Badgermordakin 594 Popular Post Share Posted December 20, 2023 Spoiler https://youtu.be/9KlgvMXur_8 RUNESMITHING A runesmith preparing to craft his newest item For all of descendant history, hundreds have claimed to be the greatest smiths to walk the land, the most adept carvers, the most intricate crafters. They have crafted swords of the finest steel, bows of the most flexible wood, alloys from the firmest metals. And yet, all pale against the craftsmanship of the runesmith. For the runesmith has learned to guide his very soul in his crafts. To runesmith is to hammer the power of your soul, your anima, into your crafts and use the runes of the material alphabet that you smith to guide this anima to enact great things. In order to practice Runesmithing one must be capable of study, meaning it cannot be practiced by children before adolescence, Ologs and those with mental deficiencies significant enough to strip them of object permanence. Requires a Greater Soul capable of producing Anima Runesmithing is bound by logic and reason and therefore impossible to fathom without such (i.e. unadjusted Voidal Horrors) One must learn from an individual with a valid [TA] in Runesmithing, barring exceptions for ST-sponsored lore injections Runesmithing requires a valid [MA] in Runesmithing Runesmithing takes up [2] magic slots Runesmith’s Sight [P]: A runesmith’s increased proficiency with crafting would allow the runesmith to be able to see the material make-up of the world. They can see all the symbols and signs of all things around them which would be difficult for them to focus on in their first years of being a runesmith. Spoiler This cannot be used to metagame information that a runesmith should not know Any runesmithing runes unknown to the smith will appear as if a blur and be illegible, they must learn the rune by reading or by being taught by someone who knows them This would be very disorienting for awhile and would have a notable effect on the runesmith’s mind Lesser Creation [P]: A runesmith’s ability to see the material makeup of the world allows them to manipulate the material world around them, grasping with their anima to manipulate the very makeup of the world. A runesmith can reach out and push and pull signs and symbols and refine them together to make basic materials like rocks, gems, iron, in their raw forms. Spoiler This is largely an aesthetic form of sign manipulation and cannot be used in any combative ways This can only be used for mundane materials (e.g. rocks, gems, iron, etc.) You cannot make signs appear or disappear out of nowhere, they must come from somewhere and end up somewhere This cannot be used in anyway with ST materials RUNESMITH’S TOOLS A Runesmith’s Rune Hammer A special craftsman such as the Runesmith requires a set of tools that serves as an anima channel that can connect to their runebrand and imbue into objects. To achieve this, runesmiths utilize quite the tool set, consisting of the Rune Hammer and the Rune Forge. These tools are greater than your average set of equipment as they are extensions of the Runesmith’s very soul. Either being stored on their person or returned to their soul for safe keeping. The Rune Hammer: An extension of oneself, the Runesmith uses a Rune Hammer to control the flow and precision of their use of Anima- better the control, the more resources efficient. The creation of a Rune hammer is often the first lesson a teacher gives their student and requires the carving of special runes into a normal hammer. Anima must then be poured in through a runesmith’s runebrands, serving as the only time in a runesmith’s life in which they may imbue an item with anima without hammering the anima within. Spoiler Rune Hammers must be mechanically represented within a character’s inventory and state the creator’s name in the description Rune Hammers must consist of a hammer-like head and a handle of some sort, anything beyond that is up to the creator Thanhium cannot be included in the Rune Hammer due to its anti-magic properties Rune Hammers may only be used to imbue anima into an object by the creator of the hammer as listed in the description Hits with a rune hammer are harmless do absolutely no damage to anything (e.g. hitting glass with a rune hammer wouldn’t break it) and are therefore unusable in combat or for the crafting of things other than runesmithing related crafts Rune Hammers can NOT have an item rune crafted into them to enhance their abilities Rune Hammers may serve as casting implements for other magics Rune Hammers are player signed items The Rune Forge: The core of the Runesmith’s abilities, the Runic Forge is where the anima is hammered into objects and imbued within. Here is where the magical efforts of the smith of runes bear fruit, as this tool acts as a focus or conduit to pull the runesmith’s anima from their hammer into the object they are imbuing. Aside from being used in runecasting, this personal forge is used by the runesmith in their runic crafts. The Rune Forge itself can be created in different forms depending on the Runesmith as long as they contain a flat forge surface of a half meter in diameter, usually this is an aesthetic choice and doesn’t change the function or purpose of the forge, the most common form being an Anvil. To create this, a runesmith must use their rune hammer to hammer their anima into the stone they intend to make into their forge, thus bonding the two items together. Spoiler Rune forges must contain at LEAST a flat disk surface of half a meter in diameter, this may be larger and in the form of a square or any other shape, but must contain the disk at least Thanhium cannot be included in the Rune Forge due to its anti-magic properties Rune forges can glow with the color of the aura of the runesmith that created it if they chose Rune forges can be imbued with anima by hammering them with the rune hammer to change their shape over the course of [3] emotes outside of combat Rune forges must be made out of some type of stone Rune forges are player signed items RUNEBRANDS A dwarven Runesmith bearing a runebrand carving into a potion bottle To channel such levels of anima through their body and into their crafts, a runesmith must create channels to guide it just as runes guide their anima within tools. The art of Runebranding is a complicated process known only to those who have studied Runesmithing extensively, usually a Runesmith’s master will ink the runic tattoos onto their student and imbue their anima into the ink to turn it into channels through with their student can wield their anima. The Runebrand is not a brand purely on the physical skin of the runesmith it is a brand on their very soul, this is what allows them to channel anima through it. Spoiler Runebranding serves as the method of connection for the magic Runebranding can only be done by one with a valid [TA] in Runesmithing Runebranding is considered an open knowledge ritual, anyone with a [TA] in runesmithing can do it Runebrands spread across the entire body and must therefore always be visible on the body Runebrands can be any color an aura can be When imbuing an item with a runesmith’s anima or runecasting, a Runesmith’s aura will glow from their Runebrand The process of Runebranding will be painful and will require time for the new runesmith to adapt to their new anima channels (time between posting MA and getting approved) A Runesmith may choose to close their anima channels at any time at will, effectively disconnecting them from the magic. This cannot be forced onto a runesmith, this choice must be made willingly Brands are permanent tattoos and cannot be removed easily. Dropping the magic also does not remove the tattoos. As time goes on and a runesmith learns to master their art they often find themselves lost, in need of a new outlet to improve their craft. In this pursuit, the Runebrand crests were made. To even further enhance their art, a master runesmith may enhance the very channels that he guides his anima with to improve his capabilities by inking a crest with his runebrand. Augmentation of the Runebrand is a difficult task, one for a craftsman with a practiced and steady hand, only a true master is capable of such a feat. Inking a crest would take hours and consist of hundreds of runes all channeling the powers of the runesmith. Three crests have been known to work. A runesmith can augment their Runebrand with a crest when they reach T5 in runesmithing All crests are considered common knowledge and do not need to be taught This ritual can be self-initiated though it is encouraged to include others in the rp A runesmith can only have one crest at a time A runesmith’s crest cannot be changed once inked on and imbued A runesmith’s crest must be marked on their [MA] Spoiler The Weaver’s Crest: The Weaver’s Crest is developed for the runesmith who desires to expand upon his abilities in weaving Runecasting. Through opening their anima channels wider and allowing greater amounts to flow outward as they cast, a Runesmith with this crest may maintain more active runes that last longer through runecasting. A runesmith with the weaver’s crest is able to maintain [2] simultaneous runes while runecasting rather than 1 A runesmith with the weaver’s crest is able to maintain their runecasted runes for [10] emotes rather than 5 before exhaustion A runesmith with the weaver’s crest is able to cast [8] runes in the duration of a combat rather than 5 A runesmith with the weaver’s crest can NOT create two runes at the same time, they MUST do the required [3] emotes for each new rune A runesmith with the weaver’s crest is unable to produce two of the same runes simultaneously The Artificer’s Crest: The Artificer’s Crest was made for the runesmith who desires to expand upon his abilities with crafting runes. Through widening his stores of anima a runesmith who bears the artificer’s crest can craft more runes than ever before and make better use of their resources. A runesmith with the artificer’s crest is able to imbue [6] runes per OOC week rather than 3 A runesmith with the artificer's crest is able to better utilize the compatible sources when collaborating with other magics in their craft, able infuse two additional magics into their anima instead of one A runesmith with the artificer’s crest is able to fabricate [2] materials at the creation forge every OOC month rather than one A runesmith with the artificer’s crest is able to create MArts through artifact creation at the creation forge every 1.5 OOC months rather than every 3 OOC months The King’s Crest: The King’s Crest was made for the runesmith who desires to lead and support his fellow runesmiths. Through imbuing their runebrands with an excess of anima they are able to aid their fellow runesmiths in their crafts, providing a strong presence and steady hand to lead. Due to the excess of anima produced by the King’s Crest, a runesmith bearing this crest’s runebrand will constantly glow with their aura. This glow is purely aesthetic and provides no tangible benefits such as blinding someone or providing light in the darkness Any runesmith within [20] blocks of a runesmith bearing the King’s Crest will already have their anima charged, enabling them to runecast with [2] emotes. Any runesmith within [20] blocks of a runesmith bearing the King’s Crest will always know which direction the King’s crest is in, even if all senses are blinded. Any runesmith bearing the King’s Crest will count as two runesmiths of their tier during the rituals involving the Creation Forge RUNES A goblin runesmith etching runes into a new spell blade Ever the dutiful craftsmen, it has been the goal of runesmiths for centuries to strive beyond the mundane. To craft items greater than once thought possible. True master smiths who have learned to smith from the very essence of the world itself. To perfect their craft, runesmiths have learned to channel and hammer their very anima into objects and use the material alphabet to guide this anima and tell it what to do. General Runesmithing Guidelines: Spoiler Runes are formed from the material alphabet and can be understood by anyone familiar with it Runes only affect the object they have been carved into Runes are not automatically known and can be taught by anyone that knows how to create said rune. This can be done via reading a book/message or teaching in person. A [TA] is not necessary to teach new runes. The rune carved and its effects MUST be stated in an item’s description Runes may not be larger than one cubic meter (1x1x1) Each object may only bear a maximum of [1] rune Objects may bear additional runes for aesthetic effect but only one will be used to guide anima A runesmith can only imbue [3] runes per OOC week Runic effects are permanent. The only way the effect of the rune can be removed is to remove it entirely from the object Runes cannot be carved into Thanhium due to its anti-magic properties The effects of each rune must be clearly written in the description of an item or an accompanying /rpsign for built objects These effects can and are encouraged to apply to enchantments (e.g. increasing the range of an air evocation compression enchantment) In the case of items that fire other weapons (e.g. bow and arrow) runes must be carved into the implement that fires (bow) rather than the thing being fired In the case of potions, the runes must be carved into the bottles, which can be reused unless the bottle is broken (e.g. throwing a will o’ bottle) Carving of runes into items requires focus and cannot be done in combat RUNECASTING A human runesmith weaving a runic cast into the air A runesmith’s duty is to the craft, and without his forge protected how can he continue to craft? Soldiers around him die by his blade and the smith can do naught. It is imperative that the Runesmith is capable of protecting his workshop and those it serves. To aid their fellows, new runesmiths have developed a way to concentrate intensely on their anima and thus channel it in its pure form to create runes. By pouring their anima forth, a runesmith may then temporarily create a rune out of pure anima and send it forth with the strike of a hammer. Spoiler Runecasting requires [3] emotes: 1x for charging anima, 1x for drawing the rune, 1x for striking with the rune hammer and sending the rune out to its location Runecasting must be done at a Rune Forge A Runesmith must be stationary while Runecasting and maintain concentration In cases where there are multiple runecasted runes at play, they cannot overlap at all Only [5] runes can be casted during an encounter or every 1 OOC hour out of combat before tiring out a Runesmith to the point that they cannot cast anymore Runecasting requires concentration for all 3 emotes until the rune is finished and sent out A Runesmith may only have [1] active runecasted rune at a time barring exceptions for runesmiths with the Weaver’s Crest Items with rune carvings in them can still be effected by runecasts, enhancing their effects further Runecasted runes have a range of 20 blocks from the Runesmith and their Rune Forge Runecasted runes exist in a circle with a [3] block radius If the area a rune is casted on moves, the rune moves with it (e.g. a moving boat, the rune stays in the same place on the boat while it continues to move) Runecasted runes can be moved 4 blocks in any direction (centered on the center block) every turn they are active if the runecaster focuses on the rune (uses their crp action) Runecasted runes last for [5] emotes in combat or an hour out of combat Anything that passes through a Runecasted rune only gains the effects of said rune while in it Anyone familiar with the material alphabet might have an idea of what these effects are. But one unfamiliar with the material alphabet would not know the rune’s effects unless told or by sending an item through it Runecasted runes appear to glow the aura of the Runesmith It is the responsibility of the Runesmith to make sure everyone is aware of where their Runecasted rune is at any given time and what its effects are THE CREATION FORGE A creation forge nestled within the mountain Ever in pursuit of a better craft, it is the nature of the runesmith to forge that which is unforgeable, create that which has not been thought of yet, invent the inconceivable. Naturally, a place to craft such astonishing new creations must be adequately equipped for the strenuous tasks it is meant to undertake. As such, the runesmiths created a method from which they can craft a great Creation Forge. From discovering new runes to smith to reshaping their anima into a new existence, the Creation Forge serves as a great testament to craftsmanship and its abilities to innovate beyond the mundane. Creating a Creation forge is a time extensive process that can be created by imbuing a normal forge with hundreds of runes and anima to guide the anima of master runesmiths into new creations. A Creation Forge requires an ST signature accompanying a sufficient build that represents each of the required parts A Creation Forge must consist of at LEAST a forge and anima ley lines in which to temper items It is encouraged but not necessary that rp surrounding creation of new runes for lore submissions is done at a Creation Forge A creation forge requires at least [3] individual sessions of freeform rp over a minimum of an OOC week to build At least 3 distinct T5 runesmiths must be involved in the process of creating a creation forge The Creation Forge may serve the purpose of a universal Rune Forge for any runesmith Spoiler Artifact Creation: To create that which has already been made does not make one a master but a laborer. All runesmiths find comfort in the pursuit of perfection and, through this, endeavor to create artifacts previously unknown. The frontier of knowledge. Often the degree of anima produced and infused in created items is so extensive that it must take many years to simmer down and become properly usable. As the runesmith finishes his newest craft he must carefully wait for the anima within to temper for many years where it might break or solidify into a usable artifact. Often runesmiths collaborate alongside other spellcasters to change the very nature of the runes. In creating artifacts, runesmiths may funnel the energies of others and merge them with the anima they hammer within an object to imbue it with a blend of energies creating a new method in which to wield both energies. The Creation Forge holds the ability to blend these energies together and encourages this in its artifact creation. Runesmiths may submit their created artifacts through a MArt application Artifact creation is mostly free form, making use of any of the runes from the material alphabet to create a runic item with new function(s) Artifacts created should be mechanically balanced Artifacts require the power of at least [3] distinct T5 runesmiths in the process [3] T3 Runesmiths and [2] T4 Runsmiths can serve as the equivalent to [1] T5 runesmith in this process Tempering is meant to represent the time between rp creation and approval/denial of a MArt. If denied, the artifact shall break under the pressure of the anima within, if accepted the artifact shall strengthen and become useable as intended Objects being tempered give off a light glow in the color of the aura of the leading runesmith’s aura. This light cannot give any tangible benefits and only serves aesthetically Artifacts follow all requirements of MArts Material Fabrication: Far too often is the smith throttled by the miner. The refining of materials is held captive by the lack of ability to attain such materials. To combat such an issue, the runesmiths forged anew a method in which to attain such materials through the creation forge. With the might of multiple runesmiths and their anima, a group of runesmiths can painstakingly turn their pure anima into complex materials from which they can forge new crafts at the creation forge. Individual Runesmiths can engage in material fabrication once per OOC month unless bearing the artificer’s crest Any naturally occuring material can be fabricated through this method barring Thanhium due to its non-magic properties. Unnatural materials that cannot be fabricated include materials such as Arcanium, Mannite, etc. Refer to ST if unsure At least one runesmith participating in the ritual must have intimate knowledge of the material being fabricated (i.e. having learned to craft with this material) All runesmiths participating in the ritual will gain intimate knowledge of the material being fabricated after the ritual ST materials fabricated in this method require an ST signature Material Fabrication requires [3] T5 runesmiths to actively participate in the process. [3] T3 Runesmiths and [2] T4 Runsmiths can serve as the equivalent to [1] T5 runesmith in this process Materials fabricated in this method must also be tempered in anima albeit for far shorter times (this is to represent /sreq wait times) This ritual is not open knowledge and must be taught to a runesmith by one who already knows the ritual. This does not require a [TA] Materials fabricated in this method will be completely pure and without any sort of slag Materials fabricated must be equivalent to the amount typically found in a standard sized ore of that material PROGRESSION Tier One - Novice A Novice Runesmith is one fresh on his path, having just received his runebrand he will exhibit great loss of anima as he hammers it into objects. Lasts [2] OOC weeks Spoiler May learn and use [2] runes. May imbue [1] rune per OOC week. Does not have access to Runecasting. Cannot participate in Creation Forge rituals. Tier Two - Apprentice An apprentice Runesmith has increased their proficiency so that they might use runecasting but still lacks in extensive capabilities. They will still exhibit great loss of excess anima while channelling into objects, but not as much. They have mastered basic concepts and have begun to tip their toes into intermediate concepts. Lasts [3] OOC weeks Spoiler May learn and use [4] runes. May imbue [1] rune per OOC week. May cast [1] Rune per combat or OOC hour. Cannot participate in Creation Forge rituals. Tier Three - Adept An adept Runesmith has come to understand the basics of runesmithing and runecasting and they are working through intermediate concepts of runesmithing and casting. They have begun to get a better control on their anima, letting more seep into their objects than out. Lasts [5] OOC weeks Spoiler May learn and use [8] runes. May imbue [2] runes per OOC week. May cast [3] Runes per combat or OOC hour. May participate in Creation Forge rituals. Tier Four - Expert An expert runesmith has mastered intermediate concepts of runesmithing and runecasting and has begun to dip their toes into advanced level runesmithing. They have almost no anima loss while hammering their anima into an object. Lasts [6] OOC weeks Spoiler May learn and use [10] runes. May imbue [2] runes per OOC week. May cast [4] Runes per combat or OOC hour. May participate in Creation Forge rituals. Tier Five - Master A Master runesmith has mastered all that runesmithing has to offer, they lose next to no anima when hammering their anima into an object. Spoiler Has no limit to the number of runes known and able to be used. May imbue [3] runes per OOC week unless bearing the artificer’s crest. May cast [5] Runes per combat or OOC encounter unless bearing the weaver’s crest. May participate in Creation Forge rituals and participate in creating a Creation Forge. Can apply for a [TA] in runesmithing. ALL RUNESMITHING MAs AND TAs ARE WIPED AT THE TIME OF THE APPROVAL OF THIS LORE Lore injections: Spoiler In the event that someone Grandfathers the magic due to the absence of Runesmiths, they will enter a [3] OOC day comatose stasis. During this time, their minds and bodies undergo intense pain as the knowledge of Runesmithing is engraved into their Mind and Soul through naturally forming Runebrands. While in stasis, their body slowly petrifies, stone and other elements sticking to their form as the material realm seems more drawn to them, this varies based on the environment’s nature (IE: One in a volcanic region would have volcanic materials such as sulfur on them). On the final day, the petrification will crack and call as the Runesmith wakes. This Grandfathering method is purely an rp flavor addition PURPOSE (OOC) Spoiler Why hello there, welcome back. In this write I’ve attempted to address various concerns presented by ST after my last runesmithing rewrite. I think this particular write serves a niche which has been sort of hollowly filled by people’s description writing. Everyone and their mother on this server who forges a sword or carves a wooden statue is a “master” craftsman with their work being “incredibly intricate” and whatnot. I felt that there was merit to providing tangible benefits to those who actually want to dedicate time into becoming master craftsmen. I am aware that there was a credible worry from ST that creating runesmithing to be auction house item spam would be detrimental to the server and overall rp, but I also felt it a disservice to the idea of runesmithing to throttle it into casting exclusively. As such, I believe I’ve created a system here that is dedicated to supporting and enhancing preexisting items that are created for the purposes of other magics/feats/uses. The intention is to promote an approach of quality over quantity in items and encourage cross-MA/FA interactions as that is not always so common with the way many communities are set up. I also feel that this method is concretely different from the elephant in the room BM rune crafting and serves a tangibly different niche. On the matter of how runes work, I want to note that I did heavily consider making some sort of activation method for runes but ultimately decided against it. The intention of this magic is to enhance crafting and the abilities of preexisting crafts, adding another emote or two onto their effects gives a degree of emote bloat in my opinion and will make people far less inclined toward using runes when push comes to shove. The intention with how runes are written is to enable customization in a similar vein to the way alchemy works with additions allowed to be added on in new lore pieces, letting folks tailor runesmithing to their particular niche. I’m not too proud to say that I know nothing about how a necromancer might want to use runesmithing for their magic, but that shouldn’t mean that a necromancer shouldn’t be allowed to incorporate runesmithing. Again, the intention of this write is to be primarily a method of enhancement for others rather than a piece for creating stand alone projects. The accompanying core runes lore piece is meant to serve as a sort of template for future rune writes. Additionally, I am aware that you suggested 3 spell slots rather than 2 in the previous write but I feel 2 is a fair number for a magic that has almost nothing in the way of its own damage in combat and is built as a sort of support role both in and out of crp. I felt that the 2 slots would represent respectively rune item imbuement and runecasting. I’m flexible on this, willing to change if ST disagrees, but those are just my thoughts on it, 3 seemed excessive in my opinion. I also feel there’s a benefit to explaining the intention behind runebranding in case people want to make lore expanding on making more crests or whatnot. The intention with crests is to provide a minor end-magic boost to a runesmithing segment, allowing for specialization and denoting the “master” level of the craft. Crests are for providing only benefit, any future writes on crests should not lock parts of runesmithing behind having a crest, only give boosts to things they can already do. On the MA/TA wipe, I think that’s pretty reasonable, nobody on the server’s used runesmithing for years, frankly I’m not even sure if anyone has an MA or TA out right now. But if they do it’d be for a magic completely different to this one. Credits: BuffBadger - Primary writer XxEnderking - Secondary writer _RoyalCrafter_ - Secondary writer WulfricBorr, GremlockGremlin, Nusti75, Miya, Epicethan - Playtesters Citations: Spoiler https://www.lordofthecraft.net/forums/topic/230617-%E2%9C%97-magic-lore-runesmithing-forge-masters-of-valgaris/ (feedback from my own previously denied write) https://www.lordofthecraft.net/forums/topic/192262-%E2%9C%93-world-lore-feat-alchemy/ https://www.lordofthecraft.net/forums/topic/192196-%E2%9C%93-world-lore-alchemy-iii-core-potions/ https://www.lordofthecraft.net/forums/topic/184582-%E2%9C%93-world-lore-the-material-alphabet/ https://www.lordofthecraft.net/forums/topic/218831-%E2%9C%93-world-lore-the-canon-energies/ https://www.lordofthecraft.net/forums/topic/201357-%E2%9C%93-spellforging-the-magnum-opus/ Changelog: Spoiler -formatting 54 Link to post Share on other sites More sharing options...
ᚽᛁ ᚢᚽᚭ ᛌᛁᛁᛌ 57 Share Posted December 20, 2023 One must imagine dwarves happy 5 Link to post Share on other sites More sharing options...
SimplySeo 5274 Share Posted December 20, 2023 Please Squak have mercy its been four years we've suffered enough 10 Link to post Share on other sites More sharing options...
_RoyalCrafter_ 3256 Share Posted December 20, 2023 "RUUUUUUUUUUUUUUUUUUUNEEEEEEEEEEEEEEESSSSSSSSS" The Grand King had a fever induced manic episode as he thought about runes. His sickness yet to fade away, but it made way for fervour. EPIC MAGIC +1 WE EVEN PLAYTESTED THIS SHIT FR FR 7 Link to post Share on other sites More sharing options...
ULTRAMIDI 258 Share Posted December 20, 2023 Just the amount of times this was remade deserves a reward, also, looks really good! +1 3 Link to post Share on other sites More sharing options...
UnusualBrit 2061 Share Posted December 20, 2023 For the Rhun laddeh 1 Link to post Share on other sites More sharing options...
Mirvam 311 Share Posted December 20, 2023 This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. 4 Link to post Share on other sites More sharing options...
SharpString 323 Share Posted December 20, 2023 Most dwarven magic imaginable not being made dwarven in any way…. Sadness. God forbid if anyone in LOTC had anything special! 3 Link to post Share on other sites More sharing options...
_RoyalCrafter_ 3256 Share Posted December 20, 2023 2 minutes ago, SharpString said: Most dwarven magic imaginable not being made dwarven in any way…. Sadness. WE'VE BEEN GENTRIFIED BY THE ST. MY LEGS ARE GROWING LONGER OH GOD WHY ARE MY EARS POINTY 8 Link to post Share on other sites More sharing options...
Zolla_ 947 Share Posted December 20, 2023 18 Link to post Share on other sites More sharing options...
Elennanore 2776 Share Posted December 20, 2023 Please add an elf making rune concept art so that you might hit the racial diversity quota 2 Link to post Share on other sites More sharing options...
Badgermordakin 594 Author Share Posted December 20, 2023 7 minutes ago, Elennanore said: Please add an elf making rune concept art so that you might hit the racial diversity quota hell will have to FREEZE over before I add a po*nty ear to my runesmithing lore write. I DID ENOUGH DEI REQUIREMENT ART 2 Link to post Share on other sites More sharing options...
_RoyalCrafter_ 3256 Share Posted December 20, 2023 2 minutes ago, Elennanore said: Please add an elf making rune concept art so that you might hit the racial diversity quota elves are not people so they do not count. they have souls lesser than kha 4 Link to post Share on other sites More sharing options...
wowj 2831 Share Posted December 20, 2023 not reading this but it'd be cool if this interacted w/other magics/feats that use anima (IE: Sorvian Crafting) where you couldn't do as much RUNES if you made a SORVIAN the past month 3 Link to post Share on other sites More sharing options...
satinkira 5941 Share Posted December 20, 2023 25 minutes ago, Mirvam said: This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. 12 Link to post Share on other sites More sharing options...
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