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About BDanecker

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  • Character Name
    Dorimnur Goldhand
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    Cave Dwarf

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  1. An understandable complaint. I give no slander nor disrespect to the logs in question, but a situation like this that involves a great deal of the server demands clarity for all to know.
  2. The Surety of Steel “Ye make meh… Proud. Son.” The flesh that contained the soul of the dwarf Dorimnur Goldhand had failed him. He lay upon a cold, unyielding operating table, surrounded by a rabble of concerned workers at his corporate venture. The last moments prior to the Inferi Veteran’s paraplegic state was filled with the unyielding stand before the peak of drudic magics, a Soul Tree which collapsed trees on both of the warrior’s flanks with unnatural force. The dwed set his jaw, blessed with resolved, as he knew his steel and shield would protect both himself, and the azdrazi he now called friend, against those who had wronged them. Until the stout creature was broken, encased in a crumpled prison of tempered steel. His flesh had served him well in life, filled with passion, splendor, gluttony. He had accomplished a great deal, more than those before him. A simple coal miner turned Yemekar’s Pick, The Forge Lord, the Aurokanar Clan Lord, the Wayfather of Waystone, Owner of Veritas, Drakesmith, holder of the Divine tool The Hammer, communer with gods both scaled and astral, and a great deal many more hidden in the shadows of secrecy; all these ambitions, accolades, accomplishments would end with him upon these final words spoken. The epic of Dorimnur Goldhand would flit the last scrawled page upon that operating table. That which would end however, would be a mere chapter. For dying to win was different than risking death to win, and as the long shadows drew their length and the winds of life rushed from the pale parted lips of the Umgorumm, life would be Eternal for the disciple of Avarice, in an ultimate act of greed. When the dwarf breathed again, the air was the stench of his own steaming heart.
  3. Once-Yemekar's Pick Dorimnur Goldhand smiles Armakak's smile upon the work of his clansmen!
  4. BDanecker


    r you going to be mad if i leave an r
  5. [Magic Lore] - Runesmithing, the Art of Creation Utility and Divine Dialects Christmas Miracle Edition Background / Origin The Minds of Dwarves [!] A Dwarven Temple of yore, with a central mask of Dungrimm engraved into the hallowed stone, where acolytes of the Brathmordakin journey to hone their mind. Since before Urguan set his hammer and chisel upon the mountain that would be the first hall of the mountainborn, dwarves believed. They believed in their Brathmordakin, beings that never entered the realm like the Aenguls nor the Daemons or other deities, but held more reverence than all; perhaps it was because of the dwarves being stubborn and unchanging of mind, or perhaps it was because of the stories of the odd dwarf with proof of the Brathmordakin’s existence. An odd report of amulets blessed with the power of Anbella appearing from thin air, claims that inexplicable power came from the temple's words, all pointing to subtle nudging of the Brathmordakin on the material plane. The dwarves of old’s firm belief was not unwarranted, for their combined faith of utmost zeal indeed caused events that would bring pause in those naysayers of the Faith. Unbeknownst to the dwarves, the subtle remnants of an age long before even the first of their race gave their faith meaning. Known as the Power of Thought, this aspect of reality validated the belief of dwarvenkind, creating inklings of proof which were and are more than enough for the dwarven faith to endure even to the present day. This powerful belief is what caused the Runes, or more accurately, what caused them to work. The Material Alphabet had been with dwarves and their ancestor’s ancestors, giving reality shape and definition. But it was the Thoughts of the Dwarves that caused empowerment of the Material Alphabet into tangible effects through the collective belief of the dwarf’s beliefs on reality, and their gods. To the dwarves, their gods were empowering their runes, but it was something far greater. The sheer will of the dwarves to believe birthed something noble within the minds of those who desired to bring their will into creation, the ability to create and weave Threads of Thought, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. Magic Explanation ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ The Art of Runesmithing Runesmithing is the magic of creation and creativity, a sacred and powerful magic that is focused on craftsmanship, artisanry, engineering, and any other creative art. Unlike other magical arts which are utilized by their practitioners in the moment and to worship or follow a deity’s purpose/plans/goals, Runesmithing must be done in preparation, and is powered by the pure thought of the Runesmith. Rather than draw from energies like voidal mages or call upon powers from higher beings, Runesmiths manipulate the power of Thought itself, which is most often done by others unconciously. This concious power of Thought allows Runesmiths to manipulate creation itself, merging what is real with what is thought; weavers of reality and manipulators of existence through runes. The vast majority of the art’s powers have been lost to history, entire dialects of runes remain hidden in the shadows of ruins along with unique tools and methods of harnessing the true workings of Runesmithing. Its current practitioners of the modern age long for creating works more glorious than their predecessors, while making fantastical works with the tools provided them. The underlying reason why runes work in the way they do is due to the mass belief of dwarvenkind over the centuries all believing with religious zeal the existence of their gods, as well as the fundamentals of creation. This concerted belief, known as the Power of Thought, creates subtle changes in line with the beliefs of the masses, and gives direction to the rune’s abilities in tandem with The Material Alphabet, giving them definition. Runesmiths are able to use this usually subconscious power consciously to their desires. Runesmithing's fundamentals are rather simple. One carves a rune of The Material Alphabet and then summons Threads of Thought to Empower the runes by means of Harmonizing. However, the inner workings of such a creative magic are complex. Threads of Thought [!] A complex tapestry of 2 Threads of Thought, partially Harmonized to empower a rune of average power. All beings with sentience think. This ability of Thought has power, which is controlled unconsciously by most. A runesmith is taught to be able to control this power consciously in the form of Threads of Thought. A Thread of Thought is what Empowers a rune and is a new power source that has not been used in other magics. Runes do not do anything unless powered. This utilization comes in the form of conjuring thought as light, to be better comprehended. To conjure these Threads of Thought, an aspiring Runesmith must be trained to harness Thought consciously, as well as what Threads are. The harnessing of Thought consciously is done through immaculate focus. In their focus they are able to summon them forth at their whim; be it hand motions or semantics. Once these Threads are summoned, they exist as luminescent shapes, usually circles, hanging in the air, revolving around either the Runesmith or the object with the rune on it. They may also appear as squares or triangles. T1 Runesmiths can summon a maximum of 1 Thread of Thought, as well as being able to regenerate 1 Thread of Thought per stone week. T2 Runesmiths can summon a maximum of 3 Threads of Thought as well as being able to regenerate 3 Threads of Thought per stone week. A Runesmith needs a Rune Anvil for T3-T5 T3 Runesmiths can summon a maximum of 5 Threads of Thought as well as being able to regenerate 5 Threads of Thought per stone week. T4 Runesmiths can summon a maximum of 10 Threads of Thought as well as being able to regenerate 10 Threads of Thought per stone week. T5 Runesmiths can summon a maximum of 15 Threads of Thought as well as being able to regenerate 15 Threads of Thought per stone week. A Runesmith’s ability to summon these Threads expands as they become more proficient as well: A T1 Runesmith can only summon 1 Thread at a time in one emote, while a T5 Runesmith can summon all 5 at once in one emote. In effect, a T5 Runesmith may only make 3 T5 Runes a stone week; the full details of this are detailed further in the lore with Harmonizing/Empowerment. Harmonizing and Rune Empowering [!] A Master Runesmith Harmonizing 2 Threads of Thought of a forgotten Dialect, preparing to Empower a rune. After being summoned, Threads now serve one purpose: to align what the Runesmith is thinking, to what is reality. This is known as Harmonizing. Harmonizing is the Empowerment of Runes, as runes do not bear any power themselves. Once the Threads of Thought are Harmonized, the rune in question will be Empowered. To Harmonize, one must continue to maintain the utter focus that is required to work these powers of Thought and think of the rune’s powers. Once a Runesmith summons their Threads of Thought, they may begin filling these threads with the identity of the rune in question. This is done by thinking of the rune, what it does, it’s limits and its capabilities. The ambient thoughts of one’s mind must be tamed and ordered so as to not ruin the Thread of Thought’s Harmonization. Should a Runesmith think of anything that deters from these ideas and shapes, the Harmonizing will falter and fail, the Threads of Thought muddled and frayed. Runesmiths must hone their mind into pure focus while undergoing the task at hand. Once a Runesmith focuses on the task at hand, and Harmonizes a Thread, a chime will sound, signifying their completion. Their thoughts now have become reality, literally harmonized as one. The result of successful Harmonization of Threads is Empowerment. The summoned Threads will dissipate and leave behind the Empowered rune. A rather peculiar effect of Harmonization and the defining of one’s Thought is that others nearby will find themselves catching glimpses of the Runesmith’s intent. This occurs within a 5 meter radius and is a side effect of pure and raw Thought ebbing from the mind of the Runesmith. Runesmith’s skills of Harmonizing increases as well over time. T1-T2 Runesmiths can Harmonize Threads in 3 emotes. T3-T4 Runesmiths can Harmonize Threads in 2 emotes. T5 Runesmiths can Harmonize Threads in 1 emote. The Rune Aura As a Runesmith begins to harmonize Threads more often and more intricately, vestiges of the art remain upon their form. Known as the Rune Aura, signs, sigils, shapes and swirls all begin to slowly creep and make their mark upon the skin of a Runesmith, the cost of the Power of Thought marking the Runesmith’s physical appearance. Most find the physical alterations to be rather appealing however and embrace it as a mark of their ability. These designs grow in progression with a Runesmith, increasing in scale and eventually producing luminescence when a Runesmith focuses to harmonize Threads. The Rune Anvil and the Master Rune [!] A Runesmith Harmonzing 3 Threads of Thought upon a Rune Anvil. Known as Rune Anvils, albeit oftentimes not an anvil in traditional appearance, these powerful creations are how Master Runesmiths create their greatest work. Rune Anvils bear the Master Rune, allowing greater amounts of Threads of Thought to be weaved, akin to a Voidal Obelisk. This is what allows the anvil to be a greater conduit than simple tools, allowing one to Harmonize more Threads at once, ending up in more powerful runes. Anvils are capable of Empower T1 to T5 runes, whereas without a Rune Anvil, a Runesmith can only Empower a rune of T1 or T2 magnitude. These cruxes of greater creation are devised through two means. The first, is that 2 Runesmiths may summon Threads of Thought together and Harmonize the 5 Threads needed to Empower this rune. This is the only instance that Runesmiths may circumvent the requirement of a Rune Anvil to create a rune above T2 and leaves both runesmiths greatly taxed. They would have all of the normal Runesmithing physical and mental fatigue amplified, as if they had run a full mile with baggy clothes and drained of their mental focus for a narrative week. The second, is that an anvil may be produced in the presence of another Rune Anvil, in simple propagation. This leaves the Runesmith fatigued as normal. The Master Rune [Non-combative] [T5] The crux of greater runesmithing, The Master Rune allows greater manipulation of Threads by its presence with a Runesmith. Abilities/Spells The Runes (Non-Combative) [!] A unique Goblin who found themselves to be a trusted ally of the Dwarves, Empowering a Rune with their Rune Aura prominent. (Threads of Thought not pictured) The crux of this magical art is the runes, the focus of the powers of this unique magic. Runes are symbols as old as time that originate from The Material Alphabet, though they do not do anything until Empowered by a Runesmith. Runes may be engraved, sewn, cut, or stonecut, giving the opportunity for a variety of materials for Runesmiths to work with. This must be done perfectly, much to the detriment of those who lack patience; this is one of the reasons the more meticulous dwarves and handful of elves had kept Runesmithing in the past. Runes work as focal points through which a Runesmith directs their Thought. To simply bring their Thoughts into reality is far too lofty a goal for a mortal, and thus Runes must act as the vessel for their Thoughts to hone into tangible results. Runes do not have to be recharged, but rather recuperate their ability to be used through a set amount of time resting, listed below. T1 Runes: 5 uses per stone day T2 Runes: 4 uses per stone day T3 Runes: 3 uses per stone day T4 Runes: 2 uses per stone day T5 Runes: 1 use per stone day The Utility Dialect The Utility dialect consists of basic instructions that act as guides or additions. Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes, guiding their activation. Rune of Touch This rune is the easiest to understand of the Utility Dialect, as well as the easiest to create. While weaving the Thread of Thought for this rune, one must focus their mind and call forth the concept of what they want to be the criteria for this rune. Once done, the rune will simply begin to activate on the slightest touch of that physical object. Touching the rune or the runic object more than once will deactivate the rune. Runes that have been deactivated may not be re-activated if they lack remaining activations for the day. Rune of Phrase A simple rune that allows activation upon the utterings of a phrase. After carving the last etch of the rune, the Runesmith then with his chisel or tool still in the material must speak out what the activation phrase is. Any utterance of this phrase will then activate the rune, along with any engraved upon the same object. Speaking the phrase once more will deactivate the rune. The phrase may be uttered by anyone, so long as they have learned of the phrase to utter, even if they are not a runesmith. If the activation word or phrase is that of a difficult to learn language such as Old Blah or the tongue of Inferi or Draconic, one may simply speak the word or phrase, as one does not have to understand the phrase, simply one must be able to replicate it phonetically. Rune of Proximity This rune 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 this rune is 4 meters. These turn off after an IRP year, should the one in the proximity of the rune remain. Proximity runes simply begin the activation of runes on the object they are carved on. Runes that deactivate after a set number of emotes do not benefit from longevity due to this rune. The rune will activate upon whatever it is the Runesmith desires to be the criteria, stepping within this 4 meter radius. This gives any who steps into the radius time to leave if they notice the blue light and the dull hum that signifies a rune activating. No insta-traps are possible. One may not have the Rune of Proximity metagame in any fashion, such as activating when “Rare materials are near” or “when vampires are near” but may only activate when 1. A general entity such as a Humanoid or Creature is near, or 2. A general object is near, such as a machine part or a sword going into a sheath. Rune of Proximity may also be decreased in it’s radius, should the Runesmith desire upon creation. Divine Dialect [!] A dwarven Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is a more complicated set of runes that embody what the Dwarves believe to be their gods. Each of these runes are more complex, with most of them consisting of mixtures of symbols from the Material Alphabet, to create a conjoined rune. This is done through simply carving the runes into connection physically, in which they become a single, conjoined symbol, akin to cursive writing. These runes are all blue. Yemekar, the Forge Father Rune of Creation [Non-combative] [T5] Dwarves make crafts as if it were second nature, and they wear them out vigorously. Most often tools are made with longevity in mind, but the constant intense wear of dwarven lifestyles destroys dwarven craftsman’s tools and soldier’s halberds beyond normal repair. When a Runesmith carves this rune upon an object, the next time the object breaks or tears, the activation of this rune will repair it. Rune of Durability [Combative] [T4] The Dwarves are fundamentally a stalwart race, with a great constitution. This rune embodies that aspect of dwarvenkind, and brings it into their crafts. When an object bearing this rune is activated, supernatural integrity takes over the material, enhancing its durability to greater heights. Swords and armor can take more of a beating, and softer materials last longer before fraying and tearing. Anbella, The Hearth Mother Rune of Hearth [Non-combative] [T3] Anbella, dwarven Patron of life, and god of the hearth and home. To those who bear a Rune of Hearth upon their attire, they experience a relaxation of that of the Hearth Mother, a comfort of a warm fire, and homeliness, and more at ease, filled with the joys of their kin. It is a rune of miracles, able to change the course of many a descendant's life to that of the better, encouraging them, and washing away the woes of life. Rune of Libation [Non-combative] [T2] A very useful Rune, this carving can propagate a supply of ale, in amounts measuring about half a cup per second. Dwarves find a use of this rune in mainly spontaneous drinking, as they would often prefer custom-brews and aging lengths. In a pinch, filling their cups while out of the mountainhome while in enemy lands can be a blessing. Belka, Lady of Passion Rune of Lightning [Combative] [T4] Of all the sounds that boom throughout the Mountainhome, it is thunder that is most reminiscent to them of their Creator’s strikes upon the World Anvil. This rune provides an object with electrical energy crackling over its surface, to be discharged in an electrifying zap. Rune of Bearing [Non-combative] [T1] Dwarves are a naturally hardy race, with the demands of living both above and below a mountain giving traversal an extra challenge. Dwarven ferriers and couriers, as well as explorers each have a Rune of Bearing upon their bags or other carrying devices, which aid them in their work. Ogradhad, the Lore Master Rune of Sight [Non-combative] [T2] The Rune of Sight is one of the most important runes a Runesmith can possess, as well as being one of the first they learn and use. It allows a Runesmith to understand the world around them, as their mind begins to notice elements of The Material Alphabet around them. With this carved into a transparent material such as glass or anorum, the constituent elements of an object make themselves known when looking through the item by symbols of The Material Alphabet. Runes of Time Progression/Regression [Combative] [T5] An incredibly powerful set of runes, with the power to manipulate time, or so it seems. These runes are capable of seemingly manipulating the time experienced by objects. This is done through manipulation of momentum, but to the eye it is as if time slows down or speeds up for the object. When either rune activates, the momentum of the object is increased doubly, or decreased doubly. Weapons that bear the rune and that activate it while mid-swing will have twice the momentum behind their swings, or half of the speed, depending on the rune. Armakak, the Merchant Father Rune of Gold [Non-combative] [T2] Like the gold that flows from the coffers of those who follow the Merchant Lord’s teachings does this rune cause objects to appear, as if made of gold itself. An object bearing this rune will appear as if of pure aurum make, coining the term “Fool’s Aurum” amongst snarky working dwarves. Rune of Light [Non-combative] [T1] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the Harmonizing of one's Threads into this rune’s Empowerment, a light equivalent to a torch propagates from the rune of the Runesmith's choice and keeping a consistent luminescence. Grimdugan, Lord of Avarice Rune of Greed [Non-combative] [T2] Grimdugan is the dwarven God of Greed and Lord of Avarice, often is depicted on a mountainous pile of gold and gemstones, sitting portly atop the pile of splendor. With the usage of this rune, Greed is worshiped, for most dwarves believe their Curse to be a blessing, and enact it as often as they may. An object bearing this activated rune will appear to be a particular gemstone. Rune of Dark [Non-combative] [T1] In turn with the Rune of Light, the Rune of Dark has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light within a 1 meter radius of the rune. This is the only rune that does not glow on activation and is rather unique in applications. Dwarven botanists often use these runes spread in a circle around Murkshrooms so that easier cultivation can be managed. Dungrimm, Lord of the Dead Rune of Returning [Combative] [T3] Unlike most other runes, the Rune of Returning is split, each half carved into two different items. These items are typically linked together as a pair (I.E. a glove and a hammer) and have seen use in dwarven javelin throwers who could recall their weapons from the shields of enemies. Rune of Vigour [Combative] [T4] Another defining aspect of dwarves is their vigor for the fight and family, and this rune directs The Power of Thought to bolster those who fight for others. Dwarven marching banners and gatehouses frequently see this rune carved into the fabric and stone, activated to bolster forces to endure, keep fighting, and to persevere with the great stalwart dwarven stubbornness they are known for. General Runesmithing Redline Tier Progression Runesmithing is similar to other arts in that it requires time to harness their newfound abilities. But unique to Runesmithing is the acclimation of one’s mind to utilizing the powers of Thought. The timescales of such are detailed below. Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 TA’s AND MA’S will be wiped upon the acceptance of this rewrite. It has been expressed by nearly every person on LotC that all traces and connections to the old form of Runesmithing should be removed. It is essentially a new magic, was not widespread to begin with, and the last version was problematic. Purpose (OOC) Runesmithing has been a pillar of dwarven culture and is famously known as something the dwarven playerbase sorely misses. This is the culmination of many writers' work, compiled and refined to be the best runesmithing can be. I intend to have this be the groundwork for future lore and amendments to Runesmithing, with the basics in place; hence why a great majority of runes are explicitly non-combative. Truly the marriage of craftsmanship and magic, Runesmithing will bring back a unique aspect to the server, with a brand new take on magic utilizing Thought, a powersource never seen on the server. For Lore Reviewers: Citations: Credits: TheBlackBobRoss for being the “Resident Big Brain Idea Slave” and refining the beautiful idea of Threads of Thought. SoulReapingWolf for making the Shiny Coins and the text-dividers. TheFirstShroom for this latest rewrite's revision work. A bunch of folk for rune ideas. The Dwarves for thinking so hard that Runesmithing came to exist. Changelog:
  6. The Wayfather hears reports that the Waydown Mine was infested by the same wretched denizens that festered within the mines of Kal'Mugdor. "Ah bet et wos t'a work ove meh damned son Davli nae cleanin' up 'gain!"
  7. Golemancy: Beasts of Rock and Stone [!] A Speed Golem built in the shape of a wolf. Golemancers are the best stoneworkers in the lands, capable of imbuing their stoneworks with slivers of their very souls in the form of humanoid golems. Steeped in dwarven tradition, these constructs have been exclusively humanoid, not of limitations to their craft, but stipulations of the ancestors. Until now. In-line with the advent of a new spell to circumvent the most ancient Golemancy tradition of a Golem Anvil, Golemancers began to delve into what Golemancy could truly reach, bringing the dawn of golems that deviated from humanoid shapes. This addition brings the ability of Golemancers to sculpt their constructs into shapes that do not classify as humanoid. A simple addition, with a great deal of potential. Golemancers now have the option of sculpting beasts such as Prairie Dulks for carrying timber, rather than humanoids. Furef Speed Golems could be helpful additions to an alchemists' den, climbing up shelves a normal humanoid speed golem would need steps for. Redlines Follows all redlines of Golemancy. These do not provide any additional combat advantages that a normal humanoid golem would; ergo they follow all redlines. A stone wolf's bite would be just as strong as a fanged humanoid golem's bite of similar mass and force. This will be an addition all Golemancers will know. Follows all redlines of height restrictions. Purpose: The idea behind this addition is to add some more variety to Golemancy, as both Animii and Atronachs have the ability to make non-humanoid constructs. With the success of both Animii with metal creatures and Atronach Drones, this simple addition is a logical expansion on a much-loved and old lore for the dwarves. This expansion allows for players to do, for example, CA stone dogs, but with the good-taste that Animii CA's have demonstrated, which already have the ability to play CA metal dogs if they desired, I am of high hopes the playerbase will do of this wisely.
  8. A paraplegic dwarf affixed his arbalest upon the front of the golden demigryph automaton that carried him, ready to shoot any Orenians that dare step upon his lawn!
  9. So much sigma energy, I can't take it. Thanks for going out of your comfort zone and adressing a hard topic.
  10. The Clan Father moved about Kal'Darakaan upon a golden steel demigrph affixed with wheels for locomotion. He looked out beyond the large gates, seemingly oblivious-or perhaps not caring-of the Orenian menace that may come meet him unprotected. His goal was to ensure that Gildroc had truly left, and upon such confirmation, the Clan Lord of the Aurokanar sighed a great sigh, for in his heart it may have been the last time he would see the troublemaker.
  11. The Clan Lord furrows his brow while in his bed, reading the missive.
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