Formerly of Talax, Ungir declared independence two hundred years ago after a disagreement between the Lord of Ungir and Queen Karla Raeger of Talax. Since that time The queen of Talax has sent many envoys to make peace but all have been turned away, what she doesn't know is that the disagreement was intentional, set in motion by a hidden force, whispering in the ears of the Ungir leaders, all the while working towards a sinister plan if their own.

The time is near, six months ago the nation of Ungir has plunged into chaos, all triggered by this unseen whisperer, now the military lie in ruins and the commonfolk are having to fight to survive.

Leadership

Established: 200 years ago

Diplomacy

Philosophy: Anarchy

With the government in anarchy the nation no longer holds a cohesive ideal.

Geography

Capital City: Weild
Regions: None
Geography: Open grassland
Landmarks: The Black Tower

When the new settlers arrived on the island the only exsisting structure was the Black Tower, originally thought to have been constructed by the elves, it was quickly revealed to have been of Zariger design, the settlers could not gain entry into its interior, its thick walls seamed impenatrable, is reflective doors even more so.

Shortly before Ungir cut contact there were claims that Bolaric Weild was seen entering the structure, but it was dismissed as false as the tower had never been breached.


Location: Roughly Centre of Ungir
Built (Alliance Year): Age of Oppression
The Mansion of Weild

Built by the first settler of the Weild family, an oppulant building far to big for the family itself, but it was a mark of his wealth and the power granted to him by Queen Reager as custodian of the island.

When anarchy broke out, an unknown military force surrounded the mansion to keep it safe, these black armoured warriors branded huge axes and would slay any that got close to the mansion


Location: East Coast
Built (Alliance Year): 2311
Climate: Warm

Theology

Primary deity:Rayis (The Golden Flame)
High Cleric: (

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

)
Secondry deities: Victirus
Prohibited deities: Abixlion, Nazzikor, Katrinix, Vorseth

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: 50,000 ]

Population Total: 50,000

[ 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: Ungirans

The people of Ungir.

Commonly called Traitors by the people of Talax.

Laws and Justice: None - Anarchy

Rule of law has been suspended, the government has lost control, the nation is in chaos.

Expected punishment for theft:

Execution

Magicial Law: Unrestricted - Anarachy

There is no restriction beacue there is no law in force.

Architecture: Talax Architecture

Stone buildings, Rendered Walls, Angular Clean lines, Multiple stories, Tiled roofs, Arched and glazed windows, Columns, Blaclonies, Roof Terraces. Roads are paved, Underground sewage systems. Farms are fenced privately owned property.

Economy

State: None - Anarchy

The enconomy has failed, no trade, no resource, the streets arent safe so the enconomy is over.

Taxation: No Economy
Minerals:None
Commodities:
Main Exports:None
Main Imports:
Trade Partners:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Map

Click for focused map, hover for preview.

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

(

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

)

Military in Disaray

Infantry:

[ Approx: 5,000 ]

Infantry:Veterans

Veterans

Region:

Ungir

Race:

Human or Elf

Type:

Infantry

Mount:

None

Armour:

Medium

Shield:

Weapons:

Nelyani Longblade

Description

Trained soldiers from Talax that retired to Ungir raised their children to join the Talax army and contribute, but after independence these young adults had to chose to stay in Talax or join the militia. As the only fighters with training they are often put in command of a battlefield, under orders to repel the invaders at any cost.


[ Approx: 500 ]

Cavalry:

[ Approx: 1,000 ]

Cavalry:Knights

Knights

Region:

Ungir

Race:

Human

Type:

Cavalry

Mount:

Horse

Armour:

Heavy

Shield:

Light

Weapons:

Lance & Morningstar

Description

Originally the Ungir Knights were a single unit of twelve knights of Talax, each had sworn an oath to the first lord of Ungir, but over the years the generators that followed became more interested in gold than oaths and when the nation fell into Anarchy these were paid handsomely to protect Bolaric Weild.


[ Approx: 100 ]

Unique Unit:

[ Approx: 20 ]

Characters of Renown

(

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

)
-
(

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

)
-
(

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

)
-

Characters of Infamy

Brold (

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

)
-

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:

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:

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:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:

Abilities

Skills: FILL THESE MANUALLY


Profiencies:






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 Ungir 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
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.