Ralor Masif

Ralor Masif is the King of Alantor, a title earned through action as well as blood. His claim to the throne discovered on his journey to free his people, a title he never wanted but one that he honours with every action he takes. Now three thousand years old he still defends his realm from the evils that seek to destroy it.

He is a mighty Paladin of Victirus, magically enhanced and immortal, powers granted by the Obsidian Obelisk and his deity Victirus, lord of Lightning. Ever watchful, Ralor is an incredible warrior and can call upon divine powers to battle the forces of evil and chaos, never a day passes where he will relent, as he knows the day he does, his people will suffer.

With his dear friend Karla Raeger, he built the Grand Alliance, with a guiding purpose to seek out all evil and remove it from this world. No innocent will go unavenged, for this Paladin of Victirus, will not allow it.

Character Details

Title or Rank King (Alantor)
Race: Enhanced Human

A normal human that has undergone a transformation by powerful magic or divine intervention.

The transformation causes vast improvements to the characters physical and mental characteristics.

Should the enhanced individual have children after the change then their children will also be enhanced


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
(Male)
Tier: Divine Hero

Only divine intervention can allow a character to reach this level, they will be imbued with divine energy and as such reach a power level unobtainable to mortal beings

xx

Often these characters will become immortal, but always enhanced physically and mentally, characters of this level will often create kingdoms for themselves, or usurp opposing rivals to take theirs


You must not create characters at this level

Class: Exemplar

ExemplarAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

An Exemplar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
An Exemplar is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
HonourableHonest

Divine power requires the Exemplar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Exemplar melee leader divine
[Templar]

TemplarHero

A Templar is an heroic Exemplar that has passed beyond Crusader and become

As with most heroes, a Templar is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Templar themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Crusader Manoeuvres:
DisarmCritical StrikeHeavy StrikeCrusading Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Crusader Divine Powers:
Crusading WillDetect ChaosSacred StrikeMartyr

Crusader Crafting:
Clothcraft (Basic Clothing)Clothcraft (Military Uniform)

Divine power requires the Templar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Hero Templar Exemplar Crusader

Exemplar SummaryAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

Crusader SummaryChampion

A crusader is an exemplar chosen by their deity to pursue a grand quest expected to take many years, perhaps decades, all the while they are away from home and expected to uphold their oath. A crusader proudly wears a pristine long white robe adorned with the emblems of their deity, this robe will become a tapestry of their heroic deeds over the years, a history of great deeds and proof to other of the strength of their conviction, each night the robe is cleaned and blessed.

Crusaders are familiar with almost all weapons, with such a time spent questing is inevitable that they find and practise with, or use out of convenience, a huge range of weaponry. A crusader's quest is often rallied against a singular threat, be it against another deity or the ever present power, the void, only when an adversary of sufficient power is vanquished will they begin the journey home.

[Grand Master]*

Grand MasterLegend

The pinnacle of Victirus Exemplar ideals, protect the innocent, uphold justice and destroy all evil. An eternal warrior, ever seeking out evil and ending it, they do not rest, for evil to rise it only takes good people to do nothing. A powerful warrior with divine power, able to combat anything head on and rain down holy vengeance upon them.

As with most heroes, a Grand Master is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Grand Master themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
A Grand Master is proficient with thier deities chosen weapon.

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Melee Weapons:
Simple, Light or Heavy two handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Grand Master Manoeuvres:
Devastating SmiteCleansing LightExemplary ChargeSummon Celestialx

Grand Master Divine Powers:
xxxx

Grand Master Spells:
Devastating SmiteCleansing LightExemplary ChargeSummon Celestial

Skills:
xx

Divine power requires the Grand Master to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Legend Grand Master melee divine
Age: 3071
Chosen Deity: Victirus

Charcter Traits

Persona: Crusader

Actively seeks out evil, will undertake tasks for little personal gain, considers it their duty to uphold the law.

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Family Tree

Children:Karor Masif (Enhanced Human

A normal human that has undergone a transformation by powerful magic or divine intervention.

The transformation causes vast improvements to the characters physical and mental characteristics.

Should the enhanced individual have children after the change then their children will also be enhanced


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
 Exemplar

ExemplarAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

An Exemplar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
An Exemplar is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
HonourableHonest

Divine power requires the Exemplar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Exemplar melee leader divine
)
Leina Masif (Enhanced Human

A normal human that has undergone a transformation by powerful magic or divine intervention.

The transformation causes vast improvements to the characters physical and mental characteristics.

Should the enhanced individual have children after the change then their children will also be enhanced


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
)

Weapons

Primary: The Kingsblade

The Kingsblade

Aethergal Longsword

Appearance

Smooth palladium blade, a black leather grip and a hilt built to deflect any blow.

Background

forged for the first king of Alantor and handed down through generations, passing into legend when the line ended. Ralor Masif's grandfather was the keeper of the sword and passed it to his son, who passed it to Ralor
Secondary: Voulage of Purity

Voulage of Purity

Voulage of Purification

Appearance

A silver plated, palladium core polearm, the head of which is forged from multi layered silver

Background

Forged after the death of Morphin, as a weapon to test the purity of future paladins of Alantor.

Armour

Armour: Plate of the Bulwark

Plate of the Bulwark

Greater Resistance Full Plate

Appearance

Palladium Armour with simple decoration.

Background

His original military issue full plate, enhanced through divine means to offer even greater protection.
Shield: Shield of Victirus

Shield of Victirus

Palladium Kite Shiel

Appearance

3 foot tall and delicately engraved.

Background

Found in the vaults of the palace shortly after defeating Morphus
Hands: Bracers of Might

Bracers of Might

Bracers of Greater Strength

Appearance

Palladium bracers to match his armour

Background

Forged for his coronation by the free people of Alantor.
Boots: Greaves of Stoicism

Greaves of Stoicism

Greaves of the Adventurer

Appearance

Steel plate boots with palladium plating.

Background

A set of boots to replace the normal military issue ones he wore during his quest to free Alantor.
Cloak: Cloak of the Kings Word

Cloak of the Kings Word

Cloak of Greater Charisma

Appearance

Traditional blue cloth as worn by the Templar Order.

Background

Made for his grandfather when he joined the order, repaired by his grandmother on his return.
Headpiece: Helm of the King

Helm of the King

Divine Helm of Kingship

Appearance

A palladium helm with blue tinted wings and a frontal visor that closes from both sides

Background

The first king of Alantor's original divine gift, found on the obsidian quest.

Enchanted Items

Left Ring: Helm of the King

Helm of the King

Divine Helm of Kingship

Appearance

A palladium helm with blue tinted wings and a frontal visor that closes from both sides

Background

The first king of Alantor's original divine gift, found on the obsidian quest.
Right Ring: Ring of the People

Ring of the People

Ring of Protection

Appearance

A simple iron band with no markings.

Background

Reclaimed from the corpse of the corrupt chancellor, once used to mark the office of the chancellor, now a reminder to those who would usurp the king.
Amulet: The Bearskin Insignia

The Bearskin Insignia

Amulet of Natural Amour

Appearance

A bronze disc with a pawprint on one side and a hand on the other.

Background

Presented by the leader of the werebears as a symbol of their alliance.

Character Portrait

Key Allies

Salena (Archangel

When this human died in the service of mankiind they were chosen to continue fighting. Imbued with divine energy that not only returns them to life but gives great psyical change.

Capabale of harnessing the elemental forces of fire and lightning the Archangel becomes a becon of hope amonst mankind.

Golden wings and an aura of perfection.


 
 
 
 
Enhanced
 Exemplar

ExemplarAdventurer

An exemplar is divine warrior who pledges themselves to their deity by taking part in a ceremony and reciting an oath. Exemplar fighting styles vary by deity and region, all are well trained by their order in the use of their deities chosen weapon and various armours. Exemplars are trained to seek out the enemies of their deity, they join adventuring parties where goals align, or they will form parties under the promise of riches to fulfil their deities commands.

Exemplar's oaths are sworn before a suitable individual or within an organisation that is connected to their deity, failure to adhere to the oath by performing an opposing action, will result in them being discharged of it. Should this become discharged; they will lose their divine power and become an oath breaker. Opposing actions vary from one deity to another.

An Exemplar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
An Exemplar is proficient with thier deities chosen weapon.

Melee Weapons:
Simple one handed weapons.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
HonourableHonest

Divine power requires the Exemplar to be wielding a holy symbol (or their deities chosen weapon).

Keywords:

Adventurer Exemplar melee leader divine
)
- Alantor warrior priest elevated to Paragon
Karla Raeger (Enhanced Human

A normal human that has undergone a transformation by powerful magic or divine intervention.

The transformation causes vast improvements to the characters physical and mental characteristics.

Should the enhanced individual have children after the change then their children will also be enhanced


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
 Leader

LeaderAdventurer

A leader is able to direct their allies during any encounter, using their great intuition, meticulous planning and innate strategy, the leader can call out specific actions which their allies will be able to take, the perfectly times shot, strike or even just positioning can change the course of the encounter in their favour. Capable of fighting themselves a leader can use most weapon types and can wear any armour or shield, and can call out their allies actions even while deep in combat.

Leaders form parties to achieve a specific goal, some to seek out riches in the dark places of the world, and some will have been commissioned by authorities or individuals to complete task on their behalf. If a party works well together then they can often continue and seek out more work or start their own adventure, an adventuring party needs at least one leader capable character.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
NegotiateCompel

Keywords:

Adventurer Leader support leader
 [Lord of War]*

Lord of WarLegend

With battlefield control beyond all others this character, even when in command of an entire army will wade into the fight, lead from the front and assault the enemy. Often they seek out the enemy commanders to debilitate the opposing command structure, many an enemy leader has made the mistake of meeting them in one on one combat.

As with most heroes, a Lord of War is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Lord of War themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Lord of War Manoeuvres:
Mass CommandxBattlefield PresenceInspire Allies xSeize the Initiative

Keywords:

Legend Lord of War melee leader
)
- Warrior Queen of Talax
Vila Songbird (Enhanced Nelyani

A normal Nelyani (elf) that has undergone a transformation by powerful magic or divine intervention.

The transformation causes vast improvements to the characters physical and mental characteristics.

Should the enhanced individual have children after the change then their children will also be enhanced


Skills:      Deft TouchResiliant  
Traits:      PerennialTouched  
 
 
Elf
 Chaos Mage

Chaos MageAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
Appraisal: ElementalUnpredictableDetect Magic

Keywords:

Adventurer Chaos Mage electro fire water earth air spellcaster
 Cryomancer*

CryomancerChampion

A Cryomancer is a hydromancer that has tapped into an alternative way to harness their mastery of hydro-elemental power, this power is not dark or evil, but it only ever manifests in those with some for of great personal trauma, it is more a manifestation of fear, rather than hatred or vengeance. Their abilities allow them to instantly freeze bodies of water, which includes their water based spells, hitting harder and offering greater protection.

Cryomancers are not limited to manipulating water then freezing it, they can expand existing ice, drawing the water required from the air just as a hydromancer does but its freezes as it does so. They can freeze any living thing by freezing the water within it, cause ice to form across any surface and turn rain to hail. Their staff is ice, which never appears to melt, formed over a silver core.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Cryomancer Spells:
Everything FreezesIce WallIce ShardsTouch of Frost

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Cryomancer Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
Cold HeartedDowsingAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Cryomancer Hydromancer water spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

)
- Sorceress Queen of Nazikir
Innate Enhancements Obsidian Immortal

A character who has touched the Obsidian Obelisk and survived, forever changed. Psyically enchanced and ageless they are alsmot impossible to kill. An obsidian immortal will pass an effect known as Obsidian Heir to their children.


Immortal. Immunities: Poision, Toxins, Sleep, Mind Control. Resistant to: Critical Injuries. Divine.

Innate Spells: Chain Lightning

Description coming soon


Keywords: 0

Exemplar Manoeuvres:
Templar Manoeuvres:
Grand Master Manoeuvres:
Base Skills
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Last updated on the 24th April 26
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ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-two years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

So that’s us. We hope you enjoy the site. If you want to give us some feedback, why not .

THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

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