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Runesmithing Lore


Dizzy771
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Forenote:

Runesmithing has been rewritten for a small number of reasons. The previous lore was somewhat of a mess. It was hard to follow and presented itself with more than its fair share of loopholes. The idea of this rewrite is not to restructure everything once again, but rather to make a more simplified system in order to make the magic more appealing to players. I do wish to, of course, begin by thanking the writers and creators of the previous Runesmithing lore of which this lore draws heavily from.


Contributors to the previous lore:

Aegis_Lima

BaronVonDietz

EPICBEAST6209

James27049

 

Background

 

Runesmithing is one of the ancient dwarven arts long lost to the passage of time, its original purpose and means of creation remain a mystery to this day. The art was regarded as one of the ancient dwarves most sacred things, and as such was coveted by many. Though many would indeed seek to either steal or re-create the art, none would succeed where the dwarves triumphed.

 

Runesmithing is a powerful, and very dangerous, art. Many apprentices, and a fair few masters, of the art have been lost to foolishness when it comes to handling runes. While runes appear to have an undiscovered limit to the power they can produce, attempting to tap into this immense power would result in catastrophic results. It is for this reason that Runesmithing is considered to be one of the most unstable magics known.

 

 

Forging a Rune

 

 

Spoiler

The process of creating a runes is a rather involved one that requires equal parts concentrations, steady hands, and proper preparation. The correct tools, processes, and materials must be used to a tea or the rune will result in failure.

 

Materials

 

Multiple materials have been produced to assist in the creation of runes. One of the main tools used for the creation of a rune is Thahnium Chalk, a mixture of Thahnic material and chalk. It is unclear if this is a necessary step for the creation of a rune, or simply a means to guide the Runesmiths hands.

 

Tools

 

A Runesmiths tools are the most important objects he carries, as one cannot even begin to attempting the creation of a rune without them. A Runesmiths tools are bound to them by a ritual, and thus only the Runesmith who owns the tools is able to use them.

 

The tools consist of two objects. A hammer and a chisel. While it is unclear exactly how, these tools act as a form of gateway of power. Should a rune be carved using these tools, it would spring to life surely as any living creature. Should the Runesmith attempt to use any other then their bound tools in the creation of a rune, it would fail.

 

The tools are also important parts in maintaining runes. The hammer has the unique ability of forcing any rune is comes in contact with to activate, regardless of what the rune is. The chisel has the opposite effect, disabling any rune it touches.

 

Processes

 

The process begins with the Thanhium Chalk. The Runesmith marks out the area with the chalk before taking up his tools. The Runesmith would then follow the designs designated with the chalk and carve out the physical rune. This is a very delicate procedure, and requires immense concentration, as even the slightest flaw in the design would render the rune useless.

 

Powering a Rune

 

It is unclear where the power for a rune comes from, only that whatever it may be is immensely powerful. A capable Runesmith may slightly modify the power of a rune during its creation, and a foolish one may wish to test its limits. The true power of a rune can only be realized with the help of Thanhium. Thanhium appears to greatly increase the power of a rune, though the reason why is unknown. This discovery has led to its fair share of disasters, however, as the powers of a rune are uncontrollable at most times.


 

Blood Marking

 

Blood Marking is considered to be one of the darker sides of Runesmithing, and is not commonly used. Simply speaking, when a rune is carved with the blood of the person dabbed into its indent the rune will respond only to the one whose blood was used to create the rune. It is possible that the rune will also react to close kin, however, as the rune cannot distinguish between the shared blood of the individuals.

 

 

Using a Rune

 

Spoiler

Activating a Rune

 

Once a rune has been created by a Runesmith it is capable of being activated by almost anyone, with some exceptions of course. There are a few ways that this is accomplished.

 

Phrase activations: The rune can be activated or deactivated using a specific phrase made by the Runesmith who created the rune

Area/touch activations: If a person comes into contact with the rune it will activate.

 

Rune Types

 

Runes are generally limited only to the creativity of the Runesmith. When creating a rune, the Runesmith pairs together different symbols, or “words”, of the runic language in order to create the desired effect. Here are some examples:

Create + Fire = A runes that creates a flame when activated

 

Replace + Water + Dirt = A rune that turns water into turn when activated

 

There is numerous applications of these runes when used creatively, however one must also exercise a healthy amount of caution. Lets look at our Create Fire rune again. Should one apply it to a sword, you would have a flaming sword. However, it is good to note that you have a flaming sword. Fire does not discriminate. It is as much a danger to the wielder as it is to anyone else.

 

As follows is a short list of functions that can be used to create runes when paired with other effects:

 

Pull/Push

Open/Close

Lift Up/Down

Absorb/Emit

Separate/Bind

Expand/Shrink

Push/Pull

Create/Destroy

Turn Left/Turn Right

Reinforce/Weaken

Replace

 

 

 

The Runes List

 

Spoiler

Elemental Dialect

 

Spoiler

The elemental dialect refers to the group of runes with the ability to manipulate the natural elements of the world. This is generally considered to be the easiest, and most widely used, dialect of runesmithing.

 

The elements that runesmithing includes are as follows:

 

Stone

Mud

Dirt

Metal - Aurum, Ferrum - etc.

Crystal - Emerald, Carbarum, Redstone - etc.

Lava

Fire

Smoke

Steam

Lightning

Air

Water

Ice

 

There may be more runes included in runesmithing that are not listed above.

 

 

Divine Dialect

 

Spoiler

The divine dialect refers to a special group of runes created in the image of the Brathmordakin, the dwarven gods. Each rune serves a rather unique purpose, moreover the dwarves of old believed that they embodied the favour of their gods.

 

 

Yemekar

 

Stone transmutation runes - Yemekar crafted the world of stone and is the creator of all things.

 

As Yemekar worked with stone, so too did the dwarves of old. This rune slowly transmutes anything that comes into contact with it into stone.

 

 

Cons:

 

  • The rune of Yemekar will transmute all matter to stone, even air. This usually means that stone dust collects anywhere in which they are active and thus they usually are stored in incredibly heavy stone sheaths to compensate for the rune potentially burning out from prolonged use.

  • The process of changing matter to stone is a slow one. So slow, in fact, that the rune has no practical applications as a conventional weapon.

 

Anbella

 

Oathkeeping runes - Anabella is the patron of honesty and Oaths, among other things. Because of this, Dwarves believe she gifted them a way to bind all beings to their word, that they may always remain loyal, even when they cannot trust themselves

 

In simple terms, those in contact with an Anbella ruin are compelled to speak, and act upon, the truth, the whole truth, and nothing but the truth. This is assuming that the person willingly consents to the runes influence.

 

Cons:

  • The rune only works so long as one remains in physical contact with it.

  • The person has to be willing to adhere to the contract of the rune when it is made, removing the chance of one being created for interrogation purposes.

 

Ogradhad

 

Memory Runes - Ograhad is the patron of knowledge. Therefore, his runes are tied into memories, intelligence, teaching, and knowledge. This knowledge, being the gift of Ograhad, is shared via the passing down of memories. Traditionally done through teaching, this process is made easier and more accurate by runes.

 

The rune of Ograhads capabilities are rather unique. Whoever is holding the rune upon activations may choose to relinquish one of their own memories or knowledge to the rune. The rune will then hold the memory until a time that it is reactivated. Whoever holds the rune upon reactivation is granted the knowledge or memory that was stored.

 

Cons:

  • The memory is lost/disappears from the inscriber when it is inscribed.

  • A memory can only be accessed by the first person who re-activates the ‘dormant’ rune.

 

 

 

Grimdugan

 

 

Trap runes - Grimdugan is the patron of Thieves and Avarice. Those who follow him are usually those who pray to protect their wealth, and will protect it by any means necessary.

 

The rune is created for the purpose of branding thieves. When applied to an area or object the rune remains dormant until deactivated by a runesmith, or triggered by the movement of an object in the area or object the rune is applied to. Once triggered the rune applies a rather noticeable, and quite painful, marking or brand upon the thief. This would, presumably, allow guards and the like to spot petty criminals more easily. The brand can be removed by a runesmith or wears off naturally in one weeks time.

 

Cons:

 

  • The marking is far from permanent. It is akin to a temporary tattoo, just this tatto brands you as a criminal instead of putting a pretty princess unicorn on your forhead

 

Armakak

 

Greed Prevention - Armakak is the patron of merchants, tradesmen, and craftsmen.

 

Dwarves oft times will fall victim to their overwhelming greed. This rune was the dwarves ill fated attempt at curing their curse. Rather than truly “curing” the curse, it simply remove the entire concept of greed from the dwarf. This, however, conflicts poorly with the curse laid upon them and can have serious hazards. Hazards such as profuse bleeding from the eyes and nose from prolonged use of the rune.

 

Cons:

  • The rune is not a permanent alleviation to the dwarven curse.

  • Profuse bleeding from the eyes and nose accompany start as early as 20 minutes after activating the rune.

 

 

Dungrimm

 

Anti-Magic - Dungrimm is the god of the Dead, guardian of souls, and protector of the Dwedmar. He is the one who brings the dead to Khaz’A’Dentrumm, and allows their souls to be auctioned.

 

The Dungrimm rune creates a weak “aura” that dispels magic that comes into contact with the rune. This by no means is a very strong aura, as a powerful mage could easily overwhelm the runes ability.

 

 

Cons:

  • It is by no means as expansive as anti-magic

  • The rune is relatively weak. Generally it would more “cushion the blow” of a magical attack, rather than truly dispelling it.

 

 

Belka

 

Voice Enhancement - Belkaa is the patron of Love, Fertility, Dancing, Singing, and other social activities.

 

This rune grants its wielder an amplified voice. The rune is mainly used for public speeches and for issuing military commands.

 

Khorvad


The Khorvad rune is one mired in rumor and intrigue. Legends abound of its capabilities. Some say that is amplifies the effects of all other runes. Yet others say that it draws the life from those who touch it. Few even say that it does not exist, and is merely the dark whispers of paranoid dwed.

 

 

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I am a bit confused, only on the fact that I can't discern where the magic actually comes from when reading through this. If the intention was to keep hidden the deeper parts of runesmithing lore, it's understandable, but vital things like a powersource and atleast a vague origin should be outlined. This magic seems quite ambiguous with what it can achieve, and your lore itself states it's one of the most unstable magic arts known, so stuff like an origin and officiated power source would help others understand it better -- especially for those who intend to learn it in the future. This goes hand in hand with any guides as well.

I also recall some lore confliction issues between blood magic and one of the past iterations of runesmithing, as they both host a language of runes designed to achieve similar results, albeit with differing means of doing so. Do you plan on curbing this issue, and any that may arise in the future? For example -- this Khorvad rune is stated to be rumored to draw the life from others. If this ever is to become factual, you'll need to seek the necromancer conglomerate (or those well-learned in lifeforce canon, i.e me) in order to make sure it would fall in line with how lifeforce works and how the runes would be able to do such a thing.

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The origin and power source were intentionally left vague. The idea of this rewrite was to simplify the lore in order to make the magic enjoyable to use. Having a definite powersource does little more then to satisfy curiosity. It contributes little to the magic itself.

 

Also, I fail to see the issues between blood magic and runesmithing. They have similar aspects, so what. As for the Khorvad rune, its written how its meant to be.

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Currently being reviewed.

 

Expect an official response from the LT within a week.

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