Koradeen

Koradeen Kor-a-deen is the deity of the Kor race of Thraw, Koradeen's ascended form awoke millennia after passing, but millennia before the people of Thraw became aware of her. With a naturally awakened deity without a following she spent those millennia shaping a tribe of lost humans upon the island of Korrina.

Going directly against the Intervention Laws

The Intervention Laws are a set of rules laid down by the elder dragons upon the realsation they could effect the course of the world even after ascension.

cost her dearly, this act of defiance, even for a child of Mathandria would not go unpunished, Koradeen was exiled from the plane of Earth; her formless spirit took refuge within Alishar, the celestial plane, where she found herself with the spirits of the celestials, her once kin. During this exile the Kor race developed in a way unforeseen by both Koradeen and the Elders, they evolved, their form taking on a bird like attribute. In her absence the Kor found traces of her existence and many grouped together to form a cult, this cult eventually rose to power and became the dominate faction upon the island. After several generations the old human way was forgotten, the race of Kor had awoken and they offered prayer to their creator, and once sufficient worshipers accepted her has their deity she was able to reconnect to the material plane

Basic Information

Pantheon Rank: Scion

A direct decendant of an elder dragon, from a time before man and elf, awoken later and passed to godhood after death.

(Metallic - Copper)
Persona: Defender

Will do everything they can to do what's right, will stand their ground against overwhelming odds. Often considers family, friends and homeland more important than their own life.

Element: Air

The energy of Air comes from the elemental plane of Arrilis.

Plane of Residence: Alishar
Title(s): The Creator
Mother

Forms

Pre Ascension: Huge Copper Dragon
Post Ascension: Large Kor like figure (Spirit Form)
Prefered Mortal: Old female Kor, grey hair with staff

Worshipers

Worshipers Kor
Holy Day: Sowing Festival
Temples: Only one Temple of Koradeen exists. Atop the sacred mountain on Korrina.
Time of Worship: Dusk.
Worship Routine: 10 minutes of prayer in the open air.
Current Avatar: []*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

Boons

Boons are granted by the deity in return for the induviduals worship and devotion which is shown by following the deities ritual above.

A character can recive as many bonus spells and abilities as they have the prerequistie character trait for.

Charcter Trait Prerequisite Bonus Spell or Abiltiy
Spellcaster: Champion

The lucky few adventurers, or serving soldiers that have risen through the ranks become Champions

xx

They lead others, command the battlefield, and often take the fight to more dangerous enemies


If your DM suggests you create a character of higher levels, your likely to be a champion, as such your background should be expanded to include such activities.

Class: Avenger

AvengerAdventurer

An avenger is a leader that has suffered catastrophic loses, their entire party has fallen, they are alone. Blaming themselves for a failure of leadership, they forsake their role as a leader and set out on a quest for revenge on those that slayed their friends and comrades. Revenge is not possible alone, but they wont lead a party so they are forced to join one likely to encounter the same forces that brought the leaders former party, and should they find a group, guide them.

Avenger must of course be of use to the new party, so they hone their martial skills and train a variety of weapons to make it more likely to fit into a suitable party. Only after taking their revenge and bringing peace to their own troubled mind, and the souls of their friends, can the avenger rest, and only when they have rested will they be ready to join a party once more as a leader.

Avenger is a deviation class available to any Leader under specific conditions.

Proficiencies:

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

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Avenger Manoeuvres:
Step AsideHeavy StrikeCritical StrikeAvenging Strike

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Skills:
RelentlessMercilessNegotiateCompel

Keywords:

Adventurer Avenger Leader

Leader SummaryAdventurer

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

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

Persona: Defender

Will do everything they can to do what's right, will stand their ground against overwhelming odds. Often considers family, friends and homeland more important than their own life.

Weapon: []*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

Priesthood: Fealty A practising priest who gets their powers from their deity.

Deity Portrait

Koradeen Symbol:

Orders of Koradeen

Artwork of Terrainia

The deity page was last updated on the 26th June 25.
The Koradeen database entry was last updated on the 1st Jan 70.
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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.

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While that is where Terrainia was born, now twenty-one 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.

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