Runes (DAM)

Runes was a term used by the mages of the Valdaermen during the Dark Ages, to collectively describe the four Pillars of their magick: Fara Runes (mysteries of travel), Forlog Runes (mysteries of luck and fortune), Galdrar runes (mysteries of magic and secrets), and Hjaldar runes (mysteries of battle).

Overview

The Pillars of Valdaerman magic are the Runes, the sacred power of written symbol. Each Rune holds sway over certain fundamental forces of the world that are given to men to harness and control. These powers are divine in their source, a holy wisdom by which the secret tricks of reality are known. Rune wisdom derives from Odin himself, the true measure of craft and wizardry, for which he transfixed himself by a spear, a sacrifice for the hidden arts of magic. Each Pillar represents a number of actual runes.

Sample Foci: Blood, offerings, scarification

Fara Runes (Mysteries of Travel)

Runes: Ehwaz, Raidho.

Long have the Vikings been people of the journey, people of adventure. Typified by the western direction, whence the forefathers of the Dark Medieval age's Norsemen discovered Vinland and the Skraelings, Fara (journey) appeals to the Nordic spirit, and is the very essence of freedom, exploration, and discovery. Motion and the migration of concepts also fall under the purview of this Rune. This is also a Rune of trade, as the Norse ranged far and wide, and not all their acquisitions were had by the sword.

Rating Description
  • 1
The Valdaerman becomes attuned to motion and movement on the literal as well as conceptual levels. He senses the energy of physical action and can see when some thing or someone is going somewhere. This allows him to know, for example, that water rushes in an underground stream beneath his feet or that a pilgrim is still far from his destination; it even allows him to watch the progress of an idea from mind to mind.
  • 2
This level of power enables the runecaster to exercise some degree of control over movement. She can insinuate feelings of wanderlust, adventurousness, or a simple desire to move into a person and is able to direct the immediate vector of such ephemeral substances as concepts. Also, she may escape any form of mundane physical confinement, given time and a bit of work.
  • 3
The mystic may walk through any unsolid physical medium (such as through the air or on water; no protection against such environments is yet offered, however) and can ward against mental confinement, control or intrusion, or else slip such bonds once they are placed (adding one die per success to Willpower pools in both cases). He may redirect ongoing motion (such as a charging horse or a thrown dagger) and can walk between worlds to enter the Penumbra.
  • 4
Now, the Valdaerman can direct his thoughts into the mind of another, blatantly or subtly, as he wishes (reading minds or changing surface thoughts). He may bring fellows into the Penumbra or himself walk deeper into the Umbrae. He can specifically dictate the motion of a group, idea or individual not actively resisting him (and might he able to overwhelm any resistance as well; apply successes to an appropriate contested roll). He may move himself through space (teleporting) and may likewise transport objects and animals in this fashion (one extra person or thing per success, plus one per Quintessence point spent).
  • 5
Wise in the true essence of Fara, the runecaster may enter physically into dreams, the realms of the Fae, and the Astral and Dark Umbrae. She may move locations or groups of people largely at will. Her consciousness can pass our of her body to move as an astral form when she wishes (although her body remains inert and defenseless unless precautions are taken). She may bestow or inflict any of the boons or woes of travel upon a single being, a group or a concept (granting clear passage or never allowing rest, for example).

Sample Foci: Dream-Walking, Individuals, Slipping Bonds, Swift Passage, Umbral Travel

Specialties: Arrows or throwing spears, boats or oars, foreign goods, stargazing, water

Forlog Runes (Mysteries of Luck and Fortune)

Runes: Fehu, Gebo, Jera, Orhala, Wunjo.

Forlog is fate or destiny. For most men, this is an unforgiving force, beyond their ability to master; the best they can do is stoically accept what comes. For the Valdaerman, however, personal fate and fortune are often a result of one's own efforts. Hence, this Pillar is also associated with prosperity, or one's lof -- the praise won through kill. In the cold northlands, the importance of this Pillar cannot be overlooked and many a family or raiding band has eked out a harsh winter only through it auspices. Many sagas recount the greatness of a man not only by his lineage and his accomplishments, but also by what he calls his own. Similarly, heroes and lords among the Nords are burned in their funerary barges while surrounded by the goods they have accrued. Truly, the prosperity of a good fate is a virtue in an unforgiving land.

Rating Description
1 Forlog seeks both the obvious and the subtle source of physical wealth and rich goods can be detected, as well as less substantial rewards. Just as Forlog's gaze seeks out gold and jewels so, too, does it help to locate persons, places or ideas that could be of benefit, lead to comfort or otherwise result in profit or happiness for the mystic.
2 The Valdaerman can create feelings of general well-being, accomplishment and contentment in others. Little runs of good fortune come to him when he is in need; he finds a few lost coins when he is hungry or a knife when he is unarmed. Others feel more at ease in the presence of the rune-wise one (adding one die to Empathy die pools per success), for a palpable sense of goodwill and success seem to follow in his wake.
3 Now, the mystic can extract the wheat from the chaff. Fine ore trickled like water from base stones to collect like dew in his hands. A bad deal suddenly yields an unexpected windfall. When no food or rest is to be had, Forlog alone can sustain the Valdaerman and few can avoid being entranced by the fine words that drip like honey from his silvered tongue (add one dot to Manipulation or Subterfuge per success). So long as he is willing to put effort into what fate gives him, he does not want.
4 Gold from thin air and open hands of friendship from even the direst foes are but two of the miraculous abilities granted by this Pillar to those who grow wise in its ways. The Valdaerman can control the concept of good fortune as it applies to individuals and small groups. Those she favors find their cups never empty, their stomachs always full, and amicable company abounding, whereas those she despises are plagued by the worst luck (adding or subtracting one die per two successes to any non-mystical Background, such as Allies, Contacts or Resources; pushing the hand of fate permanently with this power, however, often yields disastrous results).
5 The Valdaerman who masters Forlog finds that his honest labors alway tum out for the best. When he feels generous, those who have but the will to try are rewarded richly. He can bring success or failure, as he wills, to a person, a group or a venture of almost any sort (adding or subtracting successes from an action on a one-for-one basis, though he must expend a point of both Quintessence and Willpower to bring this effect to bear on magic). He can virtually guarantee that a concept or movement will take root and thrive or wither and die, depending on whether or not he approves of it. He is beloved by complete strangers and is a close friend to opportunity (lowering difficulties pertaining to friendship or good fortune by one per success).

Sample Foci: Coins or jewelry, fine garments, friendly overtures, strong spirits, thralls

Specialties: Fulfilling Ambitions, Making Friends, Non-MateriaL Gain, Riches, Simple Contentment

Galdrar Runes (The Mysteries of Magic and Secrets)

Runes: Ansuz, Gebo, Iwaz, Perthro, Uruz.

This, more than any other, is Odin's own Pillar, that of hidden wisdom and occult knowledge. Its runes resound with the power of Galdrar (incantations or magics). Intrepid explorers, the hardy people of the north truly appreciate what it means to discover the unknown and to bring to light that which is concealed. This is also the Rune of sorcerous power, gathering up the energies of the mystic world through the sacred letters, so that such mystic forces might be harnessed and directed by the rune-wise. Prophecy and detection likewise fall under the auspices of Galdrar.

Rating Description
  • 1
Hidden objects and occult forces are all under the purview of Galdrar. The gaze of the All-Father misses nothing, and those who call upon his sight see magic for what it is, know lies and codes when they hear them, and are able to discern disguises and hidden chambers when their eyes pass over them. In any case, the Valdaerman often know when something is not what it seems or is deliberately concealed (subtracting one die from others' Subterfuge or Stealth die pool per success).
  • 2
The mystic now learns to draw secrets out of hiding, where she might look on them and learn the truth of them (adding one die to Empathy or Subterfuge dice pools per success). Her sight moves beyond her body and she sees where she will (gaining the ability to scry ). No matter what others say or do, she sees the feelings in their hearts, reading their emotions. She can took upon magic and know its purpose, even when such is not obvious. She may speak the tongue of spirits.
  • 3
Galdrar now reveals the way by which the barriers between the worlds are breached (allowing for travel in the Penumbra), and the Valdaerman may summon spirits of nature. She can read minds and speak in thoughts. She may glance into the past or the future, seeking truth in the metaphors she finds there. Also, she gains some control over the very concept of secrets and may use her powers to make a person, object, group, or idea better known or more obscure (adding or subtracting one per success from all difficulties to discover or notice such a subject or, in the case or subjects not actively searched for, simply making them more or less likely to be discovered).
  • 4
The Valdaerman may speak to any being that has a language, can decipher the hidden meaning of nearly anything, no matter how obscure (adding one to Enigmas die pools per success) or enter the deepest thoughts and hidden dreams of any sentient creature not protected against her presence. She can unweave the magic others have spun (subtracting casting successes on a one-for-one basis) and can veil herself in secrecy as she wills, becoming invisible or silent (adding one per success scored on a simple spell to all Stealth dice pools). She also learns to see the workings of fate (and may discern beings with a special Destiny).
  • 5
She who dares delve this far learns Galdrar's innermost mysteries. The Valdaerman can manipulate the thread of fate like the Norns, changing the destinies of people, organizations or ideas. She may seek audience with the gods (speaking directly with the Vanir and Aesir or, if she is daring, other powers as well) and can summon up the hidden power of a place to give birth to a new source of Quintessence (creating a cray after an extended spell limited to no more than ten rolls, one roll per day; every ten successes equals one level of the new cray). Those she targets with her ire are remembered by no one (or by all the wrong people for the wrong reasons), and he knows a man's past, present, or future at a glance.

Sample Foci: Blood, divinations, meditation and trances, reflective surfaces, smoke or fire, thread

Specialties: Divination, Learning by Magic, Magical Energies, Manipulating Fate

Hjaldar Runes (Mysteries of Battle)

Runes: Isa, Kenaz, Naudhiz, Sowilo, Thurisaz, Tiwaz.

Hjaldar is the secret of struggle and victory. The symbols of this Pillar are those that resound with the fierce energy of combat and the thrilling rush of conquest. As the ancient people of the North brought with them the ferocious north wind and the sacred bearsarks, so does Hjaldar (battle) grant strength and endurance and lend keen edges to spear and sword. This Pillar dispels fear and doubt, instilling courage and confidence in every way. Thor is but one of the deities who looks in favor upon this Pillar and who gives his blessing to those strong in its ways. Hjaldar is also the way of the leader and the ruler, for the greatest of Nordic lords have been as mighty and as fearless as they were wise.

Rating Description
  • 1
At this level, the Valdaerman is attuned to the essence of conflict. He can sense violent intentions in another and sources of tension or discord. Likewise, actual sources of violence and struggle can be detected. Areas, people and objects saturated with the essence of Battle are also apparent, and the Valdaerman knows an ancient battlefield or veteran warrior when he sees one.
  • 2
The mystic may now create minor sources of conflict between persons or groups in proximity to one another. A vassal chafes at his lord's command, or all male wolves in a given pack begin to resent their alpha. The Valdaerman may enchant weapons and armor to strike and defend against supernatural beings (allowing the caster to inflict or defend against aggravated damage to or from incorporeal spiritual beings). Feelings of discord, courage, or general combativeness are his to command.
  • 3
Now experienced in Hjaldar's ways, the Valdaerman can call upon the terrible power of consuming flame and grinding ice (inflicting one Health Level of lethal damage per success). Predatory animals heed her command, and she is fearless and strong beyond mortal limitation (adding one dot of Strength or Stamina per success). Implements of battle heed her will. Swords tum from her flesh and armor betrays its wearer (reducing damage or soak die pools by one per success, to a minimum of zero).
  • 4
The runecaster speaks with a voice that echoes like thunder. When she raises her spear, a chorus of war cries gives voice to the fire in her heart (adding one dot to Leadership per success). She takes the shape of furious beasts (shapeshifting into wolves, bears or other predators is a simple spell; her possessions do not shift with her, but she sheds armor painlessly upon transformation), animates weapons and armor with will alone and can spark blood-feuds between even close allies (resisted by the subjects' Willpower). Her rage can cow strong men and break weaker wills with mind-numbing tenor.
  • 5
At last, the Valdaerman is as one with Hjaldar's lessons. The touch of his hand shakes the ground like a dragon's footsteps. The Valkyrie takes wings at his direction (summoning up hosts of the spirits of battle), and lightning flies where he wills it (inflicting one Health Level of aggravated damage per success). When he dons the bear-shirt, he retains his weapons and armor (he can shapeshift into a half-man, half-animal form that provides him all the traits of an animal yet retains use of his hands; he can stand or run bipedal, or on all fours). He leads armies with the splendor of a god (adding one dot to Charisma per success), and his awesome fury can destroy concepts, hierarchies and ideals, as well as mortal men. Truly, he is a conqueror by the sword and his name shall be spoken with honor and fear.

Sample Foci: Bone , fire or ice, live runecutting, ordeals, weapon and armor

Specialties: Bloodlust, Creating Enmity, Elemental Wrath, Shapechanging

References

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