Nooblius 5794 Popular Post Share Posted August 17, 2020 ᛟᚱᛁᚷᛁᚾᛋ ᛟᚠ ᚱᚢᚾᛖᛋᛗᛁᛏᚺᛁᚾᚷ ORIGINS OF RUNESMITHING PART ONE: PRIMORIS When the world was young and green and newly made, the Four Brothers walked undying in the lands they found beneath the interminable firmament. This was the plane of Creation, that which has been inhabited by the Descendants since the first days. It was a residual land, formed from the hulking mass of the One who Came Before, whom the unknowing mortals call the Creator. He was Aedifex, who broke his own being upon the metaphorical anvil of Creation to give making to all which we now know. Of him much is written in the tale of Primoris Orsus, and the matter relayed here will not stray into the genesis. The Creator was not a deity in the modern ephemeral sense of the word- He was (and is) dead and gone, and scattered into a thousand pieces; the spiritual shards of this explosion gave life and soul to the Primordials, the Aenguls and the Daemons, and all the Descendants that came afterwards. His massive form, that which was not given over to create the Primordials Vigil, Composer and Preserver, became the lands we know as Aos and Eos; and it is this physical mass at the center of creation with which the matter written here is primarily concerned. For all intents and purposes his spirit vanished forever, so that none knew him or his works. But the power by which Aedifex gave shape to reality remained in His sacrifice, lingering and vibrating throughout the matter of the Material Plane. All natural remnants of Creation persisted by this design, a passive force constantly manifest in the world within the Veil. In this writing it shall be referred to as the Ruhn, that which bound the purpose of Making, the diktat of Aedifex. It is through this primeval remnant that the most fundamental force of genesis lingers, reverberating through our land like the aftershocks of the great forgotten Making. The Ruhn is in all things and is ever-present in Creation, an interminate force, the absence of which would result in the unraveling of the cosmos and the ultimate victory of the Void. Through every wind, river, and mountain, through every craft conceived, the primogenial mutterings of the Ruhn can be said to flow. And though its full breadth was unmanifest, being in all things- in the deepest parts of Aedifex’ broken corpus some of these energies of his Making concentrated, gathered in bright pulsing threads of unthinkable power. And even as the Four Brothers walked upon the great mass of the Creator’s body, as the Aenguls and the Daemons made their realms in the far aether, they knew it not. These veins of concentrated energy were hidden, and untouched they lay as great wars raged upon the corpus- their nature was concealed from those few who would recognize their eldritch presence. Even to the Creator’s mightiest children the Aengudaemons, who in latter days bore His spiritual power in greatest measure, could not fully comprehend the Maker’s secret fire remnant- busy as they were with the formation of their own realms, they paid no heed to them. The Ley Lines, as they came to be known in the Common Language, were to the Maker as nerves are to a creature of flesh (if such a comparison can conceivably be made of such an unknowable Being)- and even in his dead, broken and fallen body they retained a connection to the Ruhn, that immense primordial energy which had given rise to all we know. Therefore in the midst of the Creator’s own Plane, defended by the Veil from the crushing chaos of the Void, his power focused unbeknownst. There it tarried, this secret fire- untapped and untouched, until an age had passed during which much strife and tribulation occurred, and which is better explained in a tale of the Iblaesian Wars. Creation itself was shaken, the Deceiver was cast out, and the Four Brothers and their Descendants were made to pay the terrible price of Curses upon their souls. It was only afterward, that the power of genesis was again recognized- and even then, indirectly. PART TWO: THE DWARVES DIG In the ancient Kingdom of Urguan, ruled yet still by the first dwarf, an age of golden yore was flourishing. The sons of the Silverbeard had carved deep into the mountain which was their home, ornate and massive in its structure. In those days the manses of the dwarves were united in glory, and this great collective they named Khaz’Urguan, which is Urguan’s Hall in the Common Speech. From its golden forges and workshops were the greatest feats of craftsmanship born, such that are unseen and unrivaled today, and which a modern Dwarf would weep to behold. But then as now, the ambition of industry came at a great price- for in order to fuel their cursed greed and insatiable necessity for more resources, Urguan’s Folk dug deep into the rock, far past any hope or glimmer of light, and into gloaming so indescribably thick that no shape could be seen past the effect of what weak lanterns they brought with them. It was here, deep in the caverns of Khaz’Urguan, that the Dwarves first stumbled upon the primeval glory of their Genitor. There in the darkling shadows far beneath the earth, deeper than any sane person would ever seek to venture, one fortunate mining company encountered a thing unseen by any since the dawn of Creation; as they entered the expanse of a mammoth cavern, the amorphous shadows of the wall increasingly gave way, and a dim, blue light blinded their unaccustomed eyes. There, amid a cold lake of black water, a foundation of broken stone served as the focal point of shimmering energy which extended in four directions like an ethereal aurora. This was the first intersection of Ley Lines to be found, which later came to be known to the Runelords as “World Altars”- in truth the name is misleading, for no structure existed there save that which had been left behind by natural movement of rock (see “World Altar” section below). Here, in this place, the mystical untapped fires of Aedifex’s fallen might had come to a focal peak- where four currents of energy aligned, and blazed brightly for all to see. The spelunkers were mystified, and fell to their knees, captivated by its enchanting beauty, visions indecipherable flashing through their minds. They had reached the basal roots of Yemekar’s Creation, and they cowered before the majesty of it. The journey back up the deep roads to Khaz’Urguan was harrowing, each rest disturbed with repeated visions of the Altar, and each time more detailed than the last. By the time the dwarves arrived back to the undergates of their great city, they rambled incessantly about primordial power- their simple mortal minds overwhelmed entirely by a thing no Descendant could ever truly comprehend no matter how studied. Though the dwarves had already developed a rudimentary system of belief at this time, it is believed by modern scholars that the Brathmordakin Faith as we know it today had its origins here. In any case it came to be that the rambling, maddened trio were taken to the Underking himself. Urguan Silverbeard, caring yet opportunistic, first resisted investigating this strange power, wary of the harm it might cause to his people after so long and terrible a war as the one they had just survived against the Deceiver. But the intrepid greed of a Dwarf is no small thing, and Urguan was greediest of all- heeding his arguing courtiers and their dreams of the prosperity and power that would follow should they claim such a boon, his own Curse consumed him. Here it should be said that the miners who first saw the Altar became mad entirely soon after their recounting of the finding; their minds, and their Descendant forms, were unsuited to understanding such primeval light- they could not speak save in wailing prayer, and one by one they perished, plucking out their eyes with bare fingers and biting off their tongues in fits of uncontrollable spasm. The last, whose name is recorded as Barrin, was discovered in his cell amid concentric rings of a bizarre script unknown to his kin, yet with an indescribable familiarity to their shapes. In this writing they shall be called ‘letters’, but in truth they were something less orderly, more akin to a natural flow of lines; the reason for this shall be explained later (see “The Rune” section). But even such horror did not dissuade the King of Dwarves, who wished above all to conquer ever newer treasures- be they mineral or otherwise. He ordered three Dwarves of his Court- loremasters of great repute- to gather what information they could from the stricken miners, and make haste to claim this power which lay in his vast underground domain. Had they been more foolhardy in these early days, it may be that the art of Runesmithing would never have come to the realms of Urguan; but the King’s chosen were no fools, and knew that this which had come with such doom to Khaz’Urguan was no trifling matter. Carefully, and with immense rigor, the three Masters began to gather what they could of the primordial language recorded by Barrin in order to more fully understand what had transpired in the deeps. The work was halting, slow, and methodical- and as time went by, Urguan grew impatient and wroth with their lack of progress. With each day as the wise masters worked, the King paced in his stony halls ever more wrathful- until at last his forbearance was ended. “Fie!” he roared. “If thy minds cannot work here in the comfort of Khaz’Urguan, then perhaps I shall place thee in a place more suited to such labors!” And the King took the Masters and their assembled work, and bade them into the deeps where the Altar had been found. “Go thence, and come not back this way until you have aught to show for it!” And the King’s word was law, for none dared question it. By his command the three were sealed into the Deep Roads with a cart of tools, provisions, and their writings, to finish the research; the way was shut behind them, and a company of guard was placed upon the door. Thus it was that the fate of the first three Runesmiths was sealed (and though they did not yet know it, the greatest boon of Dwarvendom would come from their predicament). For many days they searched again for the glimmering Ley-Line, and for many weeks they could not retrace the steps of the maddened miners. But when it seemed there was no hope to find their quarry, one spied a light in the gloaming, and cried aloud. Armed now with understanding of their predecessors’ terrible fate, they entered the chamber with great care- and did not look upon that which cast its brilliant light upon them. But even then, their previous work bore fruit- they smelled smoke, and looking upon the parchment where they had transcribed Barrin’s writing the Masters beheld that some of the letters had singed the paper which bore them. Thereafter their true labor began, as the loremasters attempted to recreate the letters they had crafted; most were inert, and did not respond to their diligent scribbling. Those that did, singed the paper and did little else. The Dwarves attempted to carve the runes into wax tablets, the wood of their cart, and any soft surface they could, to no avail. Only those carved in stone bore results, though the sparks were barely visible even in the dim cavern- something was wrong, and the loremasters could not comprehend what it was. Under the constant fear of an accidental look upwards and descent into the oblivion of madness, and with their provisions growing sparse, they began to despair. At long last one of the wise dwarves broke, and gave a shout of true desperation- they would starve here in this accursed cavern, beneath the light of some incomprehensible power that their King had given them the impossible task of understanding! He wailed, and threw his hammer and chisel away, placing his head in his hands. At that moment a momentous flash, and a thunder like summer lightning, shook the cavern in its breadth. The stunned loremasters beheld that the tools had come in contact with the undulating energies of the Secret Fire, and shone with a light like stars in the darkness. The first Runesmith came over to the tools, and taking them up he felt an energy therein which cannot be described- save for that he felt an understanding of the natural world, the stone and the water, the fire of his comrade’s torch, and even the air about him. It was little more than a feeling, but the Dwarf knew that a breakthrough had been reached- and as he knelt to hammer out one of Barrin’s letters upon the stony rock beneath his feet, a miracle happened. The rune (for rune it was, the first ever carved) sprang forth with a roar of fire, singing the Runesmith’s beard with its brilliance, before falling dead and inert. But the three dwarves wept openly, for they knew that they had stumbled upon a great power, which had never been seen or known before. They sat there in the cavern of the Altar, and looked upon each other in wonder- thinking of all the potential of their discovery. PART THREE: DEVELOPMENT Thus it came to be that the art of runesmithing, known also simply as “Ruhn”, came to the Dwarves beneath the mountains- but it would be many years, and many lifetimes, before it reached a fully-developed state. This segment will concern the basic dialects which were first-made by the Runesmiths, and the order in which they were developed- as well as clarifications regarding their growing understanding of the Lines of Ley, and the Secret Fire itself. Further, more linear history may be found in the “Ancient History” section, which concerns itself with the coming of Odnarch and other matters which followed. After their breakthrough at the World Altar, the three Runesmiths returned and shared their newfound art with their king Urguan, whose joy knew no bounds. Eagerly, the three were granted writ to establish a new Guild which would be charged with developing and progressing the art of Runesmithing, thus becoming the first Triumvirate of the Order of Runelords. Over the years the fraternity, and with it the Ancient Kingdom of Urguan, reached a pinnacle of prosperity. Using their newfound capabilities, the Dwarves were able to make feats rivaling those of Aenguldaemonica, and any corrupt magics of the Void yet more so. For the moment however, the three Runelords and their followers focused their energy towards understanding Barrin’s Letters to their full extent, and by what virtue they could channel what appeared to be a natural power. They discovered that the exact shape of the runes dictated their effectiveness, and also that their size had an effect only on the difficulty of the accurate carving; by this virtue smaller runes were easier to grave correctly, and larger runes had a higher chance of malfunctioning when not rendered by a Master. Runes carved with mundane means did not work even when graved perfectly- only the tools touched by the Secret Fire upon the World Altar seemed to have the capacity to render the eldritch alphabet. Moreover, it was discovered that if a dwarf other than the one who had first held them attempted their use, they would be similarly inert; a connection had been established between the Ley-imbued tools and the first Runesmith. Some part of the primeval energy had seeped into his bones, and bound him hence. More is written about this, and the advancements the Runelords made to secure their connection, in the section marked “The Binding of Tools”. The first letters to be carved, and those taken directly from the scrawlings of Barrin, were of the Elemental Dialect- the very basic harnessing of the power of the plane. With these shapes of form the Dwarves were able to create fire, then water, then more complex things like ice and stone. They mastered slowly the ability to alter the letters in minute ways, to cause the elemental energies of the world to obey the rune in shape and form; by the end of the first century, the Runesmiths had developed what is now called the Suffix-Affix system of providing direction to a carved letter. As the art of Runesmithing became more developed, new minds began to conjure runes of higher complexity; this became known as the Utility or Divine Dialect, because it contained letters which could affect them in new and innovative ways. The Rune of Calming, for instance, was able to calm beings from rage- the Rune of Echoes could magnify the sound of a Dwarf’s voice, and so on and so forth. These runes were based on the original “natural” runes taken from Barrin’s writings, but in essence became the first “dwarf-made” letters. The Dialect was not the only area of advancement however- as the Order of Runelords grew and burgeoned, concern grew over the unstable and undeveloped nature of the World Altar. New runesmiths often became listless and affected after proximity to the Ley Lines, some even losing their minds. In response to this, the wise among them began to attempt to manipulate the flow of energies around the node of the Altar- the eventual pinnacle of this is the Ruhn-forge, described under the section of the same name. The Elemental Dialect, the Utility Dialect, and the Ruhn-forge are the pillars upon which the art of Runesmithing rest, but they are by no means its only applications; the Runelords are ever developing and rediscovering new ways and combinations of letters, giving rise to new Dialects and uses that may come to light someday soon. Runesmithing is a truly Dwarvish art, which rewards those who are patient, diligent and willing to experiment for the benefit of their craft. Under the leadership of the Order of Runelords, it shall flourish for many years to come. ~ ᚨᚱᛏ-ᛟᚠ-ᚱᚢᚾᛖᛋᛗᛁᛏᚺᛁᚾᚷ ART OF RUNESMITHING Runesmithing is the magic of creation, a sacred and powerful art of craftsmanship. Unlike many magics which are utilized by their practitioners in the moment, Runesmithing is something done in preparation, and not uniquely combative but with a heavy emphasis on innovation, artisanry, and culture. The vast majority of the art’s powers are lost to history, entire dialects of runes remaining hidden in the shadows of ruins, unique tools and methods of harnessing that primordial power of the Ruhn. Its practitioners, servants to the Ruhn, forever search for creating works more glorious than their predecessors in a constant struggle to not only preserve this most ancient art but advance it back to its previous age of prosperity. THE RUHN-FORGE Often accompanied by large statues, vibrant architecture, or perhaps just hidden away in the mountains, the Ruhn-forge is an incredibly powerful structure constructed in order to tame the intersection of Ley Lines, also known as a World Altar. These places are considered sacred by the Order of Runesmiths, and require special tools and proper knowledge to access safely. The Secret Fire of Ruhn burning within represents a connection between the power of Creation and the mortal world, a visible node of a far greater power. It took many centuries for the Runelords to develop script capable of taming the winds of primeval magic which blew along the Ley Lines- and even when they did, it was no straightforward matter. Building one exposes the masons to unbridled energy, and they risk sharing the fate suffered by Barrin in ages long past. Beyond this, the mere creation of a Ruhn-forge may take weeks or months even with the participation of the most skilled Runesmiths. Once the final runes are carved, however, the Altar may be considered ready for use in the rituals of the art. The core of any Ruhn-forge is the powerful blazing hot magical remnant of Making imbued into it, the sacred Secret Fire of Ruhn as it has gathered at a World Altar node. It is the point of most direct access which a Descendant can hope to achieve with the Ruhn or the Lines of Ley, without losing their mind. As such, runes (being as they are, conduits for the energy itself) heated by its flame are quickly recharged. It burns with a bright blue glow and emits a heat similar to that of a normal flame. The Ruhn has a noticeably strong presence and pronounced effect on those near it, and novices may suffer strange visions and other limited disturbances to their mental acuity. Trained and experienced Runesmiths, however, would feel less disturbed or affected by it due to their stronger connection and exposure to its innate radiation. [Feat] Ruhn-Forge Creation The structure is essential to Runesmiths, it is the base of all rune operations. An order of Runesmiths with no Ruhn-Forge is hardly one at all, as it is a focal point of the Ruhn, allowing them to connect new apprentices and create the more complex and powerful runes. The process of crafting this unique structure is extremely complex, being one of the only pieces of modern Runesmithing knowledge that originated in the Golden Age of the art, utilizing a series of eight runes not remotely known in their total purpose and capabilities, as well as a unique engineered design that although allowing certain creative liberties with statues and architecture has many details that must be the same for every Ruhn-Forge. This craft in its convoluted nature cannot be learnt by any amount of experimentation as the tools used to discover this art are long lost to the Golden Age, its craft must be taught from one Runesmith to another. Spoiler Redlines (Ruhn-Forge) Creating a Ruhn-forge requires knowledge of its making, as taught by a master of the craft. This shall be organized by having an associated [Feat] in Ruhn-forge Creation. There can only be a maximum of 2-3 Ruhn-forges per continent, as intersections of Ley Lines are rare and far between. Ley Line intersections (World Altars) can exist untapped, but they alone cannot serve as Ruhn-forges, as they would require a Runesmith with the proper [Feat] to refine them. A Ruhn-forge CAN be physically destroyed, however doing so would not prevent a new one from being built on its place. The World Altar node is indestructible save by the act of some greater Deity, and even this would be up to the discretion of the ST. If someone is to directly come into contact with the Ruhn-Fire’s flames, they would feel a searing pain across their entire body. Moving away nulls the pain instantly. Those within extreme proximity to the Ruhn-forge, the same distance at which one could feel the radiating heat of a normal forge, would feel its presence resonating against their soul. This would feel similar to being several feet underwater with high pressure. If a magic user of any sort uses their magic within 10 blocks of a Ruhn-forge, they feel a distinct presence from the Ruhn-forge similar to as if they were standing next to it. This is due to the natural interaction of the energy of the Material Plane (Ruhn) and the Void (arcane magic), or their extraplanar Deity (deific magic). A Runesmith is able to recognize the distinct power and presence of the Ruhn-forge within 30 blocks. For every emote a rune is heated by the Ruhn-Fire, it will regain a charge. THE RUHN LANTERN When equipped with runic equipment, its power may slowly deplete from usage. In an effort to charge equipment away from the forge, Runesmiths experimented for decades and found a way to capture Ruhn-Fire through a device and take on their travels. This special device is made of Ruhn-steel and contains within, a small candle flame of Ruhn-Fire. Inscribed at the base of the lantern would be a Rune of Preservatio. With said Ruhn Lantern, a Runesmith may light it at a Ruhn-forge and carry a small Ruhn-Fire away from the forge, the Rune of Preservation working to maintain the Ruhn connection, however in its natural limits can only sustain this for so long. This allows the Runesmith to charge runic equipment on the field or built into structures, powering the runes more efficiently depending on the tier itself. Depending on the strength of the rune they are trying to charge, it may cause the Ruhn-Fire to fizzle out much quicker during the process. Alternative to this, Runesmiths have been known to recarve runes in absence of a Ruhn-Fire. Spoiler Redlines (Ruhn Lantern) The Ruhn Lantern needs to be crafted from Ruhn Steel, the energy of the metal allowing it to withstand and contain the power of the Ruhn. The Run Lantern serves as a Ruhn-Fire however is not substantial enough to either connect new Runesmiths or produce Ruhnsteel. The Ruhn Lantern needs to be an ST signed Item. The Rune of Preservation is to maintain a connection between the Ruhn and the fire. Without it, the Ruhn flames inside would simply fizzle out. The Rune of Preservation must be at least T3, however there are no changes between the tiers. The Ruhn Lantern once lit by Ruhn-Fire will last two IRL weeks before the fire dies out. The Ruhn Lantern needs to be an ST signed Item and have its expiration date listed. Once a rune is out of charge, it no longer can cast until lit by a Ruhn-Fire or recarved by a Runesmith. Recarving has the same requisites as the rune’s initial carving. CONNECTION : THE BINDING OF TOOLS Runesmithing at its core is a magic of creation, of craftsmanship, and thus as any physical craft, has its own unique tools that are requisite to its utilization. The tools of a Runesmith are the hammer and chisel, essential not only in the carving of the runes themselves but bolstering the connection to the Ruhn. These tools are unique not only in purpose but in craft, as no standard masonry equipment could handle the incredible power flowing through them. They must be forged of Ruhn-steel and then connected to the Ruhn and their user through a ritual. The ritual takes place at the World Altar, in the presence of a Ruhnic focal point, the intersection of Ley Lines. The ritual requires that the apprentice have their own hammer and chisel, traditionally made by themselves, forged from Ruhnsteel, as it is the only known metal that can properly channel the Ruhn. The overseeing teacher carves onto the face of the hammer prior to the process his own runic signature. This rune is the identity of the runesmith in question, a symbol from the teacher to the Ruhn of his authority and experience. The apprentice then must approach and gaze into the Ruhn-Fire, and hold out into the flames the hammer and chisel. As soon as this process starts, the apprentice would feel excruciating pain, and intense mental exhaustion as he experiences vivid visions of the Ruhn. The power of the Ruhn begins to connect to the very soul of the apprentice through his tools as a conduit, the signature of the teacher guiding it to the aspiring Runesmith. To the student, this ritual would feel as if it went on for hours, but in reality would only take several minutes. After the bonding is complete, a unique runic signature of the student appears on his chisel, and he may withdraw safely from the flames, his soul bonded to the Ruhn. If a student withdraws before the bond is complete, the ritual fails and it must be redone. Whether successful or failing, immediately after the ritual is done the student would feel unbelievably exhausted and collapse for several hours, and would feel tired, feeble, drained of their energy long after the ritual ends. The teacher, too, would feel incredible exhaustion after guiding someone in their connection, but would be able to maintain strength. Spoiler Redlines (Connection) Screenshots of the ritual must be attached to the MA. Only a greater soul can be bound to the Ruhn. Runesmithing is a 3-slot Misc Magic. There may be in the future additional dialects that can be learnt that may require additional slots. The tools must be made of Ruhnsteel and signed by an ST. Only the signature of a Runesmith with a [TA] can guide the power of the Ruhn to accepting a new student. Teacher does not require a [Feat] of Ruhn-forge Creation. A time skip is permissible for the period of which a student is completely passed out. The student character must roleplay being exhausted for two IRL days after the ritual. The Teacher character must roleplay being exhausted for two IRL days as well, and would be unable to bind another person during that time. THE BREAKING OF TOOLS The Hammer and Chisel are instrumental to the art of Runesmithing, the very means of connection between a Runesmith and the power of the Ruhn. Their destruction therefore causes a significant disturbance to not only that sacred connection but the Runesmith himself. As the tools exist as a pair, should one be broken, so too shall the other deactivate. Because of this bond between Runesmiths and their tools, should this occur, they would feel a sharp burst of pain throughout their body and soul. Until the tools are reforged, they’d feel an almost overwhelming weight upon their shoulders. Once the tools are replaced, this effect will end and the connection returns to stability again. The tools are replaced in a similar manner to their creation, however now that there is an established connection between Runesmith and the Ruhn the process is easier, and may not require oversight if the connection is strong enough. Just as before, both a hammer and chisel must be prepared prior to the ritual, however this time the officiating Runesmith must not carve their signature into the hammer but instead the Runesmith taking this ritual must carve their signature into the chisel. The Runesmith then must approach the Ruhn-Fire and hold his tools into it. A Runesmith’s experience in this ritual varies depending on the strength of the bond with the Ruhn, and if inexperienced would need guidance from a master Runesmith to help them through the process. Once they’ve healed the bond to the Ruhn fully, the signature of their old teacher would again appear on their hammer. After this is done the Runesmith may safely withdraw, however if exited before the ritual would need to be redone. Regardless of the outcome, withdrawing from the Ruhn-Fire would again cause great exhaustion, making the Runesmith collapse again but would not feel weak once waking up as before. Spoiler Redlines (Destruction of Tools) Once one tool is broken or damaged severely, the other would deactivate, becoming an ordinary tool. It does not have to be salvaged in any way. The constant weight a Runesmith feels as long as their tools are destroyed would be similar to that of an unconnected mortal standing near a Ruhn-Fire, heavy pressure around them. Although it may disturb the Runesmith, it would not prevent them from physically demanding activities. Redlines (Reforging of Tools) Screenshots of the Reforging ritual must be provided to the ST signing the item. A T1 Runesmith would have the same level of pain but less visions as their first time. A T2 feels less intense pain but still unmanageable, as well only brief glimpses of the Ruhn. A T3 would feel pain, however it would be manageable without guidance, and no visions whatsoever. A T4 would feel less pain, easily manageable. A T5 would feel no pain, however would feel a clear disturbance during the ritual. T1 and T2 Runesmiths would need guidance from a Runesmith with a [TA] in order to reforge their tools. The participating Runesmith carving back their signature would not be able to forget it, as it is bound to their very soul. DISCONNECTION : THE RUNIC SPIKE Although the destruction of a Runesmith’s tools causes a strong disturbance to the connection between them and the Ruhn, it is a temporary, and relatively quickly solved. There is however a measure that is more damaging to this connection, that entirely severs and shatters it. This is Disconnection, a serious punishment for Runesmiths that painfully breaks apart the bond of the Ruhn to a Runesmith, with or without their will, with a Runic Spike. The target Runesmith must be held or restrained in some capacity, enough movement disturbing and cutting short the ritual. The performer, not necessarily the Runesmith who made the spike, then takes the spike, its end still blazing hot from the flames of the Ruhn-forge, and stabs it into the target. As soon as it is stabbed into the Runesmith, his tools shatter, regardless if the ritual is entirely completed. With the spike’s end in the Runesmith, the Rune of Disconnection will glow, its brightness an indication of how strong the target is. The stronger the connection to the Ruhn a Runesmith has, the brighter the shine and the longer the ritual takes. The spike slowly tears apart the connection to the Ruhn of the target until there is nothing to be destroyed. The process is incredibly painful as it rips out every remnant of the Ruhn from the Runesmith’s very soul. Should the spike be removed before the glow is entirely gone, it will crack from the flat end and be unusable, allowing the connection to the Ruhn, still present, to heal itself over time. If the spike is allowed to entirely strip the connection of the Ruhn, the Rune of Disconnection will flash and the signature of the target taking its place. [Feat] Disconnection The Runic Spike is the instrument of Disconnection, that which used against a Runesmith will slowly and painfully break down their connection to the Ruhn, part by part. The Runic Spike must be forged of Ruhn-Steel and with the basic shape of a spike, one flat end with sloped edges that go down to a pointed end. On the flat end a Runesmith must carve a Rune of Disconnection. The spike must be heated in the flames of the Ruhn-Fire in order to prepare it for the disconnection ritual. The Rune of Disconnection is another rune originating in the height of Runesmithing’s prosperity and innovation, complex and ornate in its design and capability, utilizing many small curves and points that modern Runesmiths have no clue of their contribution to its ends. It must be taught from one Runesmith to another, impossible to intuit its design by any modern means. Spoiler Redlines (Disconnection) The Runic Spike must be made by a T5 Runesmith with the [Feat] of Disconnection. One must be taught in Roleplay the [Feat] of Disconnection in order to make a Runic Spike. The Runic Spike must be made from Ruhn-steel. The Runic Spike must be heated in the flames of the Ruhn-Fire of a Runic Forge. Anyone, not just the creator, can use the spike so long as it has been prepared properly and is still hot. After 30 OOC minutes the spike will go cold and its rune shatter. The Runic Spike’s point must be held into the target Runesmith throughout the entirety of the ritual, if pulled out too soon would break. As soon as the Runic Spike is stabbed the tools of the target Runesmith break. There must be an emote for inserting the spike, an emote of the spike stabbed in and working for each tier of the target Runesmith, and then the emote of the spike’s glow dying out and the Disconnection Rune breaking. The ST must be provided the RP reason why the Disconnection was performed, and ensure it was not an OOC decision. CARVING A RUNE With a hammer and chisel, Runesmiths and only Runesmiths are capable of carving runes into a surface, invoking the power and guidance of the Ruhn to imbue it with its power. Although the tools are able to channel the power of the Ruhn, no ordinary person is able to properly utilize them without being overwhelmed by the intense Ruhn energy, and would immediately pass out. Trained Runesmiths too, if not the soul bound to the tools, would be unable to use them, however would not pass out but simply feel a shock upon an attempt. Such practice of Rune Carving requires considerable effort and focus, precision and skill being key to ensure maximum ability for the Rune to work. Runes, as versatile as they may be, cannot be carved on every material. They must be carved on a hard surface, usually a variety of stone or metal. Certain more powerful runes must be carved on Ruhnsteel, as only it can handle the power flowing through them. Although runes are often carved into handheld weaponry, such small objects are usually incapable of sustaining large amounts of Ruhn energy flowing through them, and cannot sustain more than three runes carved on them. The procedure begins with the Runesmith making the first mark with a chisel, a single point that is often referred to as the Core Rune. It is considered a rune as simple as it is, as alone it is the foundation from which the Ruhn channels through when activated, the metaphorical line on which a runic command is written. From there, any and all activation prefixes are carved coming from it, dictating when the rune shall energize. Next, the base rune is carved, the main bulk of the runic sentence that dictates what power is being channeled, be it fire or inspiration. Different tiered base runes have slight changes in their design, the higher tiers having more subtle details added. Last are the command suffixes, which describes how the power of the rune is going to be channeled, in what direction, in what variation. Such a process can drain a Runesmith, and his tools will begin to feel heavy in his hands if he tries to carve more than he is capable of. The stronger the bond between the Runesmith and the Ruhn, the more power he is able to channel from it, and the more runes he can carve before drawing tired. Due to the form and shape of the rune being the identification for what powers it channels, if throughout the process the Runesmith makes a wrong etch into the rune using his runic tools, it will cancel the rune. This requires the Runesmith to be focused and undistracted. A carved rune can also be purposely misshapen by a Runesmith in order to disable them, however in order to disable a carved rune it takes precision and is exhausting with the evolving complexity of each rune, preventing unexperienced Runesmiths from tampering with their masters creation. Spoiler Redlines (Carving a Rune): A rune must be carved with a connected pair of a Ruhnsteel hammer and chisel into a hard surface, usually stone or some variation of metal. Nobody other than the tool’s owner may use the tools without failing. If a non Runesmith attempts, they will pass out. If a Runesmith other than the one bound attempts, they will be disorientated for 3 emotes. Carried objects cannot be carved with any more than three runes. Each rune must be taught in Roleplay to the student by a Runesmith who knows that rune. Note, this does not include having to learn multiple tiers of the same rune. A T5 rune must be carved with a chisel heated in a Ruhn-Fire. T4 and T5 runes must be carved in Ruhnsteel. A passive rune’s effects operate two tiers lower than its carving. One can only carve up to seven prefixes and suffixes combined. A rune will be deactivated if the surface it is carved onto completely breaks. Minor wear and tear from normal forces will not deactivate a rune. A rune will be deactivated if a Ruhn Hammer and Chisel are used by a Runesmith of greater or equal tier to misshapen it. This takes a single emote, and disorientates the Runesmith deactivating it. All T4 and T5 runes require ST signature. A Runesmith may make up to 3 runes per IRL day. It requires 3 emotes per tier of a rune to carve, and no interruptions. Loud, sudden noises and jarring movement can disrupt the process. This generally prevents Runesmithing during any combative encounter, however it can be utilized if careful preparation is made to keep the carving secure. Once a rune is out of charge, it no longer can cast until lit by a Ruhn-Fire or recarved by a Runesmith. Recarving has the same requisites as the rune’s initial carving. TIERS OF THE RUNESMITHS As a Runesmith spends more time perfecting their craft, mastering methods and techniques, their connection to the Ruhn also strengthens. Just as any craft, such mastery can only come through practice, not something a book alone could teach. As the connection grows, a Runesmith is able to carve more powerful runes. Tier 1: The Runesmith has had his first pair of tools made, and bound with them to the Ruhn. This bond is still weak, the power of the Ruhn flowing through him and his tools still a bit disarming and uncomfortable, similar to the sensation of standing near a Ruhn-Fire. The Runesmith has not had the practice to learn most simple techniques. In his inexperience, he has only learned a few of the most rudimentary runes. His runic signature glows only dimly, hardly noticeable unless in the shadows. Tier 2: After two stone weeks of active study and practice with carving low tier runes, the Runesmith begins to slowly strengthen their bond with the Ruhn. Having learned a few of the more basic techniques, the power flowing through them is a bit more manageable, however it still feels as a small weight pressing on them. The runic signature’s glow is faint still, but more noticeable. Tier 3: Five stone weeks of active practice and study of the art after connection and the Runesmith is finally beginning to properly understand the Ruhn. He no longer feels burdened by its weight flowing through him and his tools, and is able to carve runes that begin to subtly distinguish himself as a learned Runesmith, his runic signature now glowing distinctly and noticeably. Tier 4: Ten stone weeks of improving techniques and researching runes after initial connection and a Runesmith has developed a strong bond to the Ruhn. He is able to carve powerful runes that clearly distinguish himself and his crafts as exceptional. The runic signature begins to glow brightly. Tier 5: After a Runesmith has dedicated an entire sixteen stone weeks to actively developing his skills, he has created a mighty bond with the infinite power of the Ruhn. He can carve runes which can dictate the outcome of battles, capable of creating nearly all runes known to modern Runesmithing, and is widely considered among the best craftsmen in the modern world. His runic signature shines bright and boldly, marking the level of skill and power of the Runesmith. Beyond the Tiers: In the Ancient History of Runesmithing, before the recession of the art during the Blood Age, the Runesmiths were vastly more powerful and able to craft runes inconceivable by the modern Runesmith. They were able to reach this form of greater power due to a larger repertoire of runes to practice their art on, however after a majority of the art was lost due to the Ironborn take over, these runes were forever lost and Runesmiths no longer can master the art beyond the level of a measly tier five rune. The masters of modern Runesmithing would be novices to the ancients. Spoiler Redlines (Tier Progression) Only a greater soul can be bound to the Ruhn. Runesmithing is a 3-slot Misc Magic. If a Runesmith has not been actively RPing developing his skills as a Runesmith, time will not be counted towards Tier Progression. Going up a Tier never means automatically learning any runes, one must be taught every rune one wants to carve IRP or proven experimentation. A Runesmith may make up to 3 runes per IRL day INTERACTIONS WITH OTHER MAGICS Runesmithing can interact with magics in two manners, the Runesmiths and the runes themselves. Runesmiths have a unique connection with their soul, tools, and the Ruhn, and it cannot be disturbed without hindering its capability. Their soul cannot have any connections or bonds other than that of the Ruhn. A Runesmith cannot practice any other deific magics, any attempts to connect with other deities and their powers would cause incredible pain to the Runesmith and fail, leaving the Runesmith exhausted. Attempting to connect to the void would cause a similar feeling, and would always fail. If a shade of Arun’Asna latches onto the soul of a Runesmith, they would be unable to use their magic until it is removed. The runes have many powers in regards to the manipulation of reality, however there are many limits to their interactions. For instance, the runes of the elemental dialect can only shape and form ‘natural’ elements, things of this world. Voidally conjured elements and powers would be beyond the control of runes, as they are fundamentally opposed to the Ruhn and its conjurations. Runic items are incapable of cooperating with items enchanted with any other magic, as the direct power of the Ruhn is too great to be shared with any other magic. ~ ᛏᚺᛖ-ᚱᚢᚾᛖᛋ-ᛟᚠ-ᛈᛟᚹᛖᚱTHE RUNES: LETTERS OF POWER There can be no design without means to define it. Thus is the same of that primordial force which permits existence, the Ruhn and its runes. If the Ruhn is the scroll on which the story of reality is scribed, then the runes are its letters. The runes are not just means of harnessing the power of the Ruhn, they are not some external force that steals it, yet another facet of the Ruhn which it acts through. This is proven in the capabilities of the runes even when not powered, as looking upon them will conjure a distinct sense of their meaning. This can be used as a form of rudimentary language, and is evidence to the fundamental nature the runes have tied to the Ruhn, that grand design of Creation. There is a fair amount of discourse as to whether the letters of Barrin the Seer, which were later developed into the Elemental Dialect, are an alphabet. Like an alphabet, or more accurately a logographic script, each rune represents an element, or in more complex cases a manipulation thereof. A Rune of Water, properly affixed and suffixed, will always create water- a Rune of Fire will always create a brilliant flame. Unlike an alphabet however, the letters of the Dialects do not follow any proper form or structure, the letters tend to flow more like a bolt of lightning across the sky than like a script upon a page. They were not intelligently designed, for the Creator whose Will they mimic is long dead and fleeting in his life. The Utility Dialect (and indeed any subsequent Dialect), having been artificially compiled by the Runelords, is more given to a grammatical order; it and its further cousins may be considered a more “tamed” version of the scattered Elemental Dialect first recorded by Barrin. This applies also to the extremely intricate runes which were developed to contain and control the flow of the Secret Fire of the World Altars, which are easily the pinnacle of the Runelords’ work. The most curious and striking aspect of the Ruhn is not the miraculous feats it can perform, nor even its access to the immense stores of Aedifex’s remnant power; more astounding by far is its inherent echo of Creation. Unlike the magic of Deities, or those who access to the Void beyond the Veil, the matter and energy created by a Runesmith is not artificial in nature. When a rune is suffixed to create water, it has created true elemental water- which shall not dissipate, or disappear. It has joined Creation. Similarly, when a Ruhn is suffixed to destroy water, that water is unmade, and disappears forever. UTILIZATION OF A RUNE Although a majority of the art of Runesmithing is focused on the carving of runes and their strength, an equally important facet of the art is the utilization of such runes and how they affect society. Such does not require any high level expertise and is relatively simple enough for the average user. Carved into each and every rune is an activation prefix that sets a requirement for the rune to power, after which all are filled the rune begins to activate. Every symbol carved into a rune complexes it, adding more distinct orders to the manipulation of the Ruhn. For every order carved into the rune, it requires more time to properly channel its power. Most average runes require only a half a minute after all requirements are met to activate, however the more complicated runes will require upwards of several minutes to cast. As the Ruhn processes the command given, the symbol carved begins to slowly gather power to it, glowing brighter until releasing. A rune stands as the connection to the Ruhn from the mortal realm, and as such incredible power runs through it. Quick movement of a carved item can disrupt casting for high tiered runes. Once a rune is fully activated and cast, it can continue to cast its magic for only a limited amount of time before it is overloaded with Ruhn energy and deactivates. The more powerful the rune is, the longer it can last before it collapses on itself. By an extension of this, every time a rune is activated it can slowly damage the connection between the Ruhm and the symbol carved. A rune will wear down faster depending on its strength, the more powerful a rune the faster it is worn. Spoiler Redlines (Utilization of a Rune) The emotes required for a rune to cast after activation is the number of its tier minus one. Ex: A Tier 1 rune activates instantly, a Tier 3 runes two emotes. A rune will be deactivated if the surface it is carved onto completely breaks. Minor wear and tear from normal forces will not deactivate a rune. A rune will be destroyed if a Ruhn Hammer and Chisel are used to misshapen it. This takes a single emote. A runic item above T3 will not be able to be used in melee combat while activating, such as swinging a fire sword and activating at the same time. Runes have differing amounts of charges that deplete on differing scales of time based on the tier of their base rune. A T1 rune has 10 charges, each depleting naturally over 2 months. A T2 rune has 7 charges, each depleting naturally over 1 month. A T3 rune has 5 charges, each depleting naturally over 3 weeks. A T4 rune has 3 charges, each depleting naturally over 2 weeks. A T5 rune has 2 charges, each depleting naturally over a week. Once the required casting emotes have been done for an active rune, it can continue to cast if a user intends. The maximum amount of emotes is based on the tier of rune. T1: 2 emote T2: 3 emotes T3: 4 emotes T4: 5 emotes T5: 5 emotes ACTIVATION PREFIXES Touch In order to create this prefix, the Runesmith need only carve the symbol into the rune, nothing else. The rune will simply begin to activate on the slightest touch of a hand. This is the most common prefix for runic items. When used in combination with a blood prefix, the rune activates only when someone who fulfills the blood requirement touches the rune. Phrase A simple prefix which allows the rune to be activated upon the utterings of a phrase. After carving the last etch of the symbol meaning the phrase prefix, the Runesmith then, with his chisel still in the material, must clearly speak out what the activation phrase is. Once he is done, he withdraws his chisel and can then begin the next part of the rune. When used in combination with a blood prefix, the rune activates only when someone who fulfills the blood requirement speaks the activation phrase. Proximity When this rune senses a change in the amount of material on which it is carved within a medium range, it activates. This runic prefix has traditionally been used for a wide variety of reasons, sometimes for alarm systems, for marking the arrival of enemies, and in the past used by elite prospectors searching for rare ores. The range of the proximity prefix is 10 blocks. When used in combination with a blood prefix, the rune activates when someone who fulfills blood requirement is within range. Blood During the carving of the activation prefix in question, the Runesmith must apply the blood that will activate said rune onto the end of their chisel. This prefix must be used with either the phrase, touch, or proximity prefix in combination or else the rune cannot be activated. The blood of the supplier and their direct descendents are the only ones who may activate a blood marked rune. Passive Passive runes activate upon creation and do not end unless they run out of charge. These runes cannot be used in conjunction with the previous activation prefixes written above. Due to constantly being active, these passive runes must more slowly drain the energy of the Ruhn, their effect less potent than other runes at their tier. Passive runes operate at two tiers lower than they are carved, unless otherwise stated in description. Passive runes last as if their charges are not being used, and only slowly expire. COMMAND SUFFIXES Suffixes are a fundamental part to structuring a Runic sentence, each of the varying words below have their own unique laws they must abide by for any combination they are paired into. Depending on the elements and material this word is coupled with, will influence how effective this suffix will be. Create / Destroy These two Suffixes scale with the tier of the Rune. Pull / Push The tier of the rune and the weight of what they’re trying to manipulate can influence the force of which they can push or pull. Lift Up / Lower Down The tier of the rune and the weight of what they’re trying to carry can influence the speed of which it can lift. Separate/Bind These two Suffixes scale with the tier of the Rune. THE ELEMENTAL DIALECT Often considered the core dialect of Runesmithing, Elemental Runes are perhaps the most well known of any. These runes can conjure the very fundamental elements of reality, and although to a lesser extent of control and power than voidal evocation, they are still capable of making very powerful relic weapons. Runes within the Elemental Dialect are capable of using each Command Suffix. Rune of Water First of the basic elements to create, water is a natural element that has abilities in both giving and taking life. The various tiers of this word, allow the runesmith to create more water or shape it into various shapes as their knowledge grows and with the help of the activation and command runes. Spoiler T1: The rune can manipulate a tiny volume of water, a cubic 3 inches, or a small splash. T2: The rune can manipulate a small volume of water, a cubic 6 inches, or a large splash. T3: The rune can manipulate a medium volume of water, a cubic foot akin to a bucket of water being dunked on you. T4: The rune can manipulate a large volume of water, a cubic 2 feet, or a small wave. T5: The rune can manipulate a massive volume of water, a cubic 4 feet, or a barrel wave. Rune of Earth Second of the basic elements to create, earth is perhaps the most peculiar as it can only summon “dirt”. The various tiers allow one to control not only the size but also the density of the dirt. Note that it cannot be as hardy as stone and crumbles rather easily, difficult for it to maintain its shape. Spoiler T1: The rune can manipulate a tiny mass of dirt, a cubic 3 inches, weighing about 3 pounds. T2: The rune can manipulate a small mass of dirt, a cubic 6 inches, weighing about 20 pounds. T3: The rune can manipulate a medium mass of dirt, a cubic foot, weighing about 75 pounds. T4: The rune can manipulate a large mass of dirt, a cubic 2 feet, weighing about 600 pounds. T5: The rune can manipulate a mighty mass of dirt, a cubic 4 feet, weighing about 1 ton. Dirt summoned is not packed or dense, and if hurled at an opponent may very well knock them off their balance but would generally fall apart upon any impact. Rune of Fire The third basic elemental runes, and one of the most popular amongst Runesmiths, used commonly for weaponry and combinational runes. It harnesses the fundamental elemental power of heat, and summons fire at the rune to be commanded in several ways. Spoiler T1: The rune can manipulate a tiny flame, a cubic 3 inches, similar in size to that of a candle. T2: The rune can manipulate a small flame, a cubic 6 inches, similar in size to that of a torch. T3: The rune can manipulate a medium flame, a cubic foot, similar in size to that of a small campfire. T4: The rune can manipulate a large flame, a cubic 2 feet, similar in size to that of a small bonfire. T5: The rune can manipulate a massive flame, a cubic 4 feet, similar in size to that of a large bonfire. Rune summoned fire is standard, normal fire, and will burn like normal fire. If manipulated onto a flammable material, such as flesh it will burn said flesh as expected. It is at normal fire temperature, not hot enough to burn through metal magically. Rune of Air The fourth basic elemental rune is air, a more specific power in its purpose. Although possible to use directly and solely in a combat encounter, it is typically less effective than the other three basic elements, only able to really at most make an opponent unstead and hard to move. Spoiler T1: The rune can summon/manipulate a tiny breeze, similar in size to that of a simple blow of air. (5 pounds of force max) T2: The rune can summon/manipulate a small breeze, equivalent to average surface wind. Most objects would sustain any force it makes. (20 pounds of force max) T3: The rune can summon/manipulate a moderate breeze, equivalent to a strong wind, able to shove some smaller objects around. (50 pounds of force max) T4: The rune can summon/manipulate a large breeze, allowing the ability to shove medium objects or light people about. (150 pounds of force max) T5: The rune can summon/manipulate a mighty breeze, allowing the ability to send large objects and average weighted people knocked back, and most smaller objects flying. (300 pounds of force max) Considered within the Elemental Dialect are many runes which are not operated singularly and alone but instead as a combination of some of the four basic elemental runes. This is done by carving multiple elemental runes into the same object with near identical structure, the only difference being the base rune’s element. For this reason, some of the most complicated runic combinations are too elaborate to fit on smaller objects which cannot sustain more than three runes at once. Runes of Stone (Earth+Fire) First of the combined elements, stone unlike earth has the ability to maintain its shape without crumbling. As hardy as the material it was inspired from, spells made from this are rather limited and cannot be shaped very well, taking instead simpler or crude shapes. Spoiler T1: This rune can summon/manipulate a small rock, about the size of a tennis ball or a cubic 3 inches. Weighs 3 pounds T2: The rune can summon/manipulate a medium rock, akin to a cubic 6 inches or about a small basketball. Weighs 20 pounds T3: This rune can summon/manipulate a large rock, akin to a cubic foot or about the size of a beach ball. Weighs 75 pounds T4: This rune can summon/manipulate a boulder, akin to Cubic 2 feet or about the size of a small desk. Weighs 600 pounds T5: This rune can summon/manipulate a large boulder, akin to Cubic 4 feet or about the size of a Toph approved rock. Weighs 1 ton In order to gain the effects of a stone rune, you must have a Rune of Fire and Rune of Earth, both with the command suffix of “Bind” added. Must be the same tier, identical in every manner aside from element. Runes of Steam (Water+Fire) Second of the combined elements is steam, a vapor that takes the appearance of a white mist as they are small water droplets in the air, which is warm when grazed across skin. Due to this, unless in an enclosed area, it can evaporate or ascend away from where it was cast lest given a direction for it to go, in which it can do moderate damage. Spoiler T1: The rune can summon/manipulate a tiny portion of steam, a cubic 3 inches, it's temperature is relatively barely warm to the touch. T2: The rune can summon/manipulate a small portion of steam, a cubic 6 inches, it's temperature is relatively warm to the touch. T3: The rune can summon/manipulate a moderate portion of steam, equivalent to a cubic foot, as it is hot to the touch if condensed in a singular exit point. Note that prolonged exposure to skin this way will result in a third degree burn in a small area. T4: The rune can summon/manipulate a large portion of steam, about a cubic 2 feet. This would be the equivalent to about 70 °C (or 158 °F) T5: The rune can summon/manipulate a mighty portion of steam, about cubic 4 feet. This would be the equivalent to about 100 °C (or 212 °F) Runes of Smoke (Fire+Air) Third of the combined elements, runic smoke is summoned utilizing a rune of fire and a rune of air, combined in their effects to manipulate a smog of thick smoke. These runes have been used for a multitude of purposes, from creating smokescreens for cover, to instances of smoke weapons which not only cloud the battleground but burn opponents. Spoiler T1: The rune can summon/manipulate a tiny smog, a cubic 3 inches, similar to a tiny puff of smoke. T2: The rune can summon/manipulate a small smog, a cubic 6 inches, similar to a small puff of smoke. T3: The rune can summon/manipulate a moderate smog, a cubic foot, similar to a large puff of smoke. T4: The rune can summon/manipulate a large smog, a cubic 2 feet, similar to a small cloud of smoke. T5: The rune can summon/manipulate a massive smog, a cubic 4 feet, similar to a smokescreen. The smoke summoned is hot, and could burn and cause mild pain to those touching it with open skin. This includes anyone activating it, should it touch them. In order to gain the effects of a smoke rune, you must have a Rune of Fire and Rune of Air, both with the command suffix of “Bind” added. Must be the same tier, identical in every manner aside from element. Runes of Ice (Water+Air) Fourth of the combined elements, runic ice is summoned by combining the effects of a Rune of Water and Rune of Air. This rune has been used for a variety of purposes, most popularly as a boon to utilities and engineering, such as making freeze units to preserve perishable goods, but has been known to be used for combative purposes on occasion. Spoiler T1: This rune can summon/manipulate a tiny ice cube, a cubic 3 inches. Weighs 3 pounds T2: The rune can summon/manipulate a small ice cube, akin to a cubic 6 inches. Weighs 20 pounds T3: This rune can summon/manipulate a medium ice cube, akin to a cubic foot. Weighs 50 pounds T4: This rune can summon/manipulate a large ice cube, akin to cubic 2 feet. Weighs 300 pounds T5: This rune can summon/manipulate a massive ice cube, akin to cubic 4 feet. Weighs 600 pounds In order to gain the effects of a Rune of Ice, you must have a Rune of Water and Rune of Air, both with the command suffix of “Bind” added. Must be the same tier, identical in every manner aside from element. Although the Ice rock is heavy and can pack a punch, it is important to remember it is brittle and shatters easily, and will melt just as normal ice would once summoned. Runes of Mud (Earth+Earth+Water) The most complicated combative rune known to modern runesmiths, this is a powerful and infamous tool used to devastated enemies both with power and humiliation. It is known to summon a mass of mud, with the fluidic versatility of water and the weight and impact of dirt. Spoiler T1: The rune can summon/manipulate a tiny mass of mud, a cubic 3 inches, similar to a small splash. T2: The rune can summon/manipulate a small mass of mud, a cubic 6 inches, similar to a large splash. T3: The rune can summon/manipulate a medium mass of mud, a cubic foot, similar to a bucketful. T4: The rune can summon/manipulate a large mass of mud, a cubic 2 feet, similar to a small wave. T5: The rune can summo/manipulate a mighty mass of mud, a cubic 4 feet, similar to a mudslide. In order to gain the affects of a mud rune, you must have a Rune of Water and two Runes of Earth, each with the command suffix of Bind added. Must be the same tier, identical in every manner aside the Element root. Runes of Lava (Stone+Fire+Fire) The epitome of complex craftsmanship for the elemental dialect, the Runes of Lava are a combination of multiple runes in order to form the most fearsome element known to modern Runesmithing; Lava. If mud has the mass of earth and the versatility of water, lava has the mass of stone, the versatility of water and the burning heat of a thousand ifres. This rune being more complex than any other, it requires the combination of four runes, and thus cannot be used on any handheld item. Spoiler T1: The rune can summon/manipulate a tiny volume of lava, a cubic 3 inches, similar to a small splash. T2: The rune can summon/manipulate a small volume of lava, a cubic 6 inches, similar to a large splash. T3: The rune can summon/manipulate a medium volume of lava, a cubic foot, similar to a bucketful. T4: The rune can summon/manipulate a large volume of lava, a cubic 2 feet, similar to a small wave. T5: The rune can summon/manipulate a massive volume of lava, a cubic 4 feet, similar to a large wave. Needing 4 runes to craft, Lava cannot be used in any handheld weapons or armor, as it is beyond the craft limit. Lava can only be used for runes on constructs, be it scenery or artillery (The latter needing individual approval of ST) In order to gain the effects of a Lava rune, you must have a Rune of Earth and three Runes of Fire, each with the command suffix of “Bind” added. Must be the same tier, identical in every manner aside from element. THE UTILITY DIALECT Many who look to the sacred art of Runesmithing shall focus on its ability to shape the elements mainly for the purposes of weaponry, however an equally if not even more important aspect of the craft is making runic tools that serve utility to many aspects of non-combative life. These runes are often given an important cultural tie, for the dwarves of Urguan historically many of the following runes were considered part of a “Divine Dialect”, and to this day are considered powers directly inspired by the Brathmordakin. This dialect, although more broad in the overall purpose of its runes, is more limited in what command suffixes can be used with it. Only the suffix of Create and Destroy may be used with the following dialect, usually only Create. However, on rare occasions the Destroy suffix is used with these Utility runes for very unique effects. Rune of Light Mainly used for mining equipment, the Rune of Light was a staple among the deep delving dwarves of ancient times. Spoiler T1: The rune illuminates an area with a radius of 3 blocks. T2: The rune illuminates an area with a radius of 6 blocks, uncomfortable to stare at. T3: The rune illuminates an area with a radius of 9 blocks, very uncomfortable to stare at. T4: The rune illuminates an area with a radius of 15 blocks, a little painful to stare at, natural reaction to look away. T5: The rune illuminates an area with a radius of 30 blocks, blinding to stare directly at, similar to staring at the sun. T5 has only an immediate and brief disorientation once activated, this effect lasting one emote. All tiers of the Rune of Light may be given a specific color, subtle differences in the shape of the rune between colors. If a light rune’s hue is undescribed, it defaults to being understood as a white light. With a Destroy suffix, a Rune of Light will darken and eliminate color in its area of effects. Rune of Inspiration Utilized by early Runesmiths in the process of teaching their apprentices, the Rune of Inspiration is a very unique rune used to increase the creative drive of those within its shine, glowing many colors, brighter the stronger the rune is carved. Spoiler T1: The rune dimly glows many colors, those in its light would feel a faint sense of inspiration and feel urged to think more. T2: The rune glows many colors, those who see its light would feel a sense of inspiration and a strong urge to indulge in creativity. T3: The rune glows brightly many colors, those who see it would feel a sense of inspiration and very fleeting visuals, their creativity flowing strongly. T4: The rune shines many colors, those who gaze in it would have the sensation of sporadic vivid visions, feeling a powerful drive for creativity. T5: The rune shines strongly many colors, somewhat disorientating those who see its light as they are overwhelmed with creativity, completely lost in a vivid vision. All tiers can be overcome by a strong determination and levels of adrenaline, making it mechanically useless in battle other than for aesthetic. With a Destroy suffix, a Rune of Inspiration will depending on its tier drain the creativity out of those within its light. Rune of Hearth Most notably used by priests and medical professionals, the Rune of Hearth is relatively explanatory. It is used to invoke a sense of calmness over an area, often used before meetings, before surgery, or during lessons. Higher tier Runes of Hearth may even display healing effects over prolonged periods of time when in a passive state. Spoiler T2: The rune’s effect is weak, those within a 4 block radius would feel a calming presence that would slowly dissolve and anxieties. T3: The rune’s effect is moderate, those within a 6 block radius would feel a strong calming presence, forgetting any anxieties they may feel. Prolonged exposure would tire those near it. T4: The rune’s effect is strong, and may make those within 8 block radius tired. This rune when passive also has a small effect on the body's natural healing, taking away 20% of the usual time needed for the wound to heal itself. For example: Small cut takes 74 hours to heal properly, with a t4 rune, it would take 61 hours. T5: The rune’s calming effect grows so potent it would be able to push people towards sleep, numbing sensations. Those within a 12 block radius would feel exhausted. A T5 Rune of Hearth will when passive hasten the body’s natural healing by 30% and also numbing pain. All tiring effects can be overcome with determination, non combative. With a Destroy suffix, a Rune of Calming would, depending on its tier, destroy the ability of someone in its effect to calm down, and a T5 would even induce anxiety, as well as prevent healing on higher tiers. An emphasis that most details of the Rune of Healing refer to its Active State unless otherwise stated. Rune of Sound Used mostly in speeches and performances, the Rune of Sound is for magnifying the sound heard within a small radius of the rune, making it loud and clear over a wide area. Spoiler T2: The rune magnifies the sound of everything in a foot radius to be heard clearly in a quiet emote radius. Often used for performances in taverns or speeches in smaller chambers. T3: The rune magnifies the sound of everything in a foot radius to ring throughout a local emote radius. Historically used for giving commands to smaller military formations or speeches. T4: The rune magnifies the sound of everything in a foot radius to sound loudly in a shout emote radius. Mostly used for issuing military commands for large formations. T5: The rune magnifies the sound of everything in a foot radius to boom throughout a Local Event broadcast range. This is rarely used, only for extreme situations, such as alarms heard throughout an entire valley. T5 Runes of Sound can still be used even if no local broadcasting power is available, however it’d have to be utilized as a shout emote. With a Destroy suffix, a Rune of Sound will within its radius, depending on its tier, silence all noise. Note, unless a passive rune this would be generally instantaneous, preventing valley wide runic silence. Rune of Memory Allows the transferring of a single memory into a Rune, which when activated will give the stored memory into the person wielding it. Spoiler T3: Like remembering a time that happened a single week ago. The memory stored here can be very difficult to recall, being very hazy to see or muffled in hearing. Certain fragments of the memory may have been made or augmented as a result of the haziness. (As if one were partially blind or merely fleeting like a dream) T4: As if it happened mere days ago, the memory stored here can be seen with almost crystal clear accuracy. No haziness, but certain parts may be blurry or other things getting in the way of the memory as it plays out in full. T5: At the height of its power, these memories can be recalled and transferred with clarity as if it happened mere moments ago. Nothing is too vague or blurry and it becomes as vivid and real as the person who experienced it. In order to transfer a memory, the person receiving or giving it cannot be in combat or in pain. They must be completely mentally focused in order for the process to go smoothly. With a Destroy suffix, a Rune of Memory will depending on its tier either make a recent memory foggy, near wipe it, or fully wipe it. Memories prior to thirty minutes OOC minutes cannot be destroyed without OOC consent from the target’s player. Rune of Preservation Perhaps one of the most ubiquitous runes, the Rune of Preservation is a utilitarian rune that is used to promote many forms of preservation. It has been carved onto walls to resist the natural erosion of sea and air, on swords to sharpen themselves after battle, to keep an object’s temperature, and far more. The moment the final point of the rune is chiseled, it is a promise that the design of its carving shall endure. Spoiler T1: The rune can repair/maintain something at a rate of 3 cubic inches per emote, resist up to 10 pounds of force, resist 50 degrees fahrenheit before its object is changed. T2: The rune can repair/maintain something at a rate of 6 cubic inches per emote, resist up to 20 pounds of force, resist 100 degrees fahrenheit before its object is changed. T3: The rune can repair/maintain something at a rate of a cubic foot per emote, resist up to 50 pounds of force, resist 200 degrees fahrenheit before its object is changed. T4: The rune can repair/maintain something at a rate of 2 cubic feet per emote, resist up to 100 pounds of force, resist 300 degrees fahrenheit before its object is changed. T5: The rune can repair/maintain something at a rate of 4 cubic feet per emote, resist up to 200 pounds of force, resist 600 degrees fahrenheit before its object is changed. Once the rune is inscribed on an object, the rune works to maintain the object’s properties and shape against any change. The values listed are, upon activation of a rune for instantaneous use, the amount of shape, force, and temperature the rune can endure before it can no longer preserve the object on which it is carved, and the effects of the system and circumstances around the rune take place. It is emphasized that the values listed are for active runes, and using this rune passively would require the tier to be treated two lower for effects. It is reminded that the force of a sword’s swing is roughly 60 pounds of force, so it is impossible to make invulnerable armor that could bounce off blows, only that which lessens blows. ~ OOC Spoiler References: (Attached Lore) Ruhnsteel: Material Alphabet: 2012 (Arbrek): 2012 (like a week later - More Arbrek): 2015 (Lima): 2016 (Dizzy): https://www.lordofthecraft.net/forums/topic/139477-runesmithing-lore/?tab=comments#comment-1317400 2018 (Josh): https://www.lordofthecraft.net/forums/topic/174414-magic-lore-runesmithing/?tab=comments#comment-1642711 PURPOSE You thought the history segment was long, eh?You read lore in the wrong neighborhood, kiddo. Spoiler Runesmithing has existed throughout much of the history of Lord of the Craft, The #1 Minecraft Roleplaying Server, and is undeniably an important theme to the culture of the server with massive potential. If Druidism and Paladinism are magics of preservation and of order, and shamanism and voidal evocations the magics of destructive power and chaotic, then Runesmithing is the original magic of creation, of art. Although many other magics have enchanting abilities, Runesmithing is unique in its purpose as being a magic of skill, of craftsmanship, not of purely knowledge and mana power. It has the potential to be as great at making roleplay and culture as the likes of Druidism, of Paladinism, however indisputably it has for most if not all of its existence failed to live up to this possibility. Runesmithing at its conception was meant to be a magic of ultimate creation, the culmination of a character’s dedication to craftsmanship and becoming the perfect artisan. Instead, it has become an extremely reclusive art that is the subject of controversy and toxicity. It has slowly over time been turned into a political and power tool, used to further the interests of its users and not the cultures that could be built around it. Its lore has been lazily put together time and time again, built off a skeleton structure of the last iteration, Frankensteined into what it was in Josh’s last proposal. (Although mind you this slow, degrading process had started even before that according to my research) This has to change. Our goal is to completely renew Runesmithing in what it has always had the potential to be, to be a great magic that encourages a culture broader than its users. To address the core themes of the magic, and heal its tarnished legacy. This lore piece was entirely from scratch rewritten, whatever elements and concepts are from older lore pieces as well have been rewritten to avoid aforementioned Frankenstein-ing. We have gone over meticulously and carefully addressed each issue provided on old lore proposals, and made sure that the folly of the fathers shall not be those of the sons. The goal should this piece be accepted is to create a culture around it similar to how Druidism has with their magic. Not necessarily to make our own nation of Runesmiths, a method tried and hated, but rather create a unique roleplay setting that can fill in a needed niche in the server community, similar to how Druidism is the supreme extent of a character based on nature. We want to encourage experimentation and character development, which is why we have planned many, well, DLCs to Runesmithing, expansions similar in structure to Druidism’s Blight Healing, Herblore and Shapeshifting. This would be done through the form of additional dialects, likely Flesh Runes and Combative Runes among other workshopped ideas. We wish to make a culture of supreme craftsmanship and dedication to artisanry, one that anyone can participate in should they be willing to do the roleplay. This is something that should have happened long ago, made the magic more open to the public with a clear method of joining via apprenticeship as a forge cleric for example. This would function somewhat similar to dedicancy, where anyone can easily approach in roleplay and join an apprenticeship to a Runesmith. Runesmithing should be the beginning of many chapters to a character’s development, not the culmination of politics and power games to gain unending influence and wealth inflow. Below, We shall explain carefully the creative process that led to our key decisions, should you desire to understand why we made each decision we had. Careful research into the manners that other magics, deific and arcane, function and how we could have Runesmithing better fit into the narrative of the story were brought up numerous times during the creative process. Spoiler On Rune Altar and the Binding: The original way a person could become a Runesmith, was through a very shady and silly process that involved a series of Roll 20s and a blood ritual. Whilst the idea of a Rune Altar has always been a thing in the magic for years, we decided it steered too far from the original concept of a creation magic and towards a more cult aesthetic (which given the context of its teaching, may have been accurate). To better acknowledge the general theme of Runesmithing we came up with the idea of a Ruhn Forge as a replacement, and Ruhn Fire as the new connection in a sense. The idea of a forge is often related to crafting and offered a more fresh take on how Runesmithing works rather than pouring blood on a weird altar which felt more occult or barbaric. We did away with the Rolling system because it was practically unneeded and was just a way to continue the secrecy of the magic, which involved DEATH of the character based on luck and not being the embodiment of what the magic is supposed to represent. Recharging and Recarving was a complicated issue in our group. As Aengoth put well in his rebuttal to Josh’s latest proposal, recarving makes absolutely no thematic sense as the sole method of recharging to a magic that is made as a way to forge legacy weapons. Imagine having your ancestor’s runic sword, and having to send it to someone to remake every two RP years. That would be absurd. No, we decided that if there were to be any sort of recharging to runes, as it was felt that it would be too overpowered if there was not, then there would be a manner in which the runes and item on which they were carved were not disturbed. This came in the form of Ruhn Fire and Ruhn Forges, and their extension the Ruhn Lanterns, which now had the ability to be more than just a connection tool, this also helped capture the feel of the magic as a whole. Regarding disconnection, early in the project there was some consideration towards cutting the idea entirely, however doing such would restrict the ability of making any sort of culture around it, as Runesmiths would run completely free and unchecked by any means to do what they would with it. Druidism, which served as a major inspiration for how to have a balanced deific magic, has its own disconnection as well, and we decided it was fitting for the lore piece. Tenants broken was not used as a model for if viable to be disconnected as it was brought up that there was frankly no culture around Runesmithing so far, due to being kept so closed in. Elemental runes have been balanced and clearly defined in scope of ability. No longer do they have the vague descriptions of ages old lore, and no longer the blatantly overpowered abilities of Josh’s rewrite. The general goal for power balancing was taking a T2-T3 spell of any evocations and matching it to the ability of a T5 rune. The divine dialect as a concept was entirely dropped, as it was an uncreative way of shoe-horning in the dwarven aspect of this magic into the lore, evident by reading their abilities. Removing the dwarven curse of greed? But your eyes bleed? What?? However it was agreed that the runes should be more than used for weaponry, something that would make it more unique amongst other enchantment methods. Thus the utility dialect was made, and we decided it would be the host of all runic abilities tied towards making magical tools and the likes, RP items for mainly non-combative use. With Love, Respect, and most importantly; Hope. Lead Writers: Noobli, DrHope, and Fid Oldbeard Advisory Division: Beamon4, Z3m0s, SeaDaedra, and Dr. S. Bandit M.D. in Spicy Lettersd Plant People Advisory Division: SoulReapingWolf and Rivendell Nivndil Random Spitballing Advisory Division: Titanium430, Norgeth_, Seo, BDanecker Chad Staffmember (Advisory Division): Zarsies People Who Yelled at Old Lore Advisory Division: Aengoth, Tato, ScreamingDingo, Burnsy, Safety Admin Cpt_Noobman EDIT 10/1/2020: Rune of Healing and Rune of Calming combined into the Rune of Hearth. Clarification on carving rune process, as well as addition onto how to destroy a rune. Minor edits/clarifications to Rune of Sound, Rune of Memory Nomenclature edited to be more clear, term Runelord removed as it is an RP term. EDIT 10/3/2020: Golemancy referenced in the Interactions with Runesmithing section. EDIT 10/26/2020 (Oh god it’s the big one) Innom has been removed. The king is dead, long live the king. Ruhn given a greater importance beyond that of an aenguldaemon to more directly fit with the theme of the magic. Ley lines written into existence, a fun way of connecting the Ruhn to the manifest physical realm. Rune of Preservation added. Minor revisions across the document to better fit new lore, as well as to just clarify a few things. Ruhn Lantern Point system removed, as well as runes carved point system in favor for just 3 runes a day. EDIT 10/26/2020 (Later in Morning) Removed an inconsistent Redline in Ruhn Lantern (Credit to Mr Druid Man “The Mountain” for pointing this out) Added slight changes to organization and explanation of the [Feat]s of Ruhn-Forge Craft and Runic Spike Craft Removed all point systems, Ruhn Lantern and Carving count changed. Added Rune of Ice EDIT 11/5/2020 Very minor edit, removed a part in text that contradicted the redlines. Fixed typos 33 Link to post Share on other sites More sharing options...
sneakybandit 1503 Share Posted August 17, 2020 ____Lord Darek Irongrinder approves this message 3 Link to post Share on other sites More sharing options...
Beamon4 1646 Share Posted August 17, 2020 +19241572618462824738473628361819364 1 Link to post Share on other sites More sharing options...
Ryloth 4312 Share Posted August 17, 2020 runic siege cannons when? 2 Link to post Share on other sites More sharing options...
DrHope 583 Share Posted August 17, 2020 Just now, Ryloth said: runic siege cannons when? Future DLC, coming soon to a store near you! 6 Link to post Share on other sites More sharing options...
Nooblius 5794 Author Share Posted August 17, 2020 Sorry that the formatting is so messed up bois and girls, I’ll be spending some time dedicated towards fixing it post- well, post-posting. Content will stay the same however. EDIT: Formatting done! There was a single redline from Ruhn Lanterns I removed as it was wack and from an earlier draft. Sorry if that made anyone’s viewing experience uncomfortable, I suggest reloading the page to the lot of you. 4 Link to post Share on other sites More sharing options...
SoulReapingWolf 2258 Share Posted August 17, 2020 I really like this lore submission. +1 3 Link to post Share on other sites More sharing options...
Ryloth 4312 Share Posted August 17, 2020 25 minutes ago, DrHope said: Future DLC, coming soon to a store near you! got my pre-order ready 1 Link to post Share on other sites More sharing options...
Evonpire 1814 Share Posted August 17, 2020 Wait this wasn't just a meme for star breaker discord, you actually wrote it? 1 Link to post Share on other sites More sharing options...
Luciloo 2649 Share Posted August 17, 2020 This is going to need some general clarification, tidying up of vagueness etc. For example: 7 hours ago, Noobli said: Rune of Healing Slowly helps the body of those around heal. This dialect of runes, only quickens the pace of which the body heals itself. Mortal wounds that the body couldn’t repair in turn, means the dialect can’t. T1: When placed atop the injury of the person, it can lessen the pain by a small margin depending on the severity. It can only numb the pain of minor cuts, bruises and injuries. T2: Very slowly heals minor injuries, 10 RP minutes to heal bruises, minor cuts. T3: Can numb the pain of moderate wounds but cannot mend them in anyway, merely taking away the pain. It can however heal minor cuts and bruises near the area of where the rune is placed. 5 rp minutes to heal bruises, minor cuts (etc.) T4: This Tier is strong enough to fix moderate injuries and wounds on the injured individual. Allowing to them to close wounds, mend medium sized gashes and even small fractures in bone. T5: This Tier is strong enough to repair broken bones, close large wounds, stop bleeding (etc.) With a Destroy suffix, a Rune of Healing will slow down the ability for the body to naturally heal. I can jam a T5 Healing Rune into my wound and apparently it will close itself and repair broken bones, then I’m up in the fight again. So it only takes one Runesmith to dole out this rune during player versus player cRP, to cause an argument over what amounts to lore-approved powergaming. You should detail how long it takes to heal such extensive injuries and it should be impossible to use in a combat scenario. 7 hours ago, Noobli said: Rune of Sound Used mostly in speeches and performances, the Rune of Sound is for magnifying the sound heard within a small radius of the rune, making it loud and clear over a wide area. T1: The rune magnifies the sound of everything in a foot radius to be heard clearly in a 8 foot radius. Often used for performances in taverns or speeches in smaller chambers. T2: The rune magnifies the sound of everything in a foot radius to be magnified and heard in a 16 foot radius. This is often used for wider, more public speeches before crowds. T3: The rune magnifies the sound of everything in a foot radius to ring throughout a 24 block radius. Historically used for giving commands to smaller military formations or kingdom-wide speeches. T4: The rune magnifies the sound of everything in a foot radius to sound loudly in a 32 block radius. Mostly used for issuing military commands for large formations. T5: The rune magnifies the sound of everything in a foot radius to boom throughout a 64 block range. This is rarely used, only for extreme situations, such as alarms heard throughout an entire valley. With a Destroy suffix, a Rune of Sound will within its radius, depending on its tier, silence all noise. This is suggesting that sound can be magnified beyond #s distance. In which case is T5 meant to allow for use of event broadcast channels, because I don’t see another way for a player to achieve this mechanically. Like I can see a number of circumstances where you can use this rune for all sorts of interesting things, but how is it going to work mechanically? You might do better to refer to the mechanical emote ranges rather than blocks honestly. 2 Link to post Share on other sites More sharing options...
Charles The Bald 1780 Share Posted August 17, 2020 (edited) This revision is really bad, it’s basically a re-write by @Josh3738 posted by @Noobli – It makes runesmithing a very powerful magic that is again designed to the runelord ultimate power over other living beings since he can do basically every sort of magic in a sort of way, he controls his students and teaches who he wants. The runelord can use any rune at his disposal to “powergame” his way out of fights, etc. A runelord doesn’t have to be a powerful being that can kill anyone he wants. The Runelord will be the lord of water, mud, lava, etc. He will also be able to make runes of memory, light, etc. Again, nobody on this server should have that much roleplay power over other races and beings. - The Rune of Inspiration is simply a rune used to give the student runesmithing in a quick manner, it doesn’t server any purpose than that, there’s nothing written that is very substantial than boosting the student’s creation, I mean it could have been written better to give a better idea about what you want than boost the student creativity and rune making which will be used for “certain” students as we already know. - The runes do not give any bad effects, as they grow in tiers they instead grow in power, they do not have have counter-effects included that makes the runesmith think what should he make, the runes are pretty straight forward as they are. Certain runes have a slight objection to them but I can still think of a few situations that EVERY rune could be abused in order to profit the runesmith. Overall, the magic will push the same thing as before : - Over powerful runelord - Circlejerks - Powergaming masked through runes. My recommendations are : - A complete re-write by the ST team because the dwarves are now competing on re-writes, increasing the toxicity in the sub-community. - ST oversight over runesmithing for a few years until the bad habits are fixed. Edited August 17, 2020 by Charles The Bald 8 Link to post Share on other sites More sharing options...
Nooblius 5794 Author Share Posted August 17, 2020 45 minutes ago, Luciloo said: This is going to need some general clarification, tidying up of vagueness etc. For example: I can jam a T5 Healing Rune into my wound and apparently it will close itself and repair broken bones, then I’m up in the fight again. So it only takes one Runesmith to dole out this rune during player versus player cRP, to cause an argument over what amounts to lore-approved powergaming. You should detail how long it takes to heal such extensive injuries and it should be impossible to use in a combat scenario. This is suggesting that sound can be magnified beyond #s distance. In which case is T5 meant to allow for use of event broadcast channels, because I don’t see another way for a player to achieve this mechanically. Like I can see a number of circumstances where you can use this rune for all sorts of interesting things, but how is it going to work mechanically? You might do better to refer to the mechanical emote ranges rather than blocks honestly. These are both very good points, frankly speaking. Thank you for your feedback! It was our intention that a Rune of healing would need a very long time to heal major injuries and that its only power was speeding up the natural healing process, however it seems that in this draft we forgot to put such an edit in and make it clear. I’m thinking to limit the amount of tiers on this one and make it distinctly and clearly weaker, or perhaps even just removing it entirely and saving it for the Flesh Rune DLC. If I do that however I want to introduce a utility rune or two to replace it, as I don’t want the dialect to become small enough it is seen as secondary to the more weaponry capable sides of Runesmithing. On the Rune of Sound, that was its idea, however you’re right that in its current state it could be a bit strange mechanically. Will reword the redlines for that one, and only have the T5 be beyond shout, and say its carving has to be approved by ST. Being how I’m sure I have some time until this gets claimed by the Loremags, I may do some minor balancing there later this week or even tonight. 23 minutes ago, Charles The Bald said: This revision is really bad, it’s basically a re-write by @Josh3738 posted by @Noobli – It makes runesmithing a very powerful magic that is again designed to the runelord ultimate power over other living beings since he can do basically every sort of magic in a sort of way, he controls his students and teaches who he wants. The runelord can use any rune at his disposal to “powergame” his way out of fights, etc. A runelord doesn’t have to be a powerful being that can kill anyone he wants. The Runelord will be the lord of water, mud, lava, etc. He will also be able to make runes of memory, light, etc. Again, nobody on this server should have that much roleplay power over other races and beings. - The Rune of Inspiration is simply a rune used to give the student runesmithing in a quick manner, it doesn’t server any purpose than that, there’s nothing written that is very substantial than boosting the student’s creation, I mean it could have been written better to give a better idea about what you want than boost the student creativity and rune making which will be used for “certain” students as we already know. - The runes do not give any bad effects, as they grow in tiers they instead grow in power, they do not have have counter-effects included that makes the runesmith think what should he make, the runes are pretty straight forward as they are. Certain runes have a slight objection to them but I can still think of a few situations that EVERY rune could be abused in order to profit the runesmith. Overall, the magic will push the same thing as before : - Over powerful runelord - Circlejerks - Powergaming masked through runes. My recommendations are : - A complete re-write by the ST team because the dwarves are now competing on re-writes, increasing the toxicity in the sub-community. - ST oversight over runesmithing for a few years until the bad habits are fixed. If you believe this rewrite is identical to Josh’s, well, I don’t have too much to say other than sorry ya feel that way, as I felt our group had done a pretty good job of rewriting it from scratch, even makes me a tad sad to hear that. Regardless, we had gone out of my way to specifically the runes substantially weaker than previous rewrites. Lava is not allowed to be used even mechanically on weaponry, and the equivalent of a T2 on Josh’s rewrite is a T5 on our own. If you have specific grievances where you think a specific rune is too powerful, please cite the and I’ll give what reasoning I can or even cede the point and remove/balance it. However I will state an LT advisor had told us it was alright, which is why we went ahead with posting with the current balancing. The Rune of Inspiration is not meant to speed the process in which someone becomes a Runesmith or progresses through the tiers, and I actually feel somewhat ashamed if this was the conception, I did a poor job of communicating. No, the rune is only meant to act as RP flavoring, perhaps used by old storytellers ‘round the fire to better captivate the young ones. That was something we had gone over in our head for a while, and decided that they shouldn’t necessarily have bad effects as that’s not really their point. If we wanted to make the runes more powerful, then yes they should have clear bad effects other than the casting time, however we opted to nerf them more to make it more simple and balanced. If there is a general consensus among many people that the runes are too powerful to be without negative effects we will do some balancing on the subject. I would like to reiterate that we did in fact have ST oversight for this. On the subject of Toxicity, I have seen none and encouraged none so far, and I do not intend to have our culture and lore become a battleground. And I encourage that to everyone reading this post who may feel... strongly about this subject. Even if you think someone else “started” it, just let it go. We’re all just nerds playing Minecraft Roleplaying, let us be peaceful nerds. 5 Link to post Share on other sites More sharing options...
Hiebe 2475 Share Posted August 17, 2020 29 minutes ago, Charles The Bald said: This revision is really bad, it’s basically a re-write by @Josh3738 posted by @Noobli who hurt you? Anyways, its a good rewrite. No rune alters. It can be expanded on with additional rune types, a well needed addition. Not controlled through ooc circle jerks, ffs we can have this release with 8.0 dwarf lore and issue one rune of learning per clan to calm charles. Good job noobli, 4 Link to post Share on other sites More sharing options...
BDanecker 858 Share Posted August 17, 2020 14 hours ago, Noobli said: This rune can summon/manipulate a large boulder, akin to Cubic 4 feet or about the size of a Toph approved rock. +1 2 Link to post Share on other sites More sharing options...
TheFirstShroom 280 Share Posted August 22, 2020 I feel that this rewrite fixes a lot of the power issues involved with runesmithing. At first glance, it is easy to see the potential power behind runes, but I believe that the counter measures against powergaming with the runes are more than adequate to balance the magic. Runesmiths have limitations on: How many runes can be carved in an OOC week (a limitation not put on most magics), the number of runes put on a carried object, the material and preparation required to carve T4 and T5 runes, needing to be taught EVERY rune irp, no matter your tier level, the fact it is a 3 slot magic (covering for its wide variety of applications), and the need to have ST signed tools on you to perform it, just to name a few. Individually, they seem like small concessions, but when combined I think the rp dedication required to utilize adequately balances it. I would like to see a few clarifications, such has how many emotes are required to carve one rune. I’d suggest 3 per rune, as this would drastically decrease the power of runesmithing in the middle of combat and require runesmiths to really consider their use of the magic during combat. Overall, +1 but does need some minor adjustments 1 Link to post Share on other sites More sharing options...
Recommended Posts