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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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Some nerfs i can think of:
1) Maybe make the rune work in pairs, so you have to craft two items and somehow link them together. The dwarfs wearing the item can share some skills.
2) The rune gives an instinctive ability, but not knowledge or physical capacity. So a dwarf that is skilled at fighting with a Great hammer can lend his skill to someone else, but unless the dwarf borrowing the skill has the strength to fight with such a heavy hammer, they won't be as effective.
3) Limit the rune to a particular skill at the time of crafting. The rune can only transfer the ability to sneak around.
4) Limit transfer of skills to narrow skills. So it wouldn't be doubling or multiplying our capability, but would help with assistants.

Mix and match the above and it's not too bad, i think.

I like a combination of 1 and 3.

I think at that point the rune has become something no self-respecting dwarf will use, since it removes the need to learn anything, and as of so incredibly limited utility that runesmith would likely just tell the foolish beardling to stop wasting time of dreaming of being lazy and instead us the resources and cost needed to actually learn what they are looking to learn. Basically, "you want a runemaster to work, so that you don't have to put in the effort to learn a mundane skill. What foolishness is this?"
 
12 actions huh. We could, at the lowest, get it done in two turns with all 4 actions on it, twice. It would probably be more productive to do 3 at most, to save room for other stuff.
 
I think it might be worth spending an action on exploration, now that we have no pressing concerns? It's unlikely we'll hit Gromril again but it would be cool to see what else might be out there.
 
I think we should just craft the axe and get it over with at this point, don't need to make the poor Thane wait for another half-century.
 
[ ] The Rune Metal Pt. 3: The Gromril isn't pure, well metaphysically. You need to first devise a Rune or Runic array necessary to draw out the magical impurity from the Gromril itself before you can even begin to tackle the actual physical makeup of such a procedure. You're lucky there's a large body of Runework dedicated to removing or stopping magic cold in its unstable tracks, otherwise, this would have taken far longer. Your gut tells you nevertheless, that nothing short of a Master Rune will cut it.[Cost: 12 Actions] Student of the Odd and Mind of Metal will proc.
Well, we ain't getting this done in a turn.

I suppose we shall have to content ourselves with Trollslayer merely being forged from T3 materials with Pure Gromril, a Runic Combo, and an additional bonus to it from our new trait when working with Gromril, and simultaneously also likely being able to strike fear into the hearts of Trolls.

On the other hand, sounds like we're gonna be getting to creating our own Master Rune here. Wonder what it'll be called? Rune of Pure Gromril? Rune of Purity?
 
Hey guys big oof here, but I edited in the fluff and mechanical changes. Long story short you now have an extra apprentice action. Sorry about that :^)
 
...are our clan going to become famous as a clan of great Runesmiths at this rate?
 
Well, we ain't getting this done in a turn.

I suppose we shall have to content ourselves with Trollslayer merely being forged from T3 materials with Pure Gromril, a Runic Combo, and an additional bonus to it from our new trait when working with Gromril, and simultaneously also likely being able to strike fear into the hearts of Trolls.

On the other hand, sounds like we're gonna be getting to creating our own Master Rune here. Wonder what it'll be called? Rune of Pure Gromril? Rune of Purity?
It probably already exists, just as a closely guarded secret among the upper tiers of Runelords. We can't be the first to have realised this little factoid about Gromril's nature, after all.
 
Hey guys big oof here, but I edited in the fluff and mechanical changes. Long story short you now have an extra apprentice action. Sorry about that :^)
Nice! Though this turn, it seems like there's only 1 possible action they can do, since Defense in Depth 2 is 3 Actions, and they can only do half rounded down of a Request.
If we put two actions on Defense in Depth for 3 total, could we put both Apprentice actions such that the Apprentices cover 1/3 for Pt2, and the first round for pt3 of DiD?
 
[] Plan Helping the Hold
-[] [Simple] Runic Warmachines
--[] 1 Action
-[ ] [Simple] Defence. In. Depth Pt2
--[] 2 Actions
-[] [Difficult] Trollslayer Pt. 2
--[] 1 Action
-[]
--[] 2 apprentice actions

@soulcake just confirming can apprentice do research or general actions?
 
[] Plan Helping the Hold
-[] [Simple] Runic Warmachines
--[] 1 Action
-[ ] [Simple] Defence. In. Depth Pt2
--[] 2 Actions
-[] [Difficult] Trollslayer Pt. 2
--[] 1 Action
-[]
--[] 2 apprentice actions

@soulcake just confirming can apprentice do research or general actions?
they cannot research or do general actions, only simple requests.
 
@soulcake yeah, I guess then we need more simple requests if we're gonna have 2 apprentice actions. Or at least simple requests than require more than three actions.
 
I think at that point the rune has become something no self-respecting dwarf will use, since it removes the need to learn anything, and as of so incredibly limited utility that runesmith would likely just tell the foolish beardling to stop wasting time of dreaming of being lazy and instead us the resources and cost needed to actually learn what they are looking to learn. Basically, "you want a runemaster to work, so that you don't have to put in the effort to learn a mundane skill. What foolishness is this?"
Or maybe just scrap the skill sharing concept, and make it something to do with actual brotherhood.

Dwarfs wearing items enhanced with runes of brotherhood have supernatural teamwork with other dwarfs, and the bonus is even bigger if the brotherhood runes are paired.
 
I think we should get the axe done this turn and hold off on research a bit to explore some of the odd places. For all we know they could have valuable research opportunities in them and it would be best to get them done as early as possible. After all, it's kinda hard to wander around if demons have started pouring everywhere.
 
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[Image] Visual Reference of Snerra Magnasdottir at Age 8
@soulcake yeah, I guess then we need more simple requests if we're gonna have 2 apprentice actions. Or at least simple requests than require more than three actions.
I'll remember to give you more and more simple requests to do :^)

Oh yeah, for anyone wonder what snerra looks like Im using this concept art of Margu from Klaus.

 
Someone made a good point, we should do the exploration thing soon. I feel like there's always going to be more pressing things to be done so it will always be put off...
 
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