Appendix: Runes

Appendix: Runes
Runes are one of the backbones of the Suikoden world. They play a very important role in the mythos and lore, and are often catalysts of world events. For the purposes of this game, they are broken down into five categories:

Basic: Common, easy to find, most of the world has access to these (Fire, Lightning, etc.).

Advanced: Uncommon, more powerful than basic (Mother Earth, Flowing, etc.).

Master: Rare, requires great magical talent to appropriately harness, extremely powerful (Pale Gate, Darkness, etc.). Non-command or non-passive Master runes must be attached to the forehead slot.

Unique: As powerful as a master rune, but generally exclusive (Bright Shield, Dawn, etc.).

True: Twenty-seven true runes serve as the greatest power in the Suikoden world. The rarest of them all, and the most powerful. Many true runes choose their own bearers (Soul Eater, Sun Rune, etc.).

Notation:

[d10](#)+##

[d10] means roll a number of d10s equal to your magic grade to roll. (#) represents the maximum dice rolled allowed – lack of a number means there is no maximum. +## represents a value to be added on after the roll. [d10](4)+10 means roll magic grade number of dice, maximum of four. Add ten to the roll. DRs given are rolled on a d12. Rune effects do not stack with other runes unless otherwise noted.

''Note from BigVanThunder: Some names have been edited from the original book, and customized runes have been added to this list to conform to my personal campaign. Feel free to use these, but understand there are mild differences between this information and the core book.''

Elemental Rune Magic
Elemental runic magic can be broken down into five separate categories, themselves the building blocks of the natural world: Fire, Water, Earth, Wind, and Lightning. Each runic sphere has six different spells associated with it, but each rune in a family can only tap enough elemental power to command four of those spells. Each elemental family consists of three different Runes: the basic and most common version of the Rune (Earth, Fire, Lightning, Water, and Wind), the advanced and superior version of the Rune (Mother Earth, Cyclone, Rage, Flowing, and Thunder), and the unique, most powerful True Runes (True Earth, Wind, Fire, Water, and Lightning).

Elemental affinity goes in the following order: Lightning beats Water, Water beats Fire, Fire beats Wind, Wind beats Earth, and Earth beats Lightning. This affinity pertains to monsters/creatures that are of a specific element, not the Elemental Weakness(element) drawback.

Earth Magic
Earth magic is the art of manipulating subtle protective energies to defend and aid allies. While Earth Runes have some minor attack ability, their influence is primarily aimed at guarding and safekeeping the lives of the Earth magician’s allies. As such, it is a subtle, reactive Rune and sometimes difficult to use. Its attack magic is extremely damaging but is limited by its inability to damage enemies who fly, or have the ability to take to the skies.

Like Wind magic, Earth magic doesn’t loan itself well to dabbling and is often seen in the use of dedicated magicians rather than adepts. It is one of the more uncommon Runes in the Suikoden world, though many Earth magic users hold positions of power, such as Eileen, wife of Lepant, or Bishop Sasarai of Harmonia, who has the True Earth Rune.

Earth Rune (Basic) Mother Earth Rune (Advanced) True Earth Rune (True)

Fire Magic
In contrast to the subtler arts of Earth magic, Fire magic is singularly focused and devoted to chaos and destruction. Even an inexperienced Fire magician or adept is capable of summoning a torrent of fire down upon his or her enemies. What the Fire Rune lacks in subtlety, it compensates for in sheer destructive power, much like the Lightning Rune. Unlike the Lightning Rune, which deals precise and surgical damage to a single target, fire magic deals less damage but over a wide area, lacking the Lightning Rune’s capacity for precise targeting.

Since the Fire Rune is powerful and flashy even at low levels, it’s an extremely common Rune in the Suikoden world and seen as often in the hands of adepts as magicians; sometimes moreso. Cleo, McDohl’s guardian, was given a Fire Rune by Leknaat in recognition of the role she was to play in the fall of Scarlet Moon, and Wang of the Harmonian Frontier Defense Force Twelfth Unit was an experienced and respected Fire magician.

Fire Rune (Basic) Rage Rune (Advanced) True Fire Rune (True)

Lightning Magic
ffensively oriented Rune that is extremely common among both magicians and adepts. Where the Fire Rune makes use of wholesale destruction and calamity to dispatch its foes, cooler heads prevail when a Lightning Rune is at work: it deals more damage than a Fire Rune can, but strikes with incredible precision, directing its destructive energies at single opponents rather than entire enemy groups. Like the Fire Rune, it is unsubtle, but still potent.

The world of Suikoden is full of notable lightning magic users: Flik of the Warrior’s Village, who was active in the Liberation Army in Scarlet Moon and the mercenary army that toppled the Highland monarchy, used lightning magic, and when the Runemaster Jeane took the field of battle for Razril, she wielded a Lightning Rune.

Lightning Rune (Basic) Thunder Rune (Advanced) True Lightning Rune (True)

Water Magic
wherever he or she goes for the ability to heal virtually any injury, returning most people from death’s door to full health with as little as the expenditure of one level one MP. What Water magic lacks in destructive ability or versatility it makes up for in spades simply with its vast healing properties, enormously outstripping even the most potent medicine.

Because Water magic is so useful and lifesaving, it is also very common, and the world of Suikoden is full of distinguished people who made use of a Water Rune for healing or protection. Since Water magic has powerful spells even at low levels, it’s a favorite of tactically minded adepts such as the Duck Clan’s Sergeant Joe or the elven knight of Razril, Paula.

Water Rune (Basic) Flowing Rune (Advanced) True Water Rune (True)

Wind Magic
Wind magic is difficult to effectively pigeonhole like the other Runes. Rather than choosing a single thrust for its spells, Wind magic instead moves, zephyr-like, among the spheres of the other elemental Runes, claiming for its own the things that it favors and discarding the rest. As such, Wind magic requires effort and dedication to reveal its true power, which lays not in its high damage potential or exceptional defensive abilities, but instead in its ability to do many different things at once.

While uncommon among adepts, Wind Runes are familiar among magicians; the last bearer of the True Wind Rune, the deceased Harmonian Bishop Luc, was a gifted Wind magician, and the famous magician Crowley bore a Cyclone Rune into battle.

Wind Rune (Basic) Cyclone Rune (Advanced) True Wind Rune (True)

Non-Elemental Rune Magic
Many spellcasting Runes lack an elemental affinity and instead claim their own unique sphere. Like the elemental Runes, non-elemental Runes for the most part still derive their power from the True Rune which spawned them and so are similar in that sense. However, they tend towards unique effects and are often more difficult to categorize than their elemental counterparts. The Runes which fall under this category (many are True Runes, consult the individual descriptions): Blinking, Pale Gate, Punishment, Resurrection, and the school of Death, which consists of the Darkness Rune and the Soul Eater that spawned it.

Blinking Magic
An unstable and unpredictable school of magic, Blinking Runes summon items from all over the world, seemingly at random, to barrage and harass enemies. This Rune is extremely odd and also erratic; its spells are known to backfire, teleporting allies at random or barraging its user with objects instead of its enemies.

The acknowledged master of all magic Blinking related is the scatterbrained, mysterious magician Viki, who may or may not be the bearer of the True Blinking Rune. Her Blinking magic is so powerful that she has the ability to move herself back and forth through time with her teleportations, seemingly at random, as well as use the Blinking Mirror artifact to teleport whole groups to other locales, even if she does not herself go with them. Unfortunately, whether by accident of birth or some strange effect of her magic, Viki is deranged and scatterbrained, often only partially aware of her identity, circumstances, and time-period. Her memory seems to fade and shift with each move through time as well.

Her presence has been recorded in every single major conflict involving a True Rune, yet it’s unclear if she actually participated in these conflicts in chronological order.

Blinking Rune (Advanced)

True Blinking Rune (True)

The existence of the True Blinking Rune is known, but the details of its powers are a secret known only to the Holy Kingdom of Harmonia.

Death Magic
The school of death (aka “darkness”) magic is fearsome and frightening, commanding the powers of the underworld to draw the opponents of the rune-bearer directly into hell. Rather than dealing damage, Death magic Runes take an all-or-nothing approach, either killing the enemy outright or leaving it to fight another day.

Darkness Runes are rare, but not unheard of: the vampire Sierra carried a Darkness Rune with her on her quest to defeat the vampire, Neclord. Its dark and deadly magic can be a powerful attraction to magicians eager for a quick path to power, as long as they don’t care about the morality of condemning the souls of their enemies to Hell for all eternity. The True Rune which spawned the Darkness Rune is the infamous Soul Eater or Cursed Rune, a strange twin to the Rune of Punishment. Rather than consuming the soul of its bearer to grow in power, the Soul Eater devours the souls of the bearer’s loved ones as they die to feed its insatiable appetite. Both the Soul Eater and the Rune of Punishment were active during the Kooluk’s aborted war of expansion into the Island Nations, and of course, the Soul Eater was prominently on the hand of Young Master McDohl during both the fall of Scarlet Moon and the Jowston war against Highland. Its current whereabouts are unknown.

Darkness Rune(Master)

Soul Eater (True)

Pale Gate Magic
The magic of the Pale Gate Rune is drawn from the Gate Rune; half of which was lost during the fall of the Scarlet Moon when Windy sacrificed herself. It is unknown what happened to the Entrance half, but only the Exit half is active. It is currently in the hand of the Seeress, Leknaat. The Pale Gate concerns itself with summoning otherworldly beings to aid the magician with exceptionally powerful magical attacks.

The Pale Gate Rune is extremely rare and only the most powerful magicians can make real use of it. The Pale Gate must be attached to an available head-slot, and cannot be equipped at all unless its wielder has the boon Runic Mastery (Pale Gate), which will teach that character how to focus and contain the destructive energy. Only the most talented of magicians (and the battle-hardened of adepts) have the opportunity to command such awe-inspiring magic.

Pale Gate Rune (Master) Gate Rune (True)

The existence of the Gate Rune is known, but its secrets and powers are known only to the sisters Windy and Leknaat.

Sun Magic
Few Runes, barring perhaps the Rune of Punishment and the Soul Eater, are capable of the widespread destruction that the Sun Rune can unleash on its enemies. This Rune is the property of the Falenan royal family and has been for centuries. When borne in a person’s body the Rune conveys enormous magical power – it can devastate miles of land with a thought – but also causes increasing madness and delusions of godhood. When it was carried by Arshtat of Falena, it drove her completely insane.

Two Runes exist to keep the power of the Sun Rune in check; like the Black Sword and the Bright Shield are to the Rune of Beginning. The Dawn Rune and the Twilight Rune help control the Sun Rune. These runes were birthed when the Sun Rune was split away from the Night Rune. The Twilight Rune and Dawn Rune are also the property of royal family of Falena.

The Star Rune comes from the same sphere of magic as the Sun rune, as it is also birthed from when the Sun and Night runes were split; however, little is known about this rune. The Dawn and Twilight Runes were last used by the prince of Falena and his bodyguard, Lyon, to defeat the Godwin family during the Falenan war of succession. The Star Rune was, at one time, the property of the magician Zerase, but its current location is unknown.

Morning Rune (Master) Evening Rune (Master) Dawn Rune (Unique) Twilight Rune (Unique)  Star Rune (Unique) Sun Rune (True) The existence and location of the Sun Rune are known, but the full extend of its powers are unknown to anyone still living.

Punishment Magic
The sphere of Punishment Magic is judgment and penance; it grants its user extraordinary destructive power but slowly consumes its user’s life force until the user can withstand its influence no longer and inevitably dies.

The Rune of Punishment is one of the most shadowy and enigmatic True Runes. Its existence is largely unknown, but it was active during the Kooluk invasion of the Island Nations, when a fraction of its true power was revealed, annihilating entire Kooluk fleets with a single blow.

When its user dies, the Rune of Punishment transfers itself – seemingly at random – to a new host nearby, who also begins to lose his vital energy to the poisonous effects of the Rune. Because they are all dead, little to nothing is known or recorded about previous bearers of the Rune of Punishment.

Condemnation Rune (Master) Rune of Punishment (True)

Resurrection Magic
Relatively rare, Resurrection magic differs slightly from Water magic in that rather than preserving the lives of allies, it instead restores the flame of those lives when snuffed out, quickly returning allies to a conscious and battle-ready state.

It is a Rune most often found in the use of monks of Qlon Temple, such as Fukien and Gantetsu, as well as adepts who find themselves often opposed by the undead; in addition to its life-granting properties, the Resurrection Rune has the power to blast undead enemies with particular spite.

Ressurection Rune (Master) Rune of Life (True) The existence of the Rune of Life is known, but since it was stolen from the Holy Kingdom of Harmonia, its whereabouts are unknown.

Rune of Beginning/Sword & Shield Magic
Rune of Beginning Magic, also known as Sword and Shield magic, is both a classification of magic and a sphere all unto its own. The creation myths of the Suikoden universe center on an ethereal sword and shield fighting, eventually destroying each other, and the remains being the foundation of civilization. In its own way, this sphere reflects that creation myth. It is a kind of primitive magic in that it covers the most alpha and omega aspects of existence itself: grand violence and ultimate rebirth.

The Rune of Beginning is a true rune onto itself, but is often split into two unique halves, the Bright Shield and Black Sword runes, representing the extreme ends of the spectrum. Elemental sword runes and shield runes are derivative of the Rune of Beginning.

Sheild Rune (Basic) Bright Sheild Rune (Unique) Sword of Element Rune (Basic)

These runes imbue the appropriate elements into each melee attacks, and feed into elemental weakness drawback. Elements are Cyclone, Rage, Thunder, Flowing, or Mother Earth.

Black Sword Rune (Unique) Rune of Beginning (True)

The existence of The Rune of Beginning is know, but it hasn't been seen in either of its forms since the events of the Dunan Unification War.

Command Runes
Angry Dragon (Advanced)

The bearer of the Angry Dragon Rune has the ability to sheathe his or her fists in flame and hammer his or her opponent with a barrage of powerful blows. The damage dealt by this Rune is enormous, but it requires such enormous stamina to wield effectively that it cannot often be used.

Damage: Roll double damage dice, usable once per battle. If the character bearing the Angry Dragon is suffering from the berserk status, Angry Dragon can be used even if it has already been used once or more during this battle. Damage dealt by the Angry Dragon is fire-based.

Notes: Cannot be equipped to a head-slot. Only usable if the bearer’s weapon is Type: Fist.

Boar (Advanced)

The bearer of the Boar Rune has the ability to unleash a series of blistering punches upon a single target. While most anyone can learn to do a simple punch combo, the Boar Rune allows its bearer to chain together a series of full-power blows without exhaustion or the need to pause. As such, the damage of a Boar Rune is quite intense. However, the Boar Rune can only delay the muscular effects of launching such a powerful combo, and when the combo is done the bearer will find himself winded and unable to fight effectively.

Damage: Roll double damage dice. User is unbalanced next round.

Notes: Only usable if the bearer’s weapon is Type: Fist.

Boronda Hawk (Advanced)

The bearer of the Boronda Hawk Rune has the ability to blast bolts of energy from his bow instead of arrows. This Rune deals solid damage to all enemies, but using the Rune too often can cause the energy to backfire and destroy the bearer. As such, it is difficult to employ often.

Damage: Hit all enemies, roll half damage dice, usable once per battle.

Notes: Only usable if the bearer’s weapon is Type: Bow or Type: Crossbow.

Chimera (Basic)

The bearer of the Chimera Rune has the ability to infuse his or her illnesses into party members who are willing to receive them. If the character is inflicted with any magic status ailment, he or she may touch a nearby ally to transfer that condition to that ally. The character may attempt to transfer negative conditions to an ally even if that ally is attempting to resist the effects of the Chimera Rune, but any attempt is made with a DR save of 3 or better.

Clone (Advanced)

The bearer of the Clone Rune has the ability to briefly summon a group of shadowy duplicates to assist while he or she makes a single, powerful sword swing. These duplicates appear from nowhere and also strike, mirroring the movements of the rune bearer flawlessly. The cumulative effect of these blows is tremendous, slashing the target’s body with numerous strikes from the bearer’s two-handed sword. However, the act of maintaining these duplicates requires intense concentration and will leave the bearer temporarily stunned once the rune’s power fades.

Damage: Double damage rolled. User is unbalanced next round.

Notes: Only usable if bearer’s weapon is Type: Two-Handed Sword.

Comet (Advanced)

The bearer of the Comet Rune has the ability to summon a comet from the sky that flies down to earth and strikes the target with tremendous force and an explosion. The mental energy required to control the Comet’s flight is tremendous and leaves the bearer dizzy and confused during the next round.

Damage: 3×3 area of effect, originating from the bearer if necessary. Roll damage, adding half to the target. Regular damage to enemies surrounding. Bearer is unbalanced next turn.

Notes: The Comet Rune cannot be invoked indoors or if the bearer cannot see the sky.

Double Tusk (Advanced)

The bearer of the Double Tusk Rune has the ability to deliver a stinging series of blows to an opponent using small blades. While the individual blows don’t do much damage, the pain and damage adds up as the combo nears its end. Finally, the Double Tusk bearer ends the combo with a single super-charged strike the unleashes concussive force on all enemies in the area, as well as heightening the damage dealt to the original target.

Damage: 3×3 area of effect, originating from the bearer. Roll damage, and add half to 1 enemy, regular damage to all other enemies. User is unbalanced next round.

Notes: Only usable if bearer’s weapon is Type: Dagger.

Falcon (Advanced)

The bearer of the Falcon Rune has the ability to unleash a flurry of blinding sword stabs upon his or her enemy, overwhelming the opponent with the wild ferocity of the attack. Attacks from the Falcon Rune do overwhelming damage and can be used round after round, but the speed and ferocity of the attack is discombobulating even for the bearer, making it harder and harder to strike the enemy successfully.

Damage: Roll 1d6. This represents number of strikes: 1-2, 1 strike; 3-4, 2 strikes, 5, 3 strikes; 6, 4 strikes. Roll half damage dice. This is the amount of damage inflicted per strike. User is unbalanced next round.

Notes: Can only be equipped to a main-hand slot. Only usable if the bearer’s weapon is Type: One-Handed Sword.

Fire Breath (Advanced)

The bearer of the Fire Breath Rune has the ability to unleash searing gouts of flame directly from his or her mouth, dealing tremendous burning damage to a single foe. As one might expect, expelling bursts of flame from within one’s body is tremendously difficult and awkward to do, and leaves the bearer stunned and unbalanced after unleashing the Rune’s power.

Damage: Double damage dice to 1 enemy. Bearer is unbalanced next round. Damage dealt by the Fire Breath Rune is fire-based.

Fire Dragon (Advanced)

The bearer of the Fire Dragon Rune has the ability to delivering a blistering series of punches to a single foe, ending with a potent, blazing uppercut. It is somewhat similar to the Angry Dragon Rune in appearance and application, but somewhat more dangerous to use, as the bearer is not protected from the fire unleashed by the Rune. However, the effect can be used over and over again.

Damage: Double damage to 1 enemy, regular damage to the user. Damage dealt by the Fire Dragon Rune (both to the target and the bearer) is fire-based.

Notes: Only usable if the bearer’s weapon is Type: Fist.

Full Moon (Advanced)

The bearer of the Full Moon Rune has the ability to unleash a series of blinding fast flip kicks upon a single enemy. The concentration required to launch this acrobatic feat is quite tremendous and it leaves the wielder winded and temporarily unable to fight at peak efficiency. However, the dizzying series of attacks is also capable of discombobulating the opponent, as well.

Damage: Roll damage, add half that to the result, chance of unbalancing that enemy. Save DR: 4. The bearer is unbalanced next turn.

Notes: Only usable if the bearer’s weapon is Type: Feet.

Gozz (Basic)

The bearer of the Gozz Rune has the ability to swing his or her axe with incredible strength, generating a forceful shockwave that strikes not only the axe strike’s intended target, but nearby foes as well. Because the focus required for the single axe-strike is so taxing, it leaves its bearer stunned and disoriented.

Damage: 1×10 area of effect, originating from the bearer. Regular melee damage. Bearer is unbalanced next round.

Notes: Only usable if the bearer’s weapon is Type: Axe.

Great Hawk (Basic)

The bearer of the Great Hawk Rune has the ability to unleash a single arrow infused with magical energy so that it fractures and divides, blasting the area around the target with dozens of magical arrows and dealing damage to everything in the area. The Great Hawk has the ability to damage an enormous number of foes with a single shot, but none of the energy arrows has the speed, force, or strength a real arrow would, so the damage is reduced.

Damage: 5×5 area of effect. Roll half damage dice.

Notes: Only usable if the bearer’s weapon is Type: Bow or Type: Crossbow.

Hate (Advanced)

The bearer of the Hate Rune is capable of concentrating all of his or her battle fury into a ball of raw, emotionally charged energy that can be hurled with tremendous force at an ally. Since the Hate Rune draws on the stored up anger and rage of the target, it is disorienting to use. However, its power increases the more dangerous the bearer’s situation; conversely, it is at its weakest and most ineffectual when the bearer is in no real danger and can’t muster any actual fury.

Damage: Triple damage dice versus 1 enemy, user is unbalanced next round.

Notes: Usable only if the bearer’s weapon is Type: Fist.

Howling (Advanced)

The bearer of the Howling Rune is capable of unleashing a frenzied bloodlust in sub-human, non-human, and certain of the demi-human races by producing a bloodthirsty howl. Any animals, both natural and monstrous (including Dragons) are afflicted with the berserk status when the Howling Rune is invoked for two rounds. If a character with intelligence of less than Grade D hears the howling, that character makes a save DR 4 against the Rune. If the character succeeds, that character becomes berserk. If a kobold with intelligence less Grade D hears the howling, that character is affected immediately with no save. Creatures and characters affected by the Howling Rune but not in combat will turn on the first living thing they see as long as the Berserk status remains. A character that could be affected by the Rune cannot bear the Howling Rune, and automatons are immune to its effects. Dragons are monstrous creatures and so can be affected by the Howling Rune. However, because of the mind-altering properties of the Rune, it is outlawed by the Dragon’s Den. Dragon Knights cannot choose the Howling Rune at first level and if they ever do, are subject to being stripped of their rank and dragon if Dragon’s Den finds out.

Isshin (Advanced) 

The bearer of the Isshin rune has the ability to cloak his or her fists within fields of concussive, non-elemental magical energy. These fields are volatile and will explode shortly after the rune bearer invokes them, or when they are brought into contact with one another. While the damage potential of the Isshin Rune is not as great as certain other runes, the explosive energy of the rune has a stunning property that often affects its targets, leaving them unbalanced in the aftermath. Sadly, the bearer of Isshin, given his own close proximity to the explosive fields, is also left in the same state.

Damage: Roll damage, add half of the roll to the total. One enemy. Chance of unbalancing the target. Save DR: [User’s POW grade]. User is unbalanced next round.

Notes: Only usable if the bearer’s weapon is Type: Claw.

Kite (Basic)

The bearer of the Kite Rune is capable of unleashing an unbelievably fast barrage of shuriken upon a group of enemies. Essentially the bearer produces an endless supply of magic shuriken and flings them with reckless abandon at the enemy with no regard for accuracy or strength. Quantity far outweighs quality when a Kite Rune takes the field. As such, each individual shuriken deals less damage overall than a normal weapon attack would.

Damage: 5×5 area of effect. Roll half damage dice. Hits all enemies.

Notes: Usable only if the bearer’s weapon is Type: Shuriken.

Lion (Basic)

The bearer of the Lion Rune is adept at overwhelming his or her opponent’s defenses with a single, ferocious claw-strike that deals more damage than a normal attack would. However, the strength sapped from the bearer’s body by the force of the Lion Rune’s forceful blows is tremendous and leaves the bearer less able to defend him or herself against any form of attack.

Damage: Roll damage, add half. 1 enemy. User’s M.DEF talents are invalidated and user’s armor rating drops to 0 for the remainder of battle.

Notes: Usable only if the bearer’s weapon is Type: Claw.

Mayfly (Basic)

The bearer of the Mayfly Rune is able to move his or her body with tremendous speed, striking numerous foes with a single melee strike. One use allows for the bearer to hit multiple enemies in a short range. This is one of a handful of Runes controlled by the Ninja guild of Rokkaku and anyone who doesn’t associate with the guild yet possesses a Mayfly Rune may have some explaining to do in his or her future.

Damage: 1×4 area of effect, originating from the bearer if applicable, normal melee damage. User is unbalanced for the next turn.

Notes: Usable only if the bearer is a Ninja.

Mallet (Advanced)

The bearer of the Mallet Rune has the ability to shift his or her target, ever so briefly, into an alternate dimension where the bearer is enormously tall, giant-sized, and the target is not. While in the alternate dimension, the rune bearer has the opportunity to make a single physical attack before the rune’s effect breaks and they are transported back. Because of their light weight and long reach, the only weapon capable of making use of this opportunity is a staff. Transporting back to the real world after making this attack is draining to the bearer and will leave him or her unable to mount new attacks or defense for a time.

Damage: Roll double damage dice. User is Unbalanced next turn.

Notes: Usable only if the bearer’s weapon has Type: Staff.

Phoenix (Advanced)

The bearer of the Phoenix Rune has the ability to, similar to a Falcon Rune, launch an unbelievably fast series of sword stabs to do enormous damage to a single foe. Unlike the Falcon Rune, the Phoenix Rune – which has the same damage output – trades repeatability for some consistency. The Phoenix Rune doesn’t protect the bearer as fully against the discombobulating effects of launching such a dazzling series of attacks and leaves the bearer flat out unbalanced following the attack. However, once the dizziness passes, the bearer is once again able to fight at full strength without penalty.

Damage: Roll 1d6. This represents number of strikes. Roll half damage dice. This is the amount of damage inflicted per strike. User is unbalanced the next turn.

Notes: Usable only if bearer’s weapon is Type: One-Handed Sword.

Pixie (Basic)

The bearer of the Pixie Rune is able to use a simple staff weapon to deal damage from far away, often baffling and confusing foes as concussive blows rain down from no obvious source while the attacker stands a safe distance away, waving his staff. The damage dealt by a Pixie Rune attack is not increased, but is much safer than a normal melee attack would be. It’s favored by frail mages who don’t have many MP yet, allowing them to contribute to the battle even when their MP are gone.

Damage: Combat range is calculated as if the character was next to the enemy, with [MAG grade] replacing Combat Prowess talent.

Notes: Only usable if the bearer’s weapon is Type: Staff.

Red Rose (Advanced)

The bearer of the Red Rose rune has the ability to apply his or her mastery of dueling techniques even in the heat of a multi-person battle, launching a single, powerful stabbing attack with unbelievable grace and dignity as though nothing else in the world mattered. The point of contact between rapier and flesh is illuminated by an image of the Red Rose Rune itself, a giant, stylized crimson rose that flashes into being when it is invoked. The rune’s strikes are tremendously precise and do great damage, but can be off-putting for others who have to labor in the midst of a real battle while the Red Rose bearer is ‘showing off’ with poses and dueling strikes.

Damage: Regular damage to one enemy, but no calculation is needed, as the hit is automatic. User is Unfriendly next turn

Notes: Can only be used if the bearer is a Narcissist.

Ripple (Advanced)

The bearer of the Ripple Rune can draw upon a corrosive energy similar to the energies used by the Viper Rune, and cloak his or her sword in it. While the effects of the Ripple are not as devastating as the Viper Rune’s instant death ability, the corrosive energy of the Ripple debilitates over time and is extremely precise. The effect is repeatable and consistent.

Damage: Roll half dice versus one 1 enemy. Chance of the target becoming poisoned DR save: 6.

Notes: Can only be used if the bearer’s weapon is Type: One-Handed Sword.

Shrike (Advanced)

The bearer of the Shrike Rune is capable of drawing upon the reserves of the Rune to make attacks requiring so much strength and aerial acrobatics that they would normally be beyond the reach of normal humans. Striking with the speed of the wind, the Shrike Rune bearer can lift his or her enemy high into the air and then slam them down onto the ground for enormous damage afterwards. Like the Falcon Rune, this effect can be used again and again, but slowly confuses and disorients the bearer as well, making it harder and harder to land any attacks at all. Like the Mayfly Rune, Shrike is a closely guarded weapon of the Ninja of Rokkaku and rarely found outside that shadowy organization.

Damage: Roll double damage dice. Chance of unbalancing that enemy Save DR: 4. To hit rolls get a subsequent -2 penalty every time this rune is used for the battle.

Notes: This rune can only be used by characters that are Ninja.

Sickle-Weasel (Advanced) 

The bearer of the Sickle-Weasel Rune has mastered a rare spear kata that creates in its wake an air vacuum which can be directed forward, like a projectile, with the final slash of the kata. This blade-shaped air vacuum flies forward in a linear fashion and will eventually dissipate, but can be used to strike a nearby target from a safe distance.

Damage: 1×8 area of effect, originating from the bearer. Regular damage.

Notes: Only usable if the bearer’s weapon is Type: Spear.

Spider Slay (Advanced)

The bearer of the Spider Slay Rune is capable of unleashing a series of sword strikes that actually inscribe the Spider Slay Rune upon its opponent’s body, dealing damage not from the sword itself, but from the magical force the Rune unleashes. However, this expenditure of magical energy is taxing in the extreme and so the Rune’s power cannot often be drawn upon.

Damage: Double damage to one enemy, chance of magical poisoning that enemy DR Save: 5. Rune can be used only once each battle.

Notes: Only usable if the bearer’s weapon is Type: One-Handed Sword.

Swallow (Advanced)

The bearer of the Swallow Rune has an instinctive knowledge of how and where to strike an opponent not to deal damage, but to end life immediately. He or she can envision the most sensitive points in the human body and strike at them with a hawk’s precision. Even so, the effect can be hard to pull off dependably since it’s hard to alter the killing sword strike in the case of the enemy moving or shifting position even slightly. There is no room for error when making an attack with a Swallow Rune. Just as the Rune’s strikes require superb precision, they can be used only with the finest swords imaginable.

Damage: Regular damage to one enemy, chance of instantly killing that enemy DR Save: [Bearer’s Speed Attribute - 6] and target must be at less than 50% of their HP. User is unbalanced next turn.

Notes: Only usable if the bearer’s weapon is Type: Katana.

Sylph (Basic)

The bearer of the Sylph Rune has the ability to transform his or her own life force into a vital energy that can be transmitted to nearby allies. Doing so requires the sacrifice of the bearer’s own life, but the healing effect is exponentially increased when applied outside the bearer’s body. The Sylph Rune restores more HP the greater the HP of the bearer. When invoked, the Sylph Rune bearer may select an amount of HP to sacrifice. All allies regain that amount of HP. HP cannot be dropped or excessively healed, it must be an exact figure.

Titan (Basic) 

The bearer of the Titan Rune can strike with the force and ferocity of the giants from which the Rune takes its name. The bearer can focus his or her physical strength into an unbelievably potent sword-blow. The Titan Rune requires the heaviest blades possible in order to generate the necessary force. In addition, though the effect can be used again and again without penalty, the bearer of the Titan Rune must spend a significant portion of time concentrating his energy into the Rune before he or she can strike.

Damage: Roll double damage dice versus one enemy. Regardless of turn order, the bearer of a Titan Rune always attacks last when invoking his or her Rune, and must be declared before going down the turn order with its intended target. Otherwise this rune may not be used. If the target does not exist by the time the turn rolls around, the turn is forfeit.

Notes: Usable only if the bearer’s weapon is of Weapon Type: Two-Handed Weapon.

Unicorn (Advanced)

The bearer of the Unicorn Rune has the ability to pierce enemies upon his or her spear with great power, not only damaging them but passing through to damage enemies nearby. The bearer actually phases slightly out of existence to pass through enemies and strike more enemies behind. The damage of the attack is not modified, but numerous enemies can be attack in this manner. However, it takes time to phase back in; in particular, armor is slow to recover from the phasing effects of the Unicorn Rune, leaving its bearer temporarily defenseless.

Damage: 2×4 area of effect, originating from the bearer. Normal damage.

Notes: Only usable if the bearer’s weapon is Type: Spear.

Viper (Basic)

The bearer of the Viper Rune has the ability to infuse his or her sword with poisonous and corrosive energies to strike at an enemy not to wound or debilitate, but to kill. The unfortunate enemies struck by the Viper Rune is immediately defeated if the insidious poison take hold. Due to the nature of the rune, however, it is immensely difficult to strike enemies while wielding this rune.

Damage: To hit rolls have a -5 penalty while this rune is attached. Regular damage. Chance of instant death. Save DR: 5.

Notes: Usable only if the bearer’s weapon is Type: One-Handed Sword.

War Horse (Advanced)

The bearer of the War Horse Rune has the ability to strike the ground with pretty much anything available to unleash a spreading concussive force that damage all nearby enemies. Unlike many runes, the effects of the War Horse don’t care what the ground is struck with, so long as the ground is struck with something. Even stomping or falling over is sufficient to invoke the War Horse’s power. Unfortunately, the center of such a concussive blast is not the eye of the blast and the energy unleashed there is disorienting for the user, leaving him or her unable to repeat the effect again and again.

Damage: 5×5 centered on the user. Hits all enemies for regular damage. User is unbalanced next round.

White Tiger (Advanced)

The bearer of the White Tiger Rune is schooled thoroughly in the martial arts and the art of focusing the vital energy known as chi. In fact, this character is so adept at directing his or her flow of chi that he or she can command it to take the form of a blinding white projectile that flies out to strike its foes unerringly. Focusing this sort of energy is not an easy task to accomplish, yet it comes more quickly to the martial arts master than it would to many others; as such, the effort required to do so only occasionally disrupts the bearer’s attacks.

Damage: Roll double damage dice. Bearer must make a DR save: 7 or become unbalanced next round.

Notes: Only usable if bearer is a weapon master with a weapon that is Type: Fist or Type: Feet.

Wrath (Advanced)

The bearer of the Wrath Rune has the ability to draw upon enormous stores of inner strength to aid and support in times of great need. In fact, the bearer’s inner strength is so enormous that when tapped, it can actually heal flesh as though a healing spell had been applied, restoring the bearer’s hit points. It also serves to temporarily heighten his or her strength with a sudden, consequence-free burst of adrenal energy. When the Wrath Rune is invoked, the bearer immediately regains half of his or her lost HP and becomes berserk for three rounds. Its power is usable only once per battle.

Passive Runes
Alert (Advanced)

The bearer of the Alert Rune has the ability to entire a state of heightened unity with the universe, increasing his or her ability to deal damage with magic. Unfortunately, the Alert Rune can’t be invoked at will and is instead triggered by a rush of adrenaline brought on only by protracted combat.

Effect: After five turns of combat or being struck by a critical hit, the rune bearer gains the Alert status effect.

Balance (Advanced)

The bearer of the Balance Rune is fully in command of his or her body and has the ability to shrug off effects of disorientation or stunning that would normally incapacitate a lesser athlete.

Effect: Bearer cannot become unbalanced.

Barrier (Advanced)

The bearer of the Barrier Rune has a passive shield of magical energy that guards and protects him or her constantly. While the field is not very powerful, it is anathema to other magic.

Effect: Whenever this character becomes the target of any spell that was not cast by a True Rune, he or she has a chance of reflecting that spell back onto its caster: This includes healing magic and positive effects. DR: 13, add Magical Defense talent.

Counter (Basic)

Effect: Grants the Counterattack talent at C-. This is not permanent, and this talent cannot be raised.

Double-Beat (Basic)

Effect: Bearer may attack a second time at the end of the turn order, but automatically fails all attempts at avoiding counterattacks by enemies.

Double-Strike (Advanced)

The bearer of the Double-Strike Rune has learned to channel some of his or her body’s reserves into attack power instead. As such, this character deals much more combat damage with normal attacks, but his body is less able to take damage because it is in a perpetually drained state.

Effect: Regular attacks by the bearer roll double the damage dice, but any physical attacks on the bearer also give the enemy double damage dice.

Drain (Advanced)

The bearer of the Draining Rune is cloaked in a field of vampiric energy that has the ability to sap the very life force of the bearer’s enemies. Its power is inconstant and often unpredictable, but can turn the tide of battle when it triggers.

Effect: The three highest dice rolled heal the attacker for that amount of HP.

Elemental Sealing (Advanced)

Effect: User takes no elemental damage from the main property of the rune, but leaves the bearer vulnerable from taking double from its elemental opposite. Properties are Wind, Water, Earth, Fire, and Lightning.

Firefly (Advanced)

The bearer of the Firefly Rune carries with him or her a strange karmic debt that is bound not to his or her soul, but to the Rune itself. As a result, in combat, bad things tend to happen to this character. For reasons that are unclear even to the enemies, they will often target and focus on the Firefly bearer to the exclusion of all other enemies or threats, not stopping until the Firefly bearer is dead. These opponents are not in a berserker state and are in full possession of their faculties, but if they would normally be attacking, they have a greatly increased chance to attack the Firefly bearer.

Effect: Whenever an opponent casts a damage-dealing spell or makes a physical attack, if that spell or attack could target the bearer of the Firefly Rune, the opponent must make a DR check of 12 (add LUCK attribute). If the check fails, that spell or attack must target the bearer of the Firefly Rune instead of its intended target.

Fury (Advanced)

The bearer of the Fury Rune has a heightened combat awareness that makes him or her a deadly combatant. He or she has the ability to become berserk practically at will, increasing the damage dealt by his or her melee attacks.

Effect: Start the battle berserk. At the every of every combat turn, make a DR save of 2 × [Combat Turn]. The effect wears off once the check fails, and the user gains unfriendly and unbalanced status for 3 turns.

Gale (Basic)

Effect: Grants the Combat Reflex talent at C-. This is not permanent, and this talent cannot be raised.

Hazy (Basic)

The bearer of the Hazy Rune has the ability to shift his or her body in a short range teleportation, moving it a few inches from its current location. The effect cannot be controlled but triggers when the bearer is in danger and can often be enough to move the bearer outside of the range of an attack that would otherwise hit. Swords pass harmlessly through the space a Hazy Rune bearer just occupied, and arrows fly to the sides of their marks.

Effect: Grants the Evasion Bonus talent at C-. This is not permanent, and this talent cannot be raised.

Holy (Basic)

The Holy rune allows the bearer to run at tremendous speeds effortlessly.

Effect: Doubles wielder’s movement speed.

Killer (Basic)

Effect: Grants the Critical talent at C-. This is not permanent, and this talent cannot be raised.

Magic Absorption (Basic)

Effect: When invoked, do nothing. Whenever you are physically attacked, gain back 1MP of the lowest MP rank that is not full.

Medicine (Basic)

Effect: If there is medicine in your inventory, you use it when your HP is below 50%. This is an automatic usage and does not cost any turns.

Skunk (Advanced)

The effective opposite of the Firefly rune. Rather than being forced to attack the bearer of this rune, the attacker must make a check or otherwise attack someone else.

Effect: Whenever an opponent casts a damage-dealing spell or makes a physical attack targeting the bearer of a Skunk Rune and there is at least one other character that attack or spell could target, the opponent must make a DR check of 12 (add LUCK attribute). If the save fails, that spell or attack must target someone else and not the bearer of the Skunk Rune.

Sunbeam (Basic)

Effect: This character regains [Level/2] HP every round.

Turtle (Basic)

Effect: This character gets the Runic Constitution talent at B-. This is not permanent, and this talent cannot be raised.

Violence (Basic)

Effect: This character gets the Adrenaline Rush talent at B-. This is not permanent, and this talent cannot be raised.

Waking (Advanced)

Effect: This character immediately falls asleep when entering battle. When the character wakes up, her or she is berserk for five rounds.

Wall (Basic)

Effect: Double bearer’s armor rating. Bearer can only move in combat.

Warrior (Master)

Effect: Drop armor rating to 0. All physical attack damage rolled is doubled.

Wizard (Master)

Effect: Forfeit all M.DEF talents and grades. All magical attack damage rolled is doubled.

The Beast Rune
Current Owner: Unknown

Past Owners: L'Renouille Palace

A True Rune representing animalistic rage and passion; the rune is officially said to have been given to the Blight family by the High Priest Sasarai. The fact is that the Beast Rune refused to be contained within Harmonia and took residence in L'Renouille according to its own will. Harmonia hid this fact by claiming that it was a gift, and used it as a political tool.

The Beast Rune laid dormant within L'Renouille until Luca Blight took interest in its power. After the Beast Rune was realized as a weapon of war, huge quantities of blood were sacrificed to it, awakening various "relatives of the Beast Rune" in the form of golden wolves. These wolves caused confusion to the Allied Forces when they took Muse--the city was filled with golden wolves. During the siege on L'Renouille, the Beast Rune took the form of the Silver Wolf and challenged the Allied Forces to a final bout. After it was defeated, it is unknown what happened to the Beast Rune.

The Rune of the Beginning
Current Owner: Riou and Jowy Atriedes; Split into two Unique Runes

Past Owners: Unknown

A True Rune representing the "initial chaos of birth" inherent in times of creation. This True Rune is always found separated into its components -- the Bright Shield and Black Sword runes, and bearers of these two runes are bound by the rune's power to fight against each other until only one survives to win the other component. Scholars are uncertain whether the Black Sword and Bright Shield are the same "sword" and "shield" from the legends of creation, and no one knows what exact power the Rune of the Beginning bears. It is said that the rune grants its owner the power to "judge war."

Black Sword Rune
Current Owner: Jowy Atriedes

Past Owners: Han Cunningham

The Black Sword Rune is one of the components of the Rune of the Beginning. Representing the offensive power necessary for "the beginning," this rune holds devastating powers. Much of the power is manifested in the form of swords, and all of its spells unleash painful attacks with magical swords.

Bright Shield Rune
Current Owner: Riou

Past Owners: Genkaku

The Bright Shield Rune is the other component of the Rune of the Beginning. Representing the power to protect "the beginning," this rune holds tremendous defensive powers. Many of its spells heal its bearer and those who are with the bearer in spirit. It is also said that those who are close to this rune won't die even when they suffer wounds that would have otherwise killed them.

The Moon Rune
Current Owner: Sierra

Past Owners: Sierra, Blue Moon Village, Neclord

A Rune representing compassion and destruction, this rune also turns its bearer into a vampire. This rune carries with it a huge curse, as it actually dominates its bearer's mind until s/he gains mastery over its powers. When Sierra Mikain came into possession of this rune, she ended up going on a killing rampage, forcing her to retreat into the forest to keep herself from harming others.

As she gained mastery over this rune, she was able to tap into the powers of compassion, which diminished her vampiric impulses to drink the blood of the living. This led to the creation of the Blue Moon Village, where Sierra lived with others who had cast their pasts away, such as Rean Penenberg and Neclord. Sierra removed the Moon Rune from herself and placed it on an altar at the center of the village. Neclord, overtaken by the lust for power, stole the Moon Rune and fled, robbing immortality from the villagers other than Sierra. Some of the villagers fled to sustain their immortality through sucking the blood of others.

Although Sierra lost physical possession of the Moon Rune, the rune still recognized her as its master. Thus, when Sierra caught up with Neclord, she was able to command the rune to obey her and deactivate itself. Neclord used the Moon Rune during the Dunan Unification War to take over Tinto. Its magic requires the blood of 100 people.

The Rune of Change
Current Owner: Unknown (Leader of the Sindar)

Past Owners: Unknown

A True Rune representing change that affects all in the universe. The powers of this rune and its whereabouts remain a mystery. It is said that the Leader of the Sindar hold this rune, forcing the Sindars to move from place to place as a curse, and that the Sindars finally found their "eternal city" after their eternal wander.

Circle Rune
Current Owner: Hikusaak

Past Owners: Unknown

A True Rune representing order and stagnation, not much is known about this rune as well as its bearer. The Holy Kingdom of Harmonia is named after this rune's power of bringing peace and harmony. Scholars argue that the power of stagnation has become more prevalent in recent times, stalling the progress of the Holy Kingdom. The High Priest Hikusaak, its bearer, has also been rumored missing since Solis 230, causing a civil war.

Dragon Rune
Current Owner: Milia

Past Owners: Joshua Levenheit

This rune enables dragons to exist in the world of Suikoden. It also grants the power to control dragons. This rune is possessed by the current leader of the dragon knights, and it was possessed by the former leader.

Eightfold Rune
Current Owner: Yuber

Past Owners: Unknown

Owned by Yuber, no one knows what powers this rune may hold. Scholars argue that Yuber's affinity with monsters (summoning, for example) and the power of teleportation is derived from this rune, but no one is certain.

Gate Rune
Current Owner: Split into Front and Back halves

Last Owners: Unknown

A True Rune with the power to connect worlds, this rune holds great powers. The Blue Gate Rune was born from this rune. Belonging to the Gate Rune Clan, this rune has been protected for centuries. The clan was destroyed by invading Harmonians in Solis 78. The two sisters, Windy and Leknaat (In the Gate Rune Clan, all members were considered siblings), separated the Gate Rune into two halves and teleported away. The Gate Rune was unheard of for centuries but surfaced during the "Gate Rune Wars" when the Liberation Army fought against the Scarlet Moon Empire -- controlled by Windy.

The "Front Half" of the Gate Rune remains missing after Windy's disappearance following the collapse of the Hanging Gardens of Barbarossa.

Back Gate Rune
Current Owner: N/A

Past Owners: N/A

The Back Gate Rune is one of the halves of the Gate Rune, separated by Windy and Leknaat. After Leknaat teleported away from the destruction of her clan, she eventually escaped to the Magician's Isle, creating powerful wards to protect herself from anyone who wished to take her rune. Her greatest threat, ironically, ended up being Windy. During the final battle of the Gate Rune Wars, Leknaat used her Back Gate Rune to send Windy's monster troops back to the "World of Emptiness." Her power alone was too weak to send all of them back, requiring the help of Joshua Levenheit's Dragon Rune for complete success.

Front Gate Rune
Current Owner: N/A

Past Owners: Windy

The Front Gate Rune is one of the halves of the Gate Rune, separated by Windy and Leknaat. After Windy teleported away from the destruction of her clan, she sought greater power to seek revenge against the Holy Kingdom of Harmonia. Knowing that one person could only wield one True Rune, she researched ways to attach two True Runes on herself. Thus, she started searching for True Runes with other True Rune Bearers, Yuber and Neclord. She scoured the lands in search of True Runes, ironically doing the same thing Harmonia did to her clan to gain True Runes. In the end, she found the bearer of the Soul Eater, Ted, and tried to take it from him, but ultimately fails.

Her unyielding wish to gain the Rune of Life and Death indirectly caused the Gate Rune Wars. In the final battle, Windy used her Front Gate Rune to summon 80,000 monster troops from the "World of Emptiness." Her monster troops were sent back by Leknaat and Joshua Levenheit. In the end, she died when Barbarossa fell from the balcony of his "Floating Garden," taking her along. Since then, the rune has been missing, suggesting that Windy may still be alive.

Night Rune
Current Owner: Edge

Past Owners: Viktor

A True Rune representing the "power of the night," this rune allows "creatures of the night," such as zombies, skeletons, and vampires to exist. There is argument over the nature of this rune due to the Star Dragon Sword's claim that he is a "manifestation" of the Night Rune. Other sources state that the Night Rune is merely attached to its hilt. It is also known that the Star Dragon Sword used to be another entity entirely, who had some past relations with Sierra Mikain.

The Night Rune also gives the Star Dragon Sword the ability to destroy "creatures of the night", even vampires. The Star Dragon Sword had been in possession of Viktor, but he passed it to Edge for "safekeeping", no one is certain whether Viktor or Edge actually aged while using the Star Dragon Sword, so this doesn't serve as proof of whether the Zodiac Sword "is" the Night Rune. The Zodiac Sword itself is a legendary sword, never rusting, which makes one wonder if "immortality" even applies to inanimate objects.

Soul Eater
Current Owner: Tir McDohl

Past Owners: Ted's Grandpa, Ted, Fog Ship Guide

Better known as the "Rune of Life and Death," this rune represents two inevitabilities: life and death. The rune has devastating powers, and an equally devastating curse. The rune is prone to bend fate of people close to it's bearer so they can get killed by several means, and the rune then can eat their souls.

This rune was kept by the Village of the Hidden Rune until Solis 150 when Windy, along with Yuber and Neclord, destroyed the Village. The rune was passed on from Ted's Grandpa onto Ted, and Ted since wandered the world. Eventually, worn down by the rune's curse and the social exclusion that it brought, Ted accepted the offer of the mysterious Fog Ship Guide to hand over the rune and disappear from the world.

His exile lasted years, but when he saw the actions of the bearer of the Rune of Punishment (another heavily cursed rune), Ted decided to leave the Fog Ship and return to the outside world. The Fog Ship Guide was unwilling to part with the Soul Eater and battled for possession of it and the Rune of Punishment. Following the Guide's defeat Ted reclaimed the rune and aided the bearer of the Rune of Punishment in the war between the Island Nations and Kooluk. Once the conflict was over Ted returned to a solo nomadic life.

After his wandering, he befriended the son of General Teo McDohl, Tir. After Windy realized that Ted bore the Soul Eater, he was attacked by Windy. Barely escaping with his life, Ted begged Tir to become the next bearer of the Soul Eater, which Tir accepted. From that point onwards, the rune bent the fate of those around Tir and dragged them into the clutches of death, starting with Odessa Silverberg, then with Gremio, Teo McDohl, and even its own ex-bearer, Ted. It is uncertain whether having one's soul sucked by the Soul Eater means death, as the spirits of those who have died live on within the bearer of the Soul Eater.

Rune of Punishment
Current Owner: Lazlo

Past Owners: Glen Cott, Brandeau, Steele, Graham Cray, Graham Cray's Son, Queen of Obel

The Rune of Punishment governs atonement and forgiveness, attaching itself to a bearer's left arm. The Rune has tremendous destructive power, as it comes at the cost of the bearer's own vitality. When the wielder's life-force is at an end, their memories are absorbed by the rune, and the person bearing the rune turns to dust. The Rune then transfers to the nearest available host.

The Rune of Punishment is supposedly the deadliest rune among all the 27 True Runes. While it is still believed that the Rune of Punishment will grant standard True Rune abilities such as agelessness; there is no record of any of its previous bearers surviving long enough for this to be an issue.

The Rune became sealed in Obel after its then bearer died without potential host in range; it remained in the Ruins there for many years until discovered by the then Queen of Obel. She resisted the Rune's call to be used until a time when pirates threatened her children and her kingdom. Since that time, it has moved around the region causing death to its bearers and destruction to those around them; no matter how much they may resist, fate transpires to place the bearers in situations where they end up using the Rune to save themselves or others.

One such incident occurred in a border village between Kooluk and the Scarlet Moon Empire: some Scarlet Moon nobles dressed up as Kooluk raiders and attacked the town to drum up support for a war. The then bearer of the Rune (who was a small child) unleashed its power and the nobles, as well as the village, were decimated. The succeeding bearer Graham Cray was the father of the previous bearer, and in order to escape the Rune's curse he severed his left arm from his body; the act saved him from the Rune, but he then developed a fixation on the power he had discarded.

The Rune continued its cycle of death and destruction, returning to the Island Nations where it claimed the life of an innocent fisherman who happened to be in the wrong place at the wrong time, then it passed on to the notorious Pirate Steele, who used it to attack the Pirate Edgar, who he killed. As Steele lay dying, the Rune passed onto Edgar's friend Brandeau.

Brandeau isolated himself from his friends and crewed his ships with strangers; eventually on a raiding mission that went bad he used the Rune to try and escape, and seeing one young man remain who bested him in combat he felt as though he knew who the next bearer would be. He was mistaken, as Glen Cott stepped in the way just as Brandeau died. Glen returned to his home of Razril but did not bear the Rune long before he was forced to use it against an invading fleet; although he tried to keep everyone away from him when he did so, circumstances saw the same young man named Lazlo being close to Glen when he died and it transferred to him this time around.

Exiled from Razril for being belived to be responsible for Glen's death this Lazlo became embroiled in a war that started due to Koolouk's expansion progress, but continued due to Graham Cray's desire to obtain the Rune again. During this time Lazlo managed to survive using the Rune's power a total of four time; before the power of the 108 Stars of Destiny moved the Rune into its little seen forgiveness phase, where it no longer drains the life of its bearer. He later joined Kyril and his party in the Destruction of the Rune Canons.

Sovereign Rune

Current Owner: Unknown

Past Owners: Barbarossa

A True Rune representing absolute rule, the Sovereign Rune has been the Rugner family's family heirloom since Kranach Rugner created the Scarlet Moon Empire. Before that, the Sovereign Rune belonged to the Holy Kingdom of Harmonia, and was protected within the Holy City of Rupanda (later renamed Gregminster). The rune's powers are still a mystery, but it grants its bearers complete immunity to all runes, and also allows its bearer to change into a three-headed dragon. Barbarossa, as its bearer, chose to embed this rune on his Dragon King Sword. Since Barbarossa fell from his castle's balcony, this rune's whereabouts are unknown.

Sun Rune

Current Owner: None

Past Owners: King of the Ancient Armes Dynasty, Arshtat Falenas

The True Rune representing the Sun, it holds power over both the nurturing and destructive benefits of the Sun. Originally connected to the Night Rune, the two runes were split when the Night Rune took the form of a sword and severed their link together. In the past, the Sun Rune was controlled by the King of the Ancient Armes Kingdom before he used its power to destroy his lands, while the Queendom of Felena used it to bring prosperity back to the lands.

In Falena, the Sun Rune is considered to be too powerful to be controlled by one person, so the Rune is traditionally sealed in a bust and watched over by priests. The Sun Rune shares a symbiotic link with the Dawn Rune and Twilight Rune with the two runes creating a balance with the Sun Rune that prevents its harmful effects. The Sun Rune has the power to seduce the mind of its wielder and creates split personality that bears a god-complex which wishes to use the rune's power.

When the Dawn Rune was stolen during the Lordlake Rebellion, Arshtat, the Queen of Falena, bore the rune at advice of tactician Lucretia Merces, who speculated that the Godwins faction may attempt steal the rune in response to the disappearance of the Dawn Rune. Without the Dawn Rune to temper the Sun Rune's influence, the Queen began to suffer from the same mental insanity the Ancient King of Armes had fallen to. Though her husband Ferid was able to quell her bouts of insanity, he was unable to stop her from using the Sun Rune against the loyal citizens of Lordlake for supposedly betraying her. When Arshtat is slain during the Godwins' coup, the Sun Rune returned to the chamber were it was originally sealed. The capricious nature of the Sun Rune allows only those it selects to bear it, as both Lymsleia Falenas and Gizel Godwin were rejected as hosts.

Dawn Rune

Current Bearers: Freyjadour Falenas

Previous Bearers: Unknown

A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Dawn Rune is a one-of-a-kind rune and one of the three treasures of Falena. Borne on the right hand, the Dawn Rune grants its bearer a numerous powers, most importantly, the power to heal others who have wounds that would ordinarily kill them. Its true power comes when used in conjunction with the Sun Rune. When combined with its counterpart, the Twilight Rune, the Dawn Rune has the power of the Sun Rune to stabilize and prevents the insanity bearing the Sun Rune normally causes.

When the Sindar people lived in Falena, they used the power of the Dawn Rune extensively. The water level in the Ceras Lake could be controlled through a Sindar dam that used the power of the Dawn Rune. The Sindar constructed similar buildings in the western forests and the northern mountains. Even though these palaces were not designed specifically for the Dawn Rune, the Dawn Rune could still activate them. After the disappearance of the Sindar, the Dawn Rune was kept in the East Palace of Falena on a magical bust, but an attack on the palace in 445 In Solis caused it to go missing.

The Barows family had incited the people of Lordlake to attack in East Palace during protest of the construction of a dam that contaminated their water, using the riot for the Barows troops to enter the East Palace and steal the rune. Salum Barows hid the rune in a wardrobe in his basement, with only his son Euram being aware of its location; to prevent his daughter Luserina or anyone else from discovering the rune, Salum told the vault's guardian Chuck that a wedding present for Luserina had been hidden in the basement. It is unknown what Lord Barows planned to use the Dawn Rune for, though it is speculated that he either planned to use it as a goodwill offering to the nation of Armes, to trade it to the Godwins, or intended to keep it until he could figure out how to use it himself.

After the Prince of Falena discovers Lord Barows' attempts to align himself with Armes, a desperate Euram reveals that the Barows have the Dawn Rune. Luserina quickly deduces the rune's location and brings the Prince to the basement, where the Dawn Rune selects him as its host. During the Falenan Civil War, the Prince uses the Dawn Rune's various powers on the ruins of the Sindar, to heal his bodyguard Lyon from a wound that would have killed her otherwise, and to control a use of the Sun Rune. After the war, the Dawn Rune and the Twilight Rune are sealed in busts kept next to the Sun Rune.

Twilight Rune

Current Bearers: Freyjadour Falenas (If it's gone to Bad Ending)

Previous Bearers: Lyon, Sialeeds Falenas, Alenia

A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Twilight Rune is a unique rune and one of the three treasures of Falena. Borne on the left hand, the Twilight Rune grants its bearer tremendous offensive power. When used in conjunction with the Sun and Dawn Runes, the insanity that occurs with bearing the Sun Rune can be halted, and the power of the rune can be forcibly quelled.

The Sindar people used the power of the Twilight Rune, their western buildings were built with the Twilight Rune serving as a key. Although the eastern buildings and northern ones were not constructed specifically for the Twilight Rune, the Twilight Rune still can function as a key for them. During the reign of the Queendom of Falena, the Twilight Rune was kept in the West Palace. It wasn't until the civil war would become more extreme between the Prince's faction and the Godwin faction that the Godwins would call upon its power.

The first bearer of the rune was Alenia, a Queen's Knight loyal to the Godwin cause. The rune mistress, Jeane, is able to attach the rune to Alenia, but Alenia was unable to draw out the power of the rune. When Gizel Godwin realized that the Twilight Rune would only allow a bearer it had chosen to utilize its full power, he had the rune removed from Alenia. The Twilight Rune subsequently chose Sialeeds Falenas, the sister of Queen Arshtat, as its next bearer.

Unlike Alenia, the Twilight Rune allowed itself to be used by Sialeeds, who was able to wield its destructive powers to a great extent, including the destruction of forces the Godwins had prepared to ambush the Prince of Falena. Though Sialeeds attempts to use the Twilight Rune to destroy the main dam at Sol-Falena to sweep the Prince's army away, the Prince's arrival at the dam and the realization that someone is using the Sun Rune's power forces Sialeeds and the Prince to cooperate with the runes to curb the Sun Rune's power. The strain of stopping the attack is too much for the wounded Sialeeds and the rune selects the Prince's bodyguard, Lyon, as Sialeeds' successor.

In the war's final battle, Lyon uses the Twilight Rune at the northern ruins alongside the Prince's Dawn Rune to subdue the Sun Rune. After the war, the Twilight Rune is removed and placed back on a magical bust, where is kept alongside the Dawn and Sun Runes.

True Earth Rune

Current Owner: Sasarai

Past Owners: Unknown

A True Rune representing the power of the earth. The Earth Rune and Mother Earth Rune are born from this rune. It is currently owned by the Priest General, Sasarai. Its powers are vast, granting great protection spells to its bearer.

True Fire Rune

Current Owner: Hugo, Chris Lightfellow, or Geddoe (assumed to be Hugo by most sources)

Past Owners: The Flame Champion

A True Rune representing the power of fire. The Fire Rune and Rage Rune are born from this True Rune. It is currently owned by the new Flame Champion, but it used to be owned by Harmonia. Hidden in the depths of the One Temple, this rune was stolen by the "Fire Bringer." Since then, the "Flame Champion" fought against Harmonian troops and even defeated them in numerous battles. The Flame Champion disappeared after wishing to be free from the True Rune's destiny, removing it from his body using an ancient Sindar secret. The rune grants powerful flame-based spells that hurt friend and foe alike if within the area of effect.

True Lightning Rune

Current Owner: Geddoe or Hugo (assumed to be Geddoe by most sources)

Past Owners: Geddoe

A True Rune representing the power of lightning. The Lightning Rune and Thunder Rune are born from this rune. The rune was a treasure of a nation destroyed by Harmonia, but Geddoe escaped this nation with the True Rune. Later he lent his powers to the Flame Champion during the huge conflict in the Grasslands. He has sealed the powers of the True Lightning Rune ever since, but unsealed it during the 2nd Flame Champion War. The rune grants incredibly powerful offensive spells to its bearer.

True Water Rune

Current Owner: Chris Lightfellow or Hugo (assumed to be Chris by most sources)

Past Owners: Wyatt Lightfellow

A True Rune representing the power of water. The Water and Flowing Runes are born from this rune. Owned by Wyatt Lightfellow, the rune played a part during the First Fire Bringer War, assisting the Flame Champion along with the True Lightning Rune. Since that conflict, the rune has been sealed in multiple locations, but was unsealed once again during the Second Fire Bringer War, where the rune is passed on from the hands of Wyatt to either Chris Lightfellow or Hugo. The rune grants powerful healing spells along with attack spells to its bearer.

True Wind Rune

Current Owner: Unknown

Past Owners: Luc

A True Rune representing the power of the wind. The Wind Rune and Cyclone Rune are born from this True Rune. It its current owner is unknown, but it was owned by Luc until recently. Luc has been seen using this rune to summon a Golem, and he also used it to defeat Harmonian forces during the Dunan Unification War. He also attempted to destroy the True Wind Rune during the second Flame Champion War, but failed due to the resistance given by the new flame champion.