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JokerLow

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  1. Gudohr

    The Father of Ruhn

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    Origin/Background

    Spoiler

    The Story of Gudohr

    Following the birth of creation at the hands of the creator, sparks of life came to existence, so too did a creator shard seedling. Soon the seedling grew into consciousness as it drifted through the cosmos and stars, looking with wonder at the beauties of creation. As he came upon the mortal realm of Aegis he walked across it with his fellow Aenguldaemons looking upon the various wondrous beings that existed upon this world.

     

    Struck by a moment of inspiration and perhaps madness, Gudohr would see that the creation of the world was something that was meant as a challenge for his children, the powerful Aenguldaemons that came to be from the Creator’s own soul. With his ever growing power the young and rash Gudohr studied the various elements of creation and soon within the heart of a mountain, where he collected examples of the elements such as fire, water, earth and lightning etc…. He with his great power made a realm that would be the source of his power, built upon magical ties to the void, sealed off from his brother and sisters where the near limitless energy would fuel his volatile experiments to find the true language of creation that of the material alphabet but to his dismay the experiments would often collapse various caverns in the mortal realm that he laboured in. For what seemed like millenia he would master the art  of  infusing the language of the material alphabet with his own divine power. But for all he knew about the world, he would become detached from the world as instead of looking at the mortals that the creator breathed life into, he saw fit to make life of his own. Thus the race of golems were created from stone and wood, and they with their eternal strength would assist their master in his art of crafting the language of creation and numerous other inventions and designs.

     

    As the millenia passed, so too did a group of dwarven settlers who over the decades would make a home for themselves in the deep caverns of the peak as they tunneled further and further within the mountain looking for the wondrous treasures that lay deep within the earth. As the dwarves tunneled down, they came across what seemed to be an ancient ruin filled with golems of various sizes and make, old and new. As the dwarves journeyed deeper into the dust covered ruins, the amount of new golems that seemed to be more advanced would seem to increase until finally they came across what appears to be a workshop filled with a strange aura where Gudohr in his mortal form of a tall, bearded old man was studying the properties of lava as with his hands he would draw designs of a rune, and with his eyes, he studied the molten lava with great intensity oblivious to the mortal dwarves that have come into his cavern. The dwarves, filled with their natural curiosity would attempt to attract the attention of Gudohr with little to no effect and there they waited for Gudohr to respond to their presence. And hours turned into days and days into weeks. A curious little dwarf, either choosing to ignore the great powers felt with the cavern or filled with too much anger and curiousness at the strange man that wouldn't move for weeks doing nothing but staring at lava, the dwarf explored the cavern and with his hand, he would activate the carving of an Air rune carved by the great Gudohr himself sending hurricane like force throughout the cavern. The lava finally has a changed surface with various waves and ripples across its surface and with the sudden change Gudohr the powerful daemon would awaken from his trance-like work. Filled with rage Gudohr grabbed the little dwarf sent flying by the Air rune.

     

    Gudohr looked at the compact being up and down, first expecting it to be one of his golems, but soon, he realised the soot covered little being was made of flesh, and rage turned into curiosity. Gudohr the Father of Runes who was thousands of years old was wise but had very little knowledge of the outside world, spoke with a mortal descendent for the first time, filled with curiousness asked of what the world was like now and the dwarf fueled by fear by the mighty being answered truthfully and soon hours have passed until the dwarf’s companions came into the deep caverns of Gudohr again.

     

    The dwarves and Gudohr spoke of both the outside world and the purpose to why Gudohr was down here deep within a mountain. The wise but naive Gudohr answered truthfully, the dwarves filled with greed and thirst for power asked for knowledge about these great runes that were the language of creation. And so the dwarven elders were taught the art of runes and with great dedication they mastered the art of runes and golems fueled by the powers of Gudohr. The dwarves, seeing the art powerful beyond comparison and soon having learnt all they can from the naive Gudohr, using the powerful runes and with Gudohr’s help they made the first binding altar that would draw power from the heart of Gudohr’s own Realm, binding the first Runesmith’s tools to the ancient power forever.

     

    The dwarves with the new power of runes schemed away together and with Gudohr’s own power, they crafted powerful ancient runes born out of greed and envy and with that they sealed Gudohr within a gem covered in ever moving runes dancing across its surface as they proclaimed themselves the master of Runes and Golems while Gudohr, the Father of Runes and Golems slumbered and lay sealed within a dark gem was banished to the heart of his own realm. Soon new altars were made by the greedy and treacherous first dwarves siphoning power to their runes, and a new golden age of Dwarven prosperity surged forth.

     

    The dwarves driven by greed and envy of each other’s knowledge and skills, warred among themselves and soon the golden age came to an end as the most skilled runesmith died out and steadily the most powerful runes known to the most ancient dwarve`s, that were taught by Gudohr himself were lost to the passage of time.

     

    Second Age

    During the beginning of the second age under the remaining few skilled dwarven runelords, the art of runesmithing was divided and soon the worthy of the other races were taught by the runelords in the art of runesmithing. And through the decades and centuries of the second age of runesmithing dozens of different  sects and groups of runelords were born in the turmoil in a constant fight for power over the title of Arch-Runelord until soon only the four largest runelord factions remained. Each of the factions were easily identified for their race for the race of the brothers over the centuries naturally brought forth their own factions and followers.

     

    After centuries of turmoil and war the four runelord factions came together in an attempt to sue for  peace and leave the centuries of bloodshed behind. The first runic council was made up of the High-Runelords of each faction. But once the second age of blood came to an end, there came a  shock to the council  at the time, due  to the centuries of  war of each faction using Gudohr divine powers against each other, it has caused the ancient runes on the gem  that  was Gudohr’s prison to start to fade. The Council of High-Runelords saw that this was the greatest challenge they ever faced, for the imprisoned Daemon had begun to stir from the turmoil caused. The High-Runelords swore for each of their factions, never again shall an age come where they shall bid war against each other and in turn elected an Arch-Runelord from themselves to keep the peace. And thus the Daemon remained dormant.

     

    Realm

    Spoiler

    The Palace of Eternal Runes

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    A perfect world designed and built by Gudohr that was once filled with wondrous statues and evermoving patterns upon the walls of the palace powered by the runes of the Daemon. A realm of wide open sky with the ruins of a great palace floating eternally, in the centre of the realm with a tall singular tower that would rise far above the top of the wondrous palace

     

    The halls of Gudohr’s palace would be filled with various libraries and workshops dedicated to the finding of Gudohr’s discovery of runes and his use of them. Golems of great power would fill the halls of the palace, some in disrepair and missing limbs and some in various stages of development trapped in an eternal slumber waiting for their Master, Gudohr, to awaken once again.

     

    The inner walls of the central tower would be filled with evermoving runes and it is here that Gudohr’s aura would be strongest. As all Runesmithing altars are connected to this monument to Gudohr drawing power from it. Within the center of the tower, there would be a carving of a stone circle with ancient runes of powers upon it and in its center,a dark gem lay covered in runes dancing across its surface ever shifting, the stone where upon the consciousness of Gudohr is locked in an eternal slumber, away from the help of his fellow Daemons for the realm was sealed by his own great powers. Gudohr though locked in a slumber is occasionally able to influence the minds of those who practice the art of runesmithing due to the fading of some parts of the runes upon  the gem caused by centuries of blood.

     

    Often the souls of the dead runesmiths and runelords would be drawn towards Gudohr’s Realm once they have passed away, where they tend to the gardens and practice the art freely in the giant palace.

     

    Following

    Spoiler

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    All Runesmiths are inherently followers of Gudohr having drawn power from the Daemon to power their runes.

     

    Arch-Runelords are both the chief followers and the Warden in charge of the imprisonment of the Daemon Gudohr making sure that the Daemon is trapped in its eternal slumber. The Arch-Runelord is in charge of making sure the history of how runesmithing and golemancy came to be is not forgotten and to make sure that any attempts to wake the Daemon shall fail.

     

    The  four branches

    Each of the four branches were made up of the largest  factions that existed during the century of blood and to each faction their goal is the same, to keep the Daemon  dormant and make sure their branch survives

     

    The Human Branch:

    A branch made up most of human descendents where they often are extremely prideful of their accomplishments achieved through Runesmithing and the branch that seemed to evolve the most throughout the ages due to the short lifespan of humans. No name has been clearly identified by individuals that interacted with this branch of runesmithing due to its ever changing nature.

     

    This Branch has one primary High Runelord which follows the orders of the Arch-Runelord only.

     

    The  Elven Branch:

    Mostly made up Elvish descendents where they often explore the wild in search for ancient tomes of long dead runelords in their constant search for knowledge. They are known for valuing Knowledge above all else.

     

    This Branch has one primary High Runelord which follows the orders of the Arch-Runelord only.

     

    The Orcish Branch:

    The branch made up the most out of orcish descendents and where they value strength the most. Very little history about this branch is known about due to its extinction. All that  is known about this branch was that it died off due to the orc’s violent nature and slowly but surely the runesmiths and runelords went into extinction.

     

    Presently there are no primary Orcish High Runelord due to the branch’s extinction.

     

    But should an orcish descendent learn the art of Runesmithing and become an Runelord then the branch would be reborn anew.

     

    The Dwarven Branch:

    The original branch of Runesmithing, where there are often the most runesmiths.  The art of runesmithing is often thriving and where most of the most powerful runelords come from.

     

    This Branch has one primary High Runelord which follows the orders of the Arch-Runelord only.

     

    Present day

    Spoiler

    In the present day often myths of Gudohr will be nothing but watered down versions of a history that Runesmiths wish for the world to forget. Often popular figures in Dwarven religion and mythology were purposefully remolded by Arch-Runelords over the centuries to fit a description that the Dwarven population would seem to be happy and content with. However the truth of the history of Gudohr, is a history that has been protected heavily by Runelords for fear of persecution, and adventurers seeking to free the trapped, slumbering Daemon.

     

    The most powerful of his runes that have often been regarded as the deity runes of the Brathmordakin and various other Aenguldaemons as their function has always been one extremely difficult to explain. And it is because of this difficulty the very first Runelords helped nudge the Dwarven populace into beliefs of the Brathmordakin they created, to help further link the dwarven culture and Runesmithing, and for Runesmiths and Runesmithing to be accepted as the norm.

     

    In the present day, in the human branch of Runesmithing, the runesmiths and runelords tended to be more spread out through the various human nations and cities often operating in secret due to fears of persecution only meeting up occasionally with their elven and dwarven counterparts. Elven runesmiths often explore the land for more clues as to ancient forgotten knowledge left behind runelords of old in their constant conquest for new knowledge.

     

    Together the three branches of the runesmiths and runelords operate across the realm to help protect the secret of Gudohr above all else and put down any suspicion that Gudohr might come into this realm. And often the branches work together with each other in these modern times as the branches have become less important.

     

    In present day the presence of the Daemon can only be felt when a Runesmithing altar has been activated and a bond to the heart of Gudohr’s realm is opened once again. The presence of the slumbering Daemon is one that is seldom felt. The runes of Gudohr, though using his power is often not strong enough for people to recognise as the divine power of Gudohr for the runes of today are nothing but diluted versions of the most powerful ones that Gudohr himself has designed.

     

    Sometimes Tomes from ancient Runelords long dead can be found across the world as they journeyed to explore the world. Various caverns with ancient altars can be activated by experienced runelords. The tomes themselves can be read by any adventurer and if closely studied they would be able to find out the true history of how runesmithing came to be and the imprisonment of Gudohr.

     

    Purpose (OOC)

    Spoiler

    Well in my head I went and thought what would be a fun and interesting way to rewrite the lore of Ogradhad, and I thought I don’t want to ruin the current RP aspect of the Brathmordakin that much. As the dwarven religion is really quite unique in the sense that none of it is Canonized and the lore is in fact non existent basically. With that in my head I brainstormed several ideas and in the end I thought of a dark twisted way to bring the lore to fruition.

     

    First of all, Runesmiths have always been able to acquire great divine powers from the runes they manage to carve and I thought what makes it so special, what truly makes it more interesting than any other magic and I saw that part was missing. And with all this great power from Runesmithing, it of course has to have some downsides to its history. And from this idea the first render of the plot was created.

     

    Second of all, I personally thought that it was time to ditch the whole Ogradhad lore idea as it was overdone and even if I had tried to salvage it, I would have to sift through dozens of pages of lore that have been warped a little bit each time from the original lore.

     

    Thirdly I thought the magic learnt by the runesmiths must come at a cost and that's where the tomes and altars come into play as they can be found by any player during an event should the Story Team decide it fits. Afterall, Runesmithing is an extremely powerful magic that must come at a cost.

     

    Finally, Runesmithing is what many consider to be a tightly controlled magic in the sense that most people that tend to have it belonged to a certain dwarven friendship group and the everyday player had very little interaction with it so i came up with the branch idea to combat it. Afterall a magic such as this should be engaging to more than just a few members of the community and be more diverse for the wider community.

     

    In Conclusion I personally thought this was the most fitting way to work it with the Dwarven Brathmordakin lore and provide certain downsides to runesmithing by providing with a dark twisted past that more players can find out and interact with and it’s up to the runelords themselves to preserve the secret history of the magic and invite in an age of active runelords that must interact and actively work together across the descendent races.

     

    Brought to you by:

    Lead Author: _x_Hyperion_x_

    Co-Authors: Jokerlow and mika1278

     

  2. Uldraek Goldhand would hear the sad news about his allies. The dwarf would soon send word to his fellow Goldhands, to fulfill an order towards the IreheartsGib an ire’eart iron ‘nd ‘e s’all turn et entu an axe.he’d say to himself, starting to arm Goldhands in case of their need to help Irehearts on the field Mae’ Urist foind ‘is peace wif’ ‘is ancestors en Dungrimm’s ‘alls.

  3. Participant’s Name: Uldraek Goldhand

    Name of Ancestor: Hamnil Frostbeard

    Why this Ancestor: Through the great conflicts that have poisoned our kin, Hamnil showed great leadership, blessed by Dungrimm while marching his soldiers to victory. Was a hard working dwarf, worshiper of the Brathmordakin and clan father of Frostbeards. Hamnil Frostbeard, despite his past, deserves to be known not only as an evil dwarf, but as a dwarf that cared for freedom and his clansmen.

    Mask (Homemade/Custom Order/Standard): Custom Order

    Mask Description (If Ordering): Just need a basic mask

     

    [OOC]

    MC Name: JokerLow

    Discord (If you have): JokerLow#6666

  4. Right, so I will begin going through the replies. I’m extremly happy that the replies the post has, are filled with actual good arguments, instead of troll replies as I originally expected.

     

    1 hour ago, Luciloo said:

    The major issue I’m going to address firstly, is that this rewrite reads exactly like Josh’s prior rewrite, which is to say that it reads virtually identical to Runesmithing for the past like four or five years. You’ve not updated the lore in any significant way, you’ve not added any new concepts of substance and although I see you removed the ******* absurd rolling requirement for connection, this just reads like a really outdated lore piece when compared to a lot of modern magic lore on lotc.

     

    Originally, when I saw the rewrites of Josh, I did not like them. The amount of unnecessary, extremly op and meme runes I’ve seen, had been enough for me to think that change might not be that good, since I know Josh is very well versed in the magic. After seeing your reply, I can understand your point of view and I feel like you’re indeed right about runesmithing needing modern additions to itself, as long as they as well are not overpowered. Therefore, tomorrow, since now its late, I am to start working on something to give runesmithing a different look than the old runesmithing we all know about.

     

    1 hour ago, Luciloo said:

    The next issue I’d like to point out is that you’re referring to this as a deity magic(correct me if I’m wrong), yet you have no accompanying deity lore. Yemekar and the Brathmordakin are not canon deities with no associated implemented lore, they are entirely fictional and thus one cannot have a deity connection to them. This also relates back to the prior point, that previously this was allowed with old iterations of Runesmithing and it’s not really your fault for trying the same shtick again at least in regards to just vagueing how the deity connection works. You can’t write deity magic like this, you have to relate it to a canon deity, whether you write that deity yourselves or you use an existing one.

     

    Right, so the thing with runesmithing is, that the only deity that empowers the actual magic is Ogradhad. That is the only source of power a runesmith has, no other deity. I feel like you missunderstood the idea of each rune. As it goes back, runesmithing firstly came to dwarves, therefore, there have been runes with the name of each Brathmordakin, which would give the impression that the said Brathmordakin is empowering the rune, which is absolutely not true. As I said, the only source of power of a runesmith is Ogradhad, he made all the runes. Just because some runes have the names of the Brathmordakin, does not mean that the paragon in case is the power source of the rune with its name.

     

    1 hour ago, Luciloo said:

    Another symptom of the first issue, but deserves addressing on its own too- the concept of rune tiers over the Runesmith’s tier is a leftover you could have done without. Furthermore the concept of ‘recharging’ enchantments is being done away with steadily with modern rewrites, and there are only two reasons I can think of for leaving it in; one being that it was in the prior lore, so you kept it because you’re trying to ‘fix’ the old lore, it’s a leftover you weren’t sure needed touching; the other reason is that requiring recharging necessitates the user is a Runesmith and can thus recarve the rune themselves, or they are not and must return to a Runesmith and pay for the service of recharging, which allows Runesmiths to inherently stifle who gets to interact with the magic- I don’t think this is your reasoning for it, but it is inevitably what players will do if it’s allowed.

     

    The recharging issue, is one of the things I expected people to disagree with and that is fair. My reason for having it on this rewrite, is not because it was on the previous one, but because it controls the usage of runes. Imagine someone having a tier 4 rune, which would be able to shoot off fireballs, with basically infinite usage. That is something I do not wish to see back, as I personally owned runesmithed weapons back in Atlas, one specific warhammer, with 3 different runes on it, which would never expire. The idea of us making this so the buyer of a rune would have to return to the runesmith and pay for a recarving, is completly out of text. It was never my intention or purpose when I added the recharging, again, it was to control the amount of usage a rune can have so it many not be overused till infinity. It is true, some runesmiths will try to use it as a way to boost their pockets, but that does not mean that there wont be runesmiths with good faith, willing to recarve any rune for free.

     

    16 minutes ago, Jentos said:

    in all seriousness i wouldnt mind some good canon brathmo lore, it’d be better than just relying on cringy aenguls/daemons which at this point are overdone and relied upon. 

     

    maybe

     

    16 minutes ago, BDanecker said:

    I really like this, especially the part where Runesmiths can only make so many runes before their previous runes loose power. One thing that confused me was the Hammer and Chisel part, as it seems both are needed to create the runes, but the post says the hammer creates, while the chisel removes?

     

    Ok, so basically the idea behind the hammer and chisel is that, they are soulbound to a runesmith. A runesmith without his hammer and chisel is powerless, and that was the goal i was aiming to hit. When a runesmith is to make a rune, he uses the chisel to carve the runes required. The runes at that point, are dormant, non working since there was nothing to empower them. Then to make the runes active, the runes have to come in contact with a runesmith’s hammer. Only then, will a rune work.

  5. Uldraek Goldhand would hear the news. The elder dwed, Clan Lord of Clan Goldhand, descendant of both Ulrah and Tungdil, Grand Merchant of Urguan, Lord of Kal’Ikrun, Protector of Kaz’Ad’Hekakes would send an order to his right hand [redacted] to turn the points of all the chemical warheads the Goldhand Clan developed to defend the descendants from the inferni, towards Fort Uno and Irongrinder farm. The dwarf would slowly sighOi will take me relics back.

  6. The Clan Father of the Goldhand Clan would shake his head in disgust to the news of humans, taking down the stall of Mika GoldhandWe ‘re fokken merc’ants! Dis es nae ‘ow ye treat fokken merc’ants. Mae’ da Merc’ant Brot’ers curse all descendants ov Horen wit’ empte’ pockets ‘nd vaults fo’ da rest ov t’eir lives. T’ey see us as t’reat, w’en we ‘re onle’ merc’ants? Well we will give ‘em sum t’reats tu be scared off!Uldraek Goldhand would shout.

  7. Uldarek Goldhand would hear the news about the beloved home of Gloin’s descendants. With a frown on his face he’d sayCannae belive da person dat was meant tu lead ‘is people would be acused ov suc’ crimes...the old dwarf would sighMae’ da Brathmordakin ‘elp Hefrumm t’roug’ t’ese ‘ard toimes.

  8. [!] Previous painted messages across the city would be covered by a bright golden text over them.

     
     
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     Advanced issue found
     
     
    Spoiler

     

    [!] Those looking at the right time of the day would see the small hooded figures painting over the old texts.

     
     
    0
     Advanced issue found
     
     
    Spoiler

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  9. Uldraek Goldhand would smile upon hearing the news, holding the exact 48 iron ingots he was given by one of Charles The Bald’s campaign mangers. He’d then prepare the making of several blueprints which would depict Charles The Bald standing upon 100 humans, with a grin on his face. Where would those statues be made, one might wonder..

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