Nephodacha

Nephodacha Neph-o-dach-a was just a egg during the great war, stolen from Mathandria during an encounter and cast into the forest of what is now known as Talax, the impact caused an early birth and the young hatchling found herself alone. Hidden from the skies above she was forced to learned quickly and make a home for herself, her wings did mature like the others and so she was forced to live on the ground. Her forbearer Mathandria pined for her lost child but was unable to make contact with her. Nephodacha spent the first two hundred and fifty years trapped within the forest, but in that time her power awakened, a connection with the forest at its core, she helped it grow repair damage done by the war above, nurturing the forest animals, protecting them from being caught in the crossfire.

Eventually her power became strong enough for Mathandria to find her, but it was late on in the war, the dragon population was devastated, Mathandria was overjoyed to have a young dragon by her side once more, but Nephodacha longed for the forest home, so still spent many a day beneath its cover. When the war was over and the elves began to populate the surface some found their way to Nephodacha. She welcomed them in and taught them the way of the forest, although at this point they were still elves, just attuned the forest. After a few millennia Nephodacha grew tired and passed form the mortal realm, her people honoured her memory with a great party that lasted days and each anniversary would hold the same party and she was not forgotten. Once her ascended form awakened her connection was immediate, her people looked to her for guidance once more, and the diety of the forest was born. Nephodacha drives her followers to rid the world of the undead and their blight upon Terrainia wh

Basic Information

Pantheon Rank: Scion

A direct decendant of an elder dragon, from a time before man and elf, awoken later and passed to godhood after death.

(Metallic - Copper)
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.

Element: Earth

The energy of Earth comes from the plane of Theyran.

Plane of Residence: Alishar
Title(s): The Lady of the Forest
Queen of the Wilds
The Defender of the Wild
Qaken Mother
Forest Walker

Forms

Pre Ascension: Huge Copper Dragon
Post Ascension: Huge Copper Dragon (Spirit Form)
Prefered Mortal: Wild Elf, Auburn Hair, Hazel Eyes

Worshipers

Worshipers Humans, Nelyani, Halflings, Caprian
Holy Day: Harvest Festival
Temples: Open air meadows
Time of Worship: In the last light of the Hazel Moon.
Worship Routine: 10 minutes of pray in front of a tree.
Current Avatar: []*

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:

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

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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.

Class: Awakener

AwakenerChampion

An awakener is a druid who has spent so much time in the deep forests of the world that they become able to communicate with the plant life of the forest as if it were sentient life. Should they spend a lot of time with an individual tree it will slowly wake, at first, this sentience is temporary, but repeated efforts will see it become a fully self-aware and independent being, eventually, they can uproot themselves and walk the forest as a Treekin, forever protecting their forest home.

Awakeners teach these trees about the outside world, as they last remember it and are often hundreds, even thousands of years old, sustained by Gaia itself so the forest can have a protector forever. In these ancients forests an awakener can have hundreds of their Treekin with to defend the forest, which can come at great surprise should an outside force decide they need a lot of wood.

Proficiencies:

Melee Weapons:
Simple or Light one handed staff.

Melee Weapons:
Simple two handed staff.

Armour:
Light armour.

Non metal armour only

Abilities

Awakener Spells:
ForestwalkPrimal WardSummon PlantMomentary Life

Druid Spells:
InvigorateRapid GrowthSummon AnimalWild Infusion

Druid Crafting:
Manaforge (Gaia Shard)Infusion (Gaia)

Skills:
RelentlessSteadfastPlant CareAnimal CareDetect Magic

Rituals:
Gaia Ritual: Commune with PlantsGaia Ritual: Awaken Treekin

Keywords:

Champion Awakener Druid gaia spellcaster

Druid SummaryAdventurer

A druid is an arcane spellcaster that uses the natural force, Gaia, generated by life itself, while each living organism only adds a fractional amount to this force, the sheer volume of plants and numbers of creatures covers the world in the force of life. A druid can use this force to invigorate plant life and summon animals, or the druid can take on or share aspects of the natural world from a bears might to a trees hardiness. A druid can only use cloth or leather armour and wooden weapons.

Druids are solitary, with the wilderness offering a greater connection to the force of life than urban areas, they are often sought out for their knowledge of such areas. Druids can access this power almost anywhere, but it is weak when deep underground when cut of from plant life, conversely when in a dense woodland teaming with animal life there are few less powerful than the druid.

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.

Weapon: Raeger Hammer
A finely crafted wepaon made only by the smiths of Yuduku, revealed to them by the Queen of Talax herself as guided by the diety Rayis, adopted by the forces of Yuduku as a weapon to fight any undead creature with, its tripple head comprising of a slashing axe, a piercing spike and a crushing hammer.
~
Priesthood: Fealty A practising priest who gets their powers from their deity.

Deity Portrait

Nephodacha Symbol:

Orders of Nephodacha

The Dead Hunters

Those that live in Talax and even more so the ones within its forests are keen to follow Nephodacha, she carries wisdom of their undead foes, grants a knowledge of the Raeger Hammer and in return only asks they never let the undead to survive. Those that follow her are allowed to take their own path, be it a warrior or scholar, priest or mage, commoner or highborn, Nephodacha welcomes all the free people of the world to her embrace, especially those driven from their former homes.

Artwork of Terrainia

The deity page was last updated on the 26th June 25.
The Nephodacha database entry was last updated on the 1st Jan 70.
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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-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.

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