Voted best in category in the Users' Choice awards.
A friendly reminder to new questers to read the Informational threadmarks and FAQ specifically before asking a question. Links below:

Frequently Asked Questions
Here is the Detailed Rune List
Discord.

On Thread Etiquette:

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

Please endeavour to be cordial. :^)
 
Last edited:
So @soulcake question when will our hold start building there part of the Ungdrin to connect with the rest of the realm? Is that a few centuries down the road or what?
 
Yeeeeeees.

Yeeeeeeees!

Ahem. Anyway, currently my plan is:
-1 Action to finish Defense in Depth 1
-1 Action on Trollslayer Commision (I know the theme is meteor-like, but can't remember the exact Rune combination, and I don't want to get the exact writing of the theme wrong.)
-2 Actions on Rune Metal 2
-Apprentice Action on Runic Warmachines

I imagine in the next couple turns we might end up marching again, or doing some sort of work to help with the Krampus-lite Trolls.
Master Rune of Conduction, Rune of Might and Rune of Impact.


Hey @BungieONI I like both of your plans but I think you forgot your Apprentice action.
Note my edit :D

The rolly pollies can work on the warmachines.
 
I have a suggestion:

Is a Gromril-vein Geode something we can order for research, @soulcake ?
Since you have a natural vein of the stuff you can get it for basically no cost (I mean besides the cost of the gromril itself)
as for geodes if you mean the ones in the cave originally you have one as a shiny little knicknack.

On the topic of researching materials in general Idk yet. I mean in hindsight its a pretty obvious thing to do, but as a Runelord you have a lot of know-how already.

I wanna say tentatively/rough draft wise you can use t4-1 material with existing runic research but otherwise researching a material itself is in the realm of epiphanies or stuff on the rarity of the Heart. Uh lemme try and make a workable solution to it and get back to the thread at large.

EDIT: narrative-wise you're already doing this but I can also make it clear during the results too. Especially if I decide to make this a mechanic.
 
Last edited:
Since you have a natural vein of the stuff you can get it for basically no cost (I mean besides the cost of the gromril itself)
as for geodes if you mean the ones in the cave originally you have one as a shiny little knicknack.

On the topic of researching materials in general Idk yet. I mean in hindsight its a pretty obvious thing to do, but as a Runelord you have a lot of know-how already.

I wanna say tentatively/rough draft wise you can use t4-1 material with existing runic research but otherwise researching a material itself is in the realm of epiphanies or stuff on the rarity of the Heart. Uh lemme try and make a workable solution to it and get back to the thread at large.
Researching stuff that isn't One of A Kind is honestly not all that necessary unless the T4 thing that is nigh unique is going directly into a project and there's potential for weird stuff to happen between our runes and the mats. Tier three and below is impractical to give research projects for due to option bloat, and Gromril really only makes sense because it has possibilities to scale along the Tiers and is vitally important to Runecraft in general.
 
I assume for most materials you're looking at:
-Its common and thus not worth the moo of squeezing out that last shred of bonus
-Its valuable but reasonably common, its well documented enough that you don't need to do anything beyond remember the base lore. You might do some research to get a perfect fit but its within a rounding error in the timespans we're working with.
-Its rare and nearly unique. You must research to fully utilize it, but the research will only be usable once
-Its gromril. Its nearly unique in rarity except theres an actual SUPPLY, so you can reuse it, but anyone who knows anything won't tell, so you got to do it yourself.
-[] [Difficult] Trollslayer Pt. 1: [Cost: 1 actions] If a rune you want requires special ingredients that you don't have access to I will alert you. If I am given the choice you won't have to worry about that. Good rule of thumb on if it will likely need ingredients is if it's a Master Rune or it's a rune you've developed and know it will need ingredients you don't have. 1 Action
--[] Choose: Master Rune of Conduction, Rune of Might, Rune of Impact.
Don't forget the theme!
 
I assume for most materials you're looking at:
-Its common and thus not worth the moo of squeezing out that last shred of bonus
-Its valuable but reasonably common, its well documented enough that you don't need to do anything beyond remember the base lore. You might do some research to get a perfect fit but its within a rounding error in the timespans we're working with.
-Its rare and nearly unique. You must research to fully utilize it, but the research will only be usable once
-Its gromril. Its nearly unique in rarity except theres an actual SUPPLY, so you can reuse it, but anyone who knows anything won't tell, so you got to do it yourself.

Don't forget the theme!
I don't need to pick it? I was reading that as either Choose or present a theme or let Soulcake do it.
 
Still, it says something about these Ancestor Gods that they aren't teaching all they know immediately in progression, instead doing it when the whim strikes them. I suppose it makes them both more...not human, they're Dwarves...more Dwarfish, in being partially ruled by emotion, but also less so, in apparently possessing the ability to uplift Dwarven ability whenever they wish but not doing so.
 
I don't need to pick it? I was reading that as either Choose or present a theme or let Soulcake do it.
The "Choose" is for the runes. The present OR let Soulcake is for the theme.

@soulcake
What's the general difference between rolling to see if you get a combo based on a presented theme, and rolling to see if you get a combo without a presented theme? If you're rolling either way...
 
Last edited:
The "Choose" is for the runes. The present OR let Soulcake is for the theme.

@soulcake
What's the general difference between rolling to see if you get a combo based on a presented theme, and rolling to see if you get a combo without a presented theme?
The way I understand it is that we can do one of three things:

Either Choose the runes ourselves and hope and pray they come together in a combo. Or we can say "this theme is what we're going for" at which point Soulcake chooses runes based on that theme and rolls to see if we find a good combo. Or we can just let soulcake choose the runes freely and then soulcake rolls to see if we find a combo. i.e exclusive options.
 
In either plan we could also put the Apprentices into working on Runic Warmachines, because we do want lots of those to properly integrate into the Hold's defenses.

Runic Warmachines is the only action we can put the apprentice's action on. That's something we should be careful about: Keeping a Simple request open each turn when possible so our apprentices don't have a chance to slack off for a decade.
Still, it says something about these Ancestor Gods that they aren't teaching all they know immediately in progression, instead doing it when the whim strikes them.

There's always been something fishy/mysterious about them, but even though they're alive currently it's slim odds that Snorri might learn more than most about them. They're the oldest dwarves and therefore regarded as the wisest, after all.
 
The "Choose" is for the runes. The present OR let Soulcake is for the theme.

@soulcake
What's the general difference between rolling to see if you get a combo based on a presented theme, and rolling to see if you get a combo without a presented theme?
@BungieONI is right on the money. Its between three choices, Choose the runes in which case I will know whether or not you get a Runic Combo. A theme where my options for Runes are limited but since you aren't picking I roll, with a minor bonus for at least trying, to see If you get a runic combo. Then GM choice where I decide what it'll be after rolling to see if you got a Combo.

I do read thread ideas on stuff, but whether you have a Combo or not is still ultimately for me to decide. After all, Runes follow Dwarfen understanding, not human. So, Bungie's theme may have a chance where if he chose the Runes he may not get it at all.
 
I suppose it makes them both more...not human, they're Dwarves...more Dwarfish, in being partially ruled by emotion, but also less so, in apparently possessing the ability to uplift Dwarven ability whenever they wish but not doing so.
Does it? I feel like it's more of teaching a group of kids to swim to him. There are large water bodies everywhere and you should be able to learn it yourself if you try. Then, he looks at you jumping in like idiots and he has to pull you out and show you how it's done. It's less uplift, more life skills. And in the end he can't teach you everything, and you have to strike out and try things out without his guidance. Not really a dwarf or human thing, just life things.
 
Alright then. I was already for Trollslayer sooner, but now I'm absolutely set. Gonna need it to offset the grim news of special trolls emerging. Remind them (both trolls and our kin) that we destroyed them before.
 
Are we still set on it being a good combo for an axe, by the way, instead of a hammer?
I think its good enough for an axe, and am kind of concerned swapping Impact for the Rune of Cleaving might dilute the "sheer cataclysmic force" thing I'm going for, diluting it with concepts of piercing of hardened defenses.

Now granted even if we don't get a combo I'm actually decently okay with that since it means we've ruled out a set of runes and the choice space is slightly smaller and Master Rune of Conduction, Rune of Might and Rune of Impact is still an enormously powerful set of runes.
 
does the size of a rune affect anything? make a massive axe to make a proportionally large rune of might so the dwarf can wield it, imagine a dwarf with a axe the size of a giant and then add a rune of flight so he can launch it like a ballista bolt
 
So! Plans!

[] Plan It's A Start.
-[] Teach your apprentices. [Cost: 1 Action] Locked in for 7 turns.
-[] [Simple] Defence. In. Depth Pt1: [Cost: (2-1) =1 actions] Productivity Like No Other Will proc. 1 Action
-[] [Simple] Runic Warmachines: [Cost: 2 actions] Productivity Like No Other will proc. Apprentice Action.
-[] [Difficult] Trollslayer Pt. 1: [Cost: 1 actions] If a rune you want requires special ingredients that you don't have access to I will alert you. If I am given the choice you won't have to worry about that. Good rule of thumb on if it will likely need ingredients is if it's a Master Rune or it's a rune you've developed and know it will need ingredients you don't have. 1 Action
--[] Choose: Master Rune of Conduction, Rune of Might, Rune of Impact.
-[] 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. With a recent look at actual Pure Gromril, you can say for certain there's more to it than simple physical purity. [Cost: (6-4) =2 Actions] Student of the Odd will proc. 2 Actions

The intent of this plan is to set ourselves up for a slam dunk run on Trollslayer on turn 7 when the Blood gets here where we dump our four actions into it and the apprentice action for a total of seven actions into it counting the Productivity procs (Hopefully getting a lot of overflow in the process). I also want to take the opportunity to show Fjolla and Dolgi how a Runelord goes about making a masterwork weapon so they have that Memory going forward. It'd be good drive for them. (Also all of our actions onto it means it will be a wonderfully focused update)

And so the plan makes sure the request is taken before the Blood arrives and the first part of Defense In Depth is done and over with and Part 2 has opened up so we can work on that on Turn 8 alongside the partially completed Runic Warmachines. Furthermore it enhances our understanding of the Rune Metal before we actually dive into construction of Trollslayer. We won't master the Rune Metal obviously, but that's not the point. The point is just to get a better handle on it so that if we can do something better when we get to actually making Trollslayer, we have the opportunity to.

Then when Turn 8 rolls around we can dump two actions into Runic Warmachines and two of our actions into Defense In Depth Pt2 along with the Apprentice action or whatever fits our fancy.

does the size of a rune affect anything? make a massive axe to make a proportionally large rune of might so the dwarf can wield it, imagine a dwarf with a axe the size of a giant and then add a rune of flight so he can launch it like a ballista bolt
I think it varies depending on the rune and the rune's effects.
 
The Meteoric Trollslayer

This axe cuts through the air with fire blazing around it in a manner harkening back to the meteorites the Pure Gromril came from before striking its opponents with cataclysmic force

Rune of Impact
Rune of Conduction
Rune of Might


I want to emphasise that if you are wielding this weapon, you are utilising a piece of the cosmos itself.
 
Last edited:
Honestly I kinda feel like this turn is the lead up to a transition point, where we've gotten a lot of Set Up Information out of the way and the Hold is starting to really tick along. But now as we go to start prepping for making an Artifact we're commemorating the first like section or half of the prologue. It feels like a good preparation turn for a greater note on turn 7 is what I mean.
 
Back
Top