Talax is a proud nation led by a just and honourable immortal queen. Queen Karla Raeger and her allies ensure that no innocent is unjustly imprisoned, forced into slavery or made to suffer at the whims of madmen and tyrants . Talax is wealthy and prosperous, a powerful army stands at the ready and the worlds most powerful navy patrols the Cold Ocean, The North and South Seas.

The Queen ensures her military forces are always ready, as little warning is given when the latest dark lord or chaos sorcerer seeks to plunge the world into darkness or chaos. The most dangerous is the Lord of the Dead, Arkarzan , his constant attempts to destroy the living world is Talax's greatest threat. The formation of the Grand Alliance is key to keeping the world safe.

While the majority of Talax is in a state of peace, there is a lingering threat that even the might of the military and the Queen cant eradicate entirely. Pockets of the kingdom are cursed with foul dark energy, which constantly spawns undead creatures when creatures die in those areas.

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.

     Queen Karla Raeger (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


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
 [Lord of War]*

Lord of WarLegend

With battlefield control beyond all others this character, even when in command of an entire army will wade into the fight, lead from the front and assault the enemy. Often they seek out the enemy commanders to debilitate the opposing command structure, many an enemy leader has made the mistake of meeting them in one on one combat.

As with most heroes, a Lord of War is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Lord of War 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

Lord of War Manoeuvres:
Mass CommandxBattlefield PresenceInspire Allies xSeize the Initiative

Keywords:

Legend Lord of War melee leader
)
     Princess Xvania Raeger (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


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
 )
     Prince Jozin Raeger (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


Skills:      VersatileResiliant  
Traits:      AdaptableHybridiseTouched  
 
 
Human
 )
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:Alantor (Embassy: Berkit)
Mekis (Embassy: Albrunz)
Nazakir (Embassy: Telaris)
Razell (Embassy: Duanburg)

Geography

Capital City: Asifamel
Regions: Mell, Kis, Sto, Kar
Geography: 40% Farmland, 40% forest, 10% Mountains.
Landmarks: The Talaxion Palace

Built for Gwanhail Hoardrin, by the people of Talax for Gwanhail to take residence within after her coronation. It has been extended each time a new monarch took the throne, but each time it has kept true to its original style.


Location: Stonanne
Built (Alliance Year): -1369
The Raeger Library

Built by Karla Raeger during the rebuild of Talax West, it boasts the largest collection of books, tapestries and maps in Terrainia.


Location: Asifamel
Built (Alliance Year): 2
Elven Cairn Stones

A historic site protected by the people of Talax, though they do not know what they signify.

Clerics of Talax find a deeper connecting to their deities while within the ring of stones.


Location: To the west of Mint Mountains, North Talax.
Built (Alliance Year): Pre Talax
The Mines of Madness

Originally explored and excavated by the barbarians of Talax, what they thought was precious metals was in facts a harmful substance that turned them mad.

Now entry is forbidden, a constant watch is stationed nearby to stop anyone from from gathering this material again.


Location: To the east of Mint Mountains, along the East River
Built (Alliance Year): -1350
Climate: Temperate

Theology

Primary deity:Rayis (The Golden Flame)
High Priest:Louis Paggil (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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 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.

)
Secondry deities: Victirus, Mathandria, Elfinihiar
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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human

[ Approx: 12,600,000 ]

Half Nelyani

An offspring of an Nelyani (Elf) and a Human.

A blend of the two species, resulting in a longer life and keener senses but without the adaptability of humans.

Visually there are no signs of the elven heritage.


Skills:      Deft Touch  
Traits:      Perennial  
 
 
Human

[ Approx: 7,000,000 ]

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.


Skills:      Deft Touch  
Traits:      Ageless  
 
 
 
Elf

[ Approx: 700,000 ]

Nelothi

An ancestor of the first elves, wild elves chose to remain in the wider world when their creator called them home, sacrificing their immortality to do so.

With a deep connection to nature they live at one with the world, careful to make as little impact on the world as possible.


Skills:      Deft Touch  
Traits:      Naturist  
 
 
 
Elf

[ Approx: 700,000 ]

Halfling

Creation of Mathanria, a more naturalised huamn, but shorter and much more intuned with nature than humans.


 
 
 
 
 
 
Halfling

[ Approx: 140,000 ]

Other

[ Approx: 5,000 ]

Population Total: 21,145,000

[ 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.

, Elvari

A language common amongst elves, recognised by most other races and can be learnt by anyone.

Typically referred to as elvish, but only amongst those who don\'t speak it.

Demonym: Talaxian

The people of Talax.

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: Various Sites
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: 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, Silver, Copper, Iron, Salt, Coal, Lead
Commodities:Cotton, Sheep, Wheat, Glass, Lumber
Main Exports:Cotton, Wool, Grain, Glass, Lead
Main Imports:Leather, Fur, Machine Parts, Tin
Trade Partners:Alantor, Nazakir, Mekis, Razell

Map

Click for focused map, hover for preview.

Warfronts and Commanders

BlackmarshKatlin Scorsey (Nelothi

An ancestor of the first elves, wild elves chose to remain in the wider world when their creator called them home, sacrificing their immortality to do so.

With a deep connection to nature they live at one with the world, careful to make as little impact on the world as possible.


Skills:      Deft Touch  
Traits:      Naturist  
 
 
 
Elf
 [Overseer]*

OverseerHero

An overseer is a leader who latent powers have come to the front, their mental powers, known as telepathy or psionics this power enhances a leaders capability so much that the term overseer is more than abt. Able to give commands at greater distances, unheard by the enemy, and able to understand their allies thoughts in response allows for quicker reaction and greater understanding of the ally's decisions. Unlike Neuromancers, the overseer does not attempt to manipulate the enemy.

Overseers are sought after by nation leaders, as advisors they can offer great insight into battle tactics, large scale war plans but also in sessions with domestic, foreign and even enemy representatives the overseer can probe their minds and know if they are being truthful or deceiving them, often the overseer is given a seat on the council.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Overseer Spells:
CourageCalled InterceptCalled TauntRally

Leader Manoeuvres:
Step AsideCalled StrikeCalled ShotCommand

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

Neuromancer Crafting:
Manaforge (Psionic Shard)Infusion (Psionics)

Skills:
Read MindCalmNegotiateCompelNegotiateCompelDetect Magic

Keywords:

Hero Overseer Leader Neuromancer leader psionics spellcaster

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.

Neuromancer SummaryChampion

A Neuromancer has power over the mind, first they master their own, then they can manipulate others, from planting an idea, changing their targets mind or to forget something completely, Neuromancers use the power of Esper to do this, although unlike elemental energy or any of the world energies, Esper is not a force, it is an extrasensory perception, which some simply have the power to wield. With a mastery of the mind Neuromancers never results to weapons, as such they have no combat skills.

Neuromancers ability to control the minds of others is directly linked to they distance from the target, first, this keeps them very safe provided they do not have to many enemies at once, they can deflect their attention with relative ease. On the battlefield it is hard for a Neuromancer to affect the leaders as they sit far back, and the soldiers are to many, in a skirmish however they excel.

)
The Dead HoldBertrond Goldin (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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 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 melee

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.

)
BroldRainier Deniau (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.


Skills:      Deft Touch  
Traits:      Ageless  
 
 
 
Elf
 )

Military Forces

Infantry:Men At Arms

Men At Arms

Region:

Talax

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Light

Weapons:

Gladius or
Longbow

Description

Trained for two years in all forms of combat, each man at arms can wield a Gladius and shield or a longbow, often they carry both.


[ Approx: 400,000 ]

Infantry:Dragon Guard

Dragon Guard

Region:

Talax

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Light

Weapons:

Gladius

Description

Only the best of the Talax regiments get inducted into the Guard, each must not only be a formidable warrior but possess a strength of will to endure any mental attack.


[ Approx: 2,000 ]

Cavalry:Light Cavalry

Light Cavalry

Region:

Talax

Race:

Human or Elf

Type:

Cavalry

Mount:

Horse

Armour:

Medium

Shield:

Light

Weapons:

Gladius & Spear

Description

After serving as a man at arms for at least one year, these soldiers will get trained to fight on horseback, once they master the horse and spear, they are placed in a cavalry regiment.


[ Approx: 40,000 ]

Cavalry:Dragon Knights

Dragon Knights

Region:

Talax

Race:

Human or Elf

Type:

Cavalry

Mount:

Heavy Horse

Armour:

Heavy

Shield:

Weapons:

Lance & Gladius

Description

Only the best of the Talax cavalry regiments get inducted into the Guard, each must not only be a formidable warrior but possess a strength of will to endure any mental attack.


[ 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: 2,000 ]

Warmachines:Scorpion

Scorpion

Type:

Warmachine

Mount:

Wheels

Material:

Wood

Ammunition:

Steel Bolts

Wooden construction which requires two soldiers to operate.

[ Approx: 3,500 ]

Unique Unit:Knights Asari

Knights Asari

Region:

Talax

Race:

Human or Elf

Type:

Cavalry

Mount:

Leo-Asari

Armour:

Heavy

Shield:

Weapons:

Lance & Gladius

Description

The most pious of champions from the armies of Talax can inducted into this unit and granted the power to summon a celestial in the formed of a winged lion (Leo-Asari)


[ Approx: 500 ]

Talax Navy

Ship Class:Talax InterceptorArmed with a light ram and wither a scorpian or Ballista these ships are fast and angile

[ Approx: 200 ]

Ship Class:Talaxian Sprinter

[ Approx: 200 ]

Ship Class:Talaxian AccosterThe Accoster is designed to act in concert with other ships of the same class, outranging most other navies? vessels and often just sitting lengthwise of the port to make full use of its immense bulk before closing on weaker vessels to seize contraband being smuggled in or out.

[ Approx: 100 ]

Ship Class:Talaxian Corvette

[ Approx: 100 ]

Ship Class:Talaxian PhoenixThe Phoenix is a prototype ship designed by the eccentric shipwright Tamuric of Jelles. A man who has spent years as both sorcerer and cleric who decided to combine his three muses into an ?image of perfection?. The ship is itself a symbol of the land of Talax, whilst the fire element is part of Rayis? attributes, and the reliance on the arcane his love of magic.

[ Approx: 1 ]

Flagship:Talaxian DragoonDesigned by the ship builders of Talax; The Dragoon is a heavy warship armed with swivel mounted balistas and twin deck mounted catpults. One of its key features is an increased height for the rear deck to aid the ships mage during battle.

Characters of Renown

Admiral Talin (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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 [Timekeeper]*

TimekeeperLegend

Wielding the Chronotron Staff, this character has unlocked near omnipotent power over time itself, with such power came an awakening of the mind, a realisation that there are those that seek to change history and as such they have tasked themselves with the charge of keeping it all as it should be.

As with most heroes, a Timekeeper is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Timekeeper 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

Timekeeper Manoeuvres:
Time ShuntRewindTemporal TrespassWarp Realityx

Timekeeper Spells:
Time ShuntRewindTemporal TrespassWarp Reality

Keywords:

Legend Timekeeper chrono spellcaster
)
- Admiral of the Talax Defence Fleet
Gelen Hoardrin (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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 )
- Captain of Talax West 1st Company
Louis Himilton (Nelothi

An ancestor of the first elves, wild elves chose to remain in the wider world when their creator called them home, sacrificing their immortality to do so.

With a deep connection to nature they live at one with the world, careful to make as little impact on the world as possible.


Skills:      Deft Touch  
Traits:      Naturist  
 
 
 
Elf
 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.

)
- Commander of the Deathwatch
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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 )
- Governor of Razell and a Captain of Talax
Charles Ocrin (Nelothi

An ancestor of the first elves, wild elves chose to remain in the wider world when their creator called them home, sacrificing their immortality to do so.

With a deep connection to nature they live at one with the world, careful to make as little impact on the world as possible.


Skills:      Deft Touch  
Traits:      Naturist  
 
 
 
Elf
 [Mystic Blade]*

Mystic BladeHero

A mystic blade is a duellist that has, by study and practise, mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mystic blade to enhance their fighting skills, as with all arcanum users, the mystic blade can not wear any armour, but this increases their speed and agility further.

Mystic Blades care not for the subtleties of the mage, their study focuses on the offensive and defensive powers that the arcanum gives them. Their free hand allows the quick somatic gestures that arcanum requires while the sword can act as a wizards staff or rod with which to channel the arcanum and deliver power charged strikes to the enemy. Mystic blades can only infuse their own blades.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light or Medium robes.

Abilities

Mystic Blade Manoeuvres:
Double ParryArcane SlashBladefuryShatter Strike

Mystic Blade Spells:
Ground StrikeArcanum SheildArcanum MissilesOppression Shockwave

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

Mage Crafting:
Manaforge (Arcanum Shard)Infusion (Arcanum)

Skills:
Appraisal: ArcanumFocusedAwarenessConfidentAwarenessConfidentDetect Magic

Keywords:

Hero Mystic Blade Duellist Mage melee arcarnum spellcaster

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

Mage SummaryChampion

A mage is an arcane spellcaster who, through study and practise, has mastered various incantations with which to manipulate the arcanum. The arcanum is a naturally occurring force, it is the bond that holds matter together, as such controlling the arcanum allows the mage to control matter itself. The mage can not wear any armour as anything more than cloth causes arcanum to discharge and they must maintain empty hands with the exception of a wizards staff or rod.

Mages can manipulate objects to launch attacks using whatever is around, from boulders to shards of glass, similarly they can block incoming attacks by moving objects to intercept. They are the primary source for magical trinkets that enhance the wearers abilities by infusing materials such as gold and silver in the form or rings or amulets.

)
- Everwatch Captain

Characters of Infamy

Arkarzan (Liche

Any mortal race can become a liche, all they need is a mastery of necromancy, a unwaiverying desire to survive.

A liche is functionally immortal, despite being dead already. While the body long decayed the liche will still walk the world, looking for absoulte mastery of knowledge.


 
 
 
 
 
Enhanced
 [Master of Death]*

Master of DeathLegend

While a Thanaturge can raise the dead, and a necromancer can seemingly raise whole armies, they both require time spent performing the ritual on each individual corpse. A Master of Death however can raise dozens of the dead through one ritual, or raise a recently dead with just a gesture. This allows them to raise the very soldiers they kill upon the battlefield.

As with most heroes, a Master of Death is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Master of Death 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

Master of Death Spells:
Anti-life BarrierSummon LegionNecrotic PulseDoomsday

Keywords:

Legend Master of Death leader necro spellcaster
)
- Evil lich intent on world annihilation
The Frozen Horror (Deadfrost

Subtype (Name):

Archetype:

Class:

Native Plane:

Deadfrost

Elemental

Water

Aquaila

An abomination of elemental and mortal, made worse by the fact that both are dead. The latent elemental energy is bound to the mortal corpse, then infused with the energy of Infernis, in a way only possible by the deity; Nazzikor.

Once created these creatures are sent to the Material Plane for one of two reasons. Some are sent individually to cause mayhem and destruction, some however are sent to aid a new undead master as they seek to destroy the mortal races.

A single Deadfrost is an almost unstoppable force, a pack of them will level a town in minutes, capable of slaying entire companies of unprepared soldiers.

Appearance:

8ft tall meld of humanoid flesh from multiple donors, melded with the frozen core of a dead elemental. The outer flesh layer is frozen solid, shards of ice protrude all over and it often carries a frozen blade or hammer.

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

)
- A recurring Deadfrost that refuses to stay dead.
Ferik The Zombie King (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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 )
- A dying necromancer seeking to prolong his life through experimentation.
Commander Blackstone (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.


Skills:      Versatile  
Traits:      AdaptableHybridise  
 
 
 
Human
 Blademaster

BlademasterChampion

A Blademaster is a duellist that has further trained to wield a weapon in each hand, while retraining a one handed sword in their primary hand, they can also use a light sword in their off hand. Both weapons must be swords due maintain their agility and balance, this additional weapon allows for greater attack potential without sacrificing defensive strengths, the additional sword is just as defensive as the first. Light armour is all a Blademaster can wear and maintain manoeuvrability.

The paired weapons allow for more cunning block and counter attack manoeuvres, as well as a secondary weapon with which to strike at the enemy, the greatest advantage however is the distracting threat made by the off hand, often an opportunity will arise from the enemy just trying to avoid the off hand weapon. the confidence required for such bold fighting style lends well to a leadership role.

Proficiencies:

Melee Weapons:
Simple or Light one handed swords.

Armour:
Light armour.

Abilities

Blademaster Manoeuvres:
DistractionTwin StrikeSecond StrikePrefect Riposte

Duellist Manoeuvres:
GrabCritical StrikeCounter AttackRiposte

Skills:
ForesightBalancedAwarenessConfident

Keywords:

Champion Blademaster Duellist melee leader

Duellist SummaryAdventurer

A duellist is a fast moving and agile melee combatant who uses one handed swords, the free hand is used to assist in balance, make use of their environment and grab and pin the enemies limbs. Duellists favour an honourable one-on-one encounter, whether in an ancient crypt or on the battlefield, as the ability to concentrate on a single target enables them to maximise their potential and claim all the glory in defeating worthy opponents.

Duellists have such skill with their blade, they will parry, deflect and repel far more blows than they make themselves, waiting for the perfect opportunity to counterattack to strike the killing blow. The precision in which their attack comes will often take a limb or head clean off, if a single killing blow can not be delivered, a dozen cuts to vital areas will bring their enemy down.

)
- The ruthless tyrant king of Blackmarsh.

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:

Elephantidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Elephantidae

Wandering

Hulking creatures, slow and purposeful. A long and flexible trunck extends downward from its face, able to manipulate it like a limb, gripping and moving things about.

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

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:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:

Subtype (Name):

Archetype:

Class:

Native Plane:

Appearance:






The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

The Abandonment of Talax-2000

During the fall of the Duergar Empire he barbarian tribes were left to fend for themselves, the land quickly devolved into a hundred small tribes.

The tribes fought each other continually for the merge resources the land still held.

War Comes to Gwanhail-1935

Half of the land of Talax is now either allied or part of Gwanhails tribe. But this amalgamation runs into problems when a tribe who holds dominion over much of the remaining tribes-people openly declare war on Gwanhail.

The war claims the lives of hundreds but is short lived, the strategical knowledge and military teachings of the ancient elf are no match for terrible brute force.

The enemy chieftain is soon killed and their obviously inferior skills leads the other tribes to surrender shortly after and accept Gwanhail as their rightful leader.

The coming of Gwanhail-1798

A series of unfortunate events sees a single elf wash up on shore, Gwanhail Hoardrin is forced to take refuge inland.

The first tribe she encounters, the Talaks takes her in, but she soon proves to be an asset to them.

She shows them new ways to hunt, build better shelters, retrieve cleaner water and within months their health and physical state improves.

Leaderless No More-1795

During the last few years Gwanhail fulfils the role of hunter, warrior and healer.

A surprise attack from a rival tribe leaves hers without chief or sage, Gwanhail quickly fulfils both which saves the tribe.

Stride Forward-1790

With Gwanhail as their chieftain the tribe make leaps forward in their society, quickly taking in three other tribes nearby and forming a much larger tribe, rendering them safe from smaller raids.

She is careful to allow each tribe to retain their chieftains, while she became the High Chieftain whom they swore alliance too.

Gwanhail's Vision-1787

Gwanhail's tribe now numbers in its thousands, organised defences and training provides the first peace experienced for thousands of years.

Schools set up to teach the next generations, and temples built for the tribes-people god of the sun, Rayis.

Gwanhail seeds the foundation of a hierarchical system to manage the growing area.

Centenary of Gwanhail's Arrival-1698

The Talak tribe now stretches from the southern shores to the edge of the northern deserts.

In such a short time it was hard to accomplish great things, but Gwanhail laid the foundation for so much, education, art, mining, weapon craft, farming and architecture.

To mark the centenary of Gwanhail's coming, the people held a grand celebration, with a series of signal fires marking the path she took on her quest to unite the realm.

The Weight of Generations-1665

Gwanhail feels the effect of ageing, her elven lifeforce was dwindling and there was only so much time left, for a elf this was an unknown sensation.

She knew of such things, for elves were only immortal while they remined on Dasima. But she also knew that another century or two was still easily within her.

Knowing time was limited she set about making plans to return home, first she needed to build boats.

Shipwrighting-1664

The first boats were launched, enabling tribes-people to fish further and land bigger catches, an inadvertent side effect of her quest to return home.

This latest creation quickly spread through her land, and soon hundred of fishing boats were being built.

But Gwanhail needed a bigger vessel, and soon has a dozen of the best carpenters working other project.

Coronation-1663

Her boat is finished, a simple one man vessel she is sure it can take her home, but after four years word spread she was planning to leave.

The people banded together to present her with an offer she couldn't refuse, Gwanhail was called south to the biggest of her towns, when she arrived it was filled with thousands of her people all chanting her name.

Her carriage was led through the main streets into the market area, where a group of people all stood waiting, everyone of the fifty chieftains that had allied with herself.

As she disembarked and approached they all dropped to one knee bar one, the most respected allied chief approached her carrying a golden crown, inset with a single jewel from each tribe, as he knelt down in front of Gwanhail he lifted it up as an offering and uttered three immortal words 'be our Queen' The biggest celebration anyone had seen marked the coronation of the lands first queen.

Unification of Talax-1661

She declared the land, now her queendom, would from that point on be known as Talax, and all her chieftains would be the Lords of Talax.

Just a few years after unification Talax comes under fresh attack. Out from the deserts marched a heavily armoured army intent on destroying what Gwanhail had created.

The army sacked the closet settlement and slaughtered its inhabitants, before word could reach its Queen the northern most region was lost.

Three Year War-1658

With both armies severally depleted, a final battle was looming, the powerful warlord behind the invasion faced off across the field from Gwanhail herself.

The battle was in her favour, but the Warlord had brought more than soldiers, a cohort of robed figures stepped forward and brought their magic to bear. At the last moment Gwanhail stepped forward had unleashed her own latent elven power, shielding her army from the dark wave of energy.

When the light shone once more after the darkness was dispelled a new glorious Queen was present, glad in golden armour covered in symbols of Rayis, her crown resplendent on her head, her army were in awe and the enemy were shaken.

Gwanhail charged the enemy warlord, faster than any horse, and the encounter was over just as quick, his head separated from his shoulders in a single strike. The remaining enemy immediately fled into the desert

A New Bloodline-1567

Gwanhail develops a romantic attachment to a human male, and realising her mortal life was nearing its end, she ensures she bare a child, probably the first Half-Elf ever.

Citizens from all across Talax journey to see the child, named NAME HIDDEN an amalgamation of Gwanhails fathers name and that of his father.

Like Mother Like Son-1547

Her child grows into a fine man, and a superb warrior but Gwanhail takes great care to raise him as a just and fair leader, wise and honest to one day become King.

He is given the title steward of the North to give him experience of command, his men grow to respect and love their future King and from a early stage signs of a true King are evident.

A Princely Quest-1522

Twenty five years of stewardship proves NAME HIDDEN a successful leader of men, the queen rewards him with a special quest, one that will mark him out and prove to their citizens he's worthy of leading them.

Gwanhail publicly awards this task to her son so the populous can bare witness, the quest; to enter the deserts and locate the source of the continual attacks.

A Nation Worries-1516

With the prince's return past due the queen, and nation, begin to worry, a signal is formed at the western border, drawing so many followers that a settlement begins to form.

Return of the Prince-1513

Three years after the original date for retune the prince staggers out from the desert alone, no army in sight, armour in rusted tatters.

The first to notice his retune were the watchers on the Tower of NAME, the Everwatch Guard, their role completed.

It took several days for the prince to be fit enough to recount his adventure, but soon he told of a impassable desert, home to impossible creatures, most notably a colossal Sandworm which torn through his ranks and left him injured, only his elven heritage allowed him to endure the slow walk back.

This monumental test of endurance captured the heart of his people, rumour quickly spread that he was blessed by Rayis and soon these stories became legend.

A New Wave of Attacks-1501

The heavy armoured warriors from across the desert arrive in unprecedented numbers,

Karla Raeger Born-20

Karla was born during a total eclispe in the alliance year -20, her mother died during a prelonged childbirth leaving her father, King Volan, to raise her, to celebrate his new daughrer he renamed her birth city Karlaia.

Karla Raeger Teenage Years-10

While growing up she was taught the ways of royalty; how to govern and lead the people, with honour and respect for those around her including her subjects. Despite an period of peace the was trained to defend oneself, with blade and bow, with direct hand to hand combat, and importanly with reason and diplomacy.

Karla Raeger Coming of Age-4

For her sixteenth birthday her father planned a grand celebration for her coming of age ceramony, she was to be dressed in a illustrious suit of armour and given a heirloom weapon and ancient ring for the ceramony. But the ceramony never took place.

A few days before the ceremony she was performing a rehersal while her father attended a meeting of the Lords. On the evening of his return Karla waited in her full ceramonial outfit for him to examine and approve. But when the king re-entered the city it was attacked by a legion of the undead, led by the necromancer Arkarzan. A terrible battle took place, the city fell and her father was killed by Arkarzan himself.

Karla was sheltering from the attack when she received a divine vision which instructed her to seek out a ancient outpost, she fled the city and began a long and arduous quest, joined by others that had recived the vision and together they accomplished something truely astounding.

Karla Raeger Returns-2

When she returned she weiled a power like no other, first she took back control of her fatehrs army, then led them to victory. She defeated Arkarzan and destoyed his armies, her nation saved the line to the throne restored, she became Queen.

Karla Rager - Arkarzan Returns2995

Three thousand years after his defeat, Arkazan returns, more powerful than ever and with a series of powerful anit-heros leading armies of thier own, he marches on Karlaira once more.

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Artwork of Terrainia

Last updated on the 25th 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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