Tag Archives: Golden Rune

The Golden Rune: Penitents

"I'll look after it for you."

Dwarves who are cast out of their society, or who lose the cultural markers of home, ancestor, and Thane, find it difficult to find a new place in their culture. When a dwarfhold has been disrupted, the clanless “orphans” may lose all sense of place and purpose and waste away into death.

One option available to the clanless is to become Penitents. This is especially encouraged for those who have lost their homes to necrodwarf depredations. Penitents connect their life energy to that of the Golden Rune, though they are not Runeguard. They give their lives in service to the Golden Rune, again fighting for dwarves and striking against the undead, again given purpose that transcends their clanless shame.

Gaining the Golden Rune

Penitents must swear an oath of service, surrendering claim to reward. They swear that if by their lives or deaths they can further the power of the Golden Rune and combat the Empty Rune, they will do it.

Then, the Living Runesmith burns them with a sub-pattern of the Golden Rune, on their backs. The sub-rune is keyed to a specific Runebearer (Runeguard, Runepainter, or Living Runesmith), but the Living Runesmith can change which Runebearer it is, as needed, in a ritual that lasts a week.

  •  Gaining the Golden Rune subrune costs the Penitent 1 permanent hit point per level, both for levels gained so far and upon gaining further levels.
  • If a Penitent’s Runebearer dies, the Penitent loses 1 from Strength or Dexterity.

Expectations of a Penitent

The Penitent is assigned to a Runebearer. Generally, the Penitent makes travel arrangements, handles finances, shoos off undesirables, and makes the Runebearer’s journeying and fighting as painless as possible. Penitents may grumble, but they dare not openly complain. They live out a sacred trust to help their Runebearer stay focused.

A Runebearer can have up to 1 Penitent per 3 levels. (1 at level 3, 2 at 6, 3 at 9, 4 at 12)

Golden Rune Morale Effects

The Penitent is +2 to save against level drain, as well as Sleep, Fear, and Charm spells.

Penitents each have a shield scripted with runic prayers, as a symbol of office. If they have that shield and can chant the cold and ruthless prayers thereon during battle, they receive a +2 morale bonus, and share that bonus with all dwarves within 21 feet.

When the Penitent is in combat with the undead, the undead are -2 to morale  tests. They must test for morale even if they are normally immune.

Golden Rune Damage Effects

If the Penitent is within 21 feet of their Runeguard, they can accept any hit points of damage dealt to the Runeguard by the Golden Rune.

  • This is the only kind of hit point damage they can sustain on the Runeguard’s behalf.
  • The damage cannot be split. Either the Penitent takes it all, or none of it, for each of the Runeguard’s activations of the Golden Rune.

o        If the Penitent has 1 hit point left and the Runeguard triggers the Golden Rune for 12 damage, the Penitent can take all the damage and die horribly, consumed in golden energy, but the Runeguard fights on.

  • It takes no actions for this transfer of damage, for either the Runeguard or the Penitent.

The Penitent can also make an offering of hit points to the Runeguard. The Penitent takes 1 round and offers up to 2 hit points per level; the Runeguard receives half the offered hit points.

  • They must be within 21 feet of each other to do this.
  • It does not take 1 round for the Runeguard, only the Penitent.
  • This does not work for Living Runesmiths or Runepainters.

Retirement

If a Penitent has offered faithful service for over a century, and they are weary, their Runeguard dead, the Living Runesmith could theoretically allow them to retire and not assign a new Runeguard. So far, a Penitent has never lived to “retirement age” but theoretically such a thing is possible.

The Golden Rune: Runeguard

In the wake of the horror of Tcholiark’s fall, the Thane of the Living Dead authorized and pursued research for a more stable form of runic power for those who had once been the Thaneguard and were now to be the Runeguard. Only one main rune and it supporting rune sets were considered safe to develop and use.

Gaining the Golden Rune

First, the dwarf must become a trusted agent of a Thane who has one of the three Living Runesmiths at his disposal. This generally takes at least a century of continuous service.

Once chosen (volunteers are not selected, and only the Living Runesmith may choose candidates) the potential Runeguard is given a quest. Upon completing the quest and returning, the potential Runeguard is considered carefully by the Living Runesmith for a year.

If the Living Runesmith decides the potential Runeguard is worth the risk, the candidate’s beard is shaved, and the candidate is given a week of meditation, prayer, fasting, and physical punishment to purify and prepare for a commitment that can never be shirked.

On the Day of Branding, the candidate is brought to the sacred forge of the Living Runesmith. Instead of the more free-form tattoo forms of the necrodwarves, the Golden Rune is not a tattoo at all but instead an elaborate burn scar—a brand. A cauldron is heated, with scented oils, secret unguents, and blood—some from the Living Runesmith, and some from the potential Runeguard. The cauldron reaches a boiling point, and molten silver is poured into it. As the cauldron grows red hot, the potential Runeguard grips it to his chest, lifting it from its resting place and placing it on the ground.

The Golden Rune is on the side of the cauldron, with connecting runes on the “handles” where the wrists help lift the pot. The Runeguard is branded on the chest, and the wrists. The Runeguard loses 1 point from each physical attribute (Strength, Dexterity, Constitution [and 1 permanent hit point per level]) and gains the Golden Rune. It takes a week to properly heal and cure the golden rune. Then, the Runeguard begins service.

Upon gripping the cauldron, the potential Rune Guard must save vs. petrification. Upon failing, the ritual goes wrong, the Runeguard failed student still takes the ability damage (but the Golden Rune is not clear enough to be used) and the dwarf takes 3d6 x 10 hit points of damage from the boiling cauldron contents. Survivors tend to be badly scarred.

Golden Rune Morale Effects

The Runeguard is immune to level drain, as well as Sleep, Fear, and Charm spells.

Any undead damaged by the Golden Rune effects must test morale at -2, even if normally immune to morale tests. Those that fail, flee.

 Golden Rune Damage Effects

The Runeguard can focus for a single round and send out a scintillating burst of half-visible energy in a 21 foot radius. All undead within that radius take damage based on their hit dice.

Runeguard Level

Damage to undead per undead’s hit die

2

1

4

1d4

6

1d6

8

1d8

10

1d10

12

1d12

Undead take 1 automatic damage per * and 2 automatic damage per +1 on their hit dice.

Activating this power costs the Runeguard 1 hit point per hit die of undead affected. There is no limit to how often the Runeguard can use the Golden Rune.

The Runeguard can also channel this attack through a Runeguard weapon or through a touch attack. In that case, the damage only affects a single undead, but the damage from the life rune is doubled. The Runeguard still takes 1 hit point of damage per hit die affected. There is no limit to how many times per day the Runeguard can use this ability.

Runeguard Weapon

Weapons may be forged by runesmiths that have a detail from the living Golden Rune emblem seared into a Runeguard. These weapons allow the life energy attack to be channeled through them as though they were a touch attack (but also doing weapon damage) and they also count as magic weapons when used by a Runeguard.

This weapon is usually forged by the Living Runesmith while evaluating a potential Runeguard, presented upon the completion of the Branding Ritual.

Grim Control

Each Runeguard created with a Branding Cauldron has his name inscribed on it. If the Living Runesmith (and only the Living Runesmith) obliterates that name, the Runeguard immediately dies.

The Legacy of the Golden Rune

A possible interpretation of the Golden Rune

Morniarak retreated from the mountains, to an outpost that was once used to trade with the Sea People.  He was numb and weary beyond all feeling, his grief too profound within him for his life force to shift it aside. Dolvatch, god of the Stone Ancestors, was grim and silent, the ancestors murdered in their graves. In his prayer and communion with the gods, Morniarak came to understand the depths of what his wicked Runesmith had done.

Fariak had twisted the very stuff of life, Mekk. Fariak had taken the Pure (Mekk life energy, usually constructs) to fuel the Blended (life from mixing sources, usually sex) in creating the Remains (the undead). This final blasphemy shocked Morniarak loose of his sanity, a refugee emperor gone mad with loss.

Dying of sorrow, he too pled with Zomok, begging that his linage and the dream of what Tcholiark once represented would burn on undying in the face of the ravages of death. Zomok heard him, and responded. Indeed, he would have all he asked for, to seal the tragedy for all time.

Morniarak’s corpse was burned, the final indignity that protected him from what may happen if Fariak discovered his resting place. Morniarak’s great grandson, Kreftimar, was ironically crowned Thane of the Living Dead (referring to his people, robbed of home and history but yet living). Grim, formed by the hideous reversal his people had endured in the last thirty years, he swore a mighty oath he would restore the dream of Tcholiark.

Kreftimar was popular with the Thaneguard, for he had led them in former times of glory. Leading those still printed with the golden energies crafted from Ghertian’s wisdom, he founded Retribution Delve. Runesmiths from all the Stone People’s redoubts were invited to study Ghertian’s work on the aging Thaneguard, and see if they could duplicate the effects within Kreftimar’s watchful and cautious boundaries.

Retribution Delve was hidden carefully, and word traveled only by word of mouth between bonded allies, strong in faith in Dolvatch or Mekk. The runesmiths came, and for a century they grimly focused on Ghertian’s art, as in the background Tcholiark cackled and unleashed conquest upon the massively weakened nearby provinces of the Dracolithic Empire.

After a century, the runesmiths had reclaimed some of the healthy work Ghertian left on breathing weapons, the surviving runically marked Thaneguard. However, many of the Thaneguard fell.

Grief and rage polluted their runes, with the death of the Thane and the loss of all they were to protect. As despair gripped them, some of the Thaneguard were corrupted. Runes darkened to the runic necromancy that had desecrated their homes; some became mad constructs of undeath, freshly powerful with their repurposed sigils. Others went mad and joined their tormentors, champions in Tcholiark again regardless the cost.

The Council of Retribution Delve met in (year). They determined that only a single flesh rune would be permitted, and the two subsets it governed. It was simply too dangerous to continue the experimentation that Ghertian’s wisdom nurtured, for Fariak’s jealous ambition would always be in the shadow. Still, the inherent beauty of the art, combined with Kreftimar’s steady rage, and the runesmith’s awe of the craftsmanship, denied the possibility the flesh runes would be lost forever.

Three Master Runesmiths were selected. Responding to the woe of Fariak’s jealousy, they renounced name and clan and became effectively faceless in the dwarven culture, so they would not be tempted by glory. They each took 1/3 of the surviving Thaneguard and their families, and traveled to find hiding places so they could continue the work with the precious lore that survived. The Thane of the Living Dead, Kreftimar, retained Retribution Delve as his home as he plotted the destruction of Tcholiark and the mad Fariak, Thane of the Dark Column.

Less than a year after the Council of Retribution Delve, the Delve was under siege. While the Thane of the Living Dead was prepared to repel the undead forces of the Thane of the Dark Column, he was caught totally by surprise as an unexpected attacker crashed into his defenses.

In the distant mists of Skydeep, the Thane of Clouds had heard about what happened at Tcholiark in a predictably garbled way. Sending a spy network and trusted agents, it took him decades to determine the broad outlines of what really happened, and to track the surviving rulers. Seeing the profound damage done to dwarven history, culture, ancestors, reputation, strength, morale, and so forth, the Thane of Clouds decided that Morniarak’s legacy must be ended.

By now the tragedy of Necromekk had unfolded around Tcholiark, and the screaming madness of the Gilver had darkened the world and tempered all hope with bitterness. The entire dwarven race teetered on the edge of madness from grief and guilt, and the Thane of Clouds knew they needed a symbol, some hope, something.

When the army descended upon Retribution Delve, the Thane of the Living Dead found his greeting dying in his mouth as the kinslaying dwarves began their grim work of burying the last of what Morniarak’s misplaced trust had allowed. The Delve was not built to repel a determined dwarven army; instead, it relied upon concealment. The main entrance could not hold forever, especially with siege tunnels burrowing in from the surface. The Thane of the Living Dead made a difficult decision.

He took one of the three Living Runesmiths, and all his Thaneguard, and tasked them with continuing the work. The Delve site had been selected in part for its access to an underground lake that stretched for miles, with dozens of entrances. So in stealth the sorrowing Runesmith and this Thaneguard prepared to leave as the stalwart defenders of the Delve held off the sweeping intrusions of the kinslaying army.

The Living Runesmith named the exchange the Lake Parting; in it, the Thaneguard were changed forever to the Runeguard, charged with protecting the Living Rune and bringing about the end of the blasphemy wrought in Tcholiark’s salvation from the Dracolithic Empire. Two Thaneguard remained with the Thane, and several runesmiths, each disguised as the Living Runesmith.

And so the Living Runesmith and the Runeguard sailed in darkness, and the Thane of the Living Dead and his last two Thaneguard met the invading army with all the forces at his disposal. That battle was not one they intended to win; even facing destruction, they had no heart to slaughter loyal dwarves.

Adurmik, Master of Forces, tarried in the dark of the Retribution Delve. He entombed the noble Thane of the Living Dead and his two Thaneguard, and those who fell in defense of the Delve. Then he withdrew, sealing the Delve so that its combined secrecy and sealing would protect it from those who would rouse the unpleasant memories of a dark, dark time.

Morniarak had pled with Zomok to allow his linage and dream of Tcholiark’s former glory to burn undying in the ravages of death. In response, Zomok’s power flowed; the founding of the Dolviak created investigators within the dwarven culture that would be ever vigilant and prepared to murder to protect dwarves from the experimentation that could destroy a pillar of dwarven strength in a mere century or two. Tcholiark’s glory served as a grim reminder that any place could fall. Those in Morniarak’s royal family were also burnished golden; they were doomed to forever hunt the necrodwarves, or join them, for the Dolviak founded by the Thane of Clouds saw to it they could never really leave the tragedy of Tcholiark behind them and find a new home among dwarves.

Go check out the artist whose work I have b0rrowed for this post. Good stuff! http://jetfanginferno.deviantart.com/art/Golden-Rune-76957353