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Found 13 results

  1. [Music] THE HEART OF THE WORLD ᚱᚺᚨᛞᚨᚡ’ᚴᚨᚱᚨᚨᛞ-ᚨᛗᛟᚱᚢᚴ'ᚢᚱ'ᚱᚺᚢᚾ The Epic of Urguan Apprentice of the Outvoker In those ancient days where the four brothers lived in a world still full of mystery, Urguan, the progenitor of dwarfdom explored the lands in search of inspiration and purpose. Before the carving of vast stone halls under the mountains, he perceived the world he walked as crafted work of many parts. He pondered its form and determined that it held a deliberate design, and began to attribute themes and names to the world around him. So inspired was he by the natural beauty of the world, that he swore to worship its very shape and the parts he perceived within it, and bound himself in honor everafter to oaths of supreme craftsmanship and artisanry. Urguan knew this design as the Rhun, and its Gods the Brathmordakin; though outside of his stubborn kin few would pay mind to the traditions of the dwarves. That is not to say nobody noticed; for the dwarves were so zealous in their crafts that songs were sung and odes weaved into the hearts of travelers about their art. Far past the chasms of Khaz’Urguan, past the mountains and valleys of Athera, far beyond even the lands of mortals to the stars and realms of deities; ears were enchanted by myth of supreme craftsmanship. One such audience was that of the Outvoker, a caring entity who often concerned himself with the dealings of descendents. The legends of dwarven arts inspired the Outvoker to journey to the Halls of Urguan disguised as a simple traveler and meet with the Under King. He was shown the mighty crafts of the dwarves and bore witness to their devotion to creating even greater works. Among the detailed engravings of stone and metal and surrounded by hoards of gems with light caught perfectly in them, the Outvoker concluded they would tutor the master of the dwarves. The Outvoker would show the dwarf how to craft with the secrets of the Materium so that he too may lead his kindred to greater heights in their pursuit of industry and craftsmanship. The Outvoker revealed himself as a nameless powerful artificer to Urguan, and offered him an apprenticeship. Urguan was hesitant to accept help from an unidentified stranger, but after witnessing the capabilities of the Outvoker his greed softened his heart and he accepted, determining that the magician must be some envoy of the Gods. Firstly the Outvoker instructed Urguan on the knowledge of the Materium and its secrets, the functions of mana within all things and especially that essence which composes the soul; anima. Thereafter, the Outvoker forged a pair of great tools for his student, enchanted by his great power and focused with Thanhium. With the tools, Urguan was able to give purpose to the subtle energies of the world. Into each of his crafts he poured a little anima, a living engine at the heart of his works. Then, with the finer skills taught by the Outvoker, he laced webs of mana into being fuelled by that anima. Just as a mage crafts intricate spells with their will, Urguan could use his steady hand to bend mana into novel shapes with the help of the Magic Materium. Content with spreading his secrets and hopeful that it might be used for the protection and prosperity of descendents, the Outvoker retired from his instruction of the progenitor dwarf and returned to his business across the cosmos. Though gracious (as a dwarf can be) for the donations of the Outvoker, the dwarf heart was stubborn by nature. All that Urguan witnessed did not challenge his zealous beliefs of the world’s design, but rather hardened his heart as stone. The dwarf reframed all great insights granted to him as further revelations to confirm his worldview. When he did go on to spread the story of his apprenticeship, he spoke of the glorious visitation of a direct envoy of Yemekar and of prophetic powers. [Explanation] The Wealth of the Dwarves Urguan and the Early Runes Now armed with an arsenal of otherworldly – or perhaps in a sense particularly worldly tools, Urguan began to craft relics of unmatchable proportion. First he decorated the pillars of his halls, intricate runes running up and spiraling around their heights and across their arches, creating an impenetrable fortress of the mountain and cavern system. The many corridors branching forth from the central chasms and down into the depths were each enchanted in unique manners, creating an elaborate labyrinth that spread across the deepest darkness. Content with his imbued halls, he led an expedition across the valleys and ranges of his homeland. From the cliff sides he had his workers carve out great statues which he struck with runes that forged potent souls. He raised the crags to life, and sent them to patrol his halls and obey the Under-King; the Runic Behemoths. On his journey back to his throne, he erected many great enchanted shrines both high above the mountain’s peaks and far below the caverns. His Underkingdom began to swell in prosperity far beyond the imaginations of his already wealthy folk. The coffers of the greed-cursed king ran deep with relics and riches unimaginable as his reign endured and his beard turned silver with age. Urguan knew that soon his reign would come to an end. Due to his paranoia he never had passed on the gifts of the Outvoker, and there was a legitimate risk that they would end. Thus Urguan Silverbeard determined he would teach successors, not just the next Underking nor the leaders but all passionate crafts-folk. The issue became that Urguan himself did not carry the capacity to make tools equal to his own to pass to his inheritors. Furthermore he could not appoint a sole dwarf for throughout the graying of his beard he had developed a wealth of experience and Urguan knew that his sons were ambitious and their rivalries deep. No single son could be his inheritor in the arts he had learned, else in their greed they would use it to benefit their clan solely. [Explanation] The Heart of the World Beacon of the Later Runes Urguan began the quest into the depths of stone and darkness for inspiration and resources to replicate the tools bestowed by the Outvoker. He ventured immeasurable depths, far beneath the mountains and through twisting tunnels, beyond his own barriers constructed to keep his sons from danger. Hidden under shadow and stone, perhaps due to a Glimmerpoint or otherwise a focal point of the magical energies of the wider realm (or perhaps for no reason at all, who could possibly know the machinations of the dwarf brain?); Urguan was determined to create an intricate temple to serve as a foundation for his endeavor. In perfect shadows he found a natural spire at the center of the chasm, and carved into it the runes of terrible power as taught by the Outvoker, though complimented with new runes. A daughter script to the Material Alphabet, inspired by the language he had made with his sons; Urguan created the Rhun Script. Over the course of time, the dwarf enchanted vast quantities of mana and meaning into his runes with the Outvoker’s tools. The stone was brought to life as it shifted in composition and constitution, creating a greater measure of soul that would haunt the animated stone. Its central spire would crack and shape itself into shining gemstones, the runes carved into it enduring and flaring with multi-colored light. Pillared halls rose from the chasm’s walls and carved into themselves, intricate depictions which mirrored Urguan’s heart; murals of the Brathmordakin. A labyrinthine temple bound with a mighty soul forged by Urguan, the beacon to a new script of runes and host of many of the progenitor dwarf’s workshops at the Heart of the World. Here in the Heart of the World, Urguan remained for a full year and with runes of his own design twisted into tools and techniques a magic of the Materium; the ancient art of Runecraft. The Rhun Script of Urguan Silverbeard acted not as a simple replica of the Material Alphabet but served a specific purpose. Firstly, it was secretive if nothing else. It did not share the same characteristic of universal comprehension that the runes of the Material Alphabet did, though they did maintain an intrinsic meaning within them. Once carved the runes also required technique beyond just possession of the tools to properly enchant. For instance, a Rune of Magma would have to be either carved in the presence of intense heat, displayed to a volcano or likewise some process that helped teach the anima bound within the Runes of what meaning to then call out to the Heart of the World with. This acted as a safety that one could not activate runes without knowing their meaning, but as well a method of forcing his worldview onto his successors; each craft mandated a level of focus and effort. [Explanation] Rune Lore of the Ages The History of the Runes All that is known amongst the descendants is that in those far-off days of ancient kings, the folk of Khaz’Urguan were fueled by their greed and reached great heights of industry to expand their craft, and in their quest they encountered the Ancient Art of Runecraft. Longbeards within the modern dwarves will not hesitate to tell glorious myths on how Urguan was gifted the magic by the Brathmordakin and lords of all Creation, but in truth the only potential knowledge on the art’s true origins was lost in the Great Collapse of the Ironborn Blood Age. During this catastrophe, the Triumvirate of Runesmiths and the ruthless Ironborn both tried to keep the magic from the other’s grasp, resulting in the destruction of the ancient runic guild, most of its knowledge, and the desecration of the art by the Ironborn as they tried to piece it back together with what stolen secrets they had. After the rebellion of Simppa against the Ironborn, the damned clan took all remaining knowledge of Rhuncraft with them and the dwarves were deprived of their greatest blessing for centuries. Throughout dwarven history there would be multiple attempts at rekindling the hidden flame of the Ancient Art but few would last until the discovery of the Khaz’Rhun in Athera, where a golem taught a triumvirate of Runelords secrets of Runecraft, though the means of doing so were through a blood altar of Ironborn design, a patchwork version of runic techniques composed by Pherrax Ironborn to continue the art past the Great Collapse. This bastard iteration remained in practice for many ages under the leadership of many Runelords until one day suddenly the runes failed to work, and all acting Runesmiths found their tools inert. The reason for this second collapse is unknown, perhaps divine intervention of dissatisfied deities or perhaps a scheme of the fragmented Ironborn Clan to weaken the might of its nemesis, the united clans of Urguan. Golemancy early on became an often separated discipline of Runecraft, for it did not rouse as much interest as the capacity of great weaponry amongst dwarven craftsmen. Instead, golemancy was an artistic discipline of Runecraft created by Gotrek Starbreaker in imitation of the great Runic Behemoths that Urguan made through greater powers, focused on enabling the anima within all relics forged of Runecraft to be animated with life. Due to discrepancies in ancient and modern golemancy, it is theorized that similar to Atheran Runesmiths using Ironborn techniques, that Aegisian Starbreakers or perhaps later on were forced to replicate the tools given to them. With each iteration of Golem Anvil, it seemed less and less powerful and more reliant on the common mana of the golemancer, resulting in far weaker golems. [Explanation] Credits:
  2. 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
  3. Golemancy: Beasts of Rock and Stone [!] A Speed Golem built in the shape of a wolf. Golemancers are the best stoneworkers in the lands, capable of imbuing their stoneworks with slivers of their very souls in the form of humanoid golems. Steeped in dwarven tradition, these constructs have been exclusively humanoid, not of limitations to their craft, but stipulations of the ancestors. Until now. In-line with the advent of a new spell to circumvent the most ancient Golemancy tradition of a Golem Anvil, Golemancers began to delve into what Golemancy could truly reach, bringing the dawn of golems that deviated from humanoid shapes. This addition brings the ability of Golemancers to sculpt their constructs into shapes that do not classify as humanoid. A simple addition, with a great deal of potential. Golemancers now have the option of sculpting beasts such as Prairie Dulks for carrying timber, rather than humanoids. Furef Speed Golems could be helpful additions to an alchemists' den, climbing up shelves a normal humanoid speed golem would need steps for. Redlines Follows all redlines of Golemancy. These do not provide any additional combat advantages that a normal humanoid golem would; ergo they follow all redlines. A stone wolf's bite would be just as strong as a fanged humanoid golem's bite of similar mass and force. This will be an addition all Golemancers will know. Follows all redlines of height restrictions. Purpose: The idea behind this addition is to add some more variety to Golemancy, as both Animii and Atronachs have the ability to make non-humanoid constructs. With the success of both Animii with metal creatures and Atronach Drones, this simple addition is a logical expansion on a much-loved and old lore for the dwarves. This expansion allows for players to do, for example, CA stone dogs, but with the good-taste that Animii CA's have demonstrated, which already have the ability to play CA metal dogs if they desired, I am of high hopes the playerbase will do of this wisely.
  4. The Surety of Steel “Ye make meh… Proud. Son.” The flesh that contained the soul of the dwarf Dorimnur Goldhand had failed him. He lay upon a cold, unyielding operating table, surrounded by a rabble of concerned workers at his corporate venture. The last moments prior to the Inferi Veteran’s paraplegic state was filled with the unyielding stand before the peak of drudic magics, a Soul Tree which collapsed trees on both of the warrior’s flanks with unnatural force. The dwed set his jaw, blessed with resolved, as he knew his steel and shield would protect both himself, and the azdrazi he now called friend, against those who had wronged them. Until the stout creature was broken, encased in a crumpled prison of tempered steel. His flesh had served him well in life, filled with passion, splendor, gluttony. He had accomplished a great deal, more than those before him. A simple coal miner turned Yemekar’s Pick, The Forge Lord, the Aurokanar Clan Lord, the Wayfather of Waystone, Owner of Veritas, Drakesmith, holder of the Divine tool The Hammer, communer with gods both scaled and astral, and a great deal many more hidden in the shadows of secrecy; all these ambitions, accolades, accomplishments would end with him upon these final words spoken. The epic of Dorimnur Goldhand would flit the last scrawled page upon that operating table. That which would end however, would be a mere chapter. For dying to win was different than risking death to win, and as the long shadows drew their length and the winds of life rushed from the pale parted lips of the Umgorumm, life would be Eternal for the disciple of Avarice, in an ultimate act of greed. When the dwarf breathed again, the air was the stench of his own steaming heart.
  5. [Magic Lore] - Runesmithing, the Art of Creation Utility and Divine Dialects Christmas Miracle Edition Background / Origin The Minds of Dwarves [!] A Dwarven Temple of yore, with a central mask of Dungrimm engraved into the hallowed stone, where acolytes of the Brathmordakin journey to hone their mind. Since before Urguan set his hammer and chisel upon the mountain that would be the first hall of the mountainborn, dwarves believed. They believed in their Brathmordakin, beings that never entered the realm like the Aenguls nor the Daemons or other deities, but held more reverence than all; perhaps it was because of the dwarves being stubborn and unchanging of mind, or perhaps it was because of the stories of the odd dwarf with proof of the Brathmordakin’s existence. An odd report of amulets blessed with the power of Anbella appearing from thin air, claims that inexplicable power came from the temple's words, all pointing to subtle nudging of the Brathmordakin on the material plane. The dwarves of old’s firm belief was not unwarranted, for their combined faith of utmost zeal indeed caused events that would bring pause in those naysayers of the Faith. Unbeknownst to the dwarves, the subtle remnants of an age long before even the first of their race gave their faith meaning. Known as the Power of Thought, this aspect of reality validated the belief of dwarvenkind, creating inklings of proof which were and are more than enough for the dwarven faith to endure even to the present day. This powerful belief is what caused the Runes, or more accurately, what caused them to work. The Material Alphabet had been with dwarves and their ancestor’s ancestors, giving reality shape and definition. But it was the Thoughts of the Dwarves that caused empowerment of the Material Alphabet into tangible effects through the collective belief of the dwarf’s beliefs on reality, and their gods. To the dwarves, their gods were empowering their runes, but it was something far greater. The sheer will of the dwarves to believe birthed something noble within the minds of those who desired to bring their will into creation, the ability to create and weave Threads of Thought, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. Magic Explanation ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ The Art of Runesmithing Runesmithing is the magic of creation and creativity, a sacred and powerful magic that is focused on craftsmanship, artisanry, engineering, and any other creative art. Unlike other magical arts which are utilized by their practitioners in the moment and to worship or follow a deity’s purpose/plans/goals, Runesmithing must be done in preparation, and is powered by the pure thought of the Runesmith. Rather than draw from energies like voidal mages or call upon powers from higher beings, Runesmiths manipulate the power of Thought itself, which is most often done by others unconciously. This concious power of Thought allows Runesmiths to manipulate creation itself, merging what is real with what is thought; weavers of reality and manipulators of existence through runes. The vast majority of the art’s powers have been lost to history, entire dialects of runes remain hidden in the shadows of ruins along with unique tools and methods of harnessing the true workings of Runesmithing. Its current practitioners of the modern age long for creating works more glorious than their predecessors, while making fantastical works with the tools provided them. The underlying reason why runes work in the way they do is due to the mass belief of dwarvenkind over the centuries all believing with religious zeal the existence of their gods, as well as the fundamentals of creation. This concerted belief, known as the Power of Thought, creates subtle changes in line with the beliefs of the masses, and gives direction to the rune’s abilities in tandem with The Material Alphabet, giving them definition. Runesmiths are able to use this usually subconscious power consciously to their desires. Runesmithing's fundamentals are rather simple. One carves a rune of The Material Alphabet and then summons Threads of Thought to Empower the runes by means of Harmonizing. However, the inner workings of such a creative magic are complex. Threads of Thought [!] A complex tapestry of 2 Threads of Thought, partially Harmonized to empower a rune of average power. All beings with sentience think. This ability of Thought has power, which is controlled unconsciously by most. A runesmith is taught to be able to control this power consciously in the form of Threads of Thought. A Thread of Thought is what Empowers a rune and is a new power source that has not been used in other magics. Runes do not do anything unless powered. This utilization comes in the form of conjuring thought as light, to be better comprehended. To conjure these Threads of Thought, an aspiring Runesmith must be trained to harness Thought consciously, as well as what Threads are. The harnessing of Thought consciously is done through immaculate focus. In their focus they are able to summon them forth at their whim; be it hand motions or semantics. Once these Threads are summoned, they exist as luminescent shapes, usually circles, hanging in the air, revolving around either the Runesmith or the object with the rune on it. They may also appear as squares or triangles. T1 Runesmiths can summon a maximum of 1 Thread of Thought, as well as being able to regenerate 1 Thread of Thought per stone week. T2 Runesmiths can summon a maximum of 3 Threads of Thought as well as being able to regenerate 3 Threads of Thought per stone week. A Runesmith needs a Rune Anvil for T3-T5 T3 Runesmiths can summon a maximum of 5 Threads of Thought as well as being able to regenerate 5 Threads of Thought per stone week. T4 Runesmiths can summon a maximum of 10 Threads of Thought as well as being able to regenerate 10 Threads of Thought per stone week. T5 Runesmiths can summon a maximum of 15 Threads of Thought as well as being able to regenerate 15 Threads of Thought per stone week. A Runesmith’s ability to summon these Threads expands as they become more proficient as well: A T1 Runesmith can only summon 1 Thread at a time in one emote, while a T5 Runesmith can summon all 5 at once in one emote. In effect, a T5 Runesmith may only make 3 T5 Runes a stone week; the full details of this are detailed further in the lore with Harmonizing/Empowerment. Harmonizing and Rune Empowering [!] A Master Runesmith Harmonizing 2 Threads of Thought of a forgotten Dialect, preparing to Empower a rune. After being summoned, Threads now serve one purpose: to align what the Runesmith is thinking, to what is reality. This is known as Harmonizing. Harmonizing is the Empowerment of Runes, as runes do not bear any power themselves. Once the Threads of Thought are Harmonized, the rune in question will be Empowered. To Harmonize, one must continue to maintain the utter focus that is required to work these powers of Thought and think of the rune’s powers. Once a Runesmith summons their Threads of Thought, they may begin filling these threads with the identity of the rune in question. This is done by thinking of the rune, what it does, it’s limits and its capabilities. The ambient thoughts of one’s mind must be tamed and ordered so as to not ruin the Thread of Thought’s Harmonization. Should a Runesmith think of anything that deters from these ideas and shapes, the Harmonizing will falter and fail, the Threads of Thought muddled and frayed. Runesmiths must hone their mind into pure focus while undergoing the task at hand. Once a Runesmith focuses on the task at hand, and Harmonizes a Thread, a chime will sound, signifying their completion. Their thoughts now have become reality, literally harmonized as one. The result of successful Harmonization of Threads is Empowerment. The summoned Threads will dissipate and leave behind the Empowered rune. A rather peculiar effect of Harmonization and the defining of one’s Thought is that others nearby will find themselves catching glimpses of the Runesmith’s intent. This occurs within a 5 meter radius and is a side effect of pure and raw Thought ebbing from the mind of the Runesmith. Runesmith’s skills of Harmonizing increases as well over time. T1-T2 Runesmiths can Harmonize Threads in 3 emotes. T3-T4 Runesmiths can Harmonize Threads in 2 emotes. T5 Runesmiths can Harmonize Threads in 1 emote. The Rune Aura As a Runesmith begins to harmonize Threads more often and more intricately, vestiges of the art remain upon their form. Known as the Rune Aura, signs, sigils, shapes and swirls all begin to slowly creep and make their mark upon the skin of a Runesmith, the cost of the Power of Thought marking the Runesmith’s physical appearance. Most find the physical alterations to be rather appealing however and embrace it as a mark of their ability. These designs grow in progression with a Runesmith, increasing in scale and eventually producing luminescence when a Runesmith focuses to harmonize Threads. The Rune Anvil and the Master Rune [!] A Runesmith Harmonzing 3 Threads of Thought upon a Rune Anvil. Known as Rune Anvils, albeit oftentimes not an anvil in traditional appearance, these powerful creations are how Master Runesmiths create their greatest work. Rune Anvils bear the Master Rune, allowing greater amounts of Threads of Thought to be weaved, akin to a Voidal Obelisk. This is what allows the anvil to be a greater conduit than simple tools, allowing one to Harmonize more Threads at once, ending up in more powerful runes. Anvils are capable of Empower T1 to T5 runes, whereas without a Rune Anvil, a Runesmith can only Empower a rune of T1 or T2 magnitude. These cruxes of greater creation are devised through two means. The first, is that 2 Runesmiths may summon Threads of Thought together and Harmonize the 5 Threads needed to Empower this rune. This is the only instance that Runesmiths may circumvent the requirement of a Rune Anvil to create a rune above T2 and leaves both runesmiths greatly taxed. They would have all of the normal Runesmithing physical and mental fatigue amplified, as if they had run a full mile with baggy clothes and drained of their mental focus for a narrative week. The second, is that an anvil may be produced in the presence of another Rune Anvil, in simple propagation. This leaves the Runesmith fatigued as normal. The Master Rune [Non-combative] [T5] The crux of greater runesmithing, The Master Rune allows greater manipulation of Threads by its presence with a Runesmith. Abilities/Spells The Runes (Non-Combative) [!] A unique Goblin who found themselves to be a trusted ally of the Dwarves, Empowering a Rune with their Rune Aura prominent. (Threads of Thought not pictured) The crux of this magical art is the runes, the focus of the powers of this unique magic. Runes are symbols as old as time that originate from The Material Alphabet, though they do not do anything until Empowered by a Runesmith. Runes may be engraved, sewn, cut, or stonecut, giving the opportunity for a variety of materials for Runesmiths to work with. This must be done perfectly, much to the detriment of those who lack patience; this is one of the reasons the more meticulous dwarves and handful of elves had kept Runesmithing in the past. Runes work as focal points through which a Runesmith directs their Thought. To simply bring their Thoughts into reality is far too lofty a goal for a mortal, and thus Runes must act as the vessel for their Thoughts to hone into tangible results. Runes do not have to be recharged, but rather recuperate their ability to be used through a set amount of time resting, listed below. T1 Runes: 5 uses per stone day T2 Runes: 4 uses per stone day T3 Runes: 3 uses per stone day T4 Runes: 2 uses per stone day T5 Runes: 1 use per stone day The Utility Dialect The Utility dialect consists of basic instructions that act as guides or additions. Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes, guiding their activation. Rune of Touch This rune is the easiest to understand of the Utility Dialect, as well as the easiest to create. While weaving the Thread of Thought for this rune, one must focus their mind and call forth the concept of what they want to be the criteria for this rune. Once done, the rune will simply begin to activate on the slightest touch of that physical object. Touching the rune or the runic object more than once will deactivate the rune. Runes that have been deactivated may not be re-activated if they lack remaining activations for the day. Rune of Phrase A simple rune that allows activation upon the utterings of a phrase. After carving the last etch of the rune, the Runesmith then with his chisel or tool still in the material must speak out what the activation phrase is. Any utterance of this phrase will then activate the rune, along with any engraved upon the same object. Speaking the phrase once more will deactivate the rune. The phrase may be uttered by anyone, so long as they have learned of the phrase to utter, even if they are not a runesmith. If the activation word or phrase is that of a difficult to learn language such as Old Blah or the tongue of Inferi or Draconic, one may simply speak the word or phrase, as one does not have to understand the phrase, simply one must be able to replicate it phonetically. Rune of Proximity This rune has traditionally been used for a wide variety of reasons, sometimes for alarm systems, for marking the arrival of enemies, and in the past used by elite prospectors searching for rare ores. The range of this rune is 4 meters. These turn off after an IRP year, should the one in the proximity of the rune remain. Proximity runes simply begin the activation of runes on the object they are carved on. Runes that deactivate after a set number of emotes do not benefit from longevity due to this rune. The rune will activate upon whatever it is the Runesmith desires to be the criteria, stepping within this 4 meter radius. This gives any who steps into the radius time to leave if they notice the blue light and the dull hum that signifies a rune activating. No insta-traps are possible. One may not have the Rune of Proximity metagame in any fashion, such as activating when “Rare materials are near” or “when vampires are near” but may only activate when 1. A general entity such as a Humanoid or Creature is near, or 2. A general object is near, such as a machine part or a sword going into a sheath. Rune of Proximity may also be decreased in it’s radius, should the Runesmith desire upon creation. Divine Dialect [!] A dwarven Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is a more complicated set of runes that embody what the Dwarves believe to be their gods. Each of these runes are more complex, with most of them consisting of mixtures of symbols from the Material Alphabet, to create a conjoined rune. This is done through simply carving the runes into connection physically, in which they become a single, conjoined symbol, akin to cursive writing. These runes are all blue. Yemekar, the Forge Father Rune of Creation [Non-combative] [T5] Dwarves make crafts as if it were second nature, and they wear them out vigorously. Most often tools are made with longevity in mind, but the constant intense wear of dwarven lifestyles destroys dwarven craftsman’s tools and soldier’s halberds beyond normal repair. When a Runesmith carves this rune upon an object, the next time the object breaks or tears, the activation of this rune will repair it. Rune of Durability [Combative] [T4] The Dwarves are fundamentally a stalwart race, with a great constitution. This rune embodies that aspect of dwarvenkind, and brings it into their crafts. When an object bearing this rune is activated, supernatural integrity takes over the material, enhancing its durability to greater heights. Swords and armor can take more of a beating, and softer materials last longer before fraying and tearing. Anbella, The Hearth Mother Rune of Hearth [Non-combative] [T3] Anbella, dwarven Patron of life, and god of the hearth and home. To those who bear a Rune of Hearth upon their attire, they experience a relaxation of that of the Hearth Mother, a comfort of a warm fire, and homeliness, and more at ease, filled with the joys of their kin. It is a rune of miracles, able to change the course of many a descendant's life to that of the better, encouraging them, and washing away the woes of life. Rune of Libation [Non-combative] [T2] A very useful Rune, this carving can propagate a supply of ale, in amounts measuring about half a cup per second. Dwarves find a use of this rune in mainly spontaneous drinking, as they would often prefer custom-brews and aging lengths. In a pinch, filling their cups while out of the mountainhome while in enemy lands can be a blessing. Belka, Lady of Passion Rune of Lightning [Combative] [T4] Of all the sounds that boom throughout the Mountainhome, it is thunder that is most reminiscent to them of their Creator’s strikes upon the World Anvil. This rune provides an object with electrical energy crackling over its surface, to be discharged in an electrifying zap. Rune of Bearing [Non-combative] [T1] Dwarves are a naturally hardy race, with the demands of living both above and below a mountain giving traversal an extra challenge. Dwarven ferriers and couriers, as well as explorers each have a Rune of Bearing upon their bags or other carrying devices, which aid them in their work. Ogradhad, the Lore Master Rune of Sight [Non-combative] [T2] The Rune of Sight is one of the most important runes a Runesmith can possess, as well as being one of the first they learn and use. It allows a Runesmith to understand the world around them, as their mind begins to notice elements of The Material Alphabet around them. With this carved into a transparent material such as glass or anorum, the constituent elements of an object make themselves known when looking through the item by symbols of The Material Alphabet. Runes of Time Progression/Regression [Combative] [T5] An incredibly powerful set of runes, with the power to manipulate time, or so it seems. These runes are capable of seemingly manipulating the time experienced by objects. This is done through manipulation of momentum, but to the eye it is as if time slows down or speeds up for the object. When either rune activates, the momentum of the object is increased doubly, or decreased doubly. Weapons that bear the rune and that activate it while mid-swing will have twice the momentum behind their swings, or half of the speed, depending on the rune. Armakak, the Merchant Father Rune of Gold [Non-combative] [T2] Like the gold that flows from the coffers of those who follow the Merchant Lord’s teachings does this rune cause objects to appear, as if made of gold itself. An object bearing this rune will appear as if of pure aurum make, coining the term “Fool’s Aurum” amongst snarky working dwarves. Rune of Light [Non-combative] [T1] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the Harmonizing of one's Threads into this rune’s Empowerment, a light equivalent to a torch propagates from the rune of the Runesmith's choice and keeping a consistent luminescence. Grimdugan, Lord of Avarice Rune of Greed [Non-combative] [T2] Grimdugan is the dwarven God of Greed and Lord of Avarice, often is depicted on a mountainous pile of gold and gemstones, sitting portly atop the pile of splendor. With the usage of this rune, Greed is worshiped, for most dwarves believe their Curse to be a blessing, and enact it as often as they may. An object bearing this activated rune will appear to be a particular gemstone. Rune of Dark [Non-combative] [T1] In turn with the Rune of Light, the Rune of Dark has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light within a 1 meter radius of the rune. This is the only rune that does not glow on activation and is rather unique in applications. Dwarven botanists often use these runes spread in a circle around Murkshrooms so that easier cultivation can be managed. Dungrimm, Lord of the Dead Rune of Returning [Combative] [T3] Unlike most other runes, the Rune of Returning is split, each half carved into two different items. These items are typically linked together as a pair (I.E. a glove and a hammer) and have seen use in dwarven javelin throwers who could recall their weapons from the shields of enemies. Rune of Vigour [Combative] [T4] Another defining aspect of dwarves is their vigor for the fight and family, and this rune directs The Power of Thought to bolster those who fight for others. Dwarven marching banners and gatehouses frequently see this rune carved into the fabric and stone, activated to bolster forces to endure, keep fighting, and to persevere with the great stalwart dwarven stubbornness they are known for. General Runesmithing Redline Tier Progression Runesmithing is similar to other arts in that it requires time to harness their newfound abilities. But unique to Runesmithing is the acclimation of one’s mind to utilizing the powers of Thought. The timescales of such are detailed below. Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 TA’s AND MA’S will be wiped upon the acceptance of this rewrite. It has been expressed by nearly every person on LotC that all traces and connections to the old form of Runesmithing should be removed. It is essentially a new magic, was not widespread to begin with, and the last version was problematic. Purpose (OOC) Runesmithing has been a pillar of dwarven culture and is famously known as something the dwarven playerbase sorely misses. This is the culmination of many writers' work, compiled and refined to be the best runesmithing can be. I intend to have this be the groundwork for future lore and amendments to Runesmithing, with the basics in place; hence why a great majority of runes are explicitly non-combative. Truly the marriage of craftsmanship and magic, Runesmithing will bring back a unique aspect to the server, with a brand new take on magic utilizing Thought, a powersource never seen on the server. For Lore Reviewers: Citations: Credits: TheBlackBobRoss for being the “Resident Big Brain Idea Slave” and refining the beautiful idea of Threads of Thought. SoulReapingWolf for making the Shiny Coins and the text-dividers. TheFirstShroom for this latest rewrite's revision work. A bunch of folk for rune ideas. The Dwarves for thinking so hard that Runesmithing came to exist. Changelog:
  6. [Lore Addition] Arcanium - Translocation [!] A thaumiturgical blade of mana-laden steel, formed in the fashion of Active Arcanium. Material Name and Description (Refined Form) Inert Arcanium: When activated, the blade will begin moving on it's own slightly beyond it's normal confines. The metal will segment and portions will phase in and out of reality. Active Arcanium: The blade appears broken, shattered and floating in the air, held together by mana of the user’s aura Redlines: Follows all redlines under the lore Arcanium The moment anything tries to pass through the gaps in the metal, the floating parts will collapse and block it. This prevents one from having a sword that can go through other swords, or avoid blasts of magic. This is all aesthetic. This also prevents one from sticking your fingers through the metal and having your fingers cut off. The metal will collapse in on itself before you touch it, just millimeters from the surface. This also applies for attempt to go through the voids in activated Inert Arcanium. The missing part will pop back into reality. The collapsing/expanding of the floating metal parts does not increase/decrease the inertia of the weapon. This also does not change the weight, nor balance of the object. Purpose: This is just a short and sweet addition to Arcanium lore, which featured all forms of voidal magic excluding Translocation. Credits: TheFirstShroom for double-checking with this idea. King_Kunuk for the new Inert Arcanium idea Arcanium Lore:
  7. BD's Personal WT Project Hello bozos, Today I have an announcement as my drive as a new World Team member! This project will be the Immersion Project. What this project entails is filling our large world with things that will increase immersion in the avenue that World Team is able to pursue. The two primary means of this is through Region Greetings, Greeting Titles and Map Art. Greeting Titles are the large text strings that appear when you enter most nations. Region Greetings are a set of sentences that appear in your chatbox, such as the one you may see entering the Voidal Hollow. Lastly, Map Art are minecraft maps charted based on image files that we are able to place into lotc. From my short tenure so far as World Team, I have had a blast creating these so far, and so many people do not know that they are an option. Because of this, I offer my writing skills and my WT abilities to putting region greetings, titles, or map art wherever needed! Map art: 100 minas! Maximum Map Art size: 3x3 Examples of Region Greetings I have made so far Examples of Map Art I have made Feel free to reach out in-game at BDanecker, make a /wreq or shoot me a message on discord at BDanecker#1120 if you'd like to brainstorm!
  8. The Dwedsgiving Feast of Almaris In celebration of the tradition of our ancestors and of worship of Anbella the Hearthmother, the Irongrinder and Goldhand Elder Clans invite one and all to the hallowed Clergy District of Kal'Darakaan, the seat of The Grand Kingdom of Urguan's Might. Though wars and demons have halted the celebration of this gregarious meeting of revelers, the dwarves shall be honoring the traditions of yore. Sitting at the head of the table shall be a great and perfectly aged cask of dwarven ale that shall be tapped at the start of Dwedsgiving, flowing forth in a river of ale through a canal in the middle of the table, allowing all present for this joyous occasion to enjoy in the mirth that genuine ale brings. The ale itself will be a limited edition Dr. Beard, of Pumpkin Spice inclination. Setting before each feast-goer will be dwarven meals such as Atandt's Famous Mushroom Stew, Paragon Hogarth's Cranberry Pie, and center-piece will be a Dire Turkey hunted by the Elder Clans just for this occasion! Come one and come all, may our dwarven kin muster in our halls once more under the same mountain to worship and revel in the fat of our Kingdom's success. Yrromar are welcome with open arms, so long as they are arms filled with plates of food! TIME: 4 PM EST WEDNESDAY the 24th LOCATION: Urguan's capital, Clergy District
  9. [Infernal Alchemy Addition] Soul Coins, The Mortal Currency Origins A means of more secure riches for those of the infernal realms, Soul Coins are an exclusive form of Infernal currency, bearing the souls of the deceased. This coinage is sought out by all denizens of the High Hells as a form of storing their wealth, easier to deal with than bottles of Rakir. Made of Rokodra in the average shape and size of half of a human palm, these cursed objects bear the souls of the fallen, taken into the physical object through means of the Transmutation Pentacle. Inferi use these to capture vestiges of souls that enter Moz’Strimozza, to preserve fresh souls for consumption; a means to grow stronger, and a way to keep their hellish slaves in check. Great beasts of war bear the spoils of their conquest hanging from their neck and horns, dangling coins of their enemy’s very souls. Infernal Alchemists on the mortal plane create these coins as a means of bartering with the demons themselves, harvesting far more souls than their demonic benefactors. The closest thing to currency the denizens of brimstone trade and exchange is Rakir, to which they take to like a drug, barely contained and addictive. Soul Coins are a form of currency with which one can back with the wealth of the soul, not dissimilar to mortal currency issued with tangible material value. Those who are subject to the greatest disparity of the ladder of chaos within Moz’Strimozza never see these coins but for rare occasions; higher-ranking demons confiscate as tribute all coins bartered and gained. Zentherak use Soul Coins to supply their various legions, claiming vast hoards to give up to their Zar’rokul, who claim entire mountains of coins, as vestiges of their draconic greed. Creation To create these soul vessels, one must hold the corrupted secrets of Infernal Alchemy, for Rokodra is needed for the creation. One creates Rokodra through the offering of rakir just as normal. Though rakir is used up in the process, Soul Coins are untarnished vessels of souls, and far worth the initial cost to infernal alchemists. Able to bind the souls of those in the throes of death to this soulful metal, Soul Coins may contain slivers of souls of those whom have parted with their bodies. Rokodra does not innately possess this ability, for at its base it can only contain the spirits of the Infernal, and must bear the Runes of Blood, Life, Death, Destruction and Seperation all creating what is called a Soul Pentacle. Once the cursed coin has been made, it is ready for use. Upon supping on the blood of a recently deceased soulful being, the coin begins to magically draw in the fallen being’s soul. A single coin will take a cut of the soul; these coins do not bar souls from departing this realm, but cut a sizable portion from the traveling soul, to be used for the Infernal Alchemist’s infernal purposes. The Soul Pentacle glows when the soul is absorbed, and the physical face of the creature shorn of their soul is displayed on the coin opposite of the Soul Pentacle. It may glow a color in relation to the creature itself, or it may glow a shade of red. Each coin’s worth is that of the soul it harbors within. The greater the soul within, the more valuable the Soul Coin will be worth. Perhaps the most devious method that revolves around these coins is the potential for Infernal Alchemists to give Soul Coins to adventurers, warriors and monster hunters. While only Infernal Alchemists may create these coins, anyone may use them. In an act of manipulation and deception, those who challenge great beasts and collect their souls as tangible trophies inadvertently aid the demonic cause. Those who use Soul Coins act as a form of harvesting more souls for the Pentacle, acting as unknowing enactors of their wretched wills. Infernal Alchemists and those that they give coins to act as the hands of the Pentacle, harvesting souls where their Inferi could not so boldly. REDLINES The general size of a soul coin can differ but must be no bigger than 15 cm in diameter. For any deceased being, whether that be descendant or beast, there may be a maximum of 3 Soul Coins produced from their death. If the creature is of a great and monumental size and played by a ST, they may allow for greater amounts of Soul Coins to collect parts of the soul. Learning of this method requires an accepted Alchemy Feat. One must be taught Infernal Alchemy to learn this method. All current Infernal Alchemists as of this post will have knowledge of this method. Further teaching of this method and the Soul Pentacle must be taught IRP, as this is considered rare. Taking a sliver of a descendant who has whisked away to Cloud Temple does not weaken their soul, nor affect it in any way. Dipping the coin in blood must take place within the same day, with the blood still considered fresh. Otherwise, the soul will have left the body, and the blood will no longer react to the Soul Pentacle’s power. Creatures that don’t bear a soul cannot be parted with a sliver of their soul, and thus may not be absorbed into a Soul Coin. The part of the soul within may be released upon breaking the coin. Other objects such as swords and the like do not absorb souls, as this lore is explicitly for Coins. If such were intended, further lore would need to be written detailing the effects of such. If the Infernal Alchemist is the same one who is dipping the Soul Coin into the blood of the recently deceased, they may hold their screenshots of RP for the ST signature of their item, to prevent having the need of 2 separate Sreq’s. In the same vein, if the Infernal Alchemist hands off the coin to another non-alchemist, they too may hold onto the RP of the creation of the coin. They will then be able to provide the RP of both the coin’s creation and the dipping of the coin into the blood of the dead beast in order to get it ST signed. If neither of the above options are feasible, the coin may have the following description or any other similar description, and be given to the supervising ST handling the sreq, similar to how one provides ST ores for crafts: A bluish-grey coin 15 cm in diameter and 2 cm in thickness, chilling to the touch and giving a foreboding sense of ill-will. One face of the coin is smooth and blank, while the other bears an odd pentagram filled with 5 runes. Purpose I’ve had this idea around for as long as I’ve seen items like this floating around. I wanted to give monster hunting RP some veracity, moreso than teeth and bones and hides. Credits: D&D for the concept TheBlackBobRoss for giving ideas as usual.
  10. [Magic Lore] - Runesmithing, the Art of Creation Primordial, Utility and Divine Dialects Featuring Big Brains, Fancy Shapes, and Shiny Coins Background / Origin The Minds of Dwarves [!] A Dwarven Temple of yore, with a central mask of Dungrimm engraved into the hallowed stone, where acolytes of the Brathmordakin journey to hone their mind. Since before Urguan set his hammer and chisel upon the mountain that would be the first hall of the mountainborn, dwarves believed. They believed in their Brathmordakin, beings that never entered the realm like the Aenguls nor the Daemons or other deities, but held more reverence than all; perhaps it was because of the dwarves being stubborn and unchanging of mind, or perhaps it was because of the stories of the odd dwarf with proof of the Brathmordakin’s existence. An odd report of amulets blessed with the power of Anbella appearing from thin air, claims that inexplicable power came from the temple's words, all pointing to subtle nudging of the Brathmordakin on the material plane. The dwarves of old’s firm belief was not unwarranted, for their combined faith of utmost zeal indeed caused events that would bring pause in those naysayers of the Faith. Unbeknownst to the dwarves, the subtle remnants of an age long before even the first of their race gave their faith meaning. Known as the Power of Thought, this aspect of reality validated the belief of dwarvenkind, creating inklings of proof which were and are more than enough for the dwarven faith to endure even to the present day. This powerful belief is what caused the Runes, or more accurately, what caused them to work. The Material Alphabet had been with dwarves and their ancestor’s ancestors, giving reality shape and definition. But it was the Thoughts of the Dwarves that caused empowerment of the Material Alphabet into tangible effects through the collective belief of the dwarf’s beliefs on reality, and their gods. To the dwarves, their gods were empowering their runes, but it was something far greater. The sheer will of the dwarves to believe birthed something noble within the minds of those who desired to bring their will into creation, the ability to create and weave Threads of Thought, empowering their work with the collective hopes, fears, beliefs, and desires of the dwarves. Magic Explanation ᚨᚱᛏ ᛟᚠ ᚱᚢᚾᛖᛊᛗᛁᚦᛁᛜ The Art of Runesmithing Runesmithing is the magic of creation and creativity, a sacred and powerful magic that is focused on craftsmanship, artisanry, engineering, and any other creative art. Unlike other magical arts which are utilized by their practitioners in the moment and to worship or follow a deity’s purpose/plans/goals, Runesmithing must be done in preparation. Rather than draw from energies like voidal mages or call upon powers from higher beings, Runesmiths bear ascended minds that allow them to manipulate creation itself, weavers of reality and manipulators of existence through runes. They do so by Harmonizing the thoughts in their mind with reality, by means of Threads of Thought, which is explained in detail below. The vast majority of the art’s powers have been lost to history, entire dialects of runes remain hidden in the shadows of ruins along with unique tools and methods of harnessing the true workings of Runesmithing. Its current practitioners, the Runesmiths, long for creating works more glorious than their predecessors, while making fantastical works with the tools provided them. The fundamentals of Runesmithing are rather simple. One simply carves a rune of The Material Alphabet and then summons Threads of Thought to empower the runes. However, the inner workings of such a creative magic are complex. The underlying reason why runes work in the way they do is due to the mass belief of dwarvenkind over the centuries all believing with religious zeal the existence of their gods, as well as the fundamentals of creation. This concerted belief, known as the Power of Thought, creates subtle changes in line with the beliefs of the masses, and gives direction to the rune’s abilities in tandem with The Material Alphabet, giving them definition. Threads of Thought [!] A complex tapestry of 2 Threads of Thought, partially Harmonized to empower a rune of average power. Referred to as a Thread of Thought, shortened to a Thread, this is the term used for what Runesmiths use to empower runes. These Threads are manifestations of thought bent into constructs of light, to be used to harmonize the frequency of specific ideas between one's mind, and reality to empower the rune. While a seemingly complex idea with a lot of jargon, in practice this is quite simple. To do this esoteric work, one must focus. The ambient thoughts of one’s mind must be tamed, ordered, done so by focusing one’s exalted mind, and thinking upon what it is they wish to Empower, as well as the results of their Empowerment of the rune. Once the mind is calmed and the idea is created, a Runesmith may summon through hand motions or semantics a Thread of Thought. These initially appear as luminescent shapes, usually circles, hanging in the air, revolving around either the Runesmith or the object. Once the Thread is summoned, the Runesmith must now harmonize this thread with reality, in order for the Thread to produce any results at all. Harmonizing is explained in full detail below. Threads themselves are harmless and made of pure light, mainly appearing as circles, though triangles and squares are the only other shapes that may form. One could bat their hand through the Thread and their hand will go right through, as if incorporeal. Threads are what the Runesmith is thinking, with each thought filling the perimeter of the shape through the process of Harmonizing. Threads may appear around the entire body of the Runesmith, before them, around their hands as they work, around their tools, or around the object they wish to Empower. Threads may also be of differing colors, depending on the Dialect being thought of. The Divine Dialect procures blue Threads, while the Primordial Dialect procures red Threads, for example. T1 Runesmiths can summon a maximum of 1 Thread of Thought, as well as being able to regenerate 1 Thread of Thought per stone week. T2 Runesmiths can summon a maximum of 3 Threads of Thought as well as being able to regenerate 3 Threads of Thought per stone week. T3 Runesmiths can summon a maximum of 5 Threads of Thought as well as being able to regenerate 5 Threads of Thought per stone week. T4 Runesmiths can summon a maximum of 10 Threads of Thought as well as being able to regenerate 10 Threads of Thought per stone week. T5 Runesmiths can summon a maximum of 15 Threads of Thought as well as being able to regenerate 15 Threads of Thought per stone week. In effect, a T5 Runesmith may only make 3 T5 Runes a stone week; the full details of this are detailed further in the lore with Harmonizing/Empowerment. Harmonizing and Rune Empowering [!] A Master Runesmith Harmonizing 2 Threads of Thought of a forgotten Dialect, preparing to Empower a rune. With time a Runesmith begins to understand the basics of how Runes are powered, and the moment arrives to Empower their inert carvings with tangible meaning. Through this ability, a Runesmith gives to life their creation, bringing energy to the Material Alphabet runes after Harmonization, causing the effects of the rune to become reality rather than simply thought. Creating the blank Threads of Thought one needs to Empower a rune is only half the battle. To actually produce results, one must Harmonize their summoned Threads. This process is a straightforward one, in that one must detail in their mind all the effects and specifications of what they desire. From the size of the rune’s effects, the duration, the item it is going on, and the concepts associated with the Rune of the Material Alphabet; all must be listed. These details of the rune desiring to be Empowered fill up the perimeter of the Thread’s shape in whatever language is most familiar to the Runesmith. These thoughts must be tamed and given definition, as the end result of such is an Empowered rune. The process of Harmonizing can be done without any movement or semantics on behalf of the Runesmith, but they often help them picture what it is they want their Thoughts to be, similar to those who talk with their hands. As each shape is filled with script, each individual Thread becomes harmonized, and can be depicted as that shape going from spinning, to still. It can also be depicted as an audible chime. Should a Runesmith think of anything that deters from these ideas and shapes, the Harmonizing will falter and fail, the Threads of Thought muddled and Frayed. This is why a Runesmith undergoes the Ritual of Ascent (detailed below) so that they may hone their mind into pure focus while undergoing the task at hand. The result of successful Harmonization of Threads is Empowerment. The summoned Threads will dissipate, and leave behind the Empowered rune. An Empowered rune is one that has the capabilities to do anything, as Unempowered Runes are simply those of the Material Alphabet, inert, and unable to do anything. A rather peculiar effect of Harmonization and the defining of one’s Thought is that others nearby will find themselves catching glimpses of the Runesmith’s intent. This occurs within a 5 meter radius, and is a side effect of pure and raw Thought ebbing from the mind of the Runesmith. As with any skill, proficiency increases with time. It might take a T1 runesmith 3 emotes to Harmonize a single Thread, while a T5 Runesmith could Harmonize 2 Threads at a time with ease. Overcharge [Combative] [T5] This empowerment of one’s craft beyond what is normally possible is what many Runesmiths aspire to achieve, to transcend limits. When in dire circumstances, a Runesmith may Empower their runnic objects with more Threads than they are intended to bear, overcharging the rune itself and extending it’s limits. Mechanics: While touching the rune or the object that houses the rune, a Runesmith hastily weaves 5 Threads into the object, over the course of 2 emotes, 1 of focus, and then one of Empowerment. The overcharged rune is now then able to last for 4 extra emotes than its allotted time, with the entire object humming loudly and shaking as if it were to burst at any moment with the excess energy. At the end of the four extra emotes of longevity, the rune breaks after the Overcharge is over in whatever fashion is natural for the object; for metals, warping of the metal will occur, and for fabrics, splitting and fraying of the material will happen, with all cases warping the object’s form but not necessarily breaking the object it was carved on. One may repair the rune at a later, non-combative scenario as well as the object itself. The Rune Aura As a Runesmith begins to harmonize Threads more often and more intricately, vestiges of the art remain upon their form. Known as the Rune Aura, signs, sigils, shapes and swirls all begin to slowly creep and make their mark upon the skin of a Runesmith, the cost of the Power of Thought marking the Runesmith’s physical appearance. Most find the physical alterations to be rather appealing however, and embrace it as a mark of their ability. These designs grow in progression with a Runesmith, increasing in scale and eventually producing luminescence when a Runesmith focuses to harmonize Threads. Magic Connection and Disconnection The Ritual of Ascent (Non-Combative) To ascend higher than mundane means is the longing of even the greatest of craftsmen. Some find apotheosis through Voidal Artificery, while others through Runesmithing, undergoing this ritual to begin their journey with a Master Runesmith. The Ritual of Ascent is a transformative one, for the Runesmith’s very mind is altered, exposed to the Power of Thought and the harmonizing of one’s thoughts into reality. It provides the Runesmith the ability to singularly focus their mind on the task of Harmonizing, with unnatural focus, for should a single intrusive thought make its way into the act of Harmonizing, the entire Thread will fray. To do so, an Initiate Runesmith and a Master Runesmith gather in a quiet place, and lock hands, or places their hands upon the Initiate. The Master Runesmith then focuses their mind, and summons a Thread of Thought. With their hands connected, the Initiate will experience this power of Thought firsthand, in a jarring experience of enlightenment. The Thread then dissipates after being summoned in conjunction with the Master and Initiate. The brute-forcing of one’s mind into a higher state of awareness is a taxing feeling on the Initiate Runesmith, fatiguing them for a great amount that stone day, as well as mentally. For the next year, the Initiate slowly recovers both mentally and physically. Beyond this, each Runesmith that is passing down the sacred art goes about it in their own desired way; some having students sacrifice some of their greatest works before Yemekar, others having their students study the foundations of the magic all the way back to the founder Gotrek Starbreaker. The Ritual of Descent (Non-Combative) If a Runesmith is found to be abusing their magic by straying away from the path of craftsmanship, innovation, and creativity, two Runesmiths may commence the Ritual of Descent and reprimand the Runesmith deemed unworthy of their ability to create. During this ritual three Master Runesmiths will escort the assailant Runesmith to a Rune Anvil. The three of the Master Runesmiths will flood the wrongful Runesmith’s body with Threads of Thought similar to how one conducts the Ritual of Ascent, except at an amount above the assailant’s maximum capacity. As their mind is flooded with powerful Thought, their body bottles this up with nowhere to go. This disconnects the user in a bout of extreme pain, as if one’s mind was set aflame. This Descent of the Ascended Mind leaves a permanent mark on the once-Runesmith’s mind. They will not receive any mental or physical differences than where they were before being a Runesmith, but should they connect and be disconnected again, they will be barred from ever undergoing the Ritual of Ascent, and their mind lacking the focus it once had. They would be worn for a stone week, the pain throbbing through their body as they recovered from such a gruesome disconnection. The Rune Anvil and the Master Rune [!] A Runesmith Harmonzing 3 Threads of Thought upon a Rune Anvil. Known as Rune Anvils, albeit oftentimes not an anvil in traditional appearance, these powerful creations are how Master Runesmiths create their greatest work. Rune Anvils bear the Master Rune, allowing greater amounts of Threads of Thought to be weaved, akin to a Voidal Obelisk. This is what allows the anvil to be a greater conduit than simple tools, allowing one to Harmonize more Threads at once, ending up in more powerful runes. Anvils are capable of Empower T1 to T5 runes, whereas without a Rune Anvil, a Runesmith can only Empower a rune of T1 or T2 magnitude. The Master Rune [Non-combative] [T5] The crux of greater runesmithing, The Master Rune allows greater manipulation of Threads by its presence with a Runesmith. Abilities/Spells The Runes (Non-Combative) [!] A unique Goblin who found themselves to be a trusted ally of the Dwarves, Empowering a Rune with their Rune Aura prominent. (Threads of Thought not pictured) The crux of this magical art is the runes, the focus of the powers of this unique magic. Runes are symbols as old as time that originate from The Material Alphabet, though they do not do anything until Empowered by a Runesmith. Runes may be engraved, sewn, cut, or stonecut, giving the opportunity for a variety of materials for Runesmiths to work with. Runes work as focal points through which a Runesmith directs their Thought. To simply bring their Thoughts into reality is far too lofty a goal for a mortal, and thus Runes must act as the vessel for their Thoughts to hone into tangible results. Runes do not have to be recharged, but rather recuperate their ability to be used through a set amount of time resting, listed below. T1 Runes: 5 uses per stone day T2 Runes: 4 uses per stone day T3 Runes: 3 uses per stone day T4 Runes: 2 uses per stone day T5 Runes: 1 use per stone day The Utility Dialect The Utility dialect consists of basic instructions that act as guides or additions. Often seen as the first runes learned by a Runesmith due to their simplistic nature, these allow for the direction of more advanced runes, guiding their activation. Rune of Touch This rune is the easiest to understand of the Utility Dialect, as well as the easiest to create. While weaving the Thread of Thought for this rune, one must focus their mind and call forth the concept of what they want to be the criteria for this rune. Once done, the rune will simply begin to activate on the slightest touch of that physical object. Touching the rune or the runic object more than once will deactivate the rune. Rune of Phrase A simple rune that allows activation upon the utterings of a phrase. After carving the last etch of the rune, the Runesmith then with his chisel or tool still in the material must speak out what the activation phrase is. Any utterance of this phrase will then activate the rune, along with any engraved upon the same object. Speaking the phrase once more will deactivate the rune. The phrase may be uttered by anyone, so long as they have learned of the phrase to utter, even if they are not a runesmith. If the activation word or phrase is that of a difficult to learn language such as Old Blah or Blackspeach, one may simply speak the word or phrase, as one does not have to understand the phrase, simply one must be able to replicate it phonetically. Rune of Proximity This rune has traditionally been used for a wide variety of reasons, sometimes for alarm systems, for marking the arrival of enemies, and in the past used by elite prospectors searching for rare ores. The range of this rune is 10 blocks, though the redline of runes only being able to affect areas of 5 blocks still holds true. These turn off after an IRP year, should the one in the proximity of the rune remain. Proximity runes simply begin the activation of runes on the object they are carved on. Runes that deactivate after a set number of emotes do not benefit from longevity due to this rune. The rune will activate upon stepping within this 10 block radius. This gives any who steps into the radius time to leave if they notice the blue light and the dull hum that signifies a rune activating. No insta-traps are possible. Primordial Dialect [!] An Initiate Runesmith getting aquainted with their skillset and tools. The Primordial dialect is Empowerment of the fundamentals of our world, in the simplest of Material Alphabet runes. They are essential for a Runesmith’s understanding of The Material Alphabet, and the world around them. All of them require a Utility rune to activate, as with all runes. These runes are all red. Tier 1 Primordial Runes Rune of Flowing [Non-Combative] A very useful Utility Rune, this carving can propagate a supply of water, in amounts measuring about half a cup per second. Dwarves find a use of this rune in bathing, household drinking, as well as filling their cups while out of the mountainhome. Rune of Blowing [Non-Combative] One of the more refreshing runes to carve, this rune provides a supply of wind in the magnitude of a strong breeze from the face of the rune itself. A rather simple rune, with a plethora of capabilities. A peculiar sight is one of dwarven windmills, turning to process grain through the power of these runes. Rune of Grounding [Non-Combative] There is nothing more symbolic of dwarves than the very earth they choose to make their homes in. Able to be used to fill holes or create gravel pathways or even stone columns under the mountainhome without lugging it down below, Runes of Grounding serve more application than those who are not Runesmiths might envision. Tier 2 Primordial Runes Rune of Light [Non-Combative] This marvelous rune has been used to light up the caverns of the Deeproads without the use of oil or cloth. With the Harmonizing of one's Threads into this rune’s Empowerment, a light equivalent to a torch propagates from the rune of the Runesmith's choice and keeping a consistent luminescence. Rune of Dark [Non-Combative] In turn with the Rune of Light, the Rune of Dark has the opposite effect. Instead of propagating light, it eats light in the same radius of a torch, to where there is no light within a 1 meter radius of the rune. This is the only rune that does not glow on activation and is rather unique in applications. Dwarven botanists often use these runes spread in a circle around Murkshrooms so that easier cultivation can be managed. Tier 3 Primordial Runes Rune of Heat [Combative] This rune has saved many a dwarf in the frozen expanses of northern lands, as well as being one of the most basic runes to understand. Runes of Heat generate heat in magical fashion, such that an object like a sword would radiate throughout the entire blade the heat of the rune upon activation. As well, two Runes of Heat will add their combined energy to produce a more powerful work. Rune of Coldness [Combative] The partner to the Rune of Heat, and the aid of many a desert Kadarsi miner, this rune can cause materials to be as cold as ice, both to the touch and in the absorption of heat when activated. It is a very basic rune, with a great deal of applications, from preservation of food, to insulation from heat, to the automated cooling of dwarven steamstacks. Tier 4 Primordial Rune Rune of Durability [Combative] The dwarves are fundamentally a stalwart race, with a great constitution. This rune embodies that aspect of dwarvenkind, and brings it into their crafts. When an object bearing this rune is activated, supernatural integrity takes over the material, enhancing its durability to untold heights. Swords and armor can take more of a beating, and softer materials last longer before fraying and tearing. Rune of Vigour [Combative] Another defining aspect of dwarves is their vigor for the fight and family, and this rune directs The Power of Thought to bolster those who fight for others. Dwarven marching banners and gatehouses frequently see this rune carved into the fabric and stone, activated to bolster forces to endure, keep fighting, and to persevere with the great stalwart dwarven stubbornness they are known for. Tier 5 Primordial Runes Rune of Life [Combative] While not a rune of creating life, this miraculous rune possesses the ability to create matter for a short period of time. Suits of armor will magically seal off any gaps between pieces of metal, yet still retaining their ability to conduct movement through magical means, as if becoming living armor. Runes of Time Progression/Regression [Combative] An incredibly powerful set of runes, with the power to manipulate time, or so it seems. These runes are capable of seemingly manipulating the time experienced by objects. This is done through manipulation of momentum, but to the eye it is as if time slows down or speeds up for the object. When either rune activates, the momentum of the object is increased doubly, or decreased doubly. Weapons that bear the rune and that activate it while mid-swing will have twice the momentum behind their swings, or half of the speed, depending on the rune. Rune of Death [Combative] This rune is a peculiar one, such that it does not benefit the item it is upon, but rather brings it detriment. This rune eats away at whatever it is activated upon, tearing away at its structure and bringing physical death. It was long believed that the rune was worthless, for what Runesmith desired to ruin their craft and waste Threads of Thought? However, usability was found, as the decay that it subjects the item to can spread to other objects through physical touch. Divine Dialect [!] A dwarven Runesmith with an eyeglass carved with the Rune of Sight, appraising the components of a citrine gem. The Divine Dialect is a more complicated set of runes that embody what the Dwarves believe to be their gods. Each of these runes are more complex, with most of them consisting of mixtures of symbols from the Material Alphabet, to create a conjoined rune. This is done through simply carving the runes into connection physically, in which they become a single, conjoined symbol, akin to cursive writing. These runes are all blue. Yemekar, the Forge Father Rune of Creation [Non-Combative] [T5] Dwarves make crafts as if it were second nature, and they wear them out vigorously. Most often tools are made with longevity in mind, but the constant intense wear of dwarven lifestyles destroys dwarven craftsman’s tools and soldier’s halberds beyond normal repair. When a Runesmith carves this rune upon an object, the next time the object breaks or tears, the activation of this rune will repair it. Anbella, The Hearth Mother Rune of Hearth [Non-Combative] [T3] Anbella, dwarven Patron of life, and god of the hearth and home. To those who bear a Rune of Hearth upon their attire, they experience a relaxation of that of the Hearth Mother, a comfort of a warm fire, and homeliness, and more at ease, filled with the joys of their kin. It is a rune of miracles, able to change the course of many a descendant's life to that of the better, encouraging them, and washing away the woes of life. Belka, Lady of Passion Rune of Lightning [Combative] [T5] Of all the sounds that boom throughout the Mountainhome, it is thunder that is most reminiscent to them of their Creator’s strikes upon the World Anvil. This rune provides an object with electrical energy crackling over its surface, to be discharged in an electrifying zap. Ogradhad, the Lore Master Rune of Sight [Non-combative] [T5] The rune of sight is one of the most important runes a Runesmith can possess. It allows a Runesmith to understand the world around them, as their mind begins to notice elements of The Material Alphabet around them. With this carved into a transparent material such as glass or anorum, the constituent elements of an object make themselves known when looking through the item by symbols of The Material Alphabet. Armakak, the Merchant Father Rune of Gold [Non-Combative] [T2] Like the gold that flows from the coffers of those who follow the Merchant Lord’s teachings does this rune cause objects to appear, as if made of gold itself. An object bearing this rune will appear as if of pure aurum make, coining the term “Fool’s Aurum” amongst snarky working dwarves. Grimdugan, Lord of Avarice Rune of Greed [Non-Combative] [T2] Grimdugan, God of Greed and Lord of Avarice, often is depicted on a mountainous pile of gold and gemstones, sitting portly atop the pile of splendor. With the usage of this rune, Greed is worshiped, for most dwarves believe their Curse to be a blessing, and enact it as often as they may. An object bearing this activated rune will appear to be a particular gemstone. Dungrimm, Lord of the Dead Rune of Returning [Combative] [T4] Unlike most other runes, the Rune of Returning is split, each half carved into two different items. These items are typically linked together as a pair (I.E. a glove and a hammer) and have seen use in dwarven javelin throwers who could recall their weapons from the shields of enemies. General Runesmithing Redline Tier Progression Runesmithing is similar to other arts in that it requires time to harness their newfound abilities. But unique to Runesmithing is the acclimation of one’s mind to utilizing the powers of Thought. The timescales of such are detailed below. Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 TA’s AND MA’S will be wiped upon the acceptance of this rewrite. It has been expressed by nearly every person on LotC that all traces and connections to the old form of Runesmithing should be removed. It is essentially a new magic, was not widespread to begin with, and the last version was problematic. Purpose (OOC) Runesmithing has been a pillar of dwarven culture and is famously known as something the dwarven playerbase sorely misses. This is the culmination of many writers' work, compiled and refined to be the best runesmithing can be. I intend to have this be the groundwork for future lore and amendments to Runesmithing, with the basics in place; hence why a great majority of runes are explicitly non-combative. Truly the marriage of craftsmanship and magic, Runesmithing will bring back a unique aspect to the server, with a brand new take on magic utilizing Thought, a powersource never seen on the server. Citations: Credits: TheBlackBobRoss for being the “Resident Big Brain Idea Slave” and refining the beautiful idea of Threads of Thought. SoulReapingWolf for making the Shiny Coins and the text-dividers. A bunch of folk for rune ideas. The Dwarves for thinking so hard that Runesmithing came to exist. Changelog:
  11. [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:
  12. [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:
  13. 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
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