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[✗] [Magic Lore] - Runesmithing: The Primordial & Divine Dialects


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[Magic Lore] - Runesmithing: The Primordial & Divine Dialects

 

Background / Origin

 

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The Heart of Dwarves

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[!] A Dwarven Temple of yore, with a central mask of Dungrimm engraved into the hallowed stone.

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       Since before Urguan set his hammer and chisel upon the mountain that would be the first hall of the mountainborn, dwarves believed. They believed in their Brathmordakin, beings that never entered the realm like the Aenguls nor the Daemons or other deities, but held more reverence than all; perhaps it was because of the dwarves being stubborn and unchanging of mind, or perhaps it was because of the stories of the odd dwarf with proof of the Brathmordakin’s existence. An odd report of amulets blessed with the power of Anbella appearing from thin air, claims that inexplicable power came from the temples’s words, all pointing to subtle nudging of the Brathmordakin on the material plane. The dwarves of old’s firm belief was not unwarranted, for their combined faith of utmost zeal indeed caused events that would bring pause in those naysayers of the Faith. Unbeknownst to the dwarves, the subtle remnants of an age long before even the first of their race gave their faith meaning. Known as the Power of Thought, this property of reality validated the belief of dwarvenkind, creating inklings of proof which were and are more than enough for the dwarven faith to endure even to the present day. This powerful belief is what caused the Runes; empowerment of the Material Alphabet, given direction through the collective belief of the dwarf’s beliefs on reality, and their gods. To the dwarves, their gods were empowering their runes, giving them meaning and definition, but it was something far greater. The sheer will of the dwarves to believe birthed something noble within the souls of those who desired to bring their will into creation; a Spark, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. This ancient power has both directed and empowered runes for millenia, and continues to do so to this day.

 

Magic Explanation

 

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ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ

The Art of Runesmithing

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       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 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 Echoes. The vast majority of the art’s powers have been lost to history, entire dialects of runes remain hidden in the shadows of ruins along with unique tools and methods of harnessing the inner mana within all descendants. Its practitioners, the Runesmiths, forever search for creating works more glorious than their predecessors in a constant struggle to not only preserve this ancient art but make it flourish. 

 

       The fundamentals of Runesmithing are rather simple. One simply carves a rune of The Material Alphabet and then imbues said rune with their Echoes. However, the inner workings of such a creative magic powered by the will of dwarves are complex and in-depth. The underlying reason why runes work in the way they do is due to the mass belief of dwarvenkind over the centuries all believing with religious zeal the existence of their gods, as well as the fundamentals of creation. This concerted belief, known as the Power of Thought, creates subtle changes in line with the beliefs of the masses, and gives direction to the rune’s abilities in tandem with The Material Alphabet, giving them definition.

 

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The Spark and Echoes

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[!] A seemingly knowledgable runesmith's depiction of what they think the Spark looks like

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       Through the thaumaturgical workings of one’s soul and latent mana, the Spark is a figment of a Runesmith’s soul and is vital to their craft. Upon a Runesmith’s initiation through the Ritual of Creation, a partition of their soul changes, or rather, makes room for a Spark. The Spark is an engine of sorts as well as an esoteric property of those who channel Echoes similar to how a soul is not located anywhere on the body. Those who bear a Spark can passively condense and focus their inner mana into Echoes. These Echoes are what power runes and Runesmithing abilities. A Rune is meaningless without its Echoes.

 

 

       These Echoes regenerate within the soul, and follow the rules set below. These are also the capacity of a Runesmith for each tier. Meaning that a T3 Runesmith regenerates 5 Echoes as well as can have up to 5 Echoes each week, all of which regenerate weekly, not over time.

 

T1 Runesmiths have a maximum of 1 Echo

T2 Runesmiths have a maximum of 3 Echoes 

T3 Runesmiths have a maximum of 5 Echoes 

T4 Runesmiths have a maximum of 10 Echoes 

T5 Runesmiths have a maximum of 15 Echoes

 

Spoiler

 

  • The Spark does not “Upgrade” a soul in any form or fashion. A lesser soul cannot attain Greater status in this way. 
  • The Spark and Echoes are not known IRP, and should an eventline divulge of its nature, it would have to be taught IRP. Other words will have to be used to refer to each IRP.
  • One may not exchange Echoes in any form or fashion, even bottling them up.
  • Echoes are concentrated 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.
  • One cannot have more than their Tier of Echoes unless they are being disconnected in the Ritual of Flooding.

 


The Rune Aura

 

       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 their internal mana and channeling it through themselves to produce Echoes, the veins of one’s body begin to turn blue. 

 

Spoiler

 

The feeling of internal Mana being condensed in a Spark to produce Echoes is simply for flair and flavorful Roleplay. The Echoes flowing through one’s body can be produced in many forms, though taste must be in order. An example of an appropriate entry-level “Rune Aura” so to speak, is featured below.

 

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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 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 rune with Echoes.”

A T5 Runesmithing Aura looks as such:

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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. 

 

 

 

Magic Connection and Disconnection

 

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The Ritual of Creation

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       This is how one learns Runesmithing, through a Master Runesmith. For the initiate, the Master Runesmith takes the hands of the aspiring crafter, and channels their Spark, sending an Echo into the soul of the beginner. Due to their inexperience with the manipulation of such a thing, initiates will have to cut their hand for an easier process of entry. This echo is turned into their Spark, and is a very taxing ritual, as if a foreign entity were invading into one’s soul, forcing it to make room for the Spark to be born. 

 

Spoiler
  • Due to the complexity of the magic, the exacting toll it takes on one's mana, and the numerous runes available, Runesmithing requires two slots. 
  • The Apprentice must rest for 1 Stone week after the Ritual of Creation, the Spark gradually adapting the soul and distilling mana to create room for echoes. 
  • This Ritual must be conducted by a Runesmith with a valid TA anywhere.
  • Only the Beginner Runesmith’s palm needs to be cut for the ritual; Master Runesmiths do not need to have a direct application of one’s inner channels of energy to channel Echoes, as well as Beginner Runesmiths may carve and imbue T1 runes after this.
  • This process must be accepted by both players oocly, there can be no forceful injections.
  • If the Master Runesmith does not have an Echo, they must wait until they do.
  • Deific magics and those who bear altered souls or lesser souls such as Wonks and Azdrazi cannot host a Spark within them, and thus cannot become Runesmiths, as while this is not a deific magic, Runesmithing is soul-based and inner mana-based magic.

     

    Magics that do not interfere with Runesmiths: Blood magic, Alchemy, Animatii, Sorvian crafting, Voidal Magics, housemages, Golemancers, and Kani.

    Magics that interfere with Runesmiths: Paladinism, Templars, Druids, Seers, Shamans, Yeu Rthulu, and all future Deific magic, Heralds of Azdromoth, Azdrazi, Chi users, Voidstalkers, Shades, Naztherak, Necromancy, and Mysticism.

    CA’s that bear altered souls also cannot learn this magic.

 

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The Ritual of Flooding

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       If a Runesmith is found to be abusing their blessing by straying away from the path of craftsmanship, innovation, and creativity, two Runesmiths may invoke the Ritual of Flooding and reprimand the Runesmith deemed unworthy of their Spark. During this ritual two Master Runesmiths will escort the assailant Runesmith to a Rune Anvil. The two of the Master Runesmiths will flood the wrongful Runesmith’s Spark with an amount above the assailant’s 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. They would be worn for a stone week, the pain throbbing through their body as they recovered from such a gruesome disconnection. 

 

Spoiler

 

  • The Disconnection Ritual must be done at a Rune Anvil over the course of 4 emotes.
  • Must be done by two T5 Runesmiths.
  • The Master Runesmiths that accompany the ritual will use 15 Echoes each. IE can only be done when they have full 15 Echoes.
  • A Runesmith that has been disconnected will have a fragmented soul. This means they may no longer be able to become a Runesmith or posses any magic that requires an intact soul
  • Takes 3 emotes of forcing Echoes through their system; on the third, the burning sensation is at its greatest.
  • If the player had a Runesmithing TA it would become null. 
  • Flooding another Runesmith with Echoes is specific to only this ritual. 
  • This ritual does not require OOC consent. 

 

 

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The Rune Anvil and the Master Rune

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[!] A Runesmith channeling their Echoes into a rune on an ingot of aurum upon a Rune Anvil

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       Known as Rune Anvils, albeit oftentimes not an anvil in traditional appearance, these powerful creations are how Master Runesmiths create their greatest work. Rune Anvils bear the Master Rune, allowing greater amounts of Echoes to be channeled akin to a Voidal Obelisk. This is what allows the anvil to be a greater conduit than simple tools, allowing one to channel Echoes more thoroughly and longer, ending up in more powerful runes. Anvils are capable of imbuing T1 to T5 runes, whereas without a Rune Anvil, a Runesmith can only imbue a rune of T1 or T2 magnitude.

 

The Master Rune

[Non-combative] [T5]

The crux of greater runesmithing, The Master Rune allows greater channeling of Echoes through oneself into carved runes. 

 

Mechanics: Once a runesmith carves this rune, they must imbue their Echoes into it, at which whatever object this is carved into begins to vibrate, attuning to the energies of the soul. After roughly 2 emotes of attunement, the object, usually an anvil, is attuned to Echoes, and may then be used to create grand works of Runesmithing.

 

Spoiler

 

  • The Master Rune follows all redlines and rules below, but is placed here for convenience. 
  • The Rune Anvil, or anything carved with The Master Rune, cannot move. Doing so would break the rune.
  • Trying to imbue runes of tier 4-5 and imbuing them with Echoes without a Rune Anvil will “overheat” the tools being used, causing a mild burning sensation of one’s hands and rendering the resulting rune useless and the echoes wasted.
  • The size must be 2x3 meters or greater, to accommodate the space necessary to host a Master Rune. Any size lower than this will be too little to accommodate the channeling of echoes on such a scale. 
  • The shape doesn’t have to look like a traditional anvil and the form of the platform is entirely up to the Runesmith. (I.E. tables, altars, or any type of structure that fits in the confines of the given measurements.)
  • A Rune Anvil is susceptible to physical attacks, hitting any Anvil three times with the force capable of denting steel armor is enough to disrupt the channeling of Echoes, essentially destroying the structure. Vice versa, should the Master Rune be marred in any way, it will cease to work and require a recarving to fix. 
  • Those who are not Runesmiths themselves would feel unease near the anvil in a 5 block radius. Slight wooziness in the head, the feeling of a great weight bearing down as one walks towards it, and discomfort as one gets closer, similar to a Fae Ring for those attuned.
  • The regulation of who knows the Master Rune will be up to the players to keep track of, as the ST will not be required to keep track of who knows.

 

 

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Rune Carving

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[!] A unique individual Goblin who found themselves to be a trusted ally of the Dwarves, Rune Carving and Imbuing at the same time.

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       The central concept of Runesmithing: Rune Carving. It is a basic task, but one with much knowledge behind each rune made. 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. However, though one might know of how to carve a rune, runes do nothing without being powered by Echoes, which is the fundamentals of Runesmithing, which is most often done during the carving but can be done to pre-carved runes as well. Any tool will do for this task so long that it can 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 Material Alphabet which must be meticulously carved; one of the reasons it has been primarily a dwarven craft. 

 

 

Spoiler

 

  • Runes do not have to be recharged.
  • Runes cannot be carved on living things.
  • Runes are standardized as 2 inches in size.
  • Runes are the Material Alphabet runes, simple as. There is nothing unique about them until they are imbued with Echoes.
  • 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 1 combat rune per object. 
  • An object may hold 3 runes if it can hold the runes’ sizes. This translates to 1 combat rune and 2 non-combative runes, or 3 non-combative runes per object.
  • Upon activation of a rune, the etchings begin to glow a subtle blue, of various shades.
  • Only 1 T4-5 rune can be carved a day, and only 3 T1-T3 runes can be carved a day.
  • Runes may be carved in all sorts of materials, as long as they can keep the structure of the rune itself, in line with The Material Alphabet. Carving a rune into stone will keep its structure, but trimming it into fabric leaves room for the fabric to be stretched and frayed, eventually ruining the true meaning of the rune.
  • T1-T2 runes do not need ST signature. T3-5 need ST signature.
  • Each rune must be taught.
  • Runes do not combine in effect, and act exclusively, although 3 runes may be on a rune as well as activated at the same time or similar times: IE no dualcasting of runes. 
  • 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:


T1 Runes: 5 uses

T2 Runes: 4 uses

T3Runes: 3 uses

T4 Runes: 2 uses

T5 Runes: 1 use

 

 

 

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Rune Imbuing

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[!] A Master Runesmith of yore imbuing the runes he’s carved into a weapon with the Echoes from his Spark, ready to fight with the very craft he imbued.

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       While being able to carve runes is an essential ability all Runesmiths practice and master, understanding and mastering how empowering and imbuing runes to call forth their true power is essential. Carving the runes is only half of the battle, as one must infuse the runes with Echoes for them to bear any results. 

 

Awaken
[Non-Combative] [T1]

       One of the first abilities an apprentice Runesmith is taught is the Awaken ability, the ability to call forth the muted power of a rune in the form of a whisper, rather than a shout. 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.

 

       Mechanics: The runesmith goes through the motions of imbuing a rune with an Echo, but stops before the rune is fully fueled, not expending an Echo. The rune will then spark to life at a muted capacity. This is either done by channeling their Echoes through their tools, or by the laying of hands onto a pre-carved rune.

 

Spoiler

 

  • Awakening a rune displays a weakened version of their true power
  • Awakening a rune lasts two emotes
  • An awakened rune would be so weak that it would be unable to cause any harm. 

 

 

Imbue
[Non-combat] [T1]

       With time a Runesmith begins to understand the basics of how Runes are powered, and the moment arrives to imbue their inert carvings with tangible meaning. Through this ability, a Runesmith gives to life their creation, imbuing the Material Alphabet runes with Echoes, causing the effects of the rune to become reality rather than simply thought. Runesmithing, just 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 imbue runes in 1 emotes, whereas a T1 Runesmith would struggle to do so and takes 3 or more emotes to do so. 

 

       Mechanics: This is either done by channeling their Echoes through their tools, or by the laying of hands onto a pre-carved rune. The method is the same for both. The Runesmith takes up their tools, and then focuses, calming their senses and sharpening their mind for the task at hand, and then carves the rune with Echoes on the tip of their tools, a trail of luminescent blue lines left from where they have carved. With the laying of hands, Echoes drip from their fingers, as the Runesmith similarly fills the runes.

 

Spoiler

 

  • The numerical definition of each rune is how many Echoes are needed to imbue it. IE, a T5 rune needs 5 Echoes to be imbued.
  • Echoes CAN’T be used on Voidal Enchanted objects.
  • Cannot be done in combat.

 

 

Overcharge

[Combative] [T5]

       This empowerment of one’s craft beyond what is normally possible is what many Runesmiths aspire to achieve, to transcend limits. Runesmiths can imbue their echoes without tools and through their hands into a rune they touch to Overcharge them, frying both their Spark and the runes harnessing more Echoes than intended, but gaining longevity in the moment.

 

       Mechanics: While touching the rune or the object that houses the rune, a Runesmith can imbue their Echoes just as if  they were doing the initial Imbuing. They must focus, and then imbue their Echoes into the object, taking 2 emotes to do. The overcharged rune is now then able to last for 4 extra emotes than its allotted time. 

 

Spoiler

 

  • Can be done in combat, at the costs listed above.
  • This ability is not Imbue, and as such cannot be used to imbue runes in combat. This ability can overcharge runes already imbued.
  • This takes up 10 echoes and renders all runes carved on an object inert after usage. It also gives a Runesmith physical fatigue for 1 stone week as their body is shot, and halves their Echo generation.
  • Only works on combat runes. 
  • The rune breaks after the Overcharge is over, warping in its form but not necessarily breaking the object it was carved on. One may repair the rune at a later, non-combative scenario.

 

Abilities/Spells

 

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The Runes

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       The crux of this magical art is the runes, through and through. After one carves a rune, and then gives it meaning through the imbuement of Echoes, the effect of the runes is created, and ready to be activated when needed. Through the sheer belief that the runes function in specific ways, and that the Brathmordakin exhibit certain characteristics, the runes gained their abilities through the Power of Thought, and is why they function in the way they function. 


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Utility Dialect

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       The Utility dialect consists of basic instructions that act as guides or additions. Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes, guiding their activation. These runes are so simple that they require no Echoes to be imbued into the carving. 

 

Rune of Touch

       This rune is the easiest to understand of the Utility Dialect, as well as the easiest to create. By the touching of that which is desired as criteria for this rune simultaneously with the imbuement of an Echo, the rune will simply begin to activate on the slightest touch of that physical object. When used in combination with a Rune of Blood, the rune activates only when someone or something who fulfills the blood requirement touches the rune. Touching the rune or the runic object more than once will deactivate the rune.

 

Rune of Phrase 

       A simple rune that allows the rune to be activated upon the utterings of a phrase. After carving the last etch of the rune, the Runesmith then with his chisel or tool still in the material must speak out what the activation phrase is. When used in combination with a Rune of Blood, the rune activates only when someone who fulfills the blood requirement speaks the activation phrase. Speaking the phrase once more will deactivate the rune.

 

Rune of Proximity 

       This rune 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 this rune is 10 blocks. When used in combination with a Rune of Blood, the rune activates when someone who fulfills blood requirement is within range. These turn off after an IRP year, should the one in the proximity of the rune remain. Proximity runes simply begin the activation of runes on the object they are carved on, and runes that deactivate after a set number of emotes do not benefit from longevity due to this rune.

 

Rune of Blood 

       During the carving of this more intense rune, the Runesmith must apply the blood that will activate said rune onto the end of their chisel. This rune must be used with either the Rune of Touch, Phrase, or Proximity in combination. The blood of the supplier and their direct descendants are the only ones who may activate the blood-marked rune. As with all runes, the Rune of Blood may be scuffed to remove the requirement of blood activation.

 

Spoiler
  • Utility runes can be written with each other, but count towards the 3 max runes on an item. Using a Rune of Phrase and Rune of Blood leaves only 1 available rune left for an object.
  • As Utility Runes are not tiered, they may be used as much as needed.
  • All Utility Runes require 1 Echo to Imbue.

 

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Primordial Dialect

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[!] A Master Runesmith of yore, carving a Rune of Fire, which was lost to time…

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       The Primordial dialect 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 Material Alphabet, and the world around them. These are often seen as the first runes learned by a Runesmith due to their low complexity. 

Tier 1 Primordial Runes


Rune of Heat

[Non-Combative]

       This rune has saved many a dwarf in the frozen expanses of northern lands, as well as being one of the most basic runes to understand. An object that bears this rune, when activated, begins to heat up and radiate heat dimly.

 

Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then emits heat from the object, sent out radially.

 

Spoiler
  • The rune generates heat hot enough to boil water and radiates in a fashion similar to a stovetop, and would most certainly treat skin in the same manner, burning and searing if touched for more than the smallest moment.
  • Takes one emote to activate, and then lasts until deactivated.
  • Clothing with enough padding bearing this rune would function well in cold environments, keeping the wearer warm and safe against the bite of frost. 


Rune of Chill

[Non-Combative]

The partner to the Rune of Heat, and the aid of many a desert Kadarsi miner, this rune can cause materials to be as cold as ice, both to the touch and in the absorption of heat when activated.

 

Mechanics: Upon the activation of this rune, the rune begins to light gradually and then absorbs heat from the object and the environment, sent out radially.

 

Spoiler

 

  • The amount of ambient heat absorbed is on par with that of ice, such that if a plate of steel bore this rune, it would absorb heat just as much as a plate of ice of equal size.
  • Takes one emote to activate, and then lasts until deactivated.

 

 

Tier 2 Primordial Runes

 

Rune of Flowing

[Non-Combative]

       A very useful Utility Rune, this carving can propagate a supply of water, in amounts measuring about half a cup per second. Dwarves find a use of this rune in bathing, household drinking, as well as filling their cups while out of the mountainhome. 

 

Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then pure water begins to flow forth from the rune, not the object the rune is carved on. 

 

Spoiler

 

  • Cannot be sent out at high pressure in the slightest. Putting anything that hinders the flow such as a nozzle on top of the rune will cause the rune to output less, rather than concentrating the pressure, and the greatest pressure that can be produced is that of a modern-day hose pipe. Pressurized water devices are not allowed through this rune.
  • If carved into a sealed container, the water will fill the container, and then stop once full. 
  • If carved into an open container such as a cup, the rune will not overflow the container, but rather will replace any water taken, such as a drink. 
  • Takes one emote to activate, and then lasts until 10 gallons of water has been produced, or lasts until deactivated.

 

 

Rune of Blowing

[Non-Combative]

       One of the more refreshing runes to carve, this rune provides a supply of wind in the magnitude of a strong breeze from the face of the rune itself. A rather simple rune, with a plethora of capabilities.

 

Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then wind ushers forth in moderate strength from the face of the rune.

 

Spoiler

 

  • Follows the same pressure redlines as Rune of Flowing. Covering the surface of this rune can diminish the magnitude of wind blown, but not increase the pressure in any substantial amount.
  • Takes one emote to activate, and then lasts until deactivated.

 

 

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, at a rate able to fill a cup with earthen materials after 10 seconds. 

 

Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then earthen materials form and fall from the face of this rune.

 

Spoiler

 

  • Follows the same pressure redlines as Rune of Flowing. Covering the surface of this rune can diminish the magnitude of rocks generated but not increase the pressure in any substantial amount.
  • Gems and rare Ores cannot be created from this rune, such as Nodal ores.
  • This rune cannot generate solely gold but might produce a rock filled with specks of gold once a day.
  • The limits of what may pour forth from this rune are rocks smaller than the size of the rune, 2 inches.
  • Takes one emote to activate, and then lasts until deactivated.

 

 

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.

 

Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then light slowly propagates, filling the area with a clear, steady blue light.

 

Spoiler

 

  • Can be any shade of blue, but must be blue. No neon green rune floodlights, but the tint may be changed by other means. 
  • Takes one emote to activate, and then lasts until deactivated.
  • This is the only rune above T2 that does not need ST signature and may be represented by an in-game torch.

 


Rune of Darkness

[Non-Combative]

       In turn with the Rune of Light, the 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 botanists often use these runes spread in a circle around Murkshrooms so that easier cultivation can be managed.

 

       Mechanics: Upon the activation of this rune, the rune begins to turn black, and then absorbs ambient light at a moderate pace. The darkness then stabilizes, and if one goes into the darkness, everything is pitch black, even the rune, with light from outside not piercing the veil of night.

 

Spoiler

 

  • This rune functions as the inverse of a torch. 
  • An inch before reaching the edge of the radius, the bubble of darkness tapers off quickly such that a thin haze of dark was around the black bubble.

 

 

Tier 4 Primordial Rune

 

Rune of Durability

[Combative]

       The dwarves are fundamentally a stalwart race, with great constitution. This rune embodies that aspect of dwarvenkind, and brings it into their crafts. When an object bearing this rune is imbued and activated, supernatural integrity takes over the material, enhancing its durability to untold heights. Swords and armor can take more of a beating, and softer materials last longer before fraying and tearing.

 

       Mechanics: Upon the activation of this rune, the material-be it metal, cloth, or leather-will become more durable, and stiff. This does not make materials more hard, but rather magically increases their durability, such that if an iron sword dented from another iron sword in 8 emotes, this rune would extend the lifespan to 12 emotes. This takes 2 emotes to activate and then take effect, the rune lighting up and then the material bearing a slight flash of light (akin to a minecraft enchantment glow) that disappears soon after. This lasts until the end of a combat encounter, and as with all T4 runes may be used twice a day, before being needed to recharge. 

 

Spoiler

 

  • The rune does nothing to the strength or other physical properties of the material 
  • While this durability will slightly diminish blunt impacts, it does not halve the effect: rather, a mace on horseback hitting a plated helmet with this rune will most likely still kill, but a human suited in armor bearing this rune may survive an additional emote or two beyond that which would concuss their brain or break their bones. 

 

 

Rune of Vigour

[Combative]

       Another defining aspect of dwarves is their vigor for the fight and family, and this rune directs The Power of Thought to bolster those who fight for others. Dwarven marching banners and gatehouses frequently see this rune carved into the fabric and stone, activated to bolster forces before facing the fights ahead. 

 

       Mechanics: Upon the activation of this rune, the rune begins to glow a bright blue, and then after a second emote of charging, a burst of adrenaline is shot through those in a 5 meter radius on the third emote, allowing soldiers to fight with more gusto and bravery behind their swings. 

 

Spoiler

 

  • The pulse of adrenaline does not give supernatural strength but rather speeds up the rushing of adrenaline in one’s system that naturally occurs during a fight. 
  • The rune will affect anyone within the radius, friend or foe.

 

 

Tier 5 Primordial Runes

 

Rune of Life

[Combative]

       While not a rune of creating life, this miraculous stasis rune has the sacred ability to stall death itself. Through the power stored within Echoes, a second chance at life is bestowed, though they would be in a coma-like state, stabilized. 

 

       Mechanics: Upon the activation of this rune, a blue light begins to glow brightly, and then bursts forth, shattering the rune and the echoes within to fly out and fly around the individual in streaks of blue liquid, before seeping within them, sustaining their life. It takes one emote to activate, and then one emote to streak towards the target within 2 meters of the rune and sustain their life. This lasts for a narrative 6 hours before the rune wears off, and the one saved meets their fate.

 

Spoiler

 

  • Cannot heal in any sort of fashion. This is simply a delay of fate, as a medic will still have to manage to save the dying individual. 
  • If used in the middle of combat on a dying individual, they may still be attacked by assailants with impudence, this rune offering no additional protection from such.
  • The rune breaks after use, being an utterly immense drawing of mana to sustain life.

 

 

Rune of Progression/Regression

[Non-Combative]

       An incredibly powerful set of runes, with the power to manipulate time. This pair of runes are able to move the flow of time forward or backward, depending on the rune. 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 stopped during the activation per the rules of Utility Runes 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. 

 

       Mechanics: Upon the activation of either of these runes, they begin to light up a blue hue, and then give a hum, as the movement of time begins to move either forward or backwards up to one month IRP, equal to an OOC day. This takes 1 emote to activate, and then each emote that goes by constitutes 1 week of passing.

 

Spoiler

 

  • Must be in a container. 
  • 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. A sword broken within the last month may be repaired by placement into a container with this object, but will not send it back to the location at which it broke, for example. 
  • The reflection of light is considered to not be physical time, and thus, does not work with this rune. One may not have a mirror that tells the future or tells of the past, nor any other similar reflection objects.
  • Can’t be used on living things
  • The rune’s description must give a clear understanding of the form the item will take whether progressed or regressed, subject to ST approval.
  • Cannot be used to metagame. 

 

 

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. Due to the morbid effects of this rune, its applications are seldom used, reserved for the felling of foul beasts that deserve no mercy from the dwarven warriors.

 

       Mechanics: Upon fueling this rune with inner mana through direct application, whatever living thing that is afflicted by the cut 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.

 

Spoiler

 

  • This takes the course of 6 emotes. The first emote is subtle, eyes glaze over in lack of focus for a moment but not enough to affect combat. The second 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 Rune of Death goes into proper effect, causing those afflicted by it to feel as if their weight has doubled. As their movements are sluggish the fourth emote makes breathing difficult and the stomach feels nauseous. The fifth emote features the wounds inflicted by this rune burn. By the sixth emote, inflicted wounds would immediately fester with infection, and the blood would have issues clotting. 
  • The person must keep constant pierced physical skin contact with the rune at all times for it to continue. Releasing skin contact will cease its function, with immediate effects being lifted from the afflicted. 
  • Touching this rune does nothing, as it must break the skin to have effect. 

 

 

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Divine Dialect

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[!] A Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem.

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       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 Material Alphabet to create a result according to their beliefs.

 

Yemekar

 

Rune of Creation

[Non-Combative] [T3]

       Dwarves make crafts as if it were second nature, and they wear them out vigorously. Most often tools are made with longevity in mind, but the constant intense wear of dwarven lifestyles destroys dwarven craftsman’s tools and soldier’s halberds. When a Runesmith carves this imbued rune upon an object, the next time an object bears injury other than complete destruction, the item will begin to repair itself on activation, taking a stone day to do so.

 

       Mechanics: Upon the activation of this rune, the rune glows a bright blue, and then a flash of light comes over the item (akin to a minecraft enchantment glaze) for moment, and then the rune dims, the item slowly repairing itself over the course of a day.

 

Spoiler

 

  • Fully repairs minor damage out of combat, such as dents, scratches, chippings, and wear.
  • Cannot be put on constructs
  • The object must break with the rune already on the object, as well as the rune itself cannot be damaged, as this work does not work retroactively.
  • If carved onto a doorframe, the entire house is not covered by this rune, rather, just the doorframe. A sword would need the rune carved into each individual part if all of the sword was intended to be blemish-free.

 


 

Rune of Form

[Non-Combative] [T5]

       To craft perfection is the dream of every dwarven smith; to ascend as close to the Worldmaker himself in their work, and to express their soul into the world. This rune truly embodies that principle, and aids dwarven crafters in their work. 

 

       Mechanics: Rather than upon activation, the moment this rune is imbued with echoes while carved on a metal or metalloid, the metal begins to shape red-hot, regardless of metal. This heating up of the metal may be done over as many emotes as one desires, such that developed RP is used. Once the metal reaches red-hot, the rune melts into the steel as if it were never there, and the heat of the metal begins to stabilize at that red-hot for about 30 minutes, unless altered in heat through quenching, annealing, or reheating. 

 

Spoiler

 

  • This excludes Carbarum and Dracanium, as the melting points are far too high for this rune to reach.
  • The rune may be used in daily smithing if used on normal items such as steel and the like. However, being that an item may not keep this rune for long regardless of its resistance to heat, the usage of this rune for ST items requires ST supervision, rather than ST signature. Smiths are still expected to keep track of the usage of Echoes if they use this rune in day-to-day RP.
  • As it is T5 and activates upon imbuing, this rune may only be used as a Rune Anvil.

 

 

Anbella

 

Runes of Hearth 

[Combative] [T3]

       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. 

 

       Mechanics: Upon the activation of this rune, the rune begins glowing a radiant blue, and then on the second emote, the item 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.

 

Spoiler
  • Fear is not impossible, just resisted, and things like Voidal creatures will still generate deep-set churning of the stomach in most descendants as well as the facing of death at a blade.

 

Rune of Growth

[Non-Combative] [T2]

       A rune of bountiful harvest that sustains the fields of Hefrumm and the forest dwarves, one of equivalent exchange and balance; life for life. Blood sustains this rune, and feeds the crops with the lifeforce of blood, bolstering crops or keeping them alive during long droughts.

 

       Mechanics: Upon the activation of this rune, it begins to glow dimly, but doesn nothing unless blood is spilled on this rune. Doing so will cause the area around the rune to 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 the rune.

 

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.
  • Requires 1 emote for the blood to be spilled, 1 emote for the blood to infuse the rune, and then 1 emote for the growth effect to take effect, totaling at 3 emotes.

 

 

Belka

 

Rune of Youth

[Non-Combative] [T4]

       A rune that historically sells well to the quicker-aging masses of humans, the wearer of an item with this rune activated 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. Such would all be superficial and lacking true substance, but it does well for a bluff.

 

       Mechanics: Upon the activation of this rune, the rune begins to glow a hue of blue, and then the wearer begins to revert to the appearance of the prime of their life over the course of a narrative hour. This lasts for a narrative day and must be recharged over the course of a narrative day. Towards the end of the duration, one will begin to revert back to their normal appearance over the course of a narrative hour.

 

Spoiler

 

  • Only works on living things.
  • Cannot be activated during combat but if activated beforehand may still function during such.
  • The Rune of Proximity will activate this rune, but will not extend the duration.
  • If worn by a person under the age considered to be their prime, this rune has no effect other than fading blemishes and scars.
  • This is aesthetic and does not change strength, bone integrity, mind acuity. An elder with this rune will look as if they were in their 20’s, but still think, move, and act as an elder.
  • This is not an immortality rune.

 

 

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.

 

       Mechanics: Upon the activation of this rune, the rune begins to glow a hue of blue, and then materials that bear ease of manipulation such as smoke, fire, or steam begin to move at the thoughts of the wearer of the rune, moving along with the intentions in mind. This lasts until they are no longer thinking of manipulating the materials.

 

Spoiler

 

  • The rune must be within 10 meters of the material one wishes to manipulate.
  • Requires line of sight.
  • The conveyed emotions are subtle, and may be resisted easily.

 

 

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 Dwarves as of yet. Fantastical works, or even new dialects, will use these as their stepping stones and components.

 

Spoiler
  • If a Magical Artifact 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.

 

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 transparent material such as glass or anorum, the constituent elements of an object make themselves known when looking through the item by symbols of The Material Alphabet. 

 

       Mechanics: Upon the activation of this rune, the rune begins to glow a hue of blue, and then dissipates, so that the viewing of the object is not hindered by the glow. The object viewed then procures for just the viewer the constituent elements of the Material Alphabet that make up the object and works with that which is in the center of focus of the viewer. For example, looking at an ingot of iron in one’s hand through a seeing-eye glass will procure an image of Ferrum before the ingot, whereas holding it too far out and focusing on the distance between the eye and the ingot will procure a symbol of Air between the ingot and the viewer.

 

Spoiler
  • This does not inform one on the properties such as strength or conductivity, or how to make an object, but rather shows The Material Alphabet glyphs above or on the surface of the material.

 

Armakak

 

Rune of Agreement 

[Non-Combative] [T2]

       Essentially a blood pact rune, this rune takes the blood of more than one individual to be activated. Word of mouth and honor are pillars of dwarven society, and to break an agreement is a blasphemous thing indeed. Runes of Agreement have seen usage in many courts led by High Justicars who wish for matters to be binding.

 

       Mechanics: Upon the activation of this rune with two people in the presence of the rune, it will brightly glow, and then requires the deal to be spoken. Once done, the rune will glow softer, for as long as the deal is kept. Upon the deal being broken by either party, the rune will crack and lose its radiance.

 

Spoiler

 

  • 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. 
  • This cannot be used as a lie detector. 

 

 

Rune of Merchants

[Non-Combative] [T3]

       Dwarven merchants live for far longer than human merchants, and know a thing or two about commerce. Some humans who might regret jumping on a deal too soon can have this rune to credit their loss to.

 

       Mechanics: Upon the activation of 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 and then activating 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. The activation takes 2 emotes, one for the activation emote, and then one for the effect to take place. It lasts for a half day.


 

Spoiler

 

  • Can be resisted if focused on, similar to the emotional swaying of refined Titan’s Eyes.
  • One may not powergame into forcing others to buy your wares. 
  • An example of the intended limits of the rune is “The elf browses the selection of swords, the one bearing a peculiar glowing blue rune seeming to be of greater value than the rest, and catching his eye, though he figured it might as well be the same as the rest.”

 

 

Grimdugan

 

Rune of Greed

[Non-Combative] [T2]

       Seemingly opposite of the intentions, at first glance this rune seems to be not a Rune of Greed at all. However, dwarven being blessed with the curse of greed cause them to wish to protect that which is valuable, keeping others from stealing from them in their own greed. It is often paired with the Rune of Thieves, to catch those trying to steal from dwarves.

 

       Mechanics: Upon the activation of this rune, the rune begins to glow a dull blue, 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 when shook. This lasts for a day, which is quite short, so most often this rune is paired with a Rune of Proximity to last for a year before needing to be reactivated.

 

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.”
  • If left abandoned in ruins for example, this rune would cease to function, the lifespan expired. 
  • One would have no way of telling if the object was laden with goods or not, and unless they had stolen from dwarves before, would be woefully unaware of this dreadful trap, beyond the glowing runes on the chest.

 

 

Rune of Thieves

[Non-Combative] [T3]

       Used in tandem with the Rune of Greed for the same intentions, this rune keeps menial thieves out of dwarven coffers. With a dim blue glow, experienced thieves would be able to detect if a chest was misleading, but those who have not experienced dwarven traps or runesmithing would stumble into a jarring experience.

 

       Mechanics: Upon the activation of this rune, it glows a dim blue. Upon touching an object with this activated rune, a searing pain courses through one's body, and the entire hand that touches the object turns black as night. This lasts for a day, which is quite short, so most often this rune is paired with a Rune of Proximity to last for a year before needing to be reactivated.

 

Spoiler

 

  • This includes gloves and hand-coverings. Regardless of what is protecting the hand, the Mark is set and lasts for 1 IRP 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.
  • No permanent damage is caused by this rune, and the Mark leaves after 1 IRP day.

 

 

Dungrimm

 

Rune of Shielding 

[Combative] [T4]

       A mighty rune to protect those valiant enough to continue fighting with their blades, this rune, upon activation, generates a blue shield around the rune in the shape of a bubble. The radius of this dome 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.

 

       Mechanics: Upon the activation of this rune, a blue transparent shield generates a around the rune in the shape of a bubble. The radius of this dome is 3 meters and wards off any mana-based magical attacks from those within. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues.


 

Spoiler

 

  • Takes 3 emotes to cast. One for the activation of the rune, one for the Echoes to begin swirling above the rune, and then one for the Echoes to form into a shield.
  • The rune 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. 

 

 

Rune of Returning

[Combative] [T4]

       Unlike most other runes, the Rune of Returning is split, each half carved into two different items. These items are typically linked together as a pair (I.E. a glove and a hammer) and have seen use in dwarven javelin throwers who could recall their weapons from the shields of enemies.

 

       Mechanics: Upon the activation of this rune, both halves of the rune will glow a blue and give a slight hum. Then on the second emote the half not designated as the base begins moving towards the base half of the rune. On the third, the runes along with the object they’re engraved upon meet, and then are able to be used in whatever matter wished. Any obstacles in the way will make the runic item lazily arc around it.  The speed is not quick, as if you were tossing a ball at someone hence others can catch it. 


 

Spoiler
  • The range in which the runes can sense each other is 15m.  
  • The half of the rune that is desired to be the base is designated as such by imbuing that half with two echoes, and then the other half is imbued with two echoes. 
  • One can actually catch the item before it reaches its other half, to which the rune will tug for a moment and then deactivate.
  • If met with a wall or an obstacle where it can’t easily go around or pass through, it will simply stay there until its other half moves.
  • Line of sight is required.

 

General Runesmithing Redline

 

Spoiler

 

  • If a loophole or grey area is seen, contact an LT or the Lore holder, otherwise, the answer is no.

 


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Tier Progression

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       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 Spark to grow and to be able to concentrate their inner mana 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   

Spoiler

 

   The Runesmith has gone through the Ritual of Birthing, and their Spark has been born in their soul. This bond is still weak, with Echoes flowing through them tentatively and their tools will still be a bit disarming and uncomfortable when wielding them to channel Echoes. The end of his tools and the Rune energy glowing through his body are dim, and hardly noticeable unless in absolute darkness.

 

       This stage takes 2 weeks of learning. At this stage, a Runesmith has 1 echo within their soul. They learn the abilities Awaken and Imbue, and learn the Utility Dialect, and the Rune of Heat and Rune of Chill.

 

 

Tier 2      

Spoiler

 

 After active study and practice with carving low-tier runes, the Runesmith begins to slowly strengthen their Spark through use. 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 their tools and the energy on his body would glow faintly still, but more noticeable.

 

       This stage takes 3 weeks of learning and is after being connected for 2 weeks. At this stage, a Runesmith has 3 echoes within their soul. They learn to carve the Runes of Blowing, Flowing, and Grounding, as well as Growth, Tales, Agreement, and Greed.

 

 

Tier 3   

Spoiler

 

 At this stage Runesmiths no longer feel burdened by the presence of the Spark’s power and they can 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 Spark within them has kept growing and allows them to produce Echoes at a faster rate.

 

       This stage takes 5 weeks of learning and is after being connected for 5 weeks. At this stage, a Runesmith has 5 echoes within their soul. They learn to carve the Runes of Light, Dark, Creation, Hearth, Merchant, and Thieves.

 

 

Tier 4     

Spoiler

 

 After many weeks of practicing and improving techniques, a Runesmith is brought to their penultimate expertise, able to carve T4 runes and more complicated runes of great power. Their runic signature and the energy within their body now glowing brightly, and the Spark within them has now grown considerably, allowing them to condense their inner mana into Echoes at a faster rate.

 

This stage takes 5 weeks of learning and is after being connected for 10 weeks. At this stage, a Runesmith has 10 echoes within their soul. They learn to carve the Runes of Durability, Vigour, Youth, Shielding, and Returning.

 

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       

Spoiler

 

After a Runesmith has dedicated fifteen stone weeks to actively developing their skills, they have created a mighty Spark within, able to concentrate their mana at the greatest speed, commonly referred to as a Master Runesmith. They can carve complicated and ornate runic sequences into artifacts, and the energy in their bodies glow bright and bold when carving and remain blue when not, marking the level of skill and power held by the Master Runesmith.

 

A Runesmith arrives at this stage after a total of 15 weeks of study past their connection ritual. At this stage, a Runesmith has 15 echoes within their soul. They learn to carve the Runes of Life, Progression/Regression, Death, Form, Sight, Knowledge, the Master Rune, and the ability Overcharge.

 

Upon reaching this tier a Master Runesmith now has three student slots

 

 

TA’s will be wiped from this rewrite. One may reapply to teach this magic, after reading this new rewrite.

 

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Purpose (OOC)

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       Runesmithing has been a pillar of dwarven culture and is famously known as something the dwarven playerbase sorely misses. This is the culmination of many writers' work, compiled and refined to be the best runesmithing can be. I intend to have this be the groundwork for future lore and amendments to Runesmithing, with the basics in place; hence why a great majority of runes are explicitly non-combative. Truly the marriage of craftsmanship and magic, Runesmithing will bring back a unique aspect to the server.

 

 

Credits:

Soul for allowing me to use the work we had done on the last rewrite

TheBlackBobRoss for letting me bounce ideas off of him

DrHope for help on refinement

A bunch of folk for rune ideas 

The Dwarves for thinking so hard that Runesmithing came to exist

 

Changelog: 

Spoiler

Compiled below are all the changes and considerations made from all given runesmithings rewrites, listed in all the changes made to this document from the last document.

 

Runesmithing Feedback [SoulReapingWolf]

Hey there, I have your feedback for your runesmithing lore.

 

-Origin is far too long 

  • Changed to an entirely new origin at about a fifth of the size.

-Deific Connection with an unaccepted deity, besides the unaccepted part, deific runesmithing probably won’t work

  • Outright removed.

-should not be able to exchange echoes whatsoever

  • Edited to such, Echoes may not be exchanged.

-Connection has way too many penalties for simply connecting, way too overfluffed and undescribed

  • Penalties removed in totality. Described in further detail, more redlines, body of text reduced to half of its size.

-Ruhn Spark is an odd and weird requirement and is heavily overfluffed and undescribed, hard to read

  • Simplification of the Spark has been done

-what is a rune well

  • Removed.

- Do echoes endlessly accumulate per week? Do they variably interact with activity (i.e. do the points accrue even when one is longly inactive?). If the answer to the first question is yes, then we have concerns. We can't even begin to list the potential of abuse with echoes (From our understanding, they construe the fuel which allows the creation and sustainment of runes) that generate in indefinite order and without a quantitative cap. Because at that point, they might as well be infinite.

  • Answered in the redlines for Echoes. They do not accumulate weekly, as per request.

-Runeforges should have lessers only able to carve up to t3 runes

  • Feedback applied.

-AOE effects on Runeforges are insane and should be removed

  • Removed, only slight unease is left.

-Greater Runeforge accordance to MAs is kind of arbitrary 

  • Removed as suggested.

-ritual of chains and the year(s) of rest should be better described if kept

  • Year of rest removed. 

-ritual of binding and chains are super vague and have levels of unneeded tracking and complexity for something that should be incredibly simple and easy

  • Explained in more detail, and tracking has been removed.

-ritual of binding must be done at a runeforge, a place described as completely disorienting to someone who isnt attuned, any coherent task is completely unfulfillable

  • This discrepancy fixed through changing of feeling uneasy near a Rune Anvil

-breaking of chains ritual to necro-drain and summon huge golem disconnect spikes is weird and ridiculous, disconnection being locked behind a feat is unacceptable, undefined disconnection side effects need to be described aswell

  • Entire disconnection reworked.

-it takes, by opinion, too long to learn this with all the additive time

  • Time to learn reduced by a total of 3 weeks

-there is way too much documentation for teaching, progressing, learning, using, this magic which makes it a massive headache for ST and players- it allows for such an awful guildlocking (intentional or not) that has plagued runesmithing and will not be repeated

  • Edited to remove all forms of documentation and tracking beyond the teaching of runes being required to be roleplayed, in accordance to the rest of the lore magics.

-runeforge is overpowered as a complete magical silence to anyone but runesmiths, even when undefended

  • Edited to remove this aspect.

-there is no listed size for runeforges, their area of affect (which should be entirely removed), or how it is destroyed- it is entirely undefined and undetailed

  • Given a size, method of destruction, and definition. 

-the echoes read as they arent really required for item crafting because theyre actually from innoms realm? 

  • Innom removed from the write.

-why are lesser forges required to be a blacksmiths forge, how does that look, does it affect anything else, why a forge

  • Simplified to an Anvil.

-https://i.gyazo.com/f29346b381ddf557eae997a1e8a09512.png this was not followed through with at all

  • Line removed.

-Rune scribing is entirely useless it would seem, as it seems to says paper just burns away once a rune is inscribed on it, so this entire 'spell' doesnt do anything.

  • Feedback taken, rune scribing removed in totality.

-Rune tracing, is additionally, useless, as it is 'oh, it disappears into nothingness also'. Rune tracing and rune scribing could be merged if they functioned

  • Feedback taken, rune tracing removed in totality.

-the greater soul requirement is very easily oversighted and not in the right place in the lore, we have a format to make this clear

  • Moved to the proper location, in Connection.

-in the disconnection, what is ‘the order of runesmiths’, why is it mentioned here, should not be 

  • All mentions of a Order of Runesmiths and Runelords removed.

-ruhn should probably have a different name since its easy to overskip with ‘rune’

  • Edited to represent such suggestion

-needing a feat to use the items is a small redline which has massive place on the lore and should probably be removed, there’s a reason other lores do not have this at all

  • Feat removed as suggested.

 

-Runecarving contradicts itself on whether its material alphabet or not

  • Contradictions should be removed and more easy to understand.

 

-3 combat runes per object is an outright no, one at maximum.

  • Edited to represent such.

-No size requirement for runes is absurd

  • Edited to represent such, at 2 inches.

-T1-4 runes do need to be signed by staff, that is non-negotiable.

  • T3-T5 required to be signed, with all runes shifted around in tier to keep those of Player-signage in line with enchantments of Voidal Transfiguration.

- According to the lore, each object, great or small in equal measure, is able only to preserve 5 echoes. Combat runes are said to require 2 echoes each. Non-combat runes require 1 echo each. This means that at most, an object can only ever be carved with 2 combat runes with space left for only 1 non-combat rune. In strange contradiction however, the lore states that an object can occupy 3 combat runes.

  • This discrepancy has been fixed.

-Ruhn Burst needs to be outright removed

  • Removed under suggestion.

-Compatibility with Bloodmagic can maybe be considered if a write is ever accepted for Runesmithing. All here should probably be outright removed as currently there is no real connection between the two other than ‘material alphabet’, which is contradicted heavily in this lore.

  • Suggestion heeded but not removed, if a greater lore reason is given for them to be mutually exclusive then such will be reflected in exclusions.

-Stability makes no sense and is extremely overpowered and need to be outright removed

  • Removed upon suggestion, replaced with new rune

-Rune of death needs to take significantly longer to activate

  • Emotecount increased from 3 emotes to 6 emotes

-Rune of World is a straight up buff on cockatrice’s breath, needs extreme nerfing or outright removal

  • Removed upon suggestion, replaced with new rune

-Rune of youth is a free immortality

  • Redlined to further emphasis such is not the case.

-Rune of Merchant is extremely easy to powergame and should probably be outright removed

  • Redlined further to emphasis powergaming with the rune is a reprimandable offense.

-Time-warping needs multitudes of redlines stating it cannot be used to metagame things that happened in the past (such as a mirror, and trying to see what it saw), and that it cant be used on living things.

  • Feedback taken and applied. Futher explanation of the rune and a stricter application through the restriction of use of a box was added.

-Overall a lot of the Tier 5 capabilities are insane and absurd with no redeemability, at least with their current state and direction. It has a lot of really overpowered and dull concepts with frequent lacking in redlines and definitions, the mechanics being more fluffed than useful and leaving much question to be asked. Most runes have not gotten full breakdown individual feedback as overall they lack massively in description, definition, understanding of powerlevel, and variance, which is consistent across most of them. They’re way too strong, way too undefined, easily powergamed, and affect way too much for what runesmithing should be capable of. 

  • Every rune added with full mechanics and redlines and descriptions, something that none of them truly had beforehand. Redlines added to nearly every rune to further pull back on their power, based on contemplation on how to abuse the runes and then restrict such.

 

Independent Changes:

  • New origin.
  • Addition of the Power of Thought into the piece.
  • Addition of Kha being allowed to become Runesmiths as they have Greater Souls.
  • Confusing aspect of Rune Wells and Forged of varying sizes simplified to a singular Anvil with an optional Master Rune.
  • Connection and Disconnection changed and made more unique and for deeper RP.
  • Ruhn changed to Rune.
  • Rune Spark changed to Spark.
  • Simplification of the entire piece, made far less wordy.
  • Removal of the Rune of Passivity, World, Stability, and the Abilities Rune Burst, Rune Etching, Scribing, Tracing, Smithing, Ruhn-Linking, Ruhn Burst, and Drain.
  • Addition of the Runes Vigour, Form, Durability, Returning.
  • Progression simplified to an astounding degree.

 

Unique changes made from consideration of other lore feedback of other pieces:

 

Runesmithing Feedback [Nooblius]

 

-Disconnection is vague, not described how long it takes

  • Edited to add emotecount for disconnection 

-The three items/day rule is left unclear and vague. 

  • Table of Item's per day added

-Passive is crazy- what? Continually using enchantments and so ? This is crazy, by no means fair, and more overpowered than ever before. 

  • Passive Rune removed in the current write due to this suggestion.

-More gatekeeping, more hoarding. Touch, phrase, both just making it so nobody else can use the magic. Passive just is undefiend, and as said before, doesn't at all give definition or understanding to what it entails, means, or tries to be, and outright is just insanely, unjustifiably, overpowered and unfair.

  • Gatekeeping prevented by addition of easy breakage of runes, such that any Utility Rune may be scuffed and broken and replaced with a new rune.

-How do they work with elemental stuff? Can you bind them together? Elemental to effects? It never says

  • Specification of no dual-casting made in current write.

-Water is insanely broken. Instant draining, actual waterbending, Super high pressure water creation, no range listed, no outlines - techlock breaking machine, aswell as just being incredibly overpowered

  • Addition of inability to pressurize runes added to current rewrite.

-Repair literally fixes any and everything.

  • Redlines added to greater degree based on this feedback given to Noobli's rewrite.

 

[AENGOTH] RUNESMITHING FEEDBACK

 

-Convert Stone should specify it cannot convert things to precious metals (node based, namely)

  • Added redline to current rewrite to prevent such in totality.

 

 

 

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combining with @Delmodanas my last longstanding predecessor this i think makes for write #19

 

cant wait for the twentieth

 

 

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Imagine making it so only magics / feats dwarves use can use this so you can try to lock other races from it 🤡

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A catching, fantastic read. If not today, we'll get it someday. Till then however, I'll continue to hope it's today. +1 to you 

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Ogradhad Approved

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What this submission hears when ScreamingDingo has been spotted in the distance near the next loremags date:

 

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That is quite a hype change log.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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