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#one of the many sence I just can't WAIT to write! azar be ready to be vulnurable MUHAHAHA
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The Runes of Maar
Since @innerchorus had asked about more details of the rune system in Maar and I wanted to do a post about it, I have decided to, well, make a post about it lol.
Warning: long post
First, let me give you a general, alphabetic list of all the runes that are used in Maar.
Algiz - shielding
Ansuz - divinity, mental stability, communication and speech
Berkana - birch
Dagaz - new beginnings and transformation
Ehwaz - horse, transport
Eihwaz - death
Fehu - wealth, abundance, livestock and positivity
Gebo - gift, exchange and generosity
Haglaz - hailstorm, cleansing and destruction
Isa - ice, delay, self-control and frigidity
Inguz - home, news and fertility
Jera - harvest
Kenaz - torch, passion, inspiration and creativity
Lagaz - water, river, lake or renewal 
Mannaz - man
Naudit - need or distress
Othala - inheritance
Pertho - luck or fate
Raido - ride, wheel or journey
Sowilo - sun
Tiwaz - sacrifice, fairness, balance
Thurisaz - masculinity, courage and empowerment
Ur - valor, fortitude, strength and stability
Wunjo - joy, satisfaction, goodness and fellowship
All of them are used in the general day-to-day prayers and special rituals. Everyone of these runes represent a deity in the Maaren pantheon (I will probably do a seperate post about that as well). All citizens of Maar have a rune as a necklace around their neck that represents their tutelary god/goddess (for example: Azar's tutelary god is the god of war “Tiw” and her rune is tiwaz). At a certain age (probably around 11-15, sometimes earlier), children have to go through a ritual that lets them meet the gods of the pantheon and the gods decide which of them will be their protector and the one that should be represented by this child. They then get their rune-necklace and are allowed to choose if they want a permanent tattoo of their rune (or something else) or just the necklace. Some do as it is believed to amplify the effect/power of their rune. If you want to give somebody else the powers of your rune or the protection of your own tutelary god to somebody else, you hand them your necklace to wear and say a prayer to your god (no ritual needed, the prayer is enough). The necklace has to be worn at all times normally and if the original rune is not returned, a new ritual has to be made so the effect can be transferred to another rune stone. 
And these are the runes that actually have confirmed magical force (since Maar is a young country not everything is explored and/or researched to the fullest).
Ansuz - communication
Raido - teleportation
Kenaz - produces light
Haglaz - conjures up a Hailstorm
Isa - produces ice 
Ur - makes you physically or mentally stronger for a short time
Thurisaz - generates strong outbursts of power
Algiz - conjures up a shield/barrier for a short time
Ehwaz - summons a horse
Mannaz (or Eihwaz, have yet to decide) - summons the dead and gives them the ability to come back alive for a short time (only works if the dead person feels as if they still have something left unresolved in their life)
Lagaz - conjures up water/rain
healing rune pending
Everyone in the army and navy need to be able to use at least the basic runes to a certain extant aka. communication, teleportation, producing light (not complitelly sure about this one) and healing. They train from a very young age but everyone of all ages can be accepted (if your health is fine in older age you will also be accepted) into the army/navy.
On how the runes work:
I will not say too much here on how they generally work since in chapter 3 the soldier with the scar (Pavle) will explain it for me (could this be considered a spoiler?). 
But what I will talk about is how to multiply the effect or the strength of the effect. (I already made a comment about it under this post but I will just copy-paste it here again.) So if you want the effect to be stronger, you need more of the same rune stone. But one person can only use two to three stones at the same time so if you want to, for example, heal more than one wound in one go or conjure up an actual storm and not a cough of wind you need at least two to three or more people to do so. It depends on skill levels though (so squires and students are not allowed to do that without strict supervision) and only the priests/druids (name pending, suggestions welcome) are actually allowed to use that many or more at the same time since it takes a huge chunk of stamina and energy. Very dangerous in the midst of war and very easy to misuse and abuse for power (only in emergencies allowed for everyone). So Maar is very strict with who and how to use the runes with magic force. That's why they are mainly used for battles and only the teleportation rune is allowed to be used by a tiny selection of merchants (for example, merchants who sell merchandise lthat needs to be kept fresh, for example). That system is the only way so far to keep the abuse of the runes under control and is obviously not really fair. It currently is being researched more by a specific team directly monitored by the King and the highest priest/druid/whatever and new laws are being created, but not passed, left and right. 
Again, Maar is a young country and has to figure shit out on the go - it is probably in its early/mid teenage years, if you will. This issue will probably be resolved in a few thousand years, so my AU doesn’t really touch that much on it (probably will integrate the problem when we are in Gilan). But I love little tid-bits from outside the story that might never come up - it just makes the world feel even more alive and a little bit more real! 
Also: every rune has a small side effect, so that they are not that op, lol. One will be explained in chapter 4 by, again, Pavle.
So, I think that is what I generally wanted to tell about the runes without being too spoilery (if there even was anything to be spoiled lol). If there are any more questions: my inbox is looking very empty so feel free to spam me!
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