A wild nation of orc and goblin types, ruled by a division of spider worshiping Nelvari. The Nelvari queen is a abomination in her own right and through her the forces of Tavin ruthless and continuously attack the cojoined nation of Sovin.

The Spider Queen came to the island less than five hundred years ago, the orc land had devolved into clan fighting and continual struggle for power, until she slew each of the great chiefs and claimed the nation for herself.

Leadership

Established:  years ago

Diplomacy

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Geography

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Demography

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Population Total: 0

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Map

Click for focused map, hover for preview.

Military Forces

Infantry:Orc Brutes

Orc Brutes

Region:

Tavin

Race:

Orc

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Light

Weapons:

Club

Description

The gathered forces of the orcs, unskilled and poorly equipped, but with large numbers and a fierce determination they will attempt to breach the wall of Sovin on a frequent basis.


[ Approx: 25,000 ]

Infantry:Orc Berserker

Orc Berserker

Region:

Tavin

Race:

Orc

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Axe

Description

The bigger, stronger and nastier orcs become berserkers, they forgo their shield and get a steel axe to better facilitate their killing spree.


[ Approx: 1,000 ]

Unique Unit:Orc Priest

Orc Priest

Region:

Tavin

Race:

Orc

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

None

Description

A few Orcs are touched with a connection to Trozok; Creator of Ork kind. In return for divine power the priests will guide Orc kind towards battle and their eventual conquering of the world.


[ Approx: 100 ]

Commanders:Orc Warlord

Orc Warlord

Region:

Tavin

Race:

Orc

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Axe

Description

The longer an Orc lives the bigger it gets, the few that live long enough will become commanders of the Orc armies of Tavin, de facto leaders of the individual collectives of Orcs assembled for attacks against the wall.


[ Approx: 25 ]

Characters of Renown

Vegar ( Rager

Rager

A warrior that has let their anger become such a part of their identity that they have changed their very selves, including their fighting style.

While still a versatile combatant, their anger will often distract from the best course of action, and result in the inevitable direct assault.

A Warrior may become a Rager when they become a Champion

Abilities

Rager Manoeuvres: FuryUnleash HellUnstoppable BlowJuggernaut

Warrior Manoeuvres: TauntDuelHeavy StrikeDisarm

Rager Skills: IntimidateBreakMedicLinchpinWeapon Care


Rager Profiencies: Expert with all common and uncommon melee weapons and all armours. Cannot use a shield.

)
- Leader of the orcs of Tavin
Frazelgit ( Sniper

Sniper

Revelling in unseen death, able to wait patiently for the perfect shot, remaining unseen for hours if not days at a time, so accurate that investigation will not reveal the snipers location.

Coupled with the ability to make a shot at such extreme range that most would believe it impossible.

An Archer may become a Sniper when they become a Champion

Abilities

Sniper Manoeuvres: Hidden ShotTimed ShotTwin ShotLong Shot

Archer Manoeuvres: Placed ShotRapid ShotSunderVolley

Sniper Skills: Slip AwayAwarenessAwarenessFletcherWeapon Care


Sniper Profiencies: Expert with all common and uncommon ranged weapons, and all light armours.

)
- Chieftain of the goblins
Baine ( Bruiser

Bruiser

As a brawler they excelled in hand to hand combat, striking fast and hard, as bruiser their blows become weightier, more forceful, able to push the enemy backwards several feet with a single blow.

A calculated meditated strike is capable of breaking stone several feet thick.

A Brawler may become a Bruiser when they become a Champion

Abilities

Bruiser Manoeuvres: Weighty BlowThrusting BlowSunderPlanted

Brawler Manoeuvres: GrappleRapid StrikeDisarmTumble

Bruiser Skills: PushBreakStrongIntimidateWeapon Care


Bruiser Profiencies: Expert with open hand, bare fist fighting and light armours.

)
- Bloodbound Minotaur

Characters of Infamy

Bloodbound Minotaur (


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)
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Wild Animals

Bears

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

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Boars

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Boars

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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.

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Mustelidae

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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.

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Panthera

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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.

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Snakes

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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.

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Spiders

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Wolves

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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 rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Tavin database entry was last updated on the 1st Oct 23.
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, 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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Permission is granted for personal use only.