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[✗] [Magic Lore] - Runesmithing


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Runesmithing

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The First Runesmith

Spoiler

 

The Story of Ogradhad

At the dawn of recorded time, when the Creator first spread his thought and inspiration across the cosmos, the blips of light and being that would become the aengudaemons spread out across the stars. Assuming their roles as keepers of important places, in the case of the soulstream, or building vast realms from which to plot their own devices, the aengudaemons seemed to quickly forget their creator as they took to their own desires with fervor. One among them, however, could not forget the mighty gift that their father had bestowed upon them and would spend eternity trying to repay such a debt. Ogradhad, Lord of Ruhn, looked on the ideals of his father with admiration and wonder and, while his brothers and sisters would spend their time learning such powers as creation for their own minor designs, he would study the depth of such a thing intensely. With such a goal as creating life and substance to expand across the cosmos as his father had done, the Lord of Ruhn found himself largely successful in his study and found great joy as he thought his father must have.

 

Though the study of such arts was dangerous and even deadly, he pushed onward in lust for knowledge and power to fulfill what he perceived to be his father’s mission for him: to create as he had. This, however, could only lead to terrible consequences. Millenia prior to the years of recorded history, he found himself trapped in a prison of his own making. A large black crystal covered in the spiraling and shifting language of perceived creation, he found himself unfortunately successful in perfecting the object for he could not escape alone. It would not be for several hundreds of years that he would again be free in the vessel of a small, dwarven descendant.

 

Ogradhad’s Gift

 

Long ago in the ancient Kingdom of Urguan, when the first Dwed himself still ruled, the dwarves of Urguan delved deep into the earth to seek the vast expanses of wealth that their creator had sown beneath the ground for them to find. Whether by chance or fate, the Dwed would discover many a wonder and prize that the stone would ultimately yield up to them. As their lust for the valuables of the earth grew, so too did the number of deep earth expeditions until a single, fateful day some several centuries ago when a group of miners uncovered a large cavern of magma and gems. As the entryway they had made slowly widened and opened up into the cavern, the primary feature of the cave made itself plain. In the middle of the massive pool of magma, a single stone spire rose from the boiling liquid rock and at the peak of its mass a single black gem was imbedded. Despite the immense wealth of the cave and the flowing features of the magma below, the gem itself seemed to draw the eyes of every Dwed until they, one by one, crossed the thin, natural bridge to gather around it in awe. 

 

The gem itself was like no other, its form crystalline in structure but without fault or flaw as if Yemekar himself had cut this gem. Along its surface, runes of impossible complexity and twisting nature seemed to dance before the eyes of the dwarves. Had the foreman not spoken up finally, perhaps the eyes of a young dwarf would have remained on it until dehydration or starvation, whatever might come first. Such was the terrifying beauty of this unearthly stone.

 

By the order of Urguan himself, the gem was cordoned off and placed on permanent guard while the learned Dwed began a series of studies. Fearful of disturbing the gem and damaging it in some way, they avoided touching it entirely and choose instead to attempt to decipher the symbols and runes along its surface. This would go on for many days which would stretch on for weeks, and, all the while, the single dwarf fought against his own temptation. As the first month passed by with agonizing slowness he devised his plan, one which he was certain would gain him access. Under the guise of one of the Remembrancers, he slipped passed the guards just past midnight. Trudging slowly through the stone tunnels of the expedition’s making, his mind turned from that of theft to wonder, and as he rounded the final bend into the massive cavern he all but forgot his plans entirely and moved with dragged feet towards the spire with his eyes fixed on the gemstone. With a trembling hand he reached upwards and paused just before his fingers could brush against the gem as if he might have had second thoughts about touching it much less stealing it as he had intended. As this thought ran through his mind his fingers moved forward of their own accord as if pulled by the gem and they grazed the runed surface. The popping of magma and shifting of the earth seemed to grow completely silent as if all sound had been blocked out and a single speck of light shone from the center of the gem before bursting outwards with incomparable brightness and intensity. His sight grew dark as he sensed his weakening and he fell backwards and lay unconscious on the stone.

 

As he drifted into the realm of unconsciousness, he became aware of returning sound alone yet was surprised to hear a voice rather than the sounds of the earth as he had expected. A deep, booming voice bearing a tone of command and power filled his mind as it began to speak. Ogradhad, Lord of Ruhn, was finally free and spoke words of thanks to the small dwarf even as he lay blind and immobile on the cold stone. As a reward for freeing the aengudaemon, Ogradhad made several offers of thanks to the dwarf which he accepted gladly. In return for freeing him, the small dwarf would find residence in the realm of Ogradhad to study and learn as he did forevermore. Further still, Ogradhad would attempt to teach the dwarves such powers so that they too might create as the one true Creator had done. With such promises made, the dwarf would awake fully beneathing a blinding sunrise in a valley of flowers and Ogradhad opened his own, now occupying a vessel in exact likeness to the small dwarf and found himself in a cave beside a cracked, clear crystal. Shutting his eyes once more, he decided to feign unconsciousness so that he might eventually speak to the King himself and fulfill his promise directly.

 

It was hours before the guards thought to check on him and found him in the described state. Lying on the stone where he had fallen, the dwarf was covered from head to toe in the same black runes that had previously covered the gem, yet now the gem was blank entirely. Even stranger still, the gem was now a completely clear crystal that had cracked clean down the center and lay in two halves where it had been imbedded. In an attempt to figure out what had happened they shook him and threw water on his face in an effort to resuscitate him. When they couldn’t wake him, they summoned the Remembrancers to the cavern. Before long, even Urguan himself had come to see the fallen Dwed. Upon the First Dwed’s arrival, the fallen form of the dwarf shifted and moved as he slowly opened his eyes. The look behind the dwarf’s eyes was somehow different, older even as he explained in partial truths that “he” had come into the cavern and touched the stone and had fallen unconscious when the light shone. Throughout his explanation he continued to feign his identity, never introducing himself as the aengudaemon he was. As Urguan searched for some deeper explanation as to what had happened and what should happen next, he would come to explain that the gem had given him knowledge. He explained it was ancient and powerful, something that would allow the dwarves to advance themselves drastically and give them mighty tools of creation and construction so that they might bring about a golden age of the Dwedmar. As Urguan listened to the runed dwarf speak his angered expression seemed to soften and he grew keen to learn what this dwarf had spoken so highly of and, as a result, pardoned him of his crimes and took him into his confidence.

 

And so it was that the first of the runesmiths was made. As the runed dwarf dispensed the newfound knowledge to Urguan and the other dwarves, everything he had promised came to pass. With the power of the runes, a new age of industry and construction dawned and the dwarves excelled in their learning and desire to create. For a time, all was well and the runed dwarf looked with pride on his teachings and the teachings of those who had mastered the art sufficiently to teach others. Yet it was not to last…

 

Whether he had been killed or simply gone into hiding to shelter himself from the shame of his students turning on one another the descendents could never know. The runed dwarf simply vanished from the descendent realms following The Great Collapse, the beginning of The Blood Age, and the consequential rise of the Empire of Khorvad. With this, the golden age of runesmithing ended and those who had mastered its abilities were either killed or driven away with their knowledge going with them. The remaining runesmiths who travel with the descendents from realm to realm are descendents of these great teachings but they learn and teach knowing that they can never again know the greatest of the runed dwarf’s teachings unless he appears once more to guide them.

 

Unbeknownst to the descendents, Ogradhad slipped back into his own realm, secluding himself following the betrayal and consequential slaughter of his students. Where once he had grown hopeful and joyous at the prospect of bestowing his father’s gifts on the mortals below, he now perceived failure and sorrow. So he decided finally to allow them to slaughter one another as he vowed never again to teach the mortal races an art which he knew they would only slaughter one another with. Despite his sentiments, however, he still held hope in his father’s creations and allowed them to continue to teach and learn without descending to bring the full knowledge he had once given.

 

 


 

The Valley of Ruhn

 Between vast ranges of mountains tall enough to cut the clouds, a massive valley sits in peaceful seclusion. Tall pines and swirling streams paint the landscape with vibrant colors and lush, alien wildlife. Massive towers and sprawling farmlands dot the landscape here and there but there would always seem to be something off about everything. Where one might expect to find townsfolk or lords, there was only abandoned dwellings. Though perhaps they were not abandoned as much as never having been occupied in the first place as everything appeared at the very least to be in working order and brand new by all accounts. Yet still there seemed to be no evidence of tools, materials, or even workers for that matter. The valley was, as a whole, devoid of all non-animalistic life. As one would draw their sight across such a landscape, they would finally set eyes on a massive pillar that seemed to travel upward forever. Arcs of light and spiraling arches of metals, stones, and all manner of other materials circled its mass. This was the Spire of Ogradhad.

 

The Spire of Ogradhad

As Ogradhad dispensed knowledge unto the ancient dwarves, he perceived their inability to create as he could. As a result, he designed a means by which they might materialistically replicate creation by utilizing his own power to do so. Often disappearing to his own realm to design such things, a massive tower which would come to be known by the one other occupant of  his realm as The Spire of Ogradhad took shape and would serve as both abode and conduit for his power. To the first dwarven runesmiths he would give a large runic statue and the designs to make more so that they might complete a ritual that would allow them to bind their souls not only to their tools but to the Spire so that they might tap into the power of the mighty aengudaemon. By way of the ritual, an intricate and specific set of links is forged between the tools used in the ritual, the soul of the person participating in it, and the Spire of Ogradhad. When an attempt is made to activate a rune, it is the links that are examined by the Spire before the actual powers of creation are allowed to flow through it. 

 

 

-A good way to think of this is from a sort of coding perspective. When a rune is created the “program” (Spire) will run through a series of checks to see if all the links are the same as they were when the ritual happened and return “true” or “false”. Should any return “false”, the rune will never activate. At the conclusion of the check, the rune will be flagged as either working or not working.

 

-This means the soul cannot be altered following the ritual without losing the ability to create runes.

 

-The “link check” runs at the creation of the rune only. So if a runesmith loses the ability to create runes, the ones they previously made will still function until they burn out.

 

Runesmithing Basics

Spoiler

 

The Power of Runesmithing (Slots)

 

 

Runesmithing is a broad, powerful magic on its own, but it is not completely expansive enough to prevent one from learning additional arts.

 

With the current system, Runesmithing may be listed as a 3-Slot Deific Magic.

 


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.

 

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 (Connection)

 

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 to bind the runesmith’s soul to a set of tools is both complex and exceptionally sacred to the runesmith’s and the worshippers of The Brathmordakin in general. As such, the rituals are always done in secret and/or secluded areas with a solemn and respectful demeanor.

 

The actual ritual process begins by showing the potential student the ritual statue and the rune. The tools that are intended to be bound are shown to the student and then placed in the hands of the statue that stands before the rune before a red velvet blindfold is tied about the eyes of the student and he is asked to kneel in the middle of the rune. The teacher or runelord then takes a ceremonial kodeh steel dagger and cuts deeply through both palms of the student, almost to the bone, and has the student place his palms cut down onto the rune.

 

It is at this point that the teacher will tap the rune complex on the ground with his runic hammer to activate the tool. Following this he typically begins to pace slowly around the outside of the circle lighting candles or lamps while muttering a prayer to Yemekar and Ogradhad to guide the student through the ritual. While it is unclear whether this particular portion of the ritual is entirely necessary or merely ceremonial, but the process has been a practice for centuries.

 

At the tap of the hammer, the rune complex on the floor will activate and glows exceptionally dimly. As this begins, the blood will be draining from the cuts of the student and begins to fill the curves and cuts of the rune. After a short period of time, the rune glows more and more brightly and the blood flows more easily from the cuts without clotting. Soon enough the rune seems to be physically sucking the blood from the cuts as it fills itself with the blood of the student.

 

((Throughout this process the student should be asked to /roll twice. If at any point their roll falls below 15, they will bleed out and die.))

 

At the climax of this portion of the ritual, the teacher will have circled back around to the head of the altar where he will stand beside the statue. The rune will begin to glow brightly now and moments will pass before the glow seems to transfer from the rune to the tools held in the hands of the statue. If the student has not died from blood loss yet, the teacher then asks them to stand and walk slowly forward to claim their tools.

 

((At this point, the student is asked to /roll again and if they roll below a 15, they will collapse from the blood loss and die.))

 

Assuming the student has not died during the course of the ritual, he takes his tools and immediately collapses unconscious as the sheer power of the ritual forces itself to a close. To stop blood loss and eventual death as a result of said blood loss, the teacher will quickly catch the student as he collapses and takes the blindfold from his eyes. This is typically torn into two strips and tied about the hands of the student with medical accompaniments. This then concludes the ritual.

 

Important Notes:

  • The blindfold tied about the eyes of the student MUST remain on throughout the ritual lest the process be interrupted. Should the blindfold be removed, the sheer power of the runes will forcefully exit his body, killing him instantly through the burning out of his eyes and skull in its entirety.

  • Following the conclusion of the ritual and the collapse of the student, the student will not remember the ritual or anything for almost 30 minutes prior to the start of the ritual. This is a result of the forceful binding of the tools to the soul via the rune’s power. Serving as an acting failsafe to preserve the connection much in the same way that the blindfold must remain on throughout the ritual, this is an important piece to remember in the ritual process. 

  • The memory would begin to return after a period of 6 irl months whereupon the student, having been fully educated by then, would be able to do the ritual themselves. A TA may be submitted at this point.

 


Tenants of Ogradhad

 

As the descendents of the modern day become aware once more of the works of Ogradhad and the ideologies he had attempted to instill in the ancient dwarves, the Servants of Ogradhad would charge them with the reformation of a new order tasked with fulfilling the deity’s vision. To this new order, the Servants would issue a list of tenants by which they should operate, lest they fall from the path of Ogradhad’s perceived creation.

 

  1. Runesmithing is, at its core, the continuation of the work of the Creator. As it is natural and good, the use or association of it with the unnatural and corrupt shall not be tolerated.

 

  1. As a result of The Great Collapse and the fear of wiping out the knowledge completely from the hands of the descendents, attempts to cull the number of runesmiths shall not be tolerated.

 

-Applies to a runesmith attempting to genocide all the other runesmiths.

 

  1. To be a runesmith of the order is to serve Ogradhad and, by extension, his vision of all creation. To jeopardize the order is to jeopardize said vision.

 


The Ritual of Shattered Runes (Disconnection)

 

Those who practice the ancient art of Runesmithing are not often bound to tenants as are those of other deific followers due to the very nature of the deity to whom they owe their power. It has become practice, however, in more recent years for guilds of runesmiths to implement their own laws by which they hold one another as a means of preventing another civil war. While this would traditionally mean the killing of one another as a means of punishment, it was not until the Runelords of Az’adar that a means of true disconnection would become possible.

 

After decades of study and practice, the runelords would come to discover that there was a means of using the same ritual altars needed for connection in a second ritual which would come to be known in their inner circles as the Ritual of shattered Runes. It was found that upon completion of the ritual using a special spike, made from Soul Steel and covered in runes, that the same spike could be used in much the same fashion as the golemancy spikes after which they were modeled. Upon “spiking” a runesmith it was found that their runes would fizzle and burnout as if something was blocking the connection between them and their tools. This could of course be remedied by the removal of the spike but the process of doing so would need to account for both the physical removal of the spike, and the inevitable physical damage that could cause, as well as the soul bound aspect.

 


Anatomy of a Spike

 

The spike itself is a combination of soul steel, made through the appropriate forging process in the Rune Forge, and a variety of specialized runes that run down the length of the spike. The spike will be approximately four inches long with a triangle shaped base with about a square inch of area. The runes themselves will be placed on two of the three sides with one major rune on the base. This allows for the information regarding the connection between the deity responsible for runesmithing, the runesmith, and the runesmith’s tools to be recorded on the one empty side in the form of non-visible etching.

 


The Ritual

 

Once the spike has been crafted it must be empowered through the Ritual of Shattered Runes. The ritual must be done using the same altar that is used for the the connection of a runesmith to their tools and proceeds in a similar fashion with one notable difference. Once the spike is placed in the hands of the statue a sacrifice of some creature, whether descendent or animal does not matter, and their blood must fill the entirety of the main rune before it is activated. After several minutes the main rune of the altar will have begun to glow before then transferring the glow to the spike just as it would with a runesmiths tools.

 

Once the ritual, as short as it is, is completed, the spike will remain empowered for a limited amount of time which will depend entirely on the sacrifice that is made.

 

Descendents: the spike will remain empowered for an irl week before losing its power.

 

Lesser Creatures (Farm Animals and the like): the spike will remain empowered for an irl day before losing its power.

 

Greater Creatures (Bigger event creatures and the like): the spike will remain empowered for two weeks irl before losing its power.

 


Usage of the Spike

 

The spike must be stabbed through the chest of the person whose connection the user seeks to break. The base of the spike, once inserted, should sit flush with the chest of the spiked individual. Despite the fact that it is basically stabbing someone in the chest, the unique runes of the spike would seem to prevent bleeding out externally or internally and manage to preserve the internal organs of the individual in much the same fashion as those of the golemancers.

 

Once inserted, the spike that would normally lose its power outside of a host will attach itself physically to the host as well as to the host’s soul. Removal of the spike that allows the user to live would seem to require the use of some means of removing the soul from the body and thereby allowing the surgical removal of the spike. The individual may still of course bleed out from the removal of the spike but may survive should the removal succeed and the soul be returned to the body.

 

-Attempts to remove the spike directly without severing its connection to the soul will result in immediate death.

 

-Being killed and “waking up” in the Cloud Temple is not a cure for removing the spike and the character affected will simply “wake up” with the spike still in his or her chest.

 

-The ritual and creation of the spike, like every other aspect of the magic, must be learned from someone who is knowledgeable in how to make them but such knowledge is not required to use one given to you.

 

-The spikes are a powerful magical artifact and should have items to represent them so you may not just walk around carrying one “just in case” and not have the item on you.

 

-The spikes should also be LT signed for the sake of confirming that the ritual did in fact take place and have information regarding how long they will remain empowered from a specific date.

 

-The spike itself is relatively large but, once implanted, will cause little to no health risk unless an attempt to remove it is made.

 

-Removing the spike is a difficult process as it binds itself to the soul of the runesmith it is implanted in. Removal must then account for some sort of severance of the spike from the soul as well as a means of solving the physical problems that will be caused from the removal of such a large object from where it is implanted (ie. massive internal bleeding and a large open hole in the chest).

 


 

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.

 

-Ritual altars may only be created by those who have been taught how to do so by someone who knows.

 

-In each map, several altars will be scattered around the map for those who do not know how to make their own to experiment with, complete the ritual should they know how, etc. These statues may not be moved from their places of rest.

 

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. 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.

 

-Regardless of how a rune is “turned on”, the item will still need at least 3 emotes to be considered activated. In the example of a create water rune one might emote similar to the following:

*Zahrer brushes a hand across one of the runes of his staff, his touch causing it to begin to glow.*

*The runes there begin to glow more brightly, developing a bit of a moist texture as water begins to drip from the depths of the carving.*

*A steady stream of water begins to flow out from the surface of the rune as it fully activate.*

 

Congratulations you can now use your runic hose.

 

 


 

Bolstering a Rune’s Power

 

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).

 

Unlike their Thanhium counterparts, Dharok Gems are used to extend the lifespan of a rune. Dharok Gems are made in much the same fashion as the binding ritual, the difference being the desired death of the occupant of the rune and the use of a gem held in the statue’s hands rather than a set of tools.

 

-A Dharok Gem used to bolster the lifespan of a rune may see an additional irl week of use out of the rune before it requires recarving but the gem itself will not need to be recharged itself.

 

-Additionally, there exist in the world four original Dharok Gems, these will require a MArt upon lore approval before they may be reused. These Dharok Gems, as the first of their kind and far more powerful considering the sheer number of souls bound within them, may bolster the runes they are paired with, allowing the runes to never require recarving.

 

-Items imbued with thanhium only raise the runes power by a single tier but it should be noted that thanhium poisoning is very likely should it be a handheld item. This may not be used to make runes above tier 6.

 


 

 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.

 

The Runes

Spoiler

 

The Language of Runes

Spoiler

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. It should also be noted that the order in which these items are carved makes a difference as well.

 

-The rune should be carved specifically in the order of base rune, prefix, root, and finally the suffix.

 

 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 (Prefix) + Fire (Root) = A runes that creates a flame when activated

 

Replace (Prefix) + Water (Root) + Dirt (Suffix in this case)= A rune that turns water into dirt when activated


There are 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.

 

Power of Runes

Spoiler

Runesmithing in and of itself is a language that can be learnt rather quickly depending on the efficiency of the runesmith. While this may mean that a runesmith can make any number of overly powerful runes, the likelihood of a runesmith simply killing himself while tapping into the limitless power is high. Understanding that runes have a potentially limitless power is simple, but understanding that tapping into that power is deadly is a far more complex topic. As such, runes fall under a number of tiers in reference to their relative power and how long they last.

 

Tier 1

Being the weakest of runes, these typically last longer than all of the runes in other tiers. With this in mind, they might need to be re-carved after about an irl month of relatively frequent usage.

 

Tier 2

At Tier 2, the runes last a tad less than their Tier 1 counterparts. They would need to be re-carved after about an irl month of relatively frequent usage.

 

Tier 3

At Tier 3, the runes last less than their previous counterparts and will need to be re-carved after about 2 irl weeks of relatively frequent usage.

 

-This is the final safe tier to use on melee weapons (ie. flaming swords and lightning hammers) with any safety to the user. Staffs or the like, coupled with a push suffix, may be safely used with higher tiers of runes.

 

Tier 4

Tier 4 runes will need to be re-carved after about 2 irl weeks of relatively frequent usage.

 

Tier 5

-Tier 5 runes will need to be re-carved after about an irl week of relatively frequent usage.

-Suffixes and Prefixes utilizing the force component of a Tier 5 rune are intended for rp usage in activities such as construction or demolition, not for combat or other similarly violent activities (ie. no ripping apart buildings).

 

Tier 5 (Stationary/Decorative)

There are several runes which, when fixed to an anchored point as on a building or the like, have an extended period of usage. Typically this is applied to the creation of a fireplace, a fountain, or something of that sort.

 

-These runes may NOT be applied to anything mobile in any variety.

 

-Tier 5 Stationary/Decorative runes will produce/destroy/replace elementally at the same rate as that of a Tier 3 rune of that respective element.

 

-These runes will last significantly longer in an activated state due to their immobile and far better anchored state. Typically they will burn out after about 1 month irl.

 

Tier 6 + (Not Attainable/Creatable)

Beyond the bounds of Tier 5 runes, the possibility to create runes with greater power becomes nearly impossible when taking into account the desire to live. Those who seek to create runes of Tier 6 or higher will find themselves at the mercy of the untapped power of runesmithing and the likelihood of death is high. At the exact moment of completion of a rune of higher tier than this, the rune may simply crack in half, unable to bear the sudden outflow of runic power. This, perhaps, is a best case scenario. It is not unheard of or uncommon for the rune itself to withstand the outflow of runic power and create a massive explosion on the instant that the rune is finished, leveling buildings and certainly killing the runesmith. 

 

-These runes cannot be created by players in game through any normal means. This is specifically for event purposes as well as as an example of the supposed infinite power of runesmithing and the deadly dangers beyond the capable tiers.

 

Elemental Runes and Roots

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 and serves as the “root” of the rune as well as the “suffix” on occasion.

 

The elements that runesmithing includes are as follows:

 

Stone, Mud, Dirt, Lava, Ice

 

  • Tier 1 - Produced/Destroyed/Replaced at approx. 1/2 m^3 per minute IRL

  • Tier 2 - Produced/Destroyed/Replaced at approx. 1 m^3 per minute IRL

  • Tier 3 - Produced/Destroyed/Replaced at approx. 2 m^3 per minute IRL

  • Tier 4 - Produced/Destroyed/Replaced at approx. 4 m^3 per minute IRL

  • Tier 5 - Produced/Destroyed/Replaced at approx. 8 m^3 per minute IRL

 

Metal - Aurum, Ferrum and Crystal - Emerald, Redstone , Common Crystals such as Quartz.

 

  • Tier 1 - Produced/Destroyed/Replaced at approx. 1 cm^3 per minute IRL

  • Tier 2 - Produced/Destroyed/Replaced at approx. 2 cm^3 per minute IRL

  • Tier 3 - Produced/Destroyed/Replaced at approx. 4 cm^3 per minute IRL

  • Tier 4 - Produced/Destroyed/Replaced at approx. 6 cm^3 per minute IRL

  • Tier 5 - Produced/Destroyed/Replaced at approx. 8 cm^3 per minute IRL

 

-Just because a rune may “create” ferrum, aurum, etc. does not mean you may suddenly have access to this item. Which is to say, you may not get it spawned in via staff.

 

Light

 

  • Tier 1 - Equal to that of a candle flame in luminance

  • Tier 2 - Equal to that of a large torch in luminance, the light would flicker in a similar fashion as well and is easy on the eyes.

  • Tier 3 - Equal to that of a lamp in luminance, the light is constant and bright enough to illuminate a small room.

  • Tier 4 - Equal to that of a floodlight in luminance, the light is constant and bright enough to illuminate a large room with relative ease and surely uncomfortable to stare at.

  • Tier 5 - While it may illuminate a large cavern with ease, the light is blinding to look at and as painful to stare at as if one were staring into the sun.

 

-Light can only ever be produced and has no special properties other than the simple lighting of an area.

 

Fire

 

  • Tier 1 - Equal to that of a candle flame

  • Tier 2 - Equal to that of a large torch

  • Tier 3 - Equal to that of a blowtorch

  • Tier 4 - Equal to that of a campfire

  • Tier 5 - Equal to that of a flamethrower

 

-It is important to note that fire, as it is naturally produced, is volatile and dangerous when not carefully handled. While none of the standard tiers of a fire rune would be able to melt anything such as metal very quickly, it is still capable of setting organic matter alight and will burn individuals it comes into contact with as any normal fire would.

 

Smoke, Steam, Air

 

  • Tier 1 - Effects can only barely be felt or seen in the case of smoke and steam. One may describe a Tier 1 rune as producing a very light breeze of the element.

  • Tier 2 - The force of the elements at tier 2 are more noticeable, being felt as one may notice the gust from a desk fan. Similarly, the steam and smoke produced would be a little more prevalent like that of a vaporizer. 

  • Tier 3 - Increasingly noticeable, a tier 3 rune will produce a strong breeze, smoke equivalent to that of a fire, and steam in quantities capable of pressurizing a small steam engine.

  • Tier 4 - With the force of a harsh wind, tier 4 smoke runes would produce much more quickly and likely fill a small room in several minutes with thick, black smoke. Steam runes of the same type would produce in greater quantities, allowing for use in smaller steamships at this point.

  • Tier 5 - When used in combat, as with a staff the force of the wind produced may be enough to knock over an unbalanced opponent, smoke runes could fill a large room up with the same black smog rather quickly, and steam runes would find ease in powering the engines of large steam vessels when properly utilized.

 

-The steam produced from a rune, while warm, is not hot enough to burn an individual upon contact.

 

-Air produced from an air rune is not pure oxygen. It is more like the air of a livable atmosphere where a percentage is oxygen, nitrogen, etc. This allows for one to make rebreathers.

 

Lightning

 

  • Tier 1 - Produces electricity at approx. 25 V

  • Tier 2 - Produces electricity at approx. 50 V

  • Tier 3 - Produces electricity at approx. 100 V

  • Tier 4 - Produces electricity at approx. 200 V

  • Tier 5 - Produces electricity at approx. 400 V

 

-It is important to understand that a brief surge of electricity in as little an amount as 200 V is capable of killing a full grown man should the current pass through his heart. This does now, however, happen instantly. The sustained current of the electricity is what does the most harm, even to a lethal degree, and users of electrical runes should be aware of this.

 

-Additionally it is important to not that this is not magical lightning or anything of that sort and that an individual struck with said lightning will act as an anchor point for the electricity to dissipate into the ground. (Tl;dr = no chain lightning into the crowds of armored people).

 

Water

 

  • Tier 1 - Produced/Destroyed/Replaced at approx. 1 cm^3 per second IRL. Additionally, it will only be produced at a trickle. 

  • Tier 2 - Produced/Destroyed/Replaced at approx. 1/2 m^3 per minute IRL. Additionally, it will only be produced at a bit more than a trickle, comparable to turning on the faucet.

  • Tier 3 - Produced/Destroyed/Replaced at approx. 1 m^3 per minute IRL. Additionally, it may be compared in production to that of a water hose.

  • Tier 4 - Produced/destroyed/Replaced at approx. 2 m^3 per minute IRL. Somewhat like a pressure washer at this point.

  • Tier 5 - Produced/Destroyed/Replaced at approx. 5 m^3 per minute IRL. Hey look a firehose. 

 

 

-Runes may not be used to create thanhium, ruibrium, or other such materials as restricted by LT determined world supply.

 

-Additional items may be added to the element list but must be passed in a lore addition.

 

Prefixes and Suffixes

As follows is a short list of functions (runic prefixes and suffixes) that can be used to create runes when paired with other effects:

 

Create/Destroy/Replace

Expand/Shrink

 

-See elemental runes (above) for more information on create, destroy, and replace.

 

-Expand and shrink work in the same fashion as the tier of creation/destruction for the element they are applied to.

 

Pull/Push

Lift Up/Down

 

  • Tier 1 - About 1 lb

  • Tier 2 - About 10 lbs

  • Tier 3 - About 50 lbs

  • Tier 4 - About 100 lbs

  • Tier 5 - About 1000 lbs

 

-Prefixes and suffixes such as pull/push and lift up/down only work within a 10ft radius of the rune as well, making it impossible to affect anything further away than that.

 

-The force component of a tier 5 rune may no be used in any sort of combat situation. They are intended for rp usage in activities such as construction or demolition, not for combat or other similarly violent activities (ie. no ripping apart buildings).

 

Open/Close

Separate/Bind

 

-Open and Close may work in the same fashion as a lockpick, bypassing a locking mechanism in a door that the rune intends to affect. This process, however, may not always work and is subject to the either the ET running the event they are used in or server rules in the instance of use for breaking and enter. This is merely a means of having something to use rply in runesmithing before using server given means/rules to open the door (ie. /break /smash etc.).

 

-Separate and bind work in a similar fashion to open and close as they are applied to locks. Additionally, they may be used to bind and separate objects to one another when paired together (ie. binding an axe to a gauntlet so one may not easily be disarmed).

 

Reinforce/Weaken

 

-Reinforce and weaken prefixes come at the cost of the material the rune is carved into. While the item may become as hard as diamonds when reinforced, it becomes far heavier and denser as a result. Conversely, when the item is weakened it becomes lighter and easier to manage but remains brittle and easy to break.

 

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.

 

-Divine dialect runes are not subject to the tiers of normal runes. They instead have a select amount of power output.

 

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.

  • The rune will expire after 1 irl week.

 

Anbella

 

Calming Runes - Ever the patron of healing and calm sentiments, Anbella’s rune is no different. When the rune is activated in one’s hand, their body would grow numb and a powerful sense of calm would pass over their body.

 

-Cannot be used in combat.

-You can still bleed out and what not, you just wouldn’t feel it.

-The rune will expire after 1 irl week.

 

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.

  • The rune will expire after a single use consisting of both the binding of the memory and the accessing of the memory.

 

 

 

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

  • The runes will expire after a single use consisting of one branding.

 

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.

  • The rune will expire after 1 irl week.

 

 

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. With this in mind, the rune would only drop the affected magic by a single tier.

  • The rune will expire after 2 irl weeks.

 

 

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.

 

Cons:

-The rune will expire after 1 irl week.

 

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.

 

-An event rune. Cannot be created by player runesmiths.

 

 

The Rune Forge

Spoiler

 

*Notes taken from the journals of Arch-Runelord Zahrer Irongrinder circa 1685.*

 

“The runesmiths of Athera were loathsome folk from my perception at the time. Yet now I can understand their desire to seclude oneself to study in peace and privacy. Even now as I write this in one of the lower labs I find my work flows more easily and the study is better off without the hustle and bustle of the city above. The seclusion affords me the chance to pour over the ancient tomes of prior runelords and runesmiths which has ultimately yielded better results than I could hope to achieve by simply replicating based on rumors and stories. The prime example of this has been the Rune Forge. Originally developed in the days of Urguan, it was redeveloped into a rougher but still workable tool in the days of Athera by the Oathcast and Irongut smiths.”

 

 


 

The Rune Forge

 

The Rune Forge, in a simplistic explanation, is essentially a large forge constructed with runesmithing in mind. The main bulk of the build consists of a single chamber for alloying connected to a pair of melting chambers on either end in which the runesmith will deposit different materials that will superheat, melt, and flow into the alloy chamber before finally being allowed to flow into a casting channel in the front of the forge. What truly sets the Rune Forge apart is the pair of melting chambers on either end. Where a normal forge would have a means of stoking a fire to heat the metal, the Rune Forge has a series of complex runes across the walls of the chamber that are bolstered by rods of thanhium fixed into tube shaped slots below the melting chambers. These runes, when activated, are capable of superheating the contents of the chamber to a far higher degree than any standard blacksmiths forge which allows the runesmith to create a variety of different alloys with varying effects in regards to their material properties and their usage in runesmithing.

 

The Soul Anvil

 

Used in the process of forging with souls, the Soul Anvil is an additional piece of equipment that combines runesmithing and golemancy in order to benefit from the volatile relationship between the two. The anvil itself is rather large as it must be durable enough to withstand concussive force as well as large enough to hold the desired tools on top of it. There are several different aspects to the anvil that are integral to its functionality such as the ignition chamber, the vents, and the tray. The ignition chamber consists of a reasonably large chamber on the side of the anvil that is designed to be opened so that a soulbound golem core may be inserted into the anvil. Once this is done the hatch is closed and secured via a hardened locking system. Following the insertion of the core, the tool is placed into the tray on top of the anvil where the end of the venting ports reside. Upon activating the anvil, the runes within the ignition chamber will ignite and their proximity and effect on the soulbound core will be immediately evident in the explosion of the core itself and the forceful ejection of the fractured soul within it into the venting system where it will forcibly latch onto the tool or weapon that is covering the exit ports in the tray. After all of this is done the smith will have managed to bind a soul to the weapon or tool.

 

-The process of this anvil may only work if the tool or weapon in question is composed of Ruhn Alloy.

 

 


 

Runic Alloys

 

Kodeh Steel

An extract from the book “Metals Today” by Grungron Irongut, High Remembermancer, 1482.

 

“Kodeh steel stands as a alloy developed within Athera by the Dwedmar shortly after the first operationally successful Runeforge was created within Hiebenhall after the fall of Kal’Agnar. The material blend was first found by one Lori I̶r̶e̶h̶e̶a̶r̶t̶ (Now Oathcast) and Hogarth Irongut with initial experimentation of alloys able to be produced by the Runeforges unprecedented heat. Further refined by Sharr Irongut, it now stands as one of the few stable materials produced for the first known time within a Runic forge.

 

Kodeh steel seems to bear similar properties to Carbarum in terms of its workability within tools, however it bears a unique trait that has allowed it to have limited success in mountainous and arctic environments frequented by the dwarves, namely that it does not become brittle when exposed to extremely low temperatures.

 

This material, since its discovery was then produced in a reasonable quantity to refurbish locations in low temperature environments where maintenance of gear comes at high host due to the frequency of its breaking, and has become a popular choice in mountain scaling equipment as well as mining.”

 

The material is a slightly bronze tinted steel in appearance, composed of a blend of Shimmerstone derived from Mage gold, carbarum and ferrum. The material however does not seem to make the structure desired to produce a low temperature resistant robust material unless it is heated to a degree far higher than that capable of a normal forge.

It does not hold any properties superior to other common materials used for tools apart from the fact that in RP it doesn't shatter when frozen.

 

The material is only about as hard as steel in addition to the properties the forging process provides (resistance to fracturing when frozen).

 

 

Thanic Steel

Kodeh Steel itself seemed to have little effect on the runes etched into tools and weapons that used it. It wasn’t until the runelords of Atlas would come to develop a new usage for it that it would see broader use in the warmer climates of the continent.

 

By implementing thanhium into the alloying process as well as the forging process, the smiths would fine that the new alloy would greatly empower the runes that were carved into it. While the activation of runes on the new alloy seemed to be controlled throughout the testing, it was found that the greater empowerment would contrast with the lifespan of the runes it was carved on and ultimately traded power for usage.

 

After allowing the Kodeh Steel to cool and reheating it in the heating chambers, it becomes more acceptive of additional alloying materials. When adding thanic dust at this stage of the process, the material produced lost its original bronze tint in favor of a lighter blue tint. It is important to note that simply throwing a fistful of thanic dust into the forge all at once would almost certainly fail to mix evenly throughout the alloy. To avoid this, the dust must be slowly implemented over time and allowed to acclimate with the melted alloy in the main chamber. This process can take several hours to forge enough metal for any normal tool.

 

Runes carved into items with this alloy will find that they are empowered by a tier but will find fewer uses before the runes themselves need to be recarved (ie. a Tier 4 rune will act like a Tier 5 rune. This may not be used to create Tier 6+ runes).

 

 

Ruhn Alloy

After the discoveries of the Kodeh Steel and Thanic Steel alloys, the runesmiths found they had managed to empower runes without as much effort as before. Yet they were unable to sustain their additions without the use of a dharok gem, of which there were very few. To remedy this, they would work the Runic Forge for days, weeks, and months in a seemingly endless string of tests in search of a new alloy that would sustain the runes without need of a dharok gem. After nearly a decade of research, the runelords would eventually find their answer in the form of Ruhn Alloy.

 

They found that by adding meteorite fragments to the newly alloyed Thanic Steel, they were able to create a far more durable metal than any of the other alloys. What this meant for the runesmiths was that they now had a medium on which they could carve their runes so that they would last longer but as a result lost the ability to empower the rune further.

 

After the smith has added the desired amount of thanhium to the alloy and the process to create Thanic Steel is complete, the smith will then need to add meteorite fragments to the molten alloy. After this is done the typical casting of tools or weapons may proceed. The result of all this work would be evident in the rune usage on the metal itself. 

 

Runes carved would remain as powerful as the tier they were carved for but would find as many uses as one tier lower (ie. a Tier 4 rune would have as many uses as a Tier 3 rune).

 

Dwedohin Stailininn

“Soul Steel”

Soul Steel, or Dwedohin Stailininn as it is known in the Dwarven language, is exceptionally difficult to make considering the materials necessary for its forging. After acquiring a tool made from Ruhn Alloy and completing the binding process with a Soul Anvil, a runesmith will find that the runes carved into the material are far, far more powerful than anything they could carve on their own.

 

Runes carved into a tool or weapon made from Soul Steel will be as powerful as a tier above that which they were carved for. It is only through this material that a runesmith will be able to create runes that are Tier 6. These runes will have the same number of uses as a Tier 5 rune and the elemental production of the runes will be similar to that of a Tier 5 evocationist. This is the ONLY means of creating Tier 6 runes that are stable and usable.

 

Tier 6 runes created in this fashion will hold the same restrictions as that of a Tier 5 rune in terms of force applied but may elementally produce a great deal more. This is the rocket engine of elemental rune creation.

 

Runic items created using Soul Steel will require a MArt.

 

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YA YA RUNESMITHING, MAGIC’S GREATEST LORE MACHINE

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Thank god

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hqdefault.jpg

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These letters be spicy yo

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2 hours ago, Josh3738 said:

8 m^3 per minute IRL

Last time I saw a runesmith use exactly this was them forcing that time into RP conflict and basically making a mountain of stone on someone. If it’s allowed to be used in combat, please give it RP times.

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I thought there was something like this that you could put into flesh? Like, way before bloodmagic was a thing.

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2 hours ago, Demotheus said:

I thought there was something like this that you could put into flesh? Like, way before bloodmagic was a thing.

Fleshrunes, associated with the Doomforge – they were shelved some time ago.

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hey look now its finally been decided that runesmithing is a deity magic.

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