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[✗] [Magic Lore] Runesmithing (Redux)


Quavinir_Twiceborn
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Background/Origin
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The magic of Runesmithing bears a storied, and somewhat convoluted history. Said to have been created - or better yet ‘discovered’ by one of the sons of Urguan, and passed to both his kin and heralded by the Scribefolk of old Asulon, its true origins, or mayhaps, simply its original ‘discoverer’ has been a subject of debate and conjecture for centuries. In truth, its discovery was humble, accidental, and many times by those who knew not its worth. Though clearly most prolific amongst the dwarven folk, its origins in truth don’t stem from Urguan’s brood. the sacred runes which name reality itself have no origin amongst mortals or men, rather, the very script of reality has always existed, left almost like a receipt of fabrication from the Creator himself. The runes, even if not ever used or known, inevitably will always exist, just as much as air or grass or dirt may exist. Distinct from the material alphabet, the runic alphabet is its own descriptor, a language and script which call each stone, speck of dirt, and physical mechanic by their name. This is language is spoken, or quantified most heavilly in stones, where the material alphabet is translated, re-written, and translated.

Nonetheless, like all magic arts of Aos and Eos, the Runes of Creation, and the ways of Runesmithing change with the ever constant shifts in reality. Though for a time, the runic script has been scrambled in the minds of its practitioners, as reality and thought are reshaped with every passing land, so to have the Runes changed. Nonetheless, as the runes still exist, so to shall those whom know how to utilize them eventually rediscover this art.


Magic Explanation

Runesmithing is the art of learning, carving, and utilizing a written language henceforth referred to as the ‘Runic’ language. This Runic language draws upon the innate, and for the most part, inert magical energy present in non-living stone, as to power their enchantments, and the genus-bearing blood of descendants to activate them. Runes are the letters of the runic language.

To call upon the powers of runes and stones, one must first have both an entry point into the understanding of runes, alongside be taught the basics of the workings of the runes. The entry point of any runesmith is to learn the true name of a type of stone. Not a general type, nor simply one specific rock object, but rather a ‘variety’ of stone, such as black granite, gypsum alabaster, or malachite A true name is the rune, or set of runes which identifies that physical object, and allows it to be utilized. While not being something that is translatable into words or spoken verbs, the set of runes that make up the true name of a stone communicates, to those whom understand it, the fundamental make up, quintessence, and place in the world the stone bears as a object. This understanding of a true name will flood the mind of the neophyte runesmith, and create an unbreakable bond between that Runesmith, and the variety of stone whose name they have learned. As if learning every facet of a person and falling in love, the Runesmith becomes bound to the stone, and the stone in return acts as the initial book of translations by which the runesmith understands the runic language. Though not directly giving information, the name of the stone acts as a point of reference for translating concepts into this runic language. While physically unable to find the true name of any other being, or stone, the runic language learned through the stone allows the runesmith to draw upon the stone’s power, and perform feats of magic and enchanting through it.

Learning the true name of the stone is a tricky thing. First, the prospective runesmith must be shown the written runic names of at least one other stone, and had the concept of true name explained to them. And than- it is simply getting to know the stone. Whether through working and carving the variety of stone repeatedly, or simply carrying around dozens of stones and rocks of the same variety on oneself for weeks or month. Once the runesmith has known the stone enough, they shall need to attempt to discern the name of the stone, and carve it out on the stone itself. At the time clueless, they shall most likely carve chicken scratch and gibberish initially, though eventually (most likely after a couple weeks of attempts) they shall carve out the true name of the stone, which shall begin their path into runesmithing.

After the runesmith has discovered the name of the stone, they will begin to discern the names of phenomena and objects much in the same way, the understanding of the initial stone acting as reference. The runesmith will eventually be able to translate the names of other objects into runic, though such names shall never be as explainative or potent as the initial true name of the stone, they shall nonetheless be useful for use in runic enchantments.


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Runic enchantment:
Gabbro
Protect (from)
Weapon

 

The name of the stone, just as it is the key to knowing the runic language, is equally the key to utilizing the runic language. Standardly organized in a vertical fashion, first is the runic name of the stone itself, of which the rune must be carved on, the action of the enchantment, and than that which the action is to affect. The name of the stone acts as a key, or password, that thence allows one to carve runes as to ‘order’ the innate power of the stone into action. After that, a verb, or action must be carved under the name of the stone, and than the receiver of that action. To finish the runic enchantment, the runesmith must than line the inscription with their own fresh blood, the genus in the blood acting as a catalyst and finish to the rune. One will know their rune is successful if the blood disappears into the stone, and the rune briefly glows. Depending on the type of enchantment, the glow of the rune can be constant if the enchantment is passive, or activated through one tracing their finger over the engraving of the rune to activate it.
This process of engraving and activation is not a quick process, and requires the utmost focus to do so. As such, it isn’t necessarily possible for one to carve and enchant a new runic item in the heat of combat.
Runic enchantments fall into roughly 3 categories. Runes that attract or repel stone, stone adjacent materials, and later magical energy, runes that make light from stone, and runes that change the composition or qualities of stone.
The Runic language in itself is a bizarre and difficult to discern language, and a lot of its connotations, nuances, syntax, and definitions defy themselves. Standardly, a specific concept, is communicated either with one, or two runes set next to each other, yet, this concept is contextual based, and the exact meaning of the two runes can change drastically depending on what runes are above, and/or below it. Though a learned runesmith would be able to discern the use of a runic enchantment and its supposed target somewhat easily, one isn’t able to read or write a coherent sentence in runic.

Being bound to this variety of stone is as freeing as it is restricting. As the information of the stone variety whose true name they know is ingrained into the mind of the runesmith, the runesmith is unable to obtain, or understand the true name of any other variety of stone, hence, the runesmith can only create runic enchantments on the exact stone whose name they initially learned. Additionally, learning the true name of the stone fundamentally changes the runesmith’s view of matter, reality, and natural phenomena. This changed view, though mostly accurate to reality, is swayed, and in some areas lacking, yet as long as they know the true name of the stone, and understand the runic language, it will remain nonetheless the same.
This changed understanding is subtly, yet impactfully different than that of objective reality, which interferes with magics that call upon intrinsic understanding or knowledge; As such, those well versed in the runic language are unable to draw upon the void to evoke any elements, images, or alter the world with the use of transfiguration, given the perception of reality runesmits have differs significantly enough that what they would evoke would not be consistent with reality, and thus, be unable to be evoked. A runesmith could still have a voidal connection, but they would be markedly unable to use it. Additionally, the added magical knowledge and constant giving of genus ever so faintly disrupt the channels by which chi flows. Water cannot flow from stone, and thus, those who practice runesmithing cannot practice either form of Chi magic.
Additionally, a Runesmith must be of relatively sound mind, body, and soul, both as to fully understand the true name of the stone and the runes surrounding it, to translate such into physical written runes, and to properly activate any enchantment with ample untainted genus.

-Runesmithing is a 2 slot misc magic, powered by the innate power of stone and a magical set of runes to activate said power. These runes are effectively a  bastardized dialect of the material world, similar in concept to the material alphabet, yet functionally different, understood and translated through stone. It requires a greater soul to practice.
-Runesmithing is incompatible with any void magic, Naztherak, Necromancy and chi magic.
-Runesmithing, despite being able to create items useable in combat encounters, is not able to be utilized to create new items or runes during or within combat encounters.

-To learn Runesmithing, one must be taught by a runesmith with an accepted TA.
-Runesmithing follows the baseline requirements for progression, taking a total of 16 weeks to reach tier 5. However, a Runesmith may make a TA at tier 4, which is attainable after 10 weeks of learning the magic.
-Runesmiths are required to choose a specific variety of stone to specialize in, and only carve runes upon that stone. This stone must be a specific complex type of stone, such as heliotrope, or black granite, etc, and cannot encompass many varieties of differing stones within itself, such as just choosing ‘marble’ and than using red, white, black, and tan marble, etc. This stone cannot be a precious gemstone, nor a native metal.

-The stone the runesmith is specializing in must be noted on the runesmith’s MA, next to the answer of the ‘What magic will you be learning?’ Answering it with “Runesmithing - [stone variety]. This specialization cannot be changed.



Abilities/Spells

Tier 1 Spells:


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Runic enchantment:
[Stone]
Ward (keep safe)
(Ability of) Sight


Rune of Sight
Description: One of the first runes a runesmith shall ever know, the Rune of Sight is a rune which repels any and all small non-organic particles away from itself in a radius of 5 inches. Additionally, it absorbs any excessively bright light that shines upon it within that radius.Standardly carved on something small, a stone carved and enchanted with this rune is usually held in place (whether by hand or by a small crown of string or cloth, or being carved on a stone crown itself) above the brow of the wearer.
Any particles which enter the radius of the Rune will be pushed away and redirected from the eyes, as if by wind. Any exceedingly bright light, sans magical light, that would cause damage or pain to the wearer’s eyes will be absorbed by the rune.

Mechanics:
-The rune of sight acts as a combination pair of goggles and sunglasses, acting both to protect the wearer’s eyes from particles (whether solid or liquid), and from overly bright light. This protection does not protect the wearer from magically conjured light, but does protect from magically conjured particles that could damage the eyes. This protection does not extend to any objects or portions of liquid over the size of a housefly.
-The enchanted item itself must be held against one’s forehead or brow to work, with its glowing side facing outward. Once the rune is carved, it will glow a dim white, and continue working indefinitely, so long as it is not damaged.
-At a minimum, there must be the flat area of a circle with a 2 inch diameter to carve this rune into.

Redlines:
-Rune of Sight requires an item to be made to represent it, renamed, signed, and described by the Runesmith, though does not require an ST signature.
-Stones enchanted with the rune of sight cannot be enchanted with any other runes.
-Magical spells that conjure bright light as to blind someone are unaffected, and the wearer of a Rune of Sight is just as affected as anyone else.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on.

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Runic enchantment:
[Stone]
Make (from oneself)
Light


Rune of Light
Description: Another simple rune, the Rune of Light is a set of runes which produce a vivid, bright light from its engraving. Appearing from within the indents of the carved script, this light is white, and bright, though not blindingly so. Once this rune is carved in place, and fully lined with blood, it shall shine forever.

Mechanics:
-Stones carved with a rune of light will glow brightly from where the rune was carved. This light is not blindingly bright, nor does the rune give off any heat. This rune may be utilized both for RP items, or used as an explanation for light sources in builds.
-Runes of Light can vary greatly in size, though at a minimum it requires the flat area of a circle with a 3 inch diameter to be carved, and at a maximum can fill a 1 meter square.

Redlines:
-Runes of Light cannot glow bright enough to blind or damage the eyes of others, nor can they be magnified to do so.
-Stones enchanted with Runes of Light cannot be enchanted with any other runes.
-Runes of Light have an equal brightness to an ingame block of glowstone.
-RP items enchanted with Runes of light requires an item to be made to represent it, renamed, signed, and described by the Runesmith, though does not require an ST signature.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on.

 


Tier 2 Spells:


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Runic enchantment:
[Stone]
Command  (to show) Light
[Different Stone]

 

Rune of Finding
Description: The Rune of Finding, also known as the ‘Miner’s Runes’, is a set of runes which must be made with another stone named. This stone, unlike the one the runesmith knows the true name of, can be known only vaguely, and can be any gemstone, ore, refined metal, or even an unnatural stone. The Rune of finding causes any of the chosen stone within a 2 meter radius of the runic item to glow a vivid light blue, matching the glow of the rune itself. 

Mechanics:
-Runes of Finding take 3 emotes to carve, with the rune glowing and activating on the 3rd emote, once blood has been applied.
-The Rune of Finding can be made to make any single specific non-organic material within a 2 meter radius glow a light blue, matching the blue glow of the activated rune itself. This selection is comprised of elemental refined metals, stones, ores, and gemstones.
-Elemental metal refers to a metal one cannot break down further into differing metals, a non-alloy. One would not be able to make a Rune of Finding that specifically works on bronze, but one would be able to make a Rune of Finding that works on copper, the main component part of bronze.
-These refined metals must be comprised of at a minimum 80% of the specified metal to glow. For example, a slayersteel sword would not glow if the chosen metal was ferrum, but a thannic steel sword would.
-The glow of material effected by the Rune of Finding is just slightly above that of a redstone torch, and cannot be seen beneath 2 layers of cloth, or a thick, opaque cloth such as leather.
-Runes of Finding can vary greatly in size, though at a minimum it requires a flat area of a circle with a 4 inch diameter to be carved, and at a maximum can fill 8 inch diameter circle.

Redlines:
-Stones enchanted with Runes of Finding cannot be enchanted with any other runes.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on.
-RP items enchanted with Runes of Finding requires an ST signature, and requires the RP of creation of the item to be provided, alongside the description to specify the exact material it is made to affect.
-Stones enchanted with Runes of Finding cannot be enchanted with any other runes.
-Runes of Finding cannot be made to work on a material with an organic source, such as alchemical plants, types of wood, animal parts, etc.


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Runic enchantment:
[Stone]
(Become) Willed (To)

[Runesmith]

Rune of Shaping
Description: The Rune of Shaping, also known as the ‘Stonesmith Rune’ is a rune which allows the runesmith to change the shape of the stone as if it was but clay. Once this rune is carved, and lined with blood, the rune will begin to glow a bright yellow, and the runesmith themselves will be temporarily bound to the specific stone object. From there, the Runesmith will be in a trance, and the movements of the runesmith’s body shall begin shaping the stone. This usually manifests as the Runesmith gesturing, and the rune seeming to follow said gesture, such as the runesmith pressing their hands together, and causing the stone to flatten in a area, or flatten completely, or slowly balling one’s hand into a fist, causing one of the sides of the stone to taper into a conical shape, etc. This shall last until the runesmith either looses focus on the stone, or willingly severs the connection to the stone, in which the Rune of Shaping shall fade away, and cease glowing. The rune of shaping will than need to be recarved, and relined with blood to continue shaping it, the rune itself only lasting so long as the runesmith maintains their connection with the stone.
The level of detail afforded for shaping the stone is only limited by the ingenuity of the runesmith.

Mechanics:
-Runes of Shaping take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied. It can last indefinitely, so long as the runesmith is focussing on it, and utilizing the rune.
-The Rune of Shaping allows stone objects of the Runesmith’s specific specialized stone to be molded and changed as one wishes. This includes, but is not limited to, flattening, widening, elongating, shortening, splitting, embossing, engraving, raising, and curling. Any and all forms of shaping should be accompanied with a gesture, with each gesture (unless repeating the same gesture(s) over and over and over again) accompanied with an emote.
-The Rune of shaping requires, at a minimum, the flat area of a circle 3 inches in diameter, and can affect a stone object up to the size of a ingame half-slab. Items may be made larger than a half-slab, but the stone itself- if re-shaped, should always be able to fit within such an area.
-Runes of Shaping can only change the shape of an object, and cannot create, or destroy matter, nor can it change the density of a stone. Additionally, the stone itself has no ‘strength’ of its own when it is being shaped, and cannot be used to ‘push’ or ‘pull’ anything whilst it is being shaped.
-The Rune of Shaping itself shall not be required to remain indented into the stone whilst it is being shaped, the area the rune was carved into will continue glowing, even if it is stretched of split apart, and will fade away when the shaping is done.


Redlines:
-The Rune of Shaping cannot be used to shape any stone over the size of the area of half a square meter (an ingame half-slab) of stone, nor can it be used to meld 2 smaller stone objects into one larger stone.
-The Rune of Shaping cannot be used as a means to harm or encase a living being, nor can a stone be shaped within a combat encounter. Should combat begin whilst a runesmith is shaping a stone, the runesmith shall loose their focus, and have to recarve the rune into the stone.
-Items made with The Rune of Shaping do not require ST signatures, however, should another rune requiring an ST signature be carved onto an item previously shaped with the Rune of Shaping, the roleplay of the item being shaped must be included with the roleplay of the enchantment.
-The Rune of Shaping can only work on one stone object at a time.
-The Rune of Shaping cannot be used to carve runes.
-The Rune of Shaping cannot be used to change the shape of already runic enchanted item, with the sole exception of items enchanted with the rune of strength.

 

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Runic enchantment:
[Stone]

Protect (from) 

Brothers (kin)


Rune of Stoneward
Description: The first of the 3 true ward runes, Rune of Stoneward, also known as “Miner’s Salvation” is a rune which, much like Rune of Sight, causes any thrown or falling rocks or stones to be redirected away from the wearer. Standardly engraved onto a plate of stone held in place atop one’s torso, the Rune of Stoneward creates an effective invisible dome of protection around the wearer, causing any stones, or items made of stone rapidly approaching the wearer to be pushed aside, as if by an invisible wind, either to the side of the wearer, or directly down to the ground. However, this protection has limits. Whatever stone that is warded away must have somewhere else to go, and if there is no rune for said stone to go, it shall still strike the wearer. Likewise, this rune cannot protect one from stones from siege weapons, whose size and velocity overpower the small stone rune.

Glowing a vivid yellow, the rune of stoneward is a constant hedge of protection around the wearer, so long as the rune itself is kept open to the air, and the back of whatever stone object the rune has been carved onto is kept pressed against the chest of the wearer (atop clothing, or an armor piece), usually held on with some belts of string or leather.

Mechanics:
-Runes of Stoneward take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied.
-The rune of stoneward effectively gives the wearer immunity to thrown and falling stones, alongside strikes from stone weaponry. The rune is constant, and glows a vivid yellow.
-For the Rune of Stoneward to work, the item it is carved on must be held in place against the chest of the wearer, with the glowing side facing forward, and uncovered by either cloth, armor, or beard.
-This immunity does not preclude someone from picking up stones, being handed stone objects, or having a small sharp stone slowly pressed into one’s flesh, or being slowly crushed by a rock, this only works on objects made of rock or stone hurtling towards one’s body. Additionally, it cannot be used to block or divert large stones thrown by siege weaponry. Additionally, if there is no room for a stone to be diverted to (such as a cube of stone falling down a square square slot to fall on someone) the rune will not be able to divert it, and the wearer will still be crushed.
-Additionally, this does not stop objects with ornamental stone parts or stone components, only objects predominantly made out of stone. Having jewels or stones in one’s blade will not cause one’s blade to be warded away.
-This effect does not apply to stone weapons enchanted with the Rune of Strength, nor does it apply to the bodies or bodyparts of golems, paleknights, or creatures made out of stone.
-Runes of Stoneward require a minimum of a flat area comprising of a circle with a 8 inch diameter to be carved onto, and must be worn to have an effect.


Redlines:
-Stones enchanted with Runes of Stoneward cannot be enchanted with any other runes.
-RP items enchanted with Runes of Stoneward requires an ST signature, and requires the RP of creation of the item to be provided.
-Someone equipped with a Rune of Stoneward must have the ST signed item in their inventory, and if possible the item depicted on their minecraft skin, covering a minimum of a 2 by 2 pixel area on the character’s chest, with at least 1 yellow pixel.
-A character may only have 1 Runic Ward item on their person at any given time. If someone is carrying about more than 1 ward item, all ward items on one’s person will ward nothing and have no effect. This includes more than 1 ward item of the same type, or 2 differing types of wards.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on.




Tier 3 Spells: 


KZguh3S-fqJnQRxqZr6FhyxqpVghTG0pp4fm8lb19QOPKcg2pV5uJ92ZNEvBS4mzVuKnZBIN2ome8QCtso_nD5J2p66_94GwwCpXymAzYW_BMiEcpyVQlMeStKq9swCwHyBjcW2c
Runic enchantment:
[Stone]
Protect (from)
Weapon


Rune of Weaponward
Description: The second of the 3 ward runes, far more limited in both its effects and scope, the rune of weaponward is nonetheless among one of the most formidable of the runes creatable by a Runesmith. The Rune of Weaponward, which glows a vivid bright blue when active, will redirect one strike from a  hand-held melee weapon away from the wearer, before temporarily loosing its glow and going inert for a time, though recharging passively and returning to its former glow after a time.
Following the same requirements as the Rune of Stoneward, the object the Rune of Weaponward is carved on must be held in place, pressed against the chest of the wearer (standardly atop clothing or an armor piece), with the side the rune is etched on facing outward and uncovered.

Whether a weapon of stone, wood, or metal, the rune shall divert a single strike from any weapon, so long as it is not conjured from some magical means. A single strike from Swords of Ironwood or Maces of Thannic Steel being tossed away the same. This time a bit closer than the rune of stoneward, a weapon attack will be deflected away mere inches from the body of the wearer.


Mechanics:
-Runes of Weaponward take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied.
-The Rune of Weaponward effectively allows one to deflect one attack from a melee weapon. This melee weapon can be one handed or two handed.
-The Rune of Weaponward’s effect is activated on the first weapon attack against the wearer, it cannot be selectively used on this or that weapon attack, only the first, in which case it will loose its glow, and be unusable again in this encounter.
-For the Rune of Weaponward to work, the item it is carved on must be held in place against the chest of the wearer, with the glowing side facing forward, and uncovered by either cloth, armor, or beard.
-Additionally, the Rune of Weaponward can only affect one attack from one weapon held by one person. It cannot be used to deflect multiple attacks at once from multiple people.
-The Rune of Weaponward recharges naturally, and is able to be used again 1 OOC hour after the combat encounter it was used in has ended. While it is unusable, the rune will cease glowing. Once it has recharged and is properly useable again, the rune will glow light blue once more.
-Runes of Weaponward require a minimum of a flat area comprising of a circle with a 8 inch diameter to be carved onto, and must be worn to have an effect.
-The rune of Weaponward does not stop bolts, thrown weapons, arrows, unarmed strikes, or strikes from metal or stone creatures. It must be from a handheld melee weapon.


Redlines:
-Stones enchanted with Runes of Weaponward cannot be enchanted with any other runes.
-RP items enchanted with Runes of Weaponward requires an ST signature, and requires the RP of creation of the item to be provided.
-Someone equipped with a Rune of Weaponward must have the ST signed item in their inventory, and if possible the item depicted on their minecraft skin, covering a minimum of a 2 by 2 pixel area on the character’s chest, with at least 1 light blue pixel.
-A character may only have 1 Runic Ward item on their person at any given time. If someone is carrying more than 1 ward item, all ward items on one’s person will ward nothing and have no effect. This includes more than 1 ward item of the same type, or 2 differing types of wards.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on, excluding the rune being in its inert state after a successful deflection.
-A deflected strike shall always be deflected harmlessly, and can’t be used by the the person wearing the rune, nor the person whose attack was deflected to claim it was deflected and than hit another target due to its deflection. Nor will a defected strike disarm an opponent, save unless the opponent chooses to disarm themselves by their own volition.


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Runic enchantment:
[Stone]
Likened (to)
Bounded (Metal)


Rune of Strength
Description: The Rune of Strength is simple in both its concept and effects. Make stone stronger, given its relative fragility compared to many other materials, the Rune of Strength acts as to strengthen the stone. Once carved into the rune, the stone shall become much more durable- and depending upon the type of stone, fluctuate in weight slightly, though, little else. Once the rune is carved, and lined with blood, it shall glow a vivid bright yellow, the stone shall seem to vibrate momentarily, and than the rune shall fade away. The resultant stone now roughly bearing the durability and weight of solid black ferrum. Though retaining its previous appearance, heat resistance or vulnerability, and previous surface texture from the stone it was made from.

Mechanics:
-The rune of Strength takes 3 emotes to carve, glowing and converting the stone on the 3rd emote.
-The Rune of Strength allows one to objects made from the stone variety that the Runesmith has specialized into a metal like material, with the durability and weight of black ferrum, regardless of previous stone type. This does not affect the thermal properties, appearance/color, nor surface texture of the stone. Objects converted can be sharpened, and used as tools, weapons, or most anything else metal is useful for.

-Though not able to be worked in a forge, due to retaining the thermal properties of stone, objects converted using the Rune of Strength are able to be filed or carved down, or shaped using the Rune of Shaping. Additionally, stone already shaped with the Rune of Shaping is able to be converted using the Rune of Strength.
-At a minimum, there must be the flat area of a circle with a 2 inch diameter to carve this rune into, and can affect a stone object up to the size of a ingame half-slab.


Redlines:
-Items made with The Rune of Strength must be ST signed, and have roleplay of its fabrication provided tp the ST. Additionally, these items must follow a consistent naming convention, beginning with the word ‘Runic’ followed by the variety of stone, followed by other component parts and what the item is, making it [Runic] [Stone] [Item]. For example “Runic Gabbro Blade” or “Runic Bloodstone Mug” etc.
-Stones converted with the Rune of Strength cannot be enchanted with any other runic enchantment, sans the Rune of Shaping.


JpM8wtK-SGSEnFlfma9Ja0S8lKU5DzPiRN021ldb8l1iHOgSQMoeae0hpzvVzxgOCippkV53a-QluoOnKmEQE1WbaGnWgU6VpvBJ5XsZEG6_xMd3aL6Oq-I0GgxOw7nl2d-ovuiR
Runic enchantment:
[Stone]
Return
Embrace (Oneness)

 


Rune of Reformation
Description: Also known as the “Rune of Frugality”, the Rune of Reformation is simple in its effects and purpose. Once carved onto a stone, the stone will begin to attract any and all particles and fragments of stone of its same kind within a 1 meter radius, and pull it in- almost like a magnet, and meld it into the stone. These melded dust and fragments shall become part of the whole, turning into a singular cohesive stone. Almost like a vacuum, this small stone can be brought around, with any particles or fragments floating their way to the stone and joining it as one.

Mechanics:
-The Rune of Reformation when applied to a stone creates an effective ‘katamari’, that is, the stone shall vacuum up any and all fragments (that being pieces of the stone smaller than a 1 inch cube) of the same type of stone (that being the Runesmith’s bound stone variety), and absorb it into its mass, creating a larger stone. This effect shall continue for one OOC hour after the stone is carved, in which after the rune shall fade away and stop glowing. The end product will either be a sphere, or box shaped stone, depending one the Runesmith’s preferences.
-The Rune of Reformation requires a minimum flat area of a 1 inch square to be carved onto. The rune of reformation cannot make a new stone that is larger than a ingame half-slab.


Redlines:
-The Rune of Reformation takes 2 emotes to carve, activating and glowing a vivid yellow on the 2nd emote.
-Items made with the Rune of Reformation do not require an ST signature,and expire after an hour.
-Items enchanted with the Rune of Reformation cannot be enchanted with any other runes.
-The Rune of Reformation cannot be used to form a stone ‘around’ anything, nor can it be used to pull hazardously hot stone into or though anything.
-The stone fragments and dust cannot cause any harm whilst travelling, and cannot be used to stab, abrase, or blind someone.



Tier 4 Spells:


98_FkfTaRLECqSBXL5jF6QHz2KNOLxKj7-UAhFkRy2X65MJn2y8AvLwVN4pSD2Xmb57ukh2MR5pK-tjukz5n8wJdiLLOEZJz_oV_tWleJF9WuZQqru0--7kYjrNnVYKeiHjE76Tu
Runic enchantment:
[Stone]
Protect (from)
Invade (Void)


Rune of Mageward
Description: The most difficult to create and understand of the 3 wards, The Rune of Mageward, otherwise known as Voidward, is arguably the strongest, or weakest of the 3 wards, depending on one’s point of view. Capable of redirecting one offensive voidal spell away from the wearer harmlessly.

Glowing a vivid red, the Rune of Mageward is unable to affect anything of the mundane world, and is feeble against weapons or stones, yet, its ability to swat away a mages spell makes it nonetheless useful when dealing with those of voidal proclivity.  Just as with the other ward runes, this must be worn on one’s chest likewise, and must be open to the air. Just as with Weaponward, it will be able to deflect one projectile or spell, before going temporarily inert, and requiring time to recharge, as if covered by an invisible dome of protection, the spell shall veer off course just inches away from the body of the wearer.

Mechanics:
-Runes of Mageward take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied.
-The rune of Mageward allows the wearer to deflect one damaging (that being concussive, piercing, painful, disorienting, or burning, freezing, bludgeoning, or detrimental to the health of the wearer) voidal spell. If it is a projectile based spell, the rune shall deflect it off course harmlessly. If it is multiple projectiles shot at different times, it shall deflect the first projectile that would reach the wearer, and than de-activate, not effecting any subsequent projectiles. If all projectiles would strike simultaneously, it would deflect all projectiles simultaneously. If it is an AOE or shockwave, the shockwave shall pass over and around the wearer harmlessly. It does not affect illusions nor conjured creatures, though it can deflect a spell casted by a conjured creature or atronach. Additionally, it works on voidal spells conjured from enchantments.
-The Rune of Mageward’s effect is activated on the first spell attack against the wearer that would otherwise hit the wearer, it cannot be selectively used on this or that spell attack, only the first, in which case it will loose its glow, and be unusable again in this encounter.
-For the Rune of Mageward to work, the item it is carved on must be held in place against the chest of the wearer, with the glowing side facing forward, and uncovered by either cloth, armor, or beard.
-The Rune of Mageward recharges naturally, and is able to be used again 1 OOC hour after the combat encounter it was used in has ended. While it is unusable, the rune will cease glowing. Once it has recharged and is properly useable again, the rune will glow red once more.
-Runes of Mageward require a minimum of a flat area comprising of a circle with a 8 inch diameter to be carved onto, and must be worn to have an effect.


Redlines:
-Stones enchanted with Runes of Mageward cannot be enchanted with any other runes.
-RP items enchanted with Runes of Mageward requires an ST signature, and requires the RP of creation of the item to be provided.
-Someone equipped with a Rune of Mageward must have the ST signed item in their inventory, and if possible the item depicted on their minecraft skin, covering a minimum of a 2 by 2 pixel area on the character’s chest, with at least 1 red pixel.
-A character may only have 1 Runic Ward item on their person at any given time. If someone is carrying more than 1 ward item, all ward items on one’s person will ward nothing and have no effect. This includes more than 1 ward item of the same type, or 2 differing types of wards.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on, excluding the rune being in its inert state after a successful deflection.
-A deflected spell shall always be deflected harmlessly, and can’t be used by the the person wearing the rune, nor the person whose spell was deflected to claim it was deflected and than hit another target due to its deflection.
-Rune of Mageward only works on voidal spells, and is ineffective against combat spells of any other magic.


6earKFSFH1HA6ctPVYuJzAL9gZUfDKwEuFz46_t9slwbXBpwt0YibVrPvHsBvcyPNg6amdoOSkehVTkDU0aJ1gcfC9l12U-eC_50-fDtUeC6VlR_TECblIRAEyGPiNlKkmvAtvm-
Runic enchantment:
[Stone]
Bind (Self)
Bind (Other )

 


Rune of Binding
Description: Also known as the rune of sealing, the Rune of Binding is a simple but extremely effective rune. Capable of binding and holding anything that is touching the surface of the stone at the time of the rune’s carving, it is commonly used to hold component parts together, or to magically seal something shut. Anything, (anything not living, or organic), that is touching the stone whilst it is activated becomes bound to the stone, held in place as if the stone itself melted around it. Nothing can be taken from the stone, save unless the item itself, or the runic enchantment on the stone is broken.

Mechanics:
-Runes of Binding take 2 emotes to carve, with the rune glowing and activating on the 2nd emote, once blood has been applied.
-The Rune of Binding acts as an effective magic super glue. Anything non-organic touching the stone it is carved on will be attached to the stone at the point(s) of contact as if it and the stone were one singular object. This bind cannot be undone except for destroying the rune itself.
-This rune cannot be attached to anything living, nor any constructs, nor can it be carved or activated in the heat of battle.
-This rune may be utilized both for RP items, or used as an explanation for contraptions, machinery, or other such things in builds.
-The rune itself is only as durable as the stone itself, and though it is not possible to separate the stone from the objects it is bound to whilst the rune is active, it is possible for the rune to be torn or crumble apart given enough stress is put on the stone. Additionally, the rune can be smashed apart, which will immediately unbind anything attached to the stone.
-The Rune of Binding requires, at a minimum, the flat area of a circle 3 inches in diameter to be carved onto, and can affect a stone object up to the size of a square meter, or an ingame block.


Redlines:
-Once the Rune has finished being carved and been activated, nothing can be added or taken away from that which is already attached to the stone.
-Stones enchanted with Runes of Binding cannot be enchanted with any other runes.
-RP items enchanted with Runes of Binding requires an item to be made to represent it, renamed, signed, and described by the Runesmith, though does not require an ST signature. In a build it must have an applicable sign denoting its presence and use.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on.


ZbtExBTGTrDsUs2564zsIp31jYFAmGF1V8IqGWkRh4F5cUxZ7nfMdOfO0hXIRB15wq-qk32Z3zcPKlsB6Z4GeJwQky0PeNDQiUXAhTksIGe2QeEMIZIuGhpR_X-4FwjotKDnQvKH
Runic enchantment:
[Stone]
Consume (Take into self)
Light


Rune of Darkness
Description: The antithesis to the Rune of Light, the Rune of Darkness, otherwise known as the Rune of Night does what one would expect, it takes in light and ‘creates’ darkness. Any light within a meter radius of the runic item will be significantly dimmed. Those outside of the radius looking towards the rune would see a large spot of shadow, as if there was something blocking most of the light entering in, though one would still be able to make out what, or who was within that shadow. Conversely, those within would see everything as if blanketed in darkness. In daylight, it would look as night, the sun only as bright as the moon, a bright bonfire would only give as much light as a candle, and areas already dark would be tenebrous to an unseeable degree. To those outside the radius, the rune on the stone would look to be completely black, whilst for those within the radius, the rune would glow a vivid white, shining soft light on anything it is held up to, acting as a beacon in the self imposed darkness.

Used as an anodyne for those stricken with sunsickness, or for those seeking to sleep under the gentleness of night in the middle of the day. It likewise serves as a shield from blindingly bright lights, both conjured magically, or occurring naturally.

Mechanics:
-Runes of Darkness take 4 emotes to carve, with the rune glowing and activating on the 4th emote after blood has been applied.
-The Rune of Darkness creates a localized spot of darkness, looking to others like a heavily shaded area, yet anything under shade still being visible. Those within its radius see everything as if it was night in day, and night as pitch black. Additionally, those within the radius are granted immunity from blinding light, both from spells, or other phenomena. To those outside the radius, the runic script on the stone item looks black. To those within the radius, it is the only source of bright light.
-At a minimum, there must be the flat area of a circle with a 4 inch diameter to carve this rune into.


Redlines:
-This rune cannot be used as a means to claim one is hidden or unseeable to those outside the item’s radius. Especially in daylight, one would appear more visible given the reverse spotlight following one around.
-RP items enchanted with Runes of Darkness requires an ST signature, and requires the RP of creation of the item to be provided.
-Stones enchanted with Runes of Darkness cannot be enchanted with any other runes.
-This rune is “Passive” and cannot be activated or deactivated after creation, it will always be on.
-Runes of Darkness have a 1 meter radius from the point the rune is carved onto, and such a radius cannot be increased nor decreased.


T5:


28ErXuHtSHJw7ZU63rTVAuUUmLWGgxMZrjhFelmqXrASWBWqkuh22lggDbRoQMpojImA_O-kn9XS8D75Jgloi3qvHPNqP5LWsvXK2zkYC8i6y2H7n7Wchp3RgQxKqxkl3I0hai9_
Runic enchantment:
A oath of fealty to the
Dales between the first
Mountains, and the trees
and dirt and water and
Stone held within.

 


Runestone:
Description: Runestones, the masterwork of stone and descendant together. Created in ancient days as wards against ancient Ibleesian corruption (whether by the stone or descendants first is unknown) Runestones are promises and vows written unto stone for protection of land from that which would seek to defile it. Acting as great standing wards against corruption, Runestones are erected from large pillars of the Runesmith’s bound stone, and carved with perhaps the most complex runic enchantment possible by mortal hands. Bizarre promises of protection carved into the stone, seeming somewhere between poetry and legal jargon, one must write out fully that which the stone is bound to protect, and sign it with the stone’s true name. From thence, the stone shall put out an aura of protection on the land around it, warding off any form of unnatural or magical corruption that would seek to change the land around, and that which sits atop it.  Though, while a runestone can protect its fief from any invading corruption, it is unable to remove corruption already present where it has been erected, only acting to assure it shall not spread further into its domain.

Bound and sealed with the Runesmith’s blood, one can only have one Runestone bound under themselves at one time. Additionally, the creation of the Runestone itself is taxing, not just for the logistics of moving a massive pillar of stone about, nor for the sheer amount that must be carved, but also for the large amount of blood that must be drawn to line the runes as to activate them, as such, for a time after a Runestone is created the Runesmith shall be unable to carve or create any new runes.

Mechanics:
-A runestone is a tall structure that disallows any form of land corruption (whether voidal, alchemical, infernal, aengullic, shamanic, or otherwise) within a 50 block radius. A runesmith may only have 1 functional  runestone of their own make existing at any point.
-The aesthetics of a runestone is somewhat freeform, as is its build requirements. At a minimum, it must be 1 block wide, and 3 blocks tall, at a maximum it may be 2 by 2 blocks wide, and `12 blocks tall, at a minimum being twice as tall as it is wide.
-A runestone must be made from a solid pillar of the runesmith’s specialized stone, with a minimum of a 1 by 2 meter rectangle of flat carving space.
-To destroy a approved Runestone, one must make an sreq, and successfully strike it with a mining tool 8 times, in which case it shall be destroyed. Most mace or sword strikes being completely ineffective.
-The Runestone has no affect on any magics cast within its radius, aside from specific spells or rituals made to specifically corrupt land, which shall simply not work within the radius of the Runestone.
-A runestone cannot purge corruption, such must be done by druidic blight-healers, whose magic is unaffected by the Runestone.
-Harmless and useless magical aesthetics with the Runestone (such as floating stones, wisps of light, etc) are allowed to the discretion of the overseeing ST.
-The Runestone cannot be enchanted with any other runic enchantments.

Redlines:
-Runestones have no emote requirement for their creation , though the runesmith should fully emote the process of erecting the stone, alongside the carving and lining.
-After a Runestone is made, the Runesmith will be tired and magically weak, unable to make any runic items for 2 OOC days.
-A active runestone must be a ST approved, and have a locked sign noting its approval somewhere near the stone itself. Roleplay of the Runestone’s creation must be provided by the Runesmith. On the sign, a ‘name’ or  identifying number must be noted, as for use with Runestone Compasses.
-Runestones have no tangible magical effect aside from making the land within its radius unable to be corrupted or tainted by magical or alchemical means. This does not preclude the blessings of druids, given such is natural.
-To destroy a Runestone, one must have ST oversight.


nOjMGL-l0l3vL7IQaSxKZqtLKubodrMkyX6uZOtqhF-OzcYcmtdajsDsbyPCWnj8wnXqCLoXQ4igxsSlL0aSbrJG8vkEODHeG0BrP846uWLKijOBT4aU94iJ4oFzuOspSIdJMyFz
[Stone]
Guide (Point)
Stone (Runestone)



Runestone Compass
Description: A Runestone Compass, otherwise known as a Rune of Guidance, is a sliver of stone taken from a Runestone, and carved with a runic enchantment to ever be bound with the Runestone. Notably, the rune does little more than glow when held in the direction of the Runestone, acting as an effective ‘compass’ aligned to the magic stone.

So long as the Runestone remains in function, so to shall the runic compass,


Mechanics:
-A Runestone Compass takes 2 emotes to carve, with the rune activating at the end of the 2nd emote.
-Runestone Compasses act as magical markers for the location of a Runestone, and the direction one is in relation to the Runestone, which they’re made from a sliver of. When held in the direction of the runestone, the runes etched onto the stone shall glow a color matching that of the Runestone it was carved from.
-This is done both through including the name of the Runestone in the description of the item itself, alongside the coordinates of the Runestone itself.
-Conversely, if such is possible, a lodestone may be placed within or underneath the runestone, and a Runestone Compass may simply be represented by a normal Minecraft compass attuned to the lodestone, and than properly described as needed.
-A runestone compass requires a minimal flat area of a circle with a 2 inch radius to be carved upon.


Redlines:
-One cannot automatically know the location of a Runestone based from the description of the item alone, one must first go to the Runestone to know its exact location.
-Should a Runestone be destroyed, a Runestone Compass shall continue working for the next OOC day, before no longer being functional. If such happens, the Runestone compass must be destroyed at earliest convenience.
-A Runestone Compass requires an ST signature.
-No other Runic enchantment can be put onto a Runestone Compass.



General Red Lines:
-All rune enchanted items must be made on the stone the runesmith specialized into, which is the same one listed on the runesmith’s MA.
-One must have a accepted runesmith of the applicable tier to make any runic item.
-With the exception of Runestones, and items made with Runes of Strength, all runic items can be rendered broken and unusable by one strike solid from a blunt weapon, such as a mace, hammer, or club. For the purpose of balancing, all runic items, no matter the stone they're made from, are of the same durability. A granite item shall not be any stronger than a cinnabar item.
-A runesmith can only make 1 ST signed runic item a day. This one item consumes all 3 daily ‘slots’ for the ‘3 item a day’ rule. Runes that do not require ST approval are not counted for the daily items one is allowed.


Purpose (OOC)

I will attempt to keep this brief. Runesmthing has been a very problematic and controversial magic over the past few years. There has been many rewrites that have failed to stick, with none of the proposed rewrites fixing any of the notable issues. This rewrite aims to remedy most of the issues previous Runesmithing had, reimagine Runesmithing into something more specialized and interesting, and with plenty of room for cultural interpretation, alongside fill a specific niche with stones, stone-carving, and ‘rune’ based magics.

With this rewrite, should it be accepted, I would ask that 3 grandfathers for the magic be allowed (as to ensure the magic will be given to other players and thrive) alongside the chance for all previous runesmiths to get their MAs reinstated within the months following its implementation (should this piece be implemented), using the new MA format, and following the requirements put in place for stone specialization.

Citations:

https://www.thatshaman.com/tools/orrian/ For the symbols used as the runes. Though the symbols are useful for visuals, they’re by no means required to be depicted or described as they’re pictured.

https://www.lordofthecraft.net/forums/topic/171730-runesmithing-2-electric-boogaloo/page/2/ Original lore.

P.S: If there're typos I shall crush them, just give ma  bit :P

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Rune of Binding
Description: Also known as the rune of sealing, the Rune of Binding is a simple but extremely effective rune. Capable of binding and holding anything that is touching the surface of the stone at the time of the rune’s carving, it is commonly used to hold component parts together, or to magically seal something shut. Anything, (anything not living, or organic), that is touching the stone whilst it is activated becomes bound to the stone, held in place as if the stone itself melted around it. Nothing can be taken from the stone, save unless the item itself, or the runic enchantment on the stone is broken.

Mechanics:
-Runes of Binding take 2 emotes to carve, with the rune glowing and activating on the 2nd emote, once blood has been applied.
-The Rune of Binding acts as an effective magic super glue. Anything non-organic touching the stone it is carved on will be attached to the stone at the point(s) of contact as if it and the stone were one singular object. This bind cannot be undone except for destroying the rune itself.
-This rune cannot be attached to anything living, nor any constructs, nor can it be carved or activated in the heat of battle.
-This rune may be utilized both for RP items, or used as an explanation for contraptions, machinery, or other such things in builds.
-The rune itself is only as durable as the stone itself, and though it is not possible to separate the stone from the objects it is bound to whilst the rune is active, it is possible for the rune to be torn or crumble apart given enough stress is put on the stone. Additionally, the rune can be smashed apart, which will immediately unbind anything attached to the stone.
-The Rune of Binding requires, at a minimum, the flat area of a circle 3 inches in diameter to be carved onto, and can affect a stone object up to the size of a square meter, or an ingame block.

Bloodmagic rip lol

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2 minutes ago, Sorcerio said:

What ill-begotten excerpt of lore,

Would deign to make my eyes so sore?

 

Vowing sigils scribed and runic tongue,

It brought forth omens many would shun.

 

This once resplendent aspiration

Has now succumb to deviation.

 

And Urguan's Sons weep bitter tears,

Stripped an art of many years.

 

I lament, bid my eyes a moment's rest,

to end these flowing tears; my one request.

 

Choirs and hosts, sing me this eulogy. 

based

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unknown.png

Auric after dwarves can't put out a half decent write in howmany years

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9) Complex symbolism

The Book of Revelation employs a complex symbolic language to convey spiritual truths. The recourse to symbols is intended to suggest the ineffable mystery that is spoken of.91 The symbols also evoke the transcendence of the truths proposed. The symbolic language in the book is very much Hebrew92 and related to the Old Testament. One needs to “decode” the images and symbols in order to understand the meaning of the text.93 Barker states that Revelation was intended for a small group of initiatives who were able to understand the symbolism.94 In the book, even the names of the seven Churches of Asia can possibly be understood as symbolic.95 Traditionally, the four living creatures (lion, ox, human angel and eagle), each with six wings and full of eyes, have been associated with the four evangelists.96 But in the context of the book they represent divine attributes.

 

 

91 Cf. Jean-Louis D’ Aragon “The Apocalypse”, p. 468.

92 Cf. Columba Graham Flegg, An Introduction to Reading Apocalypse, p. 45. Matthew = human angel; Mark = Lion; Luke = ox; John =Eagle.

93 Cf. Roland J. Faley, Apocalypse Then and Now, pp. 2,7.
94 Cf. Margaret Barker, The Revelation of Jesus Christ, p. 63.
95 For example, Ephesus means ‘desirable’ (appropriate for the Christian Church faithful to apostolic faith and

order); Smyrna means ‘myrrh’ (symbol of suffering and death); Pergamum means ‘exaltation’ (seeking of worldly approbation); Thyateira means ‘toil’ (signifying corruption of the faith through doctrinal inventions); Sardis means ‘that which remains’(reduction of the Church to a state of almost complete spiritual poverty); Philadelphia means ‘love of the brethren’ (the faithful remnant); Laodicea means ‘worldly values’ (those contaminated by worldly values).95 Cf. Columba Graham Flegg, An Introduction to Reading Apocalypse, pp. 79-81.

96 Cf. Ibid., p. 86.

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Dont actually mind this at all. Looks good. Smooth, clear redlines and whats allowed.

 

Will more runes be avaliable ti be created and added?

 

Also thanks for not being a cuck and let the runesmiths currently be able to use this new runesmithing.

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e782ff227ec3ec70cd37ded068b584a8.png

tenor.gif?itemid=3835299

On a more serious note, this is a very plain submission but it's probably for the best. I hope to see, as Hiebe mentioned, this used as the baseline for new submissions for new runes to build it back up from the bottom up rather than starting on the hill it died on years ago.

Also everytime I see Astra instead of Genus I send a child back to Africa.

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16 minutes ago, Hiebe said:

Dont actually mind this at all. Looks good. Smooth, clear redlines and whats allowed.

 

Will more runes be avaliable ti be created and added?

 

Also thanks for not being a cuck and let the runesmiths currently be able to use this new runesmithing.


New runes I'd assume could be added either through an amendment (like making a post saying 'lets add these runes!) after the lore goes through, or through making a MArt for a special rune technique your character, or those around your character know.

Also ofcourse, I'd be mad as heck if something I used for years was suddenly stolen up by other people and I was locked outta it.

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31 minutes ago, Keefy said:

e782ff227ec3ec70cd37ded068b584a8.png

tenor.gif?itemid=3835299

On a more serious note, this is a very plain submission but it's probably for the best. I hope to see, as Hiebe mentioned, this used as the baseline for new submissions for new runes to build it back up from the bottom up rather than starting on the hill it died on years ago.

Also everytime I see Astra instead of Genus I send a child back to Africa.

Check what I posted under that : )

I'd link it but im at 7 warning points

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39 minutes ago, Lhindir_ said:

Check what I posted under that : )

 

 

seeing "ill give you atronach forging for infernal alchemy" mages be elitist makes me feel something different

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Just now, ScreamingDingo said:

 

 

seeing "ill give you atronach forging for infernal alchemy" mages be elitist makes me feel something different

That isnt even factual. What infernal alchemist has transfig : ) ?

Gangsta Rap Made Me Do It - YouTube

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