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:
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.
what the reason for not having 4 runes again? cause with thrugni still alive we should be in the time where 4-5 rune weapons were made.
 
what the reason for not having 4 runes again? cause with thrugni still alive we should be in the time where 4-5 rune weapons were made.
Because the Rule of Three that limits us to three runes is a consequence of material properties and the energies stored in runes. Most materials* can't contain the energy of more than three runes.
 
I ask because I could have sworn there was a dwarf weapon in the fantasy handbooks that had FOUR runes on it...need to find it later when i get home
 
I ask because I could have sworn there was a dwarf weapon in the fantasy handbooks that had FOUR runes on it...need to find it later when i get home
Oh yeah that image. There's a few images and art in the dwarf books which is just like "Lol it's got more than three on it" because they used authors who weren't actually familiar with the Rule of Three and told them to make "A dwarf smith inscribing magic runes into a sword".
 
Yeah from what I know I've have been assuming that the prologue will end when the storm of chaos comes calling or right after that mess.
Really the "prologue" I'd consider a sort of story tool which soulcake is using to get things conveyed to the players and give them time to Get Used to how mechanics work, after which point stuff is a little more hardcore.

Finishing Trollslayer could be a good shifting point if Soulcake wanted it to be, but another would be an invasion by something Bad. From there we shift into the nebulous area of Fighting Off the Invasion.
 
So! Plans!

...

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)

Apprentice actions are restricted to simple requests, or at least they were when they were first introduced. Did that change at some point? If not, you're not gonna be able to have them contribute to the big axe.
 
This is such a fun idea for a quest and I just love how it's worked out so far! It's a nice breath of fresh air from CK2 warhammer quests, made all the better by setting it at a high point of the timeline, especially for the dwarfs. The characterization of the Dwarfs are also amazing, they feel like people, not one-note stereotypes, and really highlights how different, almost alien, the mindset of Warhammer Dwarfs are from humans. The story of Snorri loses out on something by not building up to being the Runelord, not going through the apprenticeship of Yorri, or the journeying after, but it's something that, while a bit sad to skip over, is a very practical choice that doesn't beat around the main premise of the quest. Plus, being Dwarf Santa is just the icing on the cake.

I'm really looking forward to seeing where this quest goes.
 
Apprentice actions are restricted to simple requests, or at least they were when they were first introduced. Did that change at some point? If not, you're not gonna be able to have them contribute to the big axe.
Oh that is a good point I forgot. They can do something else then!
 
[X] Plan It's A Start.
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 7 turns.
-[X] [Simple] Defence. In. Depth Pt1: [Cost: (2-1) =1 actions] Productivity Like No Other Will proc. 1 Action
-[X] [Simple] Runic Warmachines: [Cost: 2 actions] Productivity Like No Other will proc. Apprentice Action.
-[X] [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
--[X] Choose: Master Rune of Conduction, Rune of Might, Rune of Impact.
-[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. 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

And here we go!
 
Back
Top