gromril sphere that contained at least 10 different and specifically hued precious stones embedded within it. The first eight were understandable enough, one for each of the individual Winds, but the latter two were their own mystery. You're fairly sure that they'd there for Dhar and Qyash respectively, but that made no sense. You shouldn't need entire new gems to see what, in Elven theory at least, is simply the failed and successful way of mixing multiple Winds of Magic together, and yet the Rune demands it.

But those inconsistencies aside, those limitations aside, those challenges aside, you have done it.

Windsight.

Durin's Consternaton, and the spectre that has hung over your Guild since its inception, is ended.

You need only make it.
━<><><>< 487 A.P. ><><><>━​

The Runelord pulls the ingot out of the forge, orange hot, and onto his anvil. His furrowed gaze is solemn and contemplative, examining the work to be in his mind.

He looks down at the two hammers to his side. One is the Hammer of his Ancestor, the other is his hammer, a tool that has proven its worth.

Fingers hover over the Hammer of Thungni, tentative, before they move and grasp the hilt of the second hammer.

Much as it may make sense to use the former, sentimentality drives him to wield the latter.

The work began with Zharrgal, it shall come to an end with it.

He raises it high, the head coming alight with Aethyric fire, energetic and eager, then slams it back down onto the ingot.

It takes three blows to form the half sphere from the Star Iron. Perhaps the Ancestor's work would be faster, but he is in no rush.

He looks down at the sphere, eyes squinting critically as his mind examines everything in detail.

Then he nods once, satisfied by what he has seen.

Zharrgal swings downward once more onto unyielding metal and forces it to obey.
Power Flows
He is honouring his craft by making a piece of art. And make no mistake art is his craft, for all that its medium is so often wonder and metalwork. And here is no finer example of it, for it represents more than his individual labours, more than his beliefs and thoughts.

It is a story.

One who's first pages were written by a great man long before his birth that was sadly left unfinished, but by fate and chance was carried past his loss, hurtling forward through time and the hands of countless others...

Until it came to him, the one that circumstance had left situated to do what others that were equally and more talented could not.

The artist tasked with finishing the work of another.

To make a memorial and tribute worthy of the First.

The end of this story, his story.

And the beginning of another.
Will guides it
Again and again, he hammers ceaselessly and unerringly, centuries of experience and talent brought to bear to bring the creation in his mind into reality.

It is the answer to an obstacle encounterd by thousands.

It is the dream of hundreds, once doomed to remain unfulfilled.

It is the death of one, and the sorrow of two.

It is a Consternation.

At last soothed.

It deserves to be done justice.

Joining the clang of metal and the roar of flame, the words of a chant of his own devising escape his lips in a low, sonorous, timbre.
Let song remind you
"In honour of Lost Durin, Ancestor and Firstborn of Lord Thungni. Strike the Gromril thus..."

━<><><><==><><><>━​

Around them the sounds of battle ring like the caretaker's dinnerbell. The stench of blood, the cries of her foes/challengers, rouses the beast like little else has, but they wrestle it back into submission. Her crown flares with Diamond light, banishing darkness and making the neverborn cringe and shriek. By happenstance, she, Caretaker/Mother and the Hearth Guard/Wardens have found themselves beside the High King. Out of the corner of her eye she sees Azamar/Eternity shines brilliantly, unceasingly, entirely unconcerned with the world around it.

"Storm the walls my kin! Khazuk-Khazuk-ha!" The High King/Eldest roars from atop his Throne. "I have wagered a fine tankard that it will be Dawi boots that stand atop those walls first, and I shall not be denied my drink!"

The throng roars back in affirmation, the weight of the Ancestors' gaze pushing them onwards.

She pays none of it any mind.

Another roar, different and wretched, counters the shout of the Dawi and draws her attention. A pair of crippled things, what they were once destined to be/the fate they denied, were prodded and ordered to stand in her way.

It is an affront/abomination/prey and it angers their pride that any would think it would pose Grimgal any challenge at all.

A trio of minds come together, and unity is found in anger.

A lance of burning light spears the first Slave Wyrm through the heart, killing it instantly. A second, smaller lance, decapitates the Fianna rider that was crushed under its falling bulk.

Grimgal roars in victory, her roar joining the cacophony of noise.

Girded in the gifts of her littermates/brothers and wielding the fruits of their talent, they will show them death.

"Snorrisdottir!" The High King/Eldest shouts down at Caretaker/Mother, "A fine showing from your drakk! But It won't do for the Son of Grungni to get shown up by my subjects so easily though! Thronebearers, keep my seat warm for me now!"

He stands up from his seat, hammer and Axe/Doom/Death in each hand.

"Keep up if you can!"

Azyr coils around the Dwarf like a cloak, and with a shout he raises his weapon skyward, disppearing in a bolt of thunder.

Within them, the beast snarls.

"Grim…" Caretaker/Mother warns.

Above her the cry of dragons, the winged annoyances who look down upon her, ring out, adding insult to injury and flaring her temper. Insults, so many insults and challenges that must be answered with proof of her superiority.

She chooses to release her frustrations in a productive way, opening her mouth and allowing the Hysh to coalesce.

━<><><>< Khazalid Trivia ><><><>━

Zhufokri - "Current/Torrent Craftsman"/Mage
Zharrgal - Golden Fire
━<><><>< Gain ><><><>━

Snorri
- Gronti-Bay complete! Skaudardrengi Pt. 2 unlocked!
-- A facility dedicated to Monumental scale construction, not quite building, but well beyond even a Gronti.
-- -35 Favours with Kraka Drakk, new totals: (calculated below)

- Extra-Sensory Pt.1 complete! Extra-Sensory Pt. 2 unlocked!
-- Rune complete! Rune of Windsight: (see below)
-- Revealed in Turn 58 Results Pt. 2
-- +1 Progress to The Secrets of Light Pt. 3a Utility, new totals: [Cost: (4 -1) = 3 actions]
-- +1 Progress to The Happening of Things, new totals: [Cost: (8 -3) =5 actions]
-- Master of the Odd [7/15] > [9/15]

Karstah

- +3 Progress to Drakk Rearing, new totals: [21/? actions]
-- Grimgal, length: 36.5m by 493 A.P.
— Her growth is still terrifying to behold. She'll break 40 meters sooner rather than later at the current rate of growth.
— By far the toughest of the three, and Zharrok's creation have allowed her to better use her magical talents.

-- Zharrok, length 31m by 493 A.P.
— Spines lengthening the most by proportion, and unevenly so.
— Greater dexterity than the others, likely from training.
—Has finally made his Master Work(s). Zharrok had intended to enchant it himself, but Grimgal persuaded (read bullied) him into letting her do it instead. The enchantments are not as good as Runes of course, however Menlinwen says they are well made for one who has only so recently begun their journey wielding the Aethyr.
Zharrok (and Grimgal)'s Epic Creation of Note, Wreath of Light
---- A wreath made to be worn around the head, with the main Gromril structure obscured by the forest of upward pointed spines that Grimgal donated. The spines all glow softly with Hysh, and the largest spines, placed close to the ends, have had their tips replaced by Diamonds.
---- It increases Grimgal's ability to wield Hysh, as well as naturally collecting it.
---- +10 Bonus to casting Light Magic, further +10 Bonus to casting Illumination Spells.

Zharrok's (and Grimgal)'s Epic Creation of Note, Mantle of Metal
---- A mantle made of gold forged into the shape of Shard Wyrm spines connected by links of Gromril chain, with the largest at the center over the wearer's chest and growing smaller the farther from the front they get.
---- +10 Bonus to Combat and casting Magic. When active, spines are hardened and take on a golden sheen while barely visible golden barrier covers the wearer's body

-- Izgrom length 31.5m by 493 A.P.
— Spines lengthening as well.
— Claws haven't grown as thickly as his siblings, thin and more ductile but still as durable.

-- The increasing dimorphism between them is notable but not a cause for concern right now.

New Runes/ Combos
- Rune of Windsight [Engineering, Prosthetic]: Must be inscribed on items with at least 10 different flawless gems. Items inscribed with this Rune always provide one form of Windsight. Viewing the Winds of Magic as multihued threads of energy superimposed over everything in their field of vision.

Retainers
- +15 Former Valkyrie Guard recruited, new totals: x25
- +8 Masons of Grungni recruited, new totals: x13

23+ 169 =192/240 +1 retainer action

Losses to be calculated.

Khazagar
- [Mid 484] The sheer number of Runesmiths has apparently done the opposite of what you expected. Contests are clogged with contestants, and stores are running empty of reagents. Good problems to have, but problems are problems! Bah. Nothing's getting done with all these dunderheads about. Still, through sheer numbers alone more Runecraft is being made, if not to the same level of efficiency as expected.

- [Early 485] Skalla Honestheart's presence has drawn several other bird-hating Runesmiths to the Hold. These Dawi, united from across any and all spectrums have deemed themselves to be wronged by the Changer, and come to learn Runes that spite it in turn.

Orders
- +1 [Tier 4] Ancient Storm Wyrm's Brain, arriving Turn 60
- +1 [Tier 4] Elder Dragon Ogre Shaggoth's Heart, arriving Turn 59
- +1 [Tier 4] Medusan Cockatrice Eye, arriving Turn 61
- +1 [Tier 4] Ancient Greedy Troll's Heart, arriving Turn 59
- +2 [Tier 4] Elder Wyrm's Blood, arriving Turn 59
-- Item Order Expedited x1 times

- [Tier 2] Slave Wrym Corpses x2 yields
-- +8 [Tier 4] Elder Wyrm's Blood, new totals: x18

- [Tier 4] Ancient Greedy Troll corpse x1 yields
-- +1 [Tier 4] Ancient Greedy Troll's Heart, new totals: x5
-- +2 [Tier 4] Ancient Greedy Troll's Blood, new totals: x6

Favour and Standing
- -60 Favours with Karak Ungor, new totals: 120

- -50 Favours with Kraka Drakk, new totals: 40

- -90 Favours with Kraka Grom, new totals: 110

- +1 Standing, with Kraka Ornsmotek, new totals: Standing 10, Favours 75
-- Standing Bonus received! Standing 10, Here be Monsters: Reduce turn timer on native Far Northern Monster orders by 1. (minimum 1)
— Ex. Trolls, Frost Wyrms, Chimaera, etc. If unsure, ask.

- +1 Standing with [Region] The Far North, new totals: Standing 10
-- Standing Bonus received! Standing 10, Paragon of the Peninsula: All [Region] Far North favour is now interchangeable. All individual Far Northern Hold favour converted to "Far North" favours.
-- [Ancestor] In the event of Snorri Klausson's death, he will be honoured as a Minor Ancestor God in the Far North, a source of pride and wisdom that all Norscan Dwarfs will remember until the ending of the world.

Trait(s) Gained/Upgraded
Snorri

-- Master of the Odd [7/15] > [9/15]

━<><><><==><><><>━​

AN: Hey gang, have a doot. Earlier than I thought, but I think several of us need a bit of fun today. Hope you enjoy, as always don't forget to C&C. :^)
 
Last edited:
She chooses to release her frustrations in a productive way, opening her mouth and allowing the Hysh to coalesce.
Thats right Grim! Shows those stuffy Elf Drakks whos boss!!!
-- [Ancestor] In the event of Snorri Klausson's death, he will be honoured as a Minor Ancestor God in the Far North, a source of pride and wisdom that all Norscan Dwarfs will remember until the ending of the world.
And oh dang so this is what tier 10 relations in the far north will get us, Minor Ancestor Godhood. You know we have it so Snorri will walk his own path and not one already walked by his Ancestors and I feel doing so is going to get Snorri to become a proper Ancestor God one day. If of course he doesn't get killed before that now.
 
Soulcake are the runes suggestion still open or would you prefer me to wait a bit to have time to deal with the second rune list before i pump up a third ?
 
Back
Top