It's going over into the spirit world where the Shaman has a huge advantage, as you say.
This is all good for the game I'm starting now, which has a young Grazer who is acting as the spirit talker for a Heortling clan. He's a practitioner, so I like giving him leeway to deal with foreign spirits, but only when they are dealing with the mundane world.
As for Mykka, I am tempted to use Chasing Kites as the intro scenario for this game. It's fun, it gives the wonderful Mykka character, it is a simple introduction, and it will give the Grazer something cool to do with some of the ghosts of the table being spirits.
LC
Rob wrote:
> > It's the completely unknown spirits that you really need a Shaman to
> > deal with.
>
> I like to think of it that the Practitioner can do most of the things
> that the shaman can do in themundaneplane. What the Practitioner lacks
> for travelling the spirit world is shamanic escape. This is vital when
> the shaman comes into contact with a malevolent otherworld spirit of
> sufficient magnitude to swallow the poor old shamans soul. The spirit
> world is not somewhere to go without plan b!!!
>
> So in my game the practitioner could actually see the herobands
> guardian (an ernaldan spirit called Mykka) most of the time, and they
> would often chat apparently! This relationship lead us to some
> interesting stories.
>
> Have any other groups had such a personal relationship with their
> guardian?
>
> Regards
>
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