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Is Thorek the only runesmith to invent a completely new rune in Kragg's lifetime? If so, the problem may not be with Kragg, we may just be underestimating what it takes to get a new(rediscovered?) rune.
 
Kragg isn't less talented than the Runesmiths of the past, he's a tragic figure who's just convinced he is, because the knowledge has been lost and he won't try and invent something truly new when there's all the lost stuff he feels he should be using.

I think you'll find Kragg is the very model of a modern major-runesmith. Just look at the wonderful collaboration he had with Thorek in developing the Rune of Superior Skill!

(If Thorek's rune counts as new, why don't Kragg's runes?)
 
@Deathbybunnies has swayed me to the other side.

If Thorek's rune is new, it is by definition something that Kragg cannot replicate due to his philosophy (at least not until he learns it is possible due to Thorek). In that aspect, Thorek's runes may be inferior but the legacy they leave is, like all things on Thorek vs Kragg, far superior. Kragg makes better stuff, Thorek makes a better legacy, as usual.

Its not that our OC knows better, its that, if Thorek can, Kragg definitely can, unless the reason for him not is psychological.
Kragg explicitly made two runes at least in this quest. His method is reverse engineering and recombination of elements, sure; what says Thorek's method is different?
 
I was under the impression that Gunners told us the runes were "discovered", not created. So I thought that the entire set of possible runes existed before the dwarves, and "new" runes were a thing that would take an old one to create.
 
BTW when are we getting kudos for the rune axe we handed over to Kragg? He should have figured it out wheter it was from north or east by now.
 
Didn't Kragg basicly replicate, and one up, Thoreks rune?
Or am i thinking of a different rune?
That said, i am not going to argue that Kragg getting more, radical, in his research methods would not be probably a good thing, my issue is how, simple, people seem to think of it as.
WOG notwithstanding, the method we have been described does not sound like it should be a dead end, unless the current understanding of Runelore is missing something fundamental (or Kragg is ignoring actual discoveries he has made because they are not "proper" in his eyes, which is possible).
Possibly Dum runemasters, if any remain, might have something to add.
We know some pretty majo r stuff is missing, considering BOK has 5 runes in it, while even Kragg can only place up to three in an item.

Also, it is possible that there simply is no jump from where Kragg and co are, to where golden age runelords were, without first discovering some major piece of information that is simply not easily found.
Something ancestor gods discovered and taught, and that was then lost, possibly involving what allows placing more than 3 runes on one item.
 
I was under the impression that Gunners told us the runes were "discovered", not created. So I thought that the entire set of possible runes existed before the dwarves, and "new" runes were a thing that would take an old one to create.

It's kind of hard for Mathilde to tell, because runes are so different from any magic she does. It could be that all this talk of runes being "discovered" is purely a matter of religious definitions rather than anything that means anything, or it could be truly factual that the runic system creates a finite-but-large possibility space of runes and any new runes are just discovering an application within that space but never expanding it. I think she literally doesn't know enough to say.

3 Runes per item has been the rule since the start. 5 runes that bok has is a total OoC as far as Runecraft goes.

Five what-look-like-runes-to-Mathilde on Bok, mind you.
 
I think another part of it is the thread wanting to, essentially, become the cat he loudly expresses dislike of but pets when no one is looking.
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Is anybody else worried about the wheels on the steam-wagons? Gotrek's been complaining about them since, well, since Karak Kadrin. They're probably our biggest point of failure right now, and if anything happens to them, we're literally scuppered. If there's a traitor in the expedition, all it'll take is a couple of blows with an axe or hammer (and those are not in short supply) and we can't move. That'll leave us vulnerable to raiders.

Alternatively, if a band of raiders slip past our scouts, then they could get messed up in the resulting battle (I know that was a concern during the battle for Vlag). Sure, between magic, grapeshot and dragon, it's highly unlikely any mortal warrior will get close enough to do any damage, but uh, that's something I don't want to leave to chance. Especially since there's no guarantee that chaos warbands only have mortal warriors.
The bolded is almost certainly false. It would take an Engineer's knowledge of where to strike, strength enough to dent Dwarven metals (which are at minimum high-quality steel), and enough time unobserved to actually do damage. I would be surprised if Gotrek doesn't have at least one Engineer keeping an eye out for wheel damage every minute the convoy is moving. If the hypothetical saboteur tried it while in motion, good luck not getting mulched by the moving parts. If they try it when camped, well, that's what spare parts are for. Or, in extremis, the Gold Wizards.

Short answer: not from sabotage. And I trust Gotrek to keep an eye on them for accumulated wear.
 
Also, it is possible that there simply is no jump from where Kragg and co are, to where golden age runelords were, without first discovering some major piece of information that is simply not easily found.
Something ancestor gods discovered and taught, and that was then lost, possibly involving what allows placing more than 3 runes on one item.

It is also possible, indeed likely that some aspects of runelore were lost due to the very subtsance of magic changing. The Gontri jump out as and example.
 
3 runes per item is a tabletop rule i think, and 5 is now quest canon thanks to BOK.

The bolded is almost certainly false. It would take an Engineer's knowledge of where to strike, strength enough to dent Dwarven metals (which are at minimum high-quality steel), and enough time unobserved to actually do damage. I would be surprised if Gotrek doesn't have at least one Engineer keeping an eye out for wheel damage every minute the convoy is moving. If the hypothetical saboteur tried it while in motion, good luck not getting mulched by the moving parts. If they try it when camped, well, that's what spare parts are for. Or, in extremis, the Gold Wizards.

Short answer: not from sabotage. And I trust Gotrek to keep an eye on them for accumulated wear.
I think the more obvious weak point would be the boilers themselves.
Wheels are not really accessible when moving, and would be loud to damage when not.
While boilers are, while sturdy (thanks dwarves), still complicated piece of machinery that is bound to be more fragile than a thing that has to carry the load of the whole wagon.
 
At the end of the day, I think we sympathize a lot with Kragg because he feels like a walking and talking doomed last stand.

Like when we talked about Bok. "I'm going to spend my entire life on this, and I'm going to fail."

So naturally we are only too happy to bring him dead mice fun magic unknowns.
 
And, who does not love a grumpy dorf grampa who disapproved at us so hard it turned into an awesome anti caster belt.
Like, the stuff he has made for us is so powerful that you can only really find better items from the golden age, or divine artefacts.
If Kragg is failing, then so is everyone else, except they are doing so harder.
 
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More that if anything happens, we lose, so it is best to keep as low, small, and quiet as we can and hope that we get treated as an anomylous caravan rather than a military force.

It really doesn't even need to be the chaos champion leader or a dragon ogre. Just put 5000 cavalry against us and we will drown from tarpits and attrition.

So for once, we need to think like a grey and try not to provoke notice. Going out scouting is begging to get tangled up in something with a good chance of going loud.
It was common knowledge in Kislev that we were travelling into tribal lands.

Our convoy is travelling in a convoy of fossil-fuel powered landships whose smoke trail can be seen from over the horizon.
We killed a Greater Demon of Slaanesh, were the proximate cause of the death of a Bloodthirster, and there's a Lord of Change out there that decided to run rather than fighting us. I think that stealth is not really viable.

Ive been hoping on speed, not stealth. Just outmoving any potential threats.
Which is why this stretch of road is concerning me, because it's characterized as slowing us down, and being a favored ambush ground for a Chaos-worshipping Kurgan tribe.

Nevermind that we still dont know what happened with that Ogre tribe.
Ok so My idea is that the demons did not attack the skaven. I think the civil war is going bad or went bad for Moulder and we are seeing the fallout from it. I think k the Tzeentch demon is ahead of us and planning something.
Now that would be an evil thought.

We didnt definitively confirm who did the killing at the combes did we?
 
Ok so My idea is that the demons did not attack the skaven. I think the civil war is going bad or went bad for Moulder and we are seeing the fallout from it. I think k the Tzeentch demon is ahead of us and planning something.
The daemons needs sacrifices or they fade. No way they were able to get ahead of us without attacking the Skaven.
 
3 runes per item is a tabletop rule i think, and 5 is now quest canon thanks to BOK.


I think the more obvious weak point would be the boilers themselves.
Wheels are not really accessible when moving, and would be loud to damage when not.
While boilers are, while sturdy (thanks dwarves), still complicated piece of machinery that is bound to be more fragile than a thing that has to carry the load of the whole wagon.
True, they're a weak spot... but also probably much harder to get to period, much less unobserved. I imagine there are Engineers in those compartments 24/7.
We killed a Greater Demon of Slaanesh, were the proximate cause of the death of a Bloodthirster, and there's a Lord of Change out there that decided to run rather than fighting us. I think that stealth is not really viable.

Ive been hoping on speed, not stealth. Just outmoving any potential threats.
*pedantic mode on* Ultimate cause, not proximate. The proximate cause was the Slaaneshi daemons/corrupted!Slayers.
And yes, the convoy is pretty much the opposite of stealthy - and while not *very* fast, is fast enough to make it so enemies would probably need advance warning to assemble sufficient force to do something to it.
Now that would be an evil thought.

We didnt definitively confirm who did the killing at the combes did we?
The killing at the 7th-and-final combe was Chaos Dwarf forces. That's confirmed. Everything else is speculation based on the absence of corpses of Moulder heavy/elite units.
 
It's the Zorn Uzkul, the only things in here are Skaven and Chaos Dwarfs. Of the two, attacking Skaven doesn't carry any risk you end up being used as fuel or something.
People come here to trade. Ergo there are travelling parties on these wastes.
And its not like Daemons would care about Chorf rules about fighting near Uzukrul.

The killing at the 7th-and-final combe was Chaos Dwarf forces. That's confirmed. Everything else is speculation based on the absence of corpses of Moulder heavy/elite units.
*checks*
Yeah, you're right. Which suggests we, and Mathilde, have been making assumptions.
Oh dear.
 
*checks*
Yeah, you're right. Which suggests we, and Mathilde, have been making assumptions.
Oh dear.
Educated guesses, based on the Daemons' need to reach a grouping of mortals ASAP, so... unless there were some other reason for the heavies to be pulled back, it's a decent assumption.

Also, remember: a Ranaldite of the "don't make plans, position yourself to take advantage of opportunity" stripe is one of the Plotter's worst nightmares. Mathilde is a self-mobile Low-Probability Event.
 
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