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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. :^)
 
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Way it seems to be is that Runelords who are a part of it can be spread out all over the place and really only use Thunder Mountain for meetings, or possibly things we aren't privy too yet. Kraggi for example is the Runelord of Karak Drazh and I don't figure he'd leave often, barring one of the Ancestors calling.
Well with proof of adamantite done hopefully they're on the start to maybe considering offering Snorri an invitation in a few hundred years...

You know when he's proven himself.
 
I don't think it can. Even the Translation Torque the Ancestor Gods made for the King of the Skies, which was made of Adamant, only had three Runes on it.
The ancestor gods are also very hands off. They'll sprinkle bits of possible knowledge for future dwarves to find, hence the adamant. But straight up making something with 4 runes? It'd damn near force every runelord into figuring out how they did it, if it got out.

And I can't see the Ancestor Gods wanting to do that right now, during the invasion. Runesmith, Rune Lords and so on are needed to contend against the daemon shits, especially up North where word of the torque would get out.
 
I had an idea.

More than the axe or the hammer, the pick is the tool with which one breaks the earth, breaks rocks, breaks mountains.

Why not apply a Master Rune of Smiting (coming from a Stonehorn whose charge breaks the mountain), a Rune of Cleaving (with which one destroys rock) and a Rune of Might (with which one fells the large and giant) on the pick of the Miner? Someone suggested the combo already as "Obliterator" but I think "Mountain Crusher" or some other name dealing with destroying large natural structures born from the earth to be more fitting. Improve its weapon AND its tool of tunneling?

Actually, since the pick is already constructed, how many actions would it take to apply three Runes to it @soulcake ?
 
I had an idea.

More than the axe or the hammer, the pick is the tool with which one breaks the earth, breaks rocks, breaks mountains.

Why not apply a Master Rune of Smiting (coming from a Stonehorn whose charge breaks the mountain), a Rune of Cleaving (with which one destroys rock) and a Rune of Might (with which one fells the large and giant) on the pick of the Miner? Improve its weapon AND its tool of tunneling?

Actually, since the weapon is already constructed, how many actions would it take to apply three Runes to it @soulcake ?
Oooooooh that has serious synergy. Write that up as a Write in and I'd go for it after we finish the Banner and the Sky King's armor.
 
So when are we gonna make Snorri a armor and weapon of Adamant?
5 or 6 turns. That's how long it'll take to build up 6-7 ingots of adamant which should be enough to fully outfit Snorri. If we just want armour it'll be 2 turns til we have our third ingot so the turn after we can make his armour.

So, 3 turns for just the armour. 2-3 turns after that to make full war regalia out of adamant as needed.

That's if we use the adamant solely for Snorri instead of using it to make something else in the next couple turns.
 
5 or 6 turns. That's how long it'll take to build up 6-7 ingots of adamant which should be enough to fully outfit Snorri. If we just want armour it'll be 2 turns til we have our third ingot so the turn after we can make his armour.

So, 3 turns for just the armour. 2-3 turns after that to make full war regalia out of adamant as needed.

That's if we use the adamant solely for Snorri instead of using it to make something else in the next couple turns.
It's probably going to be like after turn 25 given what we are dealing with and could vary wildly if we need to use Adamant for anything else.
 
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Speaking of Snorri's gear I would like to make all of, or most of anyway, his loadout geared toward being an anti-caster.

His natural dwarven anti-magic aura is already super strong giving him the trait;
"Winds Dispersed: All Enemy Spells will suffer -15 automatically if Snorri takes the field, -25 to roll is Snorri is actively trying to dispel it."

With this I figure we could give him a set of armor, a cloak (Banner), and a talisman that all have the Rune of Sanctuary which increases the potency of a dwarfs natural anti-magic aura making it a combo of combos that makes all enemy Spell casters weep.

Armor: Master Rune of Gromril, Rune of Sanctuary, Rune of Spell Breaking
Cloak: Master Rune of Valaya, Rune of Sanctuary, Rune of Spell Breaking or Rune of Sanctuary
Talisman: Master Rune of Purification, Rune of Sanctuary, Rune of Spell Eating

Overall a set that makes enemy casters just unable to function. Let warriors like Otrek take on the physical threats of the enemy while Snorri takes on the more esoteric threats.
 
Wonder if we could discover the Master Rune of Adamant before we make this armor. Given Adamant's properties in resisting magic, it seems like the kind of thing that would give a boost/combo.
Yeah. I'm just using what we know right now. Honestly in that set the one I'm most interested in is a Cloak/Banner with Master Rune of Valaya, Rune of Sanctuary, Rune of Sanctuary.

The Rune of Sanctuary amplifies a dwarfs natural magical resistance and so does the Master Rune of Valaya as well as just straight negating magic. So this would be a Runic item completely dedicated to magnifying dwarven anti magical auras. And because it's a Banner it would effect all of the dwarves in a large aoe which would have interesting effects indeed.
 
Speaking of Snorri's gear I would like to make all of, or most of anyway, his loadout geared toward being an anti-caster.

His natural dwarven anti-magic aura is already super strong giving him the trait;
"Winds Dispersed: All Enemy Spells will suffer -15 automatically if Snorri takes the field, -25 to roll is Snorri is actively trying to dispel it."

With this I figure we could give him a set of armor, a cloak (Banner), and a talisman that all have the Rune of Sanctuary which increases the potency of a dwarfs natural anti-magic aura making it a combo of combos that makes all enemy Spell casters weep.

Armor: Master Rune of Gromril, Rune of Sanctuary, Rune of Spell Breaking
Cloak: Master Rune of Valaya, Rune of Sanctuary, Rune of Spell Breaking or Rune of Sanctuary
Talisman: Master Rune of Purification, Rune of Sanctuary, Rune of Spell Eating

Overall a set that makes enemy casters just unable to function. Let warriors like Otrek take on the physical threats of the enemy while Snorri takes on the more esoteric threats.
Personally I'm not that keen on replacing the cloak due to sentimental reasons and value and I think that thematically there's actually some support for Daemonward to mess around with casters if they are Daemons because it wards against them. Additionally if the enemy caster is a Daemon if Snorri loses a battle roll against such a caster he can have a chance to reroll it.

From a more rune specific perspective the Rune of Sanctuary is also present in the Daemonward combo as it is with your other suggestions, so there is some connection there.

Now in terms of your cloak suggestion I think it'd do something to make him super resistant to magic attacks aimed at him if we used the Rune of Spell Breaking. It'd likely make a Runic Combo, so it is a very good idea but I think we have something that works as is and has character history and may still work for a set bonus. Effectively saving some time.

The Talisman because it's using the Master Rune of Purification is rather similar to both the Conversion combo and the Adamant Maker combo. The Master Rune of Purification channels an immense amount of magical energy in order to force the Gromril to become Adamant. During the process of its discovery Snorri likened it to the rune of Spell Eating.

You don't know how long it's taken you, but you've created two prototypes that you've put inside the warded room you made to handle Master Rune experimentation. Both are based on the original Runic Array in the protected room you're standing in rather than the weakened form of your talisman. They are still weak compared to that potent array, and the area they can affect is pathetically small, but they are both stronger than your amulet; strong enough that they need to be stationary to work. Ignoring all of that, the one to your left is an otherwise lightly-modified version of the array. Instead of waiting for the magic to occur it is meant to draw it out of the metal instead. The one to your right is a slightly different story.

Replacing the Rune of Spelleating is an entirely new and different Rune. One you were inspired to create by the persistent memory of your ghostly pick striking the meteor. The shape, from what you can tell, is derived from the Rune of Spelleating but clearly different in a myriad of ways. You don't really know what it will do, you have an idea, a hunch, but no concrete proof.
The array on the left is one that blew up the bar, but the right hand side which eventually became the Master Rune of Purification worked.

So the Master Rune of Purification is a derivation of the Rune of Spell Eating and like the Purification rune the Rune of Spell Eating is about taking in and transferring magical energy. That's what it does in the Conversion combo. So I'd conclude that the Adamant Maker combo is only in effect, a derivation of the Conversion combo, which is supported by the research process we went through and how the Adamant Smelters are reminiscent of the static Conversion combo used to set our workshop up for Master Rune experimentation.

It is a painstaking effort that forces even you to speak this Rune's chant to aid you, only having ever done this twice before.

It was one of the earliest universal Runic combinations that every Runesmith who held the rank of Master or higher was taught, if only because it was needed to experiment on the Master Runes safely.

In function it was the basis for your talisman, turning magical energy into a shield that in this case defended the room it was inscribed on.

In reality these were the originally discovered forms of the Rune of Spelleating, Spellbreaking and Warding found by Thungni. A work so potent that it put the portable array you were taught and inscribed on your amulet to shame. Within a space of a certain size, this Rune array would consume the energy of a Master Rune's magical feedback and turn it into a self-sustaining shield that was meant to contain the explosion itself by eating the magic and converting it.
The passage where this static Conversion form is brought up.

The point of all of this is that I think the Master Rune of Purification is effectively an incredibly souped up form of the Rune of Spell Eating that does something different with the energy involved, so a better rune set up to get what you want in my mind would be using the Rune of Spell Breaking in the talisman. Rune of Sanctuary and Rune of Spell Breaking are both about resisting magic after all, even if they go about it through different means.

So in effect what I'm suggesting is:

Armor: Master Rune of Gromril, Rune of Sanctuary, Rune of Spell Breaking
Talisman: Master Rune of Purification, Rune of Sanctuary, Rune of Spell Breaking

And using the Cloak we already have. To be clear all I'm saying is that I am reluctant to set it aside, because it works very well and has character history and may possibly create a set bonus, but there are theoretically ways to set it aside and maintain that sentimentality. Among other things its possible to make these Armor and Talisman's and then see if the Daemonward cloak makes a set bonus with them. In my mind that basically makes it less of a binary. Even by itself your Cloak idea is interesting and I think has promise. If we went with a rune of Spell Breaking on the Cloak, and the Talisman and the Armor, that'd be three different instances of the rune on Snorri which I can only assume means he'll chuckle at most magical attacks as they do squat to him.

Your talisman idea as well might have an interesting effect of the Rune of Spell Eating feeding more power to the Master Rune of Purification, which is probably why you included it, and end up doing something subtly different than if we used the Rune of Spell Breaking so its worth checking out.

All in all I like the idea behind the suggestion. And I think we can poke these without using up our mats because of this:
Research doesn't consume mats, but what it rewards you with can, and in this case will, need resources to make.

No comment on doing voidstone research beforehand
Unless @soulcake you were conceiving of the Combo Tester as using up mats during the process of testing Combos.
 
Creations of Note
Grungni, God of Mining and Father of the Dwarfs
- Legend and myth is the work of the Smith
━<><><>< Creations of Note ><><><>━

━<><><><
Weapons ><><><>━
Zharrgal:
Here
As long as your forearm, the Azrilwutroth handle is bound with rings of Adamant that sparkle with socketed sapphires, the wood itself carved with beautiful knotwork patterns. The grip is a fine cut of Shardwyrm skin, the natural crags and lines in the skin oriented to provide the greatest amount of grip. The tool's head is a piece of solid Adamant, on both of the hammer's sides are depictions of Smednir and Thungni carved in exquisite detail respectively, their eyes brilliant Amber and Sapphire accordingly, their beards silver and their Runes marked out on their helms. The rest of the head's surface is covered in knotwork. On the hammer's flat striking face the Master Rune of Conduction burns brightly. When being used the hammer's handle pulses with energy, travelling upwards until the head is covered in mystic teal-gold flames. When used as a weapon flame grows more golden, and when used as a tool the flames burn more teal.
- Combo, Makerstrike +:[Master Rune of Conduction (Elder Magma Dragon's Blood), Rune of Smednir (Pure Gromril), Rune of Thungni (Adamant)] [The weapon sends blows that sunder armour and, if charged for long enough, can melt even Gromril, the user can strike the earth and either call forth a small crack in the earth that spews lava or send out a wave of mystic flame that burns their foes. The tool follows the bearer's will, guides their blows so that imperfections are removed entirely and their work endures for as long as possible. Runes struck with this hammer draw from the ambient magic of the world in its totality, lasting far longer and recharging more quickly than standard.]
- Chaosbane
- Trollbane
- Touched by the Earth:
It drinks deeply and greedily from the power that Barak Azamar releases. When used in conjunction with the armour, the weapon's abilities are greatly empowered, where the tool strikes with such heat and ferocity that no Forge is needed to heat the metal and tempers the item exactly as the wielder wishes. [Turn 44 Onwards] When the wielder strikes the earth with the hammer they can now choose to mold and shape the ground and rock in a radius around themselves.
Notes:
- [Turn 45 Onwards] The handle has been replaced with a haft of pure Adamant decorated to emulate the original.
Troll Slayer:
Here
A two-handed, single-bladed greataxe, it's head decorated to look like a falling meteor starting from the head and trailing into the buttspike, and stained Wutroth shaft decorated in swirling silver knotwork studded with sapphires and handle wrapped in Troll leather. A weapon fit for the greatest of kings, a weapon that has crowned and served one for well over a century, and his line forevermore.
-Combo, Meteorfall: [Master Rune of Conduction, Rune of Might, Rune of Impact]: Its blows fall like Comets into the earth, sundering all in its way.
-Trollbane: Made by Snorri Gift Giver, this weapon holds a part of that most Legendary Runelord's terrifying aura, sending chills down the spine of things too dumb to feel it otherwise and cutting through them all the faster.
Dragon's Spite
Here
An intricately carved bolt thrower bolt, the dragonbone shaft is engraved to appear like a Wyrm's breath. Reinforced with a core of Pure Gromril, and capped off with an adamant bolt head, the tip glowing like a dragon's breath from the Runes engraved on it.
-[Master Rune of Currents+, Rune of Frost +, Rune of Grudges (Empty)]
-Trollbane

━<><><>< Armour ><><><>━
Barak Azamar
Here
More than a suit of armour, it is the greatest thing you have made and likely will make for centuries to come. Layers of silvery-white plate that shine like snowbanks in high noon overtop the craggy stone underlayer of Haruzrildrakk's hide and glimmering shirt of Gromril Chain in between. The fine angular knotwork and use of material evoking the image of a snow-capped mountain, ageless and unbreakable before time and nature. The Wyrm Hide undersuit thrums, the cracks and crevices between the stonelike plates which had lain inert now live once more, lines of dull light pulse teal, the waves travelling outwards from the chest plate, perfectly in tune with your heartbeat.
-Combo, Mountainsouled +: [Master Rune of Unyielding (The Greedy One's Heart), Rune of Fortitude, Rune of Stone] User is tireless and unbreakable. The Runes can be activated, turning their skin and body to into something akin to a living statue or Gronti; their skin takes on a stonelike appearance and is as tough as Gromril, their bones Adamant, and their blood magma and molten metal. They become as durable as a Gromril statue, with naught but the most terrible blows enough to wound them before their molten blood flows over and restores the injury to pristine condition. At this point, it's more accurate to treat the combatant like a Gronti than a regular Dwarf, an unbreakable bulwark that must be answered lest it wreak havoc amongst the enemy or a powerful entity capable of facing the strongest foes the enemy can bring to bear. An odd ability to consume rocks and ore.
-Chaosbane
-Trollbane
-Conduit of the Earth: ??? The Oldest Magics, nai the Oldest Forces on the planet fill the armour, pulled forth by the heart of something that could never be satiated. The eternal energy of the ageless living earth flows like water through a channel carved in the stone and into the wearer.
-- Items and Runes made while wearing Barak Azamar will instinctively draw from the deep magic of the earth as easily as they do the winds, improving their longevity.
-- Arcane Fulcrums in range of Barak Azamar last longer and are more potent than they otherwise would be. Being better able to draw upon the wealth of energy below the earth as well as above for both good and ill.
-- [Turn 44 Onwards] [With Skarrenbakraz]The user can create an earthen shadow of themselves, seams of magma fill the multitude of crevices and cracks that cover its surface while a pair of Ruby eyes glow with magical light. The construct is capable of following orders and is inert unless commanded. The only times it moves of its own accord are when it is in battle, shielding the wearer from blows, covering its blindspot and essentially acting as an, admittedly slow and unwieldy, extension of their will. The construct, if given enough energy and time, is capable of altering its size or regenerating from the surrounding earth and rock should it be destroyed.
Stormwrath
Here
A set of Pure Gromril armour so massive that an entire Clan could equip themselves with Gromril weapons from the amount of metal used. Each individual plate is enough to beggar any but the eldest and richest dwarfs of a Hold, fitted to provide maximum mobility as well as protection. On their surface, intricate reliefs of historic events and titanic battles foundational to the Branakroki are inscribed with breathtaking detail. Emblazoned across the chest plate, the largest relief depicts the death of dread Kholek Suneater, eldest born of Krakanrok the Black. His mighty horns adorn the suit's helm, serving the bearer instead of their original owner. Beneath the intricately detailed set of heavy metal, an underlayer of crackling leather connects the joints and sparks with bolts of lightning. When worn by the King of the Skies, the tempestuous winds blow strong enough to deflect projectiles and can grow to cover armies, the lightning bolts and hale become an unending torrent of death and power.
-Combo, Stormfront +: [Master Rune of Blizzards, Rune of Lightning, Rune of Grungni.]The bearer is enshrouded in all-concealing layers of swirling, tempestuous winds that automatically, or on command, spit out bolts of lightning and shards of frost as thick as a dwarf's arm.
-Fear: Dragon Ogre Shaggoths
-Terror: Dragon Ogres
-Chaosbane
-Trollbane
Wyrmguard
Here
The armour gleams brilliant silver. Etched so that the plate evokes the image of a dragon with decorative scales and horns made of Silver overtop the Adamant armour. Within each scale, written with incredible detail, are the names and deeds of the Lords of Clan Ironarm from their founding millennia ago. A living reminder of the proud lineage the Bearer carries on. Many of the scales lie empty, ready to receive new deeds as and names as the armour will doubtlessly be passed down for generations to come. The Runes on it glow a brilliant teal, and if one looks closely enough, a shimmering field of energy extends just a hair's breadth away from the bearer, enveloping them entirely.
-[Master Rune of Gromril, Rune of Preservation, Rune of Sanctuary]
-Trollbane
Drakeplate
Here
The armour of the Heir of Kraka Drakk, this pure Gromril armour glimmers brilliantly, outshined only by its Kingly companion. Decorated in much the same fashion, with Dragonbone scales meant to be etched with the names of the heirs of Clan Ironarm and their deeds done before taking up the Crown of Kraka Drakk. The Runes on its surface glow fiercely, protecting the bearer from harm.
-[Master Rune of Gromril, Rune of Preservation, Rune of Valaya]
-Trollbane

━<><><>< Banners ><><><>━
Skarrenbakraz
Here
A hooded cloak formed out of a Shaggoth's hide, attached to your armour by a large piece of Adamant. The plate is made of three distinct segments, stylistic clouds frame the individual Runes carved onto each of them, the Runes of Fury and Lightning border the Master Rune of Grungni glowing brightly in the center. The outside of the leather cloak is dyed crimson, edged with the finest Brana Down. A scale mail sheet made up of thumb sized Adamant Scales is layered overtop the leather, intricate depictions of Dawi, and Branakroki going about their lives is carved with painstaking detail onto each and every stone. Creating a mosaic of images that some swear move and act as if they were alive; Gemstone eyes flashing as if blinking, clouds moving like they were real, figures walking from one scale to the next. Nonsense really.
- Combo, Storm Mantle +/Tempestuous Domain: [Master Rune of Grungni (Oathgold), Rune of Lightning (The Suneater's Brain), Rune of Fury (The Sky King's Crest Feather)] The user is surrounded by a mass of hurricane-force winds and blackened thunderheads. Lightning bolts frequently shoot out from the formation to destroy projectiles and strike at nearby foes. The user is able to control all aspects of the mantle with their mind. Being capable of molding the roiling storm around them like a Master Potter does clay, creating ephemeral fog or clouds so thick that they are practically solid. Their mastery of Lightning is just as precise, having such fine control that they can control the output and form of the lightning striking their foes should they choose to.
- Chaosbane
- Trollbane
- Soul of the Earth
- Touched by the Earth:
[With Barak Azamar] the banner's abilities are greatly empowered and can be cast even more frequently. Barak Azamar's earthen construct is similarly affected, becoming an amalgamation of black, rumbling thunderheads, rock and metal with molten metal eyes and weapons seemingly crafted from lightning and fire. The upgraded construct is capable of a whole host of abilities and can better follow the user's orders. When not being commanded, it will follow the user, acting as a second shadow that mimics their every move. This shadow shares all the benefits of the user's current equipment.
- Fulcrum Forged, Storm Born: ??? Created at a confluence of the First Storm of Magic, upon an Arcane Fulcrum, and while wielding Barak Azamar, the item positively thrums with an incalculable level of power. That there are consequences to this is almost certainly undeniable, but what they fully are remains to be seen.
Silver Wyrm Banner
Here
A great banner of Wyrmhide upon a pole of Silver Wutroth which itself is strengthened by Pure Gromril. Etched into the dragon hide banner is a grand saga retelling the death of the Great Icewyrn, posthumously named Skozulladrakk, the Frozen Death, at the hands of Otrek Ironarm, King of Kraka Drakk and the King of the Skies, Lord of Griffons. The banner shimmers with energy, almost like a layer of crystal clear ice overtop the hide itself.
-Combo, Ancestral Aegis: [Master Rune of Grungni, Rune of Valaya, Rune of Spellbreaking] [Magic cast at the formation bearing this banner will be diffused, broken down and used to power a swirling field of Runic energy and wind that can withstand even the most ruinous of blows from sources mundane and magical, and burns the daemonic.]
-Trollbane
Drake's Mantle
Here
One of a set of cloaks made by Snorri Gift Giver for the Heir of Kraka Drakk. A pure white piece of dragon hide taken from an Elder Icewyrm. The cloak emanates a chilling Aura even when not active, crystals of frost forming at its Gromril plated edges. The crystals it forms growing densest around the Runes inscribed on its center.
-Combo, Hailmantle +: [Rune of Frost, Rune of Parrying, Rune of Sanctuary] Quenched in the blood of an Elderwyrm this cloak creates a whirling blizzard of ice around the bearer and their companions. The frozen winds it generates blow fiercely, slowing enemies and outright freezing lesser foes, all while it protects the bearer and their allies with the ferocity of a blizzard in deepest winter.
-Trollbane
Wyrm's Hide
Here
One of a set of cloaks made by Snorri Gift Giver for the King of Kraka Drakk. The white of the hide is stained in soot. Greying it slightly, making the leather look older and giving the craggy piece of hide the appearance of stone. It emanates a minor aura of heat even when not active, some claim they see embers spark off of its surface or even a small tongue of flame.
-Combo, Pyrestrike: [Rune of Grimnir, Rune of Burning, Rune of Impact] When activated, a swirling sphere of fire and heated air creates a protective layer around the bearer and their allies. Detonating in an explosion of energy and flame on command, or when hit with sufficient force.
-Trollbane

━<><><>< Talismans ><><><>━
Aethyrbinder:
[Here]
An articulated piece of jewelry/arm brace meant to go over a dwarf's bare or armoured arm without impeding movement. The three Adamant plates, connected by rods and links of Gromril chain, bear the Runes of Worldly Warding, Thungni and the Master Rune of Purification.
Surge Protector [Master Rune of Purification [T4 Voidstone], Rune of Worldly Warding [T4 Ancient Stone Troll Blood], Ancestor Rune of Thungni [T4 Adamant].]
By the Hammer of Thungni: Made with Karaz-Kazak-Rhun, the weapon can recharge with Deep Magic and its Runes are almost immune to passive wear and tear and are very resistant to mundane and magical sabotage..
Touched by the Storm: [With Skarrenbakraz] the wearer can concentrate and channel the volcanic ash storm through the Adamant plates, or convert ambient Aqshy and Chamon into yet more ash.
Touched by the Earth: [With Barak Azamar] the wearer can direct Deep Magic collected by the item into whatever Rune they physically touch, recharging it four times faster.
Echoes of the Anvil: Aqshy, Chamon and Hysh are more easily drawn to this item than what would be usual.
Soul of the Earth
Trollbane
Chaosbane
Wyrmheart Amulet
[Here]
A large round Hearthstone is embedded on a Dragon's bone. Attached on either side of the central piece are two Dragon's claws engraved with Pure Gromril filigree, the broach is held by a sturdy silver chain. Staring at the gem is said to remind the looker of fond memories and feelings of home.
-Combo, Hearthward: [Rune of Valaya, Rune of Warding, Rune of Furnace] The central stone is engraved with this Runic combo, emanating an aura of warmth and invigorating the bearer. Strengthening and fortifying their vitality and warding away disease and sickness.
-Trollbane
Rik Hunken
[Here]
The wyrmhide belt is tastefully decorated with materials native and unique to Kraka Drakk. Three plates of Adamant, each bearing a Rune bordered in silver knotwork studded with Sapphire, serve as it's buckle. Segmented plates of Pure Gromril cover the wyrmhide, on each individual plate scenes of life, people and events of importance to Kraka Drakk are faithfully rendered in the metal with the help of fine silver and a multitude of incredibly small gems. Tiny, precisely cut Hearthstones, Dronril and Sapphires serve either as sources of light or the eyes of Dawi and Brana etched masterfully in the Pure Gromril. Ancestor badges of Clan Ironarm and depictions of Grimnir Himself are present on the pouches, flask and axe holsters that purposefully break up the belt's otherwise uniform surface.
- Combo, Relentless Pursuit +: [Master Rune of Wandering, Rune of Impact (Stonehorn's Horn), Rune of Grimnir (Grimnirzan)] The user can run at incredible speeds and jump the height of three average dwarfs with ease. Running towards the enemy further improves the user's speed and instills fear in both the target and enemies in their way, lowering their resolve and readiness while possibly routing the weakest willed among them. The user's first blow at the end of their charge deals a far greater amount of damage and will have a high chance of landing somewhere vital.
- Soul of the Earth
- Trollbane
- Chaosbane
Zharr-a-Drakhazi
Here
The ring is a band of Adamant, the metal carved to look like it was carved from four wires forge welded together, with the ends coming together to serve as the prongs for the center and housing accent stones of the ring. The metal is engraved with a beautiful panoramic rendition of the Dining Hall of Clan Winterhearth, accented by numerous tiny gems and carved with such fine detail that only the wearer would ever be able to make out the detail. A Hearthstone the size of a thumbnail serves as the ring's center stone, while two sets of three smaller rubies serve as accent stones. The Master Rune of Spite burns fiercely on the Hearthstone, while the Runes of Spellturning and Gazul's Flame have been carved onto the two biggest rubies that make up the accent stones. It gives off a warm glow and pleasant heat.
- Combo, Guardian's Rebuke+: [Master Rune of Spite (Elder Stonehorn Eye), Rune of Spellturning (Ancient Stone Troll's Blood), Rune of Gazul's Flame (Elder Magma Wyrm's Blood)]: Mundane and Magical damage the wearer suffers is returned at twice the strength, casters and magical beings also have chance of their body being set alight with Aqshy-infused flames. In a small area around the user, casters and magical entities have a higher miscast chance.
- Touched by the Earth: [With Barak Azamar] The grooves on the ring glow with the same light as the armour, while the Hearthstone begins pulsing on the same frequency as the armour.
- Touched by the Storm: [With Skarrenbakraz] the Hearthstone in the center stone literally burns with excess Aqshy, emitting specks of ash.
- Echoes of the Anvil: Aqshy, Chamon and Hysh are more easily drawn to this item than what would be usual.
- Soul of the Earth
- Trollbane:
Trolls instinctively fear this work, the phantom sensation of flame and smell of cooked flesh hits those within melee range of the wearer.
- Chaosbane: The Hysh around the ring is repugnant to entities of disorder.
Mizpal Zharr
Here
The ring's body is made of pure Adamant, half of the width is a field of black fire made from miniscule obsidian shards, contrasted by the gold background opposite to it. The gold's surface was carved into the image of a cavern with a cave opening in the distance that rays of light emerge from, illuminating the terrain. By speaking the word "Zharr," the ring activates, creating an area around the chosen target that will either protect or enchain them in a magical shell, while setting any magical entity or construct, especially the undead, around them alight with Hysh infused fire. Burning both their bodies and the magic that animates them.
-- Combo, Underworld Flame [Master Rune of Expurgation, Rune of Gazul, Rune of Gazul's Flame] Upon activation the user selects themselves, an ally or enemy as the target. If friendly they are protected by a shell of Hysh infused flames that absorb a set amount of magic. If an enemy they are immobilized by burning chains. In either case enemies, especially Undead, in a radius around the target are caught alight by heatless flames that burn both their corporeal form and/or the magic that maintains them. The flames continue to burn even after the enemy has left the radius, and can only be snuffed out by dispelling them. Especially effective against the undead.
-- Touched by the Earth
-- Touched by the Storm
-- Echoes of the Anvil: Aqshy, Chamon and Hysh especially are more easily drawn to this item than what would be usual.
-- Soul of the Earth
-- Trollbane: Trolls instinctively fear this work, the phantom sensation of flame and smell of cooked flesh hits those within melee range of the wearer.
-- Chaosbane: The Hysh around the ring is repugnant to entities of disorder.

━<><><>< Warmachines ><><><>━
The Reckoner
Here
A larger than standard Bolt Thrower that weighs slightly less than most would reckon. Constructed from Pure Gromril and the signature Silver Wutroth of Kraka Drakk, the weapon is decorated in the hold's slightly less famous silver and sapphire filigree. The weapon itself is modelled to look like the great Ice Wyrm the hold was named for; the arms carved into the shape of silvery wings, the beast's snarling mouth engraved at the end of the groove where the bolt is placed. Despite its shining appearance, the potent rune array inscribed on it ensures the weapon remains concealed and makes its first shot hit with the strength of a thunderbolt.
-Combo, Rangerstrike: [Master Rune of Disguise, Rune of Penetrating, Rune of Accuracy]
-Trollbane
The Retaliator
Here
A bolt thrower built to act as a companion for The Reckoner. The siege engine is also shaped like a Snarling Icewyrm, though made specifically to appear like Skozulladrakk, the Frozen Death, the dread Wyrm slain by Otrek Ironarm, King of Kraka Drakk and the King of the Skies.
-[Rune of Accuracy, Rune of Penetrating, Rune of Grudges (Dragon Ogres)]
-Trollbane
The Miner
Here
A twelve-meter tall Gronti of stone. Made in the image of a dwarf miner, its form is incredibly detailed down to the links in its chain shirt. It wields a titanic Gromril headed pickaxe, the Silver Wutroth shaft held in both hands. Used to clear the Underway path of Kraka Drakk, and if called, a weapon of war.
-[Master Rune of Waking, Rune of Speed, Rune of Burning]
-Trollbane
The Maiden
Here
A massive fifteen-meter tall depiction of Valaya the Shield Maiden as she may have looked in her youth. The protector of the Dwarf race, a tireless guardian to face the darkness. Her Gromril armour moves and shifts with startling accuracy, and the giant moves with almost natural ease from the flexing of stone muscles to the waving of her Gold plaits. Her Hearthstone eyes stare out, vigilantly looking for threats.
- [Master Rune of Waking, Rune of Valaya, Rune of Warding]
- Soul of the Earth
- Trollbane
- Chaosbane
- Mind for Constructs
- Equipment:
-- Gromril Armour A suit of plate fit for a queen, writ large.
--- [Rune of Warding, Rune of Iron, Rune of Preservation]
-- Gromril Shield A great Round slab of Gromril, rimmed with Gold and bearing Hearthstones across its form.
--- [Rune of Valaya, Rune of Iron, Rune of Warding]
-- Gromril War Axe Its haft as long as the arm of a Grudgethrower, its blade as large as a Clanhall's doors.
--- [Rune of Fire, Rune of Parrying, Rune of Might]

━<><><>< Devices ><><><>━
The Iron Arm
Here
Despite its name, the arm's structure is actually made entirely of Adamant, decorated with bands of Pure Gromril with a Hearthstone cut to resemble the Sigil of Clan Stonehammer embedded into its shoulder. Four smaller Hearthstones carved into the emblem of Clan Ironarm, the personal sigils of the Princess, her deceased Husband and Karak Ungor are inset around the larger stone in an "x" shape pattern. Amid the very understated knotwork, the saga of Kolzharradrakk's death, the names of every woman of Clan Ironarm, and the lineage of her Clan is written in exacting detail in a style reminiscent of Wyrmguard and Drakeplate. Its hammer blows strike with enough force to easily break through thirty centimetres of steel, and can casually
handle glowing hot metal fresh out of the forge without the user suffering any discomfort.
- [Master Rune of Waking (Ancient Troll's Heart), Rune of Forged Limb, Rune of Stone]
- Soul of the Earth
- Trollbane
- Chaosbane
- Mind for Constructs
The Steelshanks
Here
Two lifelike Adamant legs, bound with bands of Pure Gromril. The left leg is the shorter of the two, a Hearthstone with the Rune of Warding is set into the knee while two smaller Hearthstones marked with the emblem of Clan Ironarm and Stonehammer each sit in the shins. The right leg reaches up to the thigh made in the same style but with a Rune of Vitality on the knee, a second Hearthstone that bears the Rune of Fortitude is embedded on the outside of the thigh, close to the hip. Together they greatly enhance the user's endurance, and toughness. The wearer will feel each limb warming them in even the bitterest winter cold and strengthening their resolve.
- Left Leg: [Rune of Forged Limb, Rune of Warding, Rune of the Valiant]
- Right Leg: [Rune of Forged Limb, Rune of Vitality, Rune of Fortitude]
- Soul of the Earth
- Trollbane
- Chaosbane
- Mind for Constructs

━<><><>< Buildings ><><><>━
Khazagar
The Karaz Irkul
Here
A sprawling complex designed by the mind of Snorri Gift Giver and brought into the fullness of its potential with the vision of the North's eldest Runelord, decades of labour from the greatest artisans of Kraka Drakk, and the former's preposterous wealth. Defended by a curtain wall thirty meters tall and five meters thick, where six large towers rise up from the battlements like the prongs of a crown, the outdoor portion of the building is a multi story hall that serves as both fortress and marketplace, topped by a final seventh tower above an appropriately grandiose front door. Inside lies the Grozurbaz, and the entrance to Khazagar proper, a visitor wishing to go deeper inside must walk through a long vaulted chamber lined on either side by shops, balconies and the towering pillars that support the metric tons of metal, stone and wood the building is composed of. The entire length of the hall is lit by a set of seven massive chandeliers made from crystal and rare gems that, alongside an innumerable number of quartz and gold Rune lamps, bathe the area in a warm inviting light.

-- Grozurbaz: Built into the Central Keep of Khazagar's outside portion, the Grozurbaz is a massive marketplace that fills half of the keep's interior with numerous shops and warehouses. Stocked by merchants with goods regular and esoteric, it is the most mundane of Khazagar's seven halls. Nevertheless, the physical shops that line the path to the inner door are minor miracles to the common Dwarf. Not only are they heated, ventilated, lit and cleaned by Runes, each shop is connected by tunnels and stairs to a personal storage space beneath the keep and to the rest of Khazagar. On the same level as these warehouses, an expansive open space is both filled and constantly busy ferrying goods between the outside world and the other parts of Khazagar through the use of an expansive service tunnel system.

-- Karaz-Irkul: The underground part of Khazagar is by far the lion's share of its total square footage; past the entry hall door lies the Karaz-Irkul, or Grand Gallery, a glamorous and astounding display of both mundane and Runic craftsmanship. Like the proverbial axle upon which the wheel of Khazagar spins, this central hall serves as the main thoroughfare for all the other halls, connecting the individual parts of both the southern "domestic" and northern "working" halves of the complex to each other. For that same reason, at each corner of the octagon are alternating sets of stairs inscribed with Strollaz Runes and Rune-powered lifting devices that can ferry three dozen Dawi up and down the many levels of Khazagar for public use. Each one of the branching halls that connects to each face of the octagon is a multi-tiered and specialized structure dedicated to meeting the needs of its residents. The roof of the Grand Gallery is a black hemisphere of Obsidian, further darkned through the use of Light manipulating Runes to create an utter void of blackness. Complementing this oddity, several crystal lights hang from the ceiling upon lengths of Gromril chain so thin as to be almost invisible, creating the image of a astronomically accurate night sky (as seen from the direction one is facing) on the roof's surface. The center of the Grand Gallery floor has an octagonal hole surrounded by a railing, and when one looks down they will see the other levels beneath as well as yet more crystal lights, also seen against an obsidian black field created from tiles of the volcanic glass that pave an octagon on the bottom-most floor.

-- Kazaki-Khaz: The southwestern hall isn't a singular structure, but rather an interconnected series of barracks, cafeterias, armories and store rooms that feed into a main arterial vaulted hallway that is used by the Huskarls and Winterhearth warriors that defend Khazagar. They are similarly connected to the outdoors and other parts of the complex by secret passages that allow for rapid movement to and from the Kazaki-Khaz. The stoic visage of Grimnir the Valiant, as well as his Rune are a common sight to those who walk these halls. The Great Armory at the center of everything stores the most potent of the innumerable pieces of Runecraft ready to be wielded in Khazagar and the Hold's defence. The most utilitarian in look and purpose, the doors connecting this realm of war to the Grand Gallery generally remain shut save for special occasions or times of emergency. While food is carted in from the Trogg-Khaz through service tunnels to the dining areas.

-- Trogg-Khaz: The southern feasting hall of Khazagar is the heart of the domestic half of the institution. A hexagonal chamber connected to the south face of the central octagon and to both the Tiwar-Khazal and Kazaki-Khaz, with several other hallways that branch off into several smaller, more private, dining rooms. At the far end of the hearth lined chamber is the kitchen where a group of Dwarf chefs and workers toil to feed the multitudes that walk, live, learn and work within the walls of Klausson's grand endeavour. Runes that enhance the sense of comfort and peace in this place are common, and understandably both the image and Rune of Valaya is prevalent throughout. Everburning stoves and ovens, Runic platters embedded with Hearthstones ensure that the food they receive will remain as hot as is practically possible, while barrels kept chilled in rooms lined with Glacial Granite and Runes of Cold can be delivered by huffing apprentices at a moments notice, ensuring that the ale and food flow with as little impact as possible.

-- Tiwar-Khaz: The southeastern hall, like the Kazaki-khaz, is actually multiple interconnected structures. Two separate "wings" of dormitories connected to a singular grand avenue that connects it to the rest of Khazagar. Multiple stories of dorms and small public spaces are stacked atop each other like a honeycomb, the floor of the upper levels have long open gaps along their middle, turning paths into balconies that let onlookers see the intricate and beautiful aesthetics of the ground floor's avenue walkways, public squares and decorations from above. The path that connects it to the Trogg-Khaz are flanked by statues of Valaya and waft in the scent of freshly cooked meals into the hall. A level below the dorms is a medical "room" well stocked with plenty of beds, herbal poultices and other healing tools for use by the Healers Guild and members of the Cult of Valaya. In here a massive Hearthstone, carved into a mural of Valaya the Healer, bears the Master Rune of Triage
--- [Master Rune of Triage (Ancient Troll's Heart)] Occupants in a room have their survival greatly prolonged; wounds do not fester, bleeding slows to a trickle, and the spread of poison is frozen while the vitality and willpower of the patients are improved.

-- Ror-khaz: The northerwestern hall is a branching structure that terminates into doors which lead to small auditoriums or plazas where Dawi may discuss, argue or even brawl over the art of Runecraft. For particularly busy debates/arguments, the farthest end of the Hall houses seven especially large areas where large crowds may gather and witness debates between particularly brave or angry colleagues. There are no Runes that would enforce an altered state of mental acuity here, ensuring that the purest expression of a Dwarf's thoughts and knowledge reveal themselves, however there are numerous Runes that are meant to induce faster recovery, spots for rest and refreshment, and most tellingly another, smaller, infirmary run by the Cult of Valaya and Healers Guild capable of dealing with more types of injury than one would expect they would need to handle.

-- Grungnaz-Khaz: The northrnmost hall is another split space, one half created to serve the creative endeavours of the Runesmiths, and where Master Runesmiths may teach their lore to those they deem worthy while the other is built for the errant Smith . Despite the constant hum of temperature regulating Runes, the heat of hundreds of forges and many more fires lays heavy in the air, like a particularly thick blanket. While Runesmiths are required to bring their own personal tools and reagents themselves, the dozens of spacious halls, all rated to handle the negative feedback of improper Master Rune crafting, are filled with empty forges and supplied with material from the Grozurbaz ensure that they can create with a level of consistency that ensures their learning is not impeded by material limitations. A Master Runesmith can, in theory, comfortably teach dozens of others their lore should they so choose.
---- [Master Rune of Thungni's Brilliance] Runesmiths in a room or structure find their intuition and comprehension when striking Runes temporarily flaring, sometimes forgoing the need to use all but the most powerful and rare (T5) reagents.
---- [Master Rune of Smednir's Bounty] Refining metals in a room or structure becomes incredibly, sometimes supernaturally, efficient, leading to their average output increasing by a noticeable degree.

-- Kron-Thindrongol: The smallest part of Khazagar and yet its second most securely defended just behind the Gift Giver's private residence, the Kron-Thindrongol is Khazagar's library and hall of records. The total number of levels the library possesses is a mystery to all but Klausson and the Winterhearth Runescribes that maintain its collection, and the obsessive level of mundane and Runic protections in place help ensure that remains the case. To the public, only seven levels are known to exist with any level of certainty, each deeper within the other, and each more heavily guarded to boot. Despite the perfectly understandable level of paranoia and security, the first few levels of the library are, paradoxically, rather pleasant to stay in; possessing reading areas, desks and tables placed at set intervals and private rooms for individual research are scattered throughout. Hundreds of books about magical phenomena, reagents and other esoterica, and many times that number in proper record keeping are stored away within its numerous, and some say numberless, shelves.

-- The Runelord's Workshop: The eastern "hall" colloquially known as the Runelord's Haunt, Klausson's Workshop remains largely unchanged, with the only notable addition being the massive door having been put in place to block out the sound and give the Gift Giver some privacy from the rest of his creation. Unknown to the public, several secret tunnels have been installed that crisscross their way through the stone that allow the Runelord to reach almost any part of Khazagar entirely without notice. These paths are protected by Runes and mundane engineering to prevent intrusion from strangers and all converge on a single, well guarded, hallway before actually connecting to the Runelord's residence.

The entirety of Khazagar is protected by an innumerable number of straightforward and esoteric wards, each of the Halls can, in the event of possible capture or some other emergency, be sealed off from the rest of Khazagar. Even the Grand Gallery can theoretically be sealed off, slowing but not completely halting those within Khazagar from reaching anywhere else in the complex eventually. Alchemical flame spitters, bolt throwers, booby traps and crushing walls lie silent, but ready to be activated at a moment's notice, by the defenders, turning the beauty and splendour of a place ostensibly dedicated to learning to the terrible pursuit of battle. Save for Kraka Drakk and Aerie atop the mountain's summit, there is arguably no other place in the valley the Hold is situated in that is safer than Khazagar.

- Touched by the Earth: When Barak Azamar physically remains within Khazagar, the range of the armour's energy aura is expanded to encompass the entirety of its grounds as is its ability to impart Deep Magic charging is also spread to any Rune made.
- Touched by the Storm: When Snorri wears Skarrenbakraz and remains within Khazagar, the range of the cloak's storm can be expanded to encompass the entirety of Khazagar's grounds if it is within Snorri's line of sight.
- Echoes of the Anvil: Hysh, Aqshy and Chamon are drawn to this place, visible only to those with windsight.
- Nexus of the Earth: As the result of both Barak Azamar and the innumerable Runes of Siphoning present dredging up so much Deep Magic, all Runes within Khazagar glow with a warm, soft golden light rather than their usual teal glow. While this effect is temporary for Runes made outside of Khazagar, any Rune created within will have this visual effect permanently.
- Soul of the Earth: The metalwork present is some of the finest in the Karaz Ankor, metalwork created has improved quality.
- Trollbane: Trolls fear this place, yet Greedy Trolls paradoxically wish to invade and destroy it.
- Chaosbane: Hysh congregates around the physical structure, making it unpleasant for Beastmen to be near and outright painful for Daemons.
The Gates of Kraka Drakk
Here
A set of giant Gromril plated doors. Runes made to ward off the terrors of the North burning brightly on its surface. It stands behind a less impressive door of granite and Wutroth and behind it, the Murderous Labyrinth of Kraka Drakk awaits any foe that somehow breaks through this unyielding monument of Dwarfen defensive mentality and spite.
-Combo, Daemonward: [Master Rune of Valaya, Rune of Sanctuary, Rune of Determination.]
Giantworks
A large facility built over the Anvil of the Earth, an Arcane Fulcrum at the center of a massive plain of multi-colored liquid pools. A long dwarfen road disappears into the almost perpetually foggy plain, leading to the squat but impressive structure itself. Large statues flank an equally massive door. Inside the Fulcrum acts as the focal point of the entire structure. An expansive system of gantry cranes, specialized facilities, storage spaces and rooms that not only enable but speed up the creation of truly monumental pieces of Runecraft.
 
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Yeah this makes sense to have these on a separate post though you might want to reserve a 2nd post as we will be adding more to that list over time. That or move it to spoilers by section. Also the armors and cloaks we just made are up. More shiny goodness.
 
Not sure if this needs spoilers considering it's right there...

At this point between his part in the Campaign of the Valiant, his diplomatic work with the Griffons, and his part in the slaying of an Elder Frostwyrm on top of coordinating the defense of the far north, I'd say we're, if not no longer the big name of the north, at least got a rival.

Good for King Otrek. Always good to have less reason to grumble.
 
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