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Runesmithing Revision - Proposing Alternatives


Medvekoma
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The goal of this re-write

 

Spoiler

 

Over and over I have passed heavy critique on the lack of quality and details presented in the golemancy and runesmithing lore pages. I expressed this critique to the authors of the 3rd re-write, who published a submission afterwards that I still found lacking and outdated.

 

Specifically, I highlighted the following issues:
 

  • The re-write did not specify if runesmithing is deific or voidal, referencing “qualities” of both magic sub-types in its mechanics (soul-powered gemstones, deity runes).
  • The source of power remained “unknown” despite the lore team’s declared intention to rid lore of “unknowns”. No consequences of over-use were mentioned, and no consequences of “dumping” rune items en-masse.
  • The submission did not include details on the interaction of runes and anti-magic, though included an anti-magic rune in itself.
  • There were no clear definitions on the capabilities of specific runes.
  • The proposed new tier system seemed overcomplicated, and deviated unnecessarily from the five tiers of magic generally referenced.
  • The proposed drawback of runes “running out of charge” is very hard to enforce as per experience from boomsteel lore & transfiguration lore.
  • The addition of the “teaching altar” has been a great critique about an ad-hoc way to prevent the spread of runesmithing out of a certain player group. This critique is magnified by the fact that the only character with knowledge of the altar’s making is played by the author of the lore.
  • The above also included a PK clause that was left undefined and without specifics.
  • The background lore, although a well-written story, hung mid-air and was not related to Dwarven history, and did not make sense in the magic framework of LOTC.
  • One of the deific runes was defined as a direct anti-Iblees-curse-rune.
  • The rewrite did not address the problem certain runes established against the general magic guidelines of material consistency. Specifically, the lore presented no information of how material consistency is maintained for creation / replacement / reinforcement / etc. runes.

 

As much as I have criticised both runesmithing and golemancy, I never really took the effort to contribute anything to either. This an honest attempt: to not only criticise, but to also offer an alternative. In summary, this revision builds on the 2nd version of Runesmithing and aims to update it to current lore standards by addressing the following points:
 

  • Define runesmithing as an explicit deific magic, drawing power from Aengudaemons and put it in line with Druidism, holy magics and in a way with shamanism.
  • Through the above, define the clear and specific power source and the consequences of overuse.
  • Provide a background origin lore that does not only fit into Dwarven history, but also provides explanation for various events in it.
  • Add an explanation to how runes and their effects interact with magic, in line with mana theory & other magic lore.
  • Define the capabilities of each specific rune and their function.
  • Create a tier system that parallels Transfiguration and the rest of the magic system.
  • Remove the teaching altar as an unnecessary addition and add possible disconnection enforced by the magic team instead.
  • Re-implement the Flesh Runes lore as a sub-part of runesmithing.
  • Create the implication & possibility of non-Dwarven, non-Brathmordakin runesmithing in order to further insert the lore piece into existing deity magic lore.
  • Specify the activation methods. How a rune can be made to touch-activate, how a rune can be made to activate to a phrase.
  • Specify the costs & magnitudes of runes depending on their functions and usefulness (directions, activation, etc).
  • Apply an aesthetic/linguistic fix when runes are made up of words, and not of a circular symbol to match RL runes & their origin.
  • Returned runesmithing to old dwarven instead of its own language to bring it in line with the dwarven language guide.

 

If the feedback is generally positive (discounting the expected contests on my interfering with the magic), I will aim to create a similar re-write for golemancy as well (as it currently lacks a lore page).

 

 

Runesmithing Origins

 

Before anything, there was nothing. So begins the Dwarven creation story, which tells the tale of how Yemekar forged the world, how his hammer sparked Aenguls and Daemons, the Brathmordakin, who aided his creation and now safeguard life. Through this creation, however, he grew ever busy along with his servant Brathmordakin, no longer able to intervene as the descendants engulfed the world in the chaos of war.

 

He raised his hammer and chisel, and engraved a set of runes in his anvil, which he then cast towards his servant Brathmordakin. The runes glew alit with power, though not with the power of Yemekar himself, but with the power of his servants. He bestowed on them a sacred language of runes through which the Aengudaemons could communicate with the descendants, and through which the descendants could commune with them.

 

Urguan was the first Dwarf to learn the art of runesmithing, who retreated into the heart of his mountain to commune with the Brathmordakin and to be taught. After this, he summoned each of his sons to the depths of his cave to teach them the secret of the runes. Each son was eager to learn, and soon each clan founder mastered them.

 

They did, however, observe a peculiar trait within the runes they used. Whenever Gloin invoked runes on the trees of his forests, he did not feel the whole of the Brathmordakin radiating in power from his creation, but he specifically felt the warmth of Anbella. Tungdil felt a similar connection between the runes he carved in gold and Armakak, and the brothers soon realised the runes did not commune to a pantheon, but their patron Brathmordakin instead. Gloin felt his runes of nature superior to any other runes he carved, whereas Yavok’s runes seemed to inspire an extra sense of honour and bravery from Dungrimm’s power.

 

Many of the Dwedmar reading this tale now know already what was to come, which was the great tragedy of Dwarven history. The youngest of the brothers, the one most beloved by Urguan and the one favoured by him, was patroned by the Brathmordakin Khorvad, avatar of Ambition.

 

As the fallen Aengul Ondarch devastated Kal’Urguan, thousands of Dwarves died to starvation, the cold or were trapped in the crumbling ruins. Of these ashes of a civilisation, Velkan rose as youngest son and Khorvad aided him with immense power in his runes to fulfill his destiny of re-uniting the Dwarves. Through the power of Khorvad, however, Velkan’s line was cursed with the same madness the fallen Brathmordakin succumbed to.

 

His son became fearful of the power of the other sons of Urguan and their children possessed. This fear developed into paranoia between him and his son, and when Throngar Ironborn took the throne, it manifested in a bout of hatred and sheer madness. Thorngar ordered all knowledge to be burned, fearing that the other clans could rise against him. During the Great Collapse, he had his army persecute the runesmiths, hunting down the descendants of Urguan who still knew the power of runes, one by one.

 

When Urguan was re-united, only a couple of elders remained who knew the ancient knowledge, even they lost much of what was taught to Urguan and to their fathers. Tales circle the Dwarven realms about the great power the runes once possessed, capable of raising mountains or leveling armies of enemies. What does remain, though, is a line of runesmiths dedicated to scouring every single ruin of ancient Dwarven civilisation in order to return their art to the pinnacle from where it fell during the purge.

 

The Core Mechanics of Runesmithing

 

Runesmithing is a deific magic drawing power from Aengudaemons. It is, however, unique in the fact that different runesmiths don’t funnel the power of the same Aengul or Daemon. The core of runesmithing relies on the patronage of Yemekar; those following him draw power from the whole of the pantheon. A runesmith may, however, dedicate their life to a Brathmordakin, or may have dedicated in the past and thus developed a closer connection where their runes specifically draw on the power of one specific Aengul or Daemon.

 

Whichever source the power comes from, Runesmithing does not exist without drawbacks. Funneling such powers for prolonged times can damage the descendant body in various ways of exhaustion and pain depending on the Aengudaemon invoked. This effect hinges mostly on the type of rune carved, which come in two forms:

 

Active Runes

 

Active runes are carved to be activated right away, invoking a strong effect at the cost of little excruciation. The runesmiths lifts whatever tool they use to carve their runes and strike at a surface where they had outlined their rune prior in order to create it.

 

Active runes miss condensation in their power and will, no matter what the Runesmith wishes, exert their effect approximately five seconds after the runesmith strikes the last line of the rune. The creation of an active rune in combat is possible, though it still takes a considerable amount of time and the runesmith requires an entourage to prevent interruption.

 

Passive Runes

 

Passive runes are carved through a condensation ritual where the runesmith invokes the desired effect over and over until it “settles” into the rune. Since this requires conducting the ritual over and over, it often takes multiple hours to finish a rune.

 

The mechanics (repeated invocation of the effect) always result in a show of noise and flashes. When a runesmith forges a flame rune, they can often be seen hammering a metal that bursts into flames under every hit. When crafting a rune of lighting, their strikes thunder like the clouds and send sparks flying around.

 

Runes can be charged to different levels, striking a balance between frequency of use and power of the runes. A weak rune can be invoked multiple dozen times to allow use multiple times a day, whereas a strong rune can only be etched for monthly use. Ultimately, this hinges on the runesmith’s endurance and capacity to endure the pain and exhaustion of funneling deific powers, which are obviously magnified when crafting a passive rune.

 

Because the runes are prepared already, usage of a passive rune does not inflict any harm or exhaustion on the runesmith that created it. However, there is a limit on how many funnels a runesmith may maintain at the same time. If one would become greedy and create runes daily, they would find their already-crafted runes weakening with each new one made.

 

Usage of Runes

 

Carving Tools

 

Runesmiths may use any tools to carve their runes, so long as they are capable of actually engraving something on the surface in question. Stone and wood are both ideal targets, whereas metal is much more complicated to engrave, and some alloys are outright impossible to etch. Traditionally, runesmiths marked out their runes with a thanhium chalk before the first strike. This is heavily advised since the wrong angles or improper line lengths of a rune may not only lead to it not working, but may also invoke a drastically different effect.

 

Runic Language

 

The runic language is an archaic, more complex version of the modern runes used by the Dwarves. All words and symbols are inter-coherent (meaning a Dwarven scholar literate in runes may vaguely understand magical runes), though magical runes employ an extra set of inflictions and connections in order to create “single” symbols out of multiple letters or phrases. Last but not least, active runes allow the runesmith to invoke special “shortened” runes that have to be learned individually in order to speed up the creation process.

 

Word sequences

 

As a rule of thumb, the longer a runic carving is the less powerful it will become. A “create fire” rune will be more potent than a “(blood) create fire” rune, whereas a “create fire person near” rune will be even less effective. The words “or” and “and” are not counted into this.

 

Phrase activation

 

Any rune can be activated by speaking the words signified by the runes. Runesmiths may freely “name” items they forge, where they add a name next to the enchanted runes. In this situation, the “name” serves as a trigger activating the rune, allowing the user to say the “name” only. This name does no count into the word sequence, and can also be a simple code-word for activation.

 

Touch activation

 

If the runic word “touch” is carved next to a rune, then either the rune or the word “touch” itself may be touched directly in order to activate the effect.

 

Proximity activation

 

The runesmith may etch the word “area” next to a rune to create an area-activated rune. Whenever the rune detects motion in a five metres radius, it will activate the effect etched next to it. Further adding the word “person” will only activate the rune if the source of the motion is a descendant, the word “monster” for living non-descendants or “undead” for undead beings.

 

Blood Marking

 

The rune “blood” may be etched next to a phrase, where the Runesmith infuses their own blood or the blood of another into the rune (dripping it over it after it is carved) to activate a blood mark. From that moment onwards, only the one whose blood was used may activate the rune. Close kin may suffice, as runes can’t differentiate between parental relations or siblings.

 

Damaged runes

 

A passive rune can easily get damaged, if the surface on which it was engraved is sundered, cracked, bent or in any other way significantly altered. Damaged runes create a mild explosion when activated, after which they will become both illegible and useless. A master runesmith can “repair” a damaged rune by carefully correcting its carving.

 

Interactions with transfiguration

 

A transfigurationist may learn and practice to both abjure and ward against runes. Abjurations can target either the effect of the rune, or a rune proper. When cast on an invoked effect, the abjuration disturbs it in a similar fashion to disturbing elemental evocation: the effect will dissipate. When targeting a rune, an abjuration can render a rune temporarily unusable. Repeated abjuration of the same rune can damage and potentially destroy a rune.

 

Warding against runes is possible, though no ward will automatically target runes. Instead, wards remain dormant until a rune’s effect is invoked. When that happens, the ward activates, collides with the effect and dispells it. If the rune invokes a non-projectile effect, the ward will collide with the rune itself and stop the effect.

 

Transfigurationists may use voidal feeling to investigate a rune. They cannot use this to explicitly translate runes, though they can define the vague effect.

 

Furthermore, any mana stored in a mana gem in very close proximity of a rune will release its mana when the rune activates and will act similar to a ward. This means that an item may only have a rune or an enchant, though not both together.

 

Interactions with Anti-magic

 

Iconoclasts may engulf the effect of a rune in order to dissipate it similar to an abjuration. They may also engulf the rune itself in their evoked mana-fog in order to prevent its activation. If a rune is trapped in this fog for a lengthy amount of time, and if the anti-mage is powerful enough, the rune will lose all its power and will become a mere decorative etching.

 

General redlines

 

  • Active runes require around 20 seconds to carve (6-8 emotes).
  • Carving passive runes exhausts the runesmith for an month (1 OOC day)
  • For every runic word over two, the rune loses a tier level in magical strength.
  • Activating a passive rune takes at least three emotes: one for the activation phrase or touch, one for the effect to manifest and another for the effect to take its effect. This is a minimum, projectiles may require time to fly and locomotion runes may need a longer time to move targets.
  • Only special (LT approved) runes may remain active (not dormant, but activated) for longer than an OOC hour.
  • The comparison to other magic schools also references their respective red lines.
  • Where a compared magic school implies an additional emote required (combustionary evocation, electrical evocation, etc.), the rune requires an additional emote to activate.

 

Anti-magic redlines

 

  • Abjuration can be used to dispel the effects of a rune.
  • An abjuration will disable a rune for approximately 10 seconds (3-4 emotes) if it targets a rune. This immediately dispels the effect of a non-projectile rune.
  • Wards only target activated runes and act the same way as abjuration.
  • A T3 transfigurationist can damage a rune with 5 abjurations (or wards), or destroy it with 10. This is 4 and 8 for T4, 3 and 6 for T5.
  • An Iconoclast may affect runes and their effect as per the tiers listed on the Iconoclast page.
  • A T5 Iconoclast may completely dispel a rune by engulfing it in anti-magic fog for at least 10 seconds (3-4 emotes)

 

The Deities

 

The influence of the deity channeled on the runes should never be taken as a leverage to reason for powergaming. The one explicit deity with explicily stronger runes (Khorvad) has its specific rune developed in a way that allows for more powerful runes to be created at a cost. Because the use of flesh runes provides a straight-up functionality over other deities, Dormmar’s worship provides no rune of its own, which is easily explained by his stance as a non-Aengul and non-Daemon. All of these runes have one single tier, except for the Armakak and Khorvad runes which are added to other runes as additional words.

 

Yemekar

 

Yemekar’s runes provide the “basic” set of runes, with no reward or drawback associated. Overuse of channeling Yemekar’s patronage (and as such, overuse of channeling all Aengudaemons of the Brathmordakin at once) results in what is called the “runesmith’s sickness”, where the master is overcome by pain in all parts of his body, especially the arm he uses to carve runes. It is rumoured that strong ale fermented beneath a mountain is especially powerful in treating this sickness.

 

Those under Yemekar’s patronage may also use his rune, which slowly transmutes matter into stone. This process is not fast enough to have a combat application.

 

Anbella

 

Runesmiths under the patronage of Anbella find their runes carved on wood to be slightly more powerful. The hearth mother blooms in the nature, and where nature is present her warmth is ever more powerful. Growth, fertility, water and healing are all empowered by her love. At the same time, they may also find their offensive runes dampened and weaker compared to others’, for the mother of peace refuses to unleash her full power if it is used to harm others. Anbella’s patronage results in a dimmer sickness from overuse that lacks pain, though still weakens dwarves. Whereas the average runesmith may shout in pain from overuse, a follower of Anbella would just fall asleep on the spot.

 

Anbella’s rune allows her loyal runesmiths to invoke a calming slumber on anyone holding her rune when it is activated.

 

Dungrimm

 

Dungrimm’s runes seem to have a more powerful effect if they are offensive, and especially if they are etched onto weapons of war. As addition to this, Dungrimm’s runes seem to work better against undead than the regular ones. His runesmiths find themselves fatigued and in pain the same way as Yemekar’s if they draw on too much power in too little time.

 

Dungrimm’s rune can be etched either on a shield or weapon. If put on a shield, it allows the wearer to use it to absorb a spell without the usual harmful effects of colliding with it. If carved onto a weapon, activating it will shoot an abjuration. Both of these can only be used once a month (OOC day).

 

Belka

 

Power from the Lady of Passion manifests stronger in situations where the rune’s carving itself is driven by passion. Those under Belka’s patronage seem to carve better active runes than passive ones. This effect is magnified further if they are excessively angry, happy, sad or otherwise in a radical emotional state while they carve the rune. Belka also favours lightning and fire of all elemental runes. Her runesmiths seem to feel no pain from overusing her power, only fatigue, though they also seem to lose their passion for life and become complacent, boring and slothful as they keep exhausting themselves.

 

When Belka’s rune is activated, it enhances the voice of the holder to their desire for a day (OOC hour). Their voice becomes more characteristic and clear for normal speech, shrouded if they whisper and ear-shattering for shouts and screams.

 

Ogradhad

 

Those patroned by Ogradhad will find themselves having an easier time both carving and understanding runes, as the father of knowledge aids them in both ventures. They will also find that their patron commands a much more potent and manageable form of power, which allows for a slightly quicker etching of passive runes. After overusing his power, Ogradhad’s runesmiths will feel no pain, but will mimic the symptoms of arcane magic overuse, resulting in fatigue and possible bleeding from the nose, mouth and ears.

 

The rune of Ogradhad allows its holder to draw and “forget” a memory into the rune, which can then be activated again to regain this knowledge. Ogradhad’s rune is a favoured teaching tool of the Dwarves.

 

Armakak

 

Armakak’s runes function the same way as Yemekar’s, his followers find difference only in the method they are made. Those patroned by him always use “lucky” golden tools, which seem to work surprisingly well: Armakak’s runesmiths gain great fortune when drawing on his powers. Sparks flying from runes magically evade their beards, they occasionally find stray mugs of ale while working their runeforges and seldom fail carving their runes. As opposed to this, a runesmith drawing on Armakak’s power too much will find themselves fatigued. Though instead of pain, they will find their luck diminishing, stepping into puddles of mud, forgetting things and even going as far as to spill their ale in accidents.

 

The rune of Armakak can be etched next to any rune in order to dampen or outright prevent their possible negative effects through sheer luck. This, however, still counts into the length-of-runic-phrase rule-of-thumb. Users of an Armakak fire rune will see the flame magically avoiding their hands, while an Armakak lifting rune on a table will “magically” keep the contents on top of the table intact and in place.

 

Grimdugan

 

Grimdugan’s runesmiths, similar to Armakak, use golden tools to create their runes. They will also notice that their growth and replacement runes are more potent, especially if they replace a cheaper material with something more expensive. Fatigue from Grimdugan’s power does not manifest as mere exhaustion and pain, but as an almost insatiable hunger and weakness derived thereof.

 

The rune of Grimdugan is an active rune that conceals any non-living item as an ordinary thing in its environment for a day. Bars of gold become chopped wooden logs, weapons turn into agricultural tools. His rune may not be used on objects larger than a cupboard, and may never contain living beings.

 

Khorvad

 

Khorvad’s runes reflect the fallen Brathmordakin himself: originally a tool of ambition, though eventually a pit of madness and darkness. Followers of Khorvad will see all of their runes function significantly stronger, at the cost of the creator’s sanity. As a runesmiths carves more and more runes with the power of Khorvad, they will lose distinction between enemies and friends, families and foe, clarity and visions.

 

Khorvad’s rune can be added next to any rule to increase its potential to become twice as strong. However, the carving of Khorvad’s rune requires the infusion of a descendant’s blood. Activating a plain Khorvad rune or trying to carve one without full faith and devotion to him results in his touch which shivers and rots away any flesh in close proximity to the rune.

 

Additional deities & techniques

 

In theory, it is possible to derive any Aengudaemon’s power through runes. It is only due to the Dwarven affiliation of the art that the vast majority of runesmiths are familiar with the Brathmordakin only. Over the years that have passed since its bestowal on Urguan, various groups of Dwarves and non-Dwarves discovered additional sources to harness or methods to use.

 

Wyrvun

 

The Frostbeard elders found that the Aengul Wyrvun, after her cleansing, was able to aid them in a similar fashion as the Brathmordakin grant power to the runesmiths. Harnessing Wyrnvun’s power allows a runesmith to use more powerful frost runes, though at a dire cost. Overusing Wyrvun’s boon causes frostburns across the body, both hindering and painful. Those patroned by Wyrvun will also find themselves more resistant to interruptions and incursions when etching runes in the middle of combat.

 

The rune of Wyrvun inspires those around it during its activation, gifting them great courage (and stubbornness). Descendants under the rune’s effect will be far less likely to flee combat, even against terrible odds, and will put in their greatest effort to fight until lasts breath.

 

Dormmar

 

The secretive deity of the Dark Dwarves is neither an Aengul nor a Daemon, and as such his runes still channel the power of the Brathmordakin as a whole. Those following his cult, though, and initiated in his ways, may use the ancient technique of the Asgolian dwarves to carve runes onto the skin and into the flesh of living beings, and activate them so. Flesh runes are created the same way as regular runes, and may be both passive and active runes. When a passive flesh rune is activated, however, it functions similar to an active rune in respect to a bout of pain and exhaustion inflicted on the one bearing it whenever it is activated. Note that carving a flesh rune requires the same work as any other rune, and is only possible on willing targets or victims appropriately incapacitated or held down for an hour or more.

 

Dormmar, not being a specific Aengudaemon, has no rune of his own, and over-use of runes derives the same fatigue and pain as a Yemekar smith does.

 

Miscellaneous

 

Any Aenguldaemon’s power can be channeled through runes. This needs only the willingness of the deity involved, and knowledge on the master’s side about the runes and their function. Though unheard of in the past, it could be possible for a runesmith to channel Tahariae or the Aspects, although the nature of these powers and any relevant runes are unknown. It was theorised by some Dwarven scholars that holy wards may simply be Aengul runes created through a different technique.

 

Rune specifics

 

Runes don’t only follow the general size and magnitude specifications given by the tier-compared magic sub-types, but will also adhere their redlines.

 

Tier Guidelines

 

The power and effect of runes will always remain comparable to another voidal or deific magic’s effect and power. The comparison is expressed in the tier system. A tier 4 “create fire” rune will be equal to a T4 fire mage’s combustion, whereas a tier 1 “create fire” rune will produce a mare candlelight. The rune’s tier will be equal to the runesmith’s tier progression. Special circumstances are the addition of more words, and the introduction of dampened runes for more frequent use.

 

For every word added above the two base words, a runes’s power diminishes by one tier. A tier 5 runesmith’s create fire rune combined with a blood mark will yield a tier 4 equivalent fire spell. Similarly, the further addition of a direction (create cone fire blood) will reduce it to tier 3.

 

The base frequency a rune can be used is once per OOC day. A runesmith may freely reduce the tier level of the rune by one to make it usable once per OOC hour, and by two to be usable on will. A tier 5 runesmith may create a fireplace powered by a rune that may at any time ignite a T3 flame within itself on activation.

 

Additionally, a runesmith may freely downgrade a rune and thus both converse his fatigue and create a more desired effect. For example, he may replace the previous T3 flame ignition with a simple candlelight.

 

Locomotion runes

Spoiler

 

Pull/push
The side on which these are etched determines the direction of force applied: push against the surface, while pull in the opposite direction. The force is equivalent in tier to a telekinesis spell. The object remains in place and does not return to its original state when the rune expires.

 

Open/Close

The activated rune applies the appropriate forces to open up a gate or door, or to close it. The force is equivalent in tier to a telekinesis spell. If larger force would be required to open or close, the rune will simply not work. The door or shaft does not close back / open again when the rune expires.

 

Lift up / Lift down

The activated rune applies the appropriate force in either upward or downwards vertical direction. The force is equivalent in tier to a telekinesis spell. Objects mid-air fall back down when the rune expires with appropriate force (possibly crushing them).

 

Absorb / Emit

The activated rune may absorb or emit a material. The amount and form is similar to the closest elemental evocation’s, though always a tier higher. The difference between these runes and the create/destroy runes is that absorbed material can be recovered if an attached emit rune is activated, if the rune expires or if the rune is destroyed.

 

Create / Destroy

The activated rune may create or destroy a material. The amount and form is similar to the closest elemental evocation’s. Destroyed material is non-recoverable (and may be expelled from the rune in cases where an item or object can’t be destroyed). Created material disappears when the rune expires or if the rune is destroyed or deactivated.

 

Separate / Bind

The activated rune separates or binds to a specific bottleneck close to it. The spell works similar to a same-tier transfiguration’s binding and separation. This effect does not reverse after the rune expires.

 

Expand / Shrink (+ Grow)

 

The object on which the rune is presents expands in size or shrinks. Dimensions and weight are both retained, an expanding object becomes less dense while a shrinking object loses density. The volume of expansion is defined by the tiers:

 

T1 - 1.1x

T2 - 1.25x

T3 - 1.5x

T4 - 2x

T5 - 3x

 

The expansion always happens over a span of approximately 20 seconds. After the rune expires, or after the rune is destroyed or deactivated, it will apply the opposite of its initial effect to return the object to its original dimensions.

 

Grow & Shrink can be carved into barks to apply a permanent effect onto their respective trees.

 

Turn Left / Turn Right

 

The rune will apply force equivalent to a same tier telekinesis spell in an attempt to turn the object in the desired direction. If he object cannot be rotated, even by force, the rune won’t work. This effect does no reverse.

 

Reinforce / Weaken

 

The rune temporarily increases the density and weight of the object it is placed on. The increase or decrease will take an equal amount of jumps in the following order as per the rune’s tier:

 

Air - Steam - Water - Mercury - Slime Gelatine - Cloth - Felt - Soft wood - Hard wood - Soil - limestone - granite - copper - iron - steel - blacksteel - carbarum - hardened carbarum

 

For example, a T5 reinforce rune placed on a wooden castle gate will make it as strong and dense as wrought iron, whereas a weaken rune placed on the same gate will make it soft enough to be swatted away like a melting chocolate statue. Material will always return to its original density after the run expires.

 

Replace

 

The rune temporarily replaces one material with another. This is subject to density, and the rune adheres to the same guidelines the reinforce / weaken runes do in the material transition per tier. All material changes back into its original form when the rune expires.

 

Protect (has to be paired with “surface”)

 

The rune protects the surface where it is etched from the detrimental effects of whatever element is paired with it. A “protect fire” rune will prevent wood from catching flame during activation, while a “protect mud” or “protect dirt” pair of shoes will expel filth and become clean on demand. The tier of the rune determines duration: T1 for 10 sec, T2 for 20 sec, T3 for a minute and T4 for five minutes.

 

 

Elemental runes

Spoiler

 

Stone

Always adheres comparable earth evocation rules.

 

Mud

Always adheres comparable earth evocation rules.

 

Dirt

Always adheres comparable earth evocation rules.

 

Metal (Aurum, Ferrum, Carbarum, etc.)

Always adheres comparable earth evocation rules. Furthermore, the usage of the word “Ferrum” reduces the rune’s strength by one tier, “Aurum” by two and “Carbarum” by three. All other metals adhere to similar restrictions under the scrutiny of lore moderation.

 

Crystal (Salt, Emerald, Ruby, etc.)

Adheres earth evocation rules. All except salt adhere to similar restrictions as there is on metals.

 

Lava

Adheres to water evocation rules, though always weaker by a tier.

 

Fire

Adheres to fire evocation rules.

 

Smoke

Adheres to fire evocation rules.

 

Steam

Adheres to fire evocation rules (referencing smoke).

 

Lightning

Adheres to lightning evocation runes. Lightning runes etched into metals will apply their effects on the metal they are etched onto. Lightning runes placed underwater electrocute the water body. This can potentially turn a lightning-runed sword into a very lethal weapon if wielded with proper gloves, though it may have dire consequences on armour or weapon pieces if the smith or user does not pay attention.

 

Air

Adheres to air evocation rules.

 

Water

Adheres to water evocation rules.

 

Ice

Adheres to water evocation rules.

 

Explosion

Applies sudden, outward force from the rune. Adheres to combustionary evocation rules.

 

Light

The rune, radiates light. The direction of the light, or the way it is radiated, can be changed by direction runes. The strength of the light is based on the rune’s tier:

T1 - flicker, T2 - candlelight, T3 - Torchlight, T4 - Lamplight, T5 - Flashlight (capable of blinding for a second or two after activated)

 

 

Direction runes

Spoiler

 

These runes are used to direct the shape & target of runic elements. A “create + element” rune without a specific shape creates its effect in the most convenient way possible: fire will burst out, water will spill from the rune and smoke will rise up vertically.

 

Cone

The rune’s effect is created in a cone approximately three metres wide at its end and five metres in length. Adding the word “large” doubles the area.

 

Projectile

The rune’s effect is condensed into a blob of magical energy bearing resemblance to its effect, which is exerted when the blob crashes into something. For example, a “creat fire projectile” rune will shoot a fireball that bursts (not explodes) into flames at the target.

 

Contact

The rune’s effect will be invoked the first time the rune touches onto a surface after its activation. EG, a soldier may activate a “create fire contact” rune on their sword, and it will only burst into flames if the sword’s runed side cuts into something.

 

Surface

The rune’s effect will be applied only to the surface on which the rune is carved. It will affect the whole surface, or if the surface is larger than a four-by-four metres area, it will apply it onto a 2-metres radius circle on the surface around the rune.

 

 

Example runes & their activation:

 

T5 runesmith, etching a “create fire surface blood” rune on a sword with the blood of the dwarf “Gloin”, and with the name “Fireheart” to activate it. The resulting rune lights the blade of the sword on fire, which has the temperature and strength of a T3 fire mage’s flames.

 

Gloin raised his sword in the air, a set of runes glancing on its black ferrum edge. He uttered the words “Karaad Amoruk”, to which the runes lit up with a fiery glow.

 

[!] He twirled his hands around the hilt of the sword, holding it a fair distance from his body as flames erupted from the runes and engulfed the blade.

 

[!] The Dwarf then lunged in for an attack, his swing now bearing the heat and blaze of the flames radiating from the runes along the sword.

 

Credits:

 

Mainly, to Josh  & Dizzy for writing up  the original lore, and to Josh for writing up the 2nd revision.

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What

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8 minutes ago, z3m0s said:

What

 

I wrote up a lengthy critique on Dizzy's lore team application. He took the time to answer me and throw in his opinions, which I accepted until I saw the re-write. Since I also disagree with the newest rewrite, I figured there is very little losing in giving it a go of my own.

 

My only wish is for comments to revolve around content and critique, and comparison between the re-writes. I tried to keep accusations as little a possible (reserving them to that one single point amidst my reasons to write this up), which I hope will help drive a discussion over finger-pointing.

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Replying quickly to this as atm I'm packing to go on vacation so I'll be somewhat brief on my different points.

 

First and foremost, I have been working intimately with the rest of the lore team and my fellow runesmiths to completely overhaul the magic itself so as to meet the requested standards of the LT. What this entails is an in depth expansion of origin lore, starting with how the dwarves got it as you have seen, and moving on to the deity responsible for the magic. The goal of this all is not, as you hope, to force runesmithing into the framework of the other deific magics as we of course want it to be unique and decidedly different in how it is learned, practiced, and spread. 

 

Some other quick points of note:


1. The altar knowledge has always been a thing, just not as widely known as it was only recently that a large number of people knew and practiced the magic.

 

2. There are several people with the knowledge to make the altar, not just me as you have accused.

 

3. The ritual does not have a PK clause.

 

4. The background lore story relates intensely to dwarven history in both relation to the Ironborn rebellion and the reign of Urguan himself. Additionally, further expansion of the history and creation story as I already have planned and discussed with the rest of the LT heavily affects dwarven history as well as branches off from existing events and stories.

 

5. Runesmithing has been clarified already on additional posts in the lore forum that it does NOT work alongside voidal magics. This is to be further clarified upon the completion of the fourth and final re-write we have planned.

 

6. A somewhat smaller note on your desire to make runesmithing explicitly the same as the dwarven language. With the rewrite we have planned, which will be released through events in my hope before being fully posted, runesmithing is a separate language for a reason. In addition to this, it would make little sense for an entire race to base their language on a magic held by so few people historically.

 

Etc.

 

To summarize my scattered thoughts upon reading through this:

  • Runesmithing is deific.
  • It was never stated in previous lore what god was responsible in order to make it intentionally vague. As the new and "primary" author of the new runesmithing lore re-writes it is my intention to remedy this.
  • I'm currently, and have been for some time, working with the LT and the other runesmiths to write out the entire origins of runesmithing including history, source, how the magic functions in relation to the deity responsible, etc. which is what I perceive to be your biggest qualm with the current iteration of the magic.
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11 minutes ago, Josh3738 said:

 

2. There are several people with the knowledge to make the altar, not just me as you have accused.

 

The fact that its even a thing... That there is this exclusive 'knowledge' inherently makes it a circle jerk magic and I hope my good man @FlamboyantRage sees that.

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I like my altar of knowledge full of the elbow grease of people who suckle my teat for pixel magic.

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Noice

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14 minutes ago, Josh3738 said:

First and foremost, I have been working intimately with the rest of the lore team and my fellow runesmiths to completely overhaul the magic itself so as to meet the requested standards of the LT. What this entails is an in depth expansion of origin lore, starting with how the dwarves got it as you have seen, and moving on to the deity responsible for the magic. The goal of this all is not, as you hope, to force runesmithing into the framework of the other deific magics as we of course want it to be unique and decidedly different in how it is learned, practiced, and spread. 

 

I was informed by Ioannis in the middle of May this year that Runesmithing was being re-written. This was re-confirmed during the discussions around the magic re-writes. I brought up my critique of runesmithing & golemancy on the 14th of June, to which another implication of the update in progress was made. A lore submission was posted on the 10th of July by you, with a revision of Runesmithing lore.

 

Considering your above statement, I do not know what to conclude. You imply that a magic's re-write (and not its approval, pending or implementation phase) has lasted over 2.5 months now and that you intentionally posted a half-finished, barebones and lacking submission that does not include the vast majority of updated materials. Assuming this implication, take this submission as a mundane player's week-long consideration condensed into an attempt to provide something for the lore, or to provide proper lore alltogether.

 

Another implication is that there's a backlog and things haven't been done in time, and no to standard and due to that revisions are required. If that is the case, then consider this my attempt to enter the flow and participate in the re-write progress.

 

14 minutes ago, Josh3738 said:

1. The altar knowledge has always been a thing, just not as widely known as it was only recently that a large number of people knew and practiced the magic.

 

I have only learned of it recently, and could not find any written reference to it. I have marked this to lore staff at the time of your first claim in the subject. Especially because multiple runesmiths claimed different details about the detail.

 

14 minutes ago, Josh3738 said:

2. There are several people with the knowledge to make the altar, not just me as you have accused.

 

That is not the answer we have received previously from you, during the Mani quest line.

 

14 minutes ago, Josh3738 said:

3. The ritual does not have a PK clause.

 

67a8602cbacbd71f8de6527a626ea83a.png

 

As I said, an implied PK clause for binding without actually defining it. I have read through the druid lore re-submissions, and they handled their PK clauses & rolls top-notch, on par with what you'd expect.

 

15 minutes ago, Josh3738 said:

4. The background lore story relates intensely to dwarven history in both relation to the Ironborn rebellion and the reign of Urguan himself. Additionally, further expansion of the history and creation story as I already have planned and discussed with the rest of the LT heavily affects dwarven history as well as branches off from existing events and stories.

 

Refer to my first reply. It's a write-up, without us knowing how it relates, without any page on the forums relating to it or without any page on the wiki relating to it.

 

I do precisely know that the lore I wrote up may not be up to the current lore, I worked off of what I know, seen and learned myself over the years and what is present on forums and the wiki.

 

16 minutes ago, Josh3738 said:

5. Runesmithing has been clarified already on additional posts in the lore forum that it does NOT work alongside voidal magics. This is to be further clarified upon the completion of the fourth and final re-write we have planned.

 

57 minutes ago, Medvekoma said:

Furthermore, any mana stored in a mana gem in very close proximity of a rune will release its mana when the rune activates and will act similar to a ward. This means that an item may only have a rune or an enchant, though not both together.

 

Clause on enchant & runes not working together.

 

I see no reason to exempt runesmithing from the effects of iconoclasm, since it can also affect shades, mysticism, necromantic creatures, etc. Feels powergame-y. 

 

The abjuration of runes is a personal opinion of mine, and I'll leave it up to discussion. Considering the use of runic artifacts is not only limited to runesmiths and may become more widespread, and considering the small amoun of transfigurationists and iconoclasts, I personally think it would be right to allow abjuration and wards to affect runes.

 

22 minutes ago, Josh3738 said:

6. A somewhat smaller note on your desire to make runesmithing explicitly the same as the dwarven language. With the rewrite we have planned, which will be released through events in my hope before being fully posted, runesmithing is a separate language for a reason. In addition to this, it would make little sense for an entire race to base their language on a magic held by so few people historically.

 

This is one element of my rewrite I sought to pursue due to the rising demand & thrive to remove race-locks from magic. Since it is not technically the tools, the runes or the words enchanted, more so the runesmith storing a spell or effect of their aengudaemon in a power word, the write-up I did implies that an elf learning runesmithing could,  technically, funnel the power of Tahariae or an Aspect and use elven runes. I also disapprove of the elitism around runesmithing's rune language, especially the notion that it should also be different to the language and runes used on golems.

 

In short, the emphasis is on the smithing process, the funneling of deific energy and the connection to one's deity over the form of runes and the language they use. The language and form both help a smith funnel it.

 

The reason I amended the form of runes (not circular) is because circular runes are impossible to smith, as simple as that.

 

27 minutes ago, Josh3738 said:

It was never stated in previous lore what god was responsible in order to make it intentionally vague. As the new and "primary" author of the new runesmithing lore re-writes it is my intention to remedy this.

 

And on this part. The demand to make it "not vague" was not raised by the current LT. Neither was the demand to rid the "unknown" and the "unspecified". It was in the LT initiative and program of 2016 Autumn and it, by the end of 2017, pertained all lore except for Runesmithing and golemancy.

 

This, however, is a core disagreement between us two. And here I aim to forge from our dissent and rivalry something that may even benefit the community.

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9 minutes ago, Medvekoma said:

This is one element of my rewrite I sought to pursue due to the rising demand & thrive to remove race-locks from magic

runesmithing isn't race-locked and nor has it ever been race-locked. 

 

12 minutes ago, Medvekoma said:

the write-up I did implies that an elf learning runesmithing could,  technically, funnel the power of Tahariae or an Aspect and use elven runes

From what I've been told by several different runesmithing teachers, and the runesmithing lore holder, there is no 'dwarven' runes, there is a runesmithing language. 

I'm also 100% sure that the LT do NOT allow any aengul or daemon to have more then ONE deific magic.

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7 minutes ago, Medvekoma said:

You imply that a magic's re-write (and not its approval, pending or implementation phase) has lasted over 2.5 months now and that you intentionally posted a half-finished, barebones and lacking submission that does not include the vast majority of updated materials.

 

Allow me to clarify slightly here. I was asked for a workable version of the magic that covered runic usage, "charges", and general in-game usability. Following that and the posting of the re-write I was then asked for the clarifications on origin, deity responsible, etc. It is my intention to get this passed through the LT, released everything through events, and finally post the entirety of the work as a final re-write/addition/version of the magic. Why have I taken so long? I have other things to do irl as a college junior that are far more important than rewriting magic lore on a minecraft server so this all often takes a backseat. 

 

12 minutes ago, Medvekoma said:

Refer to my first reply. It's a write-up, without us knowing how it relates, without any page on the forums relating to it or without any page on the wiki relating to it.

 

I do precisely know that the lore I wrote up may not be up to the current lore, I worked off of what I know, seen and learned myself over the years and what is present on forums and the wiki.

 

I get how this can be an issue for sure. As I've mentioned, it's my intention to get the background stories/lore passed then released through events as I think it's silly and ruins the surprise of the events to post it all in full when nothing is known icly about the history. This I've already expressed to the LT in discussions about the current re-write over the past 3-4 days.

 

17 minutes ago, Medvekoma said:

As I said, an implied PK clause for binding without actually defining it. I have read through the druid lore re-submissions, and they handled their PK clauses & rolls top-notch, on par with what you'd expect.

 

This is all posted in a detailed thread in the lore team forum pending its move to public forum as it also contains much of the writing for the backstory. This is a point of discussion for the team still.

 

20 minutes ago, Medvekoma said:

That is not the answer we have received previously from you, during the Mani quest line.

 

Not quite sure what answer you think you got. Assuming you're talking about Aesopian's little frog event, he was told only that he may not release knowledge of that sort as it sets a poor precedent among other reasons. As it stands there are, if I remember correctly, four people with the knowledge to create altars all of whom are active players.

 

24 minutes ago, Medvekoma said:

This is one element of my rewrite I sought to pursue due to the rising demand & thrive to remove race-locks from magic.

 

Just a small clarification on this. Runesmithing is not racelocked by any means. There are several elves who know the magic atm. As it stands, runesmithing comes from the deity who powers the runes that a runesmith carves. Runes are a different language all together that is not dwarven in the slightest, only given to the dwarves first which is, I assume, the source of the stigma that runesmithing is a dwarven magic.

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30 minutes ago, dsdevil said:

 

The fact that its even a thing... That there is this exclusive 'knowledge' inherently makes it a circle jerk magic and I hope my good man @FlamboyantRage sees that.

Exclusive knowledge wouldn't inherently make a magic a circle jerk as you say, and we should be somewhat honest with ourselves when it comes to why we think as such.

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12 minutes ago, McBurnsy said:

Exclusive knowledge wouldn't inherently make a magic a circle jerk as you say, and we should be somewhat honest with ourselves when it comes to why we think as such.

 

I think that because the magic has been a circle jerk up to this point. I feel like I'm not reaching too far for this conclusion.

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This thread ain't here to discuss circlejerk accusations or related, so I'd ask y'all to keep those off. Perhaps we can make a thread in OOC or feedback about magical circlejerks in general. I'd gladly give my cents on it.

 

15 minutes ago, Josh3738 said:

Just a small clarification on this. Runesmithing is not racelocked by any means. There are several elves who know the magic atm. As it stands, runesmithing comes from the deity who powers the runes that a runesmith carves. Runes are a different language all together that is not dwarven in the slightest, only given to the dwarves first which is, I assume, the source of the stigma that runesmithing is a dwarven magic.

 

My bad on the phrasing. Better expressed would be "Dwarven-oriented", or more specifically "Dwarf-rigid". Though its a very minor part of my re-write that passes only a minor change for theorycraft & binding together magics in theory.

 

17 minutes ago, Josh3738 said:

Allow me to clarify slightly here. I was asked for a workable version of the magic that covered runic usage, "charges", and general in-game usability. Following that and the posting of the re-write I was then asked for the clarifications on origin, deity responsible, etc. It is my intention to get this passed through the LT, released everything through events, and finally post the entirety of the work as a final re-write/addition/version of the magic. Why have I taken so long? I have other things to do irl as a college junior that are far more important than rewriting magic lore on a minecraft server so this all often takes a backseat. 

 

I will follow this assumption, then:

 

46 minutes ago, Medvekoma said:

Another implication is that there's a backlog and things haven't been done in time, and no to standard and due to that revisions are required. If that is the case, then consider this my attempt to enter the flow and participate in the re-write progress.

 

And take this write-up as part of the latter.

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1 hour ago, MCPancakes said:

magic big gay

What a constructive comment reacting to a lore rewrite proposal.

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With the altar i believe its a good and a bad things, and it really depends on who wields the power of control in this situation.
Firstly i'd like to note that an altar is a good way to keep poor roleplayers from picking up a very unique magic that has specific parts in it that only good roleplayers can roleplay.
Secondly i'd like to say that depending on the person it can be a circlejerk, or a quality control. Often though, these things are circlejerks and become a real problem. 
Although i dont think many people like the Ascended, its a pretty good opinion that the idea of them was to have a control stage with the hollowed grounds of their lore, which essentially kept those people who wished to go rouge from spreading false Aerielism and breaking the tenets with her magic, since the only person who can disconnect them is the leaders of the group.

Now looking at altars, i can say it does seem personally a little bit circlejerky to me, but also only a little bit. The thing with the Ascended example above was that there was trials you had to go through and the trials were open to anyone who had not had previous roleplay transgressions with the order. For the Runesmiths, there are trials, but you have to sorta be buddy-buddy with them in some fashion to get into those trials.

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