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Shaman Path

Shaman (Ergon Peoples): Shamans are the spiritual leaders of their tribes and perform many functions including healers, guides, and ritual elders. They draw element energy into themselves through their tralaticon focuses and are able to project it out into the world. Each time they do this however, they unbalance their Element Makeup and must rebalance themselves during Rest.

Becoming a Shaman is a calling and not a choice. Senior Shamans, guided by their spirit companions, notice auras around certain individuals soon after puberty. A celebration is planned and the whole tribe is invited. The prospective Shaman is not revealed to anyone except other Shamans and so tension is high leading up to the event. When the young man or woman is revealed, there is much feasting, song, and dance, but there is also a somber undertone to the celebration. Shamans are honored and respected, but to become one is harrowing and, similar to physical battlefields, the spirit world does not spare the weak.

Each Shaman is instructed by several spirit guides. Some are present only for particular rituals and then disappear for the rest of the Shaman's life, while others attach themselves to an individual shaman. These guides are critical and the rituals performed by shamans, both in the spirit world and the physical, are taught to them by these spirits.

Every Shaman has a natural affinity for a particular element, either through training or inclination. This affinity allows for smoother shaping of manipulations using that element. It also allows for the creation of Elixirs of that type. Elixirs are concoctions of significant power given to individuals embarking on dangerous missions. Scouts going deep into enemy territory, Warriors leading Incursions, or Shamans entering the Spirit World for some great task. The benefits of these Elixirs are tremendous, but such is their power that the individual is imbalanced afterwards beyond the body's ability to compensate. Special rituals of cleansing and rebalancing are needed afterwards or the individual begins to deteriorate mentally, physically, and spiritually. It is said that those who die imbalanced cannot see the road to the afterlife and haunt the places where they died. There are Shamans whose only function is to find these souls, cleanse them with great danger to themselves in the Spirit World, and send them on their way.

At least one hand must always be available to use their shamanic focus. Shamans add a new manipulation to their repertoire every odd-numbered level starting at Level 3.

At first level, Shamans may choose any three manipulations from the Element Manipulations Codex

Earth Shaman (Earth Focus)

Starting Skills: Armor Proficiency, Lore (Occult Element Science), Lore (Spirit World), Weapon Proficiency (Spear)

Starting Equipment: Shamanic Focus, Buff Coat, Lamellar Leather armor or Boiled Leather breastplate.

Path Level Ability Gained
1 Earth Affinity
5 Unique Manipulation I or Fighter Archetype Skill
10 Earth Elixir
15 Unique Manipulation II or Fighter Archetype Skill
20 Companion of Mountains

Earth Affinity: Shaman may choose 1 additional manipulation from the Earth Manipulations list. In addition, Shaman gains the Element Focus (Earth) skill.

Unique Manipulation I:

Earth Elixir:

Unique Manipulation II:

Companion of Mountains:

Air Shaman (Air Focus)

Starting Skills: Armor Proficiency, Lore (Occult Element Science), Lore (Spirit World), Weapon Proficiency (Spear)

Starting Equipment: Shamanic Focus, Buff Coat

Path Level Ability Gained
1 Air Affinity
5 Unique Manipulation I or Rogue Archetype Skill
10 Air Elixir
15 Unique Manipulation II or Rogue Archetype Skill
20 Wind Rider

Air Affinity: Shaman may choose 1 additional manipulation from the Air Manipulations list. In addition, Shaman gains the Element Focus (Air) skill.

Unique Manipulation I:

Air Elixir:

Unique Manipulation II:

Wind Rider:

Water Shaman (Water Focus)

Starting Skills: Armor Proficiency, Lore (Occult Element Science), Lore (Spirit World), Weapon Proficiency (Spear)

Starting Equipment: Shamanic Focus, Buff Coat

Path Level Ability Gained
1 Water Affinity
5 Unique Manipulation I or Shaper Archetype Skill
10 Water Elixir
15 Unique Manipulation II or Shaper Archetype Skill
20 Still Waters

Water Affinity: Shaman may choose 1 additional manipulation from the Water Manipulations list. In addition, Shaman gains the Element Focus (Water) skill.

Unique Manipulation I:

Water Elixir:

Unique Manipulation II:

Still Waters: