Early on in the fall of the Zariger empire the humans in Blackmarsh found themselves abandoned, leaderless and without means to survive the nation fell into what it had always knows, enslavement, a single powerful warrior rose up and took control, of everything.

Over the last four thousand years there has been many Warlords to rise to power. The current ruler is Commander Blackstone a ruthless tyrant that has only made his peoples lives worse, they scrounge a survival from the horrible environment they are trapped in, no escape is possible as there is no way out of Blackmarsh without a ship or an army.

Leadership

Established: circa 5000 years ago

Diplomacy

Philosophy: Expansionism

Aggressive and consistently looking to gain territory or riches, will attack any nation it deems conquerable on masse, or induvial raids for instant profit.

Geography

Capital City: Paroxysm_Stronghold
Regions: Black Region, The Mountians
Geography: Marshland 60%, mountains 30%
Landmarks: The Iron Gates

Huge Iron gates that connect the east and west walls, these gates only open when the Commander marches out to war

Built by the forced labour of ten thousand slaves.


Location: South Border, between the mountains
Built (Alliance Year): -1500
The Black Crater

The original location of the city of Blackmarsh (Now named Panopticon), this whole section of land was ripped out of the earth by mages seeking a platform to use as a base to conquer the world, their plan quickly stopped in its tracks when the landmass got locked in postion above the Earth Gate

The crater is lined with fragments of the black iron that allowed them to lift the mass in one solid lump.


Location: One hundred mile snorth of Panopticon
Formed (Alliance Year): 287
The Black Tree

This withered and gnarled old oak tree is massive in size compared to any other tree within the marhes, the people of Blackmarsh belive the tree allows you to leave the dreaded land by granting passage to a hidden subterrainian passage, should a sutible offering be made.

In reality the tree is sentient, although rootered to the spot by a curse, the tree survives ad trhives by luring in victims and proptly devouring them once they pass through its roots.


Location: North east corner of the Blackmarsh
Cursed (Alliance Year): 1873
The Boneyard

A site of horrific slaughter, thousands of bones from hundreds of dragons, these bones date back to the first dragon war, though none of the people of Blackmarsh have any idea, the bones are rich in magical power and many a dark mage will seek these bones.

Normally bones from dead animals or humoids will decompose quickly in such an eviroment, but dragons bones are the opposite, instead lasting for an eternity.


Location: To the east, just north of the east mountains
Formed (Alliance Year): Age of Dragons
Climate: Cold and Dry

Theology

Primary deity:Katrinix (She Who Must be Obeyed)
Dark Apostle:Szokkad (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.

 Priest

Priest

A spellcaster that channels the divine power of their deity while in the service of them, the longer they devote their life, the more powerful they become.

Their service is inherently tied to the persona of the deity, and their actions will most often reflect that.

Abilities

Priest Spells: HealConsecrateAnointCure

Priest Skills: Ritual: FealtyDetect: UndeadDetect: Magic


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

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

)
Secondry deities: Abixlion
Prohibited deities: Rayis, Victirus, Elfinihiar, Mathandria

Demography

Population by Race: Human

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

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

[ Approx: 800,000 ]

Penal Labour

Human, Elf, Dawrf, or any other humanoid species that have are essential slaves to the authority around them.

Starvation and enviroment mean they will often be weak and slow.

[ Approx: 7,200,000 ]

Population Total: 8,000,000

[ 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: Marshlanders

The people of Blackmarsh.

Laws and Justice: Tyrant

No discernible law structure exists but should a penal labourer refuse to work when called, or do anything against the authority they will be immediately executed by any witnessing guard.

Expected punishment for theft:

Execution

Magicial Law: Restriced to the authority

Only the ruling officals and those they personally allow can use magic, all others are executed upon discovery.

Architecture: Blackmarsh Architecture

Mixed low quality homes including mud huts and wooden shacks, no architectural form really exsists, buildings are cold and damp. Guard buildings are slightly better with wooden buildings raised off the ground, tarred roofs and shuttered windows. The Panopitcon buildings are stone and grand in comparison, but still simple in style.

Economy

State: Enslaved

A non exsistant economy, a single induvidual or group will control everything, the workforce are most likely slaves.

Taxation: None, No Earnings

The inhabitants of the kingdom earn no money, so no taxes are collected, typically due to being slaves or prisoners.

Minerals:Ashwood, Blackiron,
Commodities:
Main Exports:Ashwood, Blackiron
Main Imports:
Trade Partners:Mekis, , Brold

Map

Click for focused map, hover for preview.


Location:
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Military Forces

Infantry:Penal Fighters

Penal Fighters

Region:

Blackmarsh

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Rusty Blades or
Crude Clubs

Description

The fighting forces that Commander Blackstone trains and equips just to launch attacks upon whatever nation he wants. Forced conscription and volunteers trying to escape a life of suffering both result in a fighting force of poor quality, the armour and weapons they are given are produced without checks and will often fail in the heat of battle. Fear drives the forward, hope keeps them alive, but it is not hope of victory, it is hope that during battle they might escape, one way or another.


[ Approx: 420,000 ]

Infantry:Executioners

Executioners

Region:

Blackmarsh

Race:

Human

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Executioners Axe

Description

The legion of executioners is normally spread across Blackmarsh, keeping the penal slaves in order, killing indiscriminately whenever they want. On the battlefield they are a merciless unit, armed with large curved axes ready to deal what they believe is justice to their enemies.


[ Approx: 20,000 ]

Cavalry:Packmasters

Packmasters

Region:

Blackmarsh

Race:

Human

Type:

Cavalry

Mount:

Heavy Horse

Armour:

Medium

Shield:

Weapons:

Barbed Whip

Description

For every hundred Penal Fighters there is a packmaster, sitting upon his heavy horse to goad them forward and to direct the battle, with barbed whip in hand they will viciously strike the fighters to move them on.


[ Approx: 5,000 ]

Cavalry:Headsmen

Headsmen

Region:

Blackmarsh

Race:

Human

Type:

Cavalry

Mount:

Heavy Horse

Armour:

Heavy

Shield:

Weapons:

Poleaxe

Description

Feared within Blackmarsh as a sign of impending death, these mounted soldiers ride from settlement to settlement purely to pick an unfortunate victim to decapitate, as a sign of the Warlords supreme power of his subjects. In war these band together to compete to collect the most heads, a path of corpse lie in their wake, and after the battle the winner becomes a Death Rider.


[ Approx: 5,000 ]

Unique Unit:Death Rider

Death Rider

Region:

Blackmarsh

Race:

Human

Type:

Cavalry

Mount:

Horse

Armour:

Heavy

Shield:

Weapons:

Ensorcelled Blade & Gauntlet Spike

Description

Having become a death rider the warrior no longer roams the marshes, and takes up a permanent residence within the capital, where they spend every day honing their martial skills, waiting for the call to battle. When that call comes they ride to battle as champions of the Commander, leading from the front, their prowess causes terror in the enemy while emboldening the conscripts to far braver deeds than they would have thought possible.


[ Approx: 500 ]

Military Forces

Ship Class:Tusk Blackmarsh Tusks are the main ship in any slaver fleet. Swift and relatively durable, they can be sent out ahead to report on the enemy positions and, more than likely survive.

[ Approx: 200 ]

Ship Class:Snout Snouts are towed behind the larger ships in a fleet, and let loose once battle is joined. Their goal is to cause havoc in the enemy lines, before the captain abandons them. The small store of oil and other flammables will be ignited by the captain before he escapes to sow maximum chaos in the enemy formation.

[ Approx: 200 ]

Ship Class:Bristleback The Bristleback is the main fighting vessel of a Blackmarsh fleet. It has fewer weapons than might be expected of a ship of its size, instead, the hold is crammed with drugged slaves who are used as an expendable boarding force.

[ Approx: 20 ]

Ship Class:Boar Boars of Blackmarsh are designed to break apart enemy vessels, forcing them to disgorge their fleshy cargo into the ocean from whence they can be reclaimed. This means it is fitted with a heavy ram, and a Drakesbreath Ballista to smash apart any ship foolish enough to show itself.

[ Approx: 30 ]

Ship Class:Skalmas The Skalmas is a part of the rock upon which the Panopticon Stronghold is built, carved off and kept afloat by the magicks of the witch Ageta. These are awarded to the foremost champions of Commander Blackstone, and strike fear into the hearts of the enemy as they swoop from the skies upon wings of leather.

[ Approx: 5 ]

Flagship:Borovir A Borovir is almost cubic in shape, with banks of oars to shift its massive bulk. There are extensive holding cells underneath, and unruly captives are often strapped to the hull to sap their will. In terms of weapons, the Borovir boasts a strong complement of weapons with which to smash apart enemy vessels.

Characters of Renown

The Red Assassin (Halfling

Creation of Mathanria, a more naturalised huamn, but shorter and much more intuned with nature than humans.

 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.

)
- Commander Blackstone's personal assassin.
Executioner Gord (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.

 Warrior

Warrior

Extremely versatile combatant, warriors will focus down one enemy at a time, moving from duel to duel vanquishing their foe before selecting another.

Their focus is melee, it's the only way they know how to fight, but this makes them perfect soldiers

Abilities

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Warrior Skills: MedicLinchpinWeapon Care


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

)
- The Citadel's chief Executioner.
Dratsabamai (Half Elf

An offspring of an Elf and a Human.

A blend of the two species, resulting in a shorter lived, more adaptable elf.

 Necromancer

Necromancer

A spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death to power their magic.

While it can be used in a pure energy form, it is most often channelled into a corpse to animate it to do the Necromancers bidding.

Able to control a full score of the undead.

Abilities

Necromancer Spells: Drain EssenceGrasping HandsDead VisionSummon Spectre

Necromancer Skills: Ritual: Raise the DeadDetect: LifeDetect: Magic


Necromancer Profiencies: Proficient spellcaster of death magic. Proficient with a staff.

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

)
- Undead Necromancer that commands an army of the undead.
Flotekar Grimrinn (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.

 )
- Warden of Razor Tower.

Characters of Infamy

The Grand Alliance

Formed to maintain peace and equality through the member kingdoms by Karla Raeger, Roller Masif and Vila Songbird.


Founders: Talax  |  Alantor  |  Razell
Members: Yuduku  |  Mekis  |  Ra  |  Nazakir
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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:

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:
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The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Blackmarsh database entry was last updated on the 1st Oct 23.
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, 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 2025
Published by Altered Dimension

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