The Shamans of Aetolia
Arising from the ashes of the Druidic guild within the Heartwood, the Shamans are the awakened seers of Dia'ruis that stride the ancient forests. Known amongst their people as augurs and spiritwalkers, the Shaman aim to protect the lands of Dia'ruis and enact the will of their masters: the Praadi an-Kiar and the spirits within that claim dominion over that fledgling plane. Situated beneath the whole of the Great Oak, the murmured song and rituals of the Shamans can be heard, reverberating throughout the ancient Heartwood.
Blooded in the ancient rites of Shamanism, Primality, and Naturalism, the Shamans stand as weavers of old oaths, bend nature to their will, and call upon the Rhythm itself in battle against all who would stand against them in their task. The Praadi stand as watchers of an old world and do not give quarter to those who move against them.
Shaman Skills
The energy that courses through the veins of all that lives is manifest in the art of Primality, the most direct skill in a Shaman's arsenal. By tapping into the primal energy derived from their natural magics and the bounty of gifts blessed upon them by Dendara, Primality allows the Shaman to shape powerful bursts of lightning, monumental storms of wind, and curses that drain vital forces themselves directly from their foe. Such is their connection to Nature, that they may even command nature around them to grow, lashing their foes with venomous vines and leaving their battered foe to be reclaimed by the Cycle itself.
As a Shaman communes with nature to bombard their foe, they will accrue a measure of natural energy, imbued within their person. While no primal abilities require this energy, a Shaman will find that accumulating natural energy will speed their assault, and allow them to directly boost abilities to add secondary, often dangerous effects to their strikes. Masters of Primality are even capable of quickening their own motions, allowing them to bombard a foe with empowered strikes regardless of their energy state. Directing the ebb and flow of nature through manuevering their quarterstaff, a Shaman versed in Primality is a mighty foe indeed.
Primality
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Quarterstaff
DescriptionSyntax: COMMUNE QUARTERSTAFF
While standing within a forest, you may call upon nature itself to lend you a powerful quarterstaff.
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Communication
DescriptionSyntax: PRIMAL ENERGY
You are capable of interacting with the primal forces of nature, shaping them into the weapons of life itself. You may have a maximum of 5 primal energy at any one time, and they will slowly fade over time without use.
Most abilities will make use of your energy, however the effects are not always as obvious as it might seem. The below will provide a common guide for most abilities.
Effects for the following keywords:
Generate - Generates primal energy, adding it to your pool.
Consume - Consumes primal energy, removing it from your pool.
Threshold - Having less then the threshold lengthens equilibrium use.
Requires - You must have equal to or more then the energy required.Consuming primal energy does not need you to have the full amount, unless it is marked as required.
You will need to read each AB file in Primality for further information on how it will interact with your energy.
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Lightning
DescriptionSyntax: COMMUNE LIGHTNING <target>
Generates 1 energy (except when boosted).You may draw upon the natural energy around you to conjure a fork of lightning to strike your foe.
Boosted effect:
Increases the damage dealt. If the target is not a denizen then the equilibrium time is reduced as well. -
Recall
DescriptionSyntax: COMMUNE RECALL
You may recall your quarterstaff to your hand, so long as it lies on your current continent.
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Squall
DescriptionSyntax: COMMUNE SQUALL
If there is fog within the atmosphere, you can generate a short-lived squall that'll blow the obscuring mist from the location.
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Boosting
DescriptionSyntax: COMMUNE BOOST
Requires 1 energy.
Consumes 1 energy.You may draw upon your generated primal energy to empower the next commune ability you use, granting it an additional effect. This ability requires equilibrium but does not consume it.
To see the effects of Boosting on a given ability, check that ability's AB file.
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Leafstorm
DescriptionSyntax: COMMUNE LEAFSTORM <target>
Threshold of 1 energy.If your opponent is protected by a magical shield, you can send a flurry of razor-sharp leaves at your target, shredding it into pieces. If they are not protected by a shield, then it will strip a random defence from them.
Boosted effect:
Additionally deals cutting-based damage and will make them bleed. -
Vinelash
DescriptionSyntax: COMMUNE VINELASH <target> [venom]
Generates 1 energy (except when boosted).You may scourge your target with a mass of vines, causing cutting-based damage and delivering a single venom, as well as making them bleed. The bleeding and armour penetration is increased for each thorn upon the target.
* If no venom is specified, it will deal the loki venom by default.
* No rags of venom are needed in order to make use of the venom component.
* You can additionally make use of the epteth and epseth venoms.Boosted effect:
The equilibrium recovery time is reduced.If you have at least 3 primal energy when striking with the boosted effect, vinelash will plunge thorns into the target. If they obtain 3 thorns in total, then it will give them haemophilia and be uncurable while 3 thorns remain. You may only embed a maximum of 3 thorns in your target.
Thorns may be removed by attempting to PULL THORNS FROM BODY.
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Slam
DescriptionSyntax: COMMUNE SLAM <target> [6-12 seconds]
Threshold of 3 energy.
Consumes 1 energy.This crude blast of sheer force will knock your target sprawling to the ground.
Boosted effect:
The effect is delayed by the amount of time specified and will additionally knock them off balance. If no time is specified, it will default to six seconds. -
Vitiate
DescriptionSyntax: COMMUNE VITIATE <target>
Threshold of 2 energy.
Generates 1 energy.By channelling primal spiritual energy, you may invoke the curse of life's bane on a target, giving them the lifebane affliction. For a short time, the target will find that recovery by elixirs will be reduced, and non-natural healing will be reduced even more.
Boosted effect:
The impact of the curse will also cause plodding in your target. -
Overload
DescriptionSyntax: COMMUNE OVERLOAD <target>
Threshold of 3 energy.
Consumes 1 energy.This rapid burst of energy will overload your target's nerves, giving them both paresis and stupidity. A short time later, they'll be shocked for electrical damage if they still remain stupid.
Boosted effect:
Overload will fry their nerves even further, causing a short-lived blackout. -
Discharge
DescriptionSyntax: COMMUNE DISCHARGE <target> <direction>
Unleash a powerful blast of primal energy towards any target that is line-of-sight from your current location, dishing out fire-based damage. They must not be in the same location as you.
Boosted effect:
The damage will be increased and will set the target ablaze, as well as knocking them over. -
Scourge
DescriptionSyntax: COMMUNE SCOURGE <target>
Threshold of 2 energy.
Generates 1 energy (except when boosted).You may inflict the bane of vitality on your target, causing the consumption of curative pills or poultices to inflict the target with the loki venom half of the time.
The vitalbane affliction will only fade after it has inflicted the target with loki at least two times, otherwise it will persist until it does so.
Boosted effect:
The impact of the bane will also cause idiocy in your victim. -
Reclamation
DescriptionSyntax: COMMUNE RECLAMATION <target>
Drawing upon the spirit of nature itself, you may commit a target to return to the primal flows of the Rhythm - sacrificing their body as a testament to the inevitable call of the Cycle. In order to achieve this, the target must be in a state of terror, afflicted by at least five phobias and suffering from dread of their own impending doom. The dread must originate from you.The following afflictions count as phobias:
Fear, agoraphobia, claustrophobia, nyctophobia, vertigo, loneliness, shyness, paranoia, or superstition.Once cast, the target becomes disabled and there is a short delay before they are slain. If they leave their current location through some form of means, then the ability will fail.
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Stormbolt
DescriptionSyntax: COMMUNE STORMBOLT <target>
Threshold of 3 energy.
Consumes 2 energy.Create a thunderstorm above your target with three charges. Every so often, it will use one charge to release a blast of lightning and deal minor electric-based damage.
If you strike them with the Primality-ability Lightning while the target is plagued by the thunderstorm, it will boost the damage of the skill by 20%, stun the target, and consume a charge from the thunderstorm.
Using Lightning to trigger the bonus effects will reset the time before the next passive discharge from the thunderstorm.
Boosted effect:
Instead of improving Lightning, any non-passive electric damage you deal will be boosted by 20%, stun the target, and consume a charge from the thunderstorm.Please view AB PRIMALITY LIGHTNING for more information on this ability.
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Sporulation
DescriptionSyntax: COMMUNE SPORULATION <target>
Threshold of 3 energy.By inundating your victim in a cloud of toxic spores, you may impair their mental capacity - causing confusion and impatience.
Boosted effect:
Your spores are much more toxic, causing hallucinations to your target without their knowledge. -
Chainlightning
DescriptionSyntax: COMMUNE CHAINLIGHTNING <target>
Threshold of 3 energy.
Consumes 2 energy.Your lightning will strike your target and bounce from them, jumping to an additional five random enemies within your location. This will deal electric-based damage to all six of them.
Boosted effect:
Those struck by the bounces will receive up to two random afflictions that are shared from the main target. The afflictions will be hidden from their knowledge. -
Cloudcall
DescriptionSyntax: COMMUNE CLOUDCALL
Call upon primal nature to accept a gift of elemental ice, and summon forth rain clouds across the sky while outside. This will cause the weather in your locale to rain for a short while, but only if the skies are already clear of phenomena.
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Staticburst
DescriptionSyntax: COMMUNE STATICBURST <target>
Threshold of 3 energy.
Consumes 1 energy.This surge of electric energy will not only harm your foe, but will inflict a random mental malady from a wide selection of choices. As some passes after the initial strike, it will relapse and lash out at your foe once more.
If the first time it picks an affliction is one that the target already has, then it will try again, but only one extra time.
List of possible afflictions it can give:
Egocentrism, stupidity, epilepsy, peace, paranoia, hallucinations, psychosis, dizziness, mania, infatuation, laxity, hatred, claustrophobia, vertigo, faintness, loneliness, agoraphobia, masochism, recklessness, weariness, impatience, confusion, dementia, and nyctophobia.Boosted effect:
Staticburst will activate one additional time before fading and the afflictions will become masked. -
Lifebloom
DescriptionSyntax: COMMUNE LIFEBLOOM
Through your service to the spirits of Dia'ruis, you may be granted a chance at renewal when your body suffers heavy damage. Should you find yourself nearing death, life will blossom from within - granting you restorative health over a short period of time and granting you one energy.
Cooldown (when triggered): 180 seconds
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Equivalence
DescriptionSyntax: COMMUNE EQUIVALENCE <target>
Threshold of 4 energy.
Consumes 2 energy.Nature is swift to correct imbalances - through this ability, you may deal spirit damage equal to the amount of health you are missing. This attack may not exceed 40% of the target's maximum health.
Boosted effect:
Equivalence now confers a negative effect as well, bestowing the justice affliction upon your hapless victim. This will be hidden from their view. -
Infest
DescriptionSyntax: COMMUNE INFEST <target>
Threshold of 1 energy.
Generates 1 energy.One of the many maladies a Shaman may place on their victim includes a deadly parasitic infestation, that feasts upon the soul. The Shaman is then able to draw upon this curse, using the energy to empower their own efforts. When attacking an infested target, no primal energy will be consumed by abilities that use it.
Boosted effect:
The target is no longer infested immediately. Instead, the affliction is delayed for 4 seconds after casting. -
Effusion
DescriptionSyntax: COMMUNE EFFUSION <target>
Threshold of 1 energy.Drawing upon your own vital energy as a source of power, you can compel the life of another to be altered accordingly. When used upon an ally, the effusion will mend their wounds. Used on any other target, the effusion will overwhelm their body - shattering their courage and leaving them with ringing ears.
Boosted effect:
On an ally, effusion will additionally cure them of a random affliction. Otherwise, it will stun the target and deliver sensitivity instead of ringing ears. -
Spines
DescriptionSyntax: COMMUNE SPINES <target>
Threshold of 1 energy.
Generates 1 energy.The malady of blight is a powerful curse - one that may be condensed into a number of sharp spines and released upon your foe. Infecting your target with a spiritual blight will harm their body with poison when they move to a new location.
Boosted effect:
The target is no longer blighted immediately. Instead, the affliction is delayed for 4 seconds after casting. -
Strangle
DescriptionSyntax: COMMUNE STRANGLE <target>
Threshold of 3 energy.
Consumes 1 energy.You may choke a prone target with barbed vines, causing persistent asphyxiation-based damage until they writhe out of it. Thorns left behind by the boosted Vinelash ability will increase the damage dramatically and induce some bleeding.
Boosted effect:
This will allow your vines to overcome the flame tattoo without being affected. -
Quicken
DescriptionSyntax: COMMUNE QUICKEN <target>
Requires 5 energy.
Consumes 5 energy.Nature will speed your assault, causing the next three Primality abilities used against the specified target to incur their boosted effects and be cast as if at maximum energy. Activating this will consume all your primal energy, and you will not be able to gain primal energy while it is in use.
The defence will fade if you are not in the same room as your target for longer than ten seconds.
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Naturaltide
DescriptionSyntax: COMMUNE NATURALTIDE <ability>
COMMUNE RELEASE <target>Having mastered the forces of nature and the subtle energy that flows throughout the Rhythm, you are now able to tap into this source of power and generate a tide to unleash upon your foe.
First you must store an ability you wish to release. Once you have done so, you can then release it upon a target for one time only, before needing to store an ability again. Released abilities will deal half the damage and bleeding as normal.
The following abilities may be stored within the tide of nature:
Lightning, Vinelash, Scourge, Vitiate, Staticburst, Overload, Spines, and Infest.You may release an ability while off equilibrium, however there is still an equilibrium cost attached in doing so.
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Roleplaying a Shaman
Born from the ashes of the Druids of old, Shamans are awakened seers of Dia'ruis, fervent priests - and often cultists - of life, death, and the ever-turning Cycle. Nature vast and eternal is their domain; they walk amongst the woodlands, sing unto the trees, commune with primordial spirits and bestride the tumultuous line betwixt joyous beginnings and sombre ends that encompasses life in all its forms.
Having toiled for centuries in the hopeless preservation of Dendara, Shamans have found renewal of their own through the birth of Dia'ruis in the Year 504, reaffirming their commitment to the Cycle in the unyielding, deadly savagery that is the wilds.
What is Dia'ruis?
Dia'ruis is a Lirathyar, a - or rather the - Plane of Life, a fledgling plane born from the efforts of Duiran in the Year 504. Its forerunner, Dendara, served as the chief focus of Duiran for countless years as it decayed, overrun and slowly dying by shadow's rapacious consumption. In a daring ritual led by Esyrtesh Sibatti Dur Naya, the Council, aided and abetted by the Hunter and the Underking, wrenched the moon from the sky, allowing Varian, the Celestine, a break from His perpetual duel with the Albedi Eschaton to trim away the healthy parts of Dendara and create a new Plane free of rot and corruption.
Thus was Dia'ruis born, and thus does life go on within this primordial land of unending dawn and eternal dusk. From this font of life come the spirits of all beasts, fauna, and fowl alike, awaiting their birth into the Cycle. At the heart of the plane stands a burgeoning World Tree, its nascent eaves stretching forth into the twilit heavens. It is a wild and untamed place, unmarred by civilisation or the tread of industry; nature in all its glory flourishes therein, from the gentle babbling of freshwater streams to the predators lurking in the dark hunting for prey.
Who are the Guardians?
Amidst the cornucopia of life inhabiting and flourishing within Dia'ruis lurk the Guardians. These primordial beings are among the most ancient of spirits, having inhabited Dendara for thousands of years and existing now within Dia'ruis. In simple terms, the Guardians represent various aspects of the wilds, from the wrathful ire of nature to the nurturing wisdom and defence of the forests.
Each Guardian is immensely powerful in their own right, and while there are more than those listed here, those chiefly known to Sapients are Takaros, a wyvern known as the Fury; Kree-sa, an immense spider known as the Broodmother; Vo'acha, a serpent known as the Shadow; Rhulvok, the bear Warden; Griash, the cougar who goes by the Keeper; and Srahda, a massive raven known as the Seer.
What is the Cycle?
The Cycle, also known as the Rhythm, refers to the cycle of Renewal created by Varian and the three Gods of the Triumvirate (Haern, Dhar, and Lleis) when much of the world was young and life existed as but a fledgling spark in the darkness. At its heart, the Cycle embodies the concept that all things must die so the new may live. It is death that nourishes the Plane of Life, allowing Dia'ruis - formerly Dendara - to continue its inexorable charge of rebirth and revivification. As such, Life and Death are of equal importance to the Cycle; the latter begets the former, and when the two are in balance, nature thrives, recycling the old to make way for the fresh.
How are the powers of the class accessed?
Communing directly with the natural world allows a Shaman to harness primal energy from their surroundings, calling on a variety of destructive and monumental powers to drain life forces, command lightning to strike with wild volatility, and more. Shamanism is a more esoteric and subtle art, derived in part from oaths sworn to the aforementioned Guardians in order to bond with spiritual manifestations of natural fauna.
This is further accentuated by tapping into the spiritual aspects of Dia'ruis in order to create fetishes, masks of bone, and bring down ill omens and doleful premonitions on those who stand against them. Finally, Naturalism taps directly into the woodlands of the world, respect and reverence for the forests begetting a slew of potent abilities while therein, including assent from the woods to establish a grove - a haven of tranquil reflection - and to expand the reach of nature's wild dominion by calling overgrowth to spread beyond the bounds.
Visual style of the class
The wrath of nature is anything but subtle and the Shamanic arts are similarly robust and noticeable. Lightning flies from their quarterstaves; the soughing of trees responds to their woven song of memory; the rattling of fetishes and tumbling bones is ever heard around them, and nature itself comes alive at their earnest command, rustling vines and gathering storms a common sight.
Ritual is an inherent component of the Shamanic way, and their elaborate workings are nothing less than mystifying - and, frequently, terrifying - to an outsider looking upon their invocations, their curses, and their chant of life and death.
Side effects of use
As seers who delve beyond the veil and into the spiritual, a Shaman's grasp on reality can become tenuous and laden with paranoia. Some begin to see omens and portents everywhere; others take to hallucinogenics in order to enhance their far sight, which carry their own side effects.
Working with lightning can leave the hands painfully burned and scarred, and becoming withdrawn, even cynical, about those outside the woods - and especially those outside the Cycle - is very common.
Roleplaying the class
The diversity of Shaman roleplay is matched only by the vastness of nature as a whole. Though at the heart a Shaman is always a guardian of nature, a protector of the wilds, and, in some ways, an extension of the will of Life and Death, two are rarely the same.
Many yet hearken to the bygone days of the Druids and opt for a peaceful life in tune with the forests, content to live as they please. Those who go to the extremes tend to be witches, seers, and fierce warriors, equally at home on the battlefield or in the dark heart of the deep thickets working terrible curses.