The Ironfather

Once human, the Iron Father was a genius inventor, he perfected the use of steam to power devices previously powered by magic, his knowledge of metallurgy and alchemy is unparalleled.

Using this knowledge he attempted to create a artificial creature of metal that would protect him and his followers, when the creature went out of control he was injured and only survived by being interned within his creation.

Character Details

Title or Rank The First / Iron Father (Mekis)
Race: Augment

Some augments were experiments, gone right or wrong is an opinion that differs from augment to augment and creator to creator. Typically one that survives will be faster, stronger and generally improved.

Any body part could be replaced, even internal organs, although a power source is often required in such cases. The specific component replaced determines the improvement or hinderance so achieved.


 
 
 
 
 
Humanoid
(Male)
Tier: Hero

One in a thousand champions will live long enough and train hard enough to become a Hero

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If still on the adventurers path it is likely they are known throughout the land, and are often called upon by the leadership of the nation to defend them from great threats


If still part of the nations military, it is likely they will have earned the upper echelons of rank and have great influence within the nation


If your DM suggests you create a character of upper levels, your likely to be a hero, as such your background should be expanded to include such activities.

Class: Technomancer*

TechnomancerAdventurer

A Technomancer is an engineer that has tapped into the arcane energies, typically through a scientific breakthrough that allowed them to create, sometimes by accident, an artefact to act as a conduit. Using this Arcane Conduit they are able to harness arcane with which they can power their machines, charge weapons, infuse armour and create autonomous machines with arms and legs called Automa. These constructs are semi sentient, given a thought engine by the arcane conduit.

Technomancers don't often leave the workshop, but those that do take their Automa with them, along with arcane infused weapons, with which they have practised martial skills. Their arcane conduit also allow them a degree of spell-like abilities that mimic the arcane powers of a mage, their combined martial and arcane skills make them much sought after by leaders of adventuring parties.

Technomancer is a deviation class available to any Engineer under specific conditions.

Proficiencies:

Melee Weapons:
Simple or Light one handed weapons.

Melee Weapons:
Simple or Light two handed weapons.

Ranged Weapons:
Thrown ranged weapons.

Armour:
Light or Medium armour.

Shields:
Light shields.

Abilities

Technomancer Manoeuvres:
Step AsideHeavy StrikeCritical StrikeArcane Strike

Technomancer Spells:
CatalystArcanum SheildArcanum MissilesSuppression Blast

Technomancer Crafting:
Manaforge (Arcanum Conduit)Pseudo Infusion (Arcanum)

Skills:
Steady HandsFocusedDetect Magic

Spellcasting requires the Technomancer to be in possession of a arcane Conduit.

Keywords:

Adventurer Technomancer melee arcarnum spellcaster
Age: 3100
Chosen Deity:
Persona: Defender

Will do everything they can to do what's right, will stand their ground against overwhelming odds. Often considers family, friends and homeland more important than their own life.

Family Tree

Weapons

Primary: Gauntlet of Mekis

Gauntlet of Mekis

Appearance



Background

Secondary: The Pneumatic

The Pneumatic

Appearance



Background

Ranged: Bolt Launcher

Bolt Launcher

Appearance



Background

Armour

Armour: Ironshell

Ironshell

Appearance



Background

Shield: Hydras Teeth

Hydras Teeth

Appearance



Background

Hands:
Boots:
Cloak:
Headpiece:

Enchanted Items

Character Portrait

Key Allies

Technomancer Spells:
Base Skills
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Last updated on the 24th April 26
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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.

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