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Message no. 1
From: Doctor Doom <JCH8169@*****.TAMU.EDU>
Subject: German Nature Magic
Date: Wed, 9 Feb 1994 17:18:27 -0600
Meine Kamaraden:

In the offchance anyone took notice, I have been out of communication
for some time, owing to various academic and social endeavors which have
demanded my attention. Hoffentlich, my efforts shall have generated a
sufficient interlude within which I shall be able to lend time towards
participation upon this list once again.

I have, indeed, purchased the German Sourcebook (this past Samstag), and found
it to be quite fascinating. Admittedly, I contest certain aspects of the
history and far prefer my own version of events in future Germany. That aside,
I nevertheless found other elements of the text *quite* pleasing . . . the
effort put forth in this volume truly is demonstrated by the quality of the
work contained therein.

There has been some discussion on the supposed "Avatars" of German magic, which
essentially stemmed from an initial confusion regarding the proper semantics.
In an effort to shed light upon the truth of the matter, I have included
material from the Germany Sourcebook pages 134 through 136, with supplemental
rules material extracted from pages 149 and 150:


NATURE MAGIC

Though similar in many ways to the American shamanistic tradition,
German nature magic incorporates a number of elements that make it unique. The
two traditions share common concern for the spiritual development of
(meta)humanity and its relationship to nature, regarding such questions as more
important than the complex theories and abstract principles beloved of the
hermetic tradition. The traditionally close association between nature magic
and certain political movements and ancient religions makes nature magic less
accepted than hermetic disciplines in Germany; according to an INFAS poll
conducted in 2050, 78 percent of Germans regard hermetic magic as respectable,
but only 29 percent have the same respect for nature magic.

The largest groups of of those who practice nature magic include the
Hexen (witches) and the Weise ("wise"). These women and men were among the
first to recognize and use the newly Awakened magic. Various circles of
magically active metahumans, a few pagan-nationalist groups, and the magically
gifted members of the Roma tribes round out Germany's collection of magic
practitioners. The magical practices of the Roma lie the closest to
traditional shamanism.

IDOLS

The majority of German nature magicians practice their craft with the
help of entities they call Idols, virtually identical in behavior and nature to
the American totems. Most Germans, however, see idols as very different from
totems, generally considering animal spirits secondary to the humanistic
imagery of the idols. Many German nature magicians regard the idols as actual
gods, best served by the erection of a temple and establishment of a cult
following; "wise folk" that come from Christian tradition prefer to call these
spirits saints or guardian angels. The few animal totems followed by German
magicians reflect creatures native to the German countryside. For example,
Coyote has no following in Germany; the German totem closest in nature to
Coyote is Fox.

>>>>>[ Gods? That nature stuff some kind of church, with priests and such?
]<<<<<
-- Manfred <09:12:31/23-MAY-54>

>>>>>[ Not quite. Some see their chosen idol as a manifestation of an idea
rather than a deity. By the way, no proof exists that a so-called "god" has
ever influenced the real world. ]<<<<<
-- Prof. M. <10:00:00/23-MAY-54>

>>>>>[ There is little point to arguing theology in these files, so I will
not
bother to bore or insult the readers by doing so. Suffice to say that the
beliefs (or lack thereof) expressed in these files reflects the minority
opinion of German and world society. Regardless of what the writers would have
you think, people still believe. Their faiths take many forms and directions,
and each path is as valid as any other. Does "God" exist? Yes, in many and
varied ways. It takes only clear mind and a pure spirit to see proof of His
existence all around us. ]<<<<<
-- Penitent <20:28:27/23-MAY-54>


Each idol is associated with a classical deity, and is represented with
a variety of names, symbols, and legends in various cultures. Gender is a much
less significant feature than it appears; the male and female forms given for
the idols listed below refer to the genders assigned to each idol by the
majority of European nature mages. The gender assigned to an idol does not
affect the magic of the person who follows it.

>>>>>[ Sometimes gender depends upon language. Most European cultures,
certainly the Roman and Greek tradition, see the sun as male and the moon as
female; their languages, if they include grammatical genders, reflects this
viewpoint. German tradition, by contrast, sees the sun as female and the moon
as male; therefore, the sun is "die" Sonne (feminine) and the moon is
"der"
Mond (masculine), interestingly, though, most nature mages conform to the
opposite, classical, interpretation. ]<<<<<
-- Prof. M. <11:21:09/15-JUN-54>

CREATOR (Der Schoepfer)

The artisan of the gods, the Creator shuns the splendor of his
brethren, preferring instead to tinker with his own creations. Though this
idol did not create the world, he did create many of its treasures. Even more
than his finished handiwork, the Creator loves what has yet to be created. His
mind is so full of plans and ideas that and intrigue have no place there; the
many legends that tell of the Creator being tricked by more cunning gods
reflect his dreamer's good nature. He does, however, learn from experience.

Embodiments of the Creator include Wayland the smith, the classical
deity Hephaistos/Vulcan, and numerous dwarf deities from legend and fantasy
literature.

Favored Environment: Small cities or woods.

Advantages: +2 dice for enchantments,
+1 die for conjuring hearth or city spirits.

Disadvantages: Like their idol, followers of the Creator often find dealing
with people awkward or uncomfortable. Though trusting by nature, they make
bitter and determined enemies when wronged. In combat, they prefer to rely
upon foci and fetishes rather than their own powers, and suffer a penalty of
-1 die when casting combat spells. New artifacts fascinate followers of the
Creator; when confronted with something unusual or unique, this adept must
make a Willpower (4) Test. If the test is unsuccessful, he immediately moves
into astral space to examine his new find for a number of turns equal to 3
minus the number of successes rolled, regardless of the current situation.



DRAGONSLAYER (Der Drachentoeter)

This most heroic of the gods also loves fun the most. Though he fights
joyously to protect his own against all dangers, even more than combat he loves
a party. His followers see him as a big brother who take a friendly interest
in every aspect of their lives. Like any young boy, he is open, friendly, and
occasionally naive; a staunch friend, he makes a dangerous opponent. The
dragons that he slays have changed with the times; rather than attacking the
dracoforms of legend, he Dragonslayer now fights such modern-day "dragons" as
crime, pollution, and corruption.

Embodiments of the Dragonslayer include Thor (Donar) of Norse Myth, the
classical hero Herakles/Hercules, and St. George of British tradition.

Favored Environment: Any dry land.

Advantages: +3 dice for combat spells;
+1 for conjuring Hearth spirits.

Disadvantages: The Dragonslayer's followers are direct and above-board, even
in combat, and suffer a penalty of -2 dice when resisting. They also tend to
believe what they see, hear, or read, and so suffer a penalty of -1 when
resisting perception-related spells and illusion spells. Their impatience and
impulsiveness can bring down the most carefully constructed plans in no time at
all. Like their idol, the Dragonslayer's followers fight hard and strike fast,
preferring to end battles quickly. A follower of Dragonslayer willingly
sacrifices himself for a friend, because he feels responsible for the people he
knows. Because he hates to be contradicted, the Dragonslayer's followers may
doubt the honesty of anyone who disagrees with his opinions or actions. He has
no room for self-doubt in his mind.



GREAT MOTHER (Die Grosse Mutter)

The Great Mother represents life-giving nature in its purest form; she
gives her bounty freely to all who have need. The farmer, the fisherman, and
all others who make a living from nature's offering feel an affinity for this
idol. Those who mistake her generosity for weakness, however, invite upon
themselves a world of trouble. Like any mother, she fights to the death and
beyond for endangered children.

The Great Mother's followers are healers, both of the body and troubled
psyche; their devotion to their idol requires that they aid and succor anyone
in need. Short of beggaring themselves, they will share their possessions with
their friends.

Typical embodiments of the Great Mother include the earth and fertility
goddesses of all times and cultures. Gaea or Gaia remains a particularly
popular name for this powerful idol.

Favored Environment: Everywhere.

Advantages: +2 dice for all healing spells; +2 dice for conjuring all
field and forest spirits as well as Spirits of the Waters.

Disadvantages: Of all nature mages, the followers of the Great Mother obey the
strictest moral code. They all know and hate corruption, defining its
existence depending on the situation in which they find themselves: for
example, environmental pollution, war or other violence, certain forms of
sexuality, and so on. Such corruption so disturbs them that they suffer a +2
penalty for all tests made in the presence of corruption.



HORNED GOD (Der Gehoernte)

The embodiment of procreative power and energy, the Horned God is the
unfettered lord of the wild. Ancient and animalistic, he is ruled more by
instinct than intellect. Physical action and sensation shape his world, which
includes enthusiastic brawling and lewd behavior. Of all idols, he is the most
traditionally masculine, and attracts male-dominated groups; his followers
tend toward classic definitions of machismo and prefer action to patience.
Many followers of the Horned God run the shadows for the dangers of the
lifestyle and the chance to display their strength. These nature magicians
appear friendly and reliable, if somewhat overpowering; they tend to pay
extravagant attention to the opposite sex, often more than is strictly wise.

Among the Horned God's best-known names are Pan, Cernunnos, and
Eichenfuerst (Lord of Oaks). Without doubt, this idol inspired the horned
devil of the Christian tradition.

Favored Environment: Any dry ground.

Advantages: +2 dice for all combat spells;
+2 dice for conjuring all spirits of the land.

Disadvantages: The Horned God's followers tend to be arrogant, and often
aggressive. If a fight occurs anywhere near him, a follower of this idol must
make a successful Willpower (6) Test to keep from joining in the brawl. Any
time he meets an attractive member of the opposite sex, a follower of the
Horned God must make a Willpower Test against a Target Number equal to 10 minus
his new love interest's Charisma. If the test is unsuccessful, the follower
desires this particular person and must constantly tries to impress her.



MOON MAIDEN (Die Mondin)

The Moon Maiden, goddess of the night sky, symbolizes all the aspects
traditionally ascribed to femininity. Moody, changeable, emotional,
mysterious, other times gentle and pleasant, sometimes wild and uninhibited,
Moon Maiden exists as one with nature. Her realm encompasses all the world:
the sky she illuminates, the fertile ground, and the water whose tide she
controls. The Moon Maidens followers draw on these most cliched aspects of
femininity as sources of ancient, potent power; for them, the Moon Maiden
represents the ultimate superiority of woman's gentle and nurturing nature over
man's destructive impulses. Not surprisingly, male followers of Mood Maiden
are rare. Many established moon goddesses exist; the Roman Diana is by far
the current favorite name for the Moon Maiden.

Favored Environment: Everywhere.

Advantages and Disadvantages: A follower of Diana accepts no rules and
regulations save for her personal convictions and the laws of Nature.



WILD HUNTSMAN (Der Wilde Jaeger)

An outsider among the idols, the Wild Huntsman roams the world consumed
by rage, followed by his enraptured entourage. He constantly walks the thin
line between sanity and madness, but his frenzy hides an intimate knowledge of
the universe's sacred mysteries. As the idol who gave mankind the intoxicating
Cup of Knowledge, the Wild Huntsman is the patron of numerous secret, esoteric
cults.

Typical embodiments of this idol include the Norse Odin (Wotan), the
Greek/Roman Dionysus/Bacchus*, and so on.

Favored Environment: Woods, mountains, heath.

Advantages: +2 dice for perception and illusion spells,
+2 dice for conjuring storm spirits.

Disadvantages: The Wild Huntsman's followers are unpredictable, and can be as
frightening in their joy as in their anger. Sometimes apparently half crazy,
and often unkept, they may not eat or sleep for days when in the thrall of a
particular idea or emotion. When faced with a particularly galling setback
(at the gamemaster's discretion), they may lose control and fly into a
berserker rage. In this situation, the player must make a Willpower (4) Test.
If the test is unsuccessful, the follower remains out of control for a number
of turns equal to 3 minus the number of successes rolled. During that time the
gamemaster handles the player character. Typical actions he may take while out
of control include senseless babbling, attacks on imaginary foes, or sudden
jaunts into astral space. Occasionally, if the gamemaster deems it to be in
the best interest of the adventure's progress, the player character may even
end up doing something useful in his or her manic state.

* The gods of wine and revelry, which, in my opinion, do not constitute
apropos analogue for this idol, so obviously identified with Wotan.

ADEPTS

[ Function identical to Shamanic Adepts. ]

DRUIDS


Though considerably fewer in number than their brethren in other lands,
druids of both shamanic and hermetic leanings practice their craft in Germany.
Druids are among the few German magicians who follow totems rather than idols.
Both groups model themselves on their British counterparts in terms of the
totems they follow, the regalia they wear, and the intrigues they sponsor. In
spite of the similarities, however, the German shamanic and hermetic druids
rarely get along.

PATH MAGIC

A whirlwind of rumors has surrounded the elves of Pomorya in the wake
of the recent revelations about the path magic practiced by the elves of Tir na
nOg. Though the Duchy of Pomorya has proven connections to the Tir, no other
facts about their relationship can be pinned down. All speculation on this
relationship has been edited from these files for lack of evidence.

BRANCHES OF NATURE MAGIC

[ Essentially, a run-down of those major groups who are practitioners
of nature magic, their history, and a general profile of them, which includes
Witchcraft (Hexenwesen), Roma Magic, the Reformed-Orthodox Church of the
Awakening (Reformiert-Orthodoxe Kirche Der Erwechung), Runenthing--the
Association for National Sorcery (Verband Fuer Voelkishe Zauberei), and
Spoekenkiekerei which I am disinclined to include at this time. ]




Colonel Count von Hohenzollern und von Doom, DMSc, DSc, PhD.

Doom Technologies & Weapon Systems -- Dark Thought Publications
>>> Working on solutions best left in the dark.
<<<
[ Doctor Doom : jch8169@********.tamu.edu ]
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
"Attack, attack, and when in doubt, ATTACK!" -- Frederick the Great of Prussia

Further Reading

If you enjoyed reading about German Nature Magic, you may also be interested in:

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.