Runecasting
Runecasting- Koth Rituals
Ritual listings
Below is the list of all possible rituals. Rituals requiring 2 runes are listed first, then 3. The runes available are below.
Agnaktar: The Tooth
Athras: The Sun
Donaki: The Tree
Hona: The Bone
Irras: The Fire
Kohloh: The Heart
Nahan: The Arrow
Tahem: The Blade
Thele: The Rain
Uriest: The Eye
Rituals are described in the following format.
[RUNES NEEDED] = [MECHANICAL OUTCOMES]
[ROLEPLAYING EFFECTS EXPERIENCED BY TARGETS (not in all rituals)]
[OPTIMAL RESOURCE COMBINATION] = [IMPROVED MECHANICAL OUTCOME]
For example:
Tooth/Sun = target gets one stagger/5min and one berzerker fury use.
Target is filled with pride and anger.
2 MF; 2 CG = extra stagger and extra fury.
This indicates that the ritual requires the Tooth (Agnaktar) and Sun (Athras) runes.
The mechanical effect is that one target gains 1/5min use of Stagger, and one use of Berzerker Fury.
The target has the roleplaying effects of feeling pride and anger.
If 2 Mirrorfrost and 2 Crowngold are used, then an extra stagger per 5 minutes, and an extra use of Berzerker Fury, are conferred.
Note: All rituals with a lasting effect (such as combat and harvesting buffs) last until sunrise. Rituals that produce Poultices or cure wounds have a permenant effect.
TWO RUNE RITUALS
Tooth/Sun = target gets one stagger/5min and one berzerker fury use .
Target is filled with pride and anger.
2 MF; 2 CG = extra stagger and extra fury.
Tooth/Tree = harvest of Mirrorfrost is +1 per resource.
Casters feel like everywhere they go is colder.
2MF, 2GR = +2 per resource.
Tooth/Bone = one use of berzerker fury, when used, can Break twice whilst under Berzerk effect.
Target feels enhanced sense of own physical strength.
2MF, 2HS = can do special berzerk twice.
Tooth/Fire = select 3 targets in line of sight, each gets berzerker fury once.
Targets feel united in furious dedication to their cause.
2MF, 2CG = twice berzerk.
Tooth/Heart = target can resist berzerk calls 2/5min, no effect on berzerker fury.
Target feels like a cold fire burns in their heart.
2MF, 2GR = 4/5min
Tooth/Arrow = one use of berzerker fury, when used, can Gank twice whilst under Berzerk effect.
Target feels like a predator on the hunt.
2MF, 2HS = can do special berzerk twice.
Tooth/Blade = target can call berzerk by weapon 2/5 minutes.
Target feels like making their foes suffer crippling defeat.
2MF, 2CG = 4/5mins.
Tooth/Rain = once, can replace any consequence from healing with being berzerked for five minutes.
Target feels like they have huge reserves of energy.
2MF, 2GR = can do that thing twice.
Tooth/Eye = target must respond truthfully if they are a Werewolf or not
[If cast on character with Ganshe's mind, refer to character's special brief]
4MF = if under disguise Bloodcalling, mechanical effects end instantly and mask must be replaced in less than five minutes.
Sun/Tree = harvest of Crowngold is +1 per resource.
Casters feel like the environment is warmer.
2CG, 2GR = +2 per harvest.
Sun/Bone = gain 1 use of stagger/5min, can spend uses of stagger to Break.
Target feels proud and boastful of their physical strength.
2CG, 2HS = gain extra stagger use.
Sun/Fire = select 3 targets in line of sight, each gets +1 stagger/5min.
Targets feel like heroic comrades, as though from legend.
4CG = twice stagger.
Sun/Heart = target can resist stagger calls 2/5min
Target feels immovable, like a statue.
2CG, 2GR = 4/5min.
Sun/Arrow = gain 1 use of stagger/5min, can spend uses of stagger to Gank.
Target feels a single-minded focus on victory.
2CG, 2HS = +2 stagger.
Sun/Blade = target gains +1 stagger and +1 disarm/5min.
Target feels like the most skilled warrior ever.
4CG = +2 each.
Sun/Rain = target gains +1 stagger/day and +1 global hit.
Target feels full of youth and vigour.
2CG, 2GR = +2 each.
Sun/Eye = target must respond truthfully if they are a Koth or not
[If cast on character with Kothur's mind, refer to character's special brief]
2CG, 2MF = if target is Koth, must OC tell casters all their stats.
Tree/Bone = every time Heartsteel is harvested, there is a 50/50 chance a soul will be harvested too.
Casters feel like they hear whispers from ghostly figures wherever they go.
2GR, 2HS = 100% chance.
Tree/Fire = harvest of Crowngold is +1 per resource.
Casters feel like the forest is home.
2GR, 2CG = +2 per resource.
Tree/Heart = harvest of Glowroot is +1 per resource.
Casters feel like the land is healthier, growing greener.
4GR = +2 per resource.
Tree/Arrow = harvest of Heartsteel is +1 per resource.
Casters feel like whever they go is dangerous, sharp.
2GR, 2HS = +2 per resource.
Tree/Blade = harvest of Crowngold is +1 per resource.
Casters feel like wherever they go is a battleground.
2 GR, 2CG = +2 each.
Tree/Rain = harvest of Glowroot is +1 per resource.
Casters feel like wherever they go is comfortable and pleasant.
4GR = +2 each.
Tree/Eye = casters become aware of any effects on resource harvesting currently in play
2GR, 2MF = casters gain the opportunity to end one such effect if they choose.
Bone/Fire = choose 3 targets in line of sight, each loses 1 max global hit and gains 1 Break/5mins.
Targets feel like life is vulnerable, bones are brittle.
2HS, 2CG = Don't lose hits.
Bone/Heart = target can resist Break 1/5min.
Target feels like bones are made of metal.
2HS, 2GR = 2/5min
Bone/Arrow = target gets 1 break/5min, 1 gank/5min, and -1 max global hit.
Target feels death around them, around the tips of their weapons, and coiling around their heart.
4HS = double all effects.
Bone/Blade = target gets 1 break/5min.
Target feels like snapping things, twigs etc.
2HS, 2CG = +2 breaks.
Bone/Rain = target is cured of a Wound condition
2HS, 2GR = two Wound conditions.
Bone/Eye = target must answer truthfully one Yes/No/Neither Answer Applies question about events of their life history.
2HS, 2MF = ask two questions.
Fire/Heart = choose 3 targets in line of sight, each gains +1 max global hit.
Targets feel strengthened by one another's presence.
2CG, 2GR
Fire/Arrow = choose 3 targets in line of sight, each loses 1 max global hit and gains 1 Gank/5mins.
Targets feel like a pack of hunters, who need to kill and share food to survive.
2CG, 2HS = don't lose hits.
Fire/Blade = choose 3 targets in line of sight, each gains +1 disarm/5min.
Targets want to learn combat tips from one another, to spar.
4CG = +2 disarms.
Fire/Rain = choose 3 targets, they all gain 1 poultice.
Targets feel they must look after one another, to nurture and tell each other stories.
2CG, 2GR = Two poultices.
Fire/Eye = casters can send a sentence-long anonymised message to one other character in the Mortal Camp (including, within reason, Mortal NPCs not currently in play)
2CG, 2MF = A paragraph long message.
Heart/Arrow = target can resist 1 Gank/5min.
Target feels calm in the face of death.
2GR, 2HS = 2/5min.
Heart/Blade = target can resist 2 disarms/5min.
Target feels like their weapons are a natural, flowing extension of their body.
2GR, 2CG = 4/5min
Heart/Rain = can resist venom 2/5min.
4GR = 4/5min.
Heart/Eye = target can resist silence 2/5min.
2GR, 2MF = 4/5min.
Arrow/Blade = target gains +1 Disarm/5mins, can use Disarm uses to Gank.
Target feels like a living weapon, their wits and reflexes are sharper.
2HS, 2CG = +2 disarms.
Arrow/Rain = target can heal 1 global hit when they call Gank.
Target feels like life is a limited resource, and you must take it from others to have enough yourself.
2HS, 2GR = Gain +1 use of Gank.
Arrow/Eye = target must truthfully answer one Yes/No/Neither Answer Applies about people they have killed/tried to kill.
[If cast on a character with Nathaia's mind, refer to special brief.]
2HS, 2MF = may ask two questions.
Blade/Rain = target gains +3 global hits as long as they don't carry or use any weapons.
Target feels a strong prohibition against violence.
2CG, 2GR = +5 hits.
Blade/Eye = target must reveal all weapon damage calls they can use, and how often (not special ones from magic, or from Nightmare skills like Berzerk).
2CG, 2MF = Covers Nightmare skills and from magic effects.
Rain/Eye = target must reveal all spellcasting abilities they possess, does not cover Summoning.
[If cast on a character with Araleth's mind, refer to special brief.]
2GR, 2MF = Covers summoning also.
THREE RUNE RITUALS
TOOTH/SUN
Tooth/Sun/Tree = Casters may choose to slightly weaken, or strength, the barriers between the Cage and Koth lands. Note this for post-event.
2MR, 2CG, 2GR = more strong effect
Tooth/Sun/Bone = Target gains 1 stagger/5min, 1 break/5min, and 1 berzerker fury/day.
Target feels like a Berzerker of legend.
2MR, 2CG, 2HS = 2 staggers, 2 breaks, 2 furies.
Tooth/Sun/Fire = 5 targets in line of sight get one stagger/5min and one berzerker fury use.
Targets feel need to out-do one another.
2MF, 4CG = extra stagger and extra fury.
Tooth/Sun/Heart = Target may resist special calls made by obvious Werewolves 2/5min.
Target feels like Werewolves can't possibly harm them.
2MF, 2CG, 2GR = 4/5min.
Tooth/Sun/Arrow = Target gains 1 stagger/5min, 1 gank/5min, and 1 berzerker fury/day.
Target feels like they have Godlike strength and power.
2MF, 2CG, 2HS = 2 staggers, 2 ganks, 2 furies.
Tooth/Sun/Blade = Target may call Stagger against Werewolves 1/10 seconds.
Target feels need to eradicate Werewolf race entirely.
2MF, 4CG = Stagger or Disarm.
Tooth/Sun/Rain = Target can call 1 stagger/5min, gains berzerker fury use, and +2 global hits.
Target feels blessed by the Gods.
2MF, 2CG, 2GR = +2 stagger, +2 furies, +4 global hits.
Tooth/Sun/Eye = Casters can ask one question about the Werewolves in play.
4MF, 2CG = Two questions.
TOOTH/TREE
Tooth/Tree/Bone = Area of play becomes magically aligned to Ganshe. Inform ref team.
Casters feel the presence of Ganshe wherever they go.
2MF, 2GR, 2HS = More powerfully aligned.
Tooth/Tree/Fire = All Koth in play gain a use of Berzerker Fury.
2MF, 2GR, 2CG = 2 uses.
Tooth/Tree/Heart = All Koth in play can resist Berzerk 1/5min,, does not affect if called on self or taken voluntarily.
2MF, 4GR = 2/5min.
Tooth/Tree/Arrow = Casters may choose to strengthen, or weaken, the barriers between the Cage and the realms of the Dead. Inform the ref team.
2MF, 2GR, 2HS = More powerful effect.
Tooth/Tree/Blade = All Koth in play can call Berzerk by weapon 1/5min.
2MF, 2GR, 2CG = 2/5min.
Tooth/Tree/Rain = Casters may choose to strengthen, or weaken, the barriers between the Cage and the Forest. Inform the ref team.
2MF, 4GR = More powerful effect.
Tooth/Tree/Eye = Casters can ask one question about the Cage in the present day.
4MF, 2GR = Two questions.
TOOTH/BONE
Tooth/Bone/Fire = Three targets get one use of berzerker fury, when used, can Break twice whilst under Berzerk effect.
Targets feel pity for everyone outside their group, as they are all weak.
2MF, 2HS, 2CG = 2 uses.
Tooth/Bone/Heart = Target gains +1 hit, can resist break 1/5min, and can resist Berzerk 1/5min,, does not affect if called on self or taken voluntarily.
Target feels physically and mentally unshakeable.
2MF, 2HS, 2GR = +2 hits and 2 resists each/5min.
Tooth/Bone/Arrow = Target gains 1/day Berzerker fury, and 1/5min each of Gank and Break, but -1 global hit.
Target feels aggravated by the sharpness of their own bones inside their body.
2MF, 4HS = 2/day, 2/5min, -2hits.
Tooth/Bone/Blade = target may treat one Break call per five minutes as a Berzerk.
Target feels like they have been backed into a corner.
2MF, 2HS, 2CG = 2/5min.
Tooth/Bone/Rain = target may twice replace any consequence of healing with simultaneous Break on one limb of choice, and Berzerk.
Target feels very aware of the blood pumping in their veins.
2MF, 2HS, 2GR = May use ability four times.
Tooth/Bone/Eye = Casters can ask one question about Ganshe.
4MF, 2HS = Two questions.
TOOTH/FIRE
Tooth/Fire/Heart = Three targets can resist berzerk calls 2/5min, no effect on berzerker fury,
Targets feel calm and focussed in one another's presence.
2MF, 2CG, 2GR = 4/min.
Tooth/Fire/Arrow = Three targets gain one use of berzerker fury, when used, can Gank twice whilst under Berzerk effect.
Targets feel like a pack of wild carnivores.
2MF, 2CG, 2HS = 2/day.
Tooth/Fire/Blade = Three targets can call berzerk by weapon 2/5 minutes.
Targets feel like they are all in on a shared, probably violent, joke with one another.
2MF, 4CG = 4/5min.
Tooth/Fire/Rain = Three targets, once, can replace any consequence from healing with being berzerked for five minutes.
Targets feel like being creatively violent in one another's presence.
2MF, 2CG, 2GR = May use ability twice.
Tooth/Fire/Eye = Three targets must answer truly whether they are Werewolves.
[If cast on a character with Ganshe's mind, refer to special brief.]
4MF, 2CG = Any werewolf targets under a disguise magic have the mechanical effects ended and must remove their mask in under 5 minutes.
TOOTH/HEART
Tooth/Heart/Arrow = Target can resist Berzerk by weapon and Gank 1/5min each, and gains +1 hit, until next sunrise.
Target feels a sense of wholeness and completeness.
2MF, 2GR, 2HS = 2/day.
Tooth/Heart/Blade = Target can resist Berzerk and Disarm 2/5min each.
Target feels highly loyal and martially unstoppable.
2MF, 2GR, 2CG = 4/5min each.
Tooth/Heart/Rain = 1/5min target is restored to full hits when hit by Bezerk by weapon.
Target feels energetic and playful.
2MF, 4GR = 2/5min.
Tooth/Heart/Eye = target can resist gank and silence 1/5min, +1 hit.
4HS, 2MF = 2/5min, +2hits.
TOOTH/ARROW
Tooth/Arrow/Blade = Target can use Gank, Disarm, and Berzerk by weapon 1/5min.
Target feels like an overwhelming force in combat, driven to demoralise foes with extreme force.
2MF, 2HS, 2CG = 2/5min each.
Tooth/Arrow/Rain = Twice until sunset, target can replace any consequence from healing with taking both Gank and Bezerk.
Target is driven to survive at any cost.
2MF, 2HS, 2GR = Four times.
Tooth/Arrow/Eye = Casters can ask one question about dead Nightmares.
4MF, 2HS = Two questions.
TOOTH/BLADE
Tooth/Blade/Rain = Target can choose to take a Disarm to both arms whenever they enter a Berzerk.
Target expresses anger in short bursts before calming.
2MF, 2CG, 2GR = When target disarms self on Berzerk, that state ends.
Tooth/Blade/Eye = Casters can ask one question about the martial capabilities of the Werewolves.
4MF, 2CG = Two questions.
Tooth/Rain/Eye = Casters can ask one question about Bloodcalling.
4MF, 2GR = Two questions.
SUN/TREE
Sun/Tree/Bone = Area of play becomes magically aligned to Kothur. Inform ref team.
Casters feel the presence of Kothur wherever they go.
2CG, 2GR, 2HS = More powerfully aligned.
Sun/Tree/Fire = All Koth in play gain +1 stagger/5min.
4CG, 2GR = +2/5min.
Sun/Tree/Heart = All Koth in play can resist Stagger 1/5min.
2CG, 4GR = 2/5min.
Sun/Tree/Arrow = Casters may choose to magically strengthen, or weaken, barrier between Mortal Realm and Realms of the Dead. Inform ref team.
2CG, 2GR, 2HS = Greater effect.
Sun/Tree/Blade = All Koth on field may use one combat call they already know +1/5min.
4CG, 2GR = 2/5min.
Sun/Tree/Rain = Casters may choose to magically strengthen, or weaken, barrier between Mortal Realm and the Forest. Inform ref team.
2CG, 4GR = Greater effect.
Sun/Tree/Eye = Casters may ask one question about the Mortal Realm in the present day.
2CG, 2GR, 2MF = 2 questions.
SUN/BONE
Sun/Bone/Fire = Three targets in sight gain +1 stagger, and can use staggers as breaks.
Targets feel like they can and must drive their enemies before them and hear the lamentations of their spellcasters.
4CG, 2HS = +2/5min.
Sun/Bone/Heart = Target can resist Stagger and Break 1/5min each, gains +1 hit.
Target feels like they have a godlike physique.
2CG, 2HS, 2GR = 2/5min, +2 hits.
Sun/Bone/Arrow = Target gains 1/5min use of Stagger, Break, and Gank, but -1 global hit.
Target feels the urge to kill fast and die young.
2CG, 4HS = 2/5min, -2 hits.
Sun/Bone/Blade = Target gains 1/5min use of Stagger, Disarm, and Break.
Target feels like a warrior without peer.
4CG, 2HS = 2/5min.
Sun/Bone/Rain = 1/5min, may repair own broken limb by hitting somebody with stagger.
Target feels like it is their written destiny to triumph heroically.
2CG, 2HS, 2GR = 2/5min.
Sun/Bone/Eye = Casters may ask one question about Kothur.
2CG, 2HS, 2MF = 2 questions.
SUN/FIRE
Sun/Fire/Heart = Three targets can resist stagger 2 times/5min,
Targets feel like, when they're together, they're unstoppable.
4CG, 2GR = 4/5min.
Sun/Fire/Arrow = Three targets gain 1/5min Gank and Stagger, but -1 global hit.
Targets feel extremely reckless.
4CG, 2HS = No lost hits.
Sun/Fire/Blade = Three targets can call stagger 2/5 minutes.
Targets feel like engaging in physical contests.
6CG = 4/5min.
Sun/Fire/Rain = Three targets,, gain +1hit and 1/5min Stagger.
Targets feel like bragging about their deeds together.
4CG, 2GR = +2 hit, 2/5min stagger.
Sun/Fire/Eye = Three targets must answer truly whether they are Koth.
[If cast on a character with Kothur's mind, refer to special brief].
4CG, 2MF = Any Koth must reveal their full stats to the casters.
SUN/HEART
Sun/Heart/Arrow = Target can resist Stagger and Gank 1/5min each, and gains +1 hit, until next sunrise.
Target feels a lot taller than usual.
2CG, 2GR, 2HS = 2/5min, +2hits.
Sun/Heart/Blade = Target can resist Stagger and Disarm 2/5min each.
Target feels like their arms and legs are made of stone.
4CG, 2GR = 4/5min each.
Sun/Heart/Rain = 1/5min target is restored to full hits when hit by Stagger.
Target feels fighting with flair and drama.
2CG, 4GR = 2/5min.
Sun/Heart/Eye = Target can resist stagger and silence 2/5min.
2CG, 2GR, 2MF = 4/5min.
SUN/ARROW
Sun/Arrow/Blade = Target can use Gank, Disarm, and Stagger 1/5min.
Target feels like any weapon they hold is a relic of legend, powerful and due respect.
4CG, 2HS = 2/5min each.
Sun/Arrow/Rain = Once per 5min, target regains one hit when successfully hitting foe with an arrow.
Target feels like their soul stretches in front of them when they fire arrows.
2CG, 2HS, 2GR = 2/5min.
Sun/Arrow/Eye = Casters can ask one question about dead Mortals.
2CG, 2MF, 2HS = Two questions.
SUN/BLADE
Sun/Blade/Rain = Target can choose to take a Disarm to both arms instead whenever they are hit by a Stagger.
Target is extremely stubborn.
4CG, 2GR = Take Disarm to one arm only.
Sun/Blade/Eye = Casters can ask one question about the martial capabilities of the other Mortal factions.
4CG, 2MF = Two questions.
Sun/Rain/Eye = Casters can ask one question about Mortal magic.
2CG, 2MF, 2GR = Two questions.
TREE/BONE
Tree/Bone/Fire = All Koth in play can call Break twice only.
2GR, 2HS, 2CG = Break 1/5min.
Tree/Bone/Heart = All Koth in play can resist Break twice only.
4GR, 2HS = Resist 1/5min.
Tree/Bone/Arrow = All Koth in play can use Gank and Break once each only.
2GR, 4HS = Twice only each.
Tree/Bone/Blade = All Koth in play can use Disarms uses to call Break.
2GR, 2HS, 2CG = +1 stagger/5min.
Tree/Bone/Rain = All Koth in play can, once, move a Break from one limb to another.
4GR, 2HS = Twice.
Tree/Bone/Eye = Casters can ask one question about what occurred between this event and the last.
2GR, 2HS, 2MF = Two questions.
TREE/FIRE
Tree/Fire/Heart = All Koth in play gain +1 hit.
4GR, 2CG = +2 hits.
Tree/Fire/Arrow = All Koth in play can use Gank and twice only.
2GR, 2CG, 2HS = 1/5min.
Tree/Fire/Blade = All Koth in play can call Disarm 1/5min.
2GR, 4CG = 2/5min.
Tree/Fire/Rain = All Koth in game gain 1 poultice.
4GR, 2CG = 2 poultices.
Tree/Fire/Eye = The casters can send a sentence-long anonymised message to any character in the Mortal Camp, or Forest, including any fey, and within reason, any NPC not currently in play.
2GR, 2CG, 2MF = Paragraph length message
TREE/HEART
Tree/Heart/Arrow = All Koth in play can resist Gank twice only.
4GR, 2HS = Resist 1/5min.
Tree/Heart/Blade = All Koth in play can resist Disarm 1/5min.
4GR, 2CG = 2/5min.
Tree/Heart/Rain = All Koth in play can resist Venom 1/5min.
6GR = 2/5min.
Tree/Heart/Eye = All Koth in play can resist Silence 1/min.
4GR/2MF = 2/5min.
TREE/ARROW
Tree/Arrow/Blade = All Koth in play can use Disarms uses to call Gank.
2GR, 2HS, 2CG = +1 disarm/5min.
Tree/Arrow/Rain = All Koth in play can gain 1 hit when they use Gank.
4GR, 2HS = +1 only gank use.
Tree/Arrow/Eye = Casters may ask one question about the Realms of the Dead in the present day.
2GR, 2HS, 2MF = Two questions.
TREE/BLADE
Tree/Blade/Rain = All Koth in play have +2max hits if they drop and do not use their weapons.
4GR, 2CG = +4.
Tree/Blade/Eye = Casters may ask one question about battles that have occurred within the past few years.
2GR, 2CG, 2MF = Two questions.
Tree/Rain/Eye = Casters can ask one question about the Forest in the present day.
4GR, 2MF = 2 questions.
BONE/FIRE
Bone/Fire/Heart = 3 targets can resist break 1/5min.
Targets feel like there is an invisible thread connecting them no matter how far apart they travel.
2HS, 2CG, 2GR = 2/5min.
Bone/Fire/Arrow = 3 targets can call gank and break 1/5min, but may not use other combat calls or lose this bonus,
Targets feel elite, like they are the best of the best.
4HS, 2CG = 2/5min.
Bone/Fire/Blade = 3 targets gain disarm and break 1/5min -1 global hit.
Targets feel like objects they see are pathetic and easy to destroy.
2HS, 4CG = no hit loss.
Bone/Fire/Rain = 3 targets are cured of a Wound condition.
2HS, 2CG, 2GR = 2 Wound conditions each.
Bone/Fire/Eye = 3 targets must answer truthfully one Yes/No/Neither Answer Applies question about events of their life history.
2HS, 2CG, 2MF = 2 questions.
BONE/HEART
Bone/Heart/Arrow = Target can resist gank and break 1/5min each, and gains +1 hit.
Target feels statuesque, as though made of stone.
4HS, 2GR = 2/5min, 2 hits
Bone/Heart/Blade = Target can treat arm breaks as disarms to the targetted arm.
Target feels like their limbs are tree-trunks, heavy but powerful.
2HS, 2GR, 2CG = May also treat leg breaks as staggers.
Bone/Heart/Rain = Target can spend 10 seconds cradling one of their limbs that has suffered a Break in order to heal it, 2/5min, also +1 hitm.
Target feels extremely aware of their bones, and how they connect to the rest of their body.
2HS, 4GR = 4/5min, +2hit.
Bone/Heart/Eye = Target gains 1 break/5min, whenever calls Break, can remove Silence effect from self.
Target feels like breaking silences that go on for too long with any kind of conversation or noise.
2HS, 2GR, 2MF = 2/5min.
BONE/ARROW
Bone/Arrow/Blade = Target can use each of Break, Gank, and Disarm 1/5min, -1 global hit.
Target feels like their skin, bones, and mind are full of daggers, that pierce deeper the longer they go without violence.
4HS, 2CG = 2/5min, -2 hit.
Bone/Arrow/Rain = Target gains 1/5min use of Gank, when call Gank, can heal broken limb of self, .
Target feels the need to promote their own survival by killing rivals and competitors.
4HS, 2GR = 2/5min, also heals 1 global hit.
Bone/Arrow/Eye = Casters may ask one question about Nathaia.
4HS, 2MF = 2 questions.
BONE/BLADE
Bone/Blade/Rain = As long as the target never uses or carries weapons, they may ignore consequences of healing up to three times and instead take a Break.
Target feels shrouded in a protective aura of peace.
2HS, 2CG, 2GR = Up to six times.
Bone/Blade/Eye = Casters may ask one question about historical battles (more than ten years old).
2HS, 2CG, 2MF = Two questions.
Bone/Rain/Eye = Casters may ask one question about Araleth.
2HS, 2GR, 2MF = Two questions.
FIRE/HEART
Fire/Heart/Arrow = Up two three targets in sight gain 1/5min resist to Gank.
Targets feel like together, they will never die.
2CG, 2GR, 2HS = 2/5min.
Fire/Heart/Blade = Up to three targets in sight gain 1/5min resist to Disarm, and +1 hit.
Targets feel like a well-coordinated combat team, and feel the need to spar and strategise.
4CG, 2GR = 2/5min, +2 hits.
Fire/Heart/Rain = Up to three targets in sight gain 1/5min resist to Venom, and +1 hit.
Targets feel very healthy, and feel the desire to exercise and eat together.
2CG, 4GR = 2/5min, +2 hits.
Fire/Heart/Eye = Up to three targets in sight gain 1/5min resist to Silence, and +1 hit.
Targets feel the need to talk and sing together.
2CG, 2GR, 2MF = 2/5min, +2 hits.
FIRE/ARROW
Fire/Arrow/Blade = Up to three targets in sight gain 1/5min each of Gank and Disarm, and -1 hit.
Targets feel like a dangerous gang, and feel the need to show off their weapons to others.
4CG, 2HS = No hit penalty.
Fire/Arrow/Rain = Up to three targets in sight can, when they use Gank, heal 1 global hit.
Targets feel the need to steal food and territory from other groups for their group.
2CG, 4HS = All gain 1/5min Gank.
Fire/Arrow/Eye = Three targets must answer a Yes/No/No Answer Applies question about people they have murdered or attempted to murder.
[If cast on a character with Nathaia's mind, refer to special brief].
2CG, 2HS, 2MF = Two questions each.
FIRE/BLADE
Fire/Blade/Rain = Up to three targets in sight may, if they do not carry or use weapons, gain +3 hits.
Targets feel like they could be the best friends the world has ever known. Stories will be told of their friendship.
4CG, 2GR = +5 hits.
Fire/Blade/Eye = up to three targets in sight must reveal all weapon damage calls they can use, and how often (not special ones from magic, or from Nightmare skills like Berzerk).
4CG, 2MF = Covers Nightmare skills and from magic effects.
Fire/Rain/Eye = Up to 3 targets must reveal all spellcasting abilities they possess, does not cover Summoning.
[If cast on a character with Araleth's mind, refer to special brief.]
2CG, 2GR, 2MF = Covers summoning also.
HEART/ARROW
Heart/Arrow/Blade = Target gains +1 hit and can resist both Gank and Disarm 1/5min each.
Target feels fast and tough enough to survive any fight.
2GR, 2HS, 2CG = +2 hit, 2/5min.
Heart/Arrow/Rain = Whenever target uses Gank, they regain all hits.
Target thinks human flesh looks tasty.
4GR, 2HS = Gain +1 gank/5min.
Heart/Arrow/Eye = Target gains 1/5min resist to Gank and Silence, +1 hit.
Target feels contempt for subtelty and stealth.
2GR, 2HS, 2MF = 2/5min, +2 hit.
HEART/BLADE
Heart/Blade/Rain = As long as target does not use or carry a weapon, they gain +4 hits and 2/5min resist to venom.
Target feels like promoting a healthy, peaceful lifestyle.
4GR, 2CG = +7 hits, 3/5min.
Heart/Blade/Eye = Target gains 2/5min resist to disarm and silence.
Target feels an adventurous and bold desire to fight for their beliefs, and never be made to stop or compromise.
2GR, 2CG, 2MF = 4/5min.
Heart/Rain/Eye = Target gains 1/5min resist to silence and venom, +2 hits.
Target feels unafraid of the unknown and unexpected.
4GR, 2MF = 2/5min, +4 hits.
ARROW/BLADE
Arrow/Blade/Rain = As long as the target does not carry or use weapons, they can resist 2 Ganks/5min and instead be fully healed by the blow.
Target feels like baiting death, to prove themselves stronger.
2HS, 2CG, 2GR = 4/5min.
Arrow/Blade/Eye = Casters can ask one question about fallen warriors.
2HS, 2CG, 2MF = Two questions.
Arrow/Rain/Eye = Casters can ask one Question about Sorcery.
2HS, 2GR, 2MF = Two questions.
Blade/Rain/Eye = Casters can ask one question about Somaticism.
2CG, 2GR, 2MF = Two questions.
Runcasting is ancient Koth magic, dating back to the days of the Lohari, whereby runic letters are combined with magical resources to achieve an effect. This is executed through the telling of a story. While previously, it was well-understood which runic letters corresponded to which magical powers, some recent, unknown event has changed these around. The Koth Runecasters are faced with the prospect of re-learning their magical lore in order to use it reliably.
The most common uses of Runecasting, historically, are the temporary strengthening of warriors, boons to the lands in which the Koth live, and the discovery of information.
Any character with the Letters of the Ancients skill can participate in a Runecasting ritual. This skill may only be purchased by Koth characters. A Runecasting ritual requires three elements.
1. RUNES
The runes that can be used in Runecasting rituals are from the ancient Koth magical language. They are listed below.
Agnaktar: The Tooth
Athras: The Sun
Donaki: The Tree
Hona: The Bone
Irras: The Fire
Kohloh: The Heart
Nahan: The Arrow
Tahem: The Blade
Thele: The Rain
Uriest: The Eye
Each rune contributed changes the outcome of the ritual in a reliable fashion. However, a recent intervention by an unknown entity has scrambled the previously known effects of these runes, requiring Runecasters to figure them out all over again by trial and error. This process will be undertaken by Runecasters in play.
Each rune must be "contributed" by a different Runecaster. If a ritual involves three runes, it requires three participants.
Every possible combination of two or more runes has an effect of some type. There are no “dud” rituals.
Rituals with more runes are always more powerful. Rituals may not be undertaken with one rune or fewer.
2. RESOURCES
Each ritual costs two resources per rune to cast. Glowroot, Mirrorfrost, Crowngold, and Heartsteel are usable, souls are not.
Each rune corresponds more strongly to a particular resource. If a ritual is cast with two corresponding resources for each rune used, the effect is increased.
A ritual cast with fewer resources than the cost does not function, and the resources are wasted. A ritual cast with more resources than the cost is not more effective, and the spare resources are wasted.
3. PERFORMANCE
A ritual must be performed as a public storytelling. It must contain the following elements.
A ref watches the ritual, to ascertain if all of these elements are in place. If the ritual does not satisfy these elements, it fails. There is no ref judgement of ritual “quality”.
Many rituals, once completed, require the casters to specify one, or sometime more, target(s), within line of sight.
EXAMPLE
One simple ritual already discovered is the following example.
When two casters contribute Hona (bone) and Tahem (blade), spending four resources and telling a story that includes a bone and a blade as story elements, they can choose one target in line of sight and confer on them the ability to call BREAK by weapon once per five minutes.
When cast using two Crowngold and two Heartsteel, this ritual confers the ability to call BREAK by weapon twice per five minutes.
Additionally, this ritual causes the target to have a recurring compulsion to snap and break things, like twigs.
UPTIME OPPORTUNITIES
The Cult of Araleth has apparently devised a means to find out more about the new runic system, although they have yet to share their discovery more widely.
- Determine how many runes are being used. This must be a number between 2-3. Ensure that each rune is being 'contributed' to the ritual by a separate Runecaster.
- Note precisely which runes are being used, and refer to the relevant resultant ritual rules from the list.
- Take resources from the players. Two resources must be contributed per rune. Check if the resources provided match those needed to cast the ritual 'optimally', as defined in the listing for the specific ritual.
- Some Runecasters can contribute a rune for free. If they do this, count it as though they provided whichever resources could help the ritual be cast optimally.
Haldir and Ragnar are casting a ritual for which the optimal resources are two Mirrorfrost and two Heartsteel. Haldir contributes two Mirrorfrost, and Ragnar uses his ability to contribute a rune for free. In this case, the ref should treat Ragnar as having contributed two Heartsteel, allowing the ritual to be cast optimally. - Observe the ritual. It should take the form of a told story (with or without being “acted”) with each ritualist telling part of it. Each ritualist must include a story element that corresponds with their contributed rune. Refs should be liberal about what counts as a suitable element. If this pattern is not followed, the resources are wasted and the ritual does not work.
- If the ritual works, check if it has a target/targets. Ask the ritualists who they wish to select as a target/targets.
- Determine the consequences of the ritual. Communicate these OC to the affected players. Changes to stats last until the subsequent sunrise. If the ritual follows the form of “The casters may ask a question on the topic of [BLAH]”, then get their question(s), and bring them to the ref team, informing the players that they will get their answers soon.
Ritual listings
Below is the list of all possible rituals. Rituals requiring 2 runes are listed first, then 3. The runes available are below.
Agnaktar: The Tooth
Athras: The Sun
Donaki: The Tree
Hona: The Bone
Irras: The Fire
Kohloh: The Heart
Nahan: The Arrow
Tahem: The Blade
Thele: The Rain
Uriest: The Eye
Rituals are described in the following format.
[RUNES NEEDED] = [MECHANICAL OUTCOMES]
[ROLEPLAYING EFFECTS EXPERIENCED BY TARGETS (not in all rituals)]
[OPTIMAL RESOURCE COMBINATION] = [IMPROVED MECHANICAL OUTCOME]
For example:
Tooth/Sun = target gets one stagger/5min and one berzerker fury use.
Target is filled with pride and anger.
2 MF; 2 CG = extra stagger and extra fury.
This indicates that the ritual requires the Tooth (Agnaktar) and Sun (Athras) runes.
The mechanical effect is that one target gains 1/5min use of Stagger, and one use of Berzerker Fury.
The target has the roleplaying effects of feeling pride and anger.
If 2 Mirrorfrost and 2 Crowngold are used, then an extra stagger per 5 minutes, and an extra use of Berzerker Fury, are conferred.
Note: All rituals with a lasting effect (such as combat and harvesting buffs) last until sunrise. Rituals that produce Poultices or cure wounds have a permenant effect.
TWO RUNE RITUALS
Tooth/Sun = target gets one stagger/5min and one berzerker fury use .
Target is filled with pride and anger.
2 MF; 2 CG = extra stagger and extra fury.
Tooth/Tree = harvest of Mirrorfrost is +1 per resource.
Casters feel like everywhere they go is colder.
2MF, 2GR = +2 per resource.
Tooth/Bone = one use of berzerker fury, when used, can Break twice whilst under Berzerk effect.
Target feels enhanced sense of own physical strength.
2MF, 2HS = can do special berzerk twice.
Tooth/Fire = select 3 targets in line of sight, each gets berzerker fury once.
Targets feel united in furious dedication to their cause.
2MF, 2CG = twice berzerk.
Tooth/Heart = target can resist berzerk calls 2/5min, no effect on berzerker fury.
Target feels like a cold fire burns in their heart.
2MF, 2GR = 4/5min
Tooth/Arrow = one use of berzerker fury, when used, can Gank twice whilst under Berzerk effect.
Target feels like a predator on the hunt.
2MF, 2HS = can do special berzerk twice.
Tooth/Blade = target can call berzerk by weapon 2/5 minutes.
Target feels like making their foes suffer crippling defeat.
2MF, 2CG = 4/5mins.
Tooth/Rain = once, can replace any consequence from healing with being berzerked for five minutes.
Target feels like they have huge reserves of energy.
2MF, 2GR = can do that thing twice.
Tooth/Eye = target must respond truthfully if they are a Werewolf or not
[If cast on character with Ganshe's mind, refer to character's special brief]
4MF = if under disguise Bloodcalling, mechanical effects end instantly and mask must be replaced in less than five minutes.
Sun/Tree = harvest of Crowngold is +1 per resource.
Casters feel like the environment is warmer.
2CG, 2GR = +2 per harvest.
Sun/Bone = gain 1 use of stagger/5min, can spend uses of stagger to Break.
Target feels proud and boastful of their physical strength.
2CG, 2HS = gain extra stagger use.
Sun/Fire = select 3 targets in line of sight, each gets +1 stagger/5min.
Targets feel like heroic comrades, as though from legend.
4CG = twice stagger.
Sun/Heart = target can resist stagger calls 2/5min
Target feels immovable, like a statue.
2CG, 2GR = 4/5min.
Sun/Arrow = gain 1 use of stagger/5min, can spend uses of stagger to Gank.
Target feels a single-minded focus on victory.
2CG, 2HS = +2 stagger.
Sun/Blade = target gains +1 stagger and +1 disarm/5min.
Target feels like the most skilled warrior ever.
4CG = +2 each.
Sun/Rain = target gains +1 stagger/day and +1 global hit.
Target feels full of youth and vigour.
2CG, 2GR = +2 each.
Sun/Eye = target must respond truthfully if they are a Koth or not
[If cast on character with Kothur's mind, refer to character's special brief]
2CG, 2MF = if target is Koth, must OC tell casters all their stats.
Tree/Bone = every time Heartsteel is harvested, there is a 50/50 chance a soul will be harvested too.
Casters feel like they hear whispers from ghostly figures wherever they go.
2GR, 2HS = 100% chance.
Tree/Fire = harvest of Crowngold is +1 per resource.
Casters feel like the forest is home.
2GR, 2CG = +2 per resource.
Tree/Heart = harvest of Glowroot is +1 per resource.
Casters feel like the land is healthier, growing greener.
4GR = +2 per resource.
Tree/Arrow = harvest of Heartsteel is +1 per resource.
Casters feel like whever they go is dangerous, sharp.
2GR, 2HS = +2 per resource.
Tree/Blade = harvest of Crowngold is +1 per resource.
Casters feel like wherever they go is a battleground.
2 GR, 2CG = +2 each.
Tree/Rain = harvest of Glowroot is +1 per resource.
Casters feel like wherever they go is comfortable and pleasant.
4GR = +2 each.
Tree/Eye = casters become aware of any effects on resource harvesting currently in play
2GR, 2MF = casters gain the opportunity to end one such effect if they choose.
Bone/Fire = choose 3 targets in line of sight, each loses 1 max global hit and gains 1 Break/5mins.
Targets feel like life is vulnerable, bones are brittle.
2HS, 2CG = Don't lose hits.
Bone/Heart = target can resist Break 1/5min.
Target feels like bones are made of metal.
2HS, 2GR = 2/5min
Bone/Arrow = target gets 1 break/5min, 1 gank/5min, and -1 max global hit.
Target feels death around them, around the tips of their weapons, and coiling around their heart.
4HS = double all effects.
Bone/Blade = target gets 1 break/5min.
Target feels like snapping things, twigs etc.
2HS, 2CG = +2 breaks.
Bone/Rain = target is cured of a Wound condition
2HS, 2GR = two Wound conditions.
Bone/Eye = target must answer truthfully one Yes/No/Neither Answer Applies question about events of their life history.
2HS, 2MF = ask two questions.
Fire/Heart = choose 3 targets in line of sight, each gains +1 max global hit.
Targets feel strengthened by one another's presence.
2CG, 2GR
Fire/Arrow = choose 3 targets in line of sight, each loses 1 max global hit and gains 1 Gank/5mins.
Targets feel like a pack of hunters, who need to kill and share food to survive.
2CG, 2HS = don't lose hits.
Fire/Blade = choose 3 targets in line of sight, each gains +1 disarm/5min.
Targets want to learn combat tips from one another, to spar.
4CG = +2 disarms.
Fire/Rain = choose 3 targets, they all gain 1 poultice.
Targets feel they must look after one another, to nurture and tell each other stories.
2CG, 2GR = Two poultices.
Fire/Eye = casters can send a sentence-long anonymised message to one other character in the Mortal Camp (including, within reason, Mortal NPCs not currently in play)
2CG, 2MF = A paragraph long message.
Heart/Arrow = target can resist 1 Gank/5min.
Target feels calm in the face of death.
2GR, 2HS = 2/5min.
Heart/Blade = target can resist 2 disarms/5min.
Target feels like their weapons are a natural, flowing extension of their body.
2GR, 2CG = 4/5min
Heart/Rain = can resist venom 2/5min.
4GR = 4/5min.
Heart/Eye = target can resist silence 2/5min.
2GR, 2MF = 4/5min.
Arrow/Blade = target gains +1 Disarm/5mins, can use Disarm uses to Gank.
Target feels like a living weapon, their wits and reflexes are sharper.
2HS, 2CG = +2 disarms.
Arrow/Rain = target can heal 1 global hit when they call Gank.
Target feels like life is a limited resource, and you must take it from others to have enough yourself.
2HS, 2GR = Gain +1 use of Gank.
Arrow/Eye = target must truthfully answer one Yes/No/Neither Answer Applies about people they have killed/tried to kill.
[If cast on a character with Nathaia's mind, refer to special brief.]
2HS, 2MF = may ask two questions.
Blade/Rain = target gains +3 global hits as long as they don't carry or use any weapons.
Target feels a strong prohibition against violence.
2CG, 2GR = +5 hits.
Blade/Eye = target must reveal all weapon damage calls they can use, and how often (not special ones from magic, or from Nightmare skills like Berzerk).
2CG, 2MF = Covers Nightmare skills and from magic effects.
Rain/Eye = target must reveal all spellcasting abilities they possess, does not cover Summoning.
[If cast on a character with Araleth's mind, refer to special brief.]
2GR, 2MF = Covers summoning also.
THREE RUNE RITUALS
TOOTH/SUN
Tooth/Sun/Tree = Casters may choose to slightly weaken, or strength, the barriers between the Cage and Koth lands. Note this for post-event.
2MR, 2CG, 2GR = more strong effect
Tooth/Sun/Bone = Target gains 1 stagger/5min, 1 break/5min, and 1 berzerker fury/day.
Target feels like a Berzerker of legend.
2MR, 2CG, 2HS = 2 staggers, 2 breaks, 2 furies.
Tooth/Sun/Fire = 5 targets in line of sight get one stagger/5min and one berzerker fury use.
Targets feel need to out-do one another.
2MF, 4CG = extra stagger and extra fury.
Tooth/Sun/Heart = Target may resist special calls made by obvious Werewolves 2/5min.
Target feels like Werewolves can't possibly harm them.
2MF, 2CG, 2GR = 4/5min.
Tooth/Sun/Arrow = Target gains 1 stagger/5min, 1 gank/5min, and 1 berzerker fury/day.
Target feels like they have Godlike strength and power.
2MF, 2CG, 2HS = 2 staggers, 2 ganks, 2 furies.
Tooth/Sun/Blade = Target may call Stagger against Werewolves 1/10 seconds.
Target feels need to eradicate Werewolf race entirely.
2MF, 4CG = Stagger or Disarm.
Tooth/Sun/Rain = Target can call 1 stagger/5min, gains berzerker fury use, and +2 global hits.
Target feels blessed by the Gods.
2MF, 2CG, 2GR = +2 stagger, +2 furies, +4 global hits.
Tooth/Sun/Eye = Casters can ask one question about the Werewolves in play.
4MF, 2CG = Two questions.
TOOTH/TREE
Tooth/Tree/Bone = Area of play becomes magically aligned to Ganshe. Inform ref team.
Casters feel the presence of Ganshe wherever they go.
2MF, 2GR, 2HS = More powerfully aligned.
Tooth/Tree/Fire = All Koth in play gain a use of Berzerker Fury.
2MF, 2GR, 2CG = 2 uses.
Tooth/Tree/Heart = All Koth in play can resist Berzerk 1/5min,, does not affect if called on self or taken voluntarily.
2MF, 4GR = 2/5min.
Tooth/Tree/Arrow = Casters may choose to strengthen, or weaken, the barriers between the Cage and the realms of the Dead. Inform the ref team.
2MF, 2GR, 2HS = More powerful effect.
Tooth/Tree/Blade = All Koth in play can call Berzerk by weapon 1/5min.
2MF, 2GR, 2CG = 2/5min.
Tooth/Tree/Rain = Casters may choose to strengthen, or weaken, the barriers between the Cage and the Forest. Inform the ref team.
2MF, 4GR = More powerful effect.
Tooth/Tree/Eye = Casters can ask one question about the Cage in the present day.
4MF, 2GR = Two questions.
TOOTH/BONE
Tooth/Bone/Fire = Three targets get one use of berzerker fury, when used, can Break twice whilst under Berzerk effect.
Targets feel pity for everyone outside their group, as they are all weak.
2MF, 2HS, 2CG = 2 uses.
Tooth/Bone/Heart = Target gains +1 hit, can resist break 1/5min, and can resist Berzerk 1/5min,, does not affect if called on self or taken voluntarily.
Target feels physically and mentally unshakeable.
2MF, 2HS, 2GR = +2 hits and 2 resists each/5min.
Tooth/Bone/Arrow = Target gains 1/day Berzerker fury, and 1/5min each of Gank and Break, but -1 global hit.
Target feels aggravated by the sharpness of their own bones inside their body.
2MF, 4HS = 2/day, 2/5min, -2hits.
Tooth/Bone/Blade = target may treat one Break call per five minutes as a Berzerk.
Target feels like they have been backed into a corner.
2MF, 2HS, 2CG = 2/5min.
Tooth/Bone/Rain = target may twice replace any consequence of healing with simultaneous Break on one limb of choice, and Berzerk.
Target feels very aware of the blood pumping in their veins.
2MF, 2HS, 2GR = May use ability four times.
Tooth/Bone/Eye = Casters can ask one question about Ganshe.
4MF, 2HS = Two questions.
TOOTH/FIRE
Tooth/Fire/Heart = Three targets can resist berzerk calls 2/5min, no effect on berzerker fury,
Targets feel calm and focussed in one another's presence.
2MF, 2CG, 2GR = 4/min.
Tooth/Fire/Arrow = Three targets gain one use of berzerker fury, when used, can Gank twice whilst under Berzerk effect.
Targets feel like a pack of wild carnivores.
2MF, 2CG, 2HS = 2/day.
Tooth/Fire/Blade = Three targets can call berzerk by weapon 2/5 minutes.
Targets feel like they are all in on a shared, probably violent, joke with one another.
2MF, 4CG = 4/5min.
Tooth/Fire/Rain = Three targets, once, can replace any consequence from healing with being berzerked for five minutes.
Targets feel like being creatively violent in one another's presence.
2MF, 2CG, 2GR = May use ability twice.
Tooth/Fire/Eye = Three targets must answer truly whether they are Werewolves.
[If cast on a character with Ganshe's mind, refer to special brief.]
4MF, 2CG = Any werewolf targets under a disguise magic have the mechanical effects ended and must remove their mask in under 5 minutes.
TOOTH/HEART
Tooth/Heart/Arrow = Target can resist Berzerk by weapon and Gank 1/5min each, and gains +1 hit, until next sunrise.
Target feels a sense of wholeness and completeness.
2MF, 2GR, 2HS = 2/day.
Tooth/Heart/Blade = Target can resist Berzerk and Disarm 2/5min each.
Target feels highly loyal and martially unstoppable.
2MF, 2GR, 2CG = 4/5min each.
Tooth/Heart/Rain = 1/5min target is restored to full hits when hit by Bezerk by weapon.
Target feels energetic and playful.
2MF, 4GR = 2/5min.
Tooth/Heart/Eye = target can resist gank and silence 1/5min, +1 hit.
4HS, 2MF = 2/5min, +2hits.
TOOTH/ARROW
Tooth/Arrow/Blade = Target can use Gank, Disarm, and Berzerk by weapon 1/5min.
Target feels like an overwhelming force in combat, driven to demoralise foes with extreme force.
2MF, 2HS, 2CG = 2/5min each.
Tooth/Arrow/Rain = Twice until sunset, target can replace any consequence from healing with taking both Gank and Bezerk.
Target is driven to survive at any cost.
2MF, 2HS, 2GR = Four times.
Tooth/Arrow/Eye = Casters can ask one question about dead Nightmares.
4MF, 2HS = Two questions.
TOOTH/BLADE
Tooth/Blade/Rain = Target can choose to take a Disarm to both arms whenever they enter a Berzerk.
Target expresses anger in short bursts before calming.
2MF, 2CG, 2GR = When target disarms self on Berzerk, that state ends.
Tooth/Blade/Eye = Casters can ask one question about the martial capabilities of the Werewolves.
4MF, 2CG = Two questions.
Tooth/Rain/Eye = Casters can ask one question about Bloodcalling.
4MF, 2GR = Two questions.
SUN/TREE
Sun/Tree/Bone = Area of play becomes magically aligned to Kothur. Inform ref team.
Casters feel the presence of Kothur wherever they go.
2CG, 2GR, 2HS = More powerfully aligned.
Sun/Tree/Fire = All Koth in play gain +1 stagger/5min.
4CG, 2GR = +2/5min.
Sun/Tree/Heart = All Koth in play can resist Stagger 1/5min.
2CG, 4GR = 2/5min.
Sun/Tree/Arrow = Casters may choose to magically strengthen, or weaken, barrier between Mortal Realm and Realms of the Dead. Inform ref team.
2CG, 2GR, 2HS = Greater effect.
Sun/Tree/Blade = All Koth on field may use one combat call they already know +1/5min.
4CG, 2GR = 2/5min.
Sun/Tree/Rain = Casters may choose to magically strengthen, or weaken, barrier between Mortal Realm and the Forest. Inform ref team.
2CG, 4GR = Greater effect.
Sun/Tree/Eye = Casters may ask one question about the Mortal Realm in the present day.
2CG, 2GR, 2MF = 2 questions.
SUN/BONE
Sun/Bone/Fire = Three targets in sight gain +1 stagger, and can use staggers as breaks.
Targets feel like they can and must drive their enemies before them and hear the lamentations of their spellcasters.
4CG, 2HS = +2/5min.
Sun/Bone/Heart = Target can resist Stagger and Break 1/5min each, gains +1 hit.
Target feels like they have a godlike physique.
2CG, 2HS, 2GR = 2/5min, +2 hits.
Sun/Bone/Arrow = Target gains 1/5min use of Stagger, Break, and Gank, but -1 global hit.
Target feels the urge to kill fast and die young.
2CG, 4HS = 2/5min, -2 hits.
Sun/Bone/Blade = Target gains 1/5min use of Stagger, Disarm, and Break.
Target feels like a warrior without peer.
4CG, 2HS = 2/5min.
Sun/Bone/Rain = 1/5min, may repair own broken limb by hitting somebody with stagger.
Target feels like it is their written destiny to triumph heroically.
2CG, 2HS, 2GR = 2/5min.
Sun/Bone/Eye = Casters may ask one question about Kothur.
2CG, 2HS, 2MF = 2 questions.
SUN/FIRE
Sun/Fire/Heart = Three targets can resist stagger 2 times/5min,
Targets feel like, when they're together, they're unstoppable.
4CG, 2GR = 4/5min.
Sun/Fire/Arrow = Three targets gain 1/5min Gank and Stagger, but -1 global hit.
Targets feel extremely reckless.
4CG, 2HS = No lost hits.
Sun/Fire/Blade = Three targets can call stagger 2/5 minutes.
Targets feel like engaging in physical contests.
6CG = 4/5min.
Sun/Fire/Rain = Three targets,, gain +1hit and 1/5min Stagger.
Targets feel like bragging about their deeds together.
4CG, 2GR = +2 hit, 2/5min stagger.
Sun/Fire/Eye = Three targets must answer truly whether they are Koth.
[If cast on a character with Kothur's mind, refer to special brief].
4CG, 2MF = Any Koth must reveal their full stats to the casters.
SUN/HEART
Sun/Heart/Arrow = Target can resist Stagger and Gank 1/5min each, and gains +1 hit, until next sunrise.
Target feels a lot taller than usual.
2CG, 2GR, 2HS = 2/5min, +2hits.
Sun/Heart/Blade = Target can resist Stagger and Disarm 2/5min each.
Target feels like their arms and legs are made of stone.
4CG, 2GR = 4/5min each.
Sun/Heart/Rain = 1/5min target is restored to full hits when hit by Stagger.
Target feels fighting with flair and drama.
2CG, 4GR = 2/5min.
Sun/Heart/Eye = Target can resist stagger and silence 2/5min.
2CG, 2GR, 2MF = 4/5min.
SUN/ARROW
Sun/Arrow/Blade = Target can use Gank, Disarm, and Stagger 1/5min.
Target feels like any weapon they hold is a relic of legend, powerful and due respect.
4CG, 2HS = 2/5min each.
Sun/Arrow/Rain = Once per 5min, target regains one hit when successfully hitting foe with an arrow.
Target feels like their soul stretches in front of them when they fire arrows.
2CG, 2HS, 2GR = 2/5min.
Sun/Arrow/Eye = Casters can ask one question about dead Mortals.
2CG, 2MF, 2HS = Two questions.
SUN/BLADE
Sun/Blade/Rain = Target can choose to take a Disarm to both arms instead whenever they are hit by a Stagger.
Target is extremely stubborn.
4CG, 2GR = Take Disarm to one arm only.
Sun/Blade/Eye = Casters can ask one question about the martial capabilities of the other Mortal factions.
4CG, 2MF = Two questions.
Sun/Rain/Eye = Casters can ask one question about Mortal magic.
2CG, 2MF, 2GR = Two questions.
TREE/BONE
Tree/Bone/Fire = All Koth in play can call Break twice only.
2GR, 2HS, 2CG = Break 1/5min.
Tree/Bone/Heart = All Koth in play can resist Break twice only.
4GR, 2HS = Resist 1/5min.
Tree/Bone/Arrow = All Koth in play can use Gank and Break once each only.
2GR, 4HS = Twice only each.
Tree/Bone/Blade = All Koth in play can use Disarms uses to call Break.
2GR, 2HS, 2CG = +1 stagger/5min.
Tree/Bone/Rain = All Koth in play can, once, move a Break from one limb to another.
4GR, 2HS = Twice.
Tree/Bone/Eye = Casters can ask one question about what occurred between this event and the last.
2GR, 2HS, 2MF = Two questions.
TREE/FIRE
Tree/Fire/Heart = All Koth in play gain +1 hit.
4GR, 2CG = +2 hits.
Tree/Fire/Arrow = All Koth in play can use Gank and twice only.
2GR, 2CG, 2HS = 1/5min.
Tree/Fire/Blade = All Koth in play can call Disarm 1/5min.
2GR, 4CG = 2/5min.
Tree/Fire/Rain = All Koth in game gain 1 poultice.
4GR, 2CG = 2 poultices.
Tree/Fire/Eye = The casters can send a sentence-long anonymised message to any character in the Mortal Camp, or Forest, including any fey, and within reason, any NPC not currently in play.
2GR, 2CG, 2MF = Paragraph length message
TREE/HEART
Tree/Heart/Arrow = All Koth in play can resist Gank twice only.
4GR, 2HS = Resist 1/5min.
Tree/Heart/Blade = All Koth in play can resist Disarm 1/5min.
4GR, 2CG = 2/5min.
Tree/Heart/Rain = All Koth in play can resist Venom 1/5min.
6GR = 2/5min.
Tree/Heart/Eye = All Koth in play can resist Silence 1/min.
4GR/2MF = 2/5min.
TREE/ARROW
Tree/Arrow/Blade = All Koth in play can use Disarms uses to call Gank.
2GR, 2HS, 2CG = +1 disarm/5min.
Tree/Arrow/Rain = All Koth in play can gain 1 hit when they use Gank.
4GR, 2HS = +1 only gank use.
Tree/Arrow/Eye = Casters may ask one question about the Realms of the Dead in the present day.
2GR, 2HS, 2MF = Two questions.
TREE/BLADE
Tree/Blade/Rain = All Koth in play have +2max hits if they drop and do not use their weapons.
4GR, 2CG = +4.
Tree/Blade/Eye = Casters may ask one question about battles that have occurred within the past few years.
2GR, 2CG, 2MF = Two questions.
Tree/Rain/Eye = Casters can ask one question about the Forest in the present day.
4GR, 2MF = 2 questions.
BONE/FIRE
Bone/Fire/Heart = 3 targets can resist break 1/5min.
Targets feel like there is an invisible thread connecting them no matter how far apart they travel.
2HS, 2CG, 2GR = 2/5min.
Bone/Fire/Arrow = 3 targets can call gank and break 1/5min, but may not use other combat calls or lose this bonus,
Targets feel elite, like they are the best of the best.
4HS, 2CG = 2/5min.
Bone/Fire/Blade = 3 targets gain disarm and break 1/5min -1 global hit.
Targets feel like objects they see are pathetic and easy to destroy.
2HS, 4CG = no hit loss.
Bone/Fire/Rain = 3 targets are cured of a Wound condition.
2HS, 2CG, 2GR = 2 Wound conditions each.
Bone/Fire/Eye = 3 targets must answer truthfully one Yes/No/Neither Answer Applies question about events of their life history.
2HS, 2CG, 2MF = 2 questions.
BONE/HEART
Bone/Heart/Arrow = Target can resist gank and break 1/5min each, and gains +1 hit.
Target feels statuesque, as though made of stone.
4HS, 2GR = 2/5min, 2 hits
Bone/Heart/Blade = Target can treat arm breaks as disarms to the targetted arm.
Target feels like their limbs are tree-trunks, heavy but powerful.
2HS, 2GR, 2CG = May also treat leg breaks as staggers.
Bone/Heart/Rain = Target can spend 10 seconds cradling one of their limbs that has suffered a Break in order to heal it, 2/5min, also +1 hitm.
Target feels extremely aware of their bones, and how they connect to the rest of their body.
2HS, 4GR = 4/5min, +2hit.
Bone/Heart/Eye = Target gains 1 break/5min, whenever calls Break, can remove Silence effect from self.
Target feels like breaking silences that go on for too long with any kind of conversation or noise.
2HS, 2GR, 2MF = 2/5min.
BONE/ARROW
Bone/Arrow/Blade = Target can use each of Break, Gank, and Disarm 1/5min, -1 global hit.
Target feels like their skin, bones, and mind are full of daggers, that pierce deeper the longer they go without violence.
4HS, 2CG = 2/5min, -2 hit.
Bone/Arrow/Rain = Target gains 1/5min use of Gank, when call Gank, can heal broken limb of self, .
Target feels the need to promote their own survival by killing rivals and competitors.
4HS, 2GR = 2/5min, also heals 1 global hit.
Bone/Arrow/Eye = Casters may ask one question about Nathaia.
4HS, 2MF = 2 questions.
BONE/BLADE
Bone/Blade/Rain = As long as the target never uses or carries weapons, they may ignore consequences of healing up to three times and instead take a Break.
Target feels shrouded in a protective aura of peace.
2HS, 2CG, 2GR = Up to six times.
Bone/Blade/Eye = Casters may ask one question about historical battles (more than ten years old).
2HS, 2CG, 2MF = Two questions.
Bone/Rain/Eye = Casters may ask one question about Araleth.
2HS, 2GR, 2MF = Two questions.
FIRE/HEART
Fire/Heart/Arrow = Up two three targets in sight gain 1/5min resist to Gank.
Targets feel like together, they will never die.
2CG, 2GR, 2HS = 2/5min.
Fire/Heart/Blade = Up to three targets in sight gain 1/5min resist to Disarm, and +1 hit.
Targets feel like a well-coordinated combat team, and feel the need to spar and strategise.
4CG, 2GR = 2/5min, +2 hits.
Fire/Heart/Rain = Up to three targets in sight gain 1/5min resist to Venom, and +1 hit.
Targets feel very healthy, and feel the desire to exercise and eat together.
2CG, 4GR = 2/5min, +2 hits.
Fire/Heart/Eye = Up to three targets in sight gain 1/5min resist to Silence, and +1 hit.
Targets feel the need to talk and sing together.
2CG, 2GR, 2MF = 2/5min, +2 hits.
FIRE/ARROW
Fire/Arrow/Blade = Up to three targets in sight gain 1/5min each of Gank and Disarm, and -1 hit.
Targets feel like a dangerous gang, and feel the need to show off their weapons to others.
4CG, 2HS = No hit penalty.
Fire/Arrow/Rain = Up to three targets in sight can, when they use Gank, heal 1 global hit.
Targets feel the need to steal food and territory from other groups for their group.
2CG, 4HS = All gain 1/5min Gank.
Fire/Arrow/Eye = Three targets must answer a Yes/No/No Answer Applies question about people they have murdered or attempted to murder.
[If cast on a character with Nathaia's mind, refer to special brief].
2CG, 2HS, 2MF = Two questions each.
FIRE/BLADE
Fire/Blade/Rain = Up to three targets in sight may, if they do not carry or use weapons, gain +3 hits.
Targets feel like they could be the best friends the world has ever known. Stories will be told of their friendship.
4CG, 2GR = +5 hits.
Fire/Blade/Eye = up to three targets in sight must reveal all weapon damage calls they can use, and how often (not special ones from magic, or from Nightmare skills like Berzerk).
4CG, 2MF = Covers Nightmare skills and from magic effects.
Fire/Rain/Eye = Up to 3 targets must reveal all spellcasting abilities they possess, does not cover Summoning.
[If cast on a character with Araleth's mind, refer to special brief.]
2CG, 2GR, 2MF = Covers summoning also.
HEART/ARROW
Heart/Arrow/Blade = Target gains +1 hit and can resist both Gank and Disarm 1/5min each.
Target feels fast and tough enough to survive any fight.
2GR, 2HS, 2CG = +2 hit, 2/5min.
Heart/Arrow/Rain = Whenever target uses Gank, they regain all hits.
Target thinks human flesh looks tasty.
4GR, 2HS = Gain +1 gank/5min.
Heart/Arrow/Eye = Target gains 1/5min resist to Gank and Silence, +1 hit.
Target feels contempt for subtelty and stealth.
2GR, 2HS, 2MF = 2/5min, +2 hit.
HEART/BLADE
Heart/Blade/Rain = As long as target does not use or carry a weapon, they gain +4 hits and 2/5min resist to venom.
Target feels like promoting a healthy, peaceful lifestyle.
4GR, 2CG = +7 hits, 3/5min.
Heart/Blade/Eye = Target gains 2/5min resist to disarm and silence.
Target feels an adventurous and bold desire to fight for their beliefs, and never be made to stop or compromise.
2GR, 2CG, 2MF = 4/5min.
Heart/Rain/Eye = Target gains 1/5min resist to silence and venom, +2 hits.
Target feels unafraid of the unknown and unexpected.
4GR, 2MF = 2/5min, +4 hits.
ARROW/BLADE
Arrow/Blade/Rain = As long as the target does not carry or use weapons, they can resist 2 Ganks/5min and instead be fully healed by the blow.
Target feels like baiting death, to prove themselves stronger.
2HS, 2CG, 2GR = 4/5min.
Arrow/Blade/Eye = Casters can ask one question about fallen warriors.
2HS, 2CG, 2MF = Two questions.
Arrow/Rain/Eye = Casters can ask one Question about Sorcery.
2HS, 2GR, 2MF = Two questions.
Blade/Rain/Eye = Casters can ask one question about Somaticism.
2CG, 2GR, 2MF = Two questions.
Runcasting is ancient Koth magic, dating back to the days of the Lohari, whereby runic letters are combined with magical resources to achieve an effect. This is executed through the telling of a story. While previously, it was well-understood which runic letters corresponded to which magical powers, some recent, unknown event has changed these around. The Koth Runecasters are faced with the prospect of re-learning their magical lore in order to use it reliably.
The most common uses of Runecasting, historically, are the temporary strengthening of warriors, boons to the lands in which the Koth live, and the discovery of information.
Any character with the Letters of the Ancients skill can participate in a Runecasting ritual. This skill may only be purchased by Koth characters. A Runecasting ritual requires three elements.
- Runes; between two and three, with each participant contributing one distinct rune each.
- Resources; two pieces of either Glowroot, Mirrorfrost, Crowngold, and Heartsteel per rune.
- Performance; a short story publicly performed by the participants, with a few mandatory elements.
1. RUNES
The runes that can be used in Runecasting rituals are from the ancient Koth magical language. They are listed below.
Agnaktar: The Tooth
Athras: The Sun
Donaki: The Tree
Hona: The Bone
Irras: The Fire
Kohloh: The Heart
Nahan: The Arrow
Tahem: The Blade
Thele: The Rain
Uriest: The Eye
Each rune contributed changes the outcome of the ritual in a reliable fashion. However, a recent intervention by an unknown entity has scrambled the previously known effects of these runes, requiring Runecasters to figure them out all over again by trial and error. This process will be undertaken by Runecasters in play.
Each rune must be "contributed" by a different Runecaster. If a ritual involves three runes, it requires three participants.
Every possible combination of two or more runes has an effect of some type. There are no “dud” rituals.
Rituals with more runes are always more powerful. Rituals may not be undertaken with one rune or fewer.
2. RESOURCES
Each ritual costs two resources per rune to cast. Glowroot, Mirrorfrost, Crowngold, and Heartsteel are usable, souls are not.
Each rune corresponds more strongly to a particular resource. If a ritual is cast with two corresponding resources for each rune used, the effect is increased.
A ritual cast with fewer resources than the cost does not function, and the resources are wasted. A ritual cast with more resources than the cost is not more effective, and the spare resources are wasted.
3. PERFORMANCE
A ritual must be performed as a public storytelling. It must contain the following elements.
- Each participant must be part of the storytelling.
- Each rune must be represented as part of the story itself, either literally or with a suitable representation, and the participant who contributes it must introduce it into the story.
- A physical object or drawing representing the rune must be utilised as a prop.
- An audience of at least one other person must witness the ritual.
A ref watches the ritual, to ascertain if all of these elements are in place. If the ritual does not satisfy these elements, it fails. There is no ref judgement of ritual “quality”.
Many rituals, once completed, require the casters to specify one, or sometime more, target(s), within line of sight.
EXAMPLE
One simple ritual already discovered is the following example.
When two casters contribute Hona (bone) and Tahem (blade), spending four resources and telling a story that includes a bone and a blade as story elements, they can choose one target in line of sight and confer on them the ability to call BREAK by weapon once per five minutes.
When cast using two Crowngold and two Heartsteel, this ritual confers the ability to call BREAK by weapon twice per five minutes.
Additionally, this ritual causes the target to have a recurring compulsion to snap and break things, like twigs.
UPTIME OPPORTUNITIES
The Cult of Araleth has apparently devised a means to find out more about the new runic system, although they have yet to share their discovery more widely.