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

Philosophy: []*

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:

Geography

Geography:
Landmarks: []*

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:

Climate:

Theology

Secondry deities: []*

As with most heroes, a is wealthy and very well equipped, with enchanted weapons and armour, custom made or claimed while adventuering, and as well known as the themselves. This wealth will have come from a life of adventuring, their lofty status or through power over others.


A hero, good or evil, must have completed some great feet, achieved a near impossible task or slain a mighty foe to fully unlock their most powerful abilities.

Proficiencies:

Melee Weapons:
Simple, Light or Heavy one handed 1h weapons.

Melee Weapons:
Simple, Light or Heavy two handed 2h weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged ranged weapons.

Armour:
Light, Medium or Heavy armour armour.

Shields:
Light, Medium or Heavy shields.

Abilities

 Manoeuvres:
MARTIAL / SUPPORT ONLY

 Divine Powers:
DIETY GRANTED ABILITIES (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Spells:
SPELLCASTER CASTED SPELLS ONLY (TYPE IS FOR A GUIDE, NOT MANDATORY)

 Crafting:
MAGICAL CRAFTING ONLY (

Skills:
NON CRAFT - NON COMBAT

Keywords:

Prohibited deities: []*

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:

Demography

Population by Race: []*

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:

[ Approx: ]

Population Total: 0

[ Approx ]

Spoken Languages: []*

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:

Demonym: []*

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:

Laws and Justice: []*

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:

Magicial Law: []*

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:

Architecture: []*

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:

Economy

State:[]*

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:

Taxation:[]*

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:

Minerals:
Commodities:
Main Exports:
Main Imports:
Trade Partners:[]*

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:

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

RagerChampion

A Rager is a brawler with major anger issues, while many fighters can get angry during a combat, a Rager can not reign it in, resulting in loss of control mid battle, and out of battle they are quick to fly of the handle. While still a versatile combatant, this anger will often distract from the best course of action, and result in the inevitable counter attack, which in turn makes them even more angry. The upside of this is a complete blindness to injuries suffered or the danger they are in.

Ragers are a wild card which many party leaders can not control, in or out of combat, resulting in many a bar brawl, for reasons quickly forgotten. In battle however this anger manifests as pure strength, with a resilience that comes from being blind to the damage they have suffered which at the end of an encounter they will suddenly succumb too, which the party must tend to immediately.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Rager Manoeuvres:
EnrageFurious StrikeCareless StrikeFury

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
Ill TemperedUnrelentingAwarenessStrong

Keywords:

Champion Rager Brawler

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

)
- Leader of the orcs of Tavin
Frazelgit ( Sniper

SniperChampion

A sniper is an archer who revels in delivering unseen death, able to wait patiently for the perfect shot, remaining unseen for hours if not days at a time, so accurate that any investigation would not reveal the snipers location. Coupled with the ability to make a shot at such extreme range that most would believe it impossible, more than proficient with a bow than conceivable. Often loners, who only join parties as a means to an end or for promise of riches at the end.

Snipers are often tasked with taking out enemy leadership on the battlefield, formations without their commanders quickly fall apart, in the close confines found underground their skills are hampered massively, relying on their traditional skills to get by. Snipers are often part of military groups sent to seek and destroy foreign targets.

Proficiencies:

Melee Weapons:
Simple one handed weapons.

Ranged Weapons:
Thrown, Simple or Two Handed ranged weapons.

Armour:
Light armour.

Abilities

Sniper Manoeuvres:
Rapid ConcealmentTimed ShotPower ShotLong Shot

Archer Manoeuvres:
SunderRapid ShotPlaced ShotVolley

Skills:
Slip AwayConcealAwarenessKeen Eye

Keywords:

Champion Sniper Archer support

Archer SummaryAdventurer

An archer uses their chosen ranged weapon from a distance, able to cover their allies and lend supporting fire to the encounter. A single well aimed arrow or bolt will drop many foes with just the one shot, ever watchful for the enemies that are flanking, laying in wait or ambush, the archer allows the melee party members to close the gap quicker and with less enemy minions in the way. Archers join adventuring parties for more opportunity to perfect their incredible skill.

Archers have two common actions, one is a single well aimed shot designed for maximum damage, the other is much faster designed to pin down the enemy or to cause larger or more armoured enemies to loose focus and coordination. Occasionally the archer will need to break or cut something, a rope on a bridge, or knock over a brazier, the right arrow and steady aim and facilitate this action.

)
- Chieftain of the goblins
Baine ( Bruiser

BruiserChampion

A bruiser is a brawler that became much bigger, stronger and generally more powerful, able to break bones with a single punch. With a snatch a bruiser can grapple an enemy and just a squeeze of their muscular arms they can break the enemies back and even kill, this raw strength belies their speed, able to land a dozen devastating blows before the enemy can react. Free of the restraint of armour the bruiser take on any number of foes, even if they armed.

Bruisers love showing of their strength, engaging in contests wherever possible, eager to show up how much they can lift or break with one punch. This leads to them joining parties whenever asked, as much as the challenge of the unknown and the possible heroic deeds they can complete. In battle they use this to goad the enemy into thinking they can best them one on one, much to their folly.

Proficiencies:

Melee Weapons:
Can not use wepaons, but is profient in open hand combat.

Armour:
Can not wear any armour.

Abilities

Bruiser Manoeuvres:
FendWeighty StrikeFlurryBone Breaker

Brawler Manoeuvres:
DeflectRapid StrikeGrappleAcrobatics

Skills:
PushBreakAwarenessStrong

Keywords:

Champion Bruiser Brawler

Brawler SummaryAdventurer

A brawler forgoes all weapons, preferring to use their fists, feet, elbows, head and body weight when attacking. With no weapons comes speed, able to strike much faster and with no extra weight to carry, their blows are harder, with faster and heavier blows their attacks are unrelenting force, equally capable of dealing with many enemies at once as they are of facing off one on one. Often underestimated, the brawler can often surprise an enemy before they get a chance to act.

Brawlers excel in close quarters fighting, like crypts or dungeons, the in ability to use a weapon properly adds to their advantages, while a sword might catch on a wall a fist is fast and unencumbered. When on the open battlefield a brawler is always vigilant for incoming ranged attacks, with no shield to hide behind they must deflect or dodge each of them as they close in on the enemy.

)
- Minotaur champion of the Spider Queen

Characters of Infamy

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 rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 8th July 25.
The Tavin database entry was last updated on the 1st Jan 70.
CONTACT US
ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-one years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

So that’s us. We hope you enjoy the site. If you want to give us some feedback, why not .

THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

CREDITS Info coming soon
TERMS OF USE Info coming soon
PLAYER LOG IN
Illustrations, images and website content are
all © of Altered Dimension LTD 2010

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