The birthplace of the Nelyani the original land Elfinihiar settled them upon. Beneath the surface is a powerful relic of divine prevalence, an artifact so powerful that the elves within the magically protected land of Dasima are blessed with eternal life.

A typical elf will enjoy a couple hundred years as a student or neophyte, taking one of four paths to reach the status of guardian. Guardians then spend a thousand years watching the shores, the best get to crew the patrol ships, the dreadnoughts

Leadership

Goverment: Theocracy

A form of government in which a god or deity is recognized as the state's supreme civil ruler. Since said god or deity is usually absent from decision making, a self-appointed or elected leader or leaders of the religion of said god or deity will rule instead through personal interpretation of the laws commanded by the god in that religion's written law.

(Deity: Elfinihiar)
Established: In another age

Diplomacy

Philosophy: Isolationism

Keeps itself cut of from the rest of the world, no trade, no war, will often have a natural or magical perimeter barrier.

Geography

Capital City: Dasimir
Regions: West Forest, The Plains, East Ridge
Geography: 50% Grassland, 20% Forest, 20% Mountain
Landmarks: The Obsidian Obelisk

Possibly the most powerful artefact on the mortal plane, to stand infront of it is a great feat indeed, to be able to touch it requiers substantial willpower, other than a handfull of outsiders only elf kind has laid eyes upon it.

The artefact bestows immortality upon those that reside on Dasima, an effect that fades should they spend too long away from the island.

As well as immortality the artefact can bestow great power upon those that touch it and survive, but thats not an easy task.


Location: Hidden beneath the surface
Built (Alliance Year):
The Nebularis

This ancient device shrouds the seas surrounding Dasima in a thick fog, its a magical device of some power and requiers constant maintainance.

The fog it creates is also magical, for it diverts sea faring vessels away from the island in such a way the crew of the vessle dont even know they have been subverted, for if they plotted their course on a map it would often show them passing right through the island itself.

Should the vessles helmsman be of immense willpower it is possible the fogs enchantments could fail, on this increadbly rare occasion the fleet of Dasima is sent to intercept, althoguh every effort is made to avoid confrontation, sometimes the Neyani are left little choice.


Location: Within the city of Tell'lea
Built (Alliance Year):
The Tower of Vigilance

An increadibly tall tower, a marvel in its own right, so tall it can be seen from any point on the island.

The space in the top of the tower is manned by a collective of the most powerful Nelyani mages, each tasked with watching a section of the island and its coastline at all times.

The stairs that line in the interior number in the thousands, but the Nelyani have more effeciant ways of reaching the top.


Location: In the exact centre of Dasima
Built (Alliance Year):
The Landbridge

The landbridge, or rather, what remains of it, extends north of the island by a few hundred metres. It once connected the isalnd of Dasima to the North region, but when Elfinihiar called them hom she destoryed the bridge to prevent invaders finding Dasima and the obelisk of obsidian she created.


Location: Pae'lea
Built (Alliance Year):
Climate: Hot

Theology

Primary deity:Elfinihiar (The Elven Mother)
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: The Forces of Despair

The Aspect of Light comprises of Katrinix, Abixlion, Vorseth, Nazitsor and Trozok.

They are the children of Saiyiden and as such older civilizations refer to this aspect as the Aspect of Saiyiden.


Deities: Katrinix  |  Abixlion  |  Vorseth  |  Nazitsor  |  Trozok
Worshippers:

Demography

Population by Race: Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.

[ Approx: 5,000,000 ]

Population Total: 5,000,000

[ 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.

Demonym: Nelyani

The people of Dasima.

Elves outside of Dasima are not Nelyani, even if the term seams to fit.

Laws and Justice: Unbiased Jury

A random jury of the lands citizens decide the outcome, each case is individually assessed and sentenced according to a long standing constitution.

Expected punishment for theft:

Punishment will be imprisonment for a length of time appropriate to the theft.

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: Tor'lea
Architecture: Damia Architecture

Elgegant stone buildings, Very tall, Multiple Stories, White washed and rendered, Conicle roofs with Tiles, Columns, Round glazed windows, Blaconies. Paved roads, Underground sewage, Fenced famring areas on communal land.

Economy

State: Independant

Only an isolated nation will be have a independant economy, as there will be no trade with outside nations. Within its own kingdom the economy generally remains stable.

Taxation: Low & Fair

Taxation hits the rich more than the poor, and is managable for all

Minerals:Self sufficiant
Commodities:
Main Exports:None
Main Imports:None
Trade Partners:None

Map

Click for focused map, hover for preview.

Military Forces

Infantry:Nelyani Guardians

Nelyani Guardians

Region:

Dasima

Race:

Nelyani

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Nelyani Twinblades or
Nelyani Longbow

Description

The Guardians form the bulk of the Dasima fighting force, they protect the coastline, they crew the ships, the police the cities. Trained from an early age every Nelyani is taught how to be a guardian, they are comparable to the elite fighters of the world when they enter service and will serve a minimum of twenty years before pursuing other paths.


[ Approx: 100,000 ]

Infantry:Guardian Masters

Guardian Masters

Region:

Dasima

Race:

Nelyani

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Nelyani Twinblades

Description

Masters primary role is too train the neophytes, should the need arise they will take command of the battlefield as individuals. Many Masters are also Mages, those that are teach the gifted Neophytes, and when called to action wield tremendous power.


[ Approx: 1,000 ]

Cavalry:Guardian Knights

Guardian Knights

Region:

Dasima

Race:

Nelyani

Type:

Cavalry

Mount:

Nelyani Horse

Armour:

Medium

Shield:

Weapons:

Spear

Description

Those that show natural talent on horseback are inducted into the knight core, although they practice every day, they rarely see action. The horses they ride are of superior stock, having seen the world the Nelyani found the strongest and fastest of them and took them home to Dasima when called.


[ Approx: 10,000 ]

Cavalry:Knight Masters

Knight Masters

Region:

Dasima

Race:

Nelyani

Type:

Cavalry

Mount:

Nelyani Horse

Armour:

Medium

Shield:

Weapons:

Nelyani Longblade

Description

Those that train the Knights are both a knight and a master, as such they take command of any knights on the battlefield. Many Masters are also Mages, those that are teach the gifted Neophytes, and when called to action wield tremendous power.


[ Approx: 200 ]

Unique Unit:Weavers

Weavers

Region:

Dasima

Race:

Nelyani

Type:

Cavalry

Mount:

Horse

Armour:

None

Shield:

Weapons:

Quarterstaff

Description

Amongst the Nelyani there are a few that can open a portal with sufficient ease that they can apply their skills to the battlefield. These casters are all Weavers, and while an enemy may never encounter one, they are often not far away, using their portals to jump units around the battlefield.


[ Approx: 50 ]

Military Forces

Ship Class:DreadnoughtA ship exclusive to the elves of Dasima, a miltril plated cherrywood hull with large elegant sails, armed with bolt throwers and crewd with fifty elven guardians.

[ Approx: 100 ]

Characters of Renown

Merith Hoardrin (Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.

 )
- Master Seafarer
Elina Toresse (Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.

 Mage

MageAdventurer

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.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Mage Spells:
CatalystArcanum SheildArcanum MissilesSilance

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

Skills:
Appraisal: ArcanumMeticulousDetect Magic

Keywords:

Adventurer Mage arcarnum spellcaster
)
- Archmage of the Five Elements
Nichela Paeilian (Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.

 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
)
- Head of the Guardian order
Aurellia Simonazzi (Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.

 Chaos Mage

Chaos MageAdventurer

A chaos mage is a spellcaster who has connection to the each of the elemental energies of the world, but this connection is wild and unpredictable. Chaos magic is a combination of the elemental forces, it manifests as a multicolour energy, with little resemblance of the base elemental forces, the damage it does is the same as one or more of the elemental forces, so will leave burn marks, electro charring, water damage or even signs of heavy impact.

Being close to a chaos mage can affect other spellcasters, they can unwittingly alter their elemental magic, discharge divine connections and disrupt arcane spells, as such they are often hated by other spellcasters. It is this that makes them a great way to take on enemy wizards or rogue priests, and are often sought out by parties for such a quest.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

Chaos Mage Crafting:
Runeforge (Chaos Rune)Infusion (Chaos)

Skills:
Appraisal: ElementalUnpredictableDetect Magic

Keywords:

Adventurer Chaos Mage electro fire water earth air spellcaster
)
- Supreme Weaver of Damisa
Malaya Zendeli (Nelyani

The original creation of Elfinihiar, the Elves that colonised the world in another age, now confined to Dasima.

Immortal and pretentious, the elves were first and they know it, master craftsmen, martial experts.

 )
- Captain of the East Watch

Encounters

Criminals Heretics

Subtype (Name):

Archetype:

Class:

Native Plane:

Heretics

Wandering

Individual or in small groups, these Heretics worship forbidden deities and seek to bring them to power, and break the worship of the deities of the land they are in.

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:

[]*

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 Dasima 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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all © of Altered Dimension LTD 2010

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Permission is granted for personal use only.