Friday, July 21, 2023

Shaman of the Land

Some artwork © 2015 Dean Spencer,
used with permission. All rights reserved.


Animism is probably my second favorite magic system in Mythras. I love that the spirits themselves are wholly separate individuals, potentially with their own desires and wants, that they have multiple ways of manifesting their power, and that they can do so much. I like animism enough that I've done at least three podcasts on the topic.

It really helps to think of animism as a contacts system - a way for someone who is social to exercise power. After all, negotiating services from a predator spirit is not really much different than negotiating a contract with an assassin. When you bind them, you've effectively hired them for a job and they are right there. Otherwise, you have them on retainer, available at a call.

For the GM, it is easy to control the powers of an animist in many ways. If they don't have knowledge of the spirit, or never run into it, that spirit can't help them. They can't "learn" the spirit without something in the game world. This lets you discuss with the player what they are looking for, put something into the world at the right time, and have some dramatic tension as they struggle to gain mastery over it.

While Mythic Britain has one take on a druid, I wanted to do another one that would help bridge  the gap for AD&D 5e players looking to try Mythras for the first time. This one is not for all of a geopolitical boundary, but based on an environment, similar to the Circle of the Land druid. Instead of just gaining abilities, though, they gain knowledge of the spirits of their area. They also can gain knowledge of a host of other spirits in Mythras such as elementals, guardian spirits, or any ancestor spirits you may wish to include. This gives them a level of flexibility far beyond a set spell list and a few abilities.

None of these is intended to be especially "balanced" with the others. They are just simply sets of powers that are associated with types of spirits. The locations where they can learn about them are fairly limited, which should help it from going too far out of control. You also will note that as part of the spirit abilities I again make use of Chaos Features, as I did with the Seekers of the Great Void. These are pretty handy for putting in more supernatural abilities.

Mythos and History

Since sentient beings walked the land there have been those who have sought to protect the nature and environment around them. Through ritual and careful offering, long standing relationships between the spirits of the land and these shamans have formed and grown.

Nature

Shaman of the Land deeply believe in protecting their chosen domain, warding off those who would harm the environment and dishonor the spirits. In return, those who mean no harm often gain the aid of the shaman in responsibly harvesting the bounties and protection from dangers.

Organization

Most Shaman of the Land form very loose organizations, often no more than a senior shaman and an apprentice or two. Occasionally, shamans from differing areas may meet, but it is uncommon for them to cooperate against more than the gravest threats.

Membership

Standard. Though not strictly required, it is almost unheard of for a Shaman of the Land to not be from the area they protect. Most have a Passion towards the area (though not specifically to protect the land but see the Geas below) and sometimes the friendly locals within the area.

Restrictions

All Shaman of the Land take a Geas to protect one of the common land types - Desert, Forest, Littoral, Mountain, Steppe, Swamp, or Tundra. Any infraction on this Geas will make any friendly spirits neutral until atonement can take place. Atonement normally involves a month of caring and tending of animals and plants in the native region. A second infraction while the spirits are neutral will make them hostile, requiring a full year of penance. Offending this way twice will make the spirits of his chosen land irrevocably hostile.

Skills

Binding (Spirits of their chosen Land), Insight, Locale, Lore (Nature Spirits), Survival, Track, Trance, Willpower

Magic

Shaman of the Land learn Animism, as well as a few folk magic spells. Shaman of the Land learn 1 folk magic spell per 10% of their folk magic skill as part of their initiation as Spirit Worshippers and may learn others by spending 1 week and 3 xp per spell.

Folk Magic - Alarm, Beastcall (any animal native to their region, each animal requires a different spell), Bypass, Heal, Pathway, Pet, Repair, Spiritshield, Witchsight

Shaman of the Land learn knowledge of where to find spirits within their region without limit but are advised that powerful spirits must be courted carefully. Initially, they have a number of friendly spirits allies (Mythras, p 134, “Spirit Negotiation”) equal to 1/20th of their Lore (Nature Spirits). These spirits can be of any intensity, but it is rare (and agreed to by the GM) to give a Spirit Worshipper knowledge of spirits beyond Intensity 1.

  • Friendly - Nature (areas that they protect), Predator (as predators in their region), Shape-Shifting Spirit (animals in their region)
  • Hostile - Bane Spirits, Haunts, Sickness Spirits, Undeath Spirits, Wraiths
  • Neutral - all others

Nature spirits have one power per intensity. A shaman may have relationships with multiple spirits, even those who grant similar powers. Some example powers include, and are not limited to:

  • Desert - Demesne over Deserts, Endow Chaos Feature (Obfuscating), Endow Burrower, Endow Cold-Blooded, Bless (Survival)
  • Forest - Demesne over Forests, Endow Camouflaged, Endow Intimidate, Endow Leaper, Bless (Athletics)
  • Littoral - Demesne over Coastal Waters, Endow Blood Sense, Endow Hold Breath, Endow Swimmer, Endow Chaos Feature (Obfuscating)
  • Mountain - Demesne over Natural Rock and Stone, Bless (armor points), Endow Adhesion, Endow Earth Sense, Bless (Athletics)
  • Steppe - Demesne over Steppes and Grasslands, Bless (Movement Rate), Endow Leaper, Endow Chaos Feature (Droning), Endow Chaos Feature (Roaring)
  • Swamp - Demesne over Swamps and Wetlands, Endow Night Sight, Endow Poison Immunity, Endow Swimmer, Endow Chaos Feature (Stench), Endow Chaos Feature (Poisonous, potency equal to Binding skill) 
  • Tundra - Demesne over Tundra, Endow Immunity (Cold), Endow Camouflage (Tundra), Bless (Hit Points), Endow Chaos Feature (Icy, treat Intensity as the roll for damage die listed for Icy)

Shaman of the Land do not gain Fetches but will utilize fetishes.



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