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Initiates of Danu Insert

The BlessedInsert

The goddess's faithful travel in circles — and now they travel with you.

Granted Features
Automatic:
Your follower moves at your word — their deeds, their blood, your call.
Pay what you owe them and their loyalty deepens into something that holds under pressure.

For The Blessed who took the Initiate background: chose 2 or 3 of the following as your fellow initiates. Mark those you picked and treat them as followers. Cross off the others.

Enfys, the acolyte — bird-wise, innocent, magical, well-informed. HP 6; Armor 0; Damage bronze knife d4 (hand). Instinct: to get distracted. Moves: speak with birds; ask a difficult question; wander off. Cost: knowledge, secret lore.

Olwin, your anointed lover — fates-wise, beautiful, passionate, magical. HP 6; Armor 1 (shield); Damage iron spear d6 (close, thrown). Instinct: to lack discretion. Moves: perform a divination; speak a (dire) prophecy; make a big deal about something. Cost: tenderness, respect.

Afon, a fellow initiate — fae-wise, devious, magical, self-sufficient, stealthy. HP 8; Armor 2 (0 vs. iron); Damage bronze hatchet d6 (hand). Instinct: to act impulsively. Moves: weave a minor glamor; appear or disappear unexpectedly; speak an uncomfortable truth. Cost: wonder, joy.

Seren the Eldest — exceptional, story-wise, insightful, frail, magical. HP 3; Armor 0; Damage walking stick d4 (close). Instinct: to hew to tradition. Moves: consult the spirits, or abjure them; spin a tale to make a point; use shame and guilt as leverage. Cost: deference, good sense shown.

Gwendyl, your mentor — herb-wise, gossipy, tireless, healer, magical. HP 6; Armor 0; Damage iron knife d6 (hand). Instinct: to take offense. Moves: tend to the sick, injured, women in labor; weave a talisman of fertility or good luck; point out a flaw in a person or plan. Cost: consideration, affection.

Working with initiates

Use the standard Order Followers and Strengthen Your Bond moves. When you direct them and one of their tags applies, roll +1 instead of +STAT (+2 if exceptional). When you pay their cost and you haven't done so recently, they hold +1 Loyalty (max 3). Spend Loyalty 1-for-1 to have them overcome fear, resist their instinct, or do something they don't want to do (so long as it's not abhorrent or suicidal).

This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.

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