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Nooblius

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  1. I find it funny people are treating 1.8 vs 1.9 PVP like it’s some moral and objective truth. Jesus Christ, calm yourselves!

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    2. Gustando

      Gustando

      why is everyone even arguing. It got added for like 10 minutes and then changed

    3. _pr0fit

      _pr0fit

      lmao, 1.9 hasn’t been implemented for years

    4. Unwillingly

      Unwillingly

      dude if you want 1.9 pvp ur just a huge idiot who can’t handle a little bit of clicking bc u wanna cry about ur RP 😤 1.8 is the only correct answer and i am morally correct on that. dont @ me because I will make you CRY kid, understand? ur nothing. im a god tier pvper and I will rock ur **** on minecraft. 

  2. GRIMDUGAN ~ ᚷᚱᛁᛗᛞᚢᚷᚨᚾ ~ “The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth.” GRIMDUGAN is the god of greed. He is patron to treasure, all riches and valuables, and also to miners, merchants, and anyone who uses greed to retrieve it. He firmly encourages his followers to seek riches, whether it be in the depths of a mine or through a shrewd deal made at the marketplace. While the greed bestowed by GRIMDUGAN fuels the hearts of the living, it is he who acts as the guiding hand of those who walk in the darkness. Teachings of the Hoard The Teachings of the Hoard are a collection of moral principles based in the patronage of GRIMDUGAN. They serve as guidelines for those who seek to honor the Lord of Greed, focusing on using his blessings to gather wealth to your kin and clan. Derkalimin Derkalimin, meaning greed, is the core teaching of GRIMDUGAN. Greed is not a malign force, not a curse as taught by some. Your greed is a tool, a guide. Let it lead you to prosperity, let it inspire you to do greater. A soul that learns how to utilize greed for the betterment of itself, its kin, its clan and kingdom will become a being with near unshakable resolve. However harm the dignity and prosperity of you and your kin, let avarice justify dishonor, then you compromise your soul. Azgoth Azgoth is the teaching of treasure and its importance to GRIMDUGAN. Using the blessing of greed, a dwarf is to gather to themselves things of great value and beauty. From jewels to gemstones, runes to relics, gathering and protecting treasure for kin and clan is a divine duty. Treasure however can mean more than just things of material value. Influence, land, knowledge can be hoarded and gathered for the prosperity of your people. Uloon Uloon is the teaching of darkness, of the deception and danger of the shadows. It is within the darkness that the treasures of YEMEKAR’s most valued creations are found, be it the sacred stars resting in the night sky, the rare minerals found deep in the delves of a cavern, or even the danger and mystery of holding a heist on unholy enemies of the BRATHMORDAKIN. Everything worth your greed is hidden in darkness, seek only the spoils exposed and you will have spoils few in worth. Paragons and Heroes of GRIMDUGAN Due to centuries of misportrayal of the lord GRIMDUGAN as a patron of petty thieves and bandits, few dwarves have ever chosen him patron, and none have been declared his Paragon and none his Hero. DA KIRKJA DVERGA ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ Da Kirkja Dverga thanks Kragdin Starbreaker for his remarkable assistance in writing these teachings.
  3. I mean yes that may be true, however I think we can all agree there’s nothing wrong with wanting be contacted about where your lore is going to be used. Obviously nobody knows the lore better than its writer, so they can also give feedback if you’re using it in a way that doesn’t make sense with its initial themes
  4. The High Preceptor thinks the Smallaxe series has more religious merit regarding the nature of Belka than this episode of Uncle Karl’s Wacky Fantasies.
  5. These are both very good points, frankly speaking. Thank you for your feedback! It was our intention that a Rune of healing would need a very long time to heal major injuries and that its only power was speeding up the natural healing process, however it seems that in this draft we forgot to put such an edit in and make it clear. I’m thinking to limit the amount of tiers on this one and make it distinctly and clearly weaker, or perhaps even just removing it entirely and saving it for the Flesh Rune DLC. If I do that however I want to introduce a utility rune or two to replace it, as I don’t want the dialect to become small enough it is seen as secondary to the more weaponry capable sides of Runesmithing. On the Rune of Sound, that was its idea, however you’re right that in its current state it could be a bit strange mechanically. Will reword the redlines for that one, and only have the T5 be beyond shout, and say its carving has to be approved by ST. Being how I’m sure I have some time until this gets claimed by the Loremags, I may do some minor balancing there later this week or even tonight. If you believe this rewrite is identical to Josh’s, well, I don’t have too much to say other than sorry ya feel that way, as I felt our group had done a pretty good job of rewriting it from scratch, even makes me a tad sad to hear that. Regardless, we had gone out of my way to specifically the runes substantially weaker than previous rewrites. Lava is not allowed to be used even mechanically on weaponry, and the equivalent of a T2 on Josh’s rewrite is a T5 on our own. If you have specific grievances where you think a specific rune is too powerful, please cite the and I’ll give what reasoning I can or even cede the point and remove/balance it. However I will state an LT advisor had told us it was alright, which is why we went ahead with posting with the current balancing. The Rune of Inspiration is not meant to speed the process in which someone becomes a Runesmith or progresses through the tiers, and I actually feel somewhat ashamed if this was the conception, I did a poor job of communicating. No, the rune is only meant to act as RP flavoring, perhaps used by old storytellers ‘round the fire to better captivate the young ones. That was something we had gone over in our head for a while, and decided that they shouldn’t necessarily have bad effects as that’s not really their point. If we wanted to make the runes more powerful, then yes they should have clear bad effects other than the casting time, however we opted to nerf them more to make it more simple and balanced. If there is a general consensus among many people that the runes are too powerful to be without negative effects we will do some balancing on the subject. I would like to reiterate that we did in fact have ST oversight for this. On the subject of Toxicity, I have seen none and encouraged none so far, and I do not intend to have our culture and lore become a battleground. And I encourage that to everyone reading this post who may feel... strongly about this subject. Even if you think someone else “started” it, just let it go. We’re all just nerds playing Minecraft Roleplaying, let us be peaceful nerds.
  6. @Wretched Thanks ya so much, I actually am probably more proud of this part of the lore than I am Runesmithing main, likely due to its broader scope. The reason I picked Daemon was simple because in my research for this topic, Daemons were described as not necessarily bad but having a clear motive, and being ruthless in their dedication to it, which I thought was a pretty accurate description of Innom.
  7. Sorry that the formatting is so messed up bois and girls, I’ll be spending some time dedicated towards fixing it post- well, post-posting. Content will stay the same however. EDIT: Formatting done! There was a single redline from Ruhn Lanterns I removed as it was wack and from an earlier draft. Sorry if that made anyone’s viewing experience uncomfortable, I suggest reloading the page to the lot of you.
  8. ᛟᚱᛁᚷᛁᚾᛋ ᛟᚠ ᚱᚢᚾᛖᛋᛗᛁᛏᚺᛁᚾᚷ ORIGINS OF RUNESMITHING PART ONE: PRIMORIS When the world was young and green and newly made, the Four Brothers walked undying in the lands they found beneath the interminable firmament. This was the plane of Creation, that which has been inhabited by the Descendants since the first days. It was a residual land, formed from the hulking mass of the One who Came Before, whom the unknowing mortals call the Creator. He was Aedifex, who broke his own being upon the metaphorical anvil of Creation to give making to all which we now know. Of him much is written in the tale of Primoris Orsus, and the matter relayed here will not stray into the genesis. The Creator was not a deity in the modern ephemeral sense of the word- He was (and is) dead and gone, and scattered into a thousand pieces; the spiritual shards of this explosion gave life and soul to the Primordials, the Aenguls and the Daemons, and all the Descendants that came afterwards. His massive form, that which was not given over to create the Primordials Vigil, Composer and Preserver, became the lands we know as Aos and Eos; and it is this physical mass at the center of creation with which the matter written here is primarily concerned. For all intents and purposes his spirit vanished forever, so that none knew him or his works. But the power by which Aedifex gave shape to reality remained in His sacrifice, lingering and vibrating throughout the matter of the Material Plane. All natural remnants of Creation persisted by this design, a passive force constantly manifest in the world within the Veil. In this writing it shall be referred to as the Ruhn, that which bound the purpose of Making, the diktat of Aedifex. It is through this primeval remnant that the most fundamental force of genesis lingers, reverberating through our land like the aftershocks of the great forgotten Making. The Ruhn is in all things and is ever-present in Creation, an interminate force, the absence of which would result in the unraveling of the cosmos and the ultimate victory of the Void. Through every wind, river, and mountain, through every craft conceived, the primogenial mutterings of the Ruhn can be said to flow. And though its full breadth was unmanifest, being in all things- in the deepest parts of Aedifex’ broken corpus some of these energies of his Making concentrated, gathered in bright pulsing threads of unthinkable power. And even as the Four Brothers walked upon the great mass of the Creator’s body, as the Aenguls and the Daemons made their realms in the far aether, they knew it not. These veins of concentrated energy were hidden, and untouched they lay as great wars raged upon the corpus- their nature was concealed from those few who would recognize their eldritch presence. Even to the Creator’s mightiest children the Aengudaemons, who in latter days bore His spiritual power in greatest measure, could not fully comprehend the Maker’s secret fire remnant- busy as they were with the formation of their own realms, they paid no heed to them. The Ley Lines, as they came to be known in the Common Language, were to the Maker as nerves are to a creature of flesh (if such a comparison can conceivably be made of such an unknowable Being)- and even in his dead, broken and fallen body they retained a connection to the Ruhn, that immense primordial energy which had given rise to all we know. Therefore in the midst of the Creator’s own Plane, defended by the Veil from the crushing chaos of the Void, his power focused unbeknownst. There it tarried, this secret fire- untapped and untouched, until an age had passed during which much strife and tribulation occurred, and which is better explained in a tale of the Iblaesian Wars. Creation itself was shaken, the Deceiver was cast out, and the Four Brothers and their Descendants were made to pay the terrible price of Curses upon their souls. It was only afterward, that the power of genesis was again recognized- and even then, indirectly. PART TWO: THE DWARVES DIG In the ancient Kingdom of Urguan, ruled yet still by the first dwarf, an age of golden yore was flourishing. The sons of the Silverbeard had carved deep into the mountain which was their home, ornate and massive in its structure. In those days the manses of the dwarves were united in glory, and this great collective they named Khaz’Urguan, which is Urguan’s Hall in the Common Speech. From its golden forges and workshops were the greatest feats of craftsmanship born, such that are unseen and unrivaled today, and which a modern Dwarf would weep to behold. But then as now, the ambition of industry came at a great price- for in order to fuel their cursed greed and insatiable necessity for more resources, Urguan’s Folk dug deep into the rock, far past any hope or glimmer of light, and into gloaming so indescribably thick that no shape could be seen past the effect of what weak lanterns they brought with them. It was here, deep in the caverns of Khaz’Urguan, that the Dwarves first stumbled upon the primeval glory of their Genitor. There in the darkling shadows far beneath the earth, deeper than any sane person would ever seek to venture, one fortunate mining company encountered a thing unseen by any since the dawn of Creation; as they entered the expanse of a mammoth cavern, the amorphous shadows of the wall increasingly gave way, and a dim, blue light blinded their unaccustomed eyes. There, amid a cold lake of black water, a foundation of broken stone served as the focal point of shimmering energy which extended in four directions like an ethereal aurora. This was the first intersection of Ley Lines to be found, which later came to be known to the Runelords as “World Altars”- in truth the name is misleading, for no structure existed there save that which had been left behind by natural movement of rock (see “World Altar” section below). Here, in this place, the mystical untapped fires of Aedifex’s fallen might had come to a focal peak- where four currents of energy aligned, and blazed brightly for all to see. The spelunkers were mystified, and fell to their knees, captivated by its enchanting beauty, visions indecipherable flashing through their minds. They had reached the basal roots of Yemekar’s Creation, and they cowered before the majesty of it. The journey back up the deep roads to Khaz’Urguan was harrowing, each rest disturbed with repeated visions of the Altar, and each time more detailed than the last. By the time the dwarves arrived back to the undergates of their great city, they rambled incessantly about primordial power- their simple mortal minds overwhelmed entirely by a thing no Descendant could ever truly comprehend no matter how studied. Though the dwarves had already developed a rudimentary system of belief at this time, it is believed by modern scholars that the Brathmordakin Faith as we know it today had its origins here. In any case it came to be that the rambling, maddened trio were taken to the Underking himself. Urguan Silverbeard, caring yet opportunistic, first resisted investigating this strange power, wary of the harm it might cause to his people after so long and terrible a war as the one they had just survived against the Deceiver. But the intrepid greed of a Dwarf is no small thing, and Urguan was greediest of all- heeding his arguing courtiers and their dreams of the prosperity and power that would follow should they claim such a boon, his own Curse consumed him. Here it should be said that the miners who first saw the Altar became mad entirely soon after their recounting of the finding; their minds, and their Descendant forms, were unsuited to understanding such primeval light- they could not speak save in wailing prayer, and one by one they perished, plucking out their eyes with bare fingers and biting off their tongues in fits of uncontrollable spasm. The last, whose name is recorded as Barrin, was discovered in his cell amid concentric rings of a bizarre script unknown to his kin, yet with an indescribable familiarity to their shapes. In this writing they shall be called ‘letters’, but in truth they were something less orderly, more akin to a natural flow of lines; the reason for this shall be explained later (see “The Rune” section). But even such horror did not dissuade the King of Dwarves, who wished above all to conquer ever newer treasures- be they mineral or otherwise. He ordered three Dwarves of his Court- loremasters of great repute- to gather what information they could from the stricken miners, and make haste to claim this power which lay in his vast underground domain. Had they been more foolhardy in these early days, it may be that the art of Runesmithing would never have come to the realms of Urguan; but the King’s chosen were no fools, and knew that this which had come with such doom to Khaz’Urguan was no trifling matter. Carefully, and with immense rigor, the three Masters began to gather what they could of the primordial language recorded by Barrin in order to more fully understand what had transpired in the deeps. The work was halting, slow, and methodical- and as time went by, Urguan grew impatient and wroth with their lack of progress. With each day as the wise masters worked, the King paced in his stony halls ever more wrathful- until at last his forbearance was ended. “Fie!” he roared. “If thy minds cannot work here in the comfort of Khaz’Urguan, then perhaps I shall place thee in a place more suited to such labors!” And the King took the Masters and their assembled work, and bade them into the deeps where the Altar had been found. “Go thence, and come not back this way until you have aught to show for it!” And the King’s word was law, for none dared question it. By his command the three were sealed into the Deep Roads with a cart of tools, provisions, and their writings, to finish the research; the way was shut behind them, and a company of guard was placed upon the door. Thus it was that the fate of the first three Runesmiths was sealed (and though they did not yet know it, the greatest boon of Dwarvendom would come from their predicament). For many days they searched again for the glimmering Ley-Line, and for many weeks they could not retrace the steps of the maddened miners. But when it seemed there was no hope to find their quarry, one spied a light in the gloaming, and cried aloud. Armed now with understanding of their predecessors’ terrible fate, they entered the chamber with great care- and did not look upon that which cast its brilliant light upon them. But even then, their previous work bore fruit- they smelled smoke, and looking upon the parchment where they had transcribed Barrin’s writing the Masters beheld that some of the letters had singed the paper which bore them. Thereafter their true labor began, as the loremasters attempted to recreate the letters they had crafted; most were inert, and did not respond to their diligent scribbling. Those that did, singed the paper and did little else. The Dwarves attempted to carve the runes into wax tablets, the wood of their cart, and any soft surface they could, to no avail. Only those carved in stone bore results, though the sparks were barely visible even in the dim cavern- something was wrong, and the loremasters could not comprehend what it was. Under the constant fear of an accidental look upwards and descent into the oblivion of madness, and with their provisions growing sparse, they began to despair. At long last one of the wise dwarves broke, and gave a shout of true desperation- they would starve here in this accursed cavern, beneath the light of some incomprehensible power that their King had given them the impossible task of understanding! He wailed, and threw his hammer and chisel away, placing his head in his hands. At that moment a momentous flash, and a thunder like summer lightning, shook the cavern in its breadth. The stunned loremasters beheld that the tools had come in contact with the undulating energies of the Secret Fire, and shone with a light like stars in the darkness. The first Runesmith came over to the tools, and taking them up he felt an energy therein which cannot be described- save for that he felt an understanding of the natural world, the stone and the water, the fire of his comrade’s torch, and even the air about him. It was little more than a feeling, but the Dwarf knew that a breakthrough had been reached- and as he knelt to hammer out one of Barrin’s letters upon the stony rock beneath his feet, a miracle happened. The rune (for rune it was, the first ever carved) sprang forth with a roar of fire, singing the Runesmith’s beard with its brilliance, before falling dead and inert. But the three dwarves wept openly, for they knew that they had stumbled upon a great power, which had never been seen or known before. They sat there in the cavern of the Altar, and looked upon each other in wonder- thinking of all the potential of their discovery. PART THREE: DEVELOPMENT Thus it came to be that the art of runesmithing, known also simply as “Ruhn”, came to the Dwarves beneath the mountains- but it would be many years, and many lifetimes, before it reached a fully-developed state. This segment will concern the basic dialects which were first-made by the Runesmiths, and the order in which they were developed- as well as clarifications regarding their growing understanding of the Lines of Ley, and the Secret Fire itself. Further, more linear history may be found in the “Ancient History” section, which concerns itself with the coming of Odnarch and other matters which followed. After their breakthrough at the World Altar, the three Runesmiths returned and shared their newfound art with their king Urguan, whose joy knew no bounds. Eagerly, the three were granted writ to establish a new Guild which would be charged with developing and progressing the art of Runesmithing, thus becoming the first Triumvirate of the Order of Runelords. Over the years the fraternity, and with it the Ancient Kingdom of Urguan, reached a pinnacle of prosperity. Using their newfound capabilities, the Dwarves were able to make feats rivaling those of Aenguldaemonica, and any corrupt magics of the Void yet more so. For the moment however, the three Runelords and their followers focused their energy towards understanding Barrin’s Letters to their full extent, and by what virtue they could channel what appeared to be a natural power. They discovered that the exact shape of the runes dictated their effectiveness, and also that their size had an effect only on the difficulty of the accurate carving; by this virtue smaller runes were easier to grave correctly, and larger runes had a higher chance of malfunctioning when not rendered by a Master. Runes carved with mundane means did not work even when graved perfectly- only the tools touched by the Secret Fire upon the World Altar seemed to have the capacity to render the eldritch alphabet. Moreover, it was discovered that if a dwarf other than the one who had first held them attempted their use, they would be similarly inert; a connection had been established between the Ley-imbued tools and the first Runesmith. Some part of the primeval energy had seeped into his bones, and bound him hence. More is written about this, and the advancements the Runelords made to secure their connection, in the section marked “The Binding of Tools”. The first letters to be carved, and those taken directly from the scrawlings of Barrin, were of the Elemental Dialect- the very basic harnessing of the power of the plane. With these shapes of form the Dwarves were able to create fire, then water, then more complex things like ice and stone. They mastered slowly the ability to alter the letters in minute ways, to cause the elemental energies of the world to obey the rune in shape and form; by the end of the first century, the Runesmiths had developed what is now called the Suffix-Affix system of providing direction to a carved letter. As the art of Runesmithing became more developed, new minds began to conjure runes of higher complexity; this became known as the Utility or Divine Dialect, because it contained letters which could affect them in new and innovative ways. The Rune of Calming, for instance, was able to calm beings from rage- the Rune of Echoes could magnify the sound of a Dwarf’s voice, and so on and so forth. These runes were based on the original “natural” runes taken from Barrin’s writings, but in essence became the first “dwarf-made” letters. The Dialect was not the only area of advancement however- as the Order of Runelords grew and burgeoned, concern grew over the unstable and undeveloped nature of the World Altar. New runesmiths often became listless and affected after proximity to the Ley Lines, some even losing their minds. In response to this, the wise among them began to attempt to manipulate the flow of energies around the node of the Altar- the eventual pinnacle of this is the Ruhn-forge, described under the section of the same name. The Elemental Dialect, the Utility Dialect, and the Ruhn-forge are the pillars upon which the art of Runesmithing rest, but they are by no means its only applications; the Runelords are ever developing and rediscovering new ways and combinations of letters, giving rise to new Dialects and uses that may come to light someday soon. Runesmithing is a truly Dwarvish art, which rewards those who are patient, diligent and willing to experiment for the benefit of their craft. Under the leadership of the Order of Runelords, it shall flourish for many years to come. ~ ᚨᚱᛏ-ᛟᚠ-ᚱᚢᚾᛖᛋᛗᛁᛏᚺᛁᚾᚷ ART OF RUNESMITHING Runesmithing is the magic of creation, a sacred and powerful art of craftsmanship. Unlike many magics which are utilized by their practitioners in the moment, Runesmithing is something done in preparation, and not uniquely combative but with a heavy emphasis on innovation, artisanry, and culture. The vast majority of the art’s powers are lost to history, entire dialects of runes remaining hidden in the shadows of ruins, unique tools and methods of harnessing that primordial power of the Ruhn. Its practitioners, servants to the Ruhn, forever search for creating works more glorious than their predecessors in a constant struggle to not only preserve this most ancient art but advance it back to its previous age of prosperity. THE RUHN-FORGE Often accompanied by large statues, vibrant architecture, or perhaps just hidden away in the mountains, the Ruhn-forge is an incredibly powerful structure constructed in order to tame the intersection of Ley Lines, also known as a World Altar. These places are considered sacred by the Order of Runesmiths, and require special tools and proper knowledge to access safely. The Secret Fire of Ruhn burning within represents a connection between the power of Creation and the mortal world, a visible node of a far greater power. It took many centuries for the Runelords to develop script capable of taming the winds of primeval magic which blew along the Ley Lines- and even when they did, it was no straightforward matter. Building one exposes the masons to unbridled energy, and they risk sharing the fate suffered by Barrin in ages long past. Beyond this, the mere creation of a Ruhn-forge may take weeks or months even with the participation of the most skilled Runesmiths. Once the final runes are carved, however, the Altar may be considered ready for use in the rituals of the art. The core of any Ruhn-forge is the powerful blazing hot magical remnant of Making imbued into it, the sacred Secret Fire of Ruhn as it has gathered at a World Altar node. It is the point of most direct access which a Descendant can hope to achieve with the Ruhn or the Lines of Ley, without losing their mind. As such, runes (being as they are, conduits for the energy itself) heated by its flame are quickly recharged. It burns with a bright blue glow and emits a heat similar to that of a normal flame. The Ruhn has a noticeably strong presence and pronounced effect on those near it, and novices may suffer strange visions and other limited disturbances to their mental acuity. Trained and experienced Runesmiths, however, would feel less disturbed or affected by it due to their stronger connection and exposure to its innate radiation. [Feat] Ruhn-Forge Creation The structure is essential to Runesmiths, it is the base of all rune operations. An order of Runesmiths with no Ruhn-Forge is hardly one at all, as it is a focal point of the Ruhn, allowing them to connect new apprentices and create the more complex and powerful runes. The process of crafting this unique structure is extremely complex, being one of the only pieces of modern Runesmithing knowledge that originated in the Golden Age of the art, utilizing a series of eight runes not remotely known in their total purpose and capabilities, as well as a unique engineered design that although allowing certain creative liberties with statues and architecture has many details that must be the same for every Ruhn-Forge. This craft in its convoluted nature cannot be learnt by any amount of experimentation as the tools used to discover this art are long lost to the Golden Age, its craft must be taught from one Runesmith to another. THE RUHN LANTERN When equipped with runic equipment, its power may slowly deplete from usage. In an effort to charge equipment away from the forge, Runesmiths experimented for decades and found a way to capture Ruhn-Fire through a device and take on their travels. This special device is made of Ruhn-steel and contains within, a small candle flame of Ruhn-Fire. Inscribed at the base of the lantern would be a Rune of Preservatio. With said Ruhn Lantern, a Runesmith may light it at a Ruhn-forge and carry a small Ruhn-Fire away from the forge, the Rune of Preservation working to maintain the Ruhn connection, however in its natural limits can only sustain this for so long. This allows the Runesmith to charge runic equipment on the field or built into structures, powering the runes more efficiently depending on the tier itself. Depending on the strength of the rune they are trying to charge, it may cause the Ruhn-Fire to fizzle out much quicker during the process. Alternative to this, Runesmiths have been known to recarve runes in absence of a Ruhn-Fire. CONNECTION : THE BINDING OF TOOLS Runesmithing at its core is a magic of creation, of craftsmanship, and thus as any physical craft, has its own unique tools that are requisite to its utilization. The tools of a Runesmith are the hammer and chisel, essential not only in the carving of the runes themselves but bolstering the connection to the Ruhn. These tools are unique not only in purpose but in craft, as no standard masonry equipment could handle the incredible power flowing through them. They must be forged of Ruhn-steel and then connected to the Ruhn and their user through a ritual. The ritual takes place at the World Altar, in the presence of a Ruhnic focal point, the intersection of Ley Lines. The ritual requires that the apprentice have their own hammer and chisel, traditionally made by themselves, forged from Ruhnsteel, as it is the only known metal that can properly channel the Ruhn. The overseeing teacher carves onto the face of the hammer prior to the process his own runic signature. This rune is the identity of the runesmith in question, a symbol from the teacher to the Ruhn of his authority and experience. The apprentice then must approach and gaze into the Ruhn-Fire, and hold out into the flames the hammer and chisel. As soon as this process starts, the apprentice would feel excruciating pain, and intense mental exhaustion as he experiences vivid visions of the Ruhn. The power of the Ruhn begins to connect to the very soul of the apprentice through his tools as a conduit, the signature of the teacher guiding it to the aspiring Runesmith. To the student, this ritual would feel as if it went on for hours, but in reality would only take several minutes. After the bonding is complete, a unique runic signature of the student appears on his chisel, and he may withdraw safely from the flames, his soul bonded to the Ruhn. If a student withdraws before the bond is complete, the ritual fails and it must be redone. Whether successful or failing, immediately after the ritual is done the student would feel unbelievably exhausted and collapse for several hours, and would feel tired, feeble, drained of their energy long after the ritual ends. The teacher, too, would feel incredible exhaustion after guiding someone in their connection, but would be able to maintain strength. THE BREAKING OF TOOLS The Hammer and Chisel are instrumental to the art of Runesmithing, the very means of connection between a Runesmith and the power of the Ruhn. Their destruction therefore causes a significant disturbance to not only that sacred connection but the Runesmith himself. As the tools exist as a pair, should one be broken, so too shall the other deactivate. Because of this bond between Runesmiths and their tools, should this occur, they would feel a sharp burst of pain throughout their body and soul. Until the tools are reforged, they’d feel an almost overwhelming weight upon their shoulders. Once the tools are replaced, this effect will end and the connection returns to stability again. The tools are replaced in a similar manner to their creation, however now that there is an established connection between Runesmith and the Ruhn the process is easier, and may not require oversight if the connection is strong enough. Just as before, both a hammer and chisel must be prepared prior to the ritual, however this time the officiating Runesmith must not carve their signature into the hammer but instead the Runesmith taking this ritual must carve their signature into the chisel. The Runesmith then must approach the Ruhn-Fire and hold his tools into it. A Runesmith’s experience in this ritual varies depending on the strength of the bond with the Ruhn, and if inexperienced would need guidance from a master Runesmith to help them through the process. Once they’ve healed the bond to the Ruhn fully, the signature of their old teacher would again appear on their hammer. After this is done the Runesmith may safely withdraw, however if exited before the ritual would need to be redone. Regardless of the outcome, withdrawing from the Ruhn-Fire would again cause great exhaustion, making the Runesmith collapse again but would not feel weak once waking up as before. DISCONNECTION : THE RUNIC SPIKE Although the destruction of a Runesmith’s tools causes a strong disturbance to the connection between them and the Ruhn, it is a temporary, and relatively quickly solved. There is however a measure that is more damaging to this connection, that entirely severs and shatters it. This is Disconnection, a serious punishment for Runesmiths that painfully breaks apart the bond of the Ruhn to a Runesmith, with or without their will, with a Runic Spike. The target Runesmith must be held or restrained in some capacity, enough movement disturbing and cutting short the ritual. The performer, not necessarily the Runesmith who made the spike, then takes the spike, its end still blazing hot from the flames of the Ruhn-forge, and stabs it into the target. As soon as it is stabbed into the Runesmith, his tools shatter, regardless if the ritual is entirely completed. With the spike’s end in the Runesmith, the Rune of Disconnection will glow, its brightness an indication of how strong the target is. The stronger the connection to the Ruhn a Runesmith has, the brighter the shine and the longer the ritual takes. The spike slowly tears apart the connection to the Ruhn of the target until there is nothing to be destroyed. The process is incredibly painful as it rips out every remnant of the Ruhn from the Runesmith’s very soul. Should the spike be removed before the glow is entirely gone, it will crack from the flat end and be unusable, allowing the connection to the Ruhn, still present, to heal itself over time. If the spike is allowed to entirely strip the connection of the Ruhn, the Rune of Disconnection will flash and the signature of the target taking its place. [Feat] Disconnection The Runic Spike is the instrument of Disconnection, that which used against a Runesmith will slowly and painfully break down their connection to the Ruhn, part by part. The Runic Spike must be forged of Ruhn-Steel and with the basic shape of a spike, one flat end with sloped edges that go down to a pointed end. On the flat end a Runesmith must carve a Rune of Disconnection. The spike must be heated in the flames of the Ruhn-Fire in order to prepare it for the disconnection ritual. The Rune of Disconnection is another rune originating in the height of Runesmithing’s prosperity and innovation, complex and ornate in its design and capability, utilizing many small curves and points that modern Runesmiths have no clue of their contribution to its ends. It must be taught from one Runesmith to another, impossible to intuit its design by any modern means. CARVING A RUNE With a hammer and chisel, Runesmiths and only Runesmiths are capable of carving runes into a surface, invoking the power and guidance of the Ruhn to imbue it with its power. Although the tools are able to channel the power of the Ruhn, no ordinary person is able to properly utilize them without being overwhelmed by the intense Ruhn energy, and would immediately pass out. Trained Runesmiths too, if not the soul bound to the tools, would be unable to use them, however would not pass out but simply feel a shock upon an attempt. Such practice of Rune Carving requires considerable effort and focus, precision and skill being key to ensure maximum ability for the Rune to work. Runes, as versatile as they may be, cannot be carved on every material. They must be carved on a hard surface, usually a variety of stone or metal. Certain more powerful runes must be carved on Ruhnsteel, as only it can handle the power flowing through them. Although runes are often carved into handheld weaponry, such small objects are usually incapable of sustaining large amounts of Ruhn energy flowing through them, and cannot sustain more than three runes carved on them. The procedure begins with the Runesmith making the first mark with a chisel, a single point that is often referred to as the Core Rune. It is considered a rune as simple as it is, as alone it is the foundation from which the Ruhn channels through when activated, the metaphorical line on which a runic command is written. From there, any and all activation prefixes are carved coming from it, dictating when the rune shall energize. Next, the base rune is carved, the main bulk of the runic sentence that dictates what power is being channeled, be it fire or inspiration. Different tiered base runes have slight changes in their design, the higher tiers having more subtle details added. Last are the command suffixes, which describes how the power of the rune is going to be channeled, in what direction, in what variation. Such a process can drain a Runesmith, and his tools will begin to feel heavy in his hands if he tries to carve more than he is capable of. The stronger the bond between the Runesmith and the Ruhn, the more power he is able to channel from it, and the more runes he can carve before drawing tired. Due to the form and shape of the rune being the identification for what powers it channels, if throughout the process the Runesmith makes a wrong etch into the rune using his runic tools, it will cancel the rune. This requires the Runesmith to be focused and undistracted. A carved rune can also be purposely misshapen by a Runesmith in order to disable them, however in order to disable a carved rune it takes precision and is exhausting with the evolving complexity of each rune, preventing unexperienced Runesmiths from tampering with their masters creation. TIERS OF THE RUNESMITHS As a Runesmith spends more time perfecting their craft, mastering methods and techniques, their connection to the Ruhn also strengthens. Just as any craft, such mastery can only come through practice, not something a book alone could teach. As the connection grows, a Runesmith is able to carve more powerful runes. Tier 1: The Runesmith has had his first pair of tools made, and bound with them to the Ruhn. This bond is still weak, the power of the Ruhn flowing through him and his tools still a bit disarming and uncomfortable, similar to the sensation of standing near a Ruhn-Fire. The Runesmith has not had the practice to learn most simple techniques. In his inexperience, he has only learned a few of the most rudimentary runes. His runic signature glows only dimly, hardly noticeable unless in the shadows. Tier 2: After two stone weeks of active study and practice with carving low tier runes, the Runesmith begins to slowly strengthen their bond with the Ruhn. Having learned a few of the more basic techniques, the power flowing through them is a bit more manageable, however it still feels as a small weight pressing on them. The runic signature’s glow is faint still, but more noticeable. Tier 3: Five stone weeks of active practice and study of the art after connection and the Runesmith is finally beginning to properly understand the Ruhn. He no longer feels burdened by its weight flowing through him and his tools, and is able to carve runes that begin to subtly distinguish himself as a learned Runesmith, his runic signature now glowing distinctly and noticeably. Tier 4: Ten stone weeks of improving techniques and researching runes after initial connection and a Runesmith has developed a strong bond to the Ruhn. He is able to carve powerful runes that clearly distinguish himself and his crafts as exceptional. The runic signature begins to glow brightly. Tier 5: After a Runesmith has dedicated an entire sixteen stone weeks to actively developing his skills, he has created a mighty bond with the infinite power of the Ruhn. He can carve runes which can dictate the outcome of battles, capable of creating nearly all runes known to modern Runesmithing, and is widely considered among the best craftsmen in the modern world. His runic signature shines bright and boldly, marking the level of skill and power of the Runesmith. Beyond the Tiers: In the Ancient History of Runesmithing, before the recession of the art during the Blood Age, the Runesmiths were vastly more powerful and able to craft runes inconceivable by the modern Runesmith. They were able to reach this form of greater power due to a larger repertoire of runes to practice their art on, however after a majority of the art was lost due to the Ironborn take over, these runes were forever lost and Runesmiths no longer can master the art beyond the level of a measly tier five rune. The masters of modern Runesmithing would be novices to the ancients. INTERACTIONS WITH OTHER MAGICS Runesmithing can interact with magics in two manners, the Runesmiths and the runes themselves. Runesmiths have a unique connection with their soul, tools, and the Ruhn, and it cannot be disturbed without hindering its capability. Their soul cannot have any connections or bonds other than that of the Ruhn. A Runesmith cannot practice any other deific magics, any attempts to connect with other deities and their powers would cause incredible pain to the Runesmith and fail, leaving the Runesmith exhausted. Attempting to connect to the void would cause a similar feeling, and would always fail. If a shade of Arun’Asna latches onto the soul of a Runesmith, they would be unable to use their magic until it is removed. The runes have many powers in regards to the manipulation of reality, however there are many limits to their interactions. For instance, the runes of the elemental dialect can only shape and form ‘natural’ elements, things of this world. Voidally conjured elements and powers would be beyond the control of runes, as they are fundamentally opposed to the Ruhn and its conjurations. Runic items are incapable of cooperating with items enchanted with any other magic, as the direct power of the Ruhn is too great to be shared with any other magic. ~ ᛏᚺᛖ-ᚱᚢᚾᛖᛋ-ᛟᚠ-ᛈᛟᚹᛖᚱ THE RUNES: LETTERS OF POWER There can be no design without means to define it. Thus is the same of that primordial force which permits existence, the Ruhn and its runes. If the Ruhn is the scroll on which the story of reality is scribed, then the runes are its letters. The runes are not just means of harnessing the power of the Ruhn, they are not some external force that steals it, yet another facet of the Ruhn which it acts through. This is proven in the capabilities of the runes even when not powered, as looking upon them will conjure a distinct sense of their meaning. This can be used as a form of rudimentary language, and is evidence to the fundamental nature the runes have tied to the Ruhn, that grand design of Creation. There is a fair amount of discourse as to whether the letters of Barrin the Seer, which were later developed into the Elemental Dialect, are an alphabet. Like an alphabet, or more accurately a logographic script, each rune represents an element, or in more complex cases a manipulation thereof. A Rune of Water, properly affixed and suffixed, will always create water- a Rune of Fire will always create a brilliant flame. Unlike an alphabet however, the letters of the Dialects do not follow any proper form or structure, the letters tend to flow more like a bolt of lightning across the sky than like a script upon a page. They were not intelligently designed, for the Creator whose Will they mimic is long dead and fleeting in his life. The Utility Dialect (and indeed any subsequent Dialect), having been artificially compiled by the Runelords, is more given to a grammatical order; it and its further cousins may be considered a more “tamed” version of the scattered Elemental Dialect first recorded by Barrin. This applies also to the extremely intricate runes which were developed to contain and control the flow of the Secret Fire of the World Altars, which are easily the pinnacle of the Runelords’ work. The most curious and striking aspect of the Ruhn is not the miraculous feats it can perform, nor even its access to the immense stores of Aedifex’s remnant power; more astounding by far is its inherent echo of Creation. Unlike the magic of Deities, or those who access to the Void beyond the Veil, the matter and energy created by a Runesmith is not artificial in nature. When a rune is suffixed to create water, it has created true elemental water- which shall not dissipate, or disappear. It has joined Creation. Similarly, when a Ruhn is suffixed to destroy water, that water is unmade, and disappears forever. UTILIZATION OF A RUNE Although a majority of the art of Runesmithing is focused on the carving of runes and their strength, an equally important facet of the art is the utilization of such runes and how they affect society. Such does not require any high level expertise and is relatively simple enough for the average user. Carved into each and every rune is an activation prefix that sets a requirement for the rune to power, after which all are filled the rune begins to activate. Every symbol carved into a rune complexes it, adding more distinct orders to the manipulation of the Ruhn. For every order carved into the rune, it requires more time to properly channel its power. Most average runes require only a half a minute after all requirements are met to activate, however the more complicated runes will require upwards of several minutes to cast. As the Ruhn processes the command given, the symbol carved begins to slowly gather power to it, glowing brighter until releasing. A rune stands as the connection to the Ruhn from the mortal realm, and as such incredible power runs through it. Quick movement of a carved item can disrupt casting for high tiered runes. Once a rune is fully activated and cast, it can continue to cast its magic for only a limited amount of time before it is overloaded with Ruhn energy and deactivates. The more powerful the rune is, the longer it can last before it collapses on itself. By an extension of this, every time a rune is activated it can slowly damage the connection between the Ruhm and the symbol carved. A rune will wear down faster depending on its strength, the more powerful a rune the faster it is worn. ACTIVATION PREFIXES Touch In order to create this prefix, the Runesmith need only carve the symbol into the rune, nothing else. The rune will simply begin to activate on the slightest touch of a hand. This is the most common prefix for runic items. When used in combination with a blood prefix, the rune activates only when someone who fulfills the blood requirement touches the rune. Phrase A simple prefix which allows the rune to be activated upon the utterings of a phrase. After carving the last etch of the symbol meaning the phrase prefix, the Runesmith then, with his chisel still in the material, must clearly speak out what the activation phrase is. Once he is done, he withdraws his chisel and can then begin the next part of the rune. When used in combination with a blood prefix, the rune activates only when someone who fulfills the blood requirement speaks the activation phrase. Proximity When this rune senses a change in the amount of material on which it is carved within a medium range, it activates. This runic prefix has traditionally been used for a wide variety of reasons, sometimes for alarm systems, for marking the arrival of enemies, and in the past used by elite prospectors searching for rare ores. The range of the proximity prefix is 10 blocks. When used in combination with a blood prefix, the rune activates when someone who fulfills blood requirement is within range. Blood During the carving of the activation prefix in question, the Runesmith must apply the blood that will activate said rune onto the end of their chisel. This prefix must be used with either the phrase, touch, or proximity prefix in combination or else the rune cannot be activated. The blood of the supplier and their direct descendents are the only ones who may activate a blood marked rune. Passive Passive runes activate upon creation and do not end unless they run out of charge. These runes cannot be used in conjunction with the previous activation prefixes written above. Due to constantly being active, these passive runes must more slowly drain the energy of the Ruhn, their effect less potent than other runes at their tier. Passive runes operate at two tiers lower than they are carved, unless otherwise stated in description. Passive runes last as if their charges are not being used, and only slowly expire. COMMAND SUFFIXES Suffixes are a fundamental part to structuring a Runic sentence, each of the varying words below have their own unique laws they must abide by for any combination they are paired into. Depending on the elements and material this word is coupled with, will influence how effective this suffix will be. Create / Destroy These two Suffixes scale with the tier of the Rune. Pull / Push The tier of the rune and the weight of what they’re trying to manipulate can influence the force of which they can push or pull. Lift Up / Lower Down The tier of the rune and the weight of what they’re trying to carry can influence the speed of which it can lift. Separate/Bind These two Suffixes scale with the tier of the Rune. THE ELEMENTAL DIALECT Often considered the core dialect of Runesmithing, Elemental Runes are perhaps the most well known of any. These runes can conjure the very fundamental elements of reality, and although to a lesser extent of control and power than voidal evocation, they are still capable of making very powerful relic weapons. Runes within the Elemental Dialect are capable of using each Command Suffix. Rune of Water First of the basic elements to create, water is a natural element that has abilities in both giving and taking life. The various tiers of this word, allow the runesmith to create more water or shape it into various shapes as their knowledge grows and with the help of the activation and command runes. Rune of Earth Second of the basic elements to create, earth is perhaps the most peculiar as it can only summon “dirt”. The various tiers allow one to control not only the size but also the density of the dirt. Note that it cannot be as hardy as stone and crumbles rather easily, difficult for it to maintain its shape. Rune of Fire The third basic elemental runes, and one of the most popular amongst Runesmiths, used commonly for weaponry and combinational runes. It harnesses the fundamental elemental power of heat, and summons fire at the rune to be commanded in several ways. Rune of Air The fourth basic elemental rune is air, a more specific power in its purpose. Although possible to use directly and solely in a combat encounter, it is typically less effective than the other three basic elements, only able to really at most make an opponent unstead and hard to move. Considered within the Elemental Dialect are many runes which are not operated singularly and alone but instead as a combination of some of the four basic elemental runes. This is done by carving multiple elemental runes into the same object with near identical structure, the only difference being the base rune’s element. For this reason, some of the most complicated runic combinations are too elaborate to fit on smaller objects which cannot sustain more than three runes at once. Runes of Stone (Earth+Fire) First of the combined elements, stone unlike earth has the ability to maintain its shape without crumbling. As hardy as the material it was inspired from, spells made from this are rather limited and cannot be shaped very well, taking instead simpler or crude shapes. Runes of Steam (Water+Fire) Second of the combined elements is steam, a vapor that takes the appearance of a white mist as they are small water droplets in the air, which is warm when grazed across skin. Due to this, unless in an enclosed area, it can evaporate or ascend away from where it was cast lest given a direction for it to go, in which it can do moderate damage. Runes of Smoke (Fire+Air) Third of the combined elements, runic smoke is summoned utilizing a rune of fire and a rune of air, combined in their effects to manipulate a smog of thick smoke. These runes have been used for a multitude of purposes, from creating smokescreens for cover, to instances of smoke weapons which not only cloud the battleground but burn opponents. Runes of Ice (Water+Air) Fourth of the combined elements, runic ice is summoned by combining the effects of a Rune of Water and Rune of Air. This rune has been used for a variety of purposes, most popularly as a boon to utilities and engineering, such as making freeze units to preserve perishable goods, but has been known to be used for combative purposes on occasion. Runes of Mud (Earth+Earth+Water) The most complicated combative rune known to modern runesmiths, this is a powerful and infamous tool used to devastated enemies both with power and humiliation. It is known to summon a mass of mud, with the fluidic versatility of water and the weight and impact of dirt. Runes of Lava (Stone+Fire+Fire) The epitome of complex craftsmanship for the elemental dialect, the Runes of Lava are a combination of multiple runes in order to form the most fearsome element known to modern Runesmithing; Lava. If mud has the mass of earth and the versatility of water, lava has the mass of stone, the versatility of water and the burning heat of a thousand ifres. This rune being more complex than any other, it requires the combination of four runes, and thus cannot be used on any handheld item. THE UTILITY DIALECT Many who look to the sacred art of Runesmithing shall focus on its ability to shape the elements mainly for the purposes of weaponry, however an equally if not even more important aspect of the craft is making runic tools that serve utility to many aspects of non-combative life. These runes are often given an important cultural tie, for the dwarves of Urguan historically many of the following runes were considered part of a “Divine Dialect”, and to this day are considered powers directly inspired by the Brathmordakin. This dialect, although more broad in the overall purpose of its runes, is more limited in what command suffixes can be used with it. Only the suffix of Create and Destroy may be used with the following dialect, usually only Create. However, on rare occasions the Destroy suffix is used with these Utility runes for very unique effects. Rune of Light Mainly used for mining equipment, the Rune of Light was a staple among the deep delving dwarves of ancient times. Rune of Inspiration Utilized by early Runesmiths in the process of teaching their apprentices, the Rune of Inspiration is a very unique rune used to increase the creative drive of those within its shine, glowing many colors, brighter the stronger the rune is carved. Rune of Hearth Most notably used by priests and medical professionals, the Rune of Hearth is relatively explanatory. It is used to invoke a sense of calmness over an area, often used before meetings, before surgery, or during lessons. Higher tier Runes of Hearth may even display healing effects over prolonged periods of time when in a passive state. Rune of Sound Used mostly in speeches and performances, the Rune of Sound is for magnifying the sound heard within a small radius of the rune, making it loud and clear over a wide area. Rune of Memory Allows the transferring of a single memory into a Rune, which when activated will give the stored memory into the person wielding it. Rune of Preservation Perhaps one of the most ubiquitous runes, the Rune of Preservation is a utilitarian rune that is used to promote many forms of preservation. It has been carved onto walls to resist the natural erosion of sea and air, on swords to sharpen themselves after battle, to keep an object’s temperature, and far more. The moment the final point of the rune is chiseled, it is a promise that the design of its carving shall endure. ~ OOC
  9. Innom, the Scattered One Origins of the Scattered One When the nameless Creator of reality halved his soul and shattered it and made the Creator Shards, among the mighty host of thousands of Aenguldaemons was one who looked back and saw with admiration the selfless Creator and his determination to create, to form. This Daemon would purposely never take a name, in mimicry of the Creator he so respected, however is hereby referred as Innom, the Scattered One. Inspired by the work of the Creator, Innom decided to devote himself to imitating this power. He shaped his realm to become a sanctuary of creation, of innovation, and would dedicate his entirety to understanding the language of creation itself. For years untold did the Daemon run his experiments, basing his research off the mystical Material Alphabet, becoming increasingly fluent with the language of creation. His comprehension of the world’s language at a peak, the Daemon began to experiment, carving with hammer and chisel his own language of runes. As his work and passion endured, it was becoming something greater, something more. To this end his fellow Aenguldaemonic brethren took heed and watched their brother’s work. Either out of fear should he join Iblees or perhaps encouraged by the Archdaemon himself, in secret they schemed. Whilst Innom continued to toil in his study, on the cusp of an inspired revelation, his brothers caught him by surprise. In desperation, the ambushed Daemon cast down towards the mortal realm his sacred tools, his hammer and chisel, in hope one might continue his work. In ways unfathomable by any mortal was Innom brutally savagely beaten and fractured into pieces and cast out. In cruel ironic mimicry of the Creator did this betrayal achieve the goal of the Scattered One. As his fractured being spread out amongst reality, it tied itself into the themes of creation, its very core nature. This became the powerful Ruhn, a severed corpse of a Daemon shattered and split, imbuing himself and his language into the nature of reality and gaining its vast potential power but no means to channel it. Throughout the vastness of the Ruhn there were many remnants of its old form that lingered besides his power. His ideas, feelings, schemes and desires, and out of this chaos did form a few distinct shadows of Innom’s lost personality, weak yet present. They returned back to the empty carved halls of his realm and lingered there, watching in hope that his tools may be used to continue the great work that was left unfinished in their wake. These lost remnants of his personality would be simply known as the Odyni. (Oh-die-knee) Tal-Kilari “Hall of Echoes” The Tal-Kilari is the realm of the late Daemon Innom, an expansive ornate palace where every pillared hall is carved with runes and symbols. Some serve function, many purely the artistic expression of their creator. Atop most walls are carved murals and writing in runic scriptures, telling perhaps the distant echoes of the deity who once dwelled there and his exploits. Although once bright with the glow of powered runes and the echoes of Innom’s experiments throughout the halls, the realm became largely quiet and empty, a shadow of its former self. Each Odyn has its own claim to large swaths of the sprawling palace, however lacks the ability to form it into its own desires. As the Odyni together have a common purpose of reforming the palace to its former glory, so gathered amongst themselves did they strike a deal. It stated that whoever on the mortal plane that joins their realm had demonstrated the nature of one of the Odyni, shall be given to the domain of that Odyn. (Oh-dine) The halls of each Odyn although having numerous similarities due to the common architect, over the centuries as more souls join them, each area would begin to develop its own unique style and traits. The first of the Odyni carries the personality trait of creativity, an appreciation for beauty. Within his halls are many workshops of different varieties, and many of the most ornate carvings in the palace. The second of the Odyni carries the personality trait of anger, outrage, a hellbent desire based on the impossible yet incredibly drawing thirst for vengeance against the conspiring Aenguldaemons. His halls ring chaotic and disorderly, the once hallowed carvings scratched and stained by battle. The third of the Odyni carries the personality traits of tranquility and grace. These halls are filled with vast gardens and quiet places, where one could feel at ease, and with several hearths throughout the expanse to rest by. The fourth of the Odyni carries the personality trait of greed, Innom’s incredible drive to get what he wanted. Here lay giant piles of wealth, treasures, and relics on display. The fifth of the Odyni carries the personality trait of generosity, the desire to share his power. As such, here are perhaps the most busy places within the Tal’Kilari, marketplaces, shops and other worldly possessions reside here for all to barter and see. The sixth of the Odyni carries the personality traits of joy and passion. Within these halls lay depictions of celebrations and merriments, reflective of the denizens who never cease their joyous feasting. The seventh of the Odyni carries the personality trait of curiosity and wanderlust. Of the eight halls that exist, none are more vast in knowledge than that of the seventh. Its walls are filled with runed tomes of history, science, and forgotten lore, ever capturing the imagination of their readers who dwell there. The eighth of the Odyni carries the personality trait of just loyalty and determination. Here is where murals of both order and chaos intertwine, the beauty in a battle fought and personalities clashing. Following The mythic might of the Ruhn has drawn in many cultures to recognize it, namely the dwarves who were the first to come in contact with it during the Ancient History of Aegis. All dwarves in this era were considered followers of the Ruhn, venerating it for a time. After the Blood Age of the Ironborn dynasty devastated and destroyed the knowledge of many dialects of runic art, so too with them was lost the very origin of the Rhun itself. The dwarves blindly continued to be followers of the Ruhn due to the cultural foundation set by the early Runesmiths, placing an emphasis on the Odyni as the Brathmordakin. When the Scattered One cast down his mystical tools into the mortal realm, so long as the mortals continued the work he had started, did not let him die in vain, then one may harness the power of his research, the power of the Ruhn. This is the legacy the Runesmiths hold, the inheritors of Innom’s fruits and labor. However to all followers the Odyni offer a paradise of craftsmanship and artisanry, a chance to create one’s own heaven. Present Day Currently, the Ruhn is the last impactful legacy of Innom, a power that intertwined with the primordial forces of creation allowing Runesmiths to channel it for their craftsmanship, continuing the Scattered One’s work. The magic of Runesmithing has always been a powerful force, and although indirect Innom’s hand is undeniable in creating it. Purpose (OOC): Here we go.
  10. Ruhnsteel The tools of the Runesmith are sacred, powerful things imbued with a mighty magic, and thus must be shaped from a unique alloy, as no average metal could serve as conduit to the power of the Ruhn. For this purpose was Ruhnsteel created by the first Runelord to serve as a metal that could better handle the direct energy flowing through it. Material Name and Description (Refined Form): Ruhnsteel is a refined form of ferrum that is better capable of handling the intense direct power of the Ruhn. The metal has a darker tone, with streaks of subtle colored hues running throughout it, a remnant of burning the power of the Ruhn into the metal, which glow ever so dimly in their respective colors. Applications (Refined Form): Ruhnsteel was designed for a specific purpose, and generally beyond that purpose has little use other than that as regular steel. It maintains the same properties as standard steel, being ideal for tools, weaponry and armor, although due to its mystically visual allure, it is often used in artisan goods as well. Its main unique application to any other steel is its ability to handle the power of the Ruhn greater than other materials, as it is made accustomed to it during the refinement process. This allows it to be used for the most powerful types of Runes, most notably those used in creating the tools of the Runesmith, as well as a greater withstanding of any runic magic used against it. However, another useful utilization of this material is its stronger insulation properties, historically used by dwarves to make armored suits that are fit to delve deeper in the lava caverns or journey on the frozen mountain peaks. Redlines (Refined Form): Ruhnsteel is identical in durability and strength to ferrum and standard steel, and like ferrum and steel, it may be worn down, bent out of shape, etc over time and lengthy use. All Ruhnsteel items require ST signing. The dim illumination of the Ruhnsteel’s colored streaks is not enough to light a room, and would even be barely visible in darkness. Anything made of Ruhnsteel absorbs some of the runic magic being casted against itself, making all spells from it weakened by one tier, making a T1 Rune entirely ineffective against it. T4 and T5 Runes can only be carved into Ruhnsteel. The metal may be heated red hot at ~2000°F to be beaten into shape using mundane forging techniques. Ruhnsteel is a stronger heat insulator than most metals, able to retain heat or cold for far longer periods of time and taking longer to lose it. Refinement Method: The distinguishing trait which makes Ruhnsteel stand out from any other metal is that it is treated to be resistant to the incredible power of the Ruhn. In order to refine ferrum into Ruhnsteel, one must melt iron in a crucible with the heat of a Ruhn Fire until completely molten, then recast it into ingots. Once the molten metal cools, the process is done. Redlines (Refinement): Ferrum must be heated to ~2800°F in a crucible using a valid Runic Forge before it smelts. The metal may be heated red hot to be beaten into shape using mundane forging techniques. Purpose: The purpose of this lore is to add more depth to Runesmithing as a whole, adding more flavor into the culture of the magic. It seems very fitting that the most powerful runes would not be able to be harnessed by most normal materials, and it allows for such powerful tools to have more detail and meaning in their creation.
  11. This is a very fascinating lore post. I will say, I am somewhat troubled by your inclusion of Khaz’a’Dentrumm and the Brathmordakin, as as far as I am informed no dwarves were reached out in the canonization of our lore. I’m the leader of the dwarven faith, btw, and have practically dedicated the last year of me playing on this server to writing lore for them and doing stuff related to them. But I do recognize and appreciate that you thought of it, at the same time. There was a lore piece myself and a few others have been working on for a bit that should come out soon that would reference Khaz’a’Dentrumm and the Brathmordakin, kinda, so if that were to be passed I would expect that the ST work with both parties to make it so there isn’t... two Khaz’a’Dentrumms, lol. Otherwise, this is some really fantastic work that puts more detail to what I always considered the most bullshitty and confusing part of the lore. Thanks @Wretched
  12. The High Preceptor feels as if he is on quartz after the first paragraph.
  13. ANBELLA ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ “The Forge-Father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing.” ANBELLA is the god of life, the Hearth Mother. She is patron to homes, any place where life dwells be it the forests or the halls of dwarves, and the safety and comfort found there. She is patron to the living, both beastfolk and descendent, and of the service and care done to them. These are the two facets of ANBELLA, the home and its people, both which she seeks to see the keeping of. Teachings of the Hearth The Teachings of the Hearth are a collection of moral principles based in the patronage of ANBELLA. They serve as guidelines for those who seek to honor the Hearth Mother. These teachings revolve around the display of respect and dignity towards the Hearth and its principles. Khaz Khaz, meaning hall, or home, refers to not just a building but all ideals tied to it. The family, shelter, comfort, and tradition. To honor the home is to honor your family; familial ties are the most sacred bonds, and cannot be violated or dishonored whimsically. The home is a place of comfort, lit and warmed by its hearth; do not let it become corrupted, let it be a place of safety and grace. Traditions are what makes your home unique, do not dishonor your culture lightly, hold high the traditions that define you. Anym Anym, meaning life, is the teaching less on what life is but instead on the importance of protecting and nurturing it. You must not disrespect the sanctity of a descendent’s soul. A soul forged by Yemekar is blessed with great potential, every moment in his world allows a soul to shape reality for the better in Yemekar’s design. For that reason, you must always seek an outcome that preserves life, not seek its destruction lightly. Do not agress on others, even the yrromar, but instead act with grace and her blessing shall find you. Hefruth Hefruth, meaning forests, nature, acts as a symbol of all life, beyond just that of the descendents. Although not sacred, animals and plants too are to be used honorably and respected, not destroyed on a whim but with purpose and intent. The forests are teeming with life, and thus often are a good place in the eyes of the Hearth Mother. Paragons and Heroes of Anbella Paragon Yudora Yudora was the wife to Urguan, and as such mothered all the progenitors of the elder clans, and set the traditions and lessons that all dwarven mothers to come would follow. She is also the epitome of dwarven femininity, a model for all daughters to follow. Paragon Indago Stormhammer Indago Stormhammer was a sacred leader if ever there was one, reforming the ancient clergy to bring great success and increased spirituality and then leading the Grand Kingdom through a war with Oren. Throughout his reign as both High Prophet and Grand King, his work was dedicated to the protection and well-being of the dwarves, a home maker of kingdoms. Paragon Bjor Cottonwood Bjor Cottonwood was an inspired young forest dwarf whose work was dedicated to making a new home for the forest dwarves that would lead to their first consistently prominent age. He united the forest clans in their new home of Hefrumm and created a community in dedication to Anbella, and led it until his untimely sacrifice to save his kinsmen from the Alar. Paragon Dwain Irongut Dwain Irongut was the progenitor of Clan Irongut, and passionate about ensuring comfort and safety for his kin. He held luxurious feasts where he would share drinks and spread the grace of Anbella’s hearth. For spreading the principles of the hearth by ensuring a good home for his kin and clan, he was named Paragon of Anbella. Hero Dutesli Treebeard Dutesli Treebeard was a proud devout of Anbella, working hard to extend her teachings to all dwarves. Through this dedication, she led the dwarven clergy past political rivalries and across all dwarven holds, thus extending the grace of Anbella.
  14. YEMEKAR ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ “When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality.” YEMEKAR is the god of creation, the Forge Father. He is patron to the workshop, where one may express their soul on the world through their skills and craftsmanship, and the works made within. He is patron to design, the beautiful perfect forms of each work, and those who ensure it. He is patron to leaders, those who guide their people to honor and create long lasting cultures. Teachings of the Anvil The Teachings of the Anvil are a collection of moral principles based in the patronage of YEMEKAR. They serve as guidelines for those who seek to honor the Forge Father, and revolve around the honor and dignity of craftsmanship. Yemka Yemka, meaning to create, is the principle of craftsmanship. To be like YEMEKAR is to be a creator, a craftsman. Develop your skills until mastery, and express your soul onto the world, crafting great works to bring yourself glory. This is the greatest honor any may hold, to be a master craftsman. Galat Galat, meaning design or form, is the principle that everything has a perfect shape, an ideal form. This does not mean that everything is already in that form, however. Instead, it urges those who were made in his perfect shape, the sons and daughters of Urguan, to strive for that ideal form. Be that a blacksmith dedicated to his craft being made perfect, the preservation of YEMEKAR’s design of the dwarf, or the ensuring of the goldsmith’s design of the world, a philosophy often denoted as YEMEKAR’s Balance. Akhoral Akhoral, meaning guidance, is a teaching that encourages leadership, guiding kindred and allies to honor and prosperity. Leaders may learn from the example of YEMEKAR, who leads not through domination but creation. To lead honorably, do not assert your will but rather work for the people, create for them glory and grandeur, and they will follow your guidance. Paragons and Heroes of YEMEKAR Paragon Urguan Silverbeard Urguan was the first dwarf, the most perfect mortal ever made. He is father of fathers, descent from him the progenitors of every clan. He carved into the stone the first dwarven city, becoming creator and leader to the first nation of dwarves. As progenitor to all dwarves, he is named the first Paragon of YEMEKAR. Paragon Thorik Grandaxe Thorik was the founder of the Grand Kingdom of Urguan, through his leadership forming a new system of governance and national identity that would largely stick with the dwarves for all time. He brilliantly led the dwarves through peace and war, bringing great economic and cultural prosperity, and was thus named Paragon of YEMEKAR for leading the creation of such an enduring culture. Paragon Omithiel Strongbrow Omithiel was famous for his diligence and humility, both as worker and a ruler. Instead of rushing to conflict for personal glory, he would only act the mighty fist of Urguan when absolutely necessary during his reign as Grand King. He was a renowned and dedicated stonemason, working endlessly throughout the reigns of several kings for the benefit of the kingdom. For his efforts as a builder and as Grand King to preserve and develop Urguan, he was named Paragon of YEMEKAR. Paragon Thorin Grandaxe Thorin is the most successful dwarven conqueror of all time, knowing how to utilize the faults of his enemies to ensure YEMEKAR’s Balance. At the height of his legendary conquest, he brought the Kingdom of Oren, the Kingdom of Savioe, the Kingdom of Adunia, the Kingdom of Salvus, the Kharajyr and the Pirates all under the Second Grand Kingdom of Urguan. He created the sacred Obsidian Throne that every true dwarven king has sat on since, and for his creation of the greatest dwarven empire ever, he was named Paragon of YEMEKAR. Paragon Gotrek Starbreaker Gotrek is the most legendary and famous craftsman of all dwarven history. His dedication to developing his skills was unparalleled, and legend says that he was recognized by YEMEKAR himself, and made his apprentice. Gotrek is responsible for the dwarven discovery of runesmithing and developed the art of golem crafting. He taught these dwarven craftsmanship magics to the dwarves, and for his work is forever known as Paragon of YEMEKAR. Hero Simppa Simppa was the savior of the dwarves, who through his leadership was able to topple the corrupt Ironborn dynasty. He rallied the exiled mountain dwarf clans who fled the Khorvadic Empire, and led a march on Kal’Urguan to rally many cave dwarf allies. After finally uniting the clans, he personally led the attack on the Ironborn, and is said to have fought the Ironborn Emperor in an honor duel. He led a long and prosperous reign as the founder of the Second Kingdom of Urguan before peacefully resigning into retirement. He is named Hero of YEMEKAR for leading the dwarves to freedom from the Ironborn.
  15. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
  16. Junar my comrade it is good to see you have come so far. Make papa tythus proud
  17. I really appreciate the hard work of Satey Admin Cpt_Noobman to make our community more emrbacing of the gay. Good work!

  18. I’m happy that Safety Admin Cpt_Noobman has once again purged degeneracy and corrupt activity from our Mineman server. Everyone send him your thanks

    1. SoulReapingWolf

      SoulReapingWolf

      Noobli, remember the safety team is secret don’t go posting this stuff or Noobman will have to censor you!

    2. Nooblius

      Nooblius

      Ah heck, is that why you were banned? @SoulReapingWolf

    3. SoulReapingWolf

      SoulReapingWolf

      Never, Admin Noobman is LoTC’s savior

  19. Turned himself into a pixel. Funniest **** I’ve ever seen.
  20. I’m the one, yeah it was me. I did it.

    I shot Anarcho-Monarchism in the head.

    1. SoulReapingWolf

      SoulReapingWolf

      Good to see it didn’t shoot back

  21. -=- THE ARTICLES OF URGUAN -=- And behold here the Articles of Urguan, the foundation of the Grand Kingdom, and the core of its identity. Not granted are the rights listed here for all dwedmar, not offered is the government listed here to the dwedmar, not decided here are the core institutions of our culture, rather protected and ensured are the sacred ideas based off the teachings of the Brathmordakin. The purpose of these here Articles of Urguan is not to define dwarfdom, rather live up to its promise and existence, a contract between the government of the Grand Kingdom and the Brathmordakin to protect and lead their people properly and accordingly. Article I: Office of the Grand King Article II: Office of the Grand Council Article III: Office of the High Court Article IV: Lower Offices of the Grand Kingdom Article V: The Gauntlet Act Article VI: The Rights of Citizens Article VII: The Rights of Clans Article VIII: The Rights of Guilds Article IX: The Codex of Civil Law ARTICLE I: OFFICE OF THE GRAND KING ARTICLE II: OFFICE OF THE GRAND COUNCIL ARTICLE III: OFFICE OF THE HIGH COURT ARTICLE IV: LOWER OFFICES OF THE GRAND KINGDOM ARTICLE V: THE GAUNTLET ARTICLE VI: THE RIGHTS OF CITIZENS ARTICLE VII: THE RIGHTS OF CLANS ARTICLE VIII: THE RIGHTS OF GUILDS ARTICLE IX: THE CODEX OF CIVIL LAW NARVAK OZ URGUAN NARVAK OZ BRATHMORDAKIN Norli Starbreaker, High Preceptor eron da Kirkja Dverga ᚾᛟᚱᛚᛁ ᚴᛟᚱᚾᚨᛉᚴᚨᚱᚢᛗᛗ
  22. You will be missed, one of the more positive people in the community from my experience.
  23. Show some respect yrrok, the greatest dwarf of all time just died.

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