This is an advanced background. These advanced backgrounds are a tool for giving some added flavor, flexibility, and power to a normal background. These are meant to provide deeper immersion into the setting as well. Unlike regular backgrounds, advanced backgrounds allow characters to advance in their chosen background as they also advance in their class. It’s suggested that if one character uses advanced backgrounds, all should. This helps maintain both a roleplaying and a power balance between all the characters in the party.
The major kingdoms of Etharis are far from the only bastions of culture to stand against the current darkness. From the frozen north to the Gulf of Lions, numerous tribes have chosen to keep to their traditional lifestyle, living in harmony with the spirits of the wild. Where hunting and gathering aren’t sufficient to support their population, many have turned to raiding the more “civilized” regions. This has garnered the tribes a reputation as barbarians and savages, but this ignores a rich history and a deep, abiding respect for nature. Clan members are generally more at home traveling through the wilds than their urban counterparts. Their close ties with nature and the spirits of the wild also gives them a unique perspective on many problems, and they are less quick to condemn things they are unfamiliar with. Those that leave the tribe often make good guides, trackers, and mercenaries
You are responsible for the spiritual well being of the tribe and its members. Depending on the nature of your tribe’s belief system you may serve to commune with the spirits of the wild, with departed ancestors, or merely act as a faith healer and dealer in superstition. All shamans possess certain common characteristics, including insight into something greater than themselves, knowledge of the various rituals and ceremonies of their people, and deep ties to the natural world.
Rank 1 – Dabbler
You have begun your training under the shaman of your tribe. Your initial tasks involve gathering ingredients and learning the various rituals passed down by your master. Much of this lore is accompanied by myths and fables to aid in their retention.
Holdings
- Lodging with your master on the outskirts of your clan.
- A complicated formula for a spirit amulet, requiring a number of rare ingredients.
Progression
Promotion by your master.
Rank 2 – Hedge Witch
Clan members now come to you for advice on minor matters. Your master remains in charge of the major rituals and ceremonies, but you are granted the authority to dole out minor blessings on an individual basis. Part of your duties also includes the telling of cautionary tales to the younger members of the tribe.
Holdings
- A small hut set on the outskirts of your clan, near your master’s dwelling.
- A following within the tribe’s youth who are willing to aid you in minor matters.
Progression
Be selected as shaman for a new camp or inherit your master’s position after their death or retirement
Rank 3 – Witch Doctor
You have taken over the majority of the rituals and ceremonies of the tribe. People come to you for advice with their problems, both physical and spiritual, and you are treated with deference for your position.
Holdings
- Respect and deference from the majority of your tribe, which occasionally manifests itself as gifts and offerings.
- A large hut, well stocked with the various tools of your trade.
- The secret herbs and chants required to complete a vision quest.
Progression
Successfully guide an important decision by consulting the spirits for a chieftain.
Rank 4 – Sage
You are considered the voice of the spirits and repository of your tribe’s oral history. Even those from outside your tribe have heard of you and seek you out from far and wide. You are invited to preside over all cultural ceremonies and direct the tribe in matters of spirituality. This includes advising the chieftain on nearly all important decisions.
Holdings
- High ranking tribe members and chieftains put great value on your advice and consult with you before important decisions.
- Apprentices and pupils that carry out the majority of the mundane tasks associated with your position.
- The ability to designate holy or forbidden sites and limit tribal access to those areas
- Skill Proficiencies: Religion, Choose one from Athletics, History, Nature, Perception, or Survival.
- Tool Proficiencies: Choose one tool proficiency.
- Languages: Choose one standard language.
- Equipment: Basic clothing, a basket, a hatchet, 10gp, a totem representing a spirit important to your clan, a clay jug, and a tinderbox.
Upon spending one hour petitioning the spirits and succeeding on a DC 10 Intelligence (Religion) check, you may commune with the patron spirits of your tribe. These spirits may be departed ancestors or spirits of the wild itself. Should the spirits deign to respond, you may ask them for guidance on a single decision or course of action. The spirits do not offer any concrete information about the future, but do indicate their approval or disapproval of the relevant action.
Suggested Characteristics
None.
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