The Tidesage of Aetolia

Tidesage of Aetolia class portrait

The Tidesage is Aetolia’s ocean researcher-mage, a Spirit-tethered class from the lost isle of Keltund that wields Wavebreaking (martial sea magic with the selkachoar club), Synthesis (crystalline elemental creation), and Inundation (Keltundian fog manipulation), housed at the Ascendril guild in Enorian.

At a glance
TetherSpirit
CityEnorian
GuildAscendril (Patron: Slyphe, the Dauntless)
Skill setsWavebreaking, Synthesis, Inundation
Mirror classTeradrim (Shadow)
Sister class in guildAscendril
Signature mechanicSelkachoar (shark-tooth club), eldritch apparition, synthesized elementals
Best forPlayers who want a researcher-mage with ocean lore and a martial edge

The Tidesages emerged in Aetolia in 503 MA, when the maddened remnants of an exploratory voyage drifted into the Enorian harbour. They came from Keltund, an isolated isle settled by survivors of the destruction of Kelsys, the underwater Kelysian home that fell to the Almighty Kerrithrim and an elemental vortex centuries earlier.

This is one of Aetolia’s newest classes and one of its strangest in origin. If you want to play a mage whose primary research subject is the ocean itself, who wields a club crafted from shark teeth, and who can summon eldritch fog-apparitions on the battlefield, the Tidesage is the only class with that toolkit.

Origin and lore

The Tidesages’ origins lay in Keltund, founded in the wake of Kelsys’s violent destruction. When the elemental vortex wiped out nearly all Kelysian life, a distant fishing fleet bore witness to the downfall of their underwater home. The shockwave flung the fleet far out into the ocean. The last thing the survivors saw was the gargantuan silhouette of the Almighty Kerrithrim, its miles-high form dominating the horizon as it marched on the mainland.

Assuming the mainland was lost, the survivors regathered and set out for a new home. They found Keltund, a distant island in the eastern ocean, spared the worst of the oceanic chaos but blanketed in a thick, frigid fog. That fog became the foundation of Keltundian folklore and the basis of much later Tidesage magic. The ruling castes fear what lurks within the fog. Native Tidesages are sent out into it as a test of strength.

In 503 MA, the maddened remnants of an exploratory Keltundian voyage drifted into the Enorian harbour. Survivors joined the Ascendril guild as a secondary research arm, becoming the modern Tidesage class. Patron: Slyphe, the Dauntless. Sister class: the Ascendril.

Skill sets

The Tidesage skill sets are Wavebreaking, Synthesis, and Inundation.

Wavebreaking combines ancient Kelysian military arts with classical sailors’ techniques. In combat, the Tidesage wields a selkachoar, a club adorned with the teeth of a defeated shark. Primitive connections to Denan Arloi, the Elemental Plane of Water, support the physical work: disruptive riptides, drowning waves, and natural-current travel become part of the Tidesage’s combat toolkit.

Synthesis allows the Tidesage to harness the latent magic in refined crystals to create a pseudo-sentient elemental of their own making. This is the same crystalline-vibration magic that Mages of old used, and the familiar chiming of those vibrations can be observed in synthesized elementals. The constructs are pseudo-sentient but bound to the Tidesage’s will.

Inundation draws on the eldritch fog surrounding the isle of Keltund. By bending this fog to their own will, Tidesages bring whole regions under its influence and empower themselves in the process. The greatest manifestation of Inundation is the eldritch apparition: a churning storm of nautical horror with gnashing mouths and writhing tentacles.

Skill abilities

Wavebreaking

Synthesis

Inundation

Visual style and identity

Wavebreaking is a boisterous art, derived from grizzled sailors and soldiers, and its combat use draws inspiration from the sea itself: violent, choppy, and fascinating. Despite the subtle magic at the heart of Inundation, its more profound effects are similarly stark. Fully realised, the eldritch apparition is a churning storm of nautical horror, its gnashing mouths and writhing tentacles impossible to ignore.

The visual signature is the selkachoar with its shark-tooth edges, the rolling fog of Inundation, and the chiming crystalline elementals of Synthesis. The class reads salt-stained and a little unhinged.

Side effects of the work

Like most seasoned sailors or lifelong pirates, Tidesages long for the presence of the ocean. Too much time away from the sea incites a deep yearning, profound enough that it can be channeled as a palpable effect in Wavebreaking. The pull is real, mechanical, and constant.

Working with the fog is dangerous and requires a strong will. Careless or reckless manipulation of fog without steel resolve can result in madness. The original Keltundian voyage that arrived in Enorian in 503 MA was, by every account, a ship of mad survivors. The fog does that to people.

Who plays this class

The Tidesage suits players who want a researcher-mage with strong martial flavor and unusual lore. The roleplay frame is curious, bold, and tuned to the ocean. Tidesages can be played as mage, researcher, scholar, or scientist, and the class blends all four. What unifies them is a shared love and respect for the ocean and a fascination for unraveling its mysteries.

Mechanically, the class rewards players who like hybrid martial-magic combat with a heavy summons component. Wavebreaking gives the Tidesage real melee presence through the selkachoar. Inundation’s eldritch apparition and Synthesis’s crystalline elementals give the class strong battlefield-control options.

If you want a Light-aligned mage with a unique cultural origin and an ocean-themed combat kit, the Tidesage is the only class that fits.

City and guild

The Tidesages joined the Ascendril guild in 503 MA and operate from Enorian, the Hammer of Dawn. Patron: Slyphe, the Dauntless. The guild houses both the Ascendril class and the Tidesage class, with the Archmage Eliadon leading both. Tidesages bring oceanic research and a martial edge that complements the Ascendril’s classical four-element work.

Joining the Tidesage ranks means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play a Tidesage of any Aetolia race.

The Tidesage mirror is the Teradrim, Bloodloch’s earth warband. Both are elemental warrior-mages built around a single elemental plane: Water for the Tidesage, Earth for the Teradrim. Tidesages bend fog and tide. Teradrim raise stone golems and sand wastes. Same combat chassis, opposite element.

Frequently asked questions

Yes. The hybrid martial-magic kit makes Tidesages more forgiving than pure mages in early combat, and the Ascendril guild offers strong mentorship for both classes. Wavebreaking’s selkachoar work means a new Tidesage has clear melee tools while learning the magical depth of Synthesis and Inundation.

A selkachoar is the Tidesage’s signature weapon: a club adorned with the teeth of a shark the Tidesage personally defeated. Each selkachoar is unique, personal, and considered taboo to lend or to take from another Tidesage. New selkachoars are crafted as conquest trophies and serve as both ceremonial object and combat implement.

Tidesage magic draws on three sources. Wavebreaking taps Denan Arloi, the Elemental Plane of Water. Inundation manipulates the eldritch fog native to Keltund. Synthesis uses crystalline vibration magic descended from the old Magi. The blend is distinct from classical Ascendril Elemancy.

Other classes to consider

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

Ascendril

The sister class in the Ascendril guild. Elemancy, Arcanism, Thaumaturgy. Pick Ascendril if you want the same guild and Patron but prefer classical four-element channeling and fulcrum work to the Tidesage’s ocean-and-fog research focus.

Teradrim

The Shadow mirror. Terramancy, Animation, Desiccation. Pick Teradrim if you want the same elemental-warrior chassis but prefer Bloodloch’s earth-and-stone work to the Tidesage’s water-and-fog kit.

Shaman

Duiran’s nature priest class. Primality, Shamanism, Naturalism. Pick Shaman if you want a Spirit-aligned mage with a different nature-bound focus, swapping the ocean for the Heartwood and the selkachoar for the quarterstaff.

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