The Spirits of Kwin Chiang

   In Continuum II, the Clergy can draw on the powers of their patrons over mental links. Some draw on gods, some on demons, some on elementals and nature spirits, and some on conceptual entities. A few – known as Shaman – don’t (or can’t) specialize – drawing small powers from any entity with which they can establish a link.

   As a shaman, Kwin Chiang could draw on the power of several different entities, including quite a few ancestor spirits – most of them acquired as allies during his travels.

   Yang The Invincible (The wonderful, the incomparable, the (Censored), the barbarian, the magnificent, the mass murderer, the pillager, the arsonist, etc), Ancestor Spirit.

   Yang is something of an interloper in the clan Kwin family tree, being a Tsongi horseman/raider instead of a citizen of the empire. How he got involved with the family doesn’t bear mentioning – but the damage to the village was pretty massive. As an ancestral spirit, he has their usual powers (Below). Yang died about 220 years ago, some ten generations back. He is short and tends to appear in crummy chainmail and stained leather, which matches his greasy hair and general aura of dirt extremely well. He always smells a bit of horses. Yang is loud, crude, and in favor of his descendants getting back to the “basics” – raiding, raping, and ravaging. Pillaging and murdering are nice too. Going berserk is an optional extra. He’s rather fond of Chang, since he is not only an adventurer, but has the ability to turn into a ravenous bear and devour people…

   Combat Skills : Reasonable skill with most weapons and unarmed combat (level four warrior), horsemanship, ability to do up to 1D4 damage directly, and a limited set of psychic abilities; minor pyrokinesis and flame control (a gift which often appears in his descendants), telekinetic missile control, and a personal force shield. Yang has a psychic strength of a mere six points on his own, which is why he normally works through his contact/descendent Kwin. His other skills include some ability to evaluate the worth of common kinds of loot, power drinking, and evading pursuit. Finally, his advice on tactics is usually fairly decent. He’s picked up a bit of finesse since he died. (He was jumped by six armed men while he was in bed with someone else’s wife)

   Ancestral Spirit Abilities : Very limited telekinetic abilities within 6″ of his or her “contact”, adds 1D6 to contact’s psychic strength, +1 on contact’s defense rating while he is present, empyrean plane scouting. Can communicate and offer (unwanted) advice and can manifest for up to (Wis/3+contacts level) rounds daily. May share his senses with his contact, and may take limited possession of unresisting subjects – using their body until they either want to do something themselves or want him to leave. .

   Elder Kwin (Grandfather, the illustrious, the Founder of the house of Kwin, horse-trader Kwin, the speaker, Kwin the sharper). Ancestor Spirit.

   Elder Kwin founded the current House of Kwin about 18 generations back (378 years), using his remarkable knack for talking people into things that they should have known better then to do. He managed to get two of his eleven sons into the imperial bureaucracy, and vastly improved the family fortunes. By the time Kwin died (at 83), the family owned most of their village. His descendants have proven competent, if usually uninspired. Today they own two villages (and most of a third) have a reasonably extensive set of connections, and are generally classed as well-off landowners. Kwin is aged, dignified, disdainful, bored, and never gives a sucker an even break. He’s learned quite a lot over the centuries, but tends to take a special interest in any of his descendants with unusual powers – they have a good chance of increasing his houses fortunes, and are a lot less boring then most.

   Personal Skills: Kwin is a skilled farmer – but his primary ability lies in his psychic talents (hypnosis, suggestion, enhanced charisma, milieu affinity (bureaucracy), and heightened vigor). He has a rather modest acquaintance with taoist (minor) magic, and is skilled in the fine art of forgery. He’s also a decent con artist, diplomat, businessman, and speaker even without psychic enhancement. Kwin doesn’t like violence, as he prefers to solve problems with words. He does tend to be a bit overly-formal, and his language and behavior is just a bit dated.

   Ancestral Spirit Abilities : Very limited telekinetic abilities within 6″ of his or her “contact”, adds 1D6 to contact’s psychic strength, +1 on contact’s defense rating while he is present, empyrean plane scouting. Can communicate and offer advice and can manifest for up to (Wis/3+contacts level) rounds daily. May share his senses with his contact, and may take limited possession of unresisting subjects – using their body until they either want to do something themselves or want him to leave.

   The Spirit Of The Great Northern Bay: This great elemental is associated with a bay far to the north. This will be extremely handy if Chang ever happens to be up there, but is otherwise of somewhat limited usefulness. It does contribute a certain amount of water magic though, granting (5+Level) levels of water magic daily, of which up to (Level/3) spell levels may be expended on any single effect.

   Kzzaarroth, “The spirit that prefers to bite people”, the great hibernator, god of protecting creatures in hibernation (trivial god).

   The “favor” of Kzzarroth gives Kwin the ability to speak with animals, +3″ on his “basic” movement rate, and extra uses of his bear-related magic (+3 spells and +2 rituals daily). Kzzarroth can be asked for a minor favor up to three times a week, but such assistance will not exceed the effects of a level one spell. It also takes a charisma roll to get a response, as sometimes (quite often) he’s asleep – or has woken up grumpy (Roll 3d6 in the Summer; 5d6 in the Winter, and 4d6 otherwise).

   Ryocoranth, Minor Fire Elemental, Spirit of the Alembic

   Ryocoranth used to hang out with a minor alchemist, and always enjoyed watching him brew, distill, and mix various compounds. He/She/It is perfectly willing to pass some of this lore along to Kwin, giving him Minor Magic/Alchemy. He/She/It also grants Kwin the ability to perform small tricks with fire at will – creating glowing lights, picking up hot coals without injury, creating or directing puffs of smoke, lighting and extinguishing torches, and so on.

   Ramdring (“Toehammer”), Professional Familiar.

   Toehammer is an Imp, an exceedingly minor demon. He is one of the things that Kwin contacted while experimenting with the Mirror of the Tuat – and so far is the only one that he’s managed to embody (with Esconovar’s help). Toehammers “body” is simply a construct of air and magic, linked with a light-bending spell that gives him the powers of invisibility and limited shapechanging to go with his (extremely minor) demonic powers of cold, darkness, and draining energy. While he can share these “powers” with Kwin, they’re so minor that this amounts to the equivalent of three cantrips and a level one spell each day. His primary services are physical, although he’s been a familiar more then once before – and hence knows a fair amount about how the various forms of magic work. Sadly, he’s not bright enough to fully exploit this knowledge.

   Malta Ioyonoru, Poet-Laurate of the House of Ioyonoru (Ancestor Spirit):

   Malta is a fairly famous, and quite eccentric, poet and master calligrapher who disappeared during one of his habitual trips into the hills around 25 years ago. In the habit of seeking inspiration from nature, Malta had the misfortune to wander into the enchanted forest during his travels. When he left, the backlash killed him – leaving him stuck in a tree. Malta feels that he owes Kwin something for freeing him – and besides that, he does need an audience. Malta is a master artist, and has a considerable understanding of calligraphic rune magic, although he has never had the power needed to do much with it. Combined with Kwin’s empyreal magic, he’s shown Kwin how to use a few hypnotic runes and glyphs.

   Ancestral Spirit Abilities : Very limited telekinetic abilities within 6″ of his or her “contact”, adds 1D6 to contact’s psychic strength, +1 on contact’s defense rating while he is present, empyrean plane scouting. Can communicate and offer advice and can manifest for up to (Wis/3+contacts level) rounds daily. May share his senses with his contact, and may take limited possession of unresisting subjects – using their body until they either want to do something themselves or want him to leave.

   Leafswinger, Squirrel Spirit.

   The spirit of one of the “giant black squirrels” of the enchanted forest, he’s far more intelligent then a common squirrel. Sadly, he still isn’t very bright by human standards. He does still retain a link with the energies of the enchanted forest, and hence can pull off a variety of minor dimension-warping tricks, such as swiping small objects, inducing disorientation, and making Kwin notably harder (+3 Defense Rating) to hit with missiles.

   Unnavashu, Gardener Spirit. (Ancestor Spirit)

   Unnavsashu was an elderly gardener who worked for a wealthy merchant in Karse until the city abandoned. He didn’t make it out of the woods, but managed to ensure that his grandchildren did. Unnvashu has an extensive knowledge of rare plants, herbs, and soils. He was also a lay acolyte of the priests of Karsus – and can still manage a couple of clerical cantrips each day and a level one spell once a week or so. Unnvashu is primarily interested in discovering just what happened to his grandchildren after they fled – and in rescuing them if they’ve gotten sucked into trees. As Kwin has access to lots of good information sources, he intends to stick with him.

   Ancestral Spirit Abilities : Very limited telekinetic abilities within 6″ of his or her “contact”, adds 1D6 to contact’s psychic strength, +1 on contact’s defense rating while he is present, empyrean plane scouting. Can communicate and offer advice and can manifest for up to (Wis/3+contacts level) rounds daily. May share his senses with his contact, and may take limited possession of unresisting subjects – using their body until they either want to do something themselves or want him to leave.

   Iuri Vondoran, Smuggler (Ancestor Spirit).

   Iuri doesn’t talk about himself much, but he seems to have been a skilled smuggler of small illegal items and low-grade mystical materials with widespread links to the empires criminal underworld. He does know a few bits of illusion magic (two cantrips and a first level spell per day), and is skilled in evaluating the value of things, carpentry, mechanical traps, locks, and locating (or hiding) items and secret compartments. He hangs around because he thinks that his personal Karma is probably bad enough to land him in something really lousy for his next incarnation, and he wants to have a little fun first.

   Ancestral Spirit Abilities : Very limited telekinetic abilities within 6″ of his or her “contact”, adds 1D6 to contact’s psychic strength, +1 on contact’s defense rating while he is present, empyrean plane scouting. Can communicate and offer advice and can manifest for up to (Wis/3+contacts level) rounds daily. May share his senses with his contact, and may take limited possession of unresisting subjects – using their body until they either want to do something themselves or want him to leave.

   Esconovar, Shadowmaster, Awakener Of The Undead, Lich- Lord of Entropy and Chaos, Hellraiser.

   Esconovar died about three hundred years ago. Since then, he has continued to “live” as a lich – exploring the depths of the tuat, demonology, and seeking a deeper knowledge of death. While differently focused, it is that same fascination with the tuat-realm that created a link between Kwin’s mind and his. He finds Kwin quite interesting. Kwin’s view of life and death is so different from his, yet in some ways so much the same. He is not an especially kindly sort. He can channel a small part of his power through Kwin, but this is limited to a number of spell levels each day equal to Kwin’s level – as well as to effects up to a limit equal to Kwins (level/3).

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