Rayis

Rayis Ray-iss was the biggest of all metallic dragons while mortal, he had a connection with Victirus which led them to create the human race together, Rayis instilled the human spirit, knowing it would lead them to bigger and better things. Victirus showed Rayis how to tap in to the power granted by human devotion, and Rayis quickly became a symbol of good to the human race.

Rayis is the deity who formed 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.

and convinced the others to follow, he was the first to instil fractional power to those that worshiped him, creating the first clerics, who soon became the healers of the human people.

Basic Information

Pantheon Rank: Elder

A deity amonst the first, one of the elder dragons that assended to the elemental planes, a direct dedendant of the two progenitor dragons.

(Metallic - Gold)
Persona: Saviour

Always looking out for those less fortunate, will put themselves in harms way to save an innocent creature.

Element: Fire

The energy of Fire comes from the elemental plane of Volcanis.

Plane of Residence: Volcanis
Title(s): The Golden Flame
The Giver of Life
The Saviour
The Lawmaker
Creator of Man

Forms

Pre Ascension: Colossal Gold Dragon
Post Ascension: Gold Dragon (Spirit Form)
Prefered Mortal: Human Male. Blond hair, blue eyes

Worshipers

Worshipers Humans, Nelyani,
Holy Day: Summer Solstice
Temples: Grand Churches, often glazed and decorated with stained glass and tapestry
Time of Worship: During the first few hours of the Crimson Star.
Worship Routine: 20 minutes of prayer to include readings from the book of Rayis.
Current Avatar: Karla Raeger

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

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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: Theurgist

TheurgistAdventurer

A theurgist is a priest who has been chosen by their deity to lead a group stop a encroaching evil, first they train hard to improve their martial skills while gathering a party of powerful champions, then they undergo a ritual to receive a blessing. Once the theurgist and their party are ready, they set off towards the distant evil in an attempt to defeat it before it causes harm to the citizens of their nation. Now a decisive leader, able combatant, divine hero and powerful spellcaster.

Theurgist who get repeatedly chosen may no longer return to the role of priest, ever more seeking out those that are plaguing their parish, only when too old will they retire and take up a position guiding the next theurgist. If a long time theurgist becomes a champion they become known as a Doombringer, a martial focused priest who will continue to seek out and destroy the forces of evil.

A Theurgist must serve a deity from the children of Frahuden pantheon.

Theurgist is a deviation class available to any Priest under specific conditions.

Proficiencies:

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

Armour:
Light or Medium armour.

Abilities

Theurgist Manoeuvres:
TauntTwin StrikePreemptive StrikeAvenging Strike

Theurgist Divine Powers:
Ward EvilDivine ShieldDivine SmiteBrilliant Light

Theurgist Spells:
BlessSanctuaryHealHealing Pulse

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
StrongRelentlessPersuasiveOrateDetect Magic

Rituals:
Ritual: CommunionRitual: Cure DiseaseRitual: Cure Sickness

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

Keywords:

Adventurer Theurgist Priest melee leader divine spellcaster

Priest SummaryAdventurer

A priest is divine spellcaster that channels the power of their deity in the service of that deity. Joining a temple when young to receive teaching and training, those lucky to be chosen to become priests are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Priests can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a priest follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

Persona: Saviour

Always looking out for those less fortunate, will put themselves in harms way to save an innocent creature.

Weapon: Broad Sword
The Broad sword is difficult to use, but once mastered is one of the most versatile weapons available.
You are a soldier of Talax, you and your sword will defend this nation at all costs, for Talax! ~ Karla Raeger
Priesthood: Fealty A practising priest who gets their powers from their deity.

Deity Portrait

Symbol:

The symbol of Rayis is most commonly found in the form of an amulet or embossed onto armour.
The image itself was chosen by the first cleric of Rayis when he forged a holy symbol to channel his lords power.

Orders of Rayis

Order of the Flame Order of the Teutonic Spear

Those who follow Rayis are typically selfless and seek to help others, many choose to become clerics to help those around them. Those who seek a more adventurous lifestyle, be that a military or civilian one, will often choose Rayis as their guide. Talax and its alliance members form the highest concentration of followers, but often single pockets of Rayis clerics spring up in even the most remote of locations.

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Last updated on the 27th April 26
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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.

THE EVOLUTION

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

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

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

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

THE FUTURE

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

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