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Runes

3 hours ago
4 min read

Runes are powerful but rare, often found on Rune Stones. A skilled player or NPC can

Runes in the Dawn Lands LARP.

transcribe the rune's magic from the stone onto a weapon, armor, shield, or clothing. Alternatively, they can transcribe the rune onto a Rune Scroll and then attach the scroll to those items


Runes are first created on a Rune Stone. They can be kept on the Rune Stone indefinitely. Once transcribed and activated a Rune either lasts until the winter or they are permanent. If they are applied in the winter then they last until the next winter. The Rune listing will indicate the duration time of “winter” or “permanent”.


A player can only have three (3) Runes total on their body and equipment at the same time. And these cannot be the same.


Transfer Runes

Once a Rune is taken off of a Rune Stone and placed on an item the stone is inert.  If a player wants to keep a Rune but no longer wants the Rune on their item, the Rune can be transferred back to the stone. However, doing so takes time and gold.


Creating a Rune

When creating a Rune you must collect certain components. These components are then taken to a proper player or NPC and they can “perform” a ritual and inscribe the Rune for you.


Runes and “Calls”

When in combat, or other times it is appropriate, the effects of all Runes should be called out. This means that if you are protected from Lycanthropy you should call this out if taken to 0 HP by a were-creature.


Rune Creation and Transfer Steps

  • Step 1: Make the Rune and place it on a stone. This must take place in town or at a household base or guild hall. It is possible to find a Rune stone with the Rune already upon it. 

  • Step 2: The Rune from the Rune Stone is then transferred to a Rune scroll. At that point the Rune Stone is rendered inert and useless except as a stone. The Rune will be taken off if possible. The NPC or player transferring the Rune will keep the Rune Stone. This must take place in town or at a household base or guild hall.

  • Step 3: The Rune Scroll is then attached to the armor, clothing, shield, or weapon of choice - or it can be painted or sewn on.


List of Runes:


Protection from Lightning

Steps: Normal

Benefit: This Rune allows you to resist 2 points of damage from lightning attacks until the end of each encounter, duel, or battle. 

Price: No less than 300 GP

Duration: Permanent

Components: An item that was damaged by lightning, the burnt branch of a tree, wool or steel wool, and a bottle of cloud.


Protection from Fire

Steps: Normal

Benefit: This Rune allows you to resist 4 points of damage from Fire attacks until the end of an encounter, duel, or battle.

Price: No less than 200 GP

Duration: Permanent

Components: An item that was damaged by fire, a lump of coal or a handful of ash, a pinch of sulfur, and the scale of a dragon.


Protection from Lycanthropy

Steps: After the 3rd step, the player must also take the in-Runed item to a Druid to be consecrated. This can only be placed on an item of clothing or something worn.

Benefit: This Rune protects you from the effects of Lycanthropy (if you are attacked by a were creature you will not contract the disease of lycanthropy if you are reduced to 0 HP like normal).

Price: No less than 100 GP

Duration: Lasts until winter. If this is activated during winter, then this lasts until the next winter.

Note: There may also be “minor” versions of this floating around in charms, but the duration of those are very short.

Components: A strand of hair, tooth, or claw from a werewolf (or other were-creature), a bottle of moonlight, and blessed water (that can be blessed by a Priest(ess), Druid, Hedge Witch, or Oracle).


Protection from Necromantic Energy

Steps: Normal

Benefit: This very powerful Rune protects the user from the effects of necromantic Energy Drain attacks and prevents the player from being raised as an undead zombie.

Price: No less than 200 GP

Duration: Until winter. If this is activated during winter, then this lasts until the next winter.

Components: A bone from a humanoid undead zombie, the dirt from a grave, a bottle of midnight, and the tears of a Necromancer.


Rune of Speed

Steps: Normal, but this can only be applied to clothing or armor.

Benefit: This very powerful Rune gives the user quick speed on the battlefield. If the player wears a clothing item or armor with this Rune attached they gain the Fast Battlefield Movement ability. Fast Battlefield Movement: Before the start of any battle the player may position themselves anywhere on the battlefield. The closest that they may get to the opposition’s battle line is at the max weapons range. This is normally a battlefield ability and will NOT be applied in quests. This may possibly change in certain situations depending on the judgment of the local Loremaster or Guard.

Price: No less than 400 GP

Duration: Until winter.  If this is activated during winter, then this lasts until the next winter.

Components: The blood of a cheetah, horse, or eagle. A pair of shoes dipped in running water. The blessing of a Druid, and a vial of quicksilver.


Rune of Health

Steps: Normal

Benefit: This Rune protects you from the effects of plague and from the Death Curse of Fallen Paladins.

Price: No less than 100 GP

Duration: Until winter. If this is activated during winter, then this lasts until the next winter.

Components: clean cloth, a vial of clean water, elderberries, and the sweat of a large and/or strong beast.


Rune of Strength

Steps: Normal

Benefit: This Rune gives you a +1 bonus on all damage in combat.

Price: No less than 500 GP

Duration: Until winter. If this is activated during winter, then this lasts until the next winter.

Components: A smooth stone, a pinch of cheese or milk, and the blood of a warrior that has slain at least 20 foes single handedly.




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