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Starr Redmaw
03-22-10, 03:24 PM
Name: Starr Redmaw
Alias: ‘Indigo’
Title: Shaman of the Kaleen
Race: Innari
Gender: Male
Age: 125
Height: 4’5”
Weight: 90llbs
Eye Colour: Brown
Hair Colour: Black
Religion: Skargo, Tribal Shamanism
Alignment: Chaotic
Birthplace: Brokenthorn Forest
Languages: Innari, Common, Trade Speak, Fae.

History: The Innari are an elusive race, born into the world of the primordial essences of nature itself, yet shying from life. Long have the people of Scara Brae scorned the devilish kin of Starr, and long have they misconstrued the primary concerns of the ‘goblin’ race. It is said that when the Thayne Skargo rages, against a misdeed on its heartland or people, the Innari are consumed by their master’s urges, and they beat their war drums to the rhythm of Skargo’s heart, and wage war to vent his rage. It is also said, that when summer is high and the forest is in full bloom, harmony reigns, and the shamans and kin of the myriad tribes create great art, revel in song and dance, and prosper in the simplicity of life. In recent years, with the humans penetrating the outer echelons of the deadwoods, axes keened and greed like fire in their eyes, the primal rage of the forest spirit is boiling, and the sound of the drums echoes out across the ocean waves around Goblin Cove, and madness and stupidity is appearing in the warrior kin and cloth of the Council.

In such a time when the Innari hold their own fate in their hands, we find young Starr, a mere acorn compared to the venerable oaks of the Great Shamans or the Grand Elder Numarr, but wise and potent all the same. Born to the she-shaman Morelia over a century ago, he has spent his life under her tutelage and he has witnessed war, wrath and ruin in equal measure. With her death, he has become the Kaleen tribe’s Chief Shaman, its wisent, its focus in all matters asides war – that title rests with the Warlord, Starr’s brother and verdant nemesis, Kiwanis. The Kaleen dwell in the heart of the Brokenthorn, their village resting around the foot of a poplar oak, a tree so tall its heights tower above all the other foliage, and its trunk is thick enough to hollow and dwell in its embrace. The tree stands at the centre of a wide meadow, with blossom and honeysuckle wrapped around its lower levels and various semi-subterranean huts and enclaves scattered in a sprawl from the main centre.

Starr’s chamber and abode rests halfway up the trunk, and from his balcony and suspended wicker pods he can survey his entire ‘domain’ in demi-silent contemplation. It is here, in a swathe of incense and narcotic stupor that he has begun to see the same vision all the Shamans are seeing. It is a simple dream, a wide meadow, and a cliff beyond separating land from sea. On the waves are great ships, wrought of pine and iron and sails emblazoned with a red hand. In the land, the last hope of the island stands; a lone shaman with nothing more than a staff and a mushroom to stem the tide of war. This vision, is nothing more than a portent of the next goblin ‘invasion,’ a period of turmoil in Innari culture where Skargo’s wrath awakens and they together are compelled to split the walls of Scara Brae asunder – forced to deliver a simple message. Leave the woods, and the mountains, for they belong not you – but to nature.

Appearance:


Starr
1917


The Fae 'Glamour' Form
1918


Personality: Starr is young, and the vibrancy of his youth pours out like sunshine. He is a well liked and inspirational shaman for his tribe, and constantly looks for ways to improve his own ability to lead and the ability of others around him to gain influence and further the needs of the forest’s spirit. He is tentative and somewhat shy around other creatures, often finding himself alone instead of in the company of his kin. He has never experienced attraction or love, for such trivial things often boil down to rampant mating during spring amongst the vast majority of the Innari – a relationship is nothing more than a bond to a fleeting and soon to be dead corpse, or so the goblins perceive. In times of trouble he is headstrong but often encapsulated by his own self-importance, delivering poignant speeches in equal measure to cumbersome and stupid decisions – hot-headed is more than just a pun in Starr’s case – his passion is his boon and curse, but his humour and enthusiasm are utterly contagious to all others!

Skills/Abilities: Shamanistic magic does not work on the same principles as imagery, sorcery, or spells gifted by the divine. It is a school of thought as much embedded in luck and delusion as it is primary conjuration of magical effect. In order to operate shamanic magic, one must be gifted with the focus to perceive the ‘other,’ the realm not entirely fae and not entirely real. It is through drawing on the latent energies of both worlds that an Innari Shaman can create ‘spells,’ and through this dedication and unfaltering loyalty to the traditions passed down from generation to generation, that he or she maintains his dominance over the lesser minded, and looser willed brethren. He has a natural ability to command and inspire other Innari, equivalent to average dichotomy.

Prophet of Skargo – In times of war, much of the Innari populous becomes partially crazed, and fuelled with a lust for death and carnage – abandoning their arts, homes and prior notions of morality to enact the will of nature. As a shaman, Starr is all but immune to this impulse, but his instincts tether him to the swell of the Innari army to act as a sage and council in the darkest of hours. He can never bear arms against another, bringing death only to others through exertion of shamanic will and at a zenith, through the sacrificial and ritualistic use of his anathema. He is thus utterly inept at armed combat with any form of weapon, but slightly resistant to impulses and can control his emotions to not act on rash and hateful decisions.

Axiom of Scara – As one might expect, the Innari learn to survive partially through luck, and partially through a communal focus on the hunter gatherer ethos. Each Innari child is taught the basic tenets of hunting, preparing such catches and how to determine if basic flora and fauna is edible or poisonous. Whilst each Innari varies in proficiency with the natural skills required to survive in such a harsh environment, all Innari, the more gluttonous and lazy Shamans included have below average herb lore, tracking and average cooking skill. Such abilities are latently found only in relation to the terrain and habitat of the Isle of Scara Brae.

Magic/Shamanism: Shamanism relies on fate bound symbols; to which all Shamans are tied and all Shamans are born with. This is typically a kith, focus and drive for most, but some gain variations. As such, Starr’s develop is focussed around his two focuses, and his drive, which are detailed as followed; spells or abilities developed will be added under their primary related symbol, and not in a separate section to ease clarity and organisation.

Focus: (Destruction) Shamans who possess the destruction focus typically like to blow things up, to vent their rage and anger in the form of fire, lightning or geomancy. As Starr’s drive is fire, his destruction skills develop in the typically manner of a pyromancer.

Convalesce – At will, a Shaman who possesses the ability to convalesce his Focus and Drive can surround his or her body with elemental energy. In this instance, Starr can create a flickering flame that covers him head to toe. Such a spell causes anyone who touches it, or draws close to it to suffer very minor burns with direct contact, or the effects of sudden heat as if drawing close to a dying fire. Any significant wind or water element spell can extinguish the fire, and the effect will end whenever fatigue sets in, or X ability is used. Once per thread or battle, this ability can be transferred to any non-living object that Starr touches, covering one square foot only with magical flame that can be extinguished by magical means or excessive water. It will not be put out with natural wind, and in doing so, Starr may not use Convalesce again that thread/battle.

Devastate – Those who can devastate, can project their energy and Drive in the form of a projectile, or conjure an elemental bolt through a primary source. As this is a burgeoning ability, Starr may only utilise it if he has convalesced his shamanic energy; giving his manipulation root in the earth or on an object through which he can channel his will. If he has a source to work with, he can create magical, non-combat flames to the height or length or three feet at will, forming very minor patterns and flocculating its colour slightly. In battle, he can conjure three human fist sized fireballs which have moderate speed, no detection ability, and explode in a one foot ball of flame with an impact equal to iron.

Focus: (Abjuration) Abjuration bends reality to formulate a new tactical device in a shaman’s repertoire. At present, the focus of Starr’s Abjuration is to create illusory visions and to protect or intimidate the Innari around him.

Skein sliver – Conjuring heat and a powerful veil of shimmering waves, Starr can, once per thread or battle create a dense sphere of distortion around himself or another Innari; all those outside looking upon he sphere are stricken with a glimpse of the impending future, a truthful glimpse of a few seconds at most, often striking them dumbfounded or with fear. The sphere lasts only for a few seconds, and requires significant expenditure of energy to summon. Whilst in the sphere, nothing can harm the occupant, but at the same time, the visions flow inward, showing the target of the spell a glimpse of one of many possible deaths they could suffer. Whilst it offers adequate protection and a useful tool for the Shaman to show a war band the tide of a coming battle, it is a dangerous spell that often mars the personality and sanity of its wielder, and will only be used in times when clarity and foresight are of no use, or a life is at stake.

Drought – Abjuring heat and magical aura, Starr can drain water from a square foot at the rate of one full day of intense midday heat per minute. Such ability only affects non-humanoid/monster water, and cannot be used to harm others directly. In order to use this spell, the Shaman must himself be near a water source, such as a brook, lake or large pale of water, and drink heavily from it in doing so.

Primordial Gaius – The Shaman’s possess a natural ability to lead their kin, and some possess the glamour to control others with boons and curses, engorging a warrior’s rage, or a fellow shaman’s intelligence to give them a better chance of completing a set task or Focus. Starr may compel another Innari (with permission in the case of a PC) to complete a simple task, such as a domestic duty or a simple hunter/gatherer assignment, and the target will receive X1.1% boost to their combat skill and stamina for the duration of that task.

Drive: (The Element of Fire) a shaman’s drive is his spiritual calling, the essence of his soul given form. Whilst it is theoretically possible for a Shaman to change his focus, or connect to a new kith through spiritual meditation, it is impossible for a Drive to change except in the most extreme circumstances, or through the darkest of deeds or curses from the ancient enemies of the Innari – few speak its name, but it dwells In a moon of silk and secreted hue. All of Starr’s abilities will possess either a literal manifestation of his drive, or be heat based or chemically charged in nature. He is bound to such a drive, and thus he has a minor resistance to natural fire and heat fatigue, and has slightly above average resistance to magical flames. On the other hand he is slightly more injured by water based spells and attacks, and has a phobia of water and an inability to swim.

Wizened & Clamoured – Whilst Starr is a potent Shaman, his kith, focus and drive (the three core tenets that underpin a Shaman’s skills and his or potential to develop) are somewhat…odd for an Innari. It is typical for a Shaman to possess a kith relating to an animal, or family thereof, a focus on application of ability, such as clairvoyance and divination, destruction, conjuration or transmutation, and a drive that is primarily influenced by one of the elements. Starr however, possesses two focuses, and a drive. The other shamans view this as inadequacy, but in fact it gives him a Tower of Babel like gift – he is wise and potent but often blinded by the primal ability he possesses. He is effectively an above average spell caster, but his lack of clarity and foresight gives his spells, and the spells of his enemies nomenclature, and as such, his own can be dispelled with greater ease, (they are all classified as one level lower than his current level for determining dispel ability success) and he cannot diffuse those of his enemies.

Equipment: Starr possess various trinkets, herb lore items and domestic paraphernalia in his hut and observatory in the heart of the Brokenthorn, but the only things worthy of note are his iron anathema, a dagger he prepared himself for the ritual killing of the High Solstices and for ending the lives of those already suffering. He also possesses a Glamour-Wood Staff, wrought of iron threads and oak and enchanted with a simple poultice of forswearing and rejuvenation – as such, he will slowly, very slowly, heal stamina or hunger as long as he remains a devout servant of Skargo, and as long as he is undertaking shamanic tasks and maintains at least one hour of meditation and ritualistic trance per day. Such staffs merits the expenditure of any starting gold or experience earned.

Letho
03-22-10, 05:57 PM
This looks good. At first look it seems like a lot of abilities, but a number of them are either not combat related or specific for this character and his class/race, so I'll allow it.

You are approved. Welcome to Althanas.