7th Sea Sorcery: Lærdom (Runes)

(Players' Guide pp. 203-212; Vendel / Vesten Sourcebook p.97)
Lots of content pirated shamelessly from the 7th Sea Sorcery Handbook and converted into HTML by Gris, with additional gleanings from the PG.  Much pestering of the patient Matt provided confirmation of rules from the V/V book.  Rune images courtesy of the AEG 7th Sea Site.


Table of Contents:
The Quick and Dirty
General Overview and Description
Mastery Levels
The Lærds (Runes)


The Quick and Dirty

General Restrictions: (note exclusions at Master level)
Apprentice: Weather effects: 1 hr, 1 sq. mi.
Invoking:
Limits: # of Invoke attempts (incl. failures) = Wits / day.

Adept: Weather effects: 1 day, 3 sq. mi.
Inscribing:
Limits: Item can only have one name, and one rune, ever.
# of uses = Wits / day.
# of  Inscribed runes maintained at once = Brawn (excluding Weather runes).

Master:
Weather effects: 1 week, 10 sq. mi.
Becoming:
Limits: Can only Become one rune, ever.
On failure in Becoming, must wait a week to heal before next attempt.
Note:  requires no maintenance, does not count towards rune limits.

Permanent Runes:
Limits: You may only Pernanently Inscribe the rune you have Become.
May activate a Permanent rune only once / 10 phases - (1 phase / raises at Inscription).
Permanent runes do not count against Inscribed rune limit, but do count in maintenance.


General Overview and Description

Lærdom (LAIR-dom) is the ancient study of “true names” of things and concepts. It was taught to the Vesten by the gods at the dawn of time (it is still officially part of the sorceries given to the old empire senators). Followers of Lærdom are called Skjæren (SKYAIR-en). The various runes, called Lærds (LAIRS) are described below. They are inscribed, forged or written onto items (sometimes even branded into the Skjæren's own flesh!), which are then made part of a ritual to unlock that power.

The amount of power invoked through the Lærd varies with the depth of the Skjæren's understanding and mastery of the art.  Apprentices have not yet scratched the surface, and only understand the rune's physical nature.  Adepts, who learn to inscribe runes on items, have begun to penetrate Lærdom's deeper secrets.  Masters are those who have discovered the final secret-- the Great Wisdom-- and can, by branding the rune upon their own bodies, take the power into themselves.  The are able to perceive the Living Myth of Valhalla as a ghostly world overlaid upon all they see.  When they ride into battle, the faint echo of their ancestors' Song of the World sounds in their ears.  (Although this usually has no effect upon the game, occasionally Master Skjæren (at the discretion of the GM, of course)  may hear words of aid from their ancestors, or perceive some omen invisible to those not open to the Great Wisdom.  Because the Vendel have abandoned their belief in the old religion in their pursuit of material things of this realm, their eyes and ears are shut to the Living Myth, and only in the rarest of circumstances (say, divine intervention) can they attain mastery of this art.


Mastery Levels

The concept of knacks is a little tricky in Lærdom. Technically, you could say that this sorcery has 24 knacks to its credit, with each rune counting as a separate knack. In theory, you could work on all of them. In practice, you need to buckle down and focus: in order to achieve Adept, you must have Rank 4 in at least 4 knacks. To achieve Master, you must have Rank 5 in at least 5 knacks. (Knacks are unique per sorcery, so if you have more than one sorcery with the same knack, those knacks are considered as different knacks for purposes of determining their rank.) Note: Vendel Skjæren (sorcerers) may not achieve Master rank. Only Vestenmannavnjar may do so.

Apprentice

Adept

Master



The Lærds (Runes)

The rune images below are in original Lærd order. Click on the rune to link to its description, listed beneath in alphabetical order (for ease of searching).  Weather runes are noted by a * and blue highlight.

01_kjot
1. Kjøt
"Flesh"
02_bevegelse
2. Bevegelse
"Empathy"
03_varsel
3. Varsel
"Omen"
04_ensomhet
4. Ensomhet
"Solitude"
05_styrke
5. Styrke
"Strength"
06_uvitenhet
6. Uvitenhet
"Mystery"
07_stans
*7. Stans
"Calm"
08_storsaed
8. Storsæd
"Greatness"
09_kyndighet
9. Kyndighet
"Skill"
10_sterk
10. Sterk
"Wholeness"
11_velstand
11. Velstand
"Wealth"
12_fjell
12. Fjell
"Mountain"
13_host
13. Høst
(Harvest)
14_grenselos
14. Grenseløs
(Unbound)
15_krieg
15. Krieg
(Warrior)
16_nod
*16. Nød
(Intensity)
17_sinne
17. Sinne
(Anger)
18_tungsinn
18. Tungsinn
(Gloom)
19_herje
19. Herje
(Ruin)
20_reise
20. Reise
(Journey)
21_fornuft
21. Fornuft
(Gateway)
22_lidenskap
*22. Lidenskap
(Passion)
23_kjolig
*23. Kjølig
(Hatred)
24_villskap
24. Villskap
(Fury)


2. Bevegelse (Empathy)
Invoke TN=20 / Inscribe TN= 30 / Become TN=40
This is the rune of empathy, the next step beyond the Flesh. Union of Self with the Outer World.
+2 unkept dice to any social interaction.

4. Ensomhet (Solitude)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
This rune cuts away the past so that you may concentrate on the present.  The true hero understands that the future will not wait.
+2 unkept dice to Resolve tests.

12. Fjell (Mountain)
Invoke TN=15 / Inscribe TN= 30 / Become TN=40
This is the rune of heroic sacrifice.  It takes away suffering, salves pain, and frees the Skjæren's mind to "live in the moment" and do what must be done.
Invoke/Inscribe:  Select one Dramatic Wound you have already suffered.  For the duration of the rune's effect, you may ignore the DW (both in terms of penalties and unconsciousness).
Become:  You can suffer one extra DW before falling unconscious.  You may ignore the penalties of one DW (chosen when it is inflicted).  (You may choose another once that Wound has healed.)

21. Fornuft (Gateway)
Invoke TN=20 / Inscribe TN= 30 / Become TN=40
Gateway is the rune of visions.  The Skjæren stirs the waters with his finger, and spies upon his enemies and rivals.  Knowledge is a precious commodity, indeed.
Generally:  You may call up visions of other places.  Duration (for all levels of this skill) is 1 round + (1 round/raise).  While calling up a vision, you must close your eyes, and cannot speak.  The Uvitenhet (Mystery) (#6) rune blocks the visions; the viewer will see only a cloudy grey haze for a 50' radius.
Invoke: You may view events at a place you are familiar with.
Inscribe:  The Inscribed object shows events in a location the user has seen before.  The item must have a reflective surface of some kind.
Become:  Once per day, you may call up visions of anywhere in the world you've been to.

14. Grenseløs (Unbound)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The way is opened; that which would constrain you is defeated; bindings slip from you and cannot find a hold.
Invoke/Inscribe: Bindings and shackles fall off you when you Invoke the rune.
Become: Bindings and shackles slip off of you at will.

19. Herje (Ruin)
Invoke TN=20 / Inscribe TN= 30 / Become TN=40
Ruin holds the power of disruption, and of the mindlessly destructive forces of nature.  Ruin falls unexpectedly like stones from the heavens, brutally awakening everyone it touches to the realities of survival and struggle.
Add your rank in this rune to the TN of your target's next Action roll. This is a one-shot effect and ends immediately afterward.

13. Høst (Harvest)
Invoke TN=20 / Inscribe TN= 30 / Become TN=40
The rune of Plenty, symbolizing the season of rest and rejoicing as the fruits of one's labor are gathered safely in.  Work and perserverance reap the most precious of rewards.
Invoke/Inscribe:  Prior to the beginning of any Story, you may take a –1 rank on one of your Knacks for the duration of a story ("storing it away").  On a successful rune Knack check, you lose the use of that point for the story, but gain it back at the end, along with 2 XP that may only be spent on that knack.
Become: You may use this rune Skill once per adventure without rolling.

*23. Kjølig (Hatred)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The rune of Hatred, or Night.  Clouds gather, the moon smiles upon the cool ground, and the air sharpens.  They say the bodies of those who kissed Kjølig's icy lips still linger upon Tårn Mountain in the distant, frozen North.
You may decrease the temperature within the area of affect to cause a deep freeze, snow, or other such effect (or something more mild, like a bit of magical air conditioning). 
This rune is the opposite of Lidenskap (Passion) (#22).

1. Kjøt (Flesh)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
This is the rune of self. Know yourself and be honest with yourself.
+2 unkept dice to resist attempts to fool or beguile you through magic or mundane means.
Total immunity to the Varsel (Omen) (#3) rune.

15. Krieg (Warrior)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The Warrior is victory in battle.  The arrow finds its mark more easily, and the ane's thirst for blood quickens.
+1 unkept die to Attack rolls.

9. Kyndighet (Skill)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
Victory cannot be rushed; valor cannot be hurried.  With patience and perception, you will learn what triumph means.
You may re-roll one die each Combat Round.

*22. Lidenskap (Passion)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The rune of Passion, or Day.  Clouds part, rain ends, and the skies clear.  Even fog cannot hold against the fiery power of this rune.
You may increase the temperature within the area of affect to cause a heat wave, drought, or other such effect (or something more mild, like a bit of warmth to burn away the fog).
This rune is the opposite of  Kjølig (Hatred) (#23).

*16. Nød (Intensity)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
Intensity is all that is violent, aggressive, and forthright.  She is terror on the open sea; she howls with a savage wind, seethes beneath the roiling waves, and stings the eyes of all who gaze upon her anger.
When acquiring this rune for the first time, choose “weather” or “emotion”. This choice cannot change later. You are stuck with the choice forever.
Weather: Worsens weather in area by one level per raise (dead calm > breeze > gale > storm).   Turn a drizzle to a downpour, or a snowstorm to a blizzard.  Weather conditions cannot be changed, however (e.g. rain into earthquake).
Emotion: +2 unkept dice when trying to incite another's wrath or promote aggressive behavior.
Note: This rune diametrically opposes Stans (Calm) (#7).

20. Reise (Journey)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The path, not the goal, is what matters to the one who Journeys.  Life itself is a journey, and experience comes through travelling its ways.
+2 unkept dice to perception tests.

17. Sinne (Anger)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The bitter gale winds, the embodiment of fury: uncontrollable to most, unquestionable to the rest.
+2 unkept dice to all Brawn-based skill checks.

*7. Stans (Calm)
Invoke TN=10 / Inscribe TN= 20 / Become TN=35
This rune is also known as Sorrow, for there is no greater tragedy to the sailor than when the air is becalmed and the sea lies quiet and still.
When acquiring this rune for the first time, choose “weather” or “emotion”. This choice cannot change later. You are stuck with the choice forever.
Weather: Stills weather in area by one level per raise (storm > gale > breeze > dead calm).   Reduce a downpour to a drizzle, a blizzard to a flurry.  Weather conditions cannot be changed, however (e.g. rain into earthquake).
Emotion: +2 unkept dice when trying to calm another’s mood or curb aggression.
Note: This rune diametrically opposes Nød (Intensity) (#16).

10. Sterk (Wholeness)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
"Understanding one's own weaknesses is more important than knowing those of your foes."  This is the rune of defense.
Adds +5 to the TN to hit you.
NB: don't confuse this one with Styrke (Strength), rune #5.

8. Storsæd (Greatness)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
This is the rune of the young, untrained hero.  Though seemingly weak, he contains the capacity to achieve more.  He reflects the best of others, and encourages those like him to excellence.
Invoke/Inscribe:  While this rune is active, the number of Raises made with each successful Action of the user (to a maximum of your lowest Trait score), may be shared among any who observed the Action, to be distributed as the user wishes (all to one, one to each of a group, etc.).  These are to be considered Free Raises in game terms, and are automatically applied to the very next Action the beneficiaries roll for.
Becoming: At the start of each Scene, you receive a number of Free Raises equal to your lowest Trait.  You may use them yourself or divide them among others in your presence as you see fit for the duration of the Scene. Any unused Raises are lost at the end of the Scene.

5. Styrke (Strength)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
This is the rune of strength, named for the warrior with the soul of a demon and the power of the auroch.
+1 unkept die to all damage rolls.
NB: don't confuse this one with Sterk (Wholeness), rune #10.

18. Tungsinn (Gloom)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
As sullen rain shrouds the sunlight, Gloom drains the spirit, casting everything in lifeless grey shadow and covering the world with endless, lonely tears.  Gloom reminds us of our losses and leaches courage and hope from the bones of Heroes.
+2 unkept dice to an attempt to cause depression or fear in another person.

6. Uvitenhet (Mystery)
Invoke TN=20 / Inscribe TN= 30 / Become TN=40
This is the rune of hiding the truth.  What was clear becomes concealed; what was known, forgotten.  Deceits and lies go unnoticed.  They say that many who become this rune grow less and less like their "old" selves; they cut ties with their past in order to devote themselves to puzzling out the mysteries of all they encounter.
+2 unkept dice to all rolls to deceive someone else.
Counteracts the Fornuft (Gateway) (#21) rune within a 50-foot radius.

3. Varsel (Omen)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The rune of the Trickster, the gods' messenger who brings omens and subtle warnings. 
Invoke/Inscribe: With a successful Skill check, you may speak to others in secret.  All others present hear a garbled, foreign tongue.  Those using the Kjøt (Flesh) (#1) rune are immune.
Become: You may use the ability at will, without rolling.

11. Velstand (Wealth)
Invoke TN=10 / Inscribe TN= 20 / Become TN=35
To the Vestenmannavnjar, Velstand the Pauper was the richest man in the world.  His altruism was the purest of any; though a foreigner, he vowed to protect this "innocent culture, devoid of the rampant greed and lust spreading across the world."  His rune of wealth was conceived as much a wealth of ideas, the collective knowledge of all who came before, as of material goods.
When acquiring this rune for the first time, choose “money” or “wisdom”. This choice cannot change later. You are stuck with the choice forever.
Money: With a successful Skill check, all monies acquired (other than regular income) are doubled.
Wisdom: With a successful Skill check, you may tap into hereditary memory and ask the GM one question relevant to your current situation, which is answered by a flashback to the life of a another Skjæren of the Wealth rune’s experiences, somehow pertinent to your present predicament.

24. Villskap (Fury)
Invoke TN=15 / Inscribe TN= 25 / Become TN=40
The rumbling of the sky foreshadows the doom of all who stand against the Vestenmannavnjar.
You may fire a lightning bolt from your hands. Targeted like a normal missle attack; range is 25 yards (apprentice) / 50 yards (adept) / 75 yards (master).
Attack roll and Damage roll are Mastery level (1=apprentice, 2=adept, 3=master) + (rune knack), keep Mastery.