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What are the big, overarching changes that has been made to canon so far? Top of my head is that the North didn't fall?
Probably one of the far reaching change (that wasnt mentioned by Iron Fist) is the fortification of the Underway.

This will really show its effects when the Skaven finally show itself. It will still probably be horrifically costly in dwarf lives due to Skavenls ability to dig through/around defenses and novel method of war, but it definitely beats catching the dwarves practically defenseless and unprepared.
 
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I hope that with the underway reaching the north helped the Grimnir the valiant to go faster to the gates. I mean he had the advantages of know the land (and was aware of the traps).

So he he use that ending in the dragon hold and could do any preparations that he could possible want... as the first Slayer.
 
I mean you'd make a big dharr spot at the very least and a bunch of weird esoteric effects somehow related to the Rune. The force of the explosion itself would probably destroy the Room you're in without the array regardless. Master Runes are less dangerous to the user's soul than a battle wizard fucking up his combat spell, but the effects are still monstrously ruinous without the warded chamber.


AH! Yes, that's what I thought, makes much more sense.

Ok, one more question: How do combos generally get turned into Master Runes? Is that something we could do as a research option, like, make MStormfront?


Also, I'll elaborate on this later, but I am now a huge advocate of completing at least one 'Understand a Master Rune', probably purification. I think we'd get a lot of insight into how runes themselves work.
 
More rune metal research first. Would just take 2 turns with brotherhood help and we'd have an idea how much further is needed for pt 6 and 7.

One thing to consider in terms of rune metal research is that any success could be worth a ton if we do it on our own, as we could then trade it to the brotherhood. However if we get a lot of brotherhood help to do it, then they kinda already know most of the path, so we won't get nearly as many goodies/favours for it. So keep that in mind before getting brotherhood help on it. Because if we can get a ton of favour from a new rune metal level, we might be able to spin that into a larger number of research help actions on other areas.
 
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One thing to consider in terms of rune metal research is that any success could be worth a ton if we do it on our own, as we could then trade it to the brotherhood. However if we get a lot of brotherhood help to do it, then they kinda already know most of the path, so we won't get nearly as many goodies/favours for it. So keep that in mind before getting brotherhood help on it. Because if we can get a ton of favour from a new rune metal level, we might be able to spin that into a larger number of research help actions on other areas.
Very good point about the trading.

And since both of our Research traits proc, we'd be getting 5 actions for every 3 we put in. If we put 3 actions for two turns in it, we could finish it off in 3 turns. I don't think we can get a Triple proc with 12 actions.

But... tbh, I think I want to get some of the lower hanging fruits first. Taking on this kind of long project pretty much excludes any other odd research. Otoh, we can knock off one of the materials projects (or at least the first part of them) in a single turn. I think i want Master Rune of Purification first though.
 
One thing to consider in terms of rune metal research is that any success could be worth a ton if we do it on our own, as we could then trade it to the brotherhood. However if we get a lot of brotherhood help to do it, then they kinda already know most of the path, so we won't get nearly as many goodies/favours for it. So keep that in mind before getting brotherhood help on it. Because if we can get a ton of favour from a new rune metal level, we might be able to spin that into a larger number of research help actions on other areas.
It's a bit of a toss up between two options for Rune Metal part 5:

-Don't spend any favor, gain favor and standing with the Brotherhood. Take two turns minimum, requires full devotion of spare actions on both turns.
-Spend favor, gain favor and standing with the Brotherhood, recoup some favor cost. Take two turns minimum, possibly gain less favor, don't have to devote as many actions.

With the favor we have we can use the favor option 3 times and gain 3d2 progress. That comes out to being equally likely to get 4 or 5 progress on the project.

We might also be able to spend the 10 favor we have with Kraggi to bump ourselves up to 4d2 progress. That would most likely come out as 6 progress and that would let us definitely complete it in a single turn.

@soulcake can we spend the favor we have with Kraggi Steelback for the Rune Metal?
 
Probably one of the far reaching change (that wasnt mentioned by Iron Fist) is the fortification of the Underway.

This will really show its effects when the Skaven finally show itself. It will still probably be horrifically costly in dwarf lives due to Skavenls ability to dig through/around defenses and novel method of war, but it definitely beats catching the dwarves practically defenseless and unprepared.
Biggest by far is no Chaos Dwarfs.
 
Very good point about the trading.

And since both of our Research traits proc, we'd be getting 5 actions for every 3 we put in. If we put 3 actions for two turns in it, we could finish it off in 3 turns. I don't think we can get a Triple proc with 12 actions.

But... tbh, I think I want to get some of the lower hanging fruits first. Taking on this kind of long project pretty much excludes any other odd research. Otoh, we can knock off one of the materials projects (or at least the first part of them) in a single turn. I think i want Master Rune of Purification first though.
That is a good point. I think it'd be cool to get at least one chain finished all the way through though. I'm also betting that the t5 mat will take forever to accumulate so the faster it's started the better.

Biggest by far is no Chaos Dwarfs.
Also since the north and east are still in contact, the dwarfs might have enough of a population increase over the original empire that if the war actually happens, they might win outright without getting bogged down.
 
Also, I'll elaborate on this later, but I am now a huge advocate of completing at least one 'Understand a Master Rune', probably purification. I think we'd get a lot of insight into how runes themselves work.

I think there's a lot of merit in researching purification specifically. My thinking goes something like this:

1. Snorri understands very little about the purification rune right now, probably less than he undestands about any other master rune he can inscribe. He doesn't even really know what the rune does if inscribed on an amulet and worn as a personal item. At present, making a replacement for his current antimagic talisman with the purification rune would be a huge shot in the dark because we don't know how the purification rune expresses itself (would it just be spellbreaking but stronger, or would it actively harm nearby magical creatures, or would it trigger reactively if bad magical shit takes hold on the wearer, or...) and still less what other runes might go well together with it. Given that it's also the most expensive rune in Snorri's library, with a t4 reagent needed for inscription, faffing about with test items to work out empirically how it functions is best avoided imo. I think rune research would bring Snorri's understanding of its practical effects up to par with what he knows about his other runes, hopefully giving us a little blurb about what the rune does outside of the adamant maker combo.

2. There's cool shit hidden inside the rune. Snorri's mentioned it's derived partially from spellbreaking and partially from some other rune he doesn't recognise, because knowledge of purification came to him in a mystical fugue state. In addition of the expected result of transplanting purification to other rune categories, research is also Snorri's only lead on what this unknown rune might be. Now it might turn out to just be a non-master purification variant or something entirely different, who knows, but I think the odds are good Snorri will learn more than just how to make purification weapons if he finishes this research project. I'm much less confident there'd be a similarly-sized payout if he chose to research, say, unyielding.

3. This one's a little more tenuous but Soul's hinted there are further benefits to researching purification. See this post specifically:

Snorri knows for sure that an Ancestor Rune or Banner Rune make it stronger, no clue on whether the effect would linger once the water left the area the Rune affects. Snorri at least knows its possible that a Rune could impart a permanent effect like that due to his Master Rune of Purification and its ability to transmute Gromril to Adamant. But that's an avenue of research he has no idea where to begin with save examining the Rune in question and understanding it.

And that's your GM hint-arino used up for a good long while.

For these reasons I think the payoff for researching purification is relatively greater than researching any other master rune, both because Snorri starts out knowing less about it and because the potential for knowledge learnt is greater. I also think we can say with confidence it's the least action-intensive master rune to research, because Snorri discovered it, it's within his talismanic specialty, he knows a bunch of other talismanic runes and it definitely qualifies as an odd rune. (Mind for metal could conceivably apply as well but I'm not gonna count on it.) In fact I'd really like to stick one action into purification research sometime soon, just so we can dip our toes in and see how many actions are necessary to complete it. Maybe something like:

T25: 3 actions into crafting armour, 1 into dragonblood research (with or without favour expenditure)
T26: 3 actions into movement pt. II or some other 4-action project like silverwood (dragonblood autocompletes this turn if we didn't expend favour on T25), 1 into purification research
 
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That is a good point. I think it'd be cool to get at least one chain finished all the way through though. I'm also betting that the t5 mat will take forever to accumulate so the faster it's started the better.

It's a tradeoff. We know that the rewards of the rune metal completion will be pretty mythical but the quick wins are also pretty nice. Another concern I have is setting an example for the beardlings. We've taken 3 actions to make Griffon King's armor... and next turn we're taking 4 actions on the armor (i'm not particularly in favor of this... but I know which way the wind is blowing, and there's no use cutting corners on something this important).
But if we spend the next three or four turns in monofocus on what is effectively a private project... what will the apprentices learn? The highest level of runesmithing are important, but at the end of the day, we aren't going to be able to produce enough Glimril for it to be anything but an extreme luxury, beyond what most kings dream of.

On the other hand, inventing Potato Runes or a Runic Dictation device (and then give it away as a present to Lorna... ) are small actions that decrease our 'aloofness'. At this rate, we won't take them on any field trips. We might miss beardling romance misadventures: electric bugaloo.

And Snerra is likely to turn up this turn... Hopefully with a new Master Rune

We might be at risk of becoming predictable!

Edit: Aloofness: I don't mean that Snorri is distant from the hold, but to the average dwarf of Kraka Drakk, he's a legend, and that legend shrouds him and makes him hard to approach. We were barely five centuries older than our senior apprentices, and Snerra was close family... but we are now about 8 centuries older than our latest batch of apprentices. It's a bit of a gulf...
 
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Every beardling/plaitling has three grandfathers: Paternal Grandfather, Maternal Grandfather and Snorri :V

Edit: Let this be the first of many Snorri Klausson facts, in the same vein as Chuck Norris facts
 
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I think there's a lot of merit in researching purification specifically. My thinking goes something like this:

1. Snorri understands very little about the purification rune right now, probably less than he undestands about any other master rune he can inscribe. He doesn't even really know what the rune does if inscribed on an amulet and worn as a personal item. At present, making a replacement for his current antimagic talisman with the purification rune would be a huge shot in the dark because we don't know how the purification rune expresses itself (would it just be spellbreaking but stronger, or would it actively harm nearby magical creatures, or would it trigger reactively if bad magical shit takes hold on the wearer, or...) and still less what other runes might go well together with it. Given that it's also the most expensive rune in Snorri's library, with a t4 reagent needed for inscription, faffing about with test items to work out empirically how it functions is best avoided imo. I think rune research would bring Snorri's understanding of its practical effects up to par with what he knows about his other runes, hopefully giving us a little blurb about what the rune does outside of the adamant maker combo.

2. There's cool shit hidden inside the rune. Snorri's mentioned it's derived partially from spellbreaking and partially from some other rune he doesn't recognise, because knowledge of purification came to him in a mystical fufue state. In addition of the expected result of transplanting purification to other rune categories, research is also Snorri's only lead on what this unknown rune might be. Now it might turn out to just be a non-master purification variant or something entirely different, who knows, but I think the odds are good Snorri will learn more than just how to make purification weapons if he finishes this research project. I'm much less confident there'd be a similarly-sized payout if he chose to research, say, unyielding.

3. This one's a little more tenuous but Soul's hinted there are further benefits to researching purification. See this post specifically:



For these reasons I think the payoff for researching purification is relatively greater than researching any other master rune, both because Snorri starts out knowing less about it and because the potential for knowledge learnt is greater. I also think we can say with confidence it's the least action-intensive master rune to research, because Snorri discovered it, it's within his talismanic specialty, he knows a bunch of other talismanic runes and it definitely qualifies as an odd rune. (Mind for metal could conceivably apply as well but I'm not gonna count on it.) In fact I'd really like to stick one action into purification research sometime soon, just so we can dip our toes in and see how many actions are necessary to complete it. Maybe something like:

T25: 3 actions into crafting armour, 1 into dragonblood research (with or without favour expenditure)
T26: 3 actions into movement pt. II or some other 4-action project like silverwood (dragonblood autocompletes this turn if we didn't expend favour on T25), 1 into purification research
These are good reasons for the Master Rune of Purification, but for the armor I think its probably for the best to put four actions into it for a couple of reasons:

-The narrative difference between Snorri giving his apprentices learning plans and riddles and then devoting all of his possible spare time to the creation attempt, and Snorri teaching his apprentices and then poking the dragon blood and then spending most of his spare time on the armor lends a different tenor to the update.

-Much like Trollslayer the Bastion is meant to be important, both to Snorri and everyone else he ends up protecting with it.

-Given that its our first attempt at getting a T5 I think it deserves that amount of narrative focus and effort, and that as a high end product which is already starting at a baseline higher than Otrek's plate (It has a powerful combo this time) that it can contain more overflow without as severe diminishing returns.

-The Dragonblood will finish on turn 27 automatically with no input from us, which gives us room to spend time clearing out and working on other research projects on turn 26.

T25: 4 on armor.
T26: 3 on Movement of Things pt 2, 1 on Master Rune of Purification.
T27: 3 Master Rune of Purification now that we know how long it takes, then 1 action and general Kraka Drakk favor on like Durazkul. Dragonblood autocompletes.
 
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It occurs to me with the infusion of power, lighting power specifically, the KotS is going to be even more enticing to Dragon Ogres for his heart. Even his replacement one.

So this armor is fitting if any wannabe should try and succeed where the Suneater failed
 
Aw there goes the rune metal for a while. I agree that we shouldn't actively research the dragon blood since it'll finish on its own and we knowing what it does isn't really going to impact next turn anyway. I'm iffy on 4 actions into the armor but I get it. The turns after that we could do 3 into purification and 1 into odd places until purifaction is done. Might get lucky and boost the rune metal research once its done.
 
Hold up. Shouldnt we first atleast not try and get all those commissions we have stacked such as the Banners, Griffon Armor, etc done first before tackling research again?

I honestly just have a bad feeling that votes for research after research will just snowball with how easy it is for us to fall into just doing that with very little variations in between without actualy getting anything done.

I think we could finish one or two commissions per turn while investing the rest of the AP into whatever research is most popular at the time.
 
Hold up. Shouldnt we first atleast not try and get all those commissions we have stacked such as the Banners, Griffon Armor, etc done first before tackling research again?

I honestly just have a bad feeling that votes for research after research will just snowball with how easy it is for us to fall into just doing that with very little variations in between without actualy getting anything done.

I think we could finish one or two commissions per turn while investing the rest of the AP into whatever research is most popular at the time.
Only one is a commission, the others are just ideas people have come up with.
 
Every beardling/plaitling has three grandfathers: Paternal Grandfather, Maternal Grandfather and Snorri :V

Edit: Let this be the first of many Snorri Klausson facts, in the same vein as Chuck Norris facts
Snorri's beard has a beard
Snorri once carved a rune in mid air to stop himself falling.
Snorri can ignore gravity.
Snorri was once eaten by a troll, but gave it indigestion.
Snorri. knows the secret to turning stone into gromril.
Snorri once frightened a dragon enough it paid him to go away.
Snorri can't actually ignore gravity, it's just too scared of him to try, and he's too stubborn not to fall anyway.
 
Nain:
Snorri Klausson once made a toy for every beardling and plaitling in the hold
Snorri Klausson once made enough pickaxes that the miners ran out of carts
Snorri Klausson killed a demon possessed troll by headbutting it
Snorri Klausson made rune weapons for a whole throng.
Snorri Klausson dug more of the northern underway on his than every other dwarf put together

Dolgi:
Aren't those newfangled Snorri Klausson facts meant to be a gross exaggeration?

Nain:
Wut?
 
Would (younger) Malekith be less skilled from less interaction (and gifts) from the dwarfs?
I know very little about warhammer but he part of his reputation should not come (in canon) from how well the elfs had fight together with the dwarfs?
If so yeah I glad that dragon size butterfly happened here.
 
Would (younger) Malekith be less skilled from less interaction (and gifts) from the dwarfs?
I know very little about warhammer but he part of his reputation should not come (in canon) from how well the elfs had fight together with the dwarfs?
If so yeah I glad that dragon size butterfly happened here.
Younger Malekith is, well younger. He's lacking a lot of his cool stuff, and about seven thousand years of experience, but he's still an incredible warrior and general, and has some talent at magic. The Curse of Khaine means he's destined for greatness and eventual doom.
 
Hold up. Shouldnt we first atleast not try and get all those commissions we have stacked such as the Banners, Griffon Armor, etc done first before tackling research again?

I honestly just have a bad feeling that votes for research after research will just snowball with how easy it is for us to fall into just doing that with very little variations in between without actualy getting anything done.

I think we could finish one or two commissions per turn while investing the rest of the AP into whatever research is most popular at the time.
Also worth pointing out that the original intent of the A Matron's Banner write in involved researching the Master Rune of Unyielding first. There's other options but Unyielding would be the best.
 
[Non Canon???] Foundling Tales, +5 to a Local RER Roll [USED]
As I said I have become inspired by the discussion about Snorri's legacy in the future.
I started writing before the last update+vote hence the Gronti.
The omake is set in the future, either in the age of men or later, I kept the timing intentionally vague to compensate for my lack of familiarity with the setting.
without further ado -

Borin is so nervous his hands shake. His adoption into Clan Firehelm, long in the past now, was a calmer affair. Now he felt almost ill with nerves, only Zinda blow smacking his hand away from his beard prevents the ruin of the past day's work. Longer than he is tall, it almost shines silver.
"tagging your beard with those hands?" she sniffs, " are you trying to ruin my work?! Present yourself before the ancestors with your beard like an unkempt nest?".
Borin barely hears his wife's grumbling, he can tell her heart isn't really in it. To fortify himself he pulls deeply from his tankard while thinking of Dolgi and Fjolla, "should have called them both Snorri"; he blurts, damn nerves.
"Are you going to start with this again?" he can feel the echo of his second favorite pick hitting his skull.
Understanding when to leave a collapsing mine shaft is a critical skill, one he mastered, "the beard looks much better now Dear.",
It's an old argument, one he lost ages ago. He wanted to call all the kids Snorri, Zinda didn't. Besides scolding a Snorri didn't feel right.
There is only one thing to do. "I'm going to the foundling wards''; not really into them as it would not do to disturb the beardlings, the outer hall is his true goal. Borin feels Zinda's fingers intervene with his, and they set out down memory lane.

*****

Thud thud thud
Borin can't sleep. Used to the feeling of uncertainty its absence is disturbing. He is excited, happy, confused. One of the elders proclaimed his effort in the mines, "not shoddy"; giving him the pick he hugged now.
Thud thud thud
Giving Masters Snorri toy to the new plaitling Zinda today of all days, she looked like she needed it, with those big eyes red from crying.
He was one of the oldest in the ward, it was proper, but tonight he needed the most stable thing he knew in life near him.
Thud thud thud
The faint sound of a beating heart calms him, it's an open secret of the wards, you can only hear it sometimes at night when it is quiet, the elders either don't notice or believe its the beardlings hearts they hear.
The beardlings are sure it masters Snorri's gift, to make them dream half-remembered memories from before the foundling wards.
Thud thud thud
"bah"; Borin grumbles quietly as he gets out of bed, he pauses briefly, that didn't sound right, he should practice more, not enough gravel in it.
The Hold is quieter than usual, Grobi attacks again, most of the elders are busy on the walls or otherwise occupied with the siege.
Thud thud thud
After sneaking into the outer hall of the wards with his new pick, Borin gazes up into the face of Grimnir, made by master Snorri, it's a different depiction then elsewhere but who can argue with a dwarf that seen the ancestor with his own eyes?
Pristine in its whiteness a Dwarf dressed for War, Borin can't find the words. Legend is, that master Dolgi insisted it will be placed here, "if it's not working, might as well inspire a sense of safety in the beardlings";
Borin is mesmerized, his heart beats in tandem to the sound.
Thud thud thud
He is awakened by the horn, afterward it's all a blur. Grobi in the hold. nearby.

Thud thud thud

Something strikes the doors to the hall, and then again.
A Green thing leers at him, it's huge, with crooked teeth a massive slab of metal in its hand. dripping blood. behind the Grobi he sees a slain guard and a sea of green. More Grobi.
"Wot we 'eve 'er?", it says while leaning forward, its bloody hand leaves a mark on Grimnir's white shoulder as it leans towards Borin.
All Borin can see is the red mark on the pristine depiction of Grimnir.
The reds spread in his vision, to mar the statue so is unforgivable.

Thud thud thud

Someone bellows a warcry and Borin charges forward pick held high.
Grimnir's axe is faster. The Gronti turns smoothly decapitating the Warboss, for a moment there is a silence and then the Gronti steps forward, the blood marring it is gone.

Thud thud thud


*****

Borin gazes upwards at the whiteness of the Gronti, it had been many years and many fights since, he was never as badly equipped or trained. Never as fearless, Who would know fear when Grimnir is leading?
The ward was emptied that night, armed with hammers and picks made for practice they followed the Gronti.
Later the longbeards would grumble that they mainly made a ruckus, so much so that the greenskins believed a throng came out of hiding. If there was a note of respect in the grumbling it was mostly unnoticed by the foundlings.

After gazing at Grimnir for while Borin feels brave enough. He goes to the Headquarters of the miners guild, he is not late but there is already a large crowd assembled, mainly miners and runesmiths. and foundlings.
With great solemnity, the guild head gives him The Pick. You pretend not to notice the runesmith wringing his hands, "Can't be fixed no more, the pick will hold for 500 more strikes at most". poor lad, living down the shame of not being able to fix a pick made by master Snorri. A pick that made the
Underway a pick that moved the earth.
Borin nods, his throat is too constricted to talk and goes down to the mines.
He
strikes and then, again and again, the familiar motion calms him and he hums an old miners song as he works. if he shed a tear or two there is no one to see.
Another master's work would be locked in a vault, master Snorri would have wanted to contribute to the hold and so -
strike.

****

"
BAH!" Borin comes out of the shaft, now that a proper sound, gravel? "BAH!" you need to put stones in it," held for 1500 strikes!".
 
These are good reasons for the Master Rune of Purification, but for the armor I think its probably for the best to put four actions into it for a couple of reasons:

-The narrative difference between Snorri giving his apprentices learning plans and riddles and then devoting all of his possible spare time to the creation attempt, and Snorri teaching his apprentices and then poking the dragon blood and then spending most of his spare time on the armor lends a different tenor to the update.

-Much like Trollslayer the Bastion is meant to be important, both to Snorri and everyone else he ends up protecting with it.

-Given that its our first attempt at getting a T5 I think it deserves that amount of narrative focus and effort, and that as a high end product which is already starting at a baseline higher than Otrek's plate (It has a powerful combo this time) that it can contain more overflow without as severe diminishing returns.

-The Dragonblood will finish on turn 27 automatically with no input from us, which gives us room to spend time clearing out and working on other research projects on turn 26.

T25: 4 on armor.
T26: 3 on Movement of Things pt 2, 1 on Master Rune of Purification.
T27: 3 Master Rune of Purification now that we know how long it takes, then 1 action and general Kraka Drakk favor on like Durazkul. Dragonblood autocompletes.

I think there are some pretty significant benefits to setting an action aside on T25 and the opportunity cost of doing so is marginal. My reasoning is as follows:

We know for a fact we've overspent on overflow and ended up with action wastage at least once. It can't have been on the tunneling project, because Soul spelled out what the gains per action invested were on that occasion. That leaves trollslayer as the obvious prime suspect for what the overkilled project might have been, because it's our biggest expenditure to date (1 action to complete, 6 actions invested). I'm confident there was room to find some budget savings there without meaningfully reducing the quality of the final product. 3 actions on the armour would result in putting almost as much work into it as Snorri did on the axe (5 effective actions invested) and I think the benefits of a sixth action into the armour would be extremely modest if they exist at all. I've not really seen anything to suggest the armour can absorb more overflow than another 1-action project could.

Speeding up the dragonblood investigation has benefits over and above what Snorri might personally learn from it. The junior bros are currently locked out of adamant smelters and won't get access to the blueprints until the senior bros' concerns about the blood have been addressed, so a quicker finish will mean the new adamant production method can be adopted earlier. It would also hopefully cut the operating costs of any senior bros who might have built their smelters already but are currently changing oil on them every decade. Cutting time of delivery by even one turn will mean a pretty significant increase in the total amount of adamant in dwarf hands, I think.

Additionally, I believe Snorri contributing to the research rather than letting Gorra autocomplete it for him has benefits in itself. Fostering a more collaborative attitude among runesmiths has been a recurring topic itt and I think Snorri can contribute to that goal, in a small way, by actively involving himself in projects other runesmiths are taking the lead on instead of having each smith pick their own jobs and completing them off on their lonesome. Besides, having more than one runelord working on this thing would spread out culpability in elder Moira's eyes and she might not hit Snorri as much with her pan if she's forced to operate in a target rich environment :V

Finally, T25 would be years 21-30 of Karen's and Nate's apprenticeships and I kinda don't want Snorri to make himself indisposed for a whole decade so early after recruiting them. Not that I think Soul would punish us by making them pick up a bunch of bad habits from unsupervised practice, you understand, but it's a pretty critical period in their education and I'd prefer if Snorri stuck his nose outside his workshop occasionally right now. One or both of them might well be ready for their first real rune towards the end of the decade and it would suck if they had to go back to standard practice anyway because Snorri still hadn't emerged from his man cave.
 
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