A technologically advanced collective, composed primarily of humans but with all manner of races from all over Terrainia. Ruled over by the Ironfather, and his governing body of engineers.

The most experienced engineers will often use mechanical augmentation to prolong their limited lifespan, the degree of such modifications is an indication of both age, wealth and skill.

The Ironfather also commands the largest most powerful army to ever exist within Terrainia, but Mekis as a whole is a pacifist state, they abhor violence, and the army is entirely composed of dormant constructs, mechanical warriors who if activated follow the Ironfather's commands to the letter.

Leadership

Goverment: Technocracy

A form of government in which engineers, scientists, and other technical experts are in control of decision making in their respective fields.

      The Ironfather (Augment

Some augments were experiments, gone right or wrong is an opinion that differs from augment to augment and creator to creator. Typically one that survives will be faster, stronger and generally improved.

Any body part could be replaced, even internal organs, although a power source is often required in such cases. The specific component replaced determines the improvement or hinderance so achieved.

 Technomancer*

TechnomancerAdventurer

A Technomancer is an engineer that has tapped into the arcane energies, typically through a scientific breakthrough that allowed them to create, sometimes by accident, an artefact to act as a conduit. Using this Arcane Conduit they are able to harness arcane with which they can power their machines, charge weapons, infuse armour and create autonomous machines with arms and legs called Automa. These constructs are semi sentient, given a thought engine by the arcane conduit.

Technomancers don't often leave the workshop, but those that do take their Automa with them, along with arcane infused weapons, with which they have practised martial skills. Their arcane conduit also allow them a degree of spell-like abilities that mimic the arcane powers of a mage, their combined martial and arcane skills make them much sought after by leaders of adventuring parties.

Technomancer is a deviation class available to any Engineer under specific conditions.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Technomancer Manoeuvres:
Step AsideHeavy StrikeCritical StrikeArcane Strike

Technomancer Spells:
CatalystArcanum SheildArcanum MissilesSuppression Blast

Technomancer Crafting:
Manaforge (Arcanum Conduit)Pseudo Infusion (Arcanum)

Skills:
Steady HandsFocusedDetect Magic

Spellcasting requires the Technomancer to be in possession of a arcane Conduit.

Keywords:

Adventurer Technomancer arcarnum spellcaster
)
Established: circa 3000 years ago

Diplomacy

Philosophy: Pacifism

Inherently peaceful, abhors all violence, will always seek a diplomatic resolution and will only ever engage if something directly threatens to harm them or their way of life.

Alliances:Talax (Embassy: Asifamel)
Alantor (Embassy: Berkit)
Nazakir (Embassy: Telaris)
Razell (Embassy: Duanburg)

Geography

Capital City: Albrunz
Geography: 80% desert, 20% Mountains
Landmarks: The Brone Dome

The bronze dome protects the city from the heat of the desert sun, and also keeps the warm during the cold nights, this mihty structure is over two thousand feet in diamiter.

It took Mekis\'s best engineers to find a way to build a solution.


Location: Atop the City of Bronze
Built (Alliance Year):
Oasis of Fortune

Aptly named due to the obvisous fortune of coming accross a oasis in a desert, theres nothing special about this site but it is an important landmark for travel and trade.

Over the years various camps have turned from temperaroy to permentant as the settleres have found a lucrative buisness in sellign their wares while travelers are forced to stop.


Location: Roughly centre of the desert
Formed (Alliance Year): Age of Awakening
The Sinkhole

In the open desert a vast two hundred space has fell into the earth, leaving a huge sinkhole thats slowly expanding and drawing hundreds of tons of sand in eah day.


Location: One hundred miles south of the City of Brass
Formed (Alliance Year): 2789
Elemental Gate of Fulmin

An elemental gate is one the five most powerful artefacts that exsist upon the mortal plane. The sky Gate is the conduit between the plane of Fulmin and the Mortal plane, through which the electrial energy of the world flows.

The gate is so heavily charged with electrical energy the engineers of Mekis found a way to harness it to power their machines.


Location: Atop the highest mountin in the north
Formed (Alliance Year): Age of Awakening
Climate: Hot

Theology

Techno Savant:Gieger Ironframe (Dwarf

The creation of Thaiek, hardy, strong, resolute, stoic. All features that define the Dwarf race, and ultimetly led to their almost distinction.

Now just numbering in their thousands, those in their homeland fight everday to stay alive, those scattered across the world live in isolation, from their own kind and the rest of the world, even if in the middle of a city.

 Technomancer*

TechnomancerAdventurer

A Technomancer is an engineer that has tapped into the arcane energies, typically through a scientific breakthrough that allowed them to create, sometimes by accident, an artefact to act as a conduit. Using this Arcane Conduit they are able to harness arcane with which they can power their machines, charge weapons, infuse armour and create autonomous machines with arms and legs called Automa. These constructs are semi sentient, given a thought engine by the arcane conduit.

Technomancers don't often leave the workshop, but those that do take their Automa with them, along with arcane infused weapons, with which they have practised martial skills. Their arcane conduit also allow them a degree of spell-like abilities that mimic the arcane powers of a mage, their combined martial and arcane skills make them much sought after by leaders of adventuring parties.

Technomancer is a deviation class available to any Engineer under specific conditions.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Technomancer Manoeuvres:
Step AsideHeavy StrikeCritical StrikeArcane Strike

Technomancer Spells:
CatalystArcanum SheildArcanum MissilesSuppression Blast

Technomancer Crafting:
Manaforge (Arcanum Conduit)Pseudo Infusion (Arcanum)

Skills:
Steady HandsFocusedDetect Magic

Spellcasting requires the Technomancer to be in possession of a arcane Conduit.

Keywords:

Adventurer Technomancer arcarnum spellcaster
)
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: All Others

Demography

Population by Race: Augment

Some augments were experiments, gone right or wrong is an opinion that differs from augment to augment and creator to creator. Typically one that survives will be faster, stronger and generally improved.

Any body part could be replaced, even internal organs, although a power source is often required in such cases. The specific component replaced determines the improvement or hinderance so achieved.

[ Approx: 5,000 ]

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: 1,500,000 ]

Forged

The forged are race of pseudo sentient machines, built by those with access to the arcane through an Arcane Conduit. During the process the creator can instil a handful of definitive commands, and those commands must be adhered to or the machine will shut down.

Such commands as; You shall not kill are often used, but if their intention is one of combat or protection, then a more precise command can be used, such as; You shall not harm your creator.

These commands will prevent the machine from taking certain actions, but too precise a command and it can be circumvented, and to broad a command might cause the machine to shut down.

[ Approx: 1,000,000 ]

Other

[ Approx: 5,000 ]

Population Total: 2,510,000

[ 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.

, Techno

A language used by Forged and their creators, its common but with thousands of words for technical things within their sciences that its appears to be a foreign language to others.

Demonym: Mekins

The people of Mekis.

Laws and Justice: Individual Arbiter

A single person is appointed to be judge and jury for all crimes in their given area, typically this arbiter is either the lord of the land or appointed by them directly.

If a individual appoints more than one arbiter, each will have to follow the same code laid down by their lord.

Expected punishment for theft:

Punishment will typically result in exile

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: Mekis Architecture

Stone and steel buildings built into rock cliffs, densly packed, Steel walkways connecting buildings, Houses are small and cramped, Dozens of levels of buildings with steel steps connecting the levels of walkway, Industrial look, Workshops on bottom levels, Air flow systems to vent toxic fumes, Covered cities. No roads as not needed, steel floors on open spaces, Advanced sewage system, No famring above ground, large underground hydroponic domes.

Economy

State: Strong

A strong economy means high value goods are readily available, and wealthy induviduals often seek warriors for quests or for personal guard.

Taxation: Low & Fair

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

Minerals:Paladium, Iron, Coal, Lead
Commodities:Fruit, Horses
Main Exports:Machine Parts, Horses, Fruit
Main Imports:Silks, Gemstones, Gold, Silver
Trade Partners:Talax, Alantor, Nazakir

Map

Click for focused map, hover for preview.

Warfronts and Commanders

BroldTat Aklay ([]*

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:Automa Defender

Automa Defender

Region:

Mekis

Race:

Construct

Type:

Infantry

Mount:

None

Armour:

External Plating

Shield:

Weapons:

Pneumatic Spear & Repeating Crossbow

Description

The Mekis infantry are autonomous machines, set to a task and programmed to follow strict orders they will only be activated if Mekis comes under attack, or the Ironfather or Techno Savant issue specific commands. These machines are housed within walls, towers, buildings and other structures so they can activate anywhere on the island.


[ Approx: 100,000 ]

Infantry:Iron Golems

Iron Golems

Region:

Mekis

Race:

Construct

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Weapons:

Pneumatic Spear & Pneumatic Fist

Description

Although the first were iron, they have since changed to more durable metals such as steel and palladium, but the name stuck, these machines are visible protectors of the realm, walking amongst the cities and roads through the desert as a never-ending watch. Iron Golems have a superior set of directives, they can talk, interact with each other and the citizens of Mekis, and will come to the aid of those calling for help.


[ Approx: 2,000 ]

Cavalry:Forged Destroyers

Forged Destroyers

Region:

Mekis

Race:

Construct

Type:

Infantry

Mount:

None

Armour:

External Plating

Shield:

Weapons:

Various Heavy Weapons & Incendiary Cannon

Description

These are the only sentient machines used to protect Mekis, awakened machines which gained sentience. Forged are built by the religious sect that worship Machina as a god, these engineers have bound the essence of a Celestial to the machine core, giving the machine true sentience. Fortunately, celestials are good by nature and upon seeing the world for the first time in millennia they are enthralled with their newfound form. Some of the Forged see it as their duty to protect the land they now call home, and in return their bodies are modified heavily to be battle ready, dubbed destroyers by the citizens, a name that has stuck, they are a fearsome foe on the battlefield, capable of single handily eliminating entire regiments.


[ Approx: 1000 ]

Warmachines:Automa Spheris Incendiary

Automa Spheris Incendiary

Region:

Mekis

Race:

Construct

Type:

Infantry

Mount:

None

Armour:

External Plating

Shield:

Weapons:

Explosive Detonation

Description

These Automa are built using the regular Spheris pattern, but are filled with an explosive inner core, and are not launched at high speed, otherwise the core will explode. These gather pace slowly as they move towards an enemy, and as they make contact they explode with devastating force, as such these are only activated when the need is great, and all other options have been considered.


[ Approx: 500 ]

Unique Unit:Forged Destroyers

Forged Destroyers

Region:

Mekis

Race:

Construct

Type:

Infantry

Mount:

None

Armour:

External Plating

Shield:

Weapons:

Various Heavy Weapons & Incendiary Cannon

Description

These are the only sentient machines used to protect Mekis, awakened machines which gained sentience. Forged are built by the religious sect that worship Machina as a god, these engineers have bound the essence of a Celestial to the machine core, giving the machine true sentience. Fortunately, celestials are good by nature and upon seeing the world for the first time in millennia they are enthralled with their newfound form. Some of the Forged see it as their duty to protect the land they now call home, and in return their bodies are modified heavily to be battle ready, dubbed destroyers by the citizens, a name that has stuck, they are a fearsome foe on the battlefield, capable of single handily eliminating entire regiments.


[ Approx: 200 ]

Defence Fleet

Characters of Renown

Alpha 845 (Forged

The forged are race of pseudo sentient machines, built by those with access to the arcane through an Arcane Conduit. During the process the creator can instil a handful of definitive commands, and those commands must be adhered to or the machine will shut down.

Such commands as; You shall not kill are often used, but if their intention is one of combat or protection, then a more precise command can be used, such as; You shall not harm your creator.

These commands will prevent the machine from taking certain actions, but too precise a command and it can be circumvented, and to broad a command might cause the machine to shut down.

 )
- Guardian of the Iron Father
Engineer Spricket (Dwarf

The creation of Thaiek, hardy, strong, resolute, stoic. All features that define the Dwarf race, and ultimetly led to their almost distinction.

Now just numbering in their thousands, those in their homeland fight everday to stay alive, those scattered across the world live in isolation, from their own kind and the rest of the world, even if in the middle of a city.

 Technomancer*

TechnomancerAdventurer

A Technomancer is an engineer that has tapped into the arcane energies, typically through a scientific breakthrough that allowed them to create, sometimes by accident, an artefact to act as a conduit. Using this Arcane Conduit they are able to harness arcane with which they can power their machines, charge weapons, infuse armour and create autonomous machines with arms and legs called Automa. These constructs are semi sentient, given a thought engine by the arcane conduit.

Technomancers don't often leave the workshop, but those that do take their Automa with them, along with arcane infused weapons, with which they have practised martial skills. Their arcane conduit also allow them a degree of spell-like abilities that mimic the arcane powers of a mage, their combined martial and arcane skills make them much sought after by leaders of adventuring parties.

Technomancer is a deviation class available to any Engineer under specific conditions.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Technomancer Manoeuvres:
Step AsideHeavy StrikeCritical StrikeArcane Strike

Technomancer Spells:
CatalystArcanum SheildArcanum MissilesSuppression Blast

Technomancer Crafting:
Manaforge (Arcanum Conduit)Pseudo Infusion (Arcanum)

Skills:
Steady HandsFocusedDetect Magic

Spellcasting requires the Technomancer to be in possession of a arcane Conduit.

Keywords:

Adventurer Technomancer arcarnum spellcaster
)
- Creator of the Automa Spheris
CTG (Forged

The forged are race of pseudo sentient machines, built by those with access to the arcane through an Arcane Conduit. During the process the creator can instil a handful of definitive commands, and those commands must be adhered to or the machine will shut down.

Such commands as; You shall not kill are often used, but if their intention is one of combat or protection, then a more precise command can be used, such as; You shall not harm your creator.

These commands will prevent the machine from taking certain actions, but too precise a command and it can be circumvented, and to broad a command might cause the machine to shut down.

 )
- Seeker drone controller
Alleco Smolia (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.

 Pioneer*

PioneerAdventurer

A pioneer specialises in exploring the unknown, joining parties on adventures or expeditions to foreign lands, able to track, hunt and trap animals and enemies alike. In an encounter a pioneer prefers to hold back and support from afar, where their hunting skills can be put to use against the enemy, out of combat leaders rely on them to provide food when far from civilisation and tracking enemies when something eludes them, and scouting areas ahead of the main party to provide valuable intel.

Pioneers often spend years away from home, as such they are often loners, preferring the life of the wanderer over city life. While supporting an encounter a pioneer's knowledge of the terrain allows them to give important advice to the party leader and ensuring the party are not outflanked out manoeuvred or ambushed. Pioneers use simple weapons, small ranged weapons and light armour.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown or Simple ranged weapons.

Armour:
Light armour.

Shields:
Light shields.

Abilities

Pioneer Manoeuvres:
Rapid ConcealmentTimed ShotDistracting ShotSignal Shot

Skills:
TrackInvestigate

Keywords:

Adventurer Pioneer support
)
- Watchman of the Old City
Kyvat Solov (Nelothi

An ancestor of the first elves, wild elves chose to remain in the wider world when their creator called them home, sacrificing their immortality to do so.

With a deep connection to nature they live at one with the world, careful to make as little impact on the world as possible.

 Anarchist*

AnarchistAdventurer

An anarchist is a chaos mage whose power has spiralled out of control, forced to live far from civilisation for the safety of others. They quickly realise that their magic will consume or destroy them, some will retreat into their home but others strike out on an adventure, seeking a way to gain control of their powers before the inevitable end. It takes a lot to convince others to help them, as those that do, put themselves in great danger in simply by being close by.

Anarchists will only choose this course of action if they have an idea of where to go or who to find, as they will spend the last of their energy and mental resistance to complete this adventure. If they succeed they will regain control and return to being a chaos mage, if they find absolute control they will have become an Attaxis and mastered the elemental forces and gained control over chaos.

Anarchist is a deviation class available to any Chaos Mage under specific conditions.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Anarchist Spells:
UnfetteredChaos BarrierChaos MissileParoxysm

Chaos Mage Spells:
Unstable Chaos BarrierChaos MissileChaos Rain

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

Skills:
Chaos VisionsUnpredictableAppraisal: ElementalUnpredictableDetect Magic

Keywords:

Adventurer Anarchist Chaos_Mage electro fire water earth air spellcaster

Chaos_Mage SummaryAdventurer

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.

)
- Exile Mage of Chaos

Characters of Infamy

The Silver Mask (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.

 Theurgist

TheurgistAdventurer

A theurgist is a priest who has been chosen by their deity to lead a group stop a encroaching evil, first they train hard to improve their martial skills while gathering a party of powerful champions, then they undergo a ritual to receive a blessing. Once the theurgist and their party are ready, they set off towards the distant evil in an attempt to defeat it before it causes harm to the citizens of their nation. Now a decisive leader, able combatant, divine hero and powerful spellcaster.

Theurgist who get repeatedly chosen may no longer return to the role of priest, ever more seeking out those that are plaguing their parish, only when too old will they retire and take up a position guiding the next theurgist. If a long time theurgist becomes a champion they become known as a Doombringer, a martial focused priest who will continue to seek out and destroy the forces of evil.

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

Theurgist is a deviation class available to any Priest under specific conditions.

Proficiencies:

Melee Weapons:
A Theurgist is proficient with thier deities chosen weapon.

Armour:
Light or Medium armour.

Abilities

Theurgist Manoeuvres:
TauntTwin StrikePreemptive StrikeAvenging Strike

Theurgist Divine Powers:
Ward EvilDivine ShieldDivine SmiteBrilliant Light

Theurgist Spells:
BlessSanctuaryHealHealing Pulse

Priest Divine Powers:
Ward EvilDivine ShieldDivine SmiteConsecrate

Priest Spells:
BlessSanctuaryHealHealing Wave

Skills:
StrongRelentlessPersuasiveOrateDetect Magic

Rituals:
Ritual: CommunionRitual: Cure DiseaseRitual: Cure Sickness

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

Keywords:

Adventurer Theurgist Priest leader devine spellcaster

Priest SummaryAdventurer

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.

)
- Religious fanatic seeking power
Prototype X (Forged

The forged are race of pseudo sentient machines, built by those with access to the arcane through an Arcane Conduit. During the process the creator can instil a handful of definitive commands, and those commands must be adhered to or the machine will shut down.

Such commands as; You shall not kill are often used, but if their intention is one of combat or protection, then a more precise command can be used, such as; You shall not harm your creator.

These commands will prevent the machine from taking certain actions, but too precise a command and it can be circumvented, and to broad a command might cause the machine to shut down.

 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.

)
- A failed machine that escaped into the desert

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:

Husk

Subtype (Name):

Archetype:

Class:

Native Plane:

Husk

Wandering

An encompansing term for those that die in the desert and are awoken with the dark energy that wakes the dead. Forever wandering the deseert in search for the living. Their sand blasted bodies typical barren of features and clothing.

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:

Criminals Bandits

Subtype (Name):

Archetype:

Class:

Native Plane:

Bandits

Wandering

Individuals or gangs, laying in wait on the roads of the region. Using surprise and numbers to their advantage, these will often appear to be more formidable than they are. Often their target will hand over their gold to save their lives.

Appearance:

Smugglers

Subtype (Name):

Archetype:

Class:

Native Plane:

Smugglers

Wandering

Often disguised as merchants or peasants, these specialise in getting illegal goods to or from a prohibition area. They wont look for trouble, but will be quick to attack should they be at risk of discovery.

Appearance:

Raiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Raiders

Wandering

Typically gangs or warbands, not native to the area, seeking to plunder the riches of the kingdom, or seeking slaves to sell when they return to their homeland.

Appearance:






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 Mekis 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.