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.

 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

Commander Skills: AuthoritativeTactical KnowledgeNegotiateCompelWeapon Care


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

)
     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.

 Warrior

Warrior

Extremely versatile combatant, warriors will focus down one enemy at a time, moving from duel to duel vanquishing their foe before selecting another.

Their focus is melee, it's the only way they know how to fight, but this makes them perfect soldiers

Abilities

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Warrior Skills: MedicLinchpinWeapon Care


Warrior Profiencies: Proficient with all common and uncommon melee weapons, all shields and all armours.

)
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

Priest

A spellcaster that channels the divine power of their deity while in the service of them, the longer they devote their life, the more powerful they become.

Their service is inherently tied to the persona of the deity, and their actions will most often reflect that.

Abilities

Priest Spells: HealConsecrateAnointCure

Priest Skills: Ritual: FealtyDetect: UndeadDetect: Magic


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

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

)
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.

 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

Knight Skills: Slight of HandAwarenessMedicLinchpinWeapon Care


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

)
- 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.

 Alchemist

Alchemist

An Alchemist mixes potions, powders, poultices and salves from herbs, minerals and the fluids of animals. These are stored in glass bottles, vials, jars and paper packets.

Vendor

An Alchemist will have a stall, cart or store to sell their wares from and a workshop in which to produce the items.

Most Alchemists are part of a local Alchemist Guild.

HIRED AUXILIARY

Alchemists can be recruited as an Hired Auxiliary by a Leader.

Abilities

Alchemist Abilities: Alchemy: PotionAlchemy: PoulticeAlchemy: PowderAlchemy: Salve

Alchemy requires a Workbench, Heat source, and a set of Alchemist's Tools.
As a Vendor they also have the ability: Barter.

CITIZEN

Players can start as a Alchemist or use as a background when creating an adventurer.

)
- 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

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

Templar Skills: JudgmentPurge EvilDetect: LiesDetect: EvilWeapon Care


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

)
- 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.


Location:
Built (Alliance Year):
)
- 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

Rager

A warrior that has let their anger become such a part of their identity that they have changed their very selves, including their fighting style.

While still a versatile combatant, their anger will often distract from the best course of action, and result in the inevitable direct assault.

A Warrior may become a Rager when they become a Champion

Abilities

Rager Manoeuvres: FuryUnleash HellUnstoppable BlowJuggernaut

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Rager Skills: IntimidateBreakMedicLinchpinWeapon Care


Rager Profiencies: Expert with all common and uncommon melee weapons and all armours. Cannot use a shield.

)
- 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.

 Pirate

Pirate

A Privateer gone rouge, typically a crewman abord a pirate vessel, each and every pirate care for themselves first and foremost, ever looking for an opportunity for personal gain, whether that be in wealth, power or advantage over others.

Its unlikely that anyone, even other pirates trust a pirate, as such captains of pirate ships are ever watchful for mutiny.

A Privateer may become a Pirate when they become a Champion

Abilities

Pirate Manoeuvres: GoadDistractOpportunistParry

Privateer Manoeuvres: Spring AttackAcrobaticsSudden ThrustTumble

Pirate Skills: Slight of HandBluffAwarenessBalancedWeapon Care


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

)
- 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:


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

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Razell database entry was last updated on the 1st Oct 23.
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 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.

CREDITS Info coming soon
TERMS OF USE Info coming soon
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Illustrations, website & content © Terrainia 2024
Published by Altered Dimension

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