Defence of Runolith
When powerful empires turn their sights to a sacred tribal peninsula, secrets are uncovered that should have been kept hidden
The Pitch
Ages ago, a powerful wizard, named Alexadril locked away a variety of dangerous magical artefacts in the land of Runolith. The Icnari Empire has set its sights on Runolith in an attempt to find the magical artefacts for money, power and glory. Terrible things are about to be unearthed and the land of Runolith will never be the same
Overview
The lands of Runolith is controlled by 5 tribes:
The Eponi are a horse tribe living in the grasslands in the center of the peninsula. They share borders with every other tribe so have had some squabbles with all of them. They do lots of farming of basic crops such as wheat as well as tend horses and other cattle which they trade with other tribes.The Eponi are very bold and stubborn, they see hesitation and compromise as weakness
The Eskoi are strong sailors and fishermen. They fish and trade the fish with other tribes, and provide transport for anybody wanting to leave or enter the peninsula. For the summer solstice, they charter anybody who wishes, to The Great Tree of Lyra as a pilgrimage.The Eskoi are most accepting of outsiders and are a very patient folk, they despise rash actions, something they only think results out of stupidity
The Artoi are a tribe living in the arctic pine forests in the southeastern area. They are a small but proud tribe that mostly keeps to themselves. Their wintery homes are hard to reach by many, but they do lots of trade with the Eskoi by sea. They mostly trade quality pinewood, furs and wild animals
The Kaitoi are a forest people, they house the best Druids and rangers and are able to communicate with all manner of strange creatures from the forest. They field strong fighters and consider bravery the most important trait and despise cowardice. In years past they tried to wage a war to gain supremacy over the other tribes, but they were defeated by a strong alliance between the Eponi, Artoi and Eskoi. They have paid reparations for their crimes, but others are often distrustful of them, leading them to keep mostly to themselves
The Udori are a river tribe, they control the crossing of both the lirador and carnudor rivers and charge a heavy toll for crossing, they also fish the river fish and are responsible for chartering people up and down the rivers. They will charter people free of charge up and down the Lirador, to observe the fall and spring equinox during their appropriate times. They are a cunning and resourceful tribe, though they are often considered profiteering or deceitful by their neighbours
The Dunoi are a tribe of the mountains, they mine for rare resources and sell them to the Udori or the Eponi for trade, but don’t have much contact with the other tribes. They are known for building massive defensive structures as they are wary of their northern neighbours on the other side of the mountains. They are a very careful folk and consider confidence and boldness to be “emotions that rise from a lack of information”
Mechanics
Icnari Influence
Icnari Empire wishes to turn all of Runolith into a province. Their levels of progress towards this goal. changes how bold they will be in their occupation. Any rolls made in social settings with NPCs within the tribes will have their bonus added. Icnari will have the opposite bonus applied to their rolls.
| State | Effect | Bonus |
|---|---|---|
| Independent state | The tribe knows very little about the Icnari Empire. Only diplomats occasionally visit | +2 |
| Sattelite | Soldiers may be allowed to cross the border and investigate dungeons | +1 |
| Colony | Soldiers will act as local guards. Towns can be turned into forts | +0 |
| Occupied territory | Icnari armies are ever present and act as an occupying force under the guise of protection and defense | -1 |
| Province | Submission of Runolith into a Icnari Province | -2 |
Unity
The relationships between tribes cn be depicted as below:
| Value | Effect | Bonus |
|---|---|---|
| Enemies | War. Trespassers are killed | -2 |
| Distrustful | Patrolled borders, preparing for war as an option | -1 |
| Neutral | neither positive nor negative attitude, trade possible | 0 |
| Friendly | tribes cooperate and trade | 1 |
| Allies | alliance either through centuries of trust or marriage | 2 |
| relationship | Dunoi | Eponi | Kaitoi | Udori | Eskoi | Artoi |
|---|---|---|---|---|---|---|
| Dunoi | / | 2 | 0 | 2 | 2 | 1 |
| Eponi | 2 | / | -1 | 1 | 1 | 0 |
| Kaitoi | 0 | -1 | / | 0 | 0 | 0 |
| Udori | 2 | 1 | 0 | / | 1 | 0 |
| Eskoi | 2 | 1 | 0 | 1 | / | 1 |
| Artoi | 1 | 0 | 0 | 0 | 1 | / |
Magic
As more magical artefacts get uncovered magic gets released again into the world. Depending on which artefact is unearthed, extreme weather events will happen. The players will also feel more connected to the relevant element and will have access to 1 spell from the list:
| Location | Tribe | Item | Theme | Weather effect | Spells |
|---|---|---|---|---|---|
| Catacombs of Growth | The Tree of Hope | Helm of Thorns | Plants, Protection | ||
| Cave of Truth | Dunoi | Sword of Truth | Ice, Truth | arctic storm spreads to envelop most of Dunoi and some of Icnarus Meridionales | Cone of Cold, Conjure Elemental, Dragon's Breath, Frost Fingers, Ice Knife, Ice Storm, Investiture of Ice, Ray of Frost, Ice Wall, Zone of Truth, True seing, True Strike |
| Ner'kaleth | Eponi | Ner's Axe | Fire, Love | A vulcano erupts near Ner'kaleth | Fast Friends, Fireball, Fire Bolt, Burning Hands |
| Kaitoi | Wind, Speed | ||||
| Drowned Vault | Udori | Samantha's Ring of Healing | Water. Healing | A new river develops | |
| Sunken Ship | Eskoi | Ring of Patience | Lightning, Patience | Permanent storms at sea | |
| Cave of Fear | Artoi | Totem of Bravery | Earth, Strength |