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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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[X]Apprentice: for your apprentice(s) to put away.

Not sure on the hold but Karak Azul is out, that one would have been better if we had picked the master that gave us weapon runes.
 
[X]Apprentice: for your apprentice(s) to put away.

Not sure on the hold but Karak Azul is out, that one would have been better if we had picked the master that gave us weapon runes.
Just to be clear, as a Runelord of the earliest days of the Karaz Ankor your knowledge base is very wide and very deep. The master vote merely states what runes you know best/ are most familiar with. These arent the crotchety secret hoarders of the final days of the Everlasting Realms, masters of the golden age taught more runes than some future runesmiths would ever have in their entire careers as the bare minimum for an acceptable Journeyman candidate. Gameplay-wise this meant I didn't have to comb the tomes of lore to make sure you knew the rune you wanted to use every ding dong time, and fluff wise because the dwarfs are right and the older something is the cooler and better it is.
 
[X]Apprentice: for your apprentice(s) to put away.
[X]Home: Kraka Drakk.

The stronger winds of magic up north could be a fertile ground for some ambitious runic workings. That might take a while, but so will the runic projects taking place in Karaz a Karak, and that place has many other runelords crowding the place while also less magic to go around.

Plus, there's no more appropriate location for Dwarven Santa.
 
[X]Apprentice: for your apprentice(s) to put away.
[X]Home: Kraka Drakk.

Yeah sure, this has a solid image attached to it and we have some fun stuff on hand. I like the idea of a lot of set up work as a possible medium to get really attached to this place. If we've built a lot of the stuff future generations use in Kraka Drakk and our dwarfy mitts are all over it then well, rather obviously "our place" you know?
 
Really the thing that sort of fascinates me about Kraka Drakk is that like we'll be there for the really major bits of its establishment. Not the first time a pick strikes the earth or the first storage chamber for booze is dug. But we'll be there when the first proper Vault is dug, the Throne Room, the Armories and Forges.

Basically, a position to be the guy involved up to his eyebrows with the secret ways and secret techniques and runes and magic that go into making an actual Karak pretty much from the ground up.

Course no matter were we are we're going to be growing out of our current workshop in a turn or two based on this quote:

The workshop is brightly lit, runes in strategic locations that maintain a consistent level of brightness throughout the chambers. The area itself is temporary, only a decade or two really, a more permanent version to be done once you've settled into your new home for the foreseeable future.

So that'll be Something To Do for awhile.

And Snorri being a curmudgeonly toy maker on top of it all is like chefkiss.jpg.
 
Really the thing that sort of fascinates me about Kraka Drakk is that like we'll be there for the really major bits of its establishment. Not the first time a pick strikes the earth or the first storage chamber for booze is dug. But we'll be there when the first proper Vault is dug, the Throne Room, the Armories and Forges.

Basically, a position to be the guy involved up to his eyebrows with the secret ways and secret techniques and runes and magic that go into making an actual Karak pretty much from the ground up.
That reasoning is part of why I want Karaz a Karak. We have the opportunity to build something that would be used by the High Kings! Plus, if we built a defense grid or other revolutionary improvement there, it would quickly spread to other holds, might make things easier for the Karaz Ankor post War of Vengeance.
 
[X] Apprentice: for your apprentice(s) to put away.
[X] Home: Karaz a Karak
Edit: i figured out why i like k-a-k more. We'll have lots of peers there and are less likely to get involved in administration. More runeworks, research, and less struggle to survive.
 
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I'm going to try to make an argument for Karaz a Karak.

Karaz a Karak is going to be the capital of the Dawi empire, so it will be the epicenter of culture and knowledge. From a purely learning perspective being in the capital, and a place where the actual ancestors rule and come and go from is huge. Also I really want to interact with the at least one of the ancestor gods at some point, and KaK seems like the best chance for that to happen.

The place is also under construction still, and while not as ridiculously bare bones as KD there should still be opportunities to make a mark on the foundation of the Everpeak.

Furthermore if we want to interact with more than just dwarves at some point being located in the South and particularly the future capital is probably better. Basically things are going to be happening in and around the Everpeak, interesting and exciting things, so I think it would be far more interesting to be in KaK. Also if we really want to have a chance to truly influence the future of the Dawi KaK is probably best.

A question for the qm, how long do Dawi live?
 
I'm going to try to make an argument for Karaz a Karak.

Karaz a Karak is going to be the capital of the Dawi empire, so it will be the epicenter of culture and knowledge. From a purely learning perspective being in the capital, and a place where the actual ancestors rule and come and go from is huge. Also I really want to interact with the at least one of the ancestor gods at some point, and KaK seems like the best chance for that to happen.

The place is also under construction still, and while not as ridiculously bare bones as KD there should still be opportunities to make a mark on the foundation of the Everpeak.

Furthermore if we want to interact with more than just dwarves at some point being located in the South and particularly the future capital is probably better. Basically things are going to be happening in and around the Everpeak, interesting and exciting things, so I think it would be far more interesting to be in KaK. Also if we really want to have a chance to truly influence the future of the Dawi KaK is probably best.

A question for the qm, how long do Dawi live?
Seconded. Snorri whitebeard was high king during the war of the beard, and as he is heir apparent, its likely that elves will show up soon.

In canon, kragg the grimm lived for 1.5millennia, becoming a living ancestor. Probably out of sheer stubbornness and spite. I don't think we need to worry about age.
 
@soulcake, out of curiosity, about where do we sit among Runelords when it comes to age and knowledge?
 
the dwarfs are right and the older something is the cooler and better it is.
That's mostly true...with exactly 1 exception, though that 1 exception does break every expectation.

Edit: just realized that I should've mentioned the rune, it's kurgaz's master rune of sorcery if anyone's interested.
 
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That reasoning is part of why I want Karaz a Karak. We have the opportunity to build something that would be used by the High Kings! Plus, if we built a defense grid or other revolutionary improvement there, it would quickly spread to other holds, might make things easier for the Karaz Ankor post War of Vengeance.
Hmm, thing is though what we're building there is more just a social position than getting face deep in the nitty gritty of building a Karak from the ground up. The Karak options are obviously organized in order of completion, with Karak Azul being the most complete and Kraka Drakk the least by a very significant margin.

In Kraka Drakk everything we do is basically going to fall right into the bedrock of the Karak which is a pretty cool responsibility. In Karaz a Karak though that won't be the case due to competition and what we're shaping there is more just, what Snorri's social standing will be in a thousand years alongside a highlight reel of physical contributions. Significant and pretty fun all things said and done, but we can do that for the dwarves and Runesmiths of Kraka Drakk on top of being there basically since its humble beginnings. Vs Karaz a Karak the possibility to, in a thousand years look around at a thriving Kraka Drakk that we explicitly helped make possible sounds very satisfying.

A question for the qm, how long do Dawi live?
For ones like us? Basically as long as we please, though in the times after the Time of Woes and the critical blows to the Dwarves that was usually spite for most elderly dwarves.
 
Additionally in terms of the points about helping the dwarves out through the times of trouble and other such issues, one of the things that we can do is help make sure Kraka Drakk, and through them the Norse dwarves, stay connected through the Underway. We won't have built it I think, but we'll know it. And if it isn't built then great! We can build it the way we want to!

As for other peoples its likely that we'll encounter human tribes migrating northwards, the precursors to the Norscans who arrived from the northern reaches of what would be the Empire in another time after the migration westwards of the human tribes out of the Dark Lands that would become Sigmar's people. And we'll likely encounter Ulthuani voyagers at some point in the future, because the elves are particularly good sea farers.

Additionally while Kraka Drakk's incomplete state leaves it impractical to leave alone for long periods and thus precludes world spanning advetures until it is well established, we have two reasons to go to other places. One, we took the distant connection background which means we'll have to spend time getting favors from other dwarves and/or yelling at them until they give us things so we have a reason to go back and forth between Kraka Drakk and places like Karak Ungor, where Grungni was mentioned to be and Karak Kadrin. Further more is the sheer weight of wilderness surrounding Kraka Drakk. Such a thing, the idea of wilderness, is a resource we can leverage in any hold but its most prevalent in Kraka Drakk, such as the potential for Sky Titan holds in "Norsca". Its got the most heft here ya know?
 
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I'm going to try to make an argument for Karaz a Karak.

Karaz a Karak is going to be the capital of the Dawi empire, so it will be the epicenter of culture and knowledge. From a purely learning perspective being in the capital, and a place where the actual ancestors rule and come and go from is huge. Also I really want to interact with the at least one of the ancestor gods at some point, and KaK seems like the best chance for that to happen.

The place is also under construction still, and while not as ridiculously bare bones as KD there should still be opportunities to make a mark on the foundation of the Everpeak.

Furthermore if we want to interact with more than just dwarves at some point being located in the South and particularly the future capital is probably better. Basically things are going to be happening in and around the Everpeak, interesting and exciting things, so I think it would be far more interesting to be in KaK. Also if we really want to have a chance to truly influence the future of the Dawi KaK is probably best.

A question for the qm, how long do Dawi live?

You make some good points but allow me to make a retort and a defence for Kraka Drakk. While it is the centre of knowledge we the players already know a good deal of this already from lore both in what the ET Dwarves remember and the artifacts left from the golden age. Further we know the limits of runecraft as the canonical dwarves studied it. To top that off as a runelord our dear stout saint nick already has the majority of this knowledge apart form that of specialists. So what is most important is the acquisition of more and new knowledge. More than that that we know the future of Karaz Ankor, we know the limits and inherent faults of Dwarven culture. We know the things that caused it to become stagnant, which were embedded in it from the very beginning by the ancestor gods themselves. By settling elsewhere we have a chance to create a much greater culture of innovation. While innovation does happen here in this time it is still considered better to copy what already works rather than create something completely new. We could help to found a more progressive but still thoughtful approach to runes. Which would honestly be best because rushing things in Warhammer leads to events that make Karsus's Folly look rather tame.

There is a much greater possibility for all of that in Kraka Drakk than at the Everpeak. Also please remember that the problem with being part of the most powerful Karak is that you instantly become a target for the majority forces rather than being tucked away and improving yourself.
 
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