The Shaman of Aetolia

Shaman of Aetolia class portrait

The Shamans are Aetolia’s awakened priests of life, death, and the Cycle, a Spirit-tethered class in Duiran that wields Primality (primordial elements and lifeforce), Shamanism (spirit-summoning portents), and Naturalism (commanding the forests themselves).

At a glance
TetherSpirit
CityDuiran
GuildPraadi (Patron: Haern, the Hunter)
Skill setsPrimality, Shamanism, Naturalism
Mirror classAlchemist (Shadow)
Sister classes in guildRunecarver and Sylvan
Signature mechanicPacts with Dia’ruian Guardian spirits
Best forPlayers who want a nature-magic priest with portents, lightning, and the wild as a weapon

A Shaman is not a gentle druid in a sun-dappled grove. They are awakened to something older. They call lightning down on enemies, summon spirits to deliver foul omens in battle, and command the forests themselves to overgrow and devour. If you want the wild magic class in Aetolia, the Shaman is the canonical pick.

Origin and lore

The Shamans rose from the ashes of the old Druid guild within the Heartwood. They sit inside the Praadi, the awakened guardians of Dia’ruis (the Plane of Life, born in the year 504 after Duiran’s daring ritual replaced the dying plane of Dendara). Beneath the Great Oak, the murmured song and ritual of the Praadi reverberates through the ancient Heartwood.

The Praadi encompass three distinct paths: Shaman, Runecarver, and Sylvan. Each draws on a different aspect of the eternal tension between life and death. The Shaman is the broadest and most overtly elemental of the three.

Shamans serve the Cycle (also called the Rhythm), the system of renewal created by Varian and the three Gods of the Triumvirate (Haern, Dhar, and Lleis). At its heart, the Cycle holds that all things must die so the new may live. Death nourishes Dia’ruis. Life and Death are equal partners, and when they balance, nature thrives.

Skill sets

The Shaman skill sets are Primality, Shamanism, and Naturalism.

Primality is the raw power channel. A Shaman wields primordial elements (notably lightning from the quarterstaff) and drains the lifeforce from enemies. This is the most overtly destructive of the three skills.

Shamanism is the esoteric art. By swearing oaths to the Guardians (the most ancient spirits of Dia’ruis: Takaros the Fury, Kree-sa the Broodmother, Vo’acha the Shadow, Rhulvok the Warden, Griash the Keeper, Srahda the Seer), a Shaman calls down foul portents and doleful premonitions on those who stand against them. Fetishes, masks of bone, and ill omens are core to the kit.

Naturalism taps directly into the woodlands. With reverence and the assent of the forest, a Shaman establishes a grove (a haven for tranquil reflection) and expands the reach of nature, calling overgrowth to spread in a tide of seething life across the earth.

Skill abilities

Primality

Shamanism

Naturalism

Visual style and identity

The wrath of nature is anything but subtle. Lightning flies from a Shaman’s quarterstaff. Trees respond to their woven songs of memory. Fetishes rattle and bones tumble at their feet. Vines rustle and storms gather at their command.

Ritual is inherent to the practice. Their workings are mystifying to an outsider, and often terrifying, full of curses, chants of life and death, and the kind of elaborate gestures only someone deep in communion with the Guardians would attempt.

Side effects of the work

Seers who reach beyond the veil pay for it. A Shaman’s grasp on ordinary reality can become tenuous and laden with paranoia. Some begin to see omens and portents everywhere. Others take to hallucinogenics to enhance their far sight, which carry their own consequences.

Working with lightning leaves the hands burned and scarred. Withdrawal from civilisation grows easy, even comfortable. Many older Shamans become cynical about anyone outside the woods, and especially anyone outside the Cycle.

Who plays this class

The Shaman fits players who want a nature-magic priest with serious teeth. The roleplay frame is broad: peaceful grove-tender, sharp-tongued witch, battlefield seer, fierce primal warrior. All of them count as Shamans.

Mechanically, the kit rewards players who like building setups (Shamanism portents, Naturalism overgrowth) and then closing with Primality damage. If you enjoy classes that read the battlefield and shape it before striking, the Shaman is a strong pick.

City and guild

The Shaman guild is the Praadi, anchored in Duiran, the Spirit Tether’s forest city. Patron: Haern, the Hunter. The Praadi houses two sister classes alongside the Shaman: the Runecarver (priests of mortality, decay, and rot) and the Sylvan (Fae-bound warriors of Dia’ruian fury).

Joining as a Shaman commits you to Spirit. You cannot actively hold Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or the seven untethered classes. Race is independent of class, so a Shaman can be any Aetolia race.

The Shaman mirrors the Alchemist, Spinesreach’s blight-wielding scientists of corrupted nature. Both classes manipulate the natural world, but the Shaman works with spirits and reverence while the Alchemist works with chemistry and dominance.

Frequently asked questions

Yes. The class has a clear damage path (lightning through Primality), strong active-leadership guild support in the Praadi, and a roleplay frame that suits players who want to drop into the world without taking on the morally complex weight of Shadow-side classes.

Reverence, yes; worship in the way a Templar worships Celezor, no. The Guardians are primordial spirits of Dia’ruis, and Shamans swear oaths and form pacts with them rather than treating them as gods. Haern, the Hunter, is the actual Divine Patron of the Praadi guild.

Yes, with the quarterstaff. The Primality skill set channels lightning through the staff in close combat, and Shamans are not purely ranged casters. The classic image of a Shaman closing on an enemy with a charged staff is on-flavour.

Other classes to consider

Three classes worth a look if you like the Shaman profile. Or see Aetolia’s full class list for the rest of the roster.

Runecarver

Shaman’s sister class in the Praadi. The dark twin of the Shaman, working with rot, fungus, and curses. Pick Runecarver if you like the Praadi guild but want to channel decay and mortality rather than primal life-force.

Alchemist

The Shadow-side mirror. Spinesreach scientist who corrupts nature instead of working with it. Pick Alchemist if you like the nature-manipulation chassis but want to play it as cold experimentation rather than reverent communion.

Warden

Duiran neighbor in the Pride guild. Heavy clan-warrior with ancestral simulacra. Pick Warden if you want to stay in Duiran and Spirit but trade primal magic for clan-passed martial combat and ghosts of the dead.

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