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SoulReapingWolf

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  1. Okay, I've taken my time to read through all of it and I feel like this lore piece is pretty complete. The abilities are detailed. I have two main questions I got while reading the lore. The first being how much Draan does a Darasvira have and if there is no specific Tier Progression are the abilities they have learned as soon as they go through their first rebirth? Or must they be taught by an older more experienced Darasvira? Additionally, if a Darasvira becomes a druid or posses any other kind of compatible magics do they have 2 'mana pools' one for their Darasvira abilities and one for their druidic or other magic ones or are they shared somehow?
  2. Man Kale you really outdone yourself. I'll give this a read and tell you what I think of it.
  3. Upon hearing the news Magni would begin weeping. Perhaps his encounters with the Shirtless Emperor were few but Magni saw him as a grandfather. Wishing to become an emperor himself in his younger days the young beardling would take off his shirt for an entire year to show his mourning for the Grand Dwarf that had been an example of greatness since the days of Aegis. "Narvak Oz Rhewen, may ye feast en Kaz'A'Dentrumm sum day A'll join ye up t'ere an tell ye all t'e tales o' me grand loife an 'eroic deeds inspired by yers... ye will always be t'a Shirtless Emperor" Magni would then leave to Azkels house to offer him a drawing he had made of himself by Rhewen's side when he was younger. "A be vereh sorreh fer yer loss Auncle Azkel"
  4. I talked with some people regarding Elementalism the other day after witnessing a discussion on it in the story discord. I genuinely feel that if an admin or a sraff manager has a judgement like: this lore will fail cuz there is no active group to keep it alive. What you should do is not write the lore. Its prove them wrong. Squak and Joel keep mentioning the other subtypes of shamanism not being stable enough. Why don't you try and prove them wrong by making those have an active playerbase before introducing a new subtype? I also feel that despite this submission having interesting ideas it is really missing some stuff in terms of balancing. 1st. I agree with Joel that perhaps the elements should each get one post with 1 slot cost each. 2nd the energy system provided is very confusing and easily power gamed. Are you saying that a T5 Elementalist can do 30 emotes of spells in an encounter? If so that is broken. 3rd shamanism is a very interesting kind of magic. It would be very cool to see more rituals being a part of it. I feel like in terms of formatting there is still a lot of work to do. Having an entire subtype of the magic in a spoiler males it hard to read.
  5. Do not worry, if this Rewrite passes it's not our intention to wipe MAs, only TAs. This in order to make sure that the people interested in teaching know the lore. As soon as you are taught the connection rituals you'll be able to submit your TA.
  6. Hey I think arcanism was shelved and it is no longer something you can learn.
  7. [Magic Lore] - Runesmithing: Divine & Primordial Dialects Background / Origin Part One: The Shattered One’s Blessing Part Two: The Dwarves Dig (Too Greedily and Too Deep) Part 3: Development, and The Order of Runelords Magic Explanation ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ The Art of Runesmithing Runesmithing is the magic of creation, a sacred and powerful blessing that is focused on craftsmanship, artisanry, engineering, and any other creative art. Unlike other deity magical arts which are utilized by their practitioners in the moment and to worship or follow a deity’s purpose/plans/goals; Runesmithing is magic and an art that must be done in preparation, and which purpose is to understand and interact with the world through innovation, craftsmanship, and artisanry. The core concept behind all Runesmiths is the utilization of runes in the form of The Material Alphabet, empowered by the Runesmith. The vast majority of the art’s powers have been lost to history, entire dialects of runes remain hidden in the shadows of ruins, unique tools and methods of harnessing the primordial powers of the Ruhn. Its practitioners, the Runesmiths, servants of the Ruhn, forever search for creating works more glorious than their predecessors in a constant struggle to not only preserve this ancient art but also advance and research to a point where it could match its previous age of prosperity. It takes up two slots. The Ruhn Spark and Echoes [!] A runesmith's depiction of what they think the Ruhn Spark looks like Through the thaumaturgical workings of Aeungudaemons and Souls, the Ruhn Spark was birthed within all who harness the powers of the Ruhn. Upon a Runesmith’s first connection to the Ruhn, (which is detailed below) a partition of their soul changes, or rather, makes room for a Spark. The Ruhn Spark is an esoteric property of those who channel Ruhnic energies similar to how a soul is not located anywhere on the body. Those who bear a Ruhn Spark have the ability to combine their inner mana with that of the Ruhn. This is done within their Ruhn Spark, to be then output in the form of Echoes. Called such for they are naught but echoes of what Innom’s powers once were, these are what power runes and Runesmithing abilities. The formulation of Echoes is not a tangible feeling in the sense you can feel the spark producing new energies like an engine, but rather is similar to a premonition. A Runesmith can feel the energies working within them, subtle it may be. With this new aspect of one’s soul, physical changes emerge. As Echoes are channeled throughout the body, their natural conduits of energy (primarily the blood vessels) turn luminescent shades of blue as they work. As more years go by of one using the Ruhn and channeling it through themselves to produce Echos, the veins of one’s body begin to turn blue. Connection: The Ritual Binding & The Ritual of Chains The Ritual of Binding The Order of the Runesmiths seeks apprentices willing to learn and respect this ancient art, passed down through generations by Mater Runesmiths. The order follows a thorough process of testing and teaching any descendant that seeks the Art of Runesmithing. While some might consider this process pointless, its real purpose is to ‘train’ an apprentice’s mind, body, and soul to the effect of the Ruhn. If one were to participate in the Ritual of Binding or the Ritual of Chains in an attempt to be connected without this process, they would suffer a similar fate to that of the first dwarves who encountered a Ruhn Well. The unfiltered power of Innom’s realm driving them to madness. This fate cannot be forced upon anyone, it is the player's choice. Through the guidance of a Master Runesmith, an Apprentice is introduced to the power of The Hall of Echoes slowly. The process is conducted through a series of tasks and lessons held near a Runeforge. After this process has concluded the Apprentice is bathed in the Ruhn Well in what is known as the Ritual of Binding. This Ritual is the moment where a Ruhn Spark enters an Apprentice’s Soul. [!] Redlines: The Ritual of Chains After a year of rest and recovery, the Apprentice is ready for their final trial, but also, their true beginning into the world of Runesmithing. The Ruhn Spark within them is now ‘stable’ enough for the Ritual of Chains. During this ritual all the knowledge that has been passed down from a Master Runesmith into their apprentice will prove useful. This ritual is the ultimate test an apprentice will face before becoming a Runesmith. In this ritual, the Apprentice is tasked with carving their first Rune by the Runeforge. During the process of carving their first Rune, an apprentice experiences a unique trial that will guide them towards the path of the Runesmiths, show them a glimpse of the Hall of Echoes, a glimpse of the golden age of Runesmithing, and a glimpse of a realm without craftsmanship. After the apprentice has passed their final trial, the Master Runesmith will link the Ruhn Spark within them with the Hall of Echoes and imbue their first Echo onto it. The power produced during this last part of the ritual would make it so the now Runesmith must take a year-long rest, allowing their Soul and inner mana to grow used to the Ruhn within them. [!] Redlines: Disconnection: Ritual of Broken Chains If a Runesmith is found to be abusing their blessing by straying away from the path of craftsmanship, innovation, and creativity, the Order of the Runesmiths would invoke the Ritual of Broken Chains and brand the Runesmith unworthy of the blessing. Before the Ritual starts a Master Runesmith drains the echoes from the Branded Runesmith’s soul. During this Ritual three Master Runesmiths will escort a Branded Runesmith to a Greater Runeforge. Two of the Master Runesmiths will imbue the Branded Runesmith’s Ruhn Spark with an amount above their maximum echoes. As their soul is flooded with echoes their body bottles them up, with nowhere to go all the internal conduits of such powers begin to burst and burn, preventing further usage of the magic in a bout of extreme pain, as if one’s entire inner being was set aflame. Meanwhile, the third Runesmith manifests their echoes into a Ruhn Spike. This manifestation of their Ruhn Spark propagates into a glowing spike about half a foot in length, which will be used to pierce the Branded Runesmith’s soul to overcharge and shatter their Ruhn-Spark. As soon as their Ruhn-Spark is severed the Branded Runesmith would feel as if the world turns into a realm without craftsmanship, feeling empty inside. Breaking the connection between a Runesmith and The Hall of Echoes for all of eternity, leaving in its place a fragmented soul and a scar in the middle of their chest leaving them incapable of any further use of their Runesmithing knowledge. [!] Redlines: The Runeforge [!] A Runesmith showing two others the sacred Greater Runeforge. It took many centuries for the Runesmiths to develop a script capable of taming the primal energies that surrounded the sacred Ruhn Wells. Building complex structures around them, covered in Runes that would later be known as Greater Runeforges, these places would quickly become essential to a Runesmith’s craft, and integral for the entirety of their work. Runesmithing Orders often building their keeps and workshops near them. The Runeforge is the place where the Runesmith utilizes their Ruhn Spark in tandem with the energies flowing from Innom’s realm to ours. These sites would often be revered as something sacred, in the past, some Runesmiths would even build large statues or turn these forges into sites of vibrant architecture. The Runeforge would allow Runesmiths to harness safely the power that came from the Hall of Echoes. A hotspot of sorts of deific energy, Runeforges utilize the remnants of Innom and His domain to power their works. Scattered throughout the lands of both Aos and Eos, points of influence have emerged over time. One-way doors from Innom’s realm, flowing with the energies of creation into our plane of existence, to which Runesmiths have garnered great results on how to utilize. By the erecting of a Greater Runeforge upon these fonts of energy, known as a Well, the deific powers of the fallen Innom may be utilized through the sacred art, through the utilization of Echoes. The forge itself is still capable of mundane works of metallurgy, but what makes it a Runeforge is the ambient energies of the Ruhn in proximity. These energies go wasted into the air around the forge unless tapped into by a Runesmith. Over time, trips to the Greater Runeforge became arduous for simple carving, as many months could be spent traveling to the Forge. Because of this, Runesmiths would come to develop a rune by the name of Wellspring. This rune bears the capabilities to emulate a Well’s properties of bringing the Ruhn’s energies into our realm. By carving this rune into the bowels of a forge, and only a forge, it becomes a Lesser Runeforge. Able to channel fewer energies to our realm than a Greater Forge, these Lesser Forges are meant for remote crafting. [!] Redlines: Rune Carving The central concept of Runesmithing: Rune Carving. It is a basic task, but one with much knowledge behind each task. To carve a rune, one must learn each Rune they wish to carve through a teacher. These runes constitute The Material Alphabet and are derivations of such. Though carving a Rune does little without the rune being linked to the Hall of Echoes. Runesmiths are Conduits from which Deific powers flow, and with such create unimaginable works. Any tool will do for this task so long that it is able to remove whatever material the rune is being carved into, as the creation of a rune upon an object is as simple as putting a symbol of The Materials Alphabet. Though, it has no power until given such through Echoes, and must be meticulously carved, which is one of the reasons it has been primarily a dwarven craft. [!] Redlines: Carving Abilities Rune Scribing [Non-Combative][T1] Much like a child learning how to speak or write a new language, Rune tracing allows a Runesmith to start experimenting with low complexity runes. This can only be done in materials like paper, scrolls, or papyrus. Rune Tracing [Non-Combative][T2] With time an Apprentice Runesmith understands the basics and is able to move on to slightly more complex runes on different materials. These can be done in the same materials as T1 runes, as well as clay and other similar materials. Rune Carving [Non-Combative][T3] As more studies and experiences fill the mind of the Runesmith, new materials become able to be scribed upon. The Runesmith becomes more adept at carving Runes and is able to replicate those with average complexity. They begin to experiment with new and variable materials such as hard stone, finally able to carve into a material with a grander source of internal mana, as well as being permanent. Runesmithing [Non-Combative][T4-T5] As a Runesmith finally masters their craftsmen skills and understands the true potential of Runes they are able to carve, this is the pinnacle of their carving abilities. From this point on they are able to carve into all of the prior materials, as well as the addition of metals. This is the peak of runesmithing, regardless of Dialects, and fortunately has not been lost to time. Empowerment [!] A Runelord imbuing the runes he’s carved into a weapon with the Echoes from his Ruhn Spark. While being able to carve runes is an essential ability all Runesmiths should practice and master. Understanding and mastering how empowering and imbuing runes in order to call forth their true power is also essential. Once one has their Ruhn Spark, they can begin to mix their mana with that of the Ruhns to empower Runes with Echoes, redirecting energies into the glyphs. Runesmiths are Conduits from which Deific powers flow, and with such create unimaginable works. [!] Redlines: Empowerment Abilities Awaken [Non-Combative][T1] An apprentice Runesmith is taught the ‘awaken’ ability, the ability to call forth the true power of a rune. A Master Runesmith once called this ability the way to make a Rune whisper its true nature instead of speaking it or shouting it. Despite it being a weak ability Runesmiths find it to be very useful, as it allows them to understand the power of a Rune before actually powering them fully. Awaken activates a rune once filling it with limited power. This is often the first experience a Runesmith has with an active Rune. It allows them to slowly understand the power required to bring them to life. [[Mechanics]] [!] Redlines: Ruhn-Link [Non-combative][T2] Perhaps one of the most important abilities in a Runesmith’s disposal. This ability allows a Runesmith to anchor a rune to the Hall of Echoes, no longer needing to be ‘awakened’ every time it is used, instead the rune drawing its power directly from Innom’s realm. [[Mechanics]] [!] Redlines: Imbue: [Non-combat][T2] With time a Runesmith begins to understand the basics of how Runes are powered and is able to use the echoes within them to ‘charge’ them. This ability allows them to perform different actions such as powering Runes which have depleted their echoes or granting another Runesmith additional echoes. This can be done outside of a Runeforge, whereas the creation of a rune must be done at a Runeforge. [[Mechanics]] [!] Redlines: Drain [Non-Combative / Combative][T5] As a runesmith continues their process of understanding the power that comes from the Hall of Echoes they are able to drain echoes from Runes or even other Runesmiths. Allowing them to deactivate a rune or drain a Runesmith of their echoes. [[Mechanics]] [!] Redlines: Ruhn Burst [Combative][T5] This ability is often taught to a Runesmith as a last resort. The ability to create an 'outburst' of Echoes that will allow a runesmith to defend themselves in a combat situation, dropping their attackers unconscious for 6 emotes; after which, they may begin to stir from their stupor. [[Mechanics]] [!] Redlines: The Runes Utility Dialect The Utility dialect is a creation of Innom which consists of basic instructions that act as guides or additions to Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes. These runes are so simple that they require no echoes to be carved, and maybe carved on any of the materials available to a Runesmith. The basis of these are as follows: Rune of 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. Rune of Phrase A simple prefix that 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 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. Rune of 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. Rune of 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 descendants are the only ones who may activate the blood-marked rune. Rune of Passivity Passive runes activate upon creation and do not end. 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 so it can constantly regenerate with internal mana, their effect less potent than other runes at their tier. Passive runes CANNOT be used with T5 runes. Some runes are already passive, and as such, will not work with this rune. Primordial Dialect [!] A Master Runesmith of yore, carving a Rune of Fire, which was lost to time… The Primordial dialect is a creation of Innom which consists of primordial energies that precede the elements themselves. These runes are much weaker than those of the long-forgotten Elemental Dialect of yore, yet they are essential for a Runesmith’s understanding of the Ruhn, The Material Alphabet, and the world around them. These are often seen as the first runes learned by a Runesmith due to their low complexity. [!] Redlines: Tier 1 Primordial Runes Rune of Warmth [Non-Combative] The most basic of runes to carve, and to understand. An object that bears this rune, when activated, begins to radiate heat dimly. This is either when activated, or passively when paired with a Rune of Passivity. [!] Redlines: Rune of Cold [Non-Combative] The partner to the Rune of Warmth. This rune can cause materials to be as cold as ice, both to the touch and in the absorption of heat when activated. [!] Redlines: Tier 2 Primordial Runes Rune of Flowing [Non-Combative] A very useful Utility Rune, this carving can propagate an endless supply of water, in amounts measuring about half a cup per second. Whenever an object holding this rune is activated, pure water will begin to flow from the rune. Rune of Blowing [Non-Combative] One of the more refreshing runes to carve, this rune, when activated, provides about of wind in the magnitude of a strong breeze. A rather simple rune, with a plethora of capabilities. Rune of Grounding [Non-Combative] There is nothing more symbolic of dwarves than the very earth they choose to make their homes in. With the activation of this rune, dirt and stone pour forth from the face of the rune, in a steady stream to where if the rune were vertical, it would run down the face of the material carved into. [!] Redlines: Tier 3 Primordial Runes Rune of Light [Non-Combative] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the infusing of one’s Echoes into this rune, a light equivalent to a torch propagates from the rune, blue in color, and keeping a consistent luminescence. [!] Redlines: Rune of Darkness [Non-Combative] In turn with the Rune of Light, this Rune of Darkness has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light at the center of the rune. This is the only rune that does not glow on activation and is rather unique in applications. Dwarven Miners often find these runes spread in a circle around Murkshrooms so that easier cultivation can be managed. [!] Redlines: Tier 4 Primordial Rune Rune of Stability [Combative][T4] Upon carving this rune on an item, supernatural integrity takes over the material, enhancing its durability to untold heights. [!] Redlines: Tier 5 Primordial Runes Rune of Life: [Non-Combative] This miraculous rune has the sacred ability to stall death itself. Through the activation of this rune near someone mortally wounded and on death’s door, the echoes within the object offer up additional life. A second chance at life is bestowed, though they would be in a coma-like state, although stabilized. This lasts for a narrative 6 hours before the rune wears off, and the one saved meets their fate. [!] Redlines: Rune of Progression/Regression: [Non-Combative] An incredibly powerful tool, to be able to manipulate time. Such a rune as these is venerable and respected by the Runelords for sensitive situations. Upon activation of these runes on an object, the state of its being will be reverted back or forward by up to one month in Roleplay. Dwarves of old used this to quickly age their wine, or de-age their ale if it was aged for too long. The rune can be broken during the activation if specific amounts of time are wished, though this would be a rough estimate, as otherwise, the rune will continue till its totality and deactivate. [!] Redlines: Rune of Death [Combative] This rune is a peculiar one, such that it is not active with any of the Utility runes. Instead, this rune feeds off of the inner mana within all things. Upon fueling this rune with inner mana through direct application, whatever living thing that is afflicted by the touch of an object with this rune will begin to feel their life essence drained. Their mind begins to lose its edge, and their movements slow. They feel drained, and if the object with the rune causes a wound, it begins to corrupt. If the wound isn't tended to quickly it'd begin to stagnate and fester. [!] Redlines: Divine Dialect [!] A Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is what the dwarven populace believes of their Brathmordakin. Through their faith made manifest, their internal mana subtly drives the result of the manipulation of the Ruhn to create a result according to their beliefs. Yemekar Rune of Creation [Non-Combative] [T3] At the end of combat, or the end of an object’s application, if it bears this rune, the item begins to self-repair over the course of 1 narrative day after activation. [!] Redlines: Rune of World [Combative] [T4] Through the activation of an object with this rune, that which is touched will begin to form a shell of stone around it through petrification. Living things that are subjected to this rune find their movements of the afflicted limb slowed and sluggish as the rune’s influence slowly covers their whole body. This takes a period of 3 emotes. [!] Redlines: Anbella Runes of Hearth [Non-Combative] [T2] Whenever one bears an object carved with this rune, they feel more confident, and at ease. The fear effects from certain entities would also be harder to take hold, as one feels more emboldened from carrying this rune. [!] Redlines: Rune of Growth [Non-Combative][T2] Should blood be spilled on this rune, the area around the rune will become fertile, in a means of life taken to provide for another. Crops will grow healthier with less blight, fields will be filled with tall grass and flowers, and a general abundance of life will be present around these runes. [!] Redlines: Belka Rune of Youth [Non-Combative][T4] Upon carving this rune on an object such as jewelry, the wearer would look to be in the prime of their life. Wrinkles would fade, scars would dim, and the brightness of one's eyes would fill to their fullest. [!] Redlines: Rune of Tales [Non-Combative][T2] A rune of dual-purpose but of one theme, this Rune of Tales, when activated, provides one with the ability to convey minor emotions to others nearby as they communicate. The other aspect of this rune uses nearby elements like fire, smoke, or water to make simple shapes for narrating and stories. Dwarven bards have told countless iterations of the Epic of Kjellos the Dragonslayer, with the story 'displayed' in the flames and the people hearing it feeling courage deep within their hearts. [!] Redlines: Ogradhad Rune of Knowledge [Non-Combative][T5] As Ograhad is for the understanding of the unknown so are these runes, for with these are the ability to create works unknown to the dwedmar as of yet. Fantastical works, or even new dialects, will use these as their stepping stones and components. [!] Redlines: Rune of Sight [Non-combative][T5] The rune of sight is one of the most important runes a Runesmith can possess. It allows a Runesmith to understand and be able to replicate Runes. With this carved into a viewing material such as glass, the constituent elements of an object make themselves known through The Material Alphabet. For example, looking at an ingot of iron through a seeing-eye glass will procure an image of Ferrum before the ingot. [!] Redlines: Armakak Rune of Agreement [Non-Combative][T3] Essentially a blood pact rune, this rune takes the blood of more than one individual to be activated. When activated, it will subtly glow, for as long as the deal is kept. Upon the deal being broken by either party, the rune will crack and lose its radiance, a truly blasphemous thing in Urguan. [!] Redlines: Rune of the Merchant [Non-Combative][T2] Upon carving this rune above shops or stalls, those who view wares below are subtly inclined to purchase or believe whatever it is the seller behind the counter is saying. Upon carving it on an amulet or something wearable, the bearer will seem to be more believable, and their words would appear more meaningful. If the same rune is applied to an item like a gemstone, the gem will seem more valuable than identicals beside it, catching more light for example. [!] Redlines: Grimdugan Rune of Greed [Non-Combative][T3] Containers that bear this rune are perceived to have great wealth. Chests with this, even if empty, will seem heavy, and laden with valuables within, clinking and sloshing where it shook for example. [!] Redlines: Rune of Thieves [Non-Combative][T4] Upon touching an object with this rune, a searing pain courses through one's body, and the entire hand that touches the object turns black as night. [!] Redlines: Dungrimm Overcharge [Combative][T5][Special] This empowerment of one’s craft is what many Runesmiths aspire to achieve permanently; however, such has not been developed. In its current state, Runesmiths can imbue their runes with more Echoes than normally allotted, more than it can handle, causing it to create an outburst of energy, causing the rune to be empowered for longer than usual, at the cost of frying the Runesmith’s Ruhn Spark for a time. [!] Redlines: Rune of Shielding [Combative][T4] A mighty rune to protect those valiant enough to continue fighting with their blades, this rune, upon activation, generates an Echo shield around the rune in the shape of a bubble. The radius of this dome of Echoes is 3 meters, though it only protects from mana-based magic. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues. [!] Redlines: SYNOPSIS Runesmiths and other Magics The Ruhn-Spark within a Runesmith Soul makes it so they are unable to wield the blessings of other Deific beings. To reiterate, this is because of Runesmithing altering one’s soul through the addition of a Ruhn Spark. While the Kalirrik does not expect much from the servants of the Ruhn, the blessings of other Aengudaemons might interfere with their path as craftsmen and artisans. Given this, performing other magics that could become obstacles in their path to understanding and mastering the art of Runesmithing their souls would be unable to proceed, the Ruhn Spark within them growing weaker and weaker until they become unable to summon its power at all. At first, their connection would gradually become weaker, no longer able to advance any further within any given tier. Should a Runesmith ignore their connection weakening it would start growing weaker at a faster pace. The Runes would no longer provide a link to the Hall of Echoes. Innom’s sacrifice would make it so no magic, feat, or blessing that gives a deity or a being access into a Runesmith’s mind/soul can be possessed. A Runesmith that continues to practice a magical art that goes against the Ruhn would then lose the Ruhn-Spark within their soul. However, it is important to take into account the guidelines provided by another magic lore. Should a magic state that it can not be learned by someone with Runesmithing or a deity connection, the Runesmith must seek disconnection and have their Ruhn-Spark removed, the connection between them and Innom’s realm severed before pursuing magic of those sorts. Those magics that are Deific, cannot be held in tandem with Runesmithing. These include Paladinism, Templars, Sycophants of Boletius, Druids, Seers, Shamans, Yeu Rthulu, and all future Deific magics. Those magics that alter internal mana or the soul into other products cannot be learned in tandem with Runesmithing. These include Heralds of Azdromoth, Azdrazi, Chi users, Voidstalkers, Shades, Naztherak, Necromancy, Mysticism. Every other magic may be used. These include Blood magic, Alchemy, Animatii, Sorvian crafting, Voidal Magics, housemages, Golemancers, Kani. Creatures unable to become Runesmiths: Tier Progression Runesmithing to a certain degree is very similar to other arts or crafts, where time and practice lead an individual to become more proficient in it until they become masterful at it. However, time is also essential for a runesmith’s Ruhn Spark to grow, and to be able to process their inner mana and connected Ruhn Spark’s channeling of the Ruhn at greater efficiency and amount into Echoes. As they harness what lies within, over time they begin to shape reality through their runes at a greater capacity. Tier 1 (3 weeks): Immediately after being connected Tier 2 (4 weeks): 3 weeks after being connected Tier 3 (5 weeks): 7 weeks after being connected Tier 4 (6 weeks): 12 weeks after being connected Tier 5 (8 weeks): 18 weeks after being connected. TA’s will be wiped from this rewrite. One must reapply to teach this magic, After reading this new rewrite. Purpose (OOC) [!] Redlines [!] Citation Spoiler Credits: Lead Writers: BDanecker, Soul & Z3m0s Feedback: Grimoire Weiss & Treatycole Inspiration: Noobli, DrHope For Noobli, for inspiring and driving the Dwarven community forward. For his love and dedication to the Brathmordakin For the Glory of Urguan
  8. The Shattered One INNOM ᛞᚨ-ᚾᚨᛉᚴᚨᚱᚢᛗ-ᛞᚹᛖᛞᛟᚺᛁᚾ Origins 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 felt a great inspiration and would dedicate himself towards following as the Aedefix had done and uncovered his methods of creation. He would purposely never take a name, in mimicry of the Creator he so revered but was dubbed by his brethren Aenguldaemons as Innom. Inspired by the work of the Creator, Innom decided to devote himself to imitating this power. He traveled through the realms, visiting everything he could, understanding its components so he could shape his realm to become a sanctuary of creation, of innovation, and would dedicate his entirety to understanding the fundamentals of Creation, of reality itself. For years untold did the Daemon run his experiments, uncovering in his research a primordial language of the Physical Realm, intrinsic to its design, known as the Material Alphabet modernly. Innom delved further into the mechanisms of the language and began to understand how each of its runes derived its meaning, and how they interact with another. He developed a masterful understanding of the primordial Material Alphabet and understood every aspect of its existence. His comprehension of the world’s language at a peak, Innom was eager to begin experiments to develop methods of interaction with the runes, to unlock their power and the secrets of the Creator. The Daemon crafted himself a set of tools to put his knowledge to labor and began to carve great runes over the entirety of his realm, turning his palace of artisanry and scholarship into a beacon, a focal point to connect directly to the very design of reality. With his vast knowledge of the Material Alphabet’s principles and the power of his realm bolstering him, Innom established a connection to the fundamental forces of existence, the lingering intent of the Creator’s sacrifice that permeated through all things. The runes carved over his realm began to ignite, bursting with multicolored lights that shone brightly on the once dimly lit halls of his realm. It was at this moment where Innom’s knowledge of the material alphabet and the creation reached its maximum expression, Innom was not only able to awaken their true power, he was able to communicate with them. This way he learned their deepest secrets and was able to talk with them. Request for them to change, to evolve, to grow. To this end, his fellow Aenguldaemon brethren took heed and watched their brother’s work. Either in fear his ambition should lead him to join Iblees. or perhaps encouraged by the Archdaemon himself, in secret they plotted. Whilst Innom continued to master his connection, on the cusp of an inspired revelation, his brethren caught him by surprise attack. In desperation, the ambushed Daemon managed to cast down his sacred tools through one of the paths he had created across the realms, in the hope someone else might find them and continue his work, that another with likewise inspiration could enact what he failed to. In ways unfathomable by any mortal mind, Innom was brutally ripped into pieces and shattered, cast into the echoes of reality. In a cruel irony did this betrayal finally make Innom truly like the Creator, torn apart into countless shards and brought to death upon the pinnacle of his achievement. As his fractured being spread out across Creation, Innom in death finally became entirely connected with the fundamental forces of existence he sought control of. Innom’s death meant the Palace of Scholarship now became vacant, echoes of its potential power lingering in the realm. The great runes carved in its pillars dimmed, but remained lit, their connection maintained through the Scattered Ones remains. However with his death came another blessing, Innom’s Sacrifice would allow his realm to be hidden and protected from other Aenguldaemons or voidal beings as a way to keep his knowledge safe. Throughout the vastness of Creation, there were many remnants of Innom’s old form that lingered. His ideas, feelings, schemes, and desires swirled in a maelstrom of Daemonic energy. From this chaos formed a few distinct shadows of Innom’s lost personality, weak yet present. They looked upon themselves with a yearning, a need to be whole but no method of doing so. Distraught, they gathered in their former realm and drifted there, wandering the crumbling workshop and observing the world below, hoping in vain that his tools may be used to continue the great work that was left unfinished in their wake. These sentient fragments, the echoes of Innom, named themselves such in the tongue the Daemon had fashioned in the likeness of the primordial language and became the Kalirrik. 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 intricate diagrams. Some serve a 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, abandoned with no master. Each Kalirikk has its claim to large swaths of the sprawling palace, though each cannot however form it into its desires. As the Kalirrik 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 Kalirrik, shall be given to the domain of that Kalirrik. The halls of each Kalirrik, although having numerous similarities due to the common architect, began to shift over the centuries as more souls joined them; each area began to develop its unique style and traits. The first of the Kalirrik 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 Kalirrik carries the duality of anger and ambition. Their feelings are fickle; for a time they remember the great plan, to understand reality and dream of the Kalirrik as they once were. Then comes the anger, those feelings which drew from the impossible yet incredibly drawing thirst for vengeance against the conspiring Aenguldaemons. His halls ring in disorder, the once hallowed and grand carvings scratched and stained by battle. The third of the Kalirrik 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 Kalirrik carries the personality trait of greed, Innom’s incredible drive to take that which he desired from the very essence of creation in the ultimate form of Greed. Here lay giant piles of wealth, treasures, and relics on display, where souls garner new wealth than that which they lost in death. The fifth of the Kalirrik carries the personality trait of generosity, the desire to share his power. As such, here are perhaps the busiest places within the Tal’Kilari, marketplaces, shops and otherworldly possessions reside here for all to barter and see. The sixth of the Kalirrik 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 Kalirrik 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 rune-filled tomes of history, science, and forgotten lore, ever capturing the imagination of their readers who dwell there. The eighth of the Kalirrik 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, emphasizing the Kalirrik 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 Kalirrik offers a paradise of craftsmanship and artisanry, a chance to create one’s 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. Although indirect Innom’s hand is undeniable in creating it, those who practice the art are forever intertwined with Innom, their souls, and those who believed in his work, being given the chance into the realm by the will of the Kalirrik. Purpose This lore is written and submitted in order to Give Runesmithing a patron and a source of its power. A deity that is tied to craftsmanship, scholarly research and artisanry. [!] Redlines: This piece has been edited in order to fit the submission for Runesmithing lore. Citation: Edited by: SoulReapingWolf, BDanecker & Z3m0s Feedback from: Grimoire Weiss & Treatycole Original Piece Credits: Authors: Nooblious & DrHope
  9. IGN: SoulReapingWolf Category: TBD Artwork: WIP
  10. Thatch 'Beast' Stormbreaker reads one of the missives and scratches his beard, before adding a third cigar to his mouth. "Do All t'e lads wit' abilities tae create loike Yemekar 'ave berd names?" He'd ask himself before adding something to his name "A'll be known as Thatch Albatross Stormbreaker t'en. A s'ould seek em out" He'd chuckle and go back to working on some designs for a new dwarven fleet.
  11. Skin: Wasteland Bid: 120 Discord: Soul#9694 Skin: Clashcolor Bid: 80 Discord: Soul#9694
  12. I wish you the best in your path. Thanks for everything Papi_Pollo
  13. Why Hareven never visits his kin? Also when Gigaraft?
  14. Nice! Good Job @WestCarolina!
  15. IGN: SoulReapingWolf Roleplay name: Thorin Treebeard Discord tag: Soul#9694 Amount of tickets: 3
  16. I nominate Crumena of Kamees cuz he single and ready to mingle
  17. Man I love that one mod Endershadow292. But did you know he is responsible for the murder of an old Irish man? An ugly situation really.
  18. Magni wonders why his signature was removed from the final copy.
  19. Okay 3 questions here. 1st: What do you think runesmithing is missing in order to be accepted once more? 2nd: Whats your view on human nature? 3rd: I heard rumors ST is creating an Only Friends to announce the results of loremags only through that platform. Are these rumors true?
  20. Can't wait for this to turn into more quests maybe some with vortex rewards? Or allowing nations to have custom quest boards with activities for players to do :D This update appeases the MMORPG aficionado in me.
  21. No worries man, I hear daggers DLC will become free once the new Expansion comes out. Super hyped for LoTC: Wrath of Ibless. I hear the new classes & races are gonna be so good. I can't wait to evolve my Kha Hunter Assassin into a Shadow Blade Sorceror. I also hear there will be a bunch of dragons & a whole new continent to explore in the north. I hope my Dwarven Runesmith gets some more love on this expansion as well, I feel like the only real use on this one was to grind those Anti-Raid rune cannons.
  22. @NotEvilAtAllbruh, you would've beaten him & gotten your mob grind spot back if you had used daggers. Everyone knows Halflings get +10% damage on daggers. You should've contacted a halfling alchemist so they would've given you the +50% damage pumpkin poison exclusive to halfling alchemists. No deflection shield can stop some halfling daggers, did you not read Muddy's 125 page long Edition 25 Vortex guide?
  23. Honestly, like this lore a lot. But I hope we don't see 60 Djinn CA apps if it gets accepted. I feel this would be an epic thing that should not be tainted by having it be something super common.
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