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Grey Sage - Initiate of Lhankor Mhy
In the Celestial Court, Acos Lawgiver, Greater God of Stasis, wed Orenoar, Greater Goddess of Truth; their children included Lhankor Mhy, God of Knowledge, who now holds the Rune of Truth, and Mostal, who holds the Rune of Mineral Creatures, the creator of the Dwarves. All of them save Lhankor Mhy are dead now, but he endured. He gathered a group of Scholars, the Circle of Knowledge, who the Storm Tribe later called 'The Marks on Bark Clan' because Orlanth is not the sharpest tool in the shed. He created the first book (to his irritation, Issaries then traded it for COWS. Cows. Issaries made it up to him by bringing back secrets from other places. They have had a turbulent friendship ever since). He fell in love with Sorasta, the Light of Knowledge. But when the Spike fell, they were separated and his parents were slain; his brother Mostal ran off and sank into madness, creating a giant army of mineral people and trying to conquer the world for its own good to fix it. Or something.
He went searching for Sorasta and encountered the Lightbringers. Since it's hard to read in the dark and fearing Sorasta was dead and thus in the Underworld, he joined them. Someone had to keep Issaries from trading Chalanna Arroy for cows or something, after all. In the Underworld, he confronted his greatest enemy, Thanatar, who had *chopped off Sorasta's head*, then chopped off *his own head*, then replaced it with hers to try to get her knowledge. Lhankor Mhy battled him in debate... and lost. He faced his worst nightmare - there were things he did not know. Worse, he had to be saved by Humakt, who cut off Thanatar's new head. He was going to throw both the head and the body into an even deeper chasm so they couldn't come back, but he convinced Humakt to give him the head. He could not return Sorasta to full life; she now spends half the year with him and half the year in the Underworld with Thanatar. Every year, we re-enact this battle knowing that one day, one day we will know everything and then Lhankor Mhy will win and Sorasta will be free. Then the Golden Age will come again.
Perhaps in the Hero Wars, we will finally make that true and you will be part of it!
Many Orlanthi see you as strange, but your God's wisdom helped Orlanth and the other Lightbringers to rescue Yelm and restore him to the sky. Your wisdom guides your clan to avoid stupid decisions, in part because you can *write them down* so they don't get shoved under the rug. You can fight a little, but you solve problems mainly through knowledge and through spells you most certainly did NOT steal from the God Learners and put a thin patina of paint on them at all. You get on well with Ernaldans because one of your God's mottoes is Measure three times, cut once, and the other one your God taught to Ernalda: There Is Always Another Way. And that way is usually intense study.
Lhankor Mhy accepts both men and women; however, everyone who serves him must have a beard. Initiation into Lhankor Mhy grows you a beard which henceforth works like a normal one. You can be a human, elf, or duck, though most are human.
Pick this playbook if you want to be the smartest person in the tula and you know it, if you want to find out new things and study old ones, and if you want to solve problems by brainpower more than muscle power or fast talking.
Pick your Attributes
You have Wits +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.
All Lhankor Mhy Initiates get the move Beard of Lhankor Mhy.
Beard of Lhankor Mhy: You have a magnificent beard; when you sleep, you can change its style in your sleep, but you can't get rid of it. If someone shaves it off, they suffer 1-Harm and remain staggered until your beard grows back, which happens instantly at the next dawn.
You get one move based on your race.
- Bark Scribe (Elf): Elves record their lore on trees; you can touch any tree and inscribe messages on them of whatever length fits on the tree; you can write short messages on leaves. You can also write on paper with your finger, but Elven sages usually try to avoid using paper. It encourages humans to make more.
- Knot Code (Duck): You can embed messages through tying knots in a rope or cord which only Ducks or allies you designate can read; they're not even recognizable as messages.
- Song Map (Human): You can look at a map and convert it into a song which you can teach to anyone, allowing them to navigate the map without needing to be able to read and write or needing a physical map. You can also convert routes you know by this means. You can also recognize song maps and learn them automatically on first reading or hearing. If you need to find a location from a myth, legend, story, or the like, roll +Wits. 10+: You know how to get there and know what the obstacles used to be, anyway. 7-9: You can find your way to the right place, though some additional complication will *definitely* happen because the song's a bit out of date. 6-: The map of Bad King Ugrain's underwear drawer is stuck in your head and you can't use this ability until you get 8 hours of rest.
Pick two from the list below:
- Assess Wisdom: When you use Read a Person, you can ask the following questions in addition to the normal ones.
- Is this person initiated to Lhankor Mhy or one of his enemies?
- Is this person literate?
- Does this person have texts my temple does not?
- Does this person respect scholars?
- What languages does this person speak?
- Insightful: You get +1 Wits (Max +3).
- Logical Magic: For basic magic, roll +Wits instead of roll +Magic.
- Purified Sorcery: Through careful study, the Grey Sages have purified the magics of the West, enabling them to be used in good conscience by Grey Sages. They are most definitely NOT God-Learner magic at all. You can buy this move repeatedly if you want to. If you get physical access to a grimoire, you can adapt spells from them to your use with XP. Also, when you are defending your use of them to people who think you must be a sorcerer, you can roll +Wits instead +Charm.
- Bad Luck: Clearly you are channeling Eurmal's holy power using a secret taught to Lhankhor Mhy by Eurmal during the Lightbringer's Quest. It doesn't involve ... Wait... EURMAL? Maybe it would be safer if it WAS God Learner Magic. Choose a foe within close range. Roll +Wits. 10+: Some kind of disaster of the MC's choice happens to the target; it is not fatal but it is humilitating. 7-9: Something mildly bad, like dropping his weapon, happens to the target. 6+: Eurmal notices you mimicking his powers and gives you the gift of magical humilation in some way.
- Gentle Persuasion: Clearly you are channeling Chalanna Arroy's holy power using a secret taught to Lhankhor Mhy by Chalanna Arroy during the Lightbringer's Quest. It doesn't involve special words which influence the subconscious, since the existence of the subconscious was a God Learner lie. Yep, totally holy and safe. Choose a foe within close range. Roll +Wits. 10+: The target decides not to attack you, so long as you don't attack him. 7-9: The target will come after you last, only when there is no one else left to attack. 6+: You convince him that he needs to kill you before you can rot his mind with EVIL SORCERY. If possible, he makes a hard move on you.
- Windbolt: Clearly you are channeling Orlanth's holy power using a secret taught to Lhankhor Mhy by Orlanth during the Lightbringer's Quest. It doesn't involve changing air pressure at all because air pressure was a lie of the God-Learners! Yep, totally holy and safe. Target a foe within Near Range. Roll +Wits. 10+: They suffer 1d6 + 2 harm and are pushed one range step away from you. 7-9: They just get pushed one range step. 6+: You blow yourself a range step away from them and fall prone.
- Sage Advice: When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark experience.
- True Words: when you question someone while invoking Truth, roll +Magic. On 10+ they must answer one question truly and completely. On a 7-9, they are not compelled to speak, but whatever they say must be true to the best of their knowledge. On a miss, you are struck dumb for the rest of the day.
- Things speak: whenever you handle or examine something interesting, roll +Wits. On a miss, what you discover shocks or disturbs you. Take -1 going forward. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
- Who handled this last before me?
- Who made this?
- What magical power does this thing have?
- What strong emotions have been most recently nearby this?
- What words have been said most recently nearby this?
- What has been done most recently with this or to this?
- What's wrong with this and how might I fix it?
- Dispel: Spend 1 hold to dispel any active spell, or cancel a spell while it is being cast.
- Dowse: Spend one hold to magically detect the presence of either magic, spirits or any one substance up to Far range.
- Omnilexicon: Spend 1 hold to read any written text, even if the language is unknown to you.
- Trade Talk: Spend hold to communicate with any creature able to understand speech; this includes sign languages for the deaf or hearing impaired.
- Truespeech: Spend 1 hold to get +1 when making any Smooth Talk attempt to persuade someone of the truth.
As personal possessions, you have books, scrolls, magical tools, parchment, ink and writing tools. You wear robes instead of armor, but if worse comes to worse, you do have a Quarterstaff: (Hand Two-Handed 1-Protective)
You have a library and study which allows you to perform magical inquiries and research. When you use the sorcerous arts to research something for a day, roll +Magic. On a 10+, you may choose one:
- Send a message afar
- locate a person or thing
- remove a magical enchantment
- make a basic magic effect cast by yourself or another last a week.
- place a basic magic effect cast by you or another in a potion. Whoever drinks it triggers the effect and rolls your +Magic when doing so. Takes 20 silver in components. Spoils after a week.
On a 7-9, you may take one of the above, but if so also chose one of:
- You are magically taxed and must rest a week.
- You have made yourself visible or vulnerable to some magical threat.
On a miss, the GM may choose one of the 7-9 effects.
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