The Ra'une Weapons

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Whiskeyjack
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The Ra'une Weapons

Unread post by Whiskeyjack »

I found a ton of old info from a campaign I ran around 15-12 years ago. I had quite a long and epic campaign laid out when the first kids started arriving and roleplaying took a decade long hiatus. I had completely forgotten about most of the stuff I found I figured I'd post it here for everyone to see and critique.

The Ra’une Weapons
These ancient weapons are enigmas among the Rune weapons. They are probably the oldest weapons in existence having been created during the war against the Old Ones over 100,000 years ago! They are also the only surviving rune weapons that do not contain the life forces of living beings, instead they have become living weapons, with their own life force! They were crafted by the Ra’une, a race that had mastered the runes in ways that no living being could imagine. Because of the weapons they could make they were hunted ruthlessly by the minions of the Old Ones until they were driven to extinction.
Their legacy were the Desri’nour, The Eaters of the Dead, weapons made to destroy the most powerful of the Old One’s minions, the Devri’nour, undead creatures of incredible power. Without them the Old Ones armies could no longer swarm the Armies of Light with hordes of Undead and slowly the battles began to shift in favour of the light.
These weapons are also unique in the events that led to their creation and their use in battle. The weapons were made from copying runes unknown to even the Ra’une from the Desro’nour themselves. This came to be when a group of warriors from the future were transported in time to The Age of Chaos. They had in their possession the Desri’nour from the future. The warriors allowed the Ra’une to study their weapons. They copied the runes onto identical looking weapons and thus the Desri’nour were born. The weapons were given to the Armies best warriors and together, the twin weapons led to the eventual defeat of all but one of the Devi’nour. Their leader, Deva’nour, was buried with Dorath and Desro’nour in the final battle.

All the weapons contain the following Rune symbols:
Magic, Light, Death, and Eternity, as well as several unknown runes. One is the runic symbol for Devi’nour, the remainder are runes that pertain to the weapons abilities. As well, down each side of the weapon is written the name of the being it was designed to oppose, as well as the name of the weapon itself.

All the weapons have the following powers:
1) Teleport to their wielder once per day. This power works from different dimensions, through force fields, and even through circles of protection! There are only a few magics known to contain these weapons.
2) Inflict 4D6+3 damage to any being of evil alignment that tries to pick them up.
3) Inflict double damage to any of the Devri’nour and ten times damage to each weapons arch nemesis.
4) Can conceal their runes of their own will or at the behest of their user. While in this state the weapons do not register as magic.
5) Turn powers on or off. Being sentient, the Desri’nour can decide if the person holding them is worthy of their powers. If the person is deemed unworthy, they can turn off any or all of their powers. If they shut down completely, then take on the appearance of a normal weapon, and only inflict 2D6 per strike.
6)All the weapons are sentient beings. However, they do not speak or otherwise communicate with their wielders directly. During sleep or meditation periods, the weapon’s wielders will often have dreams/visions of times past. Often these visions pertain to a certain problem the owner currently faces. Likewise, the trials of the current owner are recorded by the weapon to be passed onto the next wielder.
Sometimes in the dreams a being will talk to the owner. The being is usually of the same race as the owner and will always appear the same every time. This is the how the persona of the weapon interacts with their holder. Usually the dream is just filled with small talk, but sometimes advice is given or questions asked meant to lead the character in the right direction.


Dradak the Stout
Dradak has not seen much use over the centuries. Shortly after the war with the Old Ones she was captured by the forces of evil and imprisoned in a secret vault for centuries. She was eventually rescued by a group of Elven heroes and enjoyed a couple of hundred years adventuring with an elven Warrior Monk named Alazarah. After Alazarah died of old age Dradak was captured by an enemy of his and brought to the Yin Sloth jungles where he was amassing a huge army of barbarians to march on the civilized lands. What happened to the mage is unknown. Neither he nor his army was ever seen leaving the jungle.

Opposes: Ur’nour (Dark Death)
Dradak: 4 unknown Runic symbols. Air, Earth, Deevils, and Protection.
Type: Runic Ironwood Staff. Light brown wooden staff with runes burned into its entire length. There is a hook on each end facing opposite directions used for grabbing onto opponents. These can also be used to grab ledges or branches for swinging or climbing.
Damage: 4D6+3. Double damage (8D6+6) to Deevils and cannot be touched by them.
Bonuses: +1 to strike and parry. Range: 93'
Special Abilities:
1) Parry Missiles: This weapon can be used to parry small missile weapons (arrows, knives, darts, etc) with full bonuses! Any missiles parried this way will embed into the staff for about 5 seconds before falling out. The holes close over immediately.
2) Adds 5 feet long and 2 feet high/level to the users jump distances. Also adds +10% to Climb and Sense of Balance.
3) Bestows WP Staff on its owner at the owners current level of experience.
4) Dradak glows yellow when within 100' of any Deevil.


Mishael the Foe-Seeker (The Great Bow)
Mishael has seen much action in his existence. The Great Bow was used by many elven champions during the Golden Age of elven rule. He was also used at the beginning of the Elf-Dwarf War until he sensed the folly that was the war. Without warning he shut off his powers and went dormant. The elves were so disgusted by this perceived betrayal by a weapon that had served their people for millennia that they gave it to the Titans as they left their elven allies forever.
Since then Mishael has been used by a number of people. Most were Rangers or Long Bowmen of great renown. His last know owner was a Ranger named Tyche who led a group into Ophid’s Grasslands in search of the Devil’s Mark. That was three hundred years ago and the Great Bow has not been seen since.

Opposes: Miskva’nour (Bringer of Death)
Mishael: 4 unknown Runic symbols. Air, Earth, Demons, and Dimensions.
Type: Runic Longbow. Pure black with runes etched in silver along its entire length. Two sky blue gems are embedded at each end of the bow.
Bonuses: +1 to strike, +1 ROF.
Special Abilities:
1) When the string is pulled taught an arrow appears notched.
Two types of arrows: Flight arrows inflict 2D6+PS and have a range of 900' + 30' per level.
Heavy war arrows inflict 4D6+3+PS and have a range of 450' + 15' per level.
2) 3 times per day the user can enchant an arrow to hit a specific target. Only a natural 20 to dodge will allow the target to avoid this arrow.
3) The two gems emit an invisible light that allows the user to see the invisible and see in the dark. The range of the light is 500' and the user can only see where the light is shining.
4) Double damage (4D6/8D6+6) to Demons and cannot be touched by them.
5) Mishael glows blue when within 100' of any Demon.


Tarkoff Wave Rider
Tarkoff went with the Elves after the fall of the Old Ones. Her owner became a Captain in the Elven Armada and with her help purged the seas of pirates. Eventually, Tarkoff was given to a noble house in Lopan who’s main venture was shipping. One ship, The Cutter was employed to hunt pirates in the Sea of Scarlet waters and the Inland Sea. It was Captain Deumon who weilded Tarkoff in her glory days.
The victories of The Cutter could not easily be counted, which led to her eventual downfall. She was chased by several pirate ships and finally swung around for battle. The battle lasted several hours, one ship against many. The outcome was never in question though. The Cutter sank beneath the waves along with seven pirate vessels. Captain Deumon killed over fifty pirates himself before being overcome and falling into the sea.
After a time, Tarkoff was found by a tribe of Kree-lok who have kept her on a mantle for almost a hundred years, oblivious to the power of the gauntlets. And so Tarkoff has sat, in quiet contemplation, surrounded by the peaceful but ferocious looking Kree-lok.

Opposes: Zara’nour (Silent Death)
Tarkoff: Two unknown Runic symbols. Slayer, and one unknown Rune.
Type: Runic Gauntlet Claws. Gold with red runes. On command three silver claws spring forth from above the knuckles.
Damage: 4D6+3 Double damage (8D6+6) to Gods and Alien Intelligences and cannot be touched by them (includes demi-gods and godlings).
Bonuses: +2 to strike and parry, +4 to initiative, and +1 attack per melee.
Special Abilities:
1) Confers the Paired Weapons WP upon the user.
2) The user is incredibly sure footed. Even on deck in a hurricane, s/he can fight with no penalties from the heaving. The effect applies to earthquakes or any other type of moving ground.
3) Confers the skill of climb rope at 98%.
4) On a natural 20 roll the 20 again. A roll of 1-15 and the opponent loses half of its SDC or hit points, whichever is greater. On a roll of 16-20 the opponent is instantly killed!
Greater supernatural take triple damage if a 1-15. On a roll of 16-20 they loose half of their SDC or hit points, whichever is greater! This power also works on lesser Gods, but not on Greater Gods.
5) Tarkoff glows orange when within 100' of any God or Alien Intelligence.


Ryll The Staunch, Defender of Friends
Ryll was passed down from generation to generation in a Titan family. All his users became heroic warriors of great renown. The last of the family’s line was overrun by orcs and ogres after the fall of the Elven Kingdom while leading refugees to safety through the Old Kingdom.
Ryll was taken as a prize by an Ogre King who had witnessed its powers in battle. He then tried to take over another tribe expecting the shield to protect him as it did the Titan. However, Ryll had shut off his powers, which led to the death of the Ogre King.
Since then, every monster who has used Ryll has met an early demise. Not surprisingly, it is considered cursed and is locked in a cave to protect the local tribes. If they ever found someone willing to take it they would hand it over very quickly.

Opposes: Koso’nour (Spirit of Death)
Ryll: Five unknown Runic symbols. Protection, Darkness, Good, Directed Power, and Force.
Type: Runic shield. Triangular steel blue shield with navy runes etched along the border. There is a large wolf’s head carved into the face of the shield. Two emeralds serve as the wolfs eyes.
Damage: 4D6+3 Double damage (8D6+6) to Witches and cannot be touched them.
Bonuses: +3 to parry and +1 to strike. Range: 73'
Special Abilities:
1) Can parry missile attacks with full bonuses and giant sized attacks without penalties.
2) Any successful parry to a missile attack including magical are returned to the originator. Use the attackers strike roll for the returned attack.
3) Energy attacks (including Dragonfire) can be absorbed by Ryll for later use. Up to five energy attacks can be absorbed for 24 hours before being consumed by the weapon. The stored energy can be released by thought to discharge from the shield. Strikes with a +3 and inflicts damage equal to the energy that was absorbed. Energy attacks are discharged through the wolf’s eyes.
4) Ryll glows with black light when within 100' of any Witch. Witches reflect an eerie light when touched by this glow.


Azaria the Mageblade, Necrobane
Azaria has been used discreetly by many people over the millennia. Most users never knew that they held an ancient rune weapon as Azaria kept her runes hidden from sight and allowed the use of only a few of her abilities, namely returning to the wielder after being thrown (not teleporting) and lowering the critical strike.
Azaria has always been fond of magic users, particularly warlocks. The weapon used her teleporting ability to find her way into many a magic users pocket or drawer. Most became War Wizards of great renown. The greatest (and last) was Kassan of the Ivory Isle. In a great battle with a cadre of Necromancers, Azaria made known her full powers. Kassan killed the Necromancers single handed, but lost his own life in the process. It was at this battle that she earned the name Necrobane.

Azaria is currently sitting in a small weapons shop awaiting the right person to come into the store, at which time they will find a new dagger in their pocket after leaving the store. She is hungry for Necromantic blood.

Opposes: Xasta’nour (Wind of Death)
Azaria: Five unknown Runic symbols. Air, Earth, Dimensions, Evil, and Directed Power.
Type: Runic knife. Silver knife with red runes. There are pearls and black garnets on the crosspiece and a large sapphire in the pommel.
Damage: 4D6+3 Double damage (8D6+6) to miscreant and diabolic beings and cannot be touched them.
Bonuses: +1 to parry, +3 to strike when thrown.
Range: 112'
Special Abilities:
1) Immediately teleports back to owner when thrown. Takes no attacks.
2) Critical strike is lowered by 2 points.
3) Can parry human and giant attacks with ease.
4) Any damage inflicted on beings of evil alignment can be used to heal the wielder. Cannot exceed their current SDC or Hit Points and must be used immediately.
6) Azaria glows red when within 100' of anyone of miscreant or diabolic alignment.


Malador the Mauler
Malador has fought many a battle with the Titans of Palladium. They have forgotten the history and powers of this weapon and treat it as a great heirloom. For the past thousand years he has been living in the Dragons Gate Mountains, helping the Titans to keep the evil dragons and giant folk out of the lands around Titania.
Malador anxiously awaits the return of the Devi’nour so his purpose can be fulfilled and his powers can once again be used to their full extent. He has, on occasion, let himself go briefly to send a giant flying to its death, and leaving a very puzzled Titan wondering what happened.
His current owner is a Paladin by the name of Sir Belin. He is suspect of the true powers of the club and believes it is a very powerful weapon. He is currently researching giant hercules clubs of the past to see if his guesses are correct.

Opposses: Logro’nour (Dealer of Death)
Malador: Four unknown Runic symbols. Earth, Bull, Magic, and Force Outward.
Type: Giant sized runic hercules club. Silver with gold runes.
Damage: 4D6+3 Double damage to creatures of magic (8D6+6) such as Dragons, and Faeries.
Bonuses: +1 to strike and parry. Range: 81'
Special Abilities:
1) Anyone hit by Malador must make a saving throw versus magic (14 or higher) or be flung 1D6x10' away. Those who fail suffer 1D6 damage per 10' if they collide with a solid object (tree, wall, etc) or 3D6 if they hit the ground, as well as lose one attack that round.
2) 3 times per day Malador can be struck against the ground to cause all opponents, who fail a save versus magic of 14 or higher, in a 20' radius to fall to the ground. Those who fall loose one attack and their initiative for the current round and the next.
3) Malador glows violet when within 100' of any creature of magic.


Kylal the Wind of Doom
Very little is known about Kylal. During one of the final battles against the Devri’nour, both Kylal and his wielder disappeared, never to be seen again. As the forces of darkness became more desperate, they unleashed an ever more dangerous variety of magics on the battlefield. It is believed that many beings on both sides were swept away by tears in the fabric of space and time to be deposited across the Megaverse.
Opposes: Necro’nour
Kylal: Three unknown Runic symbols. Air, Dimensions, and Directed Power.
Type: Runic Falchion. Silver with gold runes. The entire hilt is made of Lapis Lazuli.
Damage: 4D6+3. Double damage (8D6+6) to Goblinkin and cannot be touched by them.
Bonuses: +1 to strike and parry. Range: 34'
Special Abilities:
1) Once per melee the weapon can attack with a “Cutting Wind” attack. The weapon causes a gust of wind to fly up to 50' away to hit an opponent. It hits like a blade, cutting a deep slash in the opponent and inflicting 6D6+6 damage. This attack cannot be parried, only dodged, but the defender gets full bonuses as the wind can be seen.
2) Spinning blade attack. Used for distance fighting against multiple opponents, the sword is thrown sideways so it spins as it flies. It will then fly at as many opponents as are in the area up to the wielders number of attacks per melee. When this power is used each target can be struck only once. If there are not enough targets Kylal will return to his owner. This attack takes up all the wielders attacks and they cannot dodge while directing the attack. The sword can be parried and dodged but attacks with the wielders full WP Sword bonus to strike.
4) Kylal glows white when within 100' of any Goblinkin.


Fantine Wyrmbane
Fantine was another weapon that saw extended use throughout its existence. After the Chaos War, Fantine remained in the Northern Mountains as a weapon of the Garrison. After the eventual fall of that courageous group, Fantine was carried throughout the Northern Wilderness for millennia. Eventually, Fantine was brought to the island kingdom of Bizantium, where he fell into the possession of a Noble house who had secret information about a lost Northern continent. After many years of preparation they left with the entire noble house and Fantine to carve the way through the sea serpent infested waters. Nothing was ever heard of them again, which most scholars insist is proof that there is no Northern continent.

Opposes: Appen’nour
Fantine: Three unknown Runic symbols. Protection, Fire, Force.
Type: Runic Arab Mace. Made of marble, light grey with white veins. The runes appear to be made from the veins of white, as they flow in and out of the grey.
Damage: 4D6+3. Double damage (8D6+6) to dragons and serpents and cannot be touched by them.
Bonuses: +1 to strike and parry. Range: 15-30'
Special Abilities:
1) Makes wielder impervious to breath attacks of dragons including the basilisks petrification and the Ultucans songs.
2) Successful parries against Fantine result in 2 point of damage to the defender as the impact sends shockwaves up their arm. Successful hits on opponents that hit the armour will have half the damage penetrate the armour and hit the person. This will even go through natural armour.
3) Fantine begins to vibrate when within 100' of any dragon or serpent.

And those are the Ra'une weapons.
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Whiskeyjack
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Re: The Ra'une Weapons

Unread post by Whiskeyjack »

Wow. Four days and not a single comment. I at least expected one "cool", or "this sucks".
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Hotrod
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Re: The Ra'une Weapons

Unread post by Hotrod »

I wouldn't take it personally. There are a lot of homebrew items out there. Yours seem tailored to a campaign involving a lot of homebrew background.

The good:
+I like the variety of weapon types you put in.
+I like that the weapons come with "finely crafted/balanced" bonuses. It never made much sense to me that the fabled dwarvish rune weapons wouldn't have such bonuses.
+It's interesting how the weapons have one particular type of nemesis, against which they are particularly effective.

The bad:
-You never really explain what the Devri’nour are or were, nor do you describe how these weapons made such a difference against them. The story behind a weapon is far more interesting to me than its powers, and the story you lay out uses a lot of unexplained terms and names without much context.
-The weapons are sentient, but no information is given about their alignments.
-Stat-wise (and in many cases, ability-wise), many of these abilities seem a bit redundant with much of what you can find in canon material.
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Whiskeyjack
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Re: The Ra'une Weapons

Unread post by Whiskeyjack »

Thanks Hotrod. That's exactly the kind of feedback I was hoping for.
As I said, this stuff was created about 12 years ago for a campaign that never did get going due to our burgeoning family. I had completely forgotten about all of it. I do still plan to develop it further. The oldest kids are almost at the point that they can look after themselves for an evening, so this may all start up again. I'll plug away at some of the background info and update it as I finish.
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