Ability Output
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Absorbed Divinity In Rune/Runes
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Neutral Divinity
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{Divinity}
Flow Of The Untainted, Sea Of Life, Divine Ichor.
It goes by many names, but officially, Divinity is its name.
A Holy Energy that permeates the cosmos, ensnaring the universe within its grasp.
Its revelation came about through the first-ever Blessed in the First Epoch...
The Age of the Fool.
—
[Neutral Divinity]
Neutral Divinity is the raw form of Divinity that exists in the environment.
It is a malleable Holy Energy that lacks specific properties or characteristics.
It permeates the realm and can be absorbed by individuals bearing Runes.
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[Runebearers]
Runebearers are those bestowed a Root Rune and have begun their journey on a Rune Path.
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[Rune Paths]
The journey along these well-trodden specialized Paths ultimately culminates in achieving the ever-so-coveted status of Saint, the peak of the Divine Hierarchy.
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[Elements]
There are three Element Categories, each with its own Rune Path.
Primary Elements:
Fire, Water, Earth, Air.
Derived Elements:
Ice, Lightning, Metal, Plant.
Ethereal Elements:
Light, Shadow, Luck, Sound.
—
[Runes]
There are four types of Runes.
Root Runes, Normal Runes, Great Runes, and Ancient Runes.
Root Runes are the first Rune a Runebearer bears, deciding their Element.
The others are simply a natural step up, as the Runebearer becomes stronger.
All types of Runes could be seen as floating orbs, each containing a special drawing, surrounded by ancient letters known as Arcane, a language most can't even fathom.
Runes take hold within one's Soul, allowing the Runebearer to control the flow of Divinity in their specified conditions.
In their mind's eye, a Runebearer perceives a Rune as it is used, Divinity flowing through its Arcane, a confusing multidimensional series of shapes, which only grows more confusing the stronger/higher-ranked a Rune is.
—
[Runes Ranks]
A Rune's strength could be increased.
Rank 1 Weakest (White Glow),
Rank 2 Stabilized (Green Glow),
Rank 3 Experienced (Blue Glow),
Rank 4 Strengthened (Purple Glow),
Rank 5 Ultimate (Gold Glow).
—
{Ways To Rank Up Rune}
...
[Repetition]
To enhance their Runes, Runebearers must diligently use their Runes.
...
[Battle]
It is to fight.
Battle experience performs the same process of repetition but at a significantly accelerated pace, as well as giving the Runebearer fragments of their opposition's very Soul, strengthening their own, which, in turn, strengthens their body.
...
[Rune Absorption]
By consuming Runes that are of a kindred Element, Runebearers greatly boost the strength of their own Runes. However, such a boost decreases rapidly the stronger their Rune is, needing a similarly strong Rune for there to be any noticeable difference.
If a Rune is not kindred, then the Runebearer can simply break it to absorb its Divine Essence, strengthening both their Soul and body.
A Runebearer cannot directly absorb a Rune of too high a strength when compared to their own. The mental imprints of the previous owner's Rune would be too powerful, needing prolonged extraction to ensure the safety of their very Soul.
Those who do this to other Runebearers are stigmatized, because, well, who'd appreciate being food for another to benefit?
At the higher ranks, the Godhood inside the Rune starts to become a serious problem.
This issue cannot be solved by slow absorption; instead, the Runebearer will need to have an appropriate Divine Relic to anchor their Soul to fight against the Godhood of the previous owner and absorb it fully as their own.
—
[Godhood]
The closer one ascends toward Divinity, the nearer they draw to Godhood.
Every Runebearer in Runethera is bound by the measure of the Godhood within them. It is this Godhood that truly differentiates them from mortals.
Without it, a Runebearer is no more than a vessel of power with a Soul open to attack.
With it, their Soul is shielded, allowing them to survive the overwhelming presence of Great and Ancient Runes.
But to obtain Godhood, one must first endure the trial of a God. Whether through the test of a Lesser God or the ordeal of a Higher God.
The trial is the crucible that awakens their Godhood; those who survive receive not only Godhood, but also a Blessing, marking their body with a specialized Soul Glyph, a piece of the God's domain etched upon their body and Soul.
—
[Soul Glyph]
A permanent mark impressed on a Runebearer's Soul, either given by the Divine or a memory of an act made real: a personal boon grown from deed, trial, or exploit, accepted by the realm.
Soul Glyphs change how a Soul carries Divinity and how the body answers the world.
It could grant many a thing, much like a Root Rune, only without its limitations, allowing a Runebearer to comfortably bear a completely different Element without turning Hollow.
—
{Hollow}
'Turning Hollow' is a state that occurs when a Runebearer ventures too far from their synergy, branching into Runes unrelated to their previous ones, either in Element or in ability.
Initially, they experience a loss of strength, but if they persist without correction, they undergo rapid aging, leading to a frail, elderly appearance that ends with their death, a result of their Soul becoming depleted and ultimately lifeless.
The same consequence can occur if a Runebearer breaks their Runes or exhausts their soul through excessive Rune use.
—
{Divine Hierarchy}
The class ranking system for those who have crossed the Divine threshold is known as the Divine Hierarchy.
An individual who officially crossed that threshold is called a Runebearer.
...
12th Class: Seeker
11th Class: Disciple
10th Class: Priest
9th Class: Shepherd
8th Class: Scholar
7th Class: Judge
6th Class: Elder
5th Class: High Elder
4th Class: Patriarch
3rd Class: Friend of God
2nd Class: Commander of the Faithful
1st Class: Saint
—
{Cursed Hierarchy}
Monsters are ranked as well, similar to the Divine Hierarchy; however, unlike Runebearers, monsters can evolve beyond having more than one Root Rune and many more Normal Runes, due to their massive size.
They originate from Daemons, who have gene-spliced themselves into the realm's animals, creating monsters. Still, not all monsters are from Daemons, as many had simply evolved into bearing Runes, much like their human counterparts.
...
6th Class: Brephos (Youngling)
1–2 Runes
5th Class: Moros (Fiend)
3–4 Runes
4th Class: Tyrannos (Tyrant)
5–8 Runes
3rd Class: Pelóros (Behemoth)
9–13 Runes
2nd Class: Erebus (Chaos)
14–18 Runes
1st Class: Apotheon (Mythic)
Unknown
—
{Daemons}
Daemons are not like Runebearers or monsters. Unlike nearly everything that existed and will ever exist, they're not from Divinity but from suffering.
Where Runes came as gifts of order and creation, Daemons spawned from despair, war, and cruelty, wearing the flesh of the damned and the Corrupted, bringing Tartaros's plight to whatever land they visited, ending its light.
Every scream, death, and broken Soul strengthens them.
Yes, the more misery a Daemon causes, the stronger it becomes.
That is why they do not kill quickly; they Corrupt and break.
Rot is their weapon.
Lesser Daemons—pests of ruin, born from small cruelties. (Class 6-5)
Greater Daemons—war-brokers, plague-bringers, feeding on nations. (Class 4-3)
Arch-Daemons—calamities incarnate, disasters made flesh. (Class 2-1)
They cannot be reasoned with, for they are suffering itself.
To fight them is to fight despair given a body.
Where monsters are natural, Daemons are unnatural.
Where Runebearers are blessed, Daemons are cursed.
They are the eternal enemy.
