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Aldryami Wood Defender - Initiate of High King 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 Wood Defenders, founded by High King Elf to defend the forests. But in your years, you have come to understand you cannot simply defend the forest.
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; some kinds of Aldryami are only male or only female, but your kind can go either way, not that it's usually easy to tell.
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 shoot people with magical arrows.
Pick your Attributes
You have Grace +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 d8.
You start with all the Basic Moves and Pick Three off the list below:
- Battle Experienced: Pick two cultures when you get this. When you use Read the Situation on people from those cultures, add one extra result on a roll of 7 or higher.
- 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.
- Elven Battle Song: When you go into battle, roll +Wits. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle (during your turn, but without taking your action), you can spend your hold 1 for 1 to:
- You escape from all foes within hand-to-hand range, moving to close range from them, leaving behind a crude wicker effigy of yourself.
- Inflict Harm, Stagger, or Disarm a foe within range of your missile weapon.
- You negate a ranged attack by literally shooting it out of the air.
- Your successful hit with Volley also inflicts 1d4 armor-negating Harm at the start of the target's next turn, due to poison.
- You ignore a staggered condition while making a ranged attack.
- Head Shot: When you Volley, you can declare you are delivering a Head Shot. On a 10+, the attack negates all armor. On a 6 or less, you have disadvantage on the Volley action.
- Healing Fruit: As an action, roll +Magic. On a 10+, you transform a piece of fruit to heal 1d8 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 negating Harm.
- Silent But Deadly: You get +1 Grace (Grace + 3).
- 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.
- 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.
- Track: Spend hold to find the best path to a natural location.
- Trade Talk: Spend hold to communicate with any creature able to understand speech; this includes sign languages for the deaf or hearing impaired.
- Turn Aside Missiles: Spend 1 Hold to gain +2 to Defy Danger against Missiles.
Armor (Pick One):
- Bark: (1-Armor) (Upgrades to Thick Bark, 2-Armor, 1-Clumsy)
- Wooden Shield: (1-Protective) (Upgrades to Big Wooden Shield, 2-Protective)
Main Weapon :
- Aldryami Bow : (2-Harm Far 2-Handed 6-ammo reload)
Other Items (Pick Three):
- Bone Hand Axe: (Hand Throw-Close)
- Horn Dagger: (Intimate/Hand? Concealable)
- Short Spear: (Hand 1-Piercing)
- Fancy Clothing: (You gain +1 Forward on Smooth Talk in formal settings )
- Stag and Tack
- Upgrade your armor or shield or get one or the other
- War Runed Whetstone: You can spend an action sharpening an arrow. If used in the next round, it does +1d6 damage. If it misses, the magic fades.
- Necklace with War Rune Pendant: +1 to your use of Basic Magic
- Hunting Poisons: +1 to +Grace based hunting
Secondary weapons (pick two):
- Horn Dagger: (2-Harm Intimate/Hand? Concealable)
- Short Spear: (2-Harm Hand 1-Piercing)
- Wooden Shield: (2-Harm Intimate/Hand? 1-Protective)
- Upgrade your Armor to two points
- 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.)
- 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 fight to defend the temple. In return, each season, roll +Wits. On a 10+, choose two trinkets. On a 7-9, you get one trinket:
- Arrows of Entanglement: These allow you to make grappling attacks with your bow. Instead of inflicting Harm, you can choose to tangle up the foe and force them to spend time breaking free.
- Bag of Seeds:: You can pull out a seed of your choice once a day and plant it, then roll +Magic. 10+: It grows to full size in an hour. 7-9: It takes a full day. 6 or less: The seed tries to plant itself in you and you suffer 1d4 Harm.
- Elven Food: A single leaf suffices to sustain your life for another day; you can carry enough to sustain you for the entire season.
- Leaf Boat: You carry a small boat which folds up into your pocket, then unfolds into a boat big enough to carry ten when you want it to.
- 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 am impressed by the fighting skills of ________ and want to learn from them.
- I fought one of the ancestors of ________, when they came to my forest.
- I owe a debt to __________ because one of their ancestors aided me.
- 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