Mathandria

Mathandria Math-an-dria was the smallest of her siblings, Frahuden never treated her different, and often encouraged her somewhat rebellious behaviour. Her antics made her appear immature compared to the others, but she had a real connection with the living world around, and always knew where the line was and not to cross it.

Mathandria agreed to the Intervention Laws

The Intervention Laws are a set of rules laid down by the elder dragons upon the realsation they could effect the course of the world even after ascension.

whole heartedly, she knew it was important for those with divine power to use it wisely, she instilled those same values into her own offspring and her sentient creations of the halfling race.

Basic Information

Pantheon Rank: Elder

A deity amonst the first, one of the elder dragons that assended to the elemental planes, a direct dedendant of the two progenitor dragons.

(Metallic - Copper)
Persona: Rebel

Although law abiding, does not necessarily agree with them, looks out for ones self first but will not stand idle when a friend is in danger.

Element: Air

The energy of Air comes from the elemental plane of Arrilis.

Plane of Residence: Arrillis
Title(s): The Traveller
Lord of Arrillis
The Unruled
Halfling Mother
The Voice of Anarchy

Forms

Pre Ascension: Colossal Copper Dragon
Post Ascension: Copper Dragon (Spirit Form)
Prefered Mortal: Halfling woman, Brown Hair, Brown Eyes.

Worshipers

Worshipers Halflings, Humans, Elves
Holy Day: Vernal Equinox
Temples: Wooden buildings, dotted around cities and wilderness areas
Time of Worship: The first light of the White Moon.
Worship Routine: 20 minutes of contemplation and prayer, with an offering to Mathandria burnt at the end.
Current Avatar:


Location:
Built (Alliance Year):

Boons

Boons are granted by the deity in return for the induviduals worship and devotion which is shown by following the deities ritual above.

A character can recive as many bonus spells and abilities as they have the prerequistie character trait for.

Charcter Trait Prerequisite Bonus Spell or Abiltiy
Spellcaster: Champion

The lucky few adventurers, or serving soldiers that have risen through the ranks become Champions


They lead others, command the battlefield, and often take the fight to more dangerous enemies


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

Wind Wall

Bonus for arcane spellcasters worshiping a deity of this element

Class: Elder Druid

Elder Druid

After a lifetime of druidic activates, protecting the natural world, giving their very soul to the task they can become an Elder.

These elders will take upon new duties, they become teachers to other druids, emissaries to non druid organisations and the last line of defence when the first line fails.

A Druid may become an Elder Druid when they become a Champion

Abilities

Elder Druid Spells: RevivificationTree WalkPrimal WardPrimal Might

Elder Druid Skills: Ritual: LaylineSpeak with AnimalsRitual: LifeDetect: DecayDetect: Magic


Elder Druid Profiencies: Expert spellcaster of life magic. Proficient with a staff.

Elder Druid Spell Casting: Spells require physical components which are consumed in the process.

Elder Druid Boon

Bonus for characters of this class worshiping this deity

Persona: Rebel

Although law abiding, does not necessarily agree with them, looks out for ones self first but will not stand idle when a friend is in danger.

Rebel Boon

Bonus for characters of this persona worshiping this deity

Weapon: Light Crossbow
When all else fails, pull out your crossbow, and if you still miss, bludgeon them with it.
When all else fails, pull out your crossbow, and if you still miss, bludgeon them with it. ~ Miqa
Light Crossbow Boon

Bonus for characters worshiping this deity and using their favoured weapon

Priesthood: Fealty A practising priest who gets their powers from their deity. Mathandria Boon

Bonus for priests worshiping this deity

Deity Portrait

Mathandria Symbol:

The symbol of Mathandria is quite common amongst the Grand Alliance, its struck upon copper pieces authorised as currency.
Although very few commoners know of its true history; the two shapes represent the material and immaterial existence.

Orders of Mathandria

Order of the Veil Servants of the Endless Flame

The majority of her followers are Halflings, followed by the more nomadic and tribal humans, outside these groups very few find the peaceful and community driven lifestyle a draw to dedicate themselves. But, there is a portion of the world, throughout the races of Terrainia that follow her as the voice of anarchy, those that refuse to follow the rules laid down by kings and queens of various lands, these include rangers, barbarians and those with innate wild magic. Sovin is the homeland of Mathandria's halflings and as such has the highest concentration of followers, outside of this her followers tend to reside in the natural places of the world, and these followers don't erect large temples but rather small shrines in her honour.

Artwork of Terrainia

The deity page was last updated on the 28th Sep 23.
The Mathandria database entry was last updated on the 1st Oct 23.
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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 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.

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