To the typical citizen of Terrainia; Ra isn't inhabited, its simply a domain of Talax, used for farming rare mushrooms, but what they don't know is that's it home to the last of the ancient mythical race of Dryads. Their leader was saved from destruction by Queen Karla Raeger and they formed a friendship that has lasted over a thousand years. The queen found them a new home in return for the protection of their mushrooms.

The only humans on the island are a handful of soldiers and workers that facilitate the shipping of the mushrooms back to Talax, they all reside at the tiny port settlement, on a piece of land that extends from the island to the southwest.

Leadership

Goverment: Theocracy

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

(Deity: Nephodacha)
Bachih (Dryade

Subtype (Name):

Archetype:

Class:

Native Plane:

Dryade

Earth Sprit

Earth spirits connected to trees

Appearance:

 )
Established: 100 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.

Geography

Geography: 95% Forest
Landmarks: The Lighthouse of Volan

Built ten years before Volan Hoardrin sailed across the Talax Ocean, Volan knew his fleet would need guidance across such a treacherous span of water. He was well aware of the rumours about the island to the north and wanted to steer clear of it.

His solution was to build a beacon so high and so bright it would be seen from such a distance that it would guide his ships on both stages of the journey.

The lighthouse is now redundant due to the more advanced maps and shipping lanes, particularly the use of the water to the south of Ra, the lighthouse has fallen into disrepair, although on the darkest nights and foggy days sailors claim to have seen the lighthouse and used it to stay on course.


Location: Northern most point of Ra
Built (Alliance Year): Imperial year 1482 (Alliance year -25)
The Golden Tree

In the centre of the forests of Ra stands an impossible tree, golden in colour with three trunks twisting around each other until they become one. It?s this tree that changes the solid around its base and allows the rare Golden Mushroom to grow.

The mushroom has a golden colour but is otherwise edible, but it has a renown healing property, when used in the right way.

The tree is the last of the golden trees that used to grow throughout the area, they were being cut down by raiders until Karla Raeger blockaded the island and stopped their attacks, this not only saved the last golden tree but also the lord of the dryad people who had settled on the island some millennia before.


Location: Centre of the forest
Formed (Alliance Year): Age of Awakening
Climate: Wet

Theology

Primary deity:Nephodacha (The Lady of the Forest)
The Arborian:Letheria (Dryade

Subtype (Name):

Archetype:

Class:

Native Plane:

Dryade

Earth Sprit

Earth spirits connected to trees

Appearance:

 [Warden]*

WardenHero

At times of immense need the natural force Gaia will surge into select champions with much greater effect, each champion is infused with such energy that they become beacons of Gaia itself. Mighty force forged armour forms around the druid, made from the strongest living materials possible, trees rapidly grow out of the ground beneath them to form a sword and shield, with the blade and outer surface hardened rapidly into a natural diamond like material, the druid becoming a warden of Gaia.

While a warden retains their druidic power, they gain martial skill though the shared memories of all wardens beforehand. Able and willing to wade into battle, or stand their ground against an approaching destructive force, often wardens from across the region will gather together as the enemy approaches, perfectly times to be in place at just the right moment.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed weapons.

Armour:
Light or Medium armour.

Shields:
Light or Medium shields.

Abilities

Warden Manoeuvres:
Absorb MagicCritical StrikeHeavy StrikeGaia Surge

Berserker Manoeuvres:
LeapHeavy StrikeSweeping StrikeRush

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
SteadfastUnrelentingFocusedImpetuousFocusedImpetuous

Keywords:

Hero Warden Berserker Druid melee gaia

Berserker SummaryAdventurer

A berserker charges headlong into melee as soon as possible, wielding a heavy weapon such as a greatsword or battleaxe all while wearing little to no armour and with no thought for personal safety beyond an utter belief that none will be able to land a blow. Cutting through dozens of minions while trying to reach a more powerful foe, by the end of the encounter the berserker will be oblivious to the dozens of minor wounds they have suffered, the joy of battle having thoroughly taken over.

Able to preform great sweeps that can fell several enemies in one go, great leaps without the impediment of armour, and a total mastery of their chosen weapon all ensure the berserker is a known presence on the battlefield. The drawback to such ferocity is a tendency to over exert themselves, with the damage taken during the fight, they will quickly need medical assistance.

Druid SummaryChampion

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

)
Secondry deities: Mathandria, Zuoken
Prohibited deities: None (Racial Providence)

The creatures of the area simply dont know, understand, or aknoledge other deities so there is no reaosn to prohibit them.

Demography

Population by Race:

[ Approx: 2,000 ]

Centaur

Half human half horse in appearance. Vorseth made all the Feyr at the same time, in an attempt to create a forest dwelling species during a time where forest covered most of the surface. The diety used the natural enrgies of the natural world to create them, forever binding them to the force known as life magic.

Originally discarded by Vorseth as a failure the first pack bred with wild horses, diluting the original bloodline but stabilising into a survivable species.

Millennia later the Centaur is a rare creature, having bene hunted by Zariger and Elf alike, and once the humans discovered them they were nearly hunted into extinction, a prize kill for the experienced hunter.


 
 
 
 
Feyr

[ Approx: 2,000 ]

Silverweb Spider

Subtype (Name):

Archetype:

Class:

Native Plane:

Silverweb Spider

Animal

Enhanced

Material

When the ancient dragons still roamed thew world, a cluster of spiders happened upon a vein of elementally charged silver, so charged by Vorseth during one of her tinkerings.

The whole cluster grew in size overnight, their intelligence enchanced. Their webs became unique, able to produce an otherwise unknown substance; Silversilk.

Appearance:

The biggest are the size of cattle, but the most numerous are the size of cats, deadly to intruders.

[ Approx: 30,000 ]

[ Approx: 5 ]

Unicorn

Subtype (Name):

Archetype:

Class:

Native Plane:

Unicorn

Mythical

A unicorn is immortal, the first were born when the Entiry bound the elemenatal planes to the material plane, born from the very energy released during the binding. As such they we they were the first life that walked the world, and having witnessed the creation of dragons and all life that follwoed they have the abilty to commune with all other life forms.

Naturally few in numbers, often a single Unicorn exists on its own, occasionally a heard of less than a dozen may be found, but these are deep in woodland areas far from civilised world. Unicorn are born

Unicorn blood can cure any injury, heal any wound, its horn is an amplifier of magical power, its hide can resist all elemental effects. As such these creatures are hunted, fortunetly most do not know of their exsistance, so hunters are rare, but those that do never relent.

Appearance:

[ Approx: 1 ]

Population Total: 34,006

[ Approx ]

Spoken Languages: They

A rare language in the material plane, it is the language of the Fairy creatures of Theyran, specifically the Dryads.

Demonym:
Laws and Justice: No Law Structure

No discernible law structure exists either because no discernible community exists or the inhabitants are self-governing.

Expected punishment for theft:

If discovered by a inhabitant capable of taking action the thief is likely to be killed.

Magicial Law: Not Applicable
Architecture: No Architecture

Any buildings are either encient runis or built as temporary structures by other nations.

Economy

State: Derivative

Usually this will be a resource outpost, or a small island collanised by the associated nation without enough people to have its own economy.

- Talax
Taxation: No Economy
Minerals:
Commodities:Rare Mushrooms
Main Exports:Mushrooms to Talax
Main Imports:None
Trade Partners:Talax

Map

Click for focused map, hover for preview.

Wild Animals

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:






The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Slave Revolt-5

A party of slaves start a rebellion against the slavelords, overthrowing the government and installign the party leader as King.

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Artwork of Terrainia

Last updated on the 25th April 26
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-two 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.