The Tidesages of Aetolia
As their name suggests, the Tidesages are both mages and researchers that draw upon the primal power of the ocean to enhance their martial prowess, while also working to demystify its myriad secrets. Hailing from the distant isle of Keltund, the Tidesages were made known to Sapience in the year 503 MA when the maddened remnants of an exploratory voyage drifted into the Enorian harbour.
Tidesage Skills
Wavebreaking is the name given to a combined arsenal of martial techniques originated by the inhabitants of Keltund. Lacking the more profound connection to the Water Plane that classical Mages enjoy, Wavebreaking instead employs transient connections to Water while leaning primarily on nautical expertise and ancient sailor's techniques transformed into deadly battle manoeuvres.
Foregoing the use of traditional weapons and unwilling to utilise their own bodies for the purpose, much of the Wavebreaker's art involves use of a selkachoar - a club transformed from basic bludgeon to deadly weapon of war by embellishment with the teeth of a shark and empowerment beside the waves. This efficient weapon, combined with the limited control over water, creates a brutal and unrelenting combat style, equally capable of grinding an enemy to dust or drowning them under the pressure of a great wave.
Wavebreaking
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Bounty
DescriptionSyntax: TIDE BOUNTY
PULL TEETH FROM <shark corpse>
TIDE ADORN CLUBCall upon the sea to provide you with a bounty in the form of a weapon: a makeshift driftwood club. It will not be as durable as forged weapons, but will serve you well enough.
To be truly called a Tidesage however, one must wield a selkachoar - earned through a rite of proving for all apprentice Tidesages. To do so, you must slay sharks and pull teeth from corpses to adorn a steel-banded club with. The ocean is filled with many terrors, and sharks are amongst the least of them. An apprentice Tidesage must prove they are capable of mastering at least that much.
A forged club ("a steel-banded club") is required, rather than your driftwood club. You need fifteen shark teeth in your inventory, bearing your mark, to adorn "a steel-banded club", transforming it into a selkachoar.
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Capsize
DescriptionSyntax: TIDE CAPSIZE <target>
Direct a rippling wave at your target, crippling any bruised limbs (up to a maximum of three), and knocking them to the ground. If the target is not levitating, the rushing waters will cripple three random limbs, regardless of any bruising.
If they are affected by Undertow, then the affliction given by it will wear off if struck by Capsize two times during its duration.
Please see AB INUNDATION UNDERTOW for more information.
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Yearn
DescriptionSyntax: TIDE YEARN
Recall your memories of the open sea and be cleansed of a random affliction. Should you find yourself underground or surrounded by thick fog, your yearning for the clear skies of the open ocean will be so strong that a second affliction will be cured in the process.
Cooldown: 15 seconds
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Encrust
DescriptionSyntax: TIDE ENCRUST
By invoking an old sailor's spell, you may summon a profusion of barnacles to encrust your arms and weapon. This will both prevent you from being disarmed and allow you to make use of your weapon 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 weapon attacks if you choose to do so.
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Sealegs
DescriptionSyntax: TIDE SEALEGS
Navigating the decks of a heaving vessel has taught you to bolster your celerity for a limited time, provided you remain on land.
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Wavebreak
DescriptionSyntax: TIDE WAVEBREAK
Adopt a retaliatory battle stance, preparing to break an opponent's focus when you parry one of their blows.
Your countermeasure will disarm your enemy if they cannot hold onto their weapon; alternatively, there is a small chance it will cripple their arm.
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Riptide
DescriptionSyntax: TIDE RIPTIDE <target>
Manifest a roaring wave to violently shatter any aura of rebounding or magical shield protecting your target. If neither is present, your riptide will instead remove a random defence, albeit at an increased cost to your balance.
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Shore
DescriptionSyntax: TIDE SHORE
Provided you remain on land and not in the air, the advantages of shore leave will provide a bonus to health and mana regeneration.
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Currents
DescriptionSyntax: TIDE CURRENTS
Tap into the resonance of the earth's subterranean water currents, passively detecting whether someone in the same area as you enters directly the ground below. Both of your feet must be upon the ground to sense these actions.
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Rime
DescriptionSyntax: TIDE EXPOSE RIME
Expose your selkachoar to icy rime, causing it to deal increased damage to your target at the cost of somewhat slower strikes.
You may only expose your weapon to one force at a time.
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Spout
DescriptionSyntax: TIDE SPOUT <target>
Bring forth a churning water spout and release it into the skies above you. Your target will be thrown to the ground and unbalanced, if you are successful.
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Bedrabble
DescriptionSyntax: TIDE BEDRABBLE
Provided you are within an earthen environment, you may utilise your power over water to create a storm of mud and silt, raining it down on 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 for the mudstorm to upset the balance of a person it strikes.
If you are indoors, then it will become harder to escape the onslaught, and the damage will be increased.
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Aquifer
DescriptionSyntax: TIDE AQUIFER
TIDE PERMEATE <dir>
TIDE RISETake refuge in the subterranean waters of the earth. While buried, you may take on the characteristics of the water itself to travel, and rise like the high tide when you are ready to reemerge.
When you rise back to the surface, you will burst free from the ground and hurl rocks and debris at your enemies, dealing blunt damage to them.
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Undulation
DescriptionSyntax: TIDE UNDULATION
Call forth an undulating wave to surge through your location, damaging anyone who is prone by dashing them against the ground. This damage will be amplified against victims that are already suffering harm to their body parts.
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Brume
DescriptionSyntax: TIDE EXPOSE BRUME
By exposing your weapon to freezing fog, each strike has a chance to increase the fathoms of your apparition in the location by one level. See AB INUNDATION APPARITION for more information.
You may only expose your weapon to one force at a time.
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Daub
DescriptionSyntax: TIDE DAUB <lesser marking> UPON <greater marking>
Greater mark: 2 inks
Lesser mark: 1 inkYou may now avail yourself of the Keltundian tribal marks, evoking the myths and legends of the fog-rimed sea to harness their power. The first mark daubed is known as the lesser mark, and must be daubed on a greater mark. Depending on the colours used, a number of effects will occur.
--- GREATER ---
Tentacle (red ink): Improves limb damage by selkachoars, reduces direct damage.
Wave (blue ink) : Rime damage increased and malus reduced, reduces limb damage.
Mouth (yellow ink): Brume chance improved by 10% and doubles apparition expansion.
Cephalopod (green): Buckle now has a 50% chance to make the target fall.
Fin (purple ink) : You may swap your lesser mark with no equilibrium loss.--- LESSER ---
Tentacle (red ink): Buckle becomes faster and deals increased limb damage.
Wave (blue ink) : The chance for Flux to fade/end is decreased.
Mouth (yellow ink): Increases bleeding done from Tidesage abilities by 30%.
Cephalopod (green): Ram will cause the arrhythmia affliction.
Fin (purple ink) : You may swap your greater mark with no equilibrium loss.
Eye (gold ink) : Your selkachoar damage is dependent on intelligence, not strength.When using purple inks for 'fin', the same syntax is used, but as long as the purple ink remains in the slot it was originally daubed in no equilibrium loss will be incurred.
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Rivulets
DescriptionSyntax: TIDE RIVULETS <target>
While buried in the earth, you are able to pass through the countless rivulets of water flowing through the subterrain and travel to your target anywhere on the continent after a short delay.
Should there be a monolith present, or if either of you are in a location without subterranean waters (i.e a non-earthen location), the time to complete this journey will be longer.
Earthen environments include:
Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand, caverns, craters, and canyons. -
Drown
DescriptionSyntax: TIDE DROWN <target>
Bring forth a massive wave to envelop your victim and slowly drown them, slaying them instantly after a channeled delay. While this will require your full attention, there is a small chance that the capricious tides will expand to an extra two enemies in your location, slaying them as well if the action is completed.
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Harpoon
DescriptionSyntax: TIDE HARPOON <target>
WITHDRAW LANCEForm a crystalline lance of ice with your weapon and impale a prone target upon its frozen length. You may withdraw the lance to grant them freedom, should you so choose.
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Lowtide
DescriptionSyntax: TIDE LOWTIDE [VERSE|RITE]
Dismiss the risen waters around you, performing the following effects in order:
* Remove magically flooded water
* Cleanse an Earthen verse
* Cleanse a spiritual riteYou may choose whether to target a verse or rite only, if you so desire.
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Flux
DescriptionSyntax: TIDE FLUX
You may bring to bear your weapon with such force and intricate precision that parried blows will occasionally cause a tidal flux, redirecting the attack to cripple a random limb and stunning the opponent for a short while.
Maintaining the tidal flux requires significant concentration, and may fade after each redirected strike.
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Eviscerate
DescriptionSyntax: TIDE EVISCERATE
Should your victim remain impaled upon your frozen lance, you may drive it deeper into their gut, shredding their innards and causing both magical and asphyxiation damage at once.
The immense cold will wreak further injury on the body - inflicting light and deep wounds, in addition to torso trauma.
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Trench
DescriptionSyntax: TIDE TRENCH <target>
If there is an enemy buried in the earth below you, you may call on subterranean currents to form an oceanic trench and deluge your target in water, crushing their body and bones. Your opponent will suffer significant damage and find their ribs crack under the water's immense, unforgiving pressure.
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Hightide
DescriptionSyntax: TIDE HIGHTIDE
By capitalising on a high tide, you may increase your internal momentum, causing your next five weapon attacks to have 15% increased accuracy and 20% swifter balance recovery. Calling the high tide does not spend balance or equilibrium, but it will expire if not used promptly.
Cooldown: 60 seconds
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Engulf
DescriptionSyntax: TIDE ENGULF [enhancement action]
By working in harmony with your synthesised elemental, you may instruct it to deliver a blow of your choice against a target when next you land a successful weapon attack.
If you do not choose an enhancement action, your elemental will choose its own.
This ability costs no equilibrium or balance to activate.
Cooldown (when triggered): 15 seconds
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Spearfall
DescriptionSyntax: TIDE SPEARFALL
Form a number of icicle harpoons in the air around you, which then will fall upon your enemies in your location or adjacent, and impale them if they are prone.
If they remain impaled for more then five seconds and stand upon soft ground, then sinkhole will form beneath them and they will slip into the earth below. They will need to BURROW ABOVE in order to escape.
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Permafrost
DescriptionSyntax: TIDE PERMAFROST
TIDE THAWBy fully embracing the frigid gales and frozen rime of the distant oceans, you may bring about an aura of permafrost to surround your body in a thick veneer of ice.
While draped in this gelid aura, you will enjoy:
* Increased strength.
* Increased constitution.
* Increased intelligence.
* Resistance to electrical damage. - You can use the following flail attacks upon your enemies
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Clobber
DescriptionSyntax: TIDE CLOBBER <target> [body part]
Tightly manoeuvring your weapon, you may clobber your foe in quick succession. If you wish, you may aim for a specific body part in an attempt to cause internal damage.
You may aim for the head, the torso, an arm, or a leg.
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Crack
DescriptionSyntax: TIDE CRACK <target> <LEFT|RIGHT> <ARM|LEG>
By striking precisely with your weapon, you may attempt to crack your target's limbs with a focused blow. This will cause limb damage and inflict surface trauma in the form of bruises.
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Crest
DescriptionSyntax: TIDE CREST <target>
Surge upwards like a cresting wave and deliver a powerful blow to your target's head. This will cause vicious damage and inflict surface trauma in the form of bruises.
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Ram
DescriptionSyntax: TIDE RAM <target>
This blow to the torso will cause damage in addition to trauma in the form of bruises.
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Buckle
DescriptionSyntax: TIDE BUCKLE <target> <LEFT|RIGHT> <ARM|LEG>
This powerful weapon swing will smash an opponent's limb, dealing trauma to the limb. Should the limb be suffering from bruising, the blow will cause bonus limb damage depending on the severity, and will additionally cripple it.
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Pitch
DescriptionSyntax: TIDE PITCH <target> <body part> <body part>
By moving eratically in the manner of choppy waves, you may strike out twice with your selkachoar and attack two body parts of your choice, in addition to dealing damage. You cannot target the same body part twice, and your pitching motions will allow you to only target the arms or the legs, not the head or the torso.
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Breach
DescriptionSyntax: TIDE BREACH <target>
Manoeuvre your weapon just so, surging like a breaching wave to bypass your target's aura of rebounding. This strike will also knock them to the ground and remove their levitation defence.
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Wreck
DescriptionSyntax: TIDE WRECK <target>
This powerful strike to the torso will only be effective against prone targets, dealing heavy damage and crushing their chest as they lie helpless at your feet.
In the process, their lung will be collapsed, making escape difficult and causing harm whenever a pipe is smoked.
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Broadside
DescriptionSyntax: TIDE BROADSIDE <target>
Unleash a slow but powerful barrage of attacks on your enemy, striking them three times with your weapon and bombarding random limbs in a chaotic fashion. Each landed hit will be slightly weaker, and will not strike the same limb more than once.
Additionally, there is a 50% chance that each blow of the broadside will cause surface trauma in your opponent's limbs, forming a bruise where your weapon struck.
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Gybe
DescriptionSyntax: TIDE GYBE <target>
Blows to the head from a swinging boom are a common hazard for inexperienced seamen. By mimicking the gybe manoeuvre, you may deliver a mighty strike to your opponent's skull, damaging their head and dealing an escalating number of mental afflictions depending on the target's head bruising. Each effect is cumulative.
No bruising: Amnesia.
Minor bruising: Whiplash.
Moderate bruising: Indifference.
Severe bruising: Smashed throat. -
Keelhaul
DescriptionSyntax: TIDE KEELHAUL <target>
Bring forth an enormous wave to assault your target with a deadly combination of brine and barnacle in an attempt to end their life. If your victim possesses at least three body parts with at least moderate bruising, they will be too weak to survive the sea's extreme torture and ripped apart. Without a sufficiently weakened target, this will have little effect.
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Roleplaying a Tidesage
Supporting the ranks of the Ascendril are the Tidesages, researcher-mages whose origins lay on the distant isle of Keltund. Believing themselves to be the world's only survivors following the fall of Kelsys, Tidesages were revealed to Sapience at large in the year 503. Wielding the powers of Wavebreaking, Inundation, and Synthesis, Tidesages draw upon the primal power of the ocean to enhance their martial prowess, while also working to demystify its myriad secrets.
What is Keltund?
Their origins lay within the founding of Keltund in the wake of Kelsys' violent destruction. Although the explosive emergence of the elemental vortex wiped out nearly all Kelysian life, a distant fishing fleet bore witness to the downfall of their underwater home. The shockwave from the vortex flung the fleet far out into the ocean, and the last thing the survivors saw was the gargantuan silhouette of the Almighty Kerrithrim, its miles-high form dominating the horizon as it marched upon the mainland.
Assuming the complete destruction of the mainland, the survivors regathered their fleet and set out in search of a new home. That home would be a distant island in the eastern ocean, known as Keltund. While Keltund was spared from the havoc wreaking the oceans nearer to the mainland, a thick and frigid fog blanketed the island, forming the basis of Keltundian folklore and myths. To this day, the ruling castes fear what lurks within the fog, and native Tidesages are sent out into it as a test of their strength.
How are the powers of the class accessed?
Wavebreaking is a combination of ancient Kelysian military arts and classical sailors' techniques. In combat, the Tidesage wields a selkachoar - a club adorned with the teeth of a defeated shark - to enact most of these physically-oriented techniques. Supporting their battle prowess are primitive connections to Denan Arloi, the Elemental Plane of Water. While a Tidesage cannot channel Water to the same extent as fully trained mages, they are nonetheless able to exact some measure of control, conjuring disruptive riptides, drowning enemies in a great wave, and tapping into the earth's natural water currents for travel.
Inundation draws on the eldritch fog surrounding the isle of Keltund. By bending this fog to their own will, Tidesages are able to bring whole regions under its influence and empower themselves in the process. The myths and legends of the ocean come to life when wielded by a skilled Tidesage, and the singular greatest manifestation of the primal sea's presence is the eldritch apparition - a great spectre in the fog capable of great terror and destruction.
Synthesis allows the Tidesage to harness the latent magic found in refined crystals to create a pseudo-sentient elemental of their own making. This is the same magic that Mages of old utilised to bring about crystalline vibrations, and the familiar chiming of said vibrations can be observed in these constructed elementals.
Visual style of the class
While there is some subtlety involved in the deeper workings of Inundation, much of a Tidesage's work is anything but subtle. Wavebreaking is a boisterous art, derived from grizzled sailors and soldiers, and its use in battle draws inspiration from the sea itself: violent, choppy, and fascinating. Despite the subtle magic employed in its use, the more profound effects of Inundation are similarly stark and unsubtle - fully realised, the eldritch apparition is a churning storm of nautical horror, its gnashing mouths and writhing tentacles impossible to ignore.
Side effects of use
Like most seasoned sailors or lifelong pirates, Tidesages long for the presence of the ocean and too much time spent away from the sea will incite a deep yearning. This yearning is known to be so profound that it can be channeled as a palpable effect in Wavebreaking. Working with the fog is dangerous and requires a strong will. Careless or reckless manipulation of fog without a steel resolve can result in madness.
Roleplaying the class
The Tidesage can be played as mage, researcher, scholar, and scientist, as it blends elements of all these traits. What unifies them is their shared love and respect for the ocean and a fascination for unravelling its mysteries. Tidesages are invariably curious and bold, driven by discovery and adventure.
A Tidesage's selkachoar is a deeply personal thing - a weapon created from their own conquests in order to demonstrate capability as a warrior. It belongs to them and only them, and, while technically possible, it is considered highly taboo to lend another your selkachoar or to take up one that belongs to another Tidesage.
Elemental customisations:
Synthesised elementals may be customised, but must remain distinctly identifiable as a synthetic elemental and be crystalline in nature.
Shapes that aren't part of classical crystalism (pyramid, torus, pentagon, octahedron, cylinder, cube, diamond, sphere, polyhedron, spiral, egg, disc, and rhombus) aren't appropriate given the lore behind their creation.
These are proto-elementals and thus don't adhere to any one single element. As such, they cannot be customised as appearing to be made of one specific element, i.e no fire elementals, spirit elementals etc.
Elements can be used in the customisation if done judiciously, but it should be
subtle at best and not imply that it's an <element type> elemental in any way, since the blank aspect is required for lore-reasons with Imbuing.
Selkachoar customisations
Selkachoars may be customised through the customisation system innately by Tidesages, with the first customisation incurring no cost.
Customisations without a rune of transformation are limited to mundane weaponry which must adhere in some way to the original designs (a club of some sort, adorned with shark teeth, fairly makeshift and brutal).
Runes of transformation are required for more elaborate customisations, e.g anything including magic or supernatural power beyond a basic weapon.
Customising selkachoars does not make them permanent, but creating a new one will automatically apply your approved selkachoar customisation provided you do not already have one in existence with that customisation on it.