Showing posts with label Shaman. Show all posts
Showing posts with label Shaman. Show all posts
Sunday, October 22, 2017
:: Random Item—Shuriken of Twilight ::
Morgan had studied in the Temple of Hibernation for a time, learning martial arts like her mentor, Master Chandra. But only after Chandra met her death in the jaws of a jealous Ajagara did Morgan come to discover her true destiny; that of a medium—a connecting link to the world of spirits.
Labels:
Ancient,
Dark,
Draconian,
Grimoire,
Hawthorn,
Hibernation,
Item,
Ranai Forest,
Random,
RPG,
Shaman,
Short/Wide,
Shuriken,
Temple,
Weapon
Wednesday, October 18, 2017
:: Random NPC—Geir, Fenris Shaman ::
The old grizzled Fenris shaman will tell you the end is nigh, and you're tempted to disbelieve him—just as you would any other crackpot fool wearing a sign around his neck—except that this crackpot fool supports his claims with evidence. Though old, Geir's clothes are clean. Though prophesying the coming calamity, he is paradoxically cheerful. This, he says, is because there is still something that can be done about it.
Labels:
Fenrir,
Grimoire,
Information Broker,
NPC,
Old,
Percussionist,
Random,
Shaman,
Tall
Wednesday, June 24, 2015
:: Random NPC—Devadas, Draconian Shaman ::
Devadas (“Servant of God”)
by Wm Jay Carter III, 6/23/15
Race: Draconian
Species: Chameleon
Age: Old
Gender: Female
Stature: Average
Physical: Hunchback
Outwardly: Languid
Inwardly: Ashamed
Profession: Potter
Magic: Shaman—Spirit Guide
Catchphrase: “About time you got around to breaking open the door.”
You reach forward to open the entrance to the steppe pyramid, but instead of swinging inward, the whole slab falls backward, slamming with a heavy crunch, splitting into several uneven pieces. Wincing, you gingerly step over the rubble and enter a small antechamber where stands, shelves, and hooks are burdened with an overabundance of simple red-clay ceramics, a ghostly mist swirling inside of each.
You press further, into a slightly larger chamber—what appears to be a ceramist’s workshop—complete with a potter’s wheel, piles and piles of red clay, and an empty bed. “About time you got around to breaking open the door,” says a voice from the bed. Only after you look more closely do you see that the bed was never actually empty; it’s occupant had simply been so well hidden by natural camouflage that you had not noticed her before. The old hunched draconian sighs wearily as she rolls into a stooped sitting position. “Go on, then,” she says as if you’ve been well acquainted for years, “let’s hear what you have to say.”
Monday, June 22, 2015
:: Grimoire Class—Shaman ::
Shaman
(shaman archetype variant)
by Wm Jay Carter III, inspired by the Soul Weaver class from Spheres of Power
Sometimes
known as a spirit guide or medicine woman (and erroneously labeled "witch
doctor" by the ignorant), the shaman not only remembers the dead, she
walks with them, communes with them, and draws her power from theirs.
She honors the spirits, whether those of her ancestors, the animals, or the Great Spirit which lives in all things. She believes that to dishonor those who came before is to weaken oneself.
She honors the spirits, whether those of her ancestors, the animals, or the Great Spirit which lives in all things. She believes that to dishonor those who came before is to weaken oneself.
To the
shaman, the departed still live, separated only by the mist of mortality called
the Æther (Ethereal Plane). One need only learn to part these mists if one
wishes to see where the dead continue their journey, and walk beside them.
A
shaman's connection to the Æther comes from ancestral influence. Somewhere
along the way—intentionally or otherwise—she made contact with the world of
spirits. This experience marked her as a liaison between the world of the
living and the dead: a medium.
Mediums
are revered and given a place of honor in tribal communities outside Euzoria.
If they wish to advance their gift, they are given to the tribe shaman as an
adopted child, and eventually become shamans themselves. Within Euzoria,
however, a medium’s gift is often seen as a haunting—or worse, a possession—and
dealt with accordingly. For this reason, very few mediums find the support
necessary to become shamans within towns and cities.
Eventually,
the more a shaman exposes herself to the spirit world, the more she becomes a
part of it. The most advanced shamans—known as mystics—sacrifice their mortal
senses to gain yet greater clarity on the other side of the Æther. Mystics walk
the boundary between life and death with every step, and some do not even
realize when they have died and become ghosts themselves.
Spheres
Her
connection to the Æther makes a shaman likely to use the Death and Life
spheres. Her access to the knowledge of the spirit world makes the Divination
and Mind spheres likely as well. Those shamans who commune with animal spirits
might also take animal-themed talents such as Animal Friend and Speak
with Animals (Nature).
Labels:
Classes,
Grimoire,
Pathfinder,
RPG,
Shaman,
Spheres of Power
Thursday, June 11, 2015
:: Worldbuilding Semi-Contest Entry—Grimoire ::
This
post (8,730 words) is an entry into the Spheres of Power World-Building
Semi-Contest, as posted on Facebook. According to a post by Adam Myers on
the Spheres of Power Kickstarter page, the
deadline is June 13th. If you want to submit your sample world, check out the
original Facebook post here.
Grimoire
A sample world for Spheres of Power (Pathfinder)
by Wm Jay Carter III, 6/11/15
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Thus empowered, the animals all began changing their shapes to look more like the Strangers, each to varying degrees of success. Those who achieved the transformation perfectly became known as humans, a race favored by the Strangers. Since the Cataclysm, however, the knowledge of how to change one’s shape has begun to fade, and the animal races remain in their hybrid states.
Magic is still available, however, waiting for those who discover their connection to it. Some seek out writings of Strange Wisdom and words of power; these are known as mages. Others find that magic literally flows from their souls like the ley-lines; these call themselves wunderkinder. Shamans commune with the world of spirits, especially those of their ancestors who learned wisdom from the Strangers. The dendrites believe they are the Strangers’ literal children, and are reborn century after century to ensure that Athanasia’s fate is guided by the Strangers’ will. Finally, exemplars make oaths to powerful beings in exchange for their magic, whether they devote themselves to a Stranger of Light or Darkness, or to the World Soul—the very spirit of Athanasia—thus harnessing its primal elements.
Athanasia itself is a young world, full of new beginnings. The first kingdom, Euzoria, was formed only a few hundred years ago. Euzoria is the home of humans, with the rest of Athanasia’s animal races living in their own communities. Thanks to the wisdom of the Strangers the denizens of Athanasia have enjoyed relative peace. But that peace is not without growing pains.
The córeans roost at Bristlebane, at the height of Mount Córea. Meanwhile their rivals, the seraphim, occupy the Pirium Spire, floating over the Eye of the World. The leonians roam the Ranai Forest, the sirens swim the Siren’s Sea, and the bóreans remain secluded in their tunnels near the outskirts of the Eye of the World. Many other animal races dot the planet, such as the merrows, draconians, ranai, and fenrir.
While none of the animal races share the organized government peculiar to humans, they are no less loyal to their own kind. Members of the animal races follow communally-respected leaders for as long as they remain relevant, and then govern their own local tribes internally when there is no immediate need for regional coordination. This has resulted in most of the animal races remaining localized to their own homelands, while the humans explore and expand year after year, spreading across most of the known world.
Thursday, May 28, 2015
:: Upcoming Randomness—Introducing Grimoire ::
For a while now I've been doing random NPCs, items, and locations for a system-generic roughly 11th-century European setting. Starting June 1st, I plan to transition into a new series of random content for an original campaign setting I call Grimoire!
An introduction to Grimoire:
"Welcome to Grimoire, a game set in a world of anthropomorphic animals, where magic is studied, crafted, and practiced, all in the name of progress, personal discovery, honor, respect, and devotion. Visit Athanasia and uncover its magical secrets, laying bare the five classes of spellcasters and their unique approaches to practicing the Art."
So look forward to wizard, sorcerers, shamans, druids, and priests as you've never seen them before! I'll also post regular content about Athanasia's history, unique denizens, and even some short stories about how things came to be.
If you have any special requests or questions about the world, be sure to leave them in the comments.
Looking forward to it! Thanks for reading!
An introduction to Grimoire:
"Welcome to Grimoire, a game set in a world of anthropomorphic animals, where magic is studied, crafted, and practiced, all in the name of progress, personal discovery, honor, respect, and devotion. Visit Athanasia and uncover its magical secrets, laying bare the five classes of spellcasters and their unique approaches to practicing the Art."
So look forward to wizard, sorcerers, shamans, druids, and priests as you've never seen them before! I'll also post regular content about Athanasia's history, unique denizens, and even some short stories about how things came to be.
If you have any special requests or questions about the world, be sure to leave them in the comments.
Looking forward to it! Thanks for reading!
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