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exquisitelyme
 
PostPosted: Fri, Jun 17 2016, 18:50 PM 

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//This book is NOT publicly available, and the knowledge and opinions within are only for those who are told of them directly by Talas, or presented with a copy of the book. Also please note that the text contains a character's OPINIONS, and should not be used as definite authority in D&D/FR matters, nor absolute canon. That being said, the "copies of runes and effects" in the last chapter are DM approved.



Of Sigils, Glyphs and Runes


Before one studies runes and runecrafting, one must know the differences among runes, glyphs and sigils. While all three can be used for Arcane and Divine purposes, they differ in origin and applications.

Sigils, also called seals or signets, are magical symbols, much like the Arcane signature that most Wizards and Sorcerers have. It can be as elaborate as a painting, or as simple as an X or even just a line. No sigil carries or produces ANY effect if not embued by the caster who draws it, and the same effect can be produced by completely different sigils. In my opinion and understanding, sigils are the most recently invented, and least refined, of the three.

Glyphs, also called carvings, are also magical symbols, but differently to sigils, they REPRESENT something. While the same effect can be produced by different glyphs, both of them will represent the same ideal or picture, and reach for the Weave in a similar manner. Just like the Cerulean Sign will obviously always invoke the deep blue color of the skies on a clear day, a glyph of warding will always represent sound and alarm in its carving and its effects. In my opinion and understanding, glyphs predate sigils in their use and invention.

Runes, also called mysteries, are the most ancient and unique of the three, in many ways. Firstly, in that runes are characters used in many alphabets, dating their magical use to the periods where language was first represented non-vocally, and thus before any Arcane or Divine proper studying could take place. Secondly, in that runes are ONLY of magical nature if they are carved on a specific place, after a specific quest and ritual, to be explained later. Lastly, in that runes can be used for magical effects and crafting by non-casters. In my opinion and understanding, runes are the most ancient of magical inscriptions and carvings, and the most sophisticated.


Of Runes, Quests, and Yggdrasil

For a rune to be magical, and not used only as a character in an alphabet, the one who will eventually, or hopefully, carve said rune must have a purpose, and undergo a quest. The quest starts with the hero or heroine (for heroes and heroines they are, those who undertake a Rune Quest) acquiring knowledge of the power of runes, and having a purpose that requires a rune to be created to reach into the Weave in a certain way. This person will then need to go through a series of ordeals and trials, during which time the rune will form itself in the person's mind, a slow process that can take from several months to several years. There are no set rules for such formation, it is a totally instinctive process, in which the person learns more about the world, the Weave and themselves, and process this knowledge, tempered by experience, to finally obtain glimpses of the rune they plan to carve, usually, but not exclusively, in their dreams. When the rune is completely formed, it must be carved in a Place of Power, to be activated, and made whole, following a ritual and series of self-asked questions.

In my opinion and understanding ALL runes must be carved either on Yggdrasil, or Yggdrasil's Child, after completion of the Rune Quest. This is in conformity with the knowledge of runes possessed by the Wychlaran and the Vremyonni, keepers of the Old Ways of the Rus and Raumathar.


Of Runecrafting and Its Properties

The Objects of Study that follow were all obtained in the islands around the Trackless Seas. The items, runes, and effects produced are as follows:

Object of Study 1: Sapphire of Water
This beautifully cut sapphire has five runes carved on its surface. The largest resembles a cresting wave, and each of the others seem to resemble water in other forms. When rubbed, each can generate a water-related effect.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Drown
Ice Storm
Melf's Acid Arrow
Mestil's Acid Breath

Object of Study 2: Emerald of Earth
This beautifully cut emerald has five runes on its surface. The largest resembles a mountain peak, and each of the others seem to resemble earth-based forms. When rubbed, each can generate an earth-related effect.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Earthquake
Greater Stoneskin
Stone to Flesh
Stonehold

Object of Study 3: Diamond of Wind
This beautifully cut diamond has five runes carved on its surface. The largest resembles a rushing cloud, and each of the others seem to resemble other aerial forms. When rubbed, each can generate an air-related effect.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Ball Lightning
Great Thunderclap
Gust of Wind
Lightning Bolt

Object of Study 4: Ruby of Fire
This beautifully cut ruby has five runes carved on its surface. The largest resembles a leaping flame, and each of the others seem to resemble flame in other forms. When rubbed, each can generate a flame-related effect.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Fireball
Flame Arrow
Flame Weapon
Incendiary Cloud

Object of Study 5: Radiant Chain Shirt, Medium Armor
This suit seems to have been crafted in an excellent manner, its chain rings set tight against each other. There are tiny runes along the edges of the very links themselves, granting the bearer a moderate protection from magical attack. The use of magnifying lens was necessary to copy the runes, and it is safe to assume it is they that imbue the armor with resistance to magic.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Weak Spell Resistance, weaker than even the protection granted by a scroll of Spell Resistance.

Object of Study 6: Rune and Ruin of the Dwarves, Dwarven Waraxe
The dwarven merchants told me these axes were created by their Runecasters, aided by clerics of Gorm Gulthyn and the monks of Ruhn during the Winter War of 1381/1382. They are very heavy and difficult to wield, and are heavily enchanted. Castings of Identify and Analyze Dweomer showed which enchantments the different runes imparted onto them.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Medium Acid Damage against Giant-kin
Equivalent to 4th tier enchantment against Giant-kin
Equivalent of a Fear spell cast by an apprentice-level Wizard or Sorcerer, for a short amount of time.

Object of Study 7: Rune Shield, Tower Shield
The dwarven merchants told me this shield was the first item enchanted by their Runecasters to be furnished to the general populace. Identify and Analyze Dweomer were again used to determine which runes imparted which effects.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

Equivalent of 2nd tier enchantment
Small reduction of all damage caused by slashing weapons

Object of Study 8: Rune Hammer

This warhammer bears the mark of the dwarven armor and weaponsmith Marrok, from the Shining Knight Arms and Armor in Neverwinter, famed for having produced a huge number of weapons and armor for the heroes trying to help the city in 1373, during the Wailing Death crisis.

*the next section contains copies of the runes, with the spells/effects they generate listed beside them*

First tier enhancement to attack and damage
Weak resistance to spells, weaker than even the protection given by a Spell Resistance scroll.

_________________
I play:
Frums Deedone, the Green Child
Balrig Sootkiln, Blood and Vellum


 
      
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