Dawn of Chaos: Before the Flood

fallen · Healer · Chain

Shaman

The keeper of the covenant with death. Healer in chain.

Shaman of the fallen

“We have made a covenant with death, and with the grave we are at agreement.”

The calling

In the groves outside the gilded city, where carved poles stand among the trees and offerings rot on stone tables, the Shamans keep their bargains. They do not pray. They negotiate. Something old and hungry lives behind the masks of the grove-gods, and it will give a man back his life, a little at a time, so long as someone pays.

A Shaman's healing does not come in a single bright flash. It seeps. It knits torn flesh slowly, one thread after another, and every thread holds. Their wounded rise from the ground with a grey look in their eyes and a cold in their bones that takes days to leave, but they rise. And when death itself reaches out for one of the Shaman's companions, the Shaman has a bargain for that too, and death goes away hungry. For now.

The Shamans wear chain and carry a spear and a shield, and they are not afraid of anything that walks, because they have already looked into the face of what does not. The price is always paid somewhere. They simply make sure, most days, that it is paid by someone else.

In battle

You heal by layering. Every mending you cast leaves another behind it that keeps working after you have moved on, and they stack, so a long fight only makes your companions harder to kill. You spend less power than any other healer, and you have more ways than any of them to cheat death: for a single friend, or for the first of your whole company who would fall. Between heals you drain the enemy's life into your own, and rot and bitter winds eat at the ranks of your foes.

The fastest healer answers the first wound. The Shaman is still answering when the long fight finally ends.

Strengths

  • Healing that lasts. Your lingering heals stack on one another, and each makes your other healing on that ally stronger.
  • The most ways to cheat death of any healer, for one ally or for your whole company.
  • The cheapest healing in the world. In a long fight, the Shaman's well of power runs dry last.
  • Roots that hold and a way to escape, for the moments when the bargain goes badly.
  • Resists holy power, an innate shield that grows with every level.

Weaknesses

  • Slower bursts. When a friend takes a sudden, terrible blow, an Intercessor or a Cleric answers faster.
  • Little damage. The Shaman's drains and rot are a nuisance to the enemy, never its doom.
  • Rewards planning. Your heals work best laid down before the wounds come, which asks you to read the fight ahead.

Gifts of the calling

Covenant with Deathfrom the first day
every lingering heal you keep on an ally makes your other healing on them stronger. You also resist holy power.
Knit Flesh
a quick mending, half at once and half over the next few breaths.
Blood Price
a deep healing for terrible wounds that keeps working after it lands.
Lifeblood
the cheapest heal you have, mending at once and then again and again, stacking with all the rest.
Leech
drain an enemy's life and take part of it for your own.
Drag Back
drag a fallen friend back to life.
Shared Blood
heal every companion near you, at once and over time.
Rot
a slow decay that eats at one enemy and leaves it open to fire and cold.
Bone Wind
a bitter wind that chills an enemy and everything near it and dulls their skills.
Death's Bargain
for half a minute, the first of your companions who would die is left alive instead.

The attributes you need

AttributeWhat it does
WisdomMainEvery healing grows stronger, your well of power runs deeper, and you gain a little resistance against all eight kinds of harm.
StaminaMore health. A healer who falls heals no one.
AgilityTogether with your Defense skill, a better chance to dodge the blow that slips past your defenders.

Choose the Shaman if

You like to be the patient one, the one with a plan, the one who never runs dry. You want your companions to feel that death simply cannot find them while you are near. But remember that every covenant has two sides, and the other party always comes to collect. In the gilded city they whisper that the only bargain that cannot be broken is the one you never make. Yet even a covenant with death can be torn up, and some Shamans have walked out of the grove toward the hills.

The gate is not yet open

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