Swallows sit for a little while, and listens. The information given to her is interesting, and she is intent on every word, ensuring she draws as much meaning as she can from her pricey information.
Runesmiths. As magi go, they are perhaps among the least known. Other magi are more impressive, and Alchemists can have their concoctions used by others. Runesmiths, on the other hand can only use the items they forge, and do not have the same combat capacity as most of the other magi.
Conversely, they are among the most versatile.
Consider the Bladebound. A Bladebound grows in strength inevitably, and is able to specialise into a small number of effects, that tend to be incredibly powerful. A powerful Bladebound can take one step and walk half a mile, or slice an enemy in half from far away. They can do this unceasingly, unless their arm grows weary, or their sword breaks.
Runesmiths cannot do this at all. Their power is much more limited, to items that are either fundamentally limited in scope, effect, or reusability. Moreover, the power a Runesmith gets out of their item is considerably less than the equivalent of a mage of a different sort. As a Runesmiths, I can do anything that another mage should do, given time to replicate it. Power is more difficult to come by, as I am much less capable of engaging in combat. A newly minted Runesmith is utterly powerless, and does not gain the combat advantages of a Bladebound, nor the pool of power the other magi possess.
They have a low rate of growth, and find it difficult to be able to kill Darklings. The Bladebound must kill a Darkling with a blade. The Fireeyes must kill Darklings with fire. The Runesmiths must kill Darklings with an item forged by magic specifically keyed to allow them to absorb the energy of the Darkling. This is more difficult than it sounds, and requires considerable amounts of energy to achieve, something Runesmiths are already very poor in.
As a consequence, the Runesmiths tend to try and construct peculiar or otherwise useful effects that do not require them to going to combat. Take myself for example, I enhance my own capacity for memory. This effect is comparatively cheap, compared to forging armour capable of resisting the strikes of a Darkling, or a weapon capable of cutting through them with these. Combat is a difficulty for a Runesmith until they manage to find some way to gain energy from Darklings. A hypothetical Second Ascension Runesmith would be able to use their power from combat to infuse into items, and would consequently be able to create items much more rapidly and with more power than a usual Runesmith.
Now, to discuss the three primary restrictions on a Runesmith.
Firstly, the law of similarity. Anything made once can be made easier the second time, and even easier the third, and so on and so forth. This is why Runesmiths specialise, and build similar items or tend to build in a 'theme'. They do not have any innate talents towards a particular sort of item, but have developed affinities over time.
Secondly, the restrictions on scope. The more area, the more time, the more power, and item effects or exerts, the more expensive it becomes. This rule is not linear, but no exact mathematical curve has been found. For weaker items, twice the power is roughly 3 times the cost.
Thirdly, the effects of reusability. An item that can be used indefinitely, at will is approximately 1000 times as expensive as an item of the same sort the can only be used once. Most Runesmiths, tend to forge items with this limitation in mind, using clever workarounds or unusual alternatives to gain the same effects with less cost.
The larger part of the update will come tomorrow afternoon or Saturday morning.
Before it comes out, though, are we trading:
[ ] The Favour We Traded For Before
Trade away the favour from the other Runesmith.
[ ] A New Favour From Ourselves
Keep our old favour and offer a new one for us to perform.