Male: Alfere, Frey, Jormen, Kavaedi, Nestor, Skirnir, Skuld, Vasir
Female: Alfwinna, Andi, Effi, Freya, Huldra, Petra, Sighilde, Wendelin
Eyes Curious, Serene, or Wild
Hair Flowing, Ponytail, or Shorn
Body Athletic, Lithe, or Wispy
Clothing Arcane Robes, Dark Tunic, or Hunting Leathers
Alignment
Chaotic
Choose natural consequences over civilized laws.
Good
Sacrifice to stand up to villainy.
Neutral
Learn a magical secret.
House
Greenleaf
You can converse with animals of the same kind as
your companion spirit.
Mistweaver
When you resist a magical effect, you automatically
know what it was and what may counter it.
Silentfire
The damage die for your special elven longbow is
d8.
Fill in the names of your companions in at least one:
________ is distrustful of the natural world.
I fight proudly alongside ________.
I will prepare ________ for the dangers to come.
My companion doesnt know what to think of
________.
The music of the spheres plays in ________s soul.
THE ELF
Animal Spirit
Name and describe the special animal spirit to whom you have bonded. When
you summon this animal spirit in the wilderness, roll + WIS. On a 10+, choose
three. On a 7-9, choose one.
Your spirit is cunning and adds +1 when you discern realities.
Your spirit is ferocious and adds +2 to your damage.
Your spirit is tenacious and adds +1 when you defy danger.
Your spirit nourishes you; add +1d4 when you are healed.
Your spirit protects you; it adds +1 armor.
Your animal spirit remains at your side until you leave the wilderness, you are
reduced to 0 hit points, or you dismiss it. You may summon it again once you
have taken a few moments to commune with nature.
Magical Aptitude
When you use your special elven magic, choose an effect.
Invoke the bounty of autumn magic; charm or befriend a hostile creature
Invoke the healing of spring magic; the target recovers 1d8 hit points
Invoke the solace of summer magic; allies who successfully aid the
target grant a +2 bonus (instead of +1)
Invoke the trickery of faerie magic; the target is confused or distracted
Invoke winter magic and inflict 1d8 damage on a foe
Then, roll + INT. On a 10+, the spell works with no problems. On a 7-9, the spell
works, but you draw unwanted attention, put yourself in a spot, or the spell has
an additional cost (the GM will tell you which). Where applicable, an effect lasts
until you use this move again or leave the subjects sight.
In addition, when you attempt to resist a magical effect, take +1.
Nature Sense
Sense
When you Undertake a Perilous Journey through wilderness, whatever job
you take, you succeed as if you rolled a 10+. If you are leading the effort, your
allies take +1 to their rolls.
Weapon of the Elves
You have a special elven longbow. Only you or another elf can wield this bow.
When you volley using your bow, you may use the higher of your DEX, INT, or
WIS for the roll. On a 10+ result, you may roll two damage dice and select the
better result.
Your Load is 9+STR. You start with dungeon rations (5 uses, 1 weight) and
your special longbow (near, far, 2 weight) and 4 ammo (1 weight).
Choose your armament:
Longsword (close, +1 damage, 2 weight)
Short Sword (close, 1 weight) and Dagger (hand, 1 weight)
Choose your armor:
Leather Armor (1 armor, worn, 1 weight)
Loose-fitting Clothing (0 weight)
Choose your traveling equipment:
Bandages (slow, 3 uses, 0 weight) and Poultices and Herbs (4 uses, slow,
2 weight)
Songbird (0 weight)
When you gain a level from 2-5, choose from these moves.
When you gain a level from 6-10, choose from these moves or the level 25 moves.
Bow of Legend (Req.
(Req. Weapon of the Elves)
Your elven longbow is marked as a weapon of legend. When you volley
using your bow and miss, you can mark off 1 ammo to re-roll. If you lose
your bow, you can summon it back to your hands.
At the beginning of the subsequent session, you may take time to describe
the weapon and its heritage. If you do, mark 1xp.
Child of the Wilderness
When in a wilderness, you dont need to eat or drink. If a move calls for you
to spend a ration, ignore it. The grunts, chirps, and calls of the creatures of
the wild are as a language to you. You can understand any animal native to
forest lands.
Decades of Experience
Being decades old, you have a wealth of experience. When a character
comes to you for advice and you tell them what you think is best, they get
+1 forward when following your advice and you mark xp if they do.
DualDual-Wield
Arcane Archer (Req. Weapon of the Elves)
When you add magical power to your arrows, take a damage bonus equal
to your INT modifier. Your arrows can strike targets with the insubstantial
special quality.
Faerie Portal
When you perform a ritual to open a portal to Arcadia, make a sacrifice
and roll + INT. On a 10+, the portal opens and choose three. On a 7-9, the
portal opens and choose two.
You and your allies can step through
You and your allies can use the same portal to return, a short
distance away
You dont bring unintended travelers with you
You dont draw unwanted attention when you return
Grand Weapon of the Elves (Req. Weapon of the
Elves)
Faerie Blood
The damage die for your special elven longbow increases by one step (d6 to
d8 or d8 to d10). In addition, choose to add either the forceful or messy tag to
your weapon.
When you attempt a ritual in a natural setting, you may use your elven
blood (take d6 damage; ignores armor) to satisfy one condition.
Magical Expert
When you attack with two melee weapons, add +1d4 to your damage.
Inscribed Bow (Req.
(Req. Weapon of the Elves)
The names of your enemies are engraved into your special bow. When you
volley with it and score a 7-9 result, you can forego your animal spirits
damage bonus to change this to a 10+ result.
Magic Sense
When you first encounter a magical effect, take +1 when you try to discern
its properties. On a hit, you also grant your allies the +1 bonus when acting
on the information gained.
Magical Adept
Add the following options to your Magical Aptitude move:
Invoke celebration; take +1 to Parley
Invoke sanctuary and spirit someone out of danger for now
Multiclass Dabbler
Get one starting move from another class. Treat your level as one lower for
selecting the move.
One with the Wild
When you Discern Realities in a wilderness setting, take +1. On a hit,
grant your allies the +1 bonus forward you receive when acting on the
answers.
Pass without Trace
When you travel through wilderness, you or your party cannot be tracked.
Spirit Connection
Your animal spirit is better able to help you.
House Greenleaf: Your companion spirit always gains the cunning effect;
this is a free choice and does not count against the number of choices you
make.
House Mistweaver: When you ponder or research magical effects, your
companion spirit adds +1 to your roll.
House Silentfire: Following combat, your animal spirit always locates 1
ammo (add this back to your total).
Add the following options to your Magical Aptitude move:
Invoke the springtide; take +2 forward to Animal Spirit
Invoke the summer moon; you and your allies take +1 forward to
Take Watch
Master of the Hunt
When you cross dangerous ground in pursuit of something or someone,
roll + WIS. On a 10+, everyone in your group crosses safely. On a 7-9,
someone is endangered or left behind (GMs choice).
Multiclass Expert
Get one move from another class. Treat your level as one lower for the
purposes of selecting the move.
Rain of Arrows
When you volley with your special bow, on a hit, you can choose to mark 1
ammo and roll three damage dice; use the best result and apply this to up to
three adjacent targets.
Renewal of Spring Magic
When you heal someone, add +1d8 to the hit points healed.
Research
When you engage in magical research, take a day and roll + INT. On a
10+, you have unlocked the secrets of a powerful magic item or effect and
take +1 forward in using or interacting with the item or effect. On a 7-9, you
mostly understand the item or effect, but must accept additional requirements
in cost, danger, or time when using the item or effect; the GM will tell you
what.
Twin Seasons
When you use your special elven magic, choose two effects or two targets.
Wilderness Sentinel (Req. One with the Wild)
When you score a 12+ on Discern Realities in a wilderness setting, take
+1 ongoing to Discern Realities or Take Watch while in the same area.