The Runecarvers of Aetolia
While the ways of the Shaman espouse a deep and unparalleled reverence for life, nature, as always, strives for a balance, an opposite, and it is through this duality that the Shaman's twin - the Runecarver - exists. Commanding Runecarving, Sporulation, and Malediction, these priests of death instill terrible curses and cultivate rapacious fungi, drawing on the dark heart of nature to espouse the ways of rot, decay, and the inevitable end of all that lives.
Runecarver Skills
By tapping into the stray energies generated by the grand process of life and death known as the Cycle, a Runecarver is capable of enacting ritual curses and maladious hexes to plague their foes. Originally regarded as a Jalajan practice, it was adapted for Sapient use during the year 508 MA.
Unlike wasteful displays of arcane power or sorcerous fury, wielders of Malediction exert subtle influence over the body, mind, and fate of their victims to all but guarantee their own victory. A Runecarver manifests these ominous jinxes through reserved physical gestures, alongside guttural chants or sacred invocations.
Though these curses are formidable on their own, Runecarvers are known to forge pacts with Dia'ruian spirits to imbue a curse with a sliver of unfathomable power. Such gifts come with a price, however, for life and blood are the currency of these cosmic beings, and they will extract their due from the very flesh of a devoted ritualist without a second thought.
Ascendance is not only confined to corporeal prowess, however, but represents a greater bond with Rewh'va, the Plane of Spirit. Temporary bodies are a mere shell for the Akkari's ascended consciousness, the profound empathy with Spirit granting a variety of miraculous feats unknown to lesser mortality. The mission of the light is never ending, and so it must be with the Akkari; even in death, Ascendants shed their physical forms and manifest as raw, ascended conscious, calling upon the light to grant them a new body, that they may fight on eternal.
Malediction
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Meridian
DescriptionSyntax: CHANNELS
STRADDLE LINEA Runecarver treads the brink between Life and Death, utilising the stray energy left behind in this fundamental Cycle to empower their acts of ritual magic.
Once you have embraced your awareness of its delicate forces, you will be able to make repeated use of hexes. There is no cost to keeping it active and you may divest yourself of your awareness of mortality's delicate inner workings at any time.
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Maledict
DescriptionSyntax: HEX MALEDICT <target>
HEX MALEDICT ICEWALL [<direction>]Craft a minor curse from your rancor and ill will to strike your foe. The force of this curse can also melt an icewall obstructing a path.
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Numb
DescriptionSyntax: HEX NUMB <target>
Cast a minor hex of numbing cold, chilling your target one stage.
If you form a pact with the spirits, this ability will freeze them for two levels if they weren't shivering to begin with.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
See easily through the shadows that surround you.
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Stalk
DescriptionSyntax: HEX STALK <ON|OFF>
Call upon Kree-sa, the Broodmother to mask your movements. Whenever you attempt to move through a room covered in darkness, your movement will be completely concealed. Lifevision may spot this attempt, but heatvision cannot.
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Imperil
DescriptionSyntax: HEX IMPERIL <target>
Slice through any magical shield surrounding your target with this curse of vulnerability and peril.
If you form a pact with the spirits, there is no equilibrium cost for this ability if it is successful. Should you fail, you will still be held to the terms of your pact as well as pay the equilibrium cost.
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Enervate
DescriptionSyntax: HEX ENERVATE <target>
The curse of enervation smothers the vitality of your foe, consuming their good health and physical form alike. When enervating your opponent, first you will cause clumsiness. If already clumsy, you will cause weariness. If already weary and clumsy, they will be struck with lethargy. In all cases, the enervation will cause moderate magical damage.
If all three afflictions are present, you will steal away their focus balance and cause paresis.
If you form a pact with the spirits, your curse will cause two afflictions in order instead of one. If paresis is delivered in this way, no focus knock will be applied.
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Myconid
DescriptionSyntax: HEX MYCONID
CALL MYCONIDSummon a myconid, a strange fungal monstrosity native to Albedos. This creature can be ordered to attack your enemies, and will periodically cause cold damage and one level of freezing to your target.
If your victim is fully frozen when the myconid strikes, they will be stunned and afflicted with nyctophobia.
Please see HELP LOYALTY for the commands you can order it to do.
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Jinx
DescriptionSyntax: HEX JINX <target>
Maledictive curses are capable of instilling illnesses of the body and mind, causing both to waste away beneath your wrath. When jinxed, your victim will suffer immediately from one of the following afflictions that they don't already have: dizziness, nyctophobia, confusion, dementia.
If all four afflictions are present on the target, they will instead be struck with a significant mana drain and faintness.
If you form a pact with the spirits, the jinx will relapse once more five seconds later but with no damage. If your intended victim leaves the room in this time, however, you will be jinxed instead to keep balance between the forces you control.
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Spiritpact
DescriptionSyntax: SPIRITPACT <spell> <target>
Spiritpact is used as a replacement for the normal HEX command.
e.g. SPIRITPACT ENERVATE <target>Empower your curses by forming pacts with the Dia'ruian Guardians. With every successive cast of spiritpact to empower a curse, the risks and rewards increase. For now, you may call upon their aid twice, and not again until the previous pacts are fulfilled.
A pact will be fulfilled after 20 seconds, and will cost a small portion of your health when it occurs. The more afflictions you have when the time comes, the more the health it will be.
Possessing the weariness affliction will make it impossible to forge a spiritpact.
Lastly, whenever you manage to kill another adventurer, a pact will be immediately fulfilled.
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Despair
DescriptionSyntax: HEX DESPAIR <target>
Hex your victim with an ominous curse of despair, giving them an 80% chance to become burdened with phobias any time they focus (see AB SURVIVAL FOCUSING).
The phobias this can afflict with are:
Nyctophobia, agoraphobia, loneliness, vertigo, and claustrophobia.If standing in darkness, nyctophobia is always the first phobia to appear, otherwise it is random.
Attempting to cure despair while you have the courage defence will cause your courage to be stripped. Unlike other afflictions, despair will not be cured until you recover salve balance after applying epidermal.
If you form a pact with the spirits, this may be performed free of any equilibrium cost.
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Revile
DescriptionSyntax: HEX REVILE <target>
Send a malignant curse of rot to infiltrate your victim, feeding on the hexes you call down upon them. At first, the rot is benign, and has no meaningful effect. However, the rot will grow over time, and its effects too will increase. The rot may grow four times after the first stage.
1) No effect.
2) Their spirit gradually atrophies, causing escalating shadow damage.
3) Their body ceases to generate warmth - preventing random curing of shivering.
4) Their flesh withers under the rot, periodically causing hopelessness.
5) Their body falters - the recovery time from poultices is doubled.This curse may be cured by consuming panacea. If standing outside of the presence of a morass, two stacks will be cured instead of one.
If you form a pact with the spirits, you will deliver two stacks of the curse immediately.
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Obeisance
DescriptionSyntax: HEX OBEISANCE
Fulfil your pact with an offering of flesh and blood, costing you a moderate amount of health and releasing you from one of your pacts.
You may then continue to use the ability even while it is on cooldown, however the repayment will cost 50% more health and will cost equilibrium to perform.
Using the ability while on cooldown will refresh the cooldown timer.
Cooldown: 10 seconds
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Implement
DescriptionSyntax: HEX CREATE FOCUS
EMBED SPHERE IN <weapon>Extract a spore from the compost heap in Duiran that will serve to heighten the powers of your cursecraft. The spore must be used to anoint either a staff, a shortsword, or a crozier.
Should you be wielding an anointed object, you will be able to channel your primal magic with greater ease. Your spells will no longer require both hands, only a single hand. Additionally, parrying an attack will charge your implement with magical force, restoring a portion of your mana instantly.
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Rancour
DescriptionSyntax: HEX RANCOUR <ON|OFF>
The art of Malediction does not cleave to the traditional rigidity of structured spellcasting schools such as Elemancy or Sciomancy and thus allows for improvisation and additional reagents to supplement its power. By channeling raw spite and rancour, you can gather inimical spirits to aid each strike, render your curses nigh irresistable by changing their damage type to spirit. This will cause your attacks to do less overall damage and comes at a slight willpower drain.
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Renewal
DescriptionSyntax: HEX RENEWAL
Call upon the force of Renewal to draw two random maladies from your body. Should you be suffering from paralysis or paresis, Renewal will always cure that first, and only that.
Cooldown: 20 seconds
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Mystify
DescriptionSyntax: HEX MYSTIFY <target>
If your target lacks courage, you can mystify them with a terrible curse that distracts them with visions of the void.
This will give them the voidgaze affliction, and will immediately trigger its passive effect. This will trigger even if the opponent already has the voidgaze affliction.
See AFFLICT VOIDGAZE for information on its effects.
If you form a pact with the spirits, your mystify will shatter their heightened sense of courage first before applying it effects.
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Imitate
DescriptionSyntax: HEX IMITATE <target>
Order your myconid to change its form into a fungal representation of your chosen target. Should the myconid take any damage or attempt to attack someone, this effect will become undone. Can only be done on targets in the room.
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Preymark
DescriptionSyntax: HEX PREYMARK <target>
Mark your foe as prey, causing elixirs to lose some of their potency, reducing the amount healed to health or mana this way by 20%. The strength of the curse's mark is dependent on how low your victim's mana is - the preymark will never last for fewer than two sips, and no more than five. There is a short channel associated with performing this ability.
If you form a pact with the spirits, your preymark is applied instantly, and for slightly less equilibrium.
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Malady
DescriptionSyntax: HEX MALADY <target>
Curse your foe with wasting maladies, causing vomiting and haemophilia. If they have the dementia affliction, then the malady will drive them mad, curing it and causing hallucinations in its place.
If you form a pact with the spirits, this ability is much quicker to use.
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Preserve
DescriptionSyntax: HEX PRESERVE
Surround yourself in a protective aura, reducing your damage taken from the elements, and significantly reducing your damage taken from shadow.
Those preserved by the Warden can forge four pacts at once.
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Woe
DescriptionSyntax: HEX WOE <target>
Call down woe and tribulation upon your foe, subjecting them to the hardships of hunted prey. While suffering this curse, afflictions delivered from Jinx will be masked, and afflictions from Revile cannot be cured.
For each curable affliction plaguing your foe, the woeful curse will last for an extra 2 seconds. Only one rot affliction will increase the timer, others won't count. A victim suffering from nyctophobia will add a bonus 4 seconds.
If you form a pact with the spirits, your woeful hex also delivers nyctophobia, and for slightly less equilibrium.
Cooldown: 30 seconds
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Assuage
DescriptionSyntax: HEX ASSUAGE <ON|OFF>
Your myconid hungers for the fallen, as befits the Cycle. Should anything die in the same location as your myconid while it is with you, the fungal creature will immediately devour the corpse and restore some willpower to you. An adventurer's corpse will restore a lot more willpower than a denizen's.
There is a small cooldown on this effect occuring, with the length of time dependant on the type of corpse.
Cooldown (denizen): 5 seconds
Cooldown (adventurer): 15 seconds -
Vilipend
DescriptionSyntax: HEX VILIPEND <target>
Manifest your rancor and disdain as a biting curse that periodically saps your foe's mana.
The degrading hex will persist for a short time, but will vanish if your victim leaves your sight.
If you form a pact with the spirits, your curse will persist indefinitely in your presence.
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Nourish
DescriptionSyntax: HEX NOURISH
In exchange for a significant portion of your physical and mental energy, you may beseech the Guardians to release you from all of your spiritpacts. Be warned that this action will halve your health and mana to perform.
This does not require nor use balance and equilibrium to use.
Cooldown: 20 minutes
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Anathemise
DescriptionSyntax: HEX ANATHEMISE <target>
Should your victim be afflicted with maladies caused by hexes, you can leverage their weakness to secure victory over them. This hex does nothing on its own, but can have any or all of the following effects depending on what they are afflicted by:
Haemophilia: Causes significant bleeding.
Nyctophobia: Causes significant health and mana damage.
Dizziness: Causes dementia.
Weariness: Causes crippled.If you form a pact with the spirits, one of these missing conditional afflictions will be applied at random before the curse completes.
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Spite
DescriptionSyntax: HEX SPITE
This ability will call upon the spirits to recognise an oath of spite. Then, when you deal damage and are standing in the location you last died within, your damage will be boosted by fulfillment of your word.
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Mortis
DescriptionSyntax: HEX MORTIS <target>
Drawing upon your mastered link to the forces of Life and Death, you may call forth a killing curse that will annihilate your foe where they stand.
In order to begin your spell, your victim must either be suffering from nyctophobia and prone, and will require your complete concentration to complete.
Should your attempt be successful without interruption, your victim will be utterly obliterated, and any spiritual pacts you have formed will be immediately fulfilled.
If you form a pact with the spirits, your attempt will be quickened, and more importantly, no force may disrupt it other than your opponent leaving your presence. If this attempt fails, however, your health and mana will be shattered in half to appease the spirits.
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Roleplaying a Runecarver
Identified by their symbiotic blend of far flung mysticism and Sapient shamanism, Runecarvers serve as fervent priests of life and death. Like unto a Shaman, these sagacious ritualists claim the wild places as their home, communing with primordial spirits and upholding the natural order that is the ever-turning Cycle. Runecarvers are at home in the dark corners of nature's heart, for their power comes from the less than savoury aspects of the wild world. Mortality, decay, and rot are their domains, for without Death, there can be no Life.
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 Esrytesh 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 brief reprieve 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, Runecarvers uphold a unique relationship with some foreign to Sapience yet native to Dia'ruis all the same. Beyond their pacts forged with the six chiefly known by the realm, they also call upon Nivios, a bloodthirsty icewyrm known as the Unslaked; Asheira, a colossal phoenix known as the Wildfire; Taulrik, an ever-enduring haatun known as the Wanderer; Lopaia, a clever jackal known as the Scavenger; Aelwen, a graceful deer spirit known as the Witness; Fornax, a cantankerous basilisk known as the Sentinel; K'y'lee'nn, an ancient Guardian associated with redwood trees; and Z'krell the Festering, a Guardian linked to rot, decay, fungi, and the mysterious myconids of Albedos.
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?
By attuning themselves to the subtle turn of the Cycle, a Runecarver is capable of utilising stray energies of both life and death to ensure that not a single shred of Dia'ruian essence goes to waste. An accomplished practitioner of Malediction influences their victims with the help of this power, allowing them to weave terrible curses that plague their foes with illness and insanity. To further empower these dreaded hexes, pacts can be formed with individual Dia'ruian guardians closely associated with the ritual in question.
Sporulation's foundations were established within Duirani society during the destruction of the temple of Ati and improved upon by the guidance of Jalajan mysticism, allowing a Runecarver to cultivate a morass of living spores that serves as a focal point for fungal shamanism. All members of the class are capable of coaxing growth via control of the natural elements, allowing them to provide the proper amount of heat, moisture, and darkness to ensure life flourishes within these teeming clouds. This practice is entirely divorced from more arcane studies similar to Elemancy or Sciomancy, working purely on instinct and ensuring elemental equilibrium is given the highest priority as per the mandate of Dia'ruis.
Safeguarded by disparate circles like the Karnagh and dedicated hunters such as Runecarver Rhydderch, runic magic rounds out a Runecarver's arsenal in their quest to protect the sanctity of the wilds. By drawing power from one's surroundings to enliven primitive symbols known as 'runes', one can call upon utilitarian magic such as illusions, protective shields, and obscuring fog. Magic of this nature is, like Sporulation, entirely different from the practices of civilised sorcery, its roots dating back centuries upon centuries to the times of the tribal Ithmia.
Visual style of the class
Runecarvers are not prone to grand displays of arcane power. As wielders of a form of shamanism closely associated with life and death, much of their abilities are represented by more subtle energies or visible signs of unease by their victims. They adhere to ritual motions and ancient invocations, redirect ambient elemental energies, and carve mystic script to evoke primordial magic.
The dark parts of nature, those things just as vital to its workings as ones of beauty, heed their call, fungi and foetid rot manifesting at their command. Ritual tension and primal fear clutch the air wheresoever they walk, the attention of ancient spirits forever a mere sacrifice away. A Runecarver is an envoy of life and death, growth and regrowth, of nature's inevitable finality and beautiful inevitability, and thus often garb themselves in ceremonial raiments, pelts, and other ritual garb.
Side effects of use
As one who sees the subtle workings of life and death, a Runecarver is oft prone to visions and instinctual living. The constant monitoring of the Cycle necessary to work Malediction draws someone closer to the Rhythm and the natural simplicity of living moment to moment. Associated as they are with foul omen and bad luck, some become more superstitious and perceptive of things that could be interpreted by a method of divination as time goes on. A Runecarver's magic is one of primal ritual and spiritual communion, which often carries into their daily life when they beseech guidance from the spirits and carry out elaborate displays of reverence.
A close association with fungi means that a Runecarver is no stranger to the wild places of the world. Many Runecarvers often indulge in hallucinogenic mushrooms cultivated by their own magics, especially initiates attempting to increase their understanding of Sporulation as a practice. Some elder Runecarvers will even develop fungal growths upon their own body - especially those of the Arborean race, whose outer layer of bark provides the perfect place to grow in colonies of varying size.
Myconids
Myconids are mysterious fungal beings native to Albedos and are closely related to Z'krell the Festering. In their home environments, they often kill and eat Albedi adventurers and thus assimilate parts of a decomposed traveller's appearance. When customising your myconid, you can reflect this curiosity by exhibiting vague features of races common to the continent.
Roleplaying the class
A Runecarver's roleplay possibilities are as boundless as Dia'ruis, based on the way an individual wishes to express their interest in its arts. Some are terrible witches, cursing their foes and wishing ill will upon those that cross them, while others act as wise shamans attuned to the cosmic forces of life and death. Others will profess a deep affinity for regrowth and nature itself, represented in the way they tend wild colonies of mushrooms or expand the reach of their morass. As one aligned with higher forces, a Runecarver could serve as a seer or bonecaster, enacting the will of immensely powerful spirits.
Many traditional Runecarvers are marked by their professed support of the Cycle, championing the natural order as ordained by Varian, Haern, Dhar, and Lleis. Attuned to life and death as they are, a Runecarver is likely to view death in a very different way than most people in Sapience. Instead of something to be feared, a Runecarver finds joy and inevitability in the end of a life, for Death nourishes Dia'ruis and begets yet more Life as per the eternal course of the Cycle.