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[✗] [Magic Lore] - Runesmithing


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Runesmithing

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Runesmithing Basics

Tools, Connection/Disconnection, and The Order of Ogradhad

Spoiler

The Order of Ogradhad

 

With the rediscovery of the deity responsible for the gifts bestowed on the mortal races, it falls once more to the runesmiths of Ogradhad to reorganize and realign themselves with his causes. In refounding the age old Order of Ogradhad and collecting all runesmiths regardless of race into its fold, the new order would find both knowledge they once thought lost and a coalition of like minded individuals working together under the guidance of the Lord of Ruhn and his faithful servants.

 

Following the traditions of the old runelords of Urguan and Arcadia, the Order of Ogradhad is the single, primary order to which all runesmiths hold their allegiance. Led on the mortal plane by the Arch-Runelord and Council of Runelords, the members of the order tend to act independent of one another save for the universally followed Tenets of Ogradhad, the system of beliefs and rules as laid out by Ogradhad himself and delivered to the descendents by his servants.

 

  • While joining the order is not necessarily required, one may consider themselves a runesmith of the Order upon successfully completing the binding ritual.

  • All runesmiths MUST, however, follow the Tenets of Ogradhad or risk potentially being disconnected by the other runesmiths for their perceived crimes.

 


Tenets 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. A runesmith shall not associate himself with the undead or unnatural and shall attempt to destroy such creations as they are corruptions of natural creation.

 

  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.

 

  • A runesmith who seeks to hunt down other members of the Order by any means is a danger to themselves and all those they come into contact with. They shall be stripped of their art to preserve the sanctity and purity of the Creator’s work.

 

  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.

 

  • Attempts to undermine or harm the Order of Ogradhad, its members, the Tenets, or Ogradhad’s work shall not be tolerated.

 


Tools

 

A Runesmith’s tools are the most important objects he carries, as one cannot even begin to attempt 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 it 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, the process has been a practice for centuries.

 

At the tap of the hammer, the rune complex on the floor will activate and glow 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. If 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.

 

  • Death by way of failing the ritual is NOT a perma-kill of the attempting player.

 

  • Full, uncropped screenshots of the successful rolls should be attached to the MA.

 

  • 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.

  • The soul cannot be altered following the ritual without losing the ability to create runes.

 


The Ritual of Shattered Runes (Disconnection)

 

Those who practice the ancient art of Runesmithing are not often bound to tenets 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 had severed the connection between them and their tools.

 

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.

 

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 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.

 

The spike must be stabbed through the chest of the person whose connection the user seeks to break. 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. Whether the “spiking” killed the disconnected runesmith outright or not is left up to the ability to survive being stabbed in the chest. Regardless of the survival of the “spiking”, the runesmith will find themselves disconnected from the boons of Ogradhad.

 

It is important to note that because golemancers and runesmiths are connected to the same aengudaemon, they may disconnect across either magic. To be precise, golemancers may disconnect runesmiths and vice versa, but they are still beholden to the tenets of the Order. Golemancers may not disconnect runesmiths lest they have broken a tenet and vice versa.

 

  • 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.

  • A runesmith may only be successfully spiked after having broken one of the Tenets of Ogradhad. If they have not broken any tenets prior to the spiking, then the spike will merely act as the sharpened weapon that it is, stabbing the runesmith and not disconnecting him.

 


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

Activation and Emoting of Runes

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 activates.*

 

Congratulations you can now use your runic hose.

 

The Runes

Tiers, Elemental Runes, and Divine Runes

Spoiler

The Language of Runes

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 rune 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.

 


Tiers of Runes

 

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 need to be re-carved after 1 irl month.

 

Tier 2

 

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

 

Tier 3

 

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

 

  • 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 2 irl weeks of relatively frequent usage.

 

Tier 5

 

Tier 5 runes will need to be re-carved after 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 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

 

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 block per emote.

  • Tier 2 - Produced/Destroyed/Replaced at approx. 1 block per emote.

  • Tier 3 - Produced/Destroyed/Replaced at approx. 2 blocks per emote.

  • Tier 4 - Produced/Destroyed/Replaced at approx. 3 blocks per emote.

  • Tier 5 - Produced/Destroyed/Replaced at approx. 4 blocks per emote.

 

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

 

  • Tier 1 - Produced/Destroyed/Replaced at approx. ¼ block per emote.

  • Tier 2 - Produced/Destroyed/Replaced at approx. ½ block per emote.

  • Tier 3 - Produced/Destroyed/Replaced at approx. 1 block per emote.

  • Tier 4 - Produced/Destroyed/Replaced at approx. 2 blocks per emote.

  • Tier 5 - Produced/Destroyed/Replaced at approx. 3 blocks per emote.

 

  • 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 - Illuminates a circular area in a radius of about 2 blocks.

    • Equal to that of a candle flame in luminance. 

  • Tier 2 - Illuminates a circular area in a radius of about 4 blocks.

    • 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 - Illuminates a circular area in a radius of about 8 blocks.

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

  • Tier 4 - Illuminates a circular area in a radius of about 16 blocks.

    • 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 - Illuminates a circular area in a radius of about 32 blocks.

    • 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.

  • Exceptions exist for a number of relics, tools, and trinkets as listed in the forging section.

 

Fire

 

  • Tier 1 - Produced/Destroyed/Replaced at approx. 1/2 block per emote.

  • Tier 2 - Produced/Destroyed/Replaced at approx. 1 block per emote.

  • Tier 3 - Produced/Destroyed/Replaced at approx. 2 blocks per emote.

  • Tier 4 - Produced/Destroyed/Replaced at approx. 3 blocks per emote.

  • Tier 5 - Produced/Destroyed/Replaced at approx. 4 blocks per emote.

 

  • 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 - Produced/Destroyed/Replaced at approx. 1/2 block per emote.

    • 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 - Produced/Destroyed/Replaced at approx. 1 block per emote.

    • 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 - Produced/Destroyed/Replaced at approx. 2 blocks per emote.

    • 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 - Produced/Destroyed/Replaced at approx. 3 blocks per emote.

    • 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 - Produced/Destroyed/Replaced at approx. 4 blocks per emote.

    • 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 a small amount of sparks, ½ block worth, with a shock similar to that of a gag gift (ie. hand buzzer gag).

  • Tier 2 - Produces a medium amount of sparks, 1 block worth, with a shock similar to that of a taser.

  • Tier 3 - Produces a large amount of sparks, 2 blocks worth, with a shock similar to what one might get from sticking a fork in an outlet. Sustained contact will bring about burns and some nerve damage.

  • Tier 4 - Produces arcs of lightning which extend outward 6 blocks with a shock powerful enough to cause significant burn damage and sustained nerve damage the longer the contact is maintained.

  • Tier 5 - Produces large arcs of lightning which extend outward 12 blocks with a shock powerful enough to electrocute, and begin to incapacitate, the target. Sustained contact will cause intense burning and nerve damage before eventual death.

 

  • Additionally it is important to note 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. 1/2 block per emote.

    • Additionally, it will only be produced at a trickle. 

  • Tier 2 - Produced/Destroyed/Replaced at approx. 1 block per emote. 

    • 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. 2 blocks per emote. 

    • Additionally, it may be compared in production to that of a water hose.

  • Tier 4 - Produced/Destroyed/Replaced at approx. 3 blocks per emote.

    • Somewhat like a pressure washer at this point.

  • Tier 5 - Produced/Destroyed/Replaced at approx. 4 blocks per emote. 

    • 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 not 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

 

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.

 

  • 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.

 

  • 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.

 

  • 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 oftentimes 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 removes 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.

 

  • 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.

 

  • 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.

 

  • 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 it amplifies the effects of all other runes. Yet others say that it draws 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.

 

Runic Forgework

Tools, Materials, and Methods of Forging with Runesmithing

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 old golemancy designs 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 dharok gem 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 gem, the tool or weapon 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 gem will be immediately evident in the explosion of the gem 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 an 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).

 

Thanhic 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 find 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 accepting 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 steel 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 steel 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 certain powerful items (listed in Relics section below).

  • Runic items created using Soul Steel will require a MArt.

 


Bolstering a Rune’s Power

 

Thanhium Empowerment

 

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.

 

  • By implementing thanhium inlays or simply applying thanhium dust into the grooves of a rune, the rune itself may be empowered by a single tier while maintaining the duration of the rune's existence.

  • Example: A Tier 4 rune empowered with thanhium will act as a Tier 5 rune while maintaining the two week irl lifespan of a Tier 4 rune rather than the one week irl lifespan of a Tier 5 rune.

  • This may not be used to create Tier 6 runes.

  • Extensive amounts of thanhium may lead to thanhium poisoning.

 

Dharok Gems

 

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” when it attacked the dwarven capital in Vailor, is an expertly carved gem infused with great power through the capture of souls in its mass.

 

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 Ritual of Shattered Runes. By placing a well cut gem into the hands of the altar statue instead of a spike or tools, the sacrifice of a creature or descendent will entrap its soul in the confines of the gemstone. This gemstone may then be installed in a weapon or tool or may also be used with a Soul Anvil to create Soul Steel implements.

 

  • 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.

  • 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.

 


 Relics of Runesmithing

 

While in the process of developing and researching various new runes and tools during their high point, the Runelords of Arcadia would come to invent a number of tools, trinkets, and odd relics that would require the heightened abilities of forging that the Rune Forge provided.

 

Ruhn Blades

 

A mesh of the concepts of forging, metallurgy, and light itself, the Ruhn Blades were an interesting development in the weapons research of the Arcadian Runelords. While the item may appear as a mere handle at first, the activation of the rune along the handle allows a metal blade to grow forth from the guard of the handle. A normal blade by most accounts, the metal is hot to the touch and adorned in glowing runes.

 

  • The blade must be made from Soul Steel.

  • The blade of the sword will grow/shrink from the handle upon activation/deactivation at the same rate that one might draw a sword from a scabbard (1-2 emotes).

  • The blade is hot to the touch, burning those it has prolonged skin contact to, but is not hot enough to start fires or burn through anything.

  • The blade may be crafted in a variety of different fashions to produce different weapons (limited to those of a handheld nature), all of which behave the same as their steel counterparts outside the burning effect.

  • The runes that allow the blade to function last 2 irl weeks.

 

Forgedwed’s Mask

 

Developed as a means of providing protection while working in a potentially toxic forge environment, the Forgedwed’s Mask would find use in a multitude of situations. While it may vary in shape, size, or decoration, all Forgedwed Masks share the same principle ability to provide breathable, circulating air to the wearer via the combination of air runes and a mechanical pressure relief valve.

 

  • The mask must be made from Kodeh Steel.

  • The mask may vary in different shapes and designs but all provide clean, breathable air to the wearer.

 

Ogradhad’s Token

 

Originally developed as an alternative to having to send written messages, a memory token is an Ogradhad rune that has been specifically modified alongside a number of light runes to be able to record and repeat messages while visually displaying the scene of the recorded message in the form of a small, palm-sized hologram.

 

  • The tokens must be made from thanic steel.

  • An interesting alternative to boring old written bird messages, a memory token may be used to record visual and audio of up to 30 seconds which may be replayed any number of times.

  • Only one message at a time may be stored on the rune. It may be recorded over, however, and wipe the original message in favor of the new one.

  • The runes would function for 1 irl month before dying whereupon the message is lost.

 

Velkan’s Gauntlets

 

Named after the infamous Ironborn Emperor who was well known to use such a weapon, a pair of Velkan’s Gauntlets allow the user to direct arcs of electricity outward from the palm of each hand. The user, however, would be protected by runework inside the gauntlets themselves.

 

  • A pair of Velkan’s Gauntlets must be made from Ruhn Alloy.

  • Use of the gauntlets requires at least 3 emotes prior to “firing”.

 


Cannonade of the Under-Realm

 

From the Aegisian Battle of the Sands to the Valorian Kavir Kor dreadnaught steamship, the dwarven steam cannon has been a tried and true keystone of dwarven siege artillery. Though the plans and designs have changed many a time over the ages, the framework has generally been the same. The newest iteration, however, proves itself to be a true improvement on the original pieces thanks to the efforts of the Arcadian Runelords and Irongrinder engineers. Consisting of a breech chamber and bore length made of kodeh steel and a series of thanic steel reinforcement rings, the dwarven steam cannon operates on the principles of an airtight pressurization chamber which continually builds pressure via a produce steam rune until such a time as the ignition phrase is uttered, forcing the pressure into the tube and launching the loaded projectile.

 

  • The cannon operates in a siege or battle with the same mechanics as a trebuchet which is to say that these are just aesthetically reskinned trebuchets.

  • With the improved materials used in the construction of such implements, the traditionally high chance of the cannon exploding has been lessened. So with rolling mechanics, only getting a 1 will cause an explosion where previously a 1 or 2 would have done so.

 


Isles of Ruhn

 

From the very earliest years of a beardling’s life, they are taught of the great dwarves of ages past. Through such tales come the fabled Isles of Ruhn, towering chunks of stone and earth floating high in the sky on which the mighty runesmiths of old built their citadels from which to practice the arts gifted to them by Ogradhad. Long thought lost to the descendents of Urguan, the fabled towers would make occasional reappearances in the lands of Athera and again in the lands of Axios before disappearing almost entirely. It would be another century following the fall of Axios that the runesmiths would once more discover the knowledge to return to their citadels.

 

  • Unlike the balanced Ruhn Isles of realms past, the specialized runes used to keep this new iteration aloft are far stronger. To prevent the isles from simply floating away into the upper atmosphere, they must be anchored in some fashion.

  • The runes that cause the isles to float may be inscribed anywhere on the isle, but they must be recarved every two irl weeks. If not the isle will begin to slowly sink back to the ground over the period of a day or two like an old balloon.

  • Additionally, the runes keeping the isles floating require a stable power source to maintain their flight for the two week period. This is achieved by embedding a dharok gem into the center of the rune itself where a slot for it has been carved. Along with the recarving of the rune every two irl weeks, this gem must be replaced with a charged dharok gem.

  • To prevent the isles from being raid-proof, the lift signs used to travel between the isle and the ground may not be locked (other than a public lock).

  • Isles may be no larger than 100 x 100 blocks.

 


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.

 

  • Closely related individuals may use the same blood marked items (ie. father and son). Beyond that, it will not work.

  • Exceptions may be made for ET/LT events.


 

Thiik oz da Kadeek

Runes of the Flesh

Spoiler

When the Runed Dwarf first began dispensing his knowledge unto the dwarves of Urguan, nearly all practice and creation with the art of runesmithing was seen as good and worthy of continuation. One such practice would come to be known by the dwarves as Thiik oz da Kadeek, or Runes of the Flesh, and took its first strides in dwarven society as a magic for healing and bolstering. It was not until the ascension of the Ironborn to power that the practice of Flesh Runes would begin to take a darker turn. In secret at first and then in public on a grand scale, the Ironborn would begin to develop the art of Flesh Runes. Their research and knowledge of the runesmithing sect would grow to rival even the knowledge of Urguan himself and was used to terrible effect during the Blood Age and the Great Collapse where it would be used to torture and control other dwarves for the purpose of bolstering the new Empire of Khorvad.

 

When at last the Empire was overthrown, the art of Flesh Runes would all but disappear from the record books and only pop up occasionally when the Ironborn would resurface to attempt another grab at power over the dwarves. A crude version of the art would surface from time to time, practiced by the Doomforged, as well before their decline. Eventually that too would vanish from dwarven society. It was not until the translation of an ancient tome by the Arch-Runelord Zahrer Irongrinder during the dwarves’ stay in Arcas that the ancient art would once more come to light and begin being taught to the runesmiths of the dwarves once more.

 


Runes of the Flesh

 

The use of Flesh Runes is a somewhat complex process as it involves two stages in order for the rune to be used: creation and implementation. All flesh runes are the same size and shape so there is little room for variation in the creation and implementation of the runes. First and foremost, the runesmith must craft the rune from a small, smooth stone approximately 1/2 cm thick and 3-4 cm in diameter. It is on this stone that the different runes used for flesh runes are carved in the same fashion as traditional runesmithing runes by starting with the base rune before making the additions for the appropriate flesh rune.

 

Once the rune is carved, it will appear not to work as it has yet to be implemented. The process of implementation works in a similar fashion to subdermal implants in that they must be surgically installed beneath the outer layers of skin. This is done for two reasons the first being location of use. In the case of many flesh runes, the rune itself must be relatively close to the area it aims at affecting. Additionally, flesh runes are powered in the same way that traditional runes are with the added requirement of needing access to the continual blood flow of the user. To accomplish this, the runes seem to have the capability of attaching themselves to the cut arteries of the host and feed off both the users blood and standard runic power sourcing to operate.

 

If implanted by an experienced surgeon, or a well trained runesmith of flesh runes, the process may be minimally invasive and leave minimal scarring. The runes themselves will, at this point, have a soft glow about them that shines through the outer layer of flesh as an indicator of the location of the rune (aside from the subdermal elevation of skin) as well as the ability for the rune to now activate. Activation is as simple as the pressing one’s hand against the rune where it glows through the flesh.

 

  • This iteration of flesh runes is a division of standard deific runesmithing. One seeking to create these runes will need to have an accepted Runesmithing MA to create them.

  • It is important to note that all Flesh Runes require at least 3 emotes to use unless otherwise stated. This may be roleplayed as the rune beginning to glow brighter, the rune beginning to feel warm beneath the skin, and the rune beginning to show some of the effects of its type before it fully activates for use on the 4th emote (ex. On the 4th emote the full burning effect of a Rune of Fire is felt).

  • All flesh runes can last up to 1 irl month unless otherwise stated.

 

  • It takes a runesmith to create a flesh rune but does not require one for the implantation process nor does a user need to be a runesmith to use a flesh rune that has been implanted in their body.

  • The runes themselves require a living source of blood to be viable so they may not be successfully used in any undead creatures or creatures without flowing blood.

  • The runes are powered by the same deity that powers traditional runesmithing runes but require the blood flow to prolong and allow their use.

  • Flesh Runes are by no means permanently implanted and may be removed as easily as any embedded object can be.

 

Rune of Fire

 

Often used as a torture rune by the Ironborn in their many incursions, the Rune of Fire would be implanted anywhere on the body. Once activated, the victim would begin to feel a fierce burning pain in the location where the rune had been implanted.

 

The rune would cause no visible or permanent damage beyond what may simply occur psychologically as a result of the torture, though this is up to the victim. This may be rp’d as though one were holding a hot iron to the area as if one were being branded beneath the outer layer of skin.

 

  • There would be no after effects to the use of the rune. As soon as the rune is deactivated, the pain would cease.

 

Rune of Strength

 

Often used as a means of combative improvement, the Rune of Strength empowers the host with greater strength than they would otherwise normally possess to limited effect.

 

Whether the host had been able to do so before or not the rune would allow them to lift more than they usually would, capping out at around 500 lbs. This would allow them to hit a lot harder than they otherwise would be able to at greater cost to themselves.

 

  • Once activated, the rune would force the entire body to feel the effects of the rune. This has the byproduct of creating an increased adrenaline rush in the host which may continue until the rune is deactivated.

  • The effects of the rune will, however, continue until the host calms down. This prevents the host from turning it off and on again in a brief period of time to avoid the negative effects of the rune.

  • One activated, the host will begin to feel the drawing effects of the rune’s power as the given strength cannot be without cost. As the use of the rune’s power drags on, the host will find themselves to be more and more fatigued in similar fashion to the effects of a bleeding wound (ie. internal bleeding and blood loss fatigue) as the stone itself seems to draw on the connected blood flow of the host. Assuming the host continues use of the rune without outside intervention, such as incapacitation, the rune would likely cause them to pass out in approx. 10 irl minutes with death occurring shortly afterwards. This process would likely go much faster if they actually begin to bleed. 

 

Runes of Life

 

Sometimes called the Runes of Immortality by the ancient dwarves who made use of them, the Runes of Life were used to extend the lifespan of the user by way of absorbing the lifeforce of a sacrifice into one of a set paired runes. One half of this pair would act as the conduit for absorbing and holding the lifeforce of the sacrifice outside the body of the user. The second half of this pair, however, would need to be installed into the chest of the runesmith to act as a receiving conduit from the other rune.

 

In order to create the two runes necessary to accomplish this feat, a pair of identically sized and cut runes must be created whereupon one should be implanted into the chest of the user.

 

To use these runes, a consistent amount of sacrifices should be completed over time to maintain the lifeforce needed for the “immortality” to continue. This can evolve from a variety of different sacrifices, each of which may have different lasting effects on the longevity of the runes and has striking similarity to the creation of disconnection spikes. In order for the absorbing rune to “absorb”, the rune itself must be placed in the hands of the altar statue and the appropriate sacrifice made on the large rune before the statue.

 

 

  • Lesser Creatures (Farm and/or wild animals): 1 irl week

  • Descendents: 2 irl weeks (Does not require a pk)

  • Greater Creatures (Large event creatures and the like): 1 irl month

 

  • The runes have no bearing on any combat that takes place. Their sole purpose is to extend the lifespan of the user, not grant any combat boons whatsoever.

  • The “Immortality” will begin with the first sacrifice whereupon the user will cease physically aging at that point.

  • Ceasing use beyond the beginning of use will cause the immediate aging of the user to the point of their actual age. So if a 500 year old human who started when they were 30 they would immediately age to 500 physically, killing them and producing a well-decayed corpse. 

  • The pair of runes will last as long as there is “lifeforce” held within the absorbing rune.

  • The absorbing rune MUST be an LT signed physical item that should be remade each time the lifespan of the rune is extended.

  • The lifespan may be extended with “stacking” sacrifices (ie. two humans sacrificed = 4 irl weeks).

  • Should the absorbing rune be destroyed, the pair will cease to work and a new pair must be created.

  • Should the receiving rune be destroyed, as in combat or by accident, then a new rune must be created to pair with the absorbing runes.

 

Rune of Darksight

 

Devised as a solution to the ever present darkness of the tunnels and mineshafts of their home, the ancient runesmiths created a rune with the ability to enhance one’s sight. By taking in the minimal amount of light beneath the earth, mirroring it, and enhancing it, a user of a Rune of Darksight will find it much easier to see in darkness.

 

  • A Rune of Darksight must be implanted within the face, approximately an inch or so beneath the eye intended to benefit from the rune.

  • The rune will only work for one eye at a time with the exception of using two runes (ie. one for each eye).

  • The rune only enables sight of distances up to a radius of twenty blocks around the user.

 

Rune of Enhanced Scent

 

Cautious of the possibility of toxic gas pockets beneath the earth, the ancient runesmiths created the Rune of Enhanced Scent. With the improved ability to smell the fumes earlier on, the miners would have had far more time to clear out of and seal a mineshaft before any harmful damage was done. As time progressed, however, the rune would find other uses in the realms of hunting and tracking.

 

  • A Rune of Enhanced Scent will greatly improve the sense of smell for the user, allowing them to take in scents from up to a radius of 30 blocks around the user.

  • The rune must be implanted as a set of two runes, one on either side of the nose, adjacent to the nostrils.

  • The rune is literally just an enhancement to the sense of smell and does not give the ability to regulate or pick out certain smells. As a result, the user may be susceptible to sensory overload with prolonged use (ie. more than 10 minutes of use).

 

Rune of Enhanced Sight

 

In order to aid Legion patrols on their routes, the runesmiths would develop the Rune of Enhanced Sight. With the newfound ability to see greater distances, the patrols would find it a lot easier to spot potential dangers and hostile incursions.

 

  • A Rune of Enhanced Sight must be implanted within the face, approximately an inch or so beneath the eye intended to benefit from the rune.

  • The rune will only work for one eye at a time with the exception of using two runes (ie. one for each eye).

  • The rune will only enable the user to “see” as if one is using a pair of binoculars or a spyglass of medium range, extending the user’s vision to a distance another 30 or so blocks.

 

Rune of Enhanced Hearing

 

The Rune of Enhanced Hearing enables the user to clearly hear sounds at a greater distance away than they would normally be capable of.

 

  • The rune must be implanted beneath or behind the ear of the user.

  • The rune will only work for one ear at a time with the exception of using two runes (ie. one for each ear).

  • The rune does not enable the user to hear through walls or anything of that sort, only open places of distances up to 20 blocks.

  • The rune is literally just an enhancement to the sense of hearing and does not give the ability to regulate or pick out certain sounds. As a result, the user may be susceptible to sensory overload with prolonged use (ie. more than 10 minutes of use).

 

Rune of Well-Being

 

With developing diseases and the growing taskload of the dwarven workforce, overseers began seeking out a means of improving the health of their workers. In an answer to this growing need, the Rune of Well-Being was born. By interacting with and boosting the immune systems of the user, the workers would find it much easier to overcome any diseases, toxins, and similarly debilitating things they came into contact with.

 

  • The rune must be implanted in the chest of the user.

  • The rune boosts the immune system of the user, allowing their natural system to better handle various encounters such as those with disease or non-lethal toxins and poisons.

  • This rune does not allow the user to survive lethal doses of poisons or toxins, merely those which may harm or debilitate them over time.

  • Continual use of this rune will quickly tire out the user before they begin to suffer from their immune system going into overdrive and attacking healthy functions.

 

Rune of Pestilence

 

As a counter to the Rune of Well-Being, the Rune of Pestilence was developed by the Ironborn and rediscovered by the Runelords of Arcadia while researching the medical applications of Flesh Runes. Similar to its counterpart, the Rune of Pestilence interacts with the immune system of the user. Weakening the user to the point of infirmity, the user would very easily get sick or find themselves susceptible to dangerous encounters with harmful materials.

 

  • The rune must be implanted in the chest of the user.

  • The rune weakens the immune system of the user, making it more difficult for their natural system to handle various encounters such as those with disease or non-lethal toxins and poisons.

  • Continual use of this rune will quickly tire out the user while making them more and more vulnerable to any potential dangers to their health.

 

Rune of Voidal Severance

 

The Rune of Voidal Severance, when implanted within a voidal magic user, will find that when they attempt to connect to the void they are met with an intense hindrance to their ability. An adaptation of a Dungrimm Rune, the Rune of Voidal Severance clashes with a user’s ability to connect to the void, though it does not make it impossible.

 

  • The rune must be implanted in the chest of the user.

  • The rune drastically weakens the magic of a voidal user, decreasing any and all casting ability by 3 tiers. So a Tier 5 fire evocationist will find that they can only cast at a Tier 2 level for the duration of the rune’s use.

 

Rune of the Hearth

 

Though the cold winds of their mountains could be staved off by furs and cloaks, the runesmiths looked for a means to keep themselves warm without the need for burdensome clothing. To accomplish this they would create the Rune of the Hearth which would interact with their bodies and naturally raise the internal temperature of the user to a level similar to that of the previously used furs.

 

  • The rune may be implanted anywhere in the body of the user.

  • Extensive or prolonged use of the rune will prove harmful to the user as their internal organs will begin to find it difficult to function with the increased, unnatural internal heating. As a result, using the rune longer than an hour will result in the development of heatstroke, eventual shutdown of the body, and potentially death.

 

Rune of Wyvrun’s Grasp

 

The Rune of Wyvrun’s Grasp is the counterpart to the Rune of the Hearth. Instead of warming the user internally, however, the user will find themselves cooling down to a more comfortable level should they be in a heated or hot environment.

 

  • The rune may be implanted anywhere in the body of the user.

  • Extensive or prolonged use of the rune will prove harmful to the user as their internal organs will begin to find it difficult to function with the decreased, unnatural internal cooling. As a result, using the rune longer than an hour will result in the development of pneumonia, the eventual shutdown of the body, and potentially death.

 

Rune of Vigour

 

The user of a Rune of Vigour will find that their stamina and drive is greatly increased. This will allow a user to continue a high level of activity longer but not necessarily harder.

 

  • The rune may be implanted anywhere in the body of the user.

  • The rune in no way strengthens the user. It merely allows them to fight, move, be active, etc. for a longer period of time (ie. twice what they would normally be capable of).

  • Runic Viagra???

  • Prolonged use by the user amounting to longer than 10 minutes will begin to tire out the user much more quickly before they find themselves exhausted both mentally and physically. After about 20 minutes of use, intense muscle fatigue followed closely by profuse bleeding from the nose will occur. Failure to cease use after this point will eventually result in the unconsciousness of the user and eventual death via bleeding out.

 

Citations

Spoiler

 

[LINK TO GOLEMANCY POST]

 

Edited by Josh3738
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53 minutes ago, Josh3738 said:

Runes of Life

 

Sometimes called the Runes of Immortality by the ancient dwarves who made use of them, the Runes of Life were used to extend the lifespan of the user by way of absorbing the lifeforce of a sacrifice into one of a set paired runes. One half of this pair would act as the conduit for absorbing and holding the lifeforce of the sacrifice outside the body of the user. The second half of this pair, however, would need to be installed into the chest of the runesmith to act as a receiving conduit from the other rune.

 

In order to create the two runes necessary to accomplish this feat, a pair of identically sized and cut runes must be created whereupon one should be implanted into the chest of the user.

 

To use these runes, a consistent amount of sacrifices should be completed over time to maintain the lifeforce needed for the “immortality” to continue. This can evolve from a variety of different sacrifices, each of which may have different lasting effects on the longevity of the runes and has striking similarity to the creation of disconnection spikes. In order for the absorbing rune to “absorb”, the rune itself must be placed in the hands of the altar statue and the appropriate sacrifice made on the large rune before the statue.

 

 

  • Lesser Creatures (Farm and/or wild animals): 1 irl week

  • Descendents: 2 irl weeks (Does not require a pk)

  • Greater Creatures (Large event creatures and the like): 1 irl month

 

  • The runes have no bearing on any combat that takes place. Their sole purpose is to extend the lifespan of the user, not grant any combat boons whatsoever.

  • The “Immortality” will begin with the first sacrifice whereupon the user will cease physically aging at that point.

  • Ceasing use beyond the beginning of use will cause the immediate aging of the user to the point of their actual age. So if a 500 year old human who started when they were 30 they would immediately age to 500 physically, killing them and producing a well-decayed corpse. 

  • The pair of runes will last as long as there is “lifeforce” held within the absorbing rune.

  • The absorbing rune MUST be an LT signed physical item that should be remade each time the lifespan of the rune is extended.

  • The lifespan may be extended with “stacking” sacrifices (ie. two humans sacrificed = 4 irl weeks).

  • Should the absorbing rune be destroyed, the pair will cease to work and a new pair must be created.

  • Should the receiving rune be destroyed, as in combat or by accident, then a new rune must be created to pair with the absorbing runes.

Hate it.

I’m really not a fan of immortality coming from runesmithing in general, but I feel like this wouldn’t be god-awful if you just wrote it to where lesser creatures don’t work. All stakes are removed when you could have some interesting RP with your character struggling between morals and immortality but instead you just go “I can punch pig and I’m immortal lol.”

 

There’s a lot of other problems with this rewrite, but it’s not my place to point them out. They’re likely going to be pointed out by players more familiarized with the lore. Overall, a –1 from me.

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5 hours ago, SoulReapingWolf said:

This lore spent more time in Josh´s head than a baby in a mother´s womb.

 

 

A Love Poem to Mr. Bean - 98five : 98five

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7 hours ago, Josh3738 said:

 

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 find 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 accepting 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).

Thanhic steel already exists in accepted lore and we don’t need another version of it with the exact same name.

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He said he would make me immortal if I said yes +1

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Okay I’ve decided I’m going to attempt something akin to actual critique, my grammar will be terrible but I apologise.
 

7 hours ago, Josh3738 said:
  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. A runesmith shall not associate himself with the undead or unnatural and shall attempt to destroy such creations as they are corruptions of natural creation.

Okay define unnatural first of all. You see, like Tato mentioned, unnatural is rather loose and open to interpretation, which I'm sure wasn’t your intent. For example, I’d personally see dwarves living long beyond the lifespan Yemmekar gave them as unnatural but I doubt that’s the intended view. Also, since when were runesmiths holy paladins who destroyed the corrupt? 

 

7 hours ago, Josh3738 said:
  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.

 

  • Attempts to undermine or harm the Order of Ogradhad, its members, the Tenets, or Ogradhad’s work shall not be tolerated.

Could use some clarification here as well, is a runesmith trying to leave the order undermining it as he weakens the strength of the order? 

I’m not going to get into the binding ritual as Tato has already stated everything I see that is wrong with it.

7 hours ago, Josh3738 said:

It is important to note that because golemancers and runesmiths are connected to the same aengudaemon, they may disconnect across either magic. To be precise, golemancers may disconnect runesmiths and vice versa, but they are still beholden to the tenets of the Order. Golemancers may not disconnect runesmiths lest they have broken a tenet and vice versa.

 

Okay, I don’t care much about the disconnection as long as you clarify the tenants but this is just weird. I get they come from the same aengudaemon but runesmiths shouldn’t be able to disconnect golemancers (and vice versa) because they’re different magics. The source may be the same but they do different things and, likely, have different communities so I think it’s weird this steps on their toes.

I’ve never liked the idea of the altars, they feel arbitary and a way to ensure that only people you allow to teach, teach but that’s about it.

The runes themselves I think do far too much, I mean with runesmithing alone you’ve probably got the power of several magics. Still, that’s not an issue I’ll go focus on as it is way too big but one thing I want to know is for creation runes where is the thing created relative to the object? Like does it pour out of the rune or what?

I don’t like the metals, especially thanhium steel, as it feels like a sort of generic “I use metal to make stronger metal to get big boy bonus” which is just weird. Also why does runesmithing allow me to become Palpatine? Why the **** do you have lightsabers? 

I dislike all the Flesh Runes as a concept, HotArcanismBeam having stole my critque on the life rune” as surely the way to beat runesmith is to attack them without their items? It just feels like they do far too much as say I jump a runesmith when he’s unprepared, no runed items, I still have to contend with his newfound ability to flip me over his shoulder and throw me through a wardrobe. Also, out of interest, how many slots is this magic? I’d also recommend, if you keep Flesh Runes, actually saying at what tier they can be created. 

Sorry for my terrible formatting, this is the first time I’ve actually posted something like this on the forums.

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cant wait for this to get shredded and abused and loopholed by joshandthegang™

+ i have a feeling that the only reason immortality rune was implemented was so because your ex-ascended runelord buddies wouldn’t age as the magic got killed

 

++ dwarven retractable, steel lightsabers that are hot? Man.......

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(-) Runesmithing should evolve into something else. Saddly due to how this magic has been used in the past I do not see its Rp value atm.

(-) Runesmithing is the only magic I know that is controlled by one individual and I really do not like that.

(-) This lore is very broad and overpowered.

(-) Brathmordakin should not communicate with dwarves in any way as they are not meant to really exist in the lore. Having them be real would break a lot of what makes dwarven religion special.

(+) The concept of Runesmithing has a lot of potential.

 

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