Shamans are spiritual leaders of rural and nomadic peoples that are relied on for their knowledge. While lizardmen shamans in ages past are described as making pacts, the key responsibilities of a shaman seem to be related to knowledge and decision-making.
Shamans
- In the early days of pactmaking, the lizardman shamans bumbled through dealings with elemental beings in an ad hoc manner. Thirteen lizardman shamans were bound to cry out for a year and a day to summon a being of soot and ash.
- The Paionian centaurs’ shaman Knoss uses astrology tomes to conduct moonlit ceremonies that change from solemn to raucous as soon as the first flagon wine is poured.
- The goblins of the Mountain Woods all listen to a powerful (or mad) shaman whose mistletoe-shrouded oak grows far above the rest and has somehow survived multiple lightning strikes (11.01).
- The shamans of the corn farmers venture into the gulch (04.30) to consult with their mysterious god – the galeb duhr (03.29). They use flour milled from human wisdom teeth to enable them to navigate the gulch.
- Kuo-toa shamans inhale small parts of their elemental god, burning their lungs to receive strange visions and breath-related powers (44.19).
- The Bloodworts, a goblin clan, are led by a shaman named Fughol the Ageless, who has eaten so much corpse acorn pemmican that he is becoming undead. He has lived more than twice as long as any known goblin and no longer requires food or drink, but his grip on reality is weakening (11.11).
- The Dogtur people change camp according to the instructions of their shamans, so as to avoid an evil curse.
- The nomads on Mount Scorshia harvest human fingers because their shamans teach them that this wards off the destruction of the world (02.04).