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Project: Redcap; the crossroads of the Order

The Dragon and the Bear Chapter Three: Slavic Magic

From Project: Redcap

This page is part of the The Dragon and the Bear: The Novgorod Tribunal Open Content

Slavic Magic

Long ago, in Rome and Greece, and in Celtic France, England, and Ireland, the pagan gods were worshipped by men and women who were both priests and wizards. In the Celtic lands it was the Romans who drove out the Druids, while in Rome Christianity triumphed. Throughout Europe the old gods — Jove, Zeus, Bel, and a host of others — dwindled and faded. Some lands, however, were never touched by Imperial Rome, and were largely ignored by the Christian missionaries. Here the pagans remained.

The Slavs are among the last Europeans to preserve their paganism. In the rural districts Volkhvy still conduct their ancient rituals, invoke their many-headed gods, and work their magic and miracles. But the Volkhvy are a dying breed. Not only in the Slavic lands, but throughout Europe, it seems that the age of the priest-wizard is coming to an end as the last mortal followers of the old gods convert.

Nonetheless, for a few more centuries remnants of this unique magic and religion will linger in Russia and Poland and on the Baltic coast. In the year 1220 it is still strong

Pagan Priests

The pagan priests of Russia are called Volkhvy. In Poland they were called Znachor, in Prussia Waidelots, and in Lithuania Vorschatyen. All of these priests served similar gods and goddesses, and for simplicity’s sake we will refer to any pagan priest or priestess as a Volkhv. Readers should bear in mind that the magic system presented here is designed to reflect the abilities of Russian and Polish Volkhvy. In other regions, especially on the Baltic coast, Volkhvy with other Disciplines might well exist. Hopefully, storyguides will find this system easy to adapt by simply adding or subtracting Disciplines to reflect local variations.

A Magical Religion

The Slavic pagans believe that everything is innately magical. The tools a farmer uses, the rocks in his fields, the clouds in the skies, rain, air, animals, plants, people, fire, metals — magic is everywhere and in everything. They also believe that magic is in everything that people do. Agriculture, hunting, war, craftwork — every facet of a person’s life benefits from magical influences. Though there are special, gifted priests, they also believe that anyone can work magic.

By their prayers and through the power of their deities, Slavs are able to understand the spirits that inhabit the world around them and use the power that flows from the faerie realm to help them with their daily chores. Within pagan villages, simple, non-Gifted huntsmen really can evoke the spirit and power within their weapons. Housewives can chant their looms into weaving and leave them to labor through the night. Fields and crops can be blessed and safe births guaranteed. The gods can be invoked on holy days to perform miracles and bestow curses and blessings.

In order to work the magic they derive from this understanding of the universe, the Slavs must be in a state of closeness with their deities, who are the sources of their power. This closeness is born of three things: residence within an aura sympathetic to their pagan ways, performance of the rituals and rites associated with their deities, and adherence to the ways of life that are embodied in their elders.

Most important is the local aura. The pagan aura is actually a finely-tempered sort of faerie aura, for the deities of the Slavs are actually vastly powerful faerie beings. For most creatures and characters of Mythic Europe, the difference between a standard faerie aura and a pagan one is trivial and meaningless. For the Slavs, however, residence in a faerie aura which is associated with Slavic deities makes all the difference.

Also important is the continual state of the good graces of their deities that is ensured by the constant and continual performance of the rituals associated with their patrons. Only by these ceremonies can supernatural power continue to flow from these faerie beings to their worshippers.

Finally, the priestly leaders of the Slavs play a very important role in the mix. They are the ones that educate the “mundane” Slavs, showing them what to do and how to do it. They are the keepers and focal points of the religious tradition that supports this supernatural existence. They are also the ones that maintain the Slavic nature of the faerie auras. Without the Volkhvy they would revert to the “neutral” faerie auras found elsewhere across Mythic Europe.

As the Dominion encroaches on their faerie auras, though, the power of the Slavs wanes. What was once a uniform aura stretching across continental areas has been shattered into a motley patchwork. The great temples have been cast down. The cities are swollen with churches and a strong Divine aura has asserted itself. In many places faerie auras still exist, but without Volkhvy to maintain them they have gone neutral. Only in the pagan villages does the real old Slavic aura still remain.

In these places Slavic magic still works. It exists in two varieties. First, there is the “sacred” Slavic magic which is practiced by Gifted Slavic pagans, the Volkhvy. This is an elaborate, powerful magic with a long tradition and arduous apprenticeship. Second, there is “domestic” magic which is practiced by non-Gifted Slavic pagans, the common folk. This is a very modest, practical sort of magic, only made possible in the pagan villages by the unique interactions between Volkhv, the pagan gods, their followers, and the “pagan” auras.

The Volkhv Character

A Volkhv is a Gifted pagan Slav, and a priest. Volkhvy lore is all orally transmitted, and most Volkhvy are illiterate. A Volkhv has access to a higher power, and to a variety of allies. Slavic faeries have no difficulty recognizing the servants of the gods (after all, the Slavic gods are actually faerie powers), and even faeries of considerable rank customarily address a visiting Volkhv as “cousin.” With access to his pagan gods goes the Volkhv’s occasional ability to rise above Hermetic levels in potency.

Volkhvy are mystic companions (see Hedge Magic, page 31, for information on other, similar mystic companions, as well as some other general information about mystic companions). As such, the troupe may elect to allow a Volkhv to occupy either the companion or magus slot for his player. The companion choice is recommended if the character’s link to the covenant is loose, if you will be playing the Volkhv character infrequently because of the nature of the saga, or if the starting Volkhv is relatively weak compared to the magus characters in your saga. (If the magi in your saga are starting magi, this is not the case.) The magus choice is recommended if the Volkhv has a tight link to your covenant, will be played with relative frequency, or is among magi who are young or weak. The decision on which slot the Volkhv will occupy is ultimately up to the troupe. A Volkhv intended to occupy a player’s magus slot in a saga that contains magi of advanced age or power may be given additional experience points at character creation at the storyguide’s or troupe’s discretion.

Volkhvy are almost always firmly tied to a pagan community, whose needs are the Volkhv’s first priority. Thus, they make poor participants in roving adventures. Nonetheless, it is always possible to find ways to justify a Volkhv’s place in your saga. It might be a case of integrating your covenant tightly within a pagan Slavic community, or of deciding that some terrible ill has befallen the Volkhv’s community and that his lot must become intertwined with the covenant in order to make the situation right.

In addition to the game effects described below, almost all Volkhvy have concrete community obligations. They may be required from time to time to participate in Rituals on behalf of their fellows, which may distract them from other activities. Most distrust and dislike (if not outright loathe) the Christian church, and are reciprocally viewed with skepticism (at best) or hatred (far more often) by churchmen. Volkhvy interacting with Hermetic magi are viewed (at best) as hedge wizards.

All Volkhvy begin the game with the Personality Trait Pagan Belief +3. See page 57 for a few notes on this trait.

Historic Folk Beliefs About Magicians

Historically, Russian peasants believed that a wide variety of men and women possessed supernatural powers. Some, like the pagan priest-magician volkhv and the magical healer znakhor, were generally considered benevolent. Others, like the fortuneteller vorozheia, were neither good nor evil. Some weren’t even necessarily alive — the eretik, for example, was a dead sorcerer who continued to roam the mortal world, inflicting harm upon the living. Sorcerers — the “Dark Volkhvy” of Mythic Europe — were often thought to draw their power not from the pagan forces, but from the Infernal.

Also of note was the peasant distinction between “born” and “taught” sorcerers. “Born” sorcerers had innate supernatural powers; it was thought that these abilities might arise from being the offspring of the third of three illegitimate generations. “Taught” sorcerers were believed to inherit their powers from another practitioner, or to receive them directly from the Devil. “Taught” sorcerers had willingly acquired their supernatural powers, and thus were generally expected to be more powerful than “born” sorcerers.

Characteristics

Volkhv Characteristics may be generated either by the purchase method or by random rolls, as specified in ArM4.

Virtues and Flaws

Volkhvy may have up to ten points of Virtues and Flaws, just like other mystic companions. They may select from among any Virtues and Flaws available to other charac ters, with the elaborations and exceptions given below. When the costs of Virtues and Flaws differ between grogs, companions, and magi, Volkhvy always pay the magus cost.

Required Virtue

Every Volkhv has the “Volkhv” Virtue, which has a cost of +2 and whose effects are described below. No characters other than Volkhv mystic companions may purchase this Virtue; it is not available to other mystic companions or to standard magi, grogs, or companions, save by special permission of the storyguide (which should be considered very carefully before it is given).

  • All Volkhvy are Gifted. However, a Slavic pagan interacting with a Volkhv does not experience discomfort or ill-ease, though non-Slavs and non-pagans do. Animals, when inside a Slavic faerie aura, also experience no discomfort. (You may want to read pages 36-38 of the Wizard’s Grimoire Revised Edition for a discussion of exactly what a “Gift” is, and what it means to Hermetic magi.)
  • All Volkhv magic is sung. This is similar in effect to the –1 Flaw Necessary Conditions (ArM4, page 36.)
  • Volkhvy are considered Wise Ones (see ArM4, page 38). They have all the benefits and responsibilities of that Companion Social Class Virtue and do not select another Companion Social Class Virtue.
  • All Volkhvy have Pagan Conviction (see page 57), which begins at a level of 3 for starting Volkhvy characters.
  • All Volkhvy can use Volkhv magic, including the ability to Commune and cast Improvised and Great Rituals.

The Virtues and Flaws in this section are commonly possessed by Volkhvy, and should be particularly considered when creating Volkhvy characters.

  • Animal Companion (+1) (ArM4 40)
  • Cyclic Magic (variable) Volkhv magic is often attuned to seasonal variations, which can be both positive (Virtue) and negative (Flaw) in nature. (ArM4 34, 35)
  • Dependent (–1) Members of the Volkhv’s home community may not be chosen for this Flaw, as such obligations are part of the character template, unless the Volkhv’s community obligations are particularly onerous. Volkhvy often have obligations to others outside their own community, however. (ArM4 47)
  • Faerie Blood (variable) (ArM4 39)
  • Faerie Friend (+2) (ArM4 43)
  • Ghostly Warder (+4) (ArM4 46)
  • Giant Blood (+5) (ArM4 45)
  • Healer (+1) (ArM4 41)
  • Herbalism (+1) (ArM4 41)
  • Magical Animal Companion (+2) (ArM4 44)
  • Magic Sensitivity (+1) (ArM4 42)
  • Poor (–2) (ArM4 49)
  • Second Sight (+1) (ArM4 42)
  • Student Of Faerie (+2) (ArM4 35)
  • Relic (+3): This is obviously not a Christian relic and does not contain Christian Faith points. Rather, this pagan relic is associated with one particular god, which allows it to be used to Commune with that god (see page 59). A starting Volkhv must have storyguide permission to choose a relic associated with a god other than his principal god. Pagan relics have a rating which describes their power Relics gained by this Virtue have a rating of 1. (ArM4 45)
  • Susceptibility To Divine Power (–4) (ArM4 37)
  • Weather Sense (+1) (ArM4 43)

Unlikely Virtues and Flaws

The following Virtues and Flaws are available to Volkhvy, but they represent life experiences so far outside the normal boundaries of pagan Slavic existence that you will need to justify them carefully and get the approval of the troupe or storyguide.

  • Alchemy (+1) (ArM4 40)
  • Arcane Lore (+1) (ArM4 40)
  • Blatant Gift (–1) (ArM4 35)
  • Book Learner (+1) (ArM4 40)
  • Educated (+1) (ArM4 41)
  • Faerie Enmity (–1) (ArM4 47)
  • Faerie Upbringing (+1) (ArM4 41)
  • Further Education (+1) (ArM4 41)
  • Protection (+3) (ArM4 45)
  • Reclusive (–1): While unlikely for normal
  • Volkhvy, Reclusive is recommend for Koldun (see page 74) (ArM4 48)
  • Social Handicap (–1) (ArM4 48)
  • Susceptibility To Faerie Power (–4) (ArM4 37)
  • Temporal Influence (+2) (ArM4 44)
  • Wealth (+3) (ArM4 45)
  • Well-Traveled (+1) (ArM4 43)

Forbidden Virtues and Flaws

The following Virtues and Flaws may not be selected by Volkhvy under any circumstances.

  • Diabolic Upbringing (–2) (ArM4 49)
  • Divination (+4) (ArM4 45)
  • Feral Upbringing (–3) (ArM4 49)
  • Gentle Gift (+1) (ArM4 34)
  • Hex (+2) (ArM4 43)
  • Lack of Concentration (–2) (ArM4 36)
  • Lycanthropy (–2) (ArM4 49)
  • Magic Resistance (+4) (ArM4 46)
  • Mute (–3) (ArM4 50)
  • Poor Memory (–1) (ArM4 48)
  • Short Attention Span (–1) (ArM4 48)
  • Skinchanger (+2) (ArM4 44)
  • Tainted With Evil (–1) (ArM4 48)
  • Veteran (+1) (ArM4 42)
  • Withstand Magic (+2) (ArM4 44)

Furthermore, the following general types of Virtues and Flaws may not be selected.

  • Any major magical power or tradition aside from Volkhv Magic such as Follower of Bjornaer, Faerie Magic, or Elementalist.
  • Any Hermetic Virtues and Flaws, except those specifically recommended above.
  • Any Virtue or Flaw implying a strong link to the Christian church.
  • Any Companion Social Class Virtue (except Wise One, which is considered to be part of the Volkhv Virtue).

Principal God

Every Volkhv has one principal god to whom he is dedicated; whose particular kind of magic he performs best; upon whom he can always call for assistance regardless of where he is; and to whom, in the final analysis, he is accountable.

A Volkhv can only call on other Slavic gods if he has a suitable focus, such as a standing stone, shrine, or relic dedicated to the god in question. The absence of such a focus does not prevent him from working magic outside his principal god’s specialty, but it does mean that he may suffer penalties.

As an example, consider a Volkhv dedicated to Perun, god of war, who is trying to work a healing spell. He has no focus to allow him to contact the goddess of healing, Beilbog, and so must call upon Perun. Perun’s nature is opposed to healing, and though the Volkhv can cast the spell, it will be at a significant penalty.

Look through the descriptions of the Slavic deities in Appendix II, which begins on page 177, and select one major god to be your Volkhv’s patron. Make a careful note of the god’s attributes, areas of authority, festival dates, and magical bonus and penalty categories

Pagan Conviction

All Volkhvy have a statistic called Pagan Conviction (or simply Conviction). This is a measure of their faith and belief in the old ways. Conviction is gradually absorbed during the long Volkhv apprenticeship through exposure to Slavic magic, ancestral spirits, great and small gods, faerie lords, and speaking animals. As his Volkhv master instructs him in ancestral lore, clan histories, religious rituals, and symbols it soon becomes almost impossible for the apprentice not to have Pagan Conviction, especially as he begins to genuinely Commune with his gods.

A Volkhv has Conviction 3 when he finishes his apprenticeship; no points need be spent on this. You may purchase more Conviction (increasing it to levels greater than 3) when creating your character, using your starting experience points and the standard pyramid scale. For example, increasing the initial rating to 4 costs four experience points. Conviction can never be purchased with experience points gained through normal saga play. This option to spend experience points on Conviction is a one time possibility, available only at character creation.

Conviction changes throughout a Volkhv’s life. It usually increases, reaching as much as 9 or 10 in extreme old age, but some Volkhvy have also been known to lose Conviction through failure in rituals or the varied trials of life. See the insert “Gaining and Losing Conviction” (on page 58) for more information.

Abilities

Starting Abilities

The following nine Abilities are possessed by all starting Volkhv characters, at the listed scores: (Area) Lore* 3, Chirurgy 2, Clan Lore** 4, Concentration 2, Faerie Lore 2, Sing 3, Theology: Slavic 4, Speak Slavic*** 5 (*This is knowledge of the area that surrounds the Volkhv’s village. **Clan Lore is the (Organization) Lore that applies to the Volkhv’s community. ***This is the “Speak Own Language” score that is possessed by all mystic companions. The Volkhv character receives (age + 10) additional experience points which can be used to increase the starting Abilities, to round the character out with other Abilities, or to purchase more Conviction. A starting Volkhv can be no younger than 25 without special troupe permission.

Theology: Slavic

Theology: Slavic is a new Casual Knowledge which describes an understanding of the major Slavic gods; their attributes and spheres of influence; and their sacred items, animals, and plants. Likewise, it includes knowledge of local minor deities, clan totem animals, and the local ancestral cult. As a character’s score in Theology: Slavic increases, a greater number of these local and minor deities are known. Specialties: a specific deity, a specific locality, an area of deific oversight. (Intelligence, Perception

Conviction and Belief

A careful distinction needs to be made between Pagan Conviction and Pagan Belief. Pagan Conviction is in some ways like True Faith, False Faith, and the Purity scores of Kabbalists (see Kabbalah: Mythic Judaism) and Ascetics (See Hedge Magic). It is a powerful force possessed only by Volkhvy and is a measure of devotion to a specific religious cause.

Pagan Belief is a Personality Trait. It signals the basic religious orientation and strength of conviction of a worshipper. An individual can use his Pagan Belief to tap a Slavic faerie aura and perform domestic magic. It bears noting that as a Personality Trait, there are few rules governing its increase and decrease. Storyguides should keep an eye on characters with Pagan Belief to make sure they are not abusing the Personality Trait system in order to gain power for their characters without roleplaying appropriately

Unlikely Abilities

Volkhvy are not allowed to purchase the following types of Abilities during character creation without the special consideration and approval of the storyguide or troupe, and with appropriate explanation in the Volkhv’s background.

  • Arcane Talents
  • Academic Skills
  • Hermetic Skills
  • Academic Knowledges
  • Arcane Knowledges (other than Faerie Lore)

Age

As mentioned previously, Volkhv may start at any age greater than 25. Volkhv do not have longevity potions, but they are regularly exposed to powerful faerie forces that greatly enhance their life energies. Volkhvy may subtract their Conviction scores from all aging rolls.

Gaining and Losing Conviction

Throughout a saga, a Volkhv’s Conviction will wax and wane as his confidence in the Slavic gods and his fervor in worship of them changes.

Conviction behaves in many ways like an Ability, in that “experience points” are used to keep track of its progress. The same pyramidal scale that is used to determine how many experience points give a character a given score in any Ability is also used to determine what score a Volkhv has in Conviction. The experience points used for this purpose, however, are entirely separate from other experience point gains from study or through the course of play. Normal experience points may never be used to increase Conviction (except at character creation as described elsewhere), and Conviction experience points may never be used for any other purposes.

A Volkhv who presides over or participates in a Great Ritual (see page 70) once each season has the opportunity to increase his Conviction each time. Very simply, if the Great Ritual Total equals or exceeds the Volkhv’s current Conviction x 10, one experience point is accumulated in Conviction. As with other Abilities, when a number of experience points equal to the next level are gained, the score increases by one and the experience points disappear. Conviction can also be lost through Great Rituals. If a Volkhv ever botches a roll on a Great Ritual, one experience point is lost for each magnitude of botch.

Conviction may be gained in other ways, but these are always at the discretion of the troupe or storyguide. In general, Conviction experience points should only be given out or taken away one at a time, and then rarely — certainly not more often than once in a season or story (depending on the speed with which time passes in your saga). A number of examples follow, but this is not an exhaustive list.

  • Failure of any important Ritual might lead to a loss of Conviction on the part of some or all of the people participating in the Ritual, while exceptional success in a particularly important Improvised Ritual might lead to an increase in Conviction. When considering whether to award Conviction after a Ritual, the storyguide should assess the importance of the Ritual; the investment of hope, time, and effort that the participants made; and the consequences of success or failure in their lives.
  • A Volkhv should be rewarded for completing tasks which contribute concretely to the welfare of his community, and may be penalized for allowing his community to be harmed when he could have prevented the harm.
  • A Volkhv should be rewarded for acts which spread awareness of and bring glory to the Slavic deities, especially in areas where Christianity is strong.
  • A Volkhv should lose Conviction if substantial numbers of his community members convert to Christianity.
  • A Volkhvy should gain Conviction for traveling to Arcadia or witnessing other strong evidence of the power of the Slavic deities.

Magic

By the time a Volkhv has finished his apprenticeship, he has a score of 1 in each of the Volkhv Disciplines, and has accumulated an additional 50 experience points he can use (only) to improve those scores, to a maximum rating of 6 in any beginning Discipline. Disciplines are improved thereafter with normal experience points in the course of play, and you can use experience points from your age allocation to improve them during character creation.


Volkhv Magic

The Volkhv magical system is founded on relatively simple concepts, but the mechanics are complicated by the religious element.

Any act of magic by a Volkhv firstly requires that he enter into Communion with one of the Slavic gods. After entering Communion, he casts a Ritual (which will be either Improvised or Great in nature) based upon the Volkhv magical Disciplines to achieve a carefully-defined effect.

The following sections first describe the vital step of Communion, then the various different sorts of magic that Volkhvy can perform, and then the fine details of the different Rituals.

Magic Resistance

A Volkhv’s base Magic Resistance is equal to his Conviction score. If the Volkhv has taken Cyclical Magic as a Virtue or Flaw, the peaks and troughs of the cycle affect his Magic Resistance; the bonus or penalty is simply applied directly to the Magic Resistance statistic.

Communing

Communing is the means by which a Volkhv contacts the faerie source of his power. Communing is an act of prayer. It relies primarily upon the strength of the Volkhv’s Pagan Conviction, allied with the local aura, and some subsidiary factors. Communing has certain limits, advantages, and side-effects.

A Volkhv may only Commune with his principal god, as chosen during character creation, with two exceptions. First, a Volkhv may attempt to Commune with any Slavic divinity at a site specifically sacred to that god. Second, a Volkhv may attempt to Commune with any god whose relic he possesses.

Establishing Communion

To establish Communion, the Volkhv first declares which Slavic divinity he wishes to establish a connection with, usually his principal god. He then performs a short prayer ritual, which usually lasts about ten minutes. Finally, he rolls a die + Pre + Concentration + Conviction + aura. Fatigue and wound penalties also apply. The result is compared to an ease factor figured by consulting the Communion Ease Factor Table on the next page. The die roll that the Volkhv makes is simple if he takes the full ten minutes to enter Communion, or stress if he elects to reduce the duration by any amoun (as described on the Communion Ease Factor Table).

Failure to achieve the ease factor means the Volkhv’s efforts are wasted and he must start again. Success indicates that Communion has been established, and the Volkhv may proceed to use his Disciplines to cast Rituals, both Improvised and Great.

Note the initial die roll (the Communion Roll) and the Communion Total carefully each time you enter Communion. You will need to recall the former when Communion ends, in order to determine whether the Volkhv is fatigued by his experience, and the latter in case you are magically attacked or need to perceive some supernatural effect while in Communion.

Volkhv Realm Interactions The following chart describes how the four different realms affect all Volkhv powers and effects which include an aura modification.

Aura: Bonus/Penalty

  • Magic: + (1/2 aura rating)
  • Divine:– (2 x aura rating)
  • Infernal:– (aura rating)
  • Faerie (“neutral”): + (aura rating)
  • Faerie (“Slavic”): + (2 x aura rating)

Maintaining Communion

A Volkhv cannot maintain Communion forever. Communion is a demanding experience, and requires constant effort to sustain. A relaxed, otherwise unoccupied Volkhv in Communion must make a Concentration check once per hour. A Volkhv involved in a simple or repetitious task (such as conversing, walking, or performing menial labor) must roll every fifteen minutes. A Volkhv involved in complex or dangerous actions (like combat) must check each round. However, unless the Volkhv is jarringly interrupted or distracted, he may always complete at least one Ritual, either Improvised or Great, of any length, before the clock begins to tick and he needs to begin rolling to remain in Communion. If he is distracted, he has to roll immediately rather than waiting for the next interval appropriate to his situation. Any Ritual, Improvised or Great, which is interrupted by a loss of the Communion-state automatically fails, but may still botch. The sole exception to the rule about maintaining Communion is for the period following a successful Great Ritual, known as the Aftermath. See page 73 for more information.

Checks to maintain Communion consist of a simple or stress die (depending on the circumstances) + Sta + Concentration + aura. The result is compared to an ease factor of 9+. Failure to make one’s Concentration roll, of course, indicates that one has fallen out of Communion.

It is only necessary to maintain Communion while Rituals are being cast, not for the duration of their effects, unless the duration is Concentration. For instance, a shapeshift into wolf form for a full night requires Communion only while the Ritual is being cast, not throughout the night. A Volkhv can always voluntarily leave Communion at any time, with the normal effects (see below).

Communion Ease Factor Table Base Ease Factor: 12
Condition Modifier
Possession of relevant pagan relic* –rating
Walking +3
Running +9
Dodging +12
Jostled +6
Knocked down +9
Damaged +12
Sudden noise or flash of light +6
Shortening the preparatory prayers +1/minute**

* “Relevant” means a relic specific to the divinity being Communed with.

** The Volkhv must declare how much he wants to shorten the ritual before rolling. It is possible for a Volkhv to enter Communion almost instantly. By adding +10 to the ease factor, he reduces the duration of the Communion ritual to a single round.

Fatigue Side Effects

When Communion ends a Volkhv comes down from an ecstatic state in which he has been drawing power from a god. This can leave him exhausted. Recall your initial Communion Roll (you wrote it down, right?). Add your Stamina. Apply this total to an ease factor of (6 + 1 per magnitude of magical effect created while in Communion). Failure means loss of Fatigue levels. For each 3 points or part of 3 points by which you fail to match the ease factor you lose one Fatigue level. The maximum effect is loss of consciousness; no other damage can occur from this effect. To summarize, the ease factor – the resistance total ÷ 3 (rounded up) is the number of Fatigue levels lost.

Protection Side Effects

A Volkhv who is in Communion gains Magic Resistance equal to his Conviction + aura (as opposed to just his Conviction, as described on page 59). See the Volkhv Realm Interaction Table on page 59 for the specific bonuses and penalties auras give.

A Volkhv who is in Communion also gains Magic Resistance equal to his Communion Total (again, you wrote it down, right?) against all magical effects aligned with the relevant god’s principal attribute or attributes, which is cumulative with any other Magic Resistance to which he is normally entitled. For example, Khors is a sun god. Any Volkhv attacked by fire or light while Communing with Khors receives this bonus. The storyguide is, of course, the final arbiter on whether a given magical attack is aligned with a god’s principal attributes.

Sensitivity Side Effects

A Volkhv in Communion with a god gains sensitivity and may perceive nearby supernatural influences. Each time a Volkhv Communes the storyguide should note the Communion Total and secretly check it against any such influences within range. Standard detection levels are summarized below.

Faerie Being: The stronger a faerie is the more easily apparent it is to the Volkhv’s detective efforts. The formula (45 Communion Total) indicates the least powerful Faerie Might that is detected.

Magical Being: The stronger a magical being is the more easily apparent it is to the Volkhv’s detective efforts. The formula (55 Communion Total) indicates the least powerful Magic Might that is detected.

Infernal Being: An Infernal being is detected if the Communion Total – 10 is equal to or greater than its Infernal Might.

Person with Gentle Gift: 20 + (InVi Magic Resistance)

Person with Gift: 15 + (InVi Magic Resistance)

Person with Blatant Gift: 10 + (InVi Magic Resistance)

Objects’ supernatural natures are detected depending on their Might, highest spell effect level, or Sacred or Cursed potency under the terms laid out for the appropriate realm’s beings.

Spells are detected on the basis of their level, but because they tend to be subtler than creatures and objects, the Communion Total is cut in half and rounded up before comparison for purposes of detection.

Range for this sensitivity is equal to the Communion Total in paces, and it operates regardless of material barriers, though it may be resisted by screening magics. Any spell deliberately designed to foil magical spying or detection is regarded as half its actual level for purposes of the detection guidelines and is thus harder to find. If such a spell is not detected, then anything it is concealing is automatically not detected. If such a spell is detected it must then be dispelled or penetrated before the object or person it is protecting can be sensed.

The sensitivity test should be made only once for each person, object, or force on each occasion that the Volkhv enters Communion. Thus, a magus who repeatedly enters and leaves a room where a Volkhv is continually in Communion is only checked on the first occasion. The Volkhv can, however, gain a second check by releasing and then re-entering Communion, at which point he generates a new Communion Total, possibly a higher one.

Volkhvy can sometimes discern detailed information through Communion sensitivity. Check the difference between the required detection level and the actual Communion Total and consult the following table. For example, a Volkhv enters Communion while a powerful faerie (Faerie Might 35) conceals itself nearby. The Communion roll is 38. The faerie would be detected on any roll of 20 or above, so the Volkhv has exceeded the required roll by 18 points.

Roll Succeeds by Information discerned
0-5 Location
6-10 Rough Size and Shape
11-15 Approximate Might
16-20 Example
21+ Details of potential (a magus’s best art, a faerie’s principal power, or a demon’s principal affinity, for example)

The Volkhv Disciplines

Volkhvy learn different sorts of magic as discreet Disciplines. Each Discipline is a carefully codified and defined system of chants, dances, sacred drama, and gestures, which include invocations for different seasons, situations, and gods. Volkhvy have no system of combining Forms and Techniques, as Hermetic magic does. The Disciplines available to a Volkhv are Spirit Touch, Healing, Shapeshifting, Weatherworking, Animal Magic, Removing Curses, Prophecy, Sun Magic, and Earth Magic.

Given below are descriptions of the effects governed by the Disciplines, along with the Hermetic Forms and Techniques that a Hermetic magus would have to use to create similar effects. These are given because the Hermetic spell level guidelines are used in order to assess the levels a Volkhv must achieve with his Disciplines to create given effects (an example is given on page 68 which will help you understand this process). Note that Hermetic requisites are irrelevant to this process and not listed.

Some of the Disciplines create effects that Hermetic magic cannot duplicate. In these cases no Hermetic equivalents are listed and special rules are provided for these Disciplines.

Please note that while “Hermetic Equivalents” are listed, Volkhv magic cannot duplicate all the possible effects mentioned in the Hermetic spell lists. The description of each Discipline clearly states what the limits of the Discipline are and what a Volkhv can use it to achieve. For example, Spirit Touch is a Discipline that allows communication with supernatural beings and the Hermetic Equivalent is InMe. Despite the fact that InMe is listed as the equivalent, Volkhvy cannot use Spirit Touch to duplicate spells such as Peering into the Mortal Mind, because the description of Spirit Touch mentions nothing about affecting mortals.

The Discipline definitions should make it fairly clear how Volkhv magic differs from and is less effective than Hermetic magic. They cannot create illusions and cannot perform most water-related magics. They cannot perform intricate spells to alter other magics. They are very weak in the equivalent of Perdo and Muto magics, and their ability to employ violent Ignem or Terram equivalents is seriously restricted. They cannot affect the human mind, unless it is disembodied (that is, a ghost).

As a final note on the power of the Disciplines, all are resisted normally by beings with magical resistance: magi with Parma Magica, creatures with Might, and other beings with any other form of Magic Resistance. The effects of Rituals, except where otherwise noted, are resisted just like spells are, as described in ArM4, pages 72-73.

Spirit Touch

Spirit Touch allows a Volkhv to communicate with spiritual and supernatural beings or forces, including but not limited to ghosts, spirits, elementals, faeries, and demons. As a general rule of thumb, a Volkhv can use Spirit Touch to communicate with a being associated with the magical, Faerie, or Infernal realms.

The exact nature of the communication depends on the nature of the being and the sort of effect that is being attempted. A Volkhv might try a Ritual that allows him to speak verbally with a certain faerie, to communicate empathically with the spirit of a place or object, or broadcast his thoughts to all elementals within a certain area.

Spirit Touch can also be used to release, expel, exorcise, and regulate the sorts of beings described above. Most Volkhvy are loathe to use these sorts of spirits as servants or pack-beasts, and though that sort of control is certainly possible with Spirit Touch, most intelligent beings that are controlled in this way have long memories. Instead, this ability is most often used to dispel malevolent spirits and protect specific areas against their intrusions.

Spirit Touch is entirely separate from Communing. Volkhv may Commune with (and thus, communicate on some level with) any of the Slavic deities provided the Volkhv is in the presence of an appropriate relic or site, or the deity is the Volkhv’s principal god.

Hermetic Equivalent: InMe, ReMe, ReVi

Healing

Volkhvy can heal humans — but not animals or any other sorts of beings — through the use of this Discipline. Healing can include the healing of Body levels, diseases, or specific injuries (sprains, fractures, burns, and so forth). Volkhvy Healing does not suffer from the vis requirements of Hermetic healing; these effects can be made Instant or Permanent in duration without vis.

Hermetic Equivalent: CrCo

Shapeshifting

Using this Discipline, a Volkhv can change himself and any collection of items he can carry without incurring a Load penalty into an animal. A Volkhv can shift into any form with which he is personally familiar; hemust have, at the very least, seen the animal in question. Upon changing, the Volkhv immediately masters the animal’s mundane senses, language, instincts, and physical abilities. He also gains a Personality Trait appropriate to the animal’s nature at a level of +1 (Bear +1, for example) while shapeshifted.

Volkhvy cannot conduct Rituals while shapeshifted, but can resume their native forms by simply willing it.

Hermetic Equivalent: MuCo, at 10 levels less than the normal Hermetic levels. For example, a Volkhv needs only a level 25 effect to “turn a human into a bird or fish” (see ArM4 page 125)

Improving Disciplines

In play, Disciplines are improved by spending experience points, just like Abilities are, on the same pyramidal scale. The experience used can be Story experience, Training experience, or Practice experience as described in ArM4, pages 186-187. (Even though Training and Practice can normally only be used with specific kinds of Abilities, this rule specifically permits those mechanics to be used with Disciplines even though they are not technically Abilities at all.)

Additionally, however, Volkhvy can gain Discipline experience points through Divine Revelation. By spending a season entirely immersed in a combination of service to his community, constant prayer, and studious self-contemplation, a Volkhv can gain experience points in a Discipline equal to (Conviction + Theology: Slavic) ÷ 5, rounded up. No other saga activity is permitted in this time. However, the storyguide may decide that a story grows from some community need that the Volkhv discovers in his season of heightened sensitivity to the needs of his flock.

Weatherworking

Volkhvy can summon, create, direct, or dispel mundane or magical weather conditions, as long as they are of a type that could exist naturally. For example, a Volkhv could affect a natural or magical rainstorm, but would have no power over a magically-created acidic fog, because the latter does not occur naturally. As another example, a Volkhv can call up a storm and then, as a separate Ritual, call down lightning bolts from it. Or, as a single Ritual, he may call down lightning bolts from an existing natural storm.

Hermetic Equivalents: CrAu, PeAu, ReAu

Raising the Dead

It is rumored that, in the period of Aftermath following a Great Ritual (see page 73), some Volkhvy are able to raise the dead. This is the greatest manifestation of the Healing Discipline known. This insert provides guidelines for this activity for storyguides who wish to allow it. Offering this option should be carefully considered by the storyguide before it is allowed, not only from a game balance standpoint, but because it has ramification on a saga’s entire cosmology and tone.

For those who wish to allow this option, the following restrictions apply.

  • The only Volkhvy that may attempt to raise the dead are those whose principal gods are Baba Yaga, Zemlja, Telyavel, Picollos, and Puskaitis. Players should note that these gods are not particularly powerful in the Healing Discipline, but are the gods of death, and they alone have authority over the souls of the departed.
  • The dead individual must have been a pagan, whole-heartedly devoted to the Slavic gods. He must never have been baptized, christened, have voluntarily heard a full mass, or otherwise been formally involved in the Christian church. He may not be a diabolist, and can’t have been suffering from any diabolical taint or curse at the time of death. The point of these conditions is very simple: the soul of the dead must be accessible to the Volkhv. Only pagan Slavic souls can be returned to the material world by the Slavic gods. They have no jurisdiction or power over other souls.
  • The death must have occurred less than one season prior to the Ritual. As soon as it spends a seasonal turning point in Arcadia (where it will be dwelling with its previously deceased kin), the pagan soul will become “set” and be unwilling to return to life.
  • All the body parts that will be necessary to sustain life in a restored body must be present for the ritual. Any parts that are not present will be missing from the restored body. (For example, a body whose head has been burned can’t be restored to life, since a head is required for life. A body whose feet have been pulverized could be restored, but the restored person would be crippled by the loss.)
  • Only victims of accidents, violence, and disease (if it carries them off before their natural time) can be resurrected. The Slavic gods do not return to life those who have died from old age or associated infirmities.

In effect this is a unique Volkhv Improvised Ritual effect that can only be attempted during the Aftermath of a Great Ritual. It can be attempted using power derived from the Aftermath’s “power pool,” or as a normal Improvised Ritual cast during that time. The level of the effect is 100.

Animal Magic

Using this Discipline, Volkhvy can summon, command, heal, and communicate with animals. Animal Magic is most frequently used agriculturally to summon animals into hunting, fishing, and trapping areas or ensure that animals are born healthy and prosper as they grow. However, beyond these limits, Volkhvy cannot perform anything that resembles a MuAn spell; they may not distort, enhance, or otherwise change animals.

Hermetic Equivalents: CrAn, ReAn, InAn

Removing Curses

This Discipline can remove magical, Diabolical, or Faerie influences, enchantments, effects, or curses. This includes Hermetic spell effects. Remove Curses cannot be used like a magus would use a fast-cast defense; it can only dispel effects that have already taken hold. Outside this limitation, any effect can be dispelled.

Dispelling faerie Curses and other faerie effects requires a Volkhv to achieve a level of effect equal to the effect-creating faerie’s relevant Power rating x 5. For instance, dispelling a curse placed by a Faerie who has Curse 4 would take a level 20 effect. Curse removal is automatic. That is, if the appropriate effect level is achieved, there is no penetration vs. Might or penetration vs. casting total comparison to determine whether the effect it dispelled.

Hermetic Equivalents: PeVi for magical and Infernal effects. Use the guideline “Dispel effects . . . with a casting total less than the level of the Vim spell + a quality die” found on ArM4 page 158, save that the casting Volkhv need not “have some knowledge of [the] type of magic.”

Prophecy

Prophecy is a unique Volkhv effect which allows Volkhvy to answer questions about things that are likely to happen in the future. Since the Slavic gods are not Divine and have no true pre-knowledge, these prophecies are not infallible. Instead, they reveal things that are known to the Slavic divinities, who are, after all, powerful faerie beings with access to much of the knowledge and experience of their worshippers. Because of this non-omniscient knowledge and understanding, some sorts of questions pose unusual difficulties. For example, any question that touches on the Christian church is going to prove troublesome as this is an area in which no Slavic god has any authority at all. An additional consequence of the non-Divine nature of these prophecies is that they can be overturned — though forewarned is forearmed.

Some Prophecy Rituals can be cast as Improvised Rituals, but major, long-term prophecies are almost always conducted in the Aftermath of a Great Ritual.

In the final analysis, the storyguide will have to be the arbiter of exactly what information can be gained through this Discipline, no matter how the rolls turn out. Storyguides who are uncomfortable making speedy decisions about far-reaching events may want to restrict the use of this Discipline, and may want to consider barring it entirely from their sagas.

A prophecy must always be first stated as a question. Then, to determine the difficulty of answering that question with a specific prophecy, assess the question on three bases: How serious is it? How far into the future will the events occur? To what area does it apply? Consult the Volkhv Prophecy Table and add the results to give a total level.

Volkhv Prophecy Table
Seriousness Duration/Term Distance/Area
Trivial A day or less House/Person 1
Casual A week or less Neighborhood/Farm 3
Minor A month or less Village/Valley 6
Moderate A season or less District/City 10
Considerable A year or less Minor Principality 15
Very A decade or less Major Principality 21
Grave A century or less Nation 28
Crucial A millennium or less Many nations 36

For instance, a trivial question of conern to a village regarding an event that will take place next week (for example, “who will win the prize for the fattest pig at the fair?”) would be level 1 (trivial) + 3 (one week or less) + 6 (village) = 10.

As a final note, storyguides are free to secretly adjust Prophecy ease factors by +/– 5, and in extreme cases as much as +/– 10, as the story requires.

When a question is posed for prophecy, it is recommended that the storyguide make the actual stress die roll, concealing the result from the players so they cannot be certain of its accuracy. In addition, in assessing the quality or clarity of an answer, the storyguide needs to consider whether the answer requires to information that would be available to Slavic pagans and their divinities.

Sun Magic

Sun Magic includes sacred fire-starting (which is used mostly for funeral cremations and to light sacrificial fires at Great Rituals) and light-summoning. Sun Magic can be used to affect the weather in a limited sense, as it can enhance or diminish sunlight. Sun Magic does not allow the creation of bolts, fans, or balls of flame used for combat purposes.

For some Volkhvy, however, Sun Magic includes the summoning of Sun Beams. These can be devastating weapons, as they descend from the sun, and, depending on their overall strength, will fry anything in their path. A Sun Beam is pure, concentrated solar fire. It fries anything in its way, causes steam explosions if it hits liquid, flash boils lakes or rivers, sparks conflagrations in forests and fields, and melts stone. Sun Beams may only be used by Volkhvy whose principal gods are aligned with the sun. These gods include Svarog, Svarozhich, Dazhdbog, Khors, Saule, and Svantovit.

The use of a Sun Beam must always be condoned by the god with whom the Volkhv is Communing. The storyguide should carefully consider the Volkhv’s motivation. Is he danger severe enough and the provocation to the aims of the god in question (as opposed to the Volkhv) strong enough to warrant this action?

Sun Beams are not targeted effects. They always hit whatever the Volkhv defines as the target regardless of its speed of movement or attempts to dodge, but the target must be visible to the Volkhv at the concluding moment of the Ritual.

Range is always Sight. Duration is always Momentary. Target can be anything from Individual to Structure. Damage is specified by the Volkhv. The more damage he wants to inflict, the tighter and more brilliant the beam is. There is no upper limit to the damage that can be done.

Level is judged based Target and damage. First, determine the Target and consult the table below for the base level. Then, simply add the amount of damage desired to determine the adjusted level. For example, if a Volkhv wishes to inflict 20 points of damage on every member of an approaching band of cavalry (6 men — a Group) he must achieve a total of 15 (base level) plus 20 (desired damage) for a 35 level effect.

Storyguides should consider the effects of extreme heat on targets. Metal armor, for instance, is going to be a serious liability in that it will heat up, and instead of protecting the wearer, will only insure he continues to burn for rounds after the beam has faded. Molten stone walls won’t just collapse, they’ll flow, and anything in the way will get burned too. Fields, forests, houses, and wooden objects will catch fire, and so forth.

Target Base Level
Small 5
Individual 10
Group/Room 15
Structure 20

Hermetic Equivalents: CrIg for minor firestarting effects

Beyond the Lunar Sphere

Some Hermetic magi have heard rumors about the power of Sun Beams. Afraid that the power of these potent spells originates beyond the Lunar Sphere, these magi have suggested that Hermetic magic — and thus the Parma Magica, fast-cast spells, and other Hermetic precautions — would not protect against them. Other magi scoff, arguing that all things beyond the Lunar Sphere are God’s domain only, and thus cannot be tamed and directed by inconsequential hedge wizards.

Individual storyguides who wish to allow Volkhvy a greater advantage against Hermetic magi may wish to give the fears of the former group of magi a basis in fact. Those who feel Volkhvy are powerful enough, or that Volkhvy should not have access to power from beyond the Lunar Sphere should assume Hermetic magic works normally against it.

Earth Magic

Earth Magic is almost entirely agricultural in nature and almost solely positive in effect. It allows for the blessing of crops and fields, the healing of barren or tainted ground, the improvement of poor soil, and the tending of plants and crops. The effects of Earth Magic cannot distort plants or make them act in a malicious, violent manner. The only exception lies in the hands of Volkhvy who have dedicated themselves to earth deities. These Volkhvy can raise destructive earth or vegetation effects, but usually only in direct retribution for violations against the earth itself. If a Volkhv were faced, for instance, with a gross episode of burning, salting, or diabolical infestation, he or she might call upon Mati-Syra-Zemlya to swallow the offenders in a chasm or throw down their fortress in an earthquake. These destructive abilities are restricted to Volkhvy who have dedicated themselves to Mati-Syra-Zemlya, Polevoi, Datan, Lawkapatim, Tawals, Birch Tree, Rugevit (only when actually on the Isle of Rugen — likewise with Porevit and Porentitz), Rugio Boba, and Pergrukius.

Hermetic Equivalents: CrTe, CrHe, ReTe, ReHe (and PeTe and PeHe with the restrictions described)

Rituals

The magical effects created by Volkhvy are created through Rituals. This designation should not be confused with the Hermetic ritual, which is entirely different and totally unrelated. There are two types of Volkhv rituals: Improvised Rituals and Great Rituals. Improvised Rituals are performed on a daily basis for the vast majority of magical purposes. Great Rituals, on the other hand, are performed only four times a year, at the solstices and equinoxes, and have the specific purpose of tuning local faerie auras and bringing the local pagan community together.

Note also that all Volkhv magic — for that matter all Slavic magic — is sung. There may also be dances or gestures associated with certain sorts of Rituals. There are no Rituals that can be cast without singing. If it is not possible for a casting Volkhv to sing in a firm voice, any Ritual being cast fails.

Improvised Rituals

Before a Volkhv casts an Improvised Ritual he must have a clear idea of what he wishes to accomplish. This is best stated as a simple sentence or two, for example: “I wish to drive out the fever from Maatya Sandrovna so that she becomes healthy again.” Once the aim of the Improvised Ritual has been defined adequately (and assuming the aim is something that falls within the description of a Volkhv Discipline), assess the level of the desired effect using the guidelines in the Spells Chapter of ArM4 that correspond to the Hermetic Equivalents of the Discipline that is being used.

Volkhvy always need to perceive the subjects of their Improvised Rituals; usually they must be able to see them. This obviously prohibits the Range Arcane Connection, and may prevent Improvised Rituals from affecting certain other, closer targets

Exempli Gratia: A Volkhv wants to cast a spell to clear away a fog. First, his player makes a statement of the aim of his Ritual: “I’d like to clear the fog from the clearing around my dwelling.” This is clearly a task for the Weatherworking Discipline. Referring to the description of that Discipline, we see that its Hermetic Equivalents are CrAu, PeAu, and ReAu. After referring to the spell guidelines for Perdo Auram, the storyguide decides that this is a level 15 effect taking into account the range, duration, and target implied in the statement of intent.

Remember that the Volkhv will not use Hermetic magic to achieve his effect; we are just using the Hermetic spell guidelines to assess the difficulty of the task.

With aim and level determined, assess the amount of time required to cast the Ritual. Improvised Rituals take one minute per level of the effect. A Volkhv can reduce the time required to cast an Improvised Ritual by increasing the level of difficulty. For every five minutes he wishes to shave off the ritual the level of difficulty rises by three. Thus a Volkhv can rattle off a Level 20 spell very quickly by adding 12 to the difficulty of the spell. This technically would reduce the Duration of the Ritual to zero. In practical terms, this would be equivalent to an Hermetic Fast Cast spontaneous spell, where a Volkhv would substitute Conviction for Finesse in the fast-cast formula to determine his actual speed (see ArM4 page 75). It is not possible to alter the duration of a Great Ritual.

For any Improvised Ritual, the Volkhv’s chance of a successful outcome depends on the Ritual Total matching or exceeding the desired level of the effect. The Ritual Total is a stress die + Int + (Discipline Score x 3) + (Sing ÷ 3, rounded up) + Conviction + aura. The number of botch dice associated with this roll is three. Since the only factors that change in this formula are the result of the die roll and the local aura, players may wish to sum the other components of the formula on their character sheets to speed play.

Other modifiers may also apply.

First, additional pagan believers may participate in the Ritual. All pagan believers with a score in Pagan Conviction may add their Conviction score to the Ritual Total. Additional believers need not be in Communion to assist the Volkhv.

Second, the influence of the god with whom the Volkhv is Communing may influence the Ritual Total (see pages 182-185 for specific bonuses). For example, Stribog, one of the gods of wind, confers a +5 bonus on all Weatherworking magic.

Third, a token or site sacred to either the god with whom the Volkhv is Communing or one of the local subsidiary ones can lend its potency to a Ritual if there is some correspondence between the token or site and the aim of the Ritual. Standing stones and sacrificial alters that have been hallowed by centuries of use commonly give +2 or +3. More powerful objects are rare, but not unheard of, and usually relate to a god’s specific attributes or legends. For example, Iarilo, God of Fertility, is said to have gifted certain communities with magical vines or trees. A branch from such a tree might give +3 or +4. A grove of trees would be a sacred site giving +5 or +6. The bonuses from several divine objects cannot be added together to boost a Ritual Total; use the highest bonus. Also, be careful not to apply bonuses from inappropriate objects. A bonus from a standing stone sacred to a Fertility goddess is of no use in Weatherworking magic, for example.

Fourth, specific dates may help or hinder certain Rituals. All the Pagan gods have specific festival dates on which their cults are particularly celebrated. On these dates their worshippers can extract greater amounts of power from them. See the charts on pages 182-185 for specific dates and bonuses.

Finally, fatigue and wound penalties apply as usual.

If the Ritual Total meets or exceeds the level of the effect, it takes effect. The targets may be allowed resistance, and if they are, the penetration is based on the Ritual Total.

Once it is determined, if the Ritual Total greatly exceeds the desired level, unexpected benefits may occur. The Volkhv is in Communion with his god throughout the Ritual. This is an actual being, who may be so impressed by the Ritual as to make an additional effort on the Volkhv’s behalf. Any additional benefits or effects are determined solely by the storyguide, who should consider the Volkhv’s actions, the god’s character, the requirements of the story, and the details of the situation.

Finally, note that Volkhvy cannot cancel the effects of their Improvised Rituals at will. Instead, they must perform new Rituals to cancel previously cast spells, if it falls within their power. The only exception to this is shapeshifting. Shapeshifting effects are always dismissable through a simple effort of will.

Exempli Gratia: An Improvised RituaDanchev the Volkhv is approached by a young woman from his village who wants advice from her aunt, who, unfortunately, is recently deceased. Danchev agrees to consult the dead woman, who was a devout, practicing pagan, and is therefore accessible to him (see Chapter 4 for more on this point).

First, Danchev’s player considers the requirements of the Ritual. This is a job for the Volkhv Discipline Spirit Touch. It will involve the Hermetic guidelines for Intéllego Mentem, which give a basic range Eye, duration Momentary, and target Individual.

Danchev goes to the village burning ground. This effectively brings him into a range of Eye. He will have to increase the duration, as the young woman has several questions to ask, to Concentration. The InMe guidelines define “Speak with any one human” as a level 20 effect. This adequately reflects Danchev’s intention for the Ritual, of establishing communication with a ghost. But because the Duration has increased one stage Danchev will have to perform a level 25 Ritual.

When he is ready to begin, Danchev rolls for Communion. He has no reason to rush the situation and will therefore take his time (ten minutes) and make a simple die roll. He decides not to appeal to Stribog (his principal god) in this instance, but to Baba Yaga, the Slavic god of the dead. Danchev has no relic for Baba Yaga, but the burning ground is sacred to this god in its own right which enables Danchev to do it.

He rolls a 6. 6 (his roll) + 1 (his Presence) + 4 (his Concentration) + 3 (his Conviction) + 4 (the place has a Slavic faerie aura level of 2) = 18. The ease factor is 12+, so Danchev easily achieves Communion. His player notes the Communion Roll (6) and Communion Total (18) for later use.

Now he performs the Improvised Ritual to contact the ghost. First, he states the aim of his Ritual: “To contact the spirit of the young woman’s aunt and question it.” Satisfied with that, the storyguide allows him to continue using the effect level he has already calculated.

He rolls a 3. 3 (his roll) + 1 (his Intelligence) + 6 (his score in Spirit Touch x 3) + 2 (his Sing ÷3, rounded up) + 3 (his Conviction) + 4 (the aura bonus) = 20. He may also add +4 because of Baba Yaga’s positive influence in this Discipline and +2 because this is a site sacred to Baba Yaga. This brings the Ritual Total to 26.

This is enough to achieve the contact he wants (remember, the effect level was 25). Note that because the duration of the spell is Concentration, he must maintain Communion until he wishes to dismiss the ghost. Even though the Ritual took 25 minutes to cast, he will not have to make a roll to maintain Communion for another 15 minutes, because all he’ll be doing in the meantime is performing the simple task of having a conversation. He must be careful not to be distracted, though, or he’ll have to make an immediate Communion maintenance roll to avoid being dumped out of Communion, and, thus, having the Ritual’s effect end.

At the conclusion of his conversation Danchev allows the spell to lapse and releases Communion. Now he must calculate fatigue. The ease factor is 6 (the base) + 5 (1 per magnitude of Ritual cast), = 11. Danchev’s Communion Roll was a 6, and he must subtract –1 because his Stamina is poor for a total of 5. He has failed his fatigue check, missing the ease factor by 6. Dividing that result by 3 yields two Fatigue levels lost. Danchev goes back to his house to rest.

Great Rituals

As discussed in Pax Dei, Christian priests persistently channel the will of the Divine to create, reinforce, and manipulate Divine auras. The Volkhvy, as the priests of the pagan Slavs, have a similar role with regard to the auras they favor. Although Slavic faerie auras are certainly not the direct emanations of the Divine that Christian auras are, they are nevertheless of great importance to the followers of the Slavic gods. Not only are these sorts of auras more useful to the Volkhvy because of the way they affect Volkhv magic, they also allow all pagan believers dwelling within them to work small feats of magic through the power of their belief.

A Great Ritual is a stirring, dramatic event. It involves dozens and perhaps hundreds of people. At its peak, it might involve divine revelation, prophecy, or miraculous events. Through Great Rituals, Volkhvy tune auras — that is to say, they make neutral faerie auras into Slavic faerie auras — by performing the four great seasonal rituals at the solstices and equinoxes. The regularity of these ritual is very important, because the Slavic nature of a faerie auras naturally decays without them. The community is also of vast importance in Great Rituals. They involve entire clans with singing and dancing, ceremonial drama, sacrifice, and stylized competitions. Lone Volkhvy living in seclusion cannot perform Great Rituals at all, which explains one reason that Volkhvy are so tied to their communities.

Great Rituals take between three and six hours (at the storyguide’s discretion) depending on local resources and circumstances.

The Ritual Total for a Great Ritual is calculated much like the Ritual Total for Improvised Rituals. It is a stress die + Int + (Discipline Average x 3) + (Sing ÷ 3, rounded up) + Conviction + aura. “Discipline Average” means that no single Discipline score applies to a Great Ritual. All the presiding Volkhv’s Discipline scores are averaged (round to nearest whole number) to get the Discipline Average, which is then multiplied by three and added into the total.

As with Improvised Rituals, one Volkhv must preside over the Ritual. His Discipline scores and Abilities are used to calculate the Ritual Total, and he makes the die roll. As with Improvised Rituals, though, any pagan believer with a Pagan Conviction score may add his score to the Ritual Total. In fact, it would be unusual and suspect if any Volkhv who is a member of the local community did not participate.

The presiding Volkhv uses his principal god’s bonus for this Ritual unless he chooses to use the bonus associated with a god who is especially affiliated with the community or a local sacred site. The bonus is +3 if the deity is a “major” deity (that is, one marked with an asterisk in the charts on page 182-185) and +1 if the deity is not major.

The bonuses from any and all sacred sites in close proximity to the community’s location can be added to the Ritual Total. This is possible because the community actually travels through the surrounding countryside, completing a circuit of the local sacred sites, in the course of the Ritual. Unlike Improvised Rituals, these bonuses all apply, not just the highest one.

The bonuses and penalties to Improvised Rituals resulting from sacred tokens and sites and fatigue or wound penalties apply in the same ways to Great Rituals (see page 68).

Finally, Great Rituals can benefit from sacrifice. An animal or item sacred to the appropriate god can be sacrificed. The usual bonus for an unexceptional mundane animal would be +1. An animal exceptional in color or form would garner +2. An animal exceptional in both color and form would gain +3. Magical animals confer bonuses equal to their Magic Might. A human is a very potent sacrificial creature, but there’s a catch. The sacrificial victim must be a pagan who is capable of fully understanding what he is doing and who must give willing consent. Under these circumstances a human sacrifice adds +10 to the Ritual Total. The consequences of performing a human sacrifice that does not conform to these criteria is usually terrible. It guarantees failure, requires five extra botch dice, and (regardless of botch) almost certainly causes a curse to fall on both the presiding Volkhv and the community as a whole. It is also well known that some of the pagan gods prefer specific sorts of sacrifice beyond those listed here. Particulars will be found in the descriptions of gods in Appendix II. Assess the value of these sacrifices on the basis of their nature (mundane or magical), size, and quality. Bonuses for mundane items, as with animals, will not exceed +3; magical objects will, of course, be of greater value.

All of the bonuses are added together with the result of the Volkhv’s roll, as described above, for the Great Ritual Total.

The primary effect of a Great Ritual, as discussed above, is to tune a local faerie aura, making it a Slavic faerie aura. If the Ritual Total is at least 20, it is a success for this purpose. If it is unsuccessful, there is no effect on the aura. The local aura behaves as if no Ritual had taken place.

Of course, a Great Ritual can be undertaken in an aura other than faerie. In an Infernal or magical aura, if the Great Ritual total exceeds the aura’s (rating x 10), the existing aura is reduced by an amount equal to the amount by which the Ritual total exceeds the local aura (rating x 10), divided by 10 and rounded down. For example, a Great Ritual performed in an area with an Infernal aura of 3 that generates a Ritual Total of 46 would reduce the Infernal aura of the area by 1 to 2, since (46 – 30) ÷ 10 = 1.6, which rounds down to 1. Great Rituals performed in Divine auras are similar, except that Divine auras are multiplied by 20 rather than 10 to determine whether they’re affected, and how much.

It is possible that magical, Infernal, and Divine auras can be reduced to negative totals by the formulas described above. But there can be no “negative” auras, of course. Whenever a negative rating would resulfrom a Great Ritual, the area affected becomes a faerie aura of rating 1 (which is tuned as a Slavic faerie aura, if the Ritual Total was 20 or more).

All of the aura effects described in this section affect only a specific area of aura. Faerie auras are only tuned to Slavic, and other auras are only affected, within a particular area. The rule of thumb (to be interpreted by the storyguide) is that the area affected will be roughly circular, centered on the most powerful sacred site involved in the ritual, and that its diameter will be approximately one mile for every twenty participants in the ritual. This is why Volkhvy are rarely found unattached to communities; it is the strength of the community that determines this important factor, not the power or Conviction of the Volkhv.

Though they are described as having diameters, the areas affected by Great Rituals are rarely perfectly circular. Instead, the storyguide should determine, if necessary, exactly which local areas are affected by a shift or tuning according to natural boundaries and the location of local sacred sites. Rivers and hillsides tend to form natural boundaries for auras, as do forest borders. Sacred sites, especially those that were involved in the Great Ritual, might cause the area of an aura to bulge around them. As a rule of thumb, the areas of an aura should be roughly equivalent to the area of a circle of the stated diameter. The storyguide’s judgment is the final arbiter in case of any ambiguity or disagreement.

It is possible for the aura effect of a Great Ritual to affect only a portion of a larger aura. A faerie aura that covers an entire forest might only be tuned Slavic within the areas surrounding the village that was the center of the Great Ritual. Likewise, a Great Ritual cast successfully within a Divine aura that covers a vast reach of land would simply create a pocket of diminished effect.

Where Slavic faerie auras exist, or previous Great Rituals have affected other auras, these effects will decay if they are not bolstered by Great Rituals four times a year. In general, the Slavic nature of a faerie aura will decline at a rate of 1 mile of diameter on every solstice or equinox when a Great Ritual is not successfully completed in order to maintain it. For example, imagine that four score believers in a given community establish a tuned aura four miles in diameter in the Spring and then are all slain by crusaders. In the Summer, no Great Ritual is performed, so the tuned area shrinks to a 3 mile diameter. In the Fall, it shrinks to 2 miles. By the end of next Spring, it will be gone entirely unless a new group of believers arrives in the area and begins the rituals again.

The same decaying effect holds for magical, Infernal, or Divine auras that are diminished by Great Rituals. In the absence of other effects and in the absence of continued season Great Rituals, the original auras will gradually return to their original levels. The only exception is for magical, Infernal, or Divine auras that were totally overwhelmed and turned to faerie auras. These areas remain faerie perpetually (though they’ll be neutral, rather than Slavic), sustained by the faerie creatures that have moved into the area, until and unless the local magical, Infernal, or Divine forces actively persecute them.

Once the effect of the Great Ritual on the local auras is determined, the final potential outcome of a Great Ritual is that the Volkhv will convert local waverers or turn committed Christians into doubters. There is no formula for this sort of effect. Instead, the storyguide must carefully assess the Ritual. Was it a great show of community solidarity? Did it demonstrate the magical and religious might of its leaders and participants? Did it impact any waverers or potential doubters in a personal way? Will the ritual substantially change local conditions? For the better? For the worse?

Affecting Auras

Great Rituals affect the strength and characteristics of auras in Mythic Europe. Some storyguides may be put off by the possibility of characters affecting the magical currents and eddies of the land, and others may be confused by the imprecise way in which they are changed. There are a few things that storyguides should consider when thinking about these issues.

First, note that no Volkhv character can affect auras by himself. The rules are set up so that all Volkhvy require the support of their communities in order to successfully tune auras of any meaningful size. If you, as storyguide, don’t wish to allow Volkhv this power, you have an easy method of denying it to them.

Second, understand that the auras of Mythic Europe represent forces that ebb and flow entirely at the discretion of the storyguide. Even though these rules provide powers that allow characters to have a concrete hand in changing them, the storyguide may always modify the outcomes of Great Rituals and transform the boundaries and strengths of auras to reflect supernatural forces that the players have no hope of comprehending.

Ultimately, the storyguide should not be afraid to do what he thinks is necessary and appropriate for the saga, even if it is at odds with the rules described here

Aftermath

The period immediately following the end of a Great Ritual is a time during which Volkhvy are at their most potent and achieve their greatest feats. This period is known as the Aftermath and Improvised Rituals performed by the Volkhv during these periods are commonly regarded as miraculous. The powers and abilities to which a Volkhv has access during the Aftermath are described in this section.

First, the presiding Volkhv in any Great Ritual remains in a state of Communion, without effort (that is, without requiring Concentration checks to stay in Communion) until dawn of the following day.

Second, the presiding Volkhv receives the Ritual Total of the Great Ritual as a pool of power that remains at his disposal until dawn of the following day. This pool may be used to automatically cast Improvised Rituals until it is gone. (For example, if the Ritual Total was 50, the Volkhv could automatically invoke a number of levels of Improvised Rituals during this time equal to a total level of 50 without being forced to make any additional rolls.) The Volkhv may dispose of this pool in whatever fashion he pleases, all at once, in a single Improvised Ritual, or in small portions throughout the period of the Aftermath. Portions of this power pool cannot be “tacked on” to normally cast Improvised Rituals. For example, a Volkhv cannot cast a Ritual normally during Aftermath, fail to achieve the necessary ease factor to cast the effect, and then make up the difference with points from the power pool.

Finally, the Volkhv’s Magic Resistance increases by the full amount of the Ritual Total until dawn of the next day. This is not affected by spending from the pool of power, as described above.

Volkhvy who participate in (but do not preside over) a Great Ritual automatically remain in Communion until sunset, receive a pool of power equal half the Ritual Total which must be used by sunset or lost, and have their Magic Resistance increased by half the Ritual Total until sunset.

There is nothing to prevent a Volkhv from using the Aftermath to achieve astonishing effects in the Disciplines. The only limitations on them at these times are common sense and divine restraint. Never forget that the Volkhv is a servant to his god. He might like to go into the nearest city and level all the cathedrals there, but this is not an impulse to which he can safely give in. The old gods know this well and commonly restrain their servants from acts of vainglorious folly.

Furthermore, most Volkhvy are acutely aware that their period of potency is strictly limited, and subsequent confrontations with the powers that be are unlikely to go in their favor. For this reason, most Volkhvy spend their Aftermath points on a few potent healing spells or other activities especially pleasing to their gods.

Traditional Aftermath Activities

Because Aftermath is such a powerful time for Volkhvy, it is traditional that they invoke certain rare and powerful effects during that time. In fact, members of Slavic pagan communities often come to expect that these sorts of things will happen after Great Rituals. The communities, therefore, can be quire disappointed if a Volkhv uses the time of Aftermath for purposes other than those described below.

Miraculous Healing

Thanks to the “power pool” bestowed on them in Aftermath, most Volkhvy can perform healing spells that are much more powerful than normal, allowing them to cure especially difficult diseases and heal especially grievous wounds. There are even rumors that some Volkhvy have been able to raise the dead (see page 64). Naturally a Volkhv’s congregation is well aware of this situation, and beseech him for special attentions at this time. Obviously the Volkhv must make careful judgments as to who best deserves or needs his services.

Prophecy

The prophecies delivered during Aftermath are often given even more weight than prophecies performed at other times by the members of a pagan community. Members of the community often want to know if good times or ill are headed for the community as a whole. The highest level of prophecy reaches a theoretical level of 108 (a crucial question concerning matters a millennium in the future of concern to many nations). Accordingly, if a Volkhv needs to pursue answers to questions affecting exceptional time limits, areas, or importance, he will wait until a Great Ritual Aftermath.

Great Rituals and Miracles

In addition to the aura-tuning effects of Great Rituals, miraculous events often transpire in the midst of Great Rituals. While the pagan gods are not truly divine, there is no doubting that they greatly exceed common earthly forces in power and wisdom. There is danger, under these rules, for Volkhv deities to be treated as little more than magical reservoirs, “on tap” for Volkhv convenience. However, these are beings with their own identities, agendas, and needs. Those needs conform closely to the desires of the Slavic people, but are not solely controlled by these considerations. It is during Great Rituals that their personalities and wishes can be made particularly manifest, either to goad their followers to new heights of Conviction, to bolster the belief of an entire community, or to do some great deed that needs to be done.

To this end, genuine “divine” interventions can occur during or immediately after a Great Ritual: idols can speak, the earth may give tongue, the sun may descend to touch the world. These events are not governed by a mechanical rule system. They answer only to the needs of the saga and the imperatives of good roleplaying. The storyguide should use them to achieve that special touch of unaccountable mystery, divinity, and revelation, and to give the Volkhv character a final, sharp edge to divide them, as priests, from simple magic-users.

Points that certainly should be considered by the storyguide include the following:

  • Circumstances: Who has been brought into proximity with a Volkhv Great Ritual, and how, and why?
  • Side Effects: How does witnessing a miracle effect the onlookers? What sort of “splash” might the manifestation of a god have? What is the nature, realm, and authority of the god in question? What will such a god do, inadvertently, to normal people or to magi?
  • Participants: Who is drawn into the miracle itself? Does it channel through one individual? Through many? Through none?
  • Manifestation: What physical, mystical, and spiritual effects are experienced? How permanent are they?
  • Consequences: How will the event be reported? At what distance? How will different groups like the Church, nobility, royalty, and peasants react to the news? How will the players’ participation be viewed?

One last word of advice about these “real” miracles: make them rare.

The Darker Side

The picture that has been given so far is of Volkhvy as devoted pastoral community leaders, committed to the welfare of their people and with a magic that simply overflows with goodwill and usefulness. This is a rather one-sided view, for Volkhvy are people too. They are prey to pettiness and anger. Many of them bubble with hatred of the Christian Church and of anything that smacks of Christianity. For that matter many have little love for the princes and boyars who afflict their people.

Then there are the gods. Even the best of them are a little bit wild. Their roots lie in faerie, and in the boundless energies of nature. Nature is not always kind. The anger of the good gods aside, there are the dark gods to consider. The Slavic pantheon doesn’t just celebrate light, warmth, and fertility. The gods of war and death are represented, though these are still seen as part of the natural process. Very much worse are the gods of winter and cold. The Slavs know the cold season intimately — the deep snows and the searing wind. The gods who stand behind these forces are no friends to humanity. Lastly, there are the gods of evil. In Russia the two worst of these are Chernobog, mad brother of the white maiden Beilbog, and The Nameless, the Master of Demons and Soul of the Polar Night.

It should come as no surprise to learn that there are a very few Volkhvy devoted to these deities. They are rarely a part of normal Slavic communities, though they are usually courteously received (at arm’s length) wherever they travel. Their lives are mysterious ones, which few can claim to understand. They commonly have great power in the Spirit Touch and Remove Curse Disciplines, but very seldom use them for kindly purposes. Volkhvy call these priests Koldun (Koldiun’ia for females), a term that means “sorcerer” or “witch.” In this context, it is often used as a term of subtle denigration. (Interestingly enough, Orthodox priests often use this word indiscriminately to describe all magic workers — members of the Order of Hermes included.)

No matter their label, it was these “Dark” Volkhvy who made a common rite of human sacrifice in the days before the Christian conversion, and who sacrificed unwilling victims without any damaging side effects. It is also the Koldun who most aggressively fight the authorities and priests of Christ and who have done so much to taint the pagans in the eyes of the Church and the nobles.

Dark Volkhv Magic

For the most part, it is the outlook and behavior of these Volkhvy that sets them apart from other Volkhvy. As far as game mechanics are concerned, these fiendish characters are different from standard Volkhvy only in a few concrete ways. Such characters are generated almost exactly the same as normal Volkhvy. The only difference is that rather than take the Volkhv +2 Virtue, they take a Virtue called Koldun +2. The differences between Volkhvy and Koldun are as follows.

  • The Gifts of Koldun do not except Slavic pagans and animals in Slavic auras from the ill-ease at their presence.
  • Koldun are considered Outcasts (ArM4 page 39) rather than Wise Ones.
  • Koldun cannot cast or participate in Great Rituals.

In addition to the differences in the defining Volkhv Virtues, Koldun can “reverse” several of the Disciplines. They use the Healing Discipline to cause damage, injuries, and diseases by following the guidelines for the Hermetic Equivalent PeCo. They can use the Animal Magic Discipline to harm and injure animals by using the Hermetic Equivalent PeAn. Finally, they can use the Remove Curses Discipline to inflict curses by using CrMe, MuMe, and ReMe Hermetic Equivalents.

Finally, Koldun can use human sacrifice to boost their Improvised Ritual Totals. They are not restricted to willing pagan sacrifices (as normal Volkhvy are) and they are not restricted to using these sacrifices as part of Great Rituals (Koldun can’t participate in Great Rituals). Instead, each human sacrificed as part of an Improvised Ritual adds between +1 and +5 to the Ritual Total, depending on the value of the sacrifice to the Volkhv’s principal god (which is adjudicated solely by the storyguide). As many people can be sacrificed as the Dark Volkhv wishes, but the maximum cumulative bonus from thesesacrifices is +5 per Ritual. Additional sacrifices are no doubt pleasing to these depraved deities, but have no additional mechanical effect.

Since Koldun can’t participate in Great Rituals in any way at all, they are most commonly found lurking near pagan communities, or traveling from one to another, or sometimes on the fringes of strong faerie auras, especially those dedicated to the White Court (see Chapter 4). Although respected by the members of these communities because of their close affiliation with the pagan gods, Koldun are certainly not encouraged to remain in the area. While they remain part of the natural order for the pagans, they are not very pleasant in any event.

Another consequence of the Koldun’s inability to participate in Great Rituals is a slower accumulation of Conviction experience points (see page 58). To make up for this shortfall, each season, the storyguide or troupe should review the Koldun’s behavior and activities for the past season. If this behavior cleaved to the nature of the Koldun’s principal god, furthered the god’s agenda on earth, and demonstrated the Koldun’s unwavering belief, the Koldun is awarded one Conviction experience point for the season, over and above any others earned.

It is the Koldun who are the nightmares of the Russian Church and princes, who remember Vseslav the Sorcerer and his unholy practices, the screaming of innocent victims, and the devilish slaughter of armies. Naturally enough, Christians consider that all Volkhvy are this way: devil worshippers and murderers. As a final note, it is up to the storyguide and troupe to decide just how close to the truth the Christian image of the Koldun is. On the one hand they may simply be the servants and representatives of the darkest natural forces: death, cold, decay, and destruction. Then again perhaps they truly are devil worshippers, attuned to the hidden face of Satan which the Christians have always seen lurking behind pagan idols.

Other Slavic Character Types

Skomorokhi

Skomorokhi are pagan bards, storytellers, and fortune-tellers who travel between pagan communities entertaining with story and song. The most common divination method among these characters is to listen to the cries or grumbles of a trained animal, often a bear, as they play to it, often on a small harp called a gusli. Skomorokhi often travel into cities, sometimes on behalf of Volkhvy, to whom they are often obedient. More frequently, however, they are found in rural areas where they are assured a warm welcome among the pagan communities.

Skomorokhi are best portrayed as companion characters. Any self-respecting Skomorokhi should have the +1 Virtue Animal Companion (ArM4 page 40) and +4 Virtue Divination (ArM4 page 45). Suggested Abilities for Skomorokhi include Animal Handling, Charm, Enchanting Music (which requires the appropriate Virtue), Folk Ken, Guile, Legend Lore, Legerdemain, Play, Sing, Theology: Slavic, and Visions.

Vedun

Vedun are Slavic Cunning Folk (Vedun is the male title, Vedma is female). They are found close to cities far more commonly than Volkhvy, probably because they have no need of a committed pagan community to serve or to assist them in their magics. Nonetheless, they are almost always themselves pagan, and they have suffered heavily at the hands of the Orthodox Church which takes the injunction “thou shalt not suffer a witch to live” very literally. Most Vedun have the Personality Trait Pagan Belief.

Vedun should be handled according to the rules for Cunning Folk in Hedge Magic, with some minor amendments as described below.

Vedun who are committed pagans (that is, who have Pagan Belief) choose one particular Slavic Deity as their patron, selecting whichever one most closely accords with their particular focus in magic and life. Beilbog is popular, as is Mati-Syra-Zemlya. Violent gods such as Perun are very uncommon. When creating a Vedun, take a look at the descriptions of Slavic deities in Appendix II and select a suitable divinity, paying close attention to the areas of authority.

If a Vedun possesses a pagan relic sacred to his patron he can add the rating of this relic to his roll whenever crafting a potion, charm, or bane whose purpose is in accord with the nature of his patron. For example, a Vedma dedicated to Walgino, God of Cattle, wants to craft a charm to confer the Virtue Animal Ken. He can add the value of a relic of Walgino’s which he possesses to his total for this act, since Walgino’s area of authority accords with the spell. Unlike Volkhvy, Vedun cannot utilize relics that are not sacred to their patrons.

Possession of a pagan relic can be taken by Vedun as a variable Virtue, the cost of which is equal to its rating, up to a maximum of 3.

If the Vedun knows of a sacred pagan site such as an abandoned altar, ancient grove, or standing stone, he may choose to use it as his “laboratory:” the place where he crafts potions, charms, and banes. Naturally he will be able to use the aura of this site to assist all of his magical operations, but if the site also happens to be sacred to his patron god, he can use the pagan religious value of the site to assist operations that accord with the nature or area of authority of the patron. (This “pagan religious value” is the bonus that the site would give a Volkhv using it to cast Rituals. The values of these sites are discussed on page 68.) For example, a Vedma dedicated to Beilbog knows of an ancient grove sacred to her patron. She can use its +1 aura to aid all her operations, but she can also use its +2 pagan religious value when crafting healing potions, antidotes, and positive, benevolent charms. Knowledge of such a site for a starting character is a +1 Virtue if it is not dedicated to the Vedun’s patron and a +2 Virtue if it is.

Unlike Volkhvy, Vedun do not rely on the Slavic gods for their powers, but they do usually worship these gods. Accordingly, it is much easier for a Vedun to offend his gods by working an unacceptable act of magic. For example, if a Vedun of Beilbog (the White Maiden, Goddess of Healing and Purity) should maliciously create a bane, especially one which effects a fellow pagan, or worse, a fellow worshipper of Beilbog, he may suffer supernatural retribution, including such maladies as curses, diseases, harassment by faerie creatures, and so forth. What, exactly, constitutes an “unacceptable act of magic” is a choice every troupe and storyguide must make independently, but if you want the pagan element of the Vedun’s character to be strong, the gods should be reasonably alert and intolerant of acts that cut against their natures.

The second problem that afflicts Vedun is the possibility of betrayal. Many live amidst communities that are at least technically Christian, often close to large towns or cities. Accordingly it is all too possible that they may offend someone who will turn to the authorities (church or nobility) to seek retribution. Most Vedun carry a Flaw such as Bad Reputation or Enemies to reflect this difficulty

Domestic Slavic Magic

Slavic pagans within a Slavic faerie aura do not need to be Gifted in order to achieve “magical” effects. For example, the woman who chants a little incantation over her loom genuinely creates an enhancement of its ability to weave. These effects can be achieved in relation to any common activity such as craftwork, agriculture, hunting, or art, and accordingly are referred to as Domestic Magic.

Domestic Magic is learned by everyone who believes in it — that is, anyone with apositive score in the Personality Trait Pagan Belief — usually from his parents or friends. A child learns the charms for making weapons and tools especially sharp from watching his father making his. The youthful hunter watches his older brothers at work fashioning arrows and making invocations to the gods for a successful hunt, and does likewise.

Domestic spell effects are not likely to make a great impact in game terms. They are, as far as the bulk of the Order of Hermes is concerned, fundamentally incompatible with Hermetic magics. Their likeliest impact lies in the realm of money making since they enhance the quality of goods produced.

As the above outline should make clear, Domestic Magic can be used to enhance almost anything that people do or make. As a general rule, Domestic Magic can be used in conjunction with any Talent or Skill (refer to ArM4, page 53), but let common sense guide you. Arcane Talents and Academic Skills are two absolute exceptions — they may never be used with Domestic Magic — and you may wish to exclude others such as Concentration depending on the situation. The storyguide is always the final arbiter.

Consider hunting as an example. A man who knows hunting chants and rituals can:

  • Make better bows, arrows, traps, snares, pits, and lures.
  • Follow a trail through worse country, in worse conditions, with more certainty of what he’s following.
  • Skin, butcher, dress meat, and cache it more quickly and more effectively.
  • Tan skin, dry sinew, extract glue from bones, and dry meat more efficiently and get a better product at the end of it.

The mechanics of Domestic Magic are simple.

First, in order to use Domestic Magic, a pagan Slav must have the Personality Trait Pagan Belief. Second, he must be inside a Slavic faerie aura. Finally, he must have an Ability score of at least 3 in the area of the Ability that is to be affected by the Domestic Magic. This represents his knowledge of the religious rituals as they relate to the Ability in question, and also limits the sorts of Domestic Magic he can use. For example, hunters cast hunting spells; weavers cast weaving spells; and cooks, smiths, tinkers, and tanners cast cooking, smithing, tinkering, and tanning spells.

Assuming these three conditions are met, the individual first states the effect he is trying to bring about. “Lady Devana, make these arrows sharp that they may bring down many beasts,” a craftsman might say as he hones the arrows he is making. Next, he sings the invocation, which takes an amount of time appropriate to the activity. Finally, the effect is determined.

The level of effect is judged by Hermetic criteria, just as with Volkhvy magic. The level of the effect created is equal to Pagan Belief + Conviction + Relevant Ability. There is no die roll. Domestic magicians cannot poo bonus may be added if the invoker’s Sing score is greater than 3. Unlike Volkhvy magic, this is not an all or nothing system. Domestic Magics take hold at whatever level the magician manages to achieve.

Being disturbed in the middle of a spell has no effect. A Domestic magician is not in Communion and can always return to his work at a later point. Because of the limited durations that workers of Domestic Magic can achieve, they very often repeat spells. Women don’t just enchant wool as they weave it, they reenchant it every time they wash it. Similarly, the hunter makes impermanently magical arrows, but constant honing keeps them magically sharp. Individual enchantments are leeting, but when magic becomes a way of life, “permanent” effects can be achieved.

All tools and products enchanted by Domestic Magic lose their enchantment once removed from a Slavic aura, with one exception. A tool or product retains its enchantment if taken directly into a neutral Faerie aura. There is enough harmony between Slavic and standard faerie auras to preserve the action of Domestic enchantments, though not enough to allow the creation of new ones. Naturally, raising a Divine aura in a formally pagan village can have regrettable effects.

Objects or tools which have lost their enchantment upon leaving a Slavic aura can be revived. All it takes is a suitably skilled individual working in a Slavic faerie aura to re-enchant it

Exempli Gratia: A woman weaving wool into cloth wants to improve its durability. She is a devout woman, having a Pagan Belief of +3. Her village lies within a Slavic Pagan aura. Her Craft: Weaving Ability level is 4. Because she meets the conditions, she may use Domestic Magic to help her task.

As outlined above, she wants to increase the durability of the material she’s creating. After making a statement to this effect, she sings the invocations while she weaves. The level of effect she achieves is 3 (her Pagan Belief) + 0 (she has no Pagan Conviction) + 4 (her Ability to weave) = 7.

At level 5, she can “make a major change to something made of animal products that preserves the substance.” With an effect level of 7, she can achieve that effect. The Hermetic Guidelines for Muto Animal give it Range Touch, Target Individual, and Duration Sun. If she had been able to increase her level of effect to 10, she would have been able to increase that effect to Duration Moon, if she had wanted to

MALINCKA’S JOURNEY, PART 4

The tree took Stanic away like a man plucking a ripe plum from a bowl. One moment he was there, walking steadily along the dark trail ten feet ahead of her. In a split second, the branches swooped down, engulfing him in a blizzard of leaves, before springing upward and inward toward the great mottled trunk. A startled cry, a soft gurgle of laughter, and a few loose leaves idly fluttered down. He was gone.

Malincka gaped for all of ten seconds while, behind her, Marya screamed and Milosch cursed. Then she strode forward and put her hands on the trunk.

“Give him back,” she demanded.

Mocking laughter.

“Give him back,” she repeated, insistent.

“Shan’t,” replied a high voice, coy, like a teasing five-year old.

“Would it make any difference if I said please?”

“None.” Low giggles. “I’ve got him now. I’ve got him — he’s mine.”

“Not for long.” Five years ago she would not have known how to deal with this, but the Volkhvy knew a trick or two and her three winters of study at Three Lakes covenant had been rewarding.

The veil-piercing spell was demanding but effective. Magic flowed together in her hands like a knife. It took a moment of probing to find a weak spot on the trunk: a fat knot at head height peppered with bristly sprouts. She pressed in, thrusting through the darkling magic behind the wood, and then, as if slashing the wall of a tent, she ripped downward.

The trunk peeled apart. There was a shriek in outrage and shock. Bright light flooded out onto the trail, as if from a hot summer’s day. She stepped through.

It was a hall. The trunk of a hollow tree seen from the inside, but magnified in size at least twentyfold. There was grass underfoot, and tall rounded windows flooded with green-gold light.

Stanic lay at the center of the room, his expression fixed somewhere between drunken stupor and simple lechery. Standing over him was the Rusalka.

Tall was Malincka’s first thought — very tall, and slender as a whip. Green as a fresh leaf and with far too many fingers on those long, thin hands.

“You!” The tree spirit shivered, face working convulsively. “You! How dare you! I’ll . . . I’ll . . .”

“Give me back what’s mine.” It wasn’t easy to make herself smile. The aura was very strong, and hostile. “Please. There, I asked politely, didn’t I?”

The Rusalka paused. Its gaze switching back and forth rapidly between the two mortals. “You’re separate. Two of you. Apart. I know. I took him — he’s mine.”

“No. He’s mine. He’s sworn to me. I own him. I came after him. I want him back.”

“Can’t have him.”

“I’ll take him, if I must.”

“Oh? Oh?” The Rusalka grinned. “Think you can?”

There was a sudden hollow boom behind her, and Malincka knew her exit had slammed shut.

“Yes.” She raised her hands, let a little magic gather round them, then a little more, and more. “I do.”

The Rusalka hissed, crouching. “You want him? Very well. Take him,” she laughed softly. “If you can find him!”

Magic leapt up at the chamber’s heart. In a heartbeat it had risen, peaked, and died away. When it was done, there was a stand of saplings, a hundred at least, each about the height of a man. “Find him,” said the Rusalka, “and you can take him. But no cheating.” Her long hands stroked the air, and Malincka felt the magic suddenly ebbing away from her. The Rusalka giggled. “Find him, keep him, and if you can’t, I’ll keep him. And you too.”

It seemed she had no choice. She went among the saplings, examining them carefully. They were all but identical. Slender trunks, thin boughs, barely opened buds. No distinguishing marks, no leaves showing, no difference in feeling or scent. All young and perfectly formed . . . all young.

Malincka laughed. She looked at the Rusalka, who had been standing aside. “Clever!” Malincka laughe grove, eyes searching. “Where . . . ah!” She pointed quickly at the Rusalka’s left hand though the creature made a quick attempt to snatch it behind her back. “Stanic!”

A small ring of wood around one long finger. Gnarled and dark but gleaming softly, and with silver highlights. As she called his name the ring glowed brightly, then flexed, dropping from the Rusalka’s hand to the floor.

“You cannot alter essential nature, can you?” Malincka remarked as the little whorl of magic began to swell, its outlines flowing to form the shape of a man; a solid, broad-shouldered man, but growing old now, well over middle-age, silver-haired. “The gift of youth isn’t in you to give.”

The Rusalka wept. “Give him to me! Witch, kind witch, let me keep him. I need a mortal. I need — ”

“You need help. Yes. I can see that.” Malincka gestured at the windows. Bright light shone in but nothing else. “You’re trapped here aren’t you? I’ve heard of this...the power has fallen away. This little forest doesn’t have the strength it used to.”

“Not now. Not anymore.” She had dwindled, and the hall itself had shrunken, falling in on itself until it was little larger than a peasant’s cot. Stanic was sitting up now, shaking his head in confusion.

“I think we can trade. You will give me a part of yourself. I will give you a part of myself.”

“The man!”

“No. I will give you my legs. I will carry you. There is a Leshie’s holt only three days from here in the waking world. I will take you there. And in return . . .”

“Yes?”

Malincka smiled. “You will tell me about this place of yours, how you made it, and how you sustain it. I have questions.”

For a long moment the Rusalka considered, then, with a sigh, she nodded. “Trade.”

Then the walls were tumbling down, the forest rearing up, dark and dank, the little group of travelers crying out and scattering as the tree crumbled away.

Malincka looked around her. Real air and real moisture, shabby, but solid. Stanic was standing by the stump of the tree. Massive, flat-topped, riddled with mush rooms and old moss; it looked as if it had tumbled a thousand years before. Perched on his shoulder was an owl. Small, perfectly formed, and as green as an emerald.

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