Yuduku is an infant nation compared to most others, founded just over a hundred years ago, it is an unconventional mix of species united by small group of heroes who founded the settlement. Comprised of the exiled, the persecuted and the endangered; Yuduku flourishes under the careful watch of its governing body, The Council of Ramthox.

A union with Talax allows the two nations to co-exsist in peace, together they fight the undead legions from the south and an exchange of soldiers allows a greater depth of military expertise for both.

Yuduku is home to several thousand Nelvari, typical a species of elfkind that humans and other races avoid at all costs. this group however were exiled from their homeland due to a different world view, as such they don't conform to the traditional aspects of Nelvari behaviour and have proved instrumental in not only the establishment of Yuduku, but have also provided invaluable insight into the undead threat.

Leadership

Goverment: Democracy

Democracy refers to a broad range of types of government based upon the "consent of the governed." In its purest form it is the same thing as mobocracy, but it is usually practiced in the form of a republic, which provides checks and balances and an establishment that is able to tap an unruly mob on its collective head.

(The Council of Ramthox

for Yuduku


Founders: Maya
Members:
)
AkordiaTheurgist)
Tenoch (Goanna

Goanna are medium lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Goanna are most numerous species amongst them.

A more brustish creature, the height of a man but more stocky, prefering to engage head on.


Traits:      Reptillian EyesDragonkinNaturally Strong
Move:      5
 
Dragonkin
 )
SyrussAssassin)
Maya Phaein ( [Archer Arcanum])
Established: 101 years ago

Diplomacy

Philosophy: Defensivism

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

Geography

Capital City: The Tree of Life
Geography: 95% Jungle
Landmarks: The Caves of Moonlight

When first discovered the humans of the area, (Pre Talax barbaian tribes), became scared of the light emmitted from within, they stayed clear of it.

After Talax became a unified nation the area was lost, the barbairans had covered the area to hide from it, then this coverage became a full fledge overgrown blockade

When the nation of Yuduku was formed the wiser species quickly uncovered the trught behind the caves and the material that made it glow.

The crystals within are a potent source of energy, an energy that can enchance any arcane spell, so it becmase a prized posseion of the yuduku poeple and partically the Nelvarei.


Location: On the western edge of the yuduku forest
Built (Alliance Year):
Darkwood Tree

The singluar darkwood tree in the forest marks a spot of blight, it used to be a normal folourshing tree but overnight the bark went black, the ground around it decayed, the Council of Yuduku closed the area off and placed a permenant watch.

For now its stable, the blight has not spread, although the whole tree is now as dark as night. Nearby trees have had their branches trimmed to prevent them touching.


Location: Centre of Yuduku
Formed (Alliance Year): 5 (Although the tree is several millenia)
Ruins of the Nelyani

These ruins are remnants of a long forgotten age, the buildings were obvisouly of superior design, what little remains is evident of it, such is the elegance of these ruins that the Yuduku officals have marked the area as off limits, although there is no punishment for breaking this other than a stern telling off.

Within the central structure is a ancient marble floor, inset is a etched gold pattern, still immaculate millenia since its fall, many have tried to access the lower levels but its sealed tight, rumor has it thats its protected by the gods themselves


Location: Alongside the Manflu River
Built (Alliance Year): Age of Succession
The Monflu River

A River that begins life in the Mint Mountains to the north east of Yuduku. It travels many hundreds of miles all underground, passing under the Tree of Life, bringing it the much needed waters of life itself.

Only Yuduku has access to these waters, and the sacred to thier people. An agreement with Talax ensures it stays that way for forseeable future.


Location: East of Yuduku Territory
Formed (Alliance Year): Age of Awakening
Climate: Humid

Theology

Primary deity:Mathandria (The Traveller)
Matriarch:AkordiaTheurgist)
Secondry deities: Katrinix, Mathandria, Elfinihiar, Vorseth
Prohibited deities: None (Balance)

For the sake of balance, all dieties are permitted, though the worship and use of the dark pantheons power is watched and controlled.

Demography

Population by Race: Simian

monkey


Move:      
 
 
 

[ Approx: 100,000 ]

Caprian

beastmen


Move:      
 
 
 

[ Approx: 100,000 ]

[ Approx: 100,000 ]

[ Approx: 100,000 ]

[ Approx: 100,000 ]

Goanna

Goanna are medium lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Goanna are most numerous species amongst them.

A more brustish creature, the height of a man but more stocky, prefering to engage head on.


Traits:      Reptillian EyesDragonkinNaturally Strong
Move:      5
 
Dragonkin

[ Approx: 100,000 ]

Population Total: 600,000

[ Approx ]

Spoken Languages: Elvari

A language common amongst elves, recognised by most other races and can be learnt by anyone.

Typically referred to as elvish, but only amongst those who don\'t speak it.

, 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.

, Dragonic

The most ancient of languages, it is also the primary language of dragon related species but amongst humans of the world it is only known by arcane spellcasters and a handful of others, often those with money and time to dedicate to such rare speech.

Demonym: Yudukans

The people of Yuduku.

Laws and Justice: Council Arbitration

A Council of the lands highest officials decide the outcome, each case is individually assessed and sentencing can vary widely even on cases identical.

Expected punishment for theft:

Punishment can range from a fine, to execution.

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: Various Sites
Architecture: Yuduku Architecture

Wooden structures attached to large trees, Rope and wood bridges connect buildings, Shapes vary, No building code or style. No roads, No sewage system. No farms.

Economy

State: Barter

A currency devoid society, citizens trade what they have surplus of for what they need, trade with other nations is often difficult. Although high value items are not readily avilable, when one is found, it is often unique.

Taxation: None, Self Suffiant

This society doesnt collect taxes, they are self suffiant, living off the land, and having resources to sell far beyond that they need to buy

Minerals:Crystals
Commodities:Whiteoak, Herbalism
Main Exports:Crystals, herbs, Bows
Main Imports:Iron
Trade Partners:Talax

Map

Click for focused map, hover for preview.

Warfronts and Commanders

BroldKathek Thunderwalker (Sauran

Sauran are large lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Sauran are laregst species amongst them.

Large and powerful, Sauran are the brutes of the Dragonkin line, able to tear a man in half or bite a head clean off.


Traits:      Scaled
Move:      5
 
Dragonkin
 Rager)

Military Forces

Infantry:Chameleon Stalkers

Chameleon Stalkers

Region:

Yuduku

Race:

Chameleon

Type:

Infantry

Mount:

None

Armour:

None

Shield:

Weapons:

Shortbow & Dagger

Description

The smallest lizardfolk make the best unseen defenders, their colour changing scales letting them blend into the forest. Often working in pairs they tirelessly watch the border, engaging only those they can best, calling for reinforcements when needed.


[ Approx: 100,000 ]

Infantry:Nelvari Duellists

Nelvari Duellists

Region:

Yuduku

Race:

Nelvari

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Weapons:

Shortsword & Light Crossbow

Description

Nelvarei shock troops, they maintain pockets of fighters all over the forest, if called to engage they strike hard and fast, leave none alive and vanish as soon as the fight is won.
Trained in the toughest martial skills known to the Dark Elves, skilled in blade and crossbow alike.


[ Approx: 10,000 ]

Cavalry:Goanna Battleline

Goanna Battleline

Region:

Yuduku

Race:

Goanna

Type:

Infantry

Mount:

None

Armour:

None

Shield:

Weapons:

Any Two-Handed

Description

Although not mounted, these lizardfolk are fast, unnaturally so, they rush forward on all fours, often with a large weapon strapped to their back, ready to engage when called.
Trained in the use of heavy weapons to make use of their considerable size, standing two feet above a typical human.


[ Approx: 20,000 ]

Cavalry:Caprian Berserkers

Caprian Berserkers

Region:

Yuduku

Race:

Caprian

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Double Headed Axe

Description

The natural speed of a Caprian allows them to assume the role of cavalry, Carrying a large double headed axe, they are a natural attacker, prone to flying into a berserk rage and tearing their enemy?s limb from limb.


[ Approx: 5,000 ]

Unique Unit:Nelothi Sentinels

Nelothi Sentinels

Region:

Yuduku

Race:

Nelothi

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Composite Longbow & Dagger

Description

The pinnacle of unseen death, able to pick out a target over two hundred feet away and deliver a fatal blow, leaving the enemy confounded.
On the open battlefield the sentinels will seek out a forest from which to strike, calling on the power of their mages to summon forth one if necessary.


[ Approx: 3,000 ]

Commanders:Vanaran Commanders

Vanaran Commanders

Region:

Yuduku

Race:

Vanaran

Type:

Infantry

Mount:

None

Armour:

Robes

Shield:

Weapons:

Quarterstaff

Description

Master strategists, the Vanarans oversea all battle plans, deployments, defences and strike actions. A preference for the right type of action to best serve the greater good, although each faction of Yuduku often wishes to take alternative action they will always agree to take the actions directed by the Vanaran Commanders.


[ Approx: 10 ]

Defence Fleet

Characters of Renown

Sivath Jadescale ( Infiltrator)
- Head of the Chameleon Stalkers
Kathek Thunderwalker (Sauran

Sauran are large lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Sauran are laregst species amongst them.

Large and powerful, Sauran are the brutes of the Dragonkin line, able to tear a man in half or bite a head clean off.


Traits:      Scaled
Move:      5
 
Dragonkin
 Rager)
- General of the Armies of Yuduku
Opithilia ( [Archer Arcanum])
- Master Archer, aprentice of Maya Phaein
Sebrina Fettle ( Blademaster)
- Temple Guardian
Ido Wisnikki (Simian

monkey


Move:      
 
 
 
 Disciple)
- Steward of the Tree of Life

Characters of Infamy

Arkarzan (Liche

Any mortal race can become a liche, all they need is a mastery of necromancy, a unwaiverying desire to survive.

A liche is functionally immortal, despite being dead already. While the body long decayed the liche will still walk the world, looking for absoulte mastery of knowledge.


Move:      
 
 
Enhanced
 [Master of Death]*)
- Evil lich intent on world annihilation
Brom (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
 Exemplar)
- Deathlord & Scourge of Talax
Ragnar (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)
- Deathlord & Barbarian Berserker
Chesco (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
 Druid)
- Deathlord & Decimator Druid

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:

Encounters

The Undead Zombies

Subtype (Name):

Archetype:

Class:

Native Plane:

Zombies

Wandering

Material

Most often a dead humanoid, brought back to life with dark energies. The decayed flesh hangs from the body, open wounds and sores do not bother them and the shamble towards the nearest living person, to feast on their living flesh.

Appearance:

Skeletons

Subtype (Name):

Archetype:

Class:

Native Plane:

Skeletons

Wandering

Material

Long dead humanoid, resurrected using dark power, the flesh long gone, often wielding the weapons they had in life. Capable of following the orders of their master, but if left un attended they will attack whomever they can.

Appearance:

Ghouls

Subtype (Name):

Archetype:

Class:

Native Plane:

Ghouls

Wandering

Material

A dead humanoid now walking the earth to consume the flesh of the living, often seen in large groups, a danger to unprotected communities.

Appearance:

Wights

Subtype (Name):

Archetype:

Class:

Native Plane:

Wights

Wandering

Material

A wight is created when an evil humanoid is killed at the hands of another. The sheer will power of the evil individual prevents them from becoming a mere zombie and instead they become a wight, un undead creature filled with malice and dark intent.

Appearance:

Criminals 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:

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:



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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