Thaiek

Thaiek Thai-ek views the world differently from his siblings, he firmly believed their sentient lifeforms should be taught directly by their creators, instead of being allowed to gradually realise their potential. It\'s this view that made him instil an innate knowledge of the world into his dwarves, like the depth of rock and how different metals interact with each other and the other elements.

When Abixlion corrupted Thaiek's dwarves Thaiek retreated into himself, the slow loss of power while his dwarves were taken to the edge of extinction further compounded his isolation. It took monumental effort for him to regain a divine connection with the material plane once more.

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 - Iron)
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: Theyran
Title(s): The Lord of Iron
The Hammer
Master of the Forge
The Mountain
The True Father

Forms

Pre Ascension: Colossal Iron Dragon
Post Ascension: Iron Dragon (Spirit Form)
Prefered Mortal: Male Dwarf, Heavy Armour

Worshipers

Worshipers Dwarves
Holy Day: Kings Day
Temples: Only one temple exists; the resting place of Thaiek's Hammer
Time of Worship: During the prevalence of the Hazel Moon.
Worship Routine: 10 minutes of chanting while under ground or inside a stone building.
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: 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.

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: Warhammer
The Warhammer is a cumbersome weapon in untrained hands, and only those of sufficant strenth can even beging to learn, but once they have its a devestating weapon where even a glancing blow can break bones.
In the right hands a warhammer will break armour and bones with ease, in the wrong hands it will break you. ~ Alaric Ashweaver
Priesthood: Fealty A practising priest who gets their powers from their deity.

Deity Portrait

Thaiek Symbol:

The original symbol of Thaiek was a beacon of hope for the few remaining dwarves.
Its crossed hammers represent the two hammers first created by the diety, gifted to the dwarven race to forge tools.

Orders of Thaiek

Servants of the Lost King Keepers of the Hammer

Thaiek's followers are exclusively dwarves, this is a side effect of the deity losing a world influence, only after he regained a connection was he able to channel his power to his followers, and those are few and far between. Only a handful of dwarves exist beyond their mountainous homeland, these few only have a remnant of information regarding Thaiek. Those in the homeland are fighting a war they lost long ago, Thaiek works hard to keep them from passing into myth.

Artwork of Terrainia

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

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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.

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