JokerLow 1189 Popular Post Share Posted August 7, 2020 Runesmithing Runesmithing Origins Spoiler The one fed to dwarven populace. When the world was young and empty, there was nothing. So begins the Dwarven creation story, which tells the tale of how Yemekar forged the world, how his hammer sparked the fires of the Aenguls and Daemons, the Brathmordakin, who aided his creation and now safeguard the sacred life of the descendants. Through this creation, however, he grew ever busy along with his servant Brathmordakin, no longer able to intervene as the descendants engulfed the world in the chaos of war. He raised his hammer and chisel and engraved a set of runes in his anvil, which he then cast towards his servants, the Brathmordakin. The runes glowed alight with power, though not with the power of Yemekar himself, but with the power of his servants. He bestowed on them a sacred language of runes through which the Aengudaemons could communicate with the descendants, and through which the descendants could commune with them. Urguan was the first Dwarf to learn the art of runesmithing, who retreated into the heart of his mountain to commune with the Brathmordakin and to be taught. After this, he summoned each of his sons to the depths of his cave to teach them the secret of the runes. Each son was eager to learn, and soon each clan founder mastered them. They did, however, observe a peculiar trait within the runes they used. Whenever Gloin invoked runes on the trees of his forests, he did not feel the whole of the Brathmordakin radiating in power from his creation, but he specifically felt the warmth of Anbella. Tungdil felt a similar connection between the runes he carved in gold and Armakak, and the brothers soon realised the runes did not commune to a pantheon, but their patron Brathmordakin instead. Gloin felt his runes of nature superior to any other runes he carved, whereas Yavok’s runes seemed to inspire an extra sense of honour and bravery from Dungrimm’s power. Many of the Dwedmar reading this tale now know already what was to come, which was the great tragedy of Dwarven history. The youngest of the brothers, the one most beloved by Urguan and the one favoured by him, was patronized by the Brathmordakin Khorvad, avatar of Ambition. As the fallen Aengul Ondarch devastated Kal’Urguan, thousands of Dwarves died of starvation, disease, the deep cold of their halls which only stood as a bleak reminder of their former glory and these crumbling ruins, a shadow of what they once were. Of these ashes of a civilisation, Velkan rose as youngest son and Khorvad aided him with immense power in his runes to fulfill his destiny of re-uniting the Dwarves. Through the power of Khorvad, however, Velkan’s line was cursed with the same madness the fallen Brathmordakin succumbed to. His son became fearful of the power of the other sons of Urguan and their children possessed. This fear developed into paranoia between him and his son, and when Throngar Ironborn took the throne, it manifested in a bout of hatred and sheer madness. Thorngar ordered all knowledge to be burned, fearing that the other clans could rise against him. During the Great Collapse, he had his army persecute the runesmiths, hunting down the descendants of Urguan who still knew the power of runes, one by one. When Urguan was reunited, only a handful of elders remained who knew the ancient knowledge, even they lost much of what was taught to Urguan and to their fathers. Tales circle the Dwarven realms about the unparalleled powers the runes once possessed, capable of raising mountains or leveling armies of enemies. What does remain, though, is a line of runesmiths dedicated to scouring every single ruin of ancient Dwarven civilisation in order to return their art to the pinnacle from where it fell during the purge. The Core Mechanics of Runesmithing Spoiler The art of Runesmithing, draws its power directly and solely from the mana of animals, creatures with a lesser soul and descendants. No one knows how or why the runes work in this maner, such topic has been debated for ages between dwarven scholars whos answers were only met with greater questions. Once a rune is carved, the runesmithing must use his hammer as a key to begin the process of activating the rune. Upon touching tha carvings with the hammer, the runes shall glow in a white, angel-like color, that'd temporary blind the person who'd stare at it directly for longer than 10 minutes. Once that process began, the runesmith is on the clock, to prepare the mana transfer, which can be either done by himself by touching the rune, or by having an animal stand before the rune for 2 minutes, or by having a being of lesser or greater soul consesually touch the rune, thus surrendering a portion of their mana for the rune to be activated. It has been shown that, while unpractical, a runesmith may use its surroundings as a source of mana, like grass, trees, flowers etc This harmless way of empowering runes, does not come without any drawbacks. Runesmiths may experience nausea, faintings or even die, if they create too many runes in a short period of time. Even using the mana of something or someone else still affects the runesmith, as a short amount of mana is always subtracted from the maker of the rune, adding his mana signature to the rune. After creating an specific amount of runes based on their tiers and the tier of the runesmith, the following runes he creates will simply refuse to work. Active Runes Active runes are carved to be activated right away, invoking a strong effect at the cost of little excruciation. The runesmiths lift whatever tool they use to carve their runes and strike at a surface where they had outlined their rune prior in order to create it. Active runes miss condensation in their power and will, no matter what the Runesmith wishes, exert their effect approximately five seconds after the runesmith strikes the last line of the rune. The creation of an active rune in combat is possible, though it still takes a considerable amount of time and the runesmith requires an entourage to prevent interruption. Passive Runes Passive runes are carved through a condensation ritual where the runesmith invokes the desired effect over and over until it “settles” into the rune. Since this requires conducting the ritual over and over, it often takes multiple hours to finish a rune. The mechanics (repeated invocation of the effect) always result in a show of noise and flashes. When a runesmith forges a flame rune, they can often be seen hammering a metal that bursts into flames under every hit. When crafting a rune of lighting, their strikes thunder like the clouds and send sparks flying around. Runes can be charged to different levels, striking a balance between frequency of use and power of the runes. A weak rune can be invoked multiple dozen times to allow use multiple times a day, whereas a strong rune can only be etched for monthly use. Ultimately, this hinges on the runesmith’s endurance and capacity to endure the pain and exhaustion of funneling deific powers, which are obviously magnified when crafting a passive rune. Because the runes are prepared already, usage of a passive rune does not inflict any harm or exhaustion on the runesmith that created it. However, there is a limit on how many funnels a runesmith may maintain at the same time. If one would become greedy and create runes daily, they would find their already-crafted runes weakening with each new one made. Carving Tools Runesmiths may only use their assigned tools to carve and activate runes. The hammer and chisel of a runesmith being binded to its soul, only with his own tools he may be able to create runes. The hammer is able to activate any kind of rune, while the chisel doing the opposite, deactivates any kind of rune it comes in contact with. Runic Language The runic language is an archaic, more complex version of the modern runes used by the Dwarves. All words and symbols are inter-coherent (meaning a Dwarven scholar literate in runes may vaguely understand magical runes), though magical runes employ an extra set of inflictions and connections in order to create “single” symbols out of multiple letters or phrases. Last but not least, active runes allow the runesmith to invoke special “shortened” runes that have to be learned individually in order to speed up the creation process. Word sequences As a rule of thumb, the longer a runic carving is the less powerful it will become. A “create fire” rune will be more potent than a “(blood) create fire” rune, whereas a “create fire person near” rune will be even less effective. The words “or” and “and” are not counted into this. Phrase activation Any rune can be activated by speaking the words signified by the runes. Runesmiths may freely “name” items they forge, where they add a name next to the enchanted runes. In this situation, the “name” seabjurationrves as a trigger activating the rune, allowing the user to say the “name” only. This name does not count into the word sequence, and can also be a simple code-word for activation. Touch activation If the runic word “touch” is carved next to a rune, then either the rune or the word “touch” itself may be touched directly in order to activate the effect. Proximity activation The runesmith may etch the word “area” next to a rune to create an area-activated rune. Whenever the rune detects motion in a five metres radius, it will activate the effect etched next to it. Further adding the word “person” will only activate the rune if the source of the motion is a descendant, the word “monster” for living non-descendants or “undead” for undead beings. Blood Marking The rune “blood” may be etched next to a phrase, where the Runesmith infuses their own blood or the blood of another into the rune (dripping it over it after it is carved) to activate a blood mark. From that moment onwards, only the one whose blood was used may activate the rune. Close kin may suffice, as runes can’t differentiate between parental relations or siblings. Damaged runes A passive rune can easily get damaged, if the surface on which it was engraved is sundered, cracked, bent or in any other way significantly altered. Damaged runes create a mild explosion when activated, after which they will become both illegible and useless. A master runesmith can “repair” a damaged rune by carefully correcting its carving. Interactions with transfiguration A transfigurationist may learn and practice to both abjure and ward against runes. Abjurations can target either the effect of the rune, or a rune proper. When cast on an invoked effect, the abjuration disturbs it in a similar fashion to disturbing elemental evocation: the effect will dissipate. When targeting a rune, an abjuration can render a rune temporarily unusable. Repeated abjuration of the same rune can damage and potentially destroy a rune. Warding against runes is possible, though no ward will automatically target runes. Instead, wards remain dormant until a rune’s effect is invoked. When that happens, the ward activates, collides with the effect and dispells it. If the rune invokes a non-projectile effect, the ward will collide with the rune itself and stop the effect. Furthermore, any mana stored in a mana gem in very close proximity to a rune will release its mana when the rune activates and will act similar to a ward. This means that an item may only have a rune or an enchant, though not both together. Active runes require around 15 seconds to carve (4-6 emotes). Each runesmith may carve an amount of 3 runes a day(passive/active). For every runic word over three, the rune loses a tier level in magical strength. If a rune has a phrase activation, it may be activated by anyone if the phrase is said in a range of 5 blocks to the rune. Activating a passive rune takes at least three emotes: one for the activation phrase or touch, one for the effect to manifest and another for the effect to take its effect. This is a minimum, projectiles may require time to fly and locomotion runes may need a longer time to move targets. Only special (ST approved) runes may remain active (not dormant, but activated) for longer than an OOC hour. The comparison to other magic schools also references their respective red lines. Abjuration can be used to dispel the effects of a rune. An abjuration will disable a rune for approximately 10 seconds (3-4 emotes) if it targets a rune. This immediately dispels the effect of a non-projectile rune. Wards only target activated runes and act the same way as abjuration. A T3 transfigurationist can damage a rune with 5 abjurations (or wards), or destroy it with 10. This is 4 and 8 for T4, 3 and 6 for T5. The Deities Spoiler The influence of the deity channeled on the runes should never be taken as a leverage to reason for powergaming. The one explicit deity with explicitly stronger runes (Khorvad) has its specific rune developed in a way that allows for more powerful runes to be created at a cost. Because the use of flesh runes provides a straight-up functionality over other deities, Dormmar’s worship provides no rune of its own, which is easily explained by his stance as a non-Aengul and non-Daemon. All of these runes have one single tier, except for the Armakak and Khorvad runes which are added to other runes as additional words. Yemekar Yemekar’s runes provide the “basic” set of runes, with no reward or drawback associated. Overuse of channeling Yemekar’s patronage (and as such, overuse of channeling all Aengudaemons of the Brathmordakin at once) results in what is called the “runesmith’s sickness”, where the master is overcome by pain in all parts of his body, especially the arm he uses to carve runes. It is rumoured that strong ale fermented beneath a mountain is especially powerful in treating this sickness. Those under Yemekar’s patronage may also use his rune, which slowly transmutes matter into stone. This process is not fast enough to have a combat application. The rune of Yemekar is able to transform anything it comes in contact with into stone, including air particles. The effect of the rune is an extremely slow one, taking the conventional 3 emotes as a preparation before casting, then an additional 7 emotes so that something the size of an orc could be fully turned into stone. Though not very useful in combat, the rune can still be used against descendants. Deity runes have no tiers. The rune expires after 4 irl days. Anbella Runesmiths under the patronage of Anbella find their runes carved on wood to be slightly more powerful. The hearth mother blooms in nature, and where nature is present her warmth is ever more powerful. Growth, fertility, water and healing are all empowered by her love. At the same time, they may also find their offensive runes dampened and weaker compared to others’, for the mother of peace refuses to unleash her full power if it is used to harm others. Anbella’s patronage results in a dimmer sickness from overuse that lacks pain, though still weakens dwarves. Whereas the average runesmith may shout in pain from overuse, a follower of Anbella would just fall asleep on the spot. Anbella’s rune allows her loyal runesmiths to invoke a calming slumber on anyone holding her rune when it is activated. The rune of Anbella is able to induce a person the feeling of relaxation. The rune may not be used in combat or 10 blocks in range to the closest combat situation. The rune takes 5 minutes before starting its effect. Prolonged usage of the rune can cause temporary paralysis to the user, if used for longer than 1 OOC hour. The paralysis would last up to 30 OOC minutes. Deity runes have no tiers. The rune expires after 1 irl week. Dungrimm Dungrimm’s runes seem to have a more powerful effect if they are offensive, and especially if they are etched onto weapons of war. As addition to this, Dungrimm’s runes seem to work better against undead than the regular ones. His runesmiths find themselves fatigued and in pain the same way as Yemekar’s if they draw on too much power in too little time. Dungrimm’s rune can be etched either on a shield or weapon. If put on a shield, it allows the wearer to use it to absorb a spell without the usual harmful effects of colliding with it. If carved onto a weapon, activating it will shoot an abjuration. . If used on a shield, the rune of Dungrimm may absorb any kind of spells up to Tier 4 spells. If used on a shield, the rune of Dungrimm is capable of 3 maximum uses before it will stop working and wear off. If used on a weapon, the abjuration is equivalent to one of a tier 4 transfigurationist. The range of the abjuration is 10 blocks. If used on a weapon, the rune of Dungrimm is capable of 3 maximum uses before it will stop working and wear off. Deity runes have no tiers. The rune expires after 2 irl days. Belka Power from the Lady of Passion manifests stronger in situations where the rune’s carving itself is driven by passion. Those under Belka’s patronage seem to carve better active runes than passive ones. This effect is magnified further if they are excessively angry, happy, sad or otherwise in a radical emotional state while they carve the rune. Belka also favours lightning and fire of all elemental runes. Her runesmiths seem to feel no pain from overusing her power, only fatigue, though they also seem to lose their passion for life and become complacent, boring and slothful as they keep exhausting themselves. When Belka’s rune is activated, it enhances the voice of the holder to their desire for a day (OOC hour). Their voice becomes more characteristic and clear for normal speech, shrouded if they whisper and ear-shattering for shouts and screams. The rune of Belka holds the capability to enhance the user’s voice based on its will. Making a deeper or high pitched voice if willed. If used to enhance the shout of the user, the shout would be so loud that it could break a voidal mage’s connection if close to 5 blocks to the rune. Deity runes have no tiers. The rune expires after 1 irl week. Ogradhad Those patroned by Ogradhad will find themselves having an easier time both carving and understanding runes, as the father of knowledge aids them in both ventures. They will also find that their patron commands a much more potent and manageable form of power, which allows for a slightly quicker etching of passive runes. After overusing his power, Ogradhad’s runesmiths will feel no pain, but will mimic the symptoms of arcane magic overuse, resulting in fatigue and possible bleeding from the nose, mouth and ears. The rune of Ogradhad allows its holder to draw and “forget” a memory into the rune, which can then be activated again to regain this knowledge. Ogradhad’s rune is a favoured teaching tool of the Dwarves. The rune of Ogradhad allows the user to store a desired memory into it. The rune will not work if the user is forced to use it. A rune with the memory in it, may be specifically activated by one or three people at the same time. If wished to be activated by one person, the user would have to simply activate it. If wished to be activated by three people, the three people will have to hold one hand on the rune when activated. If attempted to be used by 2 or more than 3 people, the rune will not work and a chance for it to delete the memory within it ( /roll 20, if rolled under 15 the rune will delete the memory within it). Once created, the rune remains dormant till activated. Deity runes have no tiers. The runes of Ogradhad require ST signature, with the memory typed in its description. Armakak Armakak’s runes function the same way as Yemekar’s, his followers find difference only in the method they are made. Those patronized by him always use “lucky” golden tools, which seem to work surprisingly well: Armakak’s runesmiths gain great fortune when drawing on his powers. Sparks flying from runes magically evade their beards, they occasionally find stray mugs of ale while working their runeforges and seldom fail carving their runes. As opposed to this, a runesmith drawing on Armakak’s power too much will find themselves fatigued. Though instead of pain, they will find their luck diminishing, stepping into puddles of mud, forgetting things and even going as far as to spill their ale in accidents. The rune of Armakak can be etched next to any rune in order to dampen or outright prevent their possible negative effects through sheer luck. Users of an Armakak fire rune will see the flame magically avoiding their hands, while an Armakak lifting rune on a table will “magically” keep the contents on top of the table intact and in place. The rune of Armakak boosts the user’s luck as well as the luck of the rune. When activated, the user of the rune will gain a boost +2 at the next 3 rolls. While used along combat runes, the rune of Armakak decreases the bad luck by 30% out of the roll. The rune has a maximum use of once per ooc day. Deity runes have no tiers. The rune expires after 3 irl days. Grimdugan Grimdugan’s runesmiths, similar to Armakak, use golden tools to create their runes. They will also notice that their growth and replacement runes are more potent, especially if they replace a cheaper material with something more expensive. Fatigue from Grimdugan’s power does not manifest as mere exhaustion and pain, but as an almost insatiable hunger and weakness derived thereof. The rune of Grimdugan is an active rune that conceals any non-living item as an ordinary thing in its environment for a day. Bars of gold become chopped wooden logs, weapons turn into agricultural tools. His rune may not be used on objects larger than a cupboard, and may never contain living beings. Cannot be activated for a period of longer than three emotes. Living beings cannot be disguised by the rune. The rune can only be used once before it fades. There can be no passive runes of Grimdugan. Anything bigger than one block by one block by one block cannot be disguised unless done so on a special event or occasion by a Story Team member. The rune will expire after 1 irl day. Khorvad (Only the Story Team may use such runes when deemed appropriate) Khorvad’s runes reflect the fallen Brathmordakin himself: originally a tool of ambition, though eventually a pit of madness and darkness. Followers of Khorvad will see all of their runes function significantly stronger, at the cost of the creator’s sanity. As a runesmiths carves more and more runes with the power of Khorvad, they will lose distinction between enemies and friends, families and foe, clarity and visions. Khorvad’s rune can be added next to any rule to increase its potential to become as strong as a tier 6 rune or even stronger. However, the carving of Khorvad’s rune requires a great cost of the infusion of at least the blood of the four main races of descendants. Activating a plain Khorvad rune or trying to carve one without full faith and devotion to him results in his touch which shivers and rots away any flesh in close proximity to the rune. If one were to carve the rune without the fresh blood (1 irl hour at maximum) of all the four descendent races infused the runesmith would have the very life drained from their body by the rune as the rune combusts most likely collapsing the surrounding area and killing anyone that is nearby. Khorvad rune may only ever be used by ST members. Blood from each of the major descendent races must be provided (Orc, Elves, Humans and Dwarves). The blood must be fresh at most only 1 irl hour and be infused into the rune. The Tier 6 rune made by the Khorvad rune may only ever be activated and used three times before the rune will break and requires recarving. Additional deities & techniques Spoiler In theory, it is possible to derive any Aengudaemon’s power through runes. It is only due to the Dwarven affiliation of the art that the vast majority of runesmiths are familiar with the Brathmordakin only. Over the years that have passed since its bestowal on Urguan, various groups of Dwarves and non-Dwarves discovered additional sources to harness or methods to use from tomes of ancient runelords long dead that have been taught by past arch-runelords himself. Wyrvun The Frostbeard elders found that the Aengul Wyrvun, after her cleansing, was able to aid them in a similar fashion as the Brathmordakin grant power to the runesmiths. Harnessing Wyrnvun’s power allows a runesmith to use more powerful frost runes, though at a dire cost. Overusing Wyrvun’s boon causes frostburns across the body, both hindering and painful. Those patronized by Wyrvun will also find themselves more resistant to interruptions and incursions when etching runes in the middle of combat. The rune of Wyrvun inspires those around it during its activation, giving them great courage (and stubbornness). Descendants under the rune’s effect will be far less likely to flee combat, even against terrible odds, and will put in their greatest effort to fight until their last breath. Rune of Wyrnvun will give the user unparalleled levels of braveness and they will defend their own logic to the bitter end if necessary. One cannot retreat or run away if they use the Wyrvun rune even from death. The rune has three uses before it loses its effect. Dormmar The secretive deity of the Dark Dwarves is neither an Aengul nor a Daemon, and as such his runes still channel the power of the Brathmordakin as a whole. Those following his cult, though, and initiated in his ways, may use the ancient technique of the Asgolian dwarves to carve runes into the skin and into the flesh of living beings, and activate them so. Flesh runes are created the same way as regular runes, and may be both passive and active runes. When a passive flesh rune is activated, however, it functions similar to an active rune in respect to a bout of pain and exhaustion inflicted on the one bearing it whenever it is activated. Note that carving a flesh rune requires the same work as any other rune, and is only possible on willing targets or victims appropriately incapacitated or held down for an hour or more. Dormmar, not being a specific Aengudaemon, has no rune of his own, and over-use of runes derives the same fatigue and pain as a Yemekar smith does. Victims must oocly consent to having runes carved onto their flesh. A Tier 1-3 flesh rune after use will cause exhaustion to the bearer of the flesh rune making them sluggish and extremely slow. A Tier 4-5 flesh rune after use will cause extreme exhaustion, bleeding from the nose and in most cases the user would pass out. Altars Spoiler The ultimate altar dedicated to Ogradhad, each of these altars differing in style for in each altar, the runes and various statues and monuments would be spread out differently. Normally in deep caverns or high atop in the mountains these altars would be a marvel of dwarven architecture filled with various statues and various monuments. Each Ritual Altar would have various carvings of runes all over it that would seem to move almost but the runes of Ogradhad would be extremely easy to spot at each respective altar. The creation of an altar takes weeks to create even for the most skilled runesmiths. To create an altar at least three Runesmith must be present in creating it for the complexities and delicate balances of these runes are too powerful to leave to one runesmith or any normal runesmith student. Often at least one Runelord would be present in the creation of these sacred altars for these are the most sacred of ceremonies to Ogradhad. At least three runesmiths are needed to create an altar that would be dedicated to all members. In each map various altars and statues will be spread out and hidden across the map for various runesmith hopefuls or runelords that wish to help or teach provided they know about the Ritual. Tools of a runesmith Spoiler The tools of a runesmith will be the most important possessions that they are ever to possess as it is only with these tools they will be able to carve these runes of power. One Runesmith will only be able to bind one pair of tools at a time consisting of a hammer and chisel. However one set of tools may only ever be bound to one runesmith even if the runesmith were to die. The Runesmith’s tools consist of a hammer and chisel that acts as a connection to the Brathmordakin’s limitless power where life would spring from the runes carved by these tools. Should a Runesmith use a pair of tools that they are not bound to they will find that their runes have no effect. Runesmith’s tools must consist of a hammer and chisel and one runesmith may only have one set of tools at a time. Runesmith’s tools must be bound to each Runesmith in a ritual. Ritual of binding of tools Spoiler The tools of a runesmith may appear as simple as any plain hammer and chisel or be made from special materials. For the materials and make of the tools does not matter but instead the powers they are about to be bound to are what truly makes them special. This sacred ritual starts off with the hopeful runesmith student crafting his own normal hammer and chisel with whatever materials he deems appropriate and in whatever style he deems neccesary. The ritual continues with the teacher of the student presenting the altar on which the ritual is to take place. The student and the runesmith or runelord that would teach the hopeful will first kneel facing each other inside the middle of a carved stone circle in complete silence, praying to Ograhad and the other members of the Brathmordakin. The teacher would then place the tools of the student onto the flat stone surface of the altar that would be covered in runes in a circular fashion. With a golden dagger the runesmith would cut deeply into the palm of the student’s hand and place the bleeding palm of the student onto the rune on the front of a stone anvil shaped altar which would suck in the student’s blood to power the altar. The runelord with his hammer would gently tap on the stone carvings of a circle on the floor and continue praying on his knees with the student as a link of the Brathmordakin and that altar would be awakened. The student would continue praying to the Brathmordakin as a split moment of lack of concentration would break the link with the great powers of the altar. The altar will become alight with power and a faint aura would be felt in the surroundings before the light and aura will slowly converge into the tools that will be upon the flat surface of the altar glowing alight with power. The runelord would then get up and help the bleeding student up as the student retrieved his newly bound tools should the ritual have been successful and the student has not passed out from blood loss, the Runesmith will then treat the wound of the student with bandages as the ceremony concludes. Should a Runesmith’s tools be broken they would feel a moment of instant pain as if all the air had been sucked out of their body. A runesmith must do the entirety of the ritual again should the tools have been broken. A Runelord who knows of this ceremony irp must be here with the student. The student does not have to actively believe in the Brathmordakin to do this ceremony instead they merely have to be able to understand the knowledge behind the Brathmordakin and how runesmithing came to be. Collapsing, dying or passing out due to blood loss is up to the discretion of the student and what he deems appropriate and necessary. Moment of instant pain is not enough to knock out or kill a Runesmith. Runesmith’s tools must be ST approved and signed and screenshots of the ritual done correctly must be provided. Rune specifics Spoiler Runes don’t only follow the general size and magnitude specifications given by the tier-compared magic sub-types, but will also adhere to their redlines. Tier Guidelines The power and effect of runes will always remain comparable to another voidal or deific magic’s effect and power. The comparison is expressed in the tier system. A tier 4 “create fire” rune will be equal to a T4 fire mage’s combustion, whereas a tier 1 “create fire” rune will produce a mere candlelight. The rune’s tier will be equal to the runesmith’s tier progression. Special circumstances are the addition of more words, and the introduction of dampened runes for more frequent use. For every word added above the three base words, a runes’s power diminishes by one tier. A tier 5 runesmith creating fire contact rune combined with a blood mark will yield a tier 4 equivalent fire spell. Similarly, the further addition of a direction (create cone fire blood) will reduce it to tier 4. Each rune, based on their tier will have an amount of exact uses till exhaustion, at which the runes inscribed would begin to worn off, requiring the user of the runes to stop using it for a period of time, depending on its tier. A tier 5 runesmith may create a fireplace powered by a rune that may at any time ignite a T3 flame within itself on activation. Additionally, a runesmith may freely downgrade a rune and thus both converse his fatigue and create a more desired effect. For example, he may replace the previous T3 flame ignition with a simple candlelight. Tier 1 (Novice Runesmith) They can carve all tier based runes at tier one after the ritual of binding of tools has been completed and they will have to regularly practice drawing the runes and learning them. Lasts two [OOC] weeks The weakest forms of the respective runes but the form in which the rune will last the longest typically requiring 2 irl days of rest before being reusable. Tier 2 (Apprentice Runesmith) They can carve all tier based runes at tier two and below and they will have to regularly practice drawing the runes and learning them. Lasts three [OOC] weeks The weakest forms of the respective runes but the form in which the rune will last the longest typically requiring 2 irl days of rest before being reusable. Tier 3 (Adept Runesmith) They can carve all tier based runes at tier three and below as well as the deity and non tier based runes and they will have to regularly practice drawing the runes and learning them. Lasts five [OOC] weeks The final tier that most runesmith would deem safe for use upon melee weapons, this rune will typically require 5 irl days of rest before being reusable. Tier 4 ( Expert Runesmith) They can carve all tier based runes at tier four and below as well as the deity and non tier based runes and they will have to regularly practice drawing the runes and learning them. Lasts six [OOC] weeks Runes at this tier require 6 days of rest before being reusable. Tier 5 (Runelord) They can carve all tier based runes at tier five and below as well as the deity and non tier based runes and they will have to regularly practice drawing the runes and learning them. Maximum tier available for any runesmith. The maximum tier any normal runesmith or runelord would be able to carve, such a powerful rune requiring 1 irl week of rest before being reusable. Tier 6 (Story team only use in events) The very pinnacle of power for runes that the most skilled runesmith would hope to carve, their very existence questioned by most of the runesmiths with very few runelords knowing bits and pieces about this ancient knowledge and power. Locomotion rune Pull/push The side on which these are etched determines the direction of force applied: push against the surface, while pull in the opposite direction. The object remains in place and does not return to its original state when the rune expires. Tier 1 power of pull/push rune: 3 blocks. Tier 2 power of pull/push rune: 5 blocks. Tier 3 power of pull/push rune: 7 blocks. Tier 4 power of pull/push rune: 9 blocks. Tier 5 power of pull/push rune: 12 blocks. Tier 6 (ST only) power of pull/push rune: ≤20 blocks. This is a non-combat rune, and may not be used on other beings. The power of a pull/push rune decreases by 0.5 blocks depending on the object’s material, in relation to world accepted lore, that the runesmith is trying to pull/push. Open/Close The activated rune applies the appropriate forces to open up a gate or door, or to close it. If a larger force would be required to open or close, the rune will simply not work. The door or shaft does not close back / open again when the rune expires. Tier 1 power of open/close run: 44lbs (20KGs). Tier 2 power of open/close rune: 66lbs (30KGs). Tier 3 power of open/close rune: 99lbs (40KGs). Tier 4 power of open/close rune: 132lbs (60KGs). Tier 5 power of open/close rune: 176lbs (80KGs). Tier 6 (ST only) power of open/close rune: 1102lbs (500KGs). This is a non-combat rune, and may not be used on other beings. If such rune is used to lockpick a door/gate/lift/etc, the server rules of lockpicking apply to the rune. Lift up / Lift down The activated rune applies the appropriate force in either upward or downwards vertical direction. Objects mid-air fall back down when the rune expires/is destroyed/deactivates with appropriate force (possibly crushing them). Tier 1 power of lift up/lift down rune: 22lbs (10KGs). Tier 2 power of lift up/lift down rune: 44lbs (20KGs). Tier 3 power of lift up/lift down rune: 88lbs (40KGs). Tier 4 power of lift up/lift down rune: 121lbs (55KGs). Tier 5 power of lift up/lift down rune: 176lbs (80KGs). Tier 6 (ST only) power of lift up/lift down rune: 661lbs (300KGs). This is a combat rune, and may be used on other beings. If used in combat, the rune is able to focus on only one thing at a time, unable to lift more than one person at once. Absorb / Emit The activated rune may absorb or emit a material. The amount and form is similar to the closest elemental evocation, though always a tier higher. The difference between these runes and the create/destroy runes is that absorbed material can be recovered if an attached emit rune is activated, if the rune expires or if the rune is destroyed. Tier 1 power of Absorb / Emit rune: 1 block / 1 cubic meter. Tier 2 power of Absorb / Emit rune: 8 blocks / 2 cubic meters. Tier 3 power of Absorb / Emit rune: 27 blocks / 3 cubic meters. Tier 4 power of Absorb / Emit rune: 64 blocks / 4 cubic meters. Tier 5 power of Absorb / Emit rune: 216 blocks / 6 cubic meters. Tier 6 (ST only) power of Absorb / Emit rune: 1000 blocks / 10 cubic meters. The Absorb / Emit rune absorbs and emits at the rate stated by the materials. The Emit rune can not emit at a faster rate than it absorbed. The Absorb / Emit Rune can not absorb / Emit living matter. Create / Destroy The activated rune may create or destroy a material. The amount and form is similar to the closest elemental evocation. Destroyed material is non-recoverable (and may be expelled from the rune in cases where an item or object can’t be destroyed). Created material disappears when the rune expires/destroyed/deactivated. Tier 1 power of Create / Destroy rune: 1 block / 1 cubic meter. Tier 2 power of Create / Destroy rune: 8 blocks / 2 cubic meters. Tier 3 power of Create / Destroy rune: 27 blocks / 3 cubic meters. Tier 4 power of Create / Destroy rune: 64 blocks / 4 cubic meters. Tier 5 power of Create / Destroy rune: 216 blocks / 6 cubic meters. Tier 6 (ST only) power of Create / Destroy rune: 1000 blocks / 10 cubic meters. The Create / Destroy rune can not be used on organic matter or living things. Destroyed materials can not be recovered. Separate / Bind The activated rune separates or binds to a specific bottleneck close to it. The spell works similar to a same-tier transfiguration binding and separation. This effect does not reverse after the rune expires or is destroyed/deactivated. Tier 1 power of Separate / Bind rune: A force of anything under 22lbs (10kg) combined can be bound or separated. Tier 2 power of Separate / Bind rune: A force of anything under 44lbs (20kg) combined can be bound or separated. Tier 3 power of Separate / Bind rune: A force of anything under 110lbs (50kg) combined can be bound or separated. Tier 4 power of Separate / Bind rune: A force of anything under 220lbs (100kg) combined can be bound or separated. Tier 5 power of Separate / Bind rune: A force of anything under 330lbs (150kg) combined can be bound or separated. Tier 6 (ST only) power of Separate / Bind rune: A force of anything under 661lbs (300kg) can be bound or separated. Can be used in combat against non-living matter Even after the rune deactivates or is destroyed, the object separated or bound will not go back to their original position on it’s own. Expand / Shrink (+ Grow) The object on which the rune is presented expands in size or shrinks. Dimensions and weight are both retained, an expanding object becomes less dense while a shrinking object loses density. The volume of expansion is defined by the tiers: T1 - 1.1x T2 - 1.25x T3 - 1.5x T4 - 2x T5 - 3x The expansion always happens over a span of approximately 20 seconds / 3 emotes. After the rune expires, or after the rune is destroyed or deactivated, it will apply the opposite of its initial effect to return the object to its original dimensions. Grow & Shrink can be carved into barks to apply a permanent effect onto their respective trees. Tier 1 power of Expand / Shrine (+ Grow) rune: 22lbs (10KGs). Tier 2 power of Expand / Shrine (+ Grow) rune: 44lbs (20KGs). Tier 3 power of Expand / Shrine (+ Grow) rune: 88lbs (40KGs). Tier 4 power of Expand / Shrine (+ Grow) rune: 176lbs (80KGs). Tier 5 power of Expand / Shrine (+ Grow) rune: 352lbs (160KGs). Tier 6 (ST only) power of Expand / Shrine (+ Grow) rune: 881lbs (400KGs). The Expand / Shrink (+ Grow) Rune can not be used on organic material. The weight will always be the same as the initial object, even after expanding or shrinking. Turn Left / Turn Right If the object cannot be rotated, even by force, the rune won’t work. This effect does no reverse. Tier 1 power of Turn Left / Turn Right rune: 22lbs (10KGs). Tier 2 power of Turn Left / Turn Right rune: 44lbs (20KGs). Tier 3 power of Turn Left / Turn Right rune: 88lbs (40KGs). Tier 4 power of Turn Left / Turn Right rune: 176lbs (80KGs). Tier 5 power of Turn Left / Turn Right rune: 308lbs (140KGs). Tier 6 (ST only) power of Turn Left / Turn Right rune: 881lbs (400KGs). Anything above the weight will simply not turn at all. The effect will be gradual and not instant. Reinforce / Weaken The rune temporarily increases the density and weight of the object it is placed on. The increase or decrease will take an equal amount of jumps in the following order as per the rune’s tier: Air - Steam - Water - Mercury - Slime Gelatine - Cloth - Felt - Soft wood - Hard wood - Soil - limestone - granite - copper - iron - steel (including metals such as lunnarite and other similar ones)- bluesteel - carbarum - hardened/ refined carbarum For example, a T5 reinforced rune placed on a wooden castle gate will make it as strong and dense as wrought iron, whereas a weakened rune placed on the same gate will make it soft enough to be swatted away like a melting chocolate statue. Material will always return to its original density after the rune expires/is destroyed/deactivated. Tier 1 power of Reinforce / Weaken rune: 1 step in the list above. Tier 2 power of Reinforce / Weaken rune: 2 steps in the list above. Tier 3 power of Reinforce / Weaken rune: 3 steps in the list above. Tier 4 power of Reinforce / Weaken rune: 4 steps in the list above. Tier 5 power of Reinforce / Weaken rune: 5 steps in the list above. Tier 6 (ST only) power of Reinforce / Weaken rune: unlimited steps (from air to ref. carbarum). The Reinforce / Weaken Rune can not be used on living matter. The Reinforce / Weaken rune only affects the density of the material, nothing else. Replace The rune temporarily replaces one material with another. This is subject to density, and the rune adheres to the same guidelines the reinforce / weaken runes do in the material transition per tier. All material changes back into its original form when the rune expires/is destroyed/deactivated. Tier 1 power of Replace rune: 1 block / 1 cubic meter. Tier 2 power of Replace rune: 8 blocks / 2 cubic meters. Tier 3 power of Replace rune: 27 blocks / 3 cubic meters. Tier 4 power of Replace rune:64 blocks / 4 cubic meters. Tier 5 power of Replace rune: 216 blocks / 6 cubic meters. Tier 6 (ST only) power of Replace rune: 1000 blocks / 10 cubic meters. The Replace Rune can not be used on organic material. The material replaced will always return to its former state at the same speed it got replaced after the rune deactivates. Protect (has to be paired with “surface”) The rune protects the surface where it is etched from the detrimental effects of whatever element is paired with it. A “protect fire” rune will prevent wood from catching flame during activation, while a “protect mud” or “protect dirt” pair of shoes will expel filth and become clean on demand. The tier of the rune determines duration: T1 for 10 sec, T2 for 20 sec, T3 for a minute and T4 for five minutes. Tier 1 power of Protect rune lasts 10 seconds or 1 emote up to 1 block / 1 Cubic meter. Tier 2 power of Protect rune lasts 20 seconds or 2 emotes up to 8 blocks / 2 Cubic meters. Tier 3 power of Protect rune lasts 1 minute or 3 emotes up to 27 blocks / 3 Cubic meters. Tier 4 power of Protect rune lasts 5 minutes or 5 emotes up to 64 blocks / 4 Cubic meters. Tier 5 power of Protect rune lasts 15 minutes or 8 emotes up to 216 blocks / 6 Cubic meters. Tier 6 (ST only) power of Protect rune lasts forever up until it needs to be recarved or is disrupted / destroyed up to 1000 blocks / 10 Cubic meters. The Protect rune will only deter material, does not protect the affected material from all harm and does not destroy anything that comes near it. The Protect rune must be paired with “Surface” or else it will not work at all. Can not be used to walk on liquids as it will still make you sink down them. Elemental runes Spoiler Stone Always adheres comparable earth evocation rules. Tier 1: created, protected, destroyed etc…. At approximately ½ block per emote. Tier 2: created, protected, destroyed etc…. At approximately 1 block per emote. Tier 3: created, protected, destroyed etc…. At approximately 2 blocks per emote. Tier 4: created, protected, destroyed etc.... At approximately 4 blocks per emote. Tier 5: created, protected, destroyed etc…. At approximately 5 blocks per emote. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1 stone rune affects stone in a 1 block radius, Tier 2 in a 2 block radius, Tier 3 in a 4 block radius, Tier 4 in a 6 block radius and Tier 5 in a 10 block radius. Tier 1-4 stone rune’s effects last for a maximum period of 1 emote and Tier 5 stone rune’s effects lasts for a period of 2 emotes at Maximum. Having access to this rune does not mean that you can have said material spawned in by staff. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Mud Always adheres comparable earth evocation rules. Tier 1: created, protected, destroyed etc…. At approximately ½ block per emote. Tier 2: created, protected, destroyed etc…. At approximately 1 block per emote. Tier 3: created, protected, destroyed etc…. At approximately 2 blocks per emote. Tier 4: created, protected, destroyed etc.... At approximately 4 blocks per emote. Tier 5: created, protected, destroyed etc…. At approximately 5 blocks per emote. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1 mud rune affects mud in a 1 block radius, Tier 2 in a 2 block radius, Tier 3 in a 4 block radius, Tier 4 in a 6 block radius and Tier 5 in a 10 block radius. Tier 1-4 mud rune’s effects last for a maximum period of 1 emote and Tier 5 mud rune’s effects lasts for a period of 2 emotes at Maximum. Having access to this rune does not mean that you can have said material spawned in by staff. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Dirt Always adheres comparable earth evocation rules. Tier 1: created, protected, destroyed etc…. At approximately ½ block per emote. Tier 2: created, protected, destroyed etc…. At approximately 1 block per emote. Tier 3: created, protected, destroyed etc…. At approximately 2 blocks per emote. Tier 4: created, protected, destroyed etc.... At approximately 4 blocks per emote. Tier 5: created, protected, destroyed etc…. At approximately 5 blocks per emote. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1 dirt rune affects dirt in a 1 block radius, Tier 2 in a 2 block radius, Tier 3 in a 4 block radius, Tier 4 in a 6 block radius and Tier 5 in a 10 block radius. Tier 1-4 dirt rune’s effects last for a maximum period of 1 emote and Tier 5 dirt rune’s effects lasts for a period of 2 emotes at Maximum. Having access to this rune does not mean that you can have said material spawned in by staff. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Metal (Aurum, Ferrum, etc.) Always adheres comparable earth evocation rules. Furthermore, the usage of the word “Ferrum” reduces the rune’s strength by one tier, “Aurum” by two and. All other metals adhere to similar restrictions under the scrutiny of lore moderation. Tier 1: created, protected, destroyed etc…. At approximately ½ block per emote. Tier 2: created, protected, destroyed etc…. At approximately 1 block per emote. Tier 3: created, protected, destroyed etc…. At approximately 2 blocks per emote. Tier 4: created, protected, destroyed etc.... At approximately 4 blocks per emote. Tier 5: created, protected, destroyed etc…. At approximately 5 blocks per emote. Cannot be used to summon rare metals such as Lunarite, Thanic steel, Azhl steel, Boomsteel, Carbarum etc. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1 metal rune affects metal in a 1 block radius, Tier 2 in a 2 block radius, Tier 3 in a 4 block radius, Tier 4 in a 6 block radius and Tier 5 in a 10 block radius. Maximum Tier 5 rune strength of an aurum rune is equal to at maximum the strength of a Tier 3 metal rune. Maximum Tier 4 rune strength of a Ferrum rune is equal to at maximum the strength of a tier 4 metal rune. Tier 1-4 Metal rune’s effects last for a maximum period of 1 emote and Tier 5 Metal rune’s effects lasts for a period of 2 emotes at Maximum. Having access to this rune does not mean that you can have said material spawned in by staff. Metals affected by the Metal rune can only appear in its raw ore form and not in its refined form. Protect and Metal runes can only ever be used together in non combat scenarios such as keeping metal dust off shoes. If struck by a metal weapon, the protect metal runes on any kind of armour is still capable of being struck. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Crystal (Salt, Emerald, Ruby, etc.) Adheres earth evocation rules. All except salt adhere to similar restrictions as there is on metals. Tier 1: created, protected, destroyed etc…. At approximately ½ block per emote. Tier 2: created, protected, destroyed etc…. At approximately 1 block per emote. Tier 3: created, protected, destroyed etc…. At approximately 2 blocks per emote. Tier 4: created, protected, destroyed etc.... At approximately 4 blocks per emote. Tier 5: created, protected, destroyed etc…. At approximately 5 blocks per emote. Cannot be used to summon rare crystals such as Kuila, Azhl, Thanium or Rubirium or any other kind of special gems. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1 crystal rune affects crystals in a 1 block radius, Tier 2 in a 2 block radius, Tier 3 in a 4 block radius, Tier 4 in a 6 block radius and Tier 5 in a 10 block radius. Tier 1-4 Crystal rune’s effects last for a maximum period of 1 emote and Tier 5 Crystal rune’s effects lasts for a period of 2 emotes at Maximum. Having access to this rune does not mean that you can have said material spawned in by staff. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Fire Adheres to fire evocation rules. Tier 1: Small candlelights of fire. Tier 2: Small flames that would make the surface of the material’s surface extremely harmful to touch and capable of burning someone. Tier 3: A small fireball about the size of a baseball that would shoot off with fiery red flames Tier 4: A column of fire that would extend outwards the directions the user is pointing at. Maximum of 10 blocks long and 1 block diameter of column. Tier 5: A Blue fireball the size of a football (soccer ball for all you Americans) that would shoot outwards into the direction it's pointed at. Fire of a normal rune fire is similar to the strength of the fire of a Tier 3 Fire Evocationist. The column of fire summoned by the Tier 4 fire rune will last for a period of three emotes at maximum. Strength of Tier 1 fire rune is enough to cause small burns. Strength of Tier 2-3 fire rune is enough to cause first degree burns. Strength of Tier 4 fire rune is enough to cause second degree burns. Strength of Tier 5 fire rune is more than enough to cause third degree burns and if exposed for longer periods of time, charring of the skin. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Smoke and Steam Adheres to fire evocation rules. Tier 1: A tiny wisp of greyish smoke that would be barely noticeable, a tiny amount of steam that you would only be able to see if one were to look purposefully for it. Tier 2: A small amount of greyish smoke that would be noticeable clearly but still able to see through it. A small amount of steam that would be similar from a kettle boiling. Tier 3: A small amount of black smoke that would be noticeable and extremely hard to see through. A large amount of steam in a small area. Tier 4: Enough black smoke to fill up a small room at maximum 5 by 5. Similarly enough steam to turn a room into a sauna. Tier 5 Enough black smoke to fill up a large room with thick black smoke by maximum 15 by 15 by 15. Enough steam to turn a large room into a sauna or to turn the insides of a small rune into the insides of a steam cooker. Tier 1-2 smoke and steam runes are not enough to harm anyone or have any effect except for aesthetic purposes. Tier 3-4 smoke and steam runes will make it noticeably harder to breathe through but any normal person should be fine. Tier 5 smoke and steam runes will cause some coughing if proper not equipment is not put on. Tier 1-5 smoke and steam runes take three emotes to use, one to activate, one for the rune to take effect on the surface and one for the use of the rune. Tier 1-3 smoke and steam runes’ effects only last a period of 1 emote before the effects start to dissipate in the following emotes. Tier 4 smoke and steam runes’ effects last a period of three emotes at maximum before in the following emotes the effects would start to dissipate. Tier 5 smoke and steam rune’s effects would last a period of five emotes at maximum before in the following emotes the effects would start to dissipate. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Lightning Lightning runes etched into metals will apply their effects on the metal they are etched onto. Lightning runes placed underwater electrocute the water body. This can potentially turn a lightning-runed sword into a very lethal weapon if wielded with an appropriate pair of gloves, though it may have dire consequences on armour or weapon pieces if the smith or user does not pay attention. Tier 1: Produces a tiny zap from the metal that can be hardly felt with very few sparks. Tier 2: Produces a noticeable zap from the metal that can be felt as a shock but very harmless to most beings. Small amount of sparks. Tier 3: Produces a noticeable zap similar to that of a taser capable of stunning people for a brief moment, most often what’s used on melee weapons. Noticeable amount of sparks being given off Tier 4: Produces a large amount of sparks with a lightning bolt extending out by 5 blocks capable of burn damage and some nerve damage. Tier 5: Produces a large bolt of lightning similar to that of a lightning strike in strength extending out by 10 blocks. Capable of severe burn damage and major nerve damage with prolonged contact it will eventually lead to death. Tier 1-2 Lightning runes are strictly not enough to harm anyone. Tier 3 Lightning rune is not enough to make someone pass out or cause burns. Tier 4 Lightning runes are only capable of second degree burns at maximum and the bolt of lightning only lasts a maximum of a period of two emotes. Tier 5 Lightning runes are capable of third degree burns and charring of the flesh if exposed for a longer period of time. Three emotes of contact with a Tier 5 rune lighting bolt must be needed to cause death. The tier 5 Lightning bolt can only last a period of 2 emotes at Maximum. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Air Adheres to air evocation rules. Tier 1: Produces a tiny gust of wind that is barely felt. Tier 2: Produces a gust of wind that is somewhat noticeable. Tier 3: Produces a more noticeable stronger gust of wind similar to that of one in a storm. Tier 4: Produces a gust of wind that would make it noticeably hard to walk through. Tier 5: Produces a gust of wind making it almost impossible to walk or run through, capable of pushing people back and capable of knocking people off their feet. Tier 1-3 air runes are not enough to push anyone back and their effects only last for a period of 1 emote. Tier 4-5 air runes are enough to push someone back with tier 4 air rune lasting for a period of 1 emote and tier 5 air runes lasting for a period of two emotes. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Water and Lava Adheres to water evocation rules. Lava has same effect as water but moved down a tier Tier 1: Produces droplets of water, drop of lava. Tier 2: Produces trickles of water, droplets of lava. Tier 3: Produces at normal garden water hose power. A trickle of lava. Tier 4: Produces at fireman hose level, normal garden hose level power of lava. Tier 5: Produces at riot police water cannon level, fireman hose level of lava. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1-4 Water runes last for a period of 1 emote before the effects would start to die down in the following emotes. Tier 5 Water runes last for a maximum period of 2 emotes before the effects would start to die down in the following emotes. Tier 1-5 Lava runes last for a period of 1 emote before the effects would start to die down in the following emotes. Having access to this rune does not mean that you can have said material spawned in by staff. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Ice Tier 1: Covers a small area with a thin layer of frost and ice that would almost instantly melt. (A hand sized area and there would no negative effects) Tier 2: Covers a bigger area with a thin layer of frost and ice that would melt after a very brief amount of time ( arm sized area and no negative effects except that area feels a bit chilly) Tier 3: Covers an area the size of a human torso with a layer of ice that would start to be numbing to the skin and last a brief amount of time before melting. Restricts movement in the part that is covered by ice ( prolonged exposure is not recommended). Tier 4: Covers an area equaling the entire front of the body of a human with a layer of ice that would be numbing to the skin and last a brief amount of time before melting. It would also restrict movement and slow an average person down( prolonged exposure is not recommended). Tier 5: Covers an area equaling the entire front of the body of a human in a thick layer of ice that would be numbing to the skin and most likely cause frostbite. Would also restrict movement for most individuals. It would melt fully in one irp hour if not helped by others. Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1-2 Ice runes are most harmless and not capable of causing damage and will melt after 1 emote. Tier 3-4 Ice runes can cause frostbite if not treated effectively and lasts for a period of three emotes if no action is taken. Tier 5 Ice rune can cause frostbite that will permanently affect the victim’s body if not treated properly the effects would last for fully for 1 irp hour or a period of 5 emotes (whichever one is shorter in each incident). Having access to this rune does not mean that you can have said material spawned in by staff. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Explosion Applies sudden, outward force from the rune. Tier 1: Tiny blast radius of ½ a block Tier 2: blast radius of 1 block Tier 3: Blast radius of 5 blocks Tier 4: Blast radius of 10 blocks Tier 5: Blast radius of 15 blocks Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. It only exerts a sudden outward force from the rune on its own and is not capable of exerting out flames or shrapnel with the Explosion rune on its own. Tier 1-3 Explosion runes are capable of knocking over anything weighing under 80kg and capable of pushing back anything between 80kg-150kg in each of their respective blast radiuses. Tier 4 Explosion rune is capable of knocking over anything weighing under 150kg in a 5 block radius surrounding the rune and capable of pushing back anything between 150kg-300kg in the 10 block radius. Tier 5 Explosion rune is capable of knocking over anything weighing under 300kg in a block radius surrounding the rune and capable of pushing back anything in the 300kg-500kg range in a 5 block radius surrounding the rune. Tier 5 Explosion rune is capable of pushing back anything between 150kg-300kg in a 15 block radius. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Light The rune radiates light. The direction of the light, or the way it is radiated, can be changed by direction runes. The strength of the light is based on the rune’s tier: Tier 1: Flicker Tier 2: Strength of average Candlelight Tier 3: Strength of Torchlight Tier 4: Strength of an average Flashlight Tier 5: Floodlight (capable of blinding for a second or two after activated) Tier 1-5 runes take one emote to activate, one emote for the rune to take aim and one emote for the action or firing. Tier 1-4 Light runes effects last for a period of one emote before it dies down in the following emotes. Tier 5 Light runes lasts for a period of two emotes before it dies down in the following emotes. Light is the only property that can be provided by this rune and the light does not bear any special properties or abilities of any kind except for the lighting of an area. Tier 1-5 Light runes are not capable of causing permanent eye damage. Tier 6 Rune can only be used by Story team members in events and the power of one is up to each ST member and what they deem to be appropriate. Direction runes Spoiler These runes are used to direct the shape & target of runic elements. A “create + element” rune without a specific shape creates its effect in the most convenient way possible: fire will burst out, water will spill from the rune and smoke will rise up vertically. Cone The rune’s effect is created in a cone approximately three metres wide at its end and five metres in length. Adding the word “large” doubles the area. Three block diameter and five block height at maximum for use of Cone rune on its own. If the word large is used the surface area will be doubled with the diameter at four blocks and height at 8 blocks. (Maths is roughly right) This rune can only be used once, the runes slowly fading after its first usage. Cone runes that are bigger than four blocks diameter and eight blocks height can only ever be created by Story Team members when deemed appropriate. Projectile The rune’s effect is condensed into a blob of magical energy bearing resemblance to its effect, which is exerted when the blob crashes into something. For example, a “create Mud projectile” rune will shoot a Mudball that bursts (not explodes) into bits of normal mud at the target. The blob produced cannot be bigger than a basketball. This rune may be activated and used three times at maximum before it would start to slowly fade away. Blobs larger than that of a basketball can only be created by Story Team members when deemed appropriate. Contact The rune’s effect will be invoked the first time the rune touches onto a surface after its activation. EG, a soldier may activate a “create fire contact” rune on their sword, and it will only burst into flames if the sword’s runed side cuts into something. This rune may be activated and used for a maximum of two irl weeks before slowly fading away. Contact runes that last longer than ten times can be only created by story team members when deemed appropriate. Surface The rune’s effect will be applied only to the surface on which the rune is carved. It will affect the whole surface, or if the surface is larger than a four-by-four metres area, it will apply it onto a 2-metres radius circle on the surface around the rune. The rune may be activated and used a maximum of three times before the runes would slowly fade away. Surface runes that affect a bigger area than that of a four by four area can only be created by Story Team members when deemed appropriate. Example runes & their activation Spoiler T5 runelord, etching a “create fire surface blood” rune on a sword with the blood of the dwarf “Gloin”, and with the name “Fireheart” to activate it. The resulting rune lights the blade of the sword on fire, which has the temperature and strength of a T3 fire mage’s flames. Gloin raised his sword in the air, a set of runes glancing on its black ferrum edge. He uttered the words “Karaad Amoruk”, to which the runes lit up with a fiery glow. [!] He twirled his hands around the hilt of the sword, holding it a fair distance from his body as flames erupted from the runes and engulfed the blade. [!] The Dwarf then lunged in for an attack, his swing now bearing the heat and blaze of the flames radiating from the runes along the sword. Miscellaneous Spoiler Haste rune A rune making the user that makes the user walk faster or run twice as fast as the normal rate. Tier 1: Lasts for a period of 1 minutes/ 1 emotes. Tier 2: Lasts for a period of 2 minutes/ 2 emotes. Tier 3: Lasts for a period of 5 minutes/ 5 emotes. Tier 4: Lasts for a period of 10 minutes/ 10 emotes. Tier 5: Lasts for a period of 1 hour/ 15 emotes. Tier 6: Lasts for a period of 1 day Cannot be used for combat. The rune requires three emotes to use at minimum to be activated. After the rune wears off, all the fatigue gathered by the rune during its time would begin to set in. Stamina rune A rune making the user have a heightened Stamina where one is unable to feel even a little bit tired Tier 1: Lasts for 2 minutes/ 1 emote (sip of coffee) Tier 2: Lasts for 10 minutes/ 2 emotes ( gulp of coffee) Tier 3: Lasts for half an hour/ 4 emotes (half a cup of coffee) Tier 4: Lasts for an hour/ 8 emotes ( cup of coffee) Tier 5: Lasts for one and half hours/ 12 emotes (bigger cup of coffee) Tier 6: Lasts for a whole day (an unhealthy amount of coffee)(ST only) Cannot be used for combat. The rune requires three emotes to use at minimum to be activated. After the rune wears off the person will suddenly have a flood of tiredness rush over them from the actions they have just done while the rune was activated. At tier 5, when the rune wears off, the activator will blackout for a period of 2 emotes, in response to the sudden burst of tiredness rush in his body. Concentration rune A rune makes the user have a heightened sense of the things they choose to concentrate on. The user of such a rune will feel that the time is moving twice as slow around them. Tier 1: Lasts for a period of five minutes/ 1 emote Tier 2: Lasts for a period of ten minutes/ 2 emotes Tier 3: Lasts for a period of half an hour/ 4 emotes Tier 4: Lasts for a period of an hour/ 8 emotes Tier 5: Lasts for a period of a hour and half/ 12 emotes Tier 6: Lasts for a whole day (ST only) Cannot be used for combat. The rune requires three emotes to use at minimum to be activated. After the effects of the rune wears off, the person would suffer from a devastating headache for using their brain at such high capacities. After the use of a Tier 4-5 rune they would be stumbling around mostly with a highly likely chance of passing out and in most cases bleeding would erupt from both nostrils. Farsight rune A rune making the user have a hawk-like vision capable of even spotting the smallest thing in the distance for half an hour/ 6 emotes. Tier 1: See everything clearly for 10 blocks in the direction one is facing. Tier 2: See everything clearly for 20 blocks in the direction one is facing. Tier 3: See everything clearly for 30 blocks in the direction one is facing. Tier 4: See everything clearly for 40 blocks in the direction one is facing. Tier 5: See everything clearly for 50 blocks in the direction one is facing. Tier 6: See everything clearly for 80 blocks in the direction one is facing. (ST Only) Cannot be used for combat The rune requires three emotes to use at minimum to be activated. After the effects of the rune wears off, the person would start to have a blurry vision for 3 emotes. After the use of a tier 5 rune, the person would have problems seeing clearly in a range of 5 blocks for the next 5 emotes. Imagination rune Once activated the rune will display whatever the user is thinking of in their mind displayed in dust forms of primarily one colour that is most often the Aura of a person. While activated the user will enter like a dreamlike state aware of what is going around them but can not do any physical movements without deactivating the rune. Normal Tier: Only one tier for this rune for any normal runesmith or runelord, the effectiveness of the rune depends on the concentration and imagination of the end user. The thing imagined cannot occupy an area bigger than 5 blocks by 5 blocks by 5 blocks box area. Special ST Tier: for this rune there is no limit to the area affected, the aura of the thing imagined will be dependent on the type of creature. Takes one emote to activate, one emote for the thing imagined to start to form, third emote to finish forming and the scene may play out for a further five scenes in great detail before the user gets tired or ten scenes for formlike shapes. Another emote is needed to slip out of the dreamlike state Could be used for combat but none of the things imagined are physical and is more like mist. Once in the dreamlike state the person would need another emote to exit the dreamlike state. Usage/Expiration Spoiler Passive and Active runes have a usage limit and expiration date, depending on their tiers. After they've hit the usage limit or expiration date, the runes will cease to work, the carvings slowly fading if not re-carved and re-activated by a runesmith. Active Runes (Usage) Tier 1: Can only be used once Tier 2: Can only be used once Tier 3: Can only be used once Tier 4: Can only be used once Tier 5: Can only be used once Tier 6 (ST): Can be used twice Passive Runes (Usage) Tier 1: Can be used 2 times Tier 2: Can be used 4 times Tier 3: Can be used 5 times Tier 4: Can be used 7 times Tier 5: Can be used 10 times Tier 6 (ST): Can be used 14+ times Active Runes (Expiration date) Tier 1: Will expire if not used in 30 irl minutes Tier 2: Will expire if not used in 1 irl hour Tier 3: Will expire if not used in 1 irl hour Tier 4: Will expire if not used in 1:30 irl hours Tier 5: Will expire if not used in 2 irl hours Tier 6 (ST): Will expire if not used in4 irl hours Passive Runes (Expiration date) Tier 1: Will expire after 2 irl days Tier 2: Will expire after 3 irl days Tier 3: Will expire after 4 irl days Tier 4: Will expire after an irl week Tier 5: Will expire after 2 irl weeks Tier 6 (ST): Will expire after 3 irl weeks Mana Consumption Spoiler For a rune to work, it first must be activated by a runesmith. The process of activation works through the transfer of mana from either an animal, lesser or greater soul being or the runesmith itself. If the mana of swine is used in this process, the rune has a chance of 50% to fail activation (/roll 100, if under 50 it fails), resulting in sparks appearing around the rune and on itself, in the end destroying the carving. If in possesion, a Mana Obelisk may be used by the runesmith to activate his runes. If the runesmith is a current or ex voidal mage, he'd have a better experience at mana consuming, thus calibrating in a more precise manner the transfer of mana into a rune, yet not expanding his ability to create more runes than a normal runesmith. (For tier 1-3 subtract 10 mana and for tier 4-5 subtract 30 mana) To explain in a better way the system, we'll consider that each runesmith has a mana pool of 100. A runesmith may replenish his mana pool through various lore approved ways, including him going to sleep. Active runes take the same amount of mana, but from tier 1-3 subtract 10 mana and from 4-5 subtract 40 mana. The following tier list will explain the mana consumption for the creation of a rune, based on its tier. Tier 1: 15 out of 100 Tier 2: 30 out of 100 Tier 3: 40 out of 100 Tier 4: 50 out of 100 Tier 5: 65 out of 100 Tier 6: 90 out of 100 As the runesmith grows in experience, so does his experience in transferring mana into the rune does, thus lowering the amount of mana he infuses into a rune. The following system will explain how much each tier will take out of the normal rune's mana cost. Tier 1: 0 Tier 2: -5 Tier 3: -10 Tier 4: -15 Tier 5: -25 Tier 6: 0 A runesmith, based on his tier, has a limit of how many runes he may activate in a week. This does not apply to Active Runes which have no limit in how many can be activated for most of the tiers, besides tier 1-3 which can only activate 7 active runes per week Tier 1: 2 runes per week Tier 2: 4 runes per week Tier 3: 5 runes per week Tier 4: 7 runes per week Tier 5: 9 runes per week Tier 6: 11 runes per week Based of the method chose by the runesmith, either by using an animal, another lesser or greater soul being or himself as the transferer of mana into a rune, each way has its limits. Animals can be used only to active runes of tier 1-3. From tier 4 it would take the runesmith to use either a lesser or greater soul being to activate a rune. Compatibility Spoiler Magic is compatible with Golemancy, but runes may not be applied or used by golems or through the usage of golem limbs. Future generation of runes may be compatible with this current version of Runesmithing if they all follow the rules of the magic, alongside having specific redlines. This will ensure that Runesmithing will not remain as it is now, and that future generations of runesmiths will be able to shape it to the need of their times. Runic Cannons may be created, but a different architecture would have to be made for them, giving them a distinct look from the ordinary cannons. The cannons must be made out of carbarum and at the ignition chamber a rune of explosion must be carved, alongside a phrase rune for its activation. OOC Spoiler Purpose The purpose of this magic submission is to implement a core magic that has seen its creation since the very beginning of lotc. Not only that, the magic holds a large historical and cultural aspect over the dwarven playerbase, letting such magic sink in without attempting to bring it back would’ve meant a great loss for the dwarven community. If accepted, I’d like to request a cleanse of all runesmithing [MA]’s, [TA]’s and [MArts], to ensure that this will be a new fresh start for the magic and there will be no attempts to step into the development of it. Another reason for such a request is to make sure that any previous circlejerks will be cleansed once and for all, with this new era of runesmithing giving everyone the chance of learning it, despite the race. Runesmithing as a magic, occupies 2 slots out of character’s magical slots and falling under the general tier progression rules. Credits JokerLow - Author _x_Hyperion_x_ - Helper mika1278 - Helper Many thanks to Medvekoma, for allowing me to use his runesmithing rewrite revision as a template to start off. Changelog Spoiler Update 15/08/2020: Spoiler Removed the recarving system of runesmithing, replaced it with a cooldown on each rune, depending on its tier. Added a Miscellaneous category, along with a haste, stamina, concentration, farsight rune. Update 17/08/2020: Spoiler Replaced Ogradhad in some parts with Gudohr so the lore will be adjusted to the new aenguldaemon lore submission of Gudohr, the source of power for runesmithing. Update 19/08/2020: Spoiler Added two redlines, runesmithing x dark magic and runesmithing x lesser souls/altered souls. Update 26/08/2020: Spoiler Published the lore piece of Gudohr. Update 17/02/2021 Spoiler Polished some aspects of the magic, as well removed a good amount of things. 39 Link to post Share on other sites More sharing options...
DrHope 586 Share Posted August 7, 2020 Warning: dwarven players may be suspected to fume and tilt on this post. Be advised. 6 Link to post Share on other sites More sharing options...
Charles The Bald 1787 Share Posted August 7, 2020 (edited) THE BALD APPROVED PURGE THE CIRCLE JERK GIVE THIS THE APPROVAL +1 Edited August 7, 2020 by Charles The Bald 2 Link to post Share on other sites More sharing options...
UnusualBrit 2050 Share Posted August 7, 2020 Angry Irongrinder noises 2 Link to post Share on other sites More sharing options...
Shezept 304 Share Posted August 7, 2020 Good beans +1 for a homie 3 Link to post Share on other sites More sharing options...
mika1278 2674 Share Posted August 7, 2020 An amazing project to help work on with the lads 😎 5 Link to post Share on other sites More sharing options...
itdontmatta 7192 Share Posted August 7, 2020 not bad +1 add golemancy 2 Link to post Share on other sites More sharing options...
Charles The Bald 1787 Share Posted August 7, 2020 10 minutes ago, Rocky said: not bad +1 add golemancy You are right my friend, if only this beautiful team could work on re-writing golemancy, this beautiful magic should be a nice addition to the server. Wonderful idea Rocky. 3 Link to post Share on other sites More sharing options...
Pogmeister 91 Share Posted August 7, 2020 I like it 1 Link to post Share on other sites More sharing options...
Luciloo 2649 Share Posted August 7, 2020 Okay so I’ma touch on a few issues here, but I can see that clearly the authors cared about what they were writing. The major issue I’m going to address firstly, is that this rewrite reads exactly like Josh’s prior rewrite, which is to say that it reads virtually identical to Runesmithing for the past like four or five years. You’ve not updated the lore in any significant way, you’ve not added any new concepts of substance and although I see you removed the ******* absurd rolling requirement for connection, this just reads like a really outdated lore piece when compared to a lot of modern magic lore on lotc. This isn’t a dig at y’all personally, but Runesmithing is shelved, you could take it in any direction, you have full creative license here to go big and do something totally new with it. Instead you’ve just made it “Runesmithing from 2016” which is dry and tiring and a bit sad. The next issue I’d like to point out is that you’re referring to this as a deity magic(correct me if I’m wrong), yet you have no accompanying deity lore. Yemekar and the Brathmordakin are not canon deities with no associated implemented lore, they are entirely fictional and thus one cannot have a deity connection to them. This also relates back to the prior point, that previously this was allowed with old iterations of Runesmithing and it’s not really your fault for trying the same shtick again at least in regards to just vagueing how the deity connection works. You can’t write deity magic like this, you have to relate it to a canon deity, whether you write that deity yourselves or you use an existing one. Another symptom of the first issue, but deserves addressing on its own too- the concept of rune tiers over the Runesmith’s tier is a leftover you could have done without. Furthermore the concept of ‘recharging’ enchantments is being done away with steadily with modern rewrites, and there are only two reasons I can think of for leaving it in; one being that it was in the prior lore, so you kept it because you’re trying to ‘fix’ the old lore, it’s a leftover you weren’t sure needed touching; the other reason is that requiring recharging necessitates the user is a Runesmith and can thus recarve the rune themselves, or they are not and must return to a Runesmith and pay for the service of recharging, which allows Runesmiths to inherently stifle who gets to interact with the magic- I don’t think this is your reasoning for it, but it is inevitably what players will do if it’s allowed. I encourage you to read other deity magics, other magic in general and deity lore. This just isn’t good enough to make it through a loremag, and I get you just want to write cool magic I really do, I’m not trying to tear you down, but you can do better than this. 29 Link to post Share on other sites More sharing options...
Jentos 6814 Share Posted August 7, 2020 46 minutes ago, Luciloo said: Okay so I’ma touch on a few issues here, but I can see that clearly the authors cared about what they were writing. The major issue I’m going to address firstly, is that this rewrite reads exactly like Josh’s prior rewrite, which is to say that it reads virtually identical to Runesmithing for the past like four or five years. You’ve not updated the lore in any significant way, you’ve not added any new concepts of substance and although I see you removed the ******* absurd rolling requirement for connection, this just reads like a really outdated lore piece when compared to a lot of modern magic lore on lotc. This isn’t a dig at y’all personally, but Runesmithing is shelved, you could take it in any direction, you have full creative license here to go big and do something totally new with it. Instead you’ve just made it “Runesmithing from 2016” which is dry and tiring and a bit sad. The next issue I’d like to point out is that you’re referring to this as a deity magic(correct me if I’m wrong), yet you have no accompanying deity lore. Yemekar and the Brathmordakin are not canon deities with no associated implemented lore, they are entirely fictional and thus one cannot have a deity connection to them. This also relates back to the prior point, that previously this was allowed with old iterations of Runesmithing and it’s not really your fault for trying the same shtick again at least in regards to just vagueing how the deity connection works. You can’t write deity magic like this, you have to relate it to a canon deity, whether you write that deity yourselves or you use an existing one. Another symptom of the first issue, but deserves addressing on its own too- the concept of rune tiers over the Runesmith’s tier is a leftover you could have done without. Furthermore the concept of ‘recharging’ enchantments is being done away with steadily with modern rewrites, and there are only two reasons I can think of for leaving it in; one being that it was in the prior lore, so you kept it because you’re trying to ‘fix’ the old lore, it’s a leftover you weren’t sure needed touching; the other reason is that requiring recharging necessitates the user is a Runesmith and can thus recarve the rune themselves, or they are not and must return to a Runesmith and pay for the service of recharging, which allows Runesmiths to inherently stifle who gets to interact with the magic- I don’t think this is your reasoning for it, but it is inevitably what players will do if it’s allowed. I encourage you to read other deity magics, other magic in general and deity lore. This just isn’t good enough to make it through a loremag, and I get you just want to write cool magic I really do, I’m not trying to tear you down, but you can do better than this. in all seriousness i wouldnt mind some good canon brathmo lore, it’d be better than just relying on cringy aenguls/daemons which at this point are overdone and relied upon. 2 Link to post Share on other sites More sharing options...
BDanecker 858 Share Posted August 7, 2020 I really like this, especially the part where Runesmiths can only make so many runes before their previous runes loose power. One thing that confused me was the Hammer and Chisel part, as it seems both are needed to create the runes, but the post says the hammer creates, while the chisel removes? 1 Link to post Share on other sites More sharing options...
JokerLow 1189 Author Share Posted August 7, 2020 Right, so I will begin going through the replies. I’m extremly happy that the replies the post has, are filled with actual good arguments, instead of troll replies as I originally expected. 1 hour ago, Luciloo said: The major issue I’m going to address firstly, is that this rewrite reads exactly like Josh’s prior rewrite, which is to say that it reads virtually identical to Runesmithing for the past like four or five years. You’ve not updated the lore in any significant way, you’ve not added any new concepts of substance and although I see you removed the ******* absurd rolling requirement for connection, this just reads like a really outdated lore piece when compared to a lot of modern magic lore on lotc. Originally, when I saw the rewrites of Josh, I did not like them. The amount of unnecessary, extremly op and meme runes I’ve seen, had been enough for me to think that change might not be that good, since I know Josh is very well versed in the magic. After seeing your reply, I can understand your point of view and I feel like you’re indeed right about runesmithing needing modern additions to itself, as long as they as well are not overpowered. Therefore, tomorrow, since now its late, I am to start working on something to give runesmithing a different look than the old runesmithing we all know about. 1 hour ago, Luciloo said: The next issue I’d like to point out is that you’re referring to this as a deity magic(correct me if I’m wrong), yet you have no accompanying deity lore. Yemekar and the Brathmordakin are not canon deities with no associated implemented lore, they are entirely fictional and thus one cannot have a deity connection to them. This also relates back to the prior point, that previously this was allowed with old iterations of Runesmithing and it’s not really your fault for trying the same shtick again at least in regards to just vagueing how the deity connection works. You can’t write deity magic like this, you have to relate it to a canon deity, whether you write that deity yourselves or you use an existing one. Right, so the thing with runesmithing is, that the only deity that empowers the actual magic is Ogradhad. That is the only source of power a runesmith has, no other deity. I feel like you missunderstood the idea of each rune. As it goes back, runesmithing firstly came to dwarves, therefore, there have been runes with the name of each Brathmordakin, which would give the impression that the said Brathmordakin is empowering the rune, which is absolutely not true. As I said, the only source of power of a runesmith is Ogradhad, he made all the runes. Just because some runes have the names of the Brathmordakin, does not mean that the paragon in case is the power source of the rune with its name. 1 hour ago, Luciloo said: Another symptom of the first issue, but deserves addressing on its own too- the concept of rune tiers over the Runesmith’s tier is a leftover you could have done without. Furthermore the concept of ‘recharging’ enchantments is being done away with steadily with modern rewrites, and there are only two reasons I can think of for leaving it in; one being that it was in the prior lore, so you kept it because you’re trying to ‘fix’ the old lore, it’s a leftover you weren’t sure needed touching; the other reason is that requiring recharging necessitates the user is a Runesmith and can thus recarve the rune themselves, or they are not and must return to a Runesmith and pay for the service of recharging, which allows Runesmiths to inherently stifle who gets to interact with the magic- I don’t think this is your reasoning for it, but it is inevitably what players will do if it’s allowed. The recharging issue, is one of the things I expected people to disagree with and that is fair. My reason for having it on this rewrite, is not because it was on the previous one, but because it controls the usage of runes. Imagine someone having a tier 4 rune, which would be able to shoot off fireballs, with basically infinite usage. That is something I do not wish to see back, as I personally owned runesmithed weapons back in Atlas, one specific warhammer, with 3 different runes on it, which would never expire. The idea of us making this so the buyer of a rune would have to return to the runesmith and pay for a recarving, is completly out of text. It was never my intention or purpose when I added the recharging, again, it was to control the amount of usage a rune can have so it many not be overused till infinity. It is true, some runesmiths will try to use it as a way to boost their pockets, but that does not mean that there wont be runesmiths with good faith, willing to recarve any rune for free. 16 minutes ago, Jentos said: in all seriousness i wouldnt mind some good canon brathmo lore, it’d be better than just relying on cringy aenguls/daemons which at this point are overdone and relied upon. maybe 16 minutes ago, BDanecker said: I really like this, especially the part where Runesmiths can only make so many runes before their previous runes loose power. One thing that confused me was the Hammer and Chisel part, as it seems both are needed to create the runes, but the post says the hammer creates, while the chisel removes? Ok, so basically the idea behind the hammer and chisel is that, they are soulbound to a runesmith. A runesmith without his hammer and chisel is powerless, and that was the goal i was aiming to hit. When a runesmith is to make a rune, he uses the chisel to carve the runes required. The runes at that point, are dormant, non working since there was nothing to empower them. Then to make the runes active, the runes have to come in contact with a runesmith’s hammer. Only then, will a rune work. 6 Link to post Share on other sites More sharing options...
MC_BreadStick 203 Share Posted August 8, 2020 HEY THATS RUNESMITHING OMG YES Link to post Share on other sites More sharing options...
Luciloo 2649 Share Posted August 8, 2020 2 hours ago, JokerLow said: Right, so the thing with runesmithing is, that the only deity that empowers the actual magic is Ogradhad. That is the only source of power a runesmith has, no other deity. I feel like you missunderstood the idea of each rune. As it goes back, runesmithing firstly came to dwarves, therefore, there have been runes with the name of each Brathmordakin, which would give the impression that the said Brathmordakin is empowering the rune, which is absolutely not true. As I said, the only source of power of a runesmith is Ogradhad, he made all the runes. Just because some runes have the names of the Brathmordakin, does not mean that the paragon in case is the power source of the rune with its name. No I understand that the Brath aren't the ones empowering each rune, the problem is that Ogradhad is not a canon deity. He has no currently accepted deity lore, thus you cannot use him as the source of Runesmithing as a deity magic without submitting your own lore, which details things like his motivations, his realm etc. I’m of the opinion, and I know a few other players and ST agree with me, that making the Brath canon deities as Aengudaemons ruins an important part of Dwarven RP and culture. No other culture on the server has such a well-defined religion, so well-spread amongst its playerbase, which is totally fictional and created entirely iRP, than Dwarves with the Brathmordakin. Writing lore for them to all be canonised takes away from them, I feel. 2 hours ago, JokerLow said: The recharging issue, is one of the things I expected people to disagree with and that is fair. My reason for having it on this rewrite, is not because it was on the previous one, but because it controls the usage of runes. Imagine someone having a tier 4 rune, which would be able to shoot off fireballs, with basically infinite usage. That is something I do not wish to see back, as I personally owned runesmithed weapons back in Atlas, one specific warhammer, with 3 different runes on it, which would never expire. The idea of us making this so the buyer of a rune would have to return to the runesmith and pay for a recarving, is completly out of text. It was never my intention or purpose when I added the recharging, again, it was to control the amount of usage a rune can have so it many not be overused till infinity. It is true, some runesmiths will try to use it as a way to boost their pockets, but that does not mean that there wont be runesmiths with good faith, willing to recarve any rune for free. I would suggest that instead of requiring a player have to return to the Runesmith to have a rune recarved every two weeks, you instead make it so the rune recharges itself outside of combat. Other magics, such as Druidism and now Paladinsim, have mechanics which allow enchantments to be used once in a combat scenario, with specifics for how many emotes it lasts etc., and that the enchantment then recharges passively outside of combat. This removes what was termed ‘recharge roleplay’ which Clerics and Ascended routinely went through, and which was regarded as very boring and repetitive, but also prevents players from using runes excessively in a single combat encounter. Like at the end of the day, if the player returns to have a rune recarved, they can still use the rune infinitely no? Removing the need for recarving and replacing it with a cooldown, just cuts out the busywork. You could even predicate the cooldown based upon the tier of rune so that a Runesmith could choose to offer a very powerful rune with a long cooldown or a weaker rune with a faster cooldown. Overall, I appreciate you responding to my points. I’m glad you’re interested in taking the criticism on board and working to update the work here to make it more in line with current iterations of magic lore. Like I know you and your co-authors can do something good with it, you’ve just got to really push for something good. 7 Link to post Share on other sites More sharing options...
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