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Badgermordakin

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  1. i am legally obligated to post all of my lore as two posts

  2. Cerridwen’s Guardians Origin Ancient myth surrounds the fae realm of the three Aspects. Each inhabits their own land, dominated by the stars of their way. Together, as one, they grant the gifts of the Aspects to the druids of the material realm, allowing them to protect nature and the balance. Their duties are held with high importance and reverence, for the Aspects do not grant their gifts to everyone. As it has been since time immortal, the Aspects have granted these gifts. But as of late, the master druids have begun to specialize, seeking out further gifts with the guidance of their chosen patron Aspects. The deepening of their skill corresponds with their choice of Aspect from which they choose to rebond with, connecting once more so that they are granted gifts anew. These gifts manifest themselves as a mist, generating out of the druid’s body akin to a Blight Healer, from which the druid may draw upon and use their powers. Cerridwen, the patron of Dayward Lands of the Fae Realm. Her duty is done with joy, her demeanor magnanimous. When those lucky few druids who chose to expand their gifts with her chose her, she chose to grant gifts that reflected herself. A patron for gardeners, growers, guardians. The gifts she grants are those to protect the growths within nature against that which would destroy them. Her tenets serve as guardians of the nature she so carefully nurtures. For the balance is served best when joyful duty is fulfilled. Magic Explanation Cerridwen’s gifts are only granted to master druids, those who have honed their gifts already granted to the finest degree. Primarily used by hunters during the hunt, the gifts are for maintaining the balance through combat through the use of the druid’s mists. Redlines: Cernunnos’s Rangers requires a valid [MA] to use Cerridwen’s Guardians takes up [1] Magic Slot Cerridwen’s Guardians requires one to be a T5 Druid before learning Cerridwen’s Guardians is mutually exclusive with the Cernunnos’s Rangers [MA] Cerridwen’s Guardians is taught through a teacher that must hold a valid [TA] A valid [TA] can be achieved once one is T5 in the magic Mental & Physical Effects As with more basic druidism, the gifts of the Aspects do not come free. The mind and body find themselves warped from the greater amounts of power gained from the Aspect the druid dedicates themself to. Common effects that might occur are: Abilities Petal Shield [T1] [C] The agents of those who would harm nature often attack at unexpected times, leaving guardians unprepared for a fight at hand. Luckily, Cerridwen has granted them the ability to rapidly grow and harden the petal of a flower into a shield of which they might defend themselves from those who would harm them in dire times. Lily Stride [T1] [C] Sometimes, the best way to protect oneself from danger is to flee. Sometimes, to flee is impossible with terrain. But the whims of nature are mere distractions to the followers of Cerridwen. To allow for swift movement wherever is needed, Cerridwen has taught her followers of the gift of the Lily Stride, allowing guardians to rapidly expand a water lily to stand upon and quickly make their way across water. Rooting [T2] [C] All that grows must root into the ground. Cerridwen’s followers know this rooting better than anybody. In their gardening of the world, they have learned to adapt such a skill to themselves, rooting them to the earth for a temporary time through the use of their mists. Timber Barrier [T3] [C] Cerridwen’s followers must defend themselves and the growth of their gardens. In this protection they have learned from Cerridwen the gift of the Timber Barrier, rapidly growing an arboreal barrier in front of themselves and their gardens to shield them from foes. Obscuring Swarm [T3] [C] Cerridwen knows the importance of focus for a gardener with tending his plants. Simultaneously, the loss of focus can prove fatal to that which must be tended. Cerridwen’s guardians thus have learned to call upon the swarms of the land to protect themselves and their growth by breaking the focus of others who wish to harm them. Cerridwen’s Sense [T4] [C] The astute guardian is familiar with his own limitations. He knows the eye of the hawk, the nose of the hound, the ear of the bat, to be far superior to his own. Rather than ignore this, Cerridwen has granted her guardians the ability to use the senses of the creations of nature. Arboreal Dome [T4] [C] In the protection of their kin and nature, Cerridwen’s Guardians have learned from Cerridwen the gift of the Arboreal Dome, a more complex version of the Timber Barrier, that enables a rapid growth of an arboreal dome surrounding the guardian. Summon Dayward [T5] [C] Cerridwen lives within the Dayward lands, her domain within the fae realm. It is only right that her guardians be granted the power of the sun. The pinnacle of their craft allows them to bring some of the power of the Dayward Lands into their world. Tier Progression Tier 1 - Novice The guardian is new to their gifts and still learning to use their skills. This lasts for 2 OOC weeks. Tier 2 - Apprentice The guardian is becoming more skilled with their gifts, though still very new to it. This lasts for 3 OOC weeks. Tier 3 - Adept The guardian is starting to get a better hang of their gifts, adeptly wielding their mists.This lasts for 5 OOC weeks. Tier 4 - Expert The guardian is nearly perfecting their gifts, wielding their mists near the best of rangers. This lasts for 6 OOC weeks. Tier 5 - Master The guardian has perfected their gits, wielding them to their maximum capacity. Purpose (OOC) Citations https://www.lordofthecraft.net/forums/topic/229809-%E2%9C%97-magic-lore-druidic-communion-control/ https://www.lordofthecraft.net/forums/topic/191505-aengudaemonica-cerridwen-the-green-lady/ https://www.lordofthecraft.net/forums/topic/161000-%E2%9C%93-the-fae-realm/ https://www.lordofthecraft.net/forums/topic/227298-%E2%9C%93-magic-lore-druidic-blight-healing/ Credits: Badgermordakin - Author Changelog:
  3. Cernunnos’s Rangers Origin Ancient myth surrounds the fae realm of the three Aspects. Each inhabits their own land, dominated by the stars of their way. Together, as one, they grant the gifts of the Aspects to the druids of the material realm, allowing them to protect nature and the balance. Their duties are held with high importance and reverence, for the Aspects do not grant their gifts to everyone. As it has been since time immortal, the Aspects have granted these gifts. But as of late, the master druids have begun to specialize, seeking out further gifts with the guidance of their chosen patron Aspects. The deepening of their skill corresponds with their choice of Aspect from which they choose to rebond with, connecting once more so that they are granted gifts anew. These gifts manifest themselves as a mist, generating out of the druid’s body akin to a Blight Healer, from which the druid may draw upon and use their powers. Cernunnos, the patron of Twilight Bound of the Fae Realm. His duty is done solemnly, his demeanor stern. When those lucky few druids who chose to expand their gifts with him chose him, he chose to grant gifts that reflected himself. A patron for hunters, trackers, rangers. The gifts he grants are those to silently stalk prey, track them down, and eliminate them. For the balance is served best when solemn duty is fulfilled. Magic Explanation Cernunnos’s gifts are only granted to master druids, those who have honed their gifts already granted to the finest degree. Primarily used by hunters during the hunt, the gifts are for maintaining the balance through combat through the use of the druid’s mists. Redlines: Cernunnos’s Rangers requires a valid [MA] to use Cernunnos’s Rangers takes up [1] Magic Slot Cernunnos’s Rangers requires one to be a T5 Druid before learning Cernunnos’s Rangers is mutually exclusive with the Cerridwen’s Guardians [MA] Cernunnos’s Rangers is taught through a teacher that must hold a valid [TA] A valid [TA] can be achieved once one is T5 in the magic Mental & Physical Effects As with more basic druidism, the gifts of the Aspects do not come free. The mind and body find themselves warped from the greater amounts of power gained from the Aspect the druid dedicates themself to. Common effects that might occur are: Abilities Stalking Shot [T1] [C] Cerrnunos is said to be the one who taught the elves the art of archery. Naturally, it makes sense that his chosen rangers would have perfected this art. Calling upon their mists to change its direction mid-flight, Rangers of Cernunnos may lead their arrow to track their target, ensuring that it hits its target wherever it may be. Cernnunos’s Mark [T1] [C] The hunter is only as good as his tracking ability. The rangers of Cernunnos have perfected this craft, learning the ability to use their mists to track their prey with superhuman ability, never losing them. Camouflage [T2] [C] As they lie in wait for the hunt, the adept ranger is able to conceal himself within his mists, camouflaging themselves among the brush. Ranger’s Stride [T3] [C] Stealth is the friend of all hunters, through the use of their mists a ranger is able to silence their own steps and leave them untrackable, moving through the land as one with the land. Thorn Whip [T3] [C] While the primary weapon of the ranger is usually the bow, sometimes the time arises where a bow is not the best tool for the job. Adept rangers have thus learned to train their mists to quickly harden into a more destructive force, a whip from which they might draw their prey closer. Cernunnos’s Sense [T4] [C] The astute ranger is familiar with his own limitations. He knows the eye of the hawk, the nose of the hound, the ear of the bat, to be far superior to his own. Rather than ignore this, Cernnunos has granted his rangers the ability to use the senses of the creations of nature. Corrosive Spores [T4] [C] The hunter must be light on his feet, bearing limited armor to allow for him to keep agile. However, this has its drawbacks, particularly when facing a beast or foe bearing heavy armor. To combat this, Cernnunos taught his rangers the art of mimicking the spores of mushrooms to turn their mists to a corrosive force against such armor. Summon Twilight [T5] [NC] Cernunnos lives within the Twilight Bound, his domain within the fae realm. It is only right that his rangers be granted the power of twilight. The pinnacle of their craft allows them to bring some of the power of the twilight realm into their world. Tier Progression Tier 1 - Novice The ranger is new to their gifts and still learning to use their skills. This lasts for 2 OOC weeks. Tier 2 - Apprentice The ranger is becoming more skilled with their gifts, though still very new to it. This lasts for 3 OOC weeks. Tier 3 - Adept The ranger is starting to get a better hang of their gifts, adeptly wielding their mists.This lasts for 5 OOC weeks. Tier 4 - Expert The ranger is nearly perfecting their gifts, wielding their mists near the best of rangers. This lasts for 6 OOC weeks. Tier 5 - Master The ranger has perfected their gits, wielding them to their maximum capacity. Purpose (OOC) Citations https://www.lordofthecraft.net/forums/topic/229809-%E2%9C%97-magic-lore-druidic-communion-control/ https://www.lordofthecraft.net/forums/topic/191507-aengudaemonica-cernunnos-the-green-man/ https://www.lordofthecraft.net/forums/topic/161000-%E2%9C%93-the-fae-realm/ https://www.lordofthecraft.net/forums/topic/227298-%E2%9C%93-magic-lore-druidic-blight-healing/ Credits: Badgermordakin - Author Changelog:
  4. somebody tell me a good place to use my soulbound golem i wanna play him more

    1. creamynoteblock
    2. z3m0s

      z3m0s

      When I was active last I was looking for a golem companion, use to have one with me regularly back in the day and it was always really great with the way I play my character. If you see me on the server and have interest to RP, hit me up homie 👍

    3. FlemishSupremacy

      FlemishSupremacy

      Tor'Praeth would be good, Azdrazi are actively looking for golem friends :D

  5. Admin is dead long live the admin
  6. I don't get it! *Slaps bellehmancy SHOULD HAVE been accepted!

  7. —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐— Suspension of the Campaign of Thromdrick Irongut —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐— I entered this campaign for Grand King as I was unsure of my competition. I saw two untested dwedmar and one who had been tested but failed his tests. I did entered the race out of duty, as I was unsure of what would be produced by such a candidate pool. However, I have kept my eyes on one Grelu Irgard. It is of my opinion that he would make a fine Grand King indeed. As such, I am tendering my resignation of my campaign for Grand King of Urguan and endorsing Grelu Irgard as the candidate I support. Narvok oz Urguan. Narvok oz Grelu. —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐— Signed,
  8. ━━《》━《》━《》━《》━《》━《》━━ A King of Vuur'dor ━━《》━《》━《》━《》━《》━《》━━ Many of you know me already, my reputation proceeds me in many cases. Many have made their minds up already, for that is the way of the stubborn dwed. Of those who wish to learn of me, however, I write this missive. △▽△▽△▽△▽△▽△▽△▽△▽ I am Thromdrick Irongut, Clan father of the Irongut clan, final Lord Justiciar of Urguan, High Prophet of Ogradhad, Rhun Oathed, Strolok'dur, Dok'ok of Vuur'dor, Creator of the Bak'ur'lordakmar. By my hand was the fuse struck that felled Kal'Darakaan, by my hand were some of the first caverns of Khron'Hundmar dug, and by my hand is life itself crafted from Vuur'dor as Yemekar once crafted the dwedmar. As I examine my competitors fields I see inexperience bristled by naivety in most. Of this, I can promise the opposite from myself, I have spent far greater time in the Kingdom then all but one of my fellow candidates and understand what it means to be Urguani, to be dwed. △▽△▽△▽△▽△▽△▽△▽△▽ The Legion's Might My contenders seem eager to strike at our enemies. To strike at the heart of those opposed to our ideals. Of this, I have seen in my years, I have seen it fail far more than succeed. Calls to strike at druids or to "no longer take disrespect from our enemies" are admirable but lack the wisdom of true wartime of times where Urguan did not stand with continent spanning coalitions. I would not see us tied up in such conflicts, the dwedmar must tend to their wealth. To strike out recklessly will only blunt our crafts and dull our gems. To attack those who practice golemancy beyond the dwedmar a naïve dream, admirable as it may be. I would not wish to see this, under my rule war shall be avoided at all costs, less we fall to disrepair once more in its name. Let the legion's might be preserved for those who truly deserve it so that we might strike with the force mightier than ever before should the time truly come. △▽△▽△▽△▽△▽△▽△▽△▽ The Clans' Might At the heart of the mountain lies the clans and their might. Of this I am not ignorant, being a member of a smaller clan I am well and truly familiar with working with the other clans. To unite the clans is an ongoing task and one that I would dedicate myself to just as my fellow candidates. My greatest mentor to date, Norli Starbreaker, was not of my clan. Nor pupils of mine, nor other teachers of mine. Since my beginnings at the Grand Kingdom I have been of the dwedmar, not solely of the Khorul'mar. I knew how to keep particular clans in check in my tenure as the Lord Justiciar and acted accordingly, ensuring the stability of the kingdom. △▽△▽△▽△▽△▽△▽△▽△▽ The Faith's Might In the icy glaciers of Khron'Hundmar my faith was reborn anew. Taught by the Rhun Prophet, I was forged into a dwed of great faith in the Brathmordakin. I have carried this on with my teachings to all who would listen. Even in the face of blatant persecution and imprisonment, I maintained my faith. For that is the purpose of what it is to be dwed. Da Kirka Dverja must be reshapen, forged anew as one as we strive for now. Da Kirka Dverja must once more gain its standing on the council, its standing to beholden the dwedmar to its law for we are lost without our faith. △▽△▽△▽△▽△▽△▽△▽△▽ Our Allies' Might Of the writings most worrying to me as I examined my fellow candidates' missives was that of the abandoning of our allies who have stood with us for many years. To turn only to our closest neighbors and ourselves betrays the lives of other nations who have fought for Urguan. Nations like Haense would not leave us in our direst of times, of this we should return the honor. For the dwedmar are folk of honor. △▽△▽△▽△▽△▽△▽△▽△▽ Our Greed's Might Perhaps the most radical of the changes I wish to see in the kingdom is the renewal of the greed of Urguan. Our great ancestor was renown for his greed, of which I fear much of has been lost with time. The greatest offender of this is the Workforce of Urguan. It betrays our ideals to have an institution of crafting led solely by the government who may remove and replace whomever sits atop it at will. Dwed who work their fingers to the bone will see only the pay mandated by the treasury of Urguan. No longer should such stand. Under my Grand Kingdom, the workforce shall be disbanded to make way for the privatization of all crafting in Urguan. The dwed who works himself bloody shall see the fruits of his labor as he dictates not as the Grand King dictates. He who founds his own workforce must be the one who may choose his own successor, who may own that which he has built rather than give it away at the Grand King's whim. △▽△▽△▽△▽△▽△▽△▽△▽ Narvok oz Urguan, Narvok oz Yemekar, Narvok oz Derkalimin Signed,
  9. Thank you Beamon4

  10. Runesmithing mentioned, let's goooo 💪💪💪💪💪💪💪💪💪💪💪💪💪 Runes laddeh
  11. Thromplestiltskin Irongut has mixed feelings about this. (RIP big G best king we've had in years even if our characters beefed. U a real one)
  12. My brother in yemekar read the purpose sections of both posts I give a very specific reason as to why I did this
  13. TUNNELTROTTERS Travelers tell tales of distant snorting ringing across the walls of the mountains hidden deep within the mountains. Great beasts enshrouded by the darkness, meandering through the tunnels. Only recently have the dwarves, who delve the deepest, come to realize what these sounds originated from. A party of dwarves drove themselves on an expedition to find the source of such noises and new beasts hitherto unknown, meandering about the tunnels of the mountain: Tunneltrotters. The tunneltrotters were found to be several hogs, living inside the mountain and tunnels built within, thriving and adapting to the environment to a degree that left even the dwarves dumbfounded The party of dwarves found several different types of tunneltrotters and were quick to note their findings: FORGEBOARS Lava in their veins, fire in their eyes. The forgeboars under the mountain prove to be fearsome foes. The forge boar lives in the deepest cores of the mountains, where rock burns as hot as their veins. The occasional forgeboar will make its way up, climbing the mountain to meet higher up where travelers might find them but they are exceedingly rare. Luckily, the forgeboar is a docile beast but regardless, they are scalding to the touch, and only the most trained wrangler can come to wrestle a forgeboar properly for when the forgeboar is cornered, it fights back and is a fearsome foe. The only known way of cooling a forgeboar to be able to ride is to cut the tusks, allowing them to act as exhausts for the great heat held within. CRAGTUSKS The cragtusk is a mighty beast with a hide of stone and two tails. A fearsome enemy, the cragtusk is known to be very violent to those who come near its hoard. The shimmer of gold, the glint of a gem, the luster of an emerald, all attract the mighty cragtusk. The cragtusk is known for its tendency to amass great hoards of gems and ores. Oftentimes, mines go bare as a cragtusk races through the shafts, picking away at the ores and gems in the walls with its tusks to steal them back to its hoard. The hide of a cragtusk is a difficult thing to crack, usually requiring three or four strikes of a blunt object like a hammer to crack open and reveal the soft inside from which blades can easily pierce. Some miners however, choose to bribe the cragtusk. By slowly giving a cragtusk gems and ores over time, one might gain their trust and tame them. A tamed cragtusk is a useful ally to have on one’s side as they are very adept at smelling out and finding gems and ores. TREMORHOGS The blind tremorhog is quite a docile beast but is the largest of the tunneltrotters, standing at six to eight feet - double the height of normal tunnertrotters . Often tamed and used by miners, the tremorhog can sense tremors deep within the mountain and prepare itself and its miners for collapses or large beasts coming their way. The tremorhog is a quiet beast that almost never emits noise and flees at the nearest sign of danger, intent on protecting its whiskers from which it senses tremors with. MOSSHIDES Mosshides prefer regions beneath the mountain lush with moss and fungus. Oftentimes, such places produce an excess of spores and impurities into the air, making it difficult or impossible to breath in such areas for normal descendants. Living in such an environment has adapted the lungs and stomachs of mosshides to be able to inhale almost anything safely and ventilate air often unsafe for normal descendants. It has also led to the mosshides growing a substantial amount of fungus and moss on their own backs, providing a soft cover to sit on for riders. Miners often use tamed mosshides when exploring new areas within the mountain in which they are unsure of safety. Sometimes but rarely, mosshides have been known to wander out of the mountain and into nearby forests to eat the fungus grown there. PURPOSE (OOC) Credits: BuffBadger - Primary Writer
  14. hell will have to FREEZE over before I add a po*nty ear to my runesmithing lore write. I DID ENOUGH DEI REQUIREMENT ART
  15. im tired boss

    1. UnusualBrit

      UnusualBrit

      THATS TOO DAMN BAD, you keep rewriting!

  16. CORE RUNES An orcish runesmith imbuing an object Forged and created by the first runesmith, these core runes serve as the very foundations of runesmithing, often the first ones taught to a novice runesmith. They have held their place in the most masterful of crafts and are known to all well-studied runesmiths. The runesmith’s arsenal of runes are made up of Rune Carvings, your traditional runes carved into items and objects; and Rune Casts, a newer form of runic magic serving to temporarily inflict the effect of a rune into an area of 3 blocks radius. Rune Carvings RUNE OF PUSHING [C] This rune expands the range in which an item can function, doubling it from its former characteristic. Such a rune might make a potion bottle feel lighter, an arrow whizz out its bow’s string with unprecedented speed, or a wizard’s staff teem with greater energy. RUNE OF POWER [C] This rune serves to create a greater force in which projectiles might fire from their respective firing implements. Such a rune might make its item wear much faster, strings fraying or rust growing. RUNE OF GROWTH [C] This rune doubles the area of effect of the item in which it is carved into. Such a rune might make a potion more unruly as its contents fight against their container or a druid's staff hum the sound of nature louder. RUNE OF CONTINUITY [C] This rune doubles the time in which the effects of an item last. Such a rune might make the item last far longer without rusting or blunting. RUNE OF CLARITY [C] This rune serves to maintain the concentration of those who use items that it is carved upon. Such a rune might draw an observer’s eyes to focus intently on it, strangely entranced by its image. RUNE OF STRENGTH [P+C] This rune serves to channel the bearer’s anima to strengthen the craft of their prosthetic, creating a more powerful object than previously known. Such a rune will make its bearer’s prosthetic able to wield more strength than it previously was, enabling a greater craft. Rune Casts RUNECAST OF RIGIDITY [C] This rune serves to increase the strength of the armor of those who stand within, increasing its capabilities against those who seek to breach its confines. RUNECAST OF FRAGILITY [C] This rune serves to decrease the strength of the armor of those who stand within, decreasing its capabilities to allow enemies to breach its confines more easily. RUNECAST OF REDUCTION [C] This rune serves to decrease the size of spells and potions that land within it. Any potions or spells that land within would find their areas of effect halved. RUNECAST OF EMPOWERING [C] This rune serves to increase the size of spells and potions that land within it. Any potions or spells that land within would find their areas of effect doubled. RUNECAST OF IMPEDIMENT [C] This rune serves to decrease the energy of those who stand within it. Any within would find that what would once be easily handled by them has now become a laborious task. RUNECAST OF VIGOUR [C] This rune serves to increase the energy of those who stand within it. Any within would find that what would once fatigue them greatly now only does so a little. Credits: BuffBadger - Primary writer XxEnderking - Secondary writer _RoyalCrafter_ - Secondary writer Changelog: PURPOSE (OOC)
  17. 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. 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. 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. 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. 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. 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] 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: 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. 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 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 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 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 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 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. ALL RUNESMITHING MAs AND TAs ARE WIPED AT THE TIME OF THE APPROVAL OF THIS LORE Lore injections: PURPOSE (OOC) Credits: BuffBadger - Primary writer XxEnderking - Secondary writer _RoyalCrafter_ - Secondary writer WulfricBorr, GremlockGremlin, Nusti75, Miya, Epicethan - Playtesters Citations: Changelog:
  18. urguan on top 💪💪💪💪💪💪💪💪 organized our player base to be inactive weeks ahead of time. ahead of the game 💪💪💪💪
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