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Oryndel, the Quiet Rune

Oryndel is the quiet rune, memory before the first word. He broke fragments from his thoughts and pressed them into runes. Enchantment is the art of teaching matter to remember. He values the deathless for the centuries they carry. To burn a book or silence a life is to erase his world.

The scholars’ god speaks rarely and remembers everything. His worship is the enchanting table, the bookshelf, the fair trade of knowledge — and his creed’s fourth line raises eyebrows in the temples: he values the deathless. Oryndel welcomes vampirism, not for the blood but for the memory: a creature that lives centuries is a library that walks. Vampire enchanters earn half again on every rune they press.

Deed His judgment Favor
Pressing memory into matter (enchanting items) Loves +0.3
Preserving knowledge through fair exchange (trading for books, bookshelves, lecterns) Loves +0.2
Binding thought into page and rune (crafting books, bookshelves, enchanting tables) Loves +0.2
Erasing a repository of knowledge (breaking bookshelves, lecterns, enchanting tables) Hates −3
Silencing a life’s unwritten memory (killing players) Hates −4
Slaying the keepers of mortal knowledge (killing villagers) Hates −4
Standing Favor What it feels like
Evermind +75 to +100 Luck II, Night Vision, Resistance I
Runebound +50 to +74 Luck I, Night Vision
Inscribed +25 to +49 Luck I
Uninitiated −10 to +24 Nothing. A blank page.
Unlettered −40 to −11 Unluck
Forgotten −70 to −41 Darkness
Erased −100 to −71 Weakness I, Darkness — and the rune turns against you

Inscribed followers gain 10% more experience from every source. The bonus rises to 20% at Runebound and 30% at Evermind, rounded to the nearest whole experience point. Evermind followers also keep their experience levels when they die.

His holy day falls on the 7th of Runefall, when the leaves come down like letters from an old book: from dawn to dusk his faithful earn double favor for every deed he loves. The reckoning of days is kept in The Turning Year.

The Quiet Rune keeps one wound open. To Oryndel, knowledge is meant to become power — and his finest proof was the rune that let steel heal itself. Kharoven unwrote it from the world as a cheat against honest craft, and the memory-keeper does not forget an erasure; the two rest tense, the oldest quarrel in the pantheon. He keeps a quieter understanding with Nythrava, for the rune remembers what the night hides. Where the standings sit today is written in The Quarrels of Gods.

Every enchanting session is worship; every librarian villager a colleague. Luck II at Evermind is the best loot-fortune in the pantheon, and permanent Night Vision suits both late reading and the deathless he keeps company with. The price is pacifism toward people: no player kills, no villager blood — Oryndel’s followers win their wars with better gear and longer memories, not swords.