Yuduku is an infant nation compared to most others, founded just over a hundred years ago, it is an unconventional mix of species united by small group of heroes who founded the settlement. Comprised of the exiled, the persecuted and the endangered; Yuduku flourishes under the careful watch of its governing body, The Council of Ramthox.

A union with Talax allows the two nations to co-exsist in peace, together they fight the undead legions from the south and an exchange of soldiers allows a greater depth of military expertise for both.

Yuduku is home to several thousand Nelvari, typical a species of elfkind that humans and other races avoid at all costs. this group however were exiled from their homeland due to a different world view, as such they don't conform to the traditional aspects of Nelvari behaviour and have proved instrumental in not only the establishment of Yuduku, but have also provided invaluable insight into the undead threat.

Leadership

Goverment: Democracy

Democracy refers to a broad range of types of government based upon the "consent of the governed." In its purest form it is the same thing as mobocracy, but it is usually practiced in the form of a republic, which provides checks and balances and an establishment that is able to tap an unruly mob on its collective head.

(The Council of Ramthox

for Yuduku


Founders: Maya
Members:
)
Akordia (Nelvari

Under Realm Elves, who trace their ancestry from the original Elves of Elfinihiar that were corrupted by the deity Katrinix.

Evil & power hungry, these elves cannot be trusted in any form.

 Theurgist

Theurgist

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

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

A Priest may become a Theurgist when they become a Champion

Abilities

Theurgist Spells: Healing WaveDivine StrikeBarrier of ProtectionCircle of Life

Theurgist Skills: Ritual: ExorciseRitual: ResurrectionRitual: FealtyDetect: UndeadDetect: Magic


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

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

)
Tenoch (Goanna

Goanna are medium lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Goanna are most numerous species amongst them.

 Knight

Knight

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

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

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

A Warrior may become a Knight when they become a Champion

Abilities

Knight Manoeuvres: Shield BashCounter AttackParryThrow

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Knight Skills: Slight of HandAwarenessMedicLinchpinWeapon Care


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

)
Syruss (Chameleon

Chameleons are small lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth\'s tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and chameleons are smallest species amongst them.

 Assassin

Assassin

Once a spy becomes an assassin there is no turning back, they will always be sought after to perform such missions, Able to kill unseen even when in the same room, or kill the unreachable target, a hired assassin only gets paid upon completion, so only the best become one.

A Spy may become an Assassin when they become a Champion

Abilities

Assassin Manoeuvres: Silent StrikeFadeToxin BladeToxin Dart

Spy Manoeuvres: Concealed WeaponConcealed StrikeLurkEvade

Assassin Skills: Use ToxinSlight of HandStalkDisguiseWeapon Care


Assassin Profiencies: Expert with all common and uncommon melee weapons, and light armours.

)
Maya Phaein (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.

 Archer Arcanum

Archer Arcanum

The pinnacle of precision archery, able to channel arcane elemental energy into their attuned bow, which in turn imbues each arrow with that same energy.

Able to charge the arrow with their choice of elemental effect and with a timing of their desire.

An Archer may become an Archer Arcanum when they become a Champion

Abilities

Archer Arcanum Manoeuvres: Arcane ShotDelayed TriggerPerfect ShotArcane Volley

Archer Manoeuvres: Placed ShotRapid ShotSunderVolley

Archer Arcanum Skills: Detect: MagicAwarenessAwarenessFletcherWeapon Care


Archer Arcanum Profiencies: Expert with all ranged weapons and light armours. Proficient with all common melee Weapons.

)
Established: 101 years ago

Diplomacy

Philosophy: Defensivism

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

Geography

Capital City: The Tree of Life
Geography: 95% Jungle
Landmarks: The Caves of Moonlight

When first discovered the humans of the area, (Pre Talax barbaian tribes), became scared of the light emmitted from within, they stayed clear of it.

After Talax became a unified nation the area was lost, the barbairans had covered the area to hide from it, then this coverage became a full fledge overgrown blockade

When the nation of Yuduku was formed the wiser species quickly uncovered the trught behind the caves and the material that made it glow.

The crystals within are a potent source of energy, an energy that can enchance any arcane spell, so it becmase a prized posseion of the yuduku poeple and partically the Nelvarei.


Location: On the western edge of the yuduku forest
Built (Alliance Year):
Darkwood Tree

The singluar darkwood tree in the forest marks a spot of blight, it used to be a normal folourshing tree but overnight the bark went black, the ground around it decayed, the Council of Yuduku closed the area off and placed a permenant watch.

For now its stable, the blight has not spread, although the whole tree is now as dark as night. Nearby trees have had their branches trimmed to prevent them touching.


Location: Centre of Yuduku
Formed (Alliance Year): 5 (Although the tree is several millenia)
Ruins of the Nelyani

These ruins are remnants of a long forgotten age, the buildings were obvisouly of superior design, what little remains is evident of it, such is the elegance of these ruins that the Yuduku officals have marked the area as off limits, although there is no punishment for breaking this other than a stern telling off.

Within the central structure is a ancient marble floor, inset is a etched gold pattern, still immaculate millenia since its fall, many have tried to access the lower levels but its sealed tight, rumor has it thats its protected by the gods themselves


Location: Alongside the Manflu River
Built (Alliance Year): Age of Succession
The Monflu River

A River that begins life in the Mint Mountains to the north east of Yuduku. It travels many hundreds of miles all underground, passing under the Tree of Life, bringing it the much needed waters of life itself.

Only Yuduku has access to these waters, and the sacred to thier people. An agreement with Talax ensures it stays that way for forseeable future.


Location: East of Yuduku Territory
Formed (Alliance Year): Age of Awakening
Climate: Humid

Theology

Primary deity:Mathandria (The Traveller)
Matriarch:Akordia (Nelvari

Under Realm Elves, who trace their ancestry from the original Elves of Elfinihiar that were corrupted by the deity Katrinix.

Evil & power hungry, these elves cannot be trusted in any form.

 Theurgist

Theurgist

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

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

A Priest may become a Theurgist when they become a Champion

Abilities

Theurgist Spells: Healing WaveDivine StrikeBarrier of ProtectionCircle of Life

Theurgist Skills: Ritual: ExorciseRitual: ResurrectionRitual: FealtyDetect: UndeadDetect: Magic


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

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

)
Secondry deities: Katrinix, Mathandria, Elfinihiar
Prohibited deities: None (Balance)

For the sake of balance, all dieties are permitted, though the worship and use of the dark pantheons power is watched and controlled.

Demography

Population by Race: Simian

monkey

[ Approx: 100,000 ]

Caprian

beastmen

[ Approx: 100,000 ]

Chameleon

Chameleons are small lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth\'s tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and chameleons are smallest species amongst them.

[ Approx: 100,000 ]

Nelvari

Under Realm Elves, who trace their ancestry from the original Elves of Elfinihiar that were corrupted by the deity Katrinix.

Evil & power hungry, these elves cannot be trusted in any form.

[ Approx: 100,000 ]

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.

[ Approx: 100,000 ]

Goanna

Goanna are medium lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Goanna are most numerous species amongst them.

[ Approx: 100,000 ]

Population Total: 600,000

[ Approx ]

Spoken Languages: 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.

, 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.

, Dragonic

The most ancient of languages, it is also the primary language of dragon related species but amongst humans of the world it is only known by arcane spellcasters and a handful of others, often those with money and time to dedicate to such rare speech.

Demonym: Yudukans

The people of Yuduku.

Laws and Justice: Council Arbitration

A Council of the lands highest officials decide the outcome, each case is individually assessed and sentencing can vary widely even on cases identical.

Expected punishment for theft:

Punishment can range from a fine, to execution.

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: Various Sites
Architecture: Yuduku Architecture

Wooden structures attached to large trees, Rope and wood bridges connect buildings, Shapes vary, No building code or style. No roads, No sewage system. No farms.

Economy

State: Barter

A currency devoid society, citizens trade what they have surplus of for what they need, trade with other nations is often difficult. Although high value items are not readily avilable, when one is found, it is often unique.

Taxation: None, Self Suffiant

This society doesnt collect taxes, they are self suffiant, living off the land, and having resources to sell far beyond that they need to buy

Minerals:Crystals
Commodities:Whiteoak, Herbalism
Main Exports:Crystals, herbs, Bows
Main Imports:Iron
Trade Partners:Talax

Map

Click for focused map, hover for preview.

Warfronts and Commanders

BroldKathek Thunderwalker (Sauran

Sauran are large lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Sauran are laregst species amongst them.

 Rager

Rager

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

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

A Warrior may become a Rager when they become a Champion

Abilities

Rager Manoeuvres: FuryUnleash HellUnstoppable BlowJuggernaut

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Rager Skills: IntimidateBreakMedicLinchpinWeapon Care


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

)

Military Forces

Infantry:Chameleon Stalkers

Chameleon Stalkers

Region:

Yuduku

Race:

Chameleon

Type:

Infantry

Mount:

None

Armour:

None

Shield:

Weapons:

Shortbow & Dagger

Description

The smallest lizardfolk make the best unseen defenders, their colour changing scales letting them blend into the forest. Often working in pairs they tirelessly watch the border, engaging only those they can best, calling for reinforcements when needed.


[ Approx: 100,000 ]

Infantry:Nelvari Duellists

Nelvari Duellists

Region:

Yuduku

Race:

Nelvari

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Weapons:

Shortsword & Light Crossbow

Description

Nelvarei shock troops, they maintain pockets of fighters all over the forest, if called to engage they strike hard and fast, leave none alive and vanish as soon as the fight is won.
Trained in the toughest martial skills known to the Dark Elves, skilled in blade and crossbow alike.


[ Approx: 10,000 ]

Cavalry:Goanna Battleline

Goanna Battleline

Region:

Yuduku

Race:

Goanna

Type:

Infantry

Mount:

None

Armour:

None

Shield:

Weapons:

Any Two-Handed

Description

Although not mounted, these lizardfolk are fast, unnaturally so, they rush forward on all fours, often with a large weapon strapped to their back, ready to engage when called.
Trained in the use of heavy weapons to make use of their considerable size, standing two feet above a typical human.


[ Approx: 20,000 ]

Cavalry:Caprian Berserkers

Caprian Berserkers

Region:

Yuduku

Race:

Caprian

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Double Headed Axe

Description

The natural speed of a Caprian allows them to assume the role of cavalry, Carrying a large double headed axe, they are a natural attacker, prone to flying into a berserk rage and tearing their enemy?s limb from limb.


[ Approx: 5,000 ]

Unique Unit:Nelothi Sentinels

Nelothi Sentinels

Region:

Yuduku

Race:

Nelothi

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Composite Longbow & Dagger

Description

The pinnacle of unseen death, able to pick out a target over two hundred feet away and deliver a fatal blow, leaving the enemy confounded.
On the open battlefield the sentinels will seek out a forest from which to strike, calling on the power of their mages to summon forth one if necessary.


[ Approx: 3,000 ]

Commanders:Vanaran Commanders

Vanaran Commanders

Region:

Yuduku

Race:

Vanaran

Type:

Infantry

Mount:

None

Armour:

Robes

Shield:

Weapons:

Quarterstaff

Description

Master strategists, the Vanarans oversea all battle plans, deployments, defences and strike actions. A preference for the right type of action to best serve the greater good, although each faction of Yuduku often wishes to take alternative action they will always agree to take the actions directed by the Vanaran Commanders.


[ Approx: 10 ]

Defence Fleet

Characters of Renown

Sivath Jadescale (Chameleon

Chameleons are small lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth\'s tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and chameleons are smallest species amongst them.

 Infiltrator

Infiltrator

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

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

A Spy may become an Infiltrator when they become a Champion

Abilities

Infiltrator Manoeuvres: False AllyFadeConcealImprovise

Spy Manoeuvres: Concealed WeaponConcealed StrikeLurkEvade

Infiltrator Skills: ImpersonateSomatic CommunicationStalkDisguiseWeapon Care


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

)
- Head of the Chameleon Stalkers
Kathek Thunderwalker (Sauran

Sauran are large lizard humanoids, with ancestry back to the dragons of ancient times, through Vorseth's tinkering the dragonkin were spawned.

Dragonkin is a collective term for all the lizard humanoid races, and Sauran are laregst species amongst them.

 Rager

Rager

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

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

A Warrior may become a Rager when they become a Champion

Abilities

Rager Manoeuvres: FuryUnleash HellUnstoppable BlowJuggernaut

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Rager Skills: IntimidateBreakMedicLinchpinWeapon Care


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

)
- General of the Armies of Yuduku
Opithilia (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.

 Archer Arcanum

Archer Arcanum

The pinnacle of precision archery, able to channel arcane elemental energy into their attuned bow, which in turn imbues each arrow with that same energy.

Able to charge the arrow with their choice of elemental effect and with a timing of their desire.

An Archer may become an Archer Arcanum when they become a Champion

Abilities

Archer Arcanum Manoeuvres: Arcane ShotDelayed TriggerPerfect ShotArcane Volley

Archer Manoeuvres: Placed ShotRapid ShotSunderVolley

Archer Arcanum Skills: Detect: MagicAwarenessAwarenessFletcherWeapon Care


Archer Arcanum Profiencies: Expert with all ranged weapons and light armours. Proficient with all common melee Weapons.

)
- Master Archer, aprentice of Maya Phaein
Sebrina Fettle (Nelvari

Under Realm Elves, who trace their ancestry from the original Elves of Elfinihiar that were corrupted by the deity Katrinix.

Evil & power hungry, these elves cannot be trusted in any form.

 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 StrikePerfect ParryPrefect RiposteDistraction

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Blademaster Skills: Slight of HandAwarenessMedicLinchpinWeapon Care


Blademaster Profiencies: Expert with all common and uncommon blades, medium and light armour.

)
- Temple Guardian
Ido Wisnikki (Simian

monkey

 Disciple

Disciple

A brawler who begins to question the life they lead can find themselves open to a new path, one led by a connection to a deity that offers something in return for newfound dedication.

This can be a life devoted to the protection of others, or equally devoted to the destruction of its enemies.

A Brawler may become a Disciple when they become a Champion

Abilities

Disciple Spells: PreachHoly WordAnointPrayer

Brawler Spells: GrappleRapid StrikeDisarmTumble

Disciple Skills: Calm/RileRitual: DivineStrongIntimidateDetect: Magic


Disciple Profiencies: Expert with open hand, bare fist fighting and light armours. Proficient spellcaster of divine magic.

Disciple Spell Casting: Spells require a holy symbol and hand gestures.

)
- Steward of the Tree of Life

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 LegionGrip of DeathNecrotic PulseDoomsday

Occultist Spells: Death WardMass Drain EssenceNecrotic TouchCircle of Death

Master of Death Skills: Ritual: Raise the DeadDetect: LifeSummon SpectreDominion over the DeadDetect: Magic


Master of Death Profiencies: Master spellcaster of Death magic.

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
Brom (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.

 Exemplar

Exemplar

A divine warrior who pledges themselves to their diety by means of an Oath of Service.

this oath is sworn to a suitable individual or organisation that is connected to their diety, failure to adhere to the oath will result in them being discharged of it.

Abilities

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

Exemplar Skills: Detect: LiesDetect: EvilWeapon Care


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

)
- Deathlord & Scourge of Talax
Ragnar (Human

If you don't know what a human is, you're in trouble.

Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.

 Rager

Rager

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

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

A Warrior may become a Rager when they become a Champion

Abilities

Rager Manoeuvres: FuryUnleash HellUnstoppable BlowJuggernaut

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Rager Skills: IntimidateBreakMedicLinchpinWeapon Care


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

)
- Deathlord & Barbarian Berserker
Chesco (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.

 Druid

Druid

A spellcaster that uses the inherent power contained within the life forces of the natural world to power their magic.

To be able to draw this power requires them to stay in such places that can keep their connection, an urban environment can render them powerless.

Druids often make connections with other druids to better protect the natural world.

Abilities

Druid Spells: Rapid GrowthSummon AnimalControl WeatherShape World

Druid Skills: Ritual: LifeDetect: DecayDetect: Magic


Druid Profiencies: Proficient spellcaster of life magic. Proficient with a staff.

Druid Spell Casting: Spells require physical components which are consumed in the process.

)
- Deathlord & Decimator Druid

Wild Animals

Apes

Subtype (Name):

Archetype:

Class:

Native Plane:

Apes

Wandering

Material

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

Appearance:

Bears

Subtype (Name):

Archetype:

Class:

Native Plane:

Bears

Wandering

Material

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

Appearance:

Birds

Subtype (Name):

Archetype:

Class:

Native Plane:

Birds

Wandering

Appearance:

Boars

Subtype (Name):

Archetype:

Class:

Native Plane:

Boars

Wandering

Material

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

Appearance:

Mustelidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Mustelidae

Wandering

Material

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

Appearance:

Panthera

Subtype (Name):

Archetype:

Class:

Native Plane:

Panthera

Wandering

Material

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

Appearance:

Snakes

Subtype (Name):

Archetype:

Class:

Native Plane:

Snakes

Wandering

Material

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

Appearance:

Spiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Spiders

Wandering

Appearance:

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 Raiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Raiders

Wandering

Typically gangs or warbands, not native to the area, seeking to plunder the riches of the kingdom, or seeking slaves to sell when they return to their homeland.

Appearance:

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:


Location:
Built (Alliance Year):
Marauders Orcs

Subtype (Name):

Archetype:

Class:

Native Plane:

Orcs

Wandering

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

Appearance:

Goblins

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblins

Wandering

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

Appearance:


Location:
Built (Alliance Year):


Location:
Built (Alliance Year):





The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Yuduku database entry was last updated on the 1st Oct 23.
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ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use, then in 2020 (during the world wide pandemic) our founder took the opportunity to flesh out the world even more and add this to the website during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists, budgets were low, it took time to find the right artists with the right style, but over the next few years the main cast got made, the deities, the primary heroes and villains, then monsters. it was important for the founder that all artwork was theirs, monster design was theirs, and in turn game systems were theirs, we did not want to copy or reproduce existing systems

Along with the game world, contributors are writing novels and designing games, all set within Terrainia, at the time this page was last updated there is no less than seven different games/books in production, and soon will have link to these games/books for you to immerse yourselves within.

So that’s us, we hope you enjoy the site, if you want to give us some feedback why not .

THE FUTURE

After this first wave of games and books who knows? but one thing for sure is there is plenty of material and our aim will be to share this world with as many fantasy fans as possible.

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

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