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====Runes of Summer====
====Runes of Summer====
The Summer runes are associated with strength, confidence, majesty, adulthood and energy. They are a common sight on weapons and armour, especially in Wintermark and Dawn. They are [[Feresh]] the Rune of Majesty; [[Jotra]], the Rune of Battle; [[Tykonus]], the Rune of Victory; and [[Verys]], the Rune of Might.
The Summer runes are associated with strength, confidence, majesty, adulthood and energy. They are a common sight on weapons and armour, especially in Wintermark and Dawn. They are [[Feresh]] the Rune of Majesty; [[Jotra]], the Rune of Battle; [[Tykonus]], the Rune of Victory; and [[Verys]], the Rune of Might. The runes of Summer are sometimes called "the Gryphon runes" after the heraldic beast popular in [[Dawn]].


====Runes of Autumn====
====Runes of Autumn====

Revision as of 15:49, 8 November 2012

Overview

Empire does not use Futhark or other traditional real-world rune systems. Rather it uses a series of twenty-six mystical runes that originated in Wintermark. While the Winterfolk discovered them, they are used by magicians and craftsmen all over the Empire.

Each rune is associated with a concept, usually a single word that sums up its magical meaning. They are each tied thematically to one of the Realms of magic. Runes also have names, which can be invoked, and are believed to physically resemble an iconic item or creature. Many magicians keep a scroll or a notebook containing information about the runes, as memorizing all twenty-six is quite a feat.

The runes are also used as a simple alphabet by several magicians; each rune stands for a single letter in a typical substitution cipher. Many magicians consider this to be a risky and foolish activity; if the runes have power, then using them to write things invites unexpected and uncontrollable forces to intrude on the life of anyone who handles them.

Performing Magic

Runes can be used as a method of performing magic. A magician might trace a rune in the air or while touching a target of a spell, or might use a permanent or temporary design that incorporates a rune. Runes are commonly painted or carved onto the targets of any magic that has a duration, but may also be traced or invoked while performing almost any ritual.

There are no magical functions that are unique to runes, they are an aid to roleplaying when peforming a ritual and can be replaced with other aides as appropriate to the character, but the magical associations of each rune can be used in rituals where the hearth magic properties of the runes may provide a bonus to the effect of the ritual if used correctly.

Divining with the Runes

A diviner may have a set of runestones (or occasionally runic cards) which they use for divination. The diviner selects several of the runes at random, and tries to interpret their meaning. Some diviners write a word using a runic substitution cipher and then interpret the resulting runes as a means to gain insight about the thing the name applies to. This practice is largely discredited; magicians in Urizen and Highguard alike point out that it is based on an arbitrary connection between the runes and the letters of the Imperial Alphabet, and has no divinatory value.

Crafting the Runes

Runes are often incorporated into crafted items, especially in Wintermark. In the setting they help to enhance the properties of items made - a sword is less likely to rust or shatter, a cloak is less likely to tear - but when used in this way the runes have no rules-based game effect, they are intended purely for roleplaying purposes.

An item may be marked with one or two runes that define or support its purpose - for example, a sword may have the runes for "warfare" and "victory" engraved on either side of the blade..

Realm Affiliations

The Runes can be combined together in many different ways, but magicians agree that there is a strong connection between the runes and the Realms. The majority of the runes are symbolic of concepts or themes closely tied to one of the supernatural realms. This does not mean that a rune can only be used with workings tied to the affiliated realm; for example, the rune of Purity Cavul is associated with the Day realm and may be used to purify a poison, but the rune of Blood Rhyv might be used instead or as well, despite being associated with the Spring realm. Collecting the runes into groups based on their realm affiliation is a useful shorthand for magicians when they are constructing a ritual. Craftsmen are aware of the distinction, but are usually much more interested in the meanings of the individual runes than their esoteric connections.

Runes of Spring

The Spring runes are associated with life, the natural world, youth and beginnings. They are Bravash the Rune of Fertility; Evrom the Rune of Beginning; Mawrig the Rune of Storms; and Rhyv the Rune of Blood.

Runes of Summer

The Summer runes are associated with strength, confidence, majesty, adulthood and energy. They are a common sight on weapons and armour, especially in Wintermark and Dawn. They are Feresh the Rune of Majesty; Jotra, the Rune of Battle; Tykonus, the Rune of Victory; and Verys, the Rune of Might. The runes of Summer are sometimes called "the Gryphon runes" after the heraldic beast popular in Dawn.

Runes of Autumn

The Autumn runes are associated with wealth, influence, power, maturity and skill. They are Queros, the Rune of Plots; Hirmok, the Rune of Dominion; Lann the Rune of Bargains; and Pallas. the Rune of Wealth.

Runes of Winter

Several of the Winter runes have a bad reputation, as might be expected. They are associated with fear, death, suffering, curses and ending, but they are also associated with wisdom and old age. They are Naeve, the Rune of Hunger; Irremais, the Rune of Wisdom; Yoorn, the Rune of Ending; and Kyrop, the Rune of Weakness.

Runes of Day

The Runes of Day are associated with thought, reason, truth, light and purity. They are Cavul, the Rune of Purity; Ophis, the Rune of Revelation; Sular, the Rune of Discovery; and Aesh, the Rune of Thought.

Runes of Night

The Runes of Night are associated with secrecy, illusion, emotions, instinct and change. They are Diras, the Rune of Secrets; Wyr, the Rune of Transformation; Xun, the Rune of Mystery; and Zorech, the Rune of Passion.

The Mystic Runes

There are two runes that fall outside the Realm groupings. (or perhaps three, depending who you ask). They are Gralm, Rune of Destiny and Ull, Rune of Chance. Some magicians leave them out of the runeset altogether; they are closely tied up with the Wintermark concept of the Skein. The twenty-seventh rune, called The Unnamed, is the esoteric blank rune that represents the unknown, the concept of things that are outside creation.