Voted best in category in the Users' Choice awards.
Voting is open
Kragg is not that old. Stop saying he's that old.
As you wish. But it doesn't matter if I stop saying it, the truth will remain the same.

Imperial Calendar begins in Dwarf Year 5500. Kragg the Grim began inventing runes in 5411 Dwarf Calendar. Did he learn Runecraft 1000 years before he was born, by any chance?
 
Last edited:
I would honestly consider it an investment into our/Belebro's future at K8Pto get the best possible set up. We will earn plenty of favor working for Best Dwarf, if we set up a good foundation it will make everyone's life easier down the road.

Also we need a counter to other espionage groups or multiple wizards. If there is a super caster who is a mountain away (and doesn't roll complete shit) a super sword won't do anything but having 3 other wizard assistants would be super useful. Alternatively, if 3 Clan Esshin master assassins decides not to target us but kill other people, having a well trained counter espionage unit to detect it would be essential so we don't lost people while we focus on finding a singular target at a time.
 
Could either of you provide sources, please?
warhammerfantasy.fandom.com

Kragg the Grim

Kragg the Grim is the Master Runelord of Karaz-a-Karak. As a beardling, Kragg learned under Morek Furrowbrow, previous Master Runelord of Karaz-a-Karak and forged his first Rune of Stone in 892 IC.[2a] Kragg is the oldest and by far the most powerful living runesmith -- a gnarled old Dwarf...
Despite being more than 1,000 years old, his expression is one of eternal disapproval, his beetling brow and granite-like face a withering condemnation of younger, more frivolous Dwarfs.
Since right now it's currently around the year 2000, that puts Kragg's birthday at being somewhere between the year 500 and 1000. Sigmar, meanwhile, was crowned in the year 0, which is when Alaric was active.
 
Last edited:
I mean there's also the very real possibility of 'Mathilde was sneaking up into a better position behind the enemy warlord when suddenly a sorcerer dispels our magical illusion magic' leaving us in the unenviable position of being chargeable by the warlord. Granted I'd suggest opening up with shooting either the warlord or the sorcerer but we're going to want a kick ass weapon at our back in such a situation and given the way things have gone thus far in the quest I don't think it's an unreasonable scenario to occur.

Plus it'd be pretty great to have something with a ASF effect, having an ambush fail and then still getting off your attacks first could make for a pretty clutch ability.

ASF without a good set of attacks is not that great, really.

I'd love to have some sort of a runed revolver/gun though. Way easier to get the hell out after assassination with one - just remember Karag Lhune and imagine how harder would it have been to get away if we tried to kill the gobbo there with a sword.

Maybe we should spend 15 favours on some really scary shoota? OTOH don't think they have equivalent of silence enchantment, and we kind of need one on shooty bits...

That's the thing tho, that sort of mundane expertise should be far more within the purview of "load of gold and rep" than "gotta spend favors".

It's not a particularly onerous task for a master engineer to be asked to refurbished a legendary Peak into an indestructible room.

Depends on what we want and what we ask.
Given Rune of Valaya on the gates of KaK, for example, runed buildings are deffo a thing, and those probably require runesmith.

I am pretty sure that there is something they can do which'd cost more than gold. At the very least, it cannot hurt to ask.
 
Huh. Need to check my sources better next time. Apologies for the squabble, but I honestly believed Kragg was as old as the Empire, if not a bit older.

And we're in 2470, which makes him around 1500 rather than 1000, but still
 
I would honestly consider it an investment into our/Belebro's future at K8Pto get the best possible set up. We will earn plenty of favor working for Best Dwarf, if we set up a good foundation it will make everyone's life easier down the road.

Also we need a counter to other espionage groups or multiple wizards. If there is a super caster who is a mountain away (and doesn't roll complete shit) a super sword won't do anything but having 3 other wizard assistants would be super useful. Alternatively, if 3 Clan Esshin master assassins decides not to target us but kill other people, having a well trained counter espionage unit to detect it would be essential so we don't lost people while we focus on finding a singular target at a time.
I am against having wizard assistants in near future, as they would be a security breach. Given that we about to embark on researching the fuck out of the backlog, we are about to do things classified to the level 'no one may ever know', and wizard assistants are nosy.
 
Kragg the Grim is absolutely not a contemporary of Alaric the Mad. they're seperated by literal thousands of years and Alaric was already old when forging the Rune fangs.
Huh. Need to check my sources better next time. Apologies for the squabble, but I honestly believed Kragg was as old as the Empire, if not a bit older.

And we're in 2470, which makes him around 1500 rather than 1000, but still

No worries no harm in being wrong. :)

ASF without a good set of attacks is not that great, really.

I'd love to have some sort of a runed revolver/gun though. Way easier to get the hell out after assassination with one - just remember Karag Lhune and imagine how harder would it have been to get away if we tried to kill the gobbo there with a sword.

Maybe we should spend 15 favours on some really scary shoota? OTOH don't think they have equivalent of silence enchantment, and we kind of need one on shooty bits...



Depends on what we want and what we ask.
Given Rune of Valaya on the gates of KaK, for example, runed buildings are deffo a thing, and those probably require runesmith.

I am pretty sure that there is something they can do which'd cost more than gold. At the very least, it cannot hurt to ask.

The main issue is that Dwarves don't enrune guns or ranged weapons. They do enrune artillery but I think it'd be a stretch to convince Kragg or Thorek that we're carrying around a pocket artillery piece. The bigger issue is that most of the runes even if you did put them on a gun wouldn't be particularly useful that and IIRC I think BoneyM said we'd need the runes on the bullets for the effects that interact with damaging them.
 
Mathilde is setting up in K8P as her new home. A dwarven hold.

Taking up the axe is as much as sign as growing into that change as anything.

And what's wrong with both wanting to actually get the best we can out of our hard earned favor?
Why is taking up an ax a sign of growing into living in a dwarven hold? Are all of the Undumgi getting axes as well? What about everyone else who has ever lived in a dwarven hold. Do they have to take up axes to prove they like dwarfs?

When I move countries I change how I work. I change how I speak. I often change what I wear. I don't change though what I like. Mathilde seems to like the greatsword. Why is it wrong to stick with what you like? Must someone squeeze the most out of every single drop of opportunity?

It's not wrong to want the best out of a situation. I do feel it is wrong to change things about yourself just to get a better result from a situation. If you want to change that's great. I change quite a few things often in order to make the people I work with feel more comfortable. That is valuable to me. Is having the killiest weapon to ever kill important to Mathilde though? I am sure she would like an amazing weapon. I am not sure if she is willing to give up the memories and symbolism that has come with her greatsword just to have a better weapon.

The greatsword is a link to Mathilde's journey and lessons through Stirland. It is a lesson in humility. No matter how high Mathilde rises in this world the greatsword will always be there to keep her grounded. To remember those times of hard work. Of a broken hand. Of laughing with people and sharing meals. It is a direct line between where she will go and those first stumbling steps around Eagle castle. You may be willing to throw away symbolism and memories for more efficient usage of dwarf favors, but many others do not.
 
You guys are completely forgetting that @BoneyM said it will cost 10 favour just for the Weapon to be made of Grommil.

That means we then pay for the Runework on top of that.

So really we are looking at a 25 favour investment for the Weapon we need.

We have had it confirmed also that we can get a Weapon like the Whipsword that Ivy Valentine from Soul Calibur uses.



That means a Big Sword which is Light, a Sword which can extend it's reach, a Sword that can wrap up an Enemy and Shred them, a Sword that is able to move on it's own like a Snake or striking Scorpion, it can be used Offensively and Defensively for many Foes or for taking on Hero Units.



It could potentially pierce armour, heal it's Wielder with each wound it causes like a Life Steal Blade, boost Strength and Speed etc.

Then there are options like returning to it's owner either by moving like a Snake or by Teleporting to it's Wielder, or maybe a SEP field (Somebody Elses Problem), which while not invisible would avoid notice.

That seems worth 25 Favour to me!
 
Mate, we've been trying to angle in "but they could make swords good enough the difference is splitting hairs/doesn't matter" for a few hundred pages. We've tried every angle, and I'm pretty sure Boney is fairly done with the questioning at this point.

Boney is adamant: a dwarf sword will not be as good as a dwarf axe or hammer, and that's pretty much final.

We have to balance if we enjoy the sword so much we can live with being flat out told "the only reason this thing you've spent and enormous amount of resources on isn't considerably better, is because you couldn't let go of a certain aesthetic".

I'm not saying a sword will be as good as an axe or hammer. The best swords the Dawi ever made are probably the Runefangs and we know they make better axes or hammers - like for example the Ghal Maraz.

That doesn't mean that the Runefangs aren't good or even excellent weapons - certainly 'good enough' that the Elector Counts wouldn't need to cut their time from administering their provinces to learn how to wield an axe.

A 15-ish to 20-ish is probably a 'good enough' weapon even as a sword - more than sufficient for someone who isn't a frontline fighter and who probably shouldn't waste too much time on pure martial training. Mathilde has been postponing wizardly research and just plain learning spells for years now - and frankly time is more valuable than favours.
 
-Most powerful weapon, period - Wants to commit several actions to training up Axe, then commissioning the most bullshit runic axe in the world with the the maximum practical favor count. Some probably not expected to be followed through ideas of finding some Gromril to use for it. Expected 15-25 favor range preference, with variable action commitment to raise matching axe skill.
--Some of the more blue sky ideas include combo weapons, but there's been relatively cross-faction appeal.:p
Hey, don't lump the Maximum OverSword crowd in with that one guy who wants an axe! There are... Multiple of us!
In regards to the axe vs sword discussion, let me frame it this way: if we had a risk-free but time-sensitiveaction that could earn 1d6 dwarf favor, which might take one or two actions to complete, would the thread not immediatelly mash that button? Wouldn't that be the sort of bargain things in the "it would be neat/good to do it" category get pushed back a turn or two for?

That's what asking for an axe (or hammer, but I think most find axe cooler and thematically closer), instead of a sword is.

Especially if we are dropping the big bucks on a weapon, which is a thing we absolutely should do because it will become a much treasured possession that's going to assist us throughout the quest and make our job considerably easier and safer, having part of that go away to "I have to reforge this ten times to get the hang of doing swords, after four hundred years without practice" and such is just phenomenally wasteful.

But that's what we have the Blessing for.
It being a sword is a goal in and of itself. An axe might be better, but I don't want an axe, I want a sword.
 
I'm still wondering why everyone wants to focus on weaponry. I mean, if we look at our pasts favor useage, it's been primarily focused on combat capabilities.

We have other stuff that needs to be done beyond smashing things. Mathilde is not the Martial advisor, we don't stand in the battle line smashing stuff.
 
You guys are completely forgetting that @BoneyM said it will cost 10 favour just for the Weapon to be made of Grommil.

That means we then pay for the Runework on top of that.

So really we are looking at a 25 favour investment for the Weapon we need.

We have had it confirmed also that we can get a Weapon like the Whipsword that Ivy Valentine from Soul Calibur uses.



That means a Big Sword which is Light, a Sword which can extend it's reach, a Sword that can wrap up an Enemy and Shred them, a Sword that is able to move on it's own like a Snake or striking Scorpion, it can be used Offensively and Defensively for many Foes or for taking on Hero Units.



It could potentially pierce armour, heal it's Wielder with each wound it causes like a Life Steal Blade, boost Strength and Speed etc.

Then there are options like returning to it's owner either by moving like a Snake or by Teleporting to it's Wielder, or maybe a SEP field (Somebody Elses Problem), which while not invisible would avoid notice.

That seems worth 25 Favour to me!
I'll be honest, I'd prefer pretty much anything over this. Especially as I suspect this would require a lot more training than learning to use an axe, simply because now we'd need to learn a shortsword and a whip.
 
I mean there's also the very real possibility of 'Mathilde was sneaking up into a better position behind the enemy warlord when suddenly a sorcerer dispels our magical illusion magic' leaving us in the unenviable position of being chargeable by the warlord. Granted I'd suggest opening up with shooting either the warlord or the sorcerer but we're going to want a kick ass weapon at our back in such a situation and given the way things have gone thus far in the quest I don't think it's an unreasonable scenario to occur.

Plus it'd be pretty great to have something with a ASF effect, having an ambush fail and then still getting off your attacks first could make for a pretty clutch ability.
First, wanting things to stop going this way is why the "wizard, not a fighter" faction exists. We have been awfully risky recently, after all

Second, to further confuse the debate, this purpose (getting out of dodge when caught out) seems like it might be better served by a rune of slowness, which apparently ruins charges at us and anyone with us and grants Always Strikes Last to nearby foes. As a banner rune I assume it would count for our external, though I don't know for sure. The 3 rune version is 80 points, so I would guess 8 favors. Full disclousre, not very sure of that number, no trusworthy source.
 
First, wanting things to stop going this way is why the "wizard, not a fighter" faction exists. We have been awfully risky recently, after all

Second, to further confuse the debate, this purpose (getting out of dodge when caught out) seems like it might be better served by a rune of slowness, which apparently ruins charges at us and anyone with us and grants Always Strikes Last to nearby foes. As a banner rune I assume it would count for our external, though I don't know for sure. The 3 rune version is 80 points, so I would guess 8 favors. Full disclousre, not very sure of that number, no trusworthy source.

I mean, aside from that, we could do one or more of below:
1. Learn teleport, ignore silly derps who try to charge us into melee.
2. Learn full invisibility, use it in case of any doubt. Melee enemies go and stay go.
-- 2.a. Could enchant a talisman with (activated) invisibility to ensure we can cast it when distracted or hurt or in a rush.
3. Get a gun or explosives to hurl death from afar at enemies.
-- 3.a. Get a load of poison and get darts/crossbow instead of a gun. Black Lotus is a good start on poisonous tricks menu, and using the lot of them would certainly fit the Wizard Assassin splat well. Panoramia is a wonderful friend for poison-reliant assassin, I suspect. So we have some tools for this route.
4. Learn to make and use traps; make and use traps.
5. Learn demolitions, be a Hitman and use destruction of environment (see the point about explosives) to deal with issues.
6. Learn ritual casting/channeling/etc, use empowered spells to deal with issues.
-- 6.a. I wonder if there are rituals of teleporting a bundle of explosives in the particular bastard's face? Telefrags are always fun too.
7. My ideal. Be a roight proppa Grey Wizard and make enemies kill themselves/each other without lifting a sword once. Spam doppelganger/illusions/sounds/lies and deceit/whatever works to this effect.

List can go on and on and on and on. Even having to take sword in arms at all is, in a way, a sign of failure as a wizard and as a spy.
Which can still happen, of course.
 
This goes the other way, too: constantly avoiding the "slippery slope" ends up with Mathilde with fourty banked favours... but dead.

Mathilde, and the players, want to be someone that matters. A Lord character, to put it in very simplistic terms.

Meeting that standard with a super-good weapon is, by a long freaking shot, the easiest way to do it, once you've got a decent base.
I'm not looking to bank forty favors though. I'm looking to get a cool dwarf-forged piece for 10-15 favors, which is a super-good weapon, and then spend the other favors on other things which also matter but they're harder to quantify than wargame stats. For example, studying Skavenlore, which the dwarfs are long on and the Empire is short on. Or getting a tower with built-in magical grounding for experiments.
 
Voting is open
Back
Top