Difference between revisions of "Runic Tongues"
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==Aquisition== | ==Aquisition== | ||
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− | Runesmiths raised by | + | *Runesmiths raised by the cultures of their species can easily inherit their cultures runes, however because of its basis in culture, someone of another species being raised as one of their own can also inherit such a tongue, but no more than one this way. |
− | + | **Master Runesmiths can go on a quest to obtain ancient knowledge, where they are capable of uncovering a single one of the available Tongues. This tongue cannot be replaced in any way once learned, and a runesmith possessing one is a sign of true mastery of their art. | |
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==Developed Tongues== | ==Developed Tongues== |
Revision as of 23:21, 24 April 2021
Magic runes are present in many of the cultures of the world, and while they all function similar to each other by sharing a common overall system, they all evolved in different ways with the passing of generations. As cultures spread and developed, so did the art of runesmithing. This knowledge is learned culturally and is guarded zealously by it’s masters who have crafted them over lifetimes. Very few people outside of these cultures can boast of having access to the ancient knowledge that is provided, but there are exceptions.
Aquisition
- Runesmiths raised by the cultures of their species can easily inherit their cultures runes, however because of its basis in culture, someone of another species being raised as one of their own can also inherit such a tongue, but no more than one this way.
- Master Runesmiths can go on a quest to obtain ancient knowledge, where they are capable of uncovering a single one of the available Tongues. This tongue cannot be replaced in any way once learned, and a runesmith possessing one is a sign of true mastery of their art.
Developed Tongues
The tongues that are known to have been developed over the gear:
Dwarven tongue: Dwarves developed their system with resilience in mind, rather than raw power. Runes inscribed in the Dwarven tongue can be activated 2 times before they consume themselves.
Hrim runes: The runes created by the Giants of the rune, were developed with a Tribal mentality, where their nomadic lifestyle ensured little moment to prepare. Those using the Hrim runes can inscribe three “”on the run” scroll using bones during stressful scenarios. This act as normal scrolls but they will lose strength with time (Can’t be used outside of that stressful scenario).
Naga Runes: Naga’s and their descendants developed their runes with their obvious environment on mind. Lacking solid surfaces, they managed to shift the water into their canvas. Syrien runes can be inscribed in liquid surfaces, the water maintaining a form around the rune like a bubble, sustaining itself. Syrien runes user can move this bubbles when FULLY SUBMERGED if keeping contact with the bubble, and able to move normal walk speed.
Yusati runes: The yusati users of runes developed much like their culture, with tight knitted groups and roaming caravans. As such, their runes developed in the deserts where soft sand was their strength. Yusati runes “burrow” on soft earthly materials, making them undetectable by mundane means. If the same rune is activated in a close area, they will activate at the same time
Aervan runes: Aervan tongue users can inscribe this runes at a distance of 5 meter around them but 10 meters away vertically. This runes cannot be disturbed nor erased unless they are Break where they will inmediately activate.
Chulduri Runes: Users of the Chulduri runes can inscribe runes on their own bodies, thanks to the hard scales abundant in them. Users that don't have an exoskeleton can use it the same way but the pain is excruciating and can’t inscribe other runes while holding one on their bodies. The runes don’t last for long (they can remain on the body for a Stressfull scenario)
Orcish runes: They can inscribe one rune on a handheld weapon while maintaining contact with it. This runes don’t harm them and they don’t work if they lose contact with the weapon.
ViloTae runes: Vilotae tongue users can use a Mimicry rune (numbers to decide) that will imitate a magic effect in a 5 meter radius around it, activating together with it.
Leonin Runes: Leonin tongue runes seem to produce a seductive purring before activation, making untamed, non sentient creatures to come close to it. Upon Activation they release a big Roar that causes Creatures up to Threatening to flee away from the rune.
Sylvan Runes: Sylvan runes when left alone for 3 turns, may roll a 1D2. If 2, the rune creates a copy of itself 2 meters away from the original and looking away from the runesmith.
Skralyn Runes: Skralyn rune users can scavenge their own scrolls back, capable of being used a second time once activated with a little repair outside of combat. This can only be used if the scroll is done in Organic non-plant material.