Azrildrekked is the title we got from reclaiming K8P, roughly equivalent to either "one who undertook the journey of Karak Eight Peaks (Vala-Azril-Ungol)" or "Silver Undertaker".I think that's from our favorite elven mercenary prince.
Silver Savage, if i recall correctly (i often don't).
My question wasn't about "why don't they inscribes runes on liquids", but rather "why do they have magic for solids - runesmithing - but no magic for liquids - like potion-brewing"? It's established lore that you don't strictly need to be a wizard to make explicitly magical potions, just magic ingredients, but there's no mention of them doing some kind of non-rune related magic to make magical alcoholic beverages.Dwarves do magic by carving Runes onto solid objects and you can't carve Runes onto a liquid. They used to have Runs that allowed them to put Runes on malleable objects like cloth and a variant of that Rune allowed Bok's creators to put Runes on the material side of it even as the stone it's made of shifts and flows due to its nature as an Elemental, it's possible that a Rune like that might allow you to put Runes on a liquid but if such a thing was ever possible that knowledge is long lost. Though it might be possible to enhance Dwarven booze by other indirect ways, for all we know there exists Okri Okrisson's Master Rune of Making Ale Age Really Really Well that you can carve on barrels and makes any ale you put in there age really really well. But that would be the Rune affecting the booze not the booze itself being magical.
Okay that's either a type of inherently magical material, a material that's made magical via Runes so basically just Runelight, or it's at least partly made of some type of radioactive substance that glows from nuclear decay. Could be something with a decay energy similar to tritium but with a really long half-life, tritium glows but the beta rays and gamma rays it produces are really weak so it isn't really dangerous unless it gets inside your body somehow but tritium has a half-life of 12.32 years so it has to be something with a much longer half-life but a similar type of decay and no such substance exists in real life as far as I'm aware, it'd either have to the result of alternate laws of physics (either because the entirety of WHF follows different physical laws or because the presence of magic on Mallus is locally warping physics) or some undiscovered element in the island of stability, some element on the edge of the hypothetical continent of stability that isn't fully stable, or some type of exotic hypernuclear matter that's semi-stable.A bit of googling shows glimstones apparently shine somewhere between 5000 years and "forever" so, really apocalypse proofing that light source lol.
Presumably because that's not how the Ancestors did it, if Valaya didn't put magical ingredients in what she brewed despite being the goddess of brewing and easily being able to acquire them given that she's an Ancestor-God presumably there's a reason she didn't do it and to do otherwise would be to break tradition and possibly do something that's a bad idea. Plus have you looked at the rules for potions in WHFRP 2nd edition which this quest is based off of? One of the possible effects of a badly brewed potion is straight up "you die" and every one of them have side effects of varying nastiness if brewed improperly even if it doesn't kill you, many of them permanent. The probability of screwing up making a potion isn't small either. Potions in Warhammer are very very dangerous things.My question wasn't about "why don't they inscribes runes on liquids", but rather "why do they have magic for solids - runesmithing - but no magic for liquids - like potion-brewing"? It's established lore that you don't strictly need to be a wizard to make explicitly magical potions, just magic ingredients, but there's no mention of them doing some kind of non-rune related magic to make magic alcoholic beverages.
Who's to say that making magical alcoholic beverages isn't just what they call brewing? As previously stated, Dwarfen beers have effects that simply should not be possible with mundane alcohol, same way as astrologers on Mallus can genuinely read portents of the future from the stars without a single ounce of magical talent or tools.My question wasn't about "why don't they inscribes runes on liquids", but rather "why do they have magic for solids - runesmithing - but no magic for liquids - like potion-brewing"? It's established lore that you don't strictly need to be a wizard to make explicitly magical potions, just magic ingredients, but there's no mention of them doing some kind of non-rune related magic to make magical alcoholic beverages.
NexusEye, the argument "they don't because they don't" frustrates me. As for your comment on potion rules, I will say that the book also has rules for making arcane magic items and that they're different from the rune magic items, so I don't see why a dwarf equivalent to potion-brewing is impossible and that they absolutely must use the standard potion-brewing rules.Presumably because that's not how the Ancestors did it, if Valaya didn't put magical ingredients in what she brewed despite being the goddess of brewing and easily being able to acquire them given that she's an Ancestor-God presumably there's a reason she didn't do it and to do otherwise would be to break tradition and possibly do something that's a bad idea. Plus have you looked at the rules for potions in WHFRP 2nd edition which this quest is based off of? One of the possible effects of a badly brewed potion is straight up "you die" and every one of them have side effects of varying nastiness if brewed improperly even if it doesn't kill you, many of them permanent. The probability of screwing up making a potion isn't small either. Potions in Warhammer are very very dangerous things.
life goes on. And if the thrill of living is gone, that won't stop it.
Do Mathilde shouldn't have Ironhammer as her family name there, since she is Belegar's wife (from what I understand)?
Silk was really the big draw for the caravans to and from Cathay. I suppose now the main trade good coming West will be spices.
What do they even bring back from the Old World? Different spices?
...kinky.
I mean, I wouldn't mind, but it'd be a bit out of character for Boney, I think
My question wasn't about "why don't they inscribes runes on liquids", but rather "why do they have magic for solids - runesmithing - but no magic for liquids - like potion-brewing"? It's established lore that you don't strictly need to be a wizard to make explicitly magical potions, just magic ingredients, but there's no mention of them doing some kind of non-rune related magic to make magic alcoholic beverages.
Just an FYI, in this quest at least the explanation for how astrologers can read the future from the movements of stars in the sky is because there's a layer of Azyr in the atmosphere between them and the stars, the stars don't actually move the Azyr merely creates an illusion by warping the light that passes through it where the stars apparent positions appear to move in ways that correspond to events that might or will happen in the future.Who's to say that making magical alcoholic beverages isn't just what they call brewing? As previously stated, Dwarfen beers have effects that simply should not be possible with mundane alcohol, same way as astrologers on Mallus can genuinely read portents of the future from the stars without a single ounce of magical talent or tools.
I'm not saying "they don't because they don't", I'm saying "they don't appear to be doing this thing so logically there must be reason for that and given that we're talking about Dwarves the most likely reason for any idiosyncratic behavior is tradition". And Dwarves have different rules for making magic items because they have Runecraft which is different from Wind magic, unless they have a fundamentally different way of making magical beverages than chucking magical ingredients into a pot and mixing it together like humans do than it stands to reason they would have to follow all the same rules and take all the same risks as humans do when brewing potions. What evidence do you have that they have an alternate method of potion-making?NexusEye, the argument "they don't because they don't" frustrates me. As for your comment on potion rules, I will say that the book also has rules for making arcane magic items and that they're different from the rune magic items, so I don't see why a dwarf equivalent to potion-brewing is impossible and that they absolutely must use the standard potion-brewing rules.
9 times out of 10 that's just called a kidnapping. The 10th time your just hanging out with sailors.
I wasn't expecting a little ditty about King Jack and Lady Magister Diane.
Right, I think I've had enough. I'll end by saying that I never said they have an alternative method of potion-making. This has been unpleasant, but at least the unpleasantness was greatly ameliorated by Boney's post, so thank you Boney.What evidence do you have that they have an alternate method of potion-making?
I imagine the same reason dwarfs don't like having spells cast on them. magic is anti-thetical to their health. even rune magic is something they are careful about, and that's built from the ground up to perfectly suit dwarfen constitutions.It niggles a bit at me that dwarves have magic runes but not magic booze. Magic potions are definitely a thing, so why not magical alcohol?
I apologize if I misunderstood what you were saying but this bitRight, I think I've had enough. I'll end by saying that I never said they have an alternative method of potion-making.
Seemed to imply you believed Dwarven potion-making could potentially follow different rules than standard human potion-making which would imply using a different way of making potions and led me to believe you thought they might have a different method of potion-making, hence the content of my reply. It seems there was a miscommunication somewhere along the line and my interpretation of what I read was not the meaning you were trying to communicate when you wrote it down. However I still don't know what you did mean by what you wrote, could you please clarify where I misread things? I know you said you had enough but I would like to avoid miscommunications like this in the future by learning from my mistakes but I'm currently still unsure of what my mistake was meaning I can't learn from it. Could you please explain to me what you were trying to say and how I misinterpreted things so I can endeavour to make sure so I don't make a mistake like this again? Again I'm sorry for my misunderstanding of what you were saying.I will say that the book also has rules for making arcane magic items and that they're different from the rune magic items, so I don't see why a dwarf equivalent to potion-brewing is impossible and that they absolutely must use the standard potion-brewing rules.
I said:Could you please explain to me what you were trying to say and how I misinterpreted things
Thank you, I'll do my best to learn from this interaction so that my future interactions with others don't involve the same type of misunderstanding on my part as that which has occurred here. I apologize for any unpleasant or frustration I may have caused you due to my error.I said:
"Dwarves have an alternative to normal magic crafting, so why don't they have an alternative to normal potion-brewing?"
You thought I said:
"Dwarves have an alternative to normal potion-brewing."
"So witnessed," comes the chorus from the leaders of the other seven Orders, and a pulse of Ghur rises from the Staff of Volans and floods outwards, disrupting the magical barriers, pushing open the doors, and flooding into the streets beyond. For eight more years the Amber Brotherhood will lead the Colleges of Magic, Dragomas will advise the Emperor, and Ghur will blow stronger than any other Wind in Altdorf.
Looking back on this I think you're right, the energy level involved is much more likely to be supplied from the Nexus rather than the staff, the pulse of Ghur from the staff may just be a signal to the Nexus to flood the city with Ghur, a redundant one in this case since it's already doing that but tradition is tradition. It wouldn't even involve a significant energy upkeep, sure flooding the city with a Wind would be magically expensive once but after that's over with you just need to make sure the Wind doesn't leak out of the city and you can maintain a constant ambient high level of that Wind, if a Supreme Patriarch/Matriarch of the same Wind wins the next contest the Nexus just keeps on doing what it was doing, if an SP/SM or a new Wind wins the Nexus has to flood the city with that new Wind causing a temporary drop in the amount of that Wind reaching Ulthuan and the Great Vortex but it'll also be sucking the old Wind up so it doesn't mix and cause Dhar meaning there'll be an equivalent temporary spike in the level of the old Wind reaching Ulthuan and the Vortex so the net magical energy being transmitted would remain the same, only the composition would be temporarily altered.The wording implies that the staff is the entire mechanism for this and I don't know canon well enough to know if that tracks. Considering the amount of power involved in that and that Dragomas isn't in the city 24/7 it seems like something else would have to be involved. Altdorf nexus would be near the top of the list of culprits. Teclis made the obsidian hall so it seems plausible he gave it a function that by winning the contest it triggers this but that's total speculation
To break down this quote, it isn't saying that runesmiths use runes to dispel spells, it's saying runesmiths use their runesmithing gifts to dispel spells, and that they sometimes use talismans to make that dispelling stronger. And then after that, it says that a runesmith makes their unit's weapons light up on fire and make them armour-piercing, not as a result of runes or anything, but because of an inherent ability of theirs. DPG's Forgefire talent calls you a "living battery of runic power".In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. [...] Whether by some gift of Grungni, or perhaps as a side effect of centuries of beating magical runes into white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly forces around him, begin to glow and radiate heat as
if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armour or toughened hides of any foe.
Forgefire: All friendly infantry models in a unit joined by a Runesmith or Runelord gain the Armour Piercing special rule. Should the Runesmith or Runelord leave the unit or be slain, the unit loses the special rule immediately.
Dwarfs 8e page 36The Runesmiths Guild claims descent from Grungni's son Morgrim. For this reason, the Runesmiths sometimes refer to themselves as the Clan of Morgrim, although they are not the only clan to claim descent from Grungni or his sons.
This is so god damn weird.The ancient Guild of Runesmiths is one of the oldest and most respected institutions in all the Karaz Ankor. According to legend, its origins stretch back to the days of Grungni, the great Ancestor God of Mining, Master of the Forge and Lord of the Runes. The Runesmiths Guild claims descent from Grungni's son. For this reason, the Runesmiths sometimes refer to themselves as the Clan of Morgrim, although they are not the only clan to claim descent from Grungni or his many sons.
It seems that, at least in the old lore, Kragg does in fact have apprentices, he just doesn't teach them everything he knows. This is apparently common going by Dwarfs 8e page 36:The old Dwarf is jealous of his lore and protective of his reputation and so far he has not shared the secret of his master rune with any of his apprentices, so only he may use it. Perhaps some day the master will teach it to his successor, but so far he has not found a Runesmith worthy enough to inherit his knowledge.
Also man it is weird reading these older books and the default pronoun gender is masculine. I'm way more used to gender-neutral pronouns as the default. I don't think I'm the only one; I had to correct a bunch of they/them to he/him when I was proofreading 4e's greenskin sourcebook.When a Runesmith judges the time is right, he chooses a young relative to be his apprentice and reticently teaches him, for an apprentice has to prove his worthiness to wring out even the most basic steps of the craft from his Master. Many powerful runes have been lost over time simply because a Runesmith could find no one he considered worthy enough to gain his innermost knowledge.