Can you please expound any on what makes Elder rune equipment different from the normal kind
@Lonkas ?
I'll explain these both narratively and how i would implement such things as rules in Warhammer fantasy (7th ed)
There are four ties of runic equipment in my mind. supplemental, runic and elder runic and masterpieces. I'll explain what supplemental and masterpieces are but they arnt particularly relevant to this quest.
supplemental, - a dwarf has come to a runelord with a significant sum of money and asks him to add a rune to his ancestral rune axe. The Runelord agrees and adds a rune of sharpness or a rune of smiting. This would translate to maybe giving the armour piercing(1) rule or at its best would provide +1 strenght to the wielder. But at this scale that does little.
Runic equipment. These arcane artifacts are pretty much as potent as can be made with the runes without drawing upon an outside energy source. Imbued with runes to make the dwarf quick, stronger and tougher. As well as runes that allow the armour to resist blows that would sheer through anything short of gromril plate. On the Warhammer fantasy gameboard, this would be listed as providing the unit +1 strength, +1 toughness, +1 initiative and a 2+ armour save to an infantry unit.
Elder runic equipment. This is getting to the point where other races save perhaps high elves look upon these weapons in awe. But so potent are they that they require runic power in order to be able to act anywhere ner their maximum potency. These weapons are also at the point where their effects are visible to the human eye as more than simply runic glowing. Lighting crackles at the tips of hammers and armour almost seems to pulse with the wielders movements. This is essentially dwarven power armour and power weapons. They would provide something along the lines of +2 strength, +2 toughness, +1 movement, +1 Weapon skill, and provide a 1+ armour save.
Masterpieces - not all runic weapons of such calibre require such power and runelords know how to imbue such capabilities into their weapons. The problem is that such weapons take decades or centuries to make even a single one, so the dwarven masters who make them are likely to only produce a single one their entire lives. These will never have a mechanical effect on gameplay but this basically the equipment that your thanes and lords can take into battle, not as standard equipment but as a prized family heirloom. Though I created a table of runic skill to show pretty much what the Lords of the Ankor have available to them
What runelords would consider being a worthy crowning achievement of their life.
Runic skill 1 - These "masterpieces" would only be slightly better than base runic equipment
Runic skill 2 - These masterpieces would be slightly worse than elder runic equipment
Runic skill 3 - Things are getting slightly more esoteric, we start finding equipment that can call down lightning like Mjolnir and hit with the strength of a bolt thrower (yes i am basically saying that marvel Asgard is effectively at runic level 3 (or maybe 4 depending on potency of those blasts))
Runic skill 4 - Truly potent weapons are being created. The equivalent of Runefangs are occasionally being created in your runelords forges. weapons that can pass through armour like a hot knife through butter. Or armour that makes you nigh-invulnerable to all magical attacks.
Runic skill 5 - Weapons like Ghal maraz become possible. Though are no means easy. Perhaps two or three weapons of equivalent capability would be crafted each century and would bankrupt smaller human realms. At the same time though, perhaps a dozen or two runefang equivalents would also be forged in that time