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

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 leader devine 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.

)
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.

 )
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

AssassinChampion

An assassin is a spy who has developed the skills required to eliminate the enemy, while spies can poison or injure they do not seek to kill as that often raises alarms quicker and justice for the kill puts them in danger. The few spies that take the step are ruthless killers, devoid of morales, able to kill with whatever means they can employ to do so unseen and most importantly without leaving evidence of who did it, capable without poisons and explosives.

Assassins will kill indiscriminate to get to their target or to escape, they will destroy buildings just to eliminate one person, sink a ship to prevent being followed, even leave a settlement defenceless if it's the only way to leave. Skilled with all small weapons, throwing weapons, most poisons and toxins, explosives and incendiaries, and with a working knowledge of structural engineering.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Assassin Manoeuvres:
EvadeLaced StrikeWeakpoint StrikeGarotte

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
Poisons & Toxin ProficiencyConcealSlip AwayConceal

Keywords:

Champion Assassin Spy

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

)
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 ArcanumHero

An archer arcanum is an archer mage who has learnt how to infuse their arrows with arcane energy, with each arrow fired the archer arcanum can apply a different infusion allowing the archer to overcome any foe. Very few mages will take up the bow so archer mages are rare, those that can perfect this skill and become an archer arcanum as the rarest of them all, it takes great discipline to continue to precise the bow, study the arcanum and to combine the both is a feat most will never encounter.

Archers arcanum are able to bypass armour, shields and even intervening objects, their arrows passing through the physical and striking their target with flawless accuracy. If armour is not the problem the arrow can be infused with energy to be released upon impact, resulting in a range of additional effects such as knocking the target off their feet, blinding them or even paralysis.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Archer Arcanum Manoeuvres:
Point Blank ShotDouble ShotPerfected ShotUnstoppable Shot

Archer Arcanum Spells:
Flawless SightArcanum SheildArcanum ShotRain Death

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

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

Skills:
Appraisal: ArcanumFocusedAwarenessKeen EyeAwarenessKeen EyeDetect Magic

Keywords:

Hero Archer Arcanum Archer Mage leader arcarnum spellcaster

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

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.

)
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

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 leader devine 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: Katrinix, Mathandria, Elfinihiar, Vorseth
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 ([]*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

 []*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

)

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

InfiltratorChampion

An infiltrator is a spy so skilled with coercion and manipulation that they can move behind enemy lines, even deep into enemy help encampments and fortification, the best operating in government buildings and even the palace of kings and queens. Able to move unseen even in a crowded room, through disguise and impersonation of staff, some infiltrators will replace lower born or lesser known nobles to take their place completely, with direct access to the upper nobles and monarchies.

Infiltrators rarely resort to combat beyond the initial knife in the back or well timed push of a ledge so they can supplant their target, but unlike spies they are well trained in combat, as they are so deep inside enemy lands they might have to fight their way out, or even fight well to keep up appearances.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Abilities

Infiltrator Manoeuvres:
Slip AwayCritical StrikeCounter AttackSurprise Attack

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
DisguiseImpersonateSlip AwayConceal

Keywords:

Champion Infiltrator Spy

Spy SummaryAdventurer

A spy is a skilled covert operative and saboteur, able to sneak into foreign territories and observe enemy activities to report to their commanders. Espionage rarely devolves into a physical encounter, the spy preferring to retreat rather than engage, although they usually carry a hidden weapon just in case, this is rarely used. They are skilled in manipulation and coercion for information gathering and mechanical workings of warmachines and defences to cause them to malfunction.

Spies are not encounter focused, as such they support their party during a battle by staying back, hidden from the enemies attention, the spy can make use of small ranged weapons such as blowpipes or shuriken, to distract enemies from a short distance, or moving unseen though enemy lines to sabotage their attack plan or warmachines.

)
- 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

RagerChampion

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

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

Proficiencies:

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

Armour:
Can not wear any armour.

Abilities

Rager Manoeuvres:
EnrageFurious StrikeCareless StrikeFury

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
Ill TemperedUnrelentingAwarenessStrong

Keywords:

Champion Rager Brawler

Brawler SummaryAdventurer

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

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

)
- 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 ArcanumHero

An archer arcanum is an archer mage who has learnt how to infuse their arrows with arcane energy, with each arrow fired the archer arcanum can apply a different infusion allowing the archer to overcome any foe. Very few mages will take up the bow so archer mages are rare, those that can perfect this skill and become an archer arcanum as the rarest of them all, it takes great discipline to continue to precise the bow, study the arcanum and to combine the both is a feat most will never encounter.

Archers arcanum are able to bypass armour, shields and even intervening objects, their arrows passing through the physical and striking their target with flawless accuracy. If armour is not the problem the arrow can be infused with energy to be released upon impact, resulting in a range of additional effects such as knocking the target off their feet, blinding them or even paralysis.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Archer Arcanum Manoeuvres:
Point Blank ShotDouble ShotPerfected ShotUnstoppable Shot

Archer Arcanum Spells:
Flawless SightArcanum SheildArcanum ShotRain Death

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

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

Skills:
Appraisal: ArcanumFocusedAwarenessKeen EyeAwarenessKeen EyeDetect Magic

Keywords:

Hero Archer Arcanum Archer Mage leader arcarnum spellcaster

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

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.

)
- 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

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 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.

)
- Temple Guardian
Ido Wisnikki (Simian

monkey

 Disciple

DiscipleAdventurer

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples 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.

Disciples 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 disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Disciple must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Disciple Divine Powers:
Ward GoodDivine ShieldDivine SmiteDesecrate

Disciple Spells:
AnointSanctuaryHealHarm

Skills:
PersuasiveOrateDetect Magic

Rituals:
Dark Ritual: Transfer DiseaseDark Ritual: Infect Disease

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

Keywords:

Adventurer Disciple devine spellcaster
)
- 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 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
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

ExemplarAdventurer

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

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

An Exemplar must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
An Exemplar is proficient with thier deities chosen weapon.

Armour:
Light, Medium or Heavy armour.

Shields:
Light or Medium shields.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Skills:
HonourableHonest

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

Keywords:

Adventurer Exemplar leader devine
)
- 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

RagerChampion

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

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

Proficiencies:

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

Armour:
Can not wear any armour.

Abilities

Rager Manoeuvres:
EnrageFurious StrikeCareless StrikeFury

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
Ill TemperedUnrelentingAwarenessStrong

Keywords:

Champion Rager Brawler

Brawler SummaryAdventurer

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

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

)
- 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

DruidAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
Plant CareAnimal CareDetect Magic

Keywords:

Adventurer Druid gaia spellcaster
)
- 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:

[]*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

Marauders Orcs

Subtype (Name):

Archetype:

Class:

Native Plane:

Orcs

Wandering

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

Appearance:

Goblins

Subtype (Name):

Archetype:

Class:

Native Plane:

Goblins

Wandering

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

Appearance:

[]*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

[]*

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


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

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:






The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 8th July 25.
The Yuduku database entry was last updated on the 1st Jan 70.
CONTACT US
ABOUT US

THE CONCEPTION

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

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

THE EVOLUTION

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

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

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

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

THE FUTURE

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

CREDITS Info coming soon
TERMS OF USE Info coming soon
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Illustrations, images and website content are
all © of Altered Dimension LTD 2010

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