Alisha Seregon

Alisha is the vampire offspring of one of the original vampires, Alisha's progenitor, her older sister, was never seen again. It didn't take long for Alisha to usurp her parents and forge a union with her brother to become the first vampire viscountess of a now formidable vampire bloodline.

Alisha was gifted with her older sisters vampire powers when she was turned. The ability to move about in mortal society, able to feed without the victim recalling the incident and uphold a facade of normality and nobility that even the most powerful clerics can't detect.

Character Details

Title or Rank Viscountess (Sinetra)
Race: (Female)
Tier: Hero

One in a thousand champions will live long enough and train hard enough to become a Hero

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If still on the adventurers path it is likely they are known throughout the land, and are often called upon by the leadership of the nation to defend them from great threats


If still part of the nations military, it is likely they will have earned the upper echelons of rank and have great influence within the nation


If your DM suggests you create a character of upper levels, your likely to be a hero, as such your background should be expanded to include such activities.

Class: Spy

SpyAdventurer

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.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light armour.

Abilities

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Skills:
Slip AwayConceal

Keywords:

Adventurer Spy support
[Manipulator]*

ManipulatorHero

A manipulator is a spy that either always had or spontaneously develops extrasensory perception, otherwise called Esper. This ability is undeniably powerful as it is, but for a spy, to able to direct the minds of military generals, monarchs or other leaders, is world changing. Some Neuromancers are trained to be spies while their powers become strong enough to out into use, then sent out to manipulate the leaders of rival nations, or to quell rebellions or prevent a coup.

Manipulators without any ties to authority go about their daily lives with what appears to be extreme luck, at least to party members and friends, able to talk their way out of most situations, or simply avoid being caught by sheer chance. Those with ambition can seek out to rule for themselves, with enough time they can become a part of a monarchy by manipulating all others of the house.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light armour.

Abilities

Manipulator Spells:
TrustMy LordTraitorous StrikeSupplant Thought

Spy Manoeuvres:
FadeDistracting ShotConcealed ShotSabotage

Neuromancer Spells:
CourageCowardiceTraitorous StrikeParalyse

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

Skills:
CoerceChange OpinionSlip AwayConcealSlip AwayConceal

Keywords:

Hero Manipulator Spy Neuromancer support psionics

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.

Neuromancer SummaryChampion

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

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

Age: 3012
Chosen Deity:
Persona: Deceiver

Seeks to dominate others and rule over those less powerful than themselves, will often create a strict rule of law that must be obeyed above all else.

Family Tree

Weapons

Armour

Armour: Blackweave Cuirass

Blackweave Cuirass

Appearance



Background

Shield:
Hands:
Boots:
Cloak:
Headpiece:

Enchanted Items

Left Ring: Ring of Influence

Ring of Influence

Appearance



Background

Right Ring: Ring of Deception

Ring of Deception

Appearance



Background

Character Portrait

Key Allies

Spy Manoeuvres:
Manipulator Manoeuvres:
Base Skills
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Last updated on the 24th April 26
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THE CONCEPTION

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

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

THE EVOLUTION

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

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

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

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