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BDanecker

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  1. IGN: BDanecker RP Name: Dorimnur Goldhand Age: 200+ Activity Requirement: Being a girlboss Candidate: Ulfric Stormcloak Frostbeard
  2. The Lord of the Aurokanar gives a grin at this, not of a haughty expression but one of mirth, to which he explains to his metal son through interjections of steam blasting through his forge "Perhaps ah've underestimated Draakopf when ah said he wos too bold ah'n public. This does indeed bring ah grin to me scarred face. But, business as usual."
  3. Dorimnur Goldhand stands within a cavernous forge of steam design, daemonsteel pipes ushering forth great gouts of scalding steam to drive machinations and great steel gears. He converses with his metallic son, and says in a lean to catch his ear in a serious tone “Too bold, too… Public.”
  4. The Aurokanar Lord, and soon-owner of a new mercantile entity stands back and gazes upon the finished work of his laborers, a glorious grand design of his that would bring him and his allies great wealth and strength in the years to come. "T'a next king will nae tax me, that's ah'll ah care about. Nor threaten ta publicleh beat meh bloodeh ah'n piss on meh bodeh." he says to his fellow Businessmen in a haughty tone. Though, in his stony heart, that which had been called golden by so many, he believed Levian'tol to have been a good king, one that understood the burden of the Yoke, and one who was willing to spread himself thin to keep the Mountainhome from crumbling.
  5. Me and the boys finna roll up with varicose veins
  6. The Lord of the Aurokanar barks some harsh orders at yrromar construction workers, timber lifted by pulleys and stones cobbled into foundation. He stands off to the side and looks to his kinsmen and clan allies amidst the loud sounds of hard labor and sweat, and a small smile creeping up on the stoic scarred face of his. "Business as usual." @AfroJoeTheOlogBro @TheFirstShroom
  7. Thanks a lot for the thought-out feedback! I considered it all, and rewrote a couple runes to be, well, better. All the edits I've made are logged in the massive changelog.
  8. [Magic Lore] - Runesmithing: Primordial and Divine Dialects Version 3.0 featuring "Dwarves think real hard" DLC Background / Origin The Heart of Dwarves [!] A Dwarven Temple of yore, with a central mask of Dungrimm engraved into the hallowed stone. 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; empowerment of the Material Alphabet, given direction once empowered through a mystical ability that the greatest of their crafters had been able to achieve. Called Sparks by most, dwarvenkind's crafters had seemingly been blessed with a power unlike any other, able to give Runes meaning, and give them life, and power. To the dwarves, their gods were empowering their runes, giving them meaning and definition, but it was something far greater. The sheer will of the dwarves to believe birthed something noble within the souls of those who desired to bring their will into creation; Sparks, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. These ancient powers has both directed and empowered runes for millenia, and continue to do so to this day. Magic Explanation ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ The Art of Runesmithing Runesmithing is the magic of creation, 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 is a magic and an art that must be done in preparation, and which purpose is to understand and interact with the world through innovation, craftsmanship, and artisanry. The 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 inner mana within all descendants. Its current practitioners, the Runesmiths, forever search for creating works more glorious than their predecessors in a constant struggle to not only preserve this ancient art but make it flourish. Rather than draw from energies like voidal mages or call upon powers from higher beings, Runesmiths bear exalted souls that allow them to manipulate creation itself, weavers of reality and manipulators of existence through runes. The fundamentals of Runesmithing are rather simple. One simply carves a rune of The Material Alphabet and then imbues said rune with a Spark. However, the inner workings of such a creative magic directed by the will of dwarves are complex and in-depth. 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. Sparks of Creation [!] A seemingly knowledgable runesmith's depiction of what they think a Spark looks like It is strongly believed by dwarves that any who work hard may hone their craft and please their Creator. Whether it be a Haensetti tailor aspiring to sew the wedding dress of the Koena, or a goblin tinkerer longing to craft the greatest new walking machine of war, crafters desire to attain ever higher, just longing for a strike of genius, or rather, a spark of genius. Those who toil and labor endlessly, the dwarves, found the utilization of this ideal, a Spark of Creation to invigorate their work, and is why Runesmithing is traditionally a dwarven magic. Runesmiths all bear the ability to harness the concept of ingenuity, creativity, and creation in a quite literal manner, rather than esoteric, their soul ascended to be able to harness this power of creation. Referred to as Sparks of Creation, shortened to Sparks, this term is what Runesmiths imbue runes with with the power of their empowered soul. Sparks are a more potent version of mana that resides within all beings, and as such requires the ascension of one’s soul to harness this power. T1 Runesmiths have a maximum of 1 Spark, as well as being able to regenerate 1 Spark per stone week. T2 Runesmiths have a maximum of 3 Sparks as well as being able to regenerate 3 Sparks per stone week. T3 Runesmiths have a maximum of 5 Sparks as well as being able to regenerate 5 Sparks per stone week. T4 Runesmiths have a maximum of 10 Sparks as well as being able to regenerate 10 Sparks per stone week. T5 Runesmiths have a maximum of 15 Sparksas well as being able to regenerate 15 Sparks 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 the central ability Imbue. This is up to the players, not the ST to keep track of. For simplicity's sake, they will recharge upon every Sunday. Meaning, one may not gradually recharge runes, as regenerating fractional Sparks is not possible. The Rune Aura While all sentient beings bear Sparks of Creation within their forms, they are in miniscule amounts, microscopic streams of blue energies flow in conjunction to the bloodstream and nerves, imperceptible to the eye. As a Runesmith begins to awaken to this reality, their creativity increases, with new possibilities to add Runes to their crafts. These blue streams are able to be tapped into more, and with more usage, staining of the veins throughout the body takes place. 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. This process is a transformative one, for the Runesmith’s very soul is altered, infused with the very essence of creation Runesmith’s work with. To do so, an Initiate Runesmith slices their palms, and presents them before a Master Runesmith, who then channels a single Spark into the palms of the Initiate. This spark travels inwards, and dissipates towards the esoteric location of the soul, empowering it with the natural existing powers of reality within them. The brute-forcing of the ascension of the soul in order to control Sparks is a taxing feeling on the Initiate Runesmith, fatiguing them for a great amount that stone day. 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 Flooding and reprimand the Runesmith deemed unworthy of their ability to create. During this ritual two Master Runesmiths will escort the assailant Runesmith to a Rune Anvil. The two of the Master Runesmiths will flood the wrongful Runesmith’s body with Sparks at an amount above the assailant’s maximum capacity, done so through the laying of hands upon their body and channeling their Sparks as if imbuing a rune. As their body is flooded with powerful energy, their body bottles them up with nowhere to go. All the internal conduits of such powers begin to burst and burn, preventing further usage of the magic in a bout of extreme pain, as if one’s entire inner being was set aflame, but more drastically would be the change of one’s soul. The removal of the exalted soul harms the soul itself, the energies of creation being ripped out leaving a mark on the soul. 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 channeling their Sparks into a rune on an ingot of aurum 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 Sparks to be channeled akin to a Voidal Obelisk. This is what allows the anvil to be a greater conduit than simple tools, allowing one to channel Sparks more thoroughly and longer, ending up in more powerful runes. Anvils are capable of imbuing T1 to T5 runes, whereas without a Rune Anvil, a Runesmith can only imbue a rune of T1 or T2 magnitude. The Master Rune [Non-combative] [T5] The crux of greater runesmithing, The Master Rune allows greater channeling of Sparks through oneself into carved runes. It is the peak of Runesmithing, and is needed for the greater feats that Runesmithing is capable of achieving. Mechanics: Once a runesmith carves this rune, they must imbue their 5 Sparks into it. After roughly 2 emotes of attunement, the object, usually an anvil, courses with Sparks, and may then be used to create grand works of Runesmithing. Rune Carving [Non-Combative] [!] A unique individual Goblin who found themselves to be a trusted ally of the Dwarves, Rune Carving and Imbuing at the same time with Rune Aura displayed upon the head. The central concept of Runesmithing: Rune Carving. It is a basic task, but one with much knowledge behind each rune made. To carve a rune, one must learn each Rune they wish to carve through a teacher. These runes constitute The Material Alphabet and are derivations of such. However, though one might know of how to carve a rune, runes do nothing without being powered by Sparks, which is the fundamentals of Runesmithing, which is most often done during the carving but can be done to pre-carved runes as well. Any tool will do for this task so long that it can remove whatever material the rune is being carved into, as the creation of a rune upon an object is as simple as putting a symbol of The Material Alphabet which must be meticulously carved; one of the reasons it has been primarily a dwarven craft. Rune Imbuing [!] A Master Runesmith of yore imbuing the runes he’s carved into a weapon with the Sparks from his Spark, ready to fight with the very craft he imbued. While being able to carve runes is an essential ability all Runesmiths practice and master, understanding and mastering how empowering and imbuing runes to call forth their true power is essential. Carving the runes is only half of the battle, as one must infuse the runes with Sparks for them to bear any results. Awaken [Non-Combative] [T1] One of the first abilities an apprentice Runesmith is taught is the Awaken ability, the ability to call forth the muted power of a rune in the form of a whisper, rather than a shout. Despite it being a weak ability Runesmiths find it to be very useful, as it allows them to understand the power of a Rune before actually powering them fully. Mechanics: The runesmith goes through the motions of imbuing a rune with an Spark, but stops before the rune is fully fueled, not expending an Spark. The rune will then spark to life at a muted capacity. This is either done by channeling their Sparks through their tools, or by the laying of hands onto a pre-carved rune. Imbue [Non-combat] [T1] With time a Runesmith begins to understand the basics of how Runes are powered, and the moment arrives to imbue their inert carvings with tangible meaning. Through this ability, a Runesmith gives to life their creation, imbuing the Material Alphabet runes with Sparks, causing the effects of the rune to become reality rather than simply thought. Runesmithing, just as any other crafting skill, requires practice, allowing a Runesmith that has practiced this skill to be able to do it more efficiently. A T5 runesmith would be able to imbue runes in 1 emotes, whereas a T1 Runesmith would struggle to do so and takes 3 or more emotes to do so. Mechanics: This is either done by channeling their Sparks through their tools, or by the laying of hands onto a pre-carved rune. The method is the same for both. The Runesmith takes up their tools, and then focuses, calming their senses and sharpening their mind for the task at hand, and then carves the rune with Sparks on the tip of their tools, a trail of luminescent blue lines left from where they have carved. With the laying of hands, Sparks drip from their fingers, as the Runesmith similarly fills the runes. 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 imbue their runnic objects with more Sparks 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 sends 10 Sparks into the object, over the course of 2 emotes, 1 of focus, and then one of imbuement. 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. Abilities/Spells The Runes The crux of this magical art is the runes, through and through. After one carves a rune, and then gives it meaning through the imbuement of Sparks, the effect of the runes is created, and ready to be activated when needed. Through the sheer belief that the runes function in specific ways, and that the Brathmordakin exhibit certain characteristics, the runes gained their abilities through the Power of Thought, and is why they function in the way they function. 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. By the touching of that which is desired as criteria for this rune simultaneously with the imbuement of an Spark, the rune will simply begin to activate on the slightest touch of that physical object. When used in combination with a Rune of Blood, the rune activates only when someone or something who fulfills the blood requirement touches the rune. 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. When used in combination with a Rune of Blood, the rune activates only when someone who fulfills the blood requirement speaks the activation phrase. 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 speech 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. When used in combination with a Rune of Blood, the rune activates when someone who fulfills blood requirement is within range. 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, and runes that deactivate after a set number of emotes do not benefit from longevity due to this rune. Rune of Blood During the carving of this more intense rune, the Runesmith must apply the blood that will activate said rune onto the end of their chisel. This rune must be used with either the Rune of Touch, Phrase, or Proximity in combination. The blood of the supplier and their blooded descendants are the only ones who may activate the blood-marked rune. As with all runes, the Rune of Blood may be scuffed to remove the requirement of blood activation. Primordial Dialect [!] A Master Runesmith of yore, carving a Rune of Fire, which was lost to time… The Primordial dialect consists of direct empowerment of The Material Alphabet, in singular runes. These runes are much weaker than those of the long-forgotten Elemental Dialect of yore, yet they are essential for a Runesmith’s understanding of The Material Alphabet, and the world around them. These are often seen as the first runes learned by a Runesmith due to their low complexity, and all of them require a Utility rune to activate, as with all runes. Tier 1 Primordial Runes Rune of Heat [Combative] [Non-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, though mundane fires are not multiplicative, runic heat is so, such that two Runes of Heat carved upon the same object will generate multiplicatively more heat than before. Mechanics: 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, then emitting heat from the object, sent out radially. This takes 1 emote to activate, and create the effects, lasting until deactivated. With two runes engraved upon an object, the energies from each intermingle and produce greater heat, able to boil water and sear food. This also takes one emote to achieve. Should one desire to apply this beginner rune to combat, only a single Rune of Heat will provide veritable results, taking 3 emotes to activate and then heat the entire item, and lasting 4 emotes, to where application to raw skin would cause sharp pain, and mild reddening of the skin. Rune of Coldness [Combative] [Non-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. Mechanics: 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 absorbing heat from the object and the environment, sucked in radially. This takes one emote to activate, and then lasts until deactivation. If used in combat, it takes 3 emotes to activate, and then lasts for four emotes. After which, the chill leaves the weapon, returning it to the temperature it was at before activation. Tier 2 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. Mechanics: 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 pure water 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 genuine water, and may be boiled, by normal means as well as voidal flames and those of dragonkin. If activated while horizontal, it will shoot a half-meter outwards harmlessly, and if shot directly upwards, the water will travel a quarter meter. 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. Mechanics: 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 wind ushers forth in moderate strength from the face of the rune. The wind blowing from the rune bears no temperature, and moves at a speed of 20 mph, beginning to decay at the 5 meter mark, and then decaying at a rate of 4 miles per hour per meter. 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 outsiders might envision, but not to resourceful dwarves. Mechanics: 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 earthen materials form from the face of this rune in a steady solid construction at a rate able to fill a cubic meter over the course of an hour. Tier 3 Primordial Runes Rune of Light [Non-Combative] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the infusing of one’s Sparks into this rune, a light equivalent to a torch propagates from the rune, blue in color, and keeping a consistent luminescence. Mechanics: 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 imbuing the rune, similar to that of creative casting of Voidal evocation spells. 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. Mechanics: 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. Tier 4 Primordial Rune Rune of Durability [Combative] The dwarves are fundamentally a stalwart race, with great constitution. This rune embodies that aspect of dwarvenkind, and brings it into their crafts. When an object bearing this rune is imbued and 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. Mechanics: 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, and as with all T4 runes may be used twice a day, before being needed to recharge. 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. Mechanics: 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 5 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, one goes right back to where they left off, most likely fatigued, and weary from a fight that has been drawing on. Tier 5 Primordial Runes Rune of Life [Combative] While not a rune of creating life, this miraculous stasis rune has the sacred ability to stall death itself. Through the power stored within Sparks, a second chance at life is bestowed, though they would be in a coma-like state, stabilized. Mechanics: 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 blue, and then bursts forth, shattering the rune and the Sparks within to fly out and fly around the individual in streaks of blue liquid, before seeping within them, sustaining their life. It takes one emote to activate, and then one emote to streak towards the target within 2 meters of the rune and sustain their life. This lasts for a narrative 6 hours before the rune wears off, and the one saved meets their fate. Blood is staunched, the flow limited as if met with a tunicate. Pain is reduced to a dull throbbing, and the brain no longer begins to shut down internal organs in preparation for death. Enough internal energies are provided that the body believes itself to be in a stable state, as to not die. However, this rune does not prevent further wounds. Any lethal wounds inflicted after this rune is activated do not benefit from the life-saving aspect of the rune, and, in most cases, would kill the victim. This doubly disallows for continuous stopping and starting of death, such that torture, and immortality is prevented. 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. Mechanics: 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 blue, 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. Rune of Death [Combative] This rune is a peculiar one, such that it is not active with any of the Utility runes. Instead, this rune feeds off of the inner mana within all things. Due to the morbid effects of this rune, its applications are seldom used, reserved for the felling of foul beasts that deserve no mercy from the dwarven warriors. Mechanics: Upon fueling this rune with inner mana through direct application, whatever living thing that is afflicted by the cut of an object with this rune will begin to feel their life essence drained. Their mind begins to lose its edge, and their movements slow. They feel drained, and if the object with the rune causes a wound, it begins to corrupt. If the wound isn't tended to quickly it'd begin to stagnate and fester. As the rune goes on, it glows brighter and brighter, up to a bold blue glow. Divine Dialect [!] A Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is what the dwarven populace believes of their Brathmordakin. Each rune is the embodiment of dwarven faith; each god worshiped through a rune each. Through their faith made manifest, their internal mana subtly drives the result of the manipulation of The Material Alphabet to create a result according to their beliefs in what they are fully convinced exists. 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. In short, these Runes act the way they act due to dwarven belief, not due to the existence of their gods. Yemekar 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. Mechanics: 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 moment, and then the rune dims, the item slowly repairing itself over the course of a day if the broken pieces are already touching each other. Anbella 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. Mechanics: 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. Belka Rune of Shielding [Combative] [T5] A mighty rune to protect those valiant enough to continue fighting with their blades, this rune, upon activation, generates a blue shield around the rune in the shape of a bubble. Magic is dissipated upon contact with the dome, keeping those within the dome of protection safe from thaumiturgical works. Mechanics: 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 a blue transparent shield generates around the rune in the shape of a bubble. The radius of this dome is 3 meters from the rune it propigates from and wards off any mana-based magical attacks from those within. It takes 4 emotes to cast this rune. It takes 4 emotes to cast. One for the activation of the rune, one for the Sparks to begin swirling above the rune as they pour out, and then two for the Sparks to form into a dome. Once casted, the shield is stationary, and may not be moved, even if the runnic item that it propagated from moves. The shield will remain until broken, or until the runnic item leaves the dome. This restricts the caster to remain in their dome, without any exceptions. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues. Ogradhad 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. Mechanics: 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. Armakak 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. Mechanics: 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. Grimdugan 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. Mechanics: 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 imbuing the rune, similar to that of creative casting of Voidal conjuration spells. Dungrimm 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. Mechanics: 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. Then on the second emote the half not designated as the base begins moving towards the base half of the rune. On the third, 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. General Runesmithing Redline Tier Progression Runesmithing to a certain degree is very similar to other arts or crafts, where time and practice lead an individual greater proficiency. However, time is also essential for a Runesmith’s ability to manipulate the Sparks within them to grow and refine. As they harness what lies within, over time they begin to shape reality through their runes at a greater capacity. 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 to say the last version was problematic is a gross understatement. Purpose: Citations: Credits: TheBlackBobRoss for being the “Resident Big Brain Idea Slave” A bunch of folk for rune ideas The Dwarves for thinking so hard that Runesmithing came to exist Changelog:
  9. I support any and all Lur content +1
  10. See ya gamer I enjoyed all the interactions I've had with you, enjoy your time from here
  11. MC Name: BDanecker Character Name: Dorimnur Goldhand Contest(s) you wish to enter: The clickerman one with the peeveepee Are you a citizen of Urguan or one of Urguan’s Vassals? If so, which one: On a good day
  12. A particular capitalistic dwed grumbles. Nothing more, nothing less.
  13. "The Goat in t'a Deeproads, Stygian Hollow, Talon's Grotto, now Krugmar, all assailed by t'a undead who refuse ta meet their true fate; ah hope t'a Orcs have more than jest Aurum, for such may not be enough these days." The Golden Lord of the Aurokanar Dwarves laments to one of his kinsmen as they give him a report of the stirrings within the walls of San'Velku
  14. I was promised Brightsteel so I could assassinate ST to pass Runemsmithing +1
  15. Gemforging [!] An opal that has been applied with the alchemical wonder that is Gemforged with Lavaforging after. A unique feat of alchemical prowess that provides dwarven crafters and gemcutters great accentuations to their craft, as well as dwarven merchants a pretty object that serves for great bluffs; Gemforging is an additional step to Warforging that provides the ability to do warforging on gems and having the effects permeate the gems. In contrast to metallic Warforging, Gemforging gives the appearance of the gem at hand being permeated by the Warforging applied to it. A sapphire Gemforged and then Lavaforged twice allows for molten magma to seemingly flow within the gem, or a ruby Gemforged and then Stormforged will have lighting crackle within the red gem in heat-lighting formations. Method Redlines: All of the redlines of Warforging. Cracking open gems with this alchemy property does nothing volatile, but rather curiously only displays the fascinating view on the unbroken side-if split in half and viewed from the cleave, the alchemical oils are not spread on that surface and do not display the effect. This only applies to crystalline materials such as semi-precious and precious gemstones. Crystalline materials (not those metals of crystalline grain structure such as iron and steel) like anorum, refined anorum, and quartz work with this technique well. Gemforging does not work with ST materials, both noded, and open. Specific items from ST events that don't fall under these categories are up to the discretion of the ST overseeing the /sreq if one wishes to Gemforge the item. Credit: [✓] [Alchemy] Warforging - Alchemy - The Lord Of The Craft Plus Noobli for letting me steal his idea
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