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Speaker to the Wind - Initiate of Kolat
There are five parts of you, as you should have been taught as a child, but probably were not. You have a soul, a spirit, and an Essence, then you have the Me, the sense of self, of being a person, distinct from everything else. It rules the other three. And the fifth part of you? That, as they say, is a secret and a dangerous one. But perhaps one day you will learn it and be free, they say, but will not explain. But your spirit is stronger than your soul or your essence, and so you heard the call of Kolat, elder brother of Orlanth, who is the master of the spirit world as his brother is lord of the world of souls.
Kolat is the son of Umath, Greater God of Air, and Kol, a spirit. He thus had a foot in both worlds. He it was who learned the secret of the gambling sticks. He it was who learned how to bargain with spirits. And he it was who used that power to protect his brother's people in the Great Darkness. Karjakan the Spirit Lord brought his armies against the Storm Tribe, but Kolat battled him hand-to-hand and bound him in a prison. But no prison can hold a spirit forever. The Hero Wars are coming and they will soon fight again.
You are not yet a full member of the Seven Winds Spirit Society, the alliance of senior Kolating Shamans, but you aspire to it, knowing it will unlock secrets. You know other societies exist in other lands, but you don't know much about them, beyond knowing Prax has *several* spirit societies. You do not have to take orders from members of the Seven Winds; after all, No One Can Make You Do Anything, but Kolat teaches that Helping Those You Don't Owe Means They Owe You Now and Debts Owed You Are More Valuable Than Gold. Having a senior shaman in your debt can be a very good thing.
You often struggle with the perceptions of others because you are wound in a maze of obligations and geasa which help you to deal with spirits. Also, you sometimes talk to things others can't see. But you know you are sane. Other Orlanthi accept you as one of them, for Orlanth is Kolat's brother, but he is the strangest of the Thunder Brothers who is still a good person. (Vadrus and Ragnalar both went too far in the God Ages and are no longer accepted as Thunder Brothers, the former for kinstrife and the latter for rape.)
Kolat accepts people of any gender whose spirit is stronger than their soul or essence.
Use this playbook if you want to be the weird part of Orlanthi culture, talk to spirits, and be able to do special things most Orlanthi cannot. And to use unusual mechanics.
Pick your Attributes
You have Charm +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 d4.
You start with all the Basic Moves and Master of Spirits.
Master of Spirits: You can see any unbound spirit which isn't hiding. When you confront unbound spirits, roll +Magic. On a 10+, gain 3 hold. On a 7-9, gain 1 hold. On a 6-, gain 1 hold but one of the spirits may immediately make a soft move on you. You can spend hold to:
- Instantly banish, stagger, or repel (to far range) a spirit within Close range
- Negate a spell or attack by a spirit on you or an ally
- Tap a spirit's strength to heal yourself or an ally by 1d8 Harm (This will anger the spirit, who suffers equal Harm)
- Force a spirit to move to Hand range with yourself or an ally
Then Pick 1 from the list below.
- Disrupt Spirit: When you Smite Foe on a spirit, roll +Magic. On a 10+, you stagger them in addition to any other damage. On a 6 or less, they wreck your flow and are staggered.
- Enter Spirit Plane: You cross over onto the spirit plane; roll +Magic: 10+: You can take up to five allies with you. 7-9: You enter by yourself. 6-: You enter, but to spirits, you look like someone covered in garbage would look to humans, suffering an ongoing -1 to +Charm checks while there.
- Heard the Whisper of the Spirits: You get +1 Charm (Max +3).
- Spirit Dancer: When you Defy Danger on the Spirit Plane, you can roll +Charm instead.
- The Spirit Roads: You know secret paths which straddle the Spirit World and the Waking World. On a trip, roll +Magic: 10+: Your group moves at triple speed and it takes potent magic to notice your passage. 7-9: Choose one or the other. 6-: It takes twice as long to get there and it's a miserable trip.
- Spirit Storm: Roll + Magic. On 10+, inflict 1d8 harm and stagger on every spirit foe in hand to hand range with you. On 7-9, inflict just one of those results. On a miss you may not use this move again today.
Charms are magical items empowered by a spirit you have convinced to take up residence. As items, they can be stolen from you, though you can replace the stolen one with a new one at the start of the next session. Charms do not cooperate with anyone who steals them, unless that person is a Shaman themselves.
When you want to invoke your charms, roll +Charm. 10+: You get 3 hold to use on that Charm. 7-9: You get one hold to use on the Charm. 6 or less: The spirit goes into a snit and won't do anything for you for the rest of the game day.
You can 'release' a spirit from a charm; you get an automatic 10+ result but can't use the charm again until the next session.
Choose 3 You Know How to Summon:
- Cloud Brother (One of the Wrong Seasons): Spend 1 hold to summon a cloud and ride it... but you must go where the wind wills; spend 3 hold to summon a cloud that you and a small group of allies can ride and you control where it goes... but it only moves at a comfortable walk. Clouds are not into vigor.
- Cool Wind (One of Uncle Frost's Family): Spend 1 hold to reduce the heat levels of the area a little; spend 3 hold to make it feel like Dark Season.
- Fish Brother (One of the Deep Well Spirits): Spend 1 hold to summon enough fish (there must be a body of water near you) to feed a small group; spend 3 hold to summon enough fish to feed a large group.
- Hawk Brother (One of the Breath Friends): Spend 1 hold to summon a hawk which bears a short message to someone of your choice; spend 3 hold and the hawk can bring a message back to you after it delivers your missive.
- Lightning Brother (One of the Breath Friends): This is bound into a weapon. Spend 1 hold to do +1d4 Harm with the weapon for a number of rounds equal to your Magic; spend 3 hold to fire a lightning bolt which does 1d8 Harm with a range of Near.
- Rain Brother (One of the Wrong Seasons): Spend 1 hold to call down light rain; spend 3 hold to call down high winds and heavy rain.
- Shell Brother (One of the Deep Well Spirits): Spend 1 hold to add +2 to your Armor against a single attack as you suddenly are protected by a giant turtle shell.
- Bone Breaker (One of the Hell Brothers): Spend 3 hold to inflict 1d8 Harm and stagger every undead within Close Range; spend 1 hold to do one of those things.
- Wind Brother (One of the Breath Friends): Spend 1 hold to push someone in hand range out to close range; spend 3 hold to push them to far range.
- Wing Brother (One of the Breath Friends): Spend 1 hold to fly as fast as a man can run, or 3 to fly as fast as a horse can gallop.
- Wise Brother (One of the Sky Defenders): Spend 1 hold to dispel one magical effect within sight; spend 3 hold to dispel every magical effect within Close Range of you.
The price of a Shaman's power is Geasa, taboos you cannot violate or you weaken your power; you suffer -1 ongoing to any spirit-related roll each time you violate one of your geasa and this penalty is cumulative. Your Geasa are imposed by the Charms you have. Enemies may know these and use them against you and it's the MC's job to put you in a position periodically of either offending a human/elf/etc or violating the taboo.
You do get 1 XP when you hold to the Geasa even though it causes you social blowback.
- Breath Friends: These are Air spirits who provide wind related powers and require you remain faithful to your spouse or lover.
- Deep Well Spirits: These are Water spirits who provide charms which defend against hostile spirits and dangerous weather. They forbid alcohol consumption.
- Hell Demons: These spirits of darkness protect against the undead, possession, death spirits, disease spirits and curses. They require you to never kill (except for the creatures they ward against).
- Sky Defenders: They are Sky (Fire) spirits who provide charms which defend against magic and let you turn it back on your foes; they also can track spirit magic to its source for you. They require you sleep under the open sky.
- Uncle Frost's Family: These are air spirits who control cold weather. You must spend some of your time tending to Oak Trees and never harm them.
- Wrong Seasons: These air spirits are called on to change the weather. They require you must rise from bed an hour before dawn and pray with them in the early morning chill.
Shamans don't wear armor and in fact, wear weird clothing which spirits like and everyone else sees you as a bit of a freak. You have a Shaman's Staff and three Shaman Items.
- 2-Handed Weapon
- It does 1-Harm to Daimons, Spirits, Souls, and Essences, standard Harm to everything else
- If your Might is 0 or higher, it grants +1 Armor (from parrying attacks)
Secondary weapons (pick three):
- Brace of Javelins : (Thrown-Close 1-Piercing)
- Hand Axe: (Hand Throw-Close)
- Horn Dagger: (Intimate/Hand? Concealable)
- Wooden Shield: (Intimate/Hand? 1-Protective)
- Collection of Trinkets: (Once per session, can serve as Leverage to Smooth Talk spirits.)
- Dowsing Charm: This contains a slumbering spirit; once a season, you can wake it up and it will lead you to a treasure... maybe. Roll +Charm. 10+: You recover 40 silver. 7-9: You get 20 silver. 6-: It leads you to something dangerous!
- Ritual Clothing: +1 on +Charm checks with Daimons, Spirits, Souls and Essences, including use of Charms
- A horse and tack
- Ring with the Air Rune carved into a gem: +1 with +Charm with members of the Storm Tribe
- Fish Whistle: You can use +Charm when Hunting.
- Polished Obsidian Depiction of Storm Bull Slaying Wakboth: +1 on +Charm checks with Praxians and Urox worshippers.
- Four man canoe and fishing gear.
- Holy Spot: You have a holy spot where spirits gather. Inside it, you can tap its power to gain leverage for Smooth Talk on spirits: Roll +Magic: 10+: You gain leverage in the form of a trinket and at worst, the spirit just leaves, telling you that you suck. 7-9: Choose one. 6-: Uncontrolled power coruscates through your flesh, giving you a new scar and 1 Harm. You can harvest two trinkets per season as well; they must be used before the season ends.
- Landholder: You have a homestead, fields and maybe some cattle or sheep making you a respected community member. That's unusual for a shaman, but not impossible. They are worked by a relative or thrall. Each season, roll +Wits. On a 10+, you have a 40 silver surplus. On a 7-9, you have 20 silver. Choose 1 season you get +2 during and one you get -2 during and explain why.
- Sworn to the Chief's Service: You work for a Chief, who tolerates your odd behaviors. Your constant contact with them lets you approach the Chief and members of the Ring more freely than others and gives you +1 ongoing to any +Charm checks against them. He also ensures you are fed and housed and provides you with a horse and supplies for any trip.
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