Ancient History
The very first encounter with rune magic was recorded quite heavily across both ancient Hysilens ruins, and the ancient annals of Aul-Dwarovar's halls, and detailed a gifting of the techniques - modelled on aspects of their Memoria magics - by the fox-folk to the Dwarves shortly after the two races made contact - indeed, the Dwarves are among the only races to have well-documented interactions with the Hysilens, albeit in ancient antiquity.
The techniques spread rapidly throughout the Dwarven societies and into Subterra consequently, and quickly established themselves as the backbone of Dwarven excellence across Aldrin, kickstarting their reputation for peerless craftsmanship, engineering and artifice.
Aul-Dwarovar
This would peak during the period of Aul-Dwarovar's golden age, which saw the Dwarves create incredible feats of engineering, artifice and runic craftsmanship, all collaborating to make truly incredible products that defined the standards of the crafts even into the modern day. Indeed, so timeless were many of Aul-Dwarovar's grand inventions that their principles define most modern artifice across the world.
The engineering of Aul-Dwarovar - and their
Runesmiths - saw several trials, but the biggest was the Great Demonic War, which saw the constructions of the Dwarves pit against the fell legions of the Demon Queen and her infernal machinery that gave their craftsmanship a serious run for its money. In spite of that, Dwarven innovation proved superior in the end, as their rune weapons, runed constructs and various feats of engineering held off the demons at the doors to the holds of Aul-Dwarovar for much of the war.
The Greentide & Modern History
The event that really changed everything with regards to Rune Magic was the Greentide, though; an event that saw the rise of several new species - the goblinoids and orcs - in and around the Dragonspine Mountains, Nezrin, Bhailu and Subterra. Many regions were ravaged greatly by the tide, but none were as badly impacted as Aul-Dwarovar, which buckled and broke from the unexpected internal conflict, and not even the best runes and engineering of the dwarves kept their holds safe.
Indeed, by all accounts, Aul-Dwarovar fell, with few remnant holds remaining who weathered the storm, and the greentide itself effectively squatting on the ruined Dwarven realm. With the fall of Aul-Dwarovar, however, came the loss of all institutional doctrine which governed how
Runesmiths were trained and offered their services, which led to a sharp decline in the ability to get the services of rune magic.
The
Shard Ritual helped make up ground as Rune Shards were plentiful the world over, but even the best Runesmith of another race can only compare to an excellent Dwarven Runesmith, unless that runesmith studied with the Dwarves as a
Kjanth Nurn.
Rune Shards
Rune Shards are found all across Aldrin, which is the only world they naturally occur on. They're reasonably simple to find in most hilly climates, generally forming at the bases of hills and mountains, with the grandest deposits usually forming alongside Geo Shards deep in the Dragonspine Mountains and Subterra, making both regions the premiere location for Rune Shards also.
As stated, though, rune shards are simple enough to find in general that few locations struggle with acquiring them, and for many a budding craftsman, a rune shard is often one of the cheaper types of Crysium Shard out there due to this relatively plentiful smattering across the planet. The only
problem, remains the training, with those lacking official Dwarven training being significantly inferior to those with it.
Add to that the fact that even nowadays, with their homes mostly gone, the Dwarves remain extremely committed to their traditions - especially in relation to the practice of
Kjanth Nurn - and it's a recipe for a relatively plentiful shard tied to a quite rare profession indeed, let alone for a
talented individual of that profession to arise.