Nazakir is unique in its government structure, the queen is the rightful ruler, but there are five other factions who share power with her. These houses are each led by their own Lord whom Vila is forced to bargain with to maintain a state of peace, each lord believes they should rule, but by keeping them all equal the queen remains in control.

As for as the nations of Terrainia know, Nazakir is a peaceful ally, friend to the grand alliance and while the Queen truly is, the rest of the lords of Nazakir want nothing but the throne for themselves.

Leadership

Goverment: Monarchy

A monarchy is a form of government in which the right to rule is absolute until death or abdication, at which point the right is inherited by a predetermined other.

     Queen Vila Songbird (Enhanced Elf

A normal elf that has undergone a transformation by powerful magic or divine intervention.

The transformation causes vast improvements to the characters physical and mental characteristics.

Should the enhanced individual have children after the change then their children will also be enhanced

 Cryomancer

Cryomancer

The title of Cryomancer belongs to Vila Songbird and alone.

A mastery of arcane energy but an unparalleled control over the water elemental force, able to control the thermionic property at will of any water they can see, the manipulation of water and ice on this scale allows for the Cryomancer to dominate the battlefield, their enemies will often turn and flee rather than face them head on.

A Cryomancer retains all the abilties from the prerequistie classes;
           › Chaos Mage

           › Attaxis

Abilities

Cryomancer Spells: Frost BlastHailstormAbsolute ZeroIce Golem

Attaxis Spells: Controlled ChaosCompound CascadeDispel ElementsTransform Elements

Cryomancer Skills: Infuse: ChaosEtch Rune: ChaosWild ChangeTouch of ChangeDetect: Magic


Cryomancer Profiencies: Master spellcaster of cold magic.

Cryomancer Spell Casting: Spells require hand gestures or verbal commands.

)
Established: circa 4000 years ago

Diplomacy

Philosophy: Defensivism

Inherently peaceful, will defend themselves and their allies should the situation require it.

Alliances:Talax (Embassy: Asifamel)
Alantor (Embassy: Berkit)
Mekis (Embassy: Albrunz)
Razell (Embassy: Duanburg)

Geography

Capital City: Telaris
Regions: North, South
Geography: 50% Farmland, 20% plains, Forest, Mountains
Landmarks: The Pass of Tinnes

A natural pass across the mountain range of Ultwe, at each end stands an archway you must pass through, ancient carvings suggest an elven origin.


Location: South archway is a mile north of Tinnes (city)
Built (Alliance Year): Pre Ultwe
The Bridge of Iron

This bridge isn?t made of iron, but obsidian, a material so rare the authority had to declare this bridge a protected site.

It?s the only way across the river to Vonico from Kantis without going a much longer route.


Location: South of Kantis
Built (Alliance Year): Pre Ultwe
The Fortress of Echoes

Built long ago by the Zariger, used as a fortress to dominate the island of Ultwe, abandoned during their fall, but the slaves within were not set free.

Ten thousand slaves either starved to death or killed each other for food. The last remnant of the slaves lost all their humanity and devolved into something else altogether.

As the decades passed and cell doors were broken, the collective of sub human creatures eventually found a way out, the ghoulkin quickly ravaged the island as the slaves on the outside were un prepared for such a foe.

Now it?s just a ruin, but during the darkest nights and the coldest winters the local folk report terrible screams coming from within.


Location: Southeast of Kantis
Built (Alliance Year): Pre Ultwe
Megalith of Flame

When the humans of Ultwe first began to harness the elemental forces of the world, one particularly able group found that by erecting giant stones to focus the elemental forces they could cast even more powerful spells.

The fire megalith is the last original one standing, the others have been destroyed by time or war, but the fire stone\'s power is felt by anyone that stands near it.


Location: South of Kantis
Built (Alliance Year): Imperial year 124 (Alliance year -1403)
Climate: Temperate

Theology

Primary deity:Elfinihiar (The Elven Mother)
High Priest:Ellania The Enlightend (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

Theurgist

The most devout priests will eventually become Theurgists, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree.

They will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows.

A Priest may become a Theurgist when they become a Champion

Abilities

Theurgist Spells: Healing WaveDivine StrikeBarrier of ProtectionCircle of Life

Theurgist Skills: Ritual: ExorciseRitual: ResurrectionRitual: FealtyDetect: UndeadDetect: Magic


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

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

)
Secondry deities: Rayis, Victirus, Mathandria
Prohibited deities: None (Balance)

For the sake of balance, all dieties are permitted, though the worship and use of the dark pantheons power is watched and controlled.

Demography

Population by Race: 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: 1,200,000 ]

Half Elf

An offspring of an Elf and a Human.

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

[ Approx: 600,000 ]

Halfling

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

[ Approx: 100,000 ]

Other
Population Total: 1,900,000

[ 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: Nazakins

The people of Nazakir.

Laws and Justice: Council Arbitration

A Council of the lands highest officials decide the outcome, each case is individually assessed and sentencing can vary widely even on cases identical.

Expected punishment for theft:

Punishment can range from a fine, to execution.

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: Nazakir Architecture

Wooden stucutres except municiple buildings which are part wood and part stone, Thatched roofs, Simple deisgn, Shuttered windows. Roads are maintained gravel, Underground sewage systems in cities. Farms are fenced privately owned property.

Economy

State: Moderate

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

Taxation: Medium & Biased

Taxation is at a level above what is necessary and it hurts the poor while the rich get richer

Minerals:Ruby, Diamond, Topaz
Commodities:Gemstones, Sheep, Cattle
Main Exports:Gems
Main Imports:Leather, Iron, Horses
Trade Partners:Alantor, Mekis, Talax, Oakenlir

Map

Click for focused map, hover for preview.

Warfronts and Commanders

BlackmarshEmiliyia Cankoer (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.

 Commander

Commander

A master of battlefield control, able to command everything from a small strike force to entire armies.

Able to see the intricacies of each and every decision, the variable outcomes and the course of action best suited to the end goal.

A Leader may become a Commander when they become a Champion

Abilities

Commander Manoeuvres: Mass CommandBattlefield PresenceInspire AlliesSeize the Initiative

Leader Manoeuvres: CommandTauntCalled ShotCalled Strike

Commander Skills: AuthoritativeTactical KnowledgeNegotiateCompelWeapon Care


Commander Profiencies: Expert with all common and uncommon melee weapons, all shields and all armours.

)
MokikErrina Unico (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.

 Blademaster

Blademaster

A warrior that sacrifices the defensive capabilities of a shield to wield another blade, the pair of weapons need to be balanced, with the heavier item in the dominant hand, without a shield they focus on parrying than blocking.

A preference to take on one enemy at a time remains prevalent.

A Warrior may become a Blademaster when they become a Champion

Abilities

Blademaster Manoeuvres: Twin StrikePerfect ParryPrefect RiposteDistraction

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Blademaster Skills: Slight of HandAwarenessMedicLinchpinWeapon Care


Blademaster Profiencies: Expert with all common and uncommon blades, medium and light armour.

)

Military Forces

Infantry:Militia

Militia

Region:

Nazakir

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Light

Weapons:

Halberd

Description

Each lord and the Queen hold a core force of armed militia under the guise of defending the nation against external attack, whereas in reality each holds its own core to protect from one another.


[ Approx: 20,000 each ]

Infantry:Honour Guard

Honour Guard

Region:

Nazakir

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Weapons:

Personal Choice

Description

The Lords each hold a small contingent of highly trained, well-armed and grizzled mercenaries, these form both their bodyguard and command the militia when needed.


[ Approx: 2000 ]

Cavalry:Militia Cavalry

Militia Cavalry

Region:

Nazakir

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Light

Weapons:

Halberd

Description

Each landowner, or 'Baron' is tithed to provide one hundred horses to the militia in times of emergency, often those that look after the horses are also part of the militia of the area.


[ Approx: 1,000 ]

Cavalry:Shadow Riders

Shadow Riders

Region:

Nazakir

Race:

Human or Elf

Type:

Cavalry

Mount:

Horse

Armour:

Light

Shield:

Weapons:

Personal Choice & Non Lethal Poison

Description

Hidden pockets of well-armed, well trained fighter are stationed across Nazakir, fiercely loyal to the Queen, and ready at a moment?s notice to come to her aid, or any other if she commands.


[ Approx: 6,000 ]

Trained Beasts:War Hounds

War Hounds

Region:

Generic

Race:

Animal

Type:

Beast

Mount:

None

Armour:

None

Shield:

Weapons:

Description

Canines trained to hunt and attack the handlers target.


[ Approx: 2,000 ]

Warmachines:Scorpion

Scorpion

Type:

Warmachine

Mount:

Wheels

Material:

Wood

Ammunition:

Steel Bolts

Wooden construction which requires two soldiers to operate.

[ Approx: 500 ]

Unique Unit:Queens Guard

Queens Guard

Region:

Nazakir

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Heavy

Shield:

Weapons:

Longsword & Crossbow

Description

The public face of the queens otherwise hidden army, well-armed, well-groomed and most importantly well trained.


[ Approx: 1,000 ]

Military Forces

Ship Class:Osprey The Osprey, is a ship for the Ultwenite militia, sparsely armed, and barely armoured. It holds very little military value, and is mostly used as a parade vessel.

[ Approx: 500 ]

Ship Class:Gull Ultwenite Gulls are a unique classification of ship. There are no Crew aboard, but bound elementals tasked with drawing the attention of the enemy so the heart of the Ultwenite fleet may strike.

[ Approx: 50 ]

Ship Class:Hawk Whilst large, the Hawk is in essence a scout vessel. They advances at pace toward the enemy, and use their arcane telescopes to reveal the enemy position to the rest of the fleet.

[ Approx: 50 ]

Ship Class:Falcon The Falcon is the iconic Ultwenite vessel. Sleek and crewed by seasoned seamen, it cuts through the waves, and brings death to its enemies before retreating at speed.

[ Approx: 100 ]

Ship Class:Condor Condors are the vessel of choice for the magnates and satraps of Ultwe. Large spacious decks with couches and tables are set up for the comfort of dignitaries. This opulence belies the deadly armaments below decks ready to unleash death on those who would oppose the elemental lords of Ultwe.

[ Approx: 75 ]

Flagship:Nightingale The Nightingale is a rare, but feared sight. These ships represent the personal fleet of Queen Vila Songbird, and are manned by crew fiercly loyal to her. Their weapons can unleash missiles of any of the five elements of Terrainia, whilst vicious Rocs perch on the gunwales ready to carry the agents of the Queen into battle.

Characters of Renown

The Shadow (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.

 Cryomancer

Cryomancer

The title of Cryomancer belongs to Vila Songbird and alone.

A mastery of arcane energy but an unparalleled control over the water elemental force, able to control the thermionic property at will of any water they can see, the manipulation of water and ice on this scale allows for the Cryomancer to dominate the battlefield, their enemies will often turn and flee rather than face them head on.

A Cryomancer retains all the abilties from the prerequistie classes;
           › Chaos Mage

           › Attaxis

Abilities

Cryomancer Spells: Frost BlastHailstormAbsolute ZeroIce Golem

Attaxis Spells: Controlled ChaosCompound CascadeDispel ElementsTransform Elements

Cryomancer Skills: Infuse: ChaosEtch Rune: ChaosWild ChangeTouch of ChangeDetect: Magic


Cryomancer Profiencies: Master spellcaster of cold magic.

Cryomancer Spell Casting: Spells require hand gestures or verbal commands.

)
- A secret figure standing up for the commonfolk
Marquis Deleque (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.

 Templar

Templar

Exemplars that excel in the protection of others and uphold their Oath can be granted the rank of Templar within their order.

These Templars become champions amongst the people, often a single templar will be placed at the head of towns or villages, acting at judge and jury for the area.

An Exemplar may become a Templar when they become a Champion

Abilities

Templar Manoeuvres: Empowered SmiteRadianceAbsolute FaithWard Magic

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

Templar Skills: JudgmentPurge EvilDetect: LiesDetect: EvilWeapon Care


Templar Profiencies: Expert with their deities chosen weapon, heavy armours and heavy shields.

)
- Veteran who defeated the elemental horror
Corinne Rouse (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.

 Elemental Master

Elemental Master

An Elementalist may become an Elemental Master when they become a Special

Abilities

Elemental Master Manoeuvres: Chromatic StrikeChromatic SprayChromatic ShieldChromatic Wall

Elemental Master Skills: Inscribe: TomeInscribe: ParchmentWeapon Care


Elemental Master Profiencies:

)
- Unaffiliated Master of the Elements
Piere Martans (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.

 Atoned

Atoned

If an Oath Breaker atones for their misdeeds, and go through the trials set by their deity, they can return to their life as an Exemplar, or if they have become a champion of the people, they will become an Atoned, forever a reminder to others that redemption is possible.

Abilities

Atoned Manoeuvres: Empowered SmiteImproviseAbsolute FaithWard Magic

Exemplar Manoeuvres: TauntDivine LightDivine SmiteWard Evil

Atoned Skills: Ritual: AtonePurge EvilDetect: LiesDetect: EvilWeapon Care


Atoned Profiencies: Expert with their deities chosen weapon, heavy armours and heavy shields.

)
- Saviour of Boulon
Viktor Gatly (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.

 )
- Head of the Merchant Guild

Characters of Infamy

Lorvis Tellerin (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.

 Pyromancer

Pyromancer

An elementalist that finds the lure of fire magic too great to pursue anything else.

They forgoes the other elemental masteries to enhance those of fire, to the point where their proficiencies with the other elements fall by the wayside and fire magic is all that matters.

An Elementalist may become a Pyromancer when they become a Champion

Abilities

Pyromancer Spells: Flame StrikeFireballIncinerateConflagrate

Pyromancer Skills: Ignite objectFlameInscribe: TomeInscribe: ParchmentDetect: Magic


Pyromancer Profiencies: Expert spellcaster of Fire magic. Proficient with a staff.

Pyromancer Spell Casting: Spells require hand gestures and verbal commands.

)
- One of the five lords of Nazakir.
Azintor Kaolin (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.

 Aeromancer

Aeromancer

An elementalist that finds the freedom of air magic too great to pursue anything else.

They forgoes the other elemental masteries to enhance those of air, to the point where their proficiencies with the other elements fall by the wayside and air is all that matters.

An Elementalist may become an Aeromancer when they become a Champion

Abilities

Aeromancer Spells: Aero StrikeVortexVacuumGale

Aeromancer Skills: MessageGlideInscribe: TomeInscribe: ParchmentDetect: Magic


Aeromancer Profiencies: Expert spellcaster of Air magic. Proficient with a staff.

Aeromancer Spell Casting: Spells require hand gestures and verbal commands.

)
- One of the five lords of Nazakir.
Boteal Durand (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.

 Electromancer

Electromancer

An elementalist that finds electro magic to be exciting to use will forgo the other elemental masteries to enhance those of electro, to the point where their proficiencies with the other elements fall by the wayside and electro is all that matters.

An Elementalist may become an Electromancer when they become a Champion

Abilities

Electromancer Spells: Electro StrikeLightning StormShock WaveElectric Shield

Electromancer Skills: Determine DirectionSparkInscribe: TomeInscribe: ParchmentDetect: Magic


Electromancer Profiencies: Expert spellcaster of Electro magic. Proficient with a staff.

Electromancer Spell Casting: Spells require hand gestures and verbal commands.

)
- One of the five lords of Nazakir.
Catlan Zefrinn (Half Elf

An offspring of an Elf and a Human.

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

 Geomancer

Geomancer

An elementalist that finds the stabiltiy of earth magic too reliable to pursue anything else.

They forgoes the other elemental masteries to enhance those of earth, to the point where their proficiencies with the other elements fall by the wayside and earth magic is all that matters.

An Elementalist may become a Geomancer when they become a Champion

Abilities

Geomancer Spells: Geo StrikeEarthquakeFortressMeteor

Geomancer Skills: Pass Through StoneShape StoneInscribe: TomeInscribe: ParchmentDetect: Magic


Geomancer Profiencies: Expert spellcaster of Earth magic. Proficient with a staff.

Geomancer Spell Casting: Spells require hand gestures and verbal commands.

)
- One of the five lords of Nazakir.
Bella Ulindi (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.

 Hydromancer

Hydromancer

An elementalist that finds water magic to be the most fulfilling to use will forgo the other elemental masteries to enhance those of water, to the point where their proficiencies with the other elements fall by the wayside and water is all that matters.

An Elementalist may become a Hydromancer when they become a Champion

Abilities

Hydromancer Spells: Aqua StrikeTidal WaveHydro CageDrown

Hydromancer Skills: Create WaterWalk on WaterInscribe: TomeInscribe: ParchmentDetect: Magic


Hydromancer Profiencies: Expert spellcaster of Water magic. Proficient with a staff.

Hydromancer Spell Casting: Spells require hand gestures and verbal commands.

)
- One of the five lords of Nazakir.

Wild Animals

Bears

Subtype (Name):

Archetype:

Class:

Native Plane:

Bears

Wandering

Material

Size varies by species. Resilient and strong, regardless of size, will attack anything that gets close.

Appearance:

Birds

Subtype (Name):

Archetype:

Class:

Native Plane:

Birds

Wandering

Appearance:

Boars

Subtype (Name):

Archetype:

Class:

Native Plane:

Boars

Wandering

Material

Species dependant on locality. Most often found alone as they forage for food. Small to medium in size, thick wiry fur and large tusks, will attack if startled, but otherwise not aggressive.

Appearance:

Mustelidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Mustelidae

Wandering

Material

A diverse range of carnivorous small animals, with distinct features they seam unrelated. Grouped together due to the similarities, sharp teeth, fury, long bodies, short heads and a bad temper.

Appearance:

Panthera

Subtype (Name):

Archetype:

Class:

Native Plane:

Panthera

Wandering

Material

Species dependant on locality. Most often alone, but a fearsome foe nonetheless. These wild animals are able to move about unheard and often unseen. Includes; Lions, Tigers, Jaguars and Leopards.

Appearance:

Snakes

Subtype (Name):

Archetype:

Class:

Native Plane:

Snakes

Wandering

Material

Snakes of a certain size can become deadly predators of even the most aware humanoids if caught alone. These large snakes wont seek out their next meal, they will sit, and wait, for as long as it takes.

Appearance:

Spiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Spiders

Wandering

Appearance:

Wolves

Subtype (Name):

Archetype:

Class:

Native Plane:

Wolves

Wandering

Single or a pack. Wolves are dangerous foe to encounter if unprepared. They never attack if outnumbered, often led by a more savage Alpha Wolf. Slightly smaller than a human, grey fur, sharp teeth, keen senses.

Appearance:

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:

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:

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:

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:

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:
Built (Alliance Year):





The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Surprise Attack-2000

As the Zariger fleet withdrew from neighbouring Talax, a isolated clan unleashes a barrage attack from the island now known as Nazakir.

The attacks was supposed to force a ship to land so they could escape, but the only ships that were struck, floundered, spilling their cargo of human slaves upon the shore.

Zariger Overrun-1997

In the first few months the humans were left confused as to what to do, but they soon rallied together out of hatred of their oppressors.

In these months they built a settlement in what was a ruin of an ancient elven structure, unknown to them this would protect them for years to come.

The Zariger on the island were so few in number that they were no match for the thousands of freed slaves, and very quickly they all fell to rock or fist.

In just a few months the Zariger were erased from the island, but their legacy would soon be revealed.

A Beast Roams-1598

For 400 years the fruits of the Zariger's labour roamed the wold, most of which were dealt with quickly, even if it cost many human lives, but the humans numbers continually grew.

One last beast now roamed the island, it was too big and too powerful for them to handle, and it only took one or two humans a month, the settlers within the elven ruins were never attacked, as such no effort was made to slay the beast.

The Beast is Slain-1597

When the population grew to large to be protected they had no choice, the creature was taking many more settlers because they had no where to hide, and keeping livestock became impossible.

The settlers gather every able fighter that will, if they die, leave offspring behind to continue the settlement, the army is led by the strongest of them and they succeed in felling the creature, but many lives are lost, and only five of the strongest survive

In their victory the discover the creature has five gemstone inset into it's face, the humans assumed they were eyes, but they were in fact elemental crystals embedded by the Zariger to empower the creature.

Along with the crystals, the heroes tore apart it's hide, a unique and unknown material. They took this strange material and forged a circlet, one that was gifted by the other five to the one that organised the mission and did not take a prize for themselves, this sixth hero became leader of the settlers, whom by now called themselves the Nazikith, and together they name the island Nazikir.

Burgeoning Expansion-1576

The heroes spend the next twenty years enjoying freedom to roam further than before, but were soon overcrowding the north area, the Lord took it upon himself to venture past the mountains and settle a new city known as Tinnes, after the name of the Lord himself.

The gemstones bestowed power previously unknown to the heroes, and over time they learnt to harness their power, and as those five, and the lord aged and died, these crystals and the circlet passed to their offspring.

Grand Exploration-1220

During the next 350 years the people of Nazakir pushed further out into the island finding plentiful bounty of the land, and eventually the need to settle close to these places became apparent.

Nazakir is Colonised-1001

The city of Kantis is founded by the XXX, and shortly after the ciy of Bouloun by XXX, Vonico by XXX and lastly XXXX by XXX.

These grow and prosper over the next two hundred years, and peace is still prevalent across Nazakir.

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Nazakir database entry was last updated on the 1st Oct 23.
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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 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 2024
Published by Altered Dimension

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