Runic Rituals
Carved rune charms are always specific to a particular event.
- Ale-Rune
- This charm detects the presence of poison and protects against
poisoning, after a fashion. The runes are carved on the rim of
a cup or horn, and anointed with blood of the drinker. If
during that drinking session the drink is poisoned, the cup
shatters when the runecaster touches it.
- Beast-Rune
- This charm lets the runecaster understand the speech of a single
animal. When shaped, the runes must name the specific animal to
be spoken with. Animals are generally friendly to those who can
speak to them.
- Berserk-Rune
- This charm is carved onto the haft of an axe or shaft of a
spear to incite a berserk frenzy in the owner during battle.
This is generally viewed as a curse, but in desperate times can
be seen as an aid.
- Catch-Rune
- This is tooled onto a pair of leather gloves to allow the
runecaster to catch thrown weapons and arrows. A free hand with
such a glove is just as effective as a large shield. The magic
is effective for a single day.
- Change-Rune
- This rune allows the runecaster to assume the shape of a natural
animal. The charm is carved on a bone, feather, or hide of
that creature with the name of the caster. If successful, the
caster assumes the outward form and mobility of that animal.
However, the eyes of the animal are human, and it has the
caster's strength and toughness. The change lasts until the
caster sleeps or until the runes are broken, whichever comes
first.
- Charm-Rune
- This is carved on a board and secretly placed under the bed of an
intended lover. If it remains in place, the target is influenced
to love the person named on the board.
- Dead-Rune
- This rune is carved on a pole and driven into the earth of a
grave mound (or cast into the sea for the drowned). The earth
then opens up and the dead person appears, who will answer three
questions. The dead will then ask the runecaster to enter, but
anyone foolish enough to do so is lost forever. This has risks
that a different dead than the one intended might be called,
or even that the dead might not sleep soundly after being
awakened...
- Disease-Rune
- Like the Charm-Rune, this is carved on a board and secretly
placed under the bed of the target. However, the target is
infected with a malingering disease. Each day the target must
make a CONx5 roll, or lose 1 hit point which will not recover
until the rune is discovered and destroyed.
- Fortune-Rune
- This is carved on a piece of wood which is then heated until
cracks appear in it. By interpretting the cracks in the runic
text, the fortune of the person referred to can be
interpretted. This is a guess rather than infallible prophesy,
but the Norse strongly believe that the fate of a person is
fixed from birth and there is little he can do to change it.
- Heal-Rune
- This is carved on a board and placed under the bed of the target
to cure disease. When shaped it must specify the name and
symptoms of the target. If successful, the disease is cured.
- Iron-Can't-Bite-Rune
- This is a potent rune much valued by warriors. The runes are
carved onto an wooden amulet with the name of a target,
whereupon it is worn around the neck. So long as it is worn,
the target suffers 1 less damage from sharp iron weapons. If
it is ever removed or damaged, the charm is broken.
- Limb-Rune
- This is used to speed healing of wounds. The runes are carved
into the branch of a living tree and anointed with blood from
the target. If successful, the target heals at twice the
normal rate (each day counts as two normal days).
- Lore-Rune
- This is a charm of true prophesy, which is risky and uncertain
in results. The caster carves a question in runes upon a stone
which is cast into the sea. If successful, a prophetic answer
will come to the caster in a dream within the week.
- Luck-Rune
- This is a helpful charm of a single use. The runes are carved
on a stick or other wooden object with the target's name.
It is then carried by the target. As long as it is carried by
the target, it will minorly protect him from the next
misfortune. The target may call for a re-roll of any roll, at
which point the charm breaks.
- Ni∂-Rune
- This charm is a powerful curse. "Ni∂" implies disgrace and
treachery -- a ni∂ingr is a criminal who kills his own
blood-kin. The runes are carved on a pole set in the ground
and topped with an animal skull, along with the name of both
the caster and the target. The pole must be planted on the
property of the target. The effects of the curse vary from
madness, misfortune, illness, poor harvests, or evil weather.
- Quench-Rune
- This charm allow the caster to extinguish any single fire. The
runes are carved into a piece of wood which is then thrown on
the fire. When that wood is consumed, the fire ends.
- Sea-Rune
- This is a charm for ships against storms. The runes are carved
on the prow, rudder, and oars of the ship. As long as the
runes are in place, any skill roll may be re-rolled.
- Shield-Rune
- This is a defensive charm, carved into the wood on the inside of
a warrior's shield. If successful, no blow can both penetrate
the shield and harm the bearer. The charm is broken when the
shield is, however.
- Shout-Rune
- This is a charm of opening. It is carved upon a door, bonds, or
trunk to be opened. The caster then shouts to activate it,
whereupon (if successful) knots are untied, locks open, and
fetters are broken.
- Sight-Rune
- This charm temporarily grants the caster the power of second sight
upon a named target. The runes are carved upon a wooden amulet
along with the name of the target. Second sight allows the
caster to instantly recognize corporeal spirits for what they
are, to see through magical illusions or sendings, and to see
the aura of living things as a faint outline (meaning he can
tell simply from looking whether something is alive or dead).
- Speech-Rune
- This charm protects the wearers reputation, by preventing
enemies from speaking evil of him.
- Strength-Rune
- This charm increases the strength of the target for a limited
time. The runes are carved onto a piece of wood and stone with
the name of the target. The charm is then driven into the
earth and touched by the target. For the next day or as long
as he is within a mile of the charm, his Strength is increased
by +3.
- Triumph-Rune
- This charm is inscribed on the hilt of a weapon, naming the
wielder and the battle to which it applies. If successful, the
wielder has +10% skill with that weapon.
- Water-Rune
- This is a charm against drowning.
John H. Kim <jhkim-at-darkshire-dot-net>
Last modified: Thu Aug 15 00:15:25 2002