Alantor is a warrior nation, fuelled by honour and a distinct code of chivalry to protect the innocent and uphold the law. Total faith in the monarchy to keep them safe is compounded by a devout faith in their deity Victirus, who many believe has blessed their king Ralor with eternal life.

Although the nation is strong and the people feel safe, two evils plague the nation. The first is a long time enemy which rose three thousand years ago, the lycanthropus of the under realm known as Urmona.

Another powerful enemy was once hero of Alantor, Salithria, corrupted by the void her demonic form a far cry from the human she once was. Her sister, Selena married Ralor as his first wife, and is the mother to his children, she has since passed, her death at the hands of her sister.

Leadership

Goverment: Monarchy

A monarchy is a form of government in which the right to rule is absolute until death or abdication, at which point the right is inherited by a predetermined other.

     King Ralor Masif (Enhanced Human

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

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

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

 Grand Master

Grand Master

The title of Grand Master belongs to Ralor Masif and him alone.

The pinnacle of Victirus Exemplar ideals, protect the innocent, uphold justice and destroy all evil.

An eternal warrior, ever seeking out evil and ending it, they do not rest, for evil to rise it only takes good people to do nothing.

A powerful warrior with divine power, able to combat anything head on and rain down holy vengeance upon them.

An Grand Master retains all the abilties from the prerequistie classes;
           › Exemplar

           › Templar

Abilities

Grand Master Manoeuvres: Devastating SmiteCleansing LightExemplary ChargeSummon Celestial

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

Templar Manoeuvres: Empowered SmiteRadianceAbsolute FaithWard Magic

Grand MasterSkills:: Detect: LiesDetect: EvilWard EvilJudgmentWeapon Care


Grand Master Profiencies: Master of all weapons and armours.

)
     Prince Karor Masif (Enhanced Human

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

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

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

 Templar

Templar

Exemplars that excel in the protection of others and uphold their Oath can be granted the rank of Templar within their order.

These Templars become champions amongst the people, often a single templar will be placed at the head of towns or villages, acting at judge and jury for the area.

An Exemplar may become a Templar when they become a Champion

Abilities

Templar Manoeuvres: Empowered SmiteRadianceAbsolute FaithWard Magic

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

TemplarSkills:: JudgmentPurge EvilDetect: LiesDetect: EvilWeapon Care


Templar Profiencies: Expert with their deities chosen weapon, heavy armours and heavy shields.

)
     Princess Leina Masif (Enhanced Human

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

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

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

 Avenger

Avenger

A priest chosen by either their deity, or the organisation to become an Avenger puts aside their daily reverence to their diety and hones their martial skills before setting out on a quest for vengeance.

Their first quest is chosen for them, but once complete they will be too far along this path and will inevitably choose another wrong that needs to be avenged.

A Priest may become an Avenger when they become a Champion

Abilities

Avenger Manoeuvres: TauntDivine LightDivine SmiteWard Evil

AvengerSkills:: Detect: LiesDetect: EvilRitual: FealtyDetect: UndeadWeapon Care


Avenger Profiencies: Expert with all common and uncommon melee weapons and all armours. Proficient spellcaster of divine magic.

)
Established: circa 4500 years ago

Diplomacy

Philosophy: Loyalism

Aggressive but with values, will only go to war to provide a better world for either their own nation, or to liberate another.

Will seek alliances with larger nations for security, smaller nations to protect them.

Alliances:Talax (Embassy: Asifamel)
Mekis (Embassy: Albrunz)
Nazakir (Embassy: Telaris)
Razell (Embassy: Duanburg)

Geography

Capital City: Eslingker
Regions: Pekken, Esswangen (Fallen)
Geography: 60% Grassland, 30% forest, 10% Mountain
Landmarks: The College of Magic

Built by the Zariger as a fortress to conduct dark rituals then abandoned when they were overthrown by Alantir. Later it became inhabited by roaming monsters and the local people just left it as a dark reminder of their past.

When Ralor reunited the kingdom he personally led the charge to clear the structure to make the area safer, but quickly realised its potential and formed the college of magic.


Location: Centre of Alantor
Built (Alliance Year): Pre Alantor
The Crux

A ring of low-level stones, inconspicuous to look at, the locals believe they date back from ancient times but are in fact a recent addition made to look old.

Constructed jointly by the Ursamuta and Ralor himself, these stones are the meeting point for the two races.


Location: On the southern edge of Deepwood forest
Built (Alliance Year): 2309
Kloin Causeway

The remains of an ancient bridge that once connected Alantor to its offshore landmass (now a collection of small stacks), the bridge has long gone but the arch connected to the mainland remains.


Location: One mile north of Kloin
Built (Alliance Year): Pre Alantor
Deepwood Forest

Although the forests of Alantor are huge, the Deepwood forest is a distinct section.

Entry into the Deepwood is forbidden to all, signposts marks it perimeter and large chains stop those who miss the signs.


Location: The northern most part of the Alantor forest
Formed (Alliance Year): Age of Awakening
Climate: Temperate

Theology

Primary deity:Victirus (The Lawkeeper)
Castellan:Aliza Mullar (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.

 Theurgist

Theurgist

The most devout priests will eventually become Theurgists, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree.

They will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows.

A Priest may become a Theurgist when they become a Champion

Abilities

Theurgist Spells: Healing WaveDivine StrikeBarrier of ProtectionCircle of Life

TheurgistSkills:: Ritual: ExorciseRitual: ResurrectionRitual: FealtyDetect: UndeadDetect: Magic


Theurgist Profiencies: Expert spellcaster of divine magic. Proficient with all common melee weapons and all armours.

Theurgist Spell Casting: Spells require a holy symbol and verbal commands.

)
Secondry deities: Rayis
Prohibited deities: Katrinix, Nazzikor, Abixlion

Demography

Population by Race: 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.

[ Approx: 3,800,000 ]

Half Elf

An offspring of an Elf and a Human.

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

[ Approx: 120,000 ]

Other

[ Approx: 5,000 ]

Population Total: 3,925,000

[ Approx ]

Spoken Languages: Common

The widely used language of Terrainia, although it varies a little, through dialect and accent, it remains interpretable by anyone with the most basic of understanding of it.

Demonym: Alantorian

The people of Alantor.

Laws and Justice: True Justice

The Laws of the land are fair and right, neither favouring the monarchy or the elite, those found to have broken any laws are put on trial by jury, although punishments are extreme.

Expected punishment for theft:

If proven by trial, will typically result in the loss of a finger or hand.

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: Collage of Magic
Architecture: Alantor Architecture

Grey stone, Thick walls, Oak Beams, Thatched or flat stone roofs, Square windows, Stained Glass, Buttresses. Roads are paved, Underground sewage systems. Farms are fenced privately owned property.

Economy

State: Strong

A strong economy means high value goods are readily available, and wealthy induviduals often seek warriors for quests or for personal guard.

Taxation: Low & Fair

Taxation hits the rich more than the poor, and is managable for all

Minerals:Gold, Iron, Paladium, Coal
Commodities:Sheep, Wheat, Lumber
Main Exports:Steel, Weapons, Armour
Main Imports:Furs, Machine parts
Trade Partners:Talax, Nazakir, Sovin, Razell

Map

Click for focused map, hover for preview.

Warfronts and Commanders

AnkJulius Dorfmann (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.

 Commander

Commander

A master of battlefield control, able to command everything from a small strike force to entire armies.

Able to see the intricacies of each and every decision, the variable outcomes and the course of action best suited to the end goal.

A Leader may become a Commander when they become a Champion

Abilities

Commander Manoeuvres: Mass CommandBattlefield PresenceInspire AlliesSeize the Initiative

Leader Manoeuvres: CommandTauntCalled ShotCalled Strike

CommanderSkills:: AuthoritativeTactical KnowledgeNegotiateCompelWeapon Care


Commander Profiencies: Expert with all common and uncommon melee weapons, all shields and all armours.

)
BlackmarshOtto Muller (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.

 Atoned

Atoned

If an Oath Breaker atones for their misdeeds, and go through the trials set by their deity, they can return to their life as an Exemplar, or if they have become a champion of the people, they will become an Atoned, forever a reminder to others that redemption is possible.

Abilities

Atoned Manoeuvres: Empowered SmiteImproviseAbsolute FaithWard Magic

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

AtonedSkills:: Ritual: AtonePurge EvilDetect: LiesDetect: EvilWeapon Care


Atoned Profiencies: Expert with their deities chosen weapon, heavy armours and heavy shields.

)
The Violet HeartChristoph Fass (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.

 Infiltrator

Infiltrator

A spy can often become a perfect infiltrator, able to slip into the enemy populace or command structure and become a flawless impersonator of the citizen or official they are pretending to be.

Using this advantage they are able to continually supply their own faction information.

A Spy may become an Infiltrator when they become a Champion

Abilities

Infiltrator Manoeuvres: False AllyFadeConcealImprovise

Spy Manoeuvres: Concealed WeaponConcealed StrikeLurkEvade

InfiltratorSkills:: ImpersonateSomatic CommunicationStalkDisguiseWeapon Care


Infiltrator Profiencies: Expert with all common melee and ranged weapons, and light armours.

)

Military Forces

Infantry:Armsman

Armsman

Region:

Alantor

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Heavy

Weapons:

Spear

Description

The core of Alantor's fighting strength, training is done in the field.


[ Approx: 30,000 ]

Infantry:Heavy Armsman

Heavy Armsman

Region:

Alantor

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Heavy

Weapons:

Spear

Description

For those that don?t want the champion life, there is the Heavy Arms Men, the elite few amongst infantry regiments, often tasked with missions of tactical side play, or to delve into the dark of the under realm.


[ Approx: 5,000 ]

Cavalry:Knights Errant

Knights Errant

Region:

Alantor

Race:

Human

Type:

Cavalry

Mount:

Horseback

Armour:

Heavy

Shield:

Heavy

Weapons:

Longsword & Lance

Description

To become a knight of Alantor you must become a knight errant, this is two years of service and one must devote oneself to Victirus.
Only after the two years may they reach the Alantir Knights, only about half make it, through death or failure to meet the exceptional standard.


[ Approx: 10,000 ]

Cavalry:Alantir Knights

Alantir Knights

Region:

Alantor

Race:

Human

Type:

Cavalry

Mount:

Celestial Horse

Armour:

Heavy

Shield:

Heavy

Weapons:

Longsword & Blessed Lance

Description

The strongest and most devote of heavy cavalry will become Knights of Alantir, these champions are offered greater power by their deity and ride to battle not on horses, but on a celestial steed.


[ Approx: 2,000 ]

Trained Beasts:War Hounds

War Hounds

Region:

Generic

Race:

Animal

Type:

Beast

Mount:

None

Armour:

None

Shield:

Weapons:

Description

Canines trained to hunt and attack the handlers target.


[ Approx: 5,000 ]

Warmachines:Trebuchet

Trebuchet

Type:

Warmachine

Mount:

Built on site

Material:

Wood

Ammunition:

Huge Rocks

Requires a whole squad of soldiers and serfs to operate.

[ Approx: 1,000 ]

Unique Unit:Knights Templar

Knights Templar

Region:

Alantor

Race:

Human

Type:

Cavalry

Mount:

Celestial Mount

Armour:

Heavy

Shield:

Heavy

Weapons:

Enchanted Longsword

Description

The upper most echelon of Alantor knights form the Knights Templar, the best trained and best equipped. Individual knights will roam Alantor, patrolling the borders and hunting out individual monsters, paired with their celestial mounts they can tackle most threats without worry, if necessary they will band together to defeat bigger threats.


[ Approx: 1,000 ]

Alantor Navy

Ship Class:Alantorian Crusader The crusader is a ship crafted almost exclusively for younger children of nobles and errant adventurers. It is the fastest of all Alantor-crafted ships, with its only real armament being a catapult on the fore deck.

[ Approx: 10 ]

Ship Class:Alantorian Warden

[ Approx: 5 ]

Ship Class:Alantorian Seneschal The seneschal of Alantor is a ship that Ralor Massif requires all his major landholding subjects to construct and maintain. This construction is subsidised by the crown, although it is not uncommon for many of the highest ranking nobles to customise it with modifications. The Seneschal, as its name implies is a mostly defensive ship; it is designed to patrol the coastal waters of Alantor.

[ Approx: 50 ]

Ship Class:Alantorian Victory The Victory, is one of the most eponymous of Alantor warships. Designed to charge full tilt at the enemy lines and deliver the killing blow to left and to right of it. Its commanders despite what you might first imagine are not impetuous youngbloods seeking greater glory for themselves, but seasoned veterans, who realise that a fast attack is often the key to breaking an enemy?s spirit and forcing them from the field, and in the process saving your own subjects from certain destruction. The victory itself is a solid-looking ship with thick armour and two decks or ominous looking weaponry stowed beneath the decks.

[ Approx: 25 ]

Ship Class:Alantorian Drakeslayer The Drake-Salyer is sleeker than one would expect of most Alantor ships, designed to engage in aerial combat against foes such as drakes. Its ballista is forged in the city of Berkit and blessed by the priests of Victirus in that city. The final result is designed as a sleek vessel for a lord or other to take the fight to the enemies of Victirus and the Grand alliance.

[ Approx: 10 ]

Flagship:Kings Ark Heading many of the fleets of Alantor, is the King?s Ark. These ships are authorised for construction by King Ralor Masif himself. At first glance they are under-equipped compared to other ships of the same size, however, they hide a secret weapon; a cohort of Knights Templar

Characters of Renown

Salena (Archangel

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

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

 Mage Knight

Mage Knight

An exemplar that connects to their deities elemental energy can draw upon both Divine and Elemental power.

Able to call forth elemental magic to support their deities desires, channelling increased power through their holy weapon.

Not as elementally flexible as a mage, but not as fragile either.

An Exemplar may become a Mage Knight when they become a Champion

Abilities

Mage Knight Spells: Elemental SmiteElemental SlashElemental ShieldWard Magic

Exemplar Spells: TauntDivine LightDivine SmiteWard Evil

Mage KnightSkills:: JudgmentPurge EvilDetect: LiesDetect: EvilDetect: Magic


Mage Knight Profiencies: Proficient with their deities chosen weapon, heavy armours and heavy shields. Proficient spellcaster of elemental magic.

Mage Knight Spell Casting: Spells require a holy symbol (Which must the deities chosen weapon) and hand gestures.

)
- Alantor warrior priest elevated to Paragon
Daniel Thurstan (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.

 Buccaneer

Buccaneer

A privateer that excels as the seafaring warfare and combat, able to become leaders amongst others of their kind, often captains of their own vessels.

Likely to spend the vast majority of their time at sea, so much so that time on land is alien to them.

A Privateer may become a Buccaneer when they become a Champion

Abilities

Buccaneer Manoeuvres: CommandParryCalled ShotCalled Strike

Privateer Manoeuvres: Spring AttackAcrobaticsSudden ThrustTumble

BuccaneerSkills:: NegotiateIntimidateAwarenessBalancedWeapon Care


Buccaneer Profiencies: Expert with all common and uncommon one handed melee weapons, and all light armours.

)
- First Admiral of the fleet.
Albrad Baumer (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.

 Templar

Templar

Exemplars that excel in the protection of others and uphold their Oath can be granted the rank of Templar within their order.

These Templars become champions amongst the people, often a single templar will be placed at the head of towns or villages, acting at judge and jury for the area.

An Exemplar may become a Templar when they become a Champion

Abilities

Templar Manoeuvres: Empowered SmiteRadianceAbsolute FaithWard Magic

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

TemplarSkills:: JudgmentPurge EvilDetect: LiesDetect: EvilWeapon Care


Templar Profiencies: Expert with their deities chosen weapon, heavy armours and heavy shields.

)
- Chief Inquisitor of the Templers
Micheal Rosburg (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.

 Archmage

Archmage

After decades of study a mage will be able to unlock a new level of power, finding out new ways to harness the arcane forces and do previously impossible things with it.

Only a few mages will reach this level so they often end up as the head of an order or other hierarchical structure.

A Mage may become an Archmage when they become a Champion

Abilities

Archmage Spells: Arcane BombardmentMajor IllusionSleepTranslocate

ArchmageSkills:: TeleportInscribe: TrinketInscribe: TomeInscribe: ParchmentDetect: Magic


Archmage Profiencies: Expert spellcaster of arcane magic. Proficient with a staff.

Archmage Spell Casting: Spells require hand gestures and verbal commands.

)
- Archmage of the College of Magic
Kekke Acher (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.

 Knight

Knight

A warrior that focus his fighting technique to feature a shield as core component.

Able to use it to defend and attack, the enemy are often caught off guard with a sudden shield bash sends them flying.

The other hand must use a shield friendly weapon, a sword or axe is the best choice, as it allows for various shield pair attack and defence technique.

A Warrior may become a Knight when they become a Champion

Abilities

Knight Manoeuvres: Shield BashCounter AttackParryThrow

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

KnightSkills:: Slight of HandAwarenessMedicLinchpinWeapon Care


Knight Profiencies: Expert with all common and uncommon one handed weapons, medium and heavy armour.

)
- Captain of Esslinker

Characters of Infamy

Morphian (Werwolf

Subtype (Name):

Archetype:

Class:

Native Plane:

Werwolf

Creature

Appearance:

 Impenitent

Impenitent

The title of Impenitent belongs to Morphian and him alone.

When an Exemplar breaks their oath and looses their power they will typically seek out a new patron or atone for their misdeeds.

The Impenitent however forsakes all deities and continues through sheer willpower and physical might.

That is until their actions draw the attention of a deity that shares their alignment, goals and possibly hatred of a shared enemy.

An Impenitent retains all the abilties from the prerequistie classes;
           › Exemplar

           › Oath Breaker

Abilities

Impenitent Manoeuvres: MaliceHateful BlowIndomitable WillDivine Conduit

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

Oath Breaker Manoeuvres: Heavy StrikeRetreatImproviseDesperate Prayer

ImpenitentSkills:: Detect: LiesDetect: EvilPenitentRitual: AtoneWeapon Care


Impenitent Profiencies: Master of all weapons and armours.

)
- Huge Werwolf Lord
Salithria (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.

 Diabolist

Diabolist

The title of Diabolist belongs to Salithria and her alone.

While a void mage uses the dark power and the witch gives over their soul, the Diabolist is the void.

Pure and utter darkness, revelling in the pain and suffering of mortals, they spend their entire existence seeking out ways to feed the void, with one overarching goal in mind, to let it break through into the material realm.

A Diabolist retains all the abilties from the prerequistie classes;
           › Void Mage

           › Void Witch

Abilities

Diabolist Spells: AnguishAfflictionTormentVoid Spike

Void Witch Spells: Destroy MindBlindnessVoid BarrierVoid Shift

DiabolistSkills:: Ritual: VoidDetect: GoodVoid CageRead MindDetect: Magic


Diabolist Profiencies: Master spellcaster of void magic.

Diabolist Spell Casting: Spells require nothing more than a thought.

)
- Ascended Void Demon

Wild Animals

Apes

Subtype (Name):

Archetype:

Class:

Native Plane:

Apes

Wandering

Material

A primitive humanoid creature, varied in size, shape and agility, the smaller they are the more agile they are. Each is stronger than the average human even the smaller ones. Covered in fur of various colours even orange.

Appearance:

Bears

Subtype (Name):

Archetype:

Class:

Native Plane:

Bears

Wandering

Material

Size varies by species. Resilient and strong, regardless of size, will attack anything that gets close.

Appearance:

Birds

Subtype (Name):

Archetype:

Class:

Native Plane:

Birds

Wandering

Appearance:

Boars

Subtype (Name):

Archetype:

Class:

Native Plane:

Boars

Wandering

Material

Species dependant on locality. Most often found alone as they forage for food. Small to medium in size, thick wiry fur and large tusks, will attack if startled, but otherwise not aggressive.

Appearance:

Mustelidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Mustelidae

Wandering

Material

A diverse range of carnivorous small animals, with distinct features they seam unrelated. Grouped together due to the similarities, sharp teeth, fury, long bodies, short heads and a bad temper.

Appearance:

Panthera

Subtype (Name):

Archetype:

Class:

Native Plane:

Panthera

Wandering

Material

Species dependant on locality. Most often alone, but a fearsome foe nonetheless. These wild animals are able to move about unheard and often unseen. Includes; Lions, Tigers, Jaguars and Leopards.

Appearance:

Snakes

Subtype (Name):

Archetype:

Class:

Native Plane:

Snakes

Wandering

Material

Snakes of a certain size can become deadly predators of even the most aware humanoids if caught alone. These large snakes wont seek out their next meal, they will sit, and wait, for as long as it takes.

Appearance:

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:

Encounters

The Undead Zombies

Subtype (Name):

Archetype:

Class:

Native Plane:

Zombies

Wandering

Material

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

Appearance:

Skeletons

Subtype (Name):

Archetype:

Class:

Native Plane:

Skeletons

Wandering

Material

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

Appearance:

Ghouls

Subtype (Name):

Archetype:

Class:

Native Plane:

Ghouls

Wandering

Material

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

Appearance:

Wights

Subtype (Name):

Archetype:

Class:

Native Plane:

Wights

Wandering

Material

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

Appearance:

Criminals 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:

Smugglers

Subtype (Name):

Archetype:

Class:

Native Plane:

Smugglers

Wandering

Often disguised as merchants or peasants, these specialise in getting illegal goods to or from a prohibition area. They wont look for trouble, but will be quick to attack should they be at risk of discovery.

Appearance:

Poachers

Subtype (Name):

Archetype:

Class:

Native Plane:

Poachers

Wandering

Typically a lone individual, seeking to feed a family. Unlikely to pose a threat to a adventuring party or the authorities, catching them however is a task often abandoned.

Appearance:

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:

Marauders Orcs

Subtype (Name):

Archetype:

Class:

Native Plane:

Orcs

Wandering

There are four distinct orc sub species, a wandering group is likely to contain a mixture, but always led by the biggest and strongest of those present. Always quick to attack and often for little reason, they will most likely kill everyone even if they hand over their goods.

Appearance:

Goblins

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblins

Wandering

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

Appearance:


Location:
Built (Alliance Year):


Location:
Built (Alliance Year):





The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Alantor Uprising-2000

An unknown distraction in the Zariger people caused a gradual decline in fresh supplies and new troops, rumour amongst the slaves spoke of power struggle at the top. Noticing an opportunity a single slave rose up against his oppressors and led a revolt, freeing hundreds of slaves.

Alantir frees a host of captured Griffons, including the alpha male of the flock, who in return helped Alantir free the island.

Over the next two years the slave rebellion withered down the Zariger until only the Zar was left, the rebellion leader, Alantir strikes him down in single combat and proclaims the land free once more

With the slaves now free they turned to Alantir for leadership, and he led them into a new age.

Crowning of the First King-1998

Soon the hero and leader is proclaimed King, taking the name Alantir he laws down the laws and code of conduct expected of everyone including himself.

The new king also forms a Ruling Council to guide him and give the people a voice.

The Imperial Calendar is created, giving Alantor its first accurate measure of time.

Passing of the First King-1944

Alantir dies, passing the Kingship to his first born, as decreed in his laws.

His son Attalan begins his reign by establishing the right for every man and woman to vote on the Council membership every five years.

Brodin-1720

The King, Brodin, signs a peace treaty with the nearby nation of Talaxion, new trade routes spur on both nations to grow and enter a more prosperous era.

The Line of Alantir Ends-1002

King Galorin dies unexpectedly and leaves no heir, the Council are divided on the right heir.

his indecision leads to a collapse of current council and an almost entirely new one is voted in, their first decree is to announced the formation of the Governorship, a new non monarchy leader to rule in place of a king.

The kings personal guard, the knights of Alantir voice their opposition, they believe a heir to the throne is out in the wider world and begin a quest to find one.

Chancellor!-999

Two years after the appointment of Yiritn as the first Governor, he declares himself to be the new chancellor, and that from this day rule would be given by the council, with voting to take place every 5 years.

Fixed Elections-994

The 979 elections become corrupt, a Chancellor is elected who is more tyrant than king, he uses bribery and blackmail to remain Chancellor for two terms.

This method of control continues for many years, several candidates that the people support mysterious vanish or perish in accidents.

An Heir is Found-992

The knight of Alantir return with the true heir, but it is too late, the Chancellor orders him to be killed and the knights are forced to flee, with the heir under their protection.

Days later a seer by the name of Erain prophases that the true king will return, but he was silenced and never seen again.

Rebellion-826

A failed rebellion sowed discord amongst the people, although a new chancellor is elected by the council, this was ruse to make the people believe things had changed.

Chancellor Vidian rules with an iron fist, the people dare not speak out and hundreds go missing with no investigation launched.

A depression starts

The Economy Recovers-609

After 200 hundred years of depression Alantor begins a recovery, the people become less afraid and the economy grows.

A new chancellor, Elllion is elected whom is praised for turning things around

Assassination-578

Elllion is assassinated while visiting the poor, those who seek to take the chancellorship organise a false plot to blame the poor while they make moves to take power

Padatris is announced as Chancellor-25

A previously unknown rises to power, the citizens rejoice as he promises them an end to corruption and inequality

A Vision Ignored-10

The Chancellor, Padatris, is visited by radiant spirit from another plane, who foretells of the kings retune, although he tells no-one he fears for his position and the power it gives him, he seeks help from a witch deep in the forest who offers him a deal.

Padatris issues a decree that prohibits anyone from entering the deep forest, a perimeter fence is built and watch towers stationed at regular distances.

A Dark Deal Fulfilled-5

Without warning or seemingly any reason the Chancellor Padatris orders the whole army to mobilise. He issues strategic orders that go against many of the more veteran generals, but they follow them as instructed.

The army is attacked by unknown assailants, whole regiments lost without a clue, the Chancellor pushes forward.

A Hero is Chosen-5

Ralor; a disgruntled solider in the Chancellors army, manages to escape the initial onslaught, he receives a vision from the God Victirus and flees south to the city of Mekis.

With the city in ruins he is forced to leave aboard the ship, The Revenant, and begins what he recalls as 'The Trial of Heroes'.

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Alantor database entry was last updated on the 1st Oct 23.
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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 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, 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 is no less than seven different games/books in production, and soon will have link 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 for sure is 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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