Runes: Difference between revisions

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The Runes are what sets the gods apart from other beings in [[the Nine Realms]]. [[Odin]] gave his eye at the Well of Mimir for their secret.
Characters can learn the secret of magical Runes. You begin with the Rune of your god, and one other random Rune.
 
   
 
Characters can learn how to inscribe magical Runes. You begin with the Rune of your god, and one other random Rune.
Mundane runes can be drawn by anyone (for example, human priests of Thor can draw Thurisaz), but they will not be magical unless drawn using the secret art taught by the gods.
 
   
 
Of course, mundane runes can be drawn by anyone (for example, human priests of Thor can draw Thurisaz), but they will not be magical unless inscribed using the secret art taught by the gods.
Additional Runes can be granted by the gods, but they don't part with them easily. Rumour has it the secret of Runes can be stolen from the gods, as well as granted, but obviously such an act would be sacriligeous. Once you know the secret of a Rune it cannot be taken from you, even by the god you received it from. It is not sufficient to simply know a Rune to grant it to others; only the owner of the Rune understands its secrets well enough to teach it.
 
  +
 
Additional Runes can be granted by the gods, but they don't part with them lightly. Rumour has it the secret of Runes can be stolen from the gods, as well as granted, but obviously such an act would be sacriligeous. Once you know how to inscribe a Rune it cannot be taken from you, even by the god you received it from. It is not sufficient to simply know how to inscribe a rune to grant it to others; only the owner of the Rune understands its secrets well enough to teach it.
   
 
Runes can be [[#Runecasting|cast]] for immediate effects, or used in [[inscription]].
 
Runes can be [[#Runecasting|cast]] for immediate effects, or used in [[inscription]].
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|[[Freyja]]
 
|[[Freyja]]
 
|{{call|EARTH}} [[#Heal|HEAL(*)]]
 
|{{call|EARTH}} [[#Heal|HEAL(*)]]
 
|-
 
!ᚢ
 
|Ūruz
 
|Strength, both of Body and of Mind
 
|[[Magni]] and [[Modi]]
 
|{{call|THUNDER}} {{call|BASH}}
 
|-
 
|-
 
!ᚦ
 
!ᚦ
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|[[Thor]]
 
|[[Thor]]
 
|{{call|THUNDER}} {{call|SHATTER}}
 
|{{call|THUNDER}} {{call|SHATTER}}
|-
 
!ᚢ
 
|Ūruz
 
|Strength, both of Body and of Mind
 
|[[Magni]] and [[Modi]]
 
|{{call|THUNDER}} {{call|TRIPLE}}
 
 
|-
 
|-
 
!ᚨ
 
!ᚨ
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|Joy, Gambling and Harmony
 
|Joy, Gambling and Harmony
 
|[[Balder]]
 
|[[Balder]]
|{{call|LIGHT}} [[#Would You Kindly Chill|Would You Kindly Chill(*)]]
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|{{call|LIGHT}} [[#Would You Kindly Chill|Would You Kindly Calm Down(*)]]
 
|-
 
|-
 
!ᚺ
 
!ᚺ
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|Bridging Life and Death, Endurance and Protection
 
|Bridging Life and Death, Endurance and Protection
 
|[[Vali]]
 
|[[Vali]]
|{{call|LIGHT}} {{call|RESIST}}
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|{{call|LIGHT}} [[#Resist|RESIST(*)]]
 
|-
 
|-
 
!ᛈ
 
!ᛈ
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|Guarding, Protection and Vigilance
 
|Guarding, Protection and Vigilance
 
|[[Heimdall]]
 
|[[Heimdall]]
|{{call|THUNDER}} {{call|RESIST}}
+
|{{call|THUNDER}} [[#Resist|RESIST(*)]]
 
|-
 
|-
 
!ᛊ
 
!ᛊ
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|Horses, Hunting, and Vengeance
 
|Horses, Hunting, and Vengeance
 
|[[Vidar]]
 
|[[Vidar]]
|{{call|DARK}} {{call|TRIPLE}}
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|{{call|DARK}} {{call|BASH}}
 
|-
 
|-
 
!ᛗ
 
!ᛗ
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|The Middle Folk
 
|The Middle Folk
 
|[[Hod]]
 
|[[Hod]]
|{{call|EARTH}} [[#Would You Kindly Chill|Would You Kindly Chill(*)]]
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|{{call|EARTH}} [[#Would You Kindly Chill|Would You Kindly Calm Down(*)]]
 
|-
 
|-
 
!ᛚ
 
!ᛚ
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==Runecasting==
 
==Runecasting==
 
Most Runes are cast through the power granted by your [[#Material|Material]] to perform their described call, but some work differently or have extra conditions as detailed below.
When you cast a rune you must say its name.
 
   
  +
Normally when you cast a rune you must say its name, then perform the action appropriate to your material, then say the call. For example an [[#Iron|Iron]] godling with Thurisaz could shout "by Thurisaz!", swing their sword and call "{{call|THUNDER}} {{call|SHATTER}}!" when they hit. If you use the same power again shortly after (either because you missed and want to try again, or you're [[#Iron|Iron]] or [[#Stone|Stone]] and can just do that) you don't need to state the rune name again.
In addition to the main power granted, all runes can be cast for minor miracles, calling just its element. Outside of combat this can cause a small miracle such as using Dagaz to call {{call|FLAME}} to make a small flame to appear in your hand instead of its usual shattering effect, or Ēihaz to make a flash of light. This can be used for changing the environment, such as lighting a candle, or it can be directed at a foe to exploit its weaknesses, such as using Raidō to strike a fire troll with {{call|ICE}}.
 
   
 
In addition to the main power granted, all runes can be cast for minor miracles, calling just its material part. For example Dagaz could be used to call {{call|FLAME}} to make a small flame to appear in your hand instead of its usual shattering effect, or Ēihaz to make a flash of light. This can be used for changing the environment, such as lighting a candle, or it can be directed at a foe to exploit its weaknesses, such as using Raidō to strike a fire troll with {{call|ICE}}, even though that rune would not normally be usable offensively.
Most Runes are cast through the power granted by your [[#Material|Material]] to perform their described call, but some work differently or have extra conditions as detailed below.
 
   
 
===Trickery===
 
===Trickery===
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===Heal===
 
===Heal===
Runes of healing require careful channeling to cast. You must perform 5 seconds of [[Basic Rules#Appropriate Roleplaying|uninterrupted roleplay]] within range of the target to call {{call|HEAL}} with them.
+
Runes of healing require careful channeling to cast. You must perform 5 seconds of [[Basic Rules#Appropriate Roleplaying|appropriate roleplay]] within range of the target to call {{call|HEAL}} on them.
   
  +
The rune is cast at the end of the channeling. If you do not complete the channeling then the rune is not cast, it does not expend a rune cast for the encounter, and you do not need to wait to try to cast again.
===Would You Kindly Chill===
 
  +
These runes can be used to call "{{call|Would You Kindly}} Chill", but only once per encounter.
 
  +
You cannot begin or continue casting while affected by {{call|FREEZE}}.
  +
  +
===Resist===
  +
You can cast this on yourself to call {{call|RESIST}} to any call made against you except {{call|IMPALE}}. If you resist a composite call, you must resist all of it with one runecast (so if someone strikes you with a weapon and calls {{call|WATER}} {{call|REPEL}}, you resist all of the WATER, REPEL and the implicit SINGLE from the weapon strike). You can use this rune on the uncalled {{call|SINGLE}} from weapon strikes.
  +
 
===Would You Kindly Calm Down===
 
These runes can be used to call "{{call|Would You Kindly}} Calm Down". You cannot use this rune on the same target twice in an encounter.
  +
  +
If your material delivers rune casts by touch you can use this power on people within your weapon range or arms reach. You do not need to strike or touch them.
   
 
===Claim===
 
===Claim===
Once per event you can cast this rune to grant you a boon. Exactly what you receive isn't guaranteed, but you can ask for it to be relevant to a problem before you. The boon will expire at the end of the event if not used.
+
Once per event you can cast this rune on yourself to grant you a [[boon]]. Exactly what you receive isn't guaranteed, but you can ask for it to be relevant to a problem before you.
   
 
===Learn===
 
===Learn===
Once per event you can cast this rune to ask a question and get a short factual answer. You can ask questions not even the gods know, but some things are hidden even from the runes of knowledge. The runes will never deliberately mislead but they are not completely infalliable.
+
Once per event you can cast this rune on yourself to ask a question and get a short factual answer about the present or past. You can ask questions not even the gods know, but some things are hidden even from the runes of knowledge. The runes will never deliberately mislead but they are not completely infalliable.
   
 
===Insight===
 
===Insight===
Once per event you can cast this rune to have a vision relating to a topic. This will be more expansive than the information given by the runes of [[#Learn|Learning]], but will be open to interpretation.
+
Once per event you can cast this rune on yourself when performing [[Seidr]] for various effects.
   
 
===Create===
 
===Create===
Once per event you can gain a bonus when crafting or inscribing.
+
Once per event you can cast this on yourself to gain a bonus when [[crafting]] or [[inscription|inscribing]].
   
 
==Material==
 
==Material==
Godlings and lokilings are made infused with one of the elemental materials of the world to give them the power to cast runes. Your material does not need to match the runes you cast, though it might be slightly uncomfortable if they don't (for example a godling infused with Ice can freely cast {{call|FLAME}} runes).
+
Godlings and lokilings are made infused with one of the magical [[materials]] of the world to give them the power to cast runes. Your material does not need to match the runes you cast, though it might be slightly uncomfortable if they don't (for example a godling infused with Ice can freely cast {{call|FLAME}} runes, but it might singe a bit).
   
 
<span id="Iron"></span><span id="Stone"></span>
 
<span id="Iron"></span><span id="Stone"></span>
 
===Iron or Stone===
 
===Iron or Stone===
Solid and reliable, Iron and Stone empower you to cast runes 3 times per encounter using melee strikes or by [[Basic Rules#Range|touch]] with no need to wait.
+
Solid and reliable, [[Materials#Iron|Iron]] and [[Materials#Stone|Stone]] empower you to cast runes 3 times per [[encounter]] using melee strikes or by [[Basic Rules#Range|touch]] with no need to wait.
   
You can only cast runes of {{call|RESIST}} once per encounter.
+
Godlings of Iron and Stone can only cast runes of {{call|RESIST}} once per encounter.
   
  +
Iron and Stone are able to deliver a lot of punishment in a short time, but they lack longevity, making them good shock troops and berserkers.
<span id="Ice"></span><span id="Nature"></span>
 
===Ice or Nature===
 
Patient and adaptable, Ice and Nature empower you to cast runes any number of times per encounter using melee strikes or by [[Basic Rules#Range|touch]], but you must wait 10 seconds between casts.
 
   
 
<span id="Ice"></span><span id="Greenery"></span>
You can only cast runes of [[#Heal|HEAL]] once per encounter.
 
  +
 
===Ice or Greenery===
 
Patient and adaptable, [[Materials#Ice|Ice]] and [[Materials#Greenery|Greenery]] empower you to cast runes any number of times per encounter using melee strikes or by [[Basic Rules#Range|touch]], but you must wait 10 seconds between casts.
  +
 
Godlings of Ice and Greenery can only cast runes of [[#Heal|HEAL]] once per encounter.
  +
  +
Ice and Greenery are good at hit and run skirmishing; their power increases the longer a fight goes on.
   
 
<span id="Darkness"></span><span id="Fire"></span>
 
<span id="Darkness"></span><span id="Fire"></span>
  +
 
===Darkness or Fire===
 
===Darkness or Fire===
Darkness and Fire are energetic but must be controlled. Godlings infused with either of them can cast their runes at [[Basic Rules#Range|Close range]], but they can only do so 3 times per encounter and must also wait 10 seconds between casts.
+
[[Materials#Darkness|Darkness]] and [[Materials#Fire|Fire]] are energetic but must be controlled. Godlings infused with either of them cast their runes at [[close range]] by indicating the target, but they can only do so 3 times per [[encounter]] and must also wait 10 seconds between casts.
  +
  +
When godlings of Darkness or Fire cast {{call|SHATTER}} at someone wielding a polearm, they may call "SHATTER that polearm!".
  +
  +
Darkness and Fire godlings have the drawbacks of both Iron and Stone, and Ice and Greenery, but they make up for it by using their range and ability to ignore mundane defenses like shields. Darkness and Fire godlings often lean more on their runecasts and less on weapon strikes for victory than other materials.

Latest revision as of 14:32, 21 November 2024

The Runes are what sets the gods apart from other beings in the Nine Realms. Odin gave his eye at the Well of Mimir for their secret.

Characters can learn how to inscribe magical Runes. You begin with the Rune of your god, and one other random Rune.

Of course, mundane runes can be drawn by anyone (for example, human priests of Thor can draw Thurisaz), but they will not be magical unless inscribed using the secret art taught by the gods.

Additional Runes can be granted by the gods, but they don't part with them lightly. Rumour has it the secret of Runes can be stolen from the gods, as well as granted, but obviously such an act would be sacriligeous. Once you know how to inscribe a Rune it cannot be taken from you, even by the god you received it from. It is not sufficient to simply know how to inscribe a rune to grant it to others; only the owner of the Rune understands its secrets well enough to teach it.

Runes can be cast for immediate effects, or used in inscription.

Runes

Rune Name Meanings God Power
Fehu Cattle, Crop-Fertility and Prosperity Freyja EARTH HEAL(*)
Ūruz Strength, both of Body and of Mind Magni and Modi THUNDER BASH
Thurisaz Giants, Thorns, Thunder and Victory Thor THUNDER SHATTER
Ansuz Communication, Divinity and Wisdom Odin DARK Learn
Raidō Self-Reflection, Spiritual Insight, The Moon and Travelling Mani ICE Insight
Kenaz Creativity, Fire, Inspiration and Passion Bragi FLAME Create
Gebō Answers, Generosity and Gifts Kvasir LIGHT Claim
Wunjō Joy, Gambling and Harmony Balder LIGHT Would You Kindly Calm Down(*)
Hagalaz Destruction, Disruptive Change, Trickery and Hail Loki Trickery
Naudiz Binding and Death Hel DARK FREEZE
Isaz Clarity, Dependability, Ice and Peaceful Change Sigyn ICE FREEZE
Jēra Harvest, Healing and Peace Idun WATER HEAL(*)
Ēihaz Bridging Life and Death, Endurance and Protection Vali LIGHT RESIST(*)
Perthaz Divination, Mysteries and Secrets Mimir DARK Insight
Algiz Guarding, Protection and Vigilance Heimdall THUNDER RESIST(*)
Sōwilō Enlightenment, Success and The Sun Sol FLAME Learn
Tîwaz Battle, Warriors and Weapons Tyr THUNDER REPEL
Berkanan Dreams, Self-Care and Renewal Sif LIGHT HEAL(*)
Ehwaz Horses, Hunting, and Vengeance Vidar DARK BASH
Mannaz The Middle Folk Hod EARTH Would You Kindly Calm Down(*)
Laguz Boats, Life and Water Njord WATER REPEL
Ingwaz Abundance, Prosperity and Unity Ingvi EARTH Create
Dagaz Anger, Daytime and Energy Dagur FLAME SHATTER
Othala Ancestry, Heritage, Motherhood and The Wisdom of Age Frig EARTH Claim

Runecasting

Most Runes are cast through the power granted by your Material to perform their described call, but some work differently or have extra conditions as detailed below.

Normally when you cast a rune you must say its name, then perform the action appropriate to your material, then say the call. For example an Iron godling with Thurisaz could shout "by Thurisaz!", swing their sword and call "THUNDER SHATTER!" when they hit. If you use the same power again shortly after (either because you missed and want to try again, or you're Iron or Stone and can just do that) you don't need to state the rune name again.

In addition to the main power granted, all runes can be cast for minor miracles, calling just its material part. For example Dagaz could be used to call FLAME to make a small flame to appear in your hand instead of its usual shattering effect, or Ēihaz to make a flash of light. This can be used for changing the environment, such as lighting a candle, or it can be directed at a foe to exploit its weaknesses, such as using Raidō to strike a fire troll with ICE, even though that rune would not normally be usable offensively.

Trickery

Loki has perfected the use of his rune to don the guise of other runes to help his lokilings blend in with the godlings of other gods. At the start of each event choose another rune and your Hagalaz rune will perfectly mimic it, acting as that rune in all ways.

It can also be used as itself in inscription, but doing so would be very risky to a lokiling's cover.

Heal

Runes of healing require careful channeling to cast. You must perform 5 seconds of appropriate roleplay within range of the target to call HEAL on them.

The rune is cast at the end of the channeling. If you do not complete the channeling then the rune is not cast, it does not expend a rune cast for the encounter, and you do not need to wait to try to cast again.

You cannot begin or continue casting while affected by FREEZE.

Resist

You can cast this on yourself to call RESIST to any call made against you except IMPALE. If you resist a composite call, you must resist all of it with one runecast (so if someone strikes you with a weapon and calls WATER REPEL, you resist all of the WATER, REPEL and the implicit SINGLE from the weapon strike). You can use this rune on the uncalled SINGLE from weapon strikes.

Would You Kindly Calm Down

These runes can be used to call "Would You Kindly Calm Down". You cannot use this rune on the same target twice in an encounter.

If your material delivers rune casts by touch you can use this power on people within your weapon range or arms reach. You do not need to strike or touch them.

Claim

Once per event you can cast this rune on yourself to grant you a boon. Exactly what you receive isn't guaranteed, but you can ask for it to be relevant to a problem before you.

Learn

Once per event you can cast this rune on yourself to ask a question and get a short factual answer about the present or past. You can ask questions not even the gods know, but some things are hidden even from the runes of knowledge. The runes will never deliberately mislead but they are not completely infalliable.

Insight

Once per event you can cast this rune on yourself when performing Seidr for various effects.

Create

Once per event you can cast this on yourself to gain a bonus when crafting or inscribing.

Material

Godlings and lokilings are made infused with one of the magical materials of the world to give them the power to cast runes. Your material does not need to match the runes you cast, though it might be slightly uncomfortable if they don't (for example a godling infused with Ice can freely cast FLAME runes, but it might singe a bit).

Iron or Stone

Solid and reliable, Iron and Stone empower you to cast runes 3 times per encounter using melee strikes or by touch with no need to wait.

Godlings of Iron and Stone can only cast runes of RESIST once per encounter.

Iron and Stone are able to deliver a lot of punishment in a short time, but they lack longevity, making them good shock troops and berserkers.

Ice or Greenery

Patient and adaptable, Ice and Greenery empower you to cast runes any number of times per encounter using melee strikes or by touch, but you must wait 10 seconds between casts.

Godlings of Ice and Greenery can only cast runes of HEAL once per encounter.

Ice and Greenery are good at hit and run skirmishing; their power increases the longer a fight goes on.

Darkness or Fire

Darkness and Fire are energetic but must be controlled. Godlings infused with either of them cast their runes at close range by indicating the target, but they can only do so 3 times per encounter and must also wait 10 seconds between casts.

When godlings of Darkness or Fire cast SHATTER at someone wielding a polearm, they may call "SHATTER that polearm!".

Darkness and Fire godlings have the drawbacks of both Iron and Stone, and Ice and Greenery, but they make up for it by using their range and ability to ignore mundane defenses like shields. Darkness and Fire godlings often lean more on their runecasts and less on weapon strikes for victory than other materials.