The Earthcallers of Aetolia
Bolstering the ranks of the Teradrim are the Earthcallers, a caste of warrior priests whose order originated in the great city of Azvosh Rakar. Combining mastery over bone to enact Subjugation along with Tectonic expertise to wield lava and stone in battle, a deep reverence for the Earth underpins the lust for battle and thirst for war.
The holy verses of the Earthen known as the Apocalyptia complete the Earthcaller's arsenal, allowing them to propagate the fervour of their faith through the immortal Earthen Dirge.
Earthcaller Skills
Bone carries with it power; power from a life previously lived and subsequently ended, and memories embedded in the minerals that they are made from. The mighty Earthcaller exerts its dominance via a mastery of bone in the form of Ossomancy, and complements this powerful art with an array of brutalising techniques brought forth by shield and crozier - this harrowing combination is Subjugation, that which in the past has enabled the imprisonment of the Sorcerer-Kings through blood and bone.
Earthcallers draw upon the bones of long-slain corpses cradled within the earth's embrace, bending, breaking, and manipulating them to carry out their malevolent whims and desires. This, in conjunction with their gruesome physical force, has left many an opponent naught but piles of boneless flesh in an Earthcaller's wake.
Subjugation
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Count
DescriptionSyntax: OSSO COUNT
An Ossomancer can observe the power of their collected bones and the assaults they carry out with them with but a glance.
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Ossomancy
DescriptionSyntax: OSSO DRAW and OSSO RELEASE
OSSO CEASE <power>This ability will allow you to call forth fragments of bone from the very earth itself, drawing upon the remains of all who have been wrapped in its embrace.
Should you be utilising these bones for an ongoing power, you may cease its use.
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Swarm
DescriptionSyntax: OSSO SWARM
Fragment cost: 300Manipulate your collection into a swarm of fragments that engulf your immediate area, preventing anyone outside it from glancing in. This will drain your collection of fragments over time.
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Anointing
DescriptionSyntax: ANOINT RUNE OF <rune>
This ability will allow you to anoint your face with the Earthen runes of power to boost your abilities. The runes and inks required are:
- Geor: 1 goldink, 1 redink.
- Meath: 1 goldink, 1 yellowink.
- Ragh: 1 goldink, 1 purpleink.
- Baen: 1 goldink, 1 greenink.
- Zhop: 1 goldink, 1 blueink.These runes will imbue different bonuses, however you can only have one at a time. The bonuses are:
- Geor: Reduces impurity gained for Tectonics by 15%.
- Meath: Apocalyptia Revelation will act like an eye sigil.
- Ragh: When below 25% health, you will resist attacks by 10%.
- Baen: Provides a small bonus to endurance regeneration.
- Zhop: Provides a small bonus to willpower regeneration.To replace an old rune, simply anoint the new one you'd like.
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Dust
DescriptionSyntax: OSSO DUST <target>
Fragment cost: 150By shredding slivers of bone into fine dust and applying friction, you may cause an explosion around your target, setting them ablaze and causing any applied poultices to have a chance to fail for a short time.
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Ribcage
DescriptionSyntax: OSSO RIBCAGE [target]
Fragment cost: 100This ability will allow you to form a ribcage of hardened bone around whomever you choose. If you do not specify anyone, then you will raise the ribcage around yourself.
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Visage
DescriptionSyntax: OSSO VISAGE <target>
Fragment cost: 100Amass your bone fragments into a terrifying visage that will strike fear into the heart of your target. Should your opponent have a loose grip upon their weapons, they will drop them.
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Resorption
DescriptionSyntax: OSSO RESORPTION
Though a painful process, you may shave fragments of bone from your own skeleton to suffuse your accumulated mass. You may use this ability even when you have drawn no bones.
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Scatter
DescriptionSyntax: OSSO SCATTER
Fragment cost: 100At a constant drain to your assembled fragments, they will begin to alert you to the movements of your enemies in the local area. You will also get a status report each time you move into a new location.
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Hoard
DescriptionSyntax: OSSO HOARD
Hoard your fragments that remain, ceasing any currently active abilities they may be performing.
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Ossification
DescriptionSyntax: OSSO OSSIFICATION
Fragment cost: 10% of maximumYou may recall some of your accumulated bone fragments into your body, replenishing some of your health by means of ossification.
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Glean
DescriptionSyntax: OSSO GLEAN <target>
Fragment cost: 5You may attune your fragments to the resonance of an opponent's own bones to decipher the whereabouts of your target, regardless of where they might be. You will glean their location, health and mana levels, and the presence of any who many be with them.
Should your target be in the same room as you, then this ability will not cost equilibrium.
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Ossicle
DescriptionSyntax: OSSO OSSICLE
Launch a sliver of bone skyward to act as a beacon attuned to mental wavelengths, allowing you to decipher the tells that players in the room with you receive.
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Lurch
DescriptionSyntax: OSSO LURCH [target]
Fragment cost: 35This ability will allow you to violently pull upon the skeletons of those around you, causing them to lurch towards you. If you choose a specific target, then you will only pull that person in.
This ability will strip the rebounding defence if it is successful in moving the target, but only if it is targeted on a single opponent.
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Incisor
DescriptionSyntax: OSSO INCISOR <target>
Fragment cost: 35Congeal your fragments into an enormous incisor to assault your opponent's defences, stripping one. This ability will always strip rebounding first if they have it, otherwise it will strip a random defence.
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Clamour
DescriptionSyntax: OSSO CLAMOUR
Fragment cost: 15Clamour your bone fragments together to create a resonance that will reveal to you a list of all chaos entities currently on the Prime Material Plane.
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Puncture
DescriptionSyntax: OSSO PUNCTURE
Fragment cost: 15Send your fragments to puncture through any and all chaos entities in the room; they will try to resist, but if they fail, they will flee in fear.
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Spur
DescriptionSyntax: OSSO SPUR [target] <affliction>
Fragment cost: 25You may cause spurs of bone to periodically form from your opponent's skull, debilitating their mind in a myriad of ways as their brain is punctured at your command. While this does require your balance and equilibrium, it consumes neither. However, due to the focus required on this scale, you will need to wait a short while before using it again.
You may choose from the following afflictions:
Anorexia, stupidity, impatience, vertigo, ringing ears, self pity, mania, or migraine.If your fragments are in the process of infiltrating an opponent, then the next time they passively take effect it will use the spur affliction chosen and will mask it. There is no recovery time if it is used in this method.
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Disperse
DescriptionSyntax: OSSO DISPERSE
Fragment cost: 100You may disperse fragments of bone throughout the local area to assess that which is around you; you will discern all within the area, their location, and their current health and mana levels.
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Oracle
DescriptionSyntax: OSSO ORACLE <target>
Fragment cost: 25You may attune your fragments to your opponent's skeleton to create a resonance between it and you, revealing their steps within the local area. This will slowly drain your fragments of bone over time.
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Bleach
DescriptionSyntax: OSSO BLEACH <target>
Fragment cost: 30You may draw forth the nutrients from your opponent's bones, weakening them and diminishing their mental capacity. If they possess the accursed affliction, then the amount is increased.
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Contemplation
DescriptionSyntax: CONTEMPLATE <target>
Contemplate your opponent's mental state and discover their mana levels. -
Infiltrate
DescriptionSyntax: OSSO INFILTRATE <target>
Fragment cost: 75You may turn your fragments of bone into a fine dust that infiltrates your opponent's body and bloodstream to wreak havoc from within. The chosen affliction will be masked from your target's view.
A list of possible afflictions:
Anorexia, stupidity, impatience, vertigo, ringing ears, self pity, mania, or migraine.If your target has all of these afflictions, then the infiltration will drain your opponent's mana. This ability will drain bone fragments over time.
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Wyrmyard
DescriptionSyntax: OSSO WYRMYARD
Fragment cost: 300You may form your accumulated bone into a cocoon around you that is then called back to the earth as a place of refuge in its embrace.
Once this ability is used, after a small delay you will be transported to the wyrmyard, a cemetery for the great wyrms that exists beyond Azvosh in the Prime Material Plane. If you lose equilibrium or balance, or leave the location you are in before it completes, then the cocoon will shatter.
Those with the sanction benefits of the Teradrim will be taken within the hollowed skull of one such wyrm, inaccessible by otherwise normal means.
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Graft
DescriptionSyntax: OSSO GRAFT
Fragment cost: 150With this ability you may graft fragments from your collected mass onto your skeleton to heal your physical wounds. This will slowly drain your fragments over time.
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Splinter
DescriptionSyntax: OSSO SPLINTER
Albeit mentally taxing to do so, you may shave splinters from your assembled bone fragments and grow them into new ones, increasing the number of them at your disposal.
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Endoskeleton
DescriptionSyntax: OSSO ENDOSKELETON
Fragment cost: 1000Though it will render the entirety of your collected fragments inert, you may create for yourself an entirely new and invigorated skeleton. This will completely restore your body and mind, and free yourself from all afflictions in the process. You will be unable to draw bones from the earth again for a short time afterwards.
Cooldown (Draw): 10 minutes
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Fragmentation
DescriptionSyntax: OSSO FRAGMENT <target>
Fragment cost: 500The zenith of your ossomancy abilities: the ability to turn your foe's skeleton into naught but bloodsoaked fragments. Should your opponent be below 45% of their maximum mana reserves, they will be utterly unable to resist your might, leaving you to pull their bones painfully through their flesh, killing them instantly.
This will also restore a portion of your assembled fragments, depending on the target's level, and can overflow your swarm's maximum power.
- You can use the following shield attacks
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Shieldplay
DescriptionThis ability is passive.
Shields are one of the main tools of the Earthcaller, second only to their calcified weapon. Most abilities that make use of your shield will have their damage and balance recovery times altered by the type of shield you use.
The simplest way to look at it is that smaller shields are faster, while bigger shields deal more damage. Some abilities may have more unique effects based on your shield type, however they will be described in the relevant AB help file for that ability.
Below is a list of shields from smallest to largest:
Buckler or Cavalry shield
Banded shield
Kite or Tower shieldAll shields can offer the same level of protection, the only thing that matters is the size for your abilities.
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Strike
DescriptionSyntax: SHIELD STRIKE <target>
Deal a simple strike with your shield, causing paresis in the target.
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Raze
DescriptionSyntax: SHIELD RAZE <target>
Strip away any protective barriers from your target, such as the rebounding aura or a magical shield.
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Horrification
DescriptionSyntax: SHIELD HORRIFY <target>
By holding your shield aloft, you may torment your foe with an image of their terrible fate: broken before you and reduced to ash. So powerful is your coalesced vision that they will be forced to look upon it, shattering the courage of your opponent.
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Crush
DescriptionSyntax: SHIELD CRUSH <target> <bodypart> AND <bodypart>
Strike with a swift combination of shield and calcified weapon aimed to crush your opponent's limbs. You may target the head, torso, legs, or arms of your enemy, but you may not target the same limb for both hits; your dexterity is not infinite.
The size of shield used will affect the amount of limb trauma dealt, with larger shields dealing more limb damage.
You will find you are unable to Subdue while off balance following this move.
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Facesmash
DescriptionSyntax: SHIELD FACESMASH <target>
Smash your shield into your target's face, making them miserable and shattering their courage.
You will find that you cannot Subdue while off balance following this move.
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Crash
DescriptionSyntax: SHIELD CRASH <target>
Crash your shield into your foe's head with a mighty blow. Should they suffer from two mental afflictions, then you will disrupt them of their mental equilibrium.
You will find that you cannot Subdue while off balance following this move.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
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Punch
DescriptionSyntax: SHIELD PUNCH <target>
Punch your shield into your opponent's stomach, causing weariness.
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Deface
DescriptionSyntax: SHIELD DEFACE <target>
Effective only on a prone target, you may brutally deface them with a vicious amount of damage and bleeding, and knock them to the floor. Along side the standard benefits of shield size, smaller shields deal more bleeding, while larger shields inflict more health damage.
Should your opponent suffer from over five curable afflictions, their senses will be weakened and they will suffer increased damage. The damage will increase by 8% for each affliction over the initial five, and up to a maximum of 80%. Afflictions not given by you will only provide half the damage bonus.
Your overwhelming strength will ignore the aura of rebounding, and bypass any attempts to dodge.
- You may use the following crozier attacks
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Calcify
DescriptionSyntax: CALCIFY <weapon>
Drawing on your innate link to Azvosh, you may calcify an everyday crozier or warpick to your will, allowing you to utilise it for acts of Subjugation. The weapon will become altered in the process, dealing magic damage with each strike. Further, none but yourself may use it.
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Quash
DescriptionSyntax: QUASH <target>
Using your weapon, you may ruthlessly quash rebellion and quell falsehood from your foes, dealing damage to them. If they possess the accursed affliction, then the amount is increased. The weapon must first be calcified to enact this method of Subjugation.
If you are skilled enough in Weaponry to know the Targeting ability, you may target a limb with your strike. See AB WEAPONRY TARGETING for details.
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Call
DescriptionSyntax: CALL <crozier|warpick>
If you have lost your calcified weapon, you may summon it to yourself.
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Subdue
DescriptionSyntax: SUBDUE <target> [affliction]
By levelling your calcified weapon at an enemy, you may invoke the power of the Earthen to subdue their mental faculties and strike them down with maladies. Your power is such that you may choose the affliction yourself or allow the earth to guide your hand. The jailer's subdual will not be effective unless you are also wielding a shield.
The afflictions available to you are:
Anorexia, dementia, hypochondria, lethargy, self loathing, justice, paranoia, recklessness, stupidity, or agony.Subduing a target only requires that you possess equilibrium, but should you use it while you also have full balance, the affliction will be concealed from the target. Should you attempt to subdue a foe that already labours beneath all your subjugated maladies, the earth will instead damage them in health.
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Beset
DescriptionSyntax: BESET <target>
Direct the might of the Earthen through your crozier, sending forth an unstoppable force that will slam into their chest with a powerful punch. This will deliver both asthma and haemophilia to your target.
If they already had haemophilia, then it will cause them bleed in its place.
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Obliterate
DescriptionSyntax: OBLITERATE <RIGHT|LEFT> <ARM|LEG> <target>
Focusing the fury of the earth into your calcified weapon, you may deliver a brutal assault to one of your enemy's arms or legs, dealing a large amount of trauma.
Cooldown: 6 seconds
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Execution
DescriptionSyntax: EXECUTE <target>
Some who would stand against are you truly irredeemable, and there is no sentence more befitting of such feckless scum than death. Executing a foe in this manner is a channelled action that will require almost all of your concentration. Should your foe not flee your solemn verdict in time, there will be no escape from the earth's justice.
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Roleplaying an Earthcaller
Earthcallers are warrior priests, trained in the ancient ways of the Earthen of Azvosh Rakar. Able to manipulate both the earth and the bones of their enemies, they marry martial discipline with the weaving of the Earthen Dirge into powerful magical verses.
Charged with maintaining a solemn vigil over the Pillars of the Earth and the Sorcerer-Kings held captive there, the role of the Earthcaller is that of jailer and warden, guardian against the oblivion that would come should their prisoners break free and bring about the breaking of the world
What is Azvosh?
Azvosh is the Elemental Plane of Earth, the source of the elemental earth that forms part of the fabric of reality and the composition of the Prime Material Plane. Potent and unyielding, the nature of earth is that of strength and absolute purity, of glory in battle, violent conquest, and endurance without end. Ivoln, the Earthen Lord, instilled these values into the Earthen when He Himself conquered the plane in ages past, a triumph memoralised and still imitated by the Earthen in the modern era through disciplined war dances.
What are the Pillars?
The Pillars of the Earth are ancient, cthonic structures formed in a long-forgotten age. They reside in the yawning void between Azvosh and the Prime Material Plane. Uncountable in number and fathomless in size and scope, they are the shoulders of the world, mighty monoliths that keep the two planes from colliding with one another and bringing about a devastating apocalypse.
Who are the Sorcerer-Kings?
In ages past, the Sorcerer-Kings of Azvosh, some of the highest ranking Earthen, sought to steal the power of the Pillars for themselves. In doing so they invoked the wrath of the earth and found themselves bound to the Pillars for an eternity, constantly sapped of their strength as they strive to break free. For all that, the Pillars are a deadly prison, a living embodiment of the earth's cold hunger that must be consistently fed with offerings of blood in order to maintain their integrity and strength.
How the powers of the class are accessed
All three skills draw on the earth for strength in various ways.
Manipulation of bone and expressions of raw strength are carried out through the art of Subjugation, wherein the Earthcaller may call upon fragments of bone from the earth. Subjugation also involves use of the shield and crozier as the weapons of choice.
Rousing the earth itself to action is done through the skill of Tectonics, allowing the Earthcaller to wield stone and lava in battle.
Tapping into the collective memories of the Earthen allows the Earthcaller to join their voice in singing the verses of the Dirge (an eternal, timeless song composed of the voices of all Earthen). These verses are invoked by the skill of Apocalyptia and are drawn from the holy text of the same name, often involving a more spiritual and esoteric communion with the earth and beseeching it for aid.
Visual style of the class
The earth prizes strength above all else, and this is represented through all three skills of the Earthcaller. Subjugation and Tectonics are both overtly forceful and direct in their methods, often eliciting very noticeable and conspicuous effects when invoked.
Apocalyptia by contrast is often (but not always) more subtle and cerebral in execution despite being arguably the strongest expression of the Earthcaller's solemn duty as jailer of the accursed. The Dirge is almost wholly psychic in nature, directed by less overt gestures and wielded largely through looks and exertion of the mind. Prolonged recitation takes a toll on the psyche, requiring immense willpower and resolve to stave off the inevitable fatigue and exhaustion. What few audible verses exist take the form of prayers and orisons, ranging from a whisper to full-throated chants.
Side effects of use
A connection to the Plane of Earth carries an innate risk to all the Earthen, namely the threat of succumbing to that same madness plaguing the Sorcerer-Kings. The earth is hungry, demanding of both respect and consistent obeisance to maintain favour; offerings of blood must be made regularly in order to prevent this madness from taking root. Disrespecting the earth is a fool's endeavour, and those who break faith will find themselves bereft of strength.
Suffusing bone swarms through Subjugation's ossomancy can be an imprecise art, requiring in-the-moment bone grafts and manipulation of one's own body. This can result in dislocations or misshapen bone structure if the grafting is done incorrectly.
Extended use of Tectonics will introduce impurities in the user, tainting the otherwise absolute perfection of the earth. Control and discipline are essential to retain integrity lest the Earthcaller find themselves suffering something akin to a very profound poisoning.
Continued manipulation of lava may result in scarring of the body from prolonged proximity to extreme heat, while frequent physical exertion with heavy weapons (croziers and shields) tends to promote a significant degree of physical fitness and potency.
The psychic link shared by the Earthen may also result in withdrawal effects should the Earthcaller stray too long without joining their voice to the Dirge. This too resembles a form of madness and being isolated from the Earthen communion is not advised for extended lengths of time.
Because of the nature of Earthcallers as jailers and inquisitors, trusting others can become more difficult. Paranoia may form if the mind lacks sufficient strength as fervour and belief in the Apocalyptia brings about an almost jaded and resigned state: seeing threats and enemies everywhere and eventually losing the ability to discern friend from foe if they are not fellow Earthen.
Roleplaying the class
A strong sense of duty is essential for the Earthcaller, charged as they are with so important a responsibility. Members of this class should revel in opportunities for conflict and war, eschewing attempts at peace and reconciliation in favour of conquest and expressions of raw, untrammeled might.
Yet balancing that blood lust is a deep and pious reverence for the earth and for Ivoln - known to the Earthen people as the Great Father. Undeath is viewed as the ultimate expression of Azvosh's purity: a gift from the Lord that allows the Earthen to endure for eternity, bolstering their strength and resolve in order to most effectively carry out their work.
The earth does not abide the weak or timorous, nor should Earthcallers suffer falsehood or sacrilege; ultimately they are priests of Azvosh, studious pupils in the Apocalyptia and fluent in the verses of the Dirge to such a degree that speaking on it with passion and zeal comes naturally.
Bone Swarm Customisations
Bone swarms can be customised (see HELP CUSTOMISATION), but must adhere to the following rules:
- The type cannot be changed from 'swarm'
- They must still be composed of fragmented bones
- Only the bones of player races can be used in descriptions, no Dragons, no Earthen wyrms, etc