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[✗] [Magic Lore] - Runesmithing: Primordial and Divine Dialects


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[Magic Lore] - Runesmithing: Primordial and Divine Dialects

Version 3.0 featuring "Dwarves think real hard" DLC

 

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 temple'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 aspect 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 once empowered through a mystical ability that the greatest of their crafters had been able to achieve. Called Sparks by most, dwarvenkind's crafters had seemingly been blessed with a power unlike any other, able to give Runes meaning, and give them life, and power. 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; Sparks, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. These ancient powers has both directed and empowered runes for millenia, and continue 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 magic 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 a 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 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 current 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. Rather than draw from energies like voidal mages or call upon powers from higher beings, Runesmiths bear exalted souls that allow them to manipulate creation itself, weavers of reality and manipulators of existence through runes. 

 

       The fundamentals of Runesmithing are rather simple. One simply carves a rune of The Material Alphabet and then imbues said rune with a Spark. However, the inner workings of such a creative magic directed 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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Sparks of Creation

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

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       It is strongly believed by dwarves that any who work hard may hone their craft and please their Creator. Whether it be a Haensetti tailor aspiring to sew the wedding dress of the Koena, or a goblin tinkerer longing to craft the greatest new walking machine of war, crafters desire to attain ever higher, just longing for a strike of genius, or rather, a spark of genius. Those who toil and labor endlessly, the dwarves, found the utilization of this ideal, a Spark of Creation to invigorate their work, and is why Runesmithing is traditionally a dwarven magic. Runesmiths all bear the ability to harness the concept of ingenuity, creativity, and creation in a quite literal manner, rather than esoteric, their soul ascended to be able to harness this power of creation.

 

       Referred to as Sparks of Creation, shortened to Sparks, this term is what Runesmiths imbue runes with with the power of their empowered soul. Sparks are a more potent version of mana that resides within all beings, and as such requires the ascension of one’s soul to harness this power.

 

T1 Runesmiths have a maximum of 1 Spark, as well as being able to regenerate 1 Spark per stone week.

T2 Runesmiths have a maximum of 3 Sparks as well as being able to regenerate 3 Sparks per stone week.

T3 Runesmiths have a maximum of 5 Sparks as well as being able to regenerate 5 Sparks per stone week.

T4 Runesmiths have a maximum of 10 Sparks as well as being able to regenerate 10 Sparks per stone week.

T5 Runesmiths have a maximum of 15 Sparksas well as being able to regenerate 15 Sparks per stone week.

 

In effect, a T5 Runesmith may only make 3 T5 Runes a stone week; the full details of this are detailed further in the lore with the central ability Imbue. This is up to the players, not the ST to keep track of. For simplicity's sake, they will recharge upon every Sunday. Meaning, one may not gradually recharge runes, as regenerating fractional Sparks is not possible.

 

Spoiler
  • Sparks are essentially mana-points, and take the form of blue energies within the body of all sentient beings, in a quasi-form of liquid that floats.
  • Sparks dissipate in the area after 5 seconds gradually if they are not imbued into runes
  • Sparks are able to float through the air between a Runesmith and a rune in the form of blue ethereal streams.
  • Sparks flow through the air from the Runesmith's hands, or their tools upon carving and imbuing.
  • Sparks can only be manipulated by those who have empowered souls through the Ritual of Ascent.
  • One may not exchange Sparks in any form or fashion, even bottling them up.
  • Even if one were to bottle this liquid, it would have no purpose, even to a runesmith, as the  would evaporate in the bottle after no application.
  • One cannot have more than their tier’s amount of Sparks unless they are being disconnected in the Ritual of Flooding.

 

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The Rune Aura

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While all sentient beings bear Sparks of Creation within their forms, they are in miniscule amounts, microscopic streams of blue energies flow in conjunction to the bloodstream and nerves, imperceptible to the eye. As a Runesmith begins to awaken to this reality, their creativity increases, with new possibilities to add Runes to their crafts. These blue streams are able to be tapped into more, and with more usage, staining of the veins throughout the body takes place. 

 

Spoiler
  • This aspect of Sparks flowing through the body and being harnessed is simply for flair and flavorful Roleplay. The Sparks 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 the staining of the veins from Spark conduction spreads to other parts of the body, specifically the hands. The eyes may glow during channeling and then remain stained blue afterwards for another example.
  • 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 Sparks.”
  • A T5 Runesmithing Aura looks as such:

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  • Words may be formed on the body as one is channeling and imbuing runes, perhaps even having the Rune in question appear on the forearms in a ring for example. 
  • Spirals as well may be featured on the body.
  • The staining of veins to blue starts at T3.
  • While channeling, the veins may glow a subtle shade of blue , with more and more veins glowing as the tiers progress. There is a lot of freedom in this aspect, and Runesmiths are free to do what they wish as long as it is within the main redlines.

 


 

Magic Connection and Disconnection

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The Ritual of Ascent

[Non-Combative]

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       To ascend higher than mundane means is the longing of even the greatest of craftsmen. Some find apotheosis through Voidal Artificery, while others through Runesmithing, undergoing this ritual to begin their journey with a Master Runesmith. This process is a transformative one, for the Runesmith’s very soul is altered, infused with the very essence of creation Runesmith’s work with. To do so, an Initiate Runesmith slices their palms, and presents them before a Master Runesmith, who then channels a single Spark into the palms of  the Initiate. This spark travels inwards, and dissipates towards the esoteric location of the soul, empowering it with the natural existing powers of reality within them. The brute-forcing of the ascension of the soul in order to control Sparks is a taxing feeling on the Initiate Runesmith, fatiguing them for a great amount that stone day. Beyond this, each Runesmith that is passing down the sacred art goes about it in their own desired way; some having students sacrifice some of their greatest works before Yemekar, others having their students study the foundations of the magic all the way back to the founder Gotrek Starbreaker.

 

Spoiler
  • Due to the complexity of the magic, the exacting toll it takes on one's mana, the empowering of the soul, and the numerous runes available, Runesmithing requires two slots. 
  • The changing of one’s soul to manipulate Sparks is a far cry from that of Ascended. It is a weak change, and only allows one to be able to manipulate Sparks.
  • The Ritual will fail if interrupted. 
  • The Apprentice must slowly acclimate for 1 Stone week after the Ritual of Ascent, in which time they feel more tired than normal, and that daily activities take more effort than usual.
  • 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 Sparks.
  • Beginner Runesmiths may carve and imbue T1 runes after this despite being fatigued.
  • This process must be accepted by both players oocly, there can be no forceful injections.
  • If the Master Runesmith does not have a Spark, they must wait until they do.
  • Any being that bears an altered soul, or doesn’t bear a soul itself may not be connected. Those with both Greater and Lesser souls may learn this magic, as the alteration of the soul is a meager change.
  • Magics that may be learned alongside Runesmiths: Blood magic, Alchemy, Animatii (As a magic, not as automatons as they have no soul), Sorvian crafting, Voidal Magics, Housemages, Golemancers, Seers, Soul Machines and Kani.
  • Magics that interfere with Runesmiths: Druidism, Heralds of Azdromoth, Azdrazi, Chi users, Voidstalkers that have completed Ascent of Conciousness, Shades, Naztherak, Necromancy, Paladinism, Templars, Shamans, and Mysticism.
  • CA’s that bear altered souls, or no soul at all also cannot learn this magic.

 

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The Ritual of Descent

[Non-Combative]

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       If a Runesmith is found to be abusing their magic by straying away from the path of craftsmanship, innovation, and creativity, two Runesmiths may commence the Ritual of Flooding and reprimand the Runesmith deemed unworthy of their ability to create. 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 body with Sparks at an amount above the assailant’s maximum capacity, done so through the laying of hands upon their body and channeling their Sparks as if imbuing a rune. As their body is flooded with powerful energy, 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, but more drastically would be the change of one’s soul. The removal of the exalted soul harms the soul itself, the energies of creation being ripped out leaving a mark on the soul. 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. Beyond the four emotes of flooding Sparks into the Runesmith’s system, the disconnection is free-form.
  • This must be done by two T5 Runesmiths at a Rune Anvil
  • The Master Runesmiths that accompany the ritual will use 15 Sparks each. IE this can only be done when they both have full 15 Sparks.
  • A Runesmith that has been disconnected will have a damaged soul. This means they may no longer be able to become a Runesmith or possess any magic that requires an unblemished soul.
  • The Ritual must be uninterrupted to be complete.
  • It is the responsibility of the disconnected Runesmith to RP their downsides.
  • One must be able to lay hands upon the Runesmith being disconnected.
  • Takes 3 emotes of forcing Sparks 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 Sparks 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 Sparks 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 Sparks 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 Sparks 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 Sparks through oneself into carved runes. It is the peak of Runesmithing, and is needed for the greater feats that Runesmithing is capable of achieving.

 

       Mechanics: Once a runesmith carves this rune, they must imbue their 5 Sparks into it. After roughly 2 emotes of attunement, the object, usually an anvil, courses with Sparks, 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 and the usage of The Master Rune do not need ST supervision nor signing.
  • The Rune Anvil, or anything carved with The Master Rune, cannot move. Doing so would break the rune.
  • Attempting to imbue T4-T5 runes without an Anvil will “overheat” the tools being used, causing a mild burning sensation of one’s hands and rendering the resulting rune useless and the Sparks wasted. This is because the tools are not large enough themselves to channel such power, and the Rune Anvil shares the burden of imbuing powerful runes.
  • 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 Sparks 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, tailoring sets, 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 Sparks, essentially destroying the structure. Vice versa, should the Master Rune be marred in any way, it will cease to work and require a recarving and reimbuing of the 5 Sparks to fix. 
  • Those who are not Runesmiths themselves would feel unease near the anvil in a 2 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

[Non-Combative]

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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 with Rune Aura displayed upon the head.

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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 Sparks, 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 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 Sparks.
  • 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 Spark(s) within in a small waft of seeming vapor.
  • For simplicity’s sake, you may think of EMPOWERED 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. UNEMPOWERED runes that have not been imbued have no effect on anything whatsoever and are inert.
  • There can only be 1 combat rune per object. 
  • Runes do not require focus, meaning that once they are activated, the wielder/bearer may do whatever they wish while the rune activates.
  • As all runes require a Utility Rune to use, an object may bear 3 total runes. The combinations of such go as follows:

 

1 Utility / 1 Combative / 1 Non-combative

1 Utility / 2 Non-combative

2 Utility / 1 Combative

2 Utility / 1 Non-combative

 

  • 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 may not be dualcasted, but may be activated at the same time with their own isolated effects.
  • Rune’s cannot affect objects larger than 5 meters in any dimension. Anything larger requires a MArt application.
  • Runes do not have to be recharged, but rather recuperate their ability to be used through a set amount of time resting, listed below.

 

T1 Runes: 5 uses per stone day

T2 Runes: 4 uses per stone day

T3 Runes: 3 uses per stone day

T4 Runes: 2 uses per stone day

T5 Runes: 1 use per stone day

 


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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 Sparks from his Spark, ready to fight with the very craft he imbued.

vkBta0WhvXAfT7IfrrzjEVckT1yBdumHzx3oFSQ2agR3aeZhWM2Oy2orONApO2GZOXxjFB1izYL0cDzPHy7B28nVSFOO6hFIhbrpxOe4JZqq9rWDbCT4pJMSczie0KnuNZrik_LdvkBta0WhvXAfT7IfrrzjEVckT1yBdumHzx3oFSQ2agR3aeZhWM2Oy2orONApO2GZOXxjFB1izYL0cDzPHy7B28nVSFOO6hFIhbrpxOe4JZqq9rWDbCT4pJMSczie0KnuNZrik_Ld

 

  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 Sparks 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 Spark, but stops before the rune is fully fueled, not expending an Spark. The rune will then spark to life at a muted capacity. This is either done by channeling their Sparks 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 Sparks, 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 Sparks 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 Sparks on the tip of their tools, a trail of luminescent blue lines left from where they have carved. With the laying of hands, Sparks drip from their fingers, as the Runesmith similarly fills the runes.
 

Spoiler
  • The numerical definition of each rune is how many Sparks are needed to imbue it. IE, a T5 rune needs 5 Sparks to be imbued.
  • Sparks 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. When in dire circumstances, a Runesmith may imbue their runnic objects with more Sparks than they are intended to bear, overcharging the rune itself and extending it’s limits.

 

       Mechanics: While touching the rune or the object that houses the rune, a Runesmith sends 10 Sparks into the object, over the course of 2 emotes, 1 of focus, and then one of imbuement. The overcharged rune is now then able to last for 4 extra emotes than its allotted time, with the entire object humming loudly and shaking as if it were to burst at any moment with the excess energy. At the end of the four extra emotes of longevity, the rune breaks after the Overcharge is over in whatever fashion is natural for the object; for metals, warping of the metal will occur, and for fabrics, splitting and fraying of the material will happen, with all cases warping the object’s form but not necessarily breaking the object it was carved on. One may repair the rune at a later, non-combative scenario as well as the object itself.

 

Spoiler
  • Can be done in combat, at the costs listed above.
  • This does not imbue runes. Imbuement must be done beforehand, and out of combat. This ability only applies to runes already imbued and pushes them beyond their limits for a short time.
  • This takes up 10 Sparks 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 Spark regeneration.
  • The object does not need to be held after the 2 emotes, but unlike the rest of runes, one must channel without loosing focus on this ability.

 

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Abilities/Spells

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 Sparks, 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. 

 

Rune of Touch

Gl4zuanTAI1fH6wCAagIhaD0IX8J4v3aoj1gl_71cRRqFEoGUyPhNlDePsNNqBrSWXDHaIBpCIOe206VRKvJTugzA6hTwfxhAyThTqOoKtTCbsMSSwTwPxzIubce304D2X_ElQ7T

       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 Spark, 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 

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       A simple rune that allows activation 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. Any utterance of this phrase will then activate the rune, along with any engraved upon the same object. 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. The phrase may be uttered by anyone, so long as they have learned of the phrase to utter, even if they are not a runesmith. If the activation word or phrase is that of a difficult to learn language such as Old Blah or Blackspeach, one may simply speech the word or phrase, as one does not have to understand the phrase, simply one must be able to replicate it phonetically. 

 

Rune of Proximity 

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       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 

4C-IjeGzqaSwqGP7euEW32vzB2MVyl3SuVq-X4prrH3J7uj-793m7ypOiu_PiR8hhhpPAMhjbNA2vA1L_JvU9pEdvr95Y3k0kiXvmWfJBqURSJ-2a7tjkV6Grry-6Ev2A6q1JLOd

       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 blooded 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 Spark  to Imbue.
  • When a Utility Rune is activated, all other runes on the object carved with runes will activate at the same time.

 

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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 direct empowerment of The Material Alphabet, in singular runes. 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, and all of them require a Utility rune to activate, as with all runes.

 

Tier 1 Primordial Runes

 

Rune of Heat

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[Combative] [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. Runes of Heat generate heat in magical fashion, such that an object like a sword would radiate throughout the entire blade the heat of the rune upon activation. As well, though mundane fires are not multiplicative, runic heat is so, such that two Runes of Heat carved upon the same object will generate multiplicatively more heat than before.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, then emitting heat from the object, sent out radially. This takes 1 emote to activate, and create the effects, lasting until deactivated. With two runes engraved upon an object, the energies from each intermingle and produce greater heat, able to boil water and sear food. This also takes one emote to achieve.

 

Should one desire to apply this beginner rune to combat, only a single Rune of Heat will provide veritable results, taking 3 emotes to activate and then heat the entire item, and lasting 4 emotes, to where application to raw skin would cause sharp pain, and mild reddening of the skin.

 

Spoiler
  • Two Runes 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.
  • Clothing with enough padding bearing a singular rune would function well in cold environments, keeping the wearer warm and safe against the bite of frost. Two Runes of Warmth would be far too hot to insulate for longer than a few seconds.
  • Leather armor would be enough to resist the heat of a weapon with a Rune of Warmth, as the heat of two Runes of Heat is that of an oven top, at 200 degrees Celcius. Linen would however not be enough and cause a lessening of the pain.
  • The heat radiated is not enough to burn skin, but rather cause pain, and slight searing, as if touching a hot plate. It is not capable of burns in combat unless continually applied, in which case it will leave 1st-degree burns.
  • Objects heated up are not resistant to weakening from heat. A steel sword bearing this rune would be slightly more malleable, able to be bent easier, but by no means innefective.
  • After the rune deactives, either by the duration of 4 emotes or by the nullification of cold energies, the object returns to the normal temperature, but does not suffer the material consequences of extreme changes of temperature such as warping. (IE the item does not become more hard like it does during the quenching of a blade)
  • As with all items, only 1 combat rune may be applied to an object. Objects with 2 Runes of Warmth may not be used in combat.
  • The combative usage of this rune only applies to the material it is engraved upon. A blade engraved with this rune will heat up, while the handguard will not.
  • Any form of strong cold, such as a blast of cold water onto an object with this activated rune will nullify the heat. Whether it be Voidally conjured water of T3 or higher or a great deal of mundane in the quantity of a bucket or more, the object will revert from red-hot to its initial heat, with a gout of steam ushering upwards harmlessly from the object cooled. This allows for items with an activated Rune of Warmth to nullify 2 average T3+ cold attacks, be it magic Water Blast, ice-shards sent from ice manipulation from Frost Witches, or a bucket of water from assailants.


Rune of Coldness

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[Combative] [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. It is a very basic rune, with a great deal of applications, from preservation of food, to insulation from heat, to the automated cooling of dwarven steamstacks.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue and then absorbing heat from the object and the environment, sucked in radially. This takes one emote to activate, and then lasts until deactivation.

 

If used in combat, it takes 3 emotes to activate, and then lasts for four emotes. After which, the chill leaves the weapon, returning it to the temperature it was at before activation.

 

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.
  • Items with this rune qualify as cold items able to deter and strike true against Azdrazi and Corrupted Azdrazi due to their susceptibility to cold.
  • Intense heat of any kind including voidal flame of T3 or higher and azdrazi fire would revert the effects of this rune over the course of one emote. 
  • Slight resistance to melting and heat-transfer is accompanied with activation of this rune. A wooden shield hit with a Fire Blast would resist immediate ignition akin to Athin treatment, but this lasts for a singular emote, and any and all subsequent fire attacks would ignite the shield.
  • Clothing with enough padding bearing a rune would function well in hot environments, keeping the wearer chilled and safe against the woes of heat.
  • Leather armor would be enough to resist the chill of a weapon with a Rune of Coldness. Linen would however not be enough, and cause a lessening of the chilling sensation.
  • The cold effect is not enough to cause frostbite in the slightest, no more than simple ice may be able to. The surface of an item carved with this rune would simply be uncomfortably cold to bare skin.
  • The chilled item is not magically resistent to brittleness from chill, and if the object would become brittle in the sharp cold, it would become brittle using this rune.
  • After the rune deactives, either by the duration of 4 emotes or by the nullification of warm energies, the object returns to the normal temperature, but does not suffer the material consequences of extreme changes of temperature such as warping. (IE the item does not become more hard like it does during the quenching of a blade)
  • The combative usage of this rune only applies to the material it is engraved upon. A blade engraved with this rune will being to chill, while the handguard will not.
  • The sapping of heat from the environment is not enough to be noticeable or cause any dire effects, no more than a slight shiver from a small change of a few degrees in the immediate area.
  • Any form of strong heat, such as a blast of fire onto an object with this activated rune will nullify the cold. Whether it be Voidally conjured fire or mundane flames, the object will revert from ice-cold to its initial heat, with the water or ice used to cool the object melting. This allows for items with an activated Rune of Coldness to nullify 2 average fire attacks, be it magic Fire Blast, a gout of flame from Azdrazi, or mundane flames.

 

Tier 2 Primordial Runes

 

Rune of Flowing

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[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 activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then pure water begins to flow forth from the rune at the pressure of a typical household tap sink in quantities measuring to half a cup per second. This is genuine water, and may be boiled, by normal means as well as voidal flames and those of dragonkin. If activated while horizontal, it will shoot a half-meter outwards harmlessly, and if shot directly upwards, the water will travel a quarter meter.

 

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 8 gallons of water has been produced, or lasts until deactivated.
  • The production of 8 gallons takes the course of roughly 4 minutes. With the limitation of being able to be used 5 times a day, only 40 gallons of water may be produced from this rune per day, enough to fill a small bathtub. An average living room would take 100+ activations of this rune, effectively preventing flooding of rooms or creation of rivers. 

 

Rune of Blowing

iLWaQhVRWDs2R3q40JeAEgaRWvwXLPCb1DlnFi6Sf4qWqFGgLcKfDKiLcST7Oz6r7-ZkOfOfeQPhwdoscX6SOhbjGLpppqcC_ZJmGmWiQ92xC8YpbOATL0wtUFCngPdITG40SnJ5

[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. A peculiar sight is one of dwarven windmills, turning to process grain through the power of these runes.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then wind ushers forth in moderate strength from the face of the rune. The wind blowing from the rune bears no temperature, and moves at a speed of 20 mph, beginning to decay at the 5 meter mark, and then decaying at a rate of 4 miles per hour per meter.

 

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.
  • A descendant will find no trouble walking in this wind, unless they are incredibly frail such as voidstalkers or Frost Witch Mothers, as 20 mph winds are only strong enough to sway small branches in trees.

 

Rune of Grounding

DM84ozpP7PhdWtm4p0UfRXeghBxhZ-yATaFKpdPklR9er9ghNaA6uzQNC0G4e1hG4QixSioy2vcYwMjiX8VmXBbVk8L0RWC4FWu1PCo9S0TWjfMODkF_eS-_UsKiD8qfyycRsZTy

[Non-Combative]

       There is nothing more symbolic of dwarves than the very earth they choose to make their homes in. Able to be used to fill holes or create gravel pathways or even stone columns under the mountainhome without lugging it down below, Runes of Grounding serve more application than outsiders might envision, but not to resourceful dwarves.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then earthen materials form from the face of this rune in a steady solid construction at a rate able to fill a cubic meter over the course of an hour. 

 

Spoiler
  • Follows the same pressure redlines as Rune of Flowing. Covering the surface of this rune can diminish the magnitude of rock generated but not increase the pressure in any substantial amount.
  • Gems and rare Ores cannot be created from this rune, such as Nodal ores or gold. All sorts of rocks of sedimentary, metamorphic, and igneous rocks may be propagated.
  • The rocks produced will be of the temperature it is carved around. One cannot create heated rocks in combat, for example.
  • Only solid states of rock may be produced. No magma.
  • The limits of what may pour forth from this rune are rock that is 1 meter in cubic size, aka a minecraft block.
  • The propagated rock will only form if space is allowed for it: it will not destroy or push objects out of the way.
  • Takes one emote to activate, and then lasts until deactivated. Once a cubic meter of rock has been generated, the rune deactivates. This takes the course of a narrative hour. 

 

Tier 3 Primordial Runes

 

Rune of Light

7lgAunfQSDg-tdS-hhzpDqRY5mQ0cEb3X2y4L4ixnsBeL4VD9uQ99Ptc2m3Fru5ULbl18n_U6lIAFWro-Hfum107tJ7do2wtwcOetteAhNSdnbTASHs5Pv3ZSAtnB_3gobQoWKlH

[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 Sparks into this rune, a light equivalent to a torch propagates from the rune, blue in color, and keeping a consistent luminescence.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of the Runesmith’s choice, and then light slowly propagates, filling the area with a clear, steady light. The specific type of light is determined by the intent of the Runesmith imbuing the rune, similar to that of creative casting of Voidal evocation spells.

 

Spoiler
  • Can be any color and luminescence up to the strength of a torch, but must be a single, unchanging, non-undulating or pulsing color or vibrancy
  • 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.
  • This rune is not capable of blinding anyone.

 

Rune of Dark

NF1dGmBRti_BsgxvMLMnD8h93SHYsfr39HyrPe8eF3s61wuJ-Tt1edMsfotMNV0oTeaZildRFDZsQTJxGx8eSK6Xc1Vy_tr2j340fRqbxsv4jSacHLnZkxrGpN7VUWdhuKYEvOER

[Non-Combative]

       In turn with the Rune of Light, the Rune of Dark has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light within a 1 meter radius 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 item bearing the rune begins to hum for a short period, and then instead of glowing a blue light like the rest of runes, it doesn’t glow at all, absorbing light over the course of 1 emote. Light that enters the 1 meter radius is absorbed, such that if you shone a flashlight upon a wall with an activated Rune of Darkness, there would be a pitch-black bubble of darkness wherever the rune was. The rune lasts until deactivated, and cannot be used in combat. If one were to put their head inside the darkness, it is simple black, and with no light entering.

 

Spoiler
  • The bubble of 1 meter of darkness serves no other purpose beyond absorbing light as if it were a dome of black material.
  • 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

vCbQFD5xLQJJXKrGVKmyO6RKczZDIyrcGJR1U2cklUQmfsVWTU10nl0pQf8rlaKfRWj4zriJkY2df71QWmlhO1Ia15ZYlrd1YHwC0E8Ro9yh81e60yvcwbAcbCgmsoGArGQxBg9J

[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 activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, 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. The armor itself will deform far less, but the force will still be translated into the one being hit, with a blow to the head with a warhammer still concussing a man in a suit of plate bearing this activated rune.

 

Rune of Vigour

0Y06ICsguoCMnUAWhgoLWEThDESAgpkvNcN_SttyAWI0cJuldWch8ZImBPkFgC5v27hdp-r-14Wm_muEJvTQQ-tAEdtuTOiBs_UZWEjgSfo7nqpNyBiennnfgelgmuW2iN_yFsT8

[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 to endure, keep fighting, and to persevere with the great stalwart dwarven stubbornness they are known for.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a brighter shade of blue, and then after a second emote of charging, a third emote of activation ensues, a pulse of energy shot in a 5 meter radius that reinvigorates and emboldens all within the radius for 5 emotes. This applies to friend, or foe, allowing soldiers to fight once again with the energy they had at the beginning of the fight, as if they were fully rested. After the effects of the rune are over, one goes right back to where they left off, most likely fatigued, and weary from a fight that has been drawing on.

 

Spoiler
  • After the pulse at the 3rd emote, those who are not within the radius will not gain the effects of this rune by moving into the radius- it only affects those within the radius at the mark of the 3rd emote.
  • Takes 3 emotes to activate and lasts for 5 emotes.
  • The rune will affect anyone within the radius, friend or foe.
  • The "recharging" of energy does not make one superhuman, or even stronger than they normally are. It permits those who use this rune to persist fighting at full-capabilities for an additional 5 emotes, after which things return to slightly-below-normal, with a bit more fatigue.

 

Tier 5 Primordial Runes

 

Rune of Life

0M5I3LdrWcWwaf59G4IrEi2PfTwC6-U-dInn1sdRe86ElARBIiTIJVVrBEnTOoVpMKjg23BghrTkrhq0hLvcUr9EZTVXwp50KunaqjtNjM6BN2Zh30hy6aBKUoNRv1_S_HIwxB_a

[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 Sparks, a second chance at life is bestowed, though they would be in a coma-like state, stabilized. 

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of bright blue, and then bursts forth, shattering the rune and the Sparks 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. Blood is staunched, the flow limited as if met with a tunicate. Pain is reduced to a dull throbbing, and the brain no longer begins to shut down internal organs in preparation for death. Enough internal energies are provided that the body believes itself to be in a stable state, as to not die. However, this rune does not prevent further wounds. Any lethal wounds inflicted after this rune is activated do not benefit from the life-saving aspect of the rune, and, in most cases, would kill the victim. This doubly disallows for continuous stopping and starting of death, such that torture, and immortality is prevented.

 

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.
  • One would be in an unconscious state after the rune stablizies oneself.
  • Wounds that cannot be recovered from such as spinal severance or decapitation, or anything else that immediately kills a person will be unsavable with this rune, for the scope of this rune is only stabilization, not resurrection. 

 

Runes of Time

Progression/Regression

J1M11wRdZu8yZ0sXnHKYfHPYk83IXi3gvpVjTHxLrkJn1g1COg4CwIAR7vcbfJtapn-bGUN3xxHzm8N4Y3Hi-9Yw5KKPVTL60HIBgvFVMpFUBFNc-UH_fmAgmUKOX0VYV6iIgip59aMrbwgSBa6DW1WwPYPtp_vXHs2-dcI0E1AlCYradc3nYxBQOTpaWFwPH6sk72B6P2lzjZg_4xVCkYOTXD-EfcZTncv3ql-1ByGQAk-CNO7HnU-qivMg-A3dcL5o1jF6RbF4AKP_

[Combative]

       An incredibly powerful set of runes, with the power to manipulate time, or so it seems. These runes are capable of seemingly manipulating the time experienced by objects. This is done through manipulation of momentum, but to the eye it is as if time slows down or speeds up for the object. When either rune activates, the momentum of the object is increased doubly, or decreased doubly. Weapons that bear the rune and that activate it while mid-swing will have twice the momentum behind their swings, or half of the speed, depending on the rune.

 

Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of bright blue, with the charging of the craft beginning. After 4 total emotes, the object’s momentum is doubled, or halved, depending on the rune used. The rune will do such under any circumstance, IE one cannot wait a set amount of emotes before using the rune.

 

Spoiler
  • The rune takes 4 emotes to activate, charge, and then be able to be put to use. It lasts for one singular use, after which it deactivates, and may only be used once per combat encounter.
  • One must still be strong enough to wield a weapon with twice the momentum. A miss with a weapon such as a warhammer with a Rune of Progression activated would near-certainly go flying out of all but the strongest of grasps, if not overstressing the shoulder muscles and the back.
  • Swords and other similar weapons cannot cut through metal armor with this rune. Even with this rune, swords will do little damage to armors like plate, not having enough force behind the blow initially to transfer it into the suit to do damage like a polearm.
  • The usage cannot be stored. It will activate upon the fourth emote, regardless if the wielder is ready.
  • If the object is not moving, the activation does nothing. It only doubles momentum, it does not generate speed, nor launch an object.
  • As the rune only affects that which it is engraved upon, one cannot make a line of them and create a railgun.

 

Rune of Death

BV2fNyTOQZ_fIXqITJ5-yi5Axy5U-95ZtQ0AgpQgAEaMkECKUXWBdSTtxjftipFk2Mu0dGluVe4GZTC3PZYJw5Ab4-vfRHj8NJqyfHYacd8xMbSGtHueswsT2WnB3vzHpKh1B62x

[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. As the rune goes on, it glows brighter and brighter, up to a bold blue glow.

 

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, though up to this point, one would not be at much, if at all, a disadvantage in combat. Upon the third emote, the Rune of Death goes into proper effect, causing those afflicted by it to feel as if their weight was increased, their movements slowing and combat seeming tiresome, and grueling to their endurance. 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. This even applies for the final, sixth emotecount.
  • Touching this rune does nothing, as it must break the skin to have effect. 


vkBta0WhvXAfT7IfrrzjEVckT1yBdumHzx3oFSQ2agR3aeZhWM2Oy2orONApO2GZOXxjFB1izYL0cDzPHy7B28nVSFOO6hFIhbrpxOe4JZqq9rWDbCT4pJMSczie0KnuNZrik_LdvkBta0WhvXAfT7IfrrzjEVckT1yBdumHzx3oFSQ2agR3aeZhWM2Oy2orONApO2GZOXxjFB1izYL0cDzPHy7B28nVSFOO6hFIhbrpxOe4JZqq9rWDbCT4pJMSczie0KnuNZrik_Ld

Divine Dialect

r5kMTsjTtgjoA8jrTShPDgLXxqrZnfVGxF1GqkBUeB4hI5HoEolfD1nL-TYEsQOoM7kgrnqOEFQCIbIwsy25qQZCgE1ibFpKhNKGFdC-VVo3bi3acTshPaEYiob-RVuS5ynIG8g9

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

vkBta0WhvXAfT7IfrrzjEVckT1yBdumHzx3oFSQ2agR3aeZhWM2Oy2orONApO2GZOXxjFB1izYL0cDzPHy7B28nVSFOO6hFIhbrpxOe4JZqq9rWDbCT4pJMSczie0KnuNZrik_LdvkBta0WhvXAfT7IfrrzjEVckT1yBdumHzx3oFSQ2agR3aeZhWM2Oy2orONApO2GZOXxjFB1izYL0cDzPHy7B28nVSFOO6hFIhbrpxOe4JZqq9rWDbCT4pJMSczie0KnuNZrik_Ld
 

       The Divine Dialect is what the dwarven populace believes of their Brathmordakin. Each rune is the embodiment of dwarven faith; each god worshiped through a rune each. 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 in what they are fully convinced exists. Each of these runes are more complex, with most of them consisting of mixtures of symbols from the Material Alphabet, to create a conjoined rune. This is done through simply carving the runes into connection physically, in which they become a single, conjoined symbol, akin to cursive writing. In short, these Runes act the way they act due to dwarven belief, not due to the existence of their gods.

 

Yemekar

 

Rune of Creation

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[Non-Combative] [T5]

       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 beyond normal repair. When a Runesmith carves this rune upon an object, the next time the object breaks or tears, the activation of this rune will repair it.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of 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 if the broken pieces are already touching each other. 

 

Spoiler
  • No remains of the break is left behind after repairing.
  • This rune only repairs physically. Items of magical make, such as Arcanium, cannot be repaired with this rune. As well, with this being a mana-based magic, Thanhium may not be repaired with this rune. One may not repair ancient broken relics and hope they regain their magics. The furthest extent that may happen is that the relic may be structurally repaired, without the magics.
  • This rune does not regenerate broken items with missing parts, nor does it summon broken parts. The rune fuses and then melds broken parts such as chains, blades, shirts.
  • As long as the break is under or at a foot, this rune will work.
  • Magical items do not regain their magics through this rune. If the magical enchantments were dissipated during destruction, they will be unable to return.
  • Full destruction of an item is more than a singular break. An explosion of a boomsteel javelin, for example, would break in pieces far beyond hope of repair. 
  • The two broken surfaces are weakly bound until the course of a day, at which the repairs have fully completed.
  • 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. One may not place this rune upon ancient broken items and insta-repair them, but rather nothing will happen upon activation.
  • If carved onto a doorframe, the entire house is not covered by this rune, rather, just the doorframe.

 

Anbella

 

Rune of Hearth

RLvZ5h8ZPp6gdC37XPIqhhNyWp2d6vJwfvWEy9d9aa3olr4iDFeU8PCdaBgqXgl0wEenvZg2c1IntC2v0SM5xvfjGRHc2UEcqEUkyAZKFn-pjR9yAiY-jZcoWperzjZg8dNeBP3n

[Non-Combative] [T3]

       Anbella, dwarven Patron of life, and god of the hearth and home. To those who bear a Rune of Hearth upon their attire, they experience a relaxation of that of the Hearth Mother, a comfort of a warm fire, and homeliness, and more at ease, filled with the joys of their kin. It is a rune of miracles, able to change the course of many a descendant's life to that of the better, encouraging them, and washing away the woes of life.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then upon a second emote of activating the item the wearer would feel more confident, and at ease, relaxed. The fear effects from certain entities would also be harder to take hold, as one feels more emboldened from carrying this rune, increasing their inner resolve against whatever the wearer might face in life, in a sort of mental magic. Those who bear this activated rune view life in a more optimistic view. Those who succumb to intrusive thoughts will find the pull of negative ideas weaker, and those who's lives are generally considered negative will fell more drawn to the concept that they may turn it around for the betterment of others and those around them. The rune lasts until deactivated.

 

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.
  • The rune does not grant one resistance to damage in any fashion, nor a reduced feeling of such, nor reduction of the effects of pain.
  • The effects are not forced upon a person, but rather suggested, akin to that of Refined Titan’s Eyes.
  • One may choose to ignore the total effects of this rune.
  • In the same line of thought, if one so chooses to stay in their negative thoughts, they may do so even while bearing this rune.

 

Belka

 

Rune of Shielding

HsLGQ1Eehjd6y41nylm7xL4hgDviQmvnywuNTtB1sjV4mM5XGJPThXj6OijLIeaTPwI7-NCPTK3245kbZ2w7oBLDZ_X5N36PIRTav7R1KnV76GSVQ7O2RTeKkT-lpmQw2wmNAykD

[Combative] [T5]

       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. Magic is dissipated upon contact with the dome, keeping those within the dome of protection safe from thaumiturgical works. 

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and a blue transparent shield generates around the rune in the shape of a bubble. The radius of this dome is 3 meters from the rune it propigates from and wards off any mana-based magical attacks from those within. It takes 4 emotes to cast this rune. It takes 4 emotes to cast. One for the activation of the rune, one for the Sparks to begin swirling above the rune as they pour out, and then two for the Sparks to form into a dome. Once casted, the shield is stationary, and may not be moved, even if the runnic item that it propagated from moves. The shield will remain until broken, or until the runnic item leaves the dome. This restricts the caster to remain in their dome, without any exceptions. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues.

 

Spoiler
  • One may put aesthetically whatever they wish upon the surface of the dome so long as it remains aesthetic and does not obscure sight from those within or those outside. Everything must remain very transparent.
  • The shield holds the ability to resist the following before breaking: 1 T5 spell, 2 T4 spells, 3 T3 spells, and 4 T4 spells.
  • If the object bearing the rune is stricken twice, or the rune itself is hit, or removed from the forming dome, the activation is cancelled, and the shield dissapates.
  • The spell that breaks the dome does not affect those within.
  • Breaking of the bubble dome is that of dissipation, where the Sparks fade and disappear into the air harmlessly.
  • 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. 
  • Tossed alchemy bottles will penetrate the dome, but if they fall short the effects will not penetrate in the spread.
  • This rune’s abilities are countered by simply ignoring it and attacking the user with physical attacks. One may also throw the runnic object out of the dome to deactivate the effects.
  • If activated on the ground, the dome does not penetrate the ground. Meaning, any magical attacks that come up from the ground such as ice spikes or earthen spikes would still be able to be used, as the dome is transparent.
  • If the dome is activated in the air, it would be a full sphere. 

 

Ogradhad 

 

Rune of Sight

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[Non-combative] [T5]

       The rune of sight is one of the most important runes a Runesmith can possess. It allows a Runesmith to understand the world around them, as their mind begins to notice elements of The Material Alphabet around them. 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 activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade 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, displayed in a Symbol Ring. Complex materials such as potions will show their Symbol Rings, but not the Transmutation Circles. Ferrum being view with a runnic looking glass would procure this symbol xRHsllWpLoF-rtUcTd5lB0MzwH5ktJFp1bpdZTMziYjAFiiqUPDzfb4fjR1g7wcuYRJ1nqzMshiUX8d6JnMJBYIokKhhXOxUQNdY-HKPg4CjqwdlqJRk-Ok_Do7nw7TFEMlrgBrW, for example. Holding it too far away, beyond an arm’s length, would procure the symbol of air instead.

 

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 and the constituent materials. 
  • If there is no symbol present, the Runnic object does not display a symbol.
  • The process of how an item is made is not displayed in the object. Therefore, one may not self-teach themselves alchemy or how to craft ST ores through usage of this ore.

 

Armakak

 

Rune of Gold

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[Non-Combative] [T2]

       Like the gold that flows from the coffers of those who follow the Merchant Lord’s teachings does this rune cause objects to appear, as if made of gold itself. An object bearing this rune will appear as if of pure aurum make, coining the term “Fool’s Aurum” amongst snarky working dwarves.

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then the item engraved with the activated rune will take on the appearance of pure gold. This lasts until deactivated.

 

Spoiler
  • This is purely aesthetic. No material properties other than visual ones are changed with this rune.
  • If one desires to make anything that isn't theirs (such as a house) golden with this rune, they must ask for RO consent as this would classify as a Major Alteration under the Vandalism rules of the server. No Golden Vandalism.
  • An item does not gain the ability to banish the ethereal with this like with normal aurum. It is purely aesthetic.
  • As with all runes, this rune may not affect anything larger than 5 meters in any direction.

 

Grimdugan

 

Rune of Greed

RuJ-uwukvP0t_H4jskIGiG6OHw1Ky9DcmmmfV4yPlPxOE7143Kf95okCTic7J8zpsFXHD2qQf37tpPLNHXJcRY9tEogZcDhYuEztQDidyf3qXvcNenhRkOc1amYs18d5R2f1VPES

[Non-Combative] [T2]

       Grimdugan, God of Greed and Lord of Avarice, often is depicted on a mountainous pile of gold and gemstones, sitting portly atop the pile of splendor. With the usage of this rune, Greed is worshiped, for most dwarves believe their Curse to be a blessing, and enact it as often as they may. An object bearing this activated rune will appear to be a particular gemstone. 

 

       Mechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then the item engraved with the activated rune will take on the appearance of a gemstone. This lasts until deactivated. Metals would seem to be of a pure gemstone throughout the object, and linens and cloths would seem to be of a uniquely malleable gemstone, visually the same. The specific type of gemstone is determined by the intent of the Runesmith imbuing the rune, similar to that of creative casting of Voidal conjuration spells.

 

Spoiler
  • This is purely aesthetic. No material properties other than visual ones are changed with this rune. 
  • Follows the same vandalism redline as the Rune of Gold.
  • The surface of the object does not change in feeling, although the object may appear to be different. Facets for example in a cut gemstone will visually appear but not be there physically. 
  • As with all runes, this rune may not affect anything larger than 5 meters in any direction.

 

Dungrimm

 

Rune of Returning

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[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 activation, both of the items bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue. 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, and the halves of the runes must be within 15 meters. The speed is not too quick, at 30 mph, and may be caught by those with a good deal of dexterity if the object is spinning.

 

Spoiler
  • The range in which the runes can sense each other is 15m. This means the range of this rune's activation is 15 meters.
  • This rune is not a weapon summon, but rather a recall.
  • As the Rune is T4, it can only be done twice in combat.
  • The half of the rune that is desired to be the base is designated as such by imbuing that half with two Sparks, and then the other half is imbued with two Sparks. 
  • 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.

 

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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 greater proficiency. However, time is also essential for a Runesmith’s ability to manipulate the Sparks within them to grow and refine. 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 Ascent, and a Spark has been used to ascend their soul. This change is still weak, with Sparks flowing through them tentatively and their tools will still be a bit disarming and uncomfortable when wielding them to channel Sparks. The end of his tools and the Sparks glowing throughout his body are dim, and hardly noticeable unless in absolute darkness.

 

This stage takes 2 weeks of learning. At this stage, a Runesmith has the ability to manipulate 1 Spark a stone week, as well as regenerating 1 Spark a week. They learn the abilities Awaken and Imbue, and learn the Utility Dialect, and the Rune of Heat and Rune of Coldness.

 

 

 

Tier 2      

Spoiler

After active study and practice with carving low-tier runes, the Runesmith begins to slowly strengthen their Spark manipulation 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 the ability to manipulate 3 Sparks a stone week, as well as regenerating 3 Sparks a week. They learn to carve the Runes of Blowing, Flowing, Grounding, Gold and Greed.

 

 

Tier 3   

Spoiler

At this stage Runesmiths no longer feel burdened by the manipulation of Sparks 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.

 

This stage takes 5 weeks of learning and is after being connected for 5 weeks. At this stage, a Runesmith has the ability to manipulate 5 Sparks a stone week, as well as regenerating 5 Sparks a week. They learn to carve the Runes of Light, Dark, and Hearth.

 

 

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 Rune Aura is bright, and they can manipulate Sparks expertly.

 

This stage takes 5 weeks of learning and is after being connected for 10 weeks. At this stage, a Runesmith has the ability to manipulate 10 Sparks a stone week, as well as regenerating 10 Sparks a week. They learn to carve the Runes of Durability, Vigour, 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 mastered the art of creation, and are commonly referred to as a Master Runesmith. They can carve complicated and ornate runic sequences into objects, and the energy in their bodies glow bright and bold when carving and remain blue when not, marking their skill and power.

 

A Runesmith arrives at this stage after a total of 15 weeks of study past their connection ritual. At this stage, a Runesmith has the ability to manipulate 15 Sparks a stone week, as well as regenerating 15 Sparks a week. They learn to carve the Runes of Life, Progression/Regression, Death, Creation, Sight, Shielding, the Master Rune, and the ability Overcharge.

 

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

 

 

TA’s AND MA’S will be wiped upon the acceptance of this rewrite. It has been expressed by nearly every person on LotC that all traces and connections to the old form of Runesmithing should be removed. It is essentially a new magic, was not widespread to begin with, and to say the last version was problematic is a gross understatement.

 

Purpose:

Spoiler

Runesmithing has been a pillar of dwarven culture and is famously known as something the dwarven playerbase sorely misses as well as one of the most abused and broken magics on the server. It is my ambitious goal to bring this unique magic back to the server, along with the work of many writers before me. I intend to have this be the groundwork for future lore and amendments to Runesmithing, everywhere from new dialects, to creative ideas on what would happen if the soul is pushed too far with Sparks. 

 

Citations:

Spoiler

Material Alphabet:

 

 

The Power of Thought: 

 

 

2012 Runesmithing (Arbrek):

 

2012 Runesmithing (like a week later - More Arbrek):

 

2015 Runesmithing (Lima):

 

2016 Runesmithing (Dizzy):

 

2018 Runesmithing (Josh): 

 

 

Credits:

TheBlackBobRoss for being the “Resident Big Brain Idea Slave”

A bunch of folk for rune ideas 

The Dwarves for thinking so hard that Runesmithing came to exist

 

Changelog: 

Spoiler

CHANGELOG OF THIS MOST RECENT POSTING:

  • Added clarification to the Rune of Sight that the process of how an item is made is not displayed in the object. Therefore, one may not self-teach themselves alchemy or how to craft ST ores through usage of this Rune.
  • Added that the Rune of Light may not blind in any fashion.
  • Added that both the Rune of Coldness and the Rune of Heat may be used after they are deactivated, and buffed to be able to resist 2 T3+ spells before deactivating. 
  • Added that the Rune of Blowing begins to trickle off past 5 meters at a rate of 4 miles per hour per meter.
  • Added further redlines to exempt the possibility of usage of the Rune of Grounding in combat.
  • Futher clarity given on the Rune of Durability to highlight the lack of immunity it provides.
  • Rune of Vigour reworked to a different concept, reinvigorating instead of supercharging.
  • Rune of Death futher explained to not have any serious effects until the 3rd emote; the 1st and 2nd have been now stated to not change too much.
  • Complete overhaul of the Rune of Hearth inspired by Spoon's feedback.
  • Rune of Creation further explained to only be able to fix the material, not the magical, at all.
  • Vandilism with the Rune of Gold and Rune of Greed requires RO permission now.
  • Rune of Shielding given new redline of deactivation to further tune it.
  • Rune of Returning further clarified on speed and range.
  • Reiterated range of Runes of Gold and Greed.
  • Clarification of connection.
  • Clarification of rune of shielding and Creation.

 

 

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 and the one prior.

 

Main changes: 

  • Entire rework of the Mana-point system, changed to be more like Chi.
  • New rune process: upon activation, the energies stored within the rune spread throughout the inside of the object. This was unexplained beforehand. 
  • New activation: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue. 
  • Added redline of size limitation in any dimension of 5 meters.
  • Removed 7 runes total
  • Overhaul of Rune of Creation, Heat, Chill, Time, Grounding, Greed, Vigour, along with tuning of all runes.
  • Addition of pictures of each rune.
  • Brand new concept of Connection
  • Lots of edits I’ve forgotten

 

-The lorepost states it’s using runes of the material alphabet, however no runesmithing rune or set of rune in the entire write actually aligns with the material alphabet

  • Edited to show each representing rune in the available runes, as well as combinations for new runes in this lore.

-utilizing the power of thought as “Dwarves believe it works, so it does” is a bit odd here, but it’s alright

  • Feedback noted.

-it has a lot more restrictions than it needs to for a mana based magic running off mana with no real downside, detriment, bind or cost; logically most the magics have no reason to be incompatible here

  • “More restrictions than needed to be=>no real downside, detriment, bind, or cost” contradicting statement, feedback taken with a grain of salt. 

-The echo system is a sort of non-factor-system given item sign limits, incredibly quick regeneration, and low cost to make items

  • An example of quantity of runes able to make has been now added, to show that Runesmithing allows for a low amount of crafts, lower than Transfiguration.

-Focusing ones mana into liquid already exists, it effectively acts as liquid mana- there’s nothing that makes it different from what already exists, nor what would happen with interacting with liquid mana, if anything

  • Changed to be akin to Chi, a form of more powerful mana

-Sparks have no explanation as to how they work, its ill defined and doesnt tie into current lore; it sort of takes the bloodmagic Material Alphabet intent using raw energy (genus), with a reskin that doesn’t quite add up as it’s just a downgraded (in origin, but not in this lore’s usability/power) version

  • Explained to work as mana points, with a brand new concept of sparks (used to be Echoes) working without a generator in the soul.

-Runesmithing is once again referred to as a "blessing". Should be changed to "believed to be a blessing," but that's a really small nitpick.

  • Edited to reflect suggestion.

-The explanation of regeneration needs to be reworded and expanded as it’s immensely confusing to read and picture out, and can be interpreted in many different ways because of confusing grammar- the amount of runes regenerated per week should clearly be stated alongside the tier of runesmith

  • Amount of Sparks regenerated per week stated in both the Tier progression as well as the section with Spark lore.

-Discrepency where it says “Runes do not have to be recharged” but than later in the same redline bubble it says “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”, needs to be fixed to be more clear

  • Edited to be more clear, and combined into a single sentence.

-Overcharge ability needs to be rewritten as its intended; needs emote counts,effects, defining what the longevity is, it seems powerful so it should cost and require much attention to make sure it is used properly

  • Further explanation given, rewriting of the main body of text to be more concise and understandable.

-Rune of phrase is confusing, will it only respond to the runesmith speaking the key phrase? If the runesmith makes the key phrase a ddwarven word, could it be phonetically pronounced not understanding the meaning and still speak it? Could the phrase be made from a knowledge locked language?

  • Edited to answer these questions.

-What happens if the rune of heat/chill is exposed to voidal wter evo/frost witch magic/fire evo/azdrazi? Would the rune be able to cancel or block the effects of the magic? It should be denoted and needs definition

  • Answered, given the ability to nullify one singular average attack from each, as well as great clarifications. 

-Rune aura is weirdly constricting on aesthetic and creativity to appearance

  • Expanded on aesthetics, including allowing words.

-Echoes are just liquid mana, its weird to attach liquid to the soul

  • Changed to be more powerful mana akin to Chi

-The disconnection penalty is unnecessarily hard and great, it’s odd having a disconnection to begin being a mana-based miscmagic. It’s far too easy, punishing, and strange. 

  • Feedback considered but not applied, due to disconnection being in line with 2 other misc mana magics, Golemancy and Chi.

-There is no consequence to the master rune being broken, too big to be moved, can be immediately remade if broken, and again- can just be unnecessarily utilized in combat where it

absolutely shouldn’t be, the fae-ring type affect shouldn’t be there- it makes no sense as to why its there to begin with

  • Feedback taken, most of it being a non-issue such as an anvil not being able to move, and stating it can be used in combat while explicitly being stated to be non-combative. Fae-ring decidedly kept to preserve the gravity of the craft, simply for atmospheric purposes. Radius of discomfort reduced from 5 to 2.

-Rune anvils shouldn’t have any method of weaponization or use of hostile intent

  • Agreeable feedback, already in place.

-A rune anvil says it happens to channel more echoes, but if you dont use an anvil for higher tier runes it makes the tools overheat- if it was amplifying the powersource, how is it

overheating without a rune anvil? It contradicts itself a bit

  • Clarified to further emphasis Rune Anvils do not empower the tools but rather share the burden.

-It is explained there can only be 3 runes on an object, but near all require a prefix and activation- which means you could have either 2 prefixes and one affect, or 2 effects and one

prefix. However it is explained that there can be three noncombat affect runes. It’s messy and convoluted, unnecessarily so

  • Futher explained, and all combinations have been outlined.

-Rune of heat being able to be applied onto things like clothes can be pretty nonsensical as it is akin to a stovetop, aswell completely vague as to how that works or what happens

  • Answered through overhaul of the rune in entirety. 

-Rune of flowing doesnt specify how much comes out but 10gal/2inch means it is pretty easy to instantly flood a room, make a river, etc- undefined and overtuned, no pressures, ranges,

etc. 

  • Ranges, quantity, and pressures added, as well as further explanation of the rune to prevent overpowered usage.

-Rune of grounding suffers pretty much the same issue, although it’s line of “No rare ores, except some gold”, which contradicts itself as a weird exception. It can just be used as an

infinite ore generator without detriment. 

  • Answered through overhaul of the rune in entirety. 

-rune of blowing lacks any quantifiable description and mechanics, its capabilities and limits are undefined

  • Answered in further redlines and explanation of mechanics.

-Rune of darkness is vaguely written

  • Additions of usability and functionality added to aid in understanding.

-Rune of durability doesn’t seem to do anything, it exists but that’s about the extent- it doesn’t have any tangible use or affect, or reasonable application

  • Feedback considered, community asked on whether they desired the rune, to which they liked the rune, causing it to remain in the rewrite.

-Rune of vigor is similar to durability, it doesn’t have much use besides making people have an adrenaline rush- which in battle is already something which occurs

  • Rewritten upon suggestion to more usability

-Rune of life is vague and undefined in its mechanics and capabilities, does it restore consciousness, does it stop bleeding, does it reduce pain, what does it actually do? Could one be

tortured further without dying? Could one incur more lethal wounds? Is there a level of lethality it does not work on? It’s undefined

  • Major additions added for clarification of the rune.

-rune of progression/regression is unchanged mostly as an insta-repair, anti-age, with no limits or defining. Can it be used combatively? It doesn’t have any real mechanics to it, and is

entirely undefined

  • Completely rewritten

-Rune of creation doesn’t fit the limiting runes thing given as “each part of the swords to be repaired would need a rune of creation”, it just doesn’t quite fit- how is it actually supposed to

work? Its vague and undefined

  • Rewritten

-The rune of form stabilizes heat, stabilizing it at red hot? Until something makes it unstable, but pretty much anything is going to make it not stable, including the air- given that’s how

heat disperses. How is it supposed to work? What does it mean?

  • Removed, due to “too many runes”

-Rune of hearth doesn’t have much of a purpose or point

  • Kept, fits the theme of dwarven-ness that Runesmithing aims to capture

-Rune of growth should be removed as it has no real place with the theme or magic whatsoever

  • Removed upon suggestion

-Rune of youth follows the above

  • Removed upon suggestion

-Rune of tales just sort of crowds the “Using magic to tell stories” niche, and while it’s not something we care much to not have overfilled, it just sort of has no place being here at all, how

do you control something with pre written runes to actively impart images and emotions noto objects. It doesnt make sense to be in the magic

  • Removed upon suggestion

-The rune of sight is weird to actually apply, would this say all the signs and symbols a plant/reagent would have? What if it doesnt have any? It mentions ferrum, but ferrum doesnt

have any signs/symbols written as usable

  • Futher explained to utilize Symbol Rings, as well as an example.

-Rune of agreement has no place in the magic again, and is completely vague and undefined- it makes no sense with the material alphabet

  • Removed upon suggestion

-Rune of merchants is the same as above

  • Removed upon suggestion

-Rune of greed is such a highly-specific and niche use case it’s weird it’s included overall, if the box is open or if someone looks in it, does it still give that impression?

  • Removed, replaced with a brand new rune of the same name.

-rune of thieves should be outright removed, there’s no place it has and serves to just act as a powergamed home security system

  • Removed upon suggestion

-Rune of shielding is incredibly overtuned and should be outright removed, having no downsides, no counters, lasting far too long- every aspect for the most part

  • Moved to T5, further emphasis added to the major downside of any mundane means of damage penetrating the shield. Tuned to be worse than both Guardian’s Bulwark and Thanhium.

-Rune of returning is fine but it effectively acts as a weapon summon which many magics have- again, not so much an issue, but this just seeks to improve and be the best of all of them

  • Redlined to emphasise it being weaker than Templar Bound Armament, as well as not being able to be summoned like Draan binding

-Many runes are lacking in emote count requirements for activation, cheaper and easier to craft versions of bloodmagic runes with no consequence and capability of being stacked, with

a highly locked in aesthetic on many; an example is light, which is locked to colour

  • Rune of Light given change of color option, all runes given emote count requirements. 

-The divine dialect is an issue as it’s culture, the Brath aren’t real in lore, and make no real sense to be included here

  • Further explanation given of “Runes act the way they act due to dwarven belief, not due to the existence of their gods.”

 

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. 

The issue with this is that it directly contradicts the material alphabet lore that this piece and other pieces such as Alchemy and Blood Magic are based off of:

-Besides their odd lingual universality, the material alphabet possesses no fundamental power on its own. Other lore must be deployed when giving powers and properties to these runes

beyond meagre understanding, such as blood magic which utilises many of these same symbols in its own alphabet, requiring blood mages to write and use them in already written and

accepted rituals.

Above is the Material Alphabet lore that this lore breaks. It goes against the lore base and as well invalidates some lore redlines written in both Blood Magic and Alchemy.

Feedback taken, further clarification given in the form of “EMPOWERED Runes” as well as “UNEMPOWERED runes that have not been imbued have no effect on anything whatsoever and are inert.”

Overall, the lore is a step better but still suffers from the same exact issues as the last few writes. Too many runes, the runes are all undefined, vague, and underexplained without concrete wordage or mechanics, confusing writing in a few critical places, non-systems which serve to complicate, along with nitpicks and issues that’re fairly small. The origin is still an issue that contradicts a lot of currently existing lore and this own lorepiece in more than a few spots, and causes issues of theme in more than a few places. Compliments in a few places go to overall theme being a bit tighter and more aesthetically open, although there are a lot of odd limitations placed upon those that are completely unnecessary.

 

 

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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And here comes the next wave of the rune smith writes 🙃

 

Hope this one goes well Mr. BD

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Based and lorepilled

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I'll be giving this a read, and offering my thoughts on your work and write-up. Good on you for being persistent.

 

Edited - 22/08/2021. 10:43PM. Gave brief thoughts on the runes, I'll be able to give a more in-depth view later.

 

EDIT:

 

- I’d make this three emotes (connect+charge+cast) in a combat scenario, while keeping it one emote if non-combative -- primarily to follow standard connections in magic. While I understand it’s weaker, it’ll follow cohesion and make things easier to get into.

- State that only one rune is able to be placed at an object at a time. More will break it.

 

Rune of Heat

 

- Are the objects able to survive past these Runes or do they grow brittle and weak? -- I see that you say that they’re not resistant to weakening from heat, but I suggest a system, perhaps five uses before it starts to break itself?

- I’d buff this a bit, while specifying how powerful something needs to be to damage it; perhaps T3 Spells or more?

 

Rune of Coldness

 

- I’d add a link to Nephilim Lore, just so it’s easier to read, if it’s needed.

- I’d buff this a bit, while specifying how powerful something needs to be to damage it; perhaps T3 Spells or more?

 

Rune of Flowing

 

- I like how you had to add a redline saying you can’t flood the world with this.

 

Rune of Blowing

 

- How much does it decay at 5 meters, does it cut in half?

- How much does covering the surface of this rune affect it, how slower is it?

 

Rune of Grounding

 

- Seems fine, however I’d add something saying you can’t summon dangerous materials such as hot rocks, etc. Make it purely for making non-combat.

 

Rune of Light

 

- State that it can’t blind anyone.

 

Rune of Dark

 

- This is fine, actually. I like it.

 

Rune of Durability

 

- A better way to phrase the weakness of this is that while the item is more durable, the force of a swing or strike is still felt. Etc, while the armor is protected, my arm is still dislocated from a swing.

- I’d also write up a basic system saying what turns into what, and by what amount to stop vagueness in lore.

 

Rune of Vigour

 

- I’ll be real, I don’t like this at all.

- I don’t really like the 1.5x strength buff, alongside the range of 5 meters from it. It seems like a boring combat buff and is what’s wrong with the prior Runesmithing Rewrite before, even if there’s a weakness set to it. I’d totally rework and change this into something else, perhaps stating that the sense of exhaustion is gone from their body, but their body still feels exhausted. You can write a system for this, etc; They can do 5 emotes, but will collapse into unconsciousness at the end of it, should they continue to act.

- Furthermore, how do you measure 1.5x strength? -- it’s a tough and vague thing to do, I’d change, rework or even remove this.

 

Rune of Life

 

- I didn’t like this in the Cleric Rewrite, and I won’t like it here.

- You could make this more freeform, saying it grants vitality to stuff, etc -- the effect of giving nature life within a wasteland of an area, or perhaps making it a mental effect, where someone cynical is slowly able to adopt more lighter thoughts. You’ve a lot of potential with these words and runes, and I don’t want to see it being wasted.

 

Rune of Time

 

- I don’t like this either, it carries the same problems as the Rune of Vigour. It’s a basic combat buff that doesn’t add anything to RP, rather than a quicker kill. Once again, I’d rework, remove or change this into something else. Even if there’s weaknesses, it carries the fault of being primarily used for combat -- even if that’s not your intent.

- However, I do like the rune of regression; makes me think it'd be nice for like hammers to add finer details during Forging, etc. Or even training weapons to ensure someone doesn't kill their other.

 

Rune of Death

 

- I’d bump up the emotes for this by a few, perhaps make the start slower? -- or even double it for the effects of it.

- You could do something cool mentally for it as well.

 

Rune of Creation

 

- State what it can’t fix, and what it can fix. I can already see people PGing this to fix up event-pixels to their pristine glory. Perhaps, nothing inherently magical can be fixed and LT or ST management are able to decide if something can get fixed at the end of the day.

- Perhaps even say that it can only aid mundane materials?

 

Rune of Hearth

 

- Change the part where it says each person can have differing amounts to the emboldening of the object to a person can deny its effects if wanted. I feel like this’d be better used in a Non-Combative scenario rather than Combative.

 

Rune of Shielding

 

- Given that this is rather strong, perhaps say that if the object that is providing the shield is damaged or harmed -- 3 or 2 emotes, the effects of it breaks? 

 

Rune of Sight

 

- I like this, however state that you cannot Self-Teach yourself Alchemy with this.

 

Rune of Gold

 

- State that if it’s for a build, it’ll need RO consent.

- I’d also have a limitation for how much this is able to turn something to gold, be it 10x10x10, etc.

 

Rune of Greed

 

- This is cute, and reminds me of Anorum.

 

Rune of Returning

 

- What is the range of this, and how fast is it? It’s better to specify just in case.

 

Overall, good attempt on this. It seems that you've taken to account the numerous ST feedback and Denials to make something nice. I'll look forward to reading this more!

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here we go yo here we go yo so whats so whats the scenario

 

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Fight, fight on.

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4 hours ago, Undubitably said:

I'll be giving this a read, and offering my thoughts on your work and write-up. Good on you for being persistent.

 

Thanks a lot for the thought-out feedback! I considered it all, and rewrote a couple runes to be, well, better. All the edits I've made are logged in the massive changelog.

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Mhm, hopefully this goes well. Would want to see this be accepted.

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