Razell is relatively small kingdom, its independence only maintained by integration into the Grand Alliance. Its mountains are rich in precious silver, and its this ore that provides the kingdom with great wealth and its this wealth that pays its allows it to pay its levees to the alliance and remain independent, yet protected.

Part of the Grand Alliance requieres a tithe of young men and woman to join the Talax army. After minimum service they are allowed to return to Razell to serve as their elite guard. Soldiers that choose to stay and serve longer are offered a permanent home within Talax.

Leadership

Goverment: Feudalism

Government by a usually hereditary class of military landowners, who exact goods and services from a peasant class in exchange for protection. Usually features complex webs of loyalties and ranks.

     Governor Maller Harker (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 )
     Prince Palus Harker (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 )
Established: 893 years ago

Diplomacy

Philosophy: Defensivism

Inherently peaceful, will defend themselves and their allies should the situation require it.

Alliances:Talax (Embassy: Asifamel)
Alantor (Embassy: Berkit)
Mekis (Embassy: Albrunz)
Nazakir (Embassy: Telaris)

Geography

Capital City: Duanburg
Geography: 60% Farmland, 20% Forest, 20% Mountain
Landmarks: Dragons Lair

Now a graveyard littered with the bones of unfortunates, and one large skeleton of a long dead drake, the dragons lair is a treasure hunters dream.

Although it?s been over two hundred years since the drake was slain and heroes raided its horde, adventurers still climb the dangerous mountain to seek gold that the others have missed.


Location: Near the peak of the southernmost mountain
Built (Alliance Year):
Beacon of Razell

One of two remaining elven watchtowers, 200ft high, topped with an iron basket designed to hold a large stack of wood.

The site is maintained by the Governor?s house out of respect for a time long lost to history.


Location: At the peak of the northernmost mountain
Built (Alliance Year): Pre Razell
Climate: Temperate

Theology

Primary deity:Rayis (The Golden Flame)
Lord Advisor:Delis Olorin (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 Priest)
Secondry deities: Victirus
Prohibited deities: Katrinix, Nazzikor, Abixlion, Vorseth

Demography

Population by Race: Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human

[ Approx: 49,500 ]

Other

[ Approx: 500 ]

Population Total: 50,000

[ Approx ]

Spoken Languages: Common

The widely used language of Terrainia, although it varies a little, through dialect and accent, it remains interpretable by anyone with the most basic of understanding of it.

Demonym: Razzellian

The people of Razell.

Laws and Justice: Individual Arbiter

A single person is appointed to be judge and jury for all crimes in their given area, typically this arbiter is either the lord of the land or appointed by them directly.

If a individual appoints more than one arbiter, each will have to follow the same code laid down by their lord.

Expected punishment for theft:

Punishment will typically result in exile

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: The Harker Mansion
Architecture: Talax Architecture

Stone buildings, Rendered Walls, Angular Clean lines, Multiple stories, Tiled roofs, Arched and glazed windows, Columns, Blaclonies, Roof Terraces. Roads are paved, Underground sewage systems. Farms are fenced privately owned property.

Economy

State: Moderate

A moderate economy means high value goods are sometimes available, and occasionally wealthy induviduals will seek warriors for quests.

Taxation: Low & Fair

Taxation hits the rich more than the poor, and is managable for all

Minerals:Silver, Moonsilver
Commodities:Cattle, Lumber
Main Exports:Silver, Moonsilver, Cattle, Leather
Main Imports:Mining Equipment
Trade Partners:Talax, Mekis, Alantor

Map

Click for focused map, hover for preview.

Military Forces

Infantry:Militia

Militia

Region:

Razell

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Club or
Bow

Description

A core of militia act as the islands lawmen and are ready to repel invaders, at least until help arrives


[ Approx: 2,000 ]

Infantry:Repatriated Soldiers

Repatriated Soldiers

Region:

Razell

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Light

Weapons:

Gladius

Description

Although small in number these elite fighters will hold their ground against ten times their number, stationed centrally do deploy as a unit to the attack site


[ Approx: 500 ]

Cavalry:Riders

Riders

Region:

Razell

Race:

Human

Type:

Cavalry

Mount:

Horse

Armour:

Light

Shield:

Light

Weapons:

Spear

Description

Primarily used to send work from one outpost to another, or to spread word though the settlements if under attack, they don?t generally enter combat, but have been trained in hit and run tactics to harass any enemy who make it inland


[ Approx: 200 ]

Cavalry:Repatriated Knights

Repatriated Knights

Region:

Razell

Race:

Human

Type:

Cavalry

Mount:

Heavy Horse

Armour:

Heavy

Shield:

Light

Weapons:

Gladius & Lance

Description

Like the foot soldiers, these veteran Talax Knights are held central until needed, when deployed they strike hard and fast, often breaking the enemy in a single charge


[ Approx: 100 ]

Unique Unit:Governors Guard

Governors Guard

Region:

Razell

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Light

Weapons:

Ranseur

Description

The best of the best, there are few soldiers that can match the prowess of the governor?s guard, they are few of number because many simply fall short of their requirements.
Sworn to defend the Governor and his line of ascension before all others or die trying.


[ Approx: 20 ]

Defence Fleet

Characters of Renown

Alaric Rayson (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 )
- An returned solider of Talax
Merin the Brave (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 )
- A civilian who saved the governor from pirates
Eckhart Wexler (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 [Templar])
- First of the Governors Guard

Characters of Infamy

Greytooth (Alpha Wolf

Subtype (Name):

Archetype:

Class:

Native Plane:

Alpha Wolf

Animal

Wild

Material

Unusual to be alone but if so found they pose a great risk, for only the most powerful and dangerous Alpha Wolves will stray from the pack they lead.

Authorities will call upon seasoned veterans and those with advanced hunting skills to hunt down a lone Alpha Wolf, due to the lack of pack it is harder to hunt, and the hunters can often become the prey.

Appearance:

Larger than a man, four legged and grey fur covered creature with a snout head filled with sharp teeth. Will attack for food and sport.



)
- Massive grey wolf with unnatural intelligence
Nico Gurther (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 Rager)
- Disgraced member of the Razell Governor's Guard, helbent on revenge
Pascal Hulkentag (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.


Traits:      AdaptablePrecociousOpen Minded
Move:      6
 
 
Human
 )
- Razzellian turned pirate

Wild Animals

Apes

Subtype (Name):

Archetype:

Class:

Native Plane:

Apes

Wandering

Material

A primitive humanoid creature, varied in size, shape and agility, the smaller they are the more agile they are. Each is stronger than the average human even the smaller ones. Covered in fur of various colours even orange.

Appearance:

Bears

Subtype (Name):

Archetype:

Class:

Native Plane:

Bears

Wandering

Material

Size varies by species. Resilient and strong, regardless of size, will attack anything that gets close.

Appearance:

Birds

Subtype (Name):

Archetype:

Class:

Native Plane:

Birds

Wandering

Appearance:

Boars

Subtype (Name):

Archetype:

Class:

Native Plane:

Boars

Wandering

Material

Species dependant on locality. Most often found alone as they forage for food. Small to medium in size, thick wiry fur and large tusks, will attack if startled, but otherwise not aggressive.

Appearance:

Mustelidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Mustelidae

Wandering

Material

A diverse range of carnivorous small animals, with distinct features they seam unrelated. Grouped together due to the similarities, sharp teeth, fury, long bodies, short heads and a bad temper.

Appearance:

Panthera

Subtype (Name):

Archetype:

Class:

Native Plane:

Panthera

Wandering

Material

Species dependant on locality. Most often alone, but a fearsome foe nonetheless. These wild animals are able to move about unheard and often unseen. Includes; Lions, Tigers, Jaguars and Leopards.

Appearance:

Snakes

Subtype (Name):

Archetype:

Class:

Native Plane:

Snakes

Wandering

Material

Snakes of a certain size can become deadly predators of even the most aware humanoids if caught alone. These large snakes wont seek out their next meal, they will sit, and wait, for as long as it takes.

Appearance:

Spiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Spiders

Wandering

Appearance:

Wolves

Subtype (Name):

Archetype:

Class:

Native Plane:

Wolves

Wandering

Single or a pack. Wolves are dangerous foe to encounter if unprepared. They never attack if outnumbered, often led by a more savage Alpha Wolf. Slightly smaller than a human, grey fur, sharp teeth, keen senses.

Appearance:

Encounters

Criminals Bandits

Subtype (Name):

Archetype:

Class:

Native Plane:

Bandits

Wandering

Individuals or gangs, laying in wait on the roads of the region. Using surprise and numbers to their advantage, these will often appear to be more formidable than they are. Often their target will hand over their gold to save their lives.

Appearance:

Smugglers

Subtype (Name):

Archetype:

Class:

Native Plane:

Smugglers

Wandering

Often disguised as merchants or peasants, these specialise in getting illegal goods to or from a prohibition area. They wont look for trouble, but will be quick to attack should they be at risk of discovery.

Appearance:

Poachers

Subtype (Name):

Archetype:

Class:

Native Plane:

Poachers

Wandering

Typically a lone individual, seeking to feed a family. Unlikely to pose a threat to a adventuring party or the authorities, catching them however is a task often abandoned.

Appearance:

Raiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Raiders

Wandering

Typically gangs or warbands, not native to the area, seeking to plunder the riches of the kingdom, or seeking slaves to sell when they return to their homeland.

Appearance:

Marauders Orcs

Subtype (Name):

Archetype:

Class:

Native Plane:

Orcs

Wandering

There are four distinct orc sub species, a wandering group is likely to contain a mixture, but always led by the biggest and strongest of those present. Always quick to attack and often for little reason, they will most likely kill everyone even if they hand over their goods.

Appearance:

Goblins

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblins

Wandering

There are two groups of goblins, sperated by their evoltuon to live either underground or on the surface,

Appearance:










The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

?>
Artwork of Terrainia

Last updated on the 25th April 26
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