True Runes
From Greatelementrpg
Story of the True Runes
The Story of Creation ...
In the beginning, there was "darkness." Then, the "darkness" shed a "tear." From that "tear," the brothers Sword and Shield were born. Shield claimed it could defend against any attack. Sword claimed it could slice through anything. The brothers began a legendary battle. At the end, both Sword and Shield shattered. Sword became the sky, Shield became the earth, and the sparks from the battle became the stars. As for the jewels, they fell to the ground and became the True Runes--The runes that all other runes were born from.
The 27 True Runes are the embodiment of existence itself. They're comparable to deities in the Suikoden World; they've governed history since it's beginning. They represent unavoidable truths, which are necessary for existence. They can be classified in three different aspects; Ethos, Logos, and Pathos. Ethos represent ethics and morality. Logos is logic and universal principal. Pathos is feeling and emotion.
The 27 True Runes are extremely powerful, with complete control over what they represent. More than any other rune, they're capable of creating elemental forms to use as their own physical bodies. They're known to take human hosts too, however; some Runes like the Rune of Punishment, always seek a human host. Empires have risen and fallen because of the True Runes. They seem to have their own sort of sentience and personality, even.
When being hosted by a human, most of their power is sealed away, and the host is only granted a small amount of it's power to use. However, this small amount is still more than granted by most runes. As such, True Rune bearers usually rise to positions of importance; though arguably, it could be said that often True Runes choose individuals whose natural talents would have them rise to prominence regardless.
True Runes have a few interesting effects on their hosts; firstly, they tend to change their personality a little. The bearer of the True Fire Rune for example, becomes slightly more aggressive. A more noticeable change however, is that True Rune bearers become ageless. If they acquire the True Rune while still a child, they age until their prime and then stop aging. If acquired during adulthood, they simply stop aging then. They also become immune to disease and other natural causes of death; however, they can still be killed in battle.
True Runes cannot be removed by normal means, nor can their dormant forms be forced out of their Orbs by normal means.
The True Runes
True Beast Rune
- Previous Bearers:: Various animals
- Current Bearer:: Moss
A true rune of the Pathos Class. This True Beast Rune represents simple animalistic passion. It governs the deep logic-less layer of the mind; the instinctual emotional part that lacks rational thought; simply, it represents unbridled emotion. It gives life the spark needed for creativity, motivation, devotion, love, and pleasure. However, it also makes misery, agony, envy, hatred, and rage possible.
It's not entirely known what powers the True Beast Rune gives it's host; it seems to turn them into a beast of some sort, giving them inhuman speed and strength, as well as greatly increased instincts. They also seem to know peoples emotions by looking at them, even if outward signs are different.
The True Beast Rune has been hosted by various great beasts throughout history; it has turned simple animals into legends. Many heroes met their demise trying to slay these beasts, but eventually when one hero did succeed, it would become dormant for some time before finding a new host.
During one of these dormant times in the recent past, a young man stumbled upon it's location, inadvertently attaching the rune to himself. This young man, known as Moss, has been cursed with bearing the Rune since, in a strange and powerful beast form.
Rune of the Beginning
- Previous Bearers:: Nagean and Arceid
- Current Black Sword Bearer:: Martin Keyroleth
- Current Bright Shield Bearer:: Christopher Praesul
The True Rune of the Ethos class represents creation, and the inherent dual nature of reality; as thus, it's always found in two separate components; The Bright Shield Rune and The Black Sword Rune. The Bright Shield Rune represents nurture and protection, but also lawlessness and impunity. In short, it represents free will and protection. The Black Sword Rune represents order; not Order as the Circle Rune perpetuates it. This order is not synonymous with harmony and bliss; it is an order which lacks free will, the simple aspect of existence which calls for irrevocable laws to existence, such as the law of gravity and other physical laws. Without a balance of these two aspects, life and creation would be unable to exist - without the aspect of order represented by the black sword rune there would only be chaos, and without the aspect of nurture and freedom of the bright shield rune life forms would not have a place in the completely axiomatic existance.
The hosts of these two runes are destined to fight each other until only one of them is left alive; the victor will be granted with the full True Rune, gaining the full power and agelessness of the True Rune of the Beginning.
The Bright Shield Rune grants great protective and healing powers, while the Black Sword Rune grants great offensive powers. It can only be assumed that the Rune of the Beginning grants both, but since the hosts of the Bright Shield Rune and the Black Sword Rune usually kill each other, thus resulting in a draw, the effects aren't known.
Two famous owners of these Runes were the ancient heroes Nagean and Arceid. The Black Sword Rune and the Bright Shield Rune are not True Runes individually and thus do not grant agelessness.
Blue Moon Rune
- Previous Bearers:: Blue Moon Village of Gale Forest
- Current Bearer:: Unknown
The Blue Moon Rune represents both destruction and compassion. It is of the Pathos class. It allows for the feeling of mercy, and for it to be applied upon existence. Like all other True Runes however, it does have its own duality; compassion is inseparable from sorrow and yearning. These forces balance out the original intention of compassion, due to the inherent destruction caused by these feelings . The Rune is known to have taken a host - the first vampire, but that name is lost to history.
Long ago, there was a small village of Runic Vampires that lived peacefully for many centuries, under the protection of the Blue Moon Rune. They lived peaceful isolated lives of contemplation in the village, which was in the middle of a large and dark forest. However, over time a certain Vampire known simply as Laracra persuaded other vampires to leave the village, and create world which they could rule without hiding. With the power of the Blue Moon Rune, they managed to conquer a large portion of the continent, easily defeating any humans that stood in their way. Within a decade, the Night Blood Empire had been created, the largest empire to have ever been created until the rise of the Ancient Gramm Empire. However, suddenly, the Blue Moon Rune abandoned the vampires, and lifted it's protection. Most vampires died, and their empire quickly returned to the hands of humans.
Rune of Change
- Previous Bearers:: Various Sun-Rise Clan Shamans
- Current Bearer:: Unknown
A rune of the Logos Class, this True Rune embodies one inevitable truth; all things must change, both good and bad. This True Rune represents disarray and instability, which are unavoidably created by the flow of constant change which can never be undone. However, because of this change, progress, growth, and adaptation are possibly. While perpetuating chaos through disorder, it also provided for the possibility for development, so that a sort of harmony may exist.
The rune of Change was said to be borne by the Shamans of the Sun-Rise Clan; an ancient nomadic tribe which traveled much of the world. They were known to be near invincible in battle; their swordsmen refined and paragons of their craft, and their scholars having knowledge of Runes that to this day is unparalleled. They were even great architects and engineers, designing structures impossible to duplicate in the current age. As they traveled the world, they left many signs as testaments to their great feats. But true to the nature of the Rune that led them, their elite knowledge was lost through the centuries of perpetual change, as they moved from place the place at the whim of the Rune.
The Sun-Rise Clan is known to have been wiped out in a great battle against the Night-Blood Vampires, as they fought alongside other tribes from the Cayes Grasslands. It is unknown what happened to the Rune after then; stories tell of the Rune disappearing into the sunrise, as the battle finished.
Circle Rune
- Previous Bearers:: Emperor Sargon Gramm
- Current Bearer:: None - Dormant in the Tomb of Sargon
A True Rune of the Logos Class, the Circle Rune represents order, which can bring peace and prosperity. The symbolism of the circle in itself represents the aspect of eternity and balance. However, the Circle Rune also represents the other side of Order; stagnation. The Circle Rune bears both a gift and curse which are invariably intertwined and inseparable. The Circle Rune does not seek to impose order as the Black Sword Aspect of the Rune of the Beginning; this order is an order of mortal beings, and order which creates the foundation for civilized existence. It encompasses chaos and accounts for it, but it does not seek to destroy it.
It is known to have been hosted by the great Emperor Sargon Gramm, founder of the Gramm Empire and conquerer of near all the known world. While it granted great prosperity to the Empire for many centuries, after Sargon's death, the Empire quickly became stagnant and corrupt. The Empire lasted only three decades later, with three short-lived succesors; the most famous being Arceid, who bore the Bright Shield Rune. The Circle Rune is said to have remained on Sargon's body after his death, though other sources say it transferred to his famous Silver Armor, in which he was buried.
Dragon Rune
- Previous Bearers:: The Great Six Dragons; Azhi Dahaka, Quetzalcoatl, Tiamat, Bahamut, Great Hydra, Fafnir, previous Captains of the Dragon Knights
- Current Bearer:: Captain of the Dragon Knights - Open
The Dragon Rune allows Dragons to exist in this world. A rune of the Logos class, without it, Dragons could only exist in their own plane; the World of Wings and Scales. If the bearer of the Dragon Rune died, all Dragons in this world would die or be forced to retreat to their own plane, until the Rune found a new host. Because of this, the bearer of the Rune holds great responsibility and would never be allowed in battle. This is the true meaning of the rune; responsibility and justice, inherent in the nature of the dragons themselves.
The Dragon Rune doesn't grant any supernatural powers to it's host except being able to communicate telepathically with all dragons.
The Dragon Knights are an organization centered in the city of Melphy, and have great pull in the Kingdom of Rugney. They're dedicated to bringing justice, as well as protecting their homeland. It is said that the Dragon Knights began ages ago, when Six Great Dragons entrusted those living in the small village of Melphy with the Rune. These great dragons returned to the world of Wings and Scales, but left behind their offspring. These dragons were born into different types of dragons, resembling their parent . Though most dragons are born into the dragon knights, rogue dragons are also known to exist. They tend to be even more powerful than regular dragons. These rogue dragons are usually quite problematic to humans, though not always aggressive. There are also a number of dragon-like spawn, such as Salamndrs.
Gate Rune
- Previous Bearers:: Oracle of Pyrsis
- Current Bearer:: Embedded in a statue in the Temple of Fires
The Gate Rune, a True Rune of the Logos class, symbolizes passage. It embodies two distinct intangible aspects; knowledge, and hope. It allows for passage between worlds, as well as summoning; it is a passage way to and from the unknown. It's aspect of faith is symbolized by it's ability to summon; to summon you first must call that which you have not yet seen or know to exist. It shows how those with faith will find the way; but blind faith or no faith will only make one lose their way.
However, this Rune also grants knowledge. Those that have borne it have been cursed with great knowledge of things to come. This knowledge often clouds the sentiment of faith, leading to the demise of its bearers. It's only known bearer, the Oracle of Pyrsis, was said to have been a vivid and lively woman before acquiring the Rune; however, as she attained knowledge, she lost hope for the future, and resigned herself to her Temple.
The Gate Rune represents both the seen and the unseen, the seen and the unforeseen.
Hachifusa Rune
- Previous Bearers:: Unknown
- Current Bearer:: Open
Also known as the Eightfold Rune; this Rune is a mystery, and not much is known of it.
The Eightfold Rune represents the Noble Eightfold path which desires to end the suffering of the self. However, the quest to end suffering includes suffering through self disciple as attachments to the world are broken.
It is not sure if humans can bear the Eightfold Rune; it has always been seen on greater beings that have stumbled into this world by fate. Those who bear the runes tend to go in one of two ways; they accept the path, and become saints, eventually ceasing to exist in this world as they attain enlightenment and are able to be freed from attachments. Others lose their way, and become delusional beings of destruction, as they seek to ease their own pains and end attachment not by looking within, but by destroying with-out.
The Eightfold Rune is thought to grant their host great physical and mental power, though making them unable to bear other Runes. Those who fall into despair because of the rune also seem to have powers over monsters and abilities of teleportation, though these may simply be because of their non-human natures.
Rune of Life and Death
- Previous Bearers:: Unknown
- Current Bearer:: Open
A True Rune of the Ethos Class, this Rune represents the unavoidable cycle of life and death. This Rune makes life possible, but also guarantees its end. For this reason, it is also known as the Rune of Judgment.
It is also known more commonly known as Soul Eater, because of the curse it gives its bearer; in return for great powers of destruction, and the manipulation of death, it will claim the lives of those the bearer loves most and consume their souls.
Night Rune
- Previous Bearers:: None
- Current Bearer:: None - held by Llyr
A True Rune of the Ethos Class. It embodies decline, darkness, and twilight. It's a rune that allows and perpetuates decline, while at the same time providing a comfortable place for those who have fallen amongst the twilight.
It is a Rune with great power over the creatures of the night; the fallen - those who must hide in the darkness. This includes all manners of specters and monsters, cursed ones, and undead. Though this rune allows their existence, it also has the power to destroy them.
The Night Rune was once one with the Sun Rune; but severed the bond between them, creating the Dawn and Twilight Runes, as well as the lesser Star Rune. It also seems to have links with the Blue Moon Rune, and even demonstrates the Blue Moon Rune's aspect of compassion by given those who have fallen another chance.
Though the True Runes have often demonstrated varying amounts of sentience, the Night Rune has done this more than any other known True Rune, and is even fully capable of human speech. It also prefers to take its own form instead of choosing a bearer to act through. It has apparently taken several forms, even organic ones, in the past; currently however, it has taken the form of a Sword.
Rune of Punishment
- Previous Bearers:: Many
- Current Bearer:: Open
The Rune of Punishment is of the Logos Class. It symbolizes trial, punishment, forgiveness, and redemption. It embodies the process of atonement, where one must pay for their sins and make amends. The duality of this Rune is inherent in this process; it punishes but also forgives. It's also worth noting that the Rune keeps the memories of its previous bearers, because it holds all responsible for fate.
This True Rune is perhaps the most dreaded of all. While it grants its host great destructive powers, it will eventually consume their life-force in return. While it is assumed that it grants agelessness like any other True Rune, it always kills its host in an amount of time too short to see the effects of this. If anything, the Rune of Punishment induces such mental and physical pain on the bearer that they often look like they have aged a decade in a matter of a few months, and almost always look gaunt and eventually go insane before their death. Often those who bear the Rune bear it for only a few weeks before dying.
The Rune moves freely from one host to another, moving only after the host dies. Unlike other True Runes, who are often dormant in wait for the perfect host, it chooses its host rather whimsically. In this process it has claimed thousands of lives. It spares no one from its wrath.
Through great trial and suffering, the Rune is said to be able to enter into its state of forgiveness however, and will not kill its bearer.
Sovereign Rune
- Previous Bearers:: None
- Current Bearer:: None - Worn by King Rugney
The Sovereign Rune is a True Rune of the Logos class, and embodies absolute rule and supremacy. It symbolizes the responsibility of the burden of lordship, as well as the strength of mind required for it.
The Sovereign Rune is another Rune that has chosen, instead of taking a host, to take the form of an object. It is known to reside within a Silver Circlet, which is borne by the King of Rugney.
Sun Rune
- Previous Bearers:: Past Rulers of Chaldean Theocracy
- Current Bearer:: Ruler of Chaldean Theocracy - Open
The Sun Rune embodies warmth and nurturing, as well as frustration and destruction.
The Sun Rune was once one with the Night Rune, until the Night Rune decided to sever their bond. When this bond was broken, two fragments created by the separation became the Dawn and Twilight Runes - these two runes now serve as the Sun Rune's guardians.
The Sun Rune is known to have immense powers. It has been known to make lands desolate and barren; history says that the Sun Rune is responsible for creating the Great Barrens in Keyroleth during the war between Chaldea and Keyroleth centuries ago. However, it is also capable of making land fertile and lush; indeed, there is said to be no greener place than Chaldea.
The Sun Rune has been passed down through the generation by the rulers of Chaldea, who are always male. Females are never even born into the royal line. This is not to say that the True Rune does not grant agelessness like other True Runes. The Rulers of Chaldea are subject to a strange ritual. There are always three heirs to the Chaldean Throne; these heirs are trained to be rulers from birth by various tutors. Upon turning twenty, the most capable of these heirs inherits full responsibility from their father for running the Kingdom, as is known as the Crown Prince or Princess. They then engender thee children by three different wives. They continue to rule until their most capable heir turns 20, which should be around the age of 40. Their own father is then sacrificed, and they receive the Sun Rune. They officially become Sovereign of the State upon receiving the Sun Rune. During their next 20 or so years, they become more and more insane, serving only as a figurehead of the state. On their grandchild's 20th Birthday, they are then sacrificed at an Altar to the Sun Rune, and the Sun Rune is passed to the current Crown Prince. This cycle has repeated for generations, a monarch being sacrificed every 20 years. This cycle of sacrifice is required to keep Keyroleth lush and verdant.
True Earth Rune
- Previous Bearers:: Unknown
- Current Bearer:: Nephtys
The True Earth Rune embodies the element of earth. It symbolizes the balance between giving and getting from nature; the earth is vast and giving to those who inhabit it, but if they lose respect for it it will become harsh and barren. It's dual nature is shown in this ability to be both unforgiving for harsh treatment, and fertile when treated correctly.
The True Earth Rune has been hosted by the gigantic turtle Nephthys for a millenia.
True Fire Rune
- Previous Bearers:: Unknown
- Current Bearer:: General Jhee Rimush
The True Fire Rune embodies the element of fire. It symbolizes pride. Pride, like fire, can be useful to the individual when properly controlled and channeled; it can create a source for great courage and unwavering determination. However, it is naturally destructive and uncontrollable when used incorrectly and let run rampant.
The True Fire Rune grants great powers over flame to its wearer.
True Lightning Rune
- Previous Bearers:: Unknown
- Current Bearer:: Open
The True Lightning Rune embodies the aspect of electricity. It symbolizes inspiration and energy. The duality of this Rune is similar to that of the True Fire Rune; much like excessive pride can bring one's downfall, excessive energy and inspiration can bring false guiding beliefs.
The True Lightning Rune grants its host great power over lightning.
True Water Rune
- Previous Bearers:: Unknown
- Current Bearer:: Open
The True Water Rune embodies the element of water. It symbolizes clarity. It can grant tranquility and peace, and is necessary to some degrees for life. However, it can also be destructive when unwanted, unexpected, or in excess.
The True Water Rune grants power over water, as well as strong healing abilities.
True Wind Rune
- Previous Bearers:: Unknown
- Current Bearer:: Reserved
The True Wind Rune embodies the element of wind. It symbolizes serenity and creativity. It's duality is represented by its unstable and unpredictable nature. At times wind can be calm and serene, then other times wind will be gusty and violent. This is also synonymous to how creativity can easily go awry causing destruction. The True Wind Rune can grant its host great power over wind and storms.