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Map of Aygess
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The Continent of Aygess, is the largest and most furtil land on the planet of Eldridth. The land has ben heavily settled by different nations, though many swatchs of untamed wilderness still exisit. Travel between continents is almost impossible because of Neraeos who keeps the Oceans free of travellers with his divine influence, though navigating close the coast is possible for sailors.
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Classes

in Player Options

These are the options for Class, each is linked to a full description. It is recommended to understand your class and the options ahead for it, you can view the Leveling Guides for basic summaries of the first 5 levels. Some classes also have spells that can be learned.

Cleric

Clerics are the embodiment of their deity's blessings. They wield magic and travel the land in the name of their god, being intermediaries between the mortal world and the distant planes of the gods. Clerics strive to embody the handiwork of their deities. Because Clerics are in the service of a deity, and their individual play styles will represent the type of deity they worship.
 

Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
 

Ranger

The Ranger is a skilled hunter, tracker, and woodsman, most at home on the fringes of civilization and the first line of defense against threats from the wilds. They are a master of survival who uses their knowledge of the outdoors to track foes and provide advantages in combat.
 

Barbarian

Barbarians are all about getting angry and dealing damage. They have a ton of hit points, resistance to damage, and Rage gives a wonderful bonus to damage. Barbarians don’t get much in the way of skills, so generally they’re stuck as combat monsters, though certain character options can even expand them into a other support role.
 

Paladin

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
 

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
 

Druid

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
 

Warlock

A warlock is defined by a pact with an otherworldly being. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
 

Sorcerer

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
 

Wizard

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control.
 

Fighter

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic.
 

Monk

Monks learn to channel the Ki of their and their opponents bodies. They fall into deep studies of hand to hand combat, and can learn from multiple schools and traditions, with different focuses on the use of Ki. There are multiple monestaries that accept students, all with varying different belief's, but the primary common thought is that they learn the art of defense and offense.
 

Artificer

Artificer's masters of invention, and use ingenuity and magic to unlock extraordinary capabiities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane knowledge, The magic of artificers is tied to their tools and their talents, and few other can produce the right tool for a job as well as an artificer.


Playable Races

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