The Teradrim of Aetolia
Established in the year 164 MA, the Teradrim warband are a group who pursued power through the domination of the Earth. Making their home in Bloodloch, they reside within the deep caverns of the city, and from this Earthen Grotto they - along with the Earthcallers - keep watch over the Pillars of the Earth in an eternal vigil.
Charged with maintaining the strength of the Pillars, they guard the prisons of the ancient Sorcerer-Kings, a bulwark against the cataclysm that would occur should they ever break free.
Through the skill of Terramancy, the Teradrim eschew the finer elemental arts and wield the earth as a veritable bludgeon. Their very will is made manifest in binding rites that call upon earth and stone to shatter the limbs and skulls of their foes. Through Desiccation, the Teradrim draw upon the sweltering sands of the desert and leave the whole of the landscape as a desolate wasteland beneath their peerless touch.
Finally, with Animation, the Teradrim raise soulless soldiers of stone and earth to follow their bidding as golems. Imbuing their forms with etched marks of power, the golems are bound to the very will of their masters and are tireless in their duty to serve.
The strongest amongst the Teradrim stand as kin of the Earthen, imitating their forms and drawing upon the power of the Pillars of the Earth to fuel their boundless strength.
Teradrim Skills
The Earth requires great strength to control and master, and only a Terramancer posseses the necessary requisites to do so. The flail is the weapon of choice for a Terramancer, for it is one of the few weapons brutal enough to hew apart stone with a swing.
Terramancy
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Formation
DescriptionSyntax: EARTH FORM
EARTH PETRIFY <club>Creates an earthen flail, that you may use to crush your foes. Unlike flails formed of metal, it will not be as durable and will possess inferior quality, however it can serve well in a pinch.
You can additionally petrify "a steel-banded club" item, turning it into a suitable stone war club.
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Absorb
DescriptionSyntax: EARTH ABSORB
Call upon the earth to cleanse yourself of a random affliction. Should you be standing underground or in a flood of sand, then you will remove an extra affliction.
Cooldown: 15 seconds
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Stonebind
DescriptionSyntax: EARTH STONEBIND
By binding your weapon in stone, its earthen properties will extend and envelop your arms in a sheet of granite - both preventing you from being disarmed and allowing you to make use of it with a single crippled arm.
Note that although you will be able to attack with a single crippled arm, it will inflict a penalty on the speed of your flail attacks if you choose to do so.
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Surefooted
DescriptionSyntax: EARTH SUREFOOTED
The earth will now grant you passage, allowing you to move with increased celerity for a limited time as long as you stand upon the ground.
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Entwine
DescriptionSyntax: EARTH ENTWINE
Entwine your hands with earthen magic so that, when you parry an opponent's blow, you can touch their weapon in response and fill it with the weight of the earth.
This weight will disarm your opponent if they cannot hold onto their weapon, otherwise there is a small chance it will cripple their arm under its weight.
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Stoneblast
DescriptionSyntax: EARTH STONEBLAST <target>
Releasing a volley of stone fragments will allow you to shatter the aura of rebounding or a magical shield upon your target. Should they be protected by neither, then you will strip a random defence instead at an increased balance cost.
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Resonance
DescriptionSyntax: EARTH RESONANCE
Resonating with the might of the earth will grant you a bonus to your health and mana regeneration, providing you remain upon the ground.
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Footfeel
DescriptionSyntax: EARTH FOOTFEEL
As a master of the earth, it is a simple task to check for those enter into its embrace through the vibrations in the rock. This ability will allow you to passively sense if an adventurer enters into the ground below through any means in your current area. You must be upon the ground to feel the vibrations.
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Stonefury
DescriptionSyntax: EARTH IMBUE STONEFURY
Imbue your flail with the fury of stone. This will cause your flail to deal increased damage against your target, however as a trade off, your attacks will become somewhat slower.
You may only imbue your flail with one force at a time.
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Grasp
DescriptionSyntax: EARTH GRASP <target>
Send forth a column of earth into the skies above you, dragging down a target of choice who attempts to evade your grasp. This will throw them to the ground and knock them off balance if successful.
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Rockshower
DescriptionSyntax: EARTH ROCKSHOWER
Providing you are within an earthen environment, this lesser manifestation of earthen might will draw the sharp rocks from around you into a swarm above you, then drop them upon your unwilling enemies in the location.
You may perform this ability in the following earthen environments:
Mountain, Hills, Desert, Natural underground, Constructed underground, Mines, Lifeless sands, Cavern, Crater, Canyon.There is also a small chance one of the rocks will upset the balance of a person it strikes.
If you are indoors, then it will become harder to escape the swarm of rocks and the damage will be increased.
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Merge
DescriptionSyntax: EARTH MERGE
EARTH SHIFT <dir>
EARTH EMERGEMerge into the earth, taking you below ground. While buried within the earth, you can shift around to travel, and emerge again when ready.
When you emerge back to the surface, you will burst free from the ground and hurl rubble and stone at your enemies, dealing blunt damage to them.
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Quake
DescriptionSyntax: EARTH QUAKE
The earth will shake with your very presence, damaging anyone in your location who is unlucky enough to have fallen upon the ground. This damage is further amplified by the amount body part damage inflicted upon the victim.
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Erosion
DescriptionSyntax: EARTH IMBUE EROSION
By imbuing your flail with the force of the desert, each strike has half a chance to increase the strength of your sandstorm in your location by one level. You can read AB DESICCATION SANDSTORM for more information.
You may only imbue your flail with one force at a time.
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Runemark
DescriptionSyntax: EARTH INSCRIBE <minor rune> UPON <major rune>
Major rune: 2 inks
Minor rune: 1 inkYou may now etch ancient runes upon yourself, granting you a number of bonuses. The first rune etched is known as the minor rune, and is etched upon a major rune. Depending on the colors used, a number of effects will occur.
--- MAJOR ---
RED: Improves limb damage by flails, reduces direct damage.
BLUE: Stonefury damage increased and malus reduced, reduces limb damage.
YELLOW: Erosion chance improved by 10% and doubles sandstorm growth.
GREEN: Fracture now has a 50% chance to make the target fall.
PURPLE: You may swap your minor rune with no equilibrium loss.--- MINOR ---
RED: Fracture becomes faster and deals increased limb damage.
YELLOW: Increases bleeding done from Teradrim abilities by 30%.
BLUE: The chance for Ricochet to fade/end is decreased.
GREEN: Gutsmash will cause the arrhythmia affliction.
PURPLE: You may swap your major rune with no equilibrium loss.
GOLD: Your flail damage is dependent on intelligence, not strength.For purple inks, the same syntax is used, but as long as the purple ink remains in the slot it was originally painted in no equilibrium loss will be incurred.
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Earthenpass
DescriptionSyntax: EARTH PASS <target>
While buried within the earth, you may travel to your target anywhere on the continent after a short delay. Should there be a monolith or should either of you stand in a non-earthen location, then the delay will become somewhat longer.
Earthen environments include:
Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, caverns, craters, and canyons. -
Chasm
DescriptionSyntax: EARTH CHASM <target>
You may draw upon the earth itself to devour your victim, slaying them instantly after a channelled delay. While opening the chasm will require your full attention, there is a small chance that it will expand to an extra two enemies within your location, slaying them as well if the action is completed.
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Impale
DescriptionSyntax: EARTH IMPALE <target>
WITHDRAW STALAGMITEYou may draw upon the earth with your flail to provide a massive stalagmite, allowing you to impale a prone target upon its end. You may withdraw the stalagmite to free them if you so choose.
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Steady
DescriptionSyntax: EARTH STEADY [RITE|VERSE]
You may purge the earth around you of unnatural effects, it will, in order:
* Remove magically flooded water
* Destroy a spiritual rite
* Destroy an Earthen verseYou may choose whether to target a rite or verse only, if you so desire.
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Ricochet
DescriptionSyntax: EARTH RICOCHET
You may swing your weapon with such force and precision that parried blows will sometimes bounce from your target's weapon, crippling a random limb and delivering a small stun to the unfortunate victim.
You have a chance to lose your concentration with each ricochet, causing the defence to fade.
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Stonevice
DescriptionSyntax: EARTH STONEVICE
Should your victim remain impaled upon your stalagmite, you may cause the earth to explode - shredding their gut and dealing both magical damage and asphyxiation damage at once.
The rock shrapnel will also inflict light and deep wounds upon their body, and cause trauma to their torso.
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Tomb
DescriptionSyntax: EARTH TOMB <target>
If there is an opponent buried within the earth below you, you can instruct the earth to crush them of their breath and bones. This will deal significant damage and crack their ribs under the pressure.
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Momentum
DescriptionSyntax: EARTH MOMENTUM
Increase your internal momentum, causing the next five flail attacks that you use to have 15% increased accuracy and 20% less downtime due to balance loss. This does not cost equilibrium nor balance to activate and will expire if not used promptly.
Cooldown: 60 seconds
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Earthenwill
DescriptionSyntax: PREPARE EARTHENWILL [imprint action]
Imbue your golem with the will to deliver a blow of choice against your target when you next land a successful attack with your flail. If you do not select a choice of attack, then it will choose on its own.
This ability costs no equilibrium or balance to activate.
Cooldown (when triggered): 15 seconds
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Shockwave
DescriptionSyntax: EARTH SHOCKWAVE <target>
You may send a ripple through the earth itself, crippling any bruised limb on your unfortunate foe, to a maximum of three, and knock them to the ground. Should they lack levitation, then it will cripple three random limbs regardless of bruising state.
If they are affected by Quicksand, then the affliction given by it will wear off if struck by Shockwave two times during its duration.
Please AB DESSICATION QUICKSAND for more information.
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Earthenmaw
DescriptionSyntax: EARTH EARTHENMAW
Call upon the earth to open its maw wide, thrusting forth stalagmites of stone to impale any enemy of yours in your location or adjacent that is prone.
If they remain impaled for more then five seconds and stand upon soft ground, then they will be dragged into the earth below. They will need to BURROW ABOVE in order to escape.
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Undeath
DescriptionSyntax: EARTH UNDEATH <target>
Through choice and voluntary sacrifice, one may shed the coils of mortality and embrace the Gift given by the Earthen Father. What was left of the weak mortal body will be left behind, embraced into a new form helped to be shaped by the Earth itself. In making this choice, one will no longer visit Lord Dhar's realm through death, but rely upon the earth for reshaping.
The purification process must be done within Ivoln's temple, before His shrine, where Earthcaller Khuzrol resides.This skill requires you to be a part of the Apostle guild, or to be sanctioned by the guild, in order to successfully use. You are able to use this while you are in a different class, providing that you maintain ownership over this skill.
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Earthenform
DescriptionSyntax: EARTHENFORM EMBRACE
EARTHENFORM RELEASE
DESCRIBE EARTHENFORM SELF <description>You may make a pact with the jailers of the sorcerer-kings of Azvosh, granting yourself the strength of the Pillars of the Earth and rising to embrace a new, massive earthenform.
While in this state, you will receive the following bonuses:
* Increased strength.
* Increased constitution.
* Increased intelligence.
* Resistance to electrical damage.
* Can speak the Earthen language. - You can use the following flail attacks upon your enemies
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Batter
DescriptionSyntax: EARTH BATTER <target> [body part]
Grasping your flail, you may batter your foe in quick succession. If you so choose, you may aim for a specific body part in the hopes of causing internal damage.
You may aim for the head, the torso, an arm, or a leg.
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Slam
DescriptionSyntax: EARTH SLAM <target> <LEFT|RIGHT> <ARM|LEG>
By whirling your weapon in a wide arc, you can batter your target's limbs with a powerful blow - causing limb damage and inflicting surface trauma in the form of bruises.
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Facesmash
DescriptionSyntax: EARTH FACESMASH <target>
A heavy blow to the head with your flail will both cause vicious damage to your victim and inflict surface trauma in the form of bruises.
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Gutsmash
DescriptionSyntax: EARTH GUTSMASH <target>
This mighty blow to the torso with your flail will not only harm your foe, but inflict trauma in form of bruises in the process.
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Fracture
DescriptionSyntax: EARTH FRACTURE <target> <LEFT|RIGHT> <ARM|LEG>
This powerful swing from your flail will crack an opponent's limb, dealing trauma to it. Should the limb be suffering from bruising, then the blow will cause bonus limb damage depending on the severity, and will additionally cripple it.
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Furor
DescriptionSyntax: EARTH FUROR <target> <body part> <body part>
In a moment of furor, bring your flail crashing down upon an opponent twice, attacking two body parts of your choice and dealing damage to them. You may not target the same body part twice.
You can only target the arms or legs with this ability. For example, you could target the left leg and right arm.
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Overhand
DescriptionSyntax: EARTH OVERHAND <target>
You may position your flail strike to bypass your target's aura of rebounding, knocking them to the ground and stripping their levitation defence in the process.
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Pulp
DescriptionSyntax: EARTH PULP <target>
This powerful strike to the torso will only connect to a prone target, dealing heavy damage and crushing their chest. This will collapse their lung in the process, making it difficult to escape and cause harm when smoking a pipe until it is cured.
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Barrage
DescriptionSyntax: EARTH BARRAGE <target>
A slow but powerful barrage upon your foe. This will strike your opponent three times with your flail, battering random limbs in a chaotic fashion, although each landed hit will be slightly weaker. It will not strike the same limb more than once.
Additionally, there is one-in-two chance that each blow will cause surface trauma to your opponent's limb, forming a bruise where your flail struck.
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Skullbash
DescriptionSyntax: EARTH SKULLBASH <target>
This slow but powerful blow to the head will not only damage the skull, but deal an increasing number of mental afflictions dependent on the bruising caused to the head. Each effect is cumulative.
No bruising: Amnesia.
Minor bruising: Whiplash.
Moderate bruising: Indifference.
Severe bruising: Smashed throat. -
Hammer
DescriptionSyntax: EARTH HAMMER <target>
Generate a massive cascade of stone to form an earthen maul, bringing it down upon your victim in an attempt to end their life. Your victim must possess at least three body parts with moderate bruising or more to be successful, otherwise it will have little effect.
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Roleplaying a Teradrim
Teradrim are warrior mages who draw upon the element of earth, waking stone and lifeless sand to do their bidding. Combining martial prowess with an enduring elementalist tradition, they transform the environment around them, animate powerful golems from materials of the earth, and beat their enemies into broken submission with the use of a flail.
Charged with maintaining a solemn vigil over the Pillars of the Earth and the Sorcerer-Kings held captive there, the role of the Teradrim 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.
- Gross manipulations of the element of earth are encompassed in the skill of Terramancy, which focuses upon solid rock, resilience, and the use of a flail.
- Fine manipulations of the element of earth are encompassed in the skill of Desiccation, which focuses upon the applications of sand and manipulation of the surrounding environment.
- Animation empowers lifeless earth, stone, or crystal through the use of Earthen runes of power, transforming raw materials into a mighty golem servant.
Visual style of the class
Teradrim forsake graceful motion in favor of brute strength, a quality reflected in all three of their skills. All of these are direct, forceful expressions of the earth, and even their golems are bulky, powerful entities, able to use their size and might to aid their maker. The effects of their elementalism are impossible to mistake, bereft of subtlety and delicacy.
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.
Teradrim, as warrior mages, are physically fit - a consequence of their elementalism, and the strength and endurance required to wield it on a consistent basis. Owing to the direct nature of their arts, on the other hand, they are often stubborn and singleminded, a trait exacerbated by their state of Undeath and detachment from the Cycle.
Because of the Teradrim's predilection for war and destruction, trusting others can become more difficult. Paranoia may form if the mind lacks sufficient strength to resist the isolation common to their practice, 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 Teradrim, 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, and the Teradrim recognize this, seeking to as easily manipulate rock and sand as to stride across them. They consider plants to be a blight upon the most sacred of elements, and therefore seek opportunities to permanently rid the earth of nature's stain.
Golem lore
Golems are semi-autonomous expressions of a Teradrim's will, built from various substances of the earth and animated by Earthen runes of power. Though they are possessed of rudimentary intellect and are able to follow basic commands, they are not fully sentient and require their maker's guidance to act. At more advanced levels of Animation, golems may be taught reflexes, devastating combat maneuvers, and even become a sort of second body to their maker.