Runes

From Norse Angels

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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 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 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 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(*)
Thurisaz Giants, Thorns, Thunder and Victory Thor THUNDER SHATTER
Ūruz Strength, both of Body and of Mind Magni and Modi THUNDER TRIPLE
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 Chill(*)
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 TRIPLE
Mannaz The Middle Folk Hod EARTH Would You Kindly Chill(*)
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 element. Outside of combat this can cause a small miracle such as using Dagaz 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.

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 uninterrupted roleplay within range of the target to call HEAL with them.

If you are interrupted during the casting then the rune is not considered cast; it does not expend a rune cast for the encounter, and you do not need to wait to cast again.

Would You Kindly Chill

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

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.

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.

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 Learning, but will be open to interpretation.

Create

Once per event you can gain a bonus when crafting or inscribing.

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 FLAME runes).

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.

You can only cast runes of RESIST once per encounter.

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 touch, but you must wait 10 seconds between casts.

You can only cast runes of HEAL once per encounter.

Darkness or Fire

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

If you cast SHATTER at someone wielding a polearm, you may call SHATTER WEAPON.