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[✗] [Magic Lore] Runesmithing; Forge Masters of Val'Garis


Badgermordakin
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Spoiler

 

 

FORGE MASTERS OF VAL'GARIS

 

In the shadows of war, innovation thrives. Or so the tale passed from Khazad to Khazad for centuries on end tells. For in carving from steel, one finds the best way to carve from flesh. And yet… in realms unknown, wars rage and innovation dies. Val’Garis: The Clockwork Realm. Wrought from the great craft of Garumdir. A war eternal, waged between the armies of Ixris and Garumdir have forced the fires of innovation to run cold. No more can Garumdir stand idly by while craftsmanship goes purely to blueprinted work. No more can Garumdir weep for the creations he holds the knowledge to create. And so, he has given his greatest gift unto the realm of descendants: The Spark. Though Garumdir fights on in his war eternal, he knows that those gifted in the use of the spark can carry on with creation and perfection in his name.

 

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MAGIC EXPLANATION:

 

Idle hands make cold forges. In the realm of Val'Garis, a cold forge is unknown, shameful. Garumdir is not like to give his gift to one with idle hands. In giving his gifts, Garumdir chooses his candidates with a critical eye. Only the best craftsmen can come to be known as Runesmiths, heralds of Garumdir’s craft, wielders of Garumdir’s Spark. The ideal runesmith is one who is known to craft endlessly, who’s forge never runs cold, who’s chisel is never blunt. Smiths, carvers, masons, lapidaries, all are important to the Spark and the one who gives it.

 

Garumdir’s gift enables runesmiths to wield the innovation and knowledge created by Garumdir, giving them leave to further master their craft and infuse it with greater abilities and powers. However, the Spark is not of the Material plane. Any who wield it must bear Garumdir’s Stamp - A mark upon their bodies so that they may safely allow the Spark to flow through them.

 

When harnessed, the Spark runs hot, a fiery aura of the forge-fire within its smith. But a forgemaster of Runes must heed his craft carefully, lest his fires burn too hot. The Spark was not created for descendant use. A runesmith activating the runes of his own crafts proves far more dangerous than the descendant body can handle. The descendant runesmith cannot wield his own runes for the heat of the forge-fires of the rune upon the craft and Garumdir’s rune upon his flesh will be too much for the body. Garumdir does not give the gift of the Spark merely so that a Runesmith can hoard his creations for himself. Ixris’s war on Val’Garis taught him the folly in these ways. In each creation the smith must carve the mark of his stamp so that if he tries to use this creation both runes will light up and he will be scorched, else the runes will not light and the power of the Spark will never flow.

Spoiler

-Runesmithing occupies [2] Magic Slots

-Runesmithing is incompatible with all Dark and Deific MAs except Seers of Vaseek and Blood Magic

-Runesmithing is incompatible with all CAs except Machine Spirits and Soulbound Golems.

-Runesmithing requires a valid [MA] in Runesmithing

 

GARUMDIR’S SPARK

To breed innovation once more from his powers, Garumdir gave unto the Runesmiths the power of his magnum opus: the spark. It is the duty of the Runesmith to wield its powers in imbuing each rune with its powers. While Garumdir does not have the time to speak with his followers or make himself known to them, the spark he provides is plenty sufficient to show them even a fraction of his power. A Runesmith must wield the spark through his stamp, the most concentrated area of his connection with Garumdir. As he imbues a rune, Garumdir’s power flows from this mark and gives each rune what makes it special. The spark lies dormant otherwise, but still stirs within a Runesmith. One might find that Runesmiths are never cold, even in the most frigid winters, and are  always slightly warm to the touch.

 

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GARUMDIR’S STAMP

 

Marked upon the bodies of all who have received the gift of the Spark is Garumdir’s Stamp. It is through his rune that runesmiths wield the Spark and into their crafts to create great masterworks. Garumdir’s stamp resembles a tattoo when unlit on flesh and a carved rune on crafted material like metal or stone. To utilize the Spark, a Runesmith must first connect to it, as there is no mortal being that can wield it at all times. To connect to the Spark, the Runesmith must press a finger to the mark to light it. When connecting the gift of the Spark to a craft, a smith’s stamp will light up with the forge-fires of Val’Garis. The distinct fire of a forge will emenate from the stamp and envelope the Runesmith so that they become scalding hot to the touch anywhere on their body. When the Runesmith is done, they may once more press a finger to their stamp and the forge-fires of Val’Garis will fade from their bodies. Only a Runesmith can find themselves unscorched by the heat of Val’Garis and Garumdir’s gift will protect them from their fellow Runesmiths as well.

 

The Forge-Fires of Val’Gorkis [P+C]

When in combat Garumdir’s smiths may require the use of the spark so that they might protect their craft. Garumdir understands the need for warfare, a soldier in his own endless war. As such, he has given unto his devotees the power to call upon the Forge-Fires of Val’Gorkis to defend the craft and forge so that hammers may continue to fall as battles subside.

 

Spoiler

Mechanics:

Garumdir’s stamp requires the smith to make [3] emotes to activate (pressing stamp, charge, cast). Once casted, the heat will last for [5] emotes in combat before dissipating. It cannot be cast again in the same combat.

 

-Garumdir’s stamp must be placed somewhere on the body and must be roughly the size of the Runesmith’s palm - meaning the size scales as the runesmith gets bigger.

-Garumdir’s stamp will appear like a tattoo on flesh and a carving on abiotic material i.e. metal, stone, etc. when unlit.

-When lit, Garumdir’s stamp and the entire body of the smith will blaze like a visible fire. This fire is unharmful to the Runesmith or any clothes/items on the Runesmith. A smith’s fire can be any color that magic auras can be.

-Any attempt to hide the fire will be unsuccessful, it will visibly blaze through clothing, armor, scarves etc.

-When a Runesmith’s stamp is lit, they will be scalding hot to the touch from anyone else, providing up to 2nd degree burns if done so with bare skin.

-A Runesmith’s clothes or armor will burn just as hot as their flesh beneath.

-People can protect themselves from the heat of a Runesmith if wearing sufficient heat-protective gear i.e. heavily wrapped cloth, thick leather gloves, etc.

-A Runesmith cannot be burned by the heat of Val’Garis. Touching a fellow Runesmith will have no effect on them

-A lit stamp cannot provide sufficient lighting to see where one would not normally be able to see without light.

-If a stamp is lit and combat starts, the stamp will immediately become unlit and the smith will be returned to a normal temperature, requiring all 3 emotes to start again.

-Garumdir’s stamp is freeform and can look however you like, but each one is unique to its respective Runesmith.

-In no way can the flames from Garumdir’s stamp be “shot forth” or exude in any way beyond the direct physical touch of a Runesmith.

-Garumdir’s stamp can sit on a prosthetic arm i.e. golem arm, animii arm, etc. and still be functional.

-Garumdir’s stamp can only be used once in a combat encounter.


 

CONNECTION

 

Garumdir does not have much time as he fights his eternal war. His hands are to remain working constantly, keeping the forges lit. As such, Garumdir does not converse with his followers. He trusts those who already have his gift to entrust others with the Spark. An existing Runesmith may take their hammer and strike upon their Rhuneforge, calling upon the Spark to bring forth and strike upon a new apprentice once more. And so the Spark answers, a great bolt of lightning shall strike down upon the new smith. Held within the great bolt is the gift of the Spark which Garumdir gives unto his new follower, who would find themselves dazed by the interaction for a time - too disoriented to craft or use the Spark until their body adapts to the new forgefire held within. In the place where the bolt struck, Garumdir’s stamp makes itself visible upon its new tenant.

Spoiler

-Connection to this magic must be performed at a Rhunforge by a current Runesmith with a valid [TA] in Runesmithing.

-A Runesmith is only eligible for a [TA] at T4 once they have been taught the connection ritual.

-A Runesmith must decide at the time of connection where their Garumdir’s stamp is placed upon their bodies.

-A Runesmith is too dazed by the influx of the Spark to craft anything until their MA gets accepted.

 

THE RHUNFORGE

In order to carve runes and imbue them with the Spark of Garumdir, a Runesmith requires his most important tool: The Rhunforge. A Rhunforge is a forge specially crafted by a runesmith to be able to withstand the power of Garumdir’s spark. Any attempt to imbue a rune with power on a regular forge would quickly find itself flat and useless as it would not contain the necessary runes to emit the spark into a rune. To create a Rhunforge is a long and complex process for a Runesmith. He must first spend days toiling away at carving endless runes into the structure, everywhere but the surface on which he is to strike. Once the process is complete, a Runesmith must find 2 fellow runesmiths and begin to strike the forge several times. With each strike, they must let the Spark of Garumdir flow through their stamp and through their hammer, thus forging a link between the forge and Garumdir. A Runesmith can only have created one Rhunforge, but may use any at his disposal.

Spoiler

-Rhunforges require an ST signature and a small build of a forge.

-3 Runesmiths of at least T4 are required to create a forge.

-Imbuement of a rune with powers can only be done at a Rhunforge. The rune itself can be carved wherever.

 

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RUNESMITHING

 

The Runesmiths of Garumdir each are known for their abilities to carve the Spark into the very veins of their creations. They strive for innovation, for modernization. But they do not wield the full power of Garumdir, for he is not so foolish as to give such to descendants. To carve a rune is something anyone can do. A Runesmith is not made a runesmith by what he carves but what he imbues that carving with. The spark, Garumdir’s power given unto the mortal plane. A runesmith cannot act without the spark being gifted to him from Garumdir. The spark manifests differently with every smith but all know that to grant power to a rune, they must let the Spark flow through them and into their craft. When the spark flows through a smith the forge-fires flow brightly from within. But each rune requires a certain complexity and familiarity with the Spark. Some are out of depth of the novice runesmith while others can be carved in seconds and imbued in just the same. Each rune given by Garumdir provides an individual power from which it can draw upon as it holds the Spark within.

 

General Runesmithing Guidelines:

Spoiler

-Any object that is eligible to hold runes can only hold a maximum of 2 runes alongside the stamp regardless of if there is remaining space. This can be circumvented with a MArt application.

-No 2 of the same runes can exist on an object at the same time.

-Only one rune can be active at a time.

-Runes cannot affect objects larger than 4 meters in any dimension. Anything larger requires a MArt application.

-Any rune carved by a Runesmith must be at least 2 inches tall and wide and easily visible when looked at.

-All runes must be lit with the press of a finger to activate.

-All runes glow with the color indicated in their description, this cannot be hidden. If a cloth is thrown over it, the glow will be bright enough to show through the cloth. This color can be any color that a magical aura can be.

-The glow of a rune is not enough to allow sight in an area where it was once too dark to see with the exception of the Rune of Illumination.

-All runes must be carved into the object it affects and only affects the object in which the rune is carved into. Runes can also be made as tattoos on a body. The two rune limit still exists for an entire being.

-Tattooed runes require an item in the inventory that states the rune and its effects just as any other item with runes.

-Tattooed runes can only affect the limb in which they are tattooed on. One limb at a time.

-Runes cannot be carved into Thanhium due to its anti-magical properties.

-Runnic effects are permanent. The only way the effect of a rune can be removed is to remove it entirely from the item. 

-Any Runesmith can decipher what a rune means with ease as long as they’ve been taught to craft it.

-All objects with runes carved require the creator to place their name in the description in case they try to activate it. This information cannot be metagamed.

-Any rune lit by its creator will not activate, and instead severely scorch the finger used to light it up to a 2nd degree burn.

-Imbuement of a rune with powers can only be done at a Rhunforge. The rune itself can be carved wherever

-Each rune crafted must be accompanied with sufficient roleplay in creation.

-Each rune must be clearly written in the description of its item.

-Creation of runes cannot be done in combat.

 

 

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RUNES:

 

[T1] Rune of Chanting [P+C]

The sounds of a forge are notoriously loud and communication is often necessary between smiths to forge a great masterwork. Garumdir thus created the Rune of Chanting, allowing voices to rise above the great booms of the forge and instruct in crafting. 

Spoiler

Mechanics:

Activation of this rune requires [1] emote, and upon activation, the wielder of the object will experience an increase in vocal volume for the next [5] emotes. After [5] emotes, the item may be activated again and used with mild negative effects, such as a raspier voice or a stutter. Those who find themselves listening to a wielder of the Rune of Chanting may feel warm emotions such as inspiration or faith.

 

-This rune may be used in combat, however it will have no effect on any combatants besides simple flavor.

-This rune may not be used to invoke negative emotions in listeners.

-This Rune is player signed.

 

 

[T1] Rune of Illumination [P+C]

Delving for ore and mining away at stone is critical to those who seek to craft from it. Garumdir understands this, and has spent a great deal of time in the dark depths of Val’Gorkis himself. To protect his followers, Garumdir developed the rune of illumination, allowing them to light the way for themselves even in the darkest of depths.

Spoiler

Mechanics:

The Rune of Illumination can be activated with [1] emote. Upon being triggered, this Rune would glow bright with whatever color is mentioned in the description, exuding a dome of pure light around it, reaching 7 blocks in any direction. This rune can allow you to see in an otherwise dark environment. 

 

-This Rune is not bright enough to “flashbang” people in any way, the light is produced gradually.

-This light cannot blind anyone in any way.

-This Rune is player signed.

 

[T2] Rune of Mending [P]

Even the greatest, most masterful crafts are destined to break. But their value is not lost, and nor should their materials be. To reforge is as important as it is to forge. The most essential smiths find themselves repairing far more than creating, for that is the true heart of the forge.

Spoiler

Mechanics:

The Runesmith must place the rune of mending upon the multiple portions of a broken object. Upon activation, each piece of the object bearing a rune will vibrate and hum slightly for a second alongside the rune itself glowing. Both broken halves of the item will slowly repair through fusion over the course of a day, so long as they are held pressed together.

 

-The parts that have broken must be touching for this rune to work. 

-Parts may only be attached from what they originated from.

-Each rune must be carved in a way so they meet when the object is held together

-The runes are enveloped back into the object when it is done mending, meaning the object can sustain 2 runes as all other objects.

-This rune cannot summon lost parts, all parts must be present for the mending to take place

-This rune only repairs physically. Voidal weapons, Deific enchantments, and any other magical effect that might have been on the item will lose said magical properties upon breaking, as magics are beyond the scope of this rune to repair.

-This rune can be activated by its creator, as it only requires pressing two runes together and not activating them on their own.

-This Rune is player signed unless attempting to mend an ST item.

 

 

[T2] Rune of Purity [P]

Pulling slag from metal can often be the most difficult aspect of forging. It takes a great deal of time and effort, time and effort that Garumdir doesn’t have. To save himself time, Garumdir crafted the Rune of Purity so that his metals always remained as pure as they could be.

Spoiler

Mechanics:

The Rune of Purity, when activated, will pull any impurities from within a metal or gemstone over the course of [4] emotes, allowing it to be cleansed and achieve peak purity for that material.

 

-Can only be used on abiotic materials

-The impurities in the metal are pulled in a manner similar to magnets. Not at a speed that can harm anyone.

-The material and the rune must be at least 1 foot apart when activated. If the material leaves at any point during the four emotes, all impurities immediately return to it.

-Mass is lost when impurities are pulled from the initial material, make sure to RP this.

-This cannot be used in combat in any way.

-This rune is player signed.

 

 

[T3] Rune of Darkness [P+C]

Sometimes, to protect innovation and crafts the smith must grow weary of those around him. Secrets must be kept. Garumdir understands that in the darkness it is far more difficult to unearth that which must be protected.

Spoiler

Mechanics:

The Rune of Darkness can be activated with [3] emotes (activation, charge, cast). Upon being triggered, this Rune would begin to glow with whatever color is mentioned in the description. However, it would do the opposite of the rune of illumination, sucking in light surrounding it in a dome, reaching 7 blocks in any direction. Only the glow of the rune would be visible in the darkness. This effect would last for [5] emotes. This rune can prevent sight in an otherwise bright environment. 

 

-Can be used in combat, but if activated when a combat starts is immediately unactivated - all three emotes must be done within the combat.

-The glow of the rune in the darkness would not be sufficient to see anything by, merely showing that it is active

-If the activator of the rune has no means to see in the dark, he is just as blind as any others.

-This Rune is player signed.


 

[T3] Rune of Sight [P+C]

The fires of the forge flare hot and unpredictable sometimes. A smith must always be prepared for the fire to leap forth and blind them, hurting their craft. It is critical that the Runesmith must then be protected from the blinding flashes of flame.

Spoiler

Mechanics:

The rune of sight, when carved into a pair of goggles or lens can prevent a user from being blinded by bright flashes or bright lights. The lens would also work similarly to sunglasses allowing the eye to more easily adjust to exposure to bright lights. The rune must first be activated to provide this protection, requiring [1] emote. This activation will last for [4] emotes.

 

-Does not allow a user to see through non-permeable objects.

-Does not give darkvision.

-This rune MUST be activated beforehand to garner the effects. 

-This Rune is player signed

 

 

[T4] Rune of the Forge-Fire [P+C]

The Forge-Fires of Val’Garis are to burn eternally so that Garumdir might continue his endless war. As more fires burn, more weapons can be forged. What once wasn’t a weapon can become one, and what was a weapon before can become a deadlier one. 

Spoiler

Mechanics:

[Combat] Forge-Fire runes require [3] emotes to utilize: One to light the rune, one to charge it, and a third to surround the smith with the heat. This heat will last for [5] emotes before fading and returning the object to normal temperatures. Ghosts and other ectoplasmic beings would find themselves harmed by an object hot with the forge-fires of Val’Garis.

 

[Passive] A forge-fire rune may be carved into walls or anvils or floors to provide heat where there once was none. With the simple press of the Rune to light it, any object can be made to heat over an OOC hour before requiring to be lit again. This is particularly useful in forges to keep fires burning without the need for wood.

 

-An object with a lit forge-fire rune must glow red, showing clearly that it is hot to the touch.

-Being touched by an object with an active forge-fire rune may cause burns up to the 3rd degree unless properly protected by sufficient clothing or armor.

-Runesmiths are immune to the heat of Val’Garis, and are not burned in any way by this rune.

-An object cannot be melted to another state of matter with a forge-fire rune. The heat will only burn to just under the melting point of an object at maximum.

-A lit forge-fire rune cannot start a fire, only heat something.

-This rune cannot be used as a tattoo.

-This rune requires an ST signature if used in combat.


 

[T4] Rune of Retrieval [P+C]

The greatest travesty to the forgemaster is the loss of his crafts. To tear so many hours away from one so dedicated to his craft is tantamount to tearing years away from his life. It is abhorrent. Garumdir, he who understands the loss of craft, has forged the rune of return so that his dedicants might protect themselves from such a travesty.

Spoiler

Mechanics:

The Rune of Retrieval is split, each half carved into two different items. These items are typically linked together as a pair, with one coming to be known as the “master” half, and the other the “slave” half. Over the course of [3] emotes, one may summon the slave item back to the master item.

 

Upon activation, the master rune half will glow for an emote. On the second emote, the slave half of the rune will begin to glow too. Then, on the third emote, the slave half will fly violently towards the master half, carrying along the item it is engraved upon. If the object comes into contact with any obstacle, its flight would be stopped, and the rune would need to be activated once more. 

 

-The speed of the flying object is not too quick, at 30 mph, and may be caught with relative ease, but would be enough to wrench an object free from someone’s hands if they were not anticipating the rune’s activation.

-This rune can only be activated when both halves are at most 15 meters away from each other. Any further, and the rune will fail to light when pressed.

-If the slave half is caught before reaching the master half, the rune will deactivate regardless of who catches it.

-Each item must have it marked in the description which half of the rune it holds.

-This Rune requires an ST signature.

 

[T4] Rune of Thieves [P]

A great craft is of great allure. Often, it is so that those who do not work to be able to craft are so inclined to steal from those who do. A great crime it is to take the masterwork from a smith, and so the smith must be able to protect his crafts.

Spoiler

Mechanics:

This rune comes in two halves. One half is carved into an object that opens, be it a chest, book, bottle etc. while the other half is carved into a separate “key” item. If one were to attempt to open the container without pressing the key rune to the lock rune, the rune on the container would briefly flare with the forge-fires of Val’Garis and scald their skin. An emote must be made in shout of the attempted thief yelping in pain briefly.

 

-This Rune must be marked in the description of an item or as a /rpsign on a chest.

-It must be stated clearly on the “key” item which lock it corresponds to.

-The same key can be used for multiple containers.

-If you do not clearly state that an emote must be made in shout from opening the container, do not expect the shout to be enforced by staff or anyone else. It is your responsibility to make this clearly stated.

-The rune will only flare once every OOC hour, and does not prevent the container from being opened, it merely scalds the thief-to-be.

-This rune can be activated by its creator, as it only requires pressing two runes together and not activating them on their own.

-This rune is player signed.

 

 

 

[T5] Rune of Stone [P+C]

When activated, the rune of stone glows for a brief time and causes objects to shift to stone. Use of the rune of stone is often seen in shifting rune-tattooed limbs to stone for a brief time in combat, or turning wood into stone so it becomes easier to chisel for crafts for a time.

Spoiler

Mechanics:

Turning an object or limb to stone requires [3] emotes (lighting rune, charge, transform). It then lasts for the next [5] emotes before returning to its previous form.

 

-The person activating this rune cannot be interrupted while in the process of doing so.

-If a limb is lost while in stone form it is lost, there is no recovery and it will return to flesh the second it leaves the body.

-If used as a tattoo this rune can only affect one limb at a time i.e. one arm, one leg, etc.

-The stone produced from this rune would only be as strong as stone and would be particularly susceptible to brute force through items like pickaxes.

-A limb turned to stone with this rune is only stone at the skin. Not all the way through. If the stone is broken, it would serve a similar purpose to a gash in the skin.

-Any injuries or damages sustained while turned to stone are sustained when turning back.

-This rune requires an ST signature.

 

[T5] Rune of Swiftness [C]

To protect the forge is to protect innovation. It is essential that all runesmiths learn to and have the ability to protect their crafts and their forge. For without, they are meaningless. Garumdir seeks to provide this assistance with the Rune of Swiftness

Spoiler

Mechanics:

Activating a rune of swiftness carved into a bow uses [1] emote. Once activated, the following 3 arrows fired from the bow will require [1] fewer emotes to fire. A bow will only require [2] emotes and a crossbow [3]. Once these 3 arrows have been fired, the rune must be activated again using [1] emote.

 

-Only works for bows and crossbows

-Must be visibly carved in the material structure of the bow.

-This rune requires activation to be clearly stated as doing so, and the rune continues to glow until the 3 arrows have been fired.

-This rune requires an ST signature.

 

[T5] Garumdir’s Stamp [P]

A master runesmith may find that he now desires to move his stamp to another place. Or perhaps his friend lost a limb bearing the stamp. Naturally, there must be ways in which to bring back Garumdir’s stamp upon the body. The runesmith may return once more to his Rhunforge and call upon Garumdir’s bolt of lightning to once more brand himself or his fellow smith with Garumdir’s stamp.

Spoiler

Mechanics:

A T5 Runesmith can imbue a new tattoo rune to serve as a new Garumdir’s stamp on either himself or a fellow Runesmith. If there is an existing stamp already on the runesmith, it will grow dormant and fade after an OOC week. If the previous stamp was lost then this new one will serve as the Garumdir’s stamp for the smith. The process works just as a connection to the magic.

-The initial chosen color of a Runesmith’s stamp cannot be changed when it is replaced.


 

PROGRESSION:

 

Tier One - Novice

A Novice Runesmith is one just starting in his path, learning only basic runes and still getting familiar with his stamp. His wielding of the spark is minimal at best, and his forge-fires barely burn. Lasts two [OOC] weeks.

 

Spoiler

Runes: Chanting, Illumination

 

Tier Two - Apprentice

An Apprentice Runesmith has increased their proficiency, able to control the spark slightly better and understand more complex runes. His forge-fires begin to burn a little hotter. Lasts three [OOC] weeks.

Spoiler

Runes: Chanting, Illumination, Mending, Endurance

 

Tier Three - Adept

An Adept Runesmith has really begun to hit his stride, his forge-fires burn a nice toasty temperature and his knowledge of runes becomes a great deal more complex. Lasts five [OOC] weeks

Spoiler

Runes: Chanting, Illumination, Mending, Endurance, Darkness, Sight

 

Tier Four - Expert

The Expert Runesmith has nearly achieved mastery of the art, his forge-fires burn scalding hot and he knows all but the greatest and most complex of Garumdir’s runes. Lasts six [OOC] weeks

Spoiler

Runes: Chanting, Illumination, Mending, Endurance, Darkness, Sight, Forge-Fire, Return, Thieves

 

Tier Five - Master

The Master Runesmith has mastered all that Garumdir’s spark has to offer. His forge-fires burn as hot as the forges of Val’Garis. The runes he carves rival that of Garumdir himself and he is ready to carry on innovation even beyond.

Spoiler

Runes: Chanting, Illumination, Mending, Endurance, Darkness, Sight, Forge-Fire, Return, Thieves, Stone, Swiftness, Garumdir’s Stamp


 

ALL EXISTING MAs AND TAs ARE WIPED AT THE TIME OF THIS WRITE.

 

PURPOSE (OOC):

Spoiler

It's been two years dammit you can look at another one.

 

Runesmithing is a piece of lore that has long been dormant. Many attempts have been made at rewriting it as I’m well aware. The dwarf community has long wanted to see its return. I’m hoping that approaching it from a new angle with a new aenguldaemon, and incorporating ideas from both old players and new, can provide the type of twist that ST desire to get it passed. I’ve put in a few provisions to attempt to prevent it from being hoarded and necessitating for it to spread for a Runesmith to be useful as I know previous ST apprehension to the lore has come from the notion that it will be gate kept hard.

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Credits:

Me - Writing this

Xergarok - Advice and review

Nooblius & the Rhun Cult - Base stuff and inspiration for much of it

Dwarves - Slapping belleh

 

Changelog:

Spoiler

 


 

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I uhh. . . Don't really know why Runesmithing would be related to Garumdir, he is basically entirely focused on non-magical innovation/crafting and would likely not mess around with Magic or other energies to power his machines. I'm not a huge fan.

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NO WAY!

+1

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I like the lore, but it does seem odd for it to be Garumdir- he is the god of what is basically the clockwork realm and cares about non-magical inventions and machines; I don't know if it really fits with rune smithing

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21 minutes ago, Norgeth said:

I uhh. . . Don't really know why Runesmithing would be related to Garumdir, he is basically entirely focused on non-magical innovation/crafting and would likely not mess around with Magic or other energies to power his machines. I'm not a huge fan.

 

7 minutes ago, Jaxothy said:

I like the lore, but it does seem odd for it to be Garumdir- he is the god of what is basically the clockwork realm and cares about non-magical inventions and machines; I don't know if it really fits with rune smithing

 

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8 minutes ago, BuffBadger said:

 

 

My point still stands - It doesn't really change that it doesn't make sense just because Squak said it does. Squak isn't always right. Aswell, from my understanding, The Spark isnt a power source, but instead Artificial Souls for Reevers and such.

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Seems kind of barebones. A number of these runes also don't exactly do anything useful, take the rune of mending for example. I cannot recall the last time someone actually roleplayed having their special weapon or items break. I could see the rune being more useful if people still used actual pvp swords as rp items and pvp'd with them, giving a reason for items to be miraculously mended. The rune of purity might be useful for like ST metals where there isnt a lot of room for error when trying to create something, but the rune of illumination and rune of chanting are just... useless?? So many things already emit light, not just magics, alchemy, even just rply carrying a lantern. This entire rewrite feels like it is in an entry for a different server other than LOTC, one that would actually require these mundane mechanics.

I would recommend that for Runesmithing, a magic which is based around creation and word combinations, that either an edit to this post or future rewrites look into creating a vast list of possible effects and rune combinations, even having interactions with most of the large magics (such as voidal and deific) built into it from the get go, otherwise you kind of fall into the trap Sybyll's auxiliary sigils fell into when they rewrote golemancy, where there was basically nothing useable and it was left to a "lol, write some effects yourself, idk" kind of state.

At this point, the ST have made it very clear that if Runesmithing is to be allowed back onto this server, it needs to be something very impressive, the amount of times that is has been denied should say as much. You'll need not just great lore behind why the magic works, but great mechanics and usage as well. If you really want Runesmithing to return, it should be a massive collaborative effort by an entire community who can cover every inch of the project, fully flesh it out and fully realize it, it should not be left to a small clique of writers.

TLDR: The lore is good but the magic itself is barely usable with its limited content and underwhelming effects. Consider what you are asking for, this is a magic that allows you to quite literally write effects into existence, it should match that in both depth and usage.

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lol

 

That feel when the God of innovation forces u to carve into rocks to do basic tasks instead of inventing

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A NEW HAND TOUCHES THE BEACON 

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On 10/15/2023 at 9:37 PM, Jaxothy said:

but it does seem odd for it to be Garumdir- he is the god of what is basically the clockwork realm and cares about non-magical inventions and machines; I don't know if it really fits with rune smithing


It's not far from him though, Garumdir is also a craftsman- rune smithing falls into this aspect of smithing magic, and its applied to craftsman and artifice. Just because he's the daemon of innovation and machines, it does state he could willingly make a weapon sharper than most smiths. This could in fact foretell rune smithing is not far from his immense artificer skills.
 

On 10/15/2023 at 9:23 PM, Norgeth said:

I uhh. . . Don't really know why Runesmithing would be related to Garumdir, he is basically entirely focused on non-magical innovation/crafting and would likely not mess around with Magic or other energies to power his machines. I'm not a huge fan.


Garumdir is not only non-magical, it does state both in old/shelved lore and current Lore that he's delved into magical aspects to make something better, and has praised those who's used such (Voidal or not) to make grand creations that would seem rather impossible for any normie. He worked with many magical aspects for example his spark- to power his machinery, this write is simply taking the spark which Garumdir uses and applies it to a craft through runes. 

Ultimately this doesn't justify the barebones of it, while still being niche and all- it has SOME starting understanding of Garumdir. For a similar quote look above 


"With newfound concepts, the Daemon upheld mortal conventions and tools, and improved them by a hundred-fold. If man could make a pickaxe, Garumdir could make a drill for a refinery of ores to be chipped and gathered. If man could make a sword, Garumdir would somehow make it sharper than it could be" - [Daemon] Garumdir - Daemon of Craftsmanship, Progress and Innovation by SquakHawk

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I like the lore, though I do have a question or two. How would it work if a Voidal magical enchanted item gets 1 or 2 runes placed on them? Or a Blood Magical weapon? And can one learn it while having learnt 3 Voidal magics? What's the reasoning behind that?

Besides those questions to calm my mind I, like I said, love the lore, so it gets a +1 from me for what that's worth.

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I really like this! I don't know much about Runesmithing before it was shelved, but this is a very interesting read! I did have an idea, however, that I mentioned in the Urguan discord:

 

Maybe the Runesmiths could have some form of caveat to learning Runesmithing? Like, mental or physical effects? Mental effects could be like expert Runesmiths could be obsessed with perfection, always seeking to make their magnum opus. For physical effects, maybe the Runesmith could age faster for some reason, or maybe they slowly turn to stone at a certain age so they don't live as long (like how orcs grow horns that kill them at a certain age). It's not 100% necessary, of course, I just think it'd be neat to add effects like that for flavor.

 

I got the idea from things like the Lutaumancy Rewrite or current Blood Magic, along with orc lore. It always interested me, so I thought it'd be neat for Runesmithing!

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

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