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

PriestAdventurer

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.

A Priest must serve a deity from the children of Frahuden pantheon.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Armour:
Light or Medium armour.

Abilities

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
PersuasiveOrateDetect Magic

Rituals:
Ritual: Cure DiseaseRitual: Cure Sickness

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

Keywords:

Adventurer Priest devine spellcaster
)
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.
[]*

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

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

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.

)
- 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.

 )
- 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

NecromancerChampion

A necromancer is a Thanaturge who has perfected the art of reanimating the dead, so much so that it is their primary means to complete their objectives, which typically include invasion, subjugation and domination. They have no upper limit to the number of undead they can maintain at any time, but any necromancer with more than a couple of animated undead will raise the attention of authorities and adventurers, if they have space to hide them a few hundred is possible, possibly even thousands.

Necromancers soon become a curse on the closest nations and as such often become the target for adventuring parties, those that fail however quickly bolster the forces of the necromancer. Ultimately a necromancer seeks to cheat death, a necromancer's eventual goal is to become an immortal Liche, with an army of thousands dedicated to keeping the Liche safe and ready to enslave a kingdom.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Necromancer Spells:
Augment UndeadDeath WardNecrotic TouchSummon Horde

Thanaturge Spells:
ApoptosisGrasping HandsWitherEssence Drain

Necromancer Crafting:
Manaforge (Reliquary)Greater Infusion (Necro)

Thanaturge Crafting:
Manaforge (Necro Shard)Infusion (Necro)

Skills:
RelentlessUnethicalDeceiveConcealDetect Magic

Rituals:
Necroism: Animate SkeletonNecroism: ChimeraNecroism: Forstall DeathNecroism: Animate Corpse

Keywords:

Champion Necromancer Thanaturge necro spellcaster

Thanaturge SummaryAdventurer

A Thanaturge is an arcane spellcaster who harnesses the raw energy that's expelled by mortals at the moment of death called Necro. Death magic is a powerful magic, it can wither and decay living targets, but Thanaturges can use this power in far more macabre way, they can siphon the winds of death into a corpse, giving it a supernatural false life, animating the decayed form into a mindless undead automaton. The Thanaturge can only wear cloth and is not skilled in combat.

Thanaturges are powerful attacking spellcasters, sought out by leaders for their ability to kill, while in a party it is unlikely that a Thanaturge will use an undead automaton as it is likely to offend the arty and have them turn against the Thanaturge. But if the party are desperate the Thanaturge can reveal their unique craft, perhaps even returning a party member to life, sort of.

)
- 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

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:

[]*

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 Blackmarsh 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.