Runecaller

The Runecaller is a class for the RPG targetted around the Shattered World and Venya. It is currently in the content creation phase and more classes will be added before it moves into the testing phase. The Runecaller serves as an exclusive class for the Dwarven Enclave. There are still further additions to inscribing, glyphs and runes to follow as balances occur and more classes are introduced.

Introduction

Runecallers are soldiers chosen for their skill in runecraft and runecarving. They are a necessity for dwarven society and are involved in battles, smithing and building works. They call upon their ancestors within runes or use glyphs to provide boons and power. This is the only way they can harness magic as dwarves are magic null and have no other way of manipulating magic. Runecallers are found primarily amongst dwarves or iron gnomes as their practices are highly secretive. Runecallers can follow two paths, though some learn skills from both becoming hybrids of a sort. These paths are usually linked to the faction they represent in the Dwarven Enclave. If they follow the High King they will take more talents from the Rune Warrior branch of the tree, though if they follow the High Runemaster they will take more talents from Runemaster branch.  

Rune Warriors

These warriors are often leaders or heroes amongst The Dwarven Enclave. They use runes to empower their physical capabilities and weapons and are often seen on the frontlines. Some forgo protection and armour becoming berserker-like warriors, while others choose heavy armour and a calm mind. They possess military knowledge and are specialized in dealing with monsters, horrors and all manner of enemies, though no two Rune Warriors are the same.  

Runemaster

Runemasters are protectors of dwarven ancestors and their memories. They commune with ancient spirits through artefacts and heirlooms to learn hidden or lost knowledge. In times of need, they serve with the armies and soldiers, wielding great powers through the use of runes and glyphs to summon and concentrate magic onto specific locations or to provide boons to entire regiments. They are often revered within dwarven society and usually answer to Master Runecaller Arneth Stormwrath, the leader of their traditions.  

Class Mechanics: How they play

Runes & Glyphs

Runecallers use runes and glyphs to work their magic. Runes are used to call upon ancestors who create auras around them providing boons to allies or disadvantages to enemies. While glyphs are used to call magic to locations, items and their bodies. The effects of these can be seen on the runes and glyphs spell list.  

Runecasting

At the beginning of each long rest, runes and glyphs are selected from a list the hero knows. You cannot choose more runes or glyphs than the number of empty rune and glyph slots you possess.(e.g. If you have a tier 1, tier 2 and tier 3 rune slot you can choose three runes at the start of that day).

Runecallers can learn all runes and glyphs, usually learning new ones through quests. All Runecallers can use level 1 runes, but level 2 and 3 runes are unlocked through specific talents. However, all glyphs can be learnt and used by both rune warriors and runesmiths, though the number of glyph slots you possess depends on your chosen talents. Tier 2 glyphs are unlocked at level 4, and tier 3 glyphs at level 8.

Glyphs can be cast while runes are active. Runes require concentration to be maintained while glyphs work like spells. Activating a new rune takes an action unless ‘Ancestor’s Strength’ is taken as a talent.

The damage and effect of runes and glyphs does not scale with ‘magic power’ as dwarves have none. Instead, the damage described by the runes and glyphs is set as it is described unless amplified through items or the ‘Ancestral Runes’ talent.  

Runecaller Traits

Main Traits: Fortitude, Strength & Wisdom
Resist Bonuses: Fortitude & Wisdom

At level 1 a Runecaller has the following abilities:
  1. Ancestor’s Might: concentrate and maintain the presence of 1 rune at a time.
  2. Glyph Slots: Possesses four empty Glyph slots.
  3. Stubborn Attention: Roll with advantage on maintaining concentration effects.
  4. Glyph Carver: Can spend ten minutes carving glyphs into inanimate objects. These glyphs absorb magic and activate when the object is broken releasing the magic held within. This does not consume a glyph slot but requires you to know the glyph you are carving.
 

Levelling-Up

Beyond the information detailed on the main levelling-up page, class-specific steps are chosen from the two pathways presented here. You may choose one of the two pathway options at the designated level, following the path of Runemaster, Rune Warrior, or walk a path between the two.

Lore

Lore concerning runecallers can be found within the archives of The Dwarven Enclave, where they originate. Further information about their affiliation with other races and where they stand within Lenwir can be found within the offices of The Free Cities and particularly the signators of the Unitum Pact.   Amongst the Archives of the Dwarven Enclave exist others that may tell more of these people and the culture of runecallers. As well as present opportunities for future quests:
The Reclamation Edict
The Brighthammer
Khan Zorak
The Keeping of Dragon Hounds

Runes

Runes are the primary weapons of Runecallers. They serve as semi-permanent auras that require an action to activate and concentration to maintain. If certain talents are chosen these can be activated and changed with bonus actions. With the appropriate talents, three runes can be active at once, though each active rune must be a different tier. If the person takes damage, a WISDOM RESIST must be rolled for each rune being concentrated on to see if it remains active. All runic auras have a radius of 5m from the caster unless otherwise stated in the rune description (size is not influenced by ‘Ancestral Rune talent).

All creatures caught in rune aura’s negative effects must make a WISDOM RESIST check against the Runecaller’s ‘Spell Hit’ to avoid being hit. This must be re-rolled at the end of every turn to see if the aura affects them for the next turn. See a current list of runes on this rune page (WIP).
Spell List: Runes
Generic article | Jun 29, 2024

Glyphs

Glyphs do not benefit from SPELL POWER to enhance their damage as Runecaller races are magic-null. This means that glyphs inflict only the damage specified in their spell card. Glyphs also do not benefit from SPELL HIT, as their activation is dependant on a separate event listed in their spell card. Since glyphs are cast on an area or object, they would be activated by someone stepping in their area of activation or interacting with an object marked by a glyph. A list of Glyphs and their abilities can be found here:

Magic for the Hearty

Others have tried to replicate the secretive power of runecallers. Discovering and copying their engravings, though most died quickly after infusing the runes with magic. This is because other races of Venya don’t have natural ‘Magic Dampening’ abilities able to contain the concentrated magic like dwarves or iron gnomes. Those that try are usually ripped apart by the volatile magics, and those are the lucky ones. Others suffer worse fates, becoming possessed playthings of magical entities, or being twisted into mindless abominations that feed on magic. Whatever these fates, this magic should be left to the dwarves and iron gnomes. The powers it grants are scarcely worth the risks to those unable to contain them.

Glyphed Armour and Weapons

Within dwarven lore, some of their most powerful weapons and armour glitter with glyphs, granting ungodly strength and power to wielders with the fortitude to carry them. Much knowledge was lost in the cataclysm, but Runecallers have learnt a number of glyphs from their ancestors that can be bound to weapons and armour to grant certain traits.

Once inscribed it cannot be changed without reforging the item. These glyphs are described in the table below, though for them to work, the carver of the rune has to be in contact with the item. As a runecaller learns more they can sometimes carve two runes upon a single item without destroying it.  

Weapon Glyphs

 
  1. Chain - Prevents the enscribed weapon from being accidentally dropped or the wielder being disarmed.
  2. Fury - Each strike of a weapon imbued with this glyph detonates on impact causing initial fire and force damage (d6 fire and force) to the target as well as half damage to any within 5 feet.
  3. Vampirism - With each strike of your weapon the glyph absorbs the lifeblood of the enemy discharging it to you. Heals the wielder for half the base damage dealt. This effect does not work against inanimate (golems, etc) or undead creatures.
  4. Phase - Upon striking the blade of this weapon partially phases, passing through solid materials. This phased weapon ignores 5 armour.
 

Armour Glyphs

 
  1. Binding - Use a reaction to bind a spell that is cast at you but misses or inflicts no damage. This bound spell can be unleashed as a bonus action for up to three turns before it dissipates. Only one spell can be bound at once.
  2. Damping - Inscribes a rune that increases your magic resistance by 4.
  3. Protection - Inscribes a rune that increases your armour by 3.
  4. Resistance - Inscribes a rune that reduces all elemental damage by 8.

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