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Aldryami Priestess - Initiate of Aldrya (Elf)
Once all of Glorantha was only stone and water, sky and stars. And deep below them, darkness. Then came the Maker, who created the first plants. But her enemy the Taker began to destroy them. Eventually, the Maker was slain but her daughter Aldrya, the mother of us all, survived. The Taker perished as well, but as you can see, his descendants survive. Aldrya it was who combined her Rune, the Plant Rune with the Man Rune to create the first of the Aldryami. For a long time, we flourished, but then Orlanth foolishly slew Emperor Yelm, who fell into the Underworld and everything began to die. His son Yelmalio fought valiantly by our sides after the disaster of the Hill of Gold, and High King Elf led the defense of all Elven lands. Yet it seemed that all was lost, for the gods were dying one by one. Then, at our darkest hour, our dead gods returned, led by Flamal, and the Sun rose again. Then High King Elf forged the Unity Council and together they did battle with Chaos in the Unity Battle, where Chaos' forces were routed and driven from Glorantha. We hoped a new golden age had begun.
The price of this, however, was that the Gods withdrew from the world. With time, Unity faded. The Dwarves and Trolls rejected the light of Nysalor, the god created to embody the unity of all the children of the Man Rune, and instead, we fought each other in the Gbaji Wars, in which the Chaos Lord Gbaji returned in the form of Arkat to bring down death and destruction on all. Since those days, the lands of the Aldryami had shrunk and we have struggled to find a way forward. When you came of age as a Green Elf, you decided to initiate into the Elder Sisters, who tend to the spiritual needs of the forest folk. But the passage of time has shown you that the Taralas Elves cannot stand alone and the aid of other Elven nations is not enough; they are too far, too weak, and many of them seem more intent on either revenge or waiting for inevitable doom than making a better future.
Without allies among the other children of the Man Rune, your forest, the Taralas, will fall. The Lunars speak of unity, but they truck with Chaos. So you have gone forth from your forest to see if you can build those alliances. The other species are strange to you, and some are hostile, but others are not. You have seen how Unity was possible once. Surely that can come again. The Hero Wars are coming. We must stand together, or die separately.
This is your chance to change the course of destiny.
You can be male or female, though most initiates of Aldrya are women.
Take this playbook if you want to dig into an alien mindset and be struggling to understand how meat people societies work without the Treesong (a constant psychic rapport among all the Aldryami of a forest) and with such strange gods. And want to command the powers of the Plant Rune.
Pick your Attributes
You have Magic +2, and pick one of the following arrays to distribute among your remaining Attributes:
Choose one of the following arrays:
- +1, +1, +0, -1
- +2, +0, -1, -1
- Your Hit Points are 8 + Might.
- Your Base Damage is d6.
You start with all the Basic Moves and Pick Three off the list below:
- Aldrya's Insight: When you use Read a Person, you can ask the following questions:
- Is this person friendly to Elves, neutral, or hostile?
- Does this person try to build bridges with others?
- What would serve as leverage to talk this person into cooperation with other peoples?
- What is this person's favorite food?
- What makes this person angry?
- Extend Treesong: As an action, roll +Magic. On a 10+, you can communicate psychically for the rest of the battle with your allies. On a 7-9, it lasts until the end of your next turn. On a 6 or less, you share a secret with them you didn't want to share, then the link goes dead.
- Kiss of the Sun: When you first feel the touch of Sunlight each day, roll +Magic. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During that day, until sunset (during your turn, but without taking your action), you can spend your hold 1 for 1 to:
- You heal 2d6 Harm on someone within Close Range
- You touch a tree and move to any other tree within sight, up to Far Range
- You can cause a tree to produce enough fruit to feed yourself and your companions for a day.
- You cure a disease or remove the poison of someone within Close Range.
- You entangle a foe within Far range; they are now grappled by vines.
- Ensnaring Song: Roll +Magic against a foe within Close Range. 10+: They are tangled up and staggered. 7-9: Choose one. On a miss, you stagger yourself until the end of your next turn.
- Healing Fruit: As an action, roll +Magic. On a 10+, you transform a piece of fruit to heal 1d6 Harm or purge the target of disease. On a 7-9, you chose one but not both. On a 6 or less, you infect yourself with fungus, suffering 1d4 armor ignoring damage.
- The Dance of Peace: When you are using Smooth Talk to try to make a good impression or to avoid a fight breaking out, roll +Grace.
- Tree Road: You touch a tree. Roll +Magic. 10+: You teleport up to ten miles to another tree; you must know the target tree's location. 7-9: You can travel one mile. 6+: You end up at the wrong tree and cannot use this power again until you rest.
- Wisdom of the Forest: You get +1 Magic (Magic + 3).
- Concealment: The caster may spend hold to blend into the environment, chameleon style, as long as you don't move.
- Grow Tool: The caster may spend hold to cause a plant to grow something you need if it can be made from plant matter.
- Re-Direct Missiles: Spend 1 Hold to re-direct a missile attack against you into a foe within Hand range of you; they suffer the consequences instead.
- Thorn: Spend hold to add 1d4 damage to a hit you just made with a wooden weapon
- Trade Talk: Spend hold to communicate with any creature able to understand speech; this includes sign languages for the deaf or hearing impaired.
- Bark: (1-Armor) (Upgrades to Thick Bark, 2-Armor, 1-Clumsy)
- Priestess' Staff : (+1d4 Harm against Daimons, Spirits, Souls, and Essences Hand-to-Hand 2-Handed 1-Protective)
Other Items (Pick Three):
- Horn Dagger: (Intimate/Hand? Concealable)
- Elven Harp: (You gain +1 forward on the Carousing Move)
- Fancy Clothing: (You gain +1 forward on Smooth Talk in formal settings )
- Stag and Tack
- Upgrade your armor
- Bag of Seeds: (You can use this once per session to grow a plant magically to serve as leverage for +Charm moves)
- Necklace with Plant Rune Pendant: +1 to your use of Basic Magic
- Tangle Vines: +1 to +Wits based hunting
- Elven Tree: You have moved into an Elven Tree which has grown up within the tula. You can step into it and vanish, melding with the tree. Without magic, no one can tell your tree is special or has an Elf inside it. The Tree keeps watch over itself and can communicate with you by Treesong. A day spent in the tree will purge any disease or poison from your system. While you are within the Tula, if you pass out, you can choose to teleport to the tree, though you must roll a 7 or better on +Magic to make it work. (10+: Instant movement, 7-9: At the end of your next turn. 6-: You can't try again until the next scene.)
- Guardian of a Temple of Flamal: These humans ALSO worship Flamal and have taken you in and given you a tree for a home. You will help to maintain the temple. In return, each season, roll +Wits. On a 10+, choose two blessings. On a 7-9, you get one blessing:
- Forest Walk: You and your allies move at double speed in a forest.
- Swift Growth:: Functions as Basic Magic; burn 1 hold to bring a single plant to maturity in eight hours.
- Sustained by Light: Eight hours of sunlight a day suffices to feed you; you eat only if you can't get sunlight
- Vine Mastery: Functions as Basic Magic; burn 1 hold to make vines move to serve as rope or to grapple people
- Messenger: You have a trained, magical bird who can fly up to 100 miles an hour; he will deliver messages for you to anyone you know, remembering them perfectly. You earn 20 silver per season and have a nice tree to live in from hiring him out.
You can take up to five History slots or keep them empty for later. Each must be a different PC.
- I think __________ can help me to learn about their species.
- I met one of the ancestors of ________, when they came to my forest.
- I want to persuade __________ of the need for unity of the peoples of Dragon Pass.
- I have worked with ________ in the past.
- I have studied the ancestors of ___________ and want to see if they live up to those noble folk.
Significant moments related to your History with another PC can earn you both XP.
Once you earn 5 XP, you can buy an advancement.
- Add +1 to an Attribute which is 0 or higher, to a maximum of +2
- Take another move from this playbook
- Take another Basic Magic move from this playbook
- Switch your Background to a different one from this playbook
After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.
- Get +1 to any Attribute, max +3
- Change to a different playbook
- Learn 2 Moves from this playbook
- Learn 1 Move from another playbook
- Learn 2 Basic Magic from this playbook
- Learn 1 Basic Magic from another playbook
- Erase one luck mark from your playbook