The Mysteries of Rúne - Outskirt & Landmarks
Artist Credit: Labande, Léon-Honoré
- Cornellian Island -
The Territories' greatest mysteries are written in the Auric Script, first found on Cornelian Island. It is believed to have been developed by the voidlings, one of the first civilizations that walked the Rúne’s surface.
The language is a series of strikes and curves. Many insist that writing in this script would bring one closer to the divine. Today, the Auric Script remains a mystery to many, with many scholars and historians working to decipher this script. The spiritual significance continues to captivate those who encounter it, bringing many to the desire to explore Cornelian Island.
The island is now inhabited primarily by lizardfolk known as Gyík people. They are fiercely territorial and are some of the few to still use Auric script for their primary writing, though they do not speak the ancient tongue. Their hovels are of stone and mud along the waters. They have been compared to beaver dams in structure, though much more earthen. They are a culture of Druids and Shamans that hold their strength in Rúne with a similar vigor to the Heilan peoples of the Mullach.
- The Red Sand Beaches -
The Red Sand Beaches were a hauntingly beautiful and enigmatic scar left in the wake of war. Once vibrant and serene, stretches of coastline were transformed by the drying of the blood pools. Tranquil shores marred by the echoes of conflict, with distinctive crimson sands as a poignant reminder of the countless lives lost.
Nature has begun to reclaim the scarred landscape. Hardy grasses and shrubs sprouted from the cracks in the rocks, defiantly pushing through the barren patches of sand. The sound of crashing waves added a haunting melody, a constant reminder of the ceaseless cycle of life and death.
The language is a series of strikes and curves. Many insist that writing in this script would bring one closer to the divine. Today, the Auric Script remains a mystery to many, with many scholars and historians working to decipher this script. The spiritual significance continues to captivate those who encounter it, bringing many to the desire to explore Cornelian Island.
The island is now inhabited primarily by lizardfolk known as Gyík people. They are fiercely territorial and are some of the few to still use Auric script for their primary writing, though they do not speak the ancient tongue. Their hovels are of stone and mud along the waters. They have been compared to beaver dams in structure, though much more earthen. They are a culture of Druids and Shamans that hold their strength in Rúne with a similar vigor to the Heilan peoples of the Mullach.
- The Red Sand Beaches -
The Red Sand Beaches were a hauntingly beautiful and enigmatic scar left in the wake of war. Once vibrant and serene, stretches of coastline were transformed by the drying of the blood pools. Tranquil shores marred by the echoes of conflict, with distinctive crimson sands as a poignant reminder of the countless lives lost.
Nature has begun to reclaim the scarred landscape. Hardy grasses and shrubs sprouted from the cracks in the rocks, defiantly pushing through the barren patches of sand. The sound of crashing waves added a haunting melody, a constant reminder of the ceaseless cycle of life and death.
- The Mullach -
The mountainous region between the cities of Sgian and Caer Anadl is quiet and treacherous. Of the few who choose to travel the valley paths, even fewer encounter the elusive Heilan (Hai-lan) people. These bovine humanoids live among the plants and cave systems of the Mullach. A druidic culture is tied heavily to the mysteries of Rúne and their connection to its soils. Some have reached beyond their borders to the city of Sgian as their curiosity for black powder has gotten the better of the more worldly Heilan. Some fought alongside the dwarves in the great war, but they have since retreated to their protective summit.
The Mullach is a collection of villages within mountain caves or canvas homes among the forest growth in the mountains. Other beastial races live among them, such as goblins, bugbears, and hobgoblins, but they are few among their ranks as they tend to stick to their clans in the wildlands of the Onyx Territories.
The mountainous region between the cities of Sgian and Caer Anadl is quiet and treacherous. Of the few who choose to travel the valley paths, even fewer encounter the elusive Heilan (Hai-lan) people. These bovine humanoids live among the plants and cave systems of the Mullach. A druidic culture is tied heavily to the mysteries of Rúne and their connection to its soils. Some have reached beyond their borders to the city of Sgian as their curiosity for black powder has gotten the better of the more worldly Heilan. Some fought alongside the dwarves in the great war, but they have since retreated to their protective summit.
The Mullach is a collection of villages within mountain caves or canvas homes among the forest growth in the mountains. Other beastial races live among them, such as goblins, bugbears, and hobgoblins, but they are few among their ranks as they tend to stick to their clans in the wildlands of the Onyx Territories.
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Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
Age. The Heilans have lifespans comparable to dwarves, maturing at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment. The deep connection to the hunt tends to create focus or frenzy, tipping the ends of the scale toward a chaotic or lawful alignment.
Size. The Heilans are between 6 and 8 feet tall and weigh between 200 and 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Languages. You can speak, read, and write Common and Dwarvish.
Names:
Male: Breogán, Gawain, Korrigan, Peredur, Taliesin
Female: Aoife, Danu, Epona, Maeve, Olwyn
Herd: Breen, Eidhin, Lahiff, Roith, Toghdha
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