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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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I think the easiest way to pass on Runes is to promote the notion that no Runesmith should die without being able to pass on his knowledge beforehand so that his achievements are never lost. Ideally (and normally) this involves teaching ones apprentice(s) but if worst comes to worst, keep a mental list of acceptable Runesmiths.

Becuase I doubt that Runesmiths would ever start writing books on their runecraft even if the things had more protections then the Great Book of Gummi ever did.
 
Anywho midterm is over, vote locked time to write.
Adhoc vote count started by soulcake on Mar 26, 2020 at 6:40 PM, finished with 90 posts and 37 votes.

  • [X] Plan Betting on Synergy
    -[X] Expanding the Workshop, Protection: You've a workshop and a home fit for a Runelord, but in your mind's eye you see yet more things to do. Any research regarding the Master Runes will require a level of protection that your current facility simply doesn't have. The cost is irrelevant, it is the materials you need that are the true bottleneck. You've got the Gromril and Dragon Blood necessary for the Rune you need now. [Cost: (2-1) =1 actions, -1 vial of Dragon's Blood-]
    —[X] 1 action
    -[X] [Simple] Pure Gromril: Somehow you finagled the clans of the hold to agree to the idea of a communal smelter capable of making Pure Gromril. You've got a decent portion of the work down already, and the clans are pitching in and the structure is beginning to take shape. It is a work of art and craftsmanship as the workers have especially good reason to see a job well done; the smelter will be an engine of great wealth for the hold and clans that use it, and of course to show rivals how their clan is better at this task or other. [Cost: (6-3) =3 actions] Productivity Like No Other will proc.
    --[X] 2 Actions
    -[X] [Simple] Defence. In. Depth Pt1: It has finally begun, a concession for getting you involved in this whole business with choosing the hold's new Royal Clan, the hold will implement a strategy of Defence. In. Depth. When planning its permanent defences, which if you were honest wasn't that big a loss for the Hold. With that in mind, such a wonderful piece of work will require a suitably magnificent set of Runes. While someone could never truly have enough defences, building what would eventually be a good seven layers of overlapping kill zones, guard towers and artillery is as good a start as any! [Cost: 2 actions] Productivity Like No Other Will proc.
    --[X] 1 Apprentice Action
    -[X] The Rune Metal Pt. 2: You've found a connection between Runes and Gromril, but it feels like just the beginning of something greater. You've found that in a moment of clarity, that Pure Gromril is especially important for the Master Rune of Gromril because of that inherent purity. [Cost: (6-3) =3 Actions] Student of the Odd will proc.
    --[X] 1 Action
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 8 turns.
    -[X] Order: Magma Dragon's Blood
    [X] Plan Oddity Exploration
    -[X] Odd Places 1/10: 1 Action
    -[X] Teach your apprentices. 1 Action
    -[X] [Simple] Pure Gromril: 2 Actions
    -[X] [Simple] Defence. In. Depth Pt1: 1 Action, 1 Apprentice Action
    [X] Plan Project Completion Hat Trick
    -[X] Expanding the Workshop, Protection: You've a workshop and a home fit for a Runelord, but in your mind's eye you see yet more things to do. Any research regarding the Master Runes will require a level of protection that your current facility simply doesn't have. The cost is irrelevant, it is the materials you need that are the true bottleneck. You've got the Gromril and Dragon Blood necessary for the Rune you need now. [Cost: (2-1) =1 actions, -1 vial of Dragon's Blood-]
    --[X] 1 Action
    -[X] [Simple] Pure Gromril: Somehow you finagled the clans of the hold to agree to the idea of a communal smelter capable of making Pure Gromril. You've got a decent portion of the work down already, and the clans are pitching in and the structure is beginning to take shape. It is a work of art and craftsmanship as the workers have especially good reason to see a job well done; the smelter will be an engine of great wealth for the hold and clans that use it, and of course to show rivals how their clan is better at this task or other. [Cost: (6-3) =3 actions] Productivity Like No Other will proc.
    --[X] 2 Actions
    -[X] [Simple] Defence. In. Depth Pt1: It has finally begun, a concession for getting you involved in this whole business with choosing the hold's new Royal Clan, the hold will implement a strategy of Defence. In. Depth. When planning its permanent defences, which if you were honest wasn't that big a loss for the Hold. With that in mind, such a wonderful piece of work will require a suitably magnificent set of Runes. While someone could never truly have enough defences, building what would eventually be a good seven layers of overlapping kill zones, guard towers and artillery is as good a start as any! [Cost: 2 actions] Productivity Like No Other Will proc.
    --[X] 1 Action + Apprentice Action
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 8 turns.
    -[X] Order: Magma Dragon's Blood
    [X] Plan Overflow Smelter and Odd Place
    -[X] [Simple] Pure Gromril: Somehow you finagled the clans of the hold to agree to the idea of a communal smelter capable of making Pure Gromril. You've got a decent portion of the work down already, and the clans are pitching in and the structure is beginning to take shape. It is a work of art and craftsmanship as the workers have especially good reason to see a job well done; the smelter will be an engine of great wealth for the hold and clans that use it, and of course to show rivals how their clan is better at this task or other. [Cost: (6-3) =3 actions] Productivity Like No Other will proc.
    --[X] 2 Actions + Apprentice Action
    [X] Expanding the Workshop, Protection: You've a workshop and a home fit for a Runelord, but in your mind's eye you see yet more things to do. Any research regarding the Master Runes will require a level of protection that your current facility simply doesn't have. The cost is irrelevant, it is the materials you need that are the true bottleneck. You've got the Gromril and Dragon Blood necessary for the Rune you need now. [Cost: (2-1) =1 actions, -1 vial of Dragon's Blood-]
    [X] Odd Places 1/10: Look on Master Yorri's map and try and discover one of his marked locations. The locations will certainly be odd, but whether they'll be useful will remain to be seen. [Cost: 1 action] Roll for usefulness.
    --[X] 1 Action
    -[X] Teach your apprentices. [Cost: 1 Action] Locked in for 8 turns.
    -[X] Order: Magma Dragon's Blood
 
Like, IMO, every Master Runesmith should permanently maintain at least 2-3 apprentices at all times, picking up a new one as soon as they find someone with any potential to learn after that. Every graduate will follow your example and do the same.

I don't know how viable three apprentices together are; teaching two at the same time takes longer. But! I think this is the most viable plan for changing Runelord culture. After Dolgi and Fjolla become Journeymen and leave, Snorri should just take on two more students. And them after them, two students more. And again. Shame those Runelords who only train one apprentice ever, if any, through Snorri training more (and better) Runesmiths than a half-dozen other Runelords combined. Is keeping their super-secret exclusive Master Rune to themselves truly more valuable than teaching a student?
euh, I don't think I'm gonna deserve congrats for the mark but thank you for believing in me.

Surviving a trial like the dread Midterms is no small feat.
 
euh, I don't think I'm gonna deserve congrats for the mark but thank you for believing in me.
I don't know how viable three apprentices together are; teaching two at the same time takes longer. But! I think this is the most viable plan for changing Runelord culture. After Dolgi and Fjolla become Journeymen and leave, Snorri should just take on two more students. And them after them, two students more. And again. Shame those Runelords who only train one apprentice ever, if any, through Snorri training more (and better) Runesmiths than a half-dozen other Runelords combined. Is keeping their super-secret exclusive Master Rune to themselves truly more valuable than teaching a student?


Surviving a trial like the dread Midterms is no small feat.
Don't congratulate the beardling yet, that was just the warm up, now he has to prepare to face the mini boss, Finals.
 
Hmm...

I've been sitting here thinking on Runes again bit and something that occurs to me is that you can sort of approximate the ideas behind some master runes with lesser runes. An example:

Putting the Rune of Fire, Rune of Might and Rune of Impact onto a hammer will give you a much lesser item that still delivers a lot of blazing energy into a target with a blow ala the Master Rune of Conduction. But less so.

Another example could be the Master Rune of Breaking which shatters shoddier magical items. That sounds like a mixture of the Rune of Impact or Might, and the Runes of Spelleating and Spellbreaking. Not all Master Rune's have this similarity, but it does make me wonder if some Master Runes might not be a sort of refinement of concepts found in lesser Runes which are synthesized and enhanced as they are fused.

I don't know how viable three apprentices together are; teaching two at the same time takes longer. But! I think this is the most viable plan for changing Runelord culture. After Dolgi and Fjolla become Journeymen and leave, Snorri should just take on two more students. And them after them, two students more. And again. Shame those Runelords who only train one apprentice ever, if any, through Snorri training more (and better) Runesmiths than a half-dozen other Runelords combined. Is keeping their super-secret exclusive Master Rune to themselves truly more valuable than teaching a student?
I'm not that keen on taking Apprentices immediately after we finish up with the rolly pollies we have, because I want to use that time to go exploring into Yorri's old odd places, but the general gist of "Loads of apprentices" is one I like. Its fun watching Snorri teach them, and future apprentices we can read being compared to Fjolla and Dolgi for verisimilitude and that wonderful feeling of continuity as lots of time passes.
 
Hmm...

I've been sitting here thinking on Runes again bit and something that occurs to me is that you can sort of approximate the ideas behind some master runes with lesser runes. An example:

Putting the Rune of Fire, Rune of Might and Rune of Impact onto a hammer will give you a much lesser item that still delivers a lot of blazing energy into a target with a blow ala the Master Rune of Conduction. But less so.

Another example could be the Master Rune of Breaking which shatters shoddier magical items. That sounds like a mixture of the Rune of Impact or Might, and the Runes of Spelleating and Spellbreaking. Not all Master Rune's have this similarity, but it does make me wonder if some Master Runes might not be a sort of refinement of concepts found in lesser Runes which are synthesized and enhanced as they are fused.


I'm not that keen on taking Apprentices immediately after we finish up with the rolly pollies we have, because I want to use that time to go exploring into Yorri's old odd places, but the general gist of "Loads of apprentices" is one I like. Its fun watching Snorri teach them, and future apprentices we can read being compared to Fjolla and Dolgi for verisimilitude and that wonderful feeling of continuity as lots of time passes.
We can take a turn to do nothing but explore half the places Yorri mentioned. Then decide from there.
 
We can take a turn to do nothing but explore half the places Yorri mentioned. Then decide from there.
Pretty much what I had in mind actually! Or just putter around with whatever else is in general/the Request tab/Research while picking away at whatever the Yorri stuff creates.

I don't entirely expect it to be a loot pinata, since it'd make sense for us to find a place and then realize its an entire mini adventure on high rolls, which is why I want to save it for the time post-Dolgi and Fjolla so we have more free time to play with.
 
I get that people probably want to do more research and improve our workshop and such before we make Trollslayer but it seems kind of weird that someone asked us to make a weapon commemorating a special battle and we could be getting to it 30 or 40 years down the line. Guess that's just the dwarven mindset, given that the Request does say the Thane is willing to wait on.
 
I get that people probably want to do more research and improve our workshop and such before we make Trollslayer but it seems kind of weird that someone asked us to make a weapon commemorating a special battle and we could be getting to it 30 or 40 years down the line. Guess that's just the dwarven mindset, given that the Request does say the Thane is willing to wait on.
Yeah pretty much exactly that. Now that the magma blood has been ordered (which is the big time sink) and the Smelter probably completed the minimum time we can start it is on turn 7 (I expect it will be turn 8 or 9 though due to the fluff about a cold snap restricting travel that we got in turn 5). We could pick up the Request part 1 next turn if we wanted to, to finalize the rune loadout and ensure we are 100% ready to go when the dragon blood gets here.

It'd also just in general be sensible to pick up the request before we get the blood, that way when the blood does get here we're ready to slam all four actions and the apprentice action into it to get seven total actions into the project. That'd be fun to watch, especially since making the body of the weapon out of Pure Gromril now that we might be getting a hold of it is good common sense.
 
I get that people probably want to do more research and improve our workshop and such before we make Trollslayer but it seems kind of weird that someone asked us to make a weapon commemorating a special battle and we could be getting to it 30 or 40 years down the line. Guess that's just the dwarven mindset, given that the Request does say the Thane is willing to wait on.
You're right. It is the Dwarven mindset.
 
Like, with the magma blood being in play and the pure gromril that makes Trollslayer a Significant Thing just due to having two Tier 3 materials involved. Put all our effort into it as well and its a really Good Weapon I figure and a good middle point for our apprentices to witness in their learning process.

E: And of course this isn't even getting into what its supposed to commemorate, which is its own entire Thing, especially in Kraka Drakk.
 
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Like, with the magma blood being in play and the pure gromril that makes Trollslayer a Significant Thing just due to having two Tier 3 materials involved. Put all our effort into it as well and its a really Good Weapon I figure and a good middle point for our apprentices to witness in their learning process.

E: And of course this isn't even getting into what its supposed to commemorate, which is its own entire Thing, especially in Kraka Drakk.
The right rune combo will take Trollslayer from what is already shaping up to be a top tier epic into a legendary item. Not on the scale of the true powerhouse named weapons like Ghal Maraz or stuff on that level (Those would be T5)
 
The right rune combo will take Trollslayer from what is already shaping up to be a top tier epic into a legendary item. Not on the scale of the true powerhouse named weapons like Ghal Maraz or stuff on that level (Those would be T5)
That's what I was figuring yeah. It's definitely got potential to be an Important Weapon down Through the Ages, which is really cool!
 
The right rune combo will take Trollslayer from what is already shaping up to be a top tier epic into a legendary item. Not on the scale of the true powerhouse named weapons like Ghal Maraz or stuff on that level (Those would be T5)
I figure Ghal Maraz is best in the world level, rivaling things like the Widowmaker (number 1) and the Fellblade. And the weapons of the Ancestor Gods. And maybe the Spear of Kurnous.

Would "top tier epic" be T3, with Legendary T4?
 
So... can we get an action to double-down on our santa clausness? Because I really like that aspect of our character and would be quite interested in further exploring it.
 
Come to think of it, Ghal Maraz might well exist right now, as it was created by Smednir.

Of course, it would be very different from the weapon of Sigmar the god...I wonder if it would be weaker or stronger, with more association to an Ancestor God than an ascendant human god (on top of "just" being crafted by an Ancestor God, really old with a legend, not new and built into a god's legend, and also blessed by Ulric..Warp metaphysics are odd).
 
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My 9ne regret is we cant find the Adamantium process before we make it.
Mhmm, that is pretty disappointing. We are no where *near* far enough down the Rune Metal chain to find that out, unless Pure Gromril is Adamant (Which I don't think it is).

Though, hmm. @soulcake would we have to adapt the Rune of Impact into a weapon rune? Its an armor rune and when I was thinking this up I got mixed up and thought it was a weapon rune.

Of course another option @EVA-Saiyajin instead of the Rune of Impact is that we can take notes from Snorri's own axe and use a combination of Master Rune of Conduction + Rune of Might + Rune of Cleaving to try which I think might still fit "Conduct enormous energy into the target with the mightiest strike". Especially since the Rune of Cleaving's fluff is about cleaving through the hardest materials, in the context of dwarf mining picks.

@soulcake would having multiple runesmiths working together on the same project allow us the circumvent the only three runes per item rule ?
No. The Rule of Three is a limit of the material you are inscribing runes on.
 
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Mhmm, that is pretty disappointing. We are no where *near* far enough down the Rune Metal chain to find that out, unless Pure Gromril is Adamant (Which I don't think it is).

Though, hmm. @soulcake would we have to adapt the Rune of Impact into a weapon rune? Its an armor rune and when I was thinking this up.

Of course another option @EVA-Saiyajin instead of the Rune of Impact is that we can take notes from Snorri's own axe and use a combination of Master Rune of Conduction + Rune of Might + Rune of Cleaving to try which I think might still fit "Conduct enormous energy into the target with the mightiest strike". Especially since the Rune of Cleaving's fluff is about cleaving through the hardest materials, in the context of dwarf mining picks.
Mmm, didn't you have some plans with a heavy symbolism for Trollslayer around the Rune of Conduction? Something about aping meteors, and strengthening that theme with Pure Gromril?
 
Mmm, didn't you have some plans with a heavy symbolism for Trollslayer around the Rune of Conduction? Something about aping meteors, and strengthening that theme with Pure Gromril?
Yeah, here's my initial quote.

Hmmm...

Well for one thing, the Master Rune of Conduction is gonna act differently on an Axe than it will on a Hammer as all of that blazing energy transferred into a single target will change from the flat face of a Hammer to the extremely fine edge of a dwarf made Axe. That's obscene cutting power all by itself right there as well as an intensely hot curve to sear material. This is made even more absurd if the Axe is made out of Pure Gromril, for instance (and we probably should make Trollslayer out of Pure Gromril because we will have a source on hand).

Honestly looking at the ideas conveyed by "The weapon heats up to a blazing temperature before transferring the energy once it connects." That sounds like a falling star and concepts related to Re-entry and like the meteoric blows of a star falling to earth and creating a massive explosion.

So with all that, why not go whole hog? Put the Runes of Might and Impact along with the Master Rune of Conduction onto Trollslayer.

Individually these in some ways have approximate definitions of "Enhance force through greater speed and power" for the Rune of Impact, "Strike with the mightiest blows" for the Rune of Might, and "Conduct enormous energy into the target". Blend that all together and I think we might get something like "Conduct enormous energy into the target with the mightiest strike."

Just lean fully into the "absurd force" implied by something heating with blazing energy and then transferring that into a target. Its a blunt arrangement but it is also so massive that I think it implies an enormity of scope that it cannot be stopped and is thus relentless in the way an avalanche is relentless and so connects back to the deeds that occurred in the battle, particularly what Snorri was described as doing. Since I figure if its commemorating the battle it should also have a particular personal meaning to the artist crafting it since he participated as a central pillar.
Like the Master Rune of Conduction has a lot of meteor themes by itself, so using runes which imply mighty blows (Rune of Might) and great speed or piercing force (Rune of Impact or maybe Rune of Cleaving?) supports that central theme.
 
Well just means we make something even better when we do. Eventually anyway. You know I just remembered Grimnir uses two axes.

Why cant we make two later(axe or hammer or one of each)? The difference being one rune? One with Rune of Striking to make it faster and one with Rune of Cleaving to give it extra oomph? Rune of Might would be the other standard Rune. We could call them the Chaser and the Driver(Phoenician Reference). Both of Adamantium.

Or would that violate the Jealous Runes rule to have a pair of axes with the same Master Rune? Could switch it in one to a lightning effect instead of fire.

Also thinking about it is the trick behind the indestructability of the Rune fangs just that they are actually Adamantium weapons?
 
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