Showing posts with label spirits. Show all posts
Showing posts with label spirits. 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, March 15, 2024

Consider Giving Summoned Creatures, Spirits, Etc. The Full NPC Treatment

The ability to summon allies to your side via magic and spell-like abilities is a staple of TTRPGs, and there are entire classes and character builds geared toward making the most out of these spells and abilities. However, too often we end up just treating these monsters, spirits, and even summoned animals as nothing more than collections of stats and numbers, rather than as what they are; characters. Even though they may only show up for a brief period of time, and they typically show up just to do a specific job, we often overlook the story potential these creatures can provide us with.

All you need do is open the door, and ask them to come to your side.

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!

When You Have Friends in Low (And High) Places


While there are a lot of games out there that use summoned creatures and spirits, I will be using the framework of Pathfinder, as well as Dungeons and Dragons for discussing this idea. Since it's a largely roleplay-centered idea, you can apply this idea to any other game where the creature or spirit you summon and control is an actual entity, rather than a simple collection of energy that has no will or thoughts of its own that merely mimics a creature.

Okay? Okay.

Who's messin' with you, fam? Point me at 'em!

The idea of summoning a creature to your side to aid you in whatever struggle you're currently dealing with is not a particularly new one, as far as magic in the genre goes. From the ancient wizards battled by barbarian heroes like Conan, to Gandalf calling on Shadowfax to whisk him and Pippin away, to the warrior mages of Magic: The Gathering, calling on powerful monsters and deadly beasts to fight your battles for you, or to provide you aid at a critical moment, is nothing new in the genre. But while it can be a pain to keep track of multiple miniatures on the map, as well as the hit points, special abilities, attacks, etc. used by your newly-summoned allies, you can squeeze a little more RP value out of them if you're willing to.

For that, you need to make them full NPCs, and give a few hints of the story you have with them, and how they play into your character's history. As an example, consider some of the following scenarios:

- The sorceress with a secret tie to an archdevil reluctantly calls upon infernal creatures to aid her in battle. The lesser creatures refer to her with the term mistress as a sign of respect, but more powerful devils might use a title unfamilar to the rest of the party, or simply offer a cryptic message like, "Your godmother sends you her regards," before vanishing at the end of the battle. While the sorceress may not interact with the devils much, she calls on them by name, showcasing her mastery of the devil's tongue, and suggesting that something more than mere arcane study is to blame for her skill at calling on these allies.

- The gnome druid Bingala only calls on animals he's personally met and befriended with his spells to summon nature's allies. At first this might lead to some moments of affection as he's nuzzled by a wolf pack that defended him, or he sends a bear off with a scratch behind the ear, and a whisper to watch over his mother before he disappears. But as the animals get stranger and stranger, the druid has more and more tales to tell about his travels, and how he encountered such truly bizarre allies... as well as what he did to earn their friendship so that they would come to his side when called by the power of the green.

- An aasimar summoner who was born on the celestial plane, and only came to the material plane on the business of the higher realm. When they call on celestial creatures, they do so because these are the beings from their home plane, and the kinds of monsters they're most familiar with. Even if that means colossal, feathered T-Rexes with glowing eyes golden claws, or boars with silver ridges who speak in a tongue like a perfect bell. Seeing the bizarre creatures they call to their side, and how the summoner interacts with them, can drive home just how alien they are, and how bizarre the plane they grew up on is compared to the one whose soil they now tread.

Your Mileage May Vary


To get out in front of some of the comments I've seen with advice columns like this before, this isn't a strategy everyone is going to want to try. Some players and Game Masters may already be juggling too many balls to start assigning story significance, personal narratives, and more to summoned creatures who are only going to be on the board for a single fight, or a handful of rounds. However, I've found that this is a unique method of injecting a little extra character and story into using summoned creatures as a main method of overcoming challenges, so I wanted to share it for folks who wanted to add some more personality to what can quickly become a very scattered and impersonal method of magic use.

Also, I've linked some of the articles I've written about the most common classes in Pathfinder who are known for using summoned creatures. Please consider giving those a look as well, as I'd love to get back to this series and really finish it out!


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 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!