A Shaman is a spiritual leader, a priest in his own right as much as a Cleric or Druid. Much like their Clerical and Druidic counterparts, Shamans are counsel and advisors to their rulers.  In many of the tribal peoples they serve, Shamans serve as the rulers themselves.  And yet, not like either, for where a Cleric studies texts in a church or temple, and a Druid calls the whole forest his house of worship, a Shaman communes with the spirits of his ancestors and the land and its creatures as much if not more than any god.

Type:

Priest

Class Skills:

Shamans can wield any one- or two-handed blunt or piercing weapon, and most favor large spears.  They also learn to dodge enemy attacks during a fight.

Early in their training, Shamans learn to channel their will despite distractions, and to regain spiritual strength through meditation.  They can be healers, though they tend to be most combat-oriented of the priest classes.  They can also cajole (or coerce) spirits into entering mortals and granting their strengths to them for periods of time, which only makes them more revered by primitive warrior-people they lead.  Other spirits cripple the enemy with poison or disesase or slow him with fatigue.  Eventually a Shaman learns to summon a spiritual wolf companion to command, though this spirit-guide is never as powerful as a Beastlord's warder.

Shamans are also taught heavily guarded secrets of potion-making, known as Alchemy.  By quaffing a shaman-made potion, one can duplicate almost any effect of a Shaman-called spirit.  Shamans can also brew several batches of their potions together to make a single bottle magically multi-dose.

Other Names:

Mystic, Luminary, Oracle, Prophet, Dar Khura (Vah Shir), Yun (Froglok)

Armor:

Shamans are usually found wearing chain or ringmail, as most platemail is too restrictive.

Religion:

Unlike a Cleric, who forges a direct line to his god through prayer, or a Druid, who worships all of nature and can harness its wild magic for himself, a Shaman uses spirit intermediaries.  All Shaman are animistic to some degree, able to evoke the spirits of the land and animals that roam it, though most do so in the name of their patron god.  The Barbarian Shamans of Justice serve The Tribunal, the Froglok Yun revere Mithaniel Marr, the Scaled Mystics of the Iksar follow the will of Cazic-Thule, the Greenbloods of Oggok worship Rallos Zek, and the Troll Dark Ones follow both Innoruuk and The Faceless.  Vah Shir Dar Khura are the exception, not having had access to Norrathian gods for so long, they have come to rely upon the spirits of their ancestors for guidance.

Questing:

Shaman commonly receive spirit visitations, vision quests, or prophetic dreams.  Quests are frequently undertaken merely to understand the nature of the vision or omen, then more travels result if danger threatens or there is some imbalance to be righted.

Culture and Training:

Shaman begin training at an early age.  Children who show a latent talent for spirit-calling are apprenticed to an older Shaman.  Young initiates are taught where to look for spirits, which spirits to call, and how to persuade (or force) them to do their bidding.  They are also taught how to intepret dreams, visions, and other omens, either their own or those of the people they serve.

Since most of the societies that have Shamans do not keep written records and rely on oral tradition, it is especially important to keep the line of ritual and history unbroken.  Aside from history, they are also taught the workings of justice among their people, since Shamans are usually the law-keepers.

Interaction:

In his home community, a Shaman is generally given respect in accordance with the merit of his actions and the wisdom of his counsel.  Unlike Clerics or even Druids who are generally given automatic respect for their titles, a Shaman's environment and his people are too harsh to follow a spiritual leader who has not proven himself.

Unlike priests of more civilized lands though, a Shaman will not demand undue respect from foreigners when traveling.  However, he will also not mete out trust or deference until it is earned, which can grate on those who are not used to having their authority questioned.

In smaller traveling parties, Shamans get along best with Warriors and other fighter classes, who are the quickest to realize the practical benefits of having a spirit-caller along.  They usually quickly run into friction with other priests or holy warriors over philosophy and theology.

Alignment:

Shamans can be any alignment that is agreeable with their gods (and the spirits that serve them).  Much like Magicians, a good-aligned Shaman will treat the spirits he calls as companions and guardians and be concerned for their well-being.  Those of an evil bent will treat their spirits like they treat all the other living things about them—with contempt and disregard for personal will.

Roleplay Tips:

While most people see only the solid Norrath, you see another layer.  Maybe you've always been able to see it, or maybe you were trained to look deeper.  Regardless, wherever you look, there is life and energy.  The earth, the sky, the water, they all fairly teem with spirit beings.  You have the power to call them to you, to persuade—or compel—them to do your will.  You understand the primal forces of wind and fire, of rain and snow, of wolf and snake, and through this understanding, have a profound respect If you are wise, it is only through hard teachers and harsher experience.  An unwise Shaman doesn't last very long—if a mundane alligator or orc doesn't get him, some foolishly-summoned powerful evil spirit will.

Quote:

"I'm afraid the wolf-spirit says he's tired of running with you.  Perhaps this is a sign to be more cautious among those orcs?"