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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:


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:

Then Pick 1 from the list below.


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:


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.


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.

Shaman's Staff:

Secondary weapons (pick three):


Choose one:


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.


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Last edited October 15, 2018 10:56 am (diff)