Valannor 6345 Popular Post Share Posted July 17, 2021 "I forge life from mortal stagnancy, and my voice sings power into nascent steel, yet to experience its own heartbeat..." (Origin) Spoiler The art and practice of forging great runes of power upon objects is one that reaches back untold centuries, where the Dwedmar of old did so inscribe these mythical glyphs to craft legendary items of great power - from cannons able to hurl forth lead at untold speeds, to mighty hammers of lightning to sunder the skies of the Titan's children, it was indeed the golden age of this craft that saw these creations, and their legends, come to life... Until such powers were lost to the Runesmiths of yore, unable to access their vaunted power due to some shift in the cosmos. And thus, the Runesmiths fell to darkness. Through the decades, and indeed the centuries, the legends they wove fell to the wayside as time's cruel march continued onward. Runes were left forgotten, relegated to the reliquaries of antiquity as the golemancer's craft returned through the use of "Sigils" - derivatives and offspring glyphs of the old runic language, seemingly having usurped their predecessors... Until, one fateful year, an Elven and a Dwarven smith were struck by great tragedy - some deep, profound sorrow that sullied their spirits and shook the foundation of who they were as individuals. In their mourning, they took to their work within the great forges of the Elvenesse and the Underrealms, throwing themselves entirely into their craft with some untold fervor, unseen in aeons - and with a voice laden with power, they sung arias and melodies yet unsung as hammer struck chisel, and that chisel struck steel, etching sigil and rune o' the prime material alike into the metal, as their hands were guided by a force seldom recognized; the soul. Indeed, for as they poured themselves into their work, they so too imparted the essence of who they were - the fabric of their very being upon that which bore no life of its own - and in this, the blades before their gaze shone in ithildin, gleaming brightly with great power wrought from the sanctity of creation itself. Sigils carved themselves into their souls, and they lifted their voices in unison with the song they demanded, and they bestowed upon that blade a will unto itself; The craft of Runesmithing had been born anew. Runesmithing is a magic of the soul itself, allowing one with the proper knowledge and blessings to carve ‘runes' into objects of their choice, bestowing upon them power and will alike. These runes correspond to the Signs and Symbols of the Material Alphabet for the most part, however the ‘dialect’ of particular runic languages is dependent on those utilizing the craft - an Elven Runesmith will not carve the same runes as a Dwarven Runesmith for example, though the Signs and Symbols they invoke function the same regardless; runic dialects are thus considered derivatives of the Material Alphabet, utilized solely in the craft of Runesmithing. Runesmithing is powered by way of ‘Soul Essence,’ fragments and streams of the power contained within one's soul, that are then used to conjure forth these primal elements and intricate magicks within the runes. This is elaborated upon further in "The Nature of Runic Items." With lore additions, new runic libraries may be created, though as it stands only what is within this lore piece may be utilized, or custom runes made specifically for the use of MArts. Perhaps notably, Runesmiths are individuals touched by song and melody - and this will show in their work and their daily lives, be it a 'Thill humming Elven sagas, or a Dwarf subconsciously muttering of legends from ages yore. Their dreams are filled with the music of creation, grand designs envisioned in their mind's eye, detailed in runic script or displayed in visions of profound innovation - things that may even be brought into the waking realm, should the Runesmith possess the drive and ability to do so. In this, a Runesmith is also often engendered with restraint and discipline, given the structured nature of their craft, and the knowledge of the rancor that may be wrought if their power is used flagrantly - though, this is not always a guarantee. As Runesmithing is a magic which utilizes the soul itself in order to gift the runes their power, one may only make a number of Runesmithed items equal to their tier per week, as the toll of pouring one's very soul into an item cannot be understated, and the spirit requires time to recuperate. This being 1 item per IRL week at Tier 1, 2 items per IRL week at Tier 2, and 3 items per IRL week at Tier 3. Should the ST determine that an individual is "mass producing" runesmithed items, they may further limit the production of these items, citing the strain upon the soul. In order to practice Runesmithing, one must have an array of runes carved upon their soul through an ethereal blessing, which allows them to understand the runic dialects and begin to channel essence in a fruitful manner. Spoiler - Runesmithing is a 1-2 slot Miscellaneous Magic, based upon utilization of the soul itself. One slot is dedicated for tiers 1 through 2, while reaching the third tier of Runesmithing requires one to dedicate a second magic slot. So long as one possesses a Greater Soul, a mana pool, and their soul is relatively intact, they may practice Runesmithing. (E.G, No Phantoms, Musin, Wonks, Hou, Anthroparions, Golems, Darkstalkers, etc.) - Unless stated otherwise in their respective lore pieces, any individual with a dark or deific magic/CA may practice runesmithing, so long as the condition of possessing an intact Greater Soul and mana pool is abided by. (E.G Mystics, Paladins, Wights, Siliti, etc.) - One must possess a valid MA in Runesmithing in order to utilize the magic. - One is eligible for a Runesmithing TA upon reaching Tier 3, provided they have been taught the process for connection, as well as creating new Blessed Tools and Blessed Anvils. - Runesmiths may use their dreams and songs as the inspiration for MArt creation, or as the basis of new lore additions for expansions to the Runic Library. - All creations of Runesmithing must possess an ST signature for validation. In addition, all abilities and mechanics seen in Runesmithing must be taught they are not innately gained as time goes on, or as the Runesmith advances in tier. - Pending a lore addition for such, Runesmithing may be utilized in the creation of Runic Cannons. The Blessed Tools To even begin to enact their craft, a Runesmith must forge for themselves a set of tools, and with them consecrate an anvil upon which they shall hone their craft. This process is often passed down from master to student through generations, allowing for distinctive “styles” of tools to be formed, though they perform the same function regardless of their make. These tools must be forged entirely by the Runesmith with no outside aid or assistance, though may be made of any metal or stone (save for Thanhium,) assuming the rock was hard enough - the material being forged into a hammer, and a chisel. A freeform ritual based on the aesthetics of the soul, song, and rebirth may then be performed, imbuing the tools with the soul essence of their creator - and granting them their will and activating their latent power. These tools tend to be prized objects to their creator, with both possessing an intrinsic bond with one another, like a parent with their child - which enables their function. A Runesmith may not use another Runesmith's tools for this reason. Spoiler - A Runesmith's tools must be signed by an ST, and may be freely soulbound, due to their intrinsic tie with their Runesmith. They may only possess one such set of tools at a time, and should they forge a new set, their previous tools will lose any special function attributed to their blessed nature. One may learn this ability at Tier 1. - A Runesmith's tools, in addition to the property of being able to channel the essence necessary to enact Runesmithing, follow all properties laid out in "The Nature of Runic Items." Otherwise, they are mundane and subscribe to the guidelines for the material they were forged from. They may not be forged of Thanhium. Once a Runesmith possesses a set of blessed tools, they must then acquire an anvil with which to properly runesmith. This anvil may be large and fixed in place, or small enough so as to be moderately portable - all that matters is that one is able carve a string of runes upon its surface, most often in a circular pattern. Through the same ritual as the one used in crafting their tools, a Runesmith then may suffuse the anvil with their soul essence, permanently binding themselves to that anvil until such a time as it is destroyed. This anvil is the only way by which Runesmithing can be performed, as it acts as a focus for the Runesmith's power, and a font of energy which eases and shares the burden of the craft. Unlike the tools, a Blessed Anvil may be utilized by any practicing Runesmith, should they have access to it. Spoiler - A Blessed Anvil must be ST signed to ensure validity, and may either be a physical object which is present in the world, with a sign placed upon it that is locked by an ST stating what it is, or an item one may carry in their inventory that possesses an ST signature upon it. They may be destroyed by disrupting the runework, though such a process is volatile, and will more often than not release a small explosion of energy, and sending bits of the anvil out as shrapnel posing a moderate hazard to the offending party, and a message for the explosion must be emoted in #S. - One must be Tier 2 in Runesmithing in order to create Blessed Anvils, and one may be bound to a singular anvil at any one time. Similar to tools, if one were to attempt to make a new anvil, the previous one would lose any special attributes originating from Runesmithing. - Runesmithing must be performed at a valid Blessed Anvil. It is with the Blessed Tools, as well, that one might be given the ability to practice Runesmithing at all, and comprehend the runic scripts and dialects in any understandable manner. Once a Tier 3 Runesmith has been taught the appropriate ritual and possesses an accepted TA, they may ignite their chisel and hammer with the essence of the soul, and through a similarly freeform ritual as before, carve a series of runes upon a prospective student's soul - this may result in visions, supernatural phenomena such as distant chanting being heard by both parties, etc. so long as such pertains to the previously described themes. After this ritual, the individual will be able to put up their Runesmithing MA, and practice Runesmithing. Along this same vein, two Tier 3 Runesmiths and a TA holding Runesmith who knows the rite of disconnection may restrain an individual, and utilizing a similar technique, scourge the individual's ability to practice Runesmithing by removing the ephemeral runes from their soul. This would result in a loss of creativity, vitality, and spirit over the course of 1 IRL week, before the individual has fully recovered from the ordeal. They may be reconnected to the magic one more time, before their ability to practice the art is lost ad infinitum. Spoiler - To connect an individual to the magic, and grant them the ability to learn Runesmithing, one must be Tier 3 and hold a TA in Runesmithing - and thus, know the ritual of connection. The ritual must be performed near a Runic Anvil, and should abide by the guidelines laid out above. - The ability to disconnect a Runesmith is to be marked on one's TA, with the individual who taught them providing their confirmation that the individual was taught. Disconnection must be performed by two Tier 3 Runesmiths, and one TA holding Runesmith, over the course of five emotes. The individual being disconnected must be bound or restrained, as any disruption of concentration on any of the Runesmith's parts would result in the rite failing - though upon a successful disconnection, the victim's MA shall be denied. Disconnection is not mandatory to possess a TA. - Once one has been disconnected from Runesmithing, they may be connected a second time, though a disconnection at this stage will result in the individual being unable to practice Runesmithing ever again. Connection at this stage, as well, requires two TA holding Runesmiths, as opposed to one. The Nature of Runic Items All products of Runesmithing possess similar properties at their core, no matter their true power or potential, or the magicks they were birthed from in unison with the Runesmith's craft - for as creations wrought of the undiluted essence of one's soul, one naturally ascribes thought and will to that which would otherwise not possess it. Every Runesmithed item possesses a distinct will of its own as a result of the circumstances of its creation, though they may not talk or 'speak' to their bearers. It is much more an impression of the item's will upon the bearer, and the bearer's upon the item - in this, one can certainly RP a Runesmithed item 'growing' with them; creations of Runesmithing are intended to be items that add depth and contribute to the narrative of a given persona, and not something that one would mass-produce for such frivolous purposes as a steady source of monetary gain. In this, Runesmithed items may certainly possess distinct “personalities” of their own, often influenced by their creator, or by their bearer - a blade may inspire one with valor in the face of danger, while a ring may not wish to be torn from its master, and impress it's wishes of returning upon its new bearer. Things such as Auric Oil or Malflame may readily damage creations of Runesmithing, requiring them to be repaired, or even reforged entirely if the runework is disrupted in large amounts. Mundane assaults that would destroy the runework would also suffice in disabling the mystical capabilities of an item's runes. Runes may not be carved upon organic flesh or the soul, save for the connection & disconnection process. Spoiler - Runesmithing is not intended to mass-produce items for what is commonly referred to as "AH Bait." It is intended to allow the Runesmith to forge unique and interesting relics that will contribute to narratives and help weave storylines - this is more of a side-note than a redline, but I digress. - Runesmithed items may not be used to transfer information between bearers, or otherwise metagame information that a persona couldn't have otherwise known. - All Runesmithed items possess a “will'' of their own, which entails a basic personality at a minimum, due to the soul essence held within. This is a mechanic for flavorful roleplay, and possesses no tangible combative benefit - a blade which inspires valor cannot overcome magically induced fear, for instance. These items may be roleplayed as "growing" with their bearer for flavorful development. - Runesmithed items may not override the personality of their bearer, or make them someone they are inherently not, unless an MArt or a change in the lore specifically states otherwise. - Auric Oil, Thanhium, and similar may effectively disable an item's runes with 3 successful strikes. Mundane weapons may also do so by disrupting or damaging the rune itself. Malflame, as well, is able to render Runic items inoperable by virtue of scorching and consuming the soul essence within for fuel. Runesmithed items may be repaired at a Blessed Anvil, though only one item may be repaired per IRL day. - Runes may not be carved upon organic flesh, or one's soul, save for the connection & disconnection processes. Similarly, they may not be carved upon animate constructs or similar - e.g, Golems, Anthroparions, Sorvians, etc. The Runic Library Serving as the basis of all runesmithing would be the Runic Library - a collection of derivative scripts of the Material Alphabet - runic dialects, which allow a Runesmith to bestow upon various objects the blessings they are known for. These sigils are all inert unless they are powered and crafted with soul essence, and without a sufficient amount they will fail to function in any supernatural manner. Perhaps of note to the Runesmith would be that not all runes possess compatibility with one another, with volatile consequences for mixing the two - though the exact reasoning for this is not quite known. Spoiler - Unless properly activated, runes shall remain inert, unless they possess a passive effect - in which case, the rune will be considered active until the item is destroyed. - While base rune mechanics are as outlined below, their purposes and powers may be bent or altered in the creation of MArts - e.g, Igni being made to function beyond the normal scope of its mechanics. This should be reasonable - no napalm bombs, for example. - Runes count as “Major Enchants” for purposes of runic item compatibility with other artificery magics. A singular Elemental or Soul rune may be placed on an object, coupled with a Manipulation rune to decide its mechanics, unless stated otherwise or an exception is made via an MArt. Some elemental or soul runes are not compatible with some command runes, and will remain as such unless an exception is made via MArt creation. - Runes will not function unless they are properly runesmithed onto an item. One may not draw runes in the air in order to activate their effects. Runescribing However, to even allow a rune to be used, it must be carved onto an item. This process entails a Runesmith bringing the item to a Blessed Anvil, igniting their tools in soul essence and drawing upon the anvil’s wealth in order to ascribe the mystical properties that Runesmithing is known for onto an object by engraving the runes upon the item. This process typically takes 3-4 emotes per rune. While a rune is being carved, it must be given a ‘trigger’ if it is intended for active use - as these runes must indeed be activated in order to display their anomalous properties. This may be anything from an incantation being muttered beneath one’s breath, or tracing a particular pattern along the object - regardless, activating a rune requires three emotes. One to trigger the rune, one to funnel soul essence into the rune, and a final emote of the rune activating. As well, most runes require ‘Command Runes’ in order to be effective - runes that direct the function of the primary rune in play. Command runes, and the tiers that they may be learned at, are as listed below. Spoiler ᛒ Enwreathe - T1: When paired with a subsidiary rune, one would find the item, or its striking surface, to be wreathed in the chosen rune - to no harm of the item itself. This effect may last for 2 emotes at Tier 1, 4 emotes at Tier 2, and 6 emotes at Tier 3, scaling with the tier of the Runesmith. Passive runes may maintain this effect indefinitely. - An individual may still be affected by the conjured element - wreathing a chestplate in Igni would carry the expected side effects. - The conjured rune’s element would hover about two centimeters from the surface of the object, or alter the properties of the weapon itself. ᛈ Project -T2: When paired with a subsidiary rune, one would find the item to be covered in a chosen rune similar to Enwreathe, though upon the activation emote, one would be able to expel the rune’s effect as a projectile in the shape of the item’s striking surface - though additional aesthetics may accompany this. This would only travel 8 blocks at Tier 2, and 12 blocks at Tier 3, scaling with the tier of the Runesmith. - Projectiles will, at most, fly at the speed of a thrown baseball. Impact is dependent on the rune it is being combined with - regardless, one is still able to dodge these projectiles, given sufficient awareness and ability. ᛉ Manipulate - T3: A far more freeform rune reserved for masters of the craft, when paired with a subsidiary rune, this rune allows for freeform manipulation of associated elements within the bearer’s environment or that are conjured by the rune itself, though it is generally limited in its application. Without an MArt, any effects are limited to being within 3 blocks of the user. - Application will be dependent on which rune such is paired with, given the usual freeform nature of the rune. Effects will be as listed per rune, if applicable. - Non-combatively, this rune may be used to create passive effects and aesthetics on a static object within a given area - e.g, an obelisk which is perpetually surrounded by a flurry of wind. The effect would fade if the object was moved. Spoiler - Runes must have an activation trigger in order to function, unless they are passive runes. - Runes take 3 emotes to ‘cast’ - one to activate, one to charge, one to enact the effect. One need not be a Runesmith in order to use a Runesmithed item. - Passive runes will be clearly marked as such - the vast majority of runes are considered ‘active.’ - Objects over 5x5 meters in dimension may not be Runesmithed without an MArt. - Rune activation is not subtle, and the runes upon an item will glow brightly during activation. - One may not simultaneously attack as a rune's effects are activated. Elemental Runes ᛃ Igni - T1 A rune which evokes the primal element of flame - it often imbues items with a brash or fiery will, as a result of its application; it draws upon the sign ‘Fire.’ Spoiler Mechanics Upon activation, ‘Igni’ conjures a mild, mundane flame by fueling the rune with soul essence, mana, and evoking its parent sign of the material alphabet. Flames conjured with Igni will never exceed or reach the temperature of Blue Flame, nor may it be formed into shapes beyond what is stated. It carries no weight or impact to it. Enwreath: Following the guidelines of ‘Enwreath,’ one may pair the runes together. This rune would possess 1 use per combative encounter at T1, and 2 at T3. This would turn a given item’s striking surface red-hot, to no detriment of the item itself - This is often limited in its legitimate capability, but given time, objects will violently sear skin, burn flesh, and may even cut through thin blades and armor, and if applied to a flammable object, set it alight. One would still be able to be harmed by their own Igni rune. Project: Following the guidelines of ‘Project,’ one may pair these runes together to allow an item to cast forth a projectile of flame that is a replica of its striking surface. This projectile travels at the speed of a thrown baseball, possessing no physical impact and only impacting with a flame of moderate strength upon the area. It is not armor piercing by any means, nor may it go through the eye slits of helmets. This rune would possess 2 uses per combative encounter at T2, and 3 at T3. Manipulate: Following the guidelines of ‘Manipulate,’ one may pair these runes together to allow for the manipulation of flame - in the case of Igni, allowing one to redirect a singular source of flame for a duration of 2 emotes; the flames being redirected may be no hotter than blueflame, and in the case of event monsters with fire magicks or similar, the viability of this rune is left to E.T discretion. The flame may only be redirected within 3m of an individual. Possesses 2 uses per combative encounter at T3. Non-combatively, this may be used to make static structures which swirl idly with embers or floating flames. - Temperature of flames conjured through this rune may not exceed or reach the temperature of Blue Flame, unless an MArt were to dictate otherwise. - At most, it will leave 2nd degree burns if contact is made with the skin, and it will cauterize wounds as they are made. - The ability of 'Enwreathe' to cut through thin blades and armor would require approximately 4 emotes of sustained contact and applied force for an enwreathed object to penetrate 0.5 inches of average quality steel. Steel thicker than 0.5 inches would be unable to be penetrated in this manner, and the emote count does not decrease for thinner sections. ᚠ Caeli - T1 This rune evokes the unabashed splendour of the wind - often, items with this rune impart a care-free sense of wonder and mirth; it draws upon the sign ‘Air.’ Spoiler Mechanics: Upon activation, ‘Caeli’ conjures a strong concentration of air by fueling the rune with soul essence and mana, and evoking its parent sign. Gusts or air conjured with Caeli will never reach or exceed the capabilities of a T4 Air Evocationist. It carries pushing force to it, though nothing capable of damage beyond mild bruising on its own. Enwreath: Following the guidelines of ‘Enwreath,’ one may pair the runes together. This rune would possess 1 use per combative encounter at T1, and 2 at T3. This would lighten the object significantly for the duration, and in the case of weapons, allow them to attack much swifter with the same force - though, attacks would require an emote of preparation, to ensure their weapon did not fly from their hand. This weight reduction is temporary and only lasts for the duration of the rune - armor or shields with this rune being easier to bear while active, their weight effectively halved. Weapon strikes would only be swung twice as fast as normal, though would possess no additional force as a result. Project: Following the guidelines of ‘Project,’ one may pair these runes together to allow the item to cast forth a projectile, travelling at the speed of a thrown baseball. This projectile is a relatively harmless pushing force, usually an outline of the striking surface or edge of what it has been applied to. If it were to collide with an individual, they would find themselves to be pushed back a distance of 2m if they were hit in the chest region, or knocked prone if the projectile collided with their ankles - effect is dependent on where they were struck. This may be used once per combative encounter at T2, and twice at T3. Manipulate: Following the guidelines of ‘Manipulate,’ one may combatively form a wall of wind that is 4x2 blocks in dimension no further than 2m in front of them, which is able to deflect physical projectiles flying no faster than the speed of an arbalest bolt for as long as the rune is maintained - in this case, 3 emotes. One may not move while maintaining this wall, and melee attacks or other individuals may pass through it mostly undeterred. This may be used once per combative encounter. Non-combatively, this may be used to create static structures which swirl with a furious wind, or a gentle breeze. - May not deal any manner of harm beyond mild bruising on its own - the air does not compress, nor may it cut individuals with ‘air slashes.’ - Any impact resulting from ‘Caeli’ may not be immediately lethal, such as tossing someone off a ledge or into a pool of lava. - Manipulate may not repulse magical attacks, even if they are physically based, such as an Earth Evocationist's projectiles. - Enwreathe attacks take two emotes total, once the rune has been activated; 1 to prepare/telegraph the attack, and 1 to execute the attack. ᚾ Tempestas - T3 This rune evokes the tempestuous fury found in the storm and other fonts of energy - often, items bearing this rune incite equal parts wrath and calm, somehow consistent in its volatility; it draws upon the sign ‘Aether.’ Spoiler Mechanics: Upon activation, ‘Tempestas’ conjures arcs of energy by fueling the rune with soul essence and mana, and evoking its parent sign. This energy is not, and should not, be roleplayed as genuine lightning - it is moreso pure energy, which happens to take on such an aesthetic. As such, it would elicit no greater than 3rd degree burns upon impact, and render a targeted area stiff and difficult to move for a period of 1 emote before the individual would naturally recover - this rendering attacks difficult to make, or movement briefly decreased by a quarter of an individual’s speed. Enwreath: Following the guidelines of ‘Enwreath,’ one may pair the runes together. This rune would possess 1 use per combative encounter. Upon activation, the object would find itself, or its striking surface, covered in arcing bolts of seeming static, buzzing with the thrum of energy. If such were to be applied to a weapon, they would find their strikes to afflict the target with the outlined effects of Tempestas, if such were to meet with flesh - merely inciting the rigidity if it hit solid armor. If applied to a shield or armor, if a metallic object or weapon were to collide with it, it would briefly incite the rigidity and stiffness of Tempestas upon the object and the limbs of the attacker, though nothing more than a minor pain would accompany this - intended to momentarily deter further assault. Project: Following the guidelines of ‘Project,’ one may pair these runes together to allow the item to cast forth a projectile, travelling at the speed of a thrown baseball. This projectile would take the form of a thin bolt of energy, about the size of an arbalest bolt, and would impact akin to a punch from a well-trained knight - this may be readily halted by platemail, though thinner armors would be singed and slightly dented upon impact. Upon impact with thinner armors such as scaled mail, 1st degree burns would manifest upon an individual’s flesh, though upon impact with things such as leather, the full effects of Tempestas would be applied. This may be used twice per combative encounter. Manipulate: Following the guidelines of ‘Manipulate,’ one may pair these runes together to send forth a field of sparks in a cone that is 3 blocks in range, and 3 blocks in width at the edge of its range. These sparks would impact a target akin to a harshly thrown snowball, applying lesser effects of Tempestas upon anything hit - upon impact with thinner armors such as scaled mail, hide, or chitin, less-than-1st degree burns would manifest upon an individual’s flesh, and the rigidity as outlined prior would be incited. May be used once per combative encounter. Non-combatively, may be used to create static structures which arc with and spew out bolts of energy. - Energy arcs conjured via ‘Tempestas’ will only ever leave 3rd degree burns at most, and will leave a given limb stiff and rigid for a period of 1 emote if it is impacted directly. It cannot outright kill an individual. The rigidity’s effects are as outlined, and without an MArt, may not be more severe than such. ET may determine how adverse the effects of Tempestas are in a given scenario. - It isn’t lightning. Don’t act like its lightning. It can’t kill people in a single shot. - It isn’t electricity either. No Dwarven power grids to fire up the hybrid steamboat, nor High Elven electric chairs. ᚦ Aqua - T1 This rune embodies the fluid, yet cold and tepid nature of the tides - often impresses a feeling of open-mindedness, acceptance, and adaptability upon a bearer. Draws upon the sign ‘Water,’ and the symbol ‘Ice.’ Spoiler Mechanics: Upon activation, ‘Aqua’ would imbue an item with the essence of cold and water by fueling the rune with soul essence and mana, calling upon frigidity and cold. Frostbite inflicted by way of this rune would never be lethal, though certainly could be debilitating. Enwreathe: Following the guidelines of ‘Enwreath,’ one may pair the runes together. This rune would possess 1 use per combative encounter at T1, and 2 at T3. Upon activation, a given object would become wreathed in an icey sheen, roiling with frost - in the case of weapons, this would allow successful strikes upon flesh to induce rapid frostbite as ice would form around the wound, preventing bleeding and causing great fatigue in the affected area due to the icey chill, making movement stiff and jerky. Armor or shields would become inured against the effects of heat, akin to an Athin treatment while active. Manipulate: Following the guidelines of ‘Manipulate,’ an individual may invoke this rune to conjure frost and ice around an individual’s targeted extremities, binding them for a duration of 3 emotes unless the individual were to spend an emote to break themselves free - this able to be done by an individual of even miniscule strength. Only a singular set of extremities may be bound, provided they are in close proximity with something, e.g an individual’s ankles being frozen to the floor, encased in a thin layer of ice, or an individual’s hands being frozen to their weapon. This effect may only be incited within 3m of the rune upon casting, and automatically ends if an individual exits the radius. - Frostbite inflicted by ‘Aqua’ will never be lethal or necessitate amputation on its own, recovering naturally over 3 IRL hours, or a few narrative days. - Heat resistance is equivalent to an athin treatment. - Manipulate requires the targeted area to be close to an already existing surface in order to flash-freeze the extremity to the area, the frost being thin enough that one could easily pry their hand loose from a wall or weapon in a single emote, their ankle from the floor, etc. This would not harm the individual beyond mild frostnip if their skin were to be covered in the ice. ᚢ Terra - T2 This rune embodies the sturdy, hardy nature of the mundane earth - items imbued with this rune would serve to humble and ground the bearer, perhaps making them more stubborn. Draws upon the sign ‘Earth.’ Spoiler Mechanics: Upon activation, ‘Terra’ draws upon the essence of the material world by fueling the rune with soul essence and mana, either imbuing an item with the quality of such, or manipulating the earth and rock around oneself. Any attacks made by Terra associated runes may be avoided deftly due to their subpar speed if one paid proper heed, though if allowed to impact, would collide with comparably more force than a mundane strike. Enwreathe: Following the guidelines of ‘Enwreath,’ one may pair the runes together. This rune would possess 1 use per combative encounter at T2, and 2 at T3. Upon activation, the object would become significantly more hardy in one’s hands - in the case of weapons, they would be granted the ability to strike with twice the force they normally would, irrespective of their bearer’s strength, though this would require an emote to prepare the attack, to ensure it hit its mark. In the case of armor or shields, they would find themselves encrusted in ethereal rock, made significantly more durable for the duration, with metal becoming incredibly durable though not indestructible. Weapon strikes would not be made any slower or faster. Manipulate: Following the guidelines of ‘Manipulate,’ an individual may use this rune to prepare a close range attack within 3m, which would activate 1 emote after the rune has been ‘cast.’ This attack takes the form of an earthen pillar which would emerge from the ground beneath a target’s feet, no more than 1x1m in size - the attack would be able to be dodged if one moved out of the 3x3 radius of Manipulate. If it were to impact, it would strike with the force of a mundane polehammer swing, and throw the victim into the air momentarily, causing their footing to be heavily compromised at a minimum. May not kill an individual outright. - All abilities associated with ‘Terra’ may be dodged if one is sufficiently aware of and able to dodge the incoming attack. - All guidelines laid out within the abilities are to be strictly adhered to - armor Enwreathed is not invulnerable to destruction during the duration, weapons only impact with 2x force, etc. Failure to do so would constitute powergaming. - Enwreathe attacks take two emotes total, once the rune has been activated; 1 to prepare/telegraph the attack, and 1 to execute the attack. Soul Runes ᛟ Ascendance - T3 This rune embodies the concept of growth, and the capacity of life, drawing upon the symbol ‘Life.’ Spoiler Mechanics: The Rune of Ascendance is utilized in three facets of Runesmithing, and possessing knowledge of this rune requires it to be carved upon an individual’s soul, marking them as a T3 Runesmith. It may be carved upon a Runesmithed item after its creation to imbue it with the capacity for growth, following the redlines of ‘Rune of Ascendance’ under Runic Apotheosis. As well, it may be carved upon a Blessed Anvil to give it the capacity for Apotheosis, likewise found under the same subsection. - May be freely carved onto a Runesmithed item by a T3 Runesmith at a Blessed Anvil, following all guidelines under ‘Rune of Ascendance’ in the Runic Apotheosis subsection. - Knowledge of this rune must be marked on one’s MA, signalling that they have dedicated a 2nd slot to Runesmithing, and hold knowledge of this rune. - Upon being carved into an item, the date of the carving must be stated in the description of the item, so as to allow the tracking of its status. ᚹ Castrum - T2 This rune embodies fortitude and strength, unyielding in the face of corrosion or destruction - often emboldens or ‘grounds’ its bearer. This rune draws upon the symbol ‘Reinforce.’ Spoiler Mechanics: ‘Castrum’ is a rune primarily utilized in the formation of barriers, though they are incredibly weak, in comparison to contemporary sorceries. These barriers may only ever fully nullify a single blow from a strike of Orcish strength at max, and anything stronger will break through the barrier and, albeit lessened, damage the user of the rune even still. These barriers take the form of translucent blue panels in the air, clearly identifiable as magical. Manipulate: Following the guidelines of ‘Manipulate,’ one may combatively form a barrier that is 2x2 blocks (Either a wall or a bubble, must be specified upon creation) in dimension no further than 2m in front of them, which is able to deflect up to 3 normal attacks for as long as the rune is maintained - in this case, 3 emotes, or a singular attack of Orcish strength or stronger, with the damage bleeding through proportionally thereafter. One may not move while maintaining this barrier. This may be used once per combative encounter. - Normal runic weaknesses still apply to the barrier, and will destroy it in a single hit. - ‘Normal Attacks’ refers to blows of average strength, as if a mundane human were to strike the barrier, or it were to be shot by a crossbow bolt. Magical spells or attacks would fall under this category, as well. ᚺ Eternum - T2 This rune embodies the values of eternity, and the ability to endure time’s passage evermore. This rune draws upon the symbol ‘Endurance.’ Spoiler Mechanics: By carving this rune upon an item, a Runesmith may imbue the object with the essence of endurance everlasting - in essence, objects with this rune carved upon them will no longer suffer the ill effects of time's passage or poor maintenance, never succumbing to rust nor tarnish. Blades will become sharp enough to cut through tough leather with relative ease, while armor or shields will slowly undent themselves over the course of 6 emotes. - May be freely carved upon an object, regardless of other runes that the item is enchanted with. - Blades will never be made sharp enough to cut through metal, bone or chitin outright, armor and shields will still be dented. ᛜ Sanctum - T3 This rune embodies the purity of the soul, resplendent and unabashed in its wondrous splendour - it often impresses feelings of purity and comfort upon its bearer. This rune draws upon symbols pertaining to the soul and purity. Spoiler Mechanics: Upon activation, ‘Sanctum’ expels the soul essence fed to it in a thin haze, allowing an object to interact with the ephemeral, and thus the soul. When active, it will never be capable of dealing any true harm to a normal individual, instead inflicting temporary harm upon the soul - however, for ephemeral creatures such as Phantoms, this would carry the same effects as Aurum. Enwreathe: Following the guidelines of ‘Enwreath,’ one may pair the runes together. This rune would possess 1 use per combative encounter. Upon activation, the object would find its striking surface turned translucent in some blue-ish hue, unable to fruitfully interact with anything of the material - instead, it would find purchase upon the ethereal. Normal individuals struck in this manner would feel a sharp pain of red-hot steel across the cut area, such lingering for a duration of 1 emote - no true wound would be present from this, however, as it would merely afflict the soul with a temporary cut. Upon creatures such as Phantoms, however, the strike would affect them much the same as an Aurum weapon would, shearing apart their form with ease. These strikes would pass harmlessly through armor, as they deal no true harm at all. - When active, Sanctum is incapable of dealing any harm to physical matter. - The pain resulting from the use of Sanctum would be temporary and impermanent, except in the case of creatures such as Phantoms, wherein it would harm them much the same way as Auric Oil or Aurum would. - One may not utilize the ethereal nature of items enwreathed by Sanctum in order to, as the enchantment's duration lapses, have their blade phase into an opponent as a solid object. If a Sanctum-enchanted object were to find itself inside of an object as its duration lapses, the item would be swiftly ejected and shoved to the nearest free space. ᛞ Tenebris - T3 This rune embodies the hungering maw of darkness, a taboo thing which begets and demands consumption and malice eternal, wrought of unyielding rancor. It draws upon symbols related to the soul, and draining. Spoiler Mechanics: Tenebris is a corrupting influence, often held as a taboo by runesmiths to even consider carving it. It encourages ‘undesirable’ qualities in a bearer, such as the seven sins - wrath, sloth, etc. In this vein, it also actively seeks the consumption of Soul Essence, hoping for a completion that it shall never find. Enwreath: Following the guidelines of ‘Enwreath,’ one may pair the runes together, though such may only be applied to weaponry, or objects capable of fruitfully harming another individual. This rune would possess 1 use per combative encounter. Upon activation, the object would find itself shrouded in a faint blackness, and upon piercing the skin (or equivalent) of a target, would leech a small amount of soul essence from them and into the rune, to no tangible benefit of the rune itself. This would progressively sap the strength of an individual, from a very slight weariness and exhaustion upon a singular successful strike, to an individual’s strength, overall vitality, and stamina being cut in half upon a third successful strike. This effect may not scale beyond this, and lasts for the duration of the enchantment, and three emotes after it ends. This entails an individual's movement speed being cut in half at three strikes, as well as their attacks and movement being made much more sluggish. - Essence draining will never outright kill an individual. - Cannot force an individual to act contrary to their entire personality. - Essence draining detriments will not exceed the stated maximum, nor will they render an individual completely defenseless. Their movements are merely slowed as if they had exerted themselves a good deal, and not outright nullified. They are still able to block attacks. Runic Apotheosis | Artefacts of the Soul (MArt Creation) “The dwarves of yore made mighty spells, While hammers fell like ringing bells~ In places deep, where dark things sleep, In hollow halls, beneath the fells…” Beyond the comparatively mundane applications of Runesmithing however, there exists a guarded practice among the Runesmiths - The ability to craft and forge powerful artefacts utilizing the splendorous power of the soul, and the runic dialects that their magic draws upon. This may take place through two methods, but the end result will be an artefact of great power and import regardless, imbued with a wealth of essence and possessing a legend all its own. The Rune of Ascendance Spoiler By means of having the Rune of Ascendance carved into a given object, a Runesmith may grant it the ability to develop further of its own accord - in both power, and in faux-personality. The only prerequisites for an item being made into an MArt via this method is that it has been held by an active bearer for a period of 3 IRL months, and that it has been involved in some “Great” deed - this could be anything from a blade slaying a particularly powerful event creature or having fought in many battles, a bow which struck the final blow upon a great beast or foe, or a shield which held back a feared enemy. These are merely examples of what might count as a “Great deed,” but so long as the object possesses narrative contribution, then such may apply. MArts made in this manner will always have a theme pertaining to their parent rune, E.G ‘Caeli’ producing a wind-themed MArt, with its abilities made with this in mind. Generally, they are a great deal less powerful than MArts made through Apotheosis, possessing perhaps one or two additional abilities, and at minimum a singular additional ‘weakness’ or flaw. An example would be a blade blessed with ‘Igni’ that has been granted the ability to let out an explosive shockwave with every swing while active, though it would refuse to function in cold environments, and would deactivate if faced with cold-based magicks or weaponry. As well, they would possess a minorly increased ability to ‘imprint’ themselves on a given bearer, and would take on some traits of their wielder - such as a sword belonging to a pacifist finding increased difficulty swinging unless such were truly warranted. - As a general rule of thumb, MArts made via Ascendance will be less powerful than their counterparts made via Apotheosis, as outlined above. - An individual may only ever possess 1 active Rune of Ascendance MArt on a given persona, as they are intended to be incredibly personalized relic weapons for characters. - When creating an MArt via this method, all prerequisites must be sufficiently met, and the Runesmith who scribed the Rune of Ascendance must be listed as one of the creators. - The Bearer of the item with the Rune of Ascendance carved upon it will be the primary "creator" of the MArt - an individual need not be a Runesmith to make an MArt out of an item with a Rune of Ascendance, provided that all prerequisites have been met. - More of an advisory than a redline, but one would do well to ensure the abilities and qualities of their Rune of Ascendance MArt are adequately balanced, so as to encourage a sense of fair play. Apotheosis Spoiler However, if a T3 Runesmith were instead to consecrate a Blessed Anvil with a Rune of Ascendance, with the aid of 2 others at the height of their craft in the act of a sacral ritual, then they would find a greater power to be made available to them - that of imbuing a great deal of their essence into a given object through ritual and forge in order to craft wondrous relics of untold power. In comparison to normal, one may only make a Runesmithing MArt in this way once every 4 months, as opposed to 3. MArts made in this way may utilize any number of runes in order to be given astounding properties, drawing upon both their literal and metaphorical qualities, though the MArt should be balanced and given detriments or shortcomings generally, in order to encourage a sense of fair play. Apotheosis has nigh-limitless potential in this way, and as such, it is up to the Runesmith, or indeed Runesmiths, to decide how they might wish to utilize their power of creation and sanctification - or profanity, for Apotheosis may even incorporate foreign sorceries in the creation of such fabled and coveted relics. - Apotheosis, and its associated ritual and processes such as the Rune of Ascendance, must be taught, as with all abilities of Runesmithing. - One is limited to creating a single Runesmith MArt every 4 IRL months - an added month, on top of the standardized MArt cooldown. - Apotheosis may be coupled with other magics in the creation process, allowing for any number of artefacts to be made. - Anvils enhanced with the Rune of Ascendance must be signed by the ST. A group of individuals may only ever be bound to one such Anvil at a time. Tier Progression The Beginning of Song Spoiler Tier 1 A freshly blessed Runesmith begins their journey at this stage, dedicating one of their five magic slots to the sacral craft - only now able to craft their tools with the aid of their mentor, and their prowess is limited to more basic elements, and the singular command rune they are capable of comprehending - Enwreathe. The song and din inherent of a Runesmith will begin to subtly manifest, perhaps as idle humming or similar, the individual beginning to find an increased affinity for music. Able to craft 1 Runesmithed item per IRL week Able to understand ‘Igni,’ ‘Caeli,’ and ‘Aqua,’ and utilize them in the craft of Runesmithing. Able to utilize the ‘Enwreathe’ command rune. Able to craft their own set of Blessed Tools. In order to advance in the craft of Runesmithing, an individual is required to undergo a trial of spiritual awakening, mandated by their teacher. This trial may be taken after 4 IRL weeks of holding a valid Runesmithing MA, and entails themes of reflection, awakening, and understanding - the trial itself is freeform in this way, and may be hand-crafted and tailored to individual students by the teacher. Upon completion, the student would advance to Tier 2. A Challenge of Choir Spoiler Tier 2 The mesial of the Runesmith’s path, this stage marks the undertaking of the proverbial ‘journeyman’ milestone in the craft of Runesmithing. A Runesmith of this stage becomes elucidated, able to understand a handful of new runes - and as well, are taken off of their teacher’s TA. They become remarkably more independent, able to craft their own Blessed Anvil, and they are now able to utilize a select few ‘Soul’ runes. Their affinity for song and inner peace has grown larger at this point, now to the point of passive daydreams of such, their voice perhaps slightly more pleasant to hear than it would normally be. Able to craft 2 Runesmithed items per IRL week. Able to understand ‘Terra,’ ‘Castrum,’ and ‘Eternum.’ Able to utilize the ‘Project’ command rune. Able to forge their own Blessed Anvil, if they were so inclined. To advance from this stage, a final trial must be delivered unto the journeyman by their mentor, which will mark the end of their apprenticeship and nascent craft, and their ascension to a Lord of Runes, come into their own. This trial should be fairly difficult, entailing themes of triumph, challenge, growth and perfection - though as the previous trial, the minutiae are entirely left to the teacher to decide. The end result will be the teacher igniting their tools with soul essence, and carving upon the individual’s soul the Rune of Ascendance, marking them as an equal in the craft. One may only take this trial after 8 total IRL weeks of holding a valid Runesmithing MA. Anointed in Soul Spoiler Tier 3 At this tier, the Runesmith has dedicated two of their five available magic slots to their craft, and have decidedly reached the pinnacle of their power. They may access all facets of Runesmithing, able to craft great and powerful artifacts, as well as divine new runes for use in MArts. They have now been decidedly touched by cadence and rhythm, subconsciously murmuring of aged legends and myths in both waking and dreaming hours. Able to craft 3 Runesmithed items per IRL week. May utilize the Rune of Ascendance, in all of its facets. May apply for a TA upon being taught Connection, Disconnection, Blessed Tools and Blessed Anvils. Able to understand ‘Ascendance,’ ‘Sanctum,’ ‘Tenebris,’ and ‘Tempestas.’ May utilize the ‘Manipulate’ command rune. Lore Citation & Credits - Altiar1011 (Writing.) - Johann (Consultation, inspiration, balancing, making it actually epic.) - BlueBudgie, TheBlackBobRoss & JustGrim (Consultation and moral support.) - Noobli (Dwarven Seal of Approval "My second favorite write so far!") Purpose Runesmithing, as has been explained through countless write attempts, is a facet of the server that has been missing for IRL years now. I won’t bother with a long-winded explanation that has been given countless times as for every cultural and lore reason why it should return - that’s been done by people much more acquainted with and passionate about Dwarven history than I am innumerable times, and I believe that every reason under the sun has been listed - from the cultural significance, to the narrative value, even to the concept itself, all of these things and more have been argued for and fought for by the Dwarven community, and indeed the larger server. With this write, I hope to reintroduce a basic, simplistic system for Runesmithing back into the server’s lore that has the potential for massive narrative contribution, while keeping the baseline mechanics in check and benign enough that they do not go overboard, with the potential for exciting MArt possibilities and lore additions to allow this piece to flourish, pending the community’s own desires. This was written in no way to offend any playerbase, but rather as a pet project which I have worked on steadily over the course of two weeks, following a bit of inspiration from my friends and the wonderful J.R.R Tolkien’s works. If this write is to be accepted, I would request an MA/TA wipe, so as to allow this magic a fresh, new start. Spoiler Changelog: 7/17/2021 - Specified that one must also possess a mana pool in order to utilize Runesmithing Formatting tweaks. Tweaked 'Tenebris' and 'Sanctum' to be more in line with the magic's theme. 7/20/2021 - Specified that an MA/TA wipe is requested. 7/21/2021 - Added additional lore citation. 7/29/2021 - Fixed an error in Igni regarding uses of 'manipulate' per combative encounter. 7/29/2021 - Tweaked the symbol that 'Castrum' draws upon to a more fitting example. Also fixed a spelling error. And another symbol bit, 'Ice' for Aqua instead of 'Cold.' 7/30/2021 - Buffed 'Caeli - Manipulate' 7/30/2021 - Specified that Runesmithed item's 'personalities' may not be used to transfer information/metagame. 8/1/2021 - Clarified the mechanical effects of 'Tenebris' 8/4/2021 - Added further redlines to Igni - 'Enwreathe' 8/4/2021 - Tweaked 'Caeli - Manipulate' to be ineffective against magical attacks. 8/4/2021 - Further clarified and redlined 'Sanctum - Enwreathe,' 'Aqua - Manipulate,' 'Tenebris,' 'Eternum,' and 'Castrum.' 8/4/2021 - Nerfed 'Tempestas - Manipulate.' 8/4/2021 - Redlined Enwreathe attacks requiring 2 emotes in 'Terra' and 'Caeli' 8/8/2021 - Specified that 'Castrum' also may be damaged by magical attacks. 8/8/2021 - Fixed a potential loophope in 'Sanctum.' 42 Link to post Share on other sites More sharing options...
exanimated 1360 Share Posted July 17, 2021 ******* pog +1 You worked really hard on this Alty, looks great! Your work paid off. 6 Link to post Share on other sites More sharing options...
Juno. 1307 Share Posted July 17, 2021 Lit 4 Link to post Share on other sites More sharing options...
Johann 1418 Share Posted July 17, 2021 Celebrimbor smiles upon this piece. 5 Link to post Share on other sites More sharing options...
exanimated 1360 Share Posted July 17, 2021 1 minute ago, Sorcerio said: MORE RUNES FOR RUNE BLOOD BOWL 2 Link to post Share on other sites More sharing options...
Valannor 6345 Author Share Posted July 17, 2021 1 minute ago, Sorcerio said: My allegiance is to the Runes! To Urguan! 3 Link to post Share on other sites More sharing options...
Evonpire 1840 Share Posted July 17, 2021 Supremely Based 1 Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2123 Share Posted July 17, 2021 enchanting table magic 3 Link to post Share on other sites More sharing options...
Valannor 6345 Author Share Posted July 17, 2021 Just now, Xx_BloodStalk_xX said: enchanting table magic 3 Link to post Share on other sites More sharing options...
Nooblius 5802 Share Posted July 17, 2021 One more write and I can see Loremags pinged! One more vote and we redo everything, woahOhOhOh! 4 Link to post Share on other sites More sharing options...
CombatRolePlay 1722 Share Posted July 17, 2021 I'll only +1 it if I get RS irp... jokes aside, looks like some solid writing. Less vague compared to its predecessors. Have high hopes for this 3 Link to post Share on other sites More sharing options...
JoanOfArc 4586 Share Posted July 17, 2021 now fix clerics 1 Link to post Share on other sites More sharing options...
ScreamingDingo 16996 Share Posted July 17, 2021 why do non dwarves keep writing runesmithing this just makes the mags hurt more 5 Link to post Share on other sites More sharing options...
hotbox_monk 977 Share Posted July 17, 2021 YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I love you dearly @altiar1011 1 Link to post Share on other sites More sharing options...
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