The Runecarver of Aetolia

Runecarver of Aetolia class portrait

The Runecarvers are Aetolia’s priests of mortality, decay, and rot, a Spirit-tethered class in Duiran that wields Malediction (curses sworn under pact with Dia’ruian Guardians), Runecarving (primitive runic magic from the tribal Ithmia), and Sporulation (fungal shamanism cultivated from living spore morasses).

At a glance
TetherSpirit
CityDuiran
GuildPraadi (Patron: Haern, the Hunter)
Skill setsMalediction, Runecarving, Sporulation
Mirror classSciomancer (Shadow)
Sister classes in guildShaman and Sylvan
Signature mechanicPacts with Dia’ruian Guardian spirits, fungal morass cultivation
Best forPlayers who want a curse-and-decay caster on the Spirit side of the conflict

The Runecarver is nature’s darker twin. Where the Shaman calls lightning and overgrowth, the Runecarver works with the rot underneath. They curse, they cultivate fungus, they carve runes that draw their power from primal soil and not from any school of civilised sorcery.

Origin and lore

Runecarvers are the third path of the Praadi, alongside the Shaman and the Sylvan. All three serve Dia’ruis (the Plane of Life born in 504) and the eternal Cycle maintained by Varian and the Triumvirate of Haern, Dhar, and Lleis.

The Runecarver holds a specific place in that order: priest of mortality, decay, and rot. Without Death, there can be no Life, and the Runecarver tends to the death side of the equation. They form pacts with the more obscure Guardians known to Dia’ruis, including Nivios the Unslaked (an icewyrm), Asheira the Wildfire (a phoenix), Lopaia the Scavenger (a jackal), Z’krell the Festering (linked to rot, decay, and the myconids of Albedos), and several others foreign to mainland Sapience.

The art of Runecarving itself dates back to the tribal Ithmia, kept alive by hunters like Runecarver Rhydderch and circles like the Karnagh. It is older than civilised magic, and the class wears that age.

Skill sets

Malediction is the curse-craft. By attuning to the turn of the Cycle, a Runecarver weaves hexes that plague foes with illness and insanity. Pacts with individual Guardians empower specific rituals.

Runecarving is the primitive runic art. By drawing on ambient power, a Runecarver enlivens runes etched into surfaces or carried, calling on illusions, protective shields, and obscuring fog. It is entirely different from the practices of civilised sorcery (Elemancy, Sciomancy). Its roots reach back to the tribal Ithmia.

Sporulation is fungal shamanism. A Runecarver cultivates a living spore morass that serves as the focal point of the practice. They coax growth by controlling natural heat, moisture, and darkness, and the morass becomes a battlefield asset that spreads life and death in equal measure.

Skill abilities

Malediction

Runecarving

Sporulation

Visual style and identity

Runecarvers do not perform grand magical displays. Their work is subtler. Ritual motions, ancient invocations, redirected ambient energies, and the carving of mystic script make up the bulk of what others see.

The dark parts of nature heed their call. Fungi sprout and foetid rot manifests at their command. Ritual tension and primal fear clutch the air wheresoever they walk. A Runecarver is an envoy of life and death, growth and regrowth, often garbed in ceremonial raiments, pelts, and other ritual cloth.

Side effects of the work

A Runecarver lives close to the spirits. Many become prone to visions and instinctual living. The constant monitoring of the Cycle pulls them closer to the Rhythm and to a moment-to-moment way of living that civilised people find disorienting.

Association with foul omens makes some Runecarvers more superstitious over time. Many indulge in hallucinogenic mushrooms cultivated from their own Sporulation work, especially when learning to deepen their understanding of the practice. Some elder Runecarvers (particularly Arboreans, whose bark provides ideal substrate) develop fungal growths directly on their own body.

Who plays this class

The Runecarver fits players who want a caster on the Spirit side without the bright, life-affirming overtones of the Shaman. The roleplay frame ranges from terrible witch to wise bonecaster to mushroom-tending hermit, all valid.

Mechanically, the kit rewards setup-and-curse play: stack Maledictions, cultivate the morass, drop runes for utility, then close. It is one of Aetolia’s most distinctive caster identities precisely because it does not feel like a standard sorcerer.

City and guild

The Runecarver guild is the Praadi, anchored in Duiran, the Spirit Tether’s forest city. Patron: Haern, the Hunter. Sister classes include the Shaman and the Sylvan.

Joining as a Runecarver commits you to Spirit. You can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so a Runecarver can be any Aetolia race.

The Runecarver mirrors the Sciomancer, Spinesreach’s masters of the Plane of Shadow. Both classes wield destructive magic on the more morally complex end of their respective sides. The Sciomancer channels the Plane of Shadow itself. The Runecarver draws on rot and the dark half of the Cycle.

Frequently asked questions

The class is more demanding than the Shaman or the Carnifex. It rewards setup play, pact management, and patience. New players can succeed here, but it works best for those who like methodical, layered combat.

Often, yes. Ceremonial raiments, pelts, and ritual garb suit the class. The visual identity leans toward “wild ritualist,” not “city wizard.” Personal choice still matters, but the Runecarver wardrobe runs darker than the Shaman’s.

The morass is a cultivated, living spore field that serves as a Runecarver’s focal point for Sporulation. You grow it by managing heat, moisture, and darkness, and it expands the reach of your fungal magic in the field.

Other classes to consider

Three classes worth a look if you like the Runecarver profile. Or see all 32 Aetolia classes for the rest of the roster.

Shaman

Runecarver’s sister class in the Praadi. The bright twin: primal elements, lightning, overgrowth, Guardian portents. Pick Shaman if you want the same guild and patron but with overt elemental power rather than curses and rot.

Sciomancer

The Shadow-side mirror. Direct channel to the Plane of Shadow, singularities, and gravity. Pick Sciomancer if you like the destructive-caster chassis but want to play on the Shadow side as a Spinesreach mage.

Indorani

Bloodloch dark sorcerer with similar curse-and-magic flavour but pulled from Necromancy, Tarot, and pacts with the Chaos Lords. Pick Indorani if you like the dark-magic frame but want to swap Dia’ruian rot for chaotic occultism.

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