The Dragon and the Bear Chapter Appendix One: Shamans
Shamanism may be the oldest form of magic, for while the vast majority of Shamans are illiterate, the Romans and Greeks left written records of ancient shamanic peoples who were active in their ages. In the Mythic Europe of 1220, Shamans can be found in many remote regions, among the Mongols, Lapps, and other peoples living in the northern reaches of Russia, Scandinavia, Siberia, and the waste areas of the Far East. There are also stories of Shamans living in isolated rural areas in recently Christianized countries, keeping their ancient magics alive.
While the few Shamans in Christendom live in isolation, Shamans are part of the normal pagan life of their tribes. Unlike Hermetic magi, they live among their own people, acting as healers, diviners, and intermediaries to the spirit world. In this role, they are considered as unique and important as priests are in Christendom.
The descriptions and rules in this section are included for the specific purpose of allowing you to portray the Shamans of the Mongols in your saga, either as player characters or non-player characters. But don’t let that limit you. You’re also encouraged to portray Shamans from other nomadic cultures and to depict isolated Shamans who have been cut off from their ancient ommunities by the Christianization of their people.
A final note: the rules here are adapted from Shamans: the Hidden Paths, a supplement for Ars Magica Third Edition published by White Wolf, now out of print.
Shaman Characters
Shamans are mystic companions, just like Volkhvy. The troupe may elect to allow a Shaman created under these rules to occupy either the companion or the magus slot for his player, though Shamans are powerful enough that the magus slot should be chosen most of the time. For other information on the sorts of considerations informing this decision, refer to the discussion of Volkhvy on page 54 and to Hedge Magic, page 31.
While Volkhvy are always tied to pagan communities, there is a little more flexibility for Shamans, though there should still be an explanation for their presence at the covenant. The most obvious explanation is for the covenant to be in the Novgorod, Rhine, or Transylvanian Tribunal. A Shaman could have heard about the Order and wish to join. A Shaman could have been spying on the covenant from the spirit world and been discovered. The troupe might have set up “business” in a village whose people expect Shamans to deal with strange creatures like magi.
One important fact to remember about playing most Shamans is that unlike Hermetic magi, Shamans are expected to interact with mundanes as spiritual intermediaries. This can create difficulties for Shamans who join the Order, but they are not imsurmountable. The Shaman’s village might be declared a covenant, for example, or you can play an untrained Shaman (as per the Flaw on the next page).
Character Creation
Characteristics
Shaman Characteristics may be generated either by the purchase method or by random rolls, as specified in ArM4.
Virtues and Flaws
Shamans may have up to ten points of Virtues and Flaws, just like other mystic companions. They may select from among any Virtues and Flaws available to other characters, with the elaborations and exceptions given below. When the costs of Virtues and Flaws differ between grogs, companions, and magi, Shamans always pay the magus cost. (In the lists given below, “ArM4” page references are to Ars Magica Fourth Edition, and “WGRE” references are to The Wizard’s Grimoire Revised Edition.)
The shamanic Gift marks all those who have it in some way, often physically, sometimes mentally. All Shamans must choose at least one Flaw from the following list.
Cursed (variable) (ArM4 46)
Delusion: (–1) (ArM4 47) A storyguide may rule that certain dangerous delusions are worth more than –1 for Shamans. Good examples of such delusions are that the Shaman’s personal spirits are angels or saints (–2), demons (–3), Jesus (–4), or Satan! (–5). Obviously, claiming to talk to Jesus or Satan can have grave consequences.
Disfigured (–1) (ArM4 47)
Dwarf (–4) (ArM4 50)
Evil Eye (–1) (ArM4 47)
Fury (–3) (ArM4 50)
Hunchback (–1) (ArM4 47)
Lame (–2) (ArM4 49)
Magical Air (–1) (ArM4 47)
Mute (–3) (ArM4 50)
Obsessed (–1 ) (ArM4 48)
Offensive to Animals (–1) (ArM4 48)
Prohibition (variable) (WGRE 66)
Sense of Doom (–3) (ArM4 50)
Terrors (–2) (ArM4 49)
Transvestite (–2) (WGRE 66)
The Shamanic Gift also imparts certain unique innate Virtues. All Shamans have the Gentle Gift (ArM4 page 34) at no cost. Other common Shamanic Virtues are listed below.
Animal Ken (+1) (ArM4 40)
Blessing (+1) (WGRE 64)
Empathy (+1) (ArM4 41)
Enchanting Music (+2) (ArM4 43) Withthe troupe or storyguide’s permission, this Virtue may describe ability in storytelling rather than music, with the same effects.
Entrancement (+4) (ArM4 45)
Gift of Tongues (+2) (WGRE 64)
Healer (+1) (ArM4 41)
Hex (+2) (ArM4 43)
Immunity (variable) (ArM4 40)
Magic Resistance (+4) (ArM4 46)
Outsider Trained in the Order (+2) (WGRE 61)
Purifying Touch (variable) (ArM4 40)
Visions (+2) (ArM4 44)
Weather Sense (+1) (ArM4 43)
There are a number of new Virtues and Flaws which Shamans (and only Shamans, except where noted) may purchase.
Well Trained (+1): Your master trained you exceptionally well. You have 5 extra points for purchasing Shamanic Powers. This Virtue may be taken only once.
Strong Fetch (+1): You bonded with an exceptionally strong Fetch. This spirit has a Magic Might of 30.
Ghostly Warder (+2): As printed in ArM4 page 81, except this Virtue is a +2 Virtue for Shamans, the ghost has a Magical Might of 15, and if it gets lost the Shaman may journey to the spirit world to try to find it again. This Virtue can also be taken if the Shaman wants his Fetch to be able to act and perceive in the mortal world like a ghostly warder.
The Sight (+2): This Virtue is a combination of Second Sight (ArM4 page 42) and Faerie Sight (Faeries page 133). This Virtue imparts the Exceptional Talent The Sight at an initial level of 1. This Ability allows you to perceive everything perceptible to characters with either Second Sight or Faerie Sight, and to see into and attempt to enter both magic and Faerie regiones. Shaman characters need not purchase this Virtue, as the Ability The Sight is included in their basic Abilities package (see below). It is included here because it is available to characters who purchase the Dreamer Virtue (see the insert to the right).
Stingy Master (–1): Your master trained you less thoroughly than most masters, so you only have 40 points with which to pur chase your Shamanic Powers. Weak Fetch (–1): Your Fetch only has a Magic Might of 20.
Untrained Shaman (–3): An untrained Shaman has come into his power without the benefit of another Shaman, and has trained alone with the aid of spirits. Such a Shaman is often chosen by spirits to be a Shaman. An untrained Shaman does not have the standard Shaman’s starting scores in Herbalism and Area Lore. In addition, untrained Shamans may not learn the Shamanic Power Ritual (and thus may obviously not select the Flaw Dependence on Ritual, below). Due to their close connection to the spirit world no untrained Shaman may take the No Fetch Flaw. This Flaw is common in Christendom.
No Fetch (–3): A Shaman with this Flaw is unable to bond to a Fetch. In addition to not having the advantages of a Fetch the Shaman has a bad Reputation 2 among other Shamans and members of his community.
Dependence on Ritual (–4): You must successfully use the Ritual Power to be able to go into a trance and use your other Shamanic powers.
Finally, you must purchase the +1 Virtue Free Expression (ArM4 page 41) if you wish to be able to purchase and use the Shamanic Power Alter.
New Virtue: Dreamer (+2)
When most people dream their spirits simply drift in the magic realm, unable to control their movements except in an unconscious way. You are aware of your dreaming and can control fully control your actions and movements while asleep. You are Gifted, but either lack the ability to be a full shaman or had the ability and inclination but never received training until your Gift had already solidified in this way.
You have the Travel Power, just like shamans do. You start the game with Travel 1, and may spend experience points to improve it just as shamans can. You can use Travel to travel to the Near Lands, return from them, hide within them, and do any of the Spirit World Activities described in this appendix. You can even take others along to the magic realm with you. You lack the Control, Alter, and Ritual Powers, and do not possess a Fetch. You may not attempt to awe or control spirits, though you may attempt to bargain with and persuade them. Even though you lack the Alter Power, you may attempt to alter your form in the Magic Realm, just as shamans do, by rolling 6+ on a stress die + Sta + Dreaming.
You have the same ability as shamans to communicate fully with all sentient inhabitants of the magic realm, but only in your dreams and trances. The +1 Virtue Versatile Sleeper allows a Dreamer to enter the magic realm at a moment’s notice. Any Dreamer who has the +2 Virtue Latent Magical Ability has the capacity to become either a magus or a Shaman with the proper training.
Dreaming may be purchased by any character except a Faerie Companion, because faeries do not dream like people do
Abilities
All Shamans begin with the following Abilities. Shamans may purchase additional Abilities using (age + 10) experience points.
Speak Own Language 5
The Sight* 4
Folk Magic** 3
Herbalism 3
Occult Lore 2
Legend Lore 2
Area Lore 2
- Since this Ability in included in this starting Abilities package, Shamans need not purchase the +2 Virtue The Sight.
- Folk Magic is an Ability described in Hedge Magic, page 56. Shamans use Folk Magic only for the operations described
under “Additional Capabilities,” below.
Shamanic Powers
Shamans have four Shamanic Powers: Travel, Control, Alter, and Ritual. These powers are learned during years of apprenticeship. They are what allow Shamans to enter trances, journey to the spirit world, and affect spirits. Initial Power scores are pur chased just as Abilities are on a pyramidal scale. Beginning Shamans have 50 points to spend on these four Powers, though, as men tioned earlier, only Shamans with the Virtue Free Expression may purchase and use Alter.
Additional Capabilities
All Shamans can communicate freely with any inhabitant of the magic realm: ghosts, spirits, animal spirits, elementals, and so on.
Shamans are able to create potions and minor potions like those created by cunning-folk (see Hedge Magic, pages 34-36). They can also harvest and use wild vis as cunning-folk do (see Hedge Magic, page 36), using The Sight rather than Faerie Sight in the relevant formulae.
Auras give Shamans the same bonuses and penalties they give Hermetic magi. However, the affecting aura is the one where the Shaman’s body and soul reside, not where his spirit happens to be. For example, if a Shaman goes into a trance in a church with a Divine aura of +5, he is at –5 to all Shamanic Power rolls, even though his spirit is in the magic realm, which has a +10 magical aura.
The Spirit World
The spirit world is the source of magic, magic auras, and magic regiones. Hermetic magi refer to it as the magic realm. Shamans divide this realm into two separate areas, known to them as the Near Lands and Far Lands. This distinction is less useful to Hermetic magi, who disagree about its veracity and utility.
The Near Lands
Just as high level faerie auras and regiones connect directly to Arcadia, high level magic auras and regiones connect to the Near Lands. This is the domain of ghosts, elementals, magical beasts, animal spirits, and the spirits of dreaming mortals.
Magi and Shamans agree that, unlike Arcadia, places in the Near Lands often resemble corresponding locations in the mortal world. However, determining exact correspondences has proved difficult. Many magic realm informants are ghosts and spirits for whom the angle of the sun or the boundaries of France are not issues of burning importance. A human ghost, questioned by a magus as to the geography of the magic realm, answered:
“Yes, the sun rises here when I am walking, and sets when I am dreaming, though sometimes I do not know one from the other now. Was it always like that? No, I do not see churches here, though there are many pagan signs, and also many cities. I cannot find Rome, though I have looked, or perhaps it was the city of the velvet curtains and I did not recognize it because there are no crucifixes. I found a cathedral once, but inside it there was no priest and no sacraments, only a crazy woman wrapped in furs, shaking a tambourine.”
The same magus later summoned a spirit from the magic realm in the form of a white bear, which answered the same questions:
“The sun is bright in the warm time and dark in the cold time, as it should be. The ground is solid and white and drifting, opening into water wherever the food comes up to breathe and rest. There is a place with a great shining stone. It is not part of my place, so I know little about it. Small bears come there and shed their skins; they turn into something like newborn cubs, naked and shapeless, then grow skins again. I imagine they are tender when they do not have their skins, but I am not sure they should be eaten. What is a church?”
Physical geography in the magic realm is indefinite; no one has succeeded in mapping the spirit world. Most magi agree that different areas in the magic realm are places where different categories of spirits are resident, or that different areas correspond to different Hermetic Forms and Techniques. Likewise, Shamans have referred to the existence of a “place of wolves,” a “place of fires,” and so on. In any case, the physical parameters of the magic realm vary from place to place in a way consistent with the kinds of beings found there. Human ghosts tend to be found in areas that seem much like the human world, for instance, while the white bear spirit described a land of endless frozen waters.
Time, too, seems to be different in the magic realm. There have been no reports of sudden aging after a return from the magic realm. Rather, the effects of time seem to be only in the mind and spirit of the traveler. It is most common for a traveler into the magic realm to report that much more time seemed to pass within the magic realm than had passed in the mortal world in his absence. In this way, the magic realm seems to be experienced almost as a dream.
The Far Lands
The Far Lands lie beyond the Near Lands. The barrier between them varies in appearance, but it always exists — not necessarily as a solid wall, but always as some sort of gateway which prevents the passage of inappropriate travelers between the lands.
On the far side of the gateway, the spirit world is profoundly different. Time passes, but does not separate past, present, and future events. These coexist with dreams and legends. It is useless, even dangerous, to presume that “reality” is more powerful than “unreality” here, for in the Far Lands things that never were can be more solid than truths that everyone in the mortal world knows. In the Far Lands, it is not only possible to meet yourself, it is possible to meet a self that never was or one that might someday be. The behavior of objects in the Far Lands is quite unusual. Stones may float and creatures may climb down emptiness without falling.
The landscape is far from featureless. The ground is folded into hills and mountains and covered with patterns ranging from elaborate patchworks to stained glass to carved stones. Half-formed faces appear and disappear and ridges cross the landscape like the backbones of serpents. The ground itself may rise in plumes of sand or foam. Solidlooking surfaces may be as fine as paper or as insubstantial as water or mist. Lakes and rivers may be as solid as rock crystal. The difference between creatures and objects blurs, since everything in the Far Lands is an animate spirit, fully aware of its surroundings.
Nothing in the Far Lands is recognizable as having come from the mundane world, but everything evokes fleeting images of a memory or a dream in the mind of the viewer. Was the curve of that fissure the same as the unfolding fern leaves in the valley where I was born? Was the lost emerald of Abdul Aziz exactly that shade of green? Is this the endless library of my dream? Such thoughts can overwhelm the minds of inexperienced travelers, leading them to forget their purpose, their plans, and even their bodies.
Some magi propose that this portion of the magic realm is home to magi who have passed on into Final Twilight, but this has not been proven. Shamans believe that the spirits of insane mortals and the spirits of ancient and legendary Shamans reside in the Far Lands, as do numerous spirits which have very little connection to the mortal world.
Shamanic Powers
Ritual
Ritual describes a Shaman’s ability to increase the capacity of his Travel and Control Powers by entering a Ritual Trance.
To use Ritual, the Shaman first prepares himself. This preparation can take many forms: dancing, chanting, playing music, ingesting strong drugs, or some combination of those. Any interruption during this period will force the Shaman to begin his preparations over again. After an uninterrupted hour of preparation, the Shaman rolls a stress die + Sta + Ritual against an ease factor of 9+. If this roll succeeds the Shaman enters a Ritual Trance and may add his Ritual score to any single Travel or Control roll while in it. If the roll fails the Shaman may end the attempt or spend another hour preparing and roll again. This process may be repeated until the Shaman succeeds, gives up, or botches. On a botch, the Shaman may not enter a Ritual Trance for the next 24 hours.
Use of Powers which call for a trance (but not specifically a Ritual Trance) do not require a Ritual Trance. A non-Ritual trance can be entered with a few moments (10 Concentration score in rounds) of silent preparation with no rolls required. However, no Shaman may go into either sort of trance in a high stress situation such as combat without making some sort of Concentration roll. In the case of combat the ease factor would be 15+.
In all cases, going into a trance leaves a Shaman’s body totally helpless, unless it is possessed by his Fetch (see page 175).
Travel
Travel describes a Shaman’s power to go into trance and journey to the magic realm in spirit, and to find a particular being or location in the magic realm.
Times described in the sections on travel in the magic realm are given as they actually pass in the real world. These amounts of time may or may not have any correspondence to the time that appears to pass in the magic realm, at the discretion of the storyguide. For example, a Shaman who spends a mundane day in the spirit world may spiritually experience the passage of many days or only several minutes.
Travel in the Near Lands
To use the Travel Power a Shaman must first enter a trance. Then he chooses