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BuffBadger

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

  3. —⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐——⊏⊐—⊏⊐—⊏⊐— 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,
  4. ━━《》━《》━《》━《》━《》━《》━━ 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,
  5. Thank you Beamon4

  6. Runesmithing mentioned, let's goooo 💪💪💪💪💪💪💪💪💪💪💪💪💪 Runes laddeh
  7. 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)
  8. My brother in yemekar read the purpose sections of both posts I give a very specific reason as to why I did this
  9. 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
  10. hell will have to FREEZE over before I add a po*nty ear to my runesmithing lore write. I DID ENOUGH DEI REQUIREMENT ART
  11. im tired boss

    1. UnusualBrit

      UnusualBrit

      THATS TOO DAMN BAD, you keep rewriting!

  12. 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)
  13. 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:
  14. urguan on top 💪💪💪💪💪💪💪💪 organized our player base to be inactive weeks ahead of time. ahead of the game 💪💪💪💪
  15. RHUNSTEEL Deep in the realm of Val’Garis lies the secret to an ancient steel, known only to Garumdir as he worked endlessly to perfect his craft. In the wars against Ixris, the recipe has laid dormant, no longer can Garumdir take the time needed to forge of this steel and carve masterworks. Until now, he has kept his craft a secret, but as he lends his powers of the Spark down to his devotees, he too lends the recipe to one of his most important crafts. While a lesser version than that of Garumdir’s, the Rhunsteel given to the Runesmiths of the mortal plane serves much the same purpose. Rhunsteel allows the craft to bear more runes and for a longer duration, critical to Garumdir’s operations within the Avant Sphere. CREATION Rhunsteel does not have a raw form, as it is not carved from ores in the earth but rather made from a recipe of metals and the Spark created by Garumdir himself to ensure his runes were more capable in Val’Garis. To craft Rhunsteel there Runesmiths have developed a method of marrying black ferrum with Garumdir’s spark. First, the Runsmiths must heat their black ferrum to its melting point of 3000F in a Rhunforge fueled by charcoal. It would require roughly half an hour to melt down the ferrum to the point where it can be poured into a cast or mould. The process is quite similar to that of Black Ferrum, as that is what the smiths are crafting. Rhunsteel requires the Spark to be hammered within each fold of the metal. As such, the Runesmiths must once more place the ferrum under the fire and thus, each draw upon their own forge-fires from Val’Garis. As the smith flares hot, they must strike each blow filled with the Spark into the metal, folding as they go. This would be a great and lengthy process that would severely diminish the heat of the smiths’ forge-fires for a time - barely burning. As the smith shapes his steel, veins of the glow from runes would begin to creep throughout, forming the distinct pattern of Rhunsteel. PROPERTIES OF RHUNSTEEL Rhunsteel is characterized by its distinct patterning within the matte steel of black ferrum. The veins of spark make themselves known within the darkness of steel, and glow softly with the forge-fires of its smith. But Garumdir is a practical being, he does not innovate purely for aesthetics. The spark held within Rhunsteel enables it to handle the power of more runes carved within. An object made of Rhunsteel may hold the power of Gorumdir’s spark for longer and in greater capacity than any other material. Purpose (OOC) Changelog:
  16. 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. 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. 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. 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. 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. 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. 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: 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. [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. [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. [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. [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. [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. [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. [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. [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. [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. [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 [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. 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. 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. 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 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 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. ALL EXISTING MAs AND TAs ARE WIPED AT THE TIME OF THIS WRITE. PURPOSE (OOC): Changelog:
  17. The Wronged: Thromdrick Irongut The Assailant: Garedyn Mossborn The Wrong: An insult to his honor by offering a meaningless position as recompense for his desecration of Dungrimm's justice to satisfy the proposal of one Jorvin Starbreaker in addition to multiple sustained insults to his honor over the period of Thromdrick's time as Lord Justiciar of Urguan. Date of Wrongdoing: 8th Malin's Welcome, 147 S.A. (Sept 21st, 2023) Terms of Settlement: The public apology of Garedyn Mossborn and his resignation from the position of Grand King of Urguan.
  18. [8th of Malin's Welcome, 147 S.A.] [September 21st, 2023] Many years ago I was but a pilgrim to the great hold of Khron'Hundmar. A mere beardling at the time. But from that hold, I was forged as Vuur'dor from Yemekar's hammer. I imbued within myself Vuur'dor as Yemekar once did. The hold fell with time, but its lessons were instilled within me. Until, that is, I had spent due time upon the King's council. It is clear now to me that I have been mistaken in supporting the actions of the Grand King of Urguan. I told myself that by standing by him and his actions I did my duty on my position. None know the law of this land as I do, and all find themselves critics of that which they do not understand. Garedyn Mossborn has besmirched the reputation of Urguan and the dwedmar eternal by his insistence on rights for epiphytes. His sidelining of the umgorumm, his promotion of war to serve those who froth at the mouths for blood. His insistence on a new system that would destroy the true law and order of Dungrimm in the Grand Kingdom has become the final straw. I cannot stand by and support such desecration of the values of the dwedmar any longer. I hereby publicly proclaim my resignation as Lord Justiciar of Urguan. I pray that the Grand King can one day find reason in time. And if not, I pray for a new King in our time in hopes that the Grand Kingdom can live up to the word Grand once more. Signed, Clan Father of the Khorul'mar
  19. Praise be Yemekar Praie be Ogradhad It is my privilege to announce a minor breakthrough in my research in the field of the study of Vuur'dor, an enchantment beyond that of modern enchantments upon an old piece of clothing known to this world: hats. Yemekar's crafts should not be held by one Khazad and as such it is my intention to spread this knowledge much as I can. Come find me should you seek it, I give lectures within the heart of the Grand Kingdom of Urguan, and amongst the mages of Hohkmat. Signed, Lord Justiciar of Urguan Clan Father of the Khorul'mar
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