Introduction

Welcome to Monster of the Month! This month we continue to explore Rune Masters. Inspired by the RuneQuest Classic supplement of the same name, this series focuses on the most memorable antagonists of a RuneQuest campaign. Rune Masters lead their societies, wield powerful magics, and are pretty much all-around badasses. They can be valued friends or implacable foes—or even alternate twixt the two as the story progresses. In this issue, our attention turns away from humans and toward the Elder Races of . The Aldryami— commonly called “”—are a race of anthropomorphic plants which care for Glorantha’s forests. Rarely seen outside their well-defended woods, this issue’s Wood Lord of Aldrya, Ehnval Tallspear, will help the gamemaster encourage interaction with these fascinating people, both beneath the canopy, and out under the vast Sky Dome. Beyond describing Ehnval, this supplement also provides Living Copper, a magic plant grown in dryad groves, and a full complement of engaging side characters—including Borulgus, a playful talking bear. This publication references ’s official publications for RuneQuest using the following abbreviations: RQG (RuneQuest core rules), GB (Glorantha Bestiary), and RBM (The Red Book of Magic). The Aldryami section of the Glorantha Bestiary, pages 16–28, provides important background for this supplement. Familiarity with these pages will greatly enrich your enjoyment of Ehnval Tallspear!

Ehnval Tallspear

To humans, Ehnval looks somewhat like a life, in his youth Ehnval wandered among the groves woodcarving of an old man. Covered in thick brown carrying messages and stories. He is among the few who bark with many beauty-knots caused by pruning, errant can say their feet have drunk from the Eagle River in branches grow from the top of his head. At the end of the east, and the Volior in the west. these finger-width branches are short, spear-shaped Ehnval’s wanderlust mellowed with age, but he leaves. In Sea Season, Ehnval grows small white flowers, retains some of his sapling-like curiosity. He planted although as one of the Marching Aldryami he doesn’t himself in the Derstrovil Grove, in the region called the usually let these mature into fruit. A Plant Lore roll “Old Woods” by humans, around the time the governor recognizes that Ehnval is related to citrus trees, like of Kosh initiated overtures toward the Aldryami. orange or lemon. This began a series of friendly competitions among In addition to being a mobile plant, Ehnval sticks out the humans of the cities of Longsiland and Esrolia from his fellow Aldryami due to his fine armor and long bordering the Old Woods. Each tried to outdo the spear. These are both shaped from living copper. The other in pleasing the Aldryami of Arstola. Ultimately, spear was a project which took the long-lived brown this competition led to the Vogarth Games of 1528 st, several pleasurable decades. when Tarangil of Belernos proved himself strongest and kindest of the competitors. These competitions History created a tradition of interaction between the peoples Ehnval was planted some time around 1460 st, by of the Old Woods, and the humans of the river valleys. human reckoning. The Aldryami feel no need to be as Throughout this period, Ehnval served as a guard precise as humans about Time. Although a member under his predecessor, a green elf named Nardenya, as of theSample Arstola Forest’s Aldryami communities all his his Wood Lord. This was a timefile of peace and plenty

1 for the whole region. The God-King, Belintar, never Ehnval is still somewhat young for a Wood Lord, ruled the elves of Arstola, but his stable and benevolent around 160 years old. With decades of service ahead, rule of the Holy Country created such prosperity that the elf still enjoys his duties as Speaker to Foreigners everyone wanted his friendship. This Pax Belintaria and Defender of the Grove. He relishes patrolling the nurtured interaction between Aldryami and humans. Derstrovil Grove’s sacred woods, training its plants Despite the God-King’s demise about a decade ago, the to attack trespassers, and retracing the best routes to elves still remember those bountiful times, and haven’t pass through the forest unseen. Ehnval also enjoys his pruned the new friendship—yet. ritual interactions with foreigners. Though, when one As a Wood Lord, Nardenya helped found this trespasses outside the approved time, they do not meet friendship between the Old Woods, and the northern such a friendly elf. cities of Belintar’s domain. She was regarded as a chieftain or king of the elves, although she really just Personality led embassies to outsiders on behalf of a Council of Ehnval is outgoing—for an Aldryami—but equally Elders. Ehnval accompanied her on these sorties, set within his culture’s traditions. He prefers when all attending contests, games, and fairs, and infrequently beings, whether they possess the Beast, Man, or Plant participating, at the Wood Lord’s request. Unbeknownst Runes, behave predictably. In ritual meetings with to himself, Ehnval was being groomed for leadership. outsiders, for trade or simply to converse—such as Twenty years ago, Nardenya declared that she had negotiating complaints about overgrazing sheep, or grown old. She recommended that Ehnval succeed sharing information about a wild boar running amok— her. After a sacred rite, Nardenya was recognized as Ehnval is a cheerful extrovert. If his rigid expectations a Gardener on the Council of Elders, and Ehnval was of another’s behavior are ruptured, however, he swiftly named the grove’s new Wood Lord. This change in becomes angry, even violent. authority was a surprise to the short-lived outsiders— Beyond consistency and Ehnval’s obvious loyalty to who speculated Ehnval had overthrown Nardenya, or his grove, Ehnval has also come to love Ravella, one of some similar nonsense—but that’s ancient news now, the grove’s dryads. Their love is young, a mere seven at least by human standards. years old. Ehnval feels gentle affection when he wakes

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2 in the spring, and fervent desire each Earth Season. yg m v While alone, he hums elvish love songs while tending to trap-plants and speaking with other denizens of the Much of this publication’s History—and indeed, its forest. Pleasing Ravella with unusual carvings from description of elf-human relations throughout— fallen branches, training squirrels to dance, and similar expresses the acronym YGMV: “Your Glorantha May acts of whimsy are among the few pursuits which coax Vary.” This principle sits at the heart of Gloranthan Ehnval outside his comfort zone of systematic and gaming, especially for those writing for the ritualized behavior. Jonstown Compendium. Ehnval’s greatest fear is winter’s death-dealing chill. In that spirit, the work you now read will inevitably He sleeps with the other brown elves from the first frost vary from what Chaosium may publish in the future in Dark Season until the second week of Sacred Time. on the Arstola Forest and Esrolia. I’ve tried to remain He and the others wake to participate in rituals which consistent with the Guide to Glorantha, but there restore the world. Recently his fear of this silent time are too many unknown variables to claim that this has begun to wilt, because Ehnval so loves the Voria supplement will fit into Chaosium’s future Glorantha. Dance he shares with Ravella during the first dawn of Disclaimer stated, I hope that this work, which the new year. However, the Wood Lord is still frenzied draws in part from a forthcoming publication by during the last several weeks of Earth Season while Akhelas set in Esrolia, will nonetheless present an preparing the forest’s defenses, before Inora’s winds interesting portrait of this Elder Race. While canon force him to slumber. neither supports nor refutes this supplement at this time, I feel that a strained friendship is more engaging Motives than generic interspecies hostility. First and foremost Ehnval has a duty to preserve the Derstrovil Grove. After being a Wood Lord for over two decades, the requisite paranoia is now unconscious behavior. In nearly any situation, he watches for difficult to conceive—but nonetheless possible within portents of betrayal. Glorantha. Ehnval has not yet been assigned his role A more secret motive is readying the Derstrovil in the Reforestation Plan. When the day comes, he Grove for the Great Reforestation Plan. This is a will perform it with joy. That doesn’t mean he’ll be a doomsday plan that the Aldryami of the Arstola genocidal maniac! However, in his heart, life within Forest have spent centuries preparing: growing seeds, the regrown forest for other species is best lived firmly performing rituals, and invoking great magics. Like under Aldryami hegemony. the other Elder Races, the Aldryami have seen the rising True as a long-foretold sign of utter Gamemastering Ehnval destruction. Elders from across the forest have voted to act. To survive the coming calamity they will expand Ehnval as Enemy the forest to cover Genertela with the primeval woods Ehnval, like most Aldryami, is found in his forest. He of the Green Age. An example of this can be found in emerges from beneath the canopy of green but rarely, the adventure “The Grove at Green Rock,” published and travels abroad even less. Thus, Ehnval is most in Chaosium’s The Smoking Ruins & Other Stories effective in adventures taking place near or within (although Ehnval’s involvement in this is left to the the Arstola Forest. However, transplanting Ehnval gamemaster). Ehnval and his folk agree with the Arstola elsewhere is relatively simple. For example, perhaps he elders. They see the Reforestation as a noble goal; is a lover and defender of Tarndisi, the dryad whose grove slightly quixotic, but worth pursuing. is near the Colymar Tribe, in Sartar. The Great Reforestation should be thought of on Aldryami are defensive, mimicking their choices a scale equal to that of Argrath White Bull’s quest during the Gods War. They defend their forests, to destroySample the Red Moon. Enormous, dangerous, and rarely pursue aggression file outside their territory.

3 Of course, at one point the whole Lozenge was their opportunity to embroil the adventurers in even more territory—hence the Reforestation Plan’s logic. conflict, should they desire. For example, Ehnval The most likely conflict with Ehnval is adventurers demands the adventurers defend the woods through Dark needing something from his forest that he prevents Season’s troll incursions, or even that they raid the Uz in them from obtaining. One constant conflict between the midst of winter. What Darkness culture would expect Aldryami and humans is their felling timber, and the an assault when they are, mythically, at their strongest? elves fighting to stop them. While a grove’s direct footprint is usually small—the size of a hamlet— Tactics intrusion anywhere in the forest can’t be ignored. Elvish tactics are simple, stereotypical, and effective. This relationship is felt keenly along Esrolia’s Ehnval is not creative, but rigorously employs the northern border with the Old Woods. Heavily settled straight-and-tall methods which have served the by humans, Esrolia has minimal natural tree growth. Aldryami for centuries. Lumber and other woodstuffs, especially timber, or Ehnval’s strategy focuses on ambushes and fuel for making charcoal, are carefully nurtured by skirmishing. The Aldryami don’t share the warrior’s coppicing, rather than being harvested wild. Farmers ethos of martial cults as worshiped by humans. For along the northern pastures and fields often fall to the Aldryami, warfare has no glory. It is a matter of survival. temptation of the Aldryami-ruled woodland, seeking Rarely baited into fighting “fairly,” they prefer not to good timber for houses, fences, and the like. When emerge from their forests at all. Among the trees they this becomes too much for him to bear, Ehnval leads hide, take potshots, and lure enemies into toughened raids into human territory. Their goal isn’t like that of brambles, pitfalls, or other traps. human raids—Aldryami have no need for cattle, and For particular “melee” tactics, the combined Rune care little for riches. Rather, the purpose of Aldryami spells of Chameleon and Silence Sphere allow small raids is to deter future intrusion. These attacks are groups of archers to remain nearly undetectable quick and brutal. They leave the wounded and slain while firing on an enemy. This is especially effective behind, not having the desire to seize captives or claim among trees, or burrowed into ferns and underbrush. battle-treasures. When alone Ehnval may cast Arrow Trance as well if The gamemaster should consider whether the properly concealed, while the allied spirit within his adventurers are causing the problem, or solving the bow, Mrevtavi, enhances his arrows with Multimissile problem. Both situations, or a combination, can create or Speedart. This is particularly nasty if Ehnval makes interesting plot threads. aimed shots (RQG 197) at an intruder’s head—halved Adventurers might cause conflict with Ehnval as attack percentage isn’t very important when his skill’s the consequence of a different adventure they are percentage is doubled by Arrow Trance! already undertaking. If they need something from Another potent Aldryami tactic is pelting a foe with the Old Woods—rare medicine to save a friend’s life, arrows, then retreating, leading them further into the strong timbers for their clan’s new shrine, hunting a forest, and nearer to threats that the elves know, but of white doe to satisfy religious obligations—they’ll likely which intruders are unaware. Suggested threats include: cause conflict between the two communities. In this a Gardener’s War Tree or prepared Tanglethicket (see context, Ehnval might be a problem to overcome in GB 27–28); a bear’s den; a hard-to-spot cliff; or a achieving their goal, or he might instead be the wrathful haunted, overgrown ruin. Once the intruders near the retribution provoked by their offense. danger, an elf, who has acted as bait, casts Chameleon Solving these problems—whether caused by the and vanishes. adventurers, or members of their communities— might require combat, negotiation, or a bit of both. Ehnval as Friend One less violent option is that Ehnval requires the In the period shortly after the Dragonrise, relations adventurers perform a task to cleanse the stain between between humans and Aldryami along the Esrolian theirSample communities. This gives the gamemaster an border of the Arstola Forestfile are comparatively

4 welcoming. While this relationship will likely change Adventure Seeds when the Reforestation begins, as of 1625 st there exists The following suggestions provide ideas for the a fragile harmony. gamemaster to directly employ Ehnval in their The simplest way to introduce Ehnval as a friendly RuneQuest game, without necessarily entangling him non-player character is as spokes-plant for the in the concurrent plots of their campaign. Aldryami. While he could already be an ally of the adventurers’ community, a stronger approach is for Blighted Woods the elves of Derstrovil to merely have an open and When the Wood Lord of the nearby Aldryami positive perspective. Not yet cooperative, but the typical comes into the adventurers’ community unheralded, hostility has been drained by the “recent” interactions everyone’s unsure of what he wants. After the initial across the last century. tensions abate, Ehnval confesses to an adventurer who A simple adventure in this manner requires the worships Chalana Arroy or another healing deity— adventurers to obtain something from the forest or the or one of the group’s confidantes, if no adventurer is Aldryami. However instead of engaging in conflict, suitable—that an unfamiliar disease has spread through they must persuade the grove’s Wood Lord to work the ferns, fruit trees, and berry bushes which serve the with them. This creates a story about relationships and Aldryami as crops. The Gardeners’ magic hasn’t been peoples growing stronger together. Possible outcomes able to cure this blue-spotted leaf rot, so they sent include being named elf-friends, and perhaps assisting Ehnval to seek assistance from outsiders. in the Reforestation! With, of course, promise of their If the adventurers are unresponsive to the Wood community’s survival beneath the benevolent tyranny Lord’s plight, he implies this illness could spread of Aldrya. Remember that “benevolent tyranny” is often from the forest to afflict human fields. An Insight the highest form of governance practiced in Glorantha! (Aldryami) roll reveals Ehnval is not confident of Trade relationships also explore friendly relations this claim’s veracity. However, it does sound plausible. with the Aldryami. In Earth’s history, trade relationships Whether this is true is up to the gamemaster. were one way even traditional enemies gathered, and Resolving this adventure requires the adventurers interacted peacefully. After all, another name for to discover a way of healing the plant-sickness. This Issaries’s famous spell Create Market is “Create Neutral shouldn’t be simply “cast Cure All Disease,” because Ground.” In my Esrolia, trade between Aldryami and the disease has spread beyond what Chalana Arroy’s human communities happens in a specific, nearly-ritual healers can reasonably cure with Rune magic. Possible context. Often, the trade is negotiated in advance, or is solutions include tracking an antagonist who caused secretly scripted by the community elders. the disease—such as a troll shaman, or cleaning up a Ehnval is a clear leader of his community in these Mostali toxic waste dump—seeking out medicine from interactions. Over multiple campaign years, the a nearby city, or even performing a heroquest to bolster adventurers may have the opportunity to grow close the forest’s fertility. with him as fellow negotiators. This slowly leads to The greatest reward the adventurers can receive for involvement in one another’s problems. Another their efforts is friendship. Bonds with the Elder Races option is that the adventurers need to solve a problem were common in the Golden Age, and continued during associated with their designated trade. For example, those blessed years just after the Dawn, but are now rare. amphorae of wine promised to the Aldryami have been This is both a blessing and a complication. Friendship, stolen, and the adventurers need to recover it or risk the after all, creates affection and obligation alike. A less anger of their friends. entangling reward is special trading privileges for the adventurers’ community, or a unique forest gift such as a spirit-embodied plant warding their garden, or pepepSampleadopting a talking bear cub intofile their household.

5 Elvish Trinkets

During a friendship or trade relationship with the Grown Woodwork Aldryami, it’s natural that adventurers may receive A household object—a bowl or cup, a spoon, or the gifts, or pursue unusual trades, with their status as frame of a loom—grown into shape, rather than carved. “elf-speakers.” The following minor magical items The wood’s grain was shaped as it grew to create strange provide the gamemaster with strange offerings for and beautiful patterns. adventurers. These aren’t meant to be powerful or Value: Varies. Generally base cost ×1.5. of great value, but rather curious and engaging. The majority of a community’s trade with Aldryami consists Luck-Sprig of foodstuffs, crafted goods, and other objects each A cutting from the end of a coniferous branch, which community can’t easily obtain on their own. The items an Aldryami shaman sang healing songs over while here represent individual interactions, not included in harvesting. It has a clean scent. When hung over the a scale of bushels, amphorae, or cartloads of timber. threshold of a house’s main entry, it increases any resident’s CON by 1 when rolling to resist diseases. A Arstolan Honey luck-sprig remains fresh for one season. Beekeeping is an easy and pleasant hobby for Aldryami, Value: 5 L. because stings have little effect on their bodies. Elves which grow blossoms often become apiarists. They White Dancer befriend and care for two or three hives each year. This perennial plant grows white blooms in Sea Season, Arstolan honey is well-known for its varied colors and goes to sleep in Earth Season like most of Aldrya’s and flavors. It’s particularly desirous in Nochet, where children. If an adventurer sacrifices two magic points, clever chefs have learned to harden and sweeten it the plant sways on its own as if dancing, for about an further into long-lasting candies. The values given hour. A white dancer does the same dance each time below are for a 4-liter (1 gallon) sealed jar, or 500 grams someone gives it magic points, but each individual (1.1 pounds) of candy, of the listed honey. provokes a unique dance. Some varieties of Arstolan honey include: White dancers are common toys for Aldryami saplings, and an exotic curiosity for human nobles. . Black: Nearly flavorless, but a very good Potted in at least two liters (half a gallon) of soil, they additive to fruit pies. For some reason, should be left where they can receive sun and rain. anyone who knows ap sorcery spell becomes Value: 5 L drunk after eating foods made with this honey. Value 3 L. . Blue: Sweet, then increasingly sour the longer you leave it in your mouth. Value 2 L. . Red: Like strawberries, but a little spicy. The Ludoch merfolk are fond of it. Value 4 L. . White: An unusual bitter flavor, with licorice aftertaste. Value 1–3 L. . Yellow: Typical honey, although a little sweeter. Occasionally fermented into Samplemead. Value 1 L. file

6 Reclaim the Fields the forest’s violence might show avenging the slight isn’t Ehnval begins an unprovoked assault on nearby worthwhile. This will surely create a future foe. croplands. Trees walk out of the woods, tearing aside Alternatively, the solution to this adventure is boundary stones and rooting themselves in the middle discovering why the Aldryami attacked. This isn’t of barley fields. Anyone tending the crops is chased off common elvish behavior; if you leave them alone, they with a rain of arrows—one farmer is even killed! usually keep the peace. Exploring the conflict’s cause, This adventure provides an antagonistic story for the combined with the longevity of elven memory usually gamemaster. Exploring Aldryami motivations can go creates an unusual narrative. beyond brute combat. Elves live long lives, with long memories. A human generation is about twenty years, Ehnval Tallspear whereas a new generation of Aldryami requires fifty Wood Lord of Aldrya. Brown elf male, age years to fully mature. This perspective on time and 160. Derstrovil Grove, Arstola Forest. memory means that while for humans a decades-old STR 12 CON 16 SIZ 10 DEX 17 slight against their neighbors has been long-forgotten, INT 21 POW 16 CHA 19 for the Aldryami it’s still festering and repugnant. Hit Points: 16 Move: 9 Fighting Aldryami in their home territory is DEX SR: 1 SIZ SR: 2 incredibly dangerous—some simple tactics have been Runes: Earth 60%, Fire/Sky 20%, Illusion 40%, Plant noted previously—and the adventurers should be 90%, Truth 60%, Stasis 70%. warned against it, or at least be ready for ignominious Rune Points: 6 (Aldrya) flight. A good beginning for the battle is skirmishing Rune Spells: Accelerate Growth (e, var.), Arrow just outside the woods while the adventurers investigate Trance (p, 1 pt.), Chameleon (p, 2 pts.), Divination the raid. This leads to a fighting retreat by the Aldryami, (R, var.), Reflection (i, var.), Shield (e, var.), and and a demonstration of their combat superiority Silence Sphere (p, 1 pt.). in the forest. Spirit Magic (80%): Extinguish 3, Heal 2, Light (1 The adventure can be resolved through negotiation pt.), Mobility (1 pt.), Multimissile 4, Second Sight (3 or violent escalation. Adventurers tend to be dangerous, pts.), Silence (1 pt.), Spirit Screen 3. and have dangerous friends. A resolute stance against Magic Points: 35 (16 + 19 in spirits) Spirit Combat Damage: 1D6+3 Passions: Devotion (Aldrya) 90%, Hate (Uz) 60%, Love (Ravella) 70%, Loyalty (Derstrovil Grove) 90%, Loyalty (Nardenya) 65%. Armor: 5-point copper plate full helm; 5-point copper plate vambraces, with 2-point bark vambraces beneath; 5-point segmented copper plate hauberk, with 2-point bark cuirass and skirt beneath; 5-point copper plate greaves, with 2-point bark greaves beneath. (–50% to Move Quietly) Skills: . Agility +10%: Climb 90%, Dodge 90%, Swim 50% . Communication +20%: Bargain 25%, Charm 10%, Fast Talk 40%, Intimidate 35%, Laugh 60%, Orate 50%, Sing 50% . Knowledge +15%: Battle 35%, Cult Lore (Aldrya) 25%, Customs (Esrolia) 20%, Elf SampleLore 50%, Evaluate 15%, Firstfile Aid 65%,

7 Homeland Lore (Arstola Forest) 75%, more to an adventurer or shaman. Fadvri is a Plant Lore 80% common wildflower in the Arstola Forest, but . Magic +10%: Meditate 50%, Spirit Combat gathering pollen is a time-consuming chore. 70%, Worship (Aldrya) 70% . Icola Seeds: Three small, hard seeds which in . Manipulation +25%: Conceal conjunction with Accelerate Growth can snare 60%, Devise 55% and bind foes. See nearby sidebar. . Perception +15%: Elfsense 60%, Insight Treasure: Ehnval rarely carries valuables beyond (Humans) 40%, Listen 65%, Scan 90%, Search his armor (worth about 1,000 L) and spear 80%, Track 60% (worth 600 L). . Stealth +25%: Hide 90%, Move Quietly 95% Ransom: 1,250 L in goods, services, or magic from Languages: Speak Aldryami 90%, Speak Beastspeech the Derstrovil Grove. 25%, Speak Esrolian 45%, Speak Tradetalk 30%. Notes: All copper worn and wielded by Ehnval is Speak Darktongue Slurs 5%. enchanted. This all is living copper Ehnval and Magic Items: the Derstrovil elders have grown and shaped . Cloak of Aldrya’s Love: This living cloak (see page 11). weaves itself into Ehnval’s leaves and bark when worn. The leaves and stems Ehnval Hit Locations change color to match his. It gives Ehnval Location D20 Armor/HP an additional +50% to Stealth skills, not Right Leg 01–04 7/6 included above. It has no effect when Left Leg 05–08 7/6 outside the Arstola Forest, or when worn by Abdomen 09–11 7/6 non-Aldryami. . Copper Ring: Ehnval wears a simple copper Chest 12 7/7 ring on the index finger of his left hand, which Right Arm 13–15 7/5 was a gift from Ravella. It contains a 2-POW Left Arm 16–18 7/5 Binding Enchantment, which can only be Head 19–20 5/6 used by Aldryami. . Fadvri Pollen: When blown this light pink Weapon % Damage SR Pts pollen reveals spirits within 5 meters (16 feet) Tallspear (2H) 80 2D6+1 3 18 of the user, as the Visibility spirit magic spell. Ehnval carries a small pouch with 3 uses. Mrevtavi 100 1D8+1 1 6 A use of fadvri pollen is worth 5 L, perhaps

The Tallspear

The Tallspear is a weapon Ehnval grew from living copper. This required a full decade of dedication. Adventurers might obtain a similar weapon, but more likely as war booty or receiving an unused heirloom, rather than by commissioning one’s growth. This weapon is similar to a pike except its shaft is copper, rather than wood. Due to the magical properties of enchanted copper, the Tallspear has been grown more narrow than a pike’s usual haft, and remains light enough for practical use (see RBM 47). TheSample Tallspear file Category Name Base % STR DEX Damage HP ENC Length SR Type Spear, Two- handed (2H) The Tallspear 10 10 10 2D6+1 18 3 3.5 0 I Icola Seeds

The icola vine coils around evergreen trees throughout Procedure Genertela. It flowers around harvest, and fruits in the Pick seeds from an icola vine during Dark season. A cold of Dark season. In Tarsh, its small, prickly seeds are given vine grows 1D3 seeds, and a seed remains viable often roasted until they crack open. The resulting nut for two years after harvest. is sold in Bagnot and Furthest as a wintertime delicacy. Powers Relationships What the green elves learned is that the icola vine Associated—Aldrya, Ernalda, and the Aldryami; grows very rapidly, reaching maturity in less than a Friendly—Earth and Plant Rune cults; Hostile— year. With use of the Accelerate Growth Rune spell and Mostali, Uz, and other enemies of Aldryami a successful Throw roll, icola seeds can entangle foes from afar. The rolled D100 must be under both the skill Knowledge and the casting ability to successfully strike the target. Cult Secret An opponent may Dodge as usual for thrown weapons. The icola seed rapidly grows into a mature vine, History coiling around and snaring the target. It strikes a It’s unknown if the green elves first cultivated the icola rolled hit location, and one adjacent to it chosen by vine, or if they merely discovered the usefulness of its the gamemaster. Should the vine’s STR overcome the seeds and then began to grow it intentionally. During target’s, each of these locations is immobilized as if the Lesser Darkness, these seeds were used to snare grappled (RQG 224). An icola vine’s growth has STR 16. trespassers in Aldryami forests. After the Dawn, the use of icola seeds wasx spread quietly by elf-friends among Value the Theyalan missionaries, so that most priestesses of Typically 1C to 3C per viable seed, or per handful Ernalda know of their properties. when in season. Sometimes more, if a priestess feels a On a successful Plant Lore roll, an initiate of an strong need for personal defenses or if the last winter Earth or Plant Rune cult knows of and can identify was particularly difficult. icola seeds. All Rune Priestesses have learned of them while training for their position.

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9 Thornbush Spirit Bound Spirits This is a plant spirit the dryad Ravella summoned and Ehnval is accompanied by two spirits. The first is his bound to defend Ehnval. As he does not possess the allied elf bow, Mrevtavi, awakened due to his status magic to command the spirit, Ehnval saves it for a as Wood Lord of Aldrya. In addition, Ehnval has a desperate moment. The spirit manifests in the Middle thornbush spirit bound within his copper ring. World as a knot of bluish-grey vines with sharp thorns. Ehnval’s command upon releasing the thornbush Mrevtavi, Elf Bow spirit is either “Defend Me!” or “Attack Them!” In the Living bows are the iconic Aldryami weapon. Each is first case, the spirit manifests around Ehnval, engaging unique, and is grown by its elf. “Normal” elf bows store in spirit combat against opponents trying to melee with magic points like Magic Point Enchantments, but can’t him. It remains for the whole combat, then returns to bind spirits, or know spells. When Ehnval was named the Spirit World. In the second, it initiates spirit combat the Wood Lord, his elf bow awakened as a fragment of against the designated opponent, and fights until one of Aldrya due to Ehnval’s close bond to the forest goddess. them is defeated. Ehnval uses the spirit against strong Mrevtavi is a child, by elf reckoning, a mere twenty warriors, or enemies already under the warding of years old. The bow perceives the world through Ehnval’s Countermagic, Protection, Shield, etc., and therefore senses. A curious spirit, she asks many questions via unable to defend themselves with Spirit Screen. their mental contact, especially when the Wood Lord The Wood Lord’s objective isn’t victory, but simply interacts with outsiders. to escape danger. Ehnval aims to conceal himself and During combat, Mrevtavi supports her Wood Lord flee using elvish magic. with spells. This is important when Ehnval is under the affects of Arrow Trance, and unable to use most magic. Thornbush Spirit As an allied spirit Mrevtavi may draw on Ehnval’s magic INT 6 POW 10 CHA 3 point and Rune point pools. Thus, she has access to Magic Points: 10 Move: 10 more magic than her POW indicates. Spirit Magic (50%): Detect Life (1 pt), Dispel Magic 2. Mrevtavi Abilities: INT 13 POW 9 CHA 15 . Increased Damage: This spirit deals an Runes: Earth 60%, Plant 100%. additional 3 points of spirit combat damage. Rune Points: 1 (Aldrya) . Spirit Weapon: Whenever a thornbush spirit Rune Spells: Divination (R, var.), and Silence deals spirit combat damage, the opponent Sphere (p, 1 pt.). also takes one point of damage to their Spirit Magic (45%): Heal 4, Speedart (1 pt.). total hit points. Magic Points: 9 Spirit Combat Damage: 1D6+3 Passions: Devotion (Aldrya) 90%, Love (Curiosity) Passions: Hate (Uz) 90%. 60%, Loyalty (Ehnval) 70%. Skills: Homeland Lore (Arstola Forest) 30%, Plant Spirit Combat Damage: 1D6 Lore 50%, Spirit Combat 65%. Skills: Elfsense 50%, Spirit Combat 45%. Languages: Speak Aldryami 50%. Sample file

10