The Teradrim of Aetolia

Teradrim of Aetolia class portrait

The Teradrim are Aetolia’s earth warrior-mages, a Shadow-tethered class in Bloodloch that wields Terramancy (stone and earth as a bludgeon, focused on the flail), Animation (golem-crafting with Earthen runes of power), and Desiccation (sand magic that turns landscapes to wasteland).

At a glance
TetherShadow
CityBloodloch
GuildApostles (Patron: Arvelis, the Jackal)
Skill setsTerramancy, Animation, Desiccation
Mirror classTidesage (Spirit)
Sister class in guildEarthcaller
Signature mechanicGolem-binding (semi-autonomous earthen servants)
Best forPlayers who want heavy elemental magic with a pet-class layer

Established in the year 164 of the Midnight Age, the original Teradrim warband made its home in the deep caverns under Bloodloch. From the Earthen Grotto, the Teradrim and their Earthcaller siblings keep watch over the Pillars of the Earth, the ancient structures that hold the world’s prisons stable.

If you want a class that combines elemental-mage scale with martial weapon work and a permanent golem companion bound to your will, the Teradrim is one of Aetolia’s most distinctive Shadow picks.

Origin and lore

Teradrim pursue power through domination of the Earth. They live in the Earthen Grotto beneath Bloodloch and stand vigil over the Pillars of the Earth, which are uncountable cthonic monoliths that hold up the void between Azvosh, the Elemental Plane of Earth, and the Prime Material Plane. If the Pillars fail, the planes collide. That is the apocalypse the Teradrim exist to prevent.

The deeper threat is older. In ages past, the Sorcerer-Kings of Azvosh, some of the highest-ranking Earthen, tried to steal the Pillars’ power for themselves. The earth answered. The Sorcerer-Kings were bound to the Pillars for eternity, drained of strength as they struggle to break free, and the prison itself must be fed with regular offerings of blood to keep it stable. The strongest Teradrim stand as kin of the Earthen, taking on their form and drawing on the Pillars to fuel their strength.

Their values come straight from Ivoln, the Earthen Lord, who conquered Azvosh in ages past and instilled into the Earthen a creed of strength, purity, violent conquest, and endurance without end. Modern Teradrim memorialise that conquest through disciplined war dances and ritual practice.

Skill sets

The Teradrim skill sets are Terramancy, Animation, and Desiccation.

Terramancy is the foundational elemental art. A Teradrim eschews fine elemental work in favour of treating earth and stone as a bludgeon. Binding rites call up earth and rock to shatter limbs and skulls, and the class wields the flail in close combat as its signature weapon.

Animation is the golem skill. A Teradrim raises lifeless soldiers of stone and earth, etching them with runes of power that bind the construct to its maker’s will. Golems are bulky, powerful entities that fight alongside the Teradrim. At advanced levels, they can be taught reflexes and devastating combat manoeuvres, and they effectively become a second body for their maker.

Desiccation is the sand and ruin art. A Teradrim draws on the sweltering sands of the desert to dry land, blight terrain, and leave a battlefield as a desolate waste. The skill operates on a larger environmental scale than Terramancy’s direct strikes.

Skill abilities

Terramancy

Animation

Desiccation

Visual style and identity

Teradrim forsake graceful motion in favour of brute strength. All three skills are direct, forceful expressions of the earth, and even their golems are bulky and powerful, using size and might to aid their maker. The effects of Teradrim elementalism are impossible to mistake. There is no subtlety. There is no delicacy.

The class look is heavy. A flail in hand, a golem at the side, an Earthen war dance in the body memory. Teradrim are immediately recognisable in any group.

Side effects of the work

A connection to the Plane of Earth carries a constant risk: the same madness that consumed the Sorcerer-Kings. The earth is hungry. It demands respect and consistent offerings of blood to maintain favour. Disrespect breaks the bond, and a Teradrim who breaks faith finds themselves bereft of strength.

The work also reshapes the practitioner physically and mentally. Teradrim are unusually fit, a consequence of the strength and endurance required to wield earth elementalism. They are also often stubborn and singleminded, a trait exacerbated by undeath and detachment from the Cycle. Paranoia can set in over time. A Teradrim who loses internal balance may start to see threats in friends and enemies alike, eventually unable to tell one from the other if they are not fellow Earthen.

Who plays this class

The Teradrim attracts players who want elemental scale fused with martial weapon work and a pet-class layer. The roleplay frame is duty-driven, conquest-positive, and deeply reverent toward Ivoln and the Earth. You are a jailer of world-ending prisoners and a soldier of an old, harsh tradition. The class rewards conviction.

Mechanically, golem management gives Teradrim a tempo all their own. The flail handles close work, Terramancy controls space, and Desiccation extends pressure across an environment. The kit suits players who enjoy combining direct combat with environmental control.

City and guild

The Teradrim guild is the Apostles of Bloodloch, the Shadow Tether’s city of undeath. Patron: Arvelis, the Jackal. The Apostles guild was once the Teradrim Warband and now houses both the Teradrim class and its sister class, the Earthcaller, warrior-priests who pair bone-magic with the holy verses of the Earthen Dirge.

Joining as a Teradrim means committing to Shadow. You cannot actively hold any Spirit-aligned classes alongside it, though you can multiclass into other Shadow classes or any of the seven untethered classes. Race choice is independent of class, so you can play a Teradrim of any Aetolia race.

The Teradrim mirror is the Tidesage, Enorian’s researcher-mages of the lost isle of Keltund. Both are elementalist classes that work primal forces alongside martial weapon training. Teradrim shape earth and stone for conquest. Tidesages shape ocean and fog for discovery.

Frequently asked questions

Yes. The class has a clear identity, strong guild structure inside the Apostles, and a forgiving early-game arc. New Teradrim usually start with Terramancy and add golem work as they grow comfortable with the kit.

Your golem is a semi-autonomous expression of your will, built from earth or stone and animated by Earthen runes. It follows your basic commands and fights alongside you. At higher Animation ranks, you can teach the golem combat reflexes and use it as a second body, expanding what your character can do on the field.

Yes, and many are. Undeath in Earthen theology is viewed as the ultimate expression of Azvosh’s purity, a gift that lets a Teradrim endure for eternity. Mortal Teradrim exist, but the class leans heavily toward undeath in long-term play.

Other classes to consider

Three classes worth a look if you like the Teradrim profile. Or see every Aetolia class for the rest of the roster.

Earthcaller

Teradrim’s sister class in the Apostles. Warrior-priests of Azvosh who wield Subjugation (bone magic and croziers), Apocalyptia (the Earthen Dirge), and Tectonics (lava and stone). Pick Earthcaller if you like the Apostles guild and earth theology but want a priest’s verses and bone-magic instead of golems and a flail.

Tidesage

The Teradrim’s mirror across the Spirit-Shadow divide. Enorian researcher-mages who draw on ocean and fog. Pick Tidesage if you like the elemental-warrior chassis but want a curious, scholarly tone rather than a conquest-driven one.

Sciomancer

Spinesreach’s Shadow-element magi. Sciomancy, Sorcery, Gravitation. Pick Sciomancer if you like heavy elemental magic on the Shadow side but prefer pure spellwork to the martial-and-pet mix Teradrim run.

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