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. |  |
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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. |
Lord of War
Lord of War |  |
The title of Lord of War belongs to Karla Raeger and her alone. 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. A Lord of War retains all the abilties from the prerequistie classes; › Leader › Commander |
Abilities:Lord of War Manoeuvres: Mass Command ❘ Battlefield Presence ❘ Inspire Allies ❘ Seize the Initiative Leader Manoeuvres: Command ❘ Taunt ❘ Called Shot ❘ Called Strike Commander Manoeuvres: Mass Command ❘ Battlefield Presence ❘ Inspire Allies ❘ Seize the Initiative Lord of War Skills: Negotiate ❘ Compel ❘ Authoritative ❘ Tactical Knowledge ❘ Weapon Care
Lord of War Profiencies: Master of all weapons and armours. |
) |
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. |
Buccaneer
Buccaneer |  |
A privateer that excels as the seafaring warfare and combat, able to become leaders amongst others of their kind, often captains of their own vessels. Likely to spend the vast majority of their time at sea, so much so that time on land is alien to them. A Privateer may become a Buccaneer when they become a Champion |
Abilities:Buccaneer Manoeuvres: Command ❘ Parry ❘ Called Shot ❘ Called Strike Privateer Manoeuvres: Spring Attack ❘ Acrobatics ❘ Sudden Thrust ❘ Tumble Buccaneer Skills: Negotiate ❘ Intimidate ❘ Awareness ❘ Balanced ❘ Weapon Care
Buccaneer Profiencies: Expert with all common and uncommon one handed melee weapons, and all light armours. |
) |
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. |
Battle Master
Battle Master |  |
While a commander will never lose their commanding skills, sometimes they put them aside to pursue a more direct approach. A leader was always trained well but a Battle Master takes this to another level, while still able to utilise some control of their allies. A Leader may become a Battle Master when they become a Champion |
Abilities:Battle Master Manoeuvres: Duel ❘ Perfect Parry ❘ Heavy Strike ❘ Disarm Leader Manoeuvres: Command ❘ Taunt ❘ Called Shot ❘ Called Strike Battle Master Skills: Strong ❘ Intimidate ❘ Negotiate ❘ Compel ❘ Weapon Care
Battle Master Profiencies: Expert with all common and uncommon melee weapons, all shields and all armours. |
) |
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. |
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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 |
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| 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 |
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| 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 |
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| 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 |
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Climate: |
Temperate |
Theology |
Pantheon Aspect: |
The Gods of Light
The Aspect of Light is four of the five the children of Frahuden and as such older civilizations will often refer to this aspect as the Aspect of Frahuden despite Thaiek not being included.
Deities: |
Victirus | Rayis | Mathandria | Elfinihiar |
Worshippers: |
Humans | Elves | Halflings |
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Primary deity: |
Rayis |
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. |
Theurgist
Theurgist |  |
The most devout priests will eventually become Theurgists, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree. They will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows. A Priest may become a Theurgist when they become a Champion |
Abilities:Theurgist Spells: Healing Wave ❘ Divine Strike ❘ Barrier of Protection ❘ Circle of Life Theurgist Skills: Ritual: Exorcise ❘ Ritual: Resurrection ❘ Ritual: Divine ❘ Detect: Undead ❘ Detect: Magic
Theurgist Profiencies: Expert spellcaster of divine magic. Proficient with all common melee weapons and all armours. Theurgist Spell Casting: Spells require a holy symbol and verbal commands . |
) |
Secondry deities: |
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. |
[ Approx: 12,600,000 ] |
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Half Elf
An offspring of an Elf and a Human. |  |
A blend of the two species, resulting in a shorter lived, more adaptable elf. |
[ Approx: 7,000,000 ] |
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Nelyani
The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Ultwe. |  |
Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts. |
[ Approx: 700,000 ] |
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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. |
[ Approx: 700,000 ] |
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Halfling
Creation of Mathanria, a more naturalised huamn, but shorter and much more intuned with nature than humans. |  |
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[ Approx: 140,000 ] |
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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. | |
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,
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. |
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Demonym: |
Talaxian
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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. | |
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Expected punishment for theft:If proven by trial, will typically result in the loss of a finger or hand. |
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Magicial Law: |
Schooled
Magic is permited and through schooling, encouraged. | |
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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. | |
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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. | |
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Taxation: |
Low & Fair
Taxation hits the rich more than the poor, and is managable for all | |
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Minerals: | Gold, Silver, Copper, Iron, Salt, Coal, Lead |
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Commodities: | Cotton, Sheep, Wheat, Glass, Lumber |
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Main Exports: | Cotton, Wool, Grain, Glass, Lead |
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Main Imports: | Leather, Fur, Machine Parts, Tin |
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Trade Partners: | Alantor, Nazakir, Mekis, Razell |
Map
Click for focused map, hover for preview.

Warfronts and Commanders |
Blackmarsh | Katlin 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. |
Overseer
Overseer |  |
A commander who unlocks their magic will use their power to better control the battlefield, offer guidance and support their allies. While they will also be able to rain some arcane energy on their enemies, their role still lies firmly embedded in battlefield command. A Leader may become an Overseer when they become a Champion |
Abilities:Overseer Spells: Minor Elemental Strike ❘ Foresight ❘ Battlefield Illusion ❘ Elemental Wall Leader Spells: Command ❘ Taunt ❘ Called Shot ❘ Called Strike Overseer Skills: Inscribe: Tome ❘ Inscribe: Parchment ❘ Negotiate ❘ Compel ❘ Detect: Magic
Overseer Profiencies: Proficient with all common and uncommon melee weapons and light armours, cannot use a shield. Proficient spellcaster of arcane magic. Overseer Spell Casting: Spells require hand gestures and verbal commands . |
) |
The Dead Hold | Bertrond 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. |
Avenger
Avenger |  |
A priest chosen by either their deity, or the organisation to become an Avenger puts aside their daily reverence to their diety and hones their martial skills before setting out on a quest for vengeance. Their first quest is chosen for them, but once complete they will be too far along this path and will inevitably choose another wrong that needs to be avenged. A Priest may become an Avenger when they become a Champion |
Abilities:Avenger Manoeuvres: Taunt ❘ Divine Light ❘ Divine Smite ❘ Ward Evil Avenger Skills: Detect: Lies ❘ Detect: Evil ❘ Ritual: Divine ❘ Detect: Undead ❘ Weapon Care
Avenger Profiencies: Expert with all common and uncommon melee weapons and all armours. Proficient spellcaster of divine magic. |
) |
Brold | Rainier Deniau (Nelyani
The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Ultwe. |  |
Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts. |
Spellblade
Spellblade |  |
A mage who has chosen to stop the academic practise in favour of martial adventure, using all their previous power to enhance their fitting skills. Their weapon becomes their spellcasting method, in place of hand gestures and verbal commands the weapons movements trigger the Spellblade's magic. A Mage may become a Spellblade when they become a Champion |
Abilities:Spellblade Manoeuvres: Elemental Slash ❘ Arcane Blade ❘ Perfect Parry ❘ Prefect Riposte Spellblade Skills: Infuse: Weapon ❘ Infuse: Self ❘ Inscribe: Tome ❘ Inscribe: Parchment ❘ Weapon Care
Spellblade Profiencies: Proficient with all common and uncommon melee weapons, all shields, cannot wear armour. Proficient spellcaster of arcane magic. |
) |
Military Forces |
Infantry: | Men At Arms
Men At Arms |
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Region: |
Talax |
Race: |
Human or Elf |
Type: |
Infantry |
Mount: |
None |
Armour: |
Light |
Shield: |
Light |
Weapons: |
Gladius or Longbow |
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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 ] |
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Infantry: | Dragon Guard
Dragon Guard |
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Region: |
Talax |
Race: |
Human or Elf |
Type: |
Infantry |
Mount: |
None |
Armour: |
Heavy |
Shield: |
Light |
Weapons: |
Gladius |
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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 ] |
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Cavalry: | Light Cavalry
Light Cavalry |
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Region: |
Talax |
Race: |
Human or Elf |
Type: |
Cavalry |
Mount: |
Horse |
Armour: |
Medium |
Shield: |
Light |
Weapons: |
Gladius & Spear |
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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 ] |
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Cavalry: | Dragon Knights
Dragon Knights |
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Region: |
Talax |
Race: |
Human or Elf |
Type: |
Cavalry |
Mount: |
Heavy Horse |
Armour: |
Heavy |
Shield: |
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Weapons: |
Lance & Gladius |
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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 ] |
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Warmachines: | Trebuchet
Trebuchet |
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Type: |
Warmachine |
Mount: |
Built on site |
Material: |
Wood |
Ammunition: |
Huge Rocks |
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Requires a whole squad of soldiers and serfs to operate. |
[ Approx: 2,000 ] |
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Warmachines: | Scorpion
Scorpion |
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Type: |
Warmachine |
Mount: |
Wheels |
Material: |
Wood |
Ammunition: |
Steel Bolts |
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Wooden construction which requires two soldiers to operate. |
[ Approx: 3,500 ] |
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Unique Unit: | Knights Asari
Knights Asari |
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Region: |
Talax |
Race: |
Human or Elf |
Type: |
Cavalry |
Mount: |
Leo-Asari |
Armour: |
Heavy |
Shield: |
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Weapons: |
Lance & Gladius |
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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 Interceptor
Armed with a light ram and wither a scorpian or Ballista these ships are fast and angile
[ Approx: 2,000 ] |
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Ship Class: | Talaxian Sprinter
[ Approx: 2,000 ] |
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Ship Class: | Talaxian Accoster
The 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: 1,000 ] |
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Ship Class: | Talaxian Corvette
[ Approx: 1,000 ] |
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Ship Class: | Talaxian Phoenix
The 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: 5 ] |
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Flagship: | Talaxian Dragoon
Designed 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.
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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. |
Timekeeper
Timekeeper |  |
The title of Timekeeper belongs to Talinivshasea and him alone. 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. A Timekeeper retains all the abilties from the prerequistie classes; › Mage › Archmage |
Abilities:Timekeeper Manoeuvres: Time Shunt ❘ Rewind ❘ Temporal Trespass ❘ Warp Reality Archmage Manoeuvres: Major Elemental Strike ❘ Arcane Bombardment ❘ Elemental Wall ❘ Stun Timekeeper Skills: Inscribe: Tome ❘ Inscribe: Parchment ❘ Teleport ❘ Inscribe: Trinket
Timekeeper Profiencies: Master spellcaster of arcane magic. Master spellcaster of time magic. |
) |
- Admiral of the Talax Defence Fleet |
Captain Gelen (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 Bash ❘ Counter Attack ❘ Parry ❘ Throw Warrior Manoeuvres: Taunt ❘ Duel ❘ Heavy Strike ❘ Disarm Knight Skills: Slight of Hand ❘ Awareness ❘ Medic ❘ Linchpin ❘ Weapon Care
Knight Profiencies: Expert with all common and uncommon one handed weapons, medium and heavy armour. |
) |
- 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. |
Theurgist
Theurgist |  |
The most devout priests will eventually become Theurgists, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree. They will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows. A Priest may become a Theurgist when they become a Champion |
Abilities:Theurgist Spells: Healing Wave ❘ Divine Strike ❘ Barrier of Protection ❘ Circle of Life Theurgist Skills: Ritual: Exorcise ❘ Ritual: Resurrection ❘ Ritual: Divine ❘ Detect: Undead ❘ Detect: Magic
Theurgist Profiencies: Expert spellcaster of divine magic. Proficient with all common melee weapons and all armours. Theurgist Spell Casting: Spells require a holy symbol and verbal commands . |
) |
- 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. |
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 Command ❘ Battlefield Presence ❘ Inspire Allies ❘ Seize the Initiative Leader Manoeuvres: Command ❘ Taunt ❘ Called Shot ❘ Called Strike Commander Skills: Authoritative ❘ Tactical Knowledge ❘ Negotiate ❘ Compel ❘ Weapon Care
Commander Profiencies: Expert with all common and uncommon melee weapons, all shields and all armours. |
) |
- 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. |
Mystic Blade
Mystic Blade |  |
If a warrior unlocks some arcane power they will naturally use it to enhance their fighting skills, they become quicker and able to charge their blade with arcane energy which discharge upon contact with the enemy or thrust it forward to hurl the energy forward. A Warrior may become a Mystic Blade when they become a Champion |
Abilities:Mystic Blade Manoeuvres: Charged Blade ❘ Elemental Slash ❘ Quicken ❘ Minor Elemental Strike Warrior Manoeuvres: Taunt ❘ Duel ❘ Heavy Strike ❘ Disarm Mystic Blade Skills: Detect: Magic ❘ Awareness ❘ Medic ❘ Linchpin ❘ Weapon Care
Mystic Blade Profiencies: Expert with all common and uncommon blades, medium and light armour. |
) |
- 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. |
Master of Death
Master of Death |  |
The title of Master of Death belongs to Arkarzan and him alone. While a necromancer can raise the dead, and an occultists 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. A Master of Death retains all the abilties from the prerequistie classes; › Necromancer › Occultist |
Abilities:Master of Death Spells: Summon Legion ❘ Grip of Death ❘ Necrotic Pulse ❘ Doomsday Occultist Spells: Death Ward ❘ Mass Drain Essence ❘ Necrotic Touch ❘ Circle of Death Master of Death Skills: Ritual: Raise the Dead ❘ Detect: Life ❘ Dominion over the Dead ❘ Ritual: Resurrection ❘ Detect: Magic
Master of Death Profiencies: Expert of arcane magic and the of foresight. Master of Death Spell Casting: Spells require hand gestures and verbal commands . To foretell the future a deep meditative state is required. |
) |
- Evil lich intent on world annihilation |
The Frozen Horror (Deadfrost
Subtype (Name): |
Archetype: |
Class: |
Native Plane: |
Deadfrost |
Elemental |
Water |
Aquaila
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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. |
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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. |
|  |
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Abilities: Skills: FILL THESE MANUALLY
Profiencies: |
) |
- 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. |
Death Priest
Death Priest |  |
A necromancer can turn their power to aid the living, although still feared by the citizens of most kingdoms, when times are desperate they will seek out the outcast death priest. When sought out to join an adventuring group or conscripted by military they will put these fears aside for the skills it brings. A Necromancer may become a Death Priest when they become a Champion |
Abilities:Death Priest Spells: Death Ward ❘ Essence Cage ❘ Necrotic Heal ❘ Life Transference Death Priest Skills: Dead Flesh ❘ Ritual: Resurrection ❘ Ritual: Raise the Dead ❘ Detect: Life ❘ Detect: Magic
Death Priest Profiencies: Expert spellcaster of death magic. Proficient with a staff. Death Priest Spell Casting: Spells require physical components which are consumed in the process. |
) |
- 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. |
Blademaster
Blademaster |  |
A warrior that sacrifices the defensive capabilities of a shield to wield another blade, the pair of weapons need to be balanced, with the heavier item in the dominant hand, without a shield they focus on parrying than blocking. A preference to take on one enemy at a time remains prevalent. A Warrior may become a Blademaster when they become a Champion |
Abilities:Blademaster Manoeuvres: Twin Strike ❘ Perfect Parry ❘ Prefect Riposte ❘ Distraction Warrior Manoeuvres: Taunt ❘ Duel ❘ Heavy Strike ❘ Disarm Blademaster Skills: Slight of Hand ❘ Awareness ❘ Medic ❘ Linchpin ❘ Weapon Care
Blademaster Profiencies: Expert with all common and uncommon blades, medium and light armour. |
) |
- The ruthless tyrant king of Blackmarsh. |
Wild Animals |
Apes
Subtype (Name): |
Archetype: |
Class: |
Native Plane: |
Apes |
Wandering |
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Material
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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. |
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Appearance: |
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| Bears
Subtype (Name): |
Archetype: |
Class: |
Native Plane: |
Bears |
Wandering |
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Material
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Size varies by species. Resilient and strong, regardless of size, will attack anything that gets close. |
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| Birds
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Birds |
Wandering |
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| Boars
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Boars |
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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. |
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| Elephantidae
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Elephantidae |
Wandering |
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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. |
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| Mustelidae
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Mustelidae |
Wandering |
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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. |
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| Panthera
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Panthera |
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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. |
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| Snakes
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Snakes |
Wandering |
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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. |
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| Spiders
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Spiders |
Wandering |
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| Wolves
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Wolves |
Wandering |
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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. |
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Encounters |
The Undead |
Zombies
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Zombies |
Wandering |
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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. |
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Skeletons
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Skeletons |
Wandering |
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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. |
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Ghouls
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Ghouls |
Wandering |
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A dead humanoid now walking the earth to consume the flesh of the living, often seen in large groups, a danger to unprotected communities. |
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Wights
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Wights |
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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. |
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Criminals |
Bandits
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Bandits |
Wandering |
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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. |
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Smugglers
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Smugglers |
Wandering |
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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. |
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Poachers
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Poachers |
Wandering |
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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. |
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Heretics
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Heretics |
Wandering |
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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. |
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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.