Embracing Creativity in Rune Carving: Beginner's Guide to Design

By admin

Being a novice in the trade of rune carving can be both daunting and exciting. Rune carving is an ancient art form that involves inscribing symbols onto various materials, such as wood, stone, or metal, to convey messages or tap into the power of the runes. As a novice, it is important to learn the basic principles and techniques of rune carving. This includes understanding the different meanings and energies associated with each rune symbol, as well as how to properly carve them onto the chosen medium. One of the most important aspects of rune carving is understanding the intention behind each symbol. Each rune has its own unique meaning and purpose, so it is crucial to research and study each one in order to accurately convey your message or tap into the desired energy.

Novice in the trade of rune carving

Each rune has its own unique meaning and purpose, so it is crucial to research and study each one in order to accurately convey your message or tap into the desired energy. As a novice, it is also important to practice and develop your carving skills. This means experimenting with different tools and techniques to find what works best for you.

Vortua

Within Vortua there are thousands of different professions and different trades your character can begin with or pick up on their travels. It is said that idle hands do the devil's work, but in this case giving your muse a trade to improve on or a profession will not only prompt them to have additional skills, but it will keep your personal plots brimming with possibility.

The Basics of Crafting

Each crafting class follows the same basic idea of gathering ingredients or tools, having the relevant skill to create the item, and making roleplay posts to synthesize the item, described as "moments."

Each of the following crafting trades have been divided into three skill levels from novice, intermediate, to the expert recipes. The difficulty of the recipe is equivalent to the amount of posts one must make to create the item , meaning a novice recipe will only require one post about creating the item while an expert recipe will require three relevant posts. The steps provided in each recipe are for player delight and basic comprehension of the task at hand. Be aware that some recipes, in the note section, will require more time.

Crafting skills are considered a Tenet of Talent. Every time your character creates an item, the experience will need to be tracked on the Discord server in the channel named "House of Gains" to ensure proper skill progression is accounted for. You will need to state the item you have created, in addition to any special effects your character has imbued into the creation.

Items your character has not previously crafted will offer 5 XP upon completion, with any subsequent synthesis resulting in only 1 XP of items your character has already created. Your character will currently need to reach 100 XP points in order to purchase the level up of the expertise of a trade to allow them access to those new recipes.

XP can be used to either upgrade the tenet of talent into the next skill (novice, intermediate, expert) level OR can be used to purchase or upgrade crafting finesse skills. 75 XP will offer your character a new finesse skill, up to a maximum of three, while 50 XP will offer improvement of an existing skill. These skills can be used to add special qualities onto an item, such as a single use reduction of damage per battle or an extra moment given to the duration of a poison.

You need a crafting tenet to reliably craft the recipes below. While your character may "attempt" to do so at any level, or lack thereof, failure to craft will result in total loss of the material and only 1 XP. If you are trying to create outside of your character's skill level, you must roll a D100 and get above 70 for novice recipes, 85 for intermediate recipes, and 95 recipes for expert. Success will be worth thrice the value in experience.

Please be aware that in the event of oversight, if the price or item cannot be found, please contact the staff through the

Discord server to make them aware. Items, or tools, not found can be purchased through the tool bundles or miscellaneous items of the corresponding rarity. The price of items you cannot fine can be calculated using the basic price of all of the items, adding them up, and multiplying the mark up value by 50% per expertise level used during the creation process.

Crafting Finesse Skills & Growth

It is not the object that is innately special, but the unique quirks that the crafter places within the creation that make each item in Vortua so remarkable. Finesse skills are the attributes a player can place into their respective items created to bring them to the next level as far as cosmetics or utility. These are separated out by each crafting class, labeled below, and are up to player customizations so long as they follow the basic idea of the examples given.

Each different crafting will consist of a different set of up to three finesse skills, labeled on the character sheet in correspondence to the crafting class. These are not counted as far as the limited number of tenets of talent a character is allowed to have, but will take up one of two tenet slots available during initial character creation.

Gaining additional crafting classes will require an individual purchase of 100 total XP points per new crafting class desired, increasing by 100 each time as the level scales up. This starts the player off at a novice level within the skill with no existing finesse skills- which will have to be purchased separately for an additional 75 XP from the tenet of talent.

New crafting tenets will cost 100 lifetime experience points. Within the tenet, purchasing new finesse skills will cost 75 XP from the House_of_Gains. Upgrading your character's existing skills will cost 75 XP each time it is upgraded. Each time you want to upgrade your character's skill level in a tenet, you will have to upgrade it by experience level with novice being 100 XP, intermediate being 200 XP, and expert being 300 XP. This is purchased within the tenet's crafting experience gained throughout your character's creative endeavors.

Be warned, however, that once your character ascends to a higher skill, the recipes from the lower level of expertise no longer offers a chance for your character to learn. Your character requires challenge, and thus recipes lower than the expertise level your character possesses will only offer a maximum of 5 XP per week.

Alchemy

The trade of alchemy was birthed in the heart of Arcvelt by the humans in the region from their desire to tame the supernatural world and to fuel their creative minds. Alchemy is the art of combining mundane or magical ingredients to make fantastic chemical reactions, potions, or even narcotics. The alchemists of Vortua are centered around the nation the art was created in and are held in high esteem among the masses due to the amazing products this aspiring trade has come to offer the world. Alchemists can offer the public a world of good with their amazing potions and medicines, but there are a few alchemists turn to selling illegal potentially harmful substances to those looking for their next rush.

The basis of alchemy is very simple. One gathers mundane or magical ingredients and uses their components and attributes to achieve the desired effects for their potions. Alchemy potions can be used for medicine, combat, or even just for a good time. Many alchemy concoctions will require a clean place to work or even an actual station to synthesize these amazing potions.

Architect

From the lavish mansion to a simple layer of leaves draped across a fallen branch, shelter has no doubt been a cornerstone in the survival of all from the sentient races to the smallest bird species. Construction has been a basis for all which society has become and will become, though the artistry of an architect turns the mundane into something befitting of all the unique individuals who will live in their structures and use their handmade tools. The most basic form of architecture are some simple forms of carpentry, which is exactly what a budding architect will start with. Some basic forms of weaponry can also be made by budding carpenters, such as the bow.

In most cases, the creation of simple tools follows the basic idea of using wood or stone to produce something new in a matter of moments. However, when it comes to advanced builds such as airships or significant structures, only so much work can be done in a singular day. On average, small structures will take three days to complete while complex builds with several unique parts may take closer to a week. Some structures may require additional skills from other trades to complete, but most architects network and split the profit accordingly.

Blacksmithing

Transforming the dirt and stone that is crushed beneath the feet of the population everyday into gleaming works of metal suitable for both occupation, defense, and delight. Gemstones from the earth have always brought forth greed in the hearts of many, but even more violent and desperate is the thirst for high quality ore. Wars among eolo and yui were among the most favorite which lead to the powerful kilnsi of the eolo groups to be forced back into their current homeland. Humanity's technological advancements rely heavily upon the bounty of the earth and tensions grow throughout the realm as more ignore others' claim to the land in favor of material pursuits.

The trade of blacksmith is the most popular trade due to the variety of equipment that can be brought forth from the forge and the variety of metals that can be processed by it. In the most basic sense, blacksmithing involves melting down ore before using a series of molds in order to shape necessities and weapons. After the crude shape is made, the blacksmith will strike the tool into shape with a hammer and finish it off by polishing it with a grindstone.

Clockwork Engineer

Humanity has lived on the brink of existence within a world brimming with raw magical energy and species among them skilled enough the weaponize the chaos. Within the shadow the lack of magic cast on them, humanity crafted its own light from the ore embedded inside the pit with them. The people of Arcvelt took the metals of the earth and smelted them into something new, something that would not only aid them in crafting of the basic tools, but would transform into something more with time. The rudimentary designs of the axe or hammer gone, and in its place is a new era of mechanical limbs and the technology required to lift massive vessels into the sky that exceed the weight of what a sirin's wings can carry.

The clockwork engineer is a niche skill that uses elements of blacksmithing in order to create and replace limbs that have been lost in battle or explosion. The engineer accomplishes this using a collection of wires, a turn key, and even a steam tank on the backs of some models. Though a degree of medical skill is required for the installation, this trade comes in high demand in regard to customized work due to the unique needs of every subject. However, many clockwork engineers bide their time producing slingers in their spare time, or working on greater elements of airships to hand off to architects upon completion.

Enchantment

Enchantment is a trade developed by the species found primarily within the Amber Empire. Using calculated methods involving geometric shapes carved into specialized enchanting tables, the ceth people managed to imbue the chaotic energies of the universe into mundane objects using essence. Groups from the Amber Kingdom frequently venture from the safety of their town to systematically hunt monsters and specialized beasts known for dropping essence; the crystalized manifestation that takes shape in the world the moment they are vanquished. This trade has allowed the Hex Queen to rise to power over the course of a few short decades, making it a dangerous trade for anyone to learn due to the infamy associated with it.

The basis of enchantment involves an enchanting table with mundane essence, special essence, and an object in question to set the affect to. The different essences involved will have an effect on the items that are exposed to the energies during the enchantment process.

Leatherworking

The skins and hides of animals are not a rare commodity no matter what land one travels to. They help keep people warm and protected from the elements, but in the hands of a skilled craftsman the hide can be turned into something much more. Leatherworking is a popular trade in the Ancestral Isles and is it very common to find frea outside of their native lands collecting and trading different skins to bolster the variety of armor they can produce for their familial groups. Each crafter takes their time hunting formidable creatures and then transforming their bodies into lifesaving equipment. Outside of utility, it is very common for the armor developed in this trade to incorporate the frean tradition of maintaining the face or another trophy upon the back of the tunic sets. This is not only to confuse and distress enemies who may be ambushing them from behind, but to showcase their triumphs in battle to strike fear into the hearts of those who oppose them.

The trade of leatherworking is fairly straight forward. After harvesting the hide off an animal, a leatherworker will scrape off the undesirable parts of the skin before drenching it in a special chemical to produce leather on a rack. After a short period of time, this will harden and shrink the skin into a material more suited for wear and tear. It can then be worked into clothing, armor, and other necessary objects.

Runework

Runework is a staple in draconic groups found throughout the tropical and desertous climate of the Sanctuary. The eolo were once banished to this arid region they now call their home by those currently occupying Esmya. The lack of resources and the exposure to the extremes of the elements should have caused their population to whither, but instead where others found death the eolo found the beginnings of their very civilization. The concentration of the raw primal energy produced an abundance of elemental flora that take shape in the particularly intense points of the realm they occupy. An element they joined with their infamous bloodline, sealing away the raw and transformative magics into rune carvings within the weaponry they use. Their trademark weaponry sport a variety of effects impressing foreigners with ease, but to the eolo people, each weapon is a limb being used to reach for a brighter future for the Sanctuary, carried by the blood spilt by their fallen brothers in arms.

The actual art of runework requires the blood of an eolo- making it a difficult, if not unethical, skill to learn and master if not a member of this species. After finding a choice elemental flora, an eolo will melt down the flora with a few units of blood making each weapon a very intimate object to every runeworker. Using the basics of blacksmithing skills, the runeworker will carefully mold and carve the magic into each object. It is their blood that finally seals in the magic, offering it ten battles worth of charges for most combative weaponry. It is important that the blood remains fresh, beneath 24 hours old, lest it lose its ability to be used in enchantment. Due to their size, an eolo can part with a maximum of eight units of blood per day- though it will weaken them by a degree of damage.

Tailor & Seamstress

Those skilled with a needle and thread are often overlooked when it comes to trades, unlike the glorified blacksmith and its overwhelming popularity. Too many look over the fine stitching keeping their gowns together or their hems mended, and protecting them from the raw elemental fury the world has to offer. Behind every article of clothing is a crafter who has put the time and attention into bringing loose fibers together and transforming them into elaborate designs that keep the public comfortable and offers them another avenue in which to express themselves. Though the clothing we adorn our characters with may be hit or miss with some, there are other scenarios where making a proper impact by arriving to a ball in an artisan made dress may make all the difference.

The skins and hides of animals are not a rare commodity no matter what land one travels to. They help keep people warm and protected from the elements, but in the hands of a skilled craftsman the hide can be turned into something much more. Leatherworking is a popular trade in the Ancestral Isles and is it very common to find frea outside of their native lands collecting and trading different skins to bolster the variety of armor they can produce for their familial groups. Each crafter takes their time hunting formidable creatures and then transforming their bodies into lifesaving equipment. Outside of utility, it is very common for the armor developed in this trade to incorporate the frean tradition of maintaining the face or another trophy upon the back of the tunic sets. This is not only to confuse and distress enemies who may be ambushing them from behind, but to showcase their triumphs in battle to strike fear into the hearts of those who oppose them.
Novice in the trade of rune carving

Additionally, studying the work of more experienced rune carvers can provide inspiration and guidance on how to improve your own skills. In the beginning, it is common for novices to make mistakes or encounter challenges while carving runes. However, it is important to embrace these obstacles as learning opportunities and to not be discouraged. With practice and patience, one can develop the skill and confidence needed to become a proficient rune carver. Furthermore, seeking guidance and learning from experienced rune carvers can greatly accelerate the learning process. Joining rune carving workshops or finding mentors in the field can offer valuable insights and feedback to help navigate the path of becoming a skilled rune carver. In conclusion, being a novice in the trade of rune carving is a journey that requires dedication, patience, and a passion for the art form. It is an opportunity to learn and grow, honing one's skills and understanding of the ancient symbols. With time and practice, a novice can become a skilled rune carver, capable of creating beautiful and meaningful works of art..

Reviews for "Overcoming Doubts and Fears in Rune Carving: Advice for Novices"

1. Rebecca - 2 stars
I was sorely disappointed with "Novice in the trade of rune carving". I had heard such great things about it, but it fell flat for me. The writing was plain and lacked any real creativity. The characters felt one-dimensional and I couldn't connect with any of them. The plot was predictable and lacked any real depth or originality. Overall, I found the book to be a letdown and would not recommend it.
2. James - 1 star
I honestly couldn't finish "Novice in the trade of rune carving". The writing was so poorly done that it was painful to read. The dialogue was stilted and unrealistic, and the pacing was incredibly slow. The author seemed to rely on cliches and tired tropes, making the story feel derivative and unengaging. I tried to give it a chance, but after struggling through the first few chapters, I had to put it down. Save your time and skip this one.
3. Sarah - 3 stars
While "Novice in the trade of rune carving" had an interesting premise, I felt that it failed to deliver on its potential. The worldbuilding was lacking, leaving many unanswered questions and a sense of confusion. The writing style was mediocre and didn't encourage me to continue reading. The characters were somewhat intriguing, but they lacked development and substance. Overall, I found the book to be average, with missed opportunities for a more engaging story.

Establishing a Rune Carving Ritual: Tips for Novices

Exploring Different Rune Systems: Beginner's Guide to Choosing Your Path