TIRRADYN
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class
Cleric
The Cleric is a basic divine spellcaster and holy person who draws power from their faith and deity. They channel this energy to heal wounds, smite foes, and protect their allies. Their magic is a blend of supportive blessings and powerful, faith-based combat spells. A Cleric serves as both a spiritual guide and a bastion of divine power on the battlefield.
Druid
The Druid is a nature-based spellcaster who draws power from the natural world. They command the elements, speak with animals, and wield magic that manipulates plants and weather. Their abilities focus on harmony with the environment, allowing them to heal, summon natural forces, or shape the terrain. They act as guardians of the wild, balancing its destructive and restorative powers.
Mage
The Mage is a basic arcane spellcaster who manipulates the raw energy of magic. They study ancient tomes and complex formulae to cast a variety of offensive and utility spells. Their power is versatile but often requires preparation and careful management of their magical resources. They rely on their intellect and wisdom to shape reality to their command.
Monk
The Monk is a master of hand-to-hand combat who does not wield conventional weapons. They train their body and spirit to become a living weapon, striking with incredible speed and precision. Through disciplined practice, they develop heightened reflexes, resilience, and control over their own life energy, or ki. They are agile, focused warriors who rely on skill over steel.
Ranger
The Ranger is a nature-based fighter who blends martial skill with a few small nature spells. They are skilled trackers and survivalists, at home in the wilderness. In combat, they are versatile, capable of engaging foes at range with a bow or in melee with a blade, often using their knowledge of the terrain to their advantage. They serve as protectors of the wilds and expert scouts.
Thief
The Thief is a stealthy attacker and robber who excels at operating from the shadows. They use skills like pickpocketing, lockpicking, and moving silently to avoid detection. In combat, they favor ambushes and precise strikes against vulnerable targets, often employing poison or dirty tricks. Their strength lies in cunning, agility, and exploiting an enemy's weaknesses.
Warrior
The Warrior is a generic fighter type who masters the use of arms and armor. They rely on strength, endurance, and combat training to prevail in battle. Their skills are straightforward and powerful, focusing on dealing damage and surviving enemy attacks through sheer toughness. They form the durable, reliable core of any martial group.
guild
Augury
Eyes of Eventide
Shindekus (Fauxpaw)
Silver Daggers
Sisterhood of the White Lily
Sombula
race
Agathru
Shapeshifters who can look like anyone
Ambar
Gold skinned, elf-like humanoids with bird shapeshifting powers
Angel
Once holy creatures, now winged descendants of those created.
Avian
Anthropomorphic feathered bird humanoids.
Cinsiyet
Dewy skin humanoids with leaf ears who can speak and sing in multiple tones at once.
Darkling
Beings consumed by and made of the shadowrealm.
Demon
Diverse, often powerful creatures that were once twisted souls.
Dhampiel
Vampire/Mortal hybrid, daywalkers
Draconian
Proud, dragon-like humanoids
Drow
Underdark elves; long lived, black skinned, pointy eared humanoids
Duergar
Underdark Dwarves; Pale grey, Short, stout humanoid with beards
Dwarf
Short, stoutly built humanoid with glorious beards.
Elf
Pointed eared humanoids who are long lived.
Faedra
Faerie
Tiny Magical beings, usually with wings
Felindred
Spiritual Cat-Selkie humanoids
Fierlan
Formicoid
An humanoid insect being.
Fukai
Strong, demon-dog shapeshifters
Giant
Ancient, enormous humanoids of Tirradyn
Goblin
Small green or brown humanoids with flat faces and pointed ears.
Gulachin
Hooved anthropomorphic humanoids
Half-Elf
Elf hybrid with another race, take after both.
Half-Giant
Mixed race of Giant and another race
Half-Orc
Mixed Race with an Orc and other.
Halfling
Miniature Human, half-sized.
Hanyou
Half-demons with variable features, often resembling their mortal parent.
Human
It a human. Basic, standard.
Inoukai
Jalachara
Reptilian, lizard like people
Kitsune
Humanoid shapeshifters who have fox ears and one to nine tails
Kitven
Anthropomorphic Rodent humanoids
Kobold
Disciplined, fierce kobolds bred for combat and defense, resembling small, graceful elves with lizard-like features.
Limusi
Humanoid creature made of slime wrapped around a small core
Merfolk
Water Breathing beings with scales that transform from fish tail to legs on land
Mrem
Agile, cat-like humanoids with superior senses
Orc
Large, brutish, tusked humanoids
Rawulf
Anthropomorphic Canine humanoids
Resonare
Magical pointy eared humanoid shapeshifters who are drawn to an element.
Saurot
Silver matte-skinned, elf-like humanoids with razorblade-like teeth
Starkin
Elf hybrid with another race, take after both.
Succubus
Preternatural shapeshifting beings that feed on emotions
Tasellu
Simian Anthropomorphic Humanoids; Monkey or Ape
Undead
Raised from the dead, but not resurrected
Ursa
Bear Anthropomorphic humanoids
Vesrine
Anthropomorphic Rabbit Humanoids
religion
Decim Sphaera
Kasimir
Nadur Bekhai
Symphonia
Thanasis
Unity
Vadoma
Vantiga
Volupta
Wrath
remort
Ascetic
Through intense spiritual and physical discipline, the Ascetic learns to harness their inner energy, or chi, for external projection. They focus on self-awareness to unleash powerful ranged energy attacks and spiritual techniques. This remort trades brute force for enlightened, mystical power.
Bishop
The Bishop focuses on the supportive and protective aspects of faith. They master powerful healing magic, potent buffs to enhance allies, and wide-area protective spells to shield their group. This remort is the cornerstone of any party's defense and endurance.
Cathbad
A warrior-druid, the Cathbad calls upon the raw, violent power of nature to augment their own physical combat. They enter battle with spells that bolster their strength, toughness, and attacks, effectively merging with the fury of the natural world to become a formidable melee force.
Enchanter
The Enchanter can summon temporary spectral weapons and armor, enhance/enchant gear, and wield charming spells to beguile items and others. Their strength lies not in direct damage, but in permanently altering the battlefield's conditions through empowered items and clouded minds.
Hunter
The Hunter is a specialized predator focused on studying and exploiting a target's weaknesses. They employ a variety of traps to control the battlefield and favor precise, powerful ranged attacks to take down foes from a distance. The Hunter is a patient and deadly tactician who turns every hunt into a calculated execution.
Mercenary
The Mercenary specializes in pragmatic and brutal efficiency. They master dirty fighting techniques like feints, cheap shots, and exploiting environmental hazards to gain an upper hand. This remort is defined by a ruthless, adaptable combat style focused on ending fights quickly by any means necessary.
Outcast
An outcast has begun to reject the source of their divine power, turning instead to heretical and forbidden magic. They specialize in powerful curses, debilitating debuffs, and damaging spells that corrupt and wither. Their path is one of rebellion and corrosive power.
Pathfinder
A master of wilderness survival, the Pathfinder excels at tracking, foraging, and crafting tools from their environment. They are adept at animal handling and can rely on well-honed thrown weapons for combat. This remort is the ultimate scout and sustainer, thriving in the wild where others would perish.
Pugilist
The Pugilist is a close-quarters powerhouse specializing in direct, lethal blows. They learn to harden their body, significantly reducing incoming physical damage. This remort embodies the principle of the unstoppable force and the immovable object.
Rogue
The Rogue specializes in stealth, theft, and evasion. They excel at setting ambushes, escaping dire situations, and striking from the shadows where their target is most vulnerable. Their combat style is defined by high evasion and exploiting moments of opportunity.
Sorcerer
A Sorcerer focuses on the direct application of arcane power to alter physical reality. They specialize in potent spells that reinforce and buff themselves or allies, alongside advanced offensive magic and deceptive illusions. Their power is internalized and projected with great force.
Spellsword
A Spellsword blends martial prowess with foundational arcane study. They learn to augment their sword skills with basic offensive and defensive spells, and can temporarily enchant their own weapon or a summoned weapon to gain an elemental or magical edge in combat. They are a versatile hybrid, using magic to enhance their role as a front-line fighter rather than replace it.
Swashbuckler
A flamboyant and agile duelist, the Swashbuckler relies on speed, acrobatic footwork, and charismatic feints. They wield fencing weapons to deliver a rapid flurry of accurate but less damaging strikes, relying on their exceptional evasion to stay untouched. This remort combines combat prowess with theatrical charm.
Witch
The Witch specializes in herbalism, brewing potent potions, and healing. They often employ a familiar as an aid and focus on a wide array of debuff spells to weaken and hinder their enemies through natural means.
spell
Magic Missile
subclass
Agran
Alchemist
The Alchemist subclass is for characters that have a penchant for mixing and brewing things for whatever purposes they need them for. They are a subclass of preparation and study. Alchemists can use the herbalism system to mix up many different things using herbs and ingredients foraged from various places. They also get access to the 'brew' skill, which lets them create magical potions, and 'encapsulate' which allows them to take a potion and create several pills from it. In addition to these things, Alchemists gain the use of the 'concoct' system, which allows them to create new types of poisons, and their antidotes. When it comes to mixing up chemicals to improve, help, hinder, or cripple people, no one excels more than the Alchemist.
Barbarian
The barbarian subclass allows warriors to be trained in skills that are more closely tied to nature than their more traditional and civilized warrior counterparts. Typically residing outside the bounds of formally established civilizations, barbarians are fierce warriors, guided by instinct and tradition rather than structured laws or societal norms. Their existence is interwoven with the wilderness, relying on foraging, hunting, and sometimes nomadic practices to survive. They have a spirit of freedom and resilience, embodying untamed vitality and a primal way of life, contrasting sharply with the complexities of more developed societies.
Bard
The Bard subclass is for the storytellers of the world, poets and singers and players of music. More than this, though, bards have learned over the years how to make magic happen through their spellsongs, and bards have access to a full repertoire of them with each having its own unique effects on those within earshot. Ranging from damage songs to silly ones, bards are a unique and entertaining bunch to bring along on any adventure. As an added bonus to their spellsongs, bards can obtain various instruments from around the realm, and these instruments can enhance their spellsongs, making them more powerful and moving, though these instruments will occasionally require retuning in order for them to keep producing the beautiful and enhancing music.
Beast Master
Beastmasters are masters of the beast and creatures of the wild. They have an affinity for the wild creatures of the world, able to connect with them in a way similar to empathy. Beastmasters are able to communicate with animals and creatures, not in the way that they can have an actual conversation with one, but they are able to sense a creatures fear, intent, needs, and immediate thoughts, etc. They may also find they have kinship with more intelligent and sentient monsters who are more animalistic, from their general empathy with the creatures of nature. Beastmasters are able to have up to six companions that travel along with them. Should a companion die, a beastmaster is able revive them.
Berserker
The berserker warrior embodies primal fury and unyielding ferocity, a relentless force of destruction on the battlefield. Each swing of their weapon is driven by an unbridled rage, as they revel in the visceral thrill of carnage and the intoxicating scent of blood. Battle and pain fuels them as they lose themselves in the fight itself.
Blacksmith
A Blacksmith is a specialist in working metal. It allows characters added skill and ability in mining ore and smithing equipment for themselves or others. When a character becomes a blacksmith, their mining and smithing skills are automatically raised to their maximum level, making blacksmiths experts in all sorts of smithing endeavors. They use 20 percent less material for making items as well due to their skill.
Bladesinger
A magi both adept at the arcane and blades, the Bladesinger has focused their training to strengthen themselves both mentally and physically.
Burglar
Burglars are the refinement of the traditional thief and the art of stealing. These master criminals have matured into seasoned pickpockets and skilled liberators of loot. Most dangerous in any city or town, these criminals can walk into a shop and secure scores of wares without a single person noticing. The key is the sleight of hand, art of misdirection, and a bit of confidence. A burglar utilizes these tools by keeping the "mark", the victim, from noticing their misdeeds with normal behavior. A burglar calculates their mark's actions, their responses, and quickly steals what they want when their guard is down. Talent is important, but so is practice. Hundreds of attempts and years of practice are what mold these artists into the embodiment of their craft
Cavalier
The Cavalier subclass is for characters that want to excel in all things having to do with mounts and mounted combat. They are superb at all forms of riding and control of their mounts. Though they tend to bond with one animal and ride that one primarily for everything they need a mount for, they can ride any animal with equal skill. Cavaliers gain automatic maximum skill in both riding and animal training, which allows them to mount and break wild creatures into trained mounts.
Champion
The Champion subclass is for those characters that wish to play themselves as a true hero, a champion of causes, and a defender of what they believe to be right in the world. Champions, no matter the character's main class, will gain all attack numbers up to and including sixth attack, allowing them to be much more devastating with their weaponry. They also get a powerful bladesweep attack, which hits every enemy in the room with a double swing of their weapons. In addition, to help Champions excel in whatever they might do, they receive a permanent +200 bonus to hit points and also a permanent +10 bonus to critical strike. Champions tend to be supreme in whatever they want to accomplish, and give even heroes someone to look up to.
Conjurer
Crusader
The Crusader subclass is for characters that believe in a pure cause, though for some that cause can be pure evil as often as pure good. Crusaders gain a permanent bonus to hit points of +200, and to critical strike of +10. They may also, at their own discretion, loot up to 3 times per day in cities, to gather money to fund the crusade, as they truly believe that the wealth of the people rightfully belongs in the hands of those that would use it for a true purpose. Whether good or evil though, all crusaders view the undead as impure beings, neither purely alive or purely dead, and to this end they have the ability to 'turn' undead. If the undead creature is not outright killed by this turning, then combat will ensue with the undead creature already with a large portion of damage done by the attempted turning.
Empath
As an Empath, emotions are your power. The ability to mold and manipulate the feelings of others make you who you are. Allies can be bolstered, foes can be weakened, and even your most hateful enemies can be brought to their knees in worship of your greatness. As an Empath, you can see both the best and worst in people - their true character is laid out before you. Be careful with those you keep close - no one with an Empath as a companion will be free of their emotional influence.
Footpad
The Footpad subclass is for those characters that might be a little more nefarious. Footpads gain access to a few skills that normally only thieves have access to, which is helpful, though if you are a thief already, the Footpad subclass will not improve your abilities much. It is mainly for non-thieves, so that less moral characters might have a chance to play to those immoral virtues.
Grappler
The Grappler subclass is for those characters that choose to have higher skill in combat without weapons. As a result of their training, all grapplers have maximum skill in the hand-to-hand skill, and also receive good bonuses to damage in hand-to-hand fighting on top of that. They gain the dislocate, bodyslam, and bodythrow skills, which are good grappling attack skills to be used in combat. They also gain suplex, a forceful grappling attack that can knock a foe prone. As if these things weren't enough they gain a unique 'chokehold' skill. Chokehold attempts to lock the Grappler's opponent into a chokehold. While in the chokehold position, neither the Grappler nor their victim can act in the fight, but each round the victim will have a chance to break free. If they fail, and enough rounds pass with the chokehold in place, the victim will drop to 0 hitpoints and fall unconscious. Grapplers are very devastating opponents, second only to monks in their hand-to-hand skills, which of course would make monk grapplers the deadliest of them all.
Guttermage
Healer
The Healer subclass is a subclass that will add much in the way of healing abilities to your character. Those who choose to be healers will find themselves able to heal a wide variety of injuries and ailments. Healers gain Herbalism, mostly for the ability to make poultices, and the apply skill for applying poultices when needed. They also gain several healing spells, including cure blindness, cure poison, and cure disease. They also gain the more powerful heal light and heal serious spells for healing injuries of their patients, as well as a refresh spell for restoring the stamina of those too tired to go on by themselves. If your group of adventurers cannot find a full cleric to go along for healing purposes, then a Healer makes a very good replacement.
Knight
A Knight is a honed warrior. Trained in being the elite in combat. They are masters of weaponry, armor and strategic thinking. Understanding weaknesses, but also knowing that they must uphold the honor of their charge. Beyond mere martial prowess, a knight is expected to uphold justice, show mercy to the weak, and demonstrate noble behavior in both battle and daily life. The archetype of the knight has come to symbolize not just physical strength, but also moral integrity and a commitment to serving a greater good, serving as a role model in the context of a turbulent feudal society.
Linguist
A linguist is a true polyglot; a logolepts, reveling in words, linguistics and the ability to decipher things through language. They are quick to pick up context and often quite skilled in the manipulation of language. Many are known to be quite the silver-tongue salesman or charming politician. When it comes to speech, translation of spoken word and books, and anything else having to do with the many different languages, linguist abilities are second to none. Upon becoming a linguist, all of your currently known languages will be raised to maximum skill levels, making you perfectly fluent in all of them. In addition, there is no language cap for linguists, they may learn as many languages as there are in the world, and upon learning them at a trainer, they gain instant fluency in them as well.
Naturalist
The Naturalist subclass is for druids who have come to believe that nature is the only answer to all things. They believe whole-heartedly in nature's ability to overcome any obstacle or situation, any hardship. Their main focus tends to be of a more healing nature, as they've learned that a primary similarity to all hardships is often injury, and that if one could simply overcome injuries and carry on, that strength and nature will ultimately always prevail. They are also the ones who most often label things as unnatural, often using the word in a negative light, even adhering it to things that others do not. Other magics for example, arcane and divine magics that are not natural in nature are often seen by them as unnatural and distasteful things, and they are able to do away with such enchantments if they so choose.
Protector
The Druid Protector is one who has devoted themselves to Nature and using all within their power in this endeavor. They train both mind and body so that they may become a Protector of Nature and all they care for.
Rang
Ritualist
Ritualists are capable of a number of different roles, from providing defensive support and protection to buffing allies. A single Ritualist can defeat a formidable opponent with ease, however, they are very vulnerable to damage while performing their rituals and very rarely are seen fighting on the front-lines. Ritualist share one weakness: survivability. They have many powerful abilities, yet tend to not do very much damage themselves. Thus, they tend to be high priority targets. They tend to require a lot of protection, however, they more than make up for their vulnerability with the benefits their rituals bring to their party.
Runecrafter
Rune magic allows a character to unlock the power contained within magical symbols and sigils. Not every such mark has the potential for power, however. Runes work much like magic items and it allows you to use their magic in a variety of ways, however, unlike with magic items, only a runecrafter can use all the benefits a rune offers.
Scoundrel
Known as a bad sed, a scoundrel will stab you in the back to get what they want. Lie, cheat, steal, a scoundrel will do what it takes to get their way. A scammer and a con artist at heart, a scoundrel is often known to use duplicity to trick people into handing over money, when that fails, the direct route works too. Known for 'shooting first' they are usually at the center of any black market or rogues gallery. They forge items and create powders to use against people to daze, confuse and drug them into submission.
Scout
A scout navigates the terrain with an innate blend of agility and stealth. The scout moves silently through the underbrush, their keen eyes scanning the landscape for both danger and opportunity. With keen eyes attuned to the slightest rustle of leaves and an ear finely tuned to distant sounds, a scout collects vital intelligence for their allies. Often, with an array of handcrafted tools and a trusty bow slung across their back, the scout embodies the essence of adaptability, relying on a deep bond with nature to guide their path through uncharted territories.
Shadow
A shadow is someone who uses magic to imitate the powers of Shadows. It is said that Trellan taught people the magic and it proliferated. Unlike those of Vadoma who are granted the skills by their God, mages and others have learned the art of shadows to mimic them. Shadow magic can trap people in the shadow realm and needs a steady and precise hand. It is said that darklings are made from those who tested the shadow art and lost themselves in the Shadow Realm.
Sharpshooter
Spellslinger
The Spellslinger subclass is for those characters that have perhaps some innate magical ability, but chose another non-magical class for their main profession, and are now dabbling with the underlying magical abilities they possess. The Spellslinger subclass gains access to over a dozen useful magical spells to both enhance themselves and others, and to do some devastating damage to their enemies. While spellslingers are not considered to be proper spell casters by most people, their abilities can allow them to appear to be so, and also provide them the added bonus of being much more devastating in combat situations.
Spiritualist
The Spirits of Nature are what was used to create and maintain the realm. What some call the weave is actually the way a thin line connects every spirit of nature to Nature herself, each being a part of her that she has sent out and into the realm. There are several kinds of spirits, though each is as important as the next. For Spiritualists, it is their Guardian spirits that might choose to aid them.
Stormcaller
Templar
A Templar is cleric subclass that is akin to a warrior priest dedicated to a righteous wrath and divine retribution. Often driven by a burning sense of justice, templars wield offensive divine power to turn their enemies away from them in fear and to call upon the will of their deity to quickly end a fight. In times of need, they can purify corrupted areas, unleashing a divine aura that cleanses evil and banishes darkness, reaffirming their unwavering commitment to justice and vengeance.
Tracker
Trapper
The Trapper subclass is different from other subclasses in that it's less categorically similar to any other main class or subclass in its abilities. Trappers' are primarily based in the trapping of animals, either alive or dead and they get several abilities to facilitate this.
Warpriest
A warpriest is a fierce and devoted cleric who takes to the front lines in the name of their deity, using both divine magic and martial prowess. As a warrior of faith, they embody the spirit of their god through relentless combat, wielding weapons and armor alongside powerful blessings and divine spells. Fearless in the face of danger, a warpriest fights to deliver divine retribution directly into the heart of of the enemy while bolstered by their faith. They are known to cause dread and fear in all who oppose them.
Zhiba
Zhiba are monks devoted to peace and quieting violence. They gain the calm and sleep spells, and aggressive NPCs will not automatically attack a Zhiba through the normal aggression pulse. This protection does not stop a Zhiba from being attacked by scripted behavior, direct commands, or combat they start or join.