Showing posts with label reading. Show all posts
Showing posts with label reading. Show all posts

Saturday, December 20, 2025

Spirits, Chiminage, and The Key of Solomon (Werewolf: The Apocalypse)

Werewolf: The Apocalypse can be a tough game to wrap one's mind around. The broad strokes make sense (an ancient, secret collection of werewolf tribes attempt to use their natural fury to commit acts of ecoterrorism in order to save the planet from the evil grasp of capitalism and modern corruption), but there are details of the game that can be difficult to grasp. And this is particularly true for those who are attempting to win the favor and help of spirits in the game. Whether one is a theurge (the spirit-speaking magic users), or simply spiritually-inclined, the idea of chiminage might feel a little too ephemeral to easily incorporate into one's playstyle.

For this, we need to get back to gaming's roots... black magic, and the writings of Aleister Crowley!

A more learned source you won't find in these lands.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

The Rules And Expectations of The Spirit World


All jokes aside, though, in Werewolf, a majority of the powers you come across are either gifted by spirits (they teach the werewolf how to use certain abilities), and the magic items you use are things that are bound to a particular spirit. And even outside of these mechanical concerns, the spirits can help or hinder werewolves as they attempt to achieve their goals, making a good relationship with them pretty important for all characters, and not just the ones who are attempting to make deals and bargains with them.

This is where chiminage comes in. The word itself is an antiquated term referring to a toll paid for passage through a forest, but in Werewolf it refers to the gifts and payments given to spirits as part of the rites and rituals for contacting them, asking them for aid, and attempting to recruit them to your cause.

And that is sort of an airy concept for a lot of folks, especially those who have not delved into religious traditions where these kinds of targeted offerings are far more common, might have issues with. And if I were to recommend a single book to Werewolf players (and especially those who are going to be playing theurges), it wouldn't actually be something from the World of Darkness. It's The Three Magical Books of Solomon: The Greater and Lesser Keys & The Testament of Solomon.

Seriously, check it out if you haven't!

For folks who haven't read this book, it is a collection of the various goetic spirits (or goetic demons, or infernal spirits, whatever you want to call them) that were supposedly summoned and studied by the ancient King Solomon. And the book is set out exactly how you would think a grimoire is set out, with the explanations of rituals and summonings, with descriptions of the great spirits, the gifts they offer, and what they may demand in return. It speaks of how to protect oneself, and how to discern falsehood.

Now, the book is a bit of a rough read for those who don't consume textbooks for fun. But with that said, the style of the entries, the setup, and how these rituals function can provide a lot of insight into making a particular character's style and spiritual setup feel unique to them, while also making it feel like more than just a character rolling a handful of d10s to see if they get their way or not.

So whether you have someone playing a traditionally-trained theurge who comes from the Children of Gaia who focuses on only using naturally-occurring implements and offerings they feel have been given to them by the Earth herself, or a Bone Gnawer theurge who seems to be a street corner shaman using a chaotic hodgepodge of improvised tools, the goal of both of these characters is to persuade the spirits to their side, to show them proper respect, and to earn their alliance.

My experience with this book is that it sort of primes the mind, and gets you asking the important details about different spirits, and it puts you in the mind of the acceptable aesthetics and ritual for how to please them, as well as how your particular character goes about their spiritual negotiations... and that is often what makes or breaks a character's performance as a theurge in this game.

And as a bonus, well thought out performances often get you bonuses from the Storyteller, making it even more likely that you succeed when all is said and done!

Additional Resources For Werewolf Players





For those who are looking for additional resources for Werewolf: The Apocalypse, I'd recommend checking out the following supplements by yours truly:

- 100 Kinfolk Bundle: With 100 NPCs from many of the major tribes, there are over 1,500 characters in these supplements!

- Dark Reflections: 50 Sights To See in The Penumbra: For folks who are looking for some dark, corrupt places to visit in the nearer parts of the Umbra, I'd recommend picking this one up.

- Tales From The Moot: This short story anthology covers a variety of tales from different tribes of the Garou Nation... and there are quite a few extra pieces that weren't included in this book!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, July 22, 2016

The Escaped Slave Wizard

There is no denying the power of the written word. Education opens doors, and makes things previously thought impossible into a reality. In fact, the right words can often be what sets you free. Especially if you happen to be a wizard, and no one around you suspects it.

Clearly a wizard.

Former slaves become adventurers all the time, but it tends to be a background we associate with martial characters. Barbarians and fighters may be former gladiators, or trained soldiers who fought so their masters wouldn't have to (speaking of, check out my character conversion for The Unsullied). Slaves who picked their own locks might become rogues (as we see in my Harriet Tubman character conversion), and those who hid in the forests or deserts from pursuers might take levels of ranger. In some cases a slave might be a sorcerer, whose powers awaken unexpectedly, which he then uses to escape his bondage.

But rarely do we give this background to wizards. Because, after all, wizards have to train and study intensively. They need to practice, and practice, and practice to get their gestures, words, and magic just right. Something that's hard enough to do under regular circumstances, and nearly impossible to do if you're in the fields working the land, carrying stones, or doing any other sort of forced labor.

The Words of "Nightjohn"


When I was in middle school, my teacher read us the book Nightjohn by Gary Paulsen. For those of you who don't know the book, it takes place on a plantation in the pre-Civil War south. Not a nice place to be, especially if you are one of the people who make up the enslaved workforce. While I don't remember all of the book, I do recall an exchange between our protagonist, and a recently-arrived slave who is the Nightjohn of the book's title. It goes something like this:

John: "I can trade you for some of that."
Lead: "Trade me what? When they brought you in here you was naked as the day you was born."
John: "Girl, I can read. And I'll teach you."

Libraries are dangerous places, as any adventurer knows.
 
Though the rest of the details have escaped me, that scenario is one that could make a compelling wizard. You were just another slave, until a fateful meeting. Perhaps you were allowed to play with the master's children, and they taught you some of their parlor tricks. Your owners, infuriated, made sure you were kept far in the fields, and worked hard, but you never forgot what you learned. Maybe you snuck into the house on pretenses, and made off with old copies of the son's lessons. Perhaps you heard his instruction, crouching beneath a window. Or, it's possible that your teacher is, as in Nightjohn, one of your fellow slaves. He no longer has his spellbook, perhaps, but he still has his knowledge. Knowledge that, if imparted, may present opportunity.

What Kind of Wizard Would You Be?


This concept could be used for every school of magic. Did you find you have a knack for evocation, blasting off your chains and burning down your master's home? Or did enchantment come more easily to you, allowing you to simply ask your owners to unlock your chains so you could walk away? Did you create illusions to make them think you were all still in the field while you were really making a break for it? Or did you conjure allies from the ether, creating chaos in what had been an orderly world?

The other question you need to answer, though, is what did you do with your freedom? Did you enhance your learning? And to what purpose? Did you walk away, panting and relieved, or did you go back to give freedom to all those who didn't come with you?

If you're looking for further inspiration, check out 5 Tips For Playing Better Wizards!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!