Wednesday, September 13, 2023

Paladins


Mythos and History

It is hard to know when the first paladin came into being. When did the first warrior dedicate himself to a cause or a god? What is known is that they have been present at most of the points in history where evil has been resisted.

Nature

Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Organization

The paladins are almost to the last associated with some deity and religious order. They don’t necessarily take orders directly from the clergy, but paladins certainly weigh their opinions heavily. In return, the clergy often view paladins as their long arm into dangerous areas, and paladins are often the first religious figure isolated communities meet.

Lay members are exclusively those seeking to become paladins and are not seen outside of their training monasteries, as they are not deemed deep enough in their devotion and skill to adequately handle the challenges they routinely face.

Membership

Standard, though at each level, they must have Influence and their Oath at the same levels as the other skills.

Restrictions

The paladin takes an Oath to show their devotion to their cause. This oath includes swearing to
  • Honesty. Don't lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Skills

Athletics, Devotion, Exhort, First Aid, Influence, Insight, Lore (Religion); Combat Style (Choose a total of 5 weapons or combat style traits)

Magic

Initiates of this order learn abilities that are similar to Folk Magic spells, but are based on the Devotion skill. Any place that calls for the Folk Magic skill, replace it with the paladin’s Devotion skill. These abilities include Cleanse, Fanaticism, Heal, Polish, Vigor, and Witchsight. Cleanse and Polish are restricted to the paladin’s armor and weapons, and their Witchsight allows the paladin to learn the passions (though not the percentage) of those within his sight, opposed by the Willpower of those seen.

Acolytes in the order are taught how to exhort and gain a Devotional Pool similar to a theist. Acolytes also learn the Theist spells Cure Malady, Steadfast, and True (Weapon)

Overseer level (called Paladins) learn the Theist spells Dismiss Magic and Exorcism.

Gifts

Initiates in the order receive a suit of mail covering all locations and two weapons or shields appropriate to their order.

Acolytes gain the ability to use their Fanaticism over an area, affecting all allies within POW meters of the acolyte. This use acts exactly like a casting of the Fanaticism spell otherwise.

Paladin-rank individuals emit an Aura of Fanaticism at will and free of cost.

Leader rank (called Paladin Lords) members can shine with an aura of holy light, making all attacks against the Paladin Lord one rank harder.



Tuesday, September 12, 2023

The Illusionary Path


Mythos and History

Driven by the desire to have their stories become more and more lifelike, a small group of storytellers started dabbling in magic to make these scenes come to life. These, in turn, became in high demand by bored nobles looking for new experiences without risk, and were willing to pay for them.

Nature

Students at the school of Illusion are often artists in other fields but look to become the perfect artists of reality, bringing their magical creations verisimilitude through inclusion of more and more spells combined with them.

Organization

The school of illusion is often found in guilds in larger cities, being able to find art loving patrons among the wealthy and take on young artists who have the skill to create in the most flexible medium - magic. As such, advancing in the guild often requires demonstration of artistic capabilities, and exhibitions fantastical and esoteric, impossible in other arts, illuminate the skill and creativity of the illusionist.

Membership

Standard

Young artists are often taken in and taught Phantasm early to assess their ability to create in intangible media.

Restrictions

The Shaping skill taught by this school is linked closely to Art (Illusion) - Shaping skill is limited by the lower of these two, making it a requirement for creating larger illusions that affect more people.

Skills

Art (Illusion), Deceit, Insight, Invocation (Illusion), Shaping, Willpower

Magic

Apprentices are taught the Folk Magic spells Glamour, Incognito, Mimic, Perfume, Phantasm, Repugnance, and Ventriloquism while learning the basics of Invocation (Illusion) and Shaping. Once they become skilled enough in Sorcery, they can become apprentices and are taught apprentice spells.

Illusionists are unique in that they only learn one sorcery spell - Phantom (Sense) - but learn to apply it to additional senses. Treat each sense as a new spell, with the standard cost of 5xp and a month of tutelage. The available senses are sight, hearing, smell, touch, taste, heat, pain, vibration, hunger/thirst, balance/proprioception, with additional senses being added as needed for the campaign.

The school teaches the basic five senses first as those are easily understood by most students. Apprentices learn Phantom (sight) and Phantom (hearing) and Adepts learn Phantom (Touch), Phantom (Taste), and Phantom (Smell). Mages and Archmagi are unrestricted from which ones they may learn from there, but Mages must know at least 3 non-traditional senses to be able to become an Archmagi.

Gifts

Adepts of this school gain access to the Focus alternative spell component when casting spells from this school, and it is most often used to counteract the steep penalties for casting complex multisensory illusions. Any Combine with other schools will not be allowed to use the Focus component

Mages can learn to Expand illusions to massive size, changing the illusion as follows

  • Sight - 100m per intensity, any dimension
  • Smell - 100m radius per intensity
  • Sound – 3db (loudness doubled) per intensity
  • Others - adjudicate as necessary, following these guidelines

Archmagi can create a Magnum Opus, making one illusion casting permanent, without affecting their maximum magic points or magic point regeneration.

Expand and Magnum Opus each cost 10xp to acquire. Each is only good for a single casting of illusion and cannot be combined. They can be purchased multiple times, however.

 

 

Sunday, September 3, 2023

Shardbearer

 


Mythos and History

In the darkest abyssal plane, a demon devised a plan to harvest the souls of mortals without ever setting foot in the material world. Through dark ceremonies, he splintered off a shard of his being and shaped it into a weapon a mortal would desire, tempting them with personal power. Then, the demon released it into the world, reaping the benefits from the slayings committed.

Nature

While not a true religion, those who wield the blade are as tied to it as any priest.

Organization

There is no real organization to speak of - the possessor of the sword and the demon form a symbiotic relationship. Though some may seek such an unholy entanglement, the demon determines who he distributes swords to.

Membership

Standard. In addition, to advance to the Acolyte level, they must have a Desire (harvest souls for the sword) at 50%. Priests must have this passion at 75%, and High Priests must have and maintain this at 100%. There are no Common members of this cult.

Restrictions

The blade whispers promises of power and of its hunger for more souls. This manifests as a special Passion of Desire (harvest souls for the sword), which starts at 20%. Every time the character succumbs to this passion (either by failing a willpower roll to resist or by not resisting), it gains 1d4+1%, as if the character had spent experience in it. Conversely, if the character resists this passion, they reduce this passion by 1d4+1%. The character can spend 1 XP to either increase or reduce this passion.

Skills

Combat Style (Demon Blade), Devotion, Exhortation, Folk Magic, Influence, Lore (choose one appropriate to the demon)

Magic

Initiates learn the Folk Magic spells Bladesharp, Demoralize, Darkness, Pierce, Shock, Shove, Tire, and Witchsight. Acolytes learn the Theist spell Perseverance, Priests learn Dismiss Magic and True (Sword), High Priests learn Berserk and Steadfast. All these spells must be cast while holding the sword, which replaces the need to gesture.

The sword itself acts as a portable shrine, The act of donating magic points to the donation pool takes an hour and provokes a roll against the Desire to harvest souls once complete.

Gifts

Demon Blade - Initiates able to manifest a special greatsword into their hand or, while holding, dismiss at will as a free action. This weapon behaves in all ways as a normal greatsword, save that it is indestructible and counts as magical for the purposes of overcoming defenses. If it is more than 2m from the initiate for a minute, it disappears as if they had dismissed it.

While using this sword, if the initiate wins a standard offensive special effect, they may cast a folk magic spell they know as a free action instead of a special effect. The attack roll must be below their folk magic skill and still costs magic points as appropriate. This may only be done once per attack. The spell is applied with the attack after the defense is rolled but before the damage is rolled and may affect the damage and, if resistance is called for, is rolled against the attack roll.

In addition, shardbearers gain physical benefits from the weapon as their tie to it increases. At each rank above Initiate, they gain a gift from the list below.

  • Unholy Strength - The bearer’s Damage Modifier is recalculated, based on the sum of STR, SIZ and POW.
  • Unholy Eye - The bearer gains the Dark Vision creature ability.
  • Unholy Health - the bearer’s healing rate is doubled.
  • Unholy Speed - The bearer gains an additional action point.

 

 

Doomscribe



Mythos and History

When this god was born, she was not blessed with omniscience like many gods of knowledge. Though the other deities scoffed at the purview she claimed, they soon learned that she was more than capable. 

Far from the cloistered celestial one might expect from a god of scribes, she seeks to be at the historic events affecting the Heavens and record the facts as they happen. Because of this, she is also the goddess of wayfarers and travelers.

Nature

Part scribe and part skald, Doomscribes record the deeds of those who die. The belief is that those who die with their deeds recorded are announced by the goddess herself in the afterlife and are afforded more revered positions. 

Doomscribes are often exceptionally well informed, having record of where many died before, including the locations of many valuable artifacts and treasures. Thus, are highly sought after, even by adventuring parties. 

They also are bitterly opposed to the creation of undead and view it as an attempt to distort your achievements, to circumvent the judgment of your worth, and so on. Sometimes, though, they can make a record of the life of a wraith and put it to rest, giving it its rightful place in the afterlife.

Organization

Doomscribes have a standard cult structure, with junior members being assigned to “safe” events, while more senior ones take on more dangerous tasks. Priests and High Priests often do not go and seek out events themselves, but carefully ensure the accuracy of what junior members record, and then distribute it so that it is known to all.

It is not uncommon for Doomscribes from one area to go to other areas, making the cult rather loose in its observance of the hierarchy in place. Respect for the priests and high priests remains, however, as they frequently have the best access to paper and inks. They are also known to have excellent networks of couriers to distribute stories.

Membership

Standard. Regardless of which skills are used in advancement, one of them must be Lore (History).

Restrictions

All Doomscribes take an Oath to the organization, upholding its values of integrity in recording what truthfully happened. 

Skills

Art (Writing), Craft (Paper), Devotion, Exhort, Insight, Language (any, but tend to be archaic), Lore (History), Oratory, Perception, Teach

Magic

Initiates learn the spells Behold, Dismiss Magic, Lay to Rest, and Mindlink. Acolytes learn Consecrate. Priests learn Excommunicate, Extension, and Obliterate.

The cult teaches the folk magic spell Copy to Initiates.

Copy

Instant, Touch

Copy will duplicate the contents of one page or scroll to a blank one of appropriate size. Enough ink must be provided, which is used during the process. 

Gifts

All members gain the benefit of a teacher in Art (Writing), Craft (Paper), any Language, Lore (History), and Oratory. This is free of charge but is limited by the capabilities of the theists present, but Major temples will have all of these, as well as several languages, available with skills (including Teach) over 100%.

High priests gain the Insightful gift.

 

Thieves Guildsman

 

Daniel Comerci – danielcomerci.com


Mythos and History

It is said that the first of the Thieves’ guilds was an informal affair - cooperating thieves working together on jobs on a regular basis in the largest cities in the realm. Leadership and structure only came after some thieves broke the trust of others, risking everyone. Clever, cunning, and sometimes flat-out brutal leaders arose from this, imposing the notion that there is honor among thieves, molding them into what they are today.

Nature

Quite simply, the Thieves’ guild is a business where the business involves the illegal acquisition of wealth. Often, there are legal fronts and occupations to help with this, but the core of the business is illegal. Variants of this exist for burglary, extortion, fencing, pickpocketing, and dozens of other crimes. A smart guildmaster will diversify into many.

Thieves’ guilds are often confused with assassin’s guilds. While they do often have similar skills, thieves do not generally kill for direct profit. They would prefer to have their marks keep generating wealth for them.

Organization

Normally a strong hierarchy, with a Guildmaster at the top, under whom are several Masters. These are normally a master of one form of theft - Master of Pickpockets, Master of Cons, and so on. Under them are various Journeymen overseeing Apprentices and managing relationships with Associates - those outside the guild but willing to cooperate.

Membership

Standard

Restrictions

All thieves must take an Oath to the guild, at 30% + POW +INT. This is periodically tested, and always when a thief is gaining a rank. Theft from within the cult is taboo. The first offense finds the thief losing a finger. The second offense removes a hand. A third is normally fatal.

Thieves operating under guild auspices must tithe 80% of their haul to the guild. In return they gain a wage.

Skills

Conceal, Deceit, Evade, Gambling, Lockpicking, Mechanisms, Seduction, Sleight, Stealth, Streetwise, Thief Combat Style (Club, Dagger/Knife, Hatchet, Mace, any Crossbow; Knockout Blow)

Gifts

While Associates can get training from the guild in skills, all members in good standing of Apprentice rank or higher gain access to training in any guild skill at a discount. A small number of combat style traits are also taught, costing 1 month of tutelage and 3 experience points each.

Wages are provided for those who are actively taking jobs in the area. Wages are contingent upon successful operations and flow of money, as well as enough thieves to perform them. 

Rank

Training Discount

Traits

Daily Wage (SP)

Law Enforcement Protection Frequency

Associate

0%

None

0

None

Apprentice

25%

Cautious Fighter

2

Once per Year

Journeyman

50%

Daredevil

10

Once per Month

Master

75%

Hidden Weapon

50

Once per Week

Grand Master

100%

Blind Fighting

250

Always

Those who join the Thieves’ guild are also entitled to room and board for themselves at a facility that houses the guild. Companion rates are available for Journeymen with an Oath sworn for their good behavior during their stay, while Masters and Grand Masters can make room for their friends as needed.

This facility, for those in good standing, acts as a Sanctuary if a Master or Grand Master is present on the grounds or within an hour of travel time.

Those of Apprentice rank and higher may expect protection from law enforcement (bailing out, sheltering, etc.) in cities where the guild is established. This normally takes the form of shelter from searching police forces, bail when required, and distractions during heists. The frequency of these services depends on the rank of the thief and the importance of the task. For tasks of normal importance, the frequency is listed in the chart above.

Journeymen, Masters, and Grand Masters all gain the Weapon gift upon reaching each of those ranks. This need not be explicitly a weapon, but could be an exceptionally fine piece of art, suit of armor, or other high value object. Grand Masters benefit from first pick of virtually all goods stolen, thus gaining the highest value items for themselves.

 

Saturday, July 29, 2023

The Weaponmaster

Many years ago, I bought a copy of the AD&D 1e Oriental Adventures book with my own money. I loved it dearly, and as a 14 year old in Montana, I was completely unaware of all of what we would now call "problematic". It lit the imagination of a teen right in the middle of a Japanophile phase. I already loved the Monk from the original, and this was more, and with a more sensible setting for them.


Out of that book, the Kensai caught my eye. It absolutely held me in rapt attention, and many college ruled notebooks were littered with unplayed characters I made. It drove me to read Eiji Yoshikawa's Musashi (again, unaware of anything about the author) and eventually code up a Kensai guild on a MUD (hey there Lost Souls fans). Clearly, I was pretty obsessed.

The Weaponmaster here is built with that in mind, but less tied to any cultural tropes. It has a relatively standard progression, but the addition of Art as a required skill at all levels makes them "level" slowly. This, of course, can be swapped out with another skill, but I would recommend something reflective of the social aspects of culture and not clearly applicable to conflict. Another Art, Singing, Acting, or Oratory would make good alternatives.

It is also worth noting that the restrictions placed on the Weaponmaster are fairly stringent. No weapon other than their chosen type, no armor, and no shields, as well as a requirement to practice every day for a significant amount of time as well as have a duel with another Weaponmaster before they can advance is tougher than most of the cults I've put up here. These are clearly based on previous iterations of the Kensai, but I think work well with a cult that teaches them to augment their combat style as well as enhance their action points.

The Aura of Mastery is something there to give the Weaponmaster a way to avoid a fight. It should impress bandits, scare of rabble, and cause those who respect the martial arts to pause. It will not work on everyone, and may work in unexpected ways if used in the wrong situation.

Masters and Sages also have the ability to add a second weapon to their combat style. This is inspired by Musashi's Niten Ichi style (which uses the katana and wakizashi) and is intended to lift the restriction that a second weapon wielded must be of smaller size. There should be some creativity by the player, but also the GM should pay attention to what fits in his game.

Mythos and History

Warriors come from many places and times, and often learn many weapons. Weaponmasters, on the other hand, dedicate themselves to the mastery of a single weapon type. History notes their skill, recording it in revered tones and awesome (and sometimes exaggerated) feats.

Nature

Because of their distinctive dedication to a singular weapon, weaponmasters are rewarded with supernatural abilities and students hoping to learn at the feet of a master. They are also rewarded with duels from others, hoping to gain fame because their weapon style is the best in the land. 

Organization

Weaponmasters are not known for elaborate hierarchies. Aspirants and Students are normally attracted to a master or a sage who teaches themselves or delegates the responsibilities of teaching their school to their disciples. Sometimes a student or disciple from another school will wish to join and will have to prove themselves worthy by defeating an appropriately ranked member - often senior, but sometimes the master will choose someone of lower rank so the prospect gains membership and the master can learn from them. 

It is not uncommon for disciples to leave the tutelage of their master and go out into the world, honing their skills and forming their own school. 

Membership

Standard. In addition to the standard progression (five skills at 50% for Students, four skills at 70% for Disciples, etc.), all students must have an Art (Calligraphy) skill of at least the level necessary for the next rank. Thus, Students must have all six cult skills at 50% or greater, Disciples must have four skills in addition to Art (Calligraphy) at 70%, and so on.

Restrictions

Weaponmasters abide by a strict training regimen, which manifests as a taboo That requires them to practice at least two hours per day. If they break this taboo (voluntarily or involuntarily), they are required to make up that training time in addition to the time they must maintain normally before they are allowed to spend experience in Weaponmaster skills.

When advancing to a new rank, weaponmasters must defeat another Weaponmaster of the rank he is striving towards in a duel. If he loses the duel, he may try again in 1 months’ time. These duels need not be lethal, and often are not. Masters advancing to sage do not need to duel to gain the new rank.

Weaponmasters also have Geasa against using any armor, shields, or weapons outside of their combat style as a spiritual restriction over their powers. Any violation of Geasa will remove access to Mysticism abilities until atoned for. Practice weapons emulating ones they are dedicated to do not violate this geas. 

Skills

Art (Calligraphy), Evade, Meditation, Mysticism, Willpower, Weaponmaster Combat style (weapon type of choice, Daredevil)

This single weapon type should be narrow (longsword, short spear, etc.) but need not be a single weapon (“this spear forged by my father”).

Magic

As Mystics, Students may learn Invoke Indomitable and Enhance Damage Modifier. Disciples may learn Invoke Arrowcut as well as Invoke Awareness. Masters learn to Augment (Weaponmaster Combat Style) and demonstrate an Aura of Mastery (Combat). Sages reach the pinnacle of their skill and learn to Enhance Action Points.

Masters and sages may only augment the combat style for their unique weapon. 

Gifts

At each rank above Aspirant, they may choose one Combat Style Trait as appropriate to their weapon and the campaign. The GM should feel free to make up new ones, use other Mythras source books, or take ones from the Mythras Combat Style Trait Encyclopedia (https://notesfrompavis.blog/2022/06/11/combat-styles-combine-and-go-encyclopaedic/).

Students gain the ability to Meditate to recover their magic points. A successful Meditation roll will allow the Weaponmaster to recover twice as many magic points as normal for that period of recovery. Note, they must remain tranquil and still for the duration.

Disciples are gifted with incredible reflexes, gaining the Alacrity gift (Mythras, p202).

Masters attract a number of students equal to their critical range in their combat style. These students are dedicated and will fight for the master, though it is often considered bad form if the master is challenged to a duel himself.

Masters also may add a second weapon to their combat style. This weapon must be of Small or Medium size (and can be the same size as the original weapon), one handed, and different from their original, intended to be used in conjunction with their primary weapon. This is the only weapon that may be added to their combat style. This does not allow them to use two of the same weapons.


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.



The Lodge of the Delver's Lamp

  Design note: The intent of this brotherhood is to form a basis for an “adventurer”. What does this mean? Someone who has skills and perhap...