Razell is relatively small kingdom, its independence only maintained by integration into the Grand Alliance. Its mountains are rich in precious silver, and its this ore that provides the kingdom with great wealth and its this wealth that pays its allows it to pay its levees to the alliance and remain independent, yet protected.

Part of the Grand Alliance requieres a tithe of young men and woman to join the Talax army. After minimum service they are allowed to return to Razell to serve as their elite guard. Soldiers that choose to stay and serve longer are offered a permanent home within Talax.

Leadership

Goverment: Feudalism

Government by a usually hereditary class of military landowners, who exact goods and services from a peasant class in exchange for protection. Usually features complex webs of loyalties and ranks.

     Governor Maller Harker (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.

 )
     Prince Palus Harker (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.

 )
Established: 893 years ago

Diplomacy

Philosophy: Defensivism

Inherently peaceful, will defend themselves and their allies should the situation require it.

Alliances:Talax (Embassy: Asifamel)
Alantor (Embassy: Berkit)
Mekis (Embassy: Albrunz)
Nazakir (Embassy: Telaris)

Geography

Capital City: Duanburg
Geography: 60% Farmland, 20% Forest, 20% Mountain
Landmarks: Dragons Lair

Now a graveyard littered with the bones of unfortunates, and one large skeleton of a long dead drake, the dragons lair is a treasure hunters dream.

Although it?s been over two hundred years since the drake was slain and heroes raided its horde, adventurers still climb the dangerous mountain to seek gold that the others have missed.


Location: Near the peak of the southernmost mountain
Built (Alliance Year):
Beacon of Razell

One of two remaining elven watchtowers, 200ft high, topped with an iron basket designed to hold a large stack of wood.

The site is maintained by the Governor?s house out of respect for a time long lost to history.


Location: At the peak of the northernmost mountain
Built (Alliance Year): Pre Razell
Climate: Temperate

Theology

Primary deity:Rayis (The Golden Flame)
Lord Advisor:Delis Olorin (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.

 Priest

PriestAdventurer

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.

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

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PersuasiveOrateDetect Magic

Rituals:
Ritual: Cure DiseaseRitual: Cure Sickness

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

Keywords:

Adventurer Priest devine spellcaster
)
Secondry deities: Victirus
Prohibited deities: Katrinix, Nazzikor, Abixlion, Vorseth

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: 49,500 ]

Other

[ Approx: 500 ]

Population Total: 50,000

[ 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: Razzellian

The people of Razell.

Laws and Justice: Individual Arbiter

A single person is appointed to be judge and jury for all crimes in their given area, typically this arbiter is either the lord of the land or appointed by them directly.

If a individual appoints more than one arbiter, each will have to follow the same code laid down by their lord.

Expected punishment for theft:

Punishment will typically result in exile

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: The Harker Mansion
Architecture: Talax Architecture

Stone buildings, Rendered Walls, Angular Clean lines, Multiple stories, Tiled roofs, Arched and glazed windows, Columns, Blaclonies, Roof Terraces. Roads are paved, Underground sewage systems. Farms are fenced privately owned property.

Economy

State: Moderate

A moderate economy means high value goods are sometimes available, and occasionally wealthy induviduals will seek warriors for quests.

Taxation: Low & Fair

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

Minerals:Silver, Moonsilver
Commodities:Cattle, Lumber
Main Exports:Silver, Moonsilver, Cattle, Leather
Main Imports:Mining Equipment
Trade Partners:Talax, Mekis, Alantor

Map

Click for focused map, hover for preview.

Military Forces

Infantry:Militia

Militia

Region:

Razell

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Club or
Bow

Description

A core of militia act as the islands lawmen and are ready to repel invaders, at least until help arrives


[ Approx: 2,000 ]

Infantry:Repatriated Soldiers

Repatriated Soldiers

Region:

Razell

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Light

Weapons:

Gladius

Description

Although small in number these elite fighters will hold their ground against ten times their number, stationed centrally do deploy as a unit to the attack site


[ Approx: 500 ]

Cavalry:Riders

Riders

Region:

Razell

Race:

Human

Type:

Cavalry

Mount:

Horse

Armour:

Light

Shield:

Light

Weapons:

Spear

Description

Primarily used to send work from one outpost to another, or to spread word though the settlements if under attack, they don?t generally enter combat, but have been trained in hit and run tactics to harass any enemy who make it inland


[ Approx: 200 ]

Cavalry:Repatriated Knights

Repatriated Knights

Region:

Razell

Race:

Human

Type:

Cavalry

Mount:

Heavy Horse

Armour:

Heavy

Shield:

Light

Weapons:

Gladius & Lance

Description

Like the foot soldiers, these veteran Talax Knights are held central until needed, when deployed they strike hard and fast, often breaking the enemy in a single charge


[ Approx: 100 ]

Unique Unit:Governors Guard

Governors Guard

Region:

Razell

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Light

Weapons:

Ranseur

Description

The best of the best, there are few soldiers that can match the prowess of the governor?s guard, they are few of number because many simply fall short of their requirements.
Sworn to defend the Governor and his line of ascension before all others or die trying.


[ Approx: 20 ]

Defence Fleet

Characters of Renown

Alaric Rayson (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.

 )
- An returned solider of Talax
Merin the Brave (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.

 )
- A civilian who saved the governor from pirates
Eckhart Wexler (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]

TemplarHero

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

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


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

Proficiencies:

Armour:
Can not wear any armour.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Crusader Manoeuvres:
DisarmCritical StrikeHeavy StrikeCrusading Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Crusader Divine Powers:
Crusading WillDetect ChaosSacred StrikeMartyr

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

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

Keywords:

Hero Templar Exemplar Crusader

Exemplar SummaryAdventurer

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

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

Crusader SummaryChampion

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

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

)
- First of the Governors Guard

Characters of Infamy

Greytooth (Alpha Wolf

Subtype (Name):

Archetype:

Class:

Native Plane:

Alpha Wolf

Animal

Wild

Material

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.

[]*

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:

)
- Massive grey wolf with unnatural intelligence
Nico Gurther (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.

 Rager

RagerChampion

A Rager is a brawler with major anger issues, while many fighters can get angry during a combat, a Rager can not reign it in, resulting in loss of control mid battle, and out of battle they are quick to fly of the handle. While still a versatile combatant, this anger will often distract from the best course of action, and result in the inevitable counter attack, which in turn makes them even more angry. The upside of this is a complete blindness to injuries suffered or the danger they are in.

Ragers are a wild card which many party leaders can not control, in or out of combat, resulting in many a bar brawl, for reasons quickly forgotten. In battle however this anger manifests as pure strength, with a resilience that comes from being blind to the damage they have suffered which at the end of an encounter they will suddenly succumb too, which the party must tend to immediately.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Rager Manoeuvres:
EnrageFurious StrikeCareless StrikeFury

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
Ill TemperedUnrelentingAwarenessStrong

Keywords:

Champion Rager Brawler

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

)
- Disgraced member of the Razell Governor's Guard, helbent on revenge
Pascal Hulkentag (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.

 )
- Razzellian turned pirate

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:

Spiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Spiders

Wandering

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

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:

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:

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:

[]*

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:

[]*

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:






The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 8th July 25.
The Razell database entry was last updated on the 1st Jan 70.
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-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.

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
PLAYER LOG IN
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.