I'm only really mandating what happens in combat, but because without the actual forts the previous games had to drive the story, some form of overseer seemed necessary, which I'm doing. If you, or somebody else, would rather be the Overseer, just ask for a vote and I'll make a poll on this thread.
The difference between runebinding and ritual magic... Runebinding works by permanently inscribing a complex symbol onto an object, which effectively channels either energy from a given source into a standing spell that affects the object so modified. Making a sword hot, rendering a chain tougher, that kind of thing. Ritual magic works by setting up a ritual, usually fairly simple in the combat forms, in order to direct willpower and external energy into a spell. Basically you draw a pentagram on the ground and use it as the basis for a magical act of some sort, anything from throwing a fireball to summoning a demon, or healing somebody.
You did indeed introduce runes. On the other hand, runic magic, in one form or another, is a very common concept, so I'm using a fairly standard ruleset here. This allows me to have a general idea of what should and should not be reasonable, while leaving you enough leeway to imagine specific uses for the system.
I intend there to be a plot, because an RP without a plot is really boring. I'm attempting to avoid cutscene-style gameplay/plot separation, so plot elements are/will be used as part of normal posts. I haven't had enough runtime to begin establishing the status quo, however.
I feel you misunderstood something I said for the fourth one. The fact that you have never mentioned chains before does not count in your favor.
Calming rune would have to be both carved on its actual body and powerful enough to actually affect it, which it is neither. You could use ritual magic to try the same thing, but you're effectively trying to use silk ribbon to tie down an enraged dragon in fight-or-flight-cornered mode. It just doesn't work, this thing is far too powerful for a forceful approach to domination.
Just to be clear, you have access to both ritual magic and runic magic, ritual magic being the stuff you've used for AOEs and combat spells in past. Runic magic really isn't good for much in combat unless you've made the things you use beforehand, it takes too long to draw something useful. You're not trying to draw a sting of ancient norse text, you're trying to engrave a late-generation circuit board using a chisel and raw willpower. Here's a comparatively simple real-norse equivalent;
https://upload.wikimedia.org/wikipedia/commons/8/84/Vaksalastenen.jpgThe radiation stopping rocks are a flagrant breach of scientific logic. You could use runes to make a thing impermeable to radiation, but stopping radiation from working require disabling the Weak Nuclear Force, while rendering the air impermeable to it is either creating a fairly general purpose force field or making the air kind of hard to breathe. You didn't do the former, and the second is fairly pointless. Retconbot2000
You can affect something's mind with runes on its head or on a thing {Crown, earring, ETC.} on the thing's head. If said thing isn't strong enough to simply overpower the runes, which this here Forgotten Beast happens to be.
Whiles runes to prevent runic mind control are possible, it would in most situations be more helpful to prevent nonrunic mind control, hypnosis, psychic override, ETC.
You could make it AOE, yes, but for one thing there are systems better suited to it, and for another, combat-runing is a bad idea. Plus AOEs tend to be less effective than directly applied effects, and you couldn't do this directly.
{Nothing sounded rude. Sorry, I'm a little bit OCD, in the literal sense.}