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Self Reforged

An alternate version of the Path of Spirit Chasing

by Grzegorz Macin Koczyk (Original World of Darkness | Resources)

The ways of Spirit Chasing are a kind of family secret, hailing from the long forgotten past of what is now Poland. It was to these times that the roots of Spirit Chasing leads. When Old Ways were known and practiced by the wise women, (and rarely men). (1). In old days witches walked in accord with the powers of field, lake and wood. They were thrice-blessed by the Virgin, the Mother and the Crone and because of this blessing they acted as nexi between the power of the people and the power of the land. They were Kin to the Changing Ones, though one could as easily say that the Changing Skins were Kin to them. Both served the Mother, each in their own way.

"Gentle Ones" (so as not to arouse their wrath) or "Knowing Ones" (so as to partake of their wisdom) - the people called them. A vedna would be of two worlds, which were severed at the beginning of time- the present and the invisible one. She would call on the powers of both, not by virtue of what she does (like a man would) but by virtue of what she is. Men (of any era) would tell you that theirs is the gift of Magic, but their magic is only in Names and their sharp edges. It is the women who carry the Power of Being itself- of birth, becoming and renewal. It is from women that men learn such things, sometimes well before they learn to spell their precious Names. That is why they take them for granted. It was these powers which were lost to the land, when Cross came and after that sword and fire followed.

Some of those who still know the names and tales say that the Changing Clan - those whose duties were more to the Land and less to the People betrayed the Speaking Clan and left them to perish... Others say that the Speaking Clan became greedy and sought to steal power from the Sacred Places, which were in the Changers' custody. Regardless of the reasons, as the centuries passed and the old ways faded the vedna became a witch or hag of folktales. The picture of her as a Crone was built upon and simultaneously perverted.

In the end, echoes of the wise men and women of old, came back only in the mystical writings of poets like Slowacki and Mickiewicz, romantic tales woven of superstition, reworked legends of animate nature spirits walking and consorting with common folk, bedtime stories of souls coming back on the Day of the Dead or the Day of St. Andrew to receive prayers and chiminage and to grant knowledge of things yet to come. These scraps were all that remained of a once vibrant way of life uniting the physical and the spiritual.

But as nature always recreates itself, so has the Mother's boon found a way to come back to the land- in a way. It was a long, dark road and it took many years but return it did. It began with a woman- as it always does.

We call her The First One. For her true name we do not know. What we do know is that she lived in turbulent times, when Poland was but a memory under the German and Russian yoke. Divided the country fell, and the foreign powers took the scraps for themselves.

The tale has it that she was one of those unfortunate souls born not in the native land, but in exile. Her father was sentenced by the Russians, (for he fought against them in the November Revolt [author's note: in 1830] ) and was sentenced to dwell in the frozen wastes of Siberia.

Life was hard there, in the cold and barren land - even more so for his youngest daughter, born to a woman of the native tribe. Her mother's father came from a long line of shamans, and the daughter we speak of was blessed (or cursed) with second sight. The legacy of her people made her wild and feverish. Learned doctors from the factoria of a nearby fur trader thought her mind was sick. But what did they know? One does not become a shaman (or a wise one, for that matter) because she falls ill, but because she recovers.

The First One recovered from the sickness, which gnawed at her mind and the power was awakened within her. Alas she was not to become a shaman of her mother's people (it was not her path to thread), and also did not become a full-fledged vedna (because though her blood permitted, the legacy of wisdom was lost). Instead our ancestor found a path of her own. Being a devout Catholic, she was raised by her father upon tales of valiant men and times when Poland was a free country, as well as tales about the saints and faith. Tales sorely needed to survive in the current hopeless conditions. She did not yield to the call of the spirits and did not embrace the ways of her mother's people. She did not choose the path of shaman (2).

Instead she chose to learn from Spirits, but not bond with them (though as her progenitors can attest the bond comes in time anyway.) The Path of Spirit Chasing she called it, for where the powers of nature come willingly before the shaman because of ancient bargains, (or at least seem to,) she had to chase them down and toil hard to earn their trust. In earning their trust however she managed to achieve something altogether extraordinary- rather then becoming their channel she became their peer.

Were she to have known what exactly was happening to her - that more then learning, she was becoming - she would likely have forsaken the path. For she believed that one cannot partake of both table of the Lord, and the table of the spirits.

Eventually the First returned to the country, when her father's friends (who managed to avoid both death and exile) managed to bribe the fur trader. She eventually married and settled, for the land of her ancestors called to her, starved as it was for any who would hear its plea.

The spirit that watched over her and taught her, despite her rejection was Raven, and a family tale tells us that shortly after the First returned she bore two children: one who was a boy and changed skins and a second who was a girl and had the same gift as her mother. And so it was for a long, long time.

Her progeny have scattered far and wide and many others who felt the call, but could not answer were guided to her doorstep. From one of them my grandmother learned the Path. This wisdom she has passed on to me and I, in turn, want to teach you before my time here ends.


Spirit Chasing is a connection to, and learning from, spirits of the land. Women first practiced this path, because of their blessed connection with the patient, accepting nature of the Mother. This path gifts its adherents with the power to learn and claim some aspects of the Mother's many children. This is accomplished by chasing spirits, learning with them and establishing a bond with the land itself to cement the experience.

The path, akin to all mystical knowledges is subject to Toll of the Soul - as the wise one shapes and is shaped by his sorcery in turn. It is a perilous path, requiring sacrifice and patience, now that many of the old powers of wood and field are gone.


Path of Spirit Chasing

Mechanics: First of all Path of Spirit Chasing is tied inextricably with the Ritual of Chasing itself, which refers to the entire process of tracking down and learning from the spirit. These Rituals (for the rare sorcerers know more than one) each yield a Chasing score of their own - which determine how far the Chaser has progressed in affinity with the particular spirit.

The first Ritual learned is included in Path experience costs (which is new rating x 7) and its Chasing score is equal to Path rating. For the treatment of subsequently learned Rituals see the Rituals section below.

All active Path powers demand an (Intelligence + Occult) roll of difficulty equal to (3 + power level). All rituals demand a (Charisma + Occult) roll again determined as (3 + rite level). The nature of the place one practices in is a major (if not easily quantifiable,) factor, especially in the case of Rites (+1/-1 difficulty modifiers depending on Gauntlet level in the area). Unless noted otherwise the cost is one Willpower point.

The path consists of certain general boons, and rituals of wider application. These general boons vary on the kind of spirit- general guidelines are included below and more detailed examples follow in the Rituals section (where sample Rituals of Chasing are described.) As stated before, Toll of the Soul indicates a cost that learning and using the path has on its adherent- as with all things mystical those who use them- shape and are shaped by their legacies (whatever those may be.)

o Commune

The basic level of the path allows its practitioner to commune with spirits that are like one she has successfully chased and witnessed. This communication progresses until it is not affected by distance. In addition the communication also becomes increasingly clearer. The communication attempt costs nothing if attempted with a familiar spirit, otherwise it costs a Willpower point. She also automatically knows the correct ways to Awaken spirits of this type (see Spirit Awakening) and may also attempt to Awaken and communicate with similar spirits (for example vines in case of ivy, due to connections between both, at +3 difficulty).

Toll of the Soul:

Sorcerer gains one communication trait or habit associated with spirit's qualities. ("That little bastard, he even twitches as a rat when he speaks.")

oo Shared Senses

This mastery allows the sorcerer to exhibit a spirit's senses and perceive the world as the spirit or its physical counterpart perceives it in one aspect. This costs 1 Willpower point and lasts for a scene. An example would be nose of the wolf or the sight of the hawk.

Toll of the Soul:

Sorcerer's sensory organs gain some feature reminiscent of spirit's qualities ("I tell you he has cat's eyes.")

ooo Boon of Wisdom

This tier grants the sorcerer a boon of wisdom in the form of bonuses similar to those associated with a totem (for Shaman characters). The abilities however come from mimicry and affinity, rather than adoption - and frequently reflect taboos of the spirits themselves. This ability is always in effect and carries no Willpower point costs.

Toll of the Soul:

The Sorcerer is subject to the appropriate banes and bans of the spirit in question. Failure to conform to them disables the benefits of learning and may well result in more unpleasant effects.

oooo Shared Being

This tier ties the sorcerer's mental and physical well being with her chosen aspect. The first two Path of Spirit Chasing powers have their costs waived. The sorcerer is now able to substitute Mana for Willpower points (where applicable), if she so chooses.

In addition the Sorcerer and his bonded spirit (as represented by a Familiar background, Spirit Chasers frequently acquire one as they realize the Path's true direction) can now exchange Essence between each other. This enables a Spirit Chaser to rejuvenate a spirit as well as borrow strength from the other side of the veil.

Toll of the Soul:

The sorcerer exhibits a physical (or mental) trait associated with spirit's qualities. ("His skin was coarse and rough like the bark of an oak tree.")

ooooo Intertwine

The last of the inner secrets allows a sorcerer to partake of the spirit's full power on a successful roll. Intertwining costs 2 Willpower points and lasts for one scene. Mana points are substituted for Essence where applicable (in case of Spirit Charms.) Spirit Chaser Intertwined with essence of the Hound spirit would gain the Tracking charm (enabling him to bear on his enemies swiftly wherever they went) while one Intertwined with essence of Lightning spirit would be able to channel the force of thunderbolts (as per Blast charm). More specific examples are provided with the example Rites of Chasing below.

Toll of the Soul:

The Sorcerer is now recognizable to those who can see the spirit markings. He stands in the crowd and even normal people can tell him apart as someone very different. This level also requires the Sorcerer to permanently sacrifice one Willpower point to complete the spiritual bond (applies in case of any spirit she is bonded with). This point may be restored normally- i.e. by experience expenditure (and often is). Spirits of the kind she bonded with consider her to be one of them so they act accordingly (and expect her to do so as well.)

"Why I started shooting? Well there was something about this woman across the street. One could tell she was, well she was, there but not quite there. No I don't think she was on crack. And I know I wasn't. You know what, she reminded me of that f#$*ing eagle we saw a week ago. This big SOB looking at us all of us from his lofty perch. 'T was the same with her. Like she saw right through us. I panicked.


Rituals

Rituals of Chasing; Level One

Ritual of Chasing is a poetic name for finding and observing (or coercing, hunting etc.) the spirit to act as a tutor. It facilitates the learning experience shared between the two and enables the vedna to use powers of the land. (author's note: this Ritual is in my opinion best run as an Umbral journey with would-be Chaser gradually following the spirit from the mundane land to the other side.)

As stated before, the first Ritual of Chasing learned carries no additional costs being "free", in that its progression is the progression of the Path itself and included in its costs (though of course 1 permanent Willpower is still associated with the fifth dot.)

With additional Rituals the Spirit Chaser retraces her earlier development in the Path, being guided by her earlier experiences. Beyond the first Ritual, (which is tied to the path itself,) each subsequent Ritual of Chasing costs 1 experience point for each level on the main path its adherent wishes to retrace (and 1 permanent Willpower point if she can and decides to progress to the fifth tier.) This mirrors in mechanical terms the in-game progress of a sorcerer's learning from (and with) the chased spirit.

Example:

A Chaser fully accustomed to many of the mysteries that Thunder can reveal (having progressed to the 4th path level while doing so), could well possess only rudimentary experience with the Raven (having chosen to learn only its speech and customs, spending 1XP and hence having 1st level of Chasing where it concerns the power that is the Raven.) If the Chaser wished to further his studies with Raven, he would need to spend an additional point of experience to advance to the next level of attunement. He could even spend three more points of experience to advance to the fourth level of attunement with Raven, however he could not advance to the fifth level, without first raising his Path of Spirit Chasing to the 5th level (35 experience) and he could only accomplish this by first intertwining with Thunder and losing a permanent Willpower point in addition to the experience cost.

This would translate to the following statistics on the character sheet:

Path of Spirit Chasing OOOO
Chasing (Thunder) OOOO
Chasing (Raven) O

The following are a few sample Rituals of Chasing:

Dola (Sample Ritual of Chasing)

It is said that in the past every man and woman had his Fate. This spirit of Fate was called dola. They would move unseen among the folk, caring for them and their households or dispensing punishment to those with no regard for the land.

One can encounter Dola only on one night of the year, Kupala's night. Today it is known as Saint John's (23/24th of June). To chase Dola and learn from her, the sorcerer must trust in his own Fate and find the fern, which flowers only once per year: Saint John's fern, which in ancient beliefs fulfilled dreams and granted wishes to whoever found it. With its stalk in hand, the Chaser will be able to observe and learn from Dola.

Notes on specific powers learned from Dola:

At the first tier the sorcerer can communicate with Dola, witnessing her hands in events. At the Storteller's discretion she can ascertain the best course of action to follow (-1 difficulty on a roll) or what the winds of fate have in store for her. She can also attempt to Awaken somebody's Dola, which brings that person's fate to resolution. However, the Sorcerer has little power over what the outcome will be. Sometimes bad things happen to good people...

At the second tier Dola's pupil is gifted with a sight of the future, as an example this could entail seeing those things, which are destined to depart from this world and (in case of many successes) might get a clue as to the reason for this departure.

At the third tier Dola grants her pupils the following bonuses:

At the fourth tier Dola's secrets can be called upon for help with healing. Most often this would be transforming lethal damage to bashing (1 level for every 2 successes) or halving the recovery times. The only restriction is that they cannot be healed if the person's wounds are caused by his own volition (see the ban) or if it is someone's time to pass (of age, of sorrow, the fates of all people). She can also call upon 2 additional Willpower points per story being hardened and prepared by her knowledge of things to come. The mental trait gained at this level is most frequently an uncanny penchant for speaking disturbing warnings to others about the people they met and things that are to come. (e.g. " Naught but solitude and pain await you if you follow this path" spoken to a person about to commit a murder. Note that the Chaser might be unaware of the truth of his own words, but the person in question may well become wary...)

At the fifth level Dola grants her adherents the following abilities, each at the cost of 1 Mana point (when Intertwined). Twist of Fate (allows the user to reroll any roll made and choose the better of the two results), Blur of the Milky Eye (as Ragabash Level 1 Gift). At the cost of 5 Mana points and one unsoakable lethal level of damage she might also gain entry and insight into the invisible world itself (Pulse of the Invisible, Level 3 Theurge gift, substitute Path rating for Gnosis.)

Ban: One bonded with Dola must never seek to undo the fate that someone has chosen for himself. You can lead oxen to the stream but you cannot force them to drink.

Thunder (Sample Ritual of Chasing)

The things we fear are supposedly the most potent. Thunder and lightning streaking through darkness, are the province of the old god Perun, whom the Changing Skins know as Grandfather Thunder. His spirits bargain hard and to chase them down is a harder art still.

To chase Thunder one must brave one's own fears alone. The chasing begins with a storm and as the Spirit Chaser follows the sound of thunder and the sight of lightning he is lead to a place where he will confront his fears. If proven worthy, the thunder will resound again and in its voice the wisdom sought can be found.

Notes on specific powers learned from the Thunder:

At the first tier the sorcerer can communicate with spirits of thunder and to a lesser degree storm and lightning. She can also attempt to Awaken such spirits. Again the Sorcerer has little power, beyond his own words and deeds to affect the attitude of the Awakened spirit.

At the second tier Thunder gifts its pupil with uncanny hearing. The power when activated allows the Spirit Chaser to hear clearly even in the worst conditions (which most often translates into much lower difficulties).

At the third tier it grants its pupil the following bonuses:

At the fourth tier Thunder can be called to grant one speed, which is its birthright. But this comes at a sacrifice. At the cost of 1 bashing level of damage (unsoakable) Thunder's pupil may take one extra action in a turn. He also gains 3 extra Willpower points per story reflecting iron conviction fostered by the relationship with this untamable force of nature.

At the fifth level Thunder grants its adherent the following abilities each at the cost of 1 Mana point: Blast (as the Spirit Charm), Create Wind (as the Spirit Charm) and Swift Flight (as the Spirit Charm.)

Ban: One who seeks to know Thunder must never hesitate in the face of adversity or terror. As thunder resounds in even the darkest woods, so must one who seeks to learn from it never deny a challenge. Needless to say the terms of the challenge are a wholly different thing...

Owl (Sample Ritual of Chasing)

The witches were supposed to consort with the darkest powers. Unclean animals - rats, serpents, birds of the night - flocked to them sensing a kindred spirit. And although this too, was only a distorted echo of the old ways, as they were once practiced - it was not an unfounded belief. The Owl is sought for its wisdom and hunting prowess and those who seek her are not quick to open their hearts and minds for everyone to see.

To chase the Owl, one must intrude upon the realms of the underworld. She must uncover the secrets no living being knows and whisper it into the night's winds. Then the Owl will come, attracted by its sound. This may well be only the beginning of this Chase, for the Silent Maiden is not eager to let others know her ways.

Notes on specific powers learnt from the Owl:

At the first tier the sorcerer can communicate with owls as well as other night birds. This speech applies to owl spirits as well as owls, though the Ritual, Invoking the Old Speech is needed to tap into this secret language.

At the second tier Owl gifts her pupil with a sight able to pierce the deepest darkness as well as a hunter's ear (-1 difficulty on hearing rolls.)

At the third tier Owl grants her pupil the following bonuses:

At the fourth tier Owl shares with her Chaser the gift of her silent wisdom. At the expenditure of one Willpower point and an unsoakable level of bashing damage, the sorcerer can hear the lost secrets whispered by the spirits of the underworld. The in-game effect is that the Spirit Chaser effectively possesses the Ancestors background equal to his Path Rating for a scene. However, these dice can be applied only to Knowledge and Social Skill rolls.

At the fifth level Owl teaches her adherent the following abilities each at the cost of 1 Mana point (when Intertwined): Swift Flight(as the Spirit Charm,) Tracking(as the Spirit Charm) and Peek(as the Spirit Charm). In addition the recipient becomes able to understand and converse with all spirits (again when Intertwined), as Owl's wisdom is laid fully before him.

Ban: One who seeks to commune with the Owl must never reveal a secret to those who would not gain it on their own. Wisdom unearned is knowledge squandered.

Rite of Spiritual Awakening (Level One Ritual)

A lesser cousin of its Garou version, this ritual enables the practitioner to awaken a spirit of the type of spirit she is bonded with. For details see WtA Revised.

Rite of Bountiful Feast (Level Two Ritual)

This Rite enables the vedna to partake of the food of his chosen bonded spirit. In case of plants this food is sunlight, good soil and water. Number of successes determines the nourishment gained. One success would only ease the pangs of hunger, while three successes will fulfill the needs of body for one day.

Invoking the Old Speech (Level Two Ritual)

This invocation enables the practitioner to translate his knowledge of the spirit's language into the language of its physical counterpart. In an appropriate state of concentration he might once again commune with the beasts of the land, just as the vedna once did.

Rite of Shared Senses (Level Three Ritual)

With this Ritual the Spirit Chaser can share the senses of particular members of his bonded spirit's physical kin (if applicable) on a successful activation roll. As the roots of this ritual and Invoking the Old Speech are rumored to date back to times before the Cross, it might well be responsible for legends of witches consorting with beasts and being warned by powers of the forest.

Some Explanations And Sources

(1) In real life most pagan Slavic practices are unknown, gone - with traces remaining mostly in folktales, hence the idea of someone forging her own path after exposure to other culture(s). Historians such as Polish chronicler Jan Dlugosz or German Thietmar have populated their works with references to many gods and rituals, which while certainly interesting were fancies more often than facts. Most of what we know of Slavic and/or Baltic gods concerns Lithuania, Latvia and the Balkan area and not what is presently Poland. This work is a "what-if" kind of speculation based on the idea of recreating the mystic's boon out of the legacy of those who have preserved theirs.

(2) The ideas of a new body - created by the unity of flesh and spirit in particular is a theme taken (but changed) from the motives for initiation of Siberian shamans as described by Mircea Elliade in "Initiations, Rites, Societies Secretes." The idea of a Polish exile being initiated by a Siberian shaman was sparked by Juliusz Slowacki's "Anhelli."

(3) All Gifts and Charms are referenced in regards to "Werewolf: the Apocalypse" Revised Edition corebook. The only exception is Twist of Fate under Dola in the sample Rituals of Chasing section. In case of all Charms based on Gnosis or Rage the Path rating is substituted in their stead.

(4) The Mana background is detailed in "Sorcerer" Revised.

Credits

The Author would like to thank Daniel Huthmacher who most graciously agreed to playtest the Path.

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