Aldrya
Taking Luke’s Grand Unified Theory of Magic & Religion for a spin.
Reaction Results // Hostile (2-) // Negative (3-5) // Disinterested (6-8) // Positive (9-11) // Friendly (12+)
Aldrya, the Branches of Root, Goddess of the Green Age
Aldrya is the Branches of Root, the goddess of the Green Age. She is often depicted as a fruit-bearing tree ornamented with bells and chimes, other times as a dryad crusted in lichen. She commands everything within the woods, including plants, animals, wells and springs, bright glades and dappled glens, emptiness and shadow, ghosts, and terrifying spirits.
Disposition 2d8
When calling upon Aldrya to proffer the service and wisdom of plants, animals, and water, roll for Reaction. Modify this accordingly.
Subtract 1d4 from the result for wearing metal armor of any kind.
Subtract 1d4 from the result for gripping metal weapons of any kind.
Subtract 1d4 from the result for handling metal tools of any trade, save for bells, chimes, and other rattling trinkets which instead add 1d4 to the result.
On a Hostile or Negative result, ash and dust byproducts of metallurgy from the practices of the surrounding settled areas slowly make their way to and cling to the invoker over 1 day until they are fully covered, removing all Marks of the Green Age. The initial sign of this is the bloodless taste of copper on the tongue.
On a Disinterested result, Aldrya does not respond, but the Green Age responds through the essence consulted to ascertain the invoker’s intent.
On a Positive or Friendly result, the essence consulted responds as truthfully and comprehensively as they can, leaving a Mark of the Green Age as a sign of the invoker’s favor with Aldrya. Each Mark adds +1 to the total of a Reaction roll.
When calling upon the ghosts, spirits, and shadow of the forests, speak the true name of the target, roll for Reaction, resolve the response, then remove a Mark of the Green Age.
On a Hostile result, the ghost, spirit, or shadow invoked lashes out and possesses the invoker for 1d6 hours, usually to enact its unfinished business prior to hexing or death.
On a Negative result, the ghost, spirit, or shadow invoked manifests in a terrifying form, requiring a save against fear to avoid flight into the woods and subsequently losing one’s way.
On a Disinterested result, the ghost, spirit, or shadow appears as though finally visible, usually in the middle of some strange dream logic mundane activity of its daily spirit realm life.
On a Positive or Friendly result, the ghost, spirit, or shadow harkens to the invoker and performs the command to the best of its ability. If pressed, it may offer a Mark of Shadow to grant 1d8 to future invocations of Aldrya at the permanent cost of 1d4 max health, stamina, or guard equivalent.