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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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So, question then, are the griffons their own species now? If so, how fast do/can they reproduce? If it's fast, maybe we'll see some Griffon populations moving down south, and their population will recover much faster than the dwarves up in the north, which will be good for any cooperation we want to do with them. It would be interesting if Griffons could grow fast enough to be the above ground counterparts to the dwarves everywhere, would definitely help aerial defences, and could help give Dwarves some "Shock" units, that for other races is their cavalry, as a bunch of griffons swooping down into a line of enemies would probably do about their he same thing as a cavalry charge
 
My point was that thanks to that grumbling, the underground defences are probably already better than they were at the time of woes. Grimnir didn't just grumble about tunnel fighting

Defences will only take you so far. You can't build battlements in the foundling Hall, you can't man thousands of miles of underway to keep it from being breached etc...
 
Defences will only take you so far. You can't build battlements in the foundling Hall, you can't man thousands of miles of underway to keep it from being breached etc...
It also doesn't help that setting this off is earthquakes which will make a mess out of defences proceeded by a large chunk of military might being dead.

Grimnir's grumbles may off set it a bit, but I don't think anything's rated for continent shifting earthquakes.
 
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Btw, would it be possible to lengthen a turn from a decade to 2? That way there's more progress each turn, and it could even allow for alternate research and Action/Apprentice decades, which would satisfy a lot of the people who Prefer certain actions. Just a thought that popped up.
 
I would like to make a formal proposal to possibly end The Great Apprentice War, although it would require @soulcake's help.

It seems like the general consensus is that Anti-Apprenticers want 3-5 turns of full actions for research and production. Apprenticers just want to ensure that getting new apprentices will not be put off indefinitely.

What I would propose is an officially sanctioned, yes/no mini-vote, on the following:

After forty years have passed in-game, Snorri Gift Giver will spend an action taking on at least one new apprentice.

[] Yes
[] No

This way, the both action and delay are locked-in via @soulcake, and we can all focus on more immediate things.

Thoughts? This almost certainly won't happen without broad support in thread.
 
...Okay now I'm just upset that you would outright accuse me of lying and then gaslight/strawman me. I literally put up a number of posts and then you literally go and pretend that they I never did with the 'there's perfectly reasonable reasons not to do it like finding the current journeymen sufficient for the story role of bumbling apprentices'. That just feels like a cheap tactic to weaken my argument by ignoring every single point I made and trying to straw man me.

You know one of my main issues with getting apprentices? It's that people keep obsessing about them to the point that they do what you just did and strawman and accuse people that don't want to immediately get apprentices after we let them go.

For gods sake, we had one single turn without apprentices after the incursion. One turn, ONE single turn, ONE BLOODY Turn. And yet just because people would want to wait several turns instead of one they start throwing accusations that they don't want apprentices at all just because we want to wait a few turns. And I'm not really counting the daemon incursion point since we spent most of that time preparing and dealing with said incursion.

Here is the list of things that people keep missing:

1) Research

People said that they would want to wait until we cleared up some research which mostly consists of research we had since the start that we never got around to. I seriously hate that people are straw manning that those that want to put off apprentices to keep doing research forever is flat out wrong on so many levels that it's infuriating. People that want to put off apprentices just want to do some research focus now to do stuff we have been putting off forever like waking, rune and maybe Silver Wultroth research. I mean oh my god, we only cleared out one research from the start, literally one since we didn't finish the light research. And again, it's only been one turn.

2) Actions

It's not just research actions, it's other actions that have us helping the hold that also comes with the problem that it slows down our research. Seriously just look at all the stuff we need to do, for the griffins alone we need to dedicate 3 actions and that's not counting making the kings armor, we just discovered the healing vents that we need to have dug out, make prosthesis for the veteran dwarfs which may take longer if we want to research better one and we have the coming runelord meeting that is taking up an action on it's own. And that's not counting anything else that we may need to do that may further slow research.

3) Apprentices slow down research

It's just a flat out fact and I seriously hate that people keep pretending that it isn't true. Someone literally did the math and said math pointed to apprentices being time intensive. And it's a serious issue if we want to get research done quicker thanks to Snorri's apprentice of the odd and productivity trait. Those traits basically mean that even one single action added to a project multiplies it. Example being in one turn if we were doing two projects we can put 3 actions in one to get 5 actions and 2 in another to get 3 actions. It's extremely simple math that people seem to just flat out ignore and pretend isn't a thing when these arguments pop up.


Honestly though, with all the obsession over getting apprentices to the point that people can't seem to wait a few freaking turns I am seriously getting turned off by the very idea of apprentices. Seriously, is it so hard to wait 3-5 turns to get apprentices every time between sessions?
To be quite honest I haven't been keeping up with thread to the level of depth I used to because it takes too much time. I didn't see them.

I'm sorry that my interpretation of your post upset you, that's my bad.

I remember being involved in the math for the apprentices slowing down research. And yeah they slow down everything, production requests included with research. For the reasons you entail, and raw numbers in general because its harder to do trickle actions with a smaller pool.

Research wise I'm not arguing that what you were saying meant research forever, but simply not getting apprentices again. There's the whole of everything available to us. In terms of clearing research the ones we focused one are chains and my general conclusion on those is already mentioned as well. And your point doesn't negate the issue that research's opportunity cost is basically, expanding capability vs applying capability. I personally prefer the second as a primary focus with research being done on the side up until we clear out the production queue like we've done before and then focus on research. We haven't pulled off that second step that I can recall, but its still my intent. Even without a dedicated chunk of turns its worth noting that we've still progressed in research.

Actions slowing research is honestly not an issue for me as outlined above but even so I've been very onboard with promoting plans that are primarily research such as Movement and its Scaly Cat last vote cycle. The thread clearly wants to research as a whole, that is a primary thing. I don't think spending our research time on the chain researches is efficient if we want to actually clear out our backlog by reducing the number of possible projects, but that's frankly a quibble.

Through all of this I will however maintain that the only means to get apprentices is to keep talking about getting them in a thread this large. Otherwise it falls out of the thread's active thoughts.

Question: What are thoughts on, if Yorri can't be poked to help at all, going all in on Voidstones to get the most out of the coming meeting with the Brotherhood?
Personally its kind of eh. It would probably be worth doing but we might not be able to finish voidstones before the Conclave. @soulcake is the conclave at the start of the decade or the end? If its at the start of the decade I wouldn't want to give it an attempt.

I do not think anyone ignored it in canon either, the problems of the Time of Woe are systemic to how dwarfs live:

Under Golden Age circumstances dwarfs dwarfs are protected from the dangers of the surface both environmental like Storms of Chaos and military like Beastmen and Greenskins by their choice of living underground. This allows them to great natural choke points at which their endurance and discipline can hold off most foes while the vast Underway allows for reinforcements to be deployed effectively in a way their enemies cannot counter.

The Time of Woe turned that on its head. Underground was no longer safe, Skaven could tunnel right into the soft underbelly of the Karaz Ankor, could cut off communications supply and reinforcements. Their warp-tech brought the environmental dangers of the surface underground also. Add the slow innovation speed and culture of grudges that practically consumes them and you get the cannon death spiral.

The dwarfs did not fall because they did not build enough traps but because the literal and metaphorical center of their race was broken and made unsafe.
Ah I see what you're getting at. Socio-culturally and economically, yeah the Dwarves are still fucked when it comes to the Time of Woes. My point was more getting at that we have defenses built up and the reason behind that is that the Dwarves learned that the Underway isn't safe via Grimnir's own experiences and grumblings, unlike how it was in Canon where they were surprised by undermining from the Skaven.

Rune of Yodeling + Rune of Sound + Rune of Impact.

Thunder Shout

Also known as the Avalanche Rune.
Lol. Another option is Yodeling + Amplification + Impact for a different kind of kick.


I would like to make a formal proposal to possibly end The Great Apprentice War, although it would require @soulcake's help.

It seems like the general consensus is that Anti-Apprenticers want 3-5 turns of full actions for research and production. Apprenticers just want to ensure that getting new apprentices will not be put off indefinitely.

What I would propose is an officially sanctioned, yes/no mini-vote, on the following:

After forty years have passed in-game, Snorri Gift Giver will spend an action taking on at least one new apprentice.

[] Yes
[] No

This way, the both action and delay are locked-in via @soulcake, and we can all focus on more immediate things.

Thoughts? This almost certainly won't happen without broad support in thread.
I'm behind that idea.
 
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Question: What are thoughts on, if Yorri can't be poked to help at all, going all in on Voidstones to get the most out of the coming meeting with the Brotherhood?
I'd prefer to work on some of our Requests after we spent the entirety of this last turn Researching & Adventuring with Yorri.

Primarily on warding the Aeries and clearing out the Valaya's Curative/Mystical Vents.
 
Personally, I just want to look into our silver wood, since we use it in a lot of our products. I'm worried that we'll eventually use it with some rune combination that works fine on normal Wotroth, but causes significant problems with our subspecies.
 
Btw, would it be possible to lengthen a turn from a decade to 2? That way there's more progress each turn, and it could even allow for alternate research and Action/Apprentice decades, which would satisfy a lot of the people who Prefer certain actions. Just a thought that popped up.
I am very strongly against this. This kind of thing just feels way too min maxed focused which is a serious issue due to obsession with getting more actions. It's really not necessary and just feels like people are looking into excuses to clam more actions into turns.
I would like to make a formal proposal to possibly end The Great Apprentice War, although it would require @soulcake's help.

It seems like the general consensus is that Anti-Apprenticers want 3-5 turns of full actions for research and production. Apprenticers just want to ensure that getting new apprentices will not be put off indefinitely.

What I would propose is an officially sanctioned, yes/no mini-vote, on the following:

After forty years have passed in-game, Snorri Gift Giver will spend an action taking on at least one new apprentice.

[] Yes
[] No

This way, the both action and delay are locked-in via @soulcake, and we can all focus on more immediate things.

Thoughts? This almost certainly won't happen without broad support in thread.
I think that that would work with the apprentice issues.
 
Actually @EVA-Saiyajin looking back it says the conclave starts next year, so we don't have time for Voidstone research if we want to take our discoveries to the conclave.

- The Grand Conclave and more importantly to you, The Runelord Moot or Rhunkalbrogg, begin next year to replace the fallen Runelords in the aftermath of the Great Incursion of Chaos. Action Locked next turn.
 
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Question: What are thoughts on, if Yorri can't be poked to help at all, going all in on Voidstones to get the most out of the coming meeting with the Brotherhood?
The meeting is happening next year. It'll be our first action of the turn probably.

- The Grand Conclave and more importantly to you, The Runelord Moot or Rhunkalbrogg, begin next year to replace the fallen Runelords in the aftermath of the Great Incursion of Chaos. Action Locked next turn.
 
As a bit of advice from the peanut gallery, I think you getting caught up on trees and missing the forest. Lets do a few examples:
-On the question of taking apprentices, you should concider why your doing it in the first place. The general answer is that your doing it advance the rune crafting arts to new people and such. However this turn that action is covered by the Moot. Its literally a Moot point by Moot presence. Your going to be doing the same exact thing by taking the action to advance rune smiths to rune lords. You also don't know if your going to be rune lord mentor for all new rune lords that are going to be working to take back the north. So I'd advise against taking the starters until you don't already have a guild advancement action locked in.

-On the subject of prosthetics: Your being a horrible person and acting against the gift gift title by deciding to not make the supplemental limbs. Not only will this free up stupid amounts of other people's actions by making the cripples more mobile and making them feel/be more productive, but its an excellent way to practice rune combos to see what works in combo while you have yes many test cases. You will also give them time to adjust to the new replacement limbs. Even if they get replaced later with better ones, no one is going to complain about having a stock pile of replacement limbs in storage as training limbs for the next group of crippled soldiers/miners/engineers.

Remember that all the time you spend researching is time where dawi are siting around without any new limbs. Also you can probably get your master to help with the bulk order and use it as a training session. No one is going to do more than grumble about not getting the new model limb. Its literally the most useful action you can take for the hold and the people planning to take back their holds.

Seriously, I have great difficulty not seeing mass producing new limbs as OOC. Your rune lord is built to do this action.
 
Personally, if Yorri is still here next turn, I'd like to put one Action and Prod into Secrets of Light to finish that up and see if there's more behind it (probably) and put the rest of our actions and Prods into Movement of Things pt.2.

Action wise it's the most efficient as, besides SoL, it's the research option that gets the most from Yorri prods and putting the remaining 3 actions into it will trigger our research trait and get us another action worth.

I'd also like to do this research before we start making people new limbs as I'd put good odds on it improving the Rune of Prosthesis like pt.1 did for the Rune of Waking.
 
To be quite honest I haven't been keeping up with thread to the level of depth I used to because it takes too much time. I didn't see them.

I'm sorry that my interpretation of your post upset you, that's my bad.

I remember being involved in the math for the apprentices slowing down research. And yeah they slow down everything, production requests included with research. For the reasons you entail, and raw numbers in general because its harder to do trickle actions with a smaller pool.

Research wise I'm not arguing that what you were saying meant research forever, but simply not getting apprentices again. There's the whole of everything available to us. In terms of clearing research the ones we focused one are chains and my general conclusion on those is already mentioned as well. And your point doesn't negate the issue that research's opportunity cost is basically, expanding capability vs applying capability. I personally prefer the second as a primary focus with research being done on the side up until we clear out the production queue like we've done before and then focus on research. We haven't pulled off that second step that I can recall, but its still my intent. Even without a dedicated chunk of turns its worth noting that we've still progressed in research.

Actions slowing research is honestly not an issue for me as outlined above but even so I've been very onboard with promoting plans that are primarily research such as Movement and its Scaly Cat last vote cycle. The thread clearly wants to research as a whole, that is a primary thing. I don't think spending our research time on the chain researches is efficient if we want to actually clear out our backlog by reducing the number of possible projects, but that's frankly a quibble.

Through all of this I will however maintain that the only means to get apprentices is to keep talking about getting them in a thread this large. Otherwise it falls out of the thread's active thoughts.
Apology accepted and thanks for that. Anyway the thing is while Apprentices slow down research they are actually pretty useful for things like simple requests. Especially if we have multiple apprentices. Hence why I really don't mind getting apprentices after a research period. Basically spend four turns for a research heavy period and then get apprentices afterwards where they would be able to help with simple requests/production actions.
-On the subject of prosthetics: Your being a horrible person and acting against the gift gift title by deciding to not make the supplemental limbs. Not only will this free up stupid amounts of other people's actions by making the cripples more mobile and making them feel/be more productive, but its an excellent way to practice rune combos to see what works in combo while you have yes many test cases. You will also give them time to adjust to the new replacement limbs. Even if they get replaced later with better ones, no one is going to complain about having a stock pile of replacement limbs in storage as training limbs for the next group of crippled soldiers/miners/engineers.

Remember that all the time you spend researching is time where dawi are siting around without any new limbs. Also you can probably get your master to help with the bulk order and use it as a training session. No one is going to do more than grumble about not getting the new model limb. Its literally the most useful action you can take for the hold and the people planning to take back their holds.

Seriously, I have great difficulty not seeing mass producing new limbs as OOC. Your rune lord is built to do this action.
Please don't try to shame people like that. Pretty sure that people would be perfectly fine with doing that action. That said hate the fact that you make it sound like waiting a turn to get better prosthetic makes people a horrible person. Seriously, pretty sure that prosthetic do exist for dwarfs, it's just that the runic kinds are likely not widespread. Seeing as we only need 5 more actions to get the next stage of animation research we can pretty much finish it next turn with Yorri's help. Which I think we should do considering that as is the rune versions don't seem to be much better than the non rune versions due to things like lacking tactile sense and being weaker than a normal limb and putting off researching it is wasting time to getting a better prosthetic to them sooner.
 
I really doubt it. It's not like it was our presence that ensured daemons got into the underway so it must have happened in canon too yet Karaz Ankor was in no ways shape or form prepared for the Time of Woes.

It was, indirectly. The northern holds were only linked to the Underway main thanks to Snorri. The northern holds were only broken open rather than being able to bunker down underground because Khorek could shatter their defences in a way 'regular' daemons couldn't. The Chaos Gods only sent Kholek after the Norscane dwarves because they were allies of the King of the Skies. The King of the Skies became our ally in part because we made a rune of translation.

Honestly though, with all the obsession over getting apprentices to the point that people can't seem to wait a few freaking turns I am seriously getting turned off by the very idea of apprentices. Seriously, is it so hard to wait 3-5 turns to get apprentices every time between sessions?

Yes,. because that's an incredibly inefficient way to go about training apprentices, and doesn't accomplish the long term goal of setting a precedent that runesmiths should take lots of apprentices and having a chain of senior apprentices teaching junior ones. Once you sever the chain it's broken, and there goes a large part of the benefit. That's part of the broader goal of having a revolving stable of apprentices.

Taking a break, particularly century long breaks defeats the point. Apprentices are an end in themselves. They're not just there to do scut work. Even if they couldn't help with any of Snorri's other projects, they're still a productive output.

I would like to make a formal proposal to possibly end The Great Apprentice War, although it would require @soulcake's help.

It seems like the general consensus is that Anti-Apprenticers want 3-5 turns of full actions for research and production. Apprenticers just want to ensure that getting new apprentices will not be put off indefinitely.

What I would propose is an officially sanctioned, yes/no mini-vote, on the following:

After forty years have passed in-game, Snorri Gift Giver will spend an action taking on at least one new apprentice.

[] Yes
[] No

This way, the both action and delay are locked-in via @soulcake, and we can all focus on more immediate things.

Thoughts? This almost certainly won't happen without broad support in thread.

Absolutely not. A compromise where one side get 100% of what they want some of the time and 80% of what they want the rest of the time while the other side get 0% of what they want some of the time and 20% the rest of the time is not equitable.

Particularly as we're currently possible in a critical formative moment for dwarven runesmiths of the north. Putting teaching apprentices off until after the moment has passed is also not anything resembling a compromise.
 
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Personally, if Yorri is still here next turn, I'd like to put one Action and Prod into Secrets of Light to finish that up and see if there's more behind it (probably) and put the rest of our actions and Prods into Movement of Things pt.2.

Action wise it's the most efficient as, besides SoL, it's the research option that gets the most from Yorri prods and putting the remaining 3 actions into it will trigger our research trait and get us another action worth.

I'd also like to do this research before we start making people new limbs as I'd put good odds on it improving the Rune of Prosthesis like pt.1 did for the Rune of Waking.
We know it becomes a chain IIRC from what soul has talked about, its the kind of thing that leads to semaphore communications and stuff. I think this came up in the early parts of the thread.

Like, tbh given my previous observations about how research seems to be working I think that generally speaking the research chains we have unlocked right now are all 3+ parts at absolute minimum. Because the ones we have all look a lot like tech trees with big capstones. The only one I think might end with three parts is Diction, but that's absolutely a gut feeling given the action requirement on the first part.
 
Seriously, I have great difficulty not seeing mass producing new limbs as OOC. Your rune lord is built to do this action.

Rune smiths do not mass produce things, it's against the Rule of Pride. We can kind of tweak it around the edges (experimeting with rune combos), but outright setting out to make hundreds of identical limbs which would be necessary to make a meaningful effect on productivity is enormously out of character.
 
Rune smiths do not mass produce things, it's against the Rule of Pride. We can kind of tweak it around the edges (experimeting with rune combos), but outright setting out to make hundreds of identical limbs which would be necessary to make a meaningful effect on productivity is enormously out of character.

I think we've been told that in this period the Rule of Pride is only applicable when Master Runes are involved. Combinations of lesser runes can be made much more freely.
 
It occurs to me that we can never actually become an Ancestor. Even if Snorri lives to be seven or eigth thousand years old and something resembling the stations of canon come about, he can't ever be an Ancestor because he has no descendants. The Ancestors arn't Ancestors just because they were old and powerful as shit, they are Ancestors because they are Literally the Dwarven Ancestors.

I've currently reached that point where words start to lose meanings and sound strange, Ancestors damn it.

Anyway, Snorri has no descendants and is thus eliminated for Ancestorhood forevermore.

At best he's an Honoured Uncle till the End Times.

This is me low key hinting at getting over the slain waifu and starting a family sometime in the next thousand years...
 
It occurs to me that we can never actually become an Ancestor. Even if Snorri lives to be seven or eigth thousand years old and something resembling the stations of canon come about, he can't ever be an Ancestor because he has no descendants. The Ancestors arn't Ancestors just because they were old and powerful as shit, they are Ancestors because they are Literally the Dwarven Ancestors.

I've currently reached that point where words start to lose meanings and sound strange, Ancestors damn it.

Anyway, Snorri has no descendants and is thus eliminated for Ancestorhood forevermore.

At best he's an Honoured Uncle till the End Times.

This is me low key hinting at getting over the slain waifu and starting a family sometime in the next thousand years...

Runes can apparently do anything, which has made me wonder about resurrection in the past.

Of course, Yorri did ask Snorri in the last update whether his dead wife would want him to keep moping forever...

I can see Snerra becoming a Living Ancestor though.

Like, tbh given my previous observations about how research seems to be working I think that generally speaking the research chains we have unlocked right now are all 3+ parts at absolute minimum. Because the ones we have all look a lot like tech trees with big capstones. The only one I think might end with three parts is Diction, but that's absolutely a gut feeling given the action requirement on the first part.

And then there's variant research like Mind of Things that might also have multiple steps.

I still don't see making hundreds of limbs worthwhile.

If Snorri can improve the rune, it seems like good practice for apprentices.
 
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Rune smiths do not mass produce things, it's against the Rule of Pride. We can kind of tweak it around the edges (experimeting with rune combos), but outright setting out to make hundreds of identical limbs which would be necessary to make a meaningful effect on productivity is enormously out of character.
Not exactly for Snorri? I mean, the quest's run so far counters that. Soulcake has talked about how a lot of these had to do with repeating runic sets for weapons and tools. And the main point the Rule of Pride comes up for us mechanically is Difficult Requests.

Q. How do Difficult Requests interact with the Rule of Pride mechanically?
A. if the item you're making for a difficult request only has normal Runes you wont run afoul of the Rule of Pride. If it involves Master Runes then a rough guideline is 3-4 copies of the same Master Rune or Combo with a Master Rune within 10 turns is fine. But more than that and you start risking things.
 
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