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BDanecker

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  1. Perhaps one day my dream of a banjo-wielding Wonk will come true. +1
  2. The Golden Brew Alliance 6th of Snow's Maiden, SA 34 Article I. On Non-Aggression To form a strong good-will between the Goldhand and Irongut clans, upon agreement of this alliance, all members and parties of the respective clans may not take any militaristic or violent action towards the other clan. If such an event occurs, proper legal action under the Courts of The Grand Kingdom of Urguan will be taken against the parties or individuals involved due to the breaking of an oathbound Alliance. Article II. On Aid To keep the other clan from falling into disarray, upon agreement of this alliance, the Goldhand and Irongut clans vow to assist the other clan in times of need. This includes militaristic aid as described in Article IV, material aid in times of famine, drought, or other natural disasters, and monetary aid in case of bankruptcy. The aid that is provided from one clan to the other must be used for the good of the entire clan and not for one’s personal gain. In cases of which such aid is used maliciously, one of the Clan Lords may seek dissolvement of the alliance through Article V. Article III. On Clan Affairs To keep a sense of security between clans, upon agreement of this alliance, the Goldhand and Irongut clans vow to allow the other to resolve it’s clan issues privately if requested. In cases at which one clan asks the other for aid on a clan issue, this falls under Article II. Article IV. On Military To keep a sense of unity between clans, upon agreement of this alliance, the Goldhand and Irongut clans vow to commit it’s full militaristic force to assist the requesting clan in times of unrest or war. Terms of such commitment are described in Article II. Article V. On Alliance Termination To ensure that either clan can leave if the other acts maliciously, upon agreement of this alliance, the Goldhand and Irongut clans vow to agree to a termination of the alliance once the Clan Lord that requested the termination consul with the other clan. ᛋᚨᚱ ᛞᚨ ᚨᛁᚾᚨ’ᛒᚱᚨᛏᚺᛗᛟᚱᛞᚨᚲᛁᚾ’ᚨᛉ ᚢᚾᛞ ᛞᚨ ᚨᚾᚨᚱᛏ ᛞᚨᚲ ᚲᚺᚱᛟᚹᛖᚾ’ᚱᚨᛗ. “May the Brathmordakin keep the honor of this pact.” Signed Dorimnur Goldhand, Lord of Clan Goldhand Falk Irongut, Lord of Clan Irongut
  3. [Magic Lore] - Runesmithing: The Primordial & Divine Dialects 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 temples’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 property 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 through the collective belief of the dwarf’s beliefs on reality, and their gods. 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; a Spark, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. This ancient power has both directed and empowered runes for millenia, and continues 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 blessing 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 magic and an art that must be done in preparation, and which purpose is to understand and interact with the world through innovation, craftsmanship, and artisanry. The core concept behind all Runesmiths is the utilization of runes in the form of The Material Alphabet, empowered by Echoes. 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 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. The fundamentals of Runesmithing are rather simple. One simply carves a rune of The Material Alphabet and then imbues said rune with their Echoes. However, the inner workings of such a creative magic powered 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. The Spark and Echoes [!] A seemingly knowledgable runesmith's depiction of what they think the Spark looks like Through the thaumaturgical workings of one’s soul and latent mana, the Spark is a figment of a Runesmith’s soul and is vital to their craft. Upon a Runesmith’s initiation through the Ritual of Creation, a partition of their soul changes, or rather, makes room for a Spark. The Spark is an engine of sorts as well as an esoteric property of those who channel Echoes similar to how a soul is not located anywhere on the body. Those who bear a Spark can passively condense and focus their inner mana into Echoes. These Echoes are what power runes and Runesmithing abilities. A Rune is meaningless without its Echoes. These Echoes regenerate within the soul, and follow the rules set below. These are also the capacity of a Runesmith for each tier. Meaning that a T3 Runesmith regenerates 5 Echoes as well as can have up to 5 Echoes each week, all of which regenerate weekly, not over time. T1 Runesmiths have a maximum of 1 Echo T2 Runesmiths have a maximum of 3 Echoes T3 Runesmiths have a maximum of 5 Echoes T4 Runesmiths have a maximum of 10 Echoes T5 Runesmiths have a maximum of 15 Echoes The Rune Aura The formulation of Echoes is not a tangible feeling in the sense you can feel the Spark producing new energies like an engine, but rather is similar to a premonition. A Runesmith can feel the energies working within them, subtle it may be. With this new aspect of one’s soul, physical changes emerge. As Echoes are channeled throughout the body, their natural conduits of energy (primarily the blood vessels) turn luminescent shades of blue as they work. As more years go by of one using their internal mana and channeling it through themselves to produce Echoes, the veins of one’s body begin to turn blue. Magic Connection and Disconnection The Ritual of Creation This is how one learns Runesmithing, through a Master Runesmith. For the initiate, the Master Runesmith takes the hands of the aspiring crafter, and channels their Spark, sending an Echo into the soul of the beginner. Due to their inexperience with the manipulation of such a thing, initiates will have to cut their hand for an easier process of entry. This echo is turned into their Spark, and is a very taxing ritual, as if a foreign entity were invading into one’s soul, forcing it to make room for the Spark to be born. The Ritual of Flooding If a Runesmith is found to be abusing their blessing by straying away from the path of craftsmanship, innovation, and creativity, two Runesmiths may invoke the Ritual of Flooding and reprimand the Runesmith deemed unworthy of their Spark. 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 Spark with an amount above the assailant’s maximum echoes. As their soul is flooded with echoes their body bottles them up with nowhere to go, all the internal conduits of such powers begin to burst and burn, preventing further usage of the magic in a bout of extreme pain, as if one’s entire inner being was set aflame. 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 Echoes 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 Echoes 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 Echoes 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 Echoes through oneself into carved runes. Mechanics: Once a runesmith carves this rune, they must imbue their Echoes into it, at which whatever object this is carved into begins to vibrate, attuning to the energies of the soul. After roughly 2 emotes of attunement, the object, usually an anvil, is attuned to Echoes, and may then be used to create grand works of Runesmithing. Rune Carving [!] A unique individual Goblin who found themselves to be a trusted ally of the Dwarves, Rune Carving and Imbuing at the same time. 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 Echoes, 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 Echoes 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 Echoes 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 Echo, but stops before the rune is fully fueled, not expending an Echo. The rune will then spark to life at a muted capacity. This is either done by channeling their Echoes 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 Echoes, 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 Echoes 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 Echoes on the tip of their tools, a trail of luminescent blue lines left from where they have carved. With the laying of hands, Echoes 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. Runesmiths can imbue their echoes without tools and through their hands into a rune they touch to Overcharge them, frying both their Spark and the runes harnessing more Echoes than intended, but gaining longevity in the moment. Mechanics: While touching the rune or the object that houses the rune, a Runesmith can imbue their Echoes just as if they were doing the initial Imbuing. They must focus, and then imbue their Echoes into the object, taking 2 emotes to do. The overcharged rune is now then able to last for 4 extra emotes than its allotted time. 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 Echoes, 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. These runes are so simple that they require no Echoes to be imbued into the carving. 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 Echo, 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 the rune to be activated 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. 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. 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 direct 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 primordial energies that precede the elements themselves. These runes are much weaker than those of the long-forgotten Elemental Dialect of yore, yet they are essential for a Runesmith’s understanding of The Material Alphabet, and the world around them. These are often seen as the first runes learned by a Runesmith due to their low complexity. Tier 1 Primordial Runes Rune of Heat [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. An object that bears this rune, when activated, begins to heat up and radiate heat dimly. Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then emits heat from the object, sent out radially. Rune of Chill [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. Mechanics: Upon the activation of this rune, the rune begins to light gradually and then absorbs heat from the object and the environment, sent out radially. 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 the activation of this rune, the rune begins to light gradually, and then pure water begins to flow forth from the rune, not the object the rune is carved on. 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. Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then wind ushers forth in moderate strength from the face of the rune. Rune of Grounding [Non-Combative] There is nothing more symbolic of dwarves than the very earth they choose to make their homes in. With the activation of this rune, dirt and stone pour forth from the face of the rune, in a steady stream to where if the rune were vertical, it would run down the face of the material carved into, at a rate able to fill a cup with earthen materials after 10 seconds. Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then earthen materials form and fall from the face of this rune. Tier 3 Primordial Runes Rune of Light [Non-Combative] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the infusing of one’s Echoes into this rune, a light equivalent to a torch propagates from the rune, blue in color, and keeping a consistent luminescence. Mechanics: Upon the activation of this rune, the rune begins to light gradually, and then light slowly propagates, filling the area with a clear, steady blue light. Rune of Darkness [Non-Combative] In turn with the Rune of Light, the Rune of Darkness has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light at the center of the rune. This is the only rune that does not glow on activation and is rather unique in applications. Dwarven 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 rune begins to turn black, and then absorbs ambient light at a moderate pace. The darkness then stabilizes, and if one goes into the darkness, everything is pitch black, even the rune, with light from outside not piercing the veil of night. 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 the activation of this rune, 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 before facing the fights ahead. Mechanics: Upon the activation of this rune, the rune begins to glow a bright blue, and then after a second emote of charging, a burst of adrenaline is shot through those in a 5 meter radius on the third emote, allowing soldiers to fight with more gusto and bravery behind their swings. 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 Echoes, a second chance at life is bestowed, though they would be in a coma-like state, stabilized. Mechanics: Upon the activation of this rune, a blue light begins to glow brightly, and then bursts forth, shattering the rune and the echoes 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. Rune of Progression/Regression [Non-Combative] An incredibly powerful set of runes, with the power to manipulate time. This pair of runes are able to move the flow of time forward or backward, depending on the rune. Dwarves of old used this to quickly age their wine, or de-age their ale if it was aged for too long. The rune can be stopped during the activation per the rules of Utility Runes if specific amounts of time are wished, though this would be a rough estimate, as otherwise, the rune will continue till its totality and deactivate. Mechanics: Upon the activation of either of these runes, they begin to light up a blue hue, and then give a hum, as the movement of time begins to move either forward or backwards up to one month IRP, equal to an OOC day. This takes 1 emote to activate, and then each emote that goes by constitutes 1 week of passing. 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. Divine Dialect [!] A Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is what the dwarven populace believes of their Brathmordakin. Through their faith made manifest, their internal mana subtly drives the result of the manipulation of The Material Alphabet to create a result according to their beliefs. Yemekar Rune of Creation [Non-Combative] [T3] 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. When a Runesmith carves this imbued rune upon an object, the next time an object bears injury other than complete destruction, the item will begin to repair itself on activation, taking a stone day to do so. Mechanics: Upon the activation of this rune, the rune glows a bright 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. Rune of Form [Non-Combative] [T5] To craft perfection is the dream of every dwarven smith; to ascend as close to the Worldmaker himself in their work, and to express their soul into the world. This rune truly embodies that principle, and aids dwarven crafters in their work. Mechanics: Rather than upon activation, the moment this rune is imbued with echoes while carved on a metal or metalloid, the metal begins to shape red-hot, regardless of metal. This heating up of the metal may be done over as many emotes as one desires, such that developed RP is used. Once the metal reaches red-hot, the rune melts into the steel as if it were never there, and the heat of the metal begins to stabilize at that red-hot for about 30 minutes, unless altered in heat through quenching, annealing, or reheating. Anbella Runes of Hearth [Combative] [T3] Whenever one bears an object carved with this rune, they feel more confident, and at ease. The fear effects from certain entities would also be harder to take hold, as one feels more emboldened from carrying this rune. Mechanics: Upon the activation of this rune, the rune begins glowing a radiant blue, and then on the second emote, the item they feel more confident, and at ease. The fear effects from certain entities would also be harder to take hold, as one feels more emboldened from carrying this rune. Rune of Growth [Non-Combative] [T2] A rune of bountiful harvest that sustains the fields of Hefrumm and the forest dwarves, one of equivalent exchange and balance; life for life. Blood sustains this rune, and feeds the crops with the lifeforce of blood, bolstering crops or keeping them alive during long droughts. Mechanics: Upon the activation of this rune, it begins to glow dimly, but doesn nothing unless blood is spilled on this rune. Doing so will cause the area around the rune to become fertile, in a means of life taken to provide for another. Crops will grow healthier with less blight, fields will be filled with tall grass and flowers, and a general abundance of life will be present around the rune. Belka Rune of Youth [Non-Combative] [T4] A rune that historically sells well to the quicker-aging masses of humans, the wearer of an item with this rune activated would look to be in the prime of their life. Wrinkles would fade, scars would dim, and the brightness of one's eyes would fill to their fullest. Such would all be superficial and lacking true substance, but it does well for a bluff. Mechanics: Upon the activation of this rune, the rune begins to glow a hue of blue, and then the wearer begins to revert to the appearance of the prime of their life over the course of a narrative hour. This lasts for a narrative day and must be recharged over the course of a narrative day. Towards the end of the duration, one will begin to revert back to their normal appearance over the course of a narrative hour. Rune of Tales [Non-Combative] [T2] A rune of dual-purpose but of one theme, this Rune of Tales, when activated, provides one with the ability to convey minor emotions to others nearby as they communicate. The other aspect of this rune uses nearby elements like fire, smoke, or water to make simple shapes for narrating and stories. Dwarven bards have told countless iterations of the Epic of Kjellos the Dragonslayer, with the story displayed in the flames and the people hearing it feeling courage deep within their hearts. Mechanics: Upon the activation of this rune, the rune begins to glow a hue of blue, and then materials that bear ease of manipulation such as smoke, fire, or steam begin to move at the thoughts of the wearer of the rune, moving along with the intentions in mind. This lasts until they are no longer thinking of manipulating the materials. Ogradhad Rune of Knowledge [Non-Combative] [T5] As Ograhad is for the understanding of the unknown so are these runes, for with these are the ability to create works unknown to the Dwarves as of yet. Fantastical works, or even new dialects, will use these as their stepping stones and components. Rune of Sight [Non-combative] [T5] The rune of sight is one of the most important runes a Runesmith can possess. It allows a Runesmith to understand and be able to replicate Runes. With this carved into a 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 the activation of this rune, the rune begins to glow a hue 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. For example, looking at an ingot of iron in one’s hand through a seeing-eye glass will procure an image of Ferrum before the ingot, whereas holding it too far out and focusing on the distance between the eye and the ingot will procure a symbol of Air between the ingot and the viewer. Armakak Rune of Agreement [Non-Combative] [T2] Essentially a blood pact rune, this rune takes the blood of more than one individual to be activated. Word of mouth and honor are pillars of dwarven society, and to break an agreement is a blasphemous thing indeed. Runes of Agreement have seen usage in many courts led by High Justicars who wish for matters to be binding. Mechanics: Upon the activation of this rune with two people in the presence of the rune, it will brightly glow, and then requires the deal to be spoken. Once done, the rune will glow softer, for as long as the deal is kept. Upon the deal being broken by either party, the rune will crack and lose its radiance. Rune of Merchants [Non-Combative] [T3] Dwarven merchants live for far longer than human merchants, and know a thing or two about commerce. Some humans who might regret jumping on a deal too soon can have this rune to credit their loss to. Mechanics: Upon the activation of this rune above shops or stalls, those who view wares below are subtly inclined to purchase or believe whatever it is the seller behind the counter is saying. Upon carving it and then activating it on an amulet or something wearable, the bearer will seem to be more believable, and their words would appear more meaningful. If the same rune is applied to an item like a gemstone, the gem will seem more valuable than identicals beside it, catching more light for example. The activation takes 2 emotes, one for the activation emote, and then one for the effect to take place. It lasts for a half day. Grimdugan Rune of Greed [Non-Combative] [T2] Seemingly opposite of the intentions, at first glance this rune seems to be not a Rune of Greed at all. However, dwarven being blessed with the curse of greed cause them to wish to protect that which is valuable, keeping others from stealing from them in their own greed. It is often paired with the Rune of Thieves, to catch those trying to steal from dwarves. Mechanics: Upon the activation of this rune, the rune begins to glow a dull blue, containers that bear this rune are perceived to have great wealth. Chests with this, even if empty, will seem heavy, and laden with valuables within, clinking and sloshing when shook. This lasts for a day, which is quite short, so most often this rune is paired with a Rune of Proximity to last for a year before needing to be reactivated. Rune of Thieves [Non-Combative] [T3] Used in tandem with the Rune of Greed for the same intentions, this rune keeps menial thieves out of dwarven coffers. With a dim blue glow, experienced thieves would be able to detect if a chest was misleading, but those who have not experienced dwarven traps or runesmithing would stumble into a jarring experience. Mechanics: Upon the activation of this rune, it glows a dim blue. Upon touching an object with this activated rune, a searing pain courses through one's body, and the entire hand that touches the object turns black as night. This lasts for a day, which is quite short, so most often this rune is paired with a Rune of Proximity to last for a year before needing to be reactivated. Dungrimm Rune of Shielding [Combative] [T4] 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. The radius of this dome is 3 meters, though it only protects from mana-based magic. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues. Mechanics: Upon the activation of this rune, a blue transparent shield generates a around the rune in the shape of a bubble. The radius of this dome is 3 meters and wards off any mana-based magical attacks from those within. Arrows, Bolts, and descendants that aren’t mana-based can still enter the bubble with no issues. 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 the activation of this rune, both halves of the rune will glow a blue and give a slight hum. 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. The speed is not quick, as if you were tossing a ball at someone hence others can catch it. 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 to become more proficient in it until they become masterful at it. However, time is also essential for a Runesmith’s Spark to grow and to be able to concentrate their inner mana at greater efficiency and amount into Echoes. As they harness what lies within, over time they begin to shape reality through their runes at a greater capacity. Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 TA’s will be wiped from this rewrite. One may reapply to teach this magic, after reading this new rewrite. 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. Credits: Soul for allowing me to use the work we had done on the last rewrite TheBlackBobRoss for letting me bounce ideas off of him DrHope for help on refinement A bunch of folk for rune ideas The Dwarves for thinking so hard that Runesmithing came to exist Changelog:
  4. The Heists of The Elvenesse Athenaeum “Dammit!” The Fox cursed to himself as the dingeys the thieves had rowed in could not breach the walls of Elvenesse-they were just out of reach. He looked behind him to the four others in the boats, with the short Guildmaster saying with a calm and determined demeanor “we shall find ah weh in. To the front.” The Sphinx and The Panther lead the rowing as those of the Master Thieves Guild broke the waves and grounded at the next coast, tying their dinghies to the shores of the worn roads leading to the Seat of Elvenesse. Through silent movements did those in greedy green go through the lush brush leading up to Elvenesse, and then through the gates-as if left open just for them. A group of five rush through, right towards The Elvenesse Athenaeum, and then stop to catch their breaths in the deathly quiet of the empty library. “Yeah, whole city probably heard us” The Raven jabs in a snarky tone, fixing their jostled mask. “Panther thinks that is no issue if we are fast” the ‘Pantera adds, as their short leader leads them past by dusty tomes and newly printed script alike, to take a lift down into the bowels of the earth. As they entered the bottom floor of the Library, the band of thieves made their way into an equally quiet room, which held many things before them; though their eyes were set on a singular ring. Laying before them on a red velvet pillow was the Ring of Edrahil, Elven Lord of yore. With a quick swipe, The Raven relinquished the Library of their burden of the ring, and presented it to The Guildmaster. “To yer Greediness” spoken with that same snarky tone, which garners a smirk from The Untiring Man. “Leave our message” he orders as he gives a hard gaze at the entrance. A bit more pilfering the crew did, and then a failed attempt by Raven to enter the Vault of the Library, and then the thieves took their leave. As they rounded the corner of the property, masks and garb still worn with stolen ring in hand, Evar’tir the Sea Prince stood in between them and the exit. With a lightning-fast about-face the crew hightailed it out to the docks just like had been planned in case of such, the thieves always willing to adapt. Diving into the bay the thieves had made their daring escape, jostling each other by the shoulders with exuberant laughter that rocked the dinghies they rowed in, back to sea, to do the same in 2 years time. After two years had passed, it was time for the thieves to convene again. Leaving from their keep, and taking the same method of travel, those of greedy disposition made haste through the front gates once more, as if they were citizens of Elvenesse. Under the spotted light that poured from the canopies overhead did the crew weave and thread themselves through to enter the Library once more. Descending just the same, this time the Helm of the Bard was stolen, and with the accompaniment of Master Thief The Virtuous Man the Vault was no match for Raven’s second attempt. Into the vault of immeasurable riches the thieves poured and grinned greedy grins, running their hands through gems and gold before their Guildmaster reminded them of why they were there. “Take as maneh books as ye can hold, and let us depart.” Or so he said, before going to run his hand through gems himself, mesmerized as the thieves pilfered books of untold worth from the vault. Then, the sounds of footsteps, to which was none of theirs, was heard beyond the door of the Vault. “We’ve been had!” exclaims The Raven, as The Untiring Man gathers the rest of the thieves to make a quick departure before the guards found them in a corner! They speedily ascend the lift, yanking fiercely on the rope to hasten their ascent, when suddenly it dawned on them: they had left the Master Thief Virtuous behind! “He’ll be foine” Fox says confidently, "He's a Master Thief right? Let's hope he's a Master of Escape as well." Untiring hides behind a wall at the entrance of the lift, sickly blade drawn “We cannae wait for him here, he’ll be able ta make et out himself. Let’s go.” And with that, they speed out, helm and books in tow this second time, as an elven lady follows their trail, but is eventually outran, as the thieves make a second successful Heist. As they make it back to their Den of Thieves, the helm and ring are set on marble pillars, openly, for all the thieves of the Master Thieves Guild to known and be reminded; the reach of Greed has no bounds.
  5. THE PASSING OF THE PICKAXE (A documentation on the history of Yemekar's Pick Dorimnur Goldhand) It was after the last Guild Day that Dorimnur Goldhand would hold that he found himself in the seating by the crackling fire, gazing hard and long at the murals that adorned the headquarters. All of the workers had turned in for the night, but he was always the last to leave, ever since he started. His tough and worn face had only grown moreso as the years of leadership had taxed the dwarf, but he was a natural born one, and he seemed to have a knack for being put into leading whether he planned or not. The nostalgia came in waves now, as it was not often Dorimnur drank great amounts as he once did, before he had a family, but it was all that would calm his emotions. He did not know how to deal with his own emotions well, and so the remembrance came, despite the dwarf of fabled history fighting against them. ARCAS ALMARIS And now he thought of the present. Of those who were still near, those who were now far. Of the scars on his body, pockmarked scars, a lost hand, acid burns on his chest, two brandings, and a black scar that seemed to not fade were the physical reminders of how much he gave to those who worked in Urguan, those who heeded his very first call, back in that tavern. The basis of what he ran arguably the greatest guild of Urguan's long history; To work, and to give their best without grumbling, and to let nothing get in the way of such. And so he sat one last time in that old oaken chair wide enough to fit his heft, and he sighed a sigh of totality, satisfaction, and of release. He placed his immense key ring on the table, and slotted off most of the rings, the majority of which were with him longer than any of his friends had been. He slid them into the drawers of the desk with a thunk, and then he gathered his mementos, children’s gifts, draft papers, and sentimental items hanging in his office. A long look at the murals depicting history, all with him a part of the scenes, as the dwarf had only missed 5 Guild Days. He rose from the table, and gave it a hit of his large, worn hands, as the dwarf takes the better part of a century with him out of the door of what has been essentially his home and his family, blood, laughs, deaths, inventions and all. He hopes that the next one did more than he, but he presumed such was impossible, for Dorimnur was untiring, and gave his all to his people. Dorimnur Goldhand: Yemekar's Pick from the 3rd of the Deep Cold, FA 1773 to the 12th of Malin's Welcome, SA 31
  6. What a banger of a time here too
  7. As the news of his fellow Clan Lord came to the golden dwarf, his expression fell as he sat in the opulent halls of his great Elder Clan. A number of thoughts flew through his mind, but there was one that was most prominent in his accute mind; death is impartial. He was rather dismal at the realization, though he found he should have came to terms with it sooner. He thought to himself of how the greatest Azwyrtrumm was slain by rats and spiders, whereas a Starbreaker who was just once king had slain a deity. It made no sense, but the disparity itself was enough to understand, as Dorimnur racked his brain against the concept. There was nothing Rhewen could have done different, and Dorimnur sure hoped it was the way Rhewen wished for his death. For not all dwarves are lucky enough to determine how they die, but all are fortune enough to choose how they live, and live Rhewen did.
  8. The proper way to post gun lore
  9. So, first thing is the Undercity.What is it? Skaven
  10. Catch me turning Providence invisible so it's no longer an eyesore. +1
  11. "He's so convinced in his own belief he'll nae put his name on t'a papeh" the resplendant Lord of Gold says as he bathes in gems and gold in worship of Avarice, knowing no other god could give him such.
  12. A particular dwarf seated upon a throne of wealth and splendor, looks at his automaton son, chuckling at the missive. He beckons, to be shown what the fuss was about, and then scans it with his steely blue eyes, but doesn't get past the headlines before scoffing. At the end of the perusing of the text, the Lord of Mercantilism shifts his large heft onto the armrest of the stone throne, saying "T'is wos written by someone who onleh owns one house. Nor does he know how ta fell ah tree, nor swing ah pickaxe to t'a stone, lest his towerin' height break his back upon leanin' oveh ta sully his hands. Let him work for meh, and gaze upon t'a freedom one gains knowin' naethin' keeps ye from success but yerself." He nods, meaning to his son that he had said what he intended and nothing more, and reclined in wealth garnered by the "devilish" capitalism and free market, amongst the very own people who worked for him for half a century.
  13. A Golden dwarf reminisces while forging-something he does not often do- of the first time he met of the one Yazmorra Blackroot. Sitting in the great hall that was newly hers, in the lands of Arcas as flowers peeked through her hair. He was asking for a continuation of a deal her ancestors had agreed upon, to which the cheery lass amicably agreed. An agreement between their peoples on account of mutual craftmanship was one the Yemekar's Pick greatly respected the new High Chief for, as she now bore the Ring of the High Chief he forged for the prior leader of the Forest's Folk. Her willingness to work with Yemekar's Workforce struck him, and so he asked for the relic back, to reforge it greater than he had before. Upon the Evraali anvil sparks flew as metals were forged into perfect dimensions, copper wire twisted around the ferrum band to create a magnificent rose petal ring, with the ashes of kings within. Alas, as he sectioned off the finished goods for the week for delivery, he was too late for the High Chief to bear the ring once more. He only hoped the next one would bear the sun's smile when he gave it to them.
  14. As a player of one of the most devout dwarves, I like this. I can keep having the lore for the gods as I like IRP.
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