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Yora the Trickster - Initiate of Eurmal
Yora was the twelfth child of Inga and Dronar, and the seventh of seven who survived to be initiated. Her house was often full of sorrow for the five who died and she learned to be funny to try to cheer everyone up. Her parents were also too exhausted to put any real limits on her. By the time of her initiation, she was clever and silver-tongued, but useless for the tasks women normally did. She was, however, a great storyteller.
Three days before her initiation, her father was killed by a Grazer arrow to the throat and his body stolen by them, to everyone's surprise; even Yora could not laugh at that or at her sister Mara being carried off by them. Despite the losses, life had to go on, so thirteen girls were rounded up, all fourteen to fifteen, save for thirteen year old Elsa, for initiation. They prayed in the Temple of Ernalda and it became Ernalda's House, with a set of tools laid out for them to choose from. Everyone was surprised to see a cup and balls set on the table, but no one was surprised when Yora took them. She did not laugh, but seemed grim about it. They were surprised again when Natalvale and Jareen both tried to claim the loom in Ernalda's house and came to blows over it like squabbling boys; Braneld, who had already claimed the healer's bag, tried to stop them and got punched by both of them, Braneld the gentle, who Yora knew would never fight back.
Yora couldn't save her father but she could do this. She strode forward, seizing Natalvale. "If you like weaving so much, try it up close and personal!" She tangled the threads around her, making Natalvale a human shuttle and when Jareen came at her, kicked her in the groin and shoved her into the loom as well, then made them wear their panties as hats. Then she helped Braneld up, giving her a cookie, and only later wondering where the cookie had come from. Everyone else milled about, some having taken tools and some not, but all now afraid of her. She enjoyed that. Once this was over, she was going to teach the Grazers to be afraid of her too. Yrsa was so afraid she'd apparently snapped and was having a nice chat about what kind of fuel the fire in the fireplace liked most.
Then Mahome strode in and stared at the loom in horror; she'd just begun a lecture on discipline and having to set an example when a Grazer somehow rode in through the door and speared her through the heart. Yora knew gods could die, *had* died and come back. She'd been through this quest as a chorus child many times to prepare them for this. Ernalda was not dead, only sleeping. But this was not part of the story; it was wrong, a further stroke from the Grazers to destroy their future.
Then Yrsa picked up a broom and pointed it like a spear at the Grazer, who was struggling to get his spear back out of Mahome's corpse. Lightning crackled out of it, knocking the Grazer into the kitchenwares; broken fine plates and knives pierced him and now Yora stared. If you took the broom, you became one of Vinga's initiates??? How did that work? Yora herded everyone out the backdoor with her broom; most of the girls were panicked but Yora led the way, only to find herself staring at more Grazers. One of them tried to lance her and she pulled him off his horse, pulled off his groin wrappings and blinded him by tightly tying them around his face; she was about to shove his own spear into him when she saw most of the other girls had been grabbed.
But then Yrsa touched her falcon broach, seized her and Braneld by the hands and FLEW away. The broom flew along after them. "So... Vinga?" Yora asked. "Kolat. We are aided by a Wing Brother." Then she began talking to the air. Spirits. Yora was intrigued but even scrunching her face didn't let her see it. They found Harrid, riddled with arrows and on the edge of death; Braneld now surprised Yora by healing his wounds with glowing light; the Harmony Rune blossomed on her cheeks like a flower and it made Yora shiver. Three boys now arrived in a wagon, driven by Jarnegar, whose father was one of the clan traders, and now he, like his father, served Issaries. On guard duty was Argan, who surprised no one by initiating to Orlanth, and Tybalt, a strange young man in strange clothing, pale like a Pelorian and dark haired like an Orlanthi. Someone in the clan fucked a Lunar and hid the kid until now, Yora assumed.
Together, they found the Grazer Camp and defeated the five headed monster which led them (apparently a 'Pentan', whatever that was), after Yora tricked it into fighting itself. Then she helped it die horribly, feeling a deep satisfaction, and she turned its own dogs on it to eat the body. Then somehow they stumbled into the Unity Battle! Yora rather enjoyed it, spreading her own brand of chaos through the ranks of the forces of Chaos. Until Leikadessa died. But Braneld then led them in a right to return Leikadessa to life and Yora felt the hope she'd lost returned to her. FATHER.
And then, suddenly, they were back in the temple of Ernalda. They had flat-out lost Lismelder somewhere, somehow; she is still missing. But the other twelve had made it back alive. And almost all the boys as well. It was time for a celebration.
Once that was over, Yora assembled her friends and they raided the Grazers, finding the band which had invaded her camp; many of them were dead and the rest were mourning them and soon had more to mourn. They recovered Yora's sister, though she was now pregnant and the body of her father, who Braneld was able to bring back, for it had not yet been seven days. Any longer than that and only the Lightbringer Quest could return them. They had both been used to invade the initiation rites as a tie to the clan, but neither knew why these Grazers hated them so much and they had left no one alive to ask, for the only living ones had escaped them and Braneld had insisted on letting them go.
She could deny Braneld nothing and swore to her, for she knew she would need a bond to stay in the village, for few trusted a trickster, not even kin. Living in the temple of Ernalda was not going to be easy, though. So many targets in a small space.
Roll your Attributes
At the start of each session, roll on the table below:
- Charm +1, Grace +1, Magic +0, Might -1, Wits +2
- Charm +0, Grace +1, Magic +1, Might -1, Wits +2
- Charm +2, Grace +0, Magic -1, Might -1, Wits +2
- Charm -1, Grace +0, Magic -1, Might +2, Wits +2
- Charm -1, Grace +1, Magic +1, Might +0, Wits +2
- Charm +0, Grace -1, Magic +2, Might -1, Wits +2
You start with all the Basic Moves and at the start of each session, roll 5 times on the chart below:
- Change Your Face: You shapeshift into another form; roll +Wits: 10+: You can turn into any human you know or a human form of your own design. 7-9: You change your appearance but can't impersonate anyone. 6-: For the rest of the scene, you look messed up and suffer disadvantage on +Charm checks; you look like yourself... after a year or two in a Lunar Hell.
- Eurmal the Lightbringer: If you die, roll +Wits. On a 10+, you are reborn at the next sunset on the nearest garbage pile. On a 7-9, you are reborn at the next sunset... tied up in a prison somewhere. On a miss, Ky Tora Tek trades you to Yelm's Judge of the Dead aspect and he lectures you until you eventually re-incarnate, become catatonic from boredom and dead, or someone finds a way to raise you, which will be harder than usual.
- Eurmal the Petty: You can specify some kind of simple magical prank, like giving someone a tattoo which says 'YELM SUCKS', or making someone's dinner go bad, or rendering them impotent until the next sunset. You can do this to one person per day. Roll +Magic. 10+: It goes off perfectly and can't be connected to you. If you narc yourself out anyway by bragging, you can reduce your Disorder by one. 7-9: It works perfectly, but they know you did it, possibly because you taunted them about it. 6 or less: You curse yourself and everyone laughs at you. Raise your Disorder by one.
- Fly: Eurmal learned this from watching Orlanth. When you leap into the air you may fly at the speed of a fast run, or can dive at galloping speed for short distances. At high altitude you can use air streams to cover ground more quickly.
- Outwit Authority: When you Defy Danger from an authority figure, or Resist Magic used by an authority figure, you can roll +Wits instead. If you get at least a 7, you can reduce your Disorder by one.
- Pants Them: Choose a target within Hand-to-Hand or Intimate Range. On a 10+, you knock them prone, stagger them, and steal their underwear. Reduce your Disorder by one. On a 7-9, choose one. On a 6 or less, your foe somehow steals YOUR underwear and you flee them in shame for losing at your own game, fleeing to Far Range from them. Add one to your Disorder.
- Raid & Run: name your escape route and roll +Might. On a 10+, you’re gone. On a 7-9, you can go or stay, but if you go, it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.
- Rain of Garbage: Roll +Magic. On 10+, every foe within close range or less flees to far range and is staggered. On 7-9, choose one. On a miss, every ally within range must Defy Danger or be staggered and suffer -2 on Charm checks until they can clean up.
- Undercut Hypocrisy: When you have know someone's dirty secrets, this counts as leverage and you can roll +Wits to Smooth Talk instead of Charm.
- Wiser Than A Wordstar: You get +1 Wits (Wits +3).
- You Can't Keep Me Out: When confined in a locked space, tied up, or you just WANT into a locked or barred place or object, roll +Wits. On 10+, you get in and need not explain how. On 7-9, you get in, but in the process, you either take 1-Harm or you lose a random piece of gear. On a miss, the MC makes a hard move.
- Battle Trickster: When you go into battle, roll +Wits. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle, you can spend your hold 1 for 1 to:
- Steal something from a foe within Hand range or less or plant it on them. This can include his weapon or armor.
- When a foe moves, you decide where he ends up.
- Instead of inflicting Harm on a foe, he gets confused and wanders off out of the fight.
- Gain one use of a Move just used on you that you don't normally have.
- Avoid all harm to yourself from an incoming attack.
- Tattoo something embarrassing on a foe within Close Range
Eurmal provides and Eurmal takes away. Roll your initial gear randomly and each session, roll for one random item you will lose and one you will gain; the MC will work this into the session and if he can't, then Eurmal just makes a trade when you're not looking at the end of the session.
Roll 4 times for your starting gear; if you don't get a weapon, discard the third roll and keep rolling until you get *something*.
- Magical leather armor with the Disorder Rune on the back and the word 'Badass'; it provides 1 point of Armor
- Battleaxe : (3-Harm Hand)
- Brace of Daggers : (2-Harm Intimate/Hand? Thrown-Close). You can Conceal a single dagger on yourself but not the whole brace.
- Brace of Javelins : (2-Harm Thrown-Close 1-Piercing)
- Hand Axe: (2-Harm Hand Throw-Close)
- Horn Dagger: (2-Harm Intimate/Hand? Concealable)
- Longsword : (3-Harm Hand)
- Quarterstaff: (2-Harm Hand 2-Handed 1-Protective)
- Short Spear: (2-Harm Hand 1-Piercing)
- Trident: (2-Harm Hand Trap)
- Wooden Shield: (2-Harm Intimate/Hand? 1-Protective)
- Priestess' Staff : (2-Harm Hand 2-Handed 1-Protective, +1 Harm against Daimons, Souls, Spirits, and Essences)
- Bag of Seeds (You can use this once per session to grow a plant magically to serve as leverage for +Charm moves)
- Elven Harp (You gain +1 forward on the Festival Move)
- Fancy Clothing (You gain +1 Forward on Smooth Talk in formal settings )
- Horse and Tack
- Dara Happan Noble Toga
- Rokari Church Priest Clothing
- Esrolian Grandmother's Favorite Dress (you appear female while you wear it unless you don't want to)
- Ham Sandwich
- 10 inches of rope
- A giant suit of armor, 100 feet tall, provides 6 armor while you're inside it, too big and heavy to move, but a great place to sleep safely!
- Jaldon Goldentooth's Golden Tooth (It contains a wall-hating spirit. While you have it, you can command it to break a wall; roll +Magic. 10+: A wagon-sized hole appears in the wall. 7-9: A human-sized hole appears in the wall, or a wagon-sized hole appears but another such hole happens somewhere else of the MC's choice and they know it's your fault, 6 or less: A wagon-sized hole appears in some other wall and you're in trouble for it.)
- A complete set of court records from a trial of a Eurmali by the God-Learners for '12 counts of murder in the first degree, 14 counts of armed theft of Seshnelan Imperial property, 22 counts of piracy on the high seas, 18 counts of fraud, 37 counts of grand theft Grimoire, and one Motion Rune Violation' He pled not guilty and successfully pinned all charges on the Judge, who was promptly tapped. (In any kind of trial, you can use Wits in place of Charm for relevant rolls.)
- A hat with a duck on it; best not worn near Ducks.
- A potato which may contain Nysalor, but how would you find out?
- a box of one dozen crazed weasels
- A suit of Seshnelan Style Chain Mail, which provides 2 points of Armor, but is Clumsy 1
- A handbell labelled 'Ding-a-ling'
- Arrows of Entanglement: These allow you to make grappling attacks with your bow. Instead of inflicting Harm, you can choose to tangle up the foe and force them to spend time breaking free.
- Bag of Seeds:: You can pull out a seed of your choice once a day and plant it, then roll +Magic. 10+: It grows to full size in an hour. 7-9: It takes a full day. 6 or less: The seed tries to plant itself in you and you suffer 1 harm.
- Elven Food: A single leaf suffices to sustain your life for another day; you can carry enough to sustain you for the entire season.
- Leaf Boat: You carry a small boat which folds up into your pocket, then unfolds into a boat big enough to carry ten when you want it to.
- A bag of rocks
- A sheet with two eyeholes cut in it; can be worn to cover the body and see through the holes
- A Trader Prince of Wenelia; she is perpetually somewhat stoned but willing to make deals with those who have wealth
- A small, yappy dog
- A big white dog which in theory would be very dangerous to your enemies, but she is afraid of everything, especially your enemies
- A pit bull, which is to say a bull which is trapped in a 20 foot deep circular pit
- 1d6 cows which have been tattooed with the mark of a rival clan
- 1d6 cows with your own clan's mark
- A bone whistle of no clear use
- Ordinary Orlanthi Clothing
- A small pile of gems worth one Wealth
- A jaunty hat with a feather
- A fedora (the words 'property of Yelmalio' are embroidered inside it)
- Very tight pants of some odd stretchy material
- Three cups and several balls for the ball and cup scam
- A runestone
- A small figurine of an old woman; it contains a Granddaughter of Ty Kora Tek spirit. You can command it to attack those who injure workers of the land or who attack their own kin. This is Darkness Magic. Chose a foe within Close Range. Roll +Magic. 10+: Your foe withers, suffering 3 Harm and being staggered. 7-9: Choose one of the above. 6 or less: The spirit withers *you*; you are staggered until the end of your next turn and you take 1 Harm.
No clan will let an unbonded Eurmali run wild for long; you have to swear fealty to someone; this can be a PC or an NPC. But it's hard for you to bear this. You have a special stat called Disorder. When you deflate an authority figure or cause people sufficient trouble, you can bleed off one or more points of it. When you have to knuckle under to authority, you gain one or more points. When your bar reaches 10, you do something really stupid or treacherous, the MC's call. This often involves displays of magic beyond your normal capacity.
Because of this, this playbook should not be used unless *everyone* in the group agrees to it, because it can cause big trouble.
Yora is sworn to Braneld.