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.
Damage: d6 · HP (max 18)
Stat-less — there are no stats to assign. When a move says "roll," you push your luck (see 00-core-loop/dice-and-moves.md).
Background (choose 1)
Initiate
Your steading has long been home to a sacred order, keepers of the old ways and speakers for Danu. You are one such initiate, the most gifted in generations. You gain the Rites of the Land move.
There are other initiates in your steading, serving the goddess and its folk. They aid you as followers — see the Initiates of Danu insert. Who are they? Choose 2 or 3:
- Enfys, your acolyte, beloved by birds
- Afon, strange and Fae-touched
- Gwendyl, your mentor, a talented healer
- Olwin, your anointed lover, seer of fates
- Seren the Eldest, wise and hard as winter
Raised by Wolves
Maybe not by wolves, but you grew up in the wild. Beasts of land and air were your siblings. The sighing wind taught you language. The trees and rocks were your home. Were you one of the Forest Folk? Abandoned or orphaned? Lured into the Wood?
Regardless, you get the Trackless Step move (mark it now). Also, when you Forage, you have advantage.
For some reason, you've made yourself known to your steading 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 1 XP.
Vessel
A seed of Danu's power has taken root in your soul. Perhaps it has always been there and only recently sprouted. Or maybe it was planted in you during some portentous event.
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 (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 2d4 HP instead.
Instinct (choose 1)
- Delight — To find beauty, in even the most ugly thing.
- Detachment — To remain unmoved, to be cold as winter.
- Nurture — To help others grow, learn, or improve.
- Preservation — To protect the natural world.
- Reverence — To demand sacrifice to the spirits and Danu.
Appearance
Choose 1 on each line, or make something up:
- fresh-faced -- hale & hearty -- gray & wizened
- imperious voice -- raspy voice -- soothing voice
- curvy -- strapping -- rail-thin -- solid -- willowy
- ceremonial robes -- furs, leather -- work clothes
Place of Origin & Name
Your steading is your home, or close enough. Pick one region and a name to match (or make up something similar):
- Example names: Arwel, Blodwen, Brynmor, Celyn, Fflur, Gwynn, Tegwen, or Winned
- Barrier Pass: Alagh, Bora, Chambui, Enebish, Jalakai, Kamala, Sechen, or Todogen
- The Steplands (Hillfolk): Bejn, Decla, Franza, Irv, Ivet, Jak, Sibl, or Yez
- The Wild: Mix and match 1–3 of: Autumn, Badger, Big, Black, Bloody, Brave, Crow, Cub, Dark, Doe, Fang, Fierce, Flower, Gentle, Green, Grim, Hart, Leaf, Little, Lonely, Old, Owl, Pale, Pup, Quick, Quiet, Rain, Red, Sharp, Snake, Snow, Spring, Summer, Tall, Tree, Yellow, White, Wind, Winter, Wolf, Whisper
Moves
You start with Spirit Tongue, Call the Spirits, 1 from your Background, and 1 of your choice (four total).
★ 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.
★ Call the Spirits
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. (Requires Spirit Tongue.)
Amulets & Talismans
When you craft a protective charm for someone, spend 1 Stock and name a source of harm (fire, stabbing, etc.). When they would suffer such harm while bearing your charm, roll.
On a success, they suffer only half the damage or effect. For each 6, they ignore the harm entirely. On a bust, the harm lands normally and the charm is spent.
One can benefit from only 1 charm at a time, and it loses its potency after 1 use.
Bands, plainly: a success with no 6 = half; a success with a 6 = ignore; bust = normal.
Barkskin
When you are touching the earth, you have 2 armor. When you mark another with 1 Stock, they gain this benefit so long as the mark remains.
Big Magic
Each time you take this move, choose an additional remarkable trait for your sacred pouch and increase your max Stock by 2.
Borrow Power
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.
On a success, you do it — but the power is spent. For each 6, you retain the power and can use it again. On a bust, it's lost and something goes wrong (the GM says what).
(Requires Spirit Tongue.)
Danu's Grasp
When you call on the world itself to bind a spirit or a perversion of nature, spend 1 Stock and roll.
On a success, the earth grips them — pick 1. For each 6, pick an additional 1:
- They're restrained, unable to act freely until your focus slips or they tear their way free.
- They take 2d4 damage (ignores armor).
If this brings them to 0 HP, they are pulled into the earth and bound in rune-etched stone.
On a bust, the world doesn't answer the way you want — the GM makes a hard move.
Bands, plainly: a success with no 6 = 1 pick; a success with a 6 = both.
Healer's Arts
When someone Recovers under your care, they recover extra HP equal to your level + 3. If you also spend 1 Stock, they heal an extra 5 HP and their wounds/injuries are stabilized.
Heed My Words
When you Persuade by talking sense or warning against foolishness, you have advantage.
Improved Trait
Each time you take this move, choose one of your traits and work with the GM to make it more powerful — lean into the fiction. (A trait that says "increment one die" becomes "increment two dice"; narrative traits take real creativity — that's the fun.)
Into the Lion's Den
When you approach a beast calmly and show no fear, it will not harm you (though it may threaten you and test your nerve). When you lay your hand gently upon a beast, it calms to your touch.
Lightning Rod
When you Defend while touching the earth, you can spend 1 Readiness to intercept a nearby magical attack and redirect it harmlessly into the ground.
Rites of the Land
Once per season, when you oversee the sacred rites, hold 1 Favor. If you also sacrifice 1 Surplus, hold 4 Favor instead. Spend Favor in lieu of Stock, 1-for-1.
When you publicly sacrifice something or someone much-loved, either clear a steading debility or gain advantage when the steading next rolls +Fortunes.
Trackless Step
When you move through nature with care and patience, you make no sound, leave no trace, and can ignore any hindering or treacherous terrain (briars, mire, scree, etc.). When you spend 1 Stock and mark others, they each gain this benefit so long as the mark remains. 1 Stock can mark a number of individuals up to your level.
Veil
When you wrap yourself or another in a subtle veil, spend 1 Stock and choose 1:
- 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.
On a success, the veil holds. For each 6, no one is the wiser — no further scrutiny, no complication. On a bust, the veil slips.
Wards & Bindings
When you mark a boundary with sacred signs, spend 1 Stock and describe who or what they affect (using no more words than your level). Also, choose whether the affected beings are repelled or trapped by the signs. When your wards are first tested, roll.
On a success, they hold. For each 6, they hold as long as the signs remain unmarred — the affected creature can do nothing to affect them directly. On a bust, they are overcome through might or will.
Wild Soul
Each time you take this move, gain a Ranger move of your choice for which you qualify. (You can't take Improved Trait or Superior Trait.) (Requires level 2+ and the Blessed.)
Nature's Wrath
Danu's Grasp gains the area tag and can affect any creature. A mortal reduced to 0 HP is subdued or killed (your choice) rather than bound in stone. (Requires level 6+ and Danu's Grasp.)
Potent Workings
When you craft a protective charm, you may spend 1 additional Stock to choose 1:
- Name an additional type of harm.
- On a success with a 6, the charm retains its potency. (Requires level 6+ and Amulets & Talismans.)
Shared Souls
When you mark a beast with 1 Stock, you can direct its actions and perceive through its senses no matter the distance between you. Treat it as a follower with 3 Loyalty; when you spend its last Loyalty, the effect ends. (Requires level 6+ and Into the Lion's Den.)
Suck the Poison Out
When you draw a malady from a patient's body, mind, or soul, spend 1 Stock and roll.
On a success, you remove it. For each 6, you can safely discard it — or store it in your sacred pouch (taking the space of 1 Stock) to study or inflict on another. On a bust, it comes out wrong — the GM makes a hard move.
(Requires level 6+ and Healer's Arts.)
Superior Trait
Choose a trait you have already Improved, and work with the GM to boost it even further — a significant, fiction-driven leap that should feel like a real capstone. (Requires level 6+.)
Voice of the Earth Mother
When you speak on behalf of Danu, natural beasts and spirits of the wild respect your authority. All but the most headstrong will do as you command, even against their instincts. (Requires level 6+ and Spirit Tongue.)
Special Possessions
Pick 2, in addition to your sacred pouch.
- ☐ Sacred pouch (magical) — see below.
- ☐ Apiary: beeswax, candles (close, area, lasts ~1 hr), honey, bee smokers, hat & veils, etc.
- ☐ Collected offerings (___ uses): Expend a use to produce something valuable to a spirit of the wild. Restore 1 use each season.
- ☐ Goat herd: milk, cheese, pelts, meat, blood, horn, wool, etc. Each season, 1-in-4 chance of having a bezoar (swallow it to cure poison).
- ☐ Herb garden: shears, mortars & pestles, herbs, seeds, remedies, mild poisons, spades, etc. Each spring, d4 uses of bendis root (reach, area, burns ~1 hr, fumes repel perversions of nature).
- ☐ Mastiffs, 2–3 followers (alert, keen-nosed, fierce, overprotective); HP 6; Damage d6 (hand, grabby); Instinct to bark & threaten; Cost: affection.
- ☐ (discuss with GM)
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)
- an heirloom -- made just for you -- your own work
- fur -- drakescale -- leather -- woven demonflesh
- unadorned -- beadwork -- rich dyes -- runes
What remarkable trait does it possess? (choose 1)
- It cannot be cut, torn, or burned by any natural means.
- Unless someone is specifically searching for your pouch, they will ignore its presence.
- So long as the pouch is sealed, nothing within can be detected or found by magic, nor can anything within escape or affect the outside world.
- Unnatural and unclean creatures cannot bear to touch it.
The Earth Mother
Danu has long been revered by all peoples, though not always worshipped or served by priests. In your steading's temple, Danu's shrine is... (choose 1)
- ...loved, well-used, dripping with offerings and petitions.
- ...little more than a token of respect, for her holy places are anywhere but here.
- ...given wide berth by most, and approached only with care and propitiation.
- ...neglected and all but forgotten, except by a few.
What do the folk of your steading leave as offerings? (choose 2–3)
- fruits of harvest / figurines & effigies
- whisky & spirits / salt & crystals
- pure rain water / metal nails & tools
- blood & burnt flesh / incense & sage bark