Re: Rune magic

From: hcarteau_at_fUmUgLvYeJvty-xR-mQf6Gcvwz6B4-PZq8617cRZF5qqfcYFlVv8fPNcCl0dOrnztSZ
Date: Mon, 21 Nov 2011 20:15:52 +0100 (CET)


Here's a few ideas of Magics / Divine feats associated with these Runes.

Harmony : This is magic to appease, to quiet, to soothe. It's Healers' and Women's magic. The first ones use it to dull or suppress pain, remove fear, etc. The second ones use it to quiet children, appease husband, restore sense of community, etc.

Disorder : the trickster's rune, opposite of the first. ANYTHING GOES : Break things, make people fart / piss / execrete, dissolve social bonds, remove inhibtions, make drunk, make someone look silly, turn clothes transparent... Anything that breaks down the established order, whether social or physical.

Stasis : this is the rune of permanency. It holds things, people and everything in place. There are obvious uses as Hold person, and more subtle one such as Stop Wind, Freeze Water, or even Freeze a Situation.

Mastery : this is Mastery over men, the Rune of Rule, used by clan chieftains, tribal kings, warleaders and - to a lesser extent - anyone who exerts authority over others. Magics include Silence opponent, Clear Orders, Order and Be Obeyed, etc.

Law : it's a special thing, a western/malkioni/monotheist concept. Only Lankhor Mhy uses it in orlanthi society. It allows its worshipper to Judge Wisely, Interrogate Witness, Quote Jurisprudence, etc. The courtroom rune. It's actually very useful in a social scenario : the Law is made to settle differences before resorting to Violence. But "Violence is always an option".            

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