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Aengoth

Creative Wizard
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Everything posted by Aengoth

  1. Feels good to talk w/ the OG emotional support boyfriend.

  2. how do i buy puts on elvenesse

    1. NotEvilAtAll

      NotEvilAtAll

      Borrow tax slips and offer to pay them back later with interest in tax slips as well. If the Elvenesse state is not around to collect taxes by the time you are obligated to repay the debt, then you make huge profit because the tax slips could probably get bought for like next to nothing on the AH. If not, you make a loss.

    2. Zarsies

      Zarsies

      this is not financial advice, we are apes with bananas. to the moon king

  3. Renault scowls before muttering to his Uncle "Every day we stray further from GOD."
  4. Another rough day for a the wigs -RdS
  5. A missive is penned in response Were I not to have witnessed your initial fit in person I would've thought this was the words of some cowardly elf profaning the words of GOD for the purposes of further degrading Man. It is indeed lamentable that You, who are but a man of little knowledge, despised rightly as a Fool and with no priestly formation, should be moved to make this point, due to pride and weakness. To further bring insult to the clergy shows the very degradation of your own position and by extension the degradation of Mans faith in GOD. This prideful degradation leads Man down the path of sin, when we choose to degrade the sole unifying institution that binds all of Mankind together it is to the effect to further weaken our own brothers. Rather, serve to bolster the foundation of Mankind, our united Church and the good Clergy who serve to bolster our faith in GOD. Continued degradation of the Church by lesser men is part of a greater sin, and this greater sin is why Man see fit to allow this new land to be baptized in the blood of Holy Men upon the holiest of grounds. I urge you to choose your words more carefully and seek confession for the foundation of your being seeks to exalt yourself above both Man and the Clergy. For surely it is the sin of pride that one would seek to move the Holy Church and her Bishops and Priest as if they were but dogs at your beck and call. Further seek confession for your very position is based entirely on deceit, deceit which is the weapon of Iblees. For the duel you witnessed was done amicably between two Men seeking to better strengthen themselves. Nor was it done with sword but fists as both Men sought not to maim one another. By your words you condemn men to not compete fairly with one another, to not seek adversity for the purposes of bettering oneself. Hate not those who would seek to better themselves through labor and competition while you prattle. Find solace that you live in a peaceful era that can create Weak Men who can benefit off the back of generations of Better Men who would seek to hone themselves against those who conspire against GOD. Never forget that the Exalted Sigismund gazed into the Face of GOD and saw the end of times. Strife will come, pray that we are not found wanting and do not give in to the decadence of the slothful few who would whisper honeyed words into your ears to pull you down with them. -RdS
  6. (RIP - This week has been a rough one for sons.)
  7. Aengoth

    Lair App

    Lair PRO MC Name: Sir_Niccum Minor RO's: RancidHound, Aengoth Lair Name: Metina Proposed Lair Locations (Highlight 3 on the map): Tile 30 https://imgur.com/aqYyRzS Lair Lore (could link to an existing creature or other lore) (1000 words minimum): https://www.lordofthecraft.net/forums/topic/198597-the-metinan-company/ https://www.lordofthecraft.net/forums/topic/198740-the-metinan-response/ https://www.lordofthecraft.net/forums/topic/198787-krawn-z-bernard-et-al/ [Please be discreet with this information as these incidents are still ongoing and not all of these details are publicly known by the enemies of the Companymen] These posts provide original context to this lair’s backstory and for the purposes of this writing are being assumed to be counting as part of the Lair post. Additional writing here will provide more context as to how this decision has been made to risk the wilds rather than remain amidst current established civilization. The Metinan Company came into Almaris with it’s initial founders: Bernard de Salier, his orphaned nephew Renault de Salier, and errant knight Arvedth of Ackaland. They initially succeeded in gaining a home for themselves and their ambitions in the Kingdom of Haense— a small guildspace in the capital of Karosgrad and a more discreet tower complex in the nearby March of Vasiland. With the addition of two Footmen, Caden ‘the Louser’ and Hoggart ‘the Grin’, the Company sought to find itself a sustainable source of income from typical sell-sword work: private security and military “advisory” contracts. The Company found it’s first contract in Talon’s Port under a wealthy citizen after a fight with the local militia. Seeking to remedy first impressions Bernard sought a defence consulting contract with the city government for the purposes of salvaging the woefully inadequate defences. While Bernard made minor successes on this front and is considered by his peers responsible for the current defensible exterior of Talon's Port, his Companymen grew too arrogant for the citizenry of Talon’s Port to accept. In particular Hoggart ‘the Grin’ uttered a comment to two Li-Ren citizens who were verbally harassing him that would forever turn the settlement against the Company. At roughly the same point in time Arvedth and Caden ‘the Louser’ had discovered a Drakes Lair alongside a band of Rangers from Oren. Caden would ultimately meet his end there, resulting in the first recruit of the Company to die a premature death. Following a few smaller incidents the Company found itself on the receiving end of the settlement of Talon’s Ports ire and were ill prepared for such. The settlement had sought Sutican and mercenary allies, of particular note the Icathian Company, to murder the Metinan Companymen in the streets of Tai Ping, it’s segregated Farfolk district. This battle went poorly for the Metinan Company, but did not initially sour their arrogant demeanor as they prepared to correct this insult. They were slower to react than the Council of Talon’s Port, who was swift in publishing a Banishment Notice and declared kill-on-sight orders for the company founders and Hoggart. Still the Company sought to correct this, not believing the government of Talon’s Port competent enough to maintain this stance. This was not completely unfounded as the Company had found itself forging many bonds with smaller groups and individuals of similar mindsets. They had however neglected their homefront in Haense, as unbeknownst to them they had drawn the ire of the powerful House Barclay, who happened to have connections within Talon’s Port. While the Founders were preparing their beginning of an attrition based conflict against Talon’s Port, they were surprised by the Barclays who imprisoned them initially on small, trumped up charges of vandalism during a poorly organized Caravan contract— the lone cart ending up wedged into the gate of Karosgrad. The trio were hauled off to the Aulic Court, where the Lord Marshall had managed to convince the judges that the crimes committed in Talon’s Port, under Talon’s Port law and jurisdiction, could be tried and enforced in Haense. The trio, now caught in a web cast by those they severely underestimated, were left at the mercy of the Aulic Court during a period of Haense politics dominated by House Barclay. Thankfully the Company had forged a few strong bonds with individuals willing to defend them from the onslaught of accusations. With the help of notable lawyer Aldrik Baruch and two witnesses, the Metina Company were able to prove that the witnesses perjured themselves and were not truthful in their claims of one sided aggression from the Company. While the Company was crass, they were certainly no bandits. This was not a victory without consequence for each of the Company Founders were branded with the mark of a thief for their alleged part in stealing a horse from a Kharajyr caravan. This included the young Renault de Salier, who was not even eighteen years of age or initially implicated in crimes committed. None of this would deter their enemies, who now stalked them as they walked through the streets of Karosgrad, dogging their movements and shifting the Company’s early arrogance to that of collective paranoia. Not least to mention that, during the whole of all of these events, the Company was in the midst of negotiations with the newly-crowned King of Haense to gain a royal charter to avoid persecution for forming and working as a private military organization: a high crime under Kingdom law. These negotiations had now suddenly collapsed— the King declaring that the Companymen would enlist in his army or face the noose once more— and forcing the Company to vacate its home in the Kingdom. Having escaped one noose, the Companymen ran far to the south, only to find another looming in the horizon after being refused settlement in the Holy Orenian Empire, though promised unharassed transit. The Metinan band has found itself being forced to operate in modern societies that no longer cherish the warrior societies of yore. If forced to appease the heavy, centralized State bureaucracies, losing their rough sellsword niche in the process, it would cause the group to likely fall apart and scatter into the wind. Instead, they have opted to persist without the approval of either Canonist Crowns and take their chances in the wildlands, seeking their own independent start free from those that dog their steps, eye their actions, and await opportunity to strike them down. Initially, the band considered an offer from their dwarven companions to settle within the borders of the Grand Kingdom of Urguan— their bonds growing close since their days in Talon’s Port. However, this came with a complicated political problem. By living under the Urguanite state, the Companymen would essentially become a Protectorate of a non-human and non-Canonist society. This would not be problematic if the group simply aspired to be hired blades like their Ferrymen contemporaries, but the company has instead forged strong, fundamentalist interpretation of the Human faith and aspires to emulate the lives of their Asulonian and Anthosian heroes. To them it is better to struggle alone with minor support than to abandon their values, aspirations, and pride for the sake of safety— whatever that word means. Though joining in union with the Urguanites would be the easier solution, it would have the same ultimate effect of being pressed under a centralized bureaucracy, or even worse, taking up swords with heathens against Humanity and earning a name as race-traitors. Lair Build and Infrastructure (photos required): A large, sturdy “gate” built on a winding path up into the cave complex to establish a very basic and primitive defensive standard. A winding, watery path up to the main area. The living area in a large cavern. Consists of two “officer” tents and a larger “enlisted” tent. Meant to be rather barebones, highlighting the haistiness of the Company’s retreat. Will be expanded on more in the future as time permits and based off of IC success. Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’). The initial roleplay niche this lair is going to fulfill is an underground force of mercenaries isolating themselves for the purposes of safety from those who seek them harm. Expect a small-middling collection of Men between the ages of 18-40 who are honing themselves both physically and spiritually in an attempt to emulate the lost Guilds (Teuton, White Rose, Order of Saint Lucien) that were formative in the creation of the first Holy Orenian Empire. As this group will be relatively isolated for a time [as there are people seeking to have them murdered] they will have to adapt to their surroundings and seek more discreet ways of sustaining themselves such as monster hunting. Essentially it’s a human group of political regressives who have earned them the ire of many groups and are by nature very difficult for some to get along with. It’s like trying to house a Luddite with Jeff Bezos, eventually the toaster is going out the window. We do not take this decision lightly as it is a big risk for us as a group to do this. We have been attempting to succeed within the frameworks of existing nations that are compatible but for various reasons both political and spiritual we have not succeeded. The reasons we are not establishing a lair in existing nations or settlements are summarized below: The Settlement of Talon’s Port - Government and citizenry actively seeking to murder the group The Kingdom of Norland - Signed a treaty with Talon’s Port that aids in the murder of the Metinan Company. Further they’re predominantly pagans of the Red Faith and Elves. The Kingdom of Haense - Recently tried to have all the Founders hanged. Very strong faction within that is stalking and will potentially try again to have them hanged/murdered. Not to mention problems with High Elven refugees... The Holy Orenian Empire - Sought a small camp and was refused. Hostile entities within that also may seek to murder the Company. The War Nation of Krugmar - While not inherently hostile there is the problem of an incompatible culture and belief systems. Doesn’t make sense RPly for the group to live there. [We have considered this option but deemed it unfit for various reasons] The Principality of Elvenessse - The Company has managed to piss off quite a few elves and it is safe to say that the two groups are incompatible with one another. The Company literally worships the memory of the Burning of Malinor. The Free Trade City of Sutica - Signed a treaty with Talon’s Port that aids in the murder of the Metina Company. Also houses a mercenary company that aided in an attack on Companymen. The Settlement of Freeport - Signed a treaty with Talon’s Port that aids in the murder of the Metina Company. If the Company were to somehow avoid a hanging there they would have to resort to a life of piracy. Even though the group is rough they do not intend on becoming Pirates/Bandits. The Druidic Order - The Company worships the memory of the burning of Malinor. Further the Company has undergone incidents that have further polarized them against magic which they deem “Witchcraft”. Haelenor - The polarizing incidents that caused their distrust of “Witchcraft” was done by refugees from Haelenor who have settled within the Kingdom of Haense. Any attempt at settling within their borders would last an incredibly short time due to the natural friction and contempt the two groups would have towards one another. Ever heard the time a devout Cannonist Mercenary Human and a prudish Atheist Mage Elf walked into a bar, it ended with the mage casting spells and the human screaming for them to be hanged. The Grand Kingdom of Urguan - This is the third option we have considered the most as the Ireheart Clan is actually one of the few groups who actively seek to work with the Metinans. Here are the primary issues with it. Obtaining land would not be the hard part. It would be maintaining it and growing within Urguan without running into the same issues we have in Haense and Oren. As this RP group is rather abrasive and very fundamentalist in their beliefs there are certain core beliefs that will cause great stress between the two groups. Keep in mind this group is heavily inspired by figures amongst the White Rose, who were betrayed by the Dwarves at the onset of the Exodus War. This isn’t a problem unique to this sect of humans, this betrayal is a large part of why Orenian-Dwarven relations have been so consistently poor since Anthos. Further, in the longterm the group attracts more like-minded regressives who will not handle being a Protectorate of Urguan well. Three outcomes seem likely from being landed by the dwarves; degradation, abandoning, or rebellion. While we like the dwarves, it is a relationship that works best when we’re not directly in their sphere of influence, it’s better as a long distance relationship then a neighbor relationship. Further there are rumours and the possibility of Urguan signing a similar treaty with Talon’s Port as other nations have. What does this lair add to the greater world around them?: A refugee of Humans following outdated values in the current political climate that are being actively persecuted by various factions either through their own mistake or through the potential threat they may impose. This group of humans seek to grow themselves for some time discreetly for the purposes of surviving without sacrificing their group identity. That does not mean they do not aspire for more however, and some amongst them still hold the faint hope of grander goals beyond their current means. Due to the particular location we seek if the group were to grow it could potentially be a pawn in the greater global diplomacy of Almaris. With enough time the group may be able to grow into something more beyond this lair however that remains to be seen depending on if they're discovered and snuffed out.
  8. Seems like some nice QoL changes.
  9. "Doesn't seem very pure." -Pangloss
  10. Where is the tinfoil recipe to protect us from these globalist monks!
  11. Renault's along with Hoggart find the missive and read over it while playing Kilikan Dice. Renault ribs grow sore as he and Hoggart break down into laughter before handing off the paper to Arvedth and Bernard. "Shame they only paid us a meager sum to kill the Goblin and not deliver it on their behalf to the Rex who rightly agreed it was ours to gift or not. Lucky for them we helped show the better half of all the defensive faults of their settlement out of the goodness of our own hearts." Taking a moment to wipe a tear from his eye after the bout of laughter he went back to resume the game of dice, begrudgingly giving another 10 minas to his already sizable winnings. "Surprised they actually bothered to write a response, figured they would just seethe over our rightful rebuttal to their 'Militia'" he remarks as he rolls yet another another foul hand to Hoggart's joy
  12. If a dirty peasant could read this man's mind he would know that he has ascended and mantled the position of the Creator, for he knows everything about the creation of a roleplay server and his great brain transcends time and space knowing that this is but a game of a bunch of nerds looking for a good time. The peasant would then fear.. what could one person do with this godly power.
  13. THE METINAN RESPONSE 18th of The First Seed, 10SA The Metinan Company has chosen to show leniency with the Council and Militia of Talon’s Port. The wanton aggression of the recently reformed Militia and the Council of Talon’s Port has shown the true face of the Militia that seeks to hide their own incompetence. Not long ago we came upon a town that was murdering its own citizenry and we have endeavored to prevent further needless violence even if it requires our own troops to save your citizenry from mauling one another. This has been followed by two attacks on our troops when doing business in Talon’s Port. The Militia has opted to use it’s own aggression as a means of justifying our banishment and we refute any and all claims of wrongdoing. The Metinan Company has only ever acted in the defence of both itself and it’s clients who are lawful citizens of Talon’s Port. Due to the lawless acts of the Militia we can no longer protect the citizenry from itself or those outside. In reference to the Talon’s Port Lawbook [TPL] we have opted refute these accusations, although we do protest that the Lawbook is both unfinished and the charges laid against the Company are baseless: Attempt to harm a Council Member [TPL 5.7.5] Any Council Members that may or may not have been harmed has resulted from the aggression of the Talon’s Port Militia. The Metinan Company has not endeavored to harm a Council Member. To cause distress upon the citizens of the city [TPL 2.2.1] The Metinan Company and it’s troops have never intentionally gone out of it’s way to insult the citizens without a citizen first intending to cause distress upon one of our own. All provoked responses have resulted due to the persistent and unwarranted harassment of the Metinan Company. Willingness to break the law for their own clients [TPL 6.1] No formal complaint has been made to the Metinan Company nor proof of a law being broken submitted. The Metinan Company and it’s troops who are legal citizens maintain the right to present it’s cause before the Council. In an act of undeserved good faith we will permit the Council and Militia of Talon’s Port a Saint’s Day to rectify this situation before we respond in kind. Here lies our demands: 500 Minas in reparation for lost business and property in addition to the threat upon our troops. The Dissolution of the Banishment Act. The Reviewal of the Conduct and Practices of the Militia. A response is expected by the last day of The Grand Harvest, 10SA ((2/6/2021 11:59PM EST)). No response by then will be assumed as an affirmation of Talon’s Port intent to persist in hostile activities against the Metinan Company.
  14. Looks like things are starting to get exciting. -Renault ((Nah it's all good))
  15. One day I'll get creative wizard for a shitpost

    1. SoulReapingWolf

      SoulReapingWolf

      I look forward to that day

       

    2. Anore
    3. Aengoth

      Aengoth

      much appreciated

  16. Runesmithing The Rune and the Brathmordakin Runesmithing at its core is a complicated mix of an ancient form of magic and the religious and traditional beliefs of the dwarven people through the ages that is used to create Runic Artifacts. Fundamentally great portions of the magic and both lost and rediscovered with the efforts of those fervent dwarves who aspire to reach the peak of fabled Runesmiths of Old. Due to many source documents of Runesmithing either being destroyed or in an ancient dwarven language that is too different from the current modern dwarven language which itself is a partially lost language. Scholars have lost the true origins of Runesmithing due to multiple revisions and alterations through the ages as the people grew throughout the eras and changed. It is believed that much of the fundamental truths regarding its origins were destroyed by the Ironborn during their reign of Tyranny. Even during this time period much of the fundamental knowledge was locked behind lost dialects that scholars of ancient eras spent lifespans working to decipher prior to their slaughter by the Ironborn. This led to a bastardization of the source knowledge and the inability of modern runesmiths to create artifacts comparable to those of ancient legends. Runesmithing as it is known in the Common tongue is a fraction of it’s peak with it’s origins lost to the degradation of time. One of the core questions at the source of Runesmithing is if it was created or shared by Ogradhad. The difference between these two takes is if Runesmithing is a creation and is powered by an Aenguldaemonic or if it exists separate from an Aenguldaemon but it was discovered by one and then shared with the Dwarven Populace. This is often believed to be either Yemekar or Ogradhad. In its current form it has reached a point where the fundamental processes and the cultural processes cannot be discerned from one another. Rituals and Fundamental truths have blurred over the centuries and attempts of radical experimentation or reverse engineering often lead to a grim end, better to adhere to the path. Attempts to do such by omitted suspected steps has previously resulted in Runesmiths causing great harm both to themselves and those around them be it in a wave of blistering steam that cooked those present alive or the breaking of a dwarf’s soul that rendered them irrecoverably comatose. Due to such all processes are treated as Fundamental and a Runesmith seeking to deviate from such risks everything. Aim Ancient Runesmithing can best be envisioned as a magical language that has been largely lost. It should be considered parallel to the Material Alphabet to such an extent that an Alchemist could guess [passing familiarity/similarity] at the purpose of some runes. This does not mean that they’re one and the same, rather they have striking similarities but distinctive differences in how they operate hinting at the a prior ancestral language of creation that might predate the two. It is better to not view this as a modern language where each word has definitive meaning but rather a set of dialects that are contextualized by the materials used with the meaning changing radically from one form of material to another. This is why the Traditional Branch of Runesmithing works on basic materials such as Stone & Iron while Flesh Runes are specific to only working on Flesh, by changing the material some form of meaning is lost which means the Runes cannot function. Modern Runesmiths have the issue that there are effectively no source materials to refer to from the Ancient era, all they possess is knowledge passed down over an extended timespan across multiple generations. Members of the Dwarven faith are the core group responsible for the passing down of knowledge and as such they have further contextualized it within the frameworks of their beliefs to such an extent that it can no longer be split from that religious framework. Mechanic’s A Runesmith undergoes Metanoia three 2 -4 times as they progress. The first time requires an individual to have never had their Soul Blueprint tampered with before. This Metanoia allows the Runesmith to channel relatively safe amounts of Soul Energy to create Runic Artifacts. A Runesmith is unable to go beyond the point of severely damaging their ability to repopulate their Soul Energy [Metasis]. Outside of these alterations and advancements within Runesmithing the Soul’s Blueprint remains a mortal descendant with the exception that they cannot take on any form of magic that is deific or alters one's Soul Pattern. Prior to a command being issued, Creation Runes do not produce their element into the world. They simply gather the energy to be spent on said Creation. Once a command is given, the energy will be spent, and the command performed, generating the element in the process. In the same way, manipulative runes first gather energy to themselves, before expending that Rhun to move nearby elements when commanded. Manipulative runes may never manipulate elements a distance of 10 away. Manufacturing Runes Runes must be inscribed using a Runesmith’s tools that draw upon the power of the runesmiths soul. These tools channel the power of the runesmith, allowing them to focus their powers and create runes. As they smith, the runesmiths chisel will cause sparks to fly in many dazzling colours. The runes will have a black inner colouring once finished, caused by the intense heat of the chisel. Even metal will blacken before such extreme temperatures. When Runic Artifacts are activated they emit a deep thrum that can be felt by those who hold it Utilizing Runes In terms of energy all Runes have the same functional powersource as a Soulbound golem without the need to PK an individual for each Runic Artifact [since you’re not making a new character]. All Runes with the exception of Divine Runes requires a loud vocalization with the dwarven language. This is to prevent Runesmithing from having a stealth aspect because strange small fat men wielding and distributing handheld elemental weapons/artifacts is no basis for a system of government. Divine Runes do not use vocalization because they’re inherently more passive in nature, essentially they work upon completion until destroyed. Foundation and Command runes must be vocalizated in a specific order of Foundations/Roots/Instructions, basically a Rune Smith or individual with the Dungrimm Rune Feat commands it to work. Those who are ill/infirm/insane are incapable of mustering sufficient focused faith/will [Soul Energy] for them to work. Each activation of Runic Artifacts will sap the energy of an individual limiting them from unleashing a salvo of Runic Artifacts in combat. Core Concepts Runic Artifacts A Runic Artifact is activated through the combined vocalization and faith/will [Soul Essence] is of the user who has undergone the steps [Metanoia]to become a Runesmith. A user of the runic artifact must both know the names and order of the runes inscribed into the artifact they wield while being of sound mind. Those who are not of sound mind (lacking will/faith or already exhausted from creating a Runic Artifact) are incapable of activating a rune no matter how often they invoke its name. -All creations of Runesmithing are considered a Runic Artifact. No more than two Runic Artifacts can be created within a week of each other. -More complex Runic Artifacts should be posted as a MArt [For those who try to string together extremely complex patterns to do something interesting] -Simpler runes do not create a MArt (creating steam, fire, common sense stuff) -A Runesmith’s Tools are considered Runic Artifacts. -The destruction of a Runic Artifact will wound the Runesmith akin to a phantom pain. Enough Runic Artifacts destroyed at the same time could cause serious trauma. -Just because you can conceptualize a certain pattern of runes being able to do something crazy and the lore piece doesn’t say you specifically can’t doesn’t mean that you can, basically don’t powergame it. Tiers: T1 - An aspiring student undergoes a transformative ritual that is directed by their Teacher. The student must be hardy of constitution as the sick or weak will not survive the process. The individual also cannot have had their Soul Blueprint altered previously as that would change the context of the actions being done rendering the Rune inert and defunct. This ritual involves the creation of an Anbella Rune upon the body of the Runesmith which gives them the fundamental ability to begin their first steps as a Runesmith. At this point a Runesmith can bind themself to their tools. T2 - A continuation of the previous tier with no mechanical differences. Should be seen as the progression point where a Student goes from clueless to somewhat competent. T3 - The second alteration is made to the Soul Pattern of the Runesmith, building upon the prior. This is done with the Ogradhad Rune. This tier allows a Runesmith to create Creation Runes and the Belka Rune. T4 - The next progression where a Runesmith may be able to learn how to create the Dungrimm Rune and the Grimdugan Rune. A T4 Runesmith at this point is able to invest a great amount of their time and worth into creating a Superior Runic Artifact. At this stage a Runesmith may receive visions or be instructed in how to create all the Divine Runes. While a Runesmith is capable of understanding a Yemekar Rune it is not considered creatable or active until a TA is accepted. T5 - Requires a TA to be T5. The final stage of a Runesmith where they are able to reach the point of directly inducting others into the path of a Runesmith. A Runesmith of this tier is able to either personally or with the aid of another teacher create a Yemekar Rune. This Rune is a further (compatible) alteration onto the Soul Blueprint of the Runesmith, requiring the Ogradhad Rune and Anbella Rune to operate. At this stage a Runesmith is at the peak of their respective field and able to create an additional Superior Runic Artifact. Foundation Runes come in two forms which have fundamental differences from one another, Manipulation or Creation. Manipulation Runes [T1] are rather straightforward, they manipulate and redirect natural elements of the world found within the immediate area in a specified pattern that is dictated by the Command Runes constructed within. A Manipulation Rune requires Command Runes to function. -Manipulation Runes are able to be created at T1 -Requires both an Invigoration and Charging Emote before being Active -Cannot suddenly redirect an incoming threat due to the inertia of that threat -Cannot be placed upon organic material -Acts as a limited siphon, does not fully drain it’s intended target [ex: fire from a torch] unless it is already diminutive [you could drain a glass of water not a lake, common sense redline] Command Runes [T1] are essential for the creation and manipulation of the elements and are visually built extending off from Creation Rune or Manipulation Rune. Not all Command Runes are Root Runes but all Root Runes are Command Runes. Root Runes are elemental in nature and are forged prior to a Creation Rune or Manipulation Rune. These runes do not scale upwards depending on the Runesmith who created or utilizes them. -Fire, KARAAD [cannot exceed temperatures that melt metals] -Water, WUGLIM [cannot exceed half a cubic meter in volume] -Wind [T2], KAAS [cannot be used to create any form of levitating device or individual] -Earth [T4], BOKK [cannot be move stone or levitate dirt] -Frost [T2], AZWYR [Creation & Manipulation - can cause frostbite over extended periods of time] -Lightning [T4], KORRAAZ Creation - minor stun, not enough for burns Manipulation - good luck -Light [T1], VAREKAN [cannot be used as a flashbang] Command Runes make up the bulk of the runesmiths craft and allow them to define the powers they imbue into their creations. There are many command runes that may be used in numerous combinations. Command runes define the nature and functions of the Runic Artifacts. These runes push, pull, throw and otherwise move the artefact’s amassed elements. A root rune may have up to three command runes attached to it. These are activated by speaking the dwarvish name [not considered equivalent to the ancient language, just a distillation/offshoot of such] of the rune. Instructional Runes [T1] are runes that apply instructions to a rune. In combat scenarios you cannot have a Runic Artifact that utilizes more than two instructions without a MArt created for the Artifact in question. This is intended so that people cannot game these Runes into doing absurd things with the defence that it is “technically possible” and sweeping it under the rug hoping no one notices but to not limit all forms of creativity as they can get approval that it is not powergaming, hence the MArt. These runes do not scale upwards depending on the Runesmith who created or utilizes them. Canon, OVAR - a outward blast from the rune, can only happen up to 1 block away and only once a day Break, NAZKA - literally fights an element, dispersing it, can only be used with a manipulative root. Once activated, Break will cause the targeted element to disperse into nothingness within a 5x5 block area over a 4 Emote Period. [Cannot cause a air vacuum or something else equally absurd] Core, DERKON - internalizes an element within the core of the Runic Artifact [Fire = Heat, Frost = Cold, Light = Light, Water = Soaked] Cluster, NOZAGAR - Draws in a fraction of element towards the Runic Artifact within a 3 x 3 block area over a 3 Emote Period [Understand that this doesn’t stop the negative effects of the element from harming you] Charge, VELANNAK - the simplest, baseline command - spends element to create projectile Flow, YALUM - creates a steady stream of a element [except lightning and stone, unable to be used as a projectile][For context this is meant to be similar to watching water work down the path of least resistance and not meant to enable Runic Flamethrowers] Friendship, NAKARAN - Binding two runed items together, allowing one to draw the other to it [think magnetism not thor's hammer] Ring, KHAIN - wraps the element around the Runic Artifact with the expected effects Creation Runes [T3] produce their specified element drawing upon the Soul Energy used in their creation, where Manipulation Runes draw upon instances of their element already present in the world. A Creation Rune requires Command Runes to function. Requires a vocalization for the Rune to be activated. -Able to be created at T3, requires a Ogradhad Rune formed onto the Runesmith -Requires both an Invigoration and Charging Emote before being Active -Cannot be placed upon organic material -Can be disrupted by any form of anti-magic or soul energy manipulation with the exception of Aurum imbued with a Armakak Rune. -Cannot be applied to small form projectiles (small stones, concealable weapons, slim weaponry) Creation Runes tend to be less efficient than manipulation runes, producing their element slower than a manipulative rune might draw that element from their surroundings but they are capable of lasting until the destruction of the Runic Artifact. Manipulation Runes are more immediately potent then their counterparts but can lack the same level of convenience and lack longevity. Specific Runes [T3] are runes that intact a specific function outside of what the Creation or Manipulation Runes does, although there are similarities between some Specific Runes and the Foundation Runes. An example of this is an Ale Rune in which it is distinct from the Water Rune but has additional nuances to it that are not 100% understood. Later lore pieces may add more of these runes. Create Steam, KAGLIM - Cannot be used in combative roleplay [If there is a word already for steam in the dwarven language then I Kaglim should be swapped out] Create Ale, BEOIR - Because Ale is the most important piece of history to pass down for dwarves Convert Stone, KEZNELBOKK - Converts Dead Organic material into Stone [Not fast enough for combative purposes] intended for burials. Divine Runes are specific runes thought to have been conceived directly by each Brathmordakin as a gift to the dwarven people. These runes have very specific purposes and are the most complex singular runes with errors be they forced or unforced causing energy dispersals that greatly maim the Runesmith. The Runes placed upon the body of the dwarf are a form of Flesh Runes that is considered acceptable as a form of becoming closer to the Brathmordakin. -Energy dispersal damage cannot be used as an AOE, only does harm to the Runesmith and if applicable the Student they’re putting the Rune on. -Same power source as any other rune, does not function as deific magic. -All Divine Runes do not require vocalization as they’re active upon them being created Anbella Rune - A Lesser Rune of Connection. At least 6 Emotes to place upon a student, screenshots must be added to the Student App. Not self teachable. Initial Rune required to be inscribed upon an aspiring Rune Smith. To function requires the individual to have an unaltered and untainted Soul Pattern. Having this Rune prevents an individual from learning any magics that either Alter their Soul Pattern or create a Connection to a Patron [Aenguldaemonic/Dragon/Etc] Ogradhad Rune - A Rune of Connection. Required for advancement to T3 and beyond. At least 5 Emotes to place upon a student, the process is painful. Required for the ability to create Dungrimm Runes. Requires an accepted TA and Yemekar’s Rune to create. Requires an amendment to a Student Application with Screenshots of the roleplay showing it has been placed on the student by a Runesmith with an accepted TA. Yemekar Rune - A Greater Rune of Connection. Required for advancement to T5. At least 6 Emotes to place upon self or student, painful process. Upon acceptance of a TA the Runesmith can either have a vision from an indeterminate entity [open for roleplay perspectives] and learn how to self apply the Rune through an arduous ritual that will leave the Runesmith severely weakened and unable to craft any Runic Artifacts for a OOC Week. Grimdugan Rune - A Rune of Disconnection. Learned by a Runesmith through visions or instruction once they reach T4. It is forcefully placed upon a trapped individual and requires at least 6 Emotes. The Rune permanently alters the individual’s Soul Pattern leaving them permanently unable to access Runesmithing. This can only be done on an individual that already has any Divine Runes done upon them. Those disconnected are once again able to learn magics that alter their Soul Pattern with the exception of Runesmithing. This is a Transmogrification unlike the previous Runes which were Metanoia. The Runesmith who creates this Rune is then permanently stuck at T3 Belka Rune - A Rune of Greater Runic Artifacts. A Divine Rune that is placed upon a Runic Artifact that is intended to be a Greater Runic Artifact. Learned by a Runesmith through visions or instructions once they reach T4. Imbues the Greater Runic Artifact with an Imprint of the Runesmith creating it. These imprints give the Weapon a sort of personality akin to that of the Runesmith at the time of the Artifact’s creation. This Imprint is not the spirit of the individual and cannot manifest in any form. Armakak Rune - A Rune meant to Preservation. Preserves Runic Artifacts that have Aurum incorporated into their material [the Aurum must be at least the size of a fist for the Rune to fit] from Iblees’s taint and protects it from any form of external magic that tries to fundamentally alter or corrupt the Runic Artifact. Allows for the wounding of the incorporeal/daemonic/necromantic if the weapon can feasibly hurt them [ex: Can’t kill a Dreadknight with a Spoon, even if it's magical]. Dungrimm Rune - A Rune of Protection. Allows an individual that is not a Runesmith to be able to wield Runic Artifacts as if they were their own. Requires an Ogradhad Rune to create on an individual and requires at least 6 emotes, is a painful process. It is an unforced form of Metanoia but those who have previously been Transmogrified cannot undergo the process. Does not provide additional benefit to some who already have an Anbella/Ogradhad/Yemekar Rune. Requires a Feat App to be posted with screenshots of the roleplay. A Runesmith cannot apply this Rune more than once in a OOC week period. The intent is so that Runesmith can still arm those they trust however they cannot create a endless horde of Runic Warriors in a week. -The five body runes [Dungrimm/Anbella/Ogradhad/Yemekar/Grimdugan] leaves physical markings upon the body of the Runesmith and may have dull colorations unique to that given Runesmith. A Runesmith cannot fully conceal the body runes from others as they cover the entire body unless they wear something equivalent to a burka or is fully armoured from head to toe. -A completed Divine Rune nor its effects are destroyed even with the physical maiming of a Runesmith. The physical markings are a byproduct purely for flavour. -These physical markings are distinct and identifiable to those with general knowledge of Runesmithing. They’re not distinct enough that you can specifically tell between the Dungrimm, Anbella and Ogradhad Runes. Those who have their own Ogradhad/Yemekar runes can recognize and identify all divine runes placed on others. -The Yemekar Runes physical markings are complex enough that one could make an educated guess that the individual is a T5 Runesmith. -Due to the violent nature of the Grimdugan runes they’re recognizable to those with any knowledge of Runesmithing. Those who have their own Divine Runes can’t help but feel a small form of pity/contempt/disgust upon witnessing said markings even if they were close family. Runic Artifacts A Runic Artifact is activated through the combined vocalization and faith/will [Soul Essence] is of the user who has undergone the steps [Metanoia]to become a Runesmith. A user of the runic artifact must both know the names and order of the runes inscribed into the artifact they wield while being of sound mind. Those who are not of sound mind (lacking will/faith) are incapable of activating a rune no matter how often they invoke its name. Requires a Roleplay Item. -All creations of Runesmithing are considered a Runic Artifact. Cannot turn an existing MArt into a Runic Artifact -Runesmiths can create one Runic Artifact per day until they hit T4 at which point they can create two per day. -More complex Runic Artifacts should be posted as a MArt [For those who try to string together extremely complex patterns to do something interesting] -Simpler runes do not create a MArt (creating steam, fire, common sense stuff) -Just because you can conceptualize a certain pattern of runes being able to do something crazy and the lore piece doesn’t say you specifically can’t doesn’t mean that you can, basically don’t powergame it. -A Runesmith’s Tools are considered Runic Artifacts and must be bound prior to attempting to create a Runic Artifact (so that individuals cannot grab random tools and create a Runic Artifact on the fly in a combative situation). These tools are meant to be a thematic aspect of Runesmithing, for that purpose you can bind a Hammer + Chisel or a Knife/Etc in one day and should not be considered towards a Runesmiths Runic Artifact cap for that day. -The destruction of a Runic Artifact will wound the Runesmith akin to a phantom pain. Enough Runic Artifacts destroyed could cause serious trauma. A Foundation Rune will have various Command Runes attached to it that will originate within the Foundation before arcing outwards to cover the surface of the Runic Artifact. To break any surface of a Runic Artifact will result in its destruction either through fizzling/fading out or by exploding/bursting. 1 - 5 Immediate Cease of Activity {No Output}/ 6 - 10 Brief Descent {T1 output for 2 more uses} / 11 - 15 Brief Ascent {T5 output for 1 more use} / 16 - 20 Immediate Burst {Runic Energy manifests immediately and explodes causing harm to those near in a 1 block radius} A Runic Artifact may have up to One - Two Foundation Runes [T1 - T3 respectively] inscribed upon it. When having multiple Foundation Runes they must be either Creation or Manipulation but not both as they’re mutually exclusive. A Runesmith attempting to go beyond their capabilities on runes will produce a failed Runic Artifact will cause the item to spark, fizzle and finally cease all inactivity as it is rendered inert. A Superior Runic Artifact surpasses the capabilities of a Runic Artifact and should be viewed by a Runesmith as their Magnum Opus. A Superior Runic Artifact has Two - Three Foundation Runes [Creation and Manipulation not mutually exclusive] and an Imprint of the Runesmith who created it so that even after their mortal passing they have left a piece of themselves forever for future generations to make use of. Required an accepted MArt and Roleplay Item. Can be used by anyone. A Grimdugan Rune disqualifies the individual from using it. -Cannot be permanently destroyed, will always have a blueprint that a Runesmith can fix. -Cannot be translocated or pulled away from the Mortal Realms. -Requires either a Ogradhad Rune or a Dungrimm Rune to be used. -Even if the Runesmith who created it dies or is disconnected a Superior Runic Artifact still remains functional as its power is independent from the Runesmiths wellbeing. An Imprint is created when a Belka Rune is used in the creation of a Superior Runic Artifact. This Imprint is essentially a reflection of the Runesmith’s personality at that given time upon that Superior Runic Artifact. To the Runesmith in question it is not noticeable but to those the artifact is passed onto it is noticeable. For those who have an Ogradhad Rune they would be able to Commune with the Imprint to seek advice only if the creator has passed on. To acquaintances who have physically met the creator it has a passing familiarity not unlike when you’re reminded of someone when hearing a particular song. Kin and those who are especially close might receive a brief communion with the Imprint in passing in the form of a short message. -Cannot commune if the Runesmith who created the Superior Runic Artifact is alive. -For those who were close either by blood or bond to the Runesmith the brief communion could be as akin to a message like “You’ve grown so much”. To those who the Runesmith had strong feelings of hate/disdain a message could be similar to “You’re a disgrace”. Even without a direct message a wordless feeling might be passed on such as Pride or Contempt. -Does not function as a phylactery or any other form of storing your soul. -The Imprint does not gain memories of the Runesmith beyond the creation of the Superior Runic Artifact so that it cannot be used for metagame purposes. -Communion does not mean you have a talking sword nor can others hear what it says to you. Simple communion is as stated, simple. Complex communion requires a great form of revelry and ceremony to be able to maintain a brief conversation with it and will exhaust those who take part in such. Progression and Core Philosophy [OOC] Feat - Not mutually exclusive but required to use Runic Artifacts. T1 (4 Weeks) - Extremely limited ability to create Runic Artifacts. T2 (4 Weeks) - Very Limited ability to create Runic Artifacts. T3 (4 Weeks) - Competent, seen as the point where a Runesmith no longer needs to be held by the hand by his/her peers and can now progress independent of them. T4 (4 Weeks) - Capable, seen as the point where a Runesmith has reached a point of mastery within their respective field. Able to create their first Superior Runic Artifact and two Runic Artifacts per day. T5 (TA) - Mastery, seen as a point where the Runesmith is a master among his/her peers and is able to teach new students to continue the practice. Can create their second Superior Runic Artifact. Under this rewrite Runesmithing is intended to have a strict structure not unlike the descendents who revere it. This tier structure is more of a competency structure then it is a power structure, a sufficiently clever T3 could create a more effective Runic Artifact than a dunce T5. It is meant to be a thematically on point with the purposes of Runesmithing while including more fantasy aspects than it’s previous iterations in terms of what Runesmiths are. While it is more limited than previous iterations there is a greater emphasis of creating Artifacts that last and end up having a story of their own. It is not an endless source of utility but instead a way of a Runesmith proving their mastery in a way that highlights the craftsmanship and spirituality of the dwarven community. One of the biggest problems in the past was the vagueness of Runesmithing that allowed individuals to over exaggerate their capabilities. To remedy this the Magic is inherently more restrictive but with ST approval can recreate and invent new constructions such as the Runic Cannon. In this lore piece I made a concerted effort to tackle the power source question that often put the Runesmithing/Dwarven community at odds with staff. Hopefully the usage of the concepts of Metanoia and Metasis will bridge that divide between wanting the Magic to thematically fit with the Dwarven Faith that is managed by players and the staff who need a plausible power source for the magic. Part of the reasoning for using Soul Energy was to harken back to the Golems of old that required PK’s to create and reinforce that theme and its implications on dwarven specific topics. With any luck this iteration of Runesmithing will be more about Mentorship and great Craftsman dwarves creating artifacts that can be passed down for generations rather than becoming a sith lord magic or trading magics around to create some absurd combo by bending the intentions of the lore piece to create handheld WMDs. It does still lean a bit into evocation territory however I hope that by reinforcing the lack of small arms/projectiles [I do think javelins would be thematically fitting though, perhaps the ST can lay a verdict on that tho] it will be more of a Elemental/Specialized Enchanting rather then the lava evocation nightmare it used to be. Grandfathering I do not intend to create a new character for the purposes of distributing Runesmithing. I believe Noobli__ and DrHope (both through events that I can consult on if needed) as they’re the most consistent and hardworking of the new dwarves working towards bringing back Runesmithing so that the new generation of dwarves can use and build upon it. For past Runesmiths I would like that they’re able to create a Superior Runic Artifact MArt if they previously had a TA but are not Grandfathered into the magic. The reasoning for this is so that Runesmithing can have a semi fresh start while also not completely shutting out those who worked on it in the past, their legacy of being a Runesmith can continue on through a MArt even if they do not intend to become a Runesmith again. Additional Redlines Can be expanded upon, just for leftover stuff that didn’t seem to fit above. Prior to a command being issued, Creation Runes do not produce their element into the world. They simply gather the energy to be spent on said Creation. Once a command is given, the energy will be spent, and the command performed, generating the element in the process. In the same way, manipulative runes first gather energy to themselves, before expending that energy to move nearby elements when commanded. Manipulative runes may never manipulate elements a distance of 10 away. Compatibility Future Runes - Additional runes can be created that slot into the Foundation/Instruction/Root sections to further flesh out the magic. This isn’t meant to be the conclusive be all but rather the framework for future Runesmithing to work within. Flesh Runes - a more limited selection of runes, of which some were originally discovered by the ancient Doomforge who was said to have learned it from the whispering of Dormar. Rather than the standard tools of a craftsman one must use an obsidian or iron knife. This form of magic is known by Runesmith’s with TA’s but is shunned upon as it is the forceful manipulation of someone’s natural form. Open for someone else to create an add on lore piece. Golemancy - Compatible but cannot put runes onto a Golem. Open for someone else to expand upon the compatibility in a future lore piece. Runic Cannons - Compatible and a product of this magic if they’re accepted again. Probably should have a special one that shouts out @Cpt_Noobman's dwarf. Final Notes - Has a stricter system where people will have to screenshot their roleplay more and actively document with the ST more. I’m sure it will increase the amount of paperwork ST’s will have to do but that is a price I am willing for them to pay. Credits - @Hindsightmancy for much of the original framework in 2020 that I converted/expanded upon. @Heero for early collaboration and Feedback back in 2020. Also shelve paladins please. @Riftbladefor early collaboration and Feedback in 2020. Also please pay for those feet pics I'm not a charity. @TaiwanNotChina for early collaboration and Feedback in 2020. Stay free from LotC. @Noobli& @DrHope for early collaboration and Feedback as well as continuing to put work into bringing back and improving parts of dwarven culture. @Lhindir_ for consulting to prevent crossing over into Blood Mage territory. -Previous Runesmith Writers and Golemancy Writers as this is intended to build off past efforts. -@SodaiKamikaze for failing to baja blast my brains out and make me stick with the original PK of Aengoth which would've been the better timeline. Image 1 sourced from https://avatars-of-war.com/images/minis/aowps03/360_1/00.jpg Image 2 sourced from https://warhammerfantasy.fandom.com/wiki/Rune_Magic?file=Runesmith.jpg
  17. Aengoth's smiles fondly upon his kin from Khaz’a’dentrumm, proud of the successes of the new generation.
  18. Local Dwarven Bitcoin Bandit spotted holding up a employee of Tythus CO shouting "Alright @Quavinir_Twiceborn, put the rewrite in the bag and nobody gets hurt." ((It's a joke don't let skiking give me warning points for having a gun))
  19. *The corpse of a dwarf shambles forth without a CA shoving in his own ballot to counter Onar's vote and take part in the voter fraud* IGN: Fur_Patterns RP NAME: Aengoth CANDIDATE: Norli Starbreaker
  20. ~Format~ IGN: Sir_Niccum RP NAME: Mogrin Ireheart CANDIDATE: 066Um0 13Rh376a
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