Elementalist's Trappings [Yellow]
Gift Details
Types
Refresh
Effect Description
Belongings
You begin the game with:
one Extravagant book: your own copy of On Elementalism by the College of Dunwasser
one Robe that matches your choice of school: Yellow (for Air), Brown (for Earth), Red (for Fire), Blue (for Water)
one Wand of your choice of the following: Oak (for Air), Rowan (for Earth), Hawthorn (for Fire), Alder (for Water),
one Rod of your choice of the following: Alumen (for Air), Gilded (for Earth), Treble-Best (for Fire), Argent (for Water)
one Talisman of your choice of the following: Sapphire Charm (for Air), Hematite Necklace (for Earth), Obsidian Charm (for Fire), Beryl Necklace (for Water)
X (Special)
Action “replace your missing trappings”
If you are parted from your items, ask the Game Host for a plot twist to return or to replace them.
Once exhausted, you cannot recover this Gift until the next game session.
Source
Pg. No. 61