In 1864, a Navajo shaman and his grandson seek powerful, mythical beads that can save their people from great evils, including The Long Walk forced on them by United States soldiers, and the trickster Coyote.
Eighteen-year-old Agnes, a Mohawk Indian who is descended from a line of shamanic healers, uses her own newly-discovered powers to uncover the story of her ancestor, a seventeenth-century New England English healer who fled charges of witchcraft to make her life with the local Indians.
Discusses that intermediary between the human and spirit worlds which still exists in some societies performing rituals, healing, and seemingly possessing extraordinary powers.
Yoh Asakura puts his years of training to the test and fights with his gang in the tournament for the ultimate prize--the chance to become the next Shaman King.
Horohoro must save Lyserg, Tamao, and Manta before they can be destroyed by Hao; and Asakura is one of the gifted shamans in training for the ultimate sports event.