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Everything posted by BDanecker
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Anything under 5 feet has my approval +1
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I appreciate the feedback! Genuine honest feedback is welcomed. I honestly want them to be possible for having Devil Deals, but I figured that having them be used for both the dead and the living might be too complicated and not make sense. There are other lore pieces such as golemancy and sorvian sculpting that requires the crafter to impart a partition of their soul into their work. Seeing as both of those lores are fine and do not create any negative drawbacks for the crafter, I found it acceptable for these coins to do the same, and not affect those who die and go to CT. Your "remaining life" idea is a good one, though it could already be incorporated into the current idea, with souls being stronger in a creature's prime, for example. And yeah, the whole Witcher and Monster Hunting scene is why I wrote the lore in the first place, as well as giving it a bit of an underlying spin for a tasteful and original lore idea.
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One can get 5 vials of Rakir from a descedant, whereas a palm-sized coin that's rather thin (think a half-dollar) can store just as much. Instead of an inferi or infernal alchemists carrying around large quantities of bottles with rakir in them, possibly to break, instead they can carry coins as strong as iron and in far greater efficiency.
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You're right I doubled it, meant to put 15 inches. I know some inferi are of sizes around 8 feet or so, so I made it where it could be bigger than a "small" descendant's size palm.
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[Infernal Alchemy Addition] Soul Coins, The Mortal Currency Origins A means of more secure riches for those of the infernal realms, Soul Coins are an exclusive form of Infernal currency, bearing the souls of the deceased. This coinage is sought out by all denizens of the High Hells as a form of storing their wealth, easier to deal with than bottles of Rakir. Made of Rokodra in the average shape and size of half of a human palm, these cursed objects bear the souls of the fallen, taken into the physical object through means of the Transmutation Pentacle. Inferi use these to capture vestiges of souls that enter Moz’Strimozza, to preserve fresh souls for consumption; a means to grow stronger, and a way to keep their hellish slaves in check. Great beasts of war bear the spoils of their conquest hanging from their neck and horns, dangling coins of their enemy’s very souls. Infernal Alchemists on the mortal plane create these coins as a means of bartering with the demons themselves, harvesting far more souls than their demonic benefactors. The closest thing to currency the denizens of brimstone trade and exchange is Rakir, to which they take to like a drug, barely contained and addictive. Soul Coins are a form of currency with which one can back with the wealth of the soul, not dissimilar to mortal currency issued with tangible material value. Those who are subject to the greatest disparity of the ladder of chaos within Moz’Strimozza never see these coins but for rare occasions; higher-ranking demons confiscate as tribute all coins bartered and gained. Zentherak use Soul Coins to supply their various legions, claiming vast hoards to give up to their Zar’rokul, who claim entire mountains of coins, as vestiges of their draconic greed. Creation To create these soul vessels, one must hold the corrupted secrets of Infernal Alchemy, for Rokodra is needed for the creation. One creates Rokodra through the offering of rakir just as normal. Though rakir is used up in the process, Soul Coins are untarnished vessels of souls, and far worth the initial cost to infernal alchemists. Able to bind the souls of those in the throes of death to this soulful metal, Soul Coins may contain slivers of souls of those whom have parted with their bodies. Rokodra does not innately possess this ability, for at its base it can only contain the spirits of the Infernal, and must bear the Runes of Blood, Life, Death, Destruction and Seperation all creating what is called a Soul Pentacle. Once the cursed coin has been made, it is ready for use. Upon supping on the blood of a recently deceased soulful being, the coin begins to magically draw in the fallen being’s soul. A single coin will take a cut of the soul; these coins do not bar souls from departing this realm, but cut a sizable portion from the traveling soul, to be used for the Infernal Alchemist’s infernal purposes. The Soul Pentacle glows when the soul is absorbed, and the physical face of the creature shorn of their soul is displayed on the coin opposite of the Soul Pentacle. It may glow a color in relation to the creature itself, or it may glow a shade of red. Each coin’s worth is that of the soul it harbors within. The greater the soul within, the more valuable the Soul Coin will be worth. Perhaps the most devious method that revolves around these coins is the potential for Infernal Alchemists to give Soul Coins to adventurers, warriors and monster hunters. While only Infernal Alchemists may create these coins, anyone may use them. In an act of manipulation and deception, those who challenge great beasts and collect their souls as tangible trophies inadvertently aid the demonic cause. Those who use Soul Coins act as a form of harvesting more souls for the Pentacle, acting as unknowing enactors of their wretched wills. Infernal Alchemists and those that they give coins to act as the hands of the Pentacle, harvesting souls where their Inferi could not so boldly. REDLINES The general size of a soul coin can differ but must be no bigger than 15 cm in diameter. For any deceased being, whether that be descendant or beast, there may be a maximum of 3 Soul Coins produced from their death. If the creature is of a great and monumental size and played by a ST, they may allow for greater amounts of Soul Coins to collect parts of the soul. Learning of this method requires an accepted Alchemy Feat. One must be taught Infernal Alchemy to learn this method. All current Infernal Alchemists as of this post will have knowledge of this method. Further teaching of this method and the Soul Pentacle must be taught IRP, as this is considered rare. Taking a sliver of a descendant who has whisked away to Cloud Temple does not weaken their soul, nor affect it in any way. Dipping the coin in blood must take place within the same day, with the blood still considered fresh. Otherwise, the soul will have left the body, and the blood will no longer react to the Soul Pentacle’s power. Creatures that don’t bear a soul cannot be parted with a sliver of their soul, and thus may not be absorbed into a Soul Coin. The part of the soul within may be released upon breaking the coin. Other objects such as swords and the like do not absorb souls, as this lore is explicitly for Coins. If such were intended, further lore would need to be written detailing the effects of such. If the Infernal Alchemist is the same one who is dipping the Soul Coin into the blood of the recently deceased, they may hold their screenshots of RP for the ST signature of their item, to prevent having the need of 2 separate Sreq’s. In the same vein, if the Infernal Alchemist hands off the coin to another non-alchemist, they too may hold onto the RP of the creation of the coin. They will then be able to provide the RP of both the coin’s creation and the dipping of the coin into the blood of the dead beast in order to get it ST signed. If neither of the above options are feasible, the coin may have the following description or any other similar description, and be given to the supervising ST handling the sreq, similar to how one provides ST ores for crafts: A bluish-grey coin 15 cm in diameter and 2 cm in thickness, chilling to the touch and giving a foreboding sense of ill-will. One face of the coin is smooth and blank, while the other bears an odd pentagram filled with 5 runes. Purpose I’ve had this idea around for as long as I’ve seen items like this floating around. I wanted to give monster hunting RP some veracity, moreso than teeth and bones and hides. Credits: D&D for the concept TheBlackBobRoss for giving ideas as usual.
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o7 See you my man, you threw some good punches before retiring. All we can hope is it makes a dent.
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"Now This es wot ah loike ta see!" jovially spouts forth the Gamesmaster's Clan Lord
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Asioth posting +1
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A SCRAWLED NOTE TO ALL DWARVEN-MEN
BDanecker replied to The Media Wizard's topic in Grand Kingdom of Urguan
"Cried like ah babe..." the Mercantile Clan Lord says as he hears of the report (for he would not dare dirty his hands in such filthy writing!) "Ah wondeh..." "Durin." @Tabby64 -
The Waystone Corporation ᛏᚺᛖ ᚹᚨᛁᛊᛏᛟᚾᛖ ᚲᛟᚱᛈᛟᚱᚨᛏᛁᛟᚾ As issued 21st of The Amber Cold, Year 41 of the Second Age The Living Forge ᛏᚺᛖ ᛚᛁᚹᛁᚾᚷ ᚠᛟᚱᚷᛖ ____________________________________________________________ History: Ran by the acclaimed Armakak’s Artificer Dorimnur Goldhand, this established business has a long line of history backing its veracity. The head of the forge has the experience of being the greatest Yemekar’s Pick of Urguan’s history, leading the nation during his nigh-century long tenure from near-total ignorance to a blooming scene of metallurgy to this day. Products: As golemantic workers feed the Engine coke and automatonic envoys crafted by The Margrave Mechanist appraise finished results, nothing but the finest arms come off of the production line here at The Living Forge, in accordance to the following prices Offering Price (Minas) Steel 200 Daemon, Black, Slayer, Mangalloy and Qualashi Steel 250 Embelishments of Druidstone Dust, Stainstone, Focus Crystals, Mood Gems, Glimmermoss, damascus, semi-precious gemstones, gilding, silvering, bluing, complex engraving, or unique beast hide handles +50 Titan’s Eye, Quietus/Blood Crystals, precious gemstones +100 Suits of steel plate armor 800 Suits of chailmail 400 Shields 200 Bows 300 Alchemically treated Athin’s gear +100 Living Forge Exclusive Living Blades Special Request Starsteel, Blighted Steel, Boomsteel, Carbarum, Arcanium and all other exotic materials done upon special requests. THE DWARF WILL RUN YOU OFF IF YOU BRING MINAS. Location: This business is located at the Wayside Tavern, directly on the path to Urguan from Eastfleet.
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[Lore Addition] Arcanium - Translocation [!] A thaumiturgical blade of mana-laden steel, formed in the fashion of Active Arcanium. Material Name and Description (Refined Form) Inert Arcanium: When activated, the blade will begin moving on it's own slightly beyond it's normal confines. The metal will segment and portions will phase in and out of reality. Active Arcanium: The blade appears broken, shattered and floating in the air, held together by mana of the user’s aura Redlines: Follows all redlines under the lore Arcanium The moment anything tries to pass through the gaps in the metal, the floating parts will collapse and block it. This prevents one from having a sword that can go through other swords, or avoid blasts of magic. This is all aesthetic. This also prevents one from sticking your fingers through the metal and having your fingers cut off. The metal will collapse in on itself before you touch it, just millimeters from the surface. This also applies for attempt to go through the voids in activated Inert Arcanium. The missing part will pop back into reality. The collapsing/expanding of the floating metal parts does not increase/decrease the inertia of the weapon. This also does not change the weight, nor balance of the object. Purpose: This is just a short and sweet addition to Arcanium lore, which featured all forms of voidal magic excluding Translocation. Credits: TheFirstShroom for double-checking with this idea. King_Kunuk for the new Inert Arcanium idea Arcanium Lore:
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[✗] [World Lore] - The Deep Steels: Ch 1 - Round Two! Fight~!
BDanecker replied to _Elrith_'s topic in Denied Lore
A fellow persistent fellow. Fight on. -
Based Kharajyr posting
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DOOM of AZDROMOTH | Event Trailer
BDanecker replied to The Media Wizard's topic in Crown of Amathine
Dragonpilled -
A not-so-humble blacksmith, once-teacher of Halvar Edvardsson thousands of moons ago, stands within his forge, far from the lands in which he taught Halvar his first magic; that of metallurgy. Dorimnur is poised over the work of another human apprentice, thinking about the dour news of one of his first apprentices in Kal'Mugdor, and one of the only descendants the stoic and untrusting dwarf truly called friend. "Perhaps he changed his tune to Steel from Ice after me lessons..." he says in a shallow attempt to raise his spirits, but little could avail the loss of yet another dear friend. He sighs of the weight of watching Halvar live his entire life, and goes to tune back into instructing his new human apprentice. Whether it was wise or not to set himself up for sadness once more, and watching another human apprentice live their life in front of him again Dorimnur knew not, but he knew that if the pain was worth knowing Halvar just once, it might be worth knowing another human once more.
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"BEG casks huh?" says a particularly gluttonous dwarf within his own tavern imbibing upon unlimited ale "we'll 'ave t'a see HOW big now wont weh!"
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Great writing, this was enjoyable to read
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July, August, & September - Moderation Team Update
BDanecker replied to MayRndz's topic in Announcements
@HogoBojo @GMRO killing it -
"Et's almost as ef, perhaps, t'a fire-centric dragonkin birthed o' burning heat loike for their shrines to burn. Who would've thought... Could 'ave covered et en ice, er jest shoite, or somethin'..." Says a greedy dwarf in his tavern while hearing his patrons speak of the ignorance of Providence.
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A fellow worshipper of the great Spirit of Metallurgy, a dwarf no less, gives his own form of praise in far off lands to the East!
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[Magic Lore] - Runesmithing, the Art of Creation Primordial, Utility and Divine Dialects Featuring Big Brains, Fancy Shapes, and Shiny Coins 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. Rather than draw from energies like voidal mages or call upon powers from higher beings, Runesmiths bear ascended minds that allow them to manipulate creation itself, weavers of reality and manipulators of existence through runes. They do so by Harmonizing the thoughts in their mind with reality, by means of Threads of Thought, which is explained in detail below. 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, the Runesmiths, long for creating works more glorious than their predecessors, while making fantastical works with the tools provided them. The fundamentals of Runesmithing are rather simple. One simply carves a rune of The Material Alphabet and then summons Threads of Thought to empower the runes. However, the inner workings of such a creative magic are complex. 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. Threads of Thought [!] A complex tapestry of 2 Threads of Thought, partially Harmonized to empower a rune of average power. Referred to as a Thread of Thought, shortened to a Thread, this is the term used for what Runesmiths use to empower runes. These Threads are manifestations of thought bent into constructs of light, to be used to harmonize the frequency of specific ideas between one's mind, and reality to empower the rune. While a seemingly complex idea with a lot of jargon, in practice this is quite simple. To do this esoteric work, one must focus. The ambient thoughts of one’s mind must be tamed, ordered, done so by focusing one’s exalted mind, and thinking upon what it is they wish to Empower, as well as the results of their Empowerment of the rune. Once the mind is calmed and the idea is created, a Runesmith may summon through hand motions or semantics a Thread of Thought. These initially appear as luminescent shapes, usually circles, hanging in the air, revolving around either the Runesmith or the object. Once the Thread is summoned, the Runesmith must now harmonize this thread with reality, in order for the Thread to produce any results at all. Harmonizing is explained in full detail below. Threads themselves are harmless and made of pure light, mainly appearing as circles, though triangles and squares are the only other shapes that may form. One could bat their hand through the Thread and their hand will go right through, as if incorporeal. Threads are what the Runesmith is thinking, with each thought filling the perimeter of the shape through the process of Harmonizing. Threads may appear around the entire body of the Runesmith, before them, around their hands as they work, around their tools, or around the object they wish to Empower. Threads may also be of differing colors, depending on the Dialect being thought of. The Divine Dialect procures blue Threads, while the Primordial Dialect procures red Threads, for example. 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. 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. In effect, a T5 Runesmith may only make 3 T5 Runes a stone week; the full details of this are detailed further in the lore with Harmonizing/Empowerment. Harmonizing and Rune Empowering [!] A Master Runesmith Harmonizing 2 Threads of Thought of a forgotten Dialect, preparing to Empower a rune. With time a Runesmith begins to understand the basics of how Runes are powered, and the moment arrives to Empower their inert carvings with tangible meaning. Through this ability, a Runesmith gives to life their creation, bringing energy to the Material Alphabet runes after Harmonization, causing the effects of the rune to become reality rather than simply thought. Creating the blank Threads of Thought one needs to Empower a rune is only half the battle. To actually produce results, one must Harmonize their summoned Threads. This process is a straightforward one, in that one must detail in their mind all the effects and specifications of what they desire. From the size of the rune’s effects, the duration, the item it is going on, and the concepts associated with the Rune of the Material Alphabet; all must be listed. These details of the rune desiring to be Empowered fill up the perimeter of the Thread’s shape in whatever language is most familiar to the Runesmith. These thoughts must be tamed and given definition, as the end result of such is an Empowered rune. The process of Harmonizing can be done without any movement or semantics on behalf of the Runesmith, but they often help them picture what it is they want their Thoughts to be, similar to those who talk with their hands. As each shape is filled with script, each individual Thread becomes harmonized, and can be depicted as that shape going from spinning, to still. It can also be depicted as an audible chime. 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. This is why a Runesmith undergoes the Ritual of Ascent (detailed below) so that they may hone their mind into pure focus while undergoing the task at hand. The result of successful Harmonization of Threads is Empowerment. The summoned Threads will dissipate, and leave behind the Empowered rune. An Empowered rune is one that has the capabilities to do anything, as Unempowered Runes are simply those of the Material Alphabet, inert, and unable to do anything. 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. As with any skill, proficiency increases with time. 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. Overcharge [Combative] [T5] This empowerment of one’s craft beyond what is normally possible is what many Runesmiths aspire to achieve, to transcend limits. When in dire circumstances, a Runesmith may Empower their runnic objects with more Threads than they are intended to bear, overcharging the rune itself and extending it’s limits. Mechanics: While touching the rune or the object that houses the rune, a Runesmith hastily weaves 5 Threads into the object, over the course of 2 emotes, 1 of focus, and then one of Empowerment. The overcharged rune is now then able to last for 4 extra emotes than its allotted time, with the entire object humming loudly and shaking as if it were to burst at any moment with the excess energy. At the end of the four extra emotes of longevity, the rune breaks after the Overcharge is over in whatever fashion is natural for the object; for metals, warping of the metal will occur, and for fabrics, splitting and fraying of the material will happen, with all cases warping the object’s form but not necessarily breaking the object it was carved on. One may repair the rune at a later, non-combative scenario as well as the object itself. 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. Magic Connection and Disconnection The Ritual of Ascent (Non-Combative) To ascend higher than mundane means is the longing of even the greatest of craftsmen. Some find apotheosis through Voidal Artificery, while others through Runesmithing, undergoing this ritual to begin their journey with a Master Runesmith. The Ritual of Ascent is a transformative one, for the Runesmith’s very mind is altered, exposed to the Power of Thought and the harmonizing of one’s thoughts into reality. It provides the Runesmith the ability to singularly focus their mind on the task of Harmonizing, with unnatural focus, for should a single intrusive thought make its way into the act of Harmonizing, the entire Thread will fray. To do so, an Initiate Runesmith and a Master Runesmith gather in a quiet place, and lock hands, or places their hands upon the Initiate. The Master Runesmith then focuses their mind, and summons a Thread of Thought. With their hands connected, the Initiate will experience this power of Thought firsthand, in a jarring experience of enlightenment. The Thread then dissipates after being summoned in conjunction with the Master and Initiate. The brute-forcing of one’s mind into a higher state of awareness is a taxing feeling on the Initiate Runesmith, fatiguing them for a great amount that stone day, as well as mentally. For the next year, the Initiate slowly recovers both mentally and physically. Beyond this, each Runesmith that is passing down the sacred art goes about it in their own desired way; some having students sacrifice some of their greatest works before Yemekar, others having their students study the foundations of the magic all the way back to the founder Gotrek Starbreaker. The Ritual of Descent (Non-Combative) If a Runesmith is found to be abusing their magic by straying away from the path of craftsmanship, innovation, and creativity, two Runesmiths may commence the Ritual of Descent and reprimand the Runesmith deemed unworthy of their ability to create. During this ritual three Master Runesmiths will escort the assailant Runesmith to a Rune Anvil. The three of the Master Runesmiths will flood the wrongful Runesmith’s body with Threads of Thought similar to how one conducts the Ritual of Ascent, except at an amount above the assailant’s maximum capacity. As their mind is flooded with powerful Thought, their body bottles this up with nowhere to go. This disconnects the user in a bout of extreme pain, as if one’s mind was set aflame. This Descent of the Ascended Mind leaves a permanent mark on the once-Runesmith’s mind. They will not receive any mental or physical differences than where they were before being a Runesmith, but should they connect and be disconnected again, they will be barred from ever undergoing the Ritual of Ascent, and their mind lacking the focus it once had. They would be worn for a stone week, the pain throbbing through their body as they recovered from such a gruesome disconnection. 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. The Master Rune [Non-combative] [T5] The crux of greater runesmithing, The Master Rune allows greater manipulation of Threads by its presence with a Runesmith. Abilities/Spells The Runes (Non-Combative) [!] A unique Goblin who found themselves to be a trusted ally of the Dwarves, Empowering a Rune with their Rune Aura prominent. (Threads of Thought not pictured) The crux of this magical art is the runes, the focus of the powers of this unique magic. Runes are symbols as old as time that originate from The Material Alphabet, though they do not do anything until Empowered by a Runesmith. Runes may be engraved, sewn, cut, or stonecut, giving the opportunity for a variety of materials for Runesmiths to work with. Runes work as focal points through which a Runesmith directs their Thought. To simply bring their Thoughts into reality is far too lofty a goal for a mortal, and thus Runes must act as the vessel for their Thoughts to hone into tangible results. Runes do not have to be recharged, but rather recuperate their ability to be used through a set amount of time resting, listed below. T1 Runes: 5 uses per stone day T2 Runes: 4 uses per stone day T3 Runes: 3 uses per stone day T4 Runes: 2 uses per stone day T5 Runes: 1 use per stone day The Utility Dialect The Utility dialect consists of basic instructions that act as guides or additions. Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes, guiding their activation. Rune of Touch This rune is the easiest to understand of the Utility Dialect, as well as the easiest to create. While weaving the Thread of Thought for this rune, one must focus their mind and call forth the concept of what they want to be the criteria for this rune. Once done, the rune will simply begin to activate on the slightest touch of that physical object. Touching the rune or the runic object more than once will deactivate the rune. 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 Blackspeach, 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 10 blocks, though the redline of runes only being able to affect areas of 5 blocks still holds true. 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 stepping within this 10 block 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. Primordial Dialect [!] An Initiate Runesmith getting aquainted with their skillset and tools. The Primordial dialect is Empowerment of the fundamentals of our world, in the simplest of Material Alphabet runes. They are essential for a Runesmith’s understanding of The Material Alphabet, and the world around them. All of them require a Utility rune to activate, as with all runes. These runes are all red. Tier 1 Primordial Runes Rune of Flowing [Non-Combative] A very useful Utility Rune, this carving can propagate a supply of water, in amounts measuring about half a cup per second. Dwarves find a use of this rune in bathing, household drinking, as well as filling their cups while out of the mountainhome. Rune of Blowing [Non-Combative] One of the more refreshing runes to carve, this rune provides a supply of wind in the magnitude of a strong breeze from the face of the rune itself. A rather simple rune, with a plethora of capabilities. A peculiar sight is one of dwarven windmills, turning to process grain through the power of these runes. Rune of Grounding [Non-Combative] There is nothing more symbolic of dwarves than the very earth they choose to make their homes in. Able to be used to fill holes or create gravel pathways or even stone columns under the mountainhome without lugging it down below, Runes of Grounding serve more application than those who are not Runesmiths might envision. Tier 2 Primordial Runes Rune of Light [Non-Combative] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the 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. Rune of Dark [Non-Combative] 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. Tier 3 Primordial Runes Rune of Heat [Combative] This rune has saved many a dwarf in the frozen expanses of northern lands, as well as being one of the most basic runes to understand. Runes of Heat generate heat in magical fashion, such that an object like a sword would radiate throughout the entire blade the heat of the rune upon activation. As well, two Runes of Heat will add their combined energy to produce a more powerful work. Rune of Coldness [Combative] The partner to the Rune of Heat, and the aid of many a desert Kadarsi miner, this rune can cause materials to be as cold as ice, both to the touch and in the absorption of heat when activated. It is a very basic rune, with a great deal of applications, from preservation of food, to insulation from heat, to the automated cooling of dwarven steamstacks. Tier 4 Primordial Rune Rune of Durability [Combative] 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 untold heights. Swords and armor can take more of a beating, and softer materials last longer before fraying and tearing. Rune of Vigour [Combative] 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. Tier 5 Primordial Runes Rune of Life [Combative] While not a rune of creating life, this miraculous rune possesses the ability to create matter for a short period of time. Suits of armor will magically seal off any gaps between pieces of metal, yet still retaining their ability to conduct movement through magical means, as if becoming living armor. Runes of Time Progression/Regression [Combative] 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. Rune of Death [Combative] This rune is a peculiar one, such that it does not benefit the item it is upon, but rather brings it detriment. This rune eats away at whatever it is activated upon, tearing away at its structure and bringing physical death. It was long believed that the rune was worthless, for what Runesmith desired to ruin their craft and waste Threads of Thought? However, usability was found, as the decay that it subjects the item to can spread to other objects through physical touch. 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. 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. Belka, Lady of Passion Rune of Lightning [Combative] [T5] 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. Ogradhad, the Lore Master Rune of Sight [Non-combative] [T5] The rune of sight is one of the most important runes a Runesmith can possess. It allows a Runesmith to understand 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. 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. Grimdugan, Lord of Avarice Rune of Greed [Non-Combative] [T2] Grimdugan, 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. Dungrimm, Lord of the Dead Rune of Returning [Combative] [T4] 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. General Runesmithing Redline Tier Progression Runesmithing is similar to other arts in that it requires time to harness their newfound abilities. But unique to Runesmithing is the acclimation of one’s mind to utilizing the powers of Thought. The timescales of such are detailed below. Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 TA’s AND MA’S will be wiped upon the acceptance of this rewrite. It has been expressed by nearly every person on LotC that all traces and connections to the old form of Runesmithing should be removed. It is essentially a new magic, was not widespread to begin with, and the last version was problematic. Purpose (OOC) Runesmithing has been a pillar of dwarven culture and is famously known as something the dwarven playerbase sorely misses. This is the culmination of many writers' work, compiled and refined to be the best runesmithing can be. I intend to have this be the groundwork for future lore and amendments to Runesmithing, with the basics in place; hence why a great majority of runes are explicitly non-combative. Truly the marriage of craftsmanship and magic, Runesmithing will bring back a unique aspect to the server, with a brand new take on magic utilizing Thought, a powersource never seen on the server. Citations: Credits: TheBlackBobRoss for being the “Resident Big Brain Idea Slave” and refining the beautiful idea of Threads of Thought. SoulReapingWolf for making the Shiny Coins and the text-dividers. A bunch of folk for rune ideas. The Dwarves for thinking so hard that Runesmithing came to exist. Changelog:
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"Charging to conduct magic and alchemy? Why didn't I think of that?" Spoke a particularly greedy dwarf of capitalism-centric persuasion upon reading the pact during business travels.
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"Looks loike ah've t'a change t'a color ove me new cloak t'en. Nae want t'a be see wit' them shitters" the rather bitter Wayfather says at his growing collection of feathers of a variety of hues.
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[✗] [Alchemy Addition] Brews Beneath The Mountain | Dwarven Alchemy
BDanecker replied to Valannor's topic in Denied Lore
YOOOOO POGGGG +1
