Glaciesflamma
Member
RUNE is a Fantasy RPG created with the use of RPG Maker XP. Its main feature setting it apart from other games is its unique magic system that allows you to create your own Spells for use in battle.
Nearly all Scripting, Events, Maps, and Graphics (other than the RTP) we’re created by me… on my own. [It does require the presence of the RMXP RTP.] This constitutes as about 9 months of work for me, but I’m fairly happy with the results. Feel free to read through the information here in the topic, and give the game a try. The Demo I’ve included here is about 10 or so hours of playtime based on testing. It showcases a lot of the major features of the game, and introduces the story, world, and some of the characters. Thanks for your time, and I hope you enjoy the game!
This Game is still considered a Work In Progress. While testing has identified many major errors caused by the scripts and events, as any programmer knows, things have a way of creeping up. I do recommend saving often during your playing, just in case, and would much appreciate you letting me know of any errors you may come across.
If you do use anything, though, please give proper credit. Thank You.
RUNE Demo [Rapidshare Mirror]
RUNE Demo [MediaFire Mirror]
RUNE Demo [MegaUpload Mirror]
PROLOUGE
In a time long past, so long ago that no one is sure any longer whether it was history or myth, a great cataclysm struck the world of Brume. The God Caliga grew tired of humanity's negligence and egotism, and when his pleas feel on the deaf ears of his fellow gods and goddesses, Caliga took action on his own. In an act of rebellion and treason against his brethren, Caliga stole from his father and Lord of all Gods, the Miasma Orb - an ancient relic said to have been the force that brought all life, even that of the gods themselves, into existence. The terrible and awesome power this orb possessed granted Caliga strength unimaginable. When his fellow gods rose to thwart him, Caliga turned it's power on them, laying waste to his brethren one after another until only one remained: His favorite brother, and the only one of the gods that he still cared even remotely about, Clarus; God of Clarity and Insight.
Clarus stepped forth, the last of the remaining gods. He pleaded with his brother to see reason and end this display of fury. Caliga would hear nothing of it, arguing back that humanity deserved his wrath and reproach. But Clarus knew his brother well, and he was not the god of Insight for naught. With clever words and a quick wit, Clarus dulled Caliga's rage, showing his brother that though many men are evil, each child held the potential for great good. Caliga could not argue the point, but would not allow himself to be completely outdone. Though each child was blessed with a chance to do good, every man was already tainted with evil. To eradicate it from the world, and truly give humanity a chance to realize it's potential, he had to eradicate them. To his brother's horror, Caliga cracked the Miasma Orb, releasing the chaotic deathly mist that swirled within.
"That child deserves a chance to live a noble life. That child and all like him. The pure shall live, brother, just as you ask! But the rest… The rest of them shall die!"
The venomous miasma that was contained within the orb leaked out across the world, covering the planet in a thick layer of poisonous mist. Clarus could do nothing to stop the spreading miasma, but he did what he could to save as many as he could. Gathering the children, Clarus raised them to the mountain tops of the world, to areas where the blanket of poison could not yet reach. There the children were guided and given the chance to realize a dream world of peace.
This Event came to be known by many names; Caliga's Wrath, The Miasma Swell, The First Reckoning and many others across the lands. As time passed, though humanity - as it always seems to do - adapted to the changes to their world. Villages, Towns, and Cities sprouted on the former mountain tops of the world. As time passed, new countries and kingdoms were formed, and great mages worked together, creating land bridges to connect these lands and towns together. Through magic and technology, ships were manufactured that could float atop the deadly miasma that surrounded the mountains and bridges, further connecting the world and it's people.
The Story of RUNE follows Aleshia Tyler and others on a journey to protect not the world, but just their town. Though their intentions are simple, their goal becomes grander than they think. The miasma around their small village is slowly rising, and threatening to engulf their home in it's deadly poison. As they travel, though, they are shown that it is not just their town that is in danger, but the whole world. In order to save their town, they become tasked with the responsibility of saving the whole world from the encroaching miasma. What causes it to rise? Has Caliga once again returned, jaded once more by mankind's attitude? Or is some other force at work? And how do they stop something so large it encompasses the entire planet?
In a time long past, so long ago that no one is sure any longer whether it was history or myth, a great cataclysm struck the world of Brume. The God Caliga grew tired of humanity's negligence and egotism, and when his pleas feel on the deaf ears of his fellow gods and goddesses, Caliga took action on his own. In an act of rebellion and treason against his brethren, Caliga stole from his father and Lord of all Gods, the Miasma Orb - an ancient relic said to have been the force that brought all life, even that of the gods themselves, into existence. The terrible and awesome power this orb possessed granted Caliga strength unimaginable. When his fellow gods rose to thwart him, Caliga turned it's power on them, laying waste to his brethren one after another until only one remained: His favorite brother, and the only one of the gods that he still cared even remotely about, Clarus; God of Clarity and Insight.
Clarus stepped forth, the last of the remaining gods. He pleaded with his brother to see reason and end this display of fury. Caliga would hear nothing of it, arguing back that humanity deserved his wrath and reproach. But Clarus knew his brother well, and he was not the god of Insight for naught. With clever words and a quick wit, Clarus dulled Caliga's rage, showing his brother that though many men are evil, each child held the potential for great good. Caliga could not argue the point, but would not allow himself to be completely outdone. Though each child was blessed with a chance to do good, every man was already tainted with evil. To eradicate it from the world, and truly give humanity a chance to realize it's potential, he had to eradicate them. To his brother's horror, Caliga cracked the Miasma Orb, releasing the chaotic deathly mist that swirled within.
"That child deserves a chance to live a noble life. That child and all like him. The pure shall live, brother, just as you ask! But the rest… The rest of them shall die!"
The venomous miasma that was contained within the orb leaked out across the world, covering the planet in a thick layer of poisonous mist. Clarus could do nothing to stop the spreading miasma, but he did what he could to save as many as he could. Gathering the children, Clarus raised them to the mountain tops of the world, to areas where the blanket of poison could not yet reach. There the children were guided and given the chance to realize a dream world of peace.
This Event came to be known by many names; Caliga's Wrath, The Miasma Swell, The First Reckoning and many others across the lands. As time passed, though humanity - as it always seems to do - adapted to the changes to their world. Villages, Towns, and Cities sprouted on the former mountain tops of the world. As time passed, new countries and kingdoms were formed, and great mages worked together, creating land bridges to connect these lands and towns together. Through magic and technology, ships were manufactured that could float atop the deadly miasma that surrounded the mountains and bridges, further connecting the world and it's people.
The Story of RUNE follows Aleshia Tyler and others on a journey to protect not the world, but just their town. Though their intentions are simple, their goal becomes grander than they think. The miasma around their small village is slowly rising, and threatening to engulf their home in it's deadly poison. As they travel, though, they are shown that it is not just their town that is in danger, but the whole world. In order to save their town, they become tasked with the responsibility of saving the whole world from the encroaching miasma. What causes it to rise? Has Caliga once again returned, jaded once more by mankind's attitude? Or is some other force at work? And how do they stop something so large it encompasses the entire planet?
Age: 17
Born and raised in the small town of Reeth on the southern end of The Knight's Dominion, Aleshia has spent most of her life without the guidance of a true parental figure. Having lost her parents at a young age, she is a child of the village, with each village having had their hand in raising her. She has aspired for many years to become a proper Runer, and her collection of Runes, though small, along with her ability to use them properly had proved invaluable in paying back everyone in Reeth for all their help in raising her. She is brash, and outspoken, believing in herself and her decisions even when things don't always turn out the way she might hope. She had been friends with Maya Rose and Rellan Osiris for much of her life and has a habit of inexplicably dragging them into trouble with her.
Age: 16
Originally from a small village in the Asiatic Archipelago whose name she has long since forgotten, Maya has lived most of her life in the village of Reeth. She has only vague memories of her parents, who left her in Reeth to study with Mistress Aria and learn how to hone and properly master her powers as a Scryer - a Mage gifted with the ability to foretell future events. She is Aleshia's opposite in many ways, being soft spoken and constantly questioning her own abilities. She is also very shy, often remaining quiet unless addressed directly. Despite these differences, or perhaps because of them, her and Aleshia are inseparable friends. To this day, Aleshia one of the few people Maya feels truly comfortable and at ease around.
Age: 17
Also born and raised in the village of Reeth, Rellan holds a few similar notes in his backstory to Aleshia. He too lost his parents at a young age, but was taken in by a family friend and his father's mentor; Master Ren. Wanting to follow in his father's and Master Ren's footsteps, Rellan trains with the sword in hopes of one day joining the prestigious ranks of one of the Knights of The Dominion. While he still has much to learn, his tutelage under Master Ren has proved invaluable. While neither of them will always admit to being friends, growing up together has created a tight bond between Aleshia and Rellan, even though they both take pleasure in trying to push each other's button. Despite this, they have a very real friendship which never fails to come out in times or need.
Age: 29
A Traveling Priest by nature, the only one who truly knows from where Theoren hails from is Theoren himself. Theoren has honed his skills as a Priest - A Mage gifted in the healing arts and said to be vessels of Calrus' will - by traveling the world and seeing the sights. While open and friendly with many, Theoren always seems to keep himself at arm's length from those around, preferring to keep his personal life just that: personal. Though Aleshia seems to have the inexplicable ability to occasionally crack this man's otherwise durable shell. Aleshia, Rellan, and Maya meet Theoren early on in their travels, and while the Priest never seems to stick around for long, he almost always seems to end up wherever it is our heroes are heading.
RUNEs most important feature is it's unique magic system. Every Spell - or Phrase, as they are sometimes referred to in-game - in RUNE is created by combining a series of Runes together. There are 25 Runes in all in the game, and each one has a different effect on a Phrase. As well, their effects sometimes change based on the other Runes present in the Phrase. But by following the rules of Phrase Crafting, you can Create your own Spells.
As you progress, you'll be able to find new Runes and Increase your ability to use and craft Phrases. Runer's progress differently in the game because of this. Gaining levels for a runer won't be what gives them new spells or phrases. Instead, gaining new runes, or enhancing their Runer Glove will increase the number of Phrases they know how to use. At any time, though, you can stop, open up the menu, and access the Crafting Screen in order to create your own phrases using whatever runes you currently have.
And yes, the game really will create these spells on the fly. They are not pre-created skills loaded into the database. They are actual, brand-new skills whose effects are determined entirely on what runes you input into the system.
What's a Rune?
In Game, a Rune is a force of magic. They are represented by special glyphs. While the term 'Rune' is used to refer to these forces themselves, 'Rune' can also be used to refer to their physical manifestations - tiny marble tiles that are inscribed with a Rune's glyph and contain the power of that specific magical force.
Runers and Mages
In the world of RUNE, there are three types of people: Mages, Runers, and Non-Magic Users. Mages are people who are born with Inherent Runes. That is to say, Mages possess the magical force of certain runes in their body, and can combine them at will in order to create Spells. Runers, however, do not have natural runes present in their body. In truth, the only difference between a Runer and a Non-Magic User is the Rune Tiles they carry around with them. With these Runes, and a proper Runer's Glove, Runer's are able to craft Phrases. Phrases work just the same as their Spell counter-parts, but are usually slightly weaker due to the loss of magical force to the outside world when the Runes are crafted together. However, a Runer can often learn many more Phrases than a Mage, as they are not limited by what Runes they are born with. As well, a skilled Runer can potentially cast multiple Phrases Simultaneously, where as a Mage cannot. So while their magical power might be weaker, they can cast more. Quantity over Quality, as one might say.
However, every Mage holds the potential to also be a Runer. Once you gain access to a Rune Rune, you can equip it to any person to allow them to use any Runes the party has, rather than just their inherent ones. Plus, they still will have access to their own runes, allowing them to create their own more powerful Spells as well. As a note though, non-natural runes are communal, meaning should one character decide to use a Rune for a certain Phrase, that Rune will not be available for other characters to use in their Phrases.
Equipping Runes
Some Weapons and Armor also have Slots where you can insert Marble Runes, effectively equipping them to that person. By equipping them to somebody, that person will automatically be able to use that rune in conjunction with any natural runes they already have, thus increasing their ability to use Spells and Phrases. One can also Equip a Spell. By Equipping a Spell or Phrase it is automatically added to that person's skill list. As well, though, the actor with a Spell equipped will automatically be granted any effects of that Spell during battle. For instance, should the Spell usually grant Regeneration when used, by equipping it, the person will automatically gain the Regeneration State at the beginning of the battle, and it will remain their regardless of any spells that might be cast to try and remove it.
As you progress, you'll be able to find new Runes and Increase your ability to use and craft Phrases. Runer's progress differently in the game because of this. Gaining levels for a runer won't be what gives them new spells or phrases. Instead, gaining new runes, or enhancing their Runer Glove will increase the number of Phrases they know how to use. At any time, though, you can stop, open up the menu, and access the Crafting Screen in order to create your own phrases using whatever runes you currently have.
And yes, the game really will create these spells on the fly. They are not pre-created skills loaded into the database. They are actual, brand-new skills whose effects are determined entirely on what runes you input into the system.
In Game, a Rune is a force of magic. They are represented by special glyphs. While the term 'Rune' is used to refer to these forces themselves, 'Rune' can also be used to refer to their physical manifestations - tiny marble tiles that are inscribed with a Rune's glyph and contain the power of that specific magical force.
Runers and Mages
In the world of RUNE, there are three types of people: Mages, Runers, and Non-Magic Users. Mages are people who are born with Inherent Runes. That is to say, Mages possess the magical force of certain runes in their body, and can combine them at will in order to create Spells. Runers, however, do not have natural runes present in their body. In truth, the only difference between a Runer and a Non-Magic User is the Rune Tiles they carry around with them. With these Runes, and a proper Runer's Glove, Runer's are able to craft Phrases. Phrases work just the same as their Spell counter-parts, but are usually slightly weaker due to the loss of magical force to the outside world when the Runes are crafted together. However, a Runer can often learn many more Phrases than a Mage, as they are not limited by what Runes they are born with. As well, a skilled Runer can potentially cast multiple Phrases Simultaneously, where as a Mage cannot. So while their magical power might be weaker, they can cast more. Quantity over Quality, as one might say.
However, every Mage holds the potential to also be a Runer. Once you gain access to a Rune Rune, you can equip it to any person to allow them to use any Runes the party has, rather than just their inherent ones. Plus, they still will have access to their own runes, allowing them to create their own more powerful Spells as well. As a note though, non-natural runes are communal, meaning should one character decide to use a Rune for a certain Phrase, that Rune will not be available for other characters to use in their Phrases.
Equipping Runes
Some Weapons and Armor also have Slots where you can insert Marble Runes, effectively equipping them to that person. By equipping them to somebody, that person will automatically be able to use that rune in conjunction with any natural runes they already have, thus increasing their ability to use Spells and Phrases. One can also Equip a Spell. By Equipping a Spell or Phrase it is automatically added to that person's skill list. As well, though, the actor with a Spell equipped will automatically be granted any effects of that Spell during battle. For instance, should the Spell usually grant Regeneration when used, by equipping it, the person will automatically gain the Regeneration State at the beginning of the battle, and it will remain their regardless of any spells that might be cast to try and remove it.
Create Your Own Phrases Using RUNE's Magic System!
Traditional Turn-Based Battle System as well as a Reflex-Oriented Battle System (Rune Battles) used for some boss battles
Traverse a World where the Nighttime Air is poisonous due to rising miasma
Relationship Matrix Between Characters that will affect the strength of spells and attack based on who is in your party
Learn More About Characters and Develop Relationships by Viewing Optional 'Skits' activated periodically as you journey.
Branching Storyline with Alternate Endings
Random Weather for a change of Pace during travels
Weapons and Armor Crafting[implemented] and Upgrading[in progress]
Cooking System to help recover after and between battles
Summon powerful Spirits [and Monsters!] to fight along side you
Buy and Sell Runes at Shops that remember what you've purchased and sold
Many More!
Traditional Turn-Based Battle System as well as a Reflex-Oriented Battle System (Rune Battles) used for some boss battles
Traverse a World where the Nighttime Air is poisonous due to rising miasma
Relationship Matrix Between Characters that will affect the strength of spells and attack based on who is in your party
Learn More About Characters and Develop Relationships by Viewing Optional 'Skits' activated periodically as you journey.
Branching Storyline with Alternate Endings
Random Weather for a change of Pace during travels
Weapons and Armor Crafting[implemented] and Upgrading[in progress]
Cooking System to help recover after and between battles
Summon powerful Spirits [and Monsters!] to fight along side you
Buy and Sell Runes at Shops that remember what you've purchased and sold
Many More!
Rune (Boss) Battle System
Phrase Crafting In-Progress
Skit Event Waiting to be Viewed
Example of a Town
Phrase Crafting In-Progress
Skit Event Waiting to be Viewed
Example of a Town