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*

CryomancerChampion

A Cryomancer is a hydromancer that has tapped into an alternative way to harness their mastery of hydro-elemental power, this power is not dark or evil, but it only ever manifests in those with some for of great personal trauma, it is more a manifestation of fear, rather than hatred or vengeance. Their abilities allow them to instantly freeze bodies of water, which includes their water based spells, hitting harder and offering greater protection.

Cryomancers are not limited to manipulating water then freezing it, they can expand existing ice, drawing the water required from the air just as a hydromancer does but its freezes as it does so. They can freeze any living thing by freezing the water within it, cause ice to form across any surface and turn rain to hail. Their staff is ice, which never appears to melt, formed over a silver core.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Cryomancer Spells:
Everything FreezesIce WallIce ShardsTouch of Frost

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Cryomancer Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
Cold HeartedDowsingAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Cryomancer Hydromancer water spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

)
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

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.

)
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 ([]*

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:

)
MokikErrina Unico ([]*

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: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:OspreyThe 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:GullUltwenite 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:HawkWhilst 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:FalconThe 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:CondorCondors 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:NightingaleThe 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*

CryomancerChampion

A Cryomancer is a hydromancer that has tapped into an alternative way to harness their mastery of hydro-elemental power, this power is not dark or evil, but it only ever manifests in those with some for of great personal trauma, it is more a manifestation of fear, rather than hatred or vengeance. Their abilities allow them to instantly freeze bodies of water, which includes their water based spells, hitting harder and offering greater protection.

Cryomancers are not limited to manipulating water then freezing it, they can expand existing ice, drawing the water required from the air just as a hydromancer does but its freezes as it does so. They can freeze any living thing by freezing the water within it, cause ice to form across any surface and turn rain to hail. Their staff is ice, which never appears to melt, formed over a silver core.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Cryomancer Spells:
Everything FreezesIce WallIce ShardsTouch of Frost

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Cryomancer Crafting:
Forge (Silver Core)Greater Infusion (Water)

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
Cold HeartedDowsingAppraisal: ElementalStore EnergyDetect Magic

Keywords:

Champion Cryomancer Hydromancer water spellcaster

Hydromancer SummaryAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

)
- 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]

TemplarHero

A Templar is an heroic Exemplar that has passed beyond Crusader and become

As with most heroes, a Templar is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Templar 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:

Armour:
Can not wear any armour.

Abilities

Exemplar Manoeuvres:
WardHeavy StrikeCounter AttackBlessed Strike

Crusader Manoeuvres:
DisarmCritical StrikeHeavy StrikeCrusading Strike

Exemplar Divine Powers:
Divine LightDetect EvilChannel DivinityHealing Touch

Crusader Divine Powers:
Crusading WillDetect ChaosSacred StrikeMartyr

Crusader Crafting:
Clothcraft (Basic Clothing)Clothcraft (Military Uniform)

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

Keywords:

Hero Templar Exemplar Crusader

Exemplar SummaryAdventurer

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.

Crusader SummaryChampion

A crusader is an exemplar chosen by their deity to pursue a grand quest expected to take many years, perhaps decades, all the while they are away from home and expected to uphold their oath. A crusader proudly wears a pristine long white robe adorned with the emblems of their deity, this robe will become a tapestry of their heroic deeds over the years, a history of great deeds and proof to other of the strength of their conviction, each night the robe is cleaned and blessed.

Crusaders are familiar with almost all weapons, with such a time spent questing is inevitable that they find and practise with, or use out of convenience, a huge range of weaponry. A crusader's quest is often rallied against a singular threat, be it against another deity or the ever present power, the void, only when an adversary of sufficient power is vanquished will they begin the journey home.

)
- 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 MasterLegend

As with most heroes, a Elemental Master is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the Elemental Master 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:

Armour:
Can not wear any armour.

Abilities

Elemental Master Spells:
Chromatic StrikeChromatic SprayChromatic ShieldChromatic Wall

Keywords:

Legend Elemental Master electro fire water earth air spellcaster
)
- 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.

 )
- 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

PyromancerAdventurer

An pyromancer has a mastery of the elemental force of fire, able to shape and direct it as they desire, creating fire is harder, to spontaneously transform energy requires something to kindle, something to focus on and make contact with. Pyromancy is the most destructive of the elemental forces, fire also has a life if its own and if not extinguished it can get out of hand. A master of fire must be careful what they wear, nothing can be flammable, no wooden weapons and cloth must be treated.

Pyromancers will carry tinder with them to prevent being cut of completely, although most situations provide something to target, it is too much of a risk to be unprepared. Fire users that are careless with their power can often set fire to nearby buildings or grass, while they can contain a fire and even stifle it, the embers they do not see, or are forced to abandon can cause great damage.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Pyromancer Spells:
Heat MetalFire WallFireballConflagrate

Pyromancer Crafting:
Runeforge (Fire Rune)Infusion (Fire)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Pyromancer fire spellcaster
)
- 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

AeromancerAdventurer

An Aeromancer has a mastery of the aero-elemental forces that exist within the world. Able to manipulate the air to their desire, an Aeromancer can summon gale force winds, walls of air formed with such turbulence they are near impassible and can use the air to levitate themselves and their allies. Masters of the air prefer to remain light and unencumbered, so they can use the winds to carry them at great speed if the need arises.

Aeromancers are almost never disconnected from the air, other than being underwater, but their power is greater in the wide open spaces of the world where air currents and natural winds can be used to their advantage. The power of the wind can affect the natural world around them, parting clouds or providing cloud cover, breaking storms but is also used to propel ships or power mills.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light or Medium robes.

Abilities

Aeromancer Spells:
AerosenseWindwallWind BlastGale

Aeromancer Crafting:
Runeforge (Air Rune)Infusion (Air)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Aeromancer air spellcaster
)
- 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

ElectromancerAdventurer

An Electromancer has a mastery of the electro-elemental forces that exists within the world, able to conjure the energy, shape it, direct and unleash it as desired. The power of electro forces some choices upon the user, they can not wear or carry any conductive metal in meaningful way while harnessing electro-energy, most carry a bag lined with an insulating material to allow them to carry small tools and useful objects. Weapons must be wooden or stone, although many just carry a staff.

Electromancers can conjure the energy of nowhere, every molecule is charged with some degree of electricity, as such they can always have access to the elemental force. Overuse can cause a burning smell in the air and cause living tissue around them to tingle and even sear, conversely a store of electro energy can supplement their power taking it to new heights.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Electromancer Spells:
Static ChargeElectro ShieldElectro ShockCall Lightning

Electromancer Crafting:
Runeforge (Electro Rune)Infusion (Electro)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Electromancer electro spellcaster
)
- 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

GeomancerAdventurer

An geomancer has a mastery of the geo-elemental forces that exist within the world. Able to levitate rock, cause landslides and conjure sandstorms. Geomancy uses the magnetic forces of ferrous materials in the earth, as such they avoid the use of metal in armour and weapons, but smaller items are not a concern. Geomancers are very sensitive, as such they can feel movement of any creature nearby, they can share this feeling with their allies.

Geomancers are never far from rock and stone while on land, ocean travel is a risk for them, as they are powerless in open water. They can carry a pouch of sand or iron filings, but it is a meagre amount, useful to only stall or retreat. Underground a geomancer is at the height of their power, with everything they need to crush their enemies, block corridors and even reshape a catacomb.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Geomancer Spells:
Tremor SenseRock ShieldRockfallEarthquake

Geomancer Crafting:
Runeforge (Earth Rune)Infusion (Earth)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Geomancer earth spellcaster
)
- 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

HydromancerAdventurer

An hydromancer has a mastery of the elemental force of water that exists within the world, able to extract it, shape it and direct it as desired. As water is an inert element, hydromancers can use any form of tools, weapons and wear any clothing and armour, water is safe and is unlikely to cause accidental damage. Water can both bring life an take it away, mortal life cannot exist without it, but too much of it can be just as deadly.

Hydromancers can draw on the water that is around them, any body of water from stream to ocean, as water is readily available the majority of the time hydromancer have full access to their power. When this isn't possible, a flask or container can be opened, and in desperate times a hydromancer can pull the water out of plants and even living creatures.

Proficiencies:

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Abilities

Hydromancer Spells:
Water BreathingWater ShieldHydro BlastWaterball

Hydromancer Crafting:
Runeforge (Water Rune)Infusion (Water)

Skills:
Appraisal: ElementalStore EnergyDetect Magic

Keywords:

Adventurer Hydromancer water spellcaster
)
- 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:

[]*

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

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 8th July 25.
The Nazakir 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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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.