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Missionary Malkioni Priest of Loksalm
You were born into a peasant family in Loksalm, but you worked hard and joined the military, then after seven years, you made it into the priesthood. You could try to eventually rise into the ruling caste, but for now, you feel this is where you belong. The Invisible God has called you to come to this distant land in order to spread the words of Hrestol and Siglat, the Idealist Hrestoli Church of Loksalm. It's... not easy.
In the beginning, the Invisible God, Irensaval the Hidden Mover, created the world, radiating it out from himself like the layers of an onion.
Danmalastan was the primal home of humanity, the perfect land. But its people delved too far in their curiosity and the Ruling Essences revolted and the filthy traitor Vadel brought back the Ten Sins and the Chaos Rune and infected everyone with them after his trips into dark, dangerous places. Though he used them to destroy some of Danmalastan's enemies, in the end, the land fell apart into chaos because the sacred laws of the Creator were abandoned. Everyone agrees on this... except the surviving Vadeli, who have their own version of this story.
Malkion was created as the Invisible God's prophet to lead the land back to righteousness, a superhuman being, though obviously not a god. What now we call a Saint but created by the Invisible God for that role. Instead of everyone rallying to him, though, he was betrayed and murdered by Zzabur the Sorceror, who stole a portion of his power, for he was worse than even the Pagans, believing in no God at all! But before his death, he experienced visions of Solace, the heaven which waits for believers. Thus he enabled the faithful to overcome the fear of Death, which had been brought into Danmalastan by filthy Vadel. All who followed the rules of the four castes would be saved. But there was a deeper secret not yet revealed.
The Great Darkness finally ended with the First Dawn, after the victory of Zzabur the Sorceror over great evils which sought to wipe out mankind. Why the Creator chose an atheist as his tool to end the darkness remains a great mystery but the First Dawn marked a new age, as even pagans must admit. But then, even Vadel fought against some monsters, he just did so in bad ways.
Prince Hrestol was a Seshnegi prince who had a vision from the Creator, who taught him the practice of Knighthood and the secret of the Joy of the Heart, a blessing given by the Creator to the Faithful when they give him due homage and follow his laws; it is a sign of the blessing of Solace to come after death. He wrote the Book of Hrestol and in the Dawn Age, even though he himself was betrayed and murdered in Sog City, his faith became dominant in the West. It was very diverse because, in practice, there was disagreement over which holy writings were properly part of the Book of Hrestol and which should be thrown out as heresy and which are merely edifying but not holy in a full and complete sense. Saint Tomaris, the messenger, brought the faith in its fullest form to Fronela after Hrestol's death.
Knighthood was something for everyone to aspire to, a fusion of the four castes to make you hard-working like a Commoner, strong in battle like a soldier, wise like a Wizard, and fit to lead others, like a Noble. The Man-of-All or Knight was a goal few could achieve in full, but their existence led to a decline of the rigid caste system of the Pre-Dawn Era.
Unfortunately, some mixed his holy teachings with *paganism* and sank into error. The most infamous of these is Arkat, who began as a Hrestoli Knight but not only embraced Paganism, he *became a troll*. His followers claim he eventually became human again but everyone knows that is a *lie*. Clearly he was punished for his sins by the loss of his humanity.
In the wreckage of hopes and dreams that men had to live in during the beginning of the Second Age, the followers of the Invisible God were torn over the way forward. The Abiding Book was created by Vadel himself, now a demon in service of Wakboth, and used to re-unite all of Malkion's children into the Middle Sea Empire. But his hand became obvious when the God Learners took over the empire by adopting paganism and spiritism with a thin gloss of Malkioni theology. As Vadel planned all along.
The result was that the Creator eventually smote the world, sinking the homeland of the empire and half of Seshnela under the waves, undoing the work of the 'God Learners', and sealing the oceans until within the lifetime of many who now walk this world!
So much for the 'Abiding Book' which the foolish Rokari still put their trust in. Isn't sinking half their homeland under the sea enough of the Creator's Wrath for anyone?
The fall of the Middle Sea Empire opened the way for a revival of the true faith of the Idealist Hrestoli Church in Loksalm and other parts of Fronela. The Syndic's Ban isolated Fronela's nations but this just gave us time to purify our practices and return to the true faith.
Unfortunately, much of the world is sunk in pagan error, worshipping the Runes as Gods, and you've come to bring the truth to the Orlanthi, who alternate between being confused by you, wanting to burn you as a heretic, or just ignoring you. Possibly also trying to rob you because you look vulnerable.
You are not as vulnerable as you look to them. You spent time as a soldier, after all! And before that, you worked hard as a commoner.
You can be whatever gender you want, for in the Idealist Hrestoli Church, the castes are life stages and men and women climb the same ladder. Marriage is honored but not everyone is called to it or to child raising.
Take this playbook if you want to be a strange foreigner struggling with the weird rules of the Orlanthi and to be a monotheist (sort of) in a land of pagans.
Pick your Attributes
You have Magic +2, Might +1 and distribute +1, +0 and -1 among your three remaining attributes.
- 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:
- Bless Blade: In your soldier days, you learned the Battle Prayer of Saint Gerlant Against Krjalki. Take an action and roll +Magic. On a 10+, you get three hold. On a 7-9, you get one hold. On a miss, you get one hold but suffer 1 harm for neglecting your devotions. You can burn hold on a hit on a Krjalki to add +1d4 Harm or +1 Piercing to the attack against any non-human sapient or Chaos creature.
- Blessed by the Saints: You get +1 Magic (Max +3).
- Divine Blessing: Once a day, you can spend half an hour to do a prayer ceremony; you can do any of the following effects later in the day by spending Hold. roll +Magic. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 ongoing until all hold is expended.
- Cure a disease or negate a condition by touching the victim.
- Immediately use Intimidate on a foe, rolling +Magic instead of +Might.
- Negate Harm just used on you or an ally within line of sight
- Gain +1 ongoing for the duration of a battle on +Might rolls.
- Heal 1d6 Harm to yourself or an ally within Close range
- Divine Authority: In any holy place, you can use +Magic instead of +Charm with Smooth Talk.
- Divine Aura: When you are resisting Theist magics, you gain Advantage on Resist Magic.
- Fear Divine Vengeance: When you try to Intimidate someone by threatening divine retribution, roll +Magic.
- Fire Bolt: Roll +Magic. 10+: You inflict 1d8 Harm 1-Piercing at up to Far Range and the target takes 1d4 Harm 2-Piercing at the start of their next turn. 7-9: You inflict 1d8 Harm at up to Far Range. 6-: You cannot use this power again until the next session or a foe may make a Melee or Ranged attack on you.
- Wrath of Saint Gerlant: When you attack in Melee, roll +Magic instead of +Might. 10+: Inflict your weapon's base harm +1 as fire damage and your foe takes 1d4 fire damage Harm 2-Piercing at the start of their next turn. 7-9: Choose one of the two results from 10. 6-: You burn yourself for 1d4 Harm.
- Wrath of the Invisible God: Roll +Magic: 10+: All foes in Intimate or Hand range take 1d8 Harm 1-Piercing as divine lightning smites them. 7-9: One foe in that range takes the damage. 6-: You fail and cannot use this power again today or a foe may make a Melee or Ranged attack on you.
You should pick one of the following Holy Texts, then pick 3 Spells you know in the Holy Texts. Once you master the Holy Texts, you can begin learning spells from another Holy Texts or you can propose spells to the MC which you deduce from your current Holy Texts; the new spell must fit the theme.
When you cast a spell, roll +Magic: On a 10+: You get 3 hold to spend on the effect. On a 7-9, you get one hold. On a 6 or less, choose one:
- You cannot use the maneuver again today.
- You suffer a -1 ongoing and cumulative penalty to use of Grimoire Spells today.
- Magic flows unchecked through your flesh, inflicting 1 Harm.
- You turn a color related to your Grimoire; you suffer -1 ongoing to all +Charm rolls for the rest of the day. You can only take this once per day for a given spell.
- An Introduction to Metaphysics (Law Rune): In the aftermath of the fall of the God-Learners, this was produced as an introduction to basic metaphysics, purged of the innovations of the God Learners; the wise student gains a greater mastery of raw magic from it.
- Dispel: You learn how to kill a spell or other magical effect. Spend one hold to neutralize an effect not maintained by anyone; spend 3 hold to kill an effect actively maintained by its creator.
- Drain Mana: This only affects Daimons, Spirits, Essences, and Souls. Spend 3 hold to inflict 2d6 harm and stagger a foe within Near Range; spend 1 hold to inflict Harm or stagger the foe. In either case, you gain +1 to your next +Magic check.
- Identify Magic Spend one hold to identify the basics of a spell and what rune it is connected to. Spend 3 hold to study a person and know what kind of magic they can do.
- Parmesan Magica: This spell turns magic aimed at you into cheese. It's a joke in the book, but it works somehow. Spend 1 hold to add +2 to any Resist Magic check. If you succeed in the check with a 7-9, it generates a snack's worth of cheese; if you succeed with a 10+, you get a five pound block of cheese. Attempts at mass-production of cheese by this means, however, always fail.
- Annotated Excerpts from Siglat's Purification (Spirit): This holy text is annotated portions of Siglat's Purification, a major holy text of your faith, focused on how to deal with evil spirits.
- Spirit Barrier: Spend one hold and ban spirits from a confined area but you must actively maintain the barrier and must Defy Danger each round a spirit tries to break in, using +Magic. Spend 3 hold and you need not actively maintain it or risk yourself; in both cases, it lasts to the end of the scene.
- Spirit Bind: Spend one hold to trap a defeated Spirit in an object as a prison. Spend 3 hold to force it to serve you once in the future; you must actively maintain this each week you don't use it, which takes a half hour.
- Spirit Breaker Add your Magic to the Harm done to a Spirit by you when you burn one hold.
- Spirit Gate Burn one hold to open a gate to the Spirit Realm; you must actively maintain it or it gradually closes. Mind you, entering it is *dangerous*.
- Saint Horal's War Journal (Stasis Rune): Linked to The Messenger's Rites, this holy text tells the story of Malkion's son Horal, who studied the art of war and learned how to fight. His blessings aid the holy in war.
- Heal War Injury: Spend 1 hold to heal 1d6 Harm to yourself or an ally.
- Holy Aura: Spend 1 hold to add +1 to an Intimidate attack.
- Mighty Shield: Spend 1 hold to gain the benefits of a Small Wooden Shield; this does not stack with actual shields. You can give allies the benefit with hold as well; this lasts for 1 scene.
- Tireless Mount: Spend 1 hold to make one mount not get tired for an entire day. It doesn't need to eat, either.
- Saint Menena's Twelve Discourses (Life): This holy text is all about fertility of fields and people, safe birthing, and the healing of injuries of mind, body, and soul.
- Bless Fields: This takes an hour, but adds 30% to yields from the next harvest with one hold or 100% with three.
- Control Fertility: Spend hold to make a person or animal more fertile (or less fertile!) 3 hold guarantees conception if the sex happens within 24 hours (or guarantees no conception).
- Cure Disease: Spend 1 hold to heal a disease or condition on yourself or another character.
- Healing Blessing Spend hold to heal 1d8 Harm from an injury to yourself or another character.
- The Wars of Saint Gerlant: Saint Gerlant made war upon the Krjalki in Fronela, wielding a flaming sword. You've figured out how to use his 'holy' magics without bothering with the whole 'holy' thing.
- Fire Javelin: Each time you spend hold, you throw a fire javelin at someone, inflicting 1d8 Harm Fire damage and 1d4 Fire Damage at the start of your next turn.
- Fire Steed: 1 hold gets you a horse made out of fire that won't burn YOU for the rest of the scene; 3 hold gets you a horse made out of fire that can FLY, moving at normal horse speeds in the air.
- Flamesword of Saint Gerlant: Your weapon or a weapon you target within Close Range bursts into flames! Spend 1 hold to add +1 Harm to its damage for the rest of the fight; spend 3 hold to add +1 Harm and to have anyone you hit with your sword take 1d4 Harm at the start of your next turn after you hit them as well.
- Steel Clothing Spend one hold and gain +1 Armor for the rest of the encounter against one kind of attack: melee, missile, spell, other dangers. Spend 3 hold and protect against 3 out of four.
- The Voyages of Saint Dormal (Communications, Water): The holy journal of the man who showed the way to defeat the Closing!
- Create Current This requires a half-hour ritual. Each point of hold you spend boosts the ship's sailing speed by 30% for the day; burning 3 hold does 100% total instead of 90%.
- Manipulate Storm: The MC must state if the storm is howling, intense, moderate, drizzling, or just ominous clouds. (You can't create clouds from nothing with this). You can then move it one step by spending 1 hold; you can only move it one step per turn.
- Open The Way: Spend 1 hold each day to enable a ship to defy the Closing; it takes a half-hour rite to activate this.
- Speech of the Invisible God: Spend one hold and you can communicate with any sapient who can speak or see sign language for the rest of the scene; you can give others the blessing too.
You begin play with a Priest's Staff and fancy robes of office. Pick 3 Priestly Items.
- 2-Handed Weapon
- It does 1-Harm to Daimons Essences, Spirits, and Souls, base Harm to everything else
- If your Might is 0 or higher, it grants +1 Armor (from parrying attacks)
Priestly Items (pick three):
- Horn Dagger: (Intimate/Hand? Concealable)
- Longsword : (1-Harm Hand)
- Mace : (Hand Bruiser)
- Wooden Shield: (Intimate/Hand? 1-Protective)
- Upgrade to 1 point mail you kept from your soldiering days.
- Seal of Office: This gem is strung on a chain; you gain +2 to Resist Magic
- Bag of Lesser Runestones: (once per session, you can take an automatic 10+ on a +Magic check, or use them as leverage for an Essence, though it's rare to directly talk to an Essence)
- Apothecary Bag: (once per session, you can heal someone for up to 3 harm or cure their disease)
- Stone of Siglat: This can only be used against spirits, souls, essences, and demons. (2-Harm Melee-Intimate/Hand? Ranged-Near)
- Fancy Clothing: +1 on +Charm checks in formal situations or with those impressed by wealth.
- A Personal Riding Horse and Tack
- Bronze Pendant With the Law Rune: +1 with Grimoire Spells
- Church Stipend: The Church sends money to help you out. Each season, roll +Wits. On a 10+, a messenger delivers 40 silver to you. On a 7-9, you get 20 silver.
- Spy For the Church: You send back periodic reports to your bishop on conditions in Sartar, and in return, he supplies you enough wealth to get by. Further, once per season, you can try and tap the spy network for information: Roll +Charm. 10+: Ask three questions below. 7-9: Ask one question. 6-: Ask two questions but one of them, the MC will lie to you.
- What are the Lunars doing lately?
- Information about a specific Lunar leader
- What has a tribe of your choice been doing lately?
- Information about a specific tribal leader
- What has been going down back home lately?
- Where can I find other agents of the Church in Sartar?
- Weaponthane: You have hired on with a chief, who pays you and expects you to help with raids, but otherwise tolerates your adventuresome ways. You have a place to sleep, food, and access to the leaders of the clan you work for, the Ring. You can try and get the Chief to loan you a warband (medium gang) once per Season; roll +Charm. On a 10+, he lets you take them, no strings attached. On a 7-9, you get them, but choose two of the following:
- He expects a cut of the loot and gets first pick.
- You will have to spend next season doing special work for him.
- He expects gifts (40 silver).
- He expects a special sacrifice to your God since he thinks of your God like his god, who has to be bribed. (40 silver, usually in the form of two cows).
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