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Mistworld

Shaman

The mystery of shamanism is a two part mystery.

The first part is the level of initiation and the second level is one one becomes an adept.  Many mysteries have this pattern, especially magical and racial mysteries.

To enter into the path one needs:

  • POW 19+
  • a trait at 17+
  • Spirit Speech at 95%+

Entering the Shaman's path lets one undertake two quests.

The first is the vision of the heart of the world, and involves obtaining a piece of quartz or a knob of wood (either about the side of a typical d20) which results in gaining the runeskill "Initiate."

The second is the vision quest which results in the shaman obtaining a fetch or a fetch-familiar (two similar but different things).  A fetch is the standard RQ fetch, the fetch-familiar is a RQ familiar that can also see into the spirit/magical world.

To become adept one needs:

  • POW 21+
  • Two traits at 17+ (appropriate to the magical lodge/brotherhood/sisterhood/etc. one seeks to enter)
  • Five appropriate skills at 95%+

With those one can have skills rise to higher than 100% and gain the abilities of the mystery.  Compare with shamans.html -- Sandy Petersen's rules.


There is a separate runeskill, "Initiate" -- tied to the infinity rune.  Every 5% in Initiate raises max POW by 1 point and raises the chance to gain POW by the %tage.  The advantage is cumulative, so to speak.

(e.g. Osterfall with 3d6 POW would have a normal maximum POW of 21.  With 16% in Initiate his max POW would be 24 and any POW gain would be calculated against a base of 24, not 21, plus he would gain 16% on his chances to gain POW in addition to the benefit of having a base of 24).


 

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The elemental schools of wizardry are similar to shamanism, except the language is the appropriate elemental language and the traits are one or the other, but specific for each element.
  • Cold:  chaste or cruel
  • Fire:    lustful or generous
  • Air:     forgiving or feckless
  • Earth: reliable or selfish
  • Dark:  deceitful or merciful

Obviously one gets a very good idea of the core personality of an elemental wizard by the primary trait.  The secondary trait is not required (e.g. Cold wizards do not get any benefit from being both chaste and cruel), though various schools often have a secondary trait (not the ones listed) associated with them such as the Light Wizards of Harazath who are known for being Honest, or the Earth Mages of the Spine who are known for being Just and and Proud (as well as being either reliable or selfish).  In Mistworld some of the traits have definite negative side-effects (since they allow the undead tied to that trait to rise to the surface if the presence of people with that trait is strongly enough established), but in Shattered Norns that is not an issue.


Insert dialogue here.

Indigo and Wolf.

Chapter Five:

An encounter with segmented serpent demons.  These demons have from one to twelve segments.

Each segment can hold a power up to 10*# of points (e.g. a twelve segment demon can have powers up to 120 points per segment, a one segment demon can have a single segment of up to ten points).

Demons can eat each other, taking one power or the "spine" (e.g. the number of segments) of the loser.

So, if five demons of six segments ambush and eat a seven segment demon, one could become a seven segment demon and the others could switch out one power each with the loser.  All would survive the encounter, though the loser might be vastly downsized.

They are generally not found any place the light of the sun or the moons can reach as moonlight strikes them like sunspears, d3 a strike rank, but in places where evil is strong and the light is blocked, they sometimes rise to the surface.  The demons explain what it was that drew the attention of the servants.  It also points to a sorcerer who is the source of the problem and the next stage of their quest.

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