Envoys to the Spirit World
By Robert J. Schwalb
The spirit world is not a place. Instead it is a state of mind—an awareness achieved through training, natural talent, and practice. Reaching the spirit world varies by tradition, with some experiencing its power by whipping themselves up into a frenzy or transforming into a bestial form. Of all those who can commune with the primal spirits, the shaman finds harnessing its power the easiest because he or she needs no tricks to access the spirits. Spirits remain with them or near them, lending advice, fighting on their behalf, and answering their call whenever and wherever the shaman travels.
And then, gathered all around, the spirits assembled, their forms running from beautiful to hideous, with some as multicolored motes drifting like dandelion seeds carried on the wind, and others made from mud and twigs, green eyes shining. From such a congress, Corben knew he would learn the villagers’ fate and, if they still lived, where he would find them.
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About the Author
Robert J. Schwalb is an award-winning game designer who has contributed design to or developed over one hundred roleplaying game titles for Dungeons & Dragons, Warhammer Fantasy Roleplay, A Song of Ice and Fire Roleplaying Game, Star Wars Roleplaying Game, and the d20 System. Some of his more recent work for Wizards of the Coast is in Player’s Handbook 3, Martial Power 2, and Draconomicon 2: Metallic Dragons, and in the pages of Dragon and Dungeon magazines. Robert lives in Tennessee.