Jump to content

Runesmithing 2: Electric Boogaloo


Josh3738
 Share

Recommended Posts

Preface

 

Not as much new stuff as it is some basic explanations that we didn't really have before such as information with the altar, binding ritual, power, carving orders, and some clarifications elsewhere.

 

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 could result in catastrophic results. 


 

Forging a Rune

 

 

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 well used tools 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. While it has often been the practice of the Arcadian runelords not to use the chalk as it was seen as more of a guiding line than a necessity, it is often used as a means of teaching the new runesmiths.
 

Tools

A Runesmith’s 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. Though they are bound to the Runesmith’s soul, there is no alteration made to it, leaving Runesmiths open to other alterations to their soul without impeding their ability as Runesmiths. The runesmith must still have a soul, however, despite the ability for it to be altered in addition to the binding of the tools. As the tools are merely bound to the soul, this also leaves the capability for the art of runesmithing to be paired with other deific magics.

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.
 

The Binding Ritual

The tools of any Runesmith are not simply made in the forge fires of any capable smith. While the reasoning of the ritual itself has never been fully understood by modern day Runesmiths, it’s common knowledge among their own that it is a necessary step in the training of any Runesmith as they may only carve runes with the tools gained through the completion of the ritual itself.

While the actual ritual is a closely guarded secret of the Runelords (teachers who have knowledge of both the binding ritual AND the creation of the Ritual Altars), it is known that the ritual must take place at a Ritual Altar and that the odds of living through the ordeal are not high.
 

The Ritual Altar

A runesmith may only carve runes with the tools he gains in the ceremony that takes place at a Ritual Altar. Accompanied by large statues, vibrant architecture, or perhaps just hidden away in the mountains, the Ritual Altars of the Runelords are incredibly complex structures which are virtually impossible to replicate through study of the architecture itself for a variety of reasons, one being that the impossibly complex runes seem to shift and change shapes like an optical illusion the longer you attempt to study them.  The mere creation of an altar may take weeks for even the most skilled of Runelords and once the final runes are finished, the entire Altar takes shape.
 

Processes of Rune Carving

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.

In the more recent history of modern day runesmiths, a variety of other sources of empowerment have also been brought to light. One such source known simply as a Dharok Gem, named after the original gem was found following the slaying of the daemonic spawn known as The Dharok, is an expertly carved gem infused with great power through the capture of souls in its mass. The number of souls varies from gem to gem as does the power, and it should also be noted that more souls might not always mean a gem is more powerful than another. Instead, it may fall to the power of the souls within the gem to determine its strength (Such was the case with the first and second Dharok Gems which only had two souls between them).

 

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

 

 

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. This will work provided that the runesmith who carved the rune had intended for it to be able to be activated in such a manner and carved the rune in accordance with this ability.

 

Power of Runes

Runes and their power are both fluctuating and malleable at the same time. As a runesmith practices their art for a longer period of time, they may become more comfortable with their tools and the manner in which he uses them. This can afford a variety of boons in terms of how powerful the runes might become. When a runesmith first starts out, his work will be weak in terms of runic strength. This is exemplified in the full strength of a novice runesmith’s create + lightning rune versus a master’s create + lightning rune in that the novice’s might have sparks like an arcing electrical current while a master’s carries the full force of a lightning storm’s bolt.

This is not to say that the master can only create powerful runes either. As he gets more and more accustomed to his skills, he may “tone down” the power he intends to imbue a rune with so as not to set a house ablaze where only a small flame to light a candle was needed.

An important issue to note with runesmithing is the lifespan of runes. While it is possible to account for lengthy use of runes and, in doing so, create them in a rougher, more bulky format, there will always be a lifespan. That being said, it depends on the skill of the runesmith once more whether or not their rune might survive a single use or a hundred uses.



Rune Types

Runesmithing, as defined by the first runesmiths who used it, was the language of creation. As it is with any language, runesmithing has roots, suffixes, and prefixes that all add on to the abilities of the rune itself. That being said, all runes begin with a single base rune. While it is the simplest of the runes to carve, it is without a doubt the most important as it is the basis for both elemental and Brathmordakin runes.

Following on the mindset that runes are carved as a language, the base rune is merely the metaphorical line a word is written on. The circular shape of this base rune is further embellished with other curves and shapes equating to roots, prefixes, and suffixes of the rune. Only after the base rune is carved may the rest of the rune be made.

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 dirt when activated

 
There is numerous applications of these runes when used creatively, however one must also exercise a healthy amount of caution. Let’s 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 (runic prefixes and suffixes) 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

 

 

Elemental Dialect

These runes serve as the main root of the runic language and will precede the carving of runic prefixes and suffixes.

 

 

 

 

 

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.

kIkn5lAkReTdVGuzV_4bmI9FyRPrpfpertNEaOlxpqHJDclCUB3vi4DLSjcEf5ohXE9Xj2JcynuCrlXg_MwEsivZEXZsjw3Eit-HYoc3Q7okpAi693jzdhb-cBMPiusrtJpRdZo4

 

 

 


 

Divine Dialect

 

 

  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.

 
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 tattoo brands you as a criminal instead of putting a pretty princess unicorn on your forehead

 

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:

For the rune to work, the magic must make contact with the rune’s surface

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.

 

 

Link to post
Share on other sites

old meme -1

 

do what fuhrer josh demands +1

Edited by gandalfo
Link to post
Share on other sites

Josh doesn't play on this server +1

Link to post
Share on other sites

memes-tk-body-image-1436382157.jpg

Link to post
Share on other sites

+1

when do i get a guide on how to rp it though

Link to post
Share on other sites

1 hour ago, SpodoKaiba said:

+1

when do i get a guide on how to rp it though

 

Don't be stupid. Never!

EDIT: DRUIDIC runesmith Sharr incoming?!

 

Dharok the Wretched? Of Gielinor!?

The main changes I see are the altar and ability for deific users to learn runesmithing, yes? I totally agree with this. If mages such as wizards are able to learn runesmithing despite the extreme amount of variability in their skillset, a druid or whatever should also have access to it. +1

Link to post
Share on other sites

guys what if we ad a pk clause test to every voidal magic, it'd fix everything and all existing mages have to go through it. 

 

anyway, some of this could be powergamed tbf, like the magical dampening one, since it doesnt specify how many tiers it takes down said magic. Also for the truth rune people have said that you cannot let go if, which seems to be proven true or false?

 

Anyway, everything else looks good, just usual powerful runesmithing

Link to post
Share on other sites

5 hours ago, WanderingSpirit said:

anyway, some of this could be powergamed tbf, like the magical dampening one, since it doesnt specify how many tiers it takes down said magic. Also for the truth rune people have said that you cannot let go if, which seems to be proven true or false?

 

Anyway, everything else looks good, just usual powerful runesmithing

 

1. Guide comes after this to explain usage and tier diminishing. 

2. Your truth rune comment is somewhat vague. If you could clarify a bit I could give you a straight answer.

Link to post
Share on other sites

3 hours ago, Josh3738 said:

2. Your truth rune comment is somewhat vague. If you could clarify a bit I could give you a straight answer.

I have been told that once the truth rune has been agreed to, that you can no longer drop it once in your hand

 

Link to post
Share on other sites

too many inactive rune smiths and for some reason ******* elf has it. Fix it. I dont like lore magic that depends on a handful of inactive players who only teach their friends characters. Runesmithing is a fine thing, but you created a monopolio out of it undermining the dwarven community in exchange of personal gain -1.

Edited by ✗ ≬ ≬ ♏αɟεoℓog ≬ ≬ ✗
Link to post
Share on other sites

On 4/6/2018 at 6:57 PM, WanderingSpirit said:

I have been told that once the truth rune has been agreed to, that you can no longer drop it once in your hand

 

 

This is untrue. The runestone itself is entirely reliant on your agreement to use it so you are more than welcome to drop it whenever you like.

 

On 4/6/2018 at 9:15 PM, ✗ ≬ ≬ ♏αɟεoℓog ≬ ≬ ✗ said:

too many inactive rune smiths and for some reason ******* elf has it. Fix it. I dont like lore magic that depends on a handful of inactive players who only teach their friends characters. Runesmithing is a fine thing, but you created a monopolio out of it undermining the dwarven community in exchange of personal gain -1.

 

No magic is a strictly racial magic. Period. Whether an elf has it or not is irrelevant.

Link to post
Share on other sites

did you forget to define how long runes take to charge up/use, as well as left out charge and uses? Or am I blind rn

Link to post
Share on other sites

On 4/8/2018 at 6:05 PM, The Fire Mind said:

did you forget to define how long runes take to charge up/use, as well as left out charge and uses? Or am I blind rn

 

This is the "quick" update to have hard written lore on some of the vague details. As of today I'm getting together all the runesmiths into a single discord so we can figure out what's what and get a proper guide hammered out in the near future that will give definitive emote examples to work off of when doing all this because it was intentionally left vague in the past and we gotta pretty much start from scratch.

 

At the moment the generally accepted requirements are several emotes for the different runes and 1-2 charges for the brathmordakin runes. But again, these aren't set in stone anywhere, so step 2 beyond the updates here is writing out all that stuff.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...