Certar`Biesera {Rune Etches}
Adapted from materials created by Cheethorne's Design Factory and by Runes and Rune Words in Diablo II from Blizzard Entertainment

Lesser Dwarven Runes

Lesser Elven Runes

  • Introduction
  • Certar`Biesera Descriptions
  • Certar`Biesera`ethi Amulet Descriptions
  • Certar`Biesera`ethi Descriptions
  • Certar`Biesera`ethi Descriptions
  • Certar`Biesera`ethi Weapon Descriptions



  • Introduction

    Although true Dwarven Rune Magic has been lost and is now known to perhaps only the gods, there are many that know pieces of the ancient secrets. The Diabolists are infamous for their use of runes as a written language even though they cannot use the words in any other way. Alchemists also know more about Rune Magic then they commonly claim, often using magical symbols associated with Rune Magic when they are enchanting items, especially the most powerful items. In this same tradition, The Elves are becoming known for their use of what they call Certar`Biesera or Rune Etches.

    Rune Etches at first appear similarin use if not appearance to ancient Dwarven Rune Magic and the runes that Diabolists use, but in fact are very different. Dwarven rune magic melds the living, or at least the life essence of the living, to empower lifeless, inorganic constructs. This is not the case with Rune Etches. Through a process known only to the elves, they meld the very essence of the magical weave, empowering each rune etch. These Rune etches are created from the Lesser Elven Runes. At this time only etches made of lesser runes have been succesful. It is assumed that the Lesser Dwarven rune set and the Human's Common runeset would also be effective for rune etching, though if any of the Elven Certar`Talar have experimented with these rune sets is still unknown. The Greater Runes of Elven, Dwarven and Dragonkind produce little to no effect in the etching process. Elven Mages speculate that the greater runes require more energy then their process produces thus making the greater runes magically ineffective

    Multiple rune etches can be applied to the same item and the same rune etch can even be placed multiple times, often stacking with the previous copies. However, certain rune etches, applied in exactly the right order, can create special rune patterns, called Certar`Biesera`ethi, that create a much more powerful item then the sum of the individual rune etches would have created.

    The Rune Diagrams often take the original powers of the rune etches and enhance them to create a much more powerful item. However, simply getting the rune etches that make up a rune diagram is not enough, the Elves must perform a special ritual to bring out the true power of the rune etches. Of course, the rune etches are not cheap and the special ritual is even more expensive, but for those that can pay, a proper rune diagram can create just the right kind of magical item. Also like the rune etches, many believe that as time goes on, the number of Rune Diagrams available will increase and become even more powerful, maybe even rivalling the power of the original Rune Magic.

    Although some have expressed concern that in the wrong hands the magic of Rune Etches could prove dangerous, many believe that it is no more dangerous then already existing magics. Although many believe that rune etches may be another rediscovered branch of Rune Magic, it is suspected by many that the elves may have retained this knowledge since the time of a thousand magics, claiming that the elven moon swords and other similar items are examples of such. It is also rumoured that a large number of Dwarves have been employed to study this elven art in an attempt to reclaim the lost Dwarven Rune knowledge, but most Dwarves rebuff this rumor claiming that no living dwarf would ever delve back into the black art of Rune Magic.

    The number of rune etches that can be placed on an item varies from one item to another and by the strength of the creator. A weapon has a 25+1%/lvl of the creator chance that it can hold 1D6 rune etches, and a 5+1% chance it can hold more. A suit of armor has a 20+1%/lvl of the creator chance that it can hold 1D6 rune etches, and a 5+1% chance it can hold more. A shield has a 15+1%/lvl of the creator chance that it can hold 1D4 rune etches, and a 5+1% chance it can hold more. An amulet has a 15+1%/lvl of the creator chance that it can hold 1D3 rune etches, and a 5+1% chance it can hold more. No one knows why some items can hold rune etches and why the maximum number of rune etches varies, but it usually believed to be some inherant property based on the quality of the item when it was manufactured. It is known that all superior elven,dwarven and kobold weapons and armor can hold rune etches and can hold the maximum number of etches and that inferior orc weapons and armor that can hold rune etches (roll normally to see whether they can hold rune etches) can only hold the minimum number of etches for that type of item. The type of material used does not seem to have an impact either, as wooden bows and metal swords can have rune etches equally. However, an item that is already magical cannot have any rune etches placed on it. Only those that know how to apply Rune Etches can determine whether an item can hold them and how many the item can hold. A missile weapon, such as a bow, bestows its magical abilities, such as additional damage, onto the ammunition it fires.

    One of the more common abilities among the Rune Diagrams and a few of the Rune Etches states "weapon inflicts 100% of its rolled damage as an additional damage bonus" or some other percentage. What this means is that if a weapon normally inflicts 1D8 with each attack, and the number rolled was a 4, then a 100% of that rolled number is 4 and it is added as a damage bonus, so the final damage inflicted, assuming the attacker had no other damage bonuses would be 8. If the wielder inflicted a critical hit, then the final damage inflicted would be 12, because the damage bonus is not doubled, only the rolled damage.

    The listed rune diagrams are what the alchemists that can create Rune Diagrams refer to the finished product and they use the name no matter what item the Rune Diagram is applied to. The price listed below is just for the Rune Diagram and does not include the cost of acquiring the Rune Etches, which must be paid for separately. Also, a number of Rune Diagrams create items with abilities that vary in power, such as an ability that states "wielder gains +1D6 to PS attribute". For these abilities, roll when the Rune Diagram is created and the bonus never changes. For abilities that include a dice roll for damage, roll each time damage is dealt.


    Certar`Biesera Descriptions

    1. Aek:
    2. Amn:
    3. Ber:
    4. Bwyn:
    5. Cham:
    6. Chuk:
    7. Dol:
    8. Dwae:
    9. El:
    10. Eld:
    11. Eth:
    12. Etha:
    13. Fal:
    14. Frel:
    15. Gul:
    16. Gyn:
    17. Hax:
    18. Hel:
    19. Io:
    20. Ist:
    21. Ith:
    22. Itha:
    23. Jah:
    24. Jer:
    25. Kidl:
    26. Ko:
    27. Lem:
    28. Lo:
    29. Lum:
    30. Lut:
    31. Mal:
    32. Marl:
    33. Nef:
    34. Neth:
    35. Ohm:
    36. Oqu:
    37. Ort:
    38. Pedu:
    39. Pul:
    40. Qued:
    41. Ral:
    42. Rugi:
    43. Shael:
    44. Slurn:
    45. Sol:
    46. Sur:
    47. Tal:
    48. Thul:
    49. Tir:
    50. Tis:
    51. Um:
    52. Unae:
    53. Vex:
    54. Vin:
    55. Wase:
    56. Xye:
    57. Yird:
    58. Zod:
    59. Zun:

    Certar`Biesera`ethi Amulet Descriptions

    1. Lore:
    2. Nadir:

    Certar`Biesera`ethi Armor Descriptions

    1. Bramble:
    2. Chains of Honor:
    3. Delirium:
    4. Dragon
    5. Duress
    6. Enigma:
    7. Fortitude
    8. Gloom:
    9. Lionheart:
    10. Prudence:
    11. Radiance:
    12. Smoke:
    13. Stealth:
    14. Stone:
    15. Wealth:

    Certar`Biesera`ethi Shield Descriptions

    1. Ancient's Pledge:
    2. Dragon
    3. Dream:
    4. Exile:
    5. Rhyme:
    6. Sanctuary:
    7. Spirit:
    8. Splendor:

    Certar`Biesera`ethi Weapon Descriptions

    1. Beast:
    2. Black:
    3. Breath of the Dying:
    4. Call to Arms:
    5. Chaos:
    6. Doom:
    7. Eternity:
    8. Famine:
    9. Fortitude
    10. Fury:
    11. Hand of Justice:
    12. Heart of the Oak:
    13. Holy Thunder:
    14. Honor:
    15. King's Grace:
    16. Kingslayer:
    17. Leaf:
    18. Malice:
    19. Melody:
    20. Memory:
    21. Moon:
    22. Passion:
    23. Silence:
    24. Spirit:
    25. Steel:
    26. Strength:
    27. Venom:
    28. White:
    29. Wind:
    30. Zephyr: