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Posts posted by BDanecker
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2 minutes ago, Carson said:
think it's kinda shitty of you to go and out people like that. they're not spiteful, and leaking conversations and stuff sounds quite like you are. understandable to be angry but it's different to air it to the entire server yknow?
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.
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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.
SpoilerHey gamers. This is my goodbye.
I didn’t plan on writing this. My recently extremely unjust blacklist at the hands of Squakhawk from ST ores had recently been removed, and with the above story, a lot of RP avenues were about to come my way. However, my main goal on LotC is to provide a good experience with others. I have been a leader of players for the past 3 years I’ve been playing, always creating narratives that they may enjoy. The greatest goal of this endeavor was Runesmithing. After 6 months of work, and jumping through nonsensical hoops and revisions and feedback, Kalehart the ST manager has executively vetoed my rewrite and told me to no longer submit rewrites. The full conversation is as such.
Imgur: The magic of the Internet
(Here is an additional image of the current climate of ST stance on things.): Imgur: The magic of the Internet
I have considered staying on LotC to pursue other things; I’ve enjoyed the past 3 years without Runesmithing, surely I could continue to enjoy it right? The fact of the matter is that I cannot with good conscious contribute in an environment where my creativity, hard work and good will is entirely throw into the garbage by stewards of said environment. I have had around 20 lore pieces submitted, with only 2 pieces, (both aesthetic) accepted. I've dealt with ST telling other players to avoid me due to my blacklist. I've dealt with ST OOCly avoiding RP with me because of my blacklist, dealt with being called "a negative contributor to the crafting and RP scene" by the ST admin, and while most of my gripes come from ST interactions, it is not these that cause me to leave, nor the denial. It is because we all come to LotC to write, but the tools have been taken away from me on account of one man's judgement, on the claims of my work being attrition and too straining on the ST team. Despite being told by various ST that Runesmithing was close to being accepted and that I was close to the finish line, it is all...gone. I promised everyone that I’d get Runesmithing passed eventually; suppose that’ll be the only promise I break.
I thank all of those who have wove the innate tapestry of Dorimnur Goldhand with me, and I hope it brought you contentment to experience as it did me.
Dorimnur will have vanished after his operation, his fate left unknown to all except his son. I have some ST items to make and some storylines to finish up before the automaton is on indefinite hiatus, so you may be one of the only who will known the true fate of Armakak’s Artificer.
The past 3 years have been one hell of a ride. But I can’t keep riding if I’m prevented from sitting.
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Once-Yemekar's Pick Dorimnur Goldhand smiles Armakak's smile upon the work of his clansmen!
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r you going to be mad if i leave an r
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[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.
Spoiler- Threads of Thought are not mana.
- One must learn how to use The Power of Thought consciously from a runesmith with an accepted TA.
- The light from Threads does not provide enough light to see in the dark.
- Threads of Thought can only be manipulated by those with an accepted MA in Runesmithing.
- One may not exchange Threads in any form or fashion, though one may Harmonize in conjunction with another, akin to lending voidal mana for a spell.
- One cannot have more than their tier’s amount of Threads
- The list to which creatures and beings may learn how to consciously use this power of Thought and become a Runesmith is listed as such:
- Any mortal with a greater soul
- This excludes the groups of Wonks, Soulless golems and animii, sorvians, ect.
- Ologs may not learn Runesmithing.
- Beings that are not from the mortal plane such as lesser Inferi or voidal creatures are also excluded as they lack the ability to comprehend The Material Alphabet.
- Voidstalkers that have completed Ascent of Consciousness are unable to learn Runesmithing.
- A further exception is with deific magics/connections, as they are already dedicated to empowering their deity, unable to embrace a concept so wholly to where their thought gives it power because its already doing so for their deity.
- The exception to the above deific clause is Seer and feat-level deific magics such as heraldry and lutaumancy.
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.
Spoiler- The numerical definition of each rune is how many Threads of Thought are needed to Empower it. IE, a T5 rune needs 5 Threads to be Empowered, as well as a Rune Anvil.
- Only 1 T4-5 rune can be Empowered a day, and only 3 T1-T3 runes can be Empowered a day.
- Utility Runes cost 1 Thread to Empower but may be Empowered without any cooldown or restriction.
- Threads CAN’T be used on Voidally Enchanted objects, due to the two being antithetical.
- Threads, and therefore Runesmithing Runes can be used on Thanhium objects.
- The sound that emits from Threads as they Harmonize is similar to a bell chime.
- Neither Harmonizing nor Empowerment can be done in combat.
- The Tell of snippets of the Runesmith’s intent cannot be used to learn Runesmithing nor the Material Alphabet.
- Empowering causes physical fatigue similar to a voidal magi. This entails lightness of breath, sweat on the brow, and mild fatigue, as if they had just ran a half mile, or average distance, enough to where the Runesmith would need to recuperate. This fatigue is the max, and any runes that are Empowered below the Runesmith’s current Tier would be less fatiguing.
- Empowering causes mental fatigue, sapping one’s mental focus for a narrative day, after which they will recover back to normal. This fatigue is the max, and any runes that are Empowered below the Runesmith’s current Tier would be less fatiguing.
- The Runesmith may not allow any intrusive thoughts into their Harmonizing, or the Harmonizing will fail, and the rune will not become Empowered. Distracted conversation and wordless sounds are the furthest one may divert from this absolute focus.
- The fraying of a Thread of Thought during Harmonizing will cost the Runesmith one of their Threads that Week. They would have to re-summon the Thread through focus and begin Harmonization if frayed.
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.
Spoiler- The effects of Runesmithing are not skin-deep like normal tattoos, but rather permanently stain the surface of the skin, such that should one drop the magic, they would remain as stains.
- An example emote showcasing the Rune Aura goes as follows: “With each stroke of the hammer upon the chisel to the stone, the lines running from the eyes of the Runesmith burn a blaze of blue light, pulsing as they Empower the Rune with their harmonized Threads of Thought.”
- The Rune Aura leaves a lot of room for aesthetic opportunities, but must follow the listed restrictions:
- Faint blue designs of any shade are allowed.
- Words and phrases are allowed.
- Swirls and lines and shapes are allowed.
- Coverage should be no more than 30% of the body.
- T3+ Runesmiths may have permanent formations of blue upon their skin.
- T5 Runesmiths may have their entire hands be of luminescent blue while harmonizing Threads.
- The staining progresses as one progresses through the tiers of Runesmithing.
- Constructs that are able to be Runesmiths such as Spirit Machines and Soulbound Golems will have blue etchings run throughout the surface of their frames.
Some examples of various Tiers of Rune Auras are below:
Depicted below is a T1 Runesmith’s Rune Aura when they Harmonize. This does not show when they are not Harmonizing.
A T3 Runesmithing Aura looks as such below when Harmonizing, featuring spreading of the blue shapes, with this example being of the veins. When not Harmonizing, these veins will revert back to non-luminescent blue.
A T5 Runesmithing Aura looks as such, in addition to the veins of the prior picture:
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.
SpoilerMechanics: Once a runesmith carves this rune, they must Empower it with 5 Threads of Thought, just like any other T5 rune. If they are in the presence of another Rune Anvil, this Master Rune will be Empowered; otherwise, they will need to be with another Master (T5) Runesmith. After 2 emotes of attunement, the object, usually an anvil, is now a receptor of Threads of Thought, and may then be used to create grand works of Runesmithing.
- The Master Rune follows all redlines and rules below, but is placed here for convenience.
- Requires an ST approval sign upon the anvil, or crafting platform.
- The Rune Anvil, or anything carved with The Master Rune, cannot move. Doing so would break the rune.
- The size must be 2x3 meters or greater, to accommodate the space necessary to host a Master Rune.
- The shape doesn’t have to look like a traditional anvil and the form of the platform is entirely up to the Runesmith. (I.E. tables, altars, tailoring sets, or any type of structure that fits in the confines of the given measurements.)
- A Rune Anvil is susceptible to physical attacks, hitting any Anvil three times with the force capable of denting steel armor is enough to disrupt the ability to accept Threads of Thought, essentially destroying the structure. Vice versa, should the Master Rune be marred in any way, it will cease to work and require a recarving and Empowering with 5 Threads once again.
- Those who are not Runesmiths would feel a sense of power coming from within 2 meters of the anvil, best explained as a slight tingle of the skin in its presence.
- The regulation of who knows the powers of the Master Rune will be up to the players to keep track of, as the ST will not be required to keep track of who knows.
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
Spoiler- Runes can be carved at the same time that one Harmonizes Threads. However, to the detriment of those who lack patience, runes must be carved perfectly.
- Runes cannot be carved on living things. They may be carved on dead organic parts however.
- Runes are standardized as 2 inches in size.
- Runes are the Material Alphabet runes, with nothing unique about them until they are Empowered with Threads of Thought.
- Runes lose their power in totality if the shape of the rune is no longer perfect. Any deviation from the shape through scuffing or chipping specifically on the rune itself will have the Empowerment nullified. This serves as a weak point on any runic object.
- For simplicity’s sake, you may think of EMPOWERED Runes as Managems. IE, the provider of the power. This doubly serves as the object’s weak point. Anything that can alter the Rune engraved will destroy the rune. UNEMPOWERED runes have no effect on anything whatsoever and are inert.
- There can only be 1 combat rune per object.
- Non-Combative Runes can be active for upwards of a year.
- Combative Runes all have explicit timeframes in which they will be active.
- Runes do not require focus, meaning that once they are activated, the wielder/bearer may do whatever they wish while the rune activates.
- As all runes require a Utility Rune to use, an object may bear 3 total runes. The combinations of such go as follows:
- 1 Utility / 1 Combative / 1 Non-combative
- 1 Utility / 2 Non-combative
- 2 Utility / 1 Combative
- 2 Utility / 1 Non-combative
- Upon activation of a rune, the etchings begin to glow a subtle blue, of various shades. Runes from the Divine Dialect glow blue, and those of any other Dialect will glow other colors.
- Runes may be carved in all sorts of materials, as long as they can keep the structure of the rune itself, in line with The Material Alphabet. Carving a rune into stone will keep its structure, but trimming it into fabric leaves room for the fabric to be stretched and frayed, eventually ruining the true meaning of the rune.
- T1-T2 runes do not need ST signature. T3-5 need ST signature.
- One may come into learning Runesmithing with prior knowledge of Material Alphabet runes, but this will not decrease the time of Tier progression.
- The ability of runes do not mix, but they may affect one another. For example, the Rune of Returning will not cause the ale from the Rune of Libation to be recalled, but it instead would have ale spew from the object itself as it returned.
- Rune’s cannot affect objects larger than 4 meters in any dimension. Anything larger requires a MArt application.
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.
Spoiler- Utility runes can be written with each other, but count towards the 3 max runes on an item.
- As Utility Runes are not tiered, they may be used as much as needed so long as one has Threads available.
- All Utility Runes require 1 Thread to be Empowered.
- When a Utility Rune is activated, all other runes on the object will begin to activate at the same time.
- These runes do not require ST signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then a flash of light comes over the item (akin to a minecraft enchantment glaze) for a moment. Both broken halves of the item will slowly repair through fusion over the course of a day, so long as they are pressed together initially.
- This rune only repairs physically. Voidal weapons (by runesmithing and the void being antithetical and incompatible), Diefic enchantments, Draan Binding, and any other magical effect that might have been on the item will lose said magical properties upon breaking, as magics are beyond the scope of this rune to repair.
- Threads of Thought are not mana and therefore this rune will work with Thanhium.
- The rune fuses and then melds broken parts such as chains, blades, shirts, cloth, ect.
- Breakage is defined as any removal of mass from each other.
- Scratches, dents, and other small physical or chemical defects are not repaired by this rune. Only breakage.
- The parts that have broken must be touching for this rune to work.
- Parts may only be attached to what they originated from. No fusing two metals into one sword.
- This rune can not summon broken parts.
- This rune cannot regenerate parts. A sword cut in half will not magically propagate the rest of the missing sword with this rune.
- The break must be under 1 foot in any direction.
- No remains of the break is left behind after repairing.
- Full destruction of an item is irreparable by this rune. This is defined by 5+ pieces of an object. An explosion of a boomsteel javelin, for example, would break in pieces far beyond hope of repair.
- Items that have been broken into up to 5 pieces may be repaired over the course of multiple days, with one activation per day per piece to be fused back. IE if a sword shatters in three pieces, you can repair it over 2 days.
- The two broken surfaces are weakly bound until the course of a day, at which the repairs have fully completed.
- The object must break with the rune already on the object, as well as the rune itself cannot be damaged, as this work does not work retroactively. One may not place this rune upon ancient broken items and insta-repair them, but rather nothing will happen upon activation.
- If carved onto a doorframe, the entire house is not covered by this rune, rather, just the doorframe. A sword would need the rune carved into each individual part if all of the sword was intended to be able to be repaired.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, the material-be it metal, cloth, or leather-will become more durable, and stiff. This does not make materials more hard, but rather magically increases their durability, such that if an iron sword dented from another iron sword in 8 emotes, this rune would extend the lifespan to 12 emotes. This takes 2 emotes to activate and then take effect, the rune lighting up and then the material bearing a slight flash of light (akin to a minecraft enchantment glow) that disappears soon after. This lasts until the end of a combat encounter, or 8 IRP hours out of combat. As with all T4 runes may be used twice a day.
- The rune does nothing to the strength or other physical properties of the material EXCEPT durability.
- While this durability will slightly diminish blunt impacts, it does not halve the effect: rather, a mace on horseback hitting a plated helmet with this rune will most likely still kill, but a human suited in armor bearing this rune would survive an additional emote or two beyond that which would concuss their brain or break their bones. The armor itself will deform far less, but the force will still be translated into the one being hit, with a blow to the head with a warhammer still concussing a man in a suit of plate bearing this activated rune.
- This rune, along with all others, may be nullified with a strike strong enough to marr the rune powering the object.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then upon a second emote of activating the item the wearer would feel more confident, and at ease, relaxed. The fear effects from certain entities would also be harder to take hold, as one feels more emboldened from carrying this rune, increasing their inner resolve against whatever the wearer might face in life, in a sort of mental magic. Those who bear this activated rune view life in a more optimistic view. Those who succumb to intrusive thoughts will find the pull of negative ideas weaker, and those who's lives are generally considered negative will fell more drawn to the concept that they may turn it around for the betterment of others and those around them. The rune lasts until deactivated.
- Fear is not impossible, just resisted, and things like Voidal creatures will still generate deep-set churning of the stomach in most descendants as well as the facing of death at a blade.
- The rune does not grant one resistance to damage in any fashion, nor a reduced feeling of such, nor reduction of the effects of pain.
- The effects are not forced upon a person, but rather suggested, akin to that of Refined Titan’s Eyes.
- One may choose to ignore the total effects of this rune.
- In the same line of thought, if one so chooses to stay in their negative thoughts, they may do so even while bearing this rune.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then ale begins to flow forth from the rune at the pressure of a typical household tap sink in quantities measuring to half a cup per second. This is generic dwarven ale, and tastes like such and sustains as such. If activated while horizontal, it will shoot a half-meter outwards harmlessly, and if shot directly upwards, the water will travel a quarter meter.
- Cannot be sent out at high pressure in the slightest. Putting anything that hinders the flow such as a nozzle on top of the rune will cause the rune to output less, rather than concentrating the pressure, and the greatest pressure that can be produced is that of a modern-day hose pipe. Pressurized ale devices are not allowed through this rune.
- Cannot direct the ale once conjured, nor change it's shape or form.
- If carved into a sealed container, the ale will fill the container, and then stop once full.
- If carved into an open container such as a cup, the rune will not overflow the container, but rather will replace any ale taken, such as a drink.
- Takes one emote to activate, and then lasts until 8 gallons of ale has been produced, or lasts until deactivated.
- The production of 8 gallons takes the course of roughly 4 minutes. With the limitation of being able to be used 4 times a day, only 32 gallons of ale may be produced from this rune per day, not enough to fill a small bathtub. An average living room would take 100+ activations of this rune, effectively preventing flooding of rooms or creation of rivers of ale.
- This rune does not require ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue. After 3 emotes total of charging, the item having built up charge during this time, lightning will crackle and jump across the surface of the object, and should a conductor touch the object, the energy will discharge, stunning them for 1 emote and giving them slight 1st-degree burns. However, should this rune continue to build charge for another emote, the discharge will be capable of stunning a humanoid descendant for 2 emotes, or an uruk to olog sized descendant for one emote.
If the rune is discharged before charging for 4 emotes, it may begin charging again, effectively giving the rune the ability to charge for 4 emotes once, or to charge for 3 emotes on separate instances.
- Both charge levels cause slight 1st-degree electrical burns at the impact site.
- While other combative runes are not disrupted by their item being used in combat while charging, this rune will discharge harmlessly if used in combat before the charging is at the 3 emote threshold.
- This may not be held at any specific charge. If not discharged at a particular emote count, it will progress to the next charge.
- If the 2nd tier of charge is reached and not discharged, the object will give off a wild array of non-deafening sounds and non-blinding light show of sparks and lightning as it discharges and lays inert, leaving the rune powerless.
- This is fantasy, and electricity from this rune in combat does not follow a few normal rules, such as conducting to others in a chain effect. It also will stun/zap regardless of whether the target is grounded.
- Normal electricity would also conduct straight through plate armor and not affect the wearer, but this rune does, due to it being Fantasy.
- This rune however is combated by insulation. Thick enough garbs and rubbers will prevent a shock.
- Can be used noncombatively as slight jolts of electrical power if discoveries and inventions are made to harness electricity beyond or through animii and smoggers.
- The wielder is not immune to this shock, humorously enough they may shock and stun themselves if they let their item touch their skin or anything that might conduct to them such as their plate armor.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue. After one emote of activation, the rune will allow whatever carrying device it is carved into to feel as if the contents within are lighter, specifically 50%. This does not make one run faster or personally stronger but allows the weight they are carrying to feel lighter, allowing for less restriction of movement and less draining of stamina over long distances.
- Due to the power of thought, anything that is considered “carrying” or “equipment” constitutes as a candidate for this rune’s power.
- This does not make one run faster or personally stronger but allows the weight they are carrying to feel as if it was less, allowing them to carry 50% more.
- As this is non-combative, this rune only affects bags and traveling equipment. Putting this rune on a sword would not make it lighter, nor would it make armor easier to wear.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then dissipates, so that the viewing of the object is not hindered by the glow. The object viewed then procures for just the viewer the constituent elements of the Material Alphabet that make up the object and works with that which is in the center of focus of the viewer, displayed in a Symbol Ring. Complex materials such as potions will show their Symbol Rings, but not the Transmutation Circles. Ferrum being view with a runnic looking glass would procure this symbol, for example. Holding it too far away, beyond an arm’s length, would procure the symbol of air instead.
- This does not inform one on the properties such as strength or conductivity, or how to make an object, but rather shows The Material Alphabet glyphs above or on the surface of the material and the constituent materials.
- The rune will return after the Runesmith is done using their tool.
- This rune is strictly for signs & symbols of a material and nothing more.
- If there is no symbol present, the Runnic object does not display a symbol.
- The process of how an item is made is not displayed in the object. Therefore, one may not self-teach themselves alchemy or how to craft ST ores through usage of this rune.
- This rune does not require ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of bright red, with the charging of the craft beginning. After 4 total emotes, the object’s momentum is doubled, or halved, depending on the rune used. The rune will do such under any circumstance, IE one cannot wait a set amount of emotes before using the rune.
- The rune takes 4 emotes to activate, charge, and then be able to be put to use. It lasts for one singular use, after which it deactivates, and may only be used once per combat encounter.
- One must still be strong enough to wield a weapon with twice the momentum. A miss with a weapon such as a warhammer with a Rune of Progression activated would near-certainly go flying out of all but the strongest of grasps, if not overstressing the shoulder muscles and the back.
- Swords and other similar weapons cannot cut through metal armor with this rune. Even with this rune, swords will do little damage to armors like plate, not having enough force behind the blow initially to transfer it into the suit to do damage like a polearm.
- The usage cannot be stored. It will activate upon the fourth emote, regardless if the wielder is ready.
- If the object is not moving, the activation does nothing. It only doubles momentum, it does not generate speed, nor launch an object.
- As the rune only affects that which it is engraved upon, one cannot make a line of them and create a railgun.
- If used outside of combat, the usage may occur freely, and more often, for things such as slowing one’s chisel down for careful engraving or carving strikes for example.
- If the above redline proves to be problematic by the playerbase receiving freedom, it shall be removed.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then the item engraved with the activated rune will take on the appearance of pure gold. This lasts until deactivated.
- This is purely aesthetic. No material properties other than visual ones are changed with this rune.
- If one desires to make anything that isn't theirs (such as a house) golden with this rune, they must ask for RO consent as this would classify as a Major Alteration under the Vandalism rules of the server. No Golden Vandalism.
- An item does not gain the ability to banish the ethereal with this like with normal aurum. It is purely aesthetic.
- As with all runes, this rune may not affect anything larger than 4 meters in any direction.
- This rune does not require ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of the Runesmith’s choice, and then light slowly propagates, filling the area with a clear, steady light. The specific type of light is determined by the intent of the Runesmith Empowering the rune, similar to that of creative casting of Voidal conjuration spells.
- Can be any color and luminescence up to the strength of a torch, but must be a single, unchanging, non-undulating or pulsing color or vibrancy
- Takes one emote to activate, and then lasts until deactivated.
- It may be represented by an in-game torch.
- This rune is not capable of blinding anyone.
- This rune does not require ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue, and then the item engraved with the activated rune will take on the appearance of a gemstone. This lasts until deactivated. Metals would seem to be of a pure gemstone throughout the object, and linens and cloths would seem to be of a uniquely malleable gemstone, visually the same. The specific type of gemstone is determined by the intent of the Runesmith Empowering the rune, similar to that of creative casting of Voidal conjuration spells.
- This is purely aesthetic. No material properties other than visual ones are changed with this rune.
- Follows the same vandalism redline as the Rune of Gold.
- The surface of the object does not change in feeling, although the object may appear to be different. Facets for example in a cut gemstone will visually appear but not be there physically.
- As with all runes, this rune may not affect anything larger than 4 meters in any direction.
- This rune does not require ST Signature.
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.
SpoilerMechanics: Upon the activation of this rune, the item bearing the rune begins to hum for a short period, and then instead of glowing a blue light like the rest of runes, it doesn’t glow at all, absorbing light over the course of 1 emote. Light that enters the 1 meter radius is absorbed, such that if you shone a flashlight upon a wall with an activated Rune of Darkness, there would be a pitch-black bubble of darkness wherever the rune was. The rune lasts until deactivated, and cannot be used in combat.
- If one were to put their head inside the darkness, it is simple black, and with no light entering. The bubble of 1 meter of darkness serves no other purpose beyond absorbing light as if it were a dome of black material.
- This rune functions as the inverse of a torch at a radius of 1 meter/1 block.
- An inch before reaching the edge of the radius, the bubble of darkness tapers off quickly such that a thin haze of dark was around the black bubble.
- Everyone’s vision is obscured outside and inside of the rune’s radius.
- Cannot be used in combat, nor can it be moved. The moment it moves, the dark fizzles out, as if air had blown it out like a light from a torch.
- This rune does not require ST Signature.
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.
SpoilerMechanics: Upon activation, both of the items bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue. On the second emote the half not designated as the base begins moving towards the base half of the rune. After 3 emotes total, the runes along with the object they’re engraved upon meet, and then are able to be used in whatever matter wished. Any obstacles in the way will make the runic item lazily arc around it, and the halves of the runes must be within 15 meters. The speed is not too quick, at 30 mph, and may be caught by those with a good deal of dexterity if the object is spinning.
- The range in which the runes can sense each other is 15m. This means the range of this rune's activation is 15 meters.
- This rune is not a weapon summon, but rather a recall.
- As the Rune is T3, it can only be done thrice in combat.
- The base of the two runes is that which is Empowered first.
- One can not summon halves of runes that are not of the original creation. This must be designated upon the item itself. If for example a glove and axe were paired, the glove would need something along the line of [Bound to a dwarven steel axe] at the end of the description, or worked into the description in some fashion.
- One can actually catch the item before it reaches its other half, to which the rune will tug for a moment and then deactivate.
- If met with a wall or an obstacle where it can’t easily go around or pass through, it will simply stay there, stuck, and then falling to the ground. Things like thin window panes will shatter however.
- Line of sight is required.
- This rune requires ST Signature.
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.
SpoilerMechanics: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a brighter shade of blue, and then after a second emote of charging, a third emote of activation ensues, a pulse of energy shot in a 5 meter radius that reinvigorates and emboldens all within the radius for 4 emotes. This applies to friend, or foe, allowing soldiers to fight once again with the energy they had at the beginning of the fight, as if they were fully rested. After the effects of the rune are over (4 emotes), one goes right back to where they left off, most likely fatigued, and weary from a fight that has been drawing on.
After the pulse at the 3rd emote, those who are not within the radius will not gain the effects of this rune by moving into the radius- it only affects those within the radius at the mark of the 3rd emote.
- Takes 3 emotes to activate and lasts for 4 emotes.
- The rune will affect anyone within the radius, friend or foe.
- The "recharging" of energy does not make one superhuman, or even stronger than they normally are. It permits those who use this rune to persist fighting at full-capabilities for an additional 4 emotes, after which things return to a state of more fatigue, as if the rune had never empowered them.
- This rune requires ST Signature.
General Runesmithing Redline
SpoilerIf a loophole or grey area is seen, contact an LT or the Lore holder, otherwise, the answer is no.
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
SpoilerThe Runesmith has gone through with their first lessons of conscious Thought manipulation, Thread harmonizing being tentatively, and the after-effects being great amounts of physical and mental fatigue. Their Rune Aura is not noticeable at this point.
This stage takes 2 weeks of learning. At this stage, a Runesmith has the ability to manipulate 1 Thread per stone week in one emote, as well as summon 1 Thread a week, which takes 1 emote to Harmonize.. They learn how to summon Threads of Thought, how to Empower through means of Harmonization, learn the Utility Dialect, and the Runes of Light, Dark and Sight.
Tier 2
SpoilerAfter active study and practice with carving and Empowering low-tier runes, the Runesmith begins to slowly strengthen their Thread manipulation through use. Having learned a few of the more basic techniques, the power flowing through them is a bit more manageable, however still feels like a small weight pressing on them, unwieldy. Mental and physical fatigue for Harmonizing 1 Thread is lesser than before, but doing 2 at the same time brings the same amount of stress. The Rune Aura begins to show when focusing on harmonizing Threads, subtly blue shapes upon one’s skin.
This stage takes 3 weeks of learning and is after first consciously using Thought for 2 weeks. At this stage, a Runesmith has the ability to manipulate 2 Threads at a time in one emote, as well as summon 3 Threads a week, each which take 3 emotes to Harmonize. They learn to carve the Runes of Gold, Greed, Libation and Sight.
Tier 3
SpoilerAt this stage Runesmiths no longer feel burdened by the manipulation of Threads and they can carve runes that begin to distinguish themselves as a learned Runesmith. Mental and physical fatigue for Harmonizing 1 Thread is subtle, and 2 brings lesser fatigue than before, but doing 3 at the same time brings the same amount of stress. Their Rune Aura begins to show passively now as blue shapes or words, even beyond practice of the magic.
This stage takes 5 weeks of learning and is after first consciously using Thought for 5 weeks. At this stage, a Runesmith has the ability to manipulate 3 Threads at a time in one emote, as well as summon 5 Threads a week, each which take 2 emotes to Harmonize. They learn to carve the Runes of Hearth and Returning.
Tier 4
SpoilerAfter many weeks of practicing and improving techniques, a Runesmith is brought to their penultimate expertise, able to weave intricate tapestries of Thought and Empower more complicated runes of great power. Mental and physical fatigue for Harmonizing 1 Thread is gone, and subtle for 2 Threads, less for 3 and in full effect for 4 Threads. Their Rune Aura is more prominent when not Harmonizing, and glows to its fullest extent now when Harmonizing.
This stage takes 5 weeks of learning and is after first consciously using Thought for 10 weeks. At this stage, a Runesmith has the ability to manipulate 4 Threads at a time in one emote, as well as summon 10 Threads a week, each which take 2 emotes to Harmonize. They learn to carve the Runes of Durability, Vigour, and Lightning.
Upon reaching this tier a Runesmith can publish a TA, however, they are limited to teaching 1 student until they reach T5
Tier 5
SpoilerAfter a Runesmith has dedicated fifteen stone weeks to actively developing their skills, they have mastered the art of creation, and are commonly referred to as a Master Runesmith. They can weave complicated and ornate Threads of Thought into runes. Mental and physical fatigue for Harmonizing 1 or 2 Threads is non-existent, with 3 Threads bringing subtle fatigue and 4 bringing lesser fatigue, but even at this skill level 5 Threads will bring about mental and physical fatigue. Their Rune Aura glows bright and bold when carving and remain blue when not, with their entire hands or eyes being blue when Harmonizing, marking their skill and power.
A Runesmith arrives at this stage after a total of 15 weeks of study past their first lesson. At this stage, a Runesmith has the ability to manipulate 5 Threads at a time in one emote, as well as summon 15 Threads a week, each which take 1 emote to Harmonize. They learn to carve the Master Rune, the Runes of Time, and the Rune of Creation.
Upon reaching this tier a Master Runesmith now has three student slots
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:
SpoilerI am aware that it is burdensome for the team to continue reviewing this large magic piece. However, I am posting this again out of necessity. With a 20 page changelog of all the changes I have made to this piece at the behest of the Story Team’s wishes and desires, nearly all of this piece has changed from the initial submission 6 months ago, despite claims of my piece being “only minorly changed.”
With the complaint of Story Team against the Deific connection/Disconnection, it has been removed. This was said to be one of the major inhibitors of it’s acceptance, and as such, is removed from the piece, with magic compatibility remaining in place.
With the complaints of Story Team against Runesmithing having been “outdated” and the niche has been done better by other magics, the overlapping runes have been removed. All but 1 rune remains that is similar to another magical ability, leaving this magic entirely new and bringing brand new concepts to the scene of lotc.
With every and all points addressed in my months of writing this lore, I ask that the Lore Team appraise this work as genuine as possible, without bias or stigma. I would not have spent months writing this if I and the dwarves did not see a need for it to better this fantasy server we play on.
Citations:
SpoilerMaterial Alphabet:
The Power of Thought:
2012 Runesmithing (Arbrek):
2012 Runesmithing (like a week later - More Arbrek):
2015 Runesmithing (Lima):
2016 Runesmithing (Dizzy):
2018 Runesmithing (Josh):
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:
SpoilerCompiled below are all the changes and considerations made from all given runesmithings rewrites, listed in all the changes made to this document from the last document and the one prior.
CURRENT REWRITE:
Removal of the entire Primordial Dialect, including runes of Flowing, Blowing, Grounding, Heat, Coldness, Life.
Added rune of Bearing and Libation
Changed tiering of various runes
Removed Connection/Disconnection
Removed Overcharge
Further clarified that Runes were an object’s weak point
Removal of exalted minds of runesmiths and their ability to focus more
Reworking of the Threads of Thought and Harmonizing sections to further emphasise understanding
Added two means of creating Rune Anvils, to prevent gatekeeping of any sort
Grammar issue
Edited Inferi restriction to clarify as Lesser Inferis
Rune of Proxmity fleshed out more for more restrictive use (no mega gaming) as well as potential industrial/crafting ideas.
Magic Explanation
-The implication that runesmiths bear uniquely ascendant minds which may influence creation and reality itself is problematic, as it has broader implications and seems to mark them as generally superior beings.
Removed for simplicity
-Threads of Thought are inconsistently defined and lack proper explanation. They exist without a basis in any existing energy, and are described as a multitude of things without a solid answer as to precisely what. Reliance on mana would be far simpler and more solid, and if they are attempting to use or create a new energy source, this must be clearly and explicitly described.
Reexplained to be powered on the lore piece The Power of Thought, and defined more.
Harmonizing and Rune Empowering
-It is not clearly stated how the process of understanding the way Runes are powered is performed. Is it through study, a teacher? Books and practice?
Some clarification sprinkled throughout the piece, but this point was not incorporated as you learn this magic like every other magic, ignoring connections.
-The line "It might take a T1 runesmith 3 emotes to Harmonize a single Thread, while a T5 Runesmith could Harmonize 2 Threads at a time with ease." should have the word 'might' removed, as this should be a definitive statement.
Clarified.
-The fatigue caused by Empowering would benefit from further specification and explanation.
Clarified.
Overcharge
-This ability negates the prior redline against empowering being done in combat. In general, it makes little sense for someone to have pure and total focus on this task in the midst of combat. This ability should probably be removed outright.
Feedback taken, removed
-The line “This ability only applies to runes already Empowered, and pushes them beyond their limits for a short time.” lacks any meaningful explanation or specification, it needs to be clearly defined what it does to each rune.
Ability Removed
The Ritual of Ascent
-The benefits of this ability should be specified against affecting any task that is not runesmithing. In theory, this would allow one to be more skilled with alchemy, or any other analytical task.
Removed
-The explanation of why those with deific magic are unable to learn runesmithing is lacking. As it is currently presented as a non-deity non-mana power of thought magic, it needs to be explained explicitly why it is not compatible.
New restrictions added.
-An explanation of why constructs such as standard golems cannot learn this magic must be provided, as they are capable of bearing higher thought, and no part of this magic appears reliant upon emotional capacity.
New restrictions added.
-This point is compounded by the statement that soulless beings are capable of learning the magic.
New restrictions added.
-Joke redline about monkeys should be cut to avoid confusion.
New restrictions added, but monkey redline served an old purpose that no longer stands to be kept.
The Ritual of Descent
-Rune Anvils should be explained prior to statements of where they are needed, to avoid confusion and make for easier understanding.
Edit made
-The use of a deity-style connection and disconnection system appears ill-fit for something reliant upon the Power of Thought.
Removed
The Rune Anvil and the Master Rune
-It is stated prior in the lore that t5 runesmiths may create up to t5 runes. It should be specified in those instances that this is reliant upon a Rune Anvil, to avoid confusion.
Edit made
-How are Rune Anvils made if a runesmith lacks a Rune Anvil to make the requisite rune to create them?
Oversight Rectified. Changed to a ritualAbilities/Spells: The Runes
-The line "Runes can be carved at the same time that one Harmonizes Threads. However, to the detriment of those who lack patience, runes must be carved perfectly; something that has kept Runesmithing in the hands of dwarves and some elven crafters due to their meticulous nature." should be removed, as there is no basis in lore for this assertion about humans or other races being less meticulous than dwarves or elves, and it appears ambiguously to suggest restriction from other races.
Feedback noted.
-The restriction of Runes to 2 inches requires proper explanation, and would notably prevent them from being placed on a lot of smaller objects.
Prior feedback asked for a size limit, and such was given. OOC mechanics cannot be explained.
-The line "Only 1 T4-5 rune can be Empowered a day, and only 3 T1-T3 runes can be Empowered a day." should probably be included under the Empowering section instead
Moved upon suggestion.
-Runes should be individually classified for whether they need an ST signature or do not, rather than using broad categorization based on tier.
Edit included to the end of all rune redlines
-The line "Runes do not need to be taught. One may come into learning Runesmithing with already knowledge of Material Alphabet runes." is contradictory, as one would need to be taught or have been taught or learned the material alphabet. This should be reworded for clarity.
Reworded.
-The line "Runes may not be dualcasted, but may be activated at the same time with their own isolated effects. This is most often seen through a Utility Dialect and any other Dialect rune activating simultaneously. This means that one can activate both the Rune of Flowing and Blowing and send water across a flat surface for example, but you cannot create steam through a combination of water and air." could stand to be worded more simply.
Feedback noted.
-The scale of what can be affected by Runes is a bit too large at 5 meters, a decrease would be ideal.
Lowered to 4 meters to be in line with movement.
Utility Dialect
Touch
-Can a rune of touch be re-activated after being touched repeatedly?
Clarified through addition of “Runes that have been deactivated may not be re-activated if they are out charges for the day.”
Proximity
-This rune should not be an exception to the existing 5 block rule, lack of consistency makes things confusing.
Primordial Dialect
Dark
-This ability requires further redlining to avoid use as a mobile cloaking device or equivalent.
Edits made
Durability
-Makes items significantly more durable with no meaningful balance or downside.
Addition made to clarify the weak point of the rune on the object, with the marring of the rune reducing the durability of the item.
-The line "The rune does nothing to the strength or other physical properties of the material" appears contradictory, as its purpose is to increase the physical strength and durability of an object. This presumably needs to be reworded.
Emphasis placed in capital letters at the end of the statement to include what was said after the quoted portion.
Vigour
-This ability is somewhat too potent, and should be toned down in some respect. It should not provide a complete recovery, partial at most.
Toned down to lasting for 4 emotes, with power remaining, as it affects all in the radius and gives them an adrenaline crash, effectively a fixed number of emotes in which they may continue their actions.
Life
-The effect of this rune negates an important balancing factor to the use of plate armor. This effect also seems to have little congruity with use of the Life rune.
Removed upon suggestion
-This effect should be removed and completely reworked.
Removed upon suggestion
Tier Progression
-The wiping of TAs and MAs is something that will require managerial and administrative approval and affirmation.
Feedback noted.
LAST REWRITE:
Listed below are changes not detailed in the Feedback.
Complete change of the powersource, changing the entire piece.
Complete removal and change of the Belka Rune, Rune of Shielding, to that of Rune of Lightning.
Complete removal of the Rune of Blood
Swapped tiers of the Runes of Heat, Coldness, Light, Dark, Grounding, Flowing, and Blowing to better balance things.Reworded the Rune Aura to make it clearer
Removed Awaken ability
Complete overhaul of Sparks into Threads, combining that body of text with others to make the lore overal far more concise.
Rewrote just about everything
Rewrote Rune Carving into The Runes combined with the old body of text.
-The magic explanation doesn’t describe much from an OOC standpoint, and is sort of written in a way which one would describe runesmithing ICly- there isn’t much explanation from a mechanical standpoint.
- Rewritten to make far more sense.
-Another issue is (again) the powersource. The power of thought is used to justify why there is historically very little new change thematically from what we have seen of runesmiths in the past. With this, the magic delves a lot into various aspects of other magics (Evocations, Telekinesis, Necromancy even, etc.) with minimal drawback or added cost, simply made because sparks are mana, but better- if so, why would anyone do bloodmagic over this? The only thing bloodmagic has over this, as example, is summoning and bloodrifting- does that make it so different when this magic overlaps in so many concepts to so?
- Powersource entirely changed. Focus set on Artificery instead of abilities, with few exceptions. Necromancy rune removed. Drawback set equal to that of voidal magi exhaustion.
-Another note (again again) is the powersource. While the liquid mana in all things is alright, although it’s done three (lifeforce, genus, chi) other times with little to defer it other than ‘pure mana’, it requires an innate power added to the soul in the vaguely mentioned ascension. It doesn’t explain why, or how it works, just that there’s a connection needed for what would otherwise be a non-connection based magic- Necromancy details an understanding of lifeforce, bloodmages simply know how to apply genus, chi users much the same- Sparks are not much different than base mana, and requiring a vaguely defined ascension of soul to use so is oddly put. It can then be disconnected from someone, acting like a deity connection- which makes little for sense. It’s mana based, with a deific-like connection and a deific-like disconnection. It has deific magic restrictions, even- acting like one, though it is certainly not.
- Runesmithing acting similar to a deific connection remains. Powersource changed entirely.
-Terms or phrases in Sparks of Creation such as ‘power of creation’ are heavily overused, as are frequently repeating adjectives- explanations should be done in a more objective and clear manner, as these are difficult to read.
- Completely rewritten
-’Those who toil and labor endlessly, the dwarves, found the utilization of his ideal, a Spark of Creation…” doesn’t make much sense to say why it’s a dwarven magic, particularly when many elves aswell involved themselves, and would in the future.
- Phrase removed, poor wording.
-The “Ascension of one’s soul” is mentioned repeatedly but left unexplained, how does this happen, why, what does it mean? Does it only pertain to runesmithing? It describes sort of hand-wavily it makes its own magical mechanic, which needs heavy defining and explanation.
- Changed completely.
-Sparks are referred to as “more portent mana that resides within all beings”, and ascending ones soul allows them to harness it- could you use that mana in other magics? Does it apply to them? Other ascensions of the soul? What is ascension of the soul? Why hasn’t it been found before? It sort of reads far too similar to Lifeforce, Genus, Chi, etc. as “mana everyone has, but better”.
- Completely changed to a new content without mana entirely.
-Sparks are physical, visible objects? It’s listed in the redlines, but undescribed entirely in the lore- it needs to be, if that’s something that’s staying.
- Sparks replaced with Threads of Thought, explained to be circular formations of light.
-Redlines of the rune aura has a lot of hand-wavey wording, with “Perhaps”, “example”, “in many forms”, “but there is much freedom”, sort of defeats the purpose of redlines- it should just clearly describe what they can/cannot do. The redlines make it hard to envision any scenario in which they’re enforced.
- Cleaned up significantly, feedback taken.
- "The changing of one’s soul to manipulate Sparks is a far cry from that of Ascended. It is a weak change, and only allows one to be able to manipulate Sparks." This directly conflicts with the descriptions of sparks and their capabilities in above paragraphs, if sparks only affect the use of this magic and the ascension of the soul isnt actually that huge of a deal it shouldn't be described as such a powerful ability to manipulate creation and higher more potent manas.
- Changed entirely.
-The “Once disconnected, never-again” clause of the ritual of descent should follow the deific two-strike clause, as making something which simply, at least implicatively, just de-elevates you (which still is described), it doesn’t make sense it’d taint your soul- something very few things are capable of, most notably darkmagics.
- Taint of soul removed, 2-strike clause implemented.
-Rune anvils are rather undefined, a vague gesture at “better channelling of sparks”- akin to a voidal obelisk, which doesn’t make sense. Why does it affect runesmiths negatively within a small radius? It is explained as a large platform, and if unused it makes tools overheat- why is this? It doesn’t make much sense. Anvils acting as a giant focusing machine which heats and cools is odd and left extremely vague.
- Overheat mechanic removed. Anvil better defined. Explanation for ability to facilitate Threads given.
-Material Alphabet runes requiring to be taught is odd, given anyone knows what they are and could easily carve them. Not a fault of writing, just a fault of it being utilized here with aswell adding on a teaching.
- Oversight amended.
-Why do passive runes not need to be overcharged but the rest do?
- Feedback taken, large oversight of lack of explanation implemented. Non-Combative Runes may last upwards of a year, while Combative runes have strict restrictions.
-Rune of durability mentioned a recharge mechanic, which recharges passively? It seems an odd mention as it’s left out of others.
- Removed, text was misleading. All runes recharge passively.
-The rune of creation does not define what damage can be repaired, or to what extent. What does ‘under a foot’ entail? Anything? A point of breakage? A broken off piece? It needs a lot more defining.
- Fully outlined, as well as additional redlines for further understanding and detailing of what the rune is and isn’t capable of.
-Will return and send runes work with eachother? Or just certain pairs?
- Clarified to explicitly only be the initial set of runes, without mixing and matching.
- "as the creation of a rune upon an object is as simple as putting a symbol of The Material Alphabet which must be meticulously carved; one of the reasons it has been primarily a dwarven craft. " doesn’t make much sense as any race carves, just seems an unnecessary writing
- Clarified and expanded.
- "Runes may not be dualcasted, but may be activated at the same time with their own isolated effects." This is just saying “you cannot dualcast, but you can dualcast” in it’s current state
- Edited with clarification and an example.
-10 block range on proximity runes is a bit much, given it takes (over) 2 emotes to fully run through such a space to get into touch range of the rune. In conjunction of the rune, it can lock an area off by blood only, make traps which take 3+ emotes to get out of range, and so on - it can prove problematic, both the proximity rune, and the blood rune.
- Clarity given to proximity rune, such that one may escape before any combative runes activate.
-Going further into the blood rune, it doesn’t make much sense- it locks off to specific descendants and their lineages, which can get muddled and confusing when people can and will argue about heritage and the like.
- Removed upon suggestion
-The formatting in the Dialects leaves much to be desired, with a lot of writing jumbled and confusing.
- Formatting made far better.
-Spells should just say “Combative” or “Noncombative” (rather than both), the list is simply clarifying if it can be used in combat or not.
- Feedback applied.
-Heat runes being multiplicative rather than additive is a large problem, particularly with something combative. A tier 1 rune should not be able to (at all) null Tier 3 spells of water/ice and more. It doesn’t make much sense why this can’t burn, it’s just odd.
- Changed to be additive, and of T3 rune.
-The cold affect should be about as effective as athin, not requiring the cancellation achieved by Tier 3+ spells. It aswell states it’s effective against azdrazi, but doesn’t go into details. Does the cold stretch bone deep? Surface frostbite? It can also cause a chill over an area, but never defines a radius. This needs a lot of specifics regarding temperature aswell.
- Azdrazi effects added. Area reiterated as the usual runesmithign 5 meter radius. Bone-deep added, stated to be skin deep.
-Rune of Life and Rune of Death don’t have much of a place or purpose in the lore, and should be spared given they take the niche of other magics and don’t fit with a magic centred on artifice. Time aswell is odd, seeming misplaced with the rest of the lore.
- Rune of Life and Death completely overhauled, to focus more on the theme of artifice and affecting materials and objects in the world rather than living creatures. Time is kept.
-Yemekar rune should not extend to items of deific/draan/dark properties, aswell as Thanhium
- Feedback noted, edited to further detail it does not restore magical properties. Thanhium added due to this magic not being mana-based.
-Belka rune doesn’t fit the magic’s aesthetic and does antimagic better than any other magic on the server. Maybe an addition in the future, but certainly far too imbalanced and without place in the lore.
- Feedback taken, rune removed and replaced.
-Ograhad rune should be far more defined and refined, it likely would be strictly for signs & symbols of a material and nothing more.
- Already existing phrasing made more apparent.
-The Rune of Flowing is effectively water evocation without voidal weakness
- Feedback taken, not entirely applied due to the niche of water propagation not being overcrowded. Further clarity of the large differences added as a redline.
-Without weakness or any form of real cost, it makes it hard to justify why one wouldn’t have runesmithing or wouldn’t have runesmithing items.
- Large negatives added to Runesmithing, in the form of mental and physical fatigue after creation, as well as permanent defects of the skin in the form of blue veins and skin.
-The blood rune should likely be removed, as it’s strictly a tool for just locking and gatekeeping things.
- Removed due to Rune of Phrase being able to do the intended goal of the Rune of Blood.
The piece overall comes off as a sort of hodgepodge of ideas, which lacks direction and refining in a lot of places where it may benefit greatly from so. With trimming, refining, defining, and better writing the piece could go far. Cultural reference should likely be removed from the piece as it serves a lot of poor taste and confusion, in recommendation it should be a simple form of enchanting with little for ranged options, alongside utility to creating weapons with proper meaning to them, instead of magical-swords.
LAST REWRITE:
Entire rework of the Mana-point system, changed to be more like Chi.
Increased the compatibility of other magics.
New rune process: upon activation, the energies stored within the rune spread throughout the inside of the object. This was unexplained beforehand.
New activation: Upon activation, the item bearing the rune will vibrate and hum slightly for a second, along with the rune itself glowing a shade of blue.
Overhaul of the Rune of Heat, allowing more applications of the rune through combative means, with more detailing of the rune’s usage.
Overhaul of the Rune of Chill for more details of the usage, as well as limitations.
Added redline of size limitation in any dimension of 5 meters.
Removed 7 runes total
Overhaul of Rune of Creation
Brand new concept of Connection
Changes to allow Diefic users that still bear unaltered souls and mana to use Runesmithing.
Lots of edits I’ve forgotten
-The lorepost states it’s using runes of the material alphabet, however no runesmithing rune or set of rune in the entire write actually aligns with the material alphabet
Edited to show each representing rune in the available runes, as well as combinations for new runes in this lore.
-utilizing the power of thought as “Dwarves believe it works, so it does” is a bit odd here, but it’s alright
Feedback noted.
-it has a lot more restrictions than it needs to for a mana based magic running off mana with no real downside, detriment, bind or cost; logically most the magics have no reason to be incompatible here
“More restrictions than needed to be=>no real downside, detriment, bind, or cost” contradicting statement, feedback taken with a grain of salt. Increase in compatibility however.
-The echo system is a sort of non-factor-system given item sign limits, incredibly quick regeneration, and low cost to make items
An example of quantity of runes able to make has been now added, to show that Runesmithing allows for a low amount of crafts, lower than Transfiguration.
-Focusing ones mana into liquid already exists, it effectively acts as liquid mana- there’s nothing that makes it different from what already exists, nor what would happen with interacting with liquid mana, if anything
Changed to be akin to Chi, a form of more powerful mana
-Sparks have no explanation as to how they work, its ill defined and doesnt tie into current lore; it sort of takes the bloodmagic Material Alphabet intent using raw energy (genus), with a reskin that doesn’t quite add up as it’s just a downgraded (in origin, but not in this lore’s usability/power) version
Explained to work as mana points, with a brand new concept of sparks (used to be Echoes) working without a generator in the soul.
-Runesmithing is once again referred to as a "blessing". Should be changed to "believed to be a blessing," but that's a really small nitpick.
Edited to reflect suggestion.
-The explanation of regeneration needs to be reworded and expanded as it’s immensely confusing to read and picture out, and can be interpreted in many different ways because of confusing grammar- the amount of runes regenerated per week should clearly be stated alongside the tier of runesmith
Amount of Sparks regenerated per week stated in both the Tier progression as well as the section with Spark lore.
-Discrepency where it says “Runes do not have to be recharged” but than later in the same redline bubble it says “Runes have a structure based on how many times those of each tier may be used before needing to be recharged for a narrative day”, needs to be fixed to be more clear
Edited to be more clear, and combined into a single sentence.
-Overcharge ability needs to be rewritten as its intended; needs emote counts,effects, defining what the longevity is, it seems powerful so it should cost and require much attention to make sure it is used properly
Further explanation given, rewriting of the main body of text to be more concise and understandable.
-Rune of phrase is confusing, will it only respond to the runesmith speaking the key phrase? If the runesmith makes the key phrase a ddwarven word, could it be phonetically pronounced not understanding the meaning and still speak it? Could the phrase be made from a knowledge locked language?
Edited to answer these questions.
-What happens if the rune of heat/chill is exposed to voidal wter evo/frost witch magic/fire evo/azdrazi? Would the rune be able to cancel or block the effects of the magic? It should be denoted and needs definition
Answered, given the ability to nullify one singular average attack from each, as well as great clarifications.
-Rune aura is weirdly constricting on aesthetic and creativity to appearance
Expanded on aesthetics, allowing words.
-Echoes are just liquid mana, its weird to attach liquid to the soul
Changed to be more powerful mana akin to Chi
-The disconnection penalty is unnecessarily hard and great, it’s odd having a disconnection to begin being a mana-based miscmagic. It’s far too easy, punishing, and strange.
Feedback considered but not applied, due to disconnection being in line with 2 other misc mana magics, Golemancy and Chi.
-There is no consequence to the master rune being broken, too big to be moved, can be immediately remade if broken, and again- can just be unnecessarily utilized in combat where it absolutely shouldn’t be, the fae-ring type affect shouldn’t be there- it makes no sense as to why its there to begin with
Feedback taken, most of it being a non-issue such as an anvil not being able to move, and stating it can be used in combat while explicitly being stated to be non-combative. Fae-ring decidedly kept to preserve the gravity of the craft, simply for atmospheric purposes. Radius of discomfort reduced from 5 to 2.
-Rune anvils shouldn’t have any method of weaponization or use of hostile intent
Agreeable feedback, already in place.
-A rune anvil says it happens to channel more echoes, but if you dont use an anvil for higher tier runes it makes the tools overheat- if it was amplifying the powersource, how is it overheating without a rune anvil? It contradicts itself a bit
Clarified to further emphasis Rune Anvils do not empower the tools but rather share the burden.
-It is explained there can only be 3 runes on an object, but near all require a prefix and activation- which means you could have either 2 prefixes and one affect, or 2 effects and one prefix. However it is explained that there can be three noncombat affect runes. It’s messy and convoluted, unnecessarily so
Futher explained, and all combinations have been outlined.
-Rune of heat being able to be applied onto things like clothes can be pretty nonsensical as it is akin to a stovetop, aswell completely vague as to how that works or what happens
Answered through overhaul of the rune in entirety.
-Rune of flowing doesnt specify how much comes out but 10gal/2inch means it is pretty easy to instantly flood a room, make a river, etc- undefined and overtuned, no pressures, ranges, etc.
Ranges, quantity, and pressures added, as well as further explanation of the rune to prevent overpowered usage.
Answered through overhaul of the rune in entirety.
-Rune of grounding suffers pretty much the same issue, although it’s line of “No rare ores, except some gold”, which contradicts itself as a weird exception. It can just be used as an infinite ore generator without detriment.
Answered through overhaul of the rune in entirety.
-rune of blowing lacks any quantifiable description and mechanics, its capabilities and limits are undefined
Answered in further redlines and explanation of mechanics.
-Rune of darkness is vaguely written
Additions of usability and functionality added to aid in understanding.
-Rune of durability doesn’t seem to do anything, it exists but that’s about the extent- it doesn’t have any tangible use or affect, or reasonable application
Feedback considered, community asked on whether they desired the rune, to which they liked the rune, causing it to remain in the rewrite.
-Rune of vigor is similar to durability, it doesn’t have much use besides making people have an adrenaline rush- which in battle is already something which occurs
-Rune of life is vague and undefined in its mechanics and capabilities, does it restore consciousness, does it stop bleeding, does it reduce pain, what does it actually do? Could one be tortured further without dying? Could one incur more lethal wounds? Is there a level of lethality it does not work on? It’s undefined
Major additions added for clarification of the rune.
-rune of progression/regression is unchanged mostly as an insta-repair, anti-age, with no limits or defining. Can it be used combatively? It doesn’t have any real mechanics to it, and is entirely undefined
-Rune of creation doesn’t fit the limiting runes thing given as “each part of the swords to be repaired would need a rune of creation”, it just doesn’t quite fit- how is it actually supposed to work? Its vague and undefined
Rewritten
-The rune of form stabilizes heat, stabilizing it at red hot? Until something makes it unstable, but pretty much anything is going to make it not stable, including the air- given that’s how heat disperses. How is it supposed to work? What does it mean?
Removed, due to “too many runes”
-Rune of hearth doesn’t have much of a purpose or pointKept, fits the theme of dwarven-ness that Runesmithing aims to capture
-Rune of growth should be removed as it has no real place with the theme or magic whatsoever
Removed upon suggestion
-Rune of youth follows the above
Removed upon suggestion
-Rune of tales just sort of crowds the “Using magic to tell stories” niche, and while it’s not something we care much to not have overfilled, it just sort of has no place being here at all, how do you control something with pre written runes to actively impart images and emotions noto objects. It doesnt make sense to be in the magic
Removed upon suggestion
-The rune of sight is weird to actually apply, would this say all the signs and symbols a plant/reagent would have? What if it doesnt have any? It mentions ferrum, but ferrum doesnt have any signs/symbols written as usable
Futher explained to utilize Symbol Rings, as well as an example.
-Rune of agreement has no place in the magic again, and is completely vague and undefined- it makes no sense with the material alphabet
Removed upon suggestion
-Rune of merchants is the same as above
Removed upon suggestion
-Rune of greed is such a highly-specific and niche use case it’s weird it’s included overall, if the box is open or if someone looks in it, does it still give that impression?
Removed, replaced with a brand new rune of the same name.
-rune of thieves should be outright removed, there’s no place it has and serves to just act as a powergamed home security system
Removed upon suggestion
-Rune of shielding is incredibly overtuned and should be outright removed, having no downsides, no counters, lasting far too long- every aspect for the most part
Moved to T5, further emphasis added to the major downside of any mundane means of damage penetrating the shield. Tuned to be worse than both Guardian’s Bulwark and Thanhium.
-Rune of returning is fine but it effectively acts as a weapon summon which many magics have- again, not so much an issue, but this just seeks to improve and be the best of all of them
Redlined to emphasise it being weaker than Templar Bound Armament, as well as not being able to be summoned like Draan binding
-Many runes are lacking in emote count requirements for activation, cheaper and easier to craft versions of bloodmagic runes with no consequence and capability of being stacked, with a highly locked in aesthetic on many; an example is light, which is locked to colour
-The divine dialect is an issue as it’s culture, the Brath aren’t real in lore, and make no real sense to be included here
Further explanation given of “Runes act the way they act due to dwarven belief, not due to the existence of their gods.”
For simplicity’s sake, you may think of Runes as Managems. IE, the provider of the power for the powers on the object the Rune is carved into. This doubly serves as the object’s weak point. Anything that can alter the Rune engraved will destroy the rune.
The issue with this is that it directly contradicts the material alphabet lore that this piece and other pieces such as Alchemy and Blood Magic are based off of:
-Besides their odd lingual universality, the material alphabet possesses no fundamental power on its own. Other lore must be deployed when giving powers and properties to these runes beyond meagre understanding, such as blood magic which utilises many of these same symbols in its own alphabet, requiring blood mages to write and use them in already written and accepted rituals.
Above is the Material Alphabet lore that this lore breaks. It goes against the lore base and as well invalidates some lore redlines written in both Blood Magic and Alchemy.
Feedback taken, further clarification given in the form of “EMPOWERED Runes” as well as “UNEMPOWERED runes that have not been imbued have no effect on anything whatsoever and are inert.”
Overall, the lore is a step better but still suffers from the same exact issues as the last few writes. Too many runes, the runes are all undefined, vague, and underexplained without concrete wordage or mechanics, confusing writing in a few critical places, non-systems which serve to complicate, along with nitpicks and issues that’re fairly small. The origin is still an issue that contradicts a lot of currently existing lore and this own lorepiece in more than a few spots, and causes issues of theme in more than a few places. Compliments in a few places go to overall theme being a bit tighter and more aesthetically open, although there are a lot of odd limitations placed upon those that are completely unnecessary.
Runesmithing Feedback [SoulReapingWolf]
-Origin is far too long
Changed to an entirely new origin at about a fifth of the size.
-Deific Connection with an unaccepted deity, besides the unaccepted part, deific runesmithing probably won’t work
Outright removed.
-should not be able to exchange echoes whatsoever
Edited to such, Echoes may not be exchanged.
-Connection has way too many penalties for simply connecting, way too overfluffed and undescribed
Penalties removed in totality. Described in further detail, more redlines, body of text reduced to half of its size.
-Ruhn Spark is an odd and weird requirement and is heavily overfluffed and undescribed, hard to read
Simplification of the Spark has been done
-what is a rune well
Removed.
- Do echoes endlessly accumulate per week? Do they variably interact with activity (i.e. do the points accrue even when one is longly inactive?). If the answer to the first question is yes, then we have concerns. We can't even begin to list the potential of abuse with echoes (From our understanding, they construe the fuel which allows the creation and sustainment of runes) that generate in indefinite order and without a quantitative cap. Because at that point, they might as well be infinite.
Answered in the redlines for Echoes. They do not accumulate weekly, as per request.
-Runeforges should have lessers only able to carve up to t3 runes
Feedback applied.
-AOE effects on Runeforges are insane and should be removed
Removed, only slight unease is left.
-Greater Runeforge accordance to MAs is kind of arbitrary
Removed as suggested.
-ritual of chains and the year(s) of rest should be better described if kept
Year of rest removed.
-ritual of binding and chains are super vague and have levels of unneeded tracking and complexity for something that should be incredibly simple and easy
Explained in more detail, and tracking has been removed.
-ritual of binding must be done at a runeforge, a place described as completely disorienting to someone who isnt attuned, any coherent task is completely unfulfillable
This discrepancy fixed through changing of feeling uneasy near a Rune Anvil
-breaking of chains ritual to necro-drain and summon huge golem disconnect spikes is weird and ridiculous, disconnection being locked behind a feat is unacceptable, undefined disconnection side effects need to be described aswell
Entire disconnection reworked.
-it takes, by opinion, too long to learn this with all the additive time
Time to learn reduced by a total of 3 weeks
-there is way too much documentation for teaching, progressing, learning, using, this magic which makes it a massive headache for ST and players- it allows for such an awful guildlocking (intentional or not) that has plagued runesmithing and will not be repeated
Edited to remove all forms of documentation and tracking beyond the teaching of runes being required to be roleplayed, in accordance to the rest of the lore magics.
-runeforge is overpowered as a complete magical silence to anyone but runesmiths, even when undefended
Edited to remove this aspect.
-there is no listed size for runeforges, their area of affect (which should be entirely removed), or how it is destroyed- it is entirely undefined and undetailed
Given a size, method of destruction, and definition.
-the echoes read as they arent really required for item crafting because theyre actually from innoms realm?
Innom removed from the write.
-why are lesser forges required to be a blacksmiths forge, how does that look, does it affect anything else, why a forge
Simplified to an Anvil.
-https://i.gyazo.com/f29346b381ddf557eae997a1e8a09512.png this was not followed through with at all
Line removed.
-Rune scribing is entirely useless it would seem, as it seems to says paper just burns away once a rune is inscribed on it, so this entire 'spell' doesnt do anything.
Feedback taken, rune scribing removed in totality.
-Rune tracing, is additionally, useless, as it is 'oh, it disappears into nothingness also'. Rune tracing and rune scribing could be merged if they functioned
Feedback taken, rune tracing removed in totality.
-the greater soul requirement is very easily oversighted and not in the right place in the lore, we have a format to make this clear
Moved to the proper location, in Connection.
-in the disconnection, what is ‘the order of runesmiths’, why is it mentioned here, should not be
All mentions of a Order of Runesmiths and Runelords removed.
-ruhn should probably have a different name since its easy to overskip with ‘rune’
Edited to represent such suggestion
-needing a feat to use the items is a small redline which has massive place on the lore and should probably be removed, there’s a reason other lores do not have this at all
Feat removed as suggested.
-Runecarving contradicts itself on whether its material alphabet or not
Contradictions should be removed and more easy to understand.
-3 combat runes per object is an outright no, one at maximum.
Edited to represent such.
-No size requirement for runes is absurd
Edited to represent such, at 2 inches.
-T1-4 runes do need to be signed by staff, that is non-negotiable.
T3-T5 required to be signed, with all runes shifted around in tier to keep those of Player-signage in line with enchantments of Voidal Transfiguration.
- According to the lore, each object, great or small in equal measure, is able only to preserve 5 echoes. Combat runes are said to require 2 echoes each. Non-combat runes require 1 echo each. This means that at most, an object can only ever be carved with 2 combat runes with space left for only 1 non-combat rune. In strange contradiction however, the lore states that an object can occupy 3 combat runes.
This discrepancy has been fixed.
-Ruhn Burst needs to be outright removed
Removed under suggestion.
-Compatibility with Bloodmagic can maybe be considered if a write is ever accepted for Runesmithing. All here should probably be outright removed as currently there is no real connection between the two other than ‘material alphabet’, which is contradicted heavily in this lore.
Suggestion heeded but not removed, if a greater lore reason is given for them to be mutually exclusive then such will be reflected in exclusions.
-Stability makes no sense and is extremely overpowered and need to be outright removed
Removed upon suggestion, replaced with new rune
-Rune of death needs to take significantly longer to activate
Emotecount increased from 3 emotes to 6 emotes
-Rune of World is a straight up buff on cockatrice’s breath, needs extreme nerfing or outright removal
Removed upon suggestion, replaced with new rune
-Rune of youth is a free immortality
Redlined to further emphasis such is not the case.
-Rune of Merchant is extremely easy to powergame and should probably be outright removed
Redlined further to emphasis powergaming with the rune is a reprimandable offense.
-Time-warping needs multitudes of redlines stating it cannot be used to metagame things that happened in the past (such as a mirror, and trying to see what it saw), and that it cant be used on living things.
Feedback taken and applied. Futher explanation of the rune and a stricter application through the restriction of use of a box was added.
-Overall a lot of the Tier 5 capabilities are insane and absurd with no redeemability, at least with their current state and direction. It has a lot of really overpowered and dull concepts with frequent lacking in redlines and definitions, the mechanics being more fluffed than useful and leaving much question to be asked. Most runes have not gotten full breakdown individual feedback as overall they lack massively in description, definition, understanding of powerlevel, and variance, which is consistent across most of them. They’re way too strong, way too undefined, easily powergamed, and affect way too much for what runesmithing should be capable of.
Every rune added with full mechanics and redlines and descriptions, something that none of them truly had beforehand. Redlines added to nearly every rune to further pull back on their power, based on contemplation on how to abuse the runes and then restrict such.
Independent Changes:
New origin.
Addition of the Power of Thought into the piece.
Addition of Kha being allowed to become Runesmiths as they have Greater Souls.
Confusing aspect of Rune Wells and Forged of varying sizes simplified to a singular Anvil with an optional Master Rune.
Connection and Disconnection changed and made more unique and for deeper RP.
Ruhn changed to Rune.
Rune Spark changed to Spark.
Simplification of the entire piece, made far less wordy.
Removal of the Rune of Passivity, World, Stability, and the Abilities Rune Burst, Rune Etching, Scribing, Tracing, Smithing, Ruhn-Linking, Ruhn Burst, and Drain.
Addition of the Runes Vigour, Form, Durability, Returning.
Progression simplified to an astounding degree.
Unique changes made from consideration of other lore feedback of other pieces:
Runesmithing Feedback [Nooblius]
-Disconnection is vague, not described how long it takes
Edited to add emotecount for disconnection
-The three items/day rule is left unclear and vague.
Table of Item's per day added
-Passive is crazy- what? Continually using enchantments and so ? This is crazy, by no means fair, and more overpowered than ever before.
Passive Rune removed in the current write due to this suggestion.
-More gatekeeping, more hoarding. Touch, phrase, both just making it so nobody else can use the magic. Passive just is undefiend, and as said before, doesn't at all give definition or understanding to what it entails, means, or tries to be, and outright is just insanely, unjustifiably, overpowered and unfair.
Gatekeeping prevented by addition of easy breakage of runes, such that any Utility Rune may be scuffed and broken and replaced with a new rune.
-How do they work with elemental stuff? Can you bind them together? Elemental to effects? It never says
Specification of no dual-casting made in current write.
-Water is insanely broken. Instant draining, actual waterbending, Super high pressure water creation, no range listed, no outlines - techlock breaking machine, aswell as just being incredibly overpowered
Addition of inability to pressurize runes added to current rewrite.
-Repair literally fixes any and everything.
Redlines added to greater degree based on this feedback given to Noobli's rewrite.
[AENGOTH] RUNESMITHING FEEDBACK
-Convert Stone should specify it cannot convert things to precious metals (node based, namely)
Added redline to current rewrite to prevent such in totality.
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MC Name:
BDanecker
Character's Name:
Dorimnur Goldhand
Character's Age:
239
Character's Original Race (N/A if not applicable):
Cave Dwarf
Transformed form:
Machine Spirit
Creator's MC Name:
TheBlackBobRoss
Creator's RP Name:
Rylanor Goldhand
Briefly explain the lore behind this construct or creature:
Machine Spirits are constructed by Animii practitioners to preserve the soul through death. At the cost of the flesh, one may capture the dead's soul if a marker is made of their blood and alchemical elemenets. These are placed in a Machine Heart, which powers all of the automaton in alchemical wonder. A combo of clockwork and alchemy sustains this creation, and they have the ability to overclock for additional energy output. There are benefits to being a construct of steel as well as downsides, from being of steel aiding in cuts, to having no real blood to clog cuts if they slip through.
If this construct or creature has some form of aesthetic choice, can you describe how they look?
Dorimnur's new machine body will incorporate steampunk and engineering designs while staying true to the LotC theme. With gems and golden "tatoos" all over, the dwarven Goldhand Clan Lord will live in a body of steel plates filled with pipings and gears and clockwork machinations powered by his Machine Heart. He will be of the same size in his initial body, as he must get acclimated to the new life as a metal construct. His beard will be of metal cloth, and swing as he walks, similar to normal hair.
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story writers updated on the status of your magic app?:
Yub
Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:
Yub
Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.
I Understand
Have you applied for this creature on this character before, and had it denied? If so, link the app:
Nub
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Mad respect
0 -
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!"
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This is super dope ngl, except I think you can only do 1 creative enchant when making marts, just something I thought of gamer
2 -
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.14 -
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!
3 -
So much sigma energy, I can't take it. Thanks for going out of your comfort zone and adressing a hard topic.
3 -
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.
2 -
The Clan Lord furrows his brow while in his bed, reading the missive.
3 -
Reserved for local cripple
2 -
Interesting to say the least I will admit
1 -
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+1 he's a Good Guy
1 -
That particular Cooperation Owner that now owned Veritas did indeed stop and ponder of the writing of the missive amongst his businessdwed and men. "Veritas alreadeh wos owned by Ulfric. Give t'a task to anot'a dwed, ah'n t'ey're Betrayed? Umri always have lived paranoid loives... ah shame... Perhaps ah should ask t'em wot t'is loife et es t'ey're afraid ove so ah can truleh enforce et upon them eh? eh?" Asked in the surly fashion natural to he.
3 -
The Dwedsgiving Feast of Almaris
In celebration of the tradition of our ancestors and of worship of Anbella the Hearthmother, the Irongrinder and Goldhand Elder Clans invite one and all to the hallowed Clergy District of Kal'Darakaan, the seat of The Grand Kingdom of Urguan's Might. Though wars and demons have halted the celebration of this gregarious meeting of revelers, the dwarves shall be honoring the traditions of yore. Sitting at the head of the table shall be a great and perfectly aged cask of dwarven ale that shall be tapped at the start of Dwedsgiving, flowing forth in a river of ale through a canal in the middle of the table, allowing all present for this joyous occasion to enjoy in the mirth that genuine ale brings. The ale itself will be a limited edition Dr. Beard, of Pumpkin Spice inclination. Setting before each feast-goer will be dwarven meals such as Atandt's Famous Mushroom Stew, Paragon Hogarth's Cranberry Pie, and center-piece will be a Dire Turkey hunted by the Elder Clans just for this occasion! Come one and come all, may our dwarven kin muster in our halls once more under the same mountain to worship and revel in the fat of our Kingdom's success.
Yrromar are welcome with open arms, so long as they are arms filled with plates of food!
TIME: 4 PM EST WEDNESDAY the 24th
LOCATION: Urguan's capital, Clergy District
7 -
BD's Personal WT Project
Hello bozos,
Today I have an announcement as my drive as a new World Team member! This project will be the Immersion Project. What this project entails is filling our large world with things that will increase immersion in the avenue that World Team is able to pursue. The two primary means of this is through Region Greetings, Greeting Titles and Map Art. Greeting Titles are the large text strings that appear when you enter most nations. Region Greetings are a set of sentences that appear in your chatbox, such as the one you may see entering the Voidal Hollow. Lastly, Map Art are minecraft maps charted based on image files that we are able to place into lotc. From my short tenure so far as World Team, I have had a blast creating these so far, and so many people do not know that they are an option. Because of this, I offer my writing skills and my WT abilities to putting region greetings, titles, or map art wherever needed!
Map art: 100 minas!
Maximum Map Art size: 3x3
Examples of Region Greetings I have made so far
Examples of Map Art I have made
Feel free to reach out in-game at BDanecker, make a /wreq or shoot me a message on discord at BDanecker#1120 if you'd like to brainstorm!
24 -
Now this is what I like to see
1 -
Improvise. Adapt. Overcome.
1 -
The Wayfather of the Waystone Corporation scoffs at the missive in slight delight, though mostly humor. "Ah told 'im t'a make ah SINGLE amulet, ah'n he went ah'n advertised himself! HAR!"
3
[Farewell] The Surety of Steel
in Farewells
Posted
Same to you man