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===The Sladensville Church=== The Sladensville Church are not Christians as the name might suggest, but animists from a variety of different backgrounds. They cooperate in order to ensure that their understanding does not die out in the modern world. Traditionalists from Animist cultures are often horrified by the eclecticism of the tradition and of the training it offers, but the church’s ability to survive and train new apprentices has bought it a lot of security. Members are not required to hold any particular religious views, provided that their philosophy falls somewhere under animist thought. Students study mystical and magical belief systems from numerous cultures as well as learning to be understand nature. Spells emphasize learning to interact with spirits, both human and otherwise. Cost: 22 points. Skills: Animal Handling, Anthropology, Exorcism, Herb Lore, Meditation, Naturalist, Occultism, Stealth, Religious Rituals (Animist), Survival (Any), Symbol Drawing (Sladensville Church), Theology (Animist). Spells: Communication and Empathy: Sense Emotion, Sense Foes. Making and Breaking: Awakened Craft Spirit, Inspired Creation. Mind Control: Fear, Terror. Necromancy: Death Vision, Sense Spirit, Summon Spirit, Turn Spirit. House Stances Magic: Magic is nothing more than knowing how to talk to the spirits. Themselves: We are the inheritors of many traditions, keeping the knowledge that the world is alive. The Council: Too busy lording it over humans to truly see the world beyond. The Circle: Their religions are too modern to understand ancient spirits. They need to forget the New Age crap and listen to their ancestors. The Cooperative: A few have glimpsed the truth, but they are too alienated from nature to understand the world.
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