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The Rune

  Hanging from the tree by my chain, i could not stop muttering, cursing honestly. Not only did my trial get enhanced, my soul deck restricted, my affinity unknown, AND now something called “Spirits” were in my trial? A low growl escaped me, the insanity of it all was just… too much.

  I’d been caught in craziness back to back ever since that first rift appeared in my original time. And now that i’m back to a simpler time, my affinity has been changed and the whole world seems different. The Moderators said something about taking me from my world didn’t they? Pulling up my interface window, i was greeted with a wall of notifications that i’d been ignoring since the 10th attempt.

  ACHIEVEMENT UNLOCKED: ARRAY CASTER

  ACHIEVEMENT UNLOCKED: RUNE TRAPPER

  ACHIEVEMENT UNLOCKED: BANE OF THE FANG GOBLINS

  SKILL LEVEL INCREASED! SKILL LEVEL INCREASED…

  SKILL GAINED! [Rune Imbuement, Bronze 1], Effect: Imbue a rune into an object, allowing the element to be suffused into an object or weapon. (Does not work on animate creatures, as that requires a different skill I’m not sure you’re willing to work for).

  Now that is a skill, letting out a low whistle as i surveyed the rewards of my achievements and the new skill. the Array Caster and Rune Trapper achievements were similiar in nature, one just seemed to be the combat version.

  ARRAY CASTER: For the true rune carver, make 100 runes in a 2 hour window and overlay effects 50 times. Reward: +10% to Rune Stability*, Mana cost of consecutive rune carvings reduced by 5%.

  RUNE TRAPPER: For the combat etcher, Make 100 Combat runes in a 2 hour window and kill 100 enemies with a rune activated from over 50 meters away. Reward: Common Book of Combat Runes.

  The book appeared in my hands, constituting about 40 pages detailing weak combat runes and their effects, origins, and some fluff about the mythology behind them. Actually… flipping to the first page, i found something very interesting.

  “The Moderator of Magic: The Moderator of Magic is the Divine being in charge of the magical aspect of the world, this involves spells, runes, enchantment, and all manner of magic. They have an influence on all wielders in the world through their Mana core, however, they cannot influence a wielders soul unless the wielder joins their church and yields themself to a Divine Contract. This allows direct card and skill granting but has downsides unknown to non-clergy.

  “Interesting… so the moderators are in charge of… everything?” I windered aloud, if one controlled all of magic, what were the use of the others? If magic was a part of everything, then was it the boss? Continuing on to the next page i found a small history of runes, specifically combat runes and a short index afterwards.

  “Runes have been around as long as magic, one of the first runes to be discovered was found within a Card from An Ancient Rune Tortoise known to inhabit a small city named Greenstone. From this rune branched a new field of study from a Mithril ranked adventurer. Clove Stander studied the magic constantly, and became known as the first Rune Scholar. He is still conducting studies in the greenstone province, resulting in this codex of his least complicated works collected over years of progress through the art of rune craft.”

  The book then gave way to an index showing various archetypes of combat runes. Ranging from basic siege arrays to small localized warming and cooling runes, The book had all manners of simple runes and rune combinations within it. Reading all of them would take hours, and i don’t have that kind of time right now.

  Doing a quick lookover the index for anything that stood out, i found an extremely interesting couple of runes. 1 was the Muffle Rune, which seemed to be mainly focused on imbuement on localized areas to generate a stealthy field, up to hiding from the magical senses of a Bronze ranked awakened without enhancements. and the other being the Disguise Rune, one that would allow, to those wearing an item it was imbued into, to disguise themselves as another creature as long as they used a piece of that creature in its creation, ranging from blood to a scrap of clothing it had.

  “Maybe I could…” an idea was forming, one that would require very careful planning, but might be the key to advancing past the cycle of carnage this trial had slowly devolved into.

  ——————————————————————-

  After several hours of hit and run skirmish tactics, Rune trap arrays, and ambushes both to and from the Galefang tribe. I was running ragged, limping back into the cave i had found and double checked the runes i had created at the entrance to hide my location, the Air Muffle Rune holding still despite being a fresh combination, barely tested before being implemented into numerous walls.

  The Galefang tribe was smart, far smarter than Burnice or Murgle were when i had fought them. A mix of spellcasters, Tamers, and melee fighters made this tribe a difficult prospect in a prolonged battle, and with my trap arrays taking so much mana to set up everything felt like a prolonged battle. The cards dropped were of the taming variety, nothing useful even to someone who could use cards, much less me.

  Collapsing onto the small chair i had made upon finding my hiding spot, i continued my reading of the Disguise Rune, carefully carving it with the Chain blade into my clothes. My formation card said it granted me full control, but i still needed to channel the mana properly and constantly without any fluctuations, soemthing significantly harder when a golden blade made of your mana is carving into the very clothes on your back.

  Gods I miss my healing abilities.

  it was far from the first time i had thought that, but as my new formation card only allowed me to control chains, it was harder to appreciate compared to nigh limitless regeneration.

  A familiar pang of frustration swelled within me as the recurring thought hit again, “Formation cards are the cornerstone of a Souldeck, every wielder balances around them, not in spite of them.” He rambled the saying drilled into him in the sigilhaven academy all those decades ago.

  “But i’ve gotten more use out of my Moderators Damned RUNE ETCH than i have from the ‘expression of my souls latent abilities’.” pulling up the system window, i mentally called upon my formation cards screen, the familiar gold rimmed card, A spiderweb of Golden chains holding a humanoid figure within them.

  FORMATION CARD: Chained by Fate (Common, Growth)

  EFFECT 1: Allows the wielder to weakly manipulate metal chains around them.

  EFFECT 2: Allows the wielder to fully manipulate Metal chains within reach of mana

  EFFECT 3: Locked—Requires Growth

  EFFECT 4: Locked—Requires Growth

  EFFECT 5: Locked—Requires Growth

  EFFECT 6: Locked—Requires Growth

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  EFFECT 7: Locked—Requires Growth

  Growth requirements-Unknown

  I was stunted by unknown growth requirements, and currently the lack of metal chains. Why was my Formation card so limited at the early stage? the only thing i could use it for was my soul bound chain, becoming my main mana expenditure.

  “This just won’t do.” a dissatisfied tsk escaping me.

  A wielder needs to be adaptable, but my abyssal curse wouldn’t let me use the cards i had looted from the beasts, common as they were. My closet expression to magic was my rune skills, and according to my new book they were a magical force indeed. Through trial and, admittedly painful, error i had discovered a plethora of utility and elemental runes. My [Rune Imbuement] skill allowed me to imbue an elemental effect into an object, so long as i carved the rune for Imbuement alongside it.

  This was my main method for leveling my skills, training [Rune Etch] [Rune Imbuement] and [Rune Script] all at the same time. Quickly raising my Rune skills to a higher degree, with Imbuement reaching Bronze 3, Rune script reaching Bronze 5 and, to my surprise, my [Rune Etch] skill reaching Bronze 9.

  Something strange happened upon my [Rune Etch] reaching Bronze 9, a status screen appeared to inform me of my progress to Iron rank in the skill.

  Skill [Rune Etch] has reached Bronze 9! Warning: due to your mana core still being Bronze Rank, you may only have one skill at Iron Rank. Would you like to ascend skill [Rune Etch]?

  Warning: This will prevent Wielder [Theo Hollowstep] from advancing any other skill into the iron ranking until mana core reaches iron, Progress to iron mana core: 18%

  Looking at the new system windows, my options seemed to weigh on me like a gravity card.

  I could either advance my most used skill, getting stronger and being more prepared for the remaining trials, but with stunting the progress of any new skills at Bronze 9 until he had advanced in rank, a arduous task by sigilhaven standards.

  The other option was to leave the slot empty, hoping for a better skill to come along before i reached Iron rank. This option seems better long term, but while reaching Iron was an arduous task it was far from difficult.

  The process of advancing a Mana Core was somewhat simple in the lower rankings, just refining your mana over and over while regularly expending it, then refining more mana as it came into you. This process is normally helped along by challenging your body and soul through combat, thus causing a forced growth similar to training your muscles.

  The Ranking of a Mana Core was almost as important as the cards in a Souldeck, as each rank provided an exponential boost in, well, everything. I chuckled to myself, remembering my capabilities at gold rank in my previous life. Each rank increased the wielders mana, strength, senses, soul, longevity, and the rank of card available for use. Being capped at one card above the wielders current rank was the second most crucial driving factor in most wielders ascension process. THe first, mainly the aim of nobility and those with absurd funding, was the longevity provided by each rank, with adamantium and mithril rank wielders no longer aging, and for the latter, even death wasn’t permanent.

  The 7 Rankings of mana core each had various advancement methods that got more esoteric the higher you got. In order from lowest to highest was: Bronze, the freshly awakened and the rank most people were unless they focused on training and combat, often used by commoners who pursued more docile profession.

  Iron, the first real stepping stone for those who seek advancement, being Iron rank is when most wielders are eligible to join the various guilds and associations throughout the world.

  Silver, the rank most genuine adventurers are, the combatants on the frontline of the Rigt war were mainly silvers, their physicality being superhuman in nature, and that’s for those who lacked strength enhancing cards and formation cards.

  Gold, This was the stage where most elites plateau, considered the final step that standard thinking would get you, often the most well trained and funded adventurers reached that rank, the decks used by gold tankers could wipe out an army of silvers and lower in no more than 10 minutes.

  Advancing beyond that was the realm of the truly gifted, Platinum, the first step beyond standard wielders, we only had a few during the battle against the rifts, they were our leaders and the strongest among us, earth shattering cards, abilities capable of decimating a kingdom.

  Adamantium, the absolute pinnacle of mortal capabilities, we only had one surviving adamantium during the battle with the rifts. he held out the longest against the harbingers and took down 2 with great losses among the Carded kingdoms front, Sanguinis killed him, and stole his deck for himself like so many other of my comrades.

  The only rank after that was Mithril, and only legends in my timeline spoke of this ranking, it was to go beyond mortality and embrace the soul as a unified nature, essentially true enlightenment. Seemingly this universe had more of these than mine had ever heard of, with the writer of my Rune book being a Mithril ranker.

  The decision was a big one, locking my other skills to reaching the cusp of bronze power until i could ascend myself, but making my most used skill stronger than it should be at my rank.

  I knew what had to be done, if i wanted to advance in this trial anymore i needed to advance my core skill, consequences be damned!

  Selecting the yes message i received no less than 4 seperate warnings against it.

  Are you sure you want to do this? Yes/ No

  Doing this will lock your affinity skill at bronze until you reach iron rank, do you still want to continue? Yes/No

  That one gave me pause but since my affinity was unknown, and excessively hard to cultivate at the moment, i decided it would be okay being left at Brinze whenever i unlocked it in the Affinity trial.

  This decision is permanent until you reach the next rank, do you still want to do this? Yes/No

  Last chance Wielder, Yes/No

  Selecting yes. The world seemed to slow to a crawl, the fire crackling slower and slower as my interface blinded me with a flash of iron light, the skill advancing to the peak my soul could handle at its current core rank.

  My vision swarmed with notifications, two new achievements, the [Pathway, Rune Carver] achievement and passive as well as the [Skill Advancer] achievement.

  I felt a burning sensation, not in my body but within my very soul.

  Looking into my soul space, i could see my mana core. The bronze orb pulsing with a dull, iron light as the skill went above what my body could handle. the pulsing got brighter and brighter until i was forced out of my soul, my forearm burning with a familiar pain.

  Looking back to my forearm, i could see the small Soul Rune that housed my Mana Chain blade. The originator of my [Rune Etch] and the first Rune my soul had been exposed too.

  The rune burned, the intricate symbol circled by a chain seemed to come alive as it twisted and shone with iron lights.

  A system window pulled me away from my reverie and pain, seeming to dull my senses. i’d need to check that later.

  Skill [Rune Etch] Has reached Iron 1.

  Congratulations Wielder! You have advanced a skill to Iron Rank! Due to Rune Etch being a [Profession Skill] You will be presented with a sub skill pathway! Please note that these will not grant you extra power, simply being a specialization of your art, you may still use [Rune Etch] at its full potential with no drawbacks no matter what pathway you decide.

  A long list appeared before me, detailing many different runic pathways. scrolling down the long list had mixed results.

  Most common were the options focused on utility roles, using defensive barriers and imbuing weapons with power to enhance armies and castles defenses.

  trying to gleam more behind [Profession Skills] or whatever that meant resulted in a helpful system prompt, detailing how a Profession skill was simply a utility skill that a wielder chose to focus on, varying from fishing all the way to studies of the arcane like my Runic skills.

  The pathways were specialized forms of them, impacting abilities and bonuses given, and being a way to advance the skill in the higher rankings.

  As i finished looking over my options, i was about to click the [Rune trapper] It seemed most relevant to my current mission and the skills i had fostered when i was young, or i guess recently, if we go by this timeline.

  The bonuses offered by [Rune Trapper] were focused on enhancing pre laid runes and making [Remote Rune Activation] a more individualized ability. It also would immediately grant me a [Snare Rune], capable of stringing enemies up and taking them out of the fight for a good while.Perfect for how i was fighting the Galefang tribe.

  Just as my hand almost hit the “Select” button, the semi familiar DING! of a moderator message appeared.

  Message from: ER@%#

  Theo. Look again, don’t think in the short term. here’s a hint: Rarity and scarcity overpower convenience, pick wisely

  Well that was ominous, deciding to set the search parameters at the top from [Previous Usage] to [Rarity], let’s see what the system was hiding.

  The list changed and shifted immediately, showing rune pathways focused on more bizarre choices, but the one at the very top of the list stood out as an extremely rare pathway.

  Path of the Dimensional Carver

  Unlock requirements: The dimension affinity. ERROR: Wielder does not possess affinity, Override: Wielders soul has been in multiple dimensions, interacted with extra-dimensional entity ER#%?, Soul compatible with pathway!

  Description: The path of the Dimensional Carver focuses on runes effecting reality as a whole, creating pocket dimensions and portals. Due to the rarity of this skill pathway, wielders of it are few and far between.

  Passive Boosts:

  


      
  1. Planar Echo: All runes effecting other planes, realities, and dimensions have a small boost, this includes elemental, spatial, and other similiar runes.


  2.   
  3. Dimensional Awareness: Allows the wielder to have a mildly enhanced sense of Dimensional anomalies related to runes or other such magical pathways.


  4.   


  Rune granted upon selection: [Vault Rune]: Creates a minor soul-bound storage rune that holds up to 50 lbs of matter or 10 active cards of the users rank, or 1 active card of a rank above the users mana core. May be inscribed onto storage devices such as bags, backpacks, and other forms of storage or carved directly into the skin.

  Celestial Feces! This was amazing, I could use the passive to look for rifts before they became a global threat and i could actually store loot instead of just letting it stay in the forest. this had to be my pathway, rare but utilitarian in nature despite its lack of immediate combat usage.

  Selecting the [Dimensional Carver] pathway, my world glowed with an iron light once more, the rune on my arm shifting more as it seemed to form a tattoo over my skin. I could see the notifications of my new rune being burned into my mind, the knowledge of a new pathway and new senses flooding me as the dimensional forces of the tutorial assaulted my mind.

  Then the world went black.

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