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Home » The 21 Classes of Achaea » The Pariahs of Achaea

The Pariahs of Achaea

A Mhun Pariah cast out and bare-chested, leaves and ash swirling around

Pariahs are the Accursed. Named by the eminent Hatun of Ghezavat, the Lost Settlement deep in the desert, their powers were unleashed upon the world in 850 AF by the actions of an unwitting yet opportunistic thief. Most Pariahs begin life as simple Magi. The thirst for knowledge often exceeds the moral fibre to pursue it.


Pariah lore and origin

The Pariah suffers no ethical quandaries in the lifelong, or deathlong, quest for power. Having cast off compunction, the Pariah pursues arts considered too profane or taboo for high society. Only in the solitude of the hallowed crypt can the true mysteries of magic be revealed, the deepest secrets of the sand unveiled. The grave is their domain. The revolting and reviled are their companions.

Most Pariahs were Magi first. The shift happens through study of things they shouldn’t have studied: knowledge from Ghezavat, the Lost Settlement, where the Hatun first defined the term. The class is named for what society does to its members: shun them. The Pariah accepts the name and turns it into power.

Swarm and sickness follow the Pariah wherever they walk. The art of Pestilence is simultaneously a living, chittering nightmare and a blight upon the houses. Blood is their ink and air is their canvas: the Memorium symbols of ancient desert tribes serve as deadly lines drawn in the sand. Charnel is where the deepest depths of their sickening sorcery lie. From the heart of remote crypts, guarded by gravel and golem, do they pore over the sacred tablets of Ghezavat and begin to master the end.

What a Pariah does, in plain terms: builds a personal crypt as their seat of power (Crypt, Sarcophagus, Library, Reliquary, Tomb), traces blood-and-air logographs that act as remote curses (Serpent, Scarab, Jackal, Scorpion), unleashes swarms of plague-bearing insects (Sting, Burrow, Scourge), and ultimately reshapes the world around themselves through Charnel’s Accursed Rituals and Workings.

The class is unrestricted by alignment, but Eleusis won’t accept a Pariah. The lore makes the exclusion obvious: Pariahs deal in plague and death; Eleusis deals in Nature and life. Same mutual exclusion as Alchemist, for the same kind of reason.


Signature combat identity: blood, swarm, and crypt

Three things make a Pariah a Pariah.

The first is blood. Memorium is the art of inscribing logographs, symbols from the ancient desert tribes, using blood as ink and air as canvas. Each logograph has a singular purpose: Serpent for venom and fangs, Scarab for insatiable rending, Sun for protector-or-destroyer, Jackal for the jaws that snuff the vital, Scorpion for the striking predator. Heartbeat marks a target’s pulse for their end. Ensorcell binds them in blood and fate. The skill is precise, almost calligraphic: a Pariah in Memorium combat is drawing curses into the air around their enemy.

The second is the swarm. Pestilence wields chitin and plague where other classes wield steel. The Pariah Enthralls insect-swarms and uses them to Sting, Burrow, Infest, and Scourge. Plagues with named diseases (Pyramides, Rebbies, Mycalium, Sandfever) ride on the swarm’s countless wings. The skill turns the Pariah into an outbreak in motion: wherever they walk, the chittering follows.

The third is the crypt. Charnel is where the class becomes fully itself. A Pariah constructs a personal Crypt with Sarcophagus, Library, Reliquary, Tomb, Manifest (a ritual chamber), Passage, Pit, and trap-laden corridors (Trapdoor, Spikes, Crush, Carve). Within the crypt, Accursed Rituals and Workings let the Pariah achieve effects no other class can match: Cryptbound to wake in darkness, Reconstitute, Eternity to spread the influence of the crypt across the land, Embrace as the bane of life, Mirage to mislead pursuers. The capstone, Interment, condemns a victim to eternal stone-bound life: “an eternity to weep.”

This is the deepest tomb-sorcery class in Achaea. Other dark classes summon their power. The Apostate binds a Baalzadeen; the Occultist bargains with Chaos Entities. The Pariah builds. That difference runs through everything the class does.


The three skills of a Pariah

A Pariah commands three skill sets: Memorium, Pestilence, and Charnel. (Per HELP PARIAH, the class skills are gained progressively as the Pariah’s study deepens.)

Signature abilities: Crux, Let, Wrack

There are few mediums as potent in the working of sorcery as blood. The Memorium practitioner wields desert-forged blade in one hand and arcane might in the other. With sanguine ink and air as canvas, they carve their inevitable decrees into the world, one corpse at a time.

The practitioner traces the ancient logographs of the desert tribes, each imbued with singular purpose and empowered by blood. The very beating of the foe’s heart shall beat the march of their demise.

General abilities:

AbilityDescription
CruxFrom which your will shall spring.
LetA crude but necessary step.
WrackA basic application of the craft.
ExposeStrike when they are vulnerable.
SanguinehandThe arcane guides your hand.
TransposeBlood calls to blood.
JarsA little goes a long way.
BlasphemyWith blade and will.
HeartbeatTheir pulse shall sound their end.
EnsorcellBound in blood and fate besides.
QuarrelBlood settles all disputes.

Higher Sorcery:

AbilityDescription
AccelerateEver closer to the end.
SubversionUntil the well runs dry.

Logographs (the symbols the Pariah traces):

AbilityDescription
TraceBlood as ink and air as canvas.
SerpentOf deadly fangs and poison.
ShieldTo ward against the wicked.
FissureThat which sunders.
NestOf rot and decay.
ScalesBalance in all things.
EpitaphTo go beyond the singular.
SkeinThe unravelling thread of life.
LeechTo draw out the poison.
ScarabInsatiable. Without mercy.
SunProtector. Destroyer.
BearThe claws that rend and tear.
JackalThe jaws which snuff the vital.
ScorpionThe striking predator of the sands.

Signature abilities: Detect, Enthrall, Infect

The Pariah is armed wherever they walk: their weapons are not of steel or bronze but of chitin and plague. In the darkness the chittering nightmares wait, enthralled. When the skies turn black and the myriad eyes open, it is time to feast. The sorcerer who raises swarms wields them many ways: sending them to sting, blot out the sky, drown enemies on dry land, or feast from within.

General abilities:

AbilityDescription
DetectThat which may fall under your sway.
EnthrallYou are the nightmare that crawls and flies.
InfectYour minions carry much.
DevourLeave no scraps.
SacrificeThe price of power.
EclipseDarkness beneath the writhing clouds.
VirulenceInteraction heralds doom.

Higher Sorcery:

AbilityDescription
StingPain that comes on countless wings.
BurrowInto the warm and dark.
ExtractCall them home post haste.
InfestRampant from within.
LatencyA bleak future awaits.
ScourgeA black fate indeed.

Plagues (named diseases):

AbilityDescription
PyramidesThe body rejects that which sustains.
RebbiesAn unpleasant transformative disease.
FlushingsEven the vital will be purged.
MycaliumA blight upon this land.
SandfeverA single step is a quest indeed.

Signature abilities: Crypt, Sarcophagus, Plunder

All sorcerers know a singular truth that need not be put to word: some workings are best left unworked. To take up Charnel is a singular rejection of that truth.

No price too high, no hubris too great. No doom too distant. Such is the burden of the Pariah and their eternal fate once they step onto the path of damnation. Dwelling in black sanctums beneath the desert sands, these reborn sorcerers dabble in the very substance of mortality, and pay the price with their eternal souls.

General:

AbilityDescription
CryptYour black domain.
SarcophagusThe heart of your power.
PlunderBy will and by force.

Accursed Rituals:

AbilityDescription
TabletsThe words are scribed on unyielding stone.
AccursedAt too high a price.
Desolationand devastation.
PreservationSleep now, oh sleep.
EminencePower everlasting.

Accursed Workings:

AbilityDescription
EternityMay it cover the land.
CryptboundWake in darkness.
ReconstituteYour bonds are of your own devising.
ResolvePain is an old adversary.
CryptcallIt ever beckons you back.
StillThe silence of the grave.
AriseThat which lies beneath the endless sands.
AwakenThe desert’s wrath.
WaveA deluge of a drier kind.
CongregationFor they will attend your feast.
MirageTrust not your eyes or flesh.
Dustto dust.
EmbraceThe bane of life.

Reshaping (Crypt construction):

AbilityDescription
ReshapeIn your own image.
PassageThe simplest of reshapings.
IntermentThe beginning of the end.
LibraryThe repository of your knowledge.
ManifestA chamber for rituals and more.
ReliquaryWhere treasures are laid to rest.
PitTo claim the unwary.
TombYour hallowed hall.

Traps (within the crypt):

AbilityDescription
TrapdoorA step into the abyss.
CarveThey dare walk on hallowed stone.
SpikesYour domain has teeth.
CrushNo mercy for trespass.

Guardians:

AbilityDescription
GolemTo protect what is yours.
ScarabsThe chittering guardians of the accursed.

Pariah Houses and cities

See Achaea’s city-states for the cities where these Houses recruit.

Pariah is unrestricted by alignment but not accepted in Eleusis, the same city exclusion that applies to Alchemists. 14 Houses across the other five cities + cityless.

HouseCityNotes
The Krymenian AcademyHashanHashan academic House. Often a natural home for Pariah scholars (death and the older arts).
The SomatikosHashanHashan body-discipline House.
The Vashnarian ShieldCyreneCyrene guardian House.
The VirtuosiCyreneCyrene artistic House.
The Discurean OutridersCyreneCyrene explorer/academic House.
The DawnbladeTargossasTargossan martial House. Rare Pariah choice.
The Harbingers of RedemptionTargossasTargossan succour House. Rare Pariah choice.
The Dread LegatesMhaldorMhaldorian military House.
The InsidiumMhaldorMhaldorian rites House. Natural fit for Pariahs who serve Evil.
The Esoteric ConsortiumAshtanAshtan martial House.
The Savants of the WheelAshtanAshtan academic House. Strong fit for scholarly Pariahs.
The Nemesian VanguardAshtanAshtan front-line House.
The Grand Merchant Collective(cityless)The trader House. Many Pariahs choose cityless play.
The Carnivalis Institute of Jestering(cityless)The Jester-founded House.

To check current House availability in-game: HOUSE LIST PARIAH.

A note on the Eleusis exclusion: Per the lore, Pariahs deal in plague, blood-sorcery, and the crypt: antithetical to Eleusis’s commitment to Nature. The exclusion is mutual: Eleusis won’t take Pariahs, and a Pariah serving Nature is a contradiction. The same exclusion applies to Alchemist.


What an Achaea Pariah might look like

Class shapes silhouette; race shapes everything else about a character’s appearance. The art below shows what a Pariah can look like across two of Achaea’s 14 playable races. These are illustrative examples. Any race can play a Pariah.


How to roleplay a Pariah in Achaea

A Pariah’s identity is exile. Your character has crossed a line society won’t follow them across. The Hatun of Ghezavat named you Accursed. You accepted the name. The roleplay anchor is that acceptance, and the long quest for power that follows.

Three things make Pariah roleplay distinct:

You were a Magi first. Per the lore, “most Pariahs begin life as simple Magi.” Your character has a “before”: a time of court wizardry or scholarly magic that they abandoned for forbidden study. Players who write that history into their character (the moment they crossed, what they lost, what they gained) get the strongest material.

The crypt is your home. Charnel’s reshaping abilities give a Pariah a personal crypt, built, decorated, trapped, and guarded. The crypt is where your character lives in a real sense. Treating it as a setting and not a respawn point pays off.

Society reacts. The class name is a sociological judgement. Other characters know the word “Pariah” and what it implies. Targossas will distrust you. Eleusis will refuse you. Mhaldor may welcome you. Ashtan may study you. Hashan may court you. Your character’s social position changes the moment they take the class.

A few practical notes:

The class is relatively new and underplayed. Pariah was unleashed in 850 AF, recent in lore terms. The community is smaller than the established classes. If you want strong identity with a less crowded class, this is sharp.

Combat plays slow and deep. Pariahs aren’t bursters. The crypt takes time to build, swarms take time to enthrall, logographs take time to trace. Patient players get the most out of the class.

The Insidium (Mhaldor) and the Krymenian Academy (Hashan) are the natural homes. Cityless play is also common: many Pariahs decline to integrate with any city.

If you want a class with the deepest death-and-decay roleplay in Achaea, layered slow-build combat through three distinct dark arts, and the strongest “outcast scholar” identity in the game, Pariah delivers.


Other classes to consider

Three classes worth a look if Pariah is on your shortlist (or browse all 21 Achaea classes for the full comparison):

Apostate: Mhaldor’s Daemonic Priest

The Mhaldor dark priest. Same tomb/death/dark-scholar aesthetic but locked to Mhaldor and Evil. Where the Pariah builds a crypt and traces blood logographs, the Apostate binds a Baalzadeen and curses through eye contact. Choose Apostate if you want the dark-scholar identity but with a tighter factional commitment.

Occultist: Ashtan’s Chaos Scholar

The Ashtan dark scholar. Different alignment (Chaos), different mechanics (Chaos Entities, Tarot, the Mysteries). Both classes share the “scholar of forbidden knowledge” identity. Choose Occultist if the Chaos angle appeals more than the desert-and-grave angle.

Shaman: Hashan’s Enigmatic Ritualist

The unrestricted spirit-magic counterpart. Where the Pariah deals in plague, blood, and crypt, the Shaman deals in spirits, curses, and Vodun dolls. Both classes have a “dark mystic” feel. Choose Shaman if you want the spirit-magic identity without the Pariah’s heavy tomb-and-damnation framing.

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Frequently Asked Questions

A Pariah’s skills are Memorium, Pestilence, and Charnel. Memorium is the blood-and-air logograph art: tracing ancient desert symbols (Scarab, Serpent, Jackal, Sun, Scorpion) using blood as ink. Pestilence is the swarm-and-plague art: enthralling chitinous nightmares and spreading named diseases. Charnel is the deepest art: crypt construction, Accursed Rituals and Workings, and the capstone Interment that condemns victims to stone-bound eternity.

The Pariah class was unleashed in 850 AF by the actions of an unwitting yet opportunistic thief. The powers were named Accursed by the eminent Hatun of Ghezavat, the Lost Settlement deep in the desert. Pariah is one of the more recent additions to Achaea’s class roster. Most Pariahs begin life as simple Magi who chose to pursue forbidden knowledge.

Fourteen Houses across five of the six cities (excluded from Eleusis) plus the two cityless options. The exclusion matches Alchemist: Eleusis’s commitment to Nature is incompatible with the Pariah’s plague-and-death work. The Insidium (Mhaldor), Krymenian Academy (Hashan), and Savants of the Wheel (Ashtan) are particularly well-suited. Many Pariahs choose cityless play. Use HOUSE LIST PARIAH in-game to confirm current availability.

Per the lore: “Most Pariahs begin life as simple Magi, yet all scholars can attest that oft-times the thirst for knowledge exceeds the calibre of one’s moral fibre to pursue.” The Pariah is a former Magi who chose to study what Magi don’t. The two classes share a scholarly root but diverge in everything else: Magi work with elements and ether; Pariahs work with blood, plague, and the crypt.

A Pariah’s crypt is the personal seat of their power, built and decorated through the Charnel skill. Crypts include a Sarcophagus (the heart of the Pariah’s power), a Library, a Manifest chamber for rituals, a Reliquary, a Tomb, traps (Trapdoor, Spikes, Crush, Carve), and Guardians (Golem, Scarabs). The crypt is more than a respawn point: it’s the home base from which the Pariah extends their reach across the land via Accursed Workings like Eternity and Cryptcall.

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