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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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Once you tell him, he'll try and do it. If you finish the armour before him nothing bad happens, it just means you don't get your reward till he's done.

Well then. I think the KISS principle applies here:

[] Boon from the Sky: Write-in what you want from the King of the Skies. He can do a lot but be reasonable. In exchange, he expects a suit of armour. [Cost: Start Request, [Difficult] Plated Skies Pt. 1:] No Time Limit
-[] The heart of a Champion of Chaos.

Simple! :smile: Our only T5 artifact is The Greedy One's Heart, who was a chaos champion. And wouldn't you know it, it's peak Chaos Champion hunting season! Not to mention that the Griffons routinely hunt hearts, so the King of the Skies will know how to get us a real top-quality T5 heart. *Chef's Kiss*
 
But to be fair @soulcake I think that the favor system needs some tweaking, because as it is now we are only getting reagents out of it, and it seems a very limited and niche mechanic.
As has been made clear multiple times, it's a consequence of being in the north. Our sun shines the brightest because it shines all but alone. There aren't other Runelords around and close enough for us to use Favor on them.
 
Well then. I think the KISS principle applies here:

[] Boon from the Sky: Write-in what you want from the King of the Skies. He can do a lot but be reasonable. In exchange, he expects a suit of armour. [Cost: Start Request, [Difficult] Plated Skies Pt. 1:] No Time Limit
-[] The heart of a Champion of Chaos.

Simple! :smile: Our only T5 artifact is The Greedy One's Heart, who was a chaos champion. And wouldn't you know it, it's peak Chaos Champion hunting season! Not to mention that the Griffons routinely hunt hearts, so the King of the Skies will know how to get us a real top-quality T5 heart. *Chef's Kiss*
Narratively, asking him to take the heart of the one who seeks his heart would be a fitting duel.
 
I just had a thought:
Right now the king has a greatweapon with Meteorfall, a cloak with Pyrestrike, and armor with no combo.

He's one runic combo short of a set of 3 combos, and all he has left is a Talisman slot.

We should make him a Legendary Talisman to complete the set.

Here's my suggestion:
Master Rune of Spite, Rune of Furnace, Rune of Spelleating

We already have the component for it.
It'd be 1 AP for design, and 1 AP for crafting, so this very turn we could dump 3 AP on it and get + 3 Overflow out of it. Spend 1 Adamant, T4 is likely.

If you want to affect the outcome of the siege and ensuing boss fight, that plus finishing the Banner with 2 AP is the best way I think.

I'm trying to think of what form the Talisman should take. Also it's name.

I'm leaning towards an "You just made the Dragon angry" theme, given Kraka Drak, the fire, the Rune of Spite, and spelleating.

Thoughts?
 
gain, why do you think the King wouldn't have already done this if he thought it was necessary? People really need to quit it with the SV competency thing and realize that people besides the PC of the quest can be competent.

Until soulcake says so other wise I would keep assuming the king and other Competent Advisers was probably to busy since They have an entire Hold to manage and Demons to worry about small stuff like cashing in favors and asking for help or sending messengers out to minor holds asking them to evacuate into our hold and also the Holds inn the north is being hammered by demons pretty badly that small stuff is being put into to due for later folder do to constant minor or big problems that keep on appearing, so until I have confirmation that the Competent People is doing everything you assumed they are doing then a massive Relief for me.
 
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Again, I fear that Spelleater won't work like that. Firstly, because Spelleater/break/bind runes? Are Runesmith/Runelord-only runes. They are runes useable only by Runesmiths. But, okay, let's assume that we can just give it anybody and it'll work. This still has some issues, because... they are dispel-like runes.
You're just going to have to get past the fact that you're finding it difficult to accept that Magic is literally fucking everywhere up North, and thus Spelleater is applicable for this stuff

Even in the worst case scenario, it'll feed off the Sky King's own reserves too, meaning that its uniquely powerful for him.
 
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I'm trying to think of what form the Talisman should take. Also it's name.

I'm leaning towards an "You just made the Dragon angry" theme, given Kraka Drak, the fire, the Rune of Spite, and spelleating.

Thoughts?

I like it - so long as Spellbreaker/Eater runes are usable by non-runesmiths. If so, Spite seems like the right choice of Master, it's really the only one that makes any sense to keep with a fire theme. That said, I think a Rune of Fire makes more sense than a Rune of Furnace. We're obviously going for something that eats enemy magic, and spits it back out double as fire.

If spellbreaker/eater runes are runesmith limited, then maybe Spite, Fire and Grimnir, for something that lets us take the energy from enemy attacks, and empower our own with super-fire?

Really hoping for some clarification on the spellbreaker/eater point.
 
I like it - so long as Spellbreaker/Eater runes are usable by non-runesmiths. If so, Spite seems like the right choice of Master, it's really the only one that makes any sense to keep with a fire theme. That said, I think a Rune of Fire makes more sense than a Rune of Furnace. We're obviously going for something that eats enemy magic, and spits it back out double as fire.

If spellbreaker/eater runes are runesmith limited, then maybe Spite, Fire and Grimnir, for something that lets us take the energy from enemy attacks, and empower our own with super-fire?

Really hoping for some clarification on the spellbreaker/eater point.
Yeah, I thought Furnace was just Talismanic Fire, but it looks like it's more fire resistance instead. I'm up for swapping it out for the Rune of Fire.

@soulcake are the Runes of Spelleating and Spellbreaking automatic effects, or do they need to be activated by a runesmith?
 
@soulcake are the Runes of Spelleating and Spellbreaking automatic effects, or do they need to be activated by a runesmith?
A Runesmith can set it to cast with a verbal command or touch-based command, but it requires the bearer to you know, touch or say the command to it. The only Runesmith specific abilities from Runes are when you cast abilities from Runes like Wrath and Ruin, Oath and Steel or Protection/Negation.
 
A Runesmith can set it to cast with a verbal command or touch-based command, but it requires the bearer to you know, touch or say the command to it. The only Runesmith specific abilities from Runes are when you cast abilities from Runes like Wrath and Ruin, Oath and Steel or Protection/Negation.
And wouldnt you know it, there's that handy dandy ancestor crafted translation torque right there to key off it
 
If spellbreaker/eater runes are runesmith limited, then maybe Spite, Fire and Grimnir, for something that lets us take the energy from enemy attacks, and empower our own with super-fire?
Good enough for me. Although, maybe we should use Gazul, as flames are his thing?

What sort of Talisman should go with this do you think?
A helmet? Amulet? Belt? Ring?
 
I like a belt, for encircling protection. But hey, apparently eater/breaker runes *will* work! Which makes things much simpler.
A belt works for me.

Master Rune of Spite, Rune of Fire, Rune of Spelleating.

Now we just need a name for it.

I'm thinking we should follow along with the draconic naming scheme, but exactly what it should be eludes me.

Dragonrage?

What's a synonym for rage that implies revenge? Fiery Payback. 'Wrath' maybe?

Dragonwrath?

...

'Yall are being pretty quiet. Are we the only ones thinking this is a good idea?
 
A belt works for me.

Master Rune of Spite, Rune of Fire, Rune of Spelleating.

Now we just need a name for it.

I'm thinking we should follow along with the draconic naming scheme, but exactly what it should be eludes me.

Dragonrage?

What's a synonym for rage that implies revenge? Fiery Payback. 'Wrath' maybe?

Dragonwrath?

...

'Yall are being pretty quiet. Are we the only ones thinking this is a good idea?
Given the limitations and possible need to get it out in one turn including design, I'm more interested in the weapon possibility of MCurrents, Cold, and Striking or possible armor ones than a talisman we can't really empower with the materials.
 
EDIT: Doh, I started writing this an hour ago, and hadn't seen the post by Soulcake... Then again, I had even more questions about the Spelleater/breaker/etc line of runes anyway so at least there's that. ><
There are Runes to resist elements yes, insulating Runes are derived from that very concept.
I've got several questions.

I've been worrying about finding an armor (or talisman, now) that can work with the king's native ability, can work with lightning; an artifact that would turn the tables on Dragon Ogre Shaggoths, by depriving them of natural lightning bolts from the sky and any lightning that hangs around a Storm Griffon. (Since I've been assuming that the Griffons have an unfortunate matchup against Shaggoths; the Griffons have lightning generated around them, and I assume might not be able to fully shut it off or totally avoid it, while Shaggoths could feast on it). This would also mean that the King would, neatly, get an additional tactical option in combat; he could use his lightning abilities as he normally does -- to attack, to speed up, or whatever he does -- but he could also optionally target his armor/talisman. Essentially a "Divert power to shields!" ability, heh.

How well would Iron + Lightning + Warding do what I'm hoping for?

What would make my idea of "Can be fed lightning and absorbs the power" idea work? I've been thinking that just Lightning + Warding would do it. (And that as a result, this would be something that would cover a liability in Griffon vs Dragon Ogre Shaggoth fights, and could always be useful because the Sky King has lightning powers.) I've had hopes of it being able to redirect lightning bolts from the sky to itself rather than to Shaggoths, but that might require a Banner; an armor or talisman would be a more personal-target one.


Next... Hoo boy, now this is a topic. >< Can you tell us more about the Spelleater/binder/breaker line of runes?

For example, the "Runesmiths/Runelords only" thing on the Spelleater/Spellbinder/Spellbreaker line of runes. How much of a hard limit is that? Can you give items with these runes on them to non-Runesmiths, and still have them work?

People are speculating that the Spelleater rune can just... absorb magic from the air passively, and just power up from that. That this is a generic(...ish) "can absorb energy" rune, and that the "Runesmiths/Runelords-only" requirement are optional or not a hard limit.
What exactly are they? How are they used? Who can they be used by? What purpose do they usually serve, when on armor or talismans or banners? Like... I've sort of been assuming that this is a "Use to screw over enemy wizards" line of runes. That it's like a "dispel scroll" for Dwarfs. It's a rune for the Dwarf's spellcasters to use, in magical combat, to contest enemy wizards. Other people think that it can just absorb magical energy, possibly passively, and just energize the armor/talisman or its bearer with it.

Does it work on supernatural abilities of Monsters -- like a Dragon's flames, a Dragon's lightning breath, or the storm that follows around Kholek? Or would you want an anti-x-elemental (or anti-dragon) thing to do that?

I've looked at the confirmed combos Snorri has, and found that they... don't feel like they support a "yeah this can just take in energy and use it to power stuff however you like." It's always something like "magic cast at the bearer is transformed into..." and "the spell is broken, the spell is eaten..." Or, it is something that is stationary and in a Runelord's workshop; thus meaning its ability to channel energy probably owes a lot to location and its operator, not just its runes.

Like... You can't pull off "absorbs magic energy passively, from the environment" and "breaks a spell and uses its energy" with just one Rune (unless there are other circumstances too; like it's a Runelord using it; or its a stationary thing like a Waystone; or in a runesmith's workshop; or it's a Master Rune... like the Master Rune of Grungni, which can do that -- but then it specifies that it uses this power to make an anti-projectile shield, so it's not a "use this rune to channel magical energy as you like" rune). So. If you want something that absorbs energy, you need a rune for that. If you want something that counters spells, you need a rune for that too. If you want to counter a spell, take in its energy and use it for stuff, and just generally absorb magical energy from the environment... you'd probably need a combination of runes for that.
There's also been a lot of debate about lightning, but I'd argue that if KotS can use lightning as a weapon, he's probably pretty strong against it defensively.
Ah, my main worry is the King's own lightning being absorbed by Dragon Ogre Shaggoths, really.

So I wanted to give him an amulet, or armor, that could catch lightning (with a tertiary musing of 'I wonder if I can have it power up for an attack too?') in order to serve several purposes. The first is that when going up against Dragon Ogres, any lightning from stormclouds will not hit the ground or the Dragon Ogre; instead, it will be redirected to hit him instead. The second is so that the King has the option to target his talisman/armor with his lightning; in order to power up the talisman/armor.

Thus giving him some tactical options in combat. He can use his lightning to attack, to do his lightning charge, or whatever else that ability of his can do. But now, he can also use it to charge up his equipment! It'll absorb and store the energy, and improve its defensive ward. (Ideally, there'd also be the ability to take that stored energy... and launch himself, with his armor, like a railgun. But he might already be doing that with his native abilities. And it might not be possible to get so many different effects.)
You're just going to have to get past the fact that you're finding it difficult to accept that Magic is literally fucking everywhere up North, and thus Spelleater is applicable for this stuff

Even in the worst case scenario, it'll feed off the Sky King's own reserves too, meaning that its uniquely powerful for him.
But that's not -- It doesn't -- mmgh. I feel like that doesn't really address my concerns, which was that I don't think your idea works like that, because the runes don't work like that, and that if you want something charged off of the Sky King's energies you'd probably want Lightning in there somewhere. (The Sky King isn't a freeform wizard spellcaster; rather, he seems to have lightning or storm related powers, which to me sounds like "Lightning + Warding" would be a better way for him to charge up runes, then a Spelleater). And, furthermore, that you'd probably need a rune in there that has a very obvious "this takes in power and uses it for stuff." That's usually the Rune of Warding, I think.

Really, I think the Rune of Warding is key here. I think that some Runes are good choices for a "so the Spelleater/breaker/etc rune just absorbed some energy... now we need somebody to use that energy" effect. I think that's a thing that the Rune of Warding is characteristically good for. You normally have to be choosy if combining other Runes with the SpellX line of runes. But the Rune of Warding will easily slot in there. (Probably because it's related to the Spellx line of runes, probably.)


Combo, Conversion: [Rune of Spelleating, Rune of Spellbreaking, Rune of Warding.] [Failed enemy magic casts are transformed into a cushion when battle rolls are lost.]The spell is broken, the spell is eaten, the power is used to shield you. (Talismans)

Failed enemy magic casts are transformed into shielding power. And the spell fails because one of the runes is a counter-spell rune.

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.] Valaya and Grungni, hearth and armour maker, protectors of Dwarfkind now and forever, gird us now and bring your fury upon the foe! (Banners)

Magic cast at this formatting will be turned into buffs for Dwarfs and debuffs for daemons. And that's because the Master Rune of Grungni specifically says that it takes in energy and transforms it into a shield. Furthermore, this also has the Rune of Spellbreaking in it. That's why it can do these things pretty well. It has 3 runes dedicated to hosing magic, and the Master Runer has a "turns magic energy into a shield" ability, so that makes it possible.

Combo, Adamant Maker: [Master Rune of Purification/Snorri Gift Giver, Rune of Warding, Rune of Spellbreaking] [A Rune array whose sole purpose is meant to channel the titanic energy needed to purify Gromril to the point that it becomes Adamant without destroying the smelter itself. The cost is so exorbitant that the array must spend a decade recharging.] The bar grows bright as the energy is pumped through it, growing so bright that it becomes near blinding before settling down to a sheen of silver said to bring a tear to the eye. (Talismans again)

Ah, now this one looks like it deals with energy and channels it, right? Except... Think about how it does this, how it works and why. This is a rune array that goes in a Runelord's workshop. And, furthermore, it is a stationary one.

So I think that the main reasons that it works like this is because it has Warding, because it's stationary, and because it has a Runelord overlooking it. In short, it's probably more like the equivalent of a... not a waystone, but a raincatcher or windmill.
 
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Ok, been thinking about the whole Gronti shaped to resemble the Ancestor Gods thing. Very much a later thing. As in, not doing all of them during the invasion. I'm open to criticism for em, or if you wanna give input go for it. I've only really given them one rune set I could see combo well as a banner set. So beyond the MR of Waking damn near everything else is up for input. I'm aware some of the runes I've put down aren't available yet.

First up;
The Miner:
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]

We could further outfit the miner with armour, putting runes on the pickaxe and giving them a banner.
Banner idea 1; MR of Grungni, Strollaz's Rune, Rune of Luck/Fortune.
Grungni because this would be the Grungni of the set and he is the Ancestor God of miners. Strollaz's rune giving miners massively increased endurance. We don't have access to either of the next Runes, but Luck or Fortune on a banner could lead itself to miners finding more ore or bigger seams of rarer ores.

This ones kinda harder for me to puzzle out. Ancestor Goddess of Home and Healing. Best I can see for now is a supercharged healing banner.
First Banner Combo, MR of Valaya, Rune of Sanctuary, Rune of Fortitude.
This combo would kind of pair with Valaya in the aspect of Healing. Sanctuary, a place of shelter and safety. Fortitude, health and well-being. This rune set I could easily see it placing an area around the banner itself where attacks, magic or otherwise, won't hit while bolstering the healing of any allies in the banner area.

Ok. Ancestor God of Warriors. This one can either go full combat enhancements spread over a large area or super buffing individuals.
Banner Rune 1; MR of Grimnir, Rune of Courage, Rune of Determination.
This would be the General buff banner. Reminding all in its area of Grimnir the Valiant and his position as chief among Dwarf warriors. Rune of Courage to remind the Dwarf's in the area about how Grimnir never stopped, even against seemingly impossible odds. He kept going til what he was fighting died. Rune of Determination to push those Dwarfs to follow through with that, not stopping until whatever they're fighting is dead.

Ancestor God of the Dead. Guardian of all Dwarven Souls. Bearer of the flaming sword. Straight up I don't know what his Rune does. Couldn't find it listed.
Banner rune; MR of Gazul. Rune of Guarding. Rune of Determination.
Again, I couldn't find what the MR of Gazul does, or the base rune. So I can speculate it'd be very good at anti undead. Probably good at most of the gribblies underground as well, Shard Dragons and such. Rune of Guarding because that's what Gazul does, he guards the souls of the dead. Rune of Determination because Gazul will be doing this until every Dwarf is dead. Reminding all in the area of effect of that should push them onward.

Not gonna lie, kinda spotty on this one. Help would be appreciated.

The Smith. There's been word going around about getting a golem to help around the workshop and such, maybe make the adamant for us year round. I'd personally loan the damn thing to the Smelter area with the big one and have it there.
Banner rune; MR of Smednir, Rune of Forging, Rune of Furnace.
Really, this is just about reinforcing what Smednir does. He turns ore into ingots and then into weapons. Having it so the Gronti could probably do that with its hands? The purpose of this banner. Squeezing out the imoerfections in the ore as it heats its hands before milking the item into whatever shape is desired.

Genuinely, I got nothing. Best purpose I can see would be waiting til there's Anvils of Doom and having it carry one into battle and acting as a caster/disrupter. Apart from that, yeah nothing.

Ancestor God of Engineering. Again, mostly nothing. This one would probably rely a lot on various weapons. Crossbows, maybe portable grudgethrowand such? Banner idea 1; MR of Morgrim, Rune of Burning, Rune of Accuracy.
If we can tweak the runes for banner use it might apply to all warmachines in its area of effect. All ammunition burns and will be damn hard to miss a shot.

That.. was less than I thought it'd be all told. Maybe because I only really thought of possible banners. But it might work out that they'd become portable shrines to the Ancestor Gods if they're done right? Not 100% sure how they'll work out tbh.

Again, beyond the Gronti needing the master rune of waking near everything else is fair game for them. Armour, 2 weapons or a single great weapon, Cloak and Talisman, or Banner and Talisman.

edit: One of the spoiler tabs broke so it took a bit to find. God this was different to do with a touch screen.
 
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Given the limitations and possible need to get it out in one turn including design, I'm more interested in the weapon possibility of MCurrents, Cold, and Striking or possible armor ones than a talisman we can't really empower with the materials.
Trollslayer was + 5 overflow, Pure gromril and a combo.

Wyrmguard was + 3 overflow split among two Armor sets, was Adamant, and made legendary without a combo.

I think + 3 overflow all to itself and using Adamant stands a fair shot at making a T4 Talisman, so long as we combo.

Also, it's for the King, and if it combos the King will have our first set of 3 runic combos, and at the very least they'd all have fire in common.
 
Trollslayer was + 5 overflow, Pure gromril and a combo.

Wyrmguard was + 3 overflow split among two Armor sets, was Adamant, and made legendary without a combo.

I think + 3 overflow all to itself and using Adamant stands a fair shot at making a T4 Talisman, so long as we combo.

Also, it's for the King, and if it combos the King will have our first set of 3 runic combos, and at the very least they'd all have fire in common.
Still a matter of expediency. I don't want to be relying on King Otrek against Kholek Suneater, and we have the banner, whatever we make for the king of the skies...hypothetically what plan would you make to get this talisman off if there is only one turn to do so, and if there are two?
 
How well would Iron + Lightning + Warding do what I'm hoping for?
Try it and find out. You have the option there after all. :^)
So I wanted to give him an amulet, or armor, that could catch lightning (with a tertiary musing of 'I wonder if I can have it power up for an attack too?') in order to serve several purposes. The first is that when going up against Dragon Ogres, any lightning from stormclouds will not hit the ground or the Dragon Ogre; instead, it will be redirected to hit him instead. The second is so that the King has the option to target his talisman/armor with his lightning; in order to power up the talisman/armor.
Spoilers, but I will say this more to the thread than just you.

Bold of you to assume the King of the Sky only has lightning and that he has no control over it either.
Does it work on supernatural abilities of Monsters -- like a Dragon's flames, a Dragon's lightning breath, or the storm that follows around Kholek? Or would you want an anti-x-elemental (or anti-dragon) thing to do that?
S'called the SPELLeater Rune. Can a combo change what it takes in/absorbs? well ????? but ON ITS OWN. no.
People are speculating that the Spelleater rune can just... absorb magic from the air passively, and just power up from that. That this is a generic(...ish) "can absorb energy" rune, and that the "Runesmiths/Runelords-only" requirement are optional or not a hard limit.
What exactly are they? How are they used? Who can they be used by? What purpose do they usually serve, when on armor or talismans or banners? Like... I've sort of been assuming that this is a "Use to screw over enemy wizards" line of runes. That it's like a "dispel scroll" for Dwarfs. It's a rune for the Dwarf's spellcasters to use, in magical combat, to contest enemy wizards. Other people think that it can just absorb magical energy, possibly passively, and just energize the armor/talisman or its bearer with it.
A lot of that is the combo. Also its not passive. All Runes have an internal power reserve, the siphoning combo simply allows the Runes to use external, DIRECTED, sources of enemy magic.
 
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Given the limitations and possible need to get it out in one turn including design, I'm more interested in the weapon possibility of MCurrents, Cold, and Striking or possible armor ones than a talisman we can't really empower with the materials.
I think + 3 overflow all to itself and using Adamant stands a fair shot at making a T4 Talisman, so long as we combo.

Also, it's for the King, and if it combos the King will have our first set of 3 runic combos, and at the very least they'd all have fire in common.

Personally, I was seeing this as a project to start in two or three turns - KotS's armor takes priority for this next turn for me.

That said, since anti-magic runes are an option, I'm very much in favour of focusing the armour's rune array to do that. Not sure which runes to use though - maybe MGromril, Spellbreaking and Grimnir?

Edit: Actually, given Soulcake's post, make that MGromril, Spellbreaking and Daemonslaying.
 
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Still a matter of expediency. I don't want to be relying on King Otrek against Kholek Suneater, and we have the banner, whatever we make for the king of the skies...hypothetically what plan would you make to get this talisman off if there is only one turn to do so, and if there are two?
Frankly, for something intended to be solidly T4 and not pushing for T5, 3 times the base crafting AP cost in overflow is about the limit of what I'd consider a reasonable investment anyway. At least when we're putting T4 Dragonhide and Adamant into it.

Given 2 turns I'd do 1 AP and 3 AP just because 3 AP is so maximally effeicient.
In this case however, 3 AP on turn 1 is still just as good in my opinion.

I don't think we can get the same sort of performance out of a suit of armor in one turn no matter what. 5 AP in this turn would give us only +4 overflow on a 3-action item. Only 1.33 times the base AP cost and only pure gromril to boot.

I would be unsurprised to get only Epic quality, especially if it doesn't combo. Though using special ingredients might well boost it up to legendary, I'll admit.

At least the banner is a sure thing combo wise.

I'm not sure what's more expediant about the Griffon Armor to be honest. It seems like a multiple turn project to me, and I suspect the siege will have at least one encounter with the boss per decade, so to me, expediance is getting the items out ASAP.

With the Talisman, we can do that without compromising quality.
 
But that's not -- It doesn't -- mmgh. I feel like that doesn't really address my concerns, which was that I don't think your idea works like that, because the runes don't work like that, and that if you want something charged off of the Sky King's energies you'd probably want Lightning in there somewhere. (The Sky King isn't a freeform wizard spellcaster; rather, he seems to have lightning or storm related powers, which to me sounds like "Lightning + Warding" would be a better way for him to charge up runes, then a Spelleater). And, furthermore, that you'd probably need a rune in there that has a very obvious "this takes in power and uses it for stuff." That's usually the Rune of Warding, I think.
You're acting like magic and the elements are distinctly separate things, rather than the singular, intermingled atmospheric blob that they are right this second.

If Theres ever going to be a time where the line between winds as a base element and winds as magic will be blurred to the point of nonexistence, its going to be now

During the Chaos incursion

When everything and their mother are lousy with the Warp

Even if you want to argue that Runecraft is an exception, you still need to stop treating magic so literally

Spoilers, but I will say this more to the thread than just you.

Bold of you to assume the King of the Sky only has lightning and that he has no control over it either.
S'called the SPELLeater Rune. Can a combo change what it takes in/absorbs? well ????? but ON ITS OWN. no.
I don't want to try and lean too hard on this stuff, but c'mon @Garlak

Surely this means that Spelleater Runes are worth trying for the combo experimentation next turn?

This is soft confirmation that my suspicion about the King of the Skies being a literal title wasn't off base.

Worst case scenario we do a more generic trio of defense runes and hope for the best. But since the Spelleater effect is Active Use anyway, that means giving it a manipulation effect to empower and key off of becomes just that much more valuable. The ability to turn weather manipulation effects around and maybe outright parry or dead man's volley them at the Dragon Ogre is the kind of defensive counter that would let the giant griffon exploit his mobility advantage to the utmost.

If Suneater cant see, or cant move from a conjured localized Blizzard then that means so much more gets on the table to tip odds in the KotS' favor for that fight.
 
Spoilers, but I will say this more to the thread than just you.

Bold of you to assume the King of the Sky only has lightning and that he has no control over it either.
So this seems to imply that the KoTS does have other things besides lighting. Considering that we know along with Otrek that he killed an Elder Frost Dragon and that the spoils were split think it's safe to assume that he also has frost powers after eating the Frost Dragons heart. That and living in a place where he is extremely likely to run across creatures with ice powers considering it's the North.
 
[Negaverse] Runesmith Journeyman Quest, +10 to a Random Apprentice Roll [USED]
OOC: My attempt at an Omake. Unfocused yeah, but maybe I'll think up some others for specific Apprentices.
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Runesmith Journeyman Quest
In the earliest days, the Ancestors left the Southlands and the safety of Karak Zorn, forging a path of colonization that drew your peoples ever northwards. A time of colonization and great woe, for monsters of all size and shape stalked the lands, yet the Dawi prevailed; girded by Valaya's protection, armed with Grungni's craft and led by Valiant Grimnir's strategy your people carved their way along the great seams of gems and ore, their camps becoming homes, then fortresses, then finally Karaks. Izril, Azul, Eight Peaks, and many more minor Holds sprung up as your folk made their way ever northwards. A people, a kingdom united in values and blood, from the Rubybeards, Copperlockes, Durazklad and Norgrimlings, great lineages would see themselves born in the fires of this great trek and tempered in its growth. Among this burgeoning kingdom and her many families, your line especially is held in great esteem, for you are the blood of Thungni, son of Grungni, the second dwarf to ever learn the secret of the runes, who along with his father spread them amongst your people to offer protection and destruction in equal measure.

But you are not one of those great masters of Thungni's craft.

Not yet.

When you began, you were a mere
[ ] Gender: Beardling
[ ] Gender: Plaitling
of your Clan, and though you possessed the Gift, you needed to be taught. You needed a Master to guide you through your bumbling, correct your mistakes, and teach you the first steps one must take to become a Runesmith. You were a mere Apprentice, and it was only decades into your training until you were even allowed to strike a Rune, a moment that shall remain with you until your dying day. Trial after trial, decade after decade, every waking moment and half your time asleep containing another lesson, you slowly, painstakingly learned all there was to teach you, until at last, your Master

[ ] Master: Kraggi Steelback, Runelord of Karak Drazh
A member of the Brotherhood of Dron, Master Kraggi has a mind for metal unlike any other Dwarf you've ever seen in your (admittingly rather short) life. But he has given you insights into the varied metals of the world, most importantly Gromril. He has created masterwork weapons and armor, gleaming in runecraft so glorious it blinds. At times, it seems as though he makes his works on something... more, with metals that gleam a purest silver.
(Weapon and Armour Rune Specialties, Bonus to working with metals (especially Gromril), ??? Metal Inspiration)

[ ] Master: Jordis the Tide Turner, Runelord of Karak Kadrin
Despite her relative youth (a mere six centuries!), Jordis the Tide Turner has made a name for herself across the Royal Clans of the Karaz Ankor. Her Banners can be found in the armories of many kings, borne aloft by their greatest champions. She's also known for a strange tendency to intervene at just the right moment, starting from when she flew her Masterwork at the height of a frantic battle at Peak Pass, drawing a horde of Daemons from descending on the main host, and emerged battered, but victorious, banner still flying defiantly.
(Banner Runes Exceptional Specialty, wider connections across the Karaz Ankor, personal combat bonus)

[ ] Master: Snorri Klausson, Runelord of Kraka Drakk
A somewhat odd Dwarf, student of the even odder Master Yorri (no other title.) Renowned as the Gift Giver when, to fulfill a drunken Oath, he created enough masterwork toys to give one to every child in the Hold (not the recently founded and still small Kraka Drakk, his old Hold) twice over in a mere two months! He has been known first and foremost for his tremendous level of productivity ever since then, which you have seen displayed time after time, when he would lock himself in his workshop for a few years and emerge with enough equipment to outfit the entire hold.
(Engineering and Talismanic Specialties, Tremendous Productivity, Odd and Esoteric Runes)

finally deemed your work "mostly tolerable", and decided you would not completely disgrace them, your Clan, or yourself if you were to take the next step on the path of Runesmithing: the Journey.

You will travel the world, and for the first time, without the guidance of your Master. You will bask in what marvels it has to display and offer. You will endure its endless dangers. You will be inspired and learn as one only can through experience. And you will return with something that will show all that you are worthy of further instruction. You will earn your right to become a Master Runesmith.

Or you will die trying.
 
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