SoulReapingWolf 2258 Popular Post Share Posted June 10, 2021 [Magic Lore] - Runesmithing: Divine & Primordial Dialects Background / Origin Part One: The Shattered One’s Blessing Spoiler Inspired by the work of the Creator, Innom decided to devote himself to imitating his power. He traveled through the realms, visiting everything he could, understanding its components so he could shape his realm to become a sanctuary of creation, of innovation, and would dedicate his entirety to understanding the fundamentals of Creation, of reality itself. For years untold did the Daemon run his experiments, uncovering in his research a primordial language of the Physical Realm, intrinsic to its design, known as the Material Alphabet modernly. Innom delved further into the mechanisms of the language and began to understand how each of its runes derived its meaning, and how they interact with another. He developed a masterful understanding of the primordial Material Alphabet and understood every aspect of its existence. His comprehension of the world’s language at a peak, Innom was eager to begin experiments to develop methods of interaction with the runes, to unlock their power and the secrets of the Creator. The Daemon crafted himself a set of tools to put his knowledge to labor and began to carve great runes over the entirety of his realm, turning his palace of artisanry and scholarship into a beacon, a focal point to connect directly to the very design of reality. With his vast knowledge of the Material Alphabet’s principles and the power of his realm bolstering him, Innom established a connection to the fundamental forces of existence, the lingering intent of the Creator’s sacrifice that permeated through all things. The runes carved over his realm began to ignite, bursting with multicolored lights that shone brightly on the once dimly lit halls of his realm. It was at this moment where Innom’s knowledge of the material alphabet and the creation reached its maximum expression, Innom was not only able to awaken their true power, he was able to communicate with them. This way he learned their deepest secrets and was able to talk with them. Request for them to change, to evolve, to grow. But it was during his travels among the realms where Innom learned the most. The Realm he visited more often was one of the Mortals, Eos and Aos, a place where the Material Alphabet was almost as abundant as in his realm. Innom enjoyed researching the elements and understanding the Material Alphabet in a Realm that was often the subject of Chaos for it allowed him to get a deeper understanding of them. In his path, Innom left in the world a series of pathways, doors, that link his realm with that of the descendants. Sources of great power. It was through one of these paths that Innom cast down his tools before his Aengudaemonic brethren ripped him into pieces. It was no chance that his tools would end up in the mortal plane of Eos and Aos. For he knew it was there where someone would pick up his research. Part Two: The Dwarves Dig (Too Greedily and Too Deep) Spoiler In the First Kingdom of Urguan, when the first Dwarf still carried the crown, a golden age of progress and culture took place. The sons of the Silverbeard had carved their halls deep into the mountains they called their home, ornate and massive in their structure. In those days the dwarves were united in glory, and this great collective they named Khaz’Urguan, which is Urguan’s Hall in the Common Tongue. From its golden forges and workshops were the greatest feats of a craftsmanship born, such that are unseen and unrivaled today, and which any modern Dwarf would weep to behold. But then as now, the ambition of industry came at a great price- for, to fuel their cursed greed and an 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 one of the Paths carved by Innom to travel around the realms. 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 pond of clear water, a foundation of broken stone served, what seemed to be a well, the source of the water and the pale blue light, served as the focal point of shimmering energy which extended in four directions like an ethereal aurora. This was the first Ruhn Well, a place where the link between Innom’s realm and our own existed. 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 underrated 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 was 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 like the one they had just survived against the Deceiver. But the intrepid greed of a Dwarf is no small thing, and Urguan was the 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 Curse consumed him. Here it should be said that the miners who first saw the Altar became mad entirely soon after they recounted 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. These would be later known as the Primordial Dialect. 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 five Dwarves of his Court, to gather what information they could from the stricken miners, and make haste to claim this power which lay in his vast underground domain. The party consisted of a Remembrancer, a scholar, and loremaster of great repute, a Smith with unparalleled skills, Urguan Silverbeard’s Champion, a warrior with the might of a thousand, A geologist, able to identify and extract any mineral, and the Court Mage, an expert in all matters of the arcane. 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 five Dwarves began to gather what they could of the primordial language recorded by Barrin to more fully understand what had transpired in the depths. The work was halting, slow, and methodical- and as time went by, Urguan grew impatient and wrought with their lack of progress. With each day as the 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 party of five 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 five 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 light the miners had described, 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 coming from the deepest of caves, and cried aloud. Armed now with the 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 dwarves 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, finding that those surfaces would only be able to withstand the power of the scribbled letters for a short time. Only those carved in stone bore real 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 shouted 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 paced around like a madman. As he recovered his patience he noticed something inside the well he submerged in the waters and dived to get it in that moment a momentous flash, and a flash of thunder-like summer lightning shook the cavern in its breadth. The stunned dwarves beheld that their companion had come in contact with the undulating energies of the Ruhn, and his body and tools shone with a faint light like stars in the darkness. The first Runesmith came over towards the rest of the party, a unique hammer and chisel in his hands, feeling something within him stir steel-like 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 Runesmiths beard with its brilliance, before falling dead and inert. The five 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 First Ruhn and looked upon each other in wonder- thinking of all the potential of their discovery. Part 3: Development, and The Order of Runelords Spoiler Thus it came to be that the art of Rsmithing, 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 ruhn. After their breakthrough at the Rune Altar, the five Runesmiths returned and shared their newfound art with their king Urguan, whose joy knew no bounds. Eagerly, the five were granted the writ to establish a new Guild which would be charged with developing and progressing the art of Runesmithing, thus becoming the first Masters 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 five 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 natural power. They discovered that the exact shape of the runes dictated their effectiveness, and also that their size affected only 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 of those who had bathed in the waters of the Ruhn Altar and had gone through the appropriate rituals seemed to have the capacity to render the eldritch alphabet. Moreover, it was discovered that even if a dwarf with no connection to the Ruhn held the tools, no results would be garnered, as if something more was aiding the carving of runes, not the tools themselves. Some part of the primeval energy had seeped into his bones and bound him hence. The first letters to be carved, and those taken directly from the scrawlings of Barrin, were of the Primordial Dialect- the very basic harnessing concepts primordial powers of the plane. With these shapes of form the Dwarves were able to create warmth, then cold, then more complex things like ground. 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. The Runesmiths continued to study and develop the Runes, coming up with the Elemental Dialect by the end of the first century, the Runesmiths had developed what they called the Utility-Command system, a unique way 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 and Divine Dialects, because it contained letters that could affect them in new and innovative ways. These runes were based on the original “natural” runes taken from Barrin’s writings, evolved versions of prior Dialects. The Dialect was not the only area of advancement, however. As the Order of Runesmiths grew and burgeoned, concern grew over the unstable and undeveloped nature of the Ruhn Altar. New runesmiths often became listless and affected after proximity to the Ruhn Well, 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. However, a lot of the advances made during this Golden Era were lost as well as Innom’s Tools when the Ironborn Empire struck. The dwarven kind slowly subjugated under their brethren would forget with time the sacred art that once made them great. The Runesmiths among the Ironborn focused on developing more savage and questionable dialects, following the teachings of Khorvad the Betrayer. For centuries after the collapse of the Ironborn Empire, Runesmithing was lost to the mortal realm. Being encountered once more by pure chance by a group of curious dwarves who would stumble with this knowledge as they explored ancient dwarven ruins. With time these dwarves would research and understand the sacred art they had found, slowly able to reproduce the most basic of the findings of the first Runesmiths. These dwarves would one day become the foundation for a new Order of Runesmiths. This new Order would attempt to understand what little remained of the golden age of Runesmithing, a few even researching the dialects developed by the Ironborn Runesmiths. The Primordial Dialect, the Divine Dialect, and the Utility Dialect, and the Runeforge 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. Magic Explanation ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ The Art of Runesmithing Runesmithing is the magic of creation, a sacred and powerful blessing that is focused on craftsmanship, artisanry, engineering, and any other creative art. Unlike other deity magical arts which are utilized by their practitioners in the moment and to worship or follow a deity’s purpose/plans/goals; Runesmithing is magic and an art that must be done in preparation, and which purpose is to understand and interact with the world through innovation, craftsmanship, and artisanry. The core concept behind all Runesmiths is the utilization of runes in the form of The Material Alphabet, empowered by the Runesmith. The vast majority of the art’s powers have been lost to history, entire dialects of runes remain hidden in the shadows of ruins, unique tools and methods of harnessing the primordial powers of the Ruhn. Its practitioners, the Runesmiths, servants of the Ruhn, forever search for creating works more glorious than their predecessors in a constant struggle to not only preserve this ancient art but also advance and research to a point where it could match its previous age of prosperity. It takes up two slots. The Ruhn Spark and Echoes [!] A runesmith's depiction of what they think the Ruhn Spark looks like Through the thaumaturgical workings of Aeungudaemons and Souls, the Ruhn Spark was birthed within all who harness the powers of the Ruhn. Upon a Runesmith’s first connection to the Ruhn, (which is detailed below) a partition of their soul changes, or rather, makes room for a Spark. The Ruhn Spark is an esoteric property of those who channel Ruhnic energies similar to how a soul is not located anywhere on the body. Those who bear a Ruhn Spark have the ability to combine their inner mana with that of the Ruhn. This is done within their Ruhn Spark, to be then output in the form of Echoes. Called such for they are naught but echoes of what Innom’s powers once were, these are what power runes and Runesmithing abilities. The formulation of Echoes is not a tangible feeling in the sense you can feel the spark producing new energies like an engine, but rather is similar to a premonition. A Runesmith can feel the energies working within them, subtle it may be. With this new aspect of one’s soul, physical changes emerge. As Echoes are channeled throughout the body, their natural conduits of energy (primarily the blood vessels) turn luminescent shades of blue as they work. As more years go by of one using the Ruhn and channeling it through themselves to produce Echos, the veins of one’s body begin to turn blue. Spoiler +The acclimation to one’s body conducting more of the Ruhn goes as follows: T1 Runesmith recovers 1 Echo per Stone Week T2 Runesmith recovers 3 Echoes per Stone Week T3 Runesmith recovers 6 Echoes per Stone Week T4 Runesmith recovers 10 Echoes per Stone Week T5 Runesmith recovers 15 Echoes per Stone Week +The Ruhn Spark does not “Upgrade” a soul in any form or fashion. A lesser soul cannot attain Greater status in this way. +The Ruhn Spark and Echoes are not known IRP, and should an eventline divulge of its nature, it would have to be taught IRP. +Echoes are akin to Liquid Mana. This is solely for Roleplay Flair, and one can emote such that the tips of their tools glisten with blue energies, or even have drops of Echoes fall off of the tools, on the ground, inert. Even if one were to bottle this liquid, it would have no purpose, even to a runesmith, as the liquid would evaporate in the bottle after no application. +The feeling of internal Mana and Innom’s Deific energies mixing to produce Echoes is simply for flair and flavorful Roleplay. An example of the intentions is “As the Runesmith takes up his tools, a slight shiver overtakes them, and then nothing more-as if a breeze caught them unawares.” +The Echoes flowing through one’s body can be produced in any form, though taste must be in order. An example of an appropriate entry-level “Rune Aura” so to speak, is featured below. +If a Runesmith has a higher echo amount in their soul than the amount they can carry safely they would suffer the following effects: their soul is flooded with echoes their body bottles them up, with nowhere to go all the internal conduits of such powers begin to burst and burn. This can be achieved through the Ritual of Broken Chains listed below. +Faint blue designs of any shade are allowed. One may even Roleplay that they spread to other parts of the body, specifically the hands, as well as their Ruhn Spark, grows. An example emote showcasing the Aura goes as follows: “With each stroke of the hammer upon the chisel to the stone, the lines running from the eyes of the Runesmith burn a blaze of blue light, pulsing as they channel the Ruhn into their creation.” +A T5 Runesmithing Aura looks as such: +Complex words or shapes cannot be formed in the Rune Aura, for they travel in natural pathways in one’s body. The greatest bending of design is that of spirals. For example, a spiral on one’s palms. +The essential “Staining” of one’s veins to blue begins at T3 and grows as time goes on. Though, it may never glow passively, or be a bright shade of blue. It is to be a subtle thing, with either just the main veins or all of the veins of the body being stained blue. Connection: The Ritual Binding & The Ritual of Chains The Ritual of Binding The Order of the Runesmiths seeks apprentices willing to learn and respect this ancient art, passed down through generations by Mater Runesmiths. The order follows a thorough process of testing and teaching any descendant that seeks the Art of Runesmithing. While some might consider this process pointless, its real purpose is to ‘train’ an apprentice’s mind, body, and soul to the effect of the Ruhn. If one were to participate in the Ritual of Binding or the Ritual of Chains in an attempt to be connected without this process, they would suffer a similar fate to that of the first dwarves who encountered a Ruhn Well. The unfiltered power of Innom’s realm driving them to madness. This fate cannot be forced upon anyone, it is the player's choice. Through the guidance of a Master Runesmith, an Apprentice is introduced to the power of The Hall of Echoes slowly. The process is conducted through a series of tasks and lessons held near a Runeforge. After this process has concluded the Apprentice is bathed in the Ruhn Well in what is known as the Ritual of Binding. This Ritual is the moment where a Ruhn Spark enters an Apprentice’s Soul. [!] Redlines: Spoiler +The Apprentice must rest for 1 Stone week after the Ritual of Binding, the power of the Ruhn-Spark, and the link with the Hall of Echoes within them far too strong for their bodies to handle at first. +This Ritual must be conducted by a Runesmith with a valid TA in the location of a Greater Runeforge. The Ritual of Chains After a year of rest and recovery, the Apprentice is ready for their final trial, but also, their true beginning into the world of Runesmithing. The Ruhn Spark within them is now ‘stable’ enough for the Ritual of Chains. During this ritual all the knowledge that has been passed down from a Master Runesmith into their apprentice will prove useful. This ritual is the ultimate test an apprentice will face before becoming a Runesmith. In this ritual, the Apprentice is tasked with carving their first Rune by the Runeforge. During the process of carving their first Rune, an apprentice experiences a unique trial that will guide them towards the path of the Runesmiths, show them a glimpse of the Hall of Echoes, a glimpse of the golden age of Runesmithing, and a glimpse of a realm without craftsmanship. After the apprentice has passed their final trial, the Master Runesmith will link the Ruhn Spark within them with the Hall of Echoes and imbue their first Echo onto it. The power produced during this last part of the ritual would make it so the now Runesmith must take a year-long rest, allowing their Soul and inner mana to grow used to the Ruhn within them. [!] Redlines: Spoiler +Runesmithing is not an art that can be performed by everyone, as it requires carrying of a Greater Soul to channel such Deific energies into the mortal plane, as Lesser souls or those who have already partitioned their soul to other Deities would find that an attempt to connect to the Ruhn ends in pain, as their very soul cries out in anguish on the strain. +Undergoing the Ritual of Binding or the Ritual of Chains without the Guidance of a Master Runesmith causes one to go mad. The players are free to do with the extremity as they wish. +The Ritual of Chains cannot be forced upon someone. +The Ritual of Chains cannot be done more than once. It is a visionary experience, and not one used to gain insight into the Hall of Echoes for some sort of divine insight. +The Master Runesmith that performs this ritual must have 15 Echoes within their Ruhn Spark to be able to perform it. +In the case that this magic is deemed necessary of a self-teach altar, the ST at hand should play the role of an ambiguous Master Runesmith. Disconnection: Ritual of Broken Chains If a Runesmith is found to be abusing their blessing by straying away from the path of craftsmanship, innovation, and creativity, the Order of the Runesmiths would invoke the Ritual of Broken Chains and brand the Runesmith unworthy of the blessing. Before the Ritual starts a Master Runesmith drains the echoes from the Branded Runesmith’s soul. During this Ritual three Master Runesmiths will escort a Branded Runesmith to a Greater Runeforge. Two of the Master Runesmiths will imbue the Branded Runesmith’s Ruhn Spark with an amount above their maximum echoes. As their soul is flooded with echoes their body bottles them up, with nowhere to go all the internal conduits of such powers begin to burst and burn, preventing further usage of the magic in a bout of extreme pain, as if one’s entire inner being was set aflame. Meanwhile, the third Runesmith manifests their echoes into a Ruhn Spike. This manifestation of their Ruhn Spark propagates into a glowing spike about half a foot in length, which will be used to pierce the Branded Runesmith’s soul to overcharge and shatter their Ruhn-Spark. As soon as their Ruhn-Spark is severed the Branded Runesmith would feel as if the world turns into a realm without craftsmanship, feeling empty inside. Breaking the connection between a Runesmith and The Hall of Echoes for all of eternity, leaving in its place a fragmented soul and a scar in the middle of their chest leaving them incapable of any further use of their Runesmithing knowledge. [!] Redlines: Spoiler +The Disconnection Ritual must be done at a Greater Runeforge +Must be done by three Runesmiths: At least 1 of them with the Disconnection Feat and the other Two must possess a TA +The Runesmith who directs the disconnection ritual must use a Ruhn-Spike. IE, this is a T5 Ability. +The Master Runesmiths that accompany the ritual will use up to 16 Echoes each. +A Runesmith that has been disconnected will have a fragmented soul. The place where the Ruhn-Spark used to be no longer there. +If a Runesmith is disconnected they will not be able to learn Runesmithing ever again. +If the player had a Runesmithing TA it will become null. +This is up to the players to prevent those who would abuse this lore. Some portions are open-ended and must be handled with class and respect to the lore of the server. It is with that in mind that this is a powerful ability to hold, and as such must be learned IRP. Documentation must be shown to whichever staff presides over the Disconnection ritual. Disconnection must be marked on a player’s MA. The Runeforge [!] A Runesmith showing two others the sacred Greater Runeforge. It took many centuries for the Runesmiths to develop a script capable of taming the primal energies that surrounded the sacred Ruhn Wells. Building complex structures around them, covered in Runes that would later be known as Greater Runeforges, these places would quickly become essential to a Runesmith’s craft, and integral for the entirety of their work. Runesmithing Orders often building their keeps and workshops near them. The Runeforge is the place where the Runesmith utilizes their Ruhn Spark in tandem with the energies flowing from Innom’s realm to ours. These sites would often be revered as something sacred, in the past, some Runesmiths would even build large statues or turn these forges into sites of vibrant architecture. The Runeforge would allow Runesmiths to harness safely the power that came from the Hall of Echoes. A hotspot of sorts of deific energy, Runeforges utilize the remnants of Innom and His domain to power their works. Scattered throughout the lands of both Aos and Eos, points of influence have emerged over time. One-way doors from Innom’s realm, flowing with the energies of creation into our plane of existence, to which Runesmiths have garnered great results on how to utilize. By the erecting of a Greater Runeforge upon these fonts of energy, known as a Well, the deific powers of the fallen Innom may be utilized through the sacred art, through the utilization of Echoes. The forge itself is still capable of mundane works of metallurgy, but what makes it a Runeforge is the ambient energies of the Ruhn in proximity. These energies go wasted into the air around the forge unless tapped into by a Runesmith. Over time, trips to the Greater Runeforge became arduous for simple carving, as many months could be spent traveling to the Forge. Because of this, Runesmiths would come to develop a rune by the name of Wellspring. This rune bears the capabilities to emulate a Well’s properties of bringing the Ruhn’s energies into our realm. By carving this rune into the bowels of a forge, and only a forge, it becomes a Lesser Runeforge. Able to channel fewer energies to our realm than a Greater Forge, these Lesser Forges are meant for remote crafting. [!] Redlines: Spoiler +Greater Runeforges may be utilized to carve T1-T5 Runes. +Lesser Runeforges may be utilized to carve T1-T4 Runes. +Echoes are required to forge Runes, but even thus, must still be done at a Runeforge. One may not use the Echoes within themselves to carve runes away from a Runeforge. +This can be a normal forge design with a simple sign in front of it saying “Runnic powers course through the forge” or as embellished as one wants, as long as the redlines are followed. +Items forged normally from a Runeforge are no different than those of an average forge. The term “Runeforge” is from the ability of a Runesmith to forge runes in proximity to the Well. +Must be taught how to build a Runeforge IRP. Being taught how to build a Greater Runeforge constitutes how to build a Lesser Runeforge, and vice-versa. +Lightstones may not grow around these forges, as the Deific energies are not as potent as a living Aeungul. Lightstone’s also have no interaction as of now with Runesmithing. +Rune of Wellspring adheres to all other redlines of Rune Carving. It does not affect at all other than to designate a forge to become a Lesser Runeforge. Carving it elsewhere, even if imbued with Echoes, garners no results. +Rune of Wellspring must be taught IRP. Documentation is highly suggested. +The Greater Runeforge must be places scattered around the map. The amount of Wells placed to be later turned into Greater Runeforges should adjust with the playerbase that has Runesmithing MA’s. An example ratio is 1 Well per 10 Runeforge MA’s. + Runeforges can only be built by Runesmiths with a TA. +If someone that is not a Runesmith approaches a Runeforge they would feel as if the pressure of the entire world was being put over their shoulders, akin to a Fae Circle would disorient someone who hasn’t been attuned, or a Paladin’s Chancery would affect dark beings. Rune Carving The central concept of Runesmithing: Rune Carving. It is a basic task, but one with much knowledge behind each task. To carve a rune, one must learn each Rune they wish to carve through a teacher. These runes constitute The Material Alphabet and are derivations of such. Though carving a Rune does little without the rune being linked to the Hall of Echoes. Runesmiths are Conduits from which Deific powers flow, and with such create unimaginable works. Any tool will do for this task so long that it is able to remove whatever material the rune is being carved into, as the creation of a rune upon an object is as simple as putting a symbol of The Materials Alphabet. Though, it has no power until given such through Echoes, and must be meticulously carved, which is one of the reasons it has been primarily a dwarven craft. [!] Redlines: Spoiler +Runes that have been Ruhn-Linked do not need to be recharged by a Runesmith. Those that activate, recharge from their link with the Hall of Echoes after a set time, as detailed in each respective rune. +Runes lose their power in totality if the shape of the rune is no longer perfect. Any deviation from the shape through scuffing or chipping specifically on the rune itself will dispel the Echo(es) within in a small waft of seeming vapor. +For simplicity’s sake, you may think of Runes as Managems. IE, the provider of the power for the powers on the object the Rune is carved into. This doubly serves as the object’s weak point. Anything that can alter the Rune engraved will destroy the rune. +There can only be 3 combat runes per object. +Runesmithing Runes conflict with any sort of enchantment from other deific magics or all dark Magic’s except pale blood magic. +Runesmithing Runes while not incompatible with voidal enchantments can not be used in the same encounter that the voidal enchantment is used on. This is due to both drawing from internal mana to activate. +Each object, great or small, has the capabilities to hold 5 Echoes. Combat Runes count as 2 Echoes, and Non-Combat/Utility runes count as 1 Echo. +Upon activation of a rune, the etchings begin to glow a subtle blue, of various shades. +T5 Runes must be signed by an ST. +T1-4 Runes do not need signage by staff, due to their weaker nature. Runes have a structure based on how many times those of each tier may be used before needing to be recharged for a narrative day. This structure is as follows, and adheres to the amount of internal mana available for such runes to draw from. T1 Runes: 5 uses T2 Runes: 4 uses T3Runes: 3 uses T4 Runes: 2 uses T5 Runes: 1 use Carving Abilities Rune Scribing [Non-Combative][T1] Much like a child learning how to speak or write a new language, Rune tracing allows a Runesmith to start experimenting with low complexity runes. This can only be done in materials like paper, scrolls, or papyrus. Spoiler [[Mechanics: This ability allows a Runesmith to use Tier 1 Runes in delicate materials with qualities similar to paper. However, any runes scribed into paper, be it T1 or T5, will disintegrate the paper into ashes, as the internal mana is quickly consumed and not enough for the Rune to naturally sustain itself. At this tier, a Runesmith would take at least five (5) detailed emotes to carve a simple Tier 1 Rune. At first, they would most likely fail at this task. However, Runesmithing as any other crafting skill requires practice. Allowing a Runesmith that has practiced this skill to be able to do it more efficiently. A T5 runesmith would be able to scribe T1 runes in paper with one (1) emote.]] Rune Tracing [Non-Combative][T2] With time an Apprentice Runesmith understands the basics and is able to move on to slightly more complex runes on different materials. These can be done in the same materials as T1 runes, as well as clay and other similar materials. Spoiler [[Mechanics: This ability allows a Runesmith to use Tier 2 Runes in less delicate materials with qualities similar to clay, as well as those of T1 criteria. However, any runes traced into clay, be it T1 or T5, will disintegrate the clay into nothingness, as the internal mana is quickly consumed and not enough for the Rune to naturally sustain itself. At this tier, a Runesmith would take at least four (4) detailed emotes to carve slightly more complex tier 2 runes. At first, they would probably fail at this task, as the difference between scribing a rune or tracing it on new material is an obstacle of its own. However, Runesmithing as any other crafting skill requires practice, allowing a Runesmith that has practiced this skill to be able to do it more efficiently. For example, A T5 runesmith would be able to carve T2 runes in clay with one (1) emote.]] Rune Carving [Non-Combative][T3] As more studies and experiences fill the mind of the Runesmith, new materials become able to be scribed upon. The Runesmith becomes more adept at carving Runes and is able to replicate those with average complexity. They begin to experiment with new and variable materials such as hard stone, finally able to carve into a material with a grander source of internal mana, as well as being permanent. Spoiler [[Mechanics: This ability allows a Runesmith to use Tier 3 Runes in delicate materials with qualities similar to Stone. At this tier, a Runesmith would take at least four (3) detailed emotes to carve slightly complex tier 3 runes. At first, they would probably fail at this task, the difference between tracing a rune or carving it on a new material an obstacle of its own. However, Runesmithing as any other crafting skill requires practice, allowing a Runesmith that has practiced this skill to be able to do it more efficiently. A T5 runesmith would be able to carve T3 runes in stone with two (2) emotes.]] Runesmithing [Non-Combative][T4-T5] As a Runesmith finally masters their craftsmen skills and understands the true potential of Runes they are able to carve, this is the pinnacle of their carving abilities. From this point on they are able to carve into all of the prior materials, as well as the addition of metals. This is the peak of runesmithing, regardless of Dialects, and fortunately has not been lost to time. Spoiler [[Mechanics: This ability allows a Runesmith to use Tier 4 & Tier 5 Runes in durable materials with qualities similar to Steel.]] At this tier, a Runesmith would take at least four (4 emotes) detailed emotes to carve the most complex tier 4 & tier 5 runes. At first, they would probably fail at this task, the difference between carving a rune in stone or steel-like material an obstacle of its own. However, Runesmithing as any other crafting skill requires practice, allowing a Runesmith that has practiced this skill to be able to do it more efficiently. A T5 runesmith would be able to carve T4 runes in metals with two (2) emotes or T5 runes in metals with three (3) emotes.]] Empowerment [!] A Runelord imbuing the runes he’s carved into a weapon with the Echoes from his Ruhn Spark. While being able to carve runes is an essential ability all Runesmiths should practice and master. Understanding and mastering how empowering and imbuing runes in order to call forth their true power is also essential. Once one has their Ruhn Spark, they can begin to mix their mana with that of the Ruhns to empower Runes with Echoes, redirecting energies into the glyphs. Runesmiths are Conduits from which Deific powers flow, and with such create unimaginable works. [!] Redlines: Spoiler +While a T5 Runesmith can carve simple runes efficiently, they will have trouble linking them to The Hall of Echoes if they can not focus. Ie Runesmithing can not be done in combat. +Empowerment abilities can not be used to imbue a descendant with Echoes in an attempt to harm them. +Most empowerment abilities require a lot of focus in order to be cast. Empowerment Abilities Awaken[Non-Combative][T1] An apprentice Runesmith is taught the ‘awaken’ ability, the ability to call forth the true power of a rune. A Master Runesmith once called this ability the way to make a Rune whisper its true nature instead of speaking it or shouting it. Despite it being a weak ability Runesmiths find it to be very useful, as it allows them to understand the power of a Rune before actually powering them fully. Awaken activates a rune once filling it with limited power. This is often the first experience a Runesmith has with an active Rune. It allows them to slowly understand the power required to bring them to life. [[Mechanics]] Spoiler [[Mechanics: A runesmith needs to focus on their soul, find the Ruhn-Spark within them, and call it forth. This ability does not consume echoes. As soon as the Runesmith feels their mana and conducted Ruhn turn into Echoes they would command the desired rune to whisper them its true nature. This process would become easier with practice, while A T1 Runesmith would take 3 detailed emotes to do this a T5 runesmith’s bond with their Ruhn Spark would allow them to do it on 1 emote]] [!] Redlines: Spoiler +Awakening a rune displays a weakened version of their true power +Awakening a rune would last only two emotes +An awakened rune would be so weak that it would be unable to cause any harm. Ruhn-Link[Non-combative][T2] Perhaps one of the most important abilities in a Runesmith’s disposal. This ability allows a Runesmith to anchor a rune to the Hall of Echoes, no longer needing to be ‘awakened’ every time it is used, instead the rune drawing its power directly from Innom’s realm. [[Mechanics]] Spoiler [[Mechanics: A runesmith would need to focus on their soul, find the Ruhn-Spark within them, and call it forth. As soon as the Runesmith feels their mana turning into ruhn they would command the echoes within them to bring forth the innate power of the rune. Additionally, this ability consumes echoes according to the tier of a rune. A T1 Rune would consume 1 Echo to link while a T5 Rune would consume 5 echoes. This process would become easier with practice, while A T2 Runesmith would take 4 detailed emotes to do this a T5 runesmith’s bond with their Ruhn-Spark would allow them to do it on 2 emotes]] [!] Redlines: Spoiler +The link cannot be used to try to access the Hall of Echoes in any way +This ability is what allows for passive recharge of runes. This allows them to act as mini Ruhn Sparks of sorts, channeling Ruhn and using the internal mana of the object to suffice themselves with more Echoes as needed. Imbue:[Non-combat][T2] With time a Runesmith begins to understand the basics of how Runes are powered and is able to use the echoes within them to ‘charge’ them. This ability allows them to perform different actions such as powering Runes which have depleted their echoes or granting another Runesmith additional echoes. This can be done outside of a Runeforge, whereas the creation of a rune must be done at a Runeforge. [[Mechanics]] Spoiler [[Mechanics: A runesmith would need to focus on their soul, find the Ruhn-Spark within them, and call it forth. As soon as the Runesmith feels their mana combining with Ruhn into Echoes they would command the Echoes within them to be transferred into another Runesmith’s Ruhn Spark or the Runes carved into an object. This ability consumes echoes according to their type of rune. A Combat Rune consumes 2 Echoes to link while a Non-Combat/Utility Rune consumes 1 Echo to link This process would become easier with practice, while A T2 Runesmith would take 4 detailed emotes to do this a T5 runesmith’s bond with their Ruhn-Spark would allow them to do it on 2 emotes]] [!] Redlines: Spoiler +This needs to be done to fill a weapon with Ruhn the very first time +This allows you to reduce the wait time to recharge a rune, at the cost of Echoes, though this is quite situational, and cannot be done in combat. Drain [Non-Combative / Combative][T5] As a runesmith continues their process of understanding the power that comes from the Hall of Echoes they are able to drain echoes from Runes or even other Runesmiths. Allowing them to deactivate a rune or drain a Runesmith of their echoes. [[Mechanics]] Spoiler [[Mechanics: A runesmith would need to focus on their soul, find the Ruhn-Spark within them, and call it forth. As soon as the Runesmith feels the Ruhn-Spark within them they can command it to consume the Echoes within a Rune or within another Runesmith.]] [!] Redlines: Spoiler +Takes 2 emotes to cast. 1 for laying on the hands on the Rune or Runesmith, and then 1 emote for the draining. +Using drain on another Runesmith would require them to 1) be unconscious or 2) be a lower tier than the Runesmith doing the draining. +Cannot increase base capacity. IE, cannot have more than 30 Echoes. Ruhn Burst[Combative][T5] This ability is often taught to a Runesmith as a last resort. The ability to create an 'outburst' of Echoes that will allow a runesmith to defend themselves in a combat situation, dropping their attackers unconscious for 6 emotes; after which, they may begin to stir from their stupor. [[Mechanics]] Spoiler [[Mechanics: A runesmith would need to focus on their soul, find the Ruhn-Spark within them,steel-like, and call it forth. As soon as the Runesmith feels the Ruhn-Spark within them they need to command it to expel its echoes outwards to defend him. This process takes 2 emotes.]] [!] Redlines: Spoiler +Takes 2 emotes to cast, though should be considered when to be used due to its plethora of drawbacks. +This takes up 15 echoes and has a one-week penalty, where the Runesmith is fatigued and halves their Echo generation for those two weeks. +This is non-concussive. No blunt-force trauma will be caused by this outburst of Echoes, rather, the energies suddenly experience floods one’s body and short-circuits it, putting one unconscious. +If a Runesmith, or any of their allies would attempt to harm one of their attackers instead of evading them the attackers would most likely wake up from their stupor. +Abusing this skill to harm characters is cause for disconnection by other Runesmiths as it strays from the path of a craftsman. The Runes Utility Dialect The Utility dialect is a creation of Innom which consists of basic instructions that act as guides or additions to Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes. These runes are so simple that they require no echoes to be carved, and maybe carved on any of the materials available to a Runesmith. The basis of these are as follows: Rune of 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. Rune of Phrase A simple prefix that 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 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. Rune of 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. Rune of 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 descendants are the only ones who may activate the blood-marked rune. Rune of Passivity Passive runes activate upon creation and do not end. 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 so it can constantly regenerate with internal mana, their effect less potent than other runes at their tier. Passive runes CANNOT be used with T5 runes. Some runes are already passive, and as such, will not work with this rune. Primordial Dialect [!] A Master Runesmith of yore, carving a Rune of Fire, which was lost to time… The Primordial dialect is a creation of Innom which consists of primordial energies that precede the elements themselves. These runes are much weaker than those of the long-forgotten Elemental Dialect of yore, yet they are essential for a Runesmith’s understanding of the Ruhn, The Material Alphabet, and the world around them. These are often seen as the first runes learned by a Runesmith due to their low complexity. [!] Redlines: Spoiler +As most of these are non-combative, they are intended to be used for flavor. Duration emotes counts are not listed but are intended to fit into Roleplay scenarios. This is done so that you do not have to activate a Rune of Warmth 6 times to cook your rice, for example. Those that are intended to always remain on require the Rune of Passivity. Tier 1 Primordial Runes Rune of Warmth [Non-Combative] The most basic of runes to carve, and to understand. An object that bears this rune, when activated, begins to radiate heat dimly. This is either when activated, or passively when paired with a Rune of Passivity. [!] Redlines: Spoiler +No flame generation. The greatest extreme for this rune is the boiling of water. Rune of Cold [Non-Combative] The partner to the Rune of Warmth. This rune can cause materials to be as cold as ice, both to the touch and in the absorption of heat when activated. [!] Redlines: Spoiler +Cannot freeze anything on contact. The contact of this on the skin feels as if by ice. +If enough of them are left in one spot and an object is left in their proximity for long enough, the item may freeze or ice over. Tier 2 Primordial Runes Rune of Flowing [Non-Combative] A very useful Utility Rune, this carving can propagate an endless supply of water, in amounts measuring about half a cup per second. Whenever an object holding this rune is activated, pure water will begin to flow from the rune. Rune of Blowing [Non-Combative] One of the more refreshing runes to carve, this rune, when activated, provides about of wind in the magnitude of a strong breeze. A rather simple rune, with a plethora of capabilities. Rune of Grounding [Non-Combative] There is nothing more symbolic of dwarves than the very earth they choose to make their homes in. With the activation of this rune, dirt and stone pour forth from the face of the rune, in a steady stream to where if the rune were vertical, it would run down the face of the material carved into. [!] Redlines: Spoiler +Cannot shoot rocks or dirt from the rune. +Gems and Ores cannot be created from this rune solely. Tier 3 Primordial Runes Rune of Light [Non-Combative] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the infusing of one’s Echoes into this rune, a light equivalent to a torch propagates from the rune, blue in color, and keeping a consistent luminescence. [!] Redlines: Spoiler +Can be any shade of blue, but must be blue. No neon green rune floodlights. +The light produced by this rune would be annoying at most, but it would not be able to flash an enemy to "stun" or disorient them Rune of Darkness [Non-Combative] In turn with the Rune of Light, this Rune of Darkness has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light at the center of the rune. This is the only rune that does not glow on activation and is rather unique in applications. Dwarven Miners often find these runes spread in a circle around Murkshrooms so that easier cultivation can be managed. [!] Redlines: Spoiler +The inverse of a torch. Decreases in intensity as per normal physics, but only occurs after the radius of a torch. Beyond that, it tapers off drastically, with the appearance of a black bubble around the rune. Tier 4 Primordial Rune Rune of Stability [Combative][T4] Upon carving this rune on an item, supernatural integrity takes over the material, enhancing its durability to untold heights. [!] Redlines: Spoiler +The structural integrity of the item engraved upon increases, simple as. The cap for this is up to steel, 0.9% carbon steel per current Techlock. For example, Aurum engraved with this Rune will be as strong as steel, but look like gold. High-Carbon steel engraved with this rune will have no difference in properties. Tier 5 Primordial Runes Rune of Life: [Non-Combative] This miraculous rune has the sacred ability to stall death itself. Through the activation of this rune near someone mortally wounded and on death’s door, the echoes within the object offer up additional life. A second chance at life is bestowed, though they would be in a coma-like state, although stabilized. This lasts for a narrative 6 hours before the rune wears off, and the one saved meets their fate. [!] Redlines: Spoiler +Cannot heal in any sort of fashion. This is simply a delay of fate, as the medic will still have to manage to save the dying individual. +Needs ST signature on an item with this rune applied. Rune of Progression/Regression: [Non-Combative] An incredibly powerful tool, to be able to manipulate time. Such a rune as these is venerable and respected by the Runelords for sensitive situations. Upon activation of these runes on an object, the state of its being will be reverted back or forward by up to one month in Roleplay. Dwarves of old used this to quickly age their wine, or de-age their ale if it was aged for too long. The rune can be broken during the activation if specific amounts of time are wished, though this would be a rough estimate, as otherwise, the rune will continue till its totality and deactivate. [!] Redlines: Spoiler +This reverts physical time, not the location of an object. Activation of this object by a ball at the end of the hill will not send it back up but rather will remove the grass on it caused by it rolling down. +Needs ST signature on an item with this rune applied. Rune of Death [Combative] This rune is a peculiar one, such that it is not active with any of the Utility runes. Instead, this rune feeds off of the inner mana within all things. Upon fueling this rune with inner mana through direct application, whatever living thing that is afflicted by the touch of an object with this rune will begin to feel their life essence drained. Their mind begins to lose its edge, and their movements slow. They feel drained, and if the object with the rune causes a wound, it begins to corrupt. If the wound isn't tended to quickly it'd begin to stagnate and fester. [!] Redlines: Spoiler +This takes the course of 3 emotes. The first emote is subtle, eyes glaze over in lack of focus for a moment. The next emote of application is that of greater draining, such that feet begin to drag, shoulders feel heavy, and dexterity is lost. Upon the third emote, the full effects of the Rune of Death go into effect, causing those afflicted by it to feel as if their weight has doubled. All of their movements are sluggish and if any injuries are sustained, they would be immediately festered with infection, and the blood would have issues clotting. +Needs ST signature on an item with this rune applied. Divine Dialect [!] A Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is what the dwarven populace believes of their Brathmordakin. Through their faith made manifest, their internal mana subtly drives the result of the manipulation of the Ruhn to create a result according to their beliefs. Yemekar Rune of Creation [Non-Combative] [T3] At the end of combat, or the end of an object’s application, if it bears this rune, the item begins to self-repair over the course of 1 narrative day after activation. [!] Redlines: Spoiler +Fully repairs most damages out of combat +If a sword for example shatters, this rune cannot fix such damages. Things like dents, scratches, chippings, and warpages are the scope of this Rune’s capabilities. +Cannot be put on constructs Rune of World [Combative] [T4] Through the activation of an object with this rune, that which is touched will begin to form a shell of stone around it through petrification. Living things that are subjected to this rune find their movements of the afflicted limb slowed and sluggish as the rune’s influence slowly covers their whole body. This takes a period of 3 emotes. [!] Redlines: Spoiler +The petrification happens quickly out of combat, within 2 emote’s time. This can be useful for making a wood carving and then using this rune to turn it to stone. +Takes 3 emotes to activate, charge, and then be available for application. +Combat usage of this rune only affects the exterior of living things. +Should no effort be made to break out of the stone casing, the stone begins to seep deeper, petrifying totally. +Should effort is made to break out, one cannot fight back and must spend 1 emote breaking out of the stone if just the limb is affected. Should one wait two or more emotes, to where the rest of their body begins to petrify, 3 emotes are required to break out of the stone prison. +Blunt force trauma has no bonus effect on a person until the stone begins to seep deep within, in a non-combative scenario. Anbella Runes of Hearth [Non-Combative] [T2] Whenever one bears an object carved with this rune, they feel more confident, and at ease. The fear effects from certain entities would also be harder to take hold, as one feels more emboldened from carrying this rune. [!] Redlines: Spoiler +Fear is not impossible, just resisted. Rune of Growth [Non-Combative][T2] Should blood be spilled on this rune, the area around the rune will become fertile, in a means of life taken to provide for another. Crops will grow healthier with less blight, fields will be filled with tall grass and flowers, and a general abundance of life will be present around these runes. [!] Redlines: Spoiler +Blood must be spilled proportionally. A goat for example will be able to activate this rune in an area the size of an average crop field for an IRP year. Belka Rune of Youth [Non-Combative][T4] Upon carving this rune on an object such as jewelry, the wearer would look to be in the prime of their life. Wrinkles would fade, scars would dim, and the brightness of one's eyes would fill to their fullest. [!] Redlines: Spoiler +Only works on living things. Can’t put a ring on a dead flower. +Someone using this rune to seem younger would have a faint blue aura around them. Rune of Tales [Non-Combative][T2] A rune of dual-purpose but of one theme, this Rune of Tales, when activated, provides one with the ability to convey minor emotions to others nearby as they communicate. The other aspect of this rune uses nearby elements like fire, smoke, or water to make simple shapes for narrating and stories. Dwarven bards have told countless iterations of the Epic of Kjellos the Dragonslayer, with the story 'displayed' in the flames and the people hearing it feeling courage deep within their hearts. [!] Redlines: Spoiler +The manipulation of flames and other elements cannot be done in combat. This is solely for storytelling. Ogradhad Rune of Knowledge [Non-Combative][T5] As Ograhad is for the understanding of the unknown so are these runes, for with these are the ability to create works unknown to the dwedmar as of yet. Fantastical works, or even new dialects, will use these as their stepping stones and components. [!] Redlines: Spoiler +If a MArt is to be made of this magic, it must bear this rune. It is experimental, and new runes may be created through it by the MArt application process. +Needs ST signature on an item with this rune applied. Rune of Sight[Non-combative][T5] The rune of sight is one of the most important runes a Runesmith can possess. It allows a Runesmith to understand and be able to replicate Runes. With this carved into a viewing material such as glass, the constituent elements of an object make themselves known through The Material Alphabet. For example, looking at an ingot of iron through a seeing-eye glass will procure an image of Ferrum before the ingot. [!] Redlines: Spoiler +This does not inform one on the properties, or how to make an object, simply showing The Material Alphabet glyphs above the surface of the material. +Needs ST signature on an item with this rune applied. Armakak Rune of Agreement [Non-Combative][T3] Essentially a blood pact rune, this rune takes the blood of more than one individual to be activated. When activated, it will subtly glow, for as long as the deal is kept. Upon the deal being broken by either party, the rune will crack and lose its radiance, a truly blasphemous thing in Urguan. [!] Redlines: Spoiler +As will the creation of these runes, perception is at play here. If one side perceives the Blood Oath has been broken, the rune will NOT shatter, regardless of any foul-play has been in play. As long as the original deal is still in effect as agreed upon OOCly, IRP the rune shall remain intact. +The deal must be struck as both parties seal the rune with their blood. +This cannot be used as a lie detector. Rune of the Merchant [Non-Combative][T2] Upon carving this rune above shops or stalls, those who view wares below are subtly inclined to purchase or believe whatever it is the seller behind the counter is saying. Upon carving it on an amulet or something wearable, the bearer will seem to be more believable, and their words would appear more meaningful. If the same rune is applied to an item like a gemstone, the gem will seem more valuable than identicals beside it, catching more light for example. [!] Redlines: Spoiler +Can be resisted if focused on, similar to the emotional swaying of refined Titan’s Eyes. Grimdugan Rune of Greed [Non-Combative][T3] Containers that bear this rune are perceived to have great wealth. Chests with this, even if empty, will seem heavy, and laden with valuables within, clinking and sloshing where it shook for example. [!] Redlines: Spoiler +Represented by a mechanical sign that says something along the lines of “The chest before you seems to be quite alluring, heavy with valuables.” Rune of Thieves [Non-Combative][T4] Upon touching an object with this rune, a searing pain courses through one's body, and the entire hand that touches the object turns black as night. [!] Redlines: Spoiler +This includes gloves and hand-coverings. Regardless of what is protecting the hand, the Mark is set and lasts for 1 OOC day. +Explicitly only when held, not moved such as with a long stick, for example. +The pain is strong enough for anyone to shout in shock. An emote in #s must be made stealing the item. Dungrimm Overcharge [Combative][T5][Special] This empowerment of one’s craft is what many Runesmiths aspire to achieve permanently; however, such has not been developed. In its current state, Runesmiths can imbue their runes with more Echoes than normally allotted, more than it can handle, causing it to create an outburst of energy, causing the rune to be empowered for longer than usual, at the cost of frying the Runesmith’s Ruhn Spark for a time. [!] Redlines: Spoiler +This takes up 15 echoes and destroys the Rune & the tool/weapon/trinket/ armor completely, it also gives a Runesmith Fatigue for 1 week and halves their Echo generation. +Only works on combat runes. This simply extends the duration of the active emotes counts by 4 emotes. +Abusing this skill to harm characters is cause for disconnection by other Runesmiths as it strays from the path of a craftsman. +Can only be used by a Runesmith. Rune of Shielding [Combative][T4] A mighty rune to protect those valiant enough to continue fighting with their blades, this rune, upon activation, generates an Echo shield around the rune in the shape of a bubble. The radius of this dome of Echoes is 3 meters, though it only protects from mana-based magic. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues. [!] Redlines: Spoiler +Takes 3 emotes to cast or materialize itself fully. +lasts for 6 emotes. Each hit from a damaging spell such as Fire Evocation Fire Blast and other similar spells reduces this amount by 2. So, in the emote of the shield being hit, 2 additional will be subtracted from the 6 total, counting at 3 remaining. If hit again by another spell of T4-T5 caliber as such, the shield will absorb the mana, and then dissipate into the air. +T1-T3 magical spells do not reduce the emotecount. +If used in an event, it is up to the ST at hand to determine how resilient the shield is to the magics sent at the bubble. SYNOPSIS Spoiler T2 Runes: Rune of the Merchant, Rune of Growth, Rune of Hearth, Rune of Tales T3 Runes: Rune of Greed, Rune of Agreement, Rune of Creation T4 Runes: Rune of Thieves, Rune of Youth, Rune of Shielding T5 Runes: Rune of Sight, Rune of Knowledge, Rune of Knowledge, Rune of Death, Rune of Life, Rune of Time, Ruhn-Burst, Overcharge, Rune of World (These all require ST Signatures to be applied to an item.) Runesmiths and other Magics The Ruhn-Spark within a Runesmith Soul makes it so they are unable to wield the blessings of other Deific beings. To reiterate, this is because of Runesmithing altering one’s soul through the addition of a Ruhn Spark. While the Kalirrik does not expect much from the servants of the Ruhn, the blessings of other Aengudaemons might interfere with their path as craftsmen and artisans. Given this, performing other magics that could become obstacles in their path to understanding and mastering the art of Runesmithing their souls would be unable to proceed, the Ruhn Spark within them growing weaker and weaker until they become unable to summon its power at all. At first, their connection would gradually become weaker, no longer able to advance any further within any given tier. Should a Runesmith ignore their connection weakening it would start growing weaker at a faster pace. The Runes would no longer provide a link to the Hall of Echoes. Innom’s sacrifice would make it so no magic, feat, or blessing that gives a deity or a being access into a Runesmith’s mind/soul can be possessed. A Runesmith that continues to practice a magical art that goes against the Ruhn would then lose the Ruhn-Spark within their soul. However, it is important to take into account the guidelines provided by another magic lore. Should a magic state that it can not be learned by someone with Runesmithing or a deity connection, the Runesmith must seek disconnection and have their Ruhn-Spark removed, the connection between them and Innom’s realm severed before pursuing magic of those sorts. Those magics that are Deific, cannot be held in tandem with Runesmithing. These include Paladinism, Templars, Sycophants of Boletius, Druids, Seers, Shamans, Yeu Rthulu, and all future Deific magics. Those magics that alter internal mana or the soul into other products cannot be learned in tandem with Runesmithing. These include Heralds of Azdromoth, Azdrazi, Chi users, Voidstalkers, Shades, Naztherak, Necromancy, Mysticism. Every other magic may be used. These include Blood magic, Alchemy, Animatii, Sorvian crafting, Voidal Magics, housemages, Golemancers, Kani. Creatures unable to become Runesmiths: Spoiler Siliti Zar'ei Vargs Ologs Striga Musin Wonks Klones Sprites Hou-Zi Wights Golems Azdrazi Izkuthii Zar’akal Sorvians Chimeras Atronachs Epiphytes Naztherak Homonculi Frost Witch Antroparions All other Undead Tree Lords & Soul Trees All other Soul-Altered beings All other creatures lacking a soul CAs Blood Mages who have used the Ritual of Rebirth Tier Progression Runesmithing to a certain degree is very similar to other arts or crafts, where time and practice lead an individual to become more proficient in it until they become masterful at it. However, time is also essential for a runesmith’s Ruhn Spark to grow, and to be able to process their inner mana and connected Ruhn Spark’s channeling of the Ruhn at greater efficiency and amount into Echoes. As they harness what lies within, over time they begin to shape reality through their runes at a greater capacity. Tier 1 (3 weeks): Immediately after being connected Spoiler The Runesmith has gone through the Rituals of initiation. The Ruhn Spark has been planted within the Runesmith’s soul. This bond is still weak, the powers of the Ruhn flowing through them tentatively and their tools will still be a bit disarming and uncomfortable when wielding them. The Runesmith has not had the practice to learn most simple techniques. In their inexperience, they have only learned a few of the most rudimentary runes. The end of his tools and the Ruhn energy glowing through his body are dim, and hardly noticeable unless in absolute darkness. At this stage, a Runesmith has two (2) echoes within their soul. Allowing them to trace one (1) Combat runes or two (2) Utility/Non-Combative rune. They regenerate one (1) echo weekly. Tier 2 (4 weeks): 3 weeks after being connected Spoiler After three 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 still feels like a small weight pressing on them. The ends of his tools and the energy on his body would glow faintly still, but more noticeable. The Ruhn-Spark within them keeps growing and allows them to convert their inner mana into Ruhn power at a faster rate, linking slightly more complex runes with Echoes. At this stage, a Runesmith has six (6) echoes within their soul. Allowing them to trace three (3) Combat rune or six (6) Utility/Non-Combative runes. They regenerate three (3) echoes weekly. Tier 3 (5 weeks): 7 weeks after being connected Spoiler Seven stone weeks of active practice and study of the art after connection and the Runesmith is finally beginning to properly understand the Ruhn. They no longer feel burdened by the presence of the Ruhn Spark’s power and they are able to carve runes that begin to distinguish themselves as a learned Runesmith; the ends of their tools now and the energy in their body glowing distinctly and noticeably. The Ruhn Spark within them has kept growing and allows them to produce Echoes at a faster rate. At this stage, a Runesmith has twelve (12) echoes within their soul. Allowing them to trace six (6) Combat runes or twelve (12) Utility/Non-Combative runes. They regenerate 6 echoes weekly. Tier 4 (6 weeks): 12 weeks after being connected Spoiler Twelve stone weeks of practicing and improving techniques and researching runes after initial connection and a Runesmith has developed a strong bond to the Ruhn. They are able to carve powerful runes that clearly distinguish themselves and their crafts as exceptional. Starting their process of becoming Master Runesmith. Their runic signature and the energy within their body now glowing brightly. The Ruhn Spark within them has now grown considerably and allows them to convert their inner mana into Echoes at a faster rate. At this stage, a Runesmith has twenty (20) echoes within their soul. Allowing them to trace ten (10) Combat runes or twenty (20) Utility/Non-Combative runes. They regenerate ten (10) echoes weekly. Upon reaching this tier a Runesmith can publish a TA, however, they are limited to teaching and connecting 1 student until they reach T5 Tier 5 (8 weeks): 18 weeks after being connected. Spoiler After a Runesmith has dedicated eighteen stone weeks to actively developing their skills, they have created a mighty bond with Innom’s Realm and their Rune Spark, achieving the rank of Master Runesmith. They have the ability to carve complicated and ornate runic sequences into artifacts, and the energy in their bodies glow bright and bold, marking the level of skill and power held by the Master Runesmith. At this stage, a Runesmith has thirty (30) echoes within their Ruhn Spark, as well as they regenerate 15 echoes. They are able to craft six (6) artifacts with five (5) max echoes imbued into each, or any number of lesser artifacts as long as it does not exceed thirty (30) echoes. Upon reaching this tier a Master Runesmith now has three student slots TA’s will be wiped from this rewrite. One must reapply to teach this magic, After reading this new rewrite. Purpose (OOC) Spoiler Runesmithing has been a part of LoTC for a long time (since 2012!). It has been undeniably an important theme to the culture of the server with massive potential. It has also been a crucial aspect of dwarven culture and history. While other magics such as Druidism and Paladinism are magics of preservation of balance and of keeping Order, or Shamanism and voidal evocations are magics of chaotic and destructive powers, Runesmithing is the original magic of creation, of artisanry, of scholarly pursuit, of craftsmanship. Although some other magics have enchanting abilities, Runesmithing is unique in the way that it incentivizes its users to be creative, to practice, to become a better craftsman, to research. Runesmithing has the potential to become a Roleplay experience and culture much like Druidism and Paladinism. Runesmithing is meant to be a magic of creation, a magic sought out by players who enjoy craftsmanship and seek to achieve a new level by becoming masterful artisans. However, throughout the time it slowly lost this, by becoming the source of countless OOC conflicts. It was until last year when new & different iterations of the lore started to pop up in an attempt to bring it back in its rightful path and help Runesmithing achieve its full potential. With this rewrite, we wish to completely renew Runesmithing, have it become a magical art that encourages a culture broader than its users. To have it fit with the current standard for magic submissions. Our goal should this piece be accepted is to create a culture around Runesmithing similar to how Druidism and their different Orders work. Creating a unique roleplay setting that can fill in a needed niche in the server’s community, in a similar nature to how Druidism is the supreme extent of a character-based around nature or Paladinism is the path taken by those who wish to combat Dark Magics or Evil beings. This is why we have planned several magic additions/subtypes and feats, similar in structure to Druidism’s Blight Healing, Herblore, Tree Lords, and Shapeshifting. Giving something that would flesh out Runesmithing and allow for character development, experimentation and specialization if it is accepted. Some of the planned additions include the Elemental Dialect, Flesh Runes, Combat Runesmithing, Mineralore, Ruhnwraiths, and Rune Echoes among other ideas that are still in progress. We wish to make a culture around 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. We intend to make the magic more open to the public with a clear method of joining via apprenticeship. This would function somewhat similar to dedicancy, where anyone can easily approach roleplay and join an apprenticeship to a Runesmith. Runesmithing should be the beginning of many chapters to a character’s development. After many rewrites now, and in this culture of strict lore, this is the dwarven playerbase’s attempt to regain sacred magic that has been lost in the loregames. Try to incorporate it back into dwarven society as something dwarves can aspire to possess. The addition of Innom’s Realm to the lore universe of LotC also opens the door for other magics to be written about mastering the Material Alphabet. This piece is the first of many more to come, in an attempt from the Dwarven community to have fleshed-out magic that will contribute to their culture and roleplay. Magic that instead of focusing on combat focuses on innovation, scholarly research, craftsmanship, and artisanry. [!] Redlines [!] Spoiler -If a loophole or grey area is seen, contact an LT or the Lore holder otherwise the answer is no. -A Runesmith must learn the ritual of Binding and the ritual of chains through roleplay before receiving a TA. -Every ability available to a T4 Runesmith must be learned before they can acquire their TA. Such is outlined in the Tier Progression section near the bottom. -Additionally, each ability must be learned via being taught by their teacher, who holds a TA. The new abilities, when a Runesmith reaches a new tier, are not automatically ‘learned’ through time. Each must be taught. -Must remove all other connections of dark/deity magics before being able to be connected. -Runesmithing is a 2 slot magic, intended to be a major commitment for a character. -If one cannot be removed from a deity or dark magic, for instance, Necromancy, then they cannot become Runesmith -Any Descendant or any Descendant equivalent can become a Runesmith -Once disconnected, the person cannot be reconnected again. -If someone is disconnected they must roleplay the effects of no longer being linked to the Ruhn. -A player MUST roleplay the fatigue between each of the connection rituals. Citation Spoiler Spoiler Innom: Material Alphabet: 2012 Runesmithing (Arbrek): 2012 Runesmithing (like a week later - More Arbrek): 2015 Runesmithing (Lima): 2016 Runesmithing (Dizzy): 2018 Runesmithing (Josh): 2020 Runesmithing (Noobli): Credits: Lead Writers: BDanecker, Soul & Z3m0s Feedback: Grimoire Weiss & TreatycoleInspiration: Noobli, DrHope For Noobli, for inspiring and driving the Dwarven community forward. For his love and dedication to the Brathmordakin For the Glory of Urguan 30 Link to post Share on other sites More sharing options...
AfroJoeTheOlogBro 1093 Share Posted June 10, 2021 Had to beat BD to first comment just to piss him off, I win you little ***** 3 Link to post Share on other sites More sharing options...
Wand 932 Share Posted June 10, 2021 hm, yes, spicy letters, good 1 Link to post Share on other sites More sharing options...
Qizu 4037 Share Posted June 10, 2021 I love to see lot's of work and dedication go into pieces +1 Link to post Share on other sites More sharing options...
Terry 1859 Share Posted June 10, 2021 Love to see the absolute DEDICATION that went into this. +1 Link to post Share on other sites More sharing options...
Cheezzy_Garlik 502 Share Posted June 10, 2021 WOO HOO SPICY LETTERS!!!! +1 Link to post Share on other sites More sharing options...
SimplySeo 5209 Share Posted June 10, 2021 I believe in you, Soul. See this wrong righted. Link to post Share on other sites More sharing options...
Treaty 1349 Share Posted June 10, 2021 As the current regent of the Dwarves, I give the plus one of the entire playerbase +1 1 Link to post Share on other sites More sharing options...
Drak3 365 Share Posted June 10, 2021 Just from glancing over this I am very impressed with the amount of detail and care put into this piece of submitted lore. I for one am personally looking forward to this possibly being accepted as a means to brighten RP conducted on the server.Fricking Fracking +1 Link to post Share on other sites More sharing options...
ryno2 1238 Share Posted June 10, 2021 give me rune smithing so i can remake kaz ulrah and teach it to them 1 Link to post Share on other sites More sharing options...
Elite Snipes 3542 Share Posted June 10, 2021 I love runesmithing damn, love the hard work! Link to post Share on other sites More sharing options...
Quavinir_Twiceborn 1041 Share Posted June 10, 2021 1 Link to post Share on other sites More sharing options...
TheFirstShroom 280 Share Posted June 10, 2021 A very well thought out attempt to honor the previous runesmithing lore while addressing a lot of the concerns expressed about the magic in the past. +1. Link to post Share on other sites More sharing options...
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