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Uz Trader - Initiate of Argan Argar
This entire paragraph is a secret, just for us Argan Argar Initiates. Argan Argar and Kygor Litor are siblings, not mother and son. They're both children of Xentha, Goddess of Night, who is the master of the Darkness Rune. But Xentha liked Kygor best and put her in charge and her followers deluded themselves that all Trolls and their Gods came exclusively from Kygor Litor and that Xentha is her DAUGHTER.
This paragraph is secret too. To be fair, Kygor is the elder child; Argan was born when Xentha returned from being 'married' to Yelm and decided it was time for Yelm to go. She knew the trolls would need allies and Kygor believes that you either obey Kygor or get eaten. We saw how well that works when she tried to do it to Nysalor and the entire troll race was cursed. This is half of why Argan Argar married Esrola to establish the right of trolls to rule the Holy Country. (The other half is that he fell in love with her and thus achieved what Xentha had hoped to do with Yelm and failed.)
This paragraph is secret too. So Yelm, being a petty little bitch, invaded Wonderhome, burned it to the ground and the Trolls had to escape; they got scattered but those who followed Argan Argar established the Holy Country and Argan's wife Esrola gave birth to Ezkankekko, the Only Old One, who would unite all of the Children of the Man Rune to battle Chaos in the Unity Battle and helped found the Unity Council. Unfortunately, that went bad and Kygor Litor's daughters took back control of Troll Society, though even they couldn't overthrow Ezkankekko, which is why they found Belintar and helped him murder Ezkanekko.
The Lightbringers? Punks who brought Yelm back. But don't tell their worshippers that; they make good customers and one day, we'll need them. The Hero Wars are coming and if we don't stand together, we'll die separately.
The Lunars? The Stench of Nysalor, who laid waste to our race, is upon them. Exploit them for now but in the end, we will eat them all.
So our cult is subordinate to Kygor Litor now and all we can do is try to guide them from a subordinate position. We have learned that you must Understand How Others Think So You Can Exploit That. He also teaches that Everyone Wants Something They Don't Have, and knowing that desire will help you find a better way.
Most of Argan Argar's initiates are men but women are welcome too.
Take this playbook if you want to build cross-cultural ties, be a Darkness master of Trade, and wear your sunglasses at night.
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 d6.
Pick Three off the list below:
- Command Trollkin: When you decide your Trollkin flunkies will fight, roll +Charm. 10+: They fight at your command as you want during the battle. 7-9: They fight until they suffer 1 harm, then run away and hide. 6-: Confused, they attack a random target each round, but you can try to roll this again to get them under control as an action.
- Cross-Cultural Negotiator: When you use Read a Person, you can ask:
- How does their culture do trade?
- What are their cultural taboos?
- What do they want to buy?
- What do they want to sell?
- Curse Thief: You magically protect the goods in your wagon. If someone tries to steal from your wagon, roll +Magic. On a 10+, they suffer 2d6 Harm and are staggered as long as they hold onto the stolen goods. On a 7-9, you pick one of the two results from a 10+. On a miss, Lanbril intervenes and any attempt to detect the theft has disadvantage.
- Darkness: Roll + Magic. On 10+, you are shrouded in darkness until the end of your next turn; you gain +2 to any Defy Danger checks which would be aided by people not seeing you. On 7-9, as 10+ but your darkvision is on the fritz and you suffer -1 to any actions other than Defy Danger while in the darkness if *you* would need to see. On a miss, you suffer -1 to all actions until the end of your next turn as you blunder around in the darkness.
- Eat Foe: When you take an action to eat a fallen foe, roll +Magic. 10+, you heal 1d4 Harm and gain 1 hold you can use for a Basic Magic of your choice. 7-9: Choose one of those two results. 6+: You get indigestion and a -1 on your next action.
- Let's Make A Deal: You get +1 Charm (Max +3).
- Mask of the Expected: You can take on the form of any kind of troll, though impersonating a Mistress Troll is a good way to end up eaten; you can also turn into any creature of the Man Rune (Beast-Men, Hsunchen, Elf, Dwarf, Dragonnewt, Duck or Keet), but you always look the same as that race, what you would look like if you WERE that race. Roll +Magic: 10+: Flawless transformation. 7-9: The Darkness Rune appears on your cheek and you look uncanny; if you are in human form, you will be assumed to be Kitori. Otherwise, people just give you side-eye. 6 or less: You take on a single feature of that race, making you look freakish to everyone (-1 to any +Charm action) until the next sunset, when you revert to normal. You can turn back to normal whenever you want if you rolled a 7 or higher, but once you revert, you can't use this again until the next sunset.
- Master Negotiator: When you go into making a deal, roll +Charm. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the dealmaking, you can spend your hold 1 for 1 to:
- Know what the other party wants
- Add an extra result on a Smooth Talk roll.
- Add +2 to a Smooth Talk roll (does not stack)
- Add +2 to a Read a Person roll (does not stack)
- Add an extra result on a Read a Person roll.
- Insect Steed: Spend 1 hold to summon a giant insect mount (it dies if it takes over 3 harm) which can fly as fast as a person can run and serves you for the rest of the scene. It needs a lot of space to fly inside, but it has no fear of sunlight.
- Repair: The caster may spend hold to fix a broken item up to the size of a wagon.
- Seal Bargain: Spend hold to seal a deal made with Smooth Talk or similar moves. Anyone who violates it suffers a curse (for the Issaries, a -1 to actions, for NPCs, something unpleasant but not fatal) until they atone and carry out the deal.
- Smite Chaos: Spend hold to gain +2 to any action against a Chaotic creature.
- Trade Talk: Spend hold to communicate with any creature able to understand speech; this includes sign languages for the deaf or hearing impaired.
You begin with two giant beetles, a wagon they pull, and a medium gang of Trollkin who act as guards (poorly) and teamsters (reasonably well). You have a Lead Breastplate (1-Armor). You have a pair of sunglasses which let you operate in daytime without losing your sight. You also have a Battleaxe : (3-Harm Hand) and three Troll Items of your Choice.
Troll Items (pick three):
- A Large Pile of Lead Coins (Once per session, you can use these as Leverage to bribe someone who wants Wealth.)
- Brace of Daggers : (2-Harm Intimate/Hand? Thrown-Close). You can Conceal a single dagger on yourself but not the whole brace.
- Mace : (2-Harm Hand Bruiser)
- Wooden Shield: (2-Harm Intimate/Hand? 1-Protective)
- Upgrade your armor to Lead Cuirass: (2-Armor 1-Clumsy)
- Kegs of Troll Ale (If someone drinks, they roll +Might: 10+: You are a little drunk. Recover 1d4 Harm if you are not Wounded. 7-9: You heal 1d4 damage, but you suffer -1 Ongoing for the next hour. 6-: You wake up the next morning with the feeling you did things you will regret later) Non-Trolls suffer a -1 to the roll.
- Rock Cake Recipe (You gain +2 to Eat Anything if eating rocks)
- Lightglasses (You can loan these to an ally; it allows you to ignore magical darkness)
- Farglasses (Funky lenses allow you to see clearly four times as far)
- Heatglasses (Placed over something flammable, it focuses sunlight to set the thing alight. Trolls don't like the sun but making it serve them is pleasing. It can be used as a ranged weapon: 1d8 Harm at hand range, 1d6 Harm at close range, 1d4 Harm at near range, infinite ammo in sunlight; useless in the dark or mere torchlight)
- Giant Ant Steed with Tack
- Envoy: The Chief or a Temple employs you as an envoy. You are known and trusted, which gives you +2 whenever you try to talk your Chief or the Ring (or your employing Priests) into something.
- Tavern: You run a bar, which means you hear all the best gossip. Each season, roll +Charm. 10+: You gain 3 Leverage. 7-9: You gain 2 Leverage. 6-: You gain 1 Leverage but angry conservatives in the clan beat you up and burn part of your tavern; you can't use it again until you spend 2 Wealth on repairs. Because rumors travel, you can use this leverage anywhere in Dragon Pass or the Holy Country or Pavis and Prax. You only need declare the nature of the Leverage when you use it.
- Trader: You buy and sell goods for the clan; each season, roll +Charm. 10+: You gain 40 silver. 7-9: You gain 20 silver. This is on side trades.
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