Ashes of Asgard
The Rune Totem
The Way of the Shaman
Shamans first originated in the Horn in the mountains of Valcanisp, and though that is where their traditions are still most venerated, they are perhaps the farthest-traveling and most accepted religious figures in the realm. Unlike the Shieldmaidens and the Coterie, the five spirit patrons of the great Rune Totem ask their followers for no promises of loyalty to a political cause. They provide their gifts to those who they believe embody worthy virtues, but leave them to exercise their own judgment as to what to do with those powers.
A novice Shaman is inducted by selecting one of the five animals, carving the animal’s Rune into his or her skin, and promising to keep to that particular patron’s Tenet. At each rank (Seasoned, Veteran, Legendary) he or she may select an additional animal to add to the shaman’s personal totem. While this will expand the shaman’s potential spell options, it will also bind him to additional restrictions.
Every Shaman has the Shape Change power, but may only use it to a change to a variation of the patron animal.
Minor Sin: All Shamans must swear to wipe out threats to the balance of the spirits’ realm. Heretics are seen as aberration, and must be eliminated. All restrictions on a Shaman are waived when dealing with a Heretic, and the target must either be killed, or branded with a Rune from one of the 5 Spirits. When branded, any further attempts by the target to cast magic that is not sanctioned by a spirit of the Rune Totem will backfire violently, killing the caster. A Minor Sin penalty will only be applied to the Shaman if he allows a confirmed Heretic to walk free after having had a reasonable chance to enact justice.
Major Sin: See the tenet for the specific animal.
Mortal Sin: A Shaman may not hunt for sport, or willfully destroy an animal’s natural habitat without making appropriate accommodations.
Heretics: Free Mages, Ashseers, Cultists. Eliminating or Branding a Heretic erases any penalties from previous sins.
Rune of the Eagle
Spells: Analyze Foe, Beast Friend, Bless/Curse, Bolt, Boost/Lower, Burst, Concentrate, Darksight, Deflection, Detect/Conceal Arcana, Divination, Elemental Manipulation, Environmental Protection, Farsight, Fly, Havoc, Legerdemain, Light, Pummel, Quickness, Shape Change, Smite, Speed, Stun, Succor, Summon Ally, Telekinesis, Teleport.
Element: Lightning – On a raise, bounce the power to an adjacent target.
Tenet: Shamans of the Eagle are scouts, hunters, and leaders. They must carry a map at all times, and in order to regain Power Points, they must constantly update their map to reflect their environment. In addition, they must mark any death of a sentient creature that they witness personally. They may not refuse anyone who comes in peace a look at their map.
Rune of the Salmon
Spells: Armor, Banish, Barrier, Beast Friend, Bless/Curse, Blind, Boost/Lower, Concentrate, Damage Field, Darksight, Deflection, Dispel, Divination, Elemental Manipulation, Entangle, Environmental Protection, Greater Healing, Healing, Intangibility, Light, Jet, Obscure, Pummel, Shape Change, Sluggish Reflexes, Slumber, Stun, Succor, Summon Ally.
Element: Water – On a raise, rejuvenate a Shaken target of a helpful power.
Tenet: A Shaman of the Salmon is devoted to the traditions that promote unity among men, sworn to healing. As per the minor pacifist hindrance, the Shaman only fights sentient living creatures when given no other choice, and never allows the killing of prisoners or defenseless victims. They must not refuse to heal a person in need.
Rune of the Leopard
Spells: Analyze Foe, Barrier, Beast Friend, Blast, Bless/Curse, Blind, Bolt, Boost/Lower, Burst, Concentrate, Darksight, Deflection, Detect/Conceal Arcana, Divination, Elemental Manipulation, Environmental Protection, Fear, Havoc, Invisibility, Legerdemain, Obscure, Quickness, Shape Change, Smite, Speed, Stun, Summon Ally, Wall Walker, Warrior’s Gift.
Element: Cold – On a raise, slow the target. It moves at half-pace while the power is active.
Tenet: Shamans of the Leopard are cunning and strategic. They are independent and have few restrictions, but must be held responsible for their actions. They are restricted from participating in a theft. If performing a kill without witnesses, he must leave a stone carved with his name in plain sight, near the site of the kill.
Rune of the Ram
Spells: Armor, Barrier, Beast Friend, Blast, Bless/Curse, Boost/Lower, Burst, Concentrate, Damage Field, Deflection, Divination, Elemental Manipulation, Environmental Protection, Havoc, Jet, Pummel, Quickness, Shape Change, Smite, Speed, Stun, Succor, Summon Ally, Warrior’s Gift,.
Element: Earth – On a raise, rattle the target, reducing its parry by 2 while the power is active.
Tenet: A shaman of the Ram is known for his strength and loyalty in battle. Shamans of the Ram are to fight for the causes they deem worthy in their own hearts. A Shaman of the Ram may not loot the body of the slain, though he may destroy the items found. He may not accept compensation for engaging in battle with another human. He is also forbidden from intimidating another into giving up their belongings, or fighting sentient creatures for sport.
Rune of the Raven
Spells: Analyze Foe, Beast Friend, Bless/Curse, Blind, Boost/Lower, Concentrate, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Divination, Drain Power Points, Draining Touch, Entangle, Farsight, Fear, Fly, Intangibility, Invisibility, Legerdemain, Light, Mind Reading, Obscure, Puppet, Quickness, Shape Change, Sluggish Reflexes, Slumber, Smite, Speak Language, Stun, Summon Ally, Telekinesis, Teleport.
Element: Dread – On a raise, make the target roll a Spirit check. If the target fails, he is Shaken. On a natural 1, he rolls on the Fright table for an additional effect.
Tenet: A Shaman of the Raven is relied upon by the tribe to protect knowledge and provide trusted words of wisdom. As such, a Raven Shaman must never knowingly tell a lie. He is not, however, sworn to reveal all of the truth. A Raven Shaman must never destroy or hide a bound book.