The realm of the frostfolk is harsh beyond measure, the augmented human race that evolved into Frostfolk are an inherently evil, sadistic, brutal race. Spawned from residual dark energy during a period of Nazzikor's time in the Southlands, he further empowered them once they devoted themselves to him entirely.

Ruled by a ancient frost giant whom has also been given the gifts of Nazitsor, from a fortress deep in the artic region with towers so tall he can see his whole empire.

Leadership

Established:  years ago

Diplomacy

Philosophy: Warmongering

Aggressive and consistently looking to wage war, attacks for pure sport or to revel in the disruption such activity creates.

Geography

Capital City: Varrgbastion
Regions: Inner region, Coastal Reg
Geography: 100% Froxen Plains
Landmarks: []*

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:

Climate: Cold

Theology

Primary deity:Nazzikor (The Reaper)
Secondry deities: []*

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:

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:

[ Approx: 750,000 ]

Population Total: 750,000

[ Approx ]

Spoken Languages: Common

The widely used language of Terrainia, although it varies a little, through dialect and accent, it remains interpretable by anyone with the most basic of understanding of it.

Demonym:
Laws and Justice: Clan Based Customs

No discernible law structure exists but each clan will have customs that are followed or else.

Expected punishment for theft:

The clan leader deals out punishment on an individual basis.

Magicial Law: Unrestricted

Magic is permitted and not monitored, often those with skill are sought after by the government or wealthy individuals for protection.

Architecture: []*

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:

Economy

State: Moderate

A moderate economy means high value goods are sometimes available, and occasionally wealthy induviduals will seek warriors for quests.

Taxation:[]*

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:

Minerals:
Commodities:
Main Exports:
Main Imports:
Trade Partners:[]*

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:

Map

Click for focused map, hover for preview.
[]*

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:

[]*

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

Characters of Renown

Encounters

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 Attakar 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
PLAYER LOG IN
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.