PLAYABLE CRATURES

Playable Races 0-8

Augment

Some augments were experiments, gone right or wrong is an opinion that differs from augment to augment and creator to creator. Typically one that survives will be faster, stronger and generally improved.

Any body part could be replaced, even internal organs, although a power source is often required in such cases. The specific component replaced determines the improvement or hinderance so achieved.


 
 
 
 
 
Humanoid
Caprian

beastmen


 
 
 
 
 
 
Chameleon

Chameleons are small 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 chameleons are smallest species amongst them.

This species can adapt their colours to match their eneviroment, a natural stalk and attack preadator species.


 
Traits:      Scaled  
 
 
Dragonkin
Corvus

Crow


 
 
 
 
 
 
Dwarf

The creation of Thaiek, hardy, strong, resolute, stoic. All features that define the Dwarf race, and ultimetly led to their almost distinction.

Now just numbering in their thousands, those in their homeland fight everday to stay alive, those scattered across the world live in isolation, from their own kind and the rest of the world, even if in the middle of a city.


Skills:      StrongTunnel Fighting  
Traits:      Depth Sense  
 
 
 
Dwarf
Forged

The forged are race of pseudo sentient machines, built by those with access to the arcane through an Arcane Conduit. During the process the creator can instil a handful of definitive commands, and those commands must be adhered to or the machine will shut down.

Such commands as; You shall not kill are often used, but if their intention is one of combat or protection, then a more precise command can be used, such as; You shall not harm your creator.

These commands will prevent the machine from taking certain actions, but too precise a command and it can be circumvented, and to broad a command might cause the machine to shut down.

Mechanical in appearance, although materials vary as does the power source, what they all share is imbued core that is both the heart and brain of the creature.


 
 
 
Construct
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.


Skills:      Strong  
Traits:      Scaled  
 
 
Dragonkin

Playable Races 9-16

Half Nelothi

An offspring of an Nelothi (Wild Elf) and a Human.

A blend of the two species, resulting in a shorter lived, more adaptable elf.

Visually elven, pointed ears, paler skin than family members.


Skills:      Deft Touch  
Traits:      Naturist  
 
 
Human
Half Nelyani

An offspring of an Nelyani (Elf) and a Human.

A blend of the two species, resulting in a longer life and keener senses but without the adaptability of humans.

Visually there are no signs of the elven heritage.


Skills:      Deft Touch  
Traits:      Perennial  
 
 
Human
Halfling

Creation of Mathanria, a more naturalised huamn, but shorter and much more intuned with nature than humans.


 
 
 
 
 
 
Halfling
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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
Jaguan

Once of the four species of Pantheran or Catfolk as the common tongue describes them.

With black fur they are naturally stealthily, Jaguan are as deadly as they are silent.


Skills:      PounceDeft Touch  
Traits:      ScentScotopic  
 
 
 
Pantheran
Kogan

Kogans are tiny 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 chameleons are smallest species amongst them.

Being very small Kognas aren't induvudually formiddle, but they work in large packs, able to bring down a much large foe.


Skills:      Deft Touch  
Traits:      Scaled  
 
 
Dragonkin
Leonin

Once of the four species of Pantheran or Catfolk as the common tongue describes them.

With a golden fleece and mane of reddish brown if male, Leonin are strong and resolute humanoids.


Skills:      PounceStrong  
Traits:      ScentScotopic  
 
 
 
Pantheran
Nelothi

An ancestor of the first elves, wild elves chose to remain in the wider world when their creator called them home, sacrificing their immortality to do so.

With a deep connection to nature they live at one with the world, careful to make as little impact on the world as possible.


Skills:      Deft Touch  
Traits:      Naturist  
 
 
 
Elf

Playable Races 17-24

Nelquani

An ancestor of the first elves that found the water keystone, tampering with it cursed them to spend their lives underwater.

Finding a Nelquani above water is rarer than a vein of Obsidian.


Skills:      Deft Touch  
Traits:      Aquatic  
 
 
 
Elf
Neltani

An ancestor of the first elves, cut off from the world by ice and snow, they found a way to survive in the most inhospitable of environments.

Mistrustful of the outside world they keep their own lands but will defend it fiercely if needed.


Skills:      Deft Touch  
Traits:      Cold Hearted  
 
 
 
Elf
Nelvari

Under Realm Elves, who trace their ancestry from the original Elves of Elfinihiar that were corrupted by the deity Katrinix.

Evil & power hungry, these elves cannot be trusted in any form.


Skills:      Deft Touch  
Traits:      Tainted Blood  
 
 
 
Elf
Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.


Skills:      Deft Touch  
Traits:      Ageless  
 
 
 
Elf
Paradus

Once of the four species of Pantheran or Catfolk as the common tongue describes them.

With patterned fur of gold and black, Paradus are keen of eye and make natural archers.


Skills:      PounceStalk  
Traits:      ScentScotopic  
 
 
 
Pantheran
Penal Labour

Human, Elf, Dwarf, or any other humanoid species that have are essential slaves to the authority around them.

Starvation and enviroment mean they will often be weak and slow.


Skills:      Basic Labour  
Traits:      Downtrodden  
 
 
 
Mixed
Pescari

Fish


 
 
 
 
 
 
Raptorian

The Raptorian race descends from a blend of human and bird constructed by Vorseth, although the millennia has seen them evolve considerably.

They are a martial race, but want peace above all else, they have a unique gift that allows them to make Kor stones, providing they have a connection to their deity Koradeen or Korilon.


 
 
 
 
 
Avian

Playable Races 25-30

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  
 
 
Dragonkin
Simian

monkey


 
 
 
 
 
 
Tigaris

Once of the four species of Pantheran or Catfolk as the common tongue describes them.

With striped fur of orange and black, Tigaris are incredible tacticians and strategists.


Skills:      PounceFierce  
Traits:      ScentScotopic  
 
 
 
Pantheran
Varkai

Pig


 
 
 
 
 
 
Virceta

Whale


 
 
 
 
 
 
Zariger

The corrupted dwarves of Abixlion, although they bear little resemblance of their noble kin.

A deep connection to the Void allows them to call forth demons.


 
Traits:      Depth Sense  
 
 
 
Dwarf

NON PLAYABLE CREATURES

creatures 0-66

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**Griffon

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**Griffon

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Adamant

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Adamant

Previously an Iren, when the elemental grows enough to become an Adamant it unlocks new powers over rock and stone.

Summonable by the more stoic of spellcasters due to requiring a much longer and more ritualistic process to do so. With more affinity for building than before, these creatures are often called up on to build simple stone structures such as bridges and walls.

Although now much more capable of fighting than before, they make better defenders than aggressors, often shielding their spellcasting master using their own body.

Appearance:

7ft tall and of a medium build, with strong legs and multiple arms all made of stone and iron. Capable of forming shields and weapons from the earth or its own body.

Ironclad

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Ironclad

An Ironclad is built for war, forged by the Adamants themselves; given the power to create by Trozok, they build him the army he requires. The Adamants form the bulk of the forces of Trozok.

Not summonable by those on the Material Plane, but can be sent there by Trozok himself. Often sent in pairs or small warbands, sent to destroy, retrieve or distract.

Superb fighters, through sheer might these creatures can bat away most humanoids, only the most skilled can defend from a blow. Each Ironclad has a mighty two handed hammer, forged at the same time as their body.

Appearance:

8ft tall Iron wrought humanoids. Armed with their Adamant Hammers they are able to crush bones, and rock alike.

Pure Bred

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Pure Bred

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Intention is to move these when a type is found

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Unicorn

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Unicorn

Mythical

A unicorn is immortal, the first were born when the Entiry bound the elemenatal planes to the material plane, born from the very energy released during the binding. As such they we they were the first life that walked the world, and having witnessed the creation of dragons and all life that follwoed they have the abilty to commune with all other life forms.

Naturally few in numbers, often a single Unicorn exists on its own, occasionally a heard of less than a dozen may be found, but these are deep in woodland areas far from civilised world. Unicorn are born

Unicorn blood can cure any injury, heal any wound, its horn is an amplifier of magical power, its hide can resist all elemental effects. As such these creatures are hunted, fortunetly most do not know of their exsistance, so hunters are rare, but those that do never relent.

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Dreadsteel

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Dreadsteel

Three Dreadsteels exsist, they act as the persoanl guard of Trozok. Forged by his own hand from the purist iron, infused with the raw elemental power of Theyran to create the hardest steel possible.

Ever awake, ever alert, no need for sleep, these are closer to constructs than elementals, but they are sentient, with a single goal of protecting their diety from any that seek to do him harm.

Towering above a mortal man, these elemental constructs are near impossible to defeat, fortunately they do not venture to the material plane.

Appearance:

12ft tall four armed humanoid constructed elemental. A hardened steel body, two swords and two hammers does nothing to hide its terrifying nature.

Royal Unicorn

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Royal Unicorn

Mythical

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Iren

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Iren

Forged by Trozok himself, these shards of Iron are given life by breaking the form and infusing it with the elemental energy of Theyran.

Summonable by most spellcasters, often for heavy lifting as much as fighting, the Orc Shamans of the Material Plane have an affinity for Iron Elementals, and often have them for much longer periods of time, as bodyguards and builders.

Each can harness the power of Theyran to find ore and shape metals such as iron and steel. With enough experience they can become Adamants.

Appearance:

5ft tall and stocky humanoid form. A rocky, ore laden form with a single shard of the purist iron at its heart. Armed with its crushing hands and protected by its armoured body.

Kandoi

A twisted human formed blended with serpent kind, specifially designed and nurtured by Vorseth.

Kandoi encompases both the normal version of thier species and the mutated more snake like forms known as blessed serpents.


 
 
 
 
 
Angel
Shaantin

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Shaantin

Angel

Eternal

Alishar

Created by Rayis and Victirus to watch over the Human race. A Shaantin's main role is to protect farmers and fishermen.

Shaantin watch over fishermen and farmers while they go about their profession, calming animals, guiding them to fish, even lending a hand during storms.

Appearance:

8ft tall stocky dark skinned humanoid. Armed with a weapon that resembles a sickle or fishermen's hook.

Gyaanin

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Gyaanin

Angel

Eternal

Alishar

Created by Rayis and Victirus to watch over the Human race. A Gyaanin's main role is to protect spellcasters and writers.

Gyaanins will seek out those adding to the worlds knowledge, giving them the spark that allows a writer to complete their work. Or come to the aid of a spellcaster when their magic goes amiss, often sapping chaotic magic before it can manifest.

Appearance:

A floating glass like orb, contained within is a storm of lightning and fire.

Baauhin

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Baauhin

Angel

Eternal

Alishar

Created by Rayis and Victirus to watch over the Human race. A Baauhin's main role is to protect the elderly and priests.

Appearing as an aged old man they often sit within the churches and temples of man, no matter the deity, watching over priests, both for them and their followers. They also offer a friend to the old and alone, ensuring the last years of their life are happy ones.

Appearance:

5ft tall humanoid, grey hair and fair, aged skin, wearing ceremonial robes and carrying an ornate staff topped with a palladium ring with a gold centre.

Sundarin

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Sundarin

Angel

Eternal

Alishar

Created by Rayis and Victirus to watch over the Human race. A Sundarin's main role is to protect children and artists.

Sundarin can appear to children when they are in danger, but will often go unnoticed. While artists are often given inspiration by being in their presence.

Appearance:

Childlike humanoid with white feather wings, 4ft tall with white robes. Armed with a fire covered blade.

Taakatin

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Taakatin

Angel

Eternal

Alishar

Created by Rayis and Victirus to watch over the Human race. A Taakatin's main role is to protect soldiers and builders.

After battle it is Taakatin that watch over soldiers and ease their minds, ensuring they can sleep through the night, while watching over builders as they forge a growing human world.

Appearance:

6ft tall marble skinned human, stood atop a floating disc which it never leaves. Armed with a hammer in one hand and a shield in the other.

Animal
Brown Bear

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Brown Bear

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Wild

Material

Larger than the black bear, if stood on its hind legs they will tower over a man. Aggressive and powerful, but their primary food source is berries and fruit. Found in forests well aware from any settlements.

Authorities don?t have cause to go after bears in general, they hide away from society and anyone found too close to them will have the opportunity to escape while they display a show of strength rather than attack.

Appearance:

Walking on all fours this animal is 5ft in length and 4ft tall, although is capable of walking on two. Brown fur covers most of the body with a snout face with sharp teeth. Will try to frighten off before attacking.

Alpha Wolf

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Alpha Wolf

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Wild

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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.

Badger

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Badger

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Wild

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Short legged, underground creature that dislikes the presence of other non badger creatures. Dislikes by farmers due to the invasive nature of their setts and the transference of diseases that they themselves seam to be immune to.

Generally left alone by authorities, but hunted by farmers, most badgers keep well away from farmland or will inevitable pay the price.

Appearance:

About two foot long with short feet, generally mild unless something gets two close.

Constrictor

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Constrictor

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Wild

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As the name suggests a constrictor will crush its target, whether it be a sleeping adventurer or a traveller off the track. Slowly and silently this snake will wrap itself around, getting into place before beginning to constrict.

With the numbers of Constrictors of a size to be a threat in such small numbers its unlikely to ever be discovered let alone become a threat to warrant a hunt.

Found in almost any environment, most lethal in one that allows them to blend in, like forest or savannahs.

Appearance:

10ft to 12ft in length, a tan colour scales with brown markings smooth to the touch.

Orangutan

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Orangutan

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Wild

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A rarer species of ape to encounter, an usual colour and solitary life will often have them go unnoticed by settlements in the area

Still massively strong compared to a human, but pretty docile. It would take an aggressive act towards one for them to return the fight.

Appearance:

5ft tall, orange fur, black face with a orange beard. Slow to anger and non aggressive by nature, although fully capable of retaliating.

Gorilla

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Gorilla

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Wild

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The most common of apes found in Terrainia, roughly human sized with longer arms, but much stronger in comparison.

Passive most of the time, but if someone got to close and a Gorilla will not think twice, it will attack and will not stop until the intruder is dead or gone far out its reach.

Found in groups of 5-10 with a single dominant male.

Appearance:

About 5ft tall with thick muscular arms which they use to walk on all fours. Black fur and face. A quick show of force can be quickly followed by actual force.

Voidscarred Bear

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Voidscarred Bear

Animal

Voidscarred

Material

Any bear species can become a Voidscarred Bear, it just needs to be exposed to enough shadow energy. It will grow in size and become a terrifying creature, with a horrible bloodlust.

Voidscarred Bears need to be put down immediately, their shear bulk and strength will let them tear towns apart, feasting on anything and anyone. Only the most experienced or foolish adventurers will accept such a task, usually it falls to the local authorities.

Appearance:

Walking on all fours this animal is 8ft in length and 6ft tall. Its body layered with bony armour plating and large spines. Capable of walking on two even when it attacks, with a single swipe it can kill a man and its jaws can break steel.

Wolf

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Wolf

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Wild

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A wild animal, alone and on the hunt is cable of snatch small animals or even children. Often part of a larger pack, or out hunting to feed its offspring.

Authorities rare will hunt down a single wolf, but if it causes a persistent threat or hurts/takes a citizen then often a mob will for to kill it.

Appearance:

Medium sized, four legged and grey fur covered creature with a snout head filled with sharp teeth. Will only attack for food or out of fear.

Mammoth

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Mammoth

Animal

Wild

Hulking creatures, slow and purposeful. A long and flexible trunk extends downward from its face, able to manipulate it like a limb, gripping and moving things about.

Like their hairless relations the mammoth is hunted for their tusks but also food and fur. Authorities will be weary of a herd of Mammoths due their sweeping removal of vegetation through feeding, and they care not for the fences and boundaries of farms and towns.

Appearance:

16ft tall, rough brown hair, four legs and powerful thick legs. 10ft trunk and 11ft tusks. Will try to trample anything that comes to close.

Voidscarred Wolf

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Voidscarred Wolf

Animal

Voidscarred

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Either an alpha wolf that kills something magical in nature and absorbs some of its power, or something terribly evil and becomes corrupted.

Authorities will bring entire military companies to rid the area of a Voidscarred Wolf for they are such a threat to the land. Once encountered they are sure to lose anywhere form a dozen to a hundred men to bring this creature down.

Able to fight way beyond what should kill it, these represent a foe that even the most equipped party of adventurers should retreat from.

Appearance:

Larger than a man, four legged and black fur covered creature with bone formed spikes protruding along its spine and at its joints. Razor sharp teeth and a powerful jaw that can pierce the thickest of armour. Will attack at will for no reason at all.

Voidscarred Wolverin

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Voidscarred Wolverin

Animal

Voidscarred

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Enhanced and corrupted by shadow energy, which feeds of its natural nastiness. Its fur becomes has hard as stell wire, its claws lengthen and its jaw can crack a human skull.

While the authorities will be slow to react to a single Voidscarred Wolverine, if reports of more than one reach them they will mount a hunting party. Adventurers are often enlisted to go after a single one.

Appearance:

4ft long, 2ft tall on all fours. Wire like fur with bony protrusions down its spin. Short but razor sharp claws, ferocious to anything and everything that it could eat, or eat it.

Anaconda

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Anaconda

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Wild

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Although a constrictor, the Anaconda can kill by other means too. Capable of clamping its huge mouth over the head of its victim it will suffocate them very quickly, and slowly swallow them whole.

While there are large groups of anacondas living in deep caves they are usually found alone in shallow, slow-moving waters, such as streams, rivers and flooded grasslands.

If an Anaconda is found to be living anywhere near a settlement then they will be hunted down for the challenge, foolish hunters go after it alone and will fall victim to it, two or more is the only way to be safe.

Appearance:

Up to 30ft in length, smooth green scales, will constrict or suffocate before swallowing hole.

Voidscarred Ape

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Voidscarred Ape

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Voidscarred

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Should an ape of any size become infused with shadow energy their body will mutate and grow in size so much so that you can only recognise the core features of the ape it once was.

Its already massive strength multiplied ten fold, able to just rip building apart. Mundane weapons will bounce of its tough armoured hide. Resistant to most indirect magical effects, the Voidscarred Ape is something you run from the moment you see it.

Only the most capable, well equipped and trained adventurers would dare to tackle this foe, entire regiments of soldiers can be decimated.

Appearance:

10ft tall, black oily fur, bony protrusions form armour, its hands large than a mans head and can crush one like a grape.

Voidscarred Badger

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Voidscarred Badger

Animal

Voidscarred

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Should a badger be exposed to shadow energy it will undergo a transformation into something quite different. Double if not triple in size, armour plated and massive teeth and claws, its almost unrecognisable.

Unlike other Voidscarred creatures badgers retain their preference for staying far from civilization. Hidden underground during the day they become nocturnal, almost fearing the light.

But with this comes a tremor sense akin to that of some magical creatures, and with the slightest touch you could wake one.

Appearance:

4ft to 6ft long, about 4ft tall even on four legs. If woken it becomes angry and aggressive, will attack anything that moves, its armoured body and sharp teeth put to use.

Cobra

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Cobra

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Wild

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A venomous snake with a flared head, a pair of fangs and a nasty attitude. Its bite is so toxic that it will kill a small humanoid within seconds, a fully grown man a few minutes, a dwarf or elf a few more.

Cobras will catch their prey unaware by laying along a tree branch and waiting, a silent pounce and a sharp pain in the neck later and the target is writhing in agony, death soon follows.

Found in streams in dense or open forest, bamboo thickets, adjacent agricultural areas and dense mangrove swamps. They often stay near streams, where the temperature and humidity are relatively constant

Appearance:

10ft to 18ft in length, a variety of colours similar to that of its surroundings. Flared head, fangs and the ability to pounce several feet.

Chimp

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Chimp

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Wild

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The smaller of the ape species, able to swing from tree to tree with ease, able to manipulate things with their hands, but not proficient with weapons.

As a non aggressive smaller animal the authorities and citizens rarely pay an attention to a chimp, just a loud noise and an aggressive posture will frighten one away.

Found in groups of 15-100 members, where space permits.

Appearance:

About 4ft tall, arms down to their knees, black fur covers most of the body. Non aggressive, but will defend itself wildly if forced too. While it will throw rocks, despite having hands it is unable to use a weapon effectively.

Voidscarred Elephant

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Voidscarred Elephant

Animal

Voidscarred

Hulking creatures with a pair of long and flexible trunks extending downward from its face, able to manipulate them like limbs, limbs with powerful fist like power.

A single Voidscarred Elephantidae is an unstoppable force of twisted nature. Capable of moving through armoured battalions as if they weren?t there.

A well equipped, experienced and prepared group of adventurers with the support of mass military forces will be needed to take a Voidscarred Elephantidae down.

Appearance:

20ft tall, blackened, hard skinned behemoth. Bony protrusions cover its back, head and legs, with its dual trunks capable of tearing men apart while its black steel like tusks can pierce fortress walls.

Lion

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Lion

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Wild

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Often found in a group, or pride, these big cats are protective but not outwardly aggressive, only hunting for food.

Even a large pride of lions doesn?t cause a nuisance as they will avoid civilisation, and hunt other wild animals of the area.

Appearance:

Four legged large animal, with a golden fleece and strong limbs. Most often found in open plains, grasslands and on the edge of forests. Will attack for food and if threatened.

Wolf Pack

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Wolf Pack

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Wild

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Led by a alpha wolf these packs will cause famers and villagers much grief, travellers will not venture out alone without protection while in known risk areas.

The authorities will constantly seek out and destroy lairs, and alphas, but with such a creature and the environment they live in, its impossible to eradicate completely.

Appearance:

(4-8 Wolves) Medium sized four legged and grey fur covered creatures with a snout head filled with sharp teeth. Will only attack for food or out of fear.

Tiger

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Tiger

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Wild

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Solitary animals unless a mother is rearing cubs, these big cats like to play in the watery areas of hot climate regions, rivers and swamps both offer an easy way to keep cool.

Far from any settlements these offer no cause for concern while they stay within their forests and swamps.

Appearance:

Four legged large animal, with a striped fur of orange and black fast and agile. Most commonly found in swampy forested areas. Will attack for food and if threatened.

Elephant

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Elephant

Animal

Wild

Hulking creatures, slow and purposeful. A long and flexible trunk extends downward from its face, able to manipulate it like a limb, gripping and moving things about.

Unbothered by authorities due their non invasive nature. Hunted by those that want their tusks for trinkets and positions.

Appearance:

12ft tall, rough grey leathery skin, four legs the size of trees, a 7ft long trunk with 6ft long tusks. A very large herbivore that is as placid as they come.

Polar Bear

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Polar Bear

Animal

Wild

Material

The largest bear species, only found in the cold regions of Terrainia. Living in individual family packs, but found alone when hunting, these animals are the most dangerous bears found in the wild.

Fortunately Polar bears are only found far from civilisation, it?s a rare occurrence that one should venture near a city of the Southlands, or the Frozen North, so they are left to themselves and not designated as a threat.

Appearance:

Walking on all fours this animal is 6ft in length and 4ft tall, although is capable of walking on two. White fur covers most of the body with a snout face with sharp teeth. Will try to frighten off before attacking.

Leopard

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Archetype:

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Leopard

Animal

Wild

Material

A solitary animal for the most part, very territorial, will stay out of sight of humanoids and other large animals.

Livestock farmers tend to have leopards hunted as they will snatch their animals as they are easy prey.

Appearance:

Four legged large animal, with patterned fur of gold and black. Most often found in hot savannahs. Will attack for food and if threatened.

Boar

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Archetype:

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Boar

Animal

Wild

Material

A wild pig, an ancestor breed similar to those that are kept for livestock, often hunted for sport.

Appearance:

Four legs, wiry fur, thick skin, small tusks and a bad temper, this small creature will only attack if in danger or if is startled.

Jaguar

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Jaguar

Animal

Wild

Material

Unusually coloured compared to other big cats, but the jaguar is a nocturnal animal and is at home in the darkened jungles of Terrainia.

Rarely seen even by the explorers of such regions, it is even rarer for one to be killed by or to kill a civilised creature.

Appearance:

Four legged large animal with black fur, most often found in jungles. Will attack for food and if threatened.

Wolverine

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Class:

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Wolverine

Animal

Wild

Material

A wolverine is a small ball of fur filled with anger and hostility. It wont be cowed by a larger creature, determined to take it down as if it was the bigger creature.

Hunted for food by humanoids and larger animals, but not cause for concern by authorities.

Appearance:

3ft long, 2ft tall on all fours. Fur mostly black with patches of grey or white, short but razor sharp claws, ferocious to anything and everything that it could eat, or eat it.

Black Bear

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Archetype:

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Native Plane:

Black Bear

Animal

Wild

Material

The smallest of bear species, but still the height of a man and far stronger. Found in forests, mountains and on the edge of deserts, always in small family groups. Will eat fruit, vegetables, fish as well as tiny animals.

Authorities don?t have cause to go after bears in general, they hide away from society and anyone found too close to them will have the opportunity to escape while they display a show of strength rather than attack.

Appearance:

Walking on all fours this animal is 5ft in length and 3ft tall, although is capable of walking on two. Black fur covers most of the body with a snout face with sharp teeth. Will try to frighten off before attacking.

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Wild

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Animal

Wild

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Animal

Wild

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Class:

Native Plane:

Animal

Wild

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Giant Spider

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Class:

Native Plane:

Giant Spider

Animal

Wild

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Animal

Wild

Appearance:

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Class:

Native Plane:

Animal

Wild

Appearance:

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Class:

Native Plane:

Animal

Wild

Appearance:

Voidscarred Shark

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Native Plane:

Voidscarred Shark

Animal

Voidscarred

Appearance:

Great White Shark

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Archetype:

Class:

Native Plane:

Great White Shark

Animal

Wild

Appearance:

Hammerhead Shark

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Native Plane:

Hammerhead Shark

Animal

Wild

Appearance:

Tiger Shark

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Native Plane:

Tiger Shark

Animal

Wild

Appearance:

creatures 67-132

Wolf

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Wolf

Animal

Wild

Material

A wild animal, alone and on the hunt is cable of snatch small animals or even children. Often part of a larger pack, or out hunting to feed its offspring.

Authorities rare will hunt down a single wolf, but if it causes a persistent threat or hurts/takes a citizen then often a mob will for to kill it.

Appearance:

Medium sized, four legged and grey fur covered creature with a snout head filled with sharp teeth. Will only attack for food or out of fear.

Orangutan

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Archetype:

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Orangutan

Animal

Wild

Material

A rarer species of ape to encounter, an usual colour and solitary life will often have them go unnoticed by settlements in the area

Still massively strong compared to a human, but pretty docile. It would take an aggressive act towards one for them to return the fight.

Appearance:

5ft tall, orange fur, black face with a orange beard. Slow to anger and non aggressive by nature, although fully capable of retaliating.

Gorilla

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Gorilla

Animal

Wild

Material

The most common of apes found in Terrainia, roughly human sized with longer arms, but much stronger in comparison.

Passive most of the time, but if someone got to close and a Gorilla will not think twice, it will attack and will not stop until the intruder is dead or gone far out its reach.

Found in groups of 5-10 with a single dominant male.

Appearance:

About 5ft tall with thick muscular arms which they use to walk on all fours. Black fur and face. A quick show of force can be quickly followed by actual force.

Brown Bear

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Archetype:

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Brown Bear

Animal

Wild

Material

Larger than the black bear, if stood on its hind legs they will tower over a man. Aggressive and powerful, but their primary food source is berries and fruit. Found in forests well aware from any settlements.

Authorities don?t have cause to go after bears in general, they hide away from society and anyone found too close to them will have the opportunity to escape while they display a show of strength rather than attack.

Appearance:

Walking on all fours this animal is 5ft in length and 4ft tall, although is capable of walking on two. Brown fur covers most of the body with a snout face with sharp teeth. Will try to frighten off before attacking.

Polar Bear

Subtype (Name):

Archetype:

Class:

Native Plane:

Polar Bear

Animal

Wild

Material

The largest bear species, only found in the cold regions of Terrainia. Living in individual family packs, but found alone when hunting, these animals are the most dangerous bears found in the wild.

Fortunately Polar bears are only found far from civilisation, it?s a rare occurrence that one should venture near a city of the Southlands, or the Frozen North, so they are left to themselves and not designated as a threat.

Appearance:

Walking on all fours this animal is 6ft in length and 4ft tall, although is capable of walking on two. White fur covers most of the body with a snout face with sharp teeth. Will try to frighten off before attacking.

Chimp

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Native Plane:

Chimp

Animal

Wild

Material

The smaller of the ape species, able to swing from tree to tree with ease, able to manipulate things with their hands, but not proficient with weapons.

As a non aggressive smaller animal the authorities and citizens rarely pay an attention to a chimp, just a loud noise and an aggressive posture will frighten one away.

Found in groups of 15-100 members, where space permits.

Appearance:

About 4ft tall, arms down to their knees, black fur covers most of the body. Non aggressive, but will defend itself wildly if forced too. While it will throw rocks, despite having hands it is unable to use a weapon effectively.

Voidscarred Bear

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Class:

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Voidscarred Bear

Animal

Voidscarred

Material

Any bear species can become a Voidscarred Bear, it just needs to be exposed to enough shadow energy. It will grow in size and become a terrifying creature, with a horrible bloodlust.

Voidscarred Bears need to be put down immediately, their shear bulk and strength will let them tear towns apart, feasting on anything and anyone. Only the most experienced or foolish adventurers will accept such a task, usually it falls to the local authorities.

Appearance:

Walking on all fours this animal is 8ft in length and 6ft tall. Its body layered with bony armour plating and large spines. Capable of walking on two even when it attacks, with a single swipe it can kill a man and its jaws can break steel.

Archon
Geon

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Geon

Archon

Mirror Entity

Etherium

Geon's are the judges of the mirror plane, guided by universe level power and knowledge, it is their decision to send a mortal soul to either Eternium or Infernis.

Carrying the universes weight of knowledge and wisdom, along with the constant visual and handing out the judgements will always prove too much; so a Geon will spend ninety nine years of every centaury dormant.

Appearance:

A prismatic orb, ever shifting in a kaleidoscope of colour.

Accelorin

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Accelorin

Archon

Mirror Entity

Etherium

The enforcers of the mirror plane, dormant until called upon by another Archon. When the soul of a recently dead mortal refuses to accept their fate, or that they are even dead, the enforcer archons wake.

With the power to immobilise and entrap the resisting souls only the most determined or well hidden can escape, those that do, are doomed to wander Etherium forever.

Appearance:

7ft tall, robed from head to toe in black, it's face covered and his hands gauntleted.

Takkion

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Takkion

Archon

Mirror Entity

Etherium

Also known as guides, these archons will usher the recently dead on to the afterlife, regardless of which afterlife they are destined for.

Takkions can impart wisdom of the universe to ease their charge's passing and understanding of what's happened

Appearance:

A Takkion will take the form known to their charge, an already passed loved one like a mother or father, using it's incalculable knowledge of the previously passed to imitate them perfectly.

Brakion

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Brakion

Archon

Mirror Entity

Etherium

Also known as protectors, Brakion's take care of the recently dead souls that do not accept the guidance of Takkion's, often after they realise the truth about their situation, but are still prepared to take the next step.

Without a Takkion to guide them the passing soul can be at risk of attack by Deadsouls, so the Brakion will follow them best they can.

Appearance:

A creature without form, they keep out of sight by being nearly imperceivable, often mistaken for a puff of smoke or updraft.

Lukion

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Lukion

Archon

Mirror Entity

Etherium

Also known as wardens, this type of archon specifically keeps Deadsouls away from the recently dead and other archons

Wardens can be seen stood atop the crests of hills, or other high points of the mirror plane, watching over all the passing souls.

Appearance:

Humanoids; varied in height and build, but always in full armour with their faces covered and carrying a prismatic heavy voulge.

Axiom
The Finite

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The Finite

Axiom

Manifestation

Zion

A finite gains the perception of time as they saw it as mortal, they immediately know that their time in Zion is coming to an end, as much as time is always at the beginning and at the end.

The final play, act or interlude is the direct act of direction given to an individual. This act will probably change the course of the material plane, even the smallest change will disrupt the Oracles of Zion and the soul will be pushed on to wither Eternium or Siyauon.

Appearance:

As varied as the humanoids of the material plane, when they go to the individual they intend to help they appear as a translucent version of their former self, more of a projection than a physical form.

The Infinite

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The Infinite

Axiom

Manifestation

Zion

An infinite is so called because it's existence is not bound by time, it has witnessed the beginning and the end. It own goals are individual, but inconsequential, some pursue happiness, others serenity.

At some moment, before or after, at some point, in the end, they will decide to, or not, communicate with the material plane. At which point they become The Finite.

Appearance:

As varied as the humanoids of the material plane, each of them however have a translucent look about them.

Celestial
Aurumar

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Aurumar

Celestial

Eternal

Alishar

A child of Rayis, long since disconnected of their mortal life. A protector of the upper planes, Aurumar's serve as the peacekeepers of Alishar (The Celestial Plane), settling disputes between other celestials and occasionally the angels.

In times of dire need they can venture to the material plane for short periods of time to assist those in need or can be summoned by the priests of Rayis to lend them aid.

Appearance:

Humanoid feline with golden fur and either a golden mane (male) or feathery wingsn (female); or they can take the form of small golden dragon with glistening scales.

Ferrumar

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Ferrumar

Celestial

Eternal

Alishar

A child of Thaiek, long since disconnected of their mortal life. A protector of the upper planes, Ferrumar's act as defenders of Alishar (The Celestial Plane), they patrol the golden city in packs of three, monitoring weak points and other places where previous incursions occurred

In times of dire need they can venture to the material plane for short periods of time to assist those in need or can be summoned by the priests of Thaiek to lend them aid.

Appearance:

5ft tall and very broad humanoid with dragon like rusty coloured scales and a head to match, two leathery wings of a size capable of lifting this bulky creature aloft; or they can take the form of small iron dragon with dull brown metallic scales.

Palatinus

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Archetype:

Class:

Native Plane:

Palatinus

Celestial

Eternal

Alishar

A child of Victirus, long since disconnected of their mortal life. A protector of the upper planes, Palatinus' serve as avengers of Alishar (The Celestial Plane),

In times of dire need they can venture to the material plane for short periods of time to assist those in need or can be summoned by the priests of Victirus to lend them aid.

Appearance:

6ft tall humanoid with dark blue skin, gleaming metallic blue armour and no hair; or they can take the form of a small palladium dragon with reflective scales.

Cuprumi

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Archetype:

Class:

Native Plane:

Cuprumi

Celestial

Eternal

Alishar

A child of Mathandria, long since disconnected of their mortal life. A protector of the upper planes, Cuprumi's serve as guardians of Alishar (The Celestial Plane), ever watchful as they flay around the golden city, or move about it's streets.

In times of dire need they can venture to the material plane for short periods of time to assist those in need or can be summoned by the priests of Mathandria to lend them aid.

Appearance:

4ft tall humanoids with copper skinned and black hair; or they can take the form of a small copper dragon with shinning scales.

Equasari

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Class:

Native Plane:

Equasari

Celestial

Animal

The first Equasari were once mundane horses of the material plane, touched by a shard of Frahuden which triggered a transformation and translocation. Each horse grew large white feathered wings and turned pure white, gained remarkable intelligence and the ability to speak.

Thousands of years on the Equasari are few in number, all on the plane of Alishar, becoming companions of the other Celestials and the Angels of Rayis and Victirus.

Occasionally a Equasari will hear the call of a mortal hero, one with a devout and pious nature, these Paladins of mortal kind will feel a connection to the creature as if it was a sibling, able to call upon it in times of need. Equasari tend to favour humans that worship Victirus.

Appearance:

6ft to the saddle, 8ft overall. White coat of hair, four legs, atypical horse, with beautiful white feathery wings. Intelligent and able to speak a number of languages. Loyal to its current chosen hero.

Falcasari

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Native Plane:

Falcasari

Celestial

Animal

The first Falcasari were once majestic flacons of the material plane, touched by a shard of Frahuden which triggered a transformation and translocation. Each falcon grew much larger and all its feathers turned white, gained remarkable intelligence and the ability to speak.

Thousands of years on the Falcasari are just a few small groups on the plane of Alishar, becoming companions of the other Celestials and the Angels of Rayis and Victirus.

Occasionally a Falcasari will hear the call of a mortal hero, one with a devout and pious nature, these Paladins of mortal kind will feel a connection to the creature as if it was a sibling, able to call upon it in times of need. Falcasari tend to connect with ariel born races.

Appearance:

15ft wingspan, white feathered bird, sharp talons and hardened beak. Intelligent and able to speak a number of languages. Loyal to its current chosen hero.

Urasari

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Urasari

Celestial

Animal

The first Urasari were once simple bears of the material plane, touched by a shard of Frahuden which triggered a transformation and translocation. Each bear grew large white feathered wings, gained remarkable intelligence and the ability to speak.

Thousands of years on the Urasari number in their hundreds on the plane of Alishar, becoming companions of the other Celestials and the Angels of Rayis and Victirus.

Occasionally a Urasari will hear the call of a mortal hero, one with a devout and pious nature, these Paladins of mortal kind will feel a connection to the creature as if it was a sibling, able to call upon it in times of need. Urasari tend to favour worships of Vorseth or more bestial races.

Appearance:

5ft to the saddle, 8ft when stood on its hind legs. Typically brown or black, occasionally white. White fethered wings. Intelligent and able to speak a number of languages. Loyal to its current chosen hero.

Leoasari

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Native Plane:

Leoasari

Celestial

Animal

Material

The first Leoasari were once lions of the material plane, touched by a shard of Frahuden which triggered a transformation and translocation. Each lion grew large white feathered wings, gained remarkable intelligence and the ability to speak.

Thousands of years on the Leoasari number in their thousands on the plane of Alishar, becoming companions of the other Celestials and the Angels of Rayis and Victirus.

Occasionally a Leoasari will hear the call of a mortal hero, one with a devout and pious nature, these Paladins of mortal kind will feel a connection to the creature as if it was a sibling, able to call upon it in times of need. Leoasari tend to find a connection with those that worship Rayis.

Appearance:

5ft to the saddle, the head adding another 2ft to its height. Golden fleece with a darker mane and grey feathered wings. Intelligent and able to speak a number of languages. Loyal to its current chosen hero.

Argentin

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Native Plane:

Argentin

Celestial

Eternal

Alishar

A child of Elfinihiar, long since disconnected of their mortal life. A protector of the upper planes, Argentin's serve as retributors of Alishar (The Celestial Plane),

In times of dire need they can venture to the material plane for short periods of time to assist those in need or can be summoned by the priests of Elfinihiar to lend them aid.

Appearance:

7ft tall, slender elf like humanoid, silver skinned with white robes and long beautiful white hair; or they can take the form of a small silver dragon with mirror like silver scales.

Construct
Anemos

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Anemos

Construct

Air

Arrillis

The Anemos were the first to be created by Vorseth once she reached Arrillis. With the purpose of building the Tempest Fortress from the small rocks of the world around them.

Despite being native to the plane of Arrillis, Anemos are not elemental, therefore can not be summoned to the Material Plane. However, Vorseth can answer a plea from one of her creations and send one or more Anemos to aid her follower.

Suited to combat due to brute strength and their resilient form, but also fully capable of building or repairing structure for the mortal who called for Vorseth's aid.

Appearance:

5ft tall, blue skinned hunched humanoid, very heavily built, incredibly strong and almost impervious to mundane weapons like swords or arrows.

Aeras

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Aeras

Construct

Air

Arrillis

Promoted from Ouranos, these are the elite troops of Vorseth, visually the same as their form remained unchanged, they are faster, stronger and better fighters than the Ouranos.

Able to command the armies of Vorseth, and select the best recruits from the Material Plane, these Aeras are invaluable to her, to the point where Vorseth leaves them to their duty, confident in their ability.

Despite being native to the plane of Arrillis, Aeras are not elemental, therefore can not be summoned to the Material Plane. They do however have the ability to reach the Material Plane at will, and will come to the aid of their once brethren, the Raptorians, should they so desire.

Appearance:

5ft - 6ft tall, bird like creatures covered in blue feathers that have an aura of elemental energy about them. A crest of white feathers mark them as Aeras, armed with elemental forged bows or blades.

Ouranos

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Ouranos

Construct

Air

Arrillis

A later creation of Vorseth, when she decided to assail Mathandria's Windborn Fortress she created a few thousand of these creatures. A single purpose intended, forged from the elemental forces around her bound to Raptorians plucked from the mortal plane.

Already martial trained as a Raptorian, these melded creatures gain far more power flight, able to soar at subsonic speed. Weapons forged from the elemental forces she creatures soon forget where they came from, for they are at home, with this original creator.

Despite being native to the plane of Arrillis, Ouranos are not elemental, therefore can not be summoned to the Material Plane. Ouranos that prove themselves stronger, faster and better than those around them are promoted to Aeras.

Appearance:

5ft - 6ft tall, bird like creatures covered in blue feathers that have an aura of elemental energy about them. Armed with elemental forged bows or blades.

Peto

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Peto

Construct

Air

Arrillis

Created by Vorseth to act as guardians of her fortress, these are massive creatures, forged from Giants, these massive creatures are infused with the elemental energy of Arrillis, giving them power of the air itself and giving them vastly improved speed and dexterity.

No longer growing as giants normally do, but forever stoic and ready to defend the Tempest Fortress. On the rarest of occasions Vorseth will send on to the Material Plane, but only to achieve a singular purpose and then recalled.

Despite being native to the plane of Arrillis, Peto are not elemental, therefore can not be summoned to the Material Plane.

Appearance:

30+ft tall giants, bluey white skin, muscles the size of trees, each is armed with a massive weapon of their choosing, often a two handed hammer the size of a ship.

Creature
Werbear

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Native Plane:

Werbear

Creature

Appearance:

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Class:

Native Plane:

Creature

Appearance:

Werrhino

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Native Plane:

Werrhino

Creature

Appearance:

Werboar

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Werboar

Creature

Appearance:

Werfolk

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Werfolk

Wandering

Vunarable to

Appearance:

Oreade

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Native Plane:

Oreade

Earth Sprit

Earth spirits connected to Rocks

Appearance:

Deadsoul
Dreadsoul

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Dreadsoul

Deadsoul

Manifestation

Etherium

A Dreadsoul can and will attack Archons, they will consume their essence and become larger and even more powerful, known as devourers to the Archons.

If a Dreadsoul is allowed to devour enough souls, deadsouls and at least one Archon, they will gain enough power to breach the planar barriers and achieve their ultimate goal, to return to the mortal plane.

Appearance:

A hulking armoured creature, far to muscular for it's body shape, it's bare hands can tear through steel.

Feeder

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Class:

Native Plane:

Feeder

Deadsoul

Manifestation

Etherium

A trapped soul of the plane Etherium, similar to a Deadsoul Mindless but with a hunger for the other souls, if they consume another souls essence they can retain their form for longer.

Appearance:

A feeder will resemble their former mortal form, but will blacken and engorge the more they feed.

Exalted Deadsoul

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Exalted Deadsoul

Deadsoul

Manifestation

Etherium

Formally a Ravager, through the destruction of other souls they become an exalted. An exalted Deadsoul will become much more self aware, able to feed on mortal souls and deadsouls alike.

Hunted by the Lukion, a type of Archon, for exalted will eventually become a Dreadsoul, the most powerful form of Deadsoul.

Appearance:

An exalted is twice the size of a human in all aspects, it's outer layer hardens, what was once clothing and armour is part of them now.

Ravager

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Native Plane:

Ravager

Deadsoul

Manifestation

Etherium

A trapped soul of the plane Etherium, too angry at their own death to become a Mindless but uninterested in consuming other souls, they want to just destroy them.

Through sheer anger they can manifest a power to destroy other souls, they don?t understand this power but they will use it until they become an exalted Deadsoul

Appearance:

While their form remains true to their previous life, it is distorted and shakes violently to the point where it's original form is undiscernible.

The Mindless

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Native Plane:

The Mindless

Deadsoul

Manifestation

Etherium

A collective term for trapped souls stuck in Etherium, their minds long lost, now wandering the plane looking for what they lost, but have long forgotten what that was.

Appearance:

The Mindless resemble their previous mortal form, the longer they remain, the more decayed their form becomes.

Demon
Osoren

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Class:

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Osoren

Demon

Voidspawn

Siyauon

Created by the collective fear of mortal beings and the power of the Void, as with all demons these creatures exist only to destroy.

If an Osoren reaches the material plane it will seek out the biggest source of fear. Once it does it seek to grow that fear and then empower itself with it.

When the gathered level of fear reached a peek the demon will meld with it, and a giant creature of destruction will be born, for the fleeting minutes it is sustained, untold damage will be caused.

Appearance:

Tiny, black skinned and scrawny quadruped. A black mist envelops them at all times.

Doyoki

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Class:

Native Plane:

Doyoki

Demon

Voidspawn

Siyauon

Created by the collective greed of mortal beings and the power of the Void, as with all demons these creatures exist only to destroy.

When a Doyoki finds itself in the material world it will seek out the nearest individual. It will lurk within a few feet, it's aura affecting everyone within a few feet, as it travels about it will shadow with the greatest desires.

Once attached to a suitably greedy form, it will magnify that greed to the point where it can feed of the excess and depravity that ensues, keeping itself on the material plane for longer.

Appearance:

An invisible creature. If seen; it resembles a small dog but with no skin or hair.

Nikushi

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Nikushi

Demon

Voidspawn

Siyauon

Created by the collective hatred of mortal beings and the power of the Void, as with all demons these creatures exist only to destroy.

Nikushi will breach in large numbers, as often hatred occurs in spikes, as hatred turns to vengeance these demons spill into the material plane.

Each demon latches on to a vengeful individual and will encourage and empower them to take their revenge and cause death and destruction through their unknowing partner.

Appearance:

Tiny flying insect like creature, black and oily with the ability to implant itself under skin.

Yokuba

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Yokuba

Demon

Voidspawn

Siyauon

Created by the collective lust of mortal beings and the power of the Void, as with all demons these creatures exist only to destroy.

Lust demons are the most dangerous, for they require far less to breach, and even though they only last for only a few minutes. The mortal that they latch on to immediately will be forever changed.

That mortal will never be satisfied, it's lust will continue even if it secures it's desire, it will pursue another, and another regardless of all else or who gets hurt.

Appearance:

A small cat like creature with oily scales instead of fur, but it can transform in to a domesticated cat.

Ikari

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Ikari

Demon

Voidspawn

Siyauon

Created by the collective anger of mortal beings and the power of the Void, as with all demons these creatures exist only to destroy.

If an Ikari breaches the planar barriers and reaches the material plane it immediately seeks out the nearest living creature and will tear it limb from limb.

It will grow larger and faster with each kill, eventually it will attack settlements and if not put down, it will sack cities and leave a trail of death in it's wake.

Appearance:

Small black skinned bipedal creature with a disproportionality large head with rows of sharp teeth and clawed hands.

Dragon
**Dragon

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**Dragon

Dragon

A true dragon, multiple millennia old, from a time before man or elf, colossal in size and power, but so aged the desire to anything other than sleep has dwindled, often these creatures sleep for decades at a time, stirring only to see what has changed around them.

Individual living dragons are so rare that its impossible to describe them here as they are so unique.

Appearance:

**Drake

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**Drake

Dragon

A drake is descendant of the original dragons, whom had no where near the power needed to create a true dragon, so their spawn devolved over the generations.

Although psychically similar, with a appearance and strength of their forbearers they have lost the intelligence of superior being, now limited to that closer to an animal, but with an advanced ability to communicate with multiple species.

Appearance:

**Dragon *Myth

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**Dragon *Myth

Dragon

A mythical creature that used to roam Terrainia in their thousands, all many of colours and sizes, but they suffered a terrible fate and passed from memory for all but a few.

Not to be confused with Drakes, which are the dragons devolved descendants and are of animal level intelligence.

Appearance:

Dreamsoul
Soul Mate

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Soul Mate

Dreamsoul

Manifestation

Theorum

A Soul Mate forms from a defeated nightmare, becoming a companion should the original soul have been a person who put other before themselves.

Now acutely aware of what nightmares are and what they can do, they seek out other tormented souls and merge with them to provide a friend in the souls dream. This often shuts the nightmare out and allows the dreamer to wake with no memory of the nightmare.

Appearance:

In a dream they can appear as anything at all, the dreamer would accept them as normal, but an outsider would be able to see an aura about them.

Soul Scion

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Soul Scion

Dreamsoul

Manifestation

Theorum

A Scion forms from a defeated nightmare, upon defeat they become aware that they are just a tiny fraction of a mortal soul, and that they have desire to return to the whole.

The direct connection to a living soul allows them to track down the complete soul and if they find it they merge with it and become part of the whole. If the mortal dies before hand the Scion will be stuck in limbo forever.

Appearance:

These can only be seen walking the Astral Plane of Theorum, where they appear as a whisp of air, a nothingness.

Dwarf
Enhanced Dwarf

A normal dwarf 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:      Stone WhisperingResiliant  
Traits:      Depth SenseTouched  
 
 
Dwarf
Earth Sprit
Dryade

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Dryade

Earth Sprit

Earth spirits connected to trees

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Kissiae

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Kissiae

Earth Sprit

Earth spirits connected to plants

Appearance:

Oreade

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Oreade

Earth Sprit

Earth spirits connected to Rocks

Appearance:

Naiade

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Naiade

Earth Sprit

Earth spirits connected to bodies of water

Appearance:

Elemental
Black Flame

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Black Flame

Elemental

Fire

Volcanis

Previously an Emberling that the deity Abixlion has corrupted. Its fire turned black, its mind bent by hate and fear.

Summonable by spellcasters or those with a direct connection to Abixlion, often brought to the material realm to cause destruction and mayhem.

Able to better control fire and it's own form a Black Flames can absorb the natural fire of the Material Plane to make themselves bigger and more destructive; albeit temporarily. Eventually they can become a Charkin.

Appearance:

3ft tall, formed of pure black fire floating above the ground. Fire formed upper limbs can be seen when the creature throws balls of fire.

Avalancher

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Avalancher

Elemental

Earth

Theyran

An Avalancher is formed in times of dire need. Thousands of Stonelings, hundreds of Boulderkin, dozens of Rock Smiths and at least one Quaker Lord will join together to form a single minded earth elemental.

Only Thaiek or one of his most devout followers could call for aid of this magnitude. Typically to defend the innocent or to defeat a superior evil force.

Once the summoning is concluded due to time expires; the Avalancher splits back into it's component elementals in a explosion of rock and stone

Appearance:

20ft tall form, two massive legs, four incredible arms all formed of rock and stone. Two hands carry huge stone formed hammers, one a shield of iron, the last an iron spear.

Sand Blaster

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Sand Blaster

Elemental

Earth

Theyran

Forged not born, created by Trozok himself to form an army of his own, infusing the sands of Theyran with the raw energy of the Elemental Plane he creates Sand Blasters, then binds them to his will.

Spellcasters near a large enough source of sand, like a beach or desert can summon these elementals. Their too small to fight any meaningful combat but each Sand Blaster can control the grains of sand around them.

Once a Sand Blaster has been to the material plane it becomes aware of its own self. On its return the Sand Blaster becomes a Dune Walker, no longer bound by the will of others.

Appearance:

2ft ball of self moving sand. It uses its power over sand to assail its enemies and that of its summoner.

Dune Walker

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Dune Walker

Elemental

Earth

Theyran

An awoken Sand Blaster, now Dune Walker, is a self aware elemental loyal to none; but its wanderings of Theyran will lead it to understand the Plane and its deity, Trozok.

Trozok will bargain with and bribe the Dune Walkers to join his army. In doing so they have a purpose and can no longer be summoned by spellcaster of the Material Plane.

Now a solider in the army of Trozok, the Dune Walker will spend centuries fighting a forever war. Any that show great talent will be elevated by Trozok to either Shifters or Desecrators.

Appearance:

5ft tall rough humanoid sand form, with a quartz blade and a hardened outer layer.

Shifter

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Shifter

Elemental

Earth

Theyran

Elevated to Shifter by Trozok, a shifter gains unique powers and is given command of Trozok's forces.

Summonable by only the most powerful spellcasters and follows of Trozok, typically an Orc. Shifters are powerful creatures when summoned, able to fight entire warbands by themselves.

As commanders Shifters can only seek to prove themselves and be made an overlord or Viscount of the Bassalt Fortress.

Appearance:

7ft tall and just as wide, its form akin to a small sandstorm. it uses its own form to attack its enemies.

Incinerator

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Incinerator

Elemental

Fire

Volcanis

There is only one incinerator at any one time, created only when Abixlion wants to attack the Fortress of Emberlon. The deity will elevate the Overlord of Asheron Fortress to a Incinerator, and a new Overlord will be chosen by Abixlion.

Given new form and a direct connection to Abixlion this creature is massive and almost invincible. It cannot be summoned at all, no mortal could bend the will of this creature.

As an Incinerator this elemental is detined to burn itself out in a glorius show of power, this creature will lead the charge and only by self incineration acan it breach the walls of the Fortress of Rayis.

Appearance:

A massive bulk of the blackest fire, it burns so hot it can obliterate the pure fire of Volcanis itself. Reduced to all fours by its own weight this behemoth is a elemental battering ram.

Desertcator

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Desertcator

Elemental

Earth

Theyran

Elevated to Desertcator by Trozok for a single purpose, to lend aid to his Orc forces on the Material Plane.

When a Orc shaman or a Chieftain with enough following calls for divine aid, Trozok will often create and then send forth a Desertcator

Desertcator are terrible wrath bringers, sent headlong into the summoners enemy, they can lay waste to whole regiments.

Appearance:

15ft tall swirling mass of sand. Attacking by creating and controlling sandstorms, hurling huge balls of sand and firing streams of sand 50ft long.

Quaker Lord

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Quaker Lord

Elemental

Earth

Theyran

A Rock Smith that demonstrates a particular skill for combat can be chosen by their deity to become a Quaker Lord. Only a few dozen of these elementals exist as they are chosen to become generals of the forces of their chosen deity.

Too powerful to be summoned by spellcasters they can now only reach the material plane through the stone gates. Typically at the direction of their master, but they can choose to do so of their own will.

On Theyran they are both architects and assailants, commanding the armies to defend or attack where needed while also planning, extending and reinforcing their fortresses.

Appearance:

A singular stone humanoid form standing roughly 10ft in height, fully capable of movement and actions. An absolute control over all rock and stone that it can see.

Rock Smith

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Rock Smith

Elemental

Earth

Theyran

Formerly a Boulderkin, Rock Smiths can now shape the rock and stone of Theyran, using it to repair damage to their fortress home.

Now only the most powerful spellcasters will a direct connection to either Thaiek or Trozok can summon a Rock Smith, often they care called forth to lift massive or heavy objects, or to shape the material plane using rock and stone.

On Theyran or the Material Plane these elementals are powerful fighters, able to throw objects far larger than themselves, cause walls to crumble was easily as they can build them.

Appearance:

A 5ft tall collection of stones and rocks for it's core, bound my elemental energy, clear appendages can be seen, smaller rocks forming fingers, it's head a shaped form of stone with iron ingots for eyes.

Torrento

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Torrento

Elemental

Water

Aquaila

When a summoning spell or ritual is began, if Elfinihiar detects an elf is in danger, she will intercept the request and send a Torrento. Born out of need to protect her followers, she will imbue a Seicher with great power.

On summon a great torrent of water will protect the summoner and their allies, while sweeping away the enemy, if on the ocean it will form massive walls of oceanic water to give the summoner a safe haven.

This surge of power gives the elemental the power to talk for the first time to mortals of the Material Plane, using a projected voice it can now speak fluent elvish.

Appearance:

A large mass of water with absolute control over any water it touches. Able to detach part of itself into a humanoid form to talk with its summoner.

Emberling

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Emberling

Elemental

Fire

Volcanis

Once an Emberling reaches the surface of Volcanis it begins it's wandering of the vast open plane, it feeds of the very energy the plane contains.

Even when tiny, these fire elementals can hear the call of spellcasters and be summon to the material plane for short periods of time.

Any conflict they take part in will accelerate their growth, eventually they will become an Emberflame.

Appearance:

Approximately 12" in height and 6" wide floating above the ground. Formed of pure fire, with tiny little embers continually thrown from it's mass.

Emberflame

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Emberflame

Elemental

Fire

Volcanis

Previously an Emberling, now bigger, these elementals have more purpose to their wanderings, most of them will have discovered their deity, Rayis.

Still connected to the material plane, now only summonable by spellcasters with more experience or power or those with a direct connection to Rayis.

Now a more capable elemental, able to better control fire and it's own form. The first signs of igneous armour will show. Eventually they will become a Flamewright.

Appearance:

3ft tall, formed of pure fire floating above the ground. Fire formed upper limbs can be seen when the elemental throws balls of fire.

Flamewright

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Flamewright

Elemental

Fire

Volcanis

Previously an Emberflame, now bigger, these elementals serve as the basic forces of Rayis.

Their connection to the material plane they once had has faded, now only the most powerful spellcasters can summon one.

A formidable creature in both planes, heavily armoured and able to form weapons from it's own fire. Occasionally Rayis will elevate one of these elementals to become a Flame Baron.

Appearance:

6ft tall fire formed humanoid, with thick plating of igneous armour on chest legs and arms. A flaming sword in each hand formed from its very essence.

creatures 133-198

Flame Baron

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Flame Baron

Elemental

Fire

Volcanis

Elevated from Flamewright by Rayis, now unquestionably loyal to their master. These large elementals have a true mastery of fire, able to start fires in nearby objects with just a thought.

No longer can a spellcaster summon them to the material plane, but no longer is that their only means to reach it. Now at the direction of their deity they will breach the planar barriers by connecting to a raging fire on the mortal realm.

The handful of Fire Barons on Volcanis act as generals for Rayis's armies; they plan and direct their underlings when called to do so. On the material plane however they are force of destruction, laying waste to whatever sent to destroy.

Appearance:

12ft tall and bulky, an outer plating of igneous rock belies their internal fiery form. They can form a weapon from the rock and flame at will, but often their crushing fists are enough

Infernos

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Infernos

Elemental

Fire

Volcanis

There is just two Infernos at any one time, previously Flame Barons these chosen creature has been given ultimate power by Rayis.

The Infernos are the body guards of the Castellen of Emberlon, the fortress of Rayis on Volcanis. They will never leave the elemental plane again.

Appearance:

A towering mass of igneous rock and fire, it's body almost humanoid, but huge in stature, weight and mass.

Charkin

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Charkin

Elemental

Fire

Volcanis

Previously an Black Flame, now bigger and angrier; these elementals serve as the basic forces of Abixlion.

Only the most powerful spellcasters can summon this creature, and they are uncontrollable. With only the spellcaster safe from its temper.

A formidable creature in both planes. Abixlion will reward those that cause chaos and death with an elevation in power as they become a Cremator.

Appearance:

6ft tall fire formed humanoid, its black flame forming a shield in one hand while the other is free to shoot gouts flame.

Cremator

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Cremator

Elemental

Fire

Volcanis

Elevated from Charkin by Abixlion, these large elementals have a true mastery of fire and revel in the use of it to cause terrible and painful death upon the living.

Now only a devote of fire will dart to summon a Cremator, as it is without control and of single purpose. It will kill anything and everything it sees, including the summoner.

Once it breaches the Material Plane it can not return, it is raw elemental energy set free, only its destruction will see it stop. Abixlion feeds of this destruction to corrupt more Emberlings.

Appearance:

12ft tall and bulky, its black fire form akin to a giant with four arms, fire formed weapons in each hand, so hot that mundane weaponry can not even touch it.

Stoneling

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Stoneling

Elemental

Earth

Theyran

When a Stoneling is birthed it finds itself alone on the desert surface of Theyran. It's survival tied the energy of the plane itself. Stonelings quickly begin to gather together for community and kinship.

Stonelings can be summoned to the material plane from the moment they exist, spellcasters will have momentary control of their actions while often put in harms way.

Stonelings grow very quicky, becoming a Boulderkin within a few years.

Appearance:

A 6" tall collection of tiny stones and pebbles drawn together by elemental power, it forms stubby legs, vestigial arms and has a single stone for a head.

Boulderkin

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Boulderkin

Elemental

Earth

Theyran

A fully grown Stoneling, now a Boulderkin will become aware of the forces that dominate Theyran; Thaiek and Trozok. Deities of earth, they call to Boulderkin to join their army in return for greater power.

Boulderkin can now only summonable by spellcasters with more experience or power. Those sided with one deity or the other can only be summoned by a spellcaster with similar persona.

After a few hundred years of loyal service, Thaiek or Trozok will eventually gift them the power they promised. Their form will change significantly as they become Rock Smith's.

Appearance:

A 2ft tall collection of small stones and pebbles drawn together by elemental power. Smaller stones form arms, legs and it's head, while tiny pebbles imply fingers.

Spurtling

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Spurtling

Elemental

Water

Aquaila

When a Spurtling is born, they slowly rise to the surface of Aquaila. When they reach the surface they become acutely aware of the divergent nature of the plane. Other Spurtlings glide through the ocean and they quickly connect, forming a extended elemental family.

Summonable by Waterborne spellcasters and followers of Elfinihiar to aid the, in their oceanic duties. Spurtlings can guide sense all water around them for thousands of miles, so they can help them find land, or other vessels.

A non combatant, these tiny drips of water are undetectable in any body of water, even a cup. They are incredibly friendly to anyone who is friendly to them.

Appearance:

Half a cup of animated water, able to shape its body to communicate with those around it.

Coruscatior

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Coruscatior

Elemental

Electro

Fulmin

A Coruscatior will transform from a Sparkla if summoned for the second time within a short time. The transformation takes place moment it reaches the Material Plane, despite the change it still loyal to the summoner; provided they maintain a measure of honour and virtue.

Its connection to the Material Plane magnified, its size quadrupled, the Coruscatior self aware and self thinking. Able to offer the summoner greater empowerment and focus, but it will also act independently against any evil and injustice it sees it.

An experienced spellcaster can summon a Coruscatior directly, the power required to do so is much greater than a elemental of this size should be, but those pure of heart and noble intentions will gain the assistance of the Coruscatior itself.

Appearance:

4ft tall spherical with a body formed of electrical charge, constantly grounding sparks shoot off beneath its floating form. Able to shock its enemies by touch and at short range.

Winterkin

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Winterkin

Elemental

Water

Aquaila

Should a Cryoking return successful and with may kills it is elevated to a Winterkin, there are only a handful of such creatures and Nazzikor uses them to defend his Fortress and to lead the charge when he assaults the Stormtide Fortress.

A massive formation of ice, with an outer layer of the coldest, hardest ice possible; formed from the shattered remains of fallen Ice Elementals.

Summonable by plea bargains with mortals, Nazzikor will send one or two to complete the agreed objective. Once done the price is paid in bodies, the Winterkins then take these bodies back to Aquaila.

Appearance:

20ft tall giant of ice, its outer shell formed of the hardest ice possible, its six arms hold a trio of huge ice formed blades and a shield, with the remaining 2 free to manipulate the water and ice around it, or shoot dozens of arrow like shards.

Deadfrost

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Deadfrost

Elemental

Water

Aquaila

An abomination of elemental and mortal, made worse by the fact that both are dead. The latent elemental energy is bound to the mortal corpse, then infused with the energy of Infernis, in a way only possible by the deity; Nazzikor.

Once created these creatures are sent to the Material Plane for one of two reasons. Some are sent individually to cause mayhem and destruction, some however are sent to aid a new undead master as they seek to destroy the mortal races.

A single Deadfrost is an almost unstoppable force, a pack of them will level a town in minutes, capable of slaying entire companies of unprepared soldiers.

Appearance:

8ft tall meld of humanoid flesh from multiple donors, melded with the frozen core of a dead elemental. The outer flesh layer is frozen solid, shards of ice protrude all over and it often carries a frozen blade or hammer.

Whistler

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Whistler

Elemental

Air

Arrillis

When a whistler breaks through the crust of Arrillis a whistle sound is made as the glide though the air. With their new found freedom they roam the air currents of the plane for several years before the first touch the ground.

Summonable by most spellcasters, those of a Skyborn heritage can summon them in groups. Singularly they only capable of aiding the summoner to navigate air currents or forewarn of turbulent air, as a group they are able power wind powered vessels.

After approximately a decade a whistler will suddenly evolve, by resting in a tornado or similar and emerge a few days later as a Breezer.

Appearance:

Barely noticeable as it just living air. Only by watching its surroundings would you be able to spot one; leaves or dust travelling against the prevailing wind.

Breezer

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Breezer

Elemental

Air

Arrillis

Once the Breezer emerges from it evolution it will seek others of its kind, eager to communicate and become part of a group.

Now only summonable individually, these small elementals can guide their summon towards or away from any wind based weather, provide enough wind power to propel a ship.

During its time helping those who summon it, a Breezer might over extended itself, those that do this too much can perish, but those that do it and survive will emerge bigger and more powerful.

Appearance:

Barely bigger than a child, its movement more clear due to it carrying an aura like layer of dust.

Galea

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Galea

Elemental

Air

Arrillis

A empowered Breezer, now known as a Galea by those on the Material Plane begin to form an outer shell akin to that of the plane Arrillis. Formed from tiny stones and bits of debris which has made contact over the years and crushed by the inner turbulence the Elemental is formed of.

Now only summonable individually, these small elementals can guide their summon towards or away from any wind based weather, provide enough wind power to propel a ship.

On their home plane a Galea can reach a point where its size forces a transformation. Its outer shell will either collapse and it becomes a Tornada, or it will become one with the Elemental and become a Hurrilacrum.

Appearance:

a 6ft swirling mass, cone shaped to give the appearance of broad shoulders, an outer crust of dust and debris constantly shifts over the turbulent core.

Hurrilacrum

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Archetype:

Class:

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Hurrilacrum

Elemental

Air

Arrillis

When an Air Elemental reaches sufficient age and power, its form can drastically change. An outer shell of Copper forms from as it takes shape as an Air Elemental hominoid, a weapon forms of hardened copper the form of which is determined by the elemental.

Now it will only head the call of the most powerful Skyborn spellcasters and devout worshiper of Mathandria. When this creature is called up on it for a singular purpose, to fight.

A formidable a foe as such a visage suggests, erringly fast, its movements can be a blur. Should it be victorious it will revel in victory, but if defeated it will explode in a shower of copper shards and unleash a almighty hurricane.

Appearance:

8ft tall copper plated humanoid, its elemental nature hidden beneath with a weapon of its choice is formed of hardened copper. Fast and agile despite the bulk.

Tornada

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Native Plane:

Tornada

Elemental

Air

Arrillis

A Galea whose outer shell collapses instantly becomes a Tornada, a massive living tornado. The Tornada will cause great destruction in its short lived existence.

Unsummonable in this form, but if this transformation occurs during a summoning it will still seek to do the bidding of its summoner, at least for a while.

A best a Tornado will only exist for a few minutes, at worst a few hours, the longer it exists the less control the summoner has.

Appearance:

For all intents and purposes its is a tornado, just one that has an degree, albeit only a minor, of control.

Sparkla

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Archetype:

Class:

Native Plane:

Sparkla

Elemental

Electro

Fulmin

Birthed in the millions, only a few each day reach the safety of the tethered rocks of Fulmin. Those that do so have to contend with the will of Katrinix, she will seek to have them join her forces, she will lie and deceive them to get them to bind themselves to her.

Those that don?t fall for her tricks will inevitable find Victirus, who will show them the meaning of honour, justice and virtue. Each will be sent on minor errands to help the humans of the Material Plane. Summonable by even the greenest of spellcasters provided they themselves honest and upstanding members of their community.

Although tiny in size, they will empower their summoners spells, often unlocking invocations the summoner would not normally be able to call upon. With so many Sparkla to call on it is rare for one to be called twice in any meaningful time, but when that does happen, it becomes a Coruscatior.

Appearance:

About 6 inches tall, never stationary as it sparks from place to place. Not a combatant, but can shock a target with its touch.

Thunder Kraken

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Thunder Kraken

Elemental

Electro

Fulmin

In the moment a Elminator is destroyed the discharge causes lightning to arch upwards, creating the loudest thunderclap ever heard, simultaneously creating a Thunder Kraken, an uncontrollable creature of pure electrical force.

No spellcaster or deity can summon or push a Thunder Kraken to the Material Plane, its raw unrefined power simply impervious to their efforts.

Lasting about an hour, these creatures burn themselves out through consumption of their own energy. A trail of destruction impossible to fathom left in its wake.

Appearance:

Unmeasurable in size, akin to a sentient but psychotic storm.

Elminator

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Elminator

Elemental

Electro

Fulmin

If a Sparx pleases Katrinix or shows any sign of wavering in devotion she will offer a greater bargain, or deception, the elemental is supercharged once more as it becomes a Elminator. An internal humanoid skeletal form is formed from glass.

When Katrinix needs a specific individual gone, regardless of which plane the target is on, she sends an Elminator. Its powers infused by the diety herself, a Elminator will pursue the target until one of them is destroyed.

A formidable enemy to behold, and capable of manipulating the electrical energy of Fulmin or the Material Plane at will.

Appearance:

7ft tall electrically formed humanoid, with clear arms, legs and a head. Sparks will arch to any metal within ten feet, or the ground as it walks. Its glass skeleton visible to those close enough.

Sparx

Subtype (Name):

Archetype:

Class:

Native Plane:

Sparx

Elemental

Electro

Fulmin

A deceived Sparkla, tricked into servitude by Katrinix, the great deceiver. Immediately changed, the once tiny elemental unrecognisable. Its spends its days patrolling and defending the Fortress of Lightning.

Sent to the Material Plane whenever a follower of Katrinix calls for her aid, sent to destroy the evil summoners enemies without a thought of morality or consequence.

A direct attacker, it will not sit idle, the quicker the threat eliminated the quicker it can return to Fulmin.

Appearance:

5ft tall electrical form, a clead head and body sit a top a trailing lower body, causing sparks to arch into the ground.

Lightning Lord

Subtype (Name):

Archetype:

Class:

Native Plane:

Lightning Lord

Elemental

Electro

Fulmin

Should a Fulminater be destroyed the electrical discharge is immense. As an unbound elemental force this would be devastating to everything around it, so Victirus reforges the elemental into something new, something immensely powerful.

Using a core of pure palladium to bind the uncontrollable elemental, Victirus forges a new being, one so powerful that the deity keeps them in his fortress at all times.

Should a situation become so dire and no other solution prevents itself, Victirus will give a Lightning Lord charge to bring the plane to order.

Appearance:

15ft tall humanoid elemental, a skeletal form of glass infused with palladium renders this creature impervious to mundane weaponry. It uses electrical power to attack and defend.

Fulminater

Subtype (Name):

Archetype:

Class:

Native Plane:

Fulminater

Elemental

Electro

Fulmin

A fulminator is a freed Elminator, once loyal but the way of deception to Katrinix, it has now sworn loyalty to Victirus. It will seek to free others of its kind, often working with the Fulgurite that freed it.

The body forged by Katrinix now serves Victirus. Absolved of previous wrongs, the Fulminater is now placed in a position of importance, to show that power should be earned and not bought.

Operating as the guards to the Galvadon Fortress, these creatures are mighty defenders, able to channel the raw force of Fulmin.

Appearance:

7ft tall electrically formed humanoid, with clear arms, legs and a head. Sparks will arch to any metal within ten feet, or the ground as it walks. Its glass skeleton visible to those close enough.

Fulgurite

Subtype (Name):

Archetype:

Class:

Native Plane:

Fulgurite

Elemental

Electro

Fulmin

If a Coruscatior nears death, another can bond with it to create a Fulgurite, this bonding changes not only their shape, size and power, it changes its sense of direction. A new loyalty to Victirus fuels this direction.

A Fulgurite will now spend its days seeking out these deceived by Katrinix, seeking to free their minds from her grip. If they cant be freed, they will be destroyed.

With an intention to free its brethren, they will resist any summon unless it can perceive the treat of a deceived elemental on the Material Plane.

Appearance:

6ft Tall inverted cone shaped creature formed of electrical charge. With a devastating touch and huge range of electrical attacks.

Cryoking

Subtype (Name):

Archetype:

Class:

Native Plane:

Cryoking

Elemental

Water

Aquaila

When a Cryotak kills a Water Elemental of Aquaila the Cryotak will engorge on the heart of the elemental and grow in size, eventually becoming a Cryoking.

Cryokings form the bulk of Nazzikor's army, regularly sent to assail the Fortress of Stormtide, many do not return, Their deity cares not. Those that return but are too damaged and perish become Deadfrosts, a terrifying meld of ice, flesh and elemental energy.

Summonable by the more powerful spellcasters, or those devoted to the death and destruction of mortals. When summoned these creatures are sent headlong into battle, there is no respite, they fight until they are destroyed.

Appearance:

8ft tall and broad humanoid body covered in ice formed spikes, a huge two handed hammer or a ice blade and shield are formed when it enters battle.

Cryotak

Subtype (Name):

Archetype:

Class:

Native Plane:

Cryotak

Elemental

Water

Aquaila

When multiple Spurtlings have formed a Sweller they become very vulnerable for a few moments, while the singular mind forms from the multiple. Its in this moment that Nazzikor will trap them and begin his torture of them to turn them into Cryotaks.

When the elementals mind is broken, its body chills and its heart breaks, as this happens the water freezes and cracks, and the Cryotak is born. It knows no other existence.

Summonable by any spellcaster with enough power and often immediately thrown into combat. No care for the creature is shown by those that call Cryotaks, as their heart is often just as cold.

Appearance:

6ft tall crystalline humanoid, made of ice this creature can fire arrow like shards and form its arms into blades.

Seicher

Subtype (Name):

Archetype:

Class:

Native Plane:

Seicher

Elemental

Water

Aquaila

Born from a frightened Sweller, the Seicher will take on nearby water to bolster its own body, forming a more humanoid shape although still unmistakably water.

Now only summonable by a known spellcaster or a devote of Elfinihiar, including any immortal elf. Now summoned to aid in a more confrontational sense.

Able to control its form well enough to form barriers to protect the summoner or their allies, The Seicher can also form its fists into a much denser form of water to crush its enemies.

Appearance:

6ft tall mass of water, walking on two legs, as many arms as needed, able to strike and defend with a super dense water fist or shield. It can also blast its enemies with cannonlike water blasts.

Tsuamo

Subtype (Name):

Archetype:

Class:

Native Plane:

Tsuamo

Elemental

Water

Aquaila

Tsuamos are created individually by Elfinihiar to protect her fortress, there are a few hundred of these huge elementals, stood stoically at the gates and towers of Stormtide.

Unsummonable by most, only a divine request will see one reach the Material Plane. It will be given its instructions by Elfinihiar herself, and follow those orders to the letter.

When sent to the Material Plane, and if called to attack; they lose their stoicism and become terrifying bastions of destruction

Appearance:

15ft tall, bulky, with legs and arms, almost humanoid but with no head. An outer layer of super dense water acts as armour while it holds a 20ft trident of pure silver.

Sweller

Subtype (Name):

Archetype:

Class:

Native Plane:

Sweller

Elemental

Water

Aquaila

Multiple Spurtlings can become so connected to each other that they form a single entity, of one mind, one body, they are no longer separate elementals, but a single larger form.

Summonable by spellcasters anywhere, even on land, although their time on the Material Plane is much short if no source of water is provided. On land they can locate water within a hundred miles, often called forth just to do that very task.

Now of a size where they can defend themselves, Swellers can use their body as a weapon. Nearby sources of water can act as a means to attack or defend its enemies or allies. Should a Sweller ever have to take such action it will soon become a Seicher.

Appearance:

Its body is comprised entirely of water, enough to fill a bath tub, it can take any form it wishes, using gestures to communicate.

Elf
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
Enhanced
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.


 
 
 
 
 
Enhanced
Demonfuge

An ireveasbible bond; bound in blood and trechery, granted by The Void itelf which results includes vast improvements to the characters physical and/or mental characteristics.

A connection is made early in the humans life, usualy when frightened as a child. This connection allows The Void to whisper promises of power in their ear for as long as it takes to corrupt them.


 
 
 
 
 
Enhanced
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
Enlightened
Sage

Subtype (Name):

Archetype:

Class:

Native Plane:

Sage

Enlightened

Ascendant

Zion

Enlightened are very rare, within those sage are the most common, as it is typically the wise that remain neutral. A sage will spend eternity meditating the universe from the Tower of Contemplation.

It is so rare for a Sage to leave Zion that only twice in the history of the world has it happened; each times the world was in danger of becoming too unbalanced towards good or evil, which would ultimately cause the multiverse to collapse.

Appearance:

A very old looking humanoid, sat cross-legged, long hair and fingernails; able to move about by the use of levitation.

Savant

Subtype (Name):

Archetype:

Class:

Native Plane:

Savant

Enlightened

Ascendant

Zion

Enlightened are very rare, even then Savants are few in number. A Savant will study the libraries of Zion, whose books are created from the minds of other savants.

A Savant will never leave Zion, should they be called upon to aid the Sages they will do so by their mastery of the mind, projecting a perfect replica of their once mortal form to any plane of the Mortal Planes.

Appearance:

Humanoid forms with a third eye, robed in white, pale skin and featureless.

Oracle

Subtype (Name):

Archetype:

Class:

Native Plane:

Oracle

Enlightened

Ascendant

Zion

Enlightened are very rare, within this group the Oracles are the rarest, only four exist at the present time. Each of them study the future, what is, what can be, and what must not come to pass.

The first watches the current timeline to give a baseline for the others, the others watch the timelines that can come to be if they push a mortal to action, or stop one in it's tracks.

Appearance:

Oracles can take any known form, fully materialised, with the mass and powers of any past, present or future mortal being. But only one of them can be on the material plane at any one time.

Fairy

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

**Fairy

Subtype (Name):

Archetype:

Class:

Native Plane:

**Fairy

Fairy

Fairy creatures are native to the elemental planes, and can freely move between their home plane and the material plane.

Appearance:

Fairy's have no common visual appearance, but they share many common attributes, in particular they are all magical.

Fairy*
**Nymph

Subtype (Name):

Archetype:

Class:

Native Plane:

**Nymph

Fairy*

The rarest fairy type on the mortal plane, only sighted as individuals.

Outward appearance is that of an Nelyani, (elf) but that's where similarities end, the nymph is a dangerous predator, seeking out unfortunate loners to lure into their embrace before overwhelming their mind with potent mind affecting magic, soon they will be a willing participant of the nymphs desires.

Appearance:

Feyr
Saytr

Half human half goat in appearance. Vorseth made all the Feyr at the same time, in an attempt to create a forest dwelling species during a time where forest covered most of the surface. The diety used the natural enrgies of the natural world to create them, forever binding them to the force known as life magic.


 
 
 
 
 
 
Feyr
Centaur

Half human half horse in appearance. Vorseth made all the Feyr at the same time, in an attempt to create a forest dwelling species during a time where forest covered most of the surface. The diety used the natural enrgies of the natural world to create them, forever binding them to the force known as life magic.

Originally discarded by Vorseth as a failure the first pack bred with wild horses, diluting the original bloodline but stabilising into a survivable species.

Millennia later the Centaur is a rare creature, having bene hunted by Zariger and Elf alike, and once the humans discovered them they were nearly hunted into extinction, a prize kill for the experienced hunter.


 
 
 
 
Feyr
Fiend
Nakori

Subtype (Name):

Archetype:

Class:

Native Plane:

Nakori

Fiend

Eternal

Siyauon

With the heritage of Nazzikor these fiends can control the dead, able to possess a corpse to enter the material realm. Quickly this corpse will wither and be unable to contain the demon.

When no longer contained the demon will burst forth in an explosion that freeze everything nearby, leading some to call it an ice demon.

Appearance:

Medium dragonkin humanoid, with white scales and black flesh with an aura that chills the air.

Abixan

Subtype (Name):

Archetype:

Class:

Native Plane:

Abixan

Fiend

Eternal

Siyauon

This fiend can corrupt any mortal creature it touches, filling it with anger and hate for all other creatures of it's type, this corruption spreads to those that survive the initial targets attacks.

When a breaches the celestial plane they will seek out and attack lone celestials, should they succeed they will turn the divine creature into a vessel of hate.

Appearance:

Small red skinned humanoid with no hair. A pair of tendrils sprout from the abdomen used to infect their target.

Vorron

Subtype (Name):

Archetype:

Class:

Native Plane:

Vorron

Fiend

Eternal

Siyauon

A Vorron is the bane of arcane spellcasters, any time a spell goes wrong can be a gateway for this demon to reach the material plane. On arrival they drain all magical energy in the area, rending spellcasters unable to defend themselves.

The spellcaster is then given a choice lose their magic forever or agree a pact with the demon. The spellcaster will then become a conduit for the demon, able to return to the mortal plane at will.

Appearance:

Small goblin like creature, blue skin with tiny black spikes all over, a tiny vial hangs around it's neck.

Katerin

Subtype (Name):

Archetype:

Class:

Native Plane:

Katerin

Fiend

Eternal

Siyauon

Katerins will deceive some mortal spellcaster into summoning them into the material plane, typically through promise of power or gifts. Able to change their appearance in the minds of those communicating with them.

Once they arrive they will rend the foolish mortal apart, and will either begin a rampage of slaughter or will try to establish a demon worshiping cult, with the intention that they can re summon it in the future.

Appearance:

Bat like humanoid, with leathery wings, razor sharp talons and a barbed tail.

Fiendtouched
Tainted

Tieflings from d&d


 
 
 
 
 
 
Fiendtouched
Touched

Asamar from d&d


 
 
 
 
 
 
Fiendtouched
Giant
Giant

Giants both live for and grow for ever, the older they are the taller they are. With size comes strength, with age comes wisdom, with a lifespan of infinite length comes a desire to do things very slowly.


 
 
 
 
 
 
Giant
Goblin
Goblin Raider

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblin Raider

Goblin

Goblin raiders will go beyond their domain to steal what they need, are cunning and devious, able to lay traps, built outposts and sail small ships.

Appearance:

Goblin Pattak

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblin Pattak

Goblin

leader, spellcaster, thinker, builder.

Appearance:

Goblin Skulker

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblin Skulker

Goblin

Appearance:

Deep Crawler

Subtype (Name):

Archetype:

Class:

Native Plane:

Deep Crawler

Goblin

Appearance:

Halfling
Enhanced Halfling

A normal halfling 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:      Light-footedTouched  
 
 
Halfling
Human
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
Keeper
Mercator

Subtype (Name):

Archetype:

Class:

Native Plane:

Mercator

Keeper

Infernal

Infernis

The Soul Dealer has a wide reach, evil spellcasters often look for easy power, souls can play a part in that. Demons looking to breach a planar barrier often barter for them too.

A self serving sentient creature that longs for a greater power of their own, only a handful of Mercator's exsist. Each of them strive to reach the material plane themselves, where they can take true form and a become a powerful warlord or underworld crime boss.

Appearance:

7ft muscular humanoid with spikes on exposed body parts, broad shoulders, thick arms and an aura that shifts behind them.

Poneria

Subtype (Name):

Archetype:

Class:

Native Plane:

Poneria

Keeper

Infernal

Infernis

When a soul is delivered to a Poneria it imprisoned within a magical container that only a Poneria can open.

Poneria then pass these contained souls to an Archeran to catalogue and store.

Appearance:

A stationary form, four arms protrude from a covered mass, creating the containers, trapping the souls of the damned within.

Archeran

Subtype (Name):

Archetype:

Class:

Native Plane:

Archeran

Keeper

Infernal

Infernis

An Archeran, or Archivist, catalogue and store hundreds of trapped souls. Doing so to have them on hand when the Mercator calls for one, often one with certain qualities.

Appearance:

8ft tall humanoid creature with six arms, robed in black, hovering just off the floor. One hand holds a ledger, another holds a quill.

Arator

Subtype (Name):

Archetype:

Class:

Native Plane:

Arator

Keeper

Infernal

Infernis

A single purpose sits on the mind of this creature, to gather the souls of Infernis, it will steal them from the Shades if necessary. The soul will feel relief for the moment.

Once a soul is gathered it is taken to the Poneria, the preservers of the souls.

Appearance:

A hunched over form, hovering just off the ground no limbs are visible.

Magical Beast*
**Silverweb Spider

Subtype (Name):

Archetype:

Class:

Native Plane:

**Silverweb Spider

Magical Beast*

Medium sized (Compared to humans) spiders, a creature no human would want to meet alone.

Far more intelligent than a normal spider species, and more aware of the prey that they capture.

Appearance:

Nightmare
Sarpa

Subtype (Name):

Archetype:

Class:

Native Plane:

Sarpa

Nightmare

Manifestation

Theorum

A Sarpa, or Nightmare Snake, is the embodiment of the fear of being crushed, including the crushing weight of responsibility. When manifested in dreams it appears as a snake, and will continually try to constrict the dreamer, only when the dreamer gives up does their nightmare end.

Nightmares feed off this fear, it sustains them. Eventually they will become saturated, with this they will manifest on the material plane immediately becoming an uncontrolled wild mass of tendrils and darkness.

Appearance:

In dreams: a huge snake. On the material plane a writing mass of uncontrolled wild energy, black tendrils whipping about as it flies around.

Musa

Subtype (Name):

Archetype:

Class:

Native Plane:

Musa

Nightmare

Manifestation

Theorum

Musa, or Nightmare Rats, are the embodiment of the fear of destitution or disease and other related fears. When manifested in dreams they will appear as Rats, chasing on masses and eating through anything the dream tries to hide behind.

Nightmares feed off this fear, it sustains them. Eventually they will become saturated, with this they will manifest on the material plane immediately becoming an uncontrolled wild mass of tendrils and darkness.

Appearance:

In dreams: a swarm of rats. On the material plane a writing mass of uncontrolled wild energy, black tendrils whipping about as it flies around.

Kira

Subtype (Name):

Archetype:

Class:

Native Plane:

Kira

Nightmare

Manifestation

Theorum

Kira, or Nightmare Insects, are the embodiment of the fear of drowning, suffocating and other such fears. When manifested in dreams they will swarm over the dreamer, filling all orifices until they wake up screaming.

Nightmares feed off this fear, it sustains them. Eventually they will become saturated, with this they will manifest on the material plane immediately becoming an uncontrolled wild mass of tendrils and darkness.

Appearance:

In dreams: a swarm of insects. On the material plane a writing mass of uncontrolled wild energy, black tendrils whipping about as it flies around.

Byata

Subtype (Name):

Archetype:

Class:

Native Plane:

Byata

Nightmare

Manifestation

Theorum

A Byata, or Nightmare Bat, is the embodiment of the fear of blood, wounds and other related fears. When manifested in dreams the will appear as bats, getting ever bigger and faster as the dream continues.

Nightmares feed off this fear, it sustains them. Eventually they will become saturated, with this they will manifest on the material plane immediately becoming an uncontrolled wild mass of tendrils and darkness.

Appearance:

In dreams: a bat that grows ever larger. On the material plane a writing mass of uncontrolled wild energy, black tendrils whipping about as it flies around.

Makura

Subtype (Name):

Archetype:

Class:

Native Plane:

Makura

Nightmare

Manifestation

Theorum

Makura, or Nightmare Spiders, are the embodiment of the fear of loss and abandonment. When manifested in dreams they will either seek to wrap the dreamer or everyone they know, often resulting in dreams of being caught in webs and unable to get help.

Nightmares feed off this fear, it sustains them. Eventually they will become saturated, with this they will manifest on the material plane immediately becoming an uncontrolled wild mass of tendrils and darkness.

Appearance:

In dreams: a spider or spiders. On the material plane a writing mass of uncontrolled wild energy, black tendrils whipping about as it flies around.

creatures 199-262

Orcish
Grey Orc

Subtype (Name):

Archetype:

Class:

Native Plane:

Grey Orc

Orcish

Appearance:

Black Orc

Subtype (Name):

Archetype:

Class:

Native Plane:

Black Orc

Orcish

Appearance:

Blood Orc

Subtype (Name):

Archetype:

Class:

Native Plane:

Blood Orc

Orcish

Appearance:

White Orc

Subtype (Name):

Archetype:

Class:

Native Plane:

White Orc

Orcish

Appearance:

Paragon
Fiden

Subtype (Name):

Archetype:

Class:

Native Plane:

Fiden

Paragon

Elevated Mortal

Eternium

A paragon of loyalty watches over the plane Eternium, ensuring the pockets of peace and harmony remain intact, able to view thousands at once. A Fiden will become aware of a planar incursion instantly, and will move to intercept the offender.

If the offender is a void spawn the Fiden will seek to destroy it, it's power awoken. If the intruder is a mortal trying to communicate with a dead soul it funnel that connection so it only reaches the intended target.

Appearance:

Most often human but can be of any mortal race, now robed in blue and carrying a hefty book.

Veritan

Subtype (Name):

Archetype:

Class:

Native Plane:

Veritan

Paragon

Elevated Mortal

Eternium

A paragon of truth watches over the souls of Eternium. For all eternity these souls will spend their time in peace and harmony. A Veritan will go from one souls pocket of the after life to another, ensuring all is well.

If something breaches this pocket the Veritan will take action, able to conjure great forces to repel the intruder, typically a Void Shard.

Appearance:

Most often human but can be of any mortal race, now robed in white and carrying a platinum mace.

Jiustitia

Subtype (Name):

Archetype:

Class:

Native Plane:

Jiustitia

Paragon

Elevated Mortal

Eternium

A paragon of Justice has connection to the Archons of Etherium, this allows them to rejudge those that decide their pocket world is not enough for them, and they fight back at being in peace and harmony for eternity.

If the Archon judges the should to no longer be worthy of Eternium the Jiustitia will shatter the pocket in order to retrieve the soul and exile it.

Appearance:

Most often human but can be of any mortal race, now robed in red and carrying a set of scales.

Shade
Wither

Subtype (Name):

Archetype:

Class:

Native Plane:

Wither

Shade

Voidspawn

Infernis

Spawned from the shards of Saiyiden, Withers are nasty, evil creatures; full of hate for the mortal souls that descend into Infernis. For millennia these creatures laid dormant, until the first dammed souls began to arrive.

Each Wither will be tormenting thousands of souls at any one time, feeding nothing but their need to cause pain and suffering.

Appearance:

An naked emaciated figure, 5 foot tall with a hunch.

Whisperer

Subtype (Name):

Archetype:

Class:

Native Plane:

Whisperer

Shade

Voidspawn

Infernis

Spawned from the shards of Saiyiden, Withers are nasty, evil creatures; full of hate for the mortal souls that descend into Infernis. For millennia these creatures laid dormant, until the first dammed souls began to arrive.

Whisperers use a trapped soul to communicate with the living, it impersonates them and uses it's deception to cause fear in the living.

Appearance:

A humanoid figure with tiny white eyes with no mouth, covered in shard like spines, with a continual black fog that is left in it's wake.

Stalker

Subtype (Name):

Archetype:

Class:

Native Plane:

Stalker

Shade

Voidspawn

Infernis

Spawned from the shards of Saiyiden, Withers are nasty, evil creatures; full of hate for the mortal souls that descend into Infernis. For millennia these creatures laid dormant, until the first dammed souls began to arrive.

A Stalker will only have one soul that it torments at any time, it will allow the soul to move freely about in a façade of the real world. While giving the soul the semblance of life it enhances the fear and pain it generates when constantly pursuing and attacking them.

Appearance:

A black cat like creature with 2 pairs of fore legs, four tendrils tipped with shock inducing stingers protrude from it's back.

Spectre
Ghost

Subtype (Name):

Archetype:

Class:

Native Plane:

Ghost

Spectre

Manifestation

Infernis

A ghost is the most common form of spectre known to mortal kind. 'Born' in the plane Infernis they escape the torture and make their way back to the material plane.

Once on the material plane it becomes trapped there, sometimes they can be confined to specific areas, or buildings. This 'haunting' can go on indefinitely.

While not always harmful, should the ghost try to claim the place for themselves, perhaps it was once their home, then they can begin to manifest powers to deal with the perceived intruder.

Appearance:

A whiteish form, humanoid proportions but unidentifiable. Incorporeal.

Phantom

Subtype (Name):

Archetype:

Class:

Native Plane:

Phantom

Spectre

Manifestation

Infernis

A phantom is a spectre that never truly escapes from the Infernal plane, it projects what's left of it's soul to the material plane to escape the pain and suffering.

While manifested on the material plane the phantom will try to imitate it's former life, only if this is interrupted will it become dangerous to those around it.

Phantoms can be controlled by necromancers, and used in this way they are dangerous creatures with malevolent powers.

Appearance:

A faded version their former self, unmistakably not of this world. Incorporeal.

Apparition

Subtype (Name):

Archetype:

Class:

Native Plane:

Apparition

Spectre

Manifestation

Infernis

An apparition escapes it's torture and becomes fully aware of the pain and suffering it itself had caused when alive, it seeks out those with which it can atone.

If too long has passed it will seek out it's family, or the family of those it had wrong and attempt to help them. This help is often misconceived as it can not communicate with them, and will often frighten them with the unnatural behaviour.

Appearance:

A near invisible force, a slight bending of the light is the only indicator of it's location. Incorporeal.

Shadow

Subtype (Name):

Archetype:

Class:

Native Plane:

Shadow

Spectre

Manifestation

Infernis

A shadow is a spectre that can not exist in the light, daylight will destroy it, moonlight hurts it. Even a candle can keep the shadow away, but if it finds a mortal in darkness, it will attack it.

If the shadow can find a creature far enough from light, it will attack it by draining it's life essence. A successful of attack will allow the shadow some daylight immunity for a few hours.

Appearance:

If caught in light the creature appears to be a haze, but in darkness it takes full form, a black whisp of energy. Incorporeal.

Wraith

Subtype (Name):

Archetype:

Class:

Native Plane:

Wraith

Spectre

Manifestation

Infernis

A wraith is created when the pain and suffering become so intense that it changes the soul completely. It becomes immune to the pain but will seek to inflict it on others, as if some barging had been struck.

The typical vengeful spirit, a wraith reaching the material realm will seek out those that were involved in the end of it's mortal life, slaughtering entire families to slate their thirst for revenge.

Appearance:

A bodyless black robe, shifting in the wind despite there being none. The hood covers no head, but to peer within sends a mortal mad. Incorporeal.

Sylvan

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

**Sylvan

Subtype (Name):

Archetype:

Class:

Native Plane:

**Sylvan

Sylvan

Sylvan creatures are those that dwell in the forested areas, some are as much part of the forest as they are of an elemental plane.

Many sylvan creatures are also fairies, but not all fairies are sylvans.

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Sylvan*
**Arborial

Subtype (Name):

Archetype:

Class:

Native Plane:

**Arborial

Sylvan*

Sentient Trees. Brought to life during the fall of Frahuden when a handful of sparks of pure positive energy made contact with trees and gave them supernatural abilities.

Over millennia the occasional acorn or nut to fall will contain the essence required to awaken when fully grown. Even the youngest awakened tree is centuries old and with age comes strength and wisdom.

Appearance:

Undead
Lupis Mortis

Subtype (Name):

Archetype:

Class:

Native Plane:

Lupis Mortis

Undead

Abomination

in the novel

Appearance:

Skeleton

Subtype (Name):

Archetype:

Class:

Native Plane:

Skeleton

Undead

Resurrected

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.

Often raised in large numbers these are the soldiers of Necromancers, Vampires and other Death Lords. Absolutely devoted through having no will of their own, without fear, without remorse.

The occasional Skeleton within units will have leaders, these act as nodes and stopping one of these can throw nearby Skeletons into disarray.

Appearance:

Most humanoid skeletons look too similar to determine a difference, they are between 5ft and 6ft tall. Immune to any weapon that requires a wounding blow, only brute force and impact will stop a skeleton, once enough bones are broken the magic dissipates.

Ghoul Master

Subtype (Name):

Archetype:

Class:

Native Plane:

Ghoul Master

Undead

Twisted

Material

A Ghoul Master gains some semblance of control of other Ghouls, able to call more to itself, drawing in the lone or recently transformed Ghouls to form a bigger pack.

If the pack becomes big enough it will not only be able to sack entire towns and villages but it will also draw the attention of any authorities.

If the pack gets big enough, and more than one Ghoul Master joins then one of them will become empowered beyond that of a master and will become a Ghoul King.

Appearance:

5ft to 6ft tall but hunched over, skin is scarred, torn and pale. The skin has receded from the fingers, leading the nails and tips of bones forming claws. Bones of its victims pierce its flesh as trophies.

Ghoul King

Subtype (Name):

Archetype:

Class:

Native Plane:

Ghoul King

Undead

Infused

Material

When a Ghoul King is Crowned, typically with a crown of twisted metal such as rusty swords, a connection to the deity Nazzikor is established, with that it gains a new and greater power.

Now capable of casting dark spells, accelerating the transformation from recently dead to ghoul, this will often herald in a ghoul horde, one that is cable of drowning entire cities in death and decay.

If defeated a Ghoul Kings army will rapidly break and rush back to the dark corners from where it came. But the dark bond the Ghoul King formed with Nazzikor will see it reborn as a Deadfrost.

Appearance:

7ft to 8ft tall, enlarged by the necromantic energies it is now infused with. Its skin is scarred, torn and pale. The skin has receded from the fingers, leading the nails and tips of bones forming claws. Bones of its victims pierce its flesh as trophies and a twisted metal crown sits on its head, with nails holding it in place.

Wight Lord

Subtype (Name):

Archetype:

Class:

Native Plane:

Wight Lord

Undead

Infused

Material

If a Wight kills enough and survives long enough to become a Wight Lord then it gains access to a whole new dichotomy of powers.

Able to raise the dead itself, either a recently dead corpse into a zombie for his army, or the long dead remains to form a skeletal bodyguard, the Wight Lord soon becomes a powerful as his title suggests.

Able to control its intense hatred of the living enough to formulate and enact plans, often a Wight Lord can spend years hidden from sight and go unnoticed by those forces seeking to destroy its evil.

Appearance:

As tall as the humanoid they once were, with a face devoid of flesh, its skeletal form covered in heavy armour which itself is ensorcelled with necromantic energy. Its glowing red eyes, and aura of death visible from a hundred feet.

Wight

Subtype (Name):

Archetype:

Class:

Native Plane:

Wight

Undead

Infused

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, an undead creature filled with malice and dark intent.

Fuelled by their actions against the living these undead creature do not feast on the living like zombies or ghouls, and they serve no master like summoned skeletons.

A wight is solitary, a undead assassin, it will hunt and kill at will, occasional its actions are directed by some necromancer aware of its presence, or Nazzikor himself.

Appearance:

As tall as the humanoid they once were, with a face covered with a veil of their old flesh, burning red eyes make no attempt to hide their nature.

Zombie

Subtype (Name):

Archetype:

Class:

Native Plane:

Zombie

Undead

Decayed

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.

Even a single Zombie will be a cause for concern, citizens, adventurers and the authorities will immediately act to put it down. If its too much for them they will send for help immediately.

Unable to use any weapons, open doors or communicate, they are mindless things with only the urge to feast driving them forward

Appearance:

Typical human form looks like a dead body walking, unconcerned with broken bones or mortal wounds. Weaker and slower but deadly, a single bite or scratch will become infected and if untreated will kill, with the dead body rising once more.

Zombie Horde

Subtype (Name):

Archetype:

Class:

Native Plane:

Zombie Horde

Undead

Decayed

Material

A horde can be anywhere from a dozen to a few hundred Zombies, each will be slightly different due to the nature of the risen creature, but when enough come together they act as if guided as one.

Town Marshals will send for immediate aid if they spot a horde and call for their townspeople to barricade their homes. Even adventurers are urged to seek refuge. A horde requires a co-ordinated effort, otherwise to many will fall to the resulting infection.

Unable to use any weapons, open doors or communicate, they are mindless things with only the urge to feast driving them forward

Appearance:

Typical human form looks like a dead body walking, unconcerned with broken bones or mortal wounds. Weaker and slower but deadly, a single bite or scratch will become infected and if untreated will kill, with the dead body rising once more.

Ghoul

Subtype (Name):

Archetype:

Class:

Native Plane:

Ghoul

Undead

Twisted

Material

A Ghoul is created when a humanoid dies of starvation or infection and is either in an area of necromantic energy or has been bitten by another Ghoul.

A rabid flesh craving creature, eager to feed on the warm living flesh of others, which in turn creates more Ghouls, this can quickly escalate should they band together enough to sack a whole town.

After a few years of scavenging the bigger and most vicious Ghouls will become the pack masters, or Ghoul Masters as those that survive an encounter call them.

Appearance:

5ft to 6ft tall but hunched over, skin is scarred, torn and pale. The skin has receded from the fingers, leading the nails and tips of bones forming claws.

Zombie Brute

Subtype (Name):

Archetype:

Class:

Native Plane:

Zombie Brute

Undead

Decayed

Material

Occasionally a larger creature will fall to the zombie infection, or be purposely raised. Any large animal like a bear can be infected, along with larger humanoid like ogres and even giants. When you add the resilient nature of a zombie infected corpse with a larger creature they become almost unstoppable.

Town Marshals will send for immediate aid if they spot a Zombie Brute and call for their townspeople to barricade their homes. Even adventurers are urged to seek refuge. A Zombie Brute requires a co-ordinated effort, otherwise to many will fall to the resulting infection.

Unable to use any weapons, open doors or communicate, they are mindless things with only the urge to feast driving them forward

Appearance:

Form taken rom the infected creature, unconcerned with broken bones or mortal wounds. Weaker and slower but deadly, a single bite or scratch will become infected and if untreated will kill, with the dead body rising once more.

Bone Lord

Subtype (Name):

Archetype:

Class:

Native Plane:

Bone Lord

Undead

Resurrected

Material

A Bone Lord was once a mighty warrior in life, long dead and forgotten. When such a hero or antihero is raised by a experienced Necromancer or Vampire they retain all of their battle skills.

Often the focal point of a Necromancers army, or raised by a vampire needing some personal guard, these Bone Lords not only realise everything they knew, they fully understand their new abilities, including how to commander the lesser undead.

If raised with a suit of armour and weapons these become ensorcelled items, enhanced by the necrotic energies used to summon it back from the dead. If not buried with such items the Necromancer or Vampire will have them forged.

Appearance:

6ft tall humanoid skeleton form beneath a suit of blackened armour, coursing with necrotic energy. Whatever weapon it carries is also imbued with the same power, allowing it to cut through armour and bone with ease. Immune to non magical weapons, a master combatant and tactician.

Voidshard
Contemptor

Subtype (Name):

Archetype:

Class:

Native Plane:

Contemptor

Voidshard

Voidspawn

Eternium

Contemptors hate being stuck in the space between the pockets of peace occupied by the resting souls, so they seek to break the pocket itself.

A Contemptor is massive, it's jaws can open wide enough to bite into the pockets. It then violently shakes and thrashes, eventually it will shatter the pocket and the souls within will be destroyed.

Appearance:

Black oily shark, formed of shadow but with clear inner form.

Misiconda

Subtype (Name):

Archetype:

Class:

Native Plane:

Misiconda

Voidshard

Voidspawn

Eternium

Misiconda are dormant Voidshards, they exist in the space between the pockets of peace where the mortal souls rest for eternity. Nothing seams to wake them except the breaking of a pocket.

When one is torn open the Misiconda seek out the souls that are adrift in the ether, consuming them as they pass through their gullet.

Appearance:

Black worm like creature, barbed along the body with circular rows of teeth.

Malignitas

Subtype (Name):

Archetype:

Class:

Native Plane:

Malignitas

Voidshard

Voidspawn

Eternium

Malignitas are full of spite, they exist in the space between the pockets that contain the resting souls. In this space they are insignificant, but they will try to breach the minor barriers to get inside.

Should they do so then the souls within are in great danger of being destroyed by the Malignitas, for not purpose other than it's own revel.

Appearance:

Black crow like creature, although it's wings are more like shadow.

Wandering
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:

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:

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:

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:

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:

Heretics

Subtype (Name):

Archetype:

Class:

Native Plane:

Heretics

Wandering

Individual or in small groups, these Heretics worship forbidden deities and seek to bring them to power, and break the worship of the deities of the land they are in.

Appearance:

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:

Scorpions

Subtype (Name):

Archetype:

Class:

Native Plane:

Scorpions

Wandering

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:

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:

Husk

Subtype (Name):

Archetype:

Class:

Native Plane:

Husk

Wandering

An encompansing term for those that die in the desert and are awoken with the dark energy that wakes the dead. Forever wandering the deseert in search for the living. Their sand blasted bodies typical barren of features and clothing.

Appearance:

Insurgents

Subtype (Name):

Archetype:

Class:

Native Plane:

Insurgents

Wandering

Operating as small connected groups to avoid detection. These groups seek to topple governments and sow the seeds of discontent, initiating riots and protests all to distract from their real plan.

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:

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:

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:

Rhinocerotidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Rhinocerotidae

Wandering

Appearance:

Werfolk

Subtype (Name):

Archetype:

Class:

Native Plane:

Werfolk

Wandering

Vunarable to

Appearance:

Sandworms

Subtype (Name):

Archetype:

Class:

Native Plane:

Sandworms

Wandering

Appearance:

Birds

Subtype (Name):

Archetype:

Class:

Native Plane:

Birds

Wandering

Appearance:

Spiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Spiders

Wandering

Appearance:

Whales

Subtype (Name):

Archetype:

Class:

Native Plane:

Whales

Wandering

Appearance:

Sharks

Subtype (Name):

Archetype:

Class:

Native Plane:

Sharks

Wandering

Appearance:

Elephantidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Elephantidae

Wandering

Hulking creatures, slow and purposeful. A long and flexible trunck extends downward from its face, able to manipulate it like a limb, gripping and moving things about.

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:

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:

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:

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:

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:

Earth Spirits

Subtype (Name):

Archetype:

Class:

Native Plane:

Earth Spirits

Wandering

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

Appearance:

Artwork of Terrainia

Last updated on the 27th April 26
CONTACT US
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.

CREDITS Info coming soon
TERMS OF USE Info coming soon
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Illustrations, images and website content are
all © of Altered Dimension LTD 2010

Any similarity to any game system or published content is coincidence.
Permission is granted for personal use only.