The Blessed

Danu, the Great Mother, provides. We need only learn her secrets: the names by which the trees call each other; the mark made with redberry juice to ward off impure spirits; the language of the wolves. A thousand such secrets Danu keeps, to share with only her true children. Her Blessed.


Background (Choose 1)

There are other initiates in Stonetop, serving the goddess and the village. They aid you as followers—see the Initiates of Danu insert. Who are they?

Choose 2 or 3:

Regardless, you get the Trackless Step move (go mark it now). Also, when you Forage, you have advantage.

For some reason, you've made yourself known to Stonetop and perhaps you even call it home. But the ways of humans are still strange to you. Once per session, when your wild ways offend or alienate you from someone, mark XP.

Regardless, your dreams have been haunted by strange markings and symbols. You feel the mystic power in plants, stones, and soil. And you've felt the growing wrath of the Earth Mother as foul things begin to move about. Take the Danu's Grasp move (go mark it now).

Danu's power flows through you, but at great cost.

When you would spend 1 Stock from your sacred pouch, you may choose to lose HP instead.

Instinct (Choose 1)






Appearance

Choose 1 on each line, or make something up:

Place of origin and name

Stonetop is your home, or close enough, but where are you (or your family) from originally? Pick 1 and a name to match (or make up something similar).

I am called...

Stats

Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage.

Strength
Dexterity
Intelligence
Wisdom
Constitution
Charisma
HP (max 18)
Armor
XP
Level

Special possessions (Pick 2, in addition to your sacred pouch)

  • Sacred pouch (magical): see back page.

Stock: ◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇

Instinct to bark & threaten; Cost: affection.

(discuss with GM)

Moves

You start with Spirit Tongue, Call the Spirits, 1 from your Background, and 1 of your choice.


on a 7-9, roots, vines, and earth pull at them, and they pick 1; on a 10+, as a 7-9, but both apply.

. They're restrained, unable to act freely until your focus slips or they tear their way free

  • They take damage (ignores armor)

If this brings them to 0 HP, they are pulled into the earth and bound in rune-etched stone.

When you publicly sacrifice something or someone much-loved, either clear a steading debility or gain advantage when the steading next rolls +Fortunes.

  • SPIRIT TONGUE

You can speak with beasts and spirits. You can always ask the GM, "What spirits are active here?"

and get an honest answer.

  • (Requires Spirit Tongue)

    When a spirit or beast loans you power, ask the GM for one of its tags or moves. Store it in your pouch in place of 1 Stock. When you use the borrowed tag or move, roll +WIS: on a 10+, you do it and can use the power again; on a 7-9, you do it, but lose the power.

  • CALL THE SPIRITS

    (Requires Spirit Tongue)

    When you spend 1 Stock and perform a short rite, the spirit(s) of a place or object manifest and hear you out. What they do next is up to them.

  • A type of being you name (including "people") will tend to ignore your presence
  • People will perceive you as someone else, though you must wear something of an individual's in order to impersonate them When your deception comes under scrutiny, roll +INT: on a 10+, the veil holds, and no one is the wiser; on a 7-9, the veil holds, but there is further scrutiny or a complication (GM's choice).

When your wards or bindings are first tested, roll

+INT: on 10+, they will hold as long as the signs remain unmarred (and the affected creature can do nothing to affect them directly); on a 7-9, they hold for now but may be overcome through might or will.

  • Name an additional type of harm
  • On a 10+, the charm retains its potency
  • Your patient suffers lingering harm or trauma
  • You suffer some of the malady's effects
  • It will be harmful and dangerous to discard

Sacred pouch

Your sacred pouch (magical) doesn't take up space in your inventory. It can hold up to 3 Stock (sacred herbs, powders, stones, pigments, chalks, clay, and so forth). Each time you gain an even-numbered level, your pouch can hold +1 Stock. When anyone but you looks inside your sacred pouch and touches the materials therein, the Stock is ruined.

When you have a few days of downtime in familiar terrain, you may replenish your Stock.

When you Forage, you can produce Stock instead of provisions.

Your sacred pouch is... (choose 1 on each line)

The Earth Mother

Danu has long been revered by all peoples, though not always worshipped or served by priests. In Stonetop's Pavilion of the Gods, Danu's shrine is...

(choose 1)

What do the folk of Stonetop leave as offerings?

(choose 2-3)

Introductions

Wait here for everyone else. When everyone's ready, take turns introducing your characters. When someone reveals something and you want to know more, ask them about it. When someone asks you a question, answer it truthfully.

  1. 1
    On your first turn, introduce yourself by name, pronouns, background, origin, and appearance.
  2. 2
    On your second turn, describe your special possessions and how you contribute to the village (beyond working the fields).
  3. 3
    On your third turn, describe your sacred pouch and its remarkable trait. Then, tell us about Danu's shrine in Stonetop and how she is worshipped.
  4. 4
    On your next turn, answer one of the following, naming one or more NPCs who live in Stonetop.
  1. 5
    Go around again. Answer another question from 4, or pass. When everyone has passed, go on.
  2. 6
    On your next turn, ask your fellow PCs one of these. When others ask you, answer as you like.
  1. 7
    Go around again. Ask another question from 6, or pass. When everyone has passed, go on.
  2. 8
    Add your home to the steading playbook. When everyone is done, let spring burst forth!