GloranthaWorld/GrimSwordsman

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Grim Swordsman - Initiate of Humakt

You serve Humakt, god of Death and Oaths. He teaches that Oaths Must Be Kept and Death and Life Must Be Kept Divided. In practice, the latter mostly means that Humakti go out and slaughter the undead and preside with Ty Kora Tek's priestesses over funerals. And they regard graveyards as something to destroy; the dead should be cremated to ensure they never come back. He also presides over the swearing of oaths and punishes oath-breakers and his initiates give up the bonds of Kin in favor of swearing oaths of service. (Inability to let go of kinship ties is the center of most tragedies involving Humakti; the rest usually involve marrying and then your spouse gives birth to undead or some other horror).

Humakt was one of the children of Umath, the Greater God of Air, now long dead. He wrested Death from Eurmal (and it's best we NEVER know where Eurmal got it) and had a legendary confrontation with Orlanth over control of Death, leading to the current state of affairs. He did not go on the Lightbringer Quest despite his oath to Orlanth because it was intended to blur the lines of life and death by raising Yelm from the Underworld. He it was who separated the living and the dead in the Great Darkness, when often you could not tell who lived and who was dead. He battled Vivamort, who embodies the evil rune Undeath and brought that form of Chaos into the world because he could not accept his own death. After the rebirth of Yelm, he confronted Orlanth over this and was persuaded by Lhankor Mhy and Issaries to accept that this was necessary to ensure the living and the dead could be kept separate and distinct, for without Yelm, everything was jumbled together and blurred in the Great Darkness. Humakt accepted that, for his Truth rune told him it was true.

Now Humakti battle the Undead, often in alliance with the Ducks, a noble race who have battled the Undead for untold centuries. Many Ducks become Grim Swordsmen but they have their own playbook. They also form mercenary bands or swear fealty to kings and chiefs and temples.

You heard the call of Humakt in your initiation and severed your ties to your kin and swore new Oaths. Not all Grim Swordsmen are grim, they are still people, still alive, though they rarely are joyful... and the joyful ones are the scariest ones. You can be male or female, because *everything* dies.

Choose this playbook if you want to be someone who respects death and is part of society through oaths rather than kinship.

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:

Your Hit Points are 8 + Might.

Moves

You get a move based on your race:

Pick Three:

Basic Magic

Choose 2:

Gear

Armor (Pick One):

Main Weapon (Pick One):

Other Items (Pick Three):

Background

Choose one:

Advancement

Once you earn 5 XP, you can buy an advancement.

After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.

ADVANCED IMPROVEMENTS



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Last edited October 12, 2018 9:16 am (diff)
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