Gomdirthillion, A Campaign Setting

by kickash

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Gomdirth

Gomdirth

The Deep Folk Rise

by u/k1cka5h

Credits

Sources of Inspiration

Duergar and other race descriptions:
https://www.dndbeyond.com/races/dwarf#Subrace
Ghuhuh descriptions:
https://forgottenrealms.fandom.com/wiki/Wood_elf
Ancient Onidor and other world descriptions:
Masters of Stone and Steel by Nick Kyme and Gav Thorpe
Laws of Magic:
http://arcana.wikidot.com/laws-of-magic
Document Styling:
Guildmaster's Guide to Ravnica by Wizard's RPG Team

Worldbuilding Tools

Free Tools
Inglishmek Gestures:
https://www.fantasynamegenerators.com/hand-gesture-descriptions.php
Graphic Editing:
https://www140.lunapic.com/editor/

Paid Artists
Max Debrander and Augustinas Raginskis

Art and Creations

Cover: Artist Unknown
Title Page: Upper: Artist Unknown; Lower: Underground City by Chris Dien
Page 7, Gomdirthillion: Dwarven Caverns by Markus Stadlober
Page 11, Regions: Tower of Babel by Jie Ma
Page 12, Map of Gomdirth: Art by Augustinas Raginskis
Page 15, Society: More D&D by Todd Harris
Page 16, Sports: Keg by u/Majesticoose
Page 17, Races and Classes: Artist Unknown
Page 19, Khuzud: Art by Maxdebrander
Page 23, Keldric: Artist Unknown
Page 26, Ancient Ancestry: Artist Unknown
Page 27, Ghuhuh: Artist Unknown
Page 30, Zhufan: Artist Unknown
Page 31, Zhufan Traits: Artist Unknown
Page 33, Duergar: Artist Unknown
Page 43, Priests of Plenty: Artist Unknown
Page 44, Growth Druid: Artist Unknown
Page 47, Gods and Religion: Underground Kingdom We Are The Dwarves
Page 49, Religion: Artist Unknown
Page 50, Gods and Deities: Artist Unknown
Page 51, the Duranihl Council: Artist Unknown
Page 53, Magic: Spellbooks by Tsabo6
Page 55, Items and Gear: Artist Unknown
Page 57, Legendary Dwarf Tools: DnD 5e Basic Rules
Page 59, Monsters: Earth Elemental by Steve Goad
Page 60, Kipine: Kipine by tr1lobyte
Page 61, Spitfire, Bulvak, and Sabre Arctic Monsters by u/Arilianis
Page 62, Infestor: Starcraft Monsters Part 2 by caniswolfman24

Table of Contents











Gomdirthilion.................................................7

Ages of the Dwarves.......................................................................8

Regions.............................................................11

Map of Gomdirth...........................................................................12 Vagdorth..........................................................................................13 Kharrim...........................................................................................14 Kulheim...........................................................................................14 Dinyar & Bolyar..............................................................................14 Open Sea & Beyond......................................................................14 Society..............................................................................................15

Races & Classes................................................17

Dwarf Races..................................................................................18 Khuzud.............................................................................................18 Keldric..............................................................................................22 Ghuhuh.............................................................................................27 Zhufan...............................................................................................30 Duergar.............................................................................................33 Archetypes......................................................................................36 Dwarven Defender.........................................................................36 Dwarven Demolitionist.................................................................37 Pirate.................................................................................................39 College of the Barkeep..................................................................39 Priest of Egoras..............................................................................40 Servant of Haela.............................................................................41 Adept of Dugmaren........................................................................42 Growth Druid..................................................................................44

Gods & Religion..............................................47

Beliefs and Practices.....................................................................49 Gods and Deities............................................................................50 The Duranihl Council....................................................................51 Primary Pantheon Gods...............................................................52

Magic..................................................................53

Laws of Magic.................................................................................53

Items and Gear.................................................55

Wondrous Items...........................................................................56












The Eightfold Axe...........................................................................56 Legendary Dwarven Tools.........................................................57 Anvil of Songs.................................................................................57 Brutal Pick.......................................................................................57 Shaping Hammer...........................................................................57 Earthheart Forge............................................................................57 Rare Items......................................................................................58 Axe of the Dwarven Lords............................................................58 Belt of Dwarven Kind....................................................................58 Dwarven Plate................................................................................58 On the Brewing of Dark Meat Beer............................................58

Monsters............................................................59

Monsters of Kharrim...................................................................60 Kipine................................................................................................60 Monsters of Bugdihn Islands...................................................61 Spitfire...............................................................................................61 Bulvak................................................................................................61 Sabre..................................................................................................61 Monsters of Vagdorth..........................................................................................62 Infestor..............................................................................................62

Gomdirthillion

The Deep Folk Rise

Beneath the mountains of Vagdorth lies the ancient realm of the Khuzud Dwarves: Onidor. A proud and venerable race, these Dwarves have ruled over the subterranean holds for thousands of years. Their ancient kingdom stretches the length and breadth of Gomdirth, entrenched beneath both land and sea.

Breached upon the surface, laid upon every mountain, river, rock, and tree, the modern Dwarves thrive. The three factions of Keldric, Ghuhuh, and Zhufan have wrought their homes upon the fertile earth of Gomdirth. The majesty of their artifice stands boldly for all to see, hewn into the very earth itself. The Dwarves's dark cousin, the Duergar, also remain beneath the surface, in the southern most reaches of Vagdorth beneath the swamps of Durrihm.

Miners and engineers beyond compare, Dwarves are expert craftsmen who share a great love of gold and precious stones, and all the precious resources of the fertile Gomdirth. But love of illustrious stones and endless riches would drive a cleft between the once unified factions, as they began to eye the riches of their neighbors with envy in their hearts and greed in their bones.

At the height of their Glimmer Age, the Dwarves enjoyed peace among each faction, and even managed subterranean trade with the ancient Khuzud. They held dominion on all they could survey, as above and so below.

But bitter war between the factions led to the constraint of important resources, and the Kuzud have since closed their borders completely. The seas are ruled by marauding pirates from the twin islands to the north, and those on land struggle in poverty and starvation, subject to roaming gangs and lawless mercenaries.

The Dwarves now nurse bitter memories of the Glimmer Age, while each faction, family, and Dwarf cling desperately to the vestiges of their once proud kingdoms.

Gomdirth











Welcome to the Deep

Home to a powerful Pantheon of Gods and Deities, Gomdirth's fertile plains and gleaming caves bore a fruit more unique than any other: the ancient Dwarves. Born from the Soul Forge in the deepest reaches of Vagdorth, the Dwarves evolved beneath the surface in the holy kingdom of Onidor.

The Deep Folk

Dwarves are of the stone, the dirt, the metal, and the fires of Gomdirth. Born from the roots of the mountains themselves, the ancient Dwarves, The Khuzud, carved their rich kingdoms from the belly of the earth until they reached the lush and fertile surface.

The gleaming veins of crystals and precious metals gave way to verdant forests, and crashing shores. It is there, upon the crust of Gomdirth, that the expansive kingdom of the ancient Dwarves blossomed.

While the Khuzud remained behind, the rest of the Dwarves broke through the blistered skin of Gomdirth, and formed factions of civilization across the different continents. Their factions would form different races altogether, as the Dwarves evolved and adapted to their surroundings.

Remaining quite close in traditions and geographic preferences, the Khuzud and the Keldric both occupy the continent of Vagdorth. The surface of Vagdorth is largely unoccupied, with most of the population of the Khuzud living near the entrance to Onidor, or under the surface all throughout Vagdorth. Because the underground inhabitants of Vagdorth often need supplies from the surface, single entrances to each of the major cities are scattered through-out the continent.

The Ghuhuh occupies the smaller, forested continent of Kharrim. The Ghuhuh and the Zhufan share the slightly larger and more geographically diverse continent of Kulheim.

The Zhufan have the largest spanning kingdom besides the Khuzud, occupying both the smallest continents of Dinyar and Bolyar, and the Bugdihn islands. They have begun to settle on the coasts of Vagdorth even, and have gone largely unnoticed by the Keldric. The Zhufan maintain a tenuously peaceful relationship with The Ghuhuh near the border zone of Kulheim.
























Ages of the Dwarves

The length of each age of Gomdirth varies
slightly, depending on the scholar and text.
However, most theologians and historians of
modern day Gomdirth agree that each age is
somewhere between five-hundred and
two-thousand years.

Shimmer, the First Age. The Dwarves are born
from the Soul Forge, and begin cultivating their
underground kingdoms. The gods Numador,
Fultseg, and Karkuga equip the Dwarves with the
tools and knowledge necessary to build the holy
kingdom of Onidor.

Glimmer, the Second Age. The ancient dwarves discover the surface world, and many are afraid. And many still were taken by curiosity, and greed for the resources that may exist in this new world in the light. It took centuries for the surface dwellers to adapt to the bright, barren world of the Gomdirth surface. Many perished in the process, but new factions and races of Dwarves floursihed, and began to populate the world. At first, the races were peaceful, trading resources across each kingdom to further the knowledge and prosperity of their descendants. But soon, greed overtook the Dwarves races, and soon the utopia of the Glimmer Age fell into bitter war, and despair.

Dimmer, the Current Age. Embroiled in faction wars and clan in-fighting, the noble race of Dwarves enter an age of decline. Monster activities rise in the remote parts of Gomdirth, and begin to threaten the borders of dwarven settlements. The Vunoshin, long time allies of the Keldric and Zhufan, begin to aggressively settle in more territory and demand more resources from their allied Dwarves factions. The Dimmer Age is an age of political turmoil and war.

The Shimmer Age

The Dwarves of Gomdirth like to say that their souls were birthed in the same ancient forge in which the Khuzud now forge their finery and weapons. Dwarves life began deep, in fact the deepest reaches of Onidor are the most ancient. When the first few Dwarven souls sparked into existence, it was in pure darkness. It was the god Moradin who sparked the Soul Forge, which flared to life and thus the Dwarves were birthed in flame and shadow. Moradin, the Soul Forger knew not what creatures he just created, but looked upon them with awe and admiration as they emerged from fire and rock. With fresh awareness, contemplating awareness itself, they found each other. Sightless as they were, the ancient Dwarves began to communicate through sound, and discovered they could detect the world around them with an extra sense that was only present when they clicked their tongues or tapped their limbs against the hard stone surrounding them. Before the Dwarves had homes or names, they invented Inglishmek, the echolocative sign language that is now used only by the lingering Khuzud.

They discovered that there were larger, more deadly creatures in their deep cavern, and they were only safe if they were near to the Soul Forge. They wandered the deep and the dark in this way for days upon days, meanwhile new Dwarves souls were sparking from the Soul Forge every day. Soon they were too many, they pushed against the farthest walls of the cavern, and they feared that all the Dwarves would perish back into the forge from whence they came.

Then, there was a sound like a clanging of a thousand stones, then came the god Numador. The sound persisted, they need not click their tongues to see the god. At first, he appeared in a form completely foreign to them, and they were afraid. Then, he came again, as one of them, and taught them to make tools so that they could dig their way through the vast and pitch black earth. He showed them the veins of precious metals in the earth, taught them to use the Soul Forge to bend and shape the metals into tools. The tools cut through the earth, moved it, and shaped it as they wished.

Then came Fultseg, who taught them mining and stone working so that they could build homes and more advanced tools to protect themselves from the harsh subterranean elements. and Karkuga taught them how to navigate through the mountains. Numador, Fultseg, and Karkuga taught the ancient Dwarves how to survive, but it was Dugmaren who instilled in them a sense of yearning. This yearning led the Khuzud to become great artisans, capturing the bare elements of Gomdirth's offering into powerful tools of might and wonder.

These tools birthed the first age of the Dwarves, which they deemed the Shimmer Age. So taken with the shine of Gomdirth's elements, every Dwarf had a divinely instilled purpose to shape their world the way they desired.

From the deeps, a society emerged. A council of elders was elected from among the first-born of the Soul Forge. Five first-born Dwarves were to lead the society of Dwarves into the fires of the new age.

Thalabelle, Forge Witness

First-born of the First-born, Thalabelle witnessed the birth of each of the First-born Dwarves souls.

Utrir, First of His Name

Second-born of the First-born, Utrir is the second-eldest Dwarves.

Thuldrin, First of Onidor

Third-born of the first-born, Thuldrin sought to build the first Dwarves kingdom.

Ovabelyn, Daughter of Ash

Fourth-born of the first-born, Ovabelyn introduced animal husbandry to the Dwarves.

Lorgeas, Son of Fire

Last of the first-born, Lorgeas became the steward of the Dwarves.



Service on the Onidor Elder Council would prove to be a life-long office. The original council elders accomplished many great things in their years of service, including building the great Khuzud kingdom of Onidor, and expanding ever up and out from the center of Gomdirth.

After the death of Thalabelle, the Dwarves mourned their great loss. Eventually, another was elected in her stead. As the great elders of the original council aged, and passed, a new council came to be with more ambitious goals of exploration, industrialization, and invention. The Second Council often disagreed on ideals like religion, philosophy, and economics, and so they elected to nominate a Monarch who would preside over the council in times of disagreement. A trial was held to determine the most fit and righteous of the Dwarves, and eventually Tornalynn was crowned the first Queen of Onidor.

While most of the Dwarves supported the new direction of the Council and Monarch, there was a good number who felt that the old ways should be honored, not corrupted by ambition and adventure. The first faction was born: the Khuzud. They dug deep into the heart of Vagdorth, and maintained the cultural memory of the very first Dwarves, preserving the history of their people.

Tornalynn's adventurous spirit and restless nature gave way to a new age of discovery and invention. Thus was ushered forth the Glimmer Age.

The Glimmer Age

A time wrought with splendor and luxury, many Dwarves refer to the Glimmer Age as the most prosperous age on Gomdirth. Factions were born as the population increased, and Onidor became a thriving metropolis of knowledge and invention.

The faction of Zhufan mastered the underground waterways, building water vessels and viaducts in the deep Vagdorth depths. The wrought from the stone a water trade route that still exists today, spanning nearly the entirety of the Vagdorth underground. Zhufan were the most adventurous of the Dwarves, and were the first to breach the surface while following a vein of steam.

The faction of Ghuhuh mastered agriculture and animal husbandry. They forged a deep connection with all that grows beneath the surface, and provided food and animal services for the ancient kingdom. They were the second to discover the bright surface world, following the deepest roots of an ancient arbor tree.

Factionless Dwarves wtih an adventurous spirit followed the Zhufan and Ghuhuh, and began to settle in small numbers around the mouth of what would become the surface entrance to Onidor. Trade and cultural exchanges were forged in these small settlements.

As more and more Dwarves discovered the surface, they also discovered a larger pantheon of gods than they ever knew.

Tornalynn was unnaturally long lived, even for the ancient ones. In her constant conquests of discovery, she made contact with the goddess Telfa. Tornalynn learned that it was Telfa's magic that flowed through the soul forge, and created Dwarven life. Knowing that her life would soon end, and yearning to prolong her rule, Tornalynn sought to learn the ways of magic from the goddess. But Telfa refused, knowing that Tornalynn would be too tempted to defy the laws of natural order. She warned Tornalynn of the dangers of this knowledge.

Tornalynn was devastated. She spent the short remainder of her rule bitter and defeated. She wanted magic for her people, and would not let death stand in her way. She struck a deal with Haela, Goddess of Chaos. Tornalynn would pledge 500 Dwarf souls in service to Haela, and Haela would teach her the ways of divine magic.

The Dimmer Age

The deal with Haela birthed the Dimmer Age, and the Duergar, Grey Ones in service of Haela. Souls of the deep ones repurposed to serve the Goddess of Death and Destruction, the Duergar were shunned from the holy kingdom and driven deep into the bowels of Gomdirth. This became known as Helmfast.

Tornalynn, aging and consumed with insatiable desire for magical power, quickly lost control of the holy kingdom, as her betrayal of her people to the goddess Haela tore the Dwarves along faction lines. Three strong leaders arose and stood against Tonalynn's rule, ancient as she was now. The Khuzud rose in support of her, as she was the longest living of any known dwarf in history. Her loss would mean a great cultural tragedy.

The leaders of the Zhufan, Ghuhuh, and newly formed Keldric stood against Tornalynn, and also each other. The Ghuhuh viewed the Duergar as an aberration, a corruption of nature, and sought to destroy them, while the Zhufan laid blame on the gods for the corruption of their people. The Keldric, who saw an opportunity to seize a place among the powerful factions, played support of both sides.

Faction fighting became war, as minor disagreements became racial injustices. War became an excuse to steal the riches of their neighbors, as Dwarves forgot the reason for fighting and it simply became a way of life.


Notes from the Author

The Dimmer Age is the current age, but the events of Tornalynn's deal with Haela are ancient memory for the Dwarven people. For some, the creation of the Duergar is just a legend. Only a few still know the real truth of Tornalynn's agreement with the goddess of chaos.

Regions

Gomdirth

Dwarves are of the stone, the dirt, the metal, and the fires of the earth. Born from the roots of the mountains themselves, the ancient Dwarves, The Khuzud, carved their rich kingdoms from the belly of Gomdirth until they reached the lush and fertile surface.

The gleaming veins of crystals and precious metals gave way to verdant forests, and crashing shores. It is there, upon the crust of Gomdirth, that the expansive kingdom of the ancient Dwarves blossomed.

While the Khuzud remained behind, the rest of the Dwarves broke through the blistered skin of Gomdirth, and formed factions of civilization across the different continents. Their factions would form different races altogether, as the Dwarves evolved and adapted to their surroundings.

Remaining quite close in traditions and geographic preferences, the Khuzud and the Keldric both occupy the continent of Vagdorth. The surface of Vagdorth is largely unoccupied, with most of the population of the Khuzud living near the entrance to Nar Durahl, or under the surface all throughout Vagdorth. Because the underground inhabitants of Vagdorth often need supplies from the surface, single entrances to each of the major cities are scattered through-out the continent.

The Ghuhuh occupies the smaller, forested continent of Kharrim. The Ghuhuh and the Zhufan share the slightly larger and more geographically diverse continent of Kulheim.

The Zhufan have the largest spanning kingdom besides the Keldric, occupying both the smallest continents of Dinyar and Bolyar, and the Bugdihn islands. They have begun to settle on the coasts of Vagdorth even, and have gone largely unnoticed by the Keldric. The Zhufan maintain a tenuously peaceful relationship with The Ghuhuh near the border zone of Kulheim.

  • Khuzud Capital City: Milgalor, in Ancient Onidor
  • Keldric Capital City: Nar Durahl, the Blasted Steppe
  • Ghuhuh Capital City: Dunguruhm, deep forest of Karrihm
  • Zhufan Capital City: Hernlohdir, northern Kulheim
  • Duergar Capital City: Helmfast, southern Vagdorth

Vagdorth

Milgalor

Inside the deep reaches of the Vagdorth mountains lies the ancient city of Milgalor, once a massive metropolis of dwarves. This city is so large that it encompasses most of the mountain range and reaches deep into the ground, well into the deepest reaches of Gomdirth, which the great ancient Dwarves steadily explored in the Shimmer Age.

The Mines of Milgalor are amongst the most prosperous in the world and are rich in iron, copper, gold and mithril. In the city itself tens of thousands of craftsman would work day and night creating weapons that are still sought after around the world.

Now, the Khuzud of Milgalor never allow Dwarves from the surface into the city. However, occasionally they will trade with select members of the Keldric and, less often, the Duergar. The dwarves will also often send traders to the outside world, these traders will often spend years on the surface before returning to the city with their surface wealth. Surface life is nearly impossible for a Khuzud, as such there are few positions more dangerous than trader, as many traders never return home from the surface at all.

The city is run by a an Elder Council and a figure-head Monarch, who govern all of the day to day affairs. In the current Age, these daily affairs seldom require such oversight, as the city population now dwindles to less than a quarter of the population of the Shimmer Age.

The Deep Throne Room

Massive braziers hanging from each of the ten onyx columns light up the entire throne hall and cover the hall in warm oranges and dancing shadows. The angelic paintings on the terraced ceiling dance in the flickering light while statuettes look down upon the carved stone floor of this august hall.

A lavender rug runs down from the throne and marks the closest spot people can stand when they address the royal highness while pennant banners with gilded plumes cover parts of the walls. Between each banner , they've all been lit and in turn illuminate the tapestries of other leaders of the world below them.

High windows are shrouded by drapes colored the same lavender as the banners. The curtains have been adorned with emblazoned edges and gold leaves.

An elegant throne of silver sits within a pagoda of sorts within this hall and is adjoined by two smaller and less elaborate seats for those aiding the royal highness in all affairs.

The throne is covered in sacred images and fixed on each of the rather slim feet is a ruby flower head. The comfortable pillows are a light lavender and these too have been adorned with adorned ridges.

Those awaiting to be heard by their royal highness can do so on the countless long and rather bulky alder benches, all of which are diagonally facing the throne. Those of higher standing can instead take seat in the opulent balustrades overlooking the entire hall.

Nar Durahl

On the edge of the canyon dug deep into the northern half of Vagdorth, lies the small kingdom of the Keldric, called Nar Durahl. Settled on the edge of the Blasted Steppe along the waterways that empty into the Onidor Mines, Nar Durahl is small but sophisticated. The people of the Keldric kingdom live in comfort and relative safety.

Helmfast

The Duergar kingdom of Helmfast encompasses a vast network of underground caverns and tunnels underneath the surface of southern Vagdorth. It is home to a host of evil beings driven deep into the caverns during the Glimmer Age, when the goddess Haela gathered the dark creatures of Gomdirth under her recruit. The capitol city of the Duergar, Helmfast, lies at the deepest center of the kingdom of Haelenor.

Haelenor's underground landscape varies from small subterranean fissures almost impossible for even small creatures to crawl through, to wide expanses of deep water that hides coral caves, hollowed out sections of ice in which deep creatures live, and places where fungus, bones, or even pure force form caves. This varied landscape is as dynamic as the surface of Gomdirth. Some areas are always changing over time, from underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of Haelenor are highly unreliable, sometimes by design but other times by bad luck.

Kharrim

Dunguruhm

The forests of Kharrim are colossal, bright, and ancient. The highest canopy is competed for by asp, beech, and crab apple, which provided just enough openings for light to pass down for a range of shrubs to sprout in the nut and seed covered grounds below. In the first two ages of Gomdirth, the surface world lay undisturbed by Dwarven axe or hammer, and so the forests roared with life. Still today, the Ghuhuh people of the Dunguruhm kingdom must work tirelessly to keep the forest from overcoming their great kingdom.

Bundled vines embrace every tree in a potpourri of flowers. Curving tree limbs wave from many a tree, and a hodgepodge of flowers, which are scattered sporadically, contrasting against the dark leaves of the lower canopy.

A cacophony of beastly sounds, insects and unseen monsters, resonates through the air, and are backed by the occasional roar of a large animal trying to scare away predators.

Kulheim

Hernlohdir

On a continent of scoundrels, traders, and politicians, Hernlohdir bustles with life as the most populated of all the modern Dwarf kingdoms.

The Zhufan have settled their capitol city of Hernlohdir along the northern reach of Kulheim, so that it can retain easy port access to the small cities of the Bugdihn islands. The northern sea is plentiful, and the Dwarves of Kulheim have developed a wealthy economic oligarchy. Medium and large companies of industry keep most Zhufan and other Dwarf races employed, as long as you're willing to do a bit of dirty work. Corruption and greed runs deep through all the settlements and cities of Kulheim.

Bolyar & Dinyar

The smallest continents of Gomdirth are mostly uninhabited, at least by the Dwarves. With an arctic climate and harsh terrain, powerful creatures have made this place their home. A few mysteries surround the creatures of the twin continents, but most modern dwarves stay clear of Bolyar and Dinyar.

Open Sea & Beyond

The people of Gomdirth are just now beginning their discovery of the waters, and there could be many uncharted lands across the open sea. There could be untold riches on far away continents, or horrors beyond their imagining.

What might a brave sea-bound adventurer discover beyond the open seas of Gomdirth? Only you can say!

Society

Dwarves are a religious, superstitious, and divided people. Bias runs deep in the Dwarves blood, and each faction believes it is superior to the others for various reasons. Despite recent liberal movements of acceptance, inter-breeding is extremely unpopular, and any offspring of these unions would be met with life-long bigotry.

Despite the differences they perceive between themselves, the Dwarves have more in common than they know.

The Dwarves are known for good alcohol. Before they rose from the roots of the mountains, it was difficult to find fresh water. Beer, wine, and hard liquor became the drink of choice for refreshment and leisure, and that tradition has remained consistent across all the Dwarves.

Every Dwarf is a storyteller, for lore and adventure run deep in the Dwarves blood. Even the ancient Khuzud revel in their tales of adventure and discovery.

Dwarves shape, mold, and cut the world around them to fit their needs. If a mountain or forest or shore is not conveniently placed, dwarves will carve through it, build over it, and cut around it. They are master craftsmen of virtually every trade imaginable.

Traditions and Holidays

On the Northern reaches of Kulheim, it is tradition to gift a new born baby something you made yourself. It's supposed to be an omen of good fortune.

In a remote forested city on Kharrim, it is tradition for people to create and then destroy homemade effigies on the winter solstice. It's supposed to be a symbol of decisiveness and discipline and it's usually part of a type of initiation into a new part of life that can last for over a week.

In small settlements on the Blasted Steppe, it is tradition for couples to paint half their faces when they get married. It's supposed to bring health and fortune to the newly wed couple.

Notes from the Author

While the Dwarves themselves look very different, and live very different lives in each region, their cultural blood runs strong. Dwarves are more similar in culture and behavior than they'd like to admit. This can create great competition and conflict, but also can be used to forge strong bonds of peace and harmony.

Society | Dwarves Lives

Festivals

Every year the Festival of Bliss is celebrated with a lot of gusto all across the regions of Gomdirth. It's a holiday with divine roots, honoring the beginning of Summer, but today it is mostly associated with athletic competitions, preparing holiday themed foods, rights of passage and costumed mascots. It is officially celebrated for 1 week, but decorations often stay around for weeks after the celebrations.

On the Blasted Steppe, every 6 months the Festival of Wine is celebrated with excited hearts. It's a holiday with relatively young roots, but today it is mostly associated with parades, bonding with family, holiday themed sports games and homemade costumes. It is officially celebrated for 2 weeks, but the climax of the celebrations are in the final hours and is what everybody looks forward to.

Sports

Although there are many popular sports across the different regions of Gomdirth, Keg is by far the most popular across all the Dwarves races. During warmer seasons, professional Keg teams play tournaments for gold, rare, weapons, and other great prizes.

Keg is a traditional sport that has spread across the regions and has become a popular inter-racial sporting event. It played by two teams of four dwarves competing to place a full sized barrel keg onto the opposing team's stone shelf. There are three shelves (low, medium, and high) per team and the higher the shelf, the more points awarded. These games are usually held on small stone courts, crafted specifically for the occasion, but the sport is so popular that Dwarves children across the regions have been crafting makeshift courts and holding their own small Keg tournaments with improvised barrels.

A game of Keg is usually about 75 minutes, and the team who scores the most points in that time wins. Keg teams consist of 9 players each.

The court is about 50 yards long, and at each end of the court sits the highest of the shelf. The two medium height shelves are 10 yards away from the highest shelf, and the lowest shelves sit closest to the center of the court, about 10 yeards away from the medium shelf.

At the beginning of the game, the Keg starts off completely full of strong Dwarven ale from the home team's region. Any player from either team can try to drink from the Keg, in order to make it lighter. However, this needs to be done with great caution, for if any ale spills from the Keg, a point penalty is given to the offending team.

To move the Keg, a dwarf may only roll or toss it. The Keg cannot be stood on end, or moved by any other means besides rolling or tossing. If a dwarf is holding the Keg, they can only pivot on a single foot, and may not take more than a single step after picking the Keg up.

There is an optional position that some Keg teams use called Designated Drinker. While any dwarf may drink from the Keg, the Designated Drinker is devoted to emptying the Keg for their team at the perfect time, to make it easier to get the Keg on the shelf quickly. While there are generally no penalties spilling ale for other players, if the Designated Drinker spills even a single drop, the Keg is refilled and the Keg possession is given to the other team.

Keg is a full contact sport, and often ends with both teams bloodied, bitter, and drunk. Wealthy Dwarves often place bets on the game, and the subsequent clan fights that may result because of the outcome of those games. It's said that some wars in the early Dimmer Age were started over games of Keg.

Dwarf-isms

"Fog on the field acts as a shield."
A saying that's popular among current and ex-military folk that suggests that ambiguity and obfuscation can sometimes protect you from scrutiny.

"Moradin's beard!"
An exclamation of surprise, anger, fear, or frustration.

"Hammer my heart..."
Most Dwarves believe their souls were created in the Soul Forge, and at the end of their life, they will return to that forge. As hammers are created in the same way, "Hammer my heart" essentially means "kill me", and is often used when expressing resistance to an idea or circumstance.

"The weight of a Dwarve's axe can be measured by the height of his glass."
Dwarvish proverb meaning the more a dwarf can drink, the better they can fight.

"Nothing a hammer can't solve."
Indicates that Dwarves believe that anything can be solved with the right tool.

"Quick hands, quick deeds."
Usually used when teaching younger Dwarves the importance of completing tasks quickly, by doing it adeptly.



Races and Classes

Dwarves Racial Variants

Dwarves in the Gomdirth setting are made up of distinct subraces. Such divisions have their roots in the race's earliest existance.

When you create a character who belongs to a subrace, you are free to use the race's standard traits for that character. However, you can instead use the options in this section to set the character apart from other members of his or her race, and to provide ways to develop the character's identity.

Each subrace description contains a set of racial traits and benefits, which may replace the standard racial traits of a Dwarf. Unless otherwise noted, you can select as many of a subrace's benefits as you want.

In addition, each subrace includes a racial background tied to it. Like other backgrounds in the game, these offer associated skills and languages. If you choose the racial background that matches your character's subrace, you can select one of the following benefits.

  • Gain a +2 bonus to checks with a skill associated with your background
  • Add a skill associated with your background to your list of class skills before you choose your trained skills
  • Choose one language associated with your background. You can speak, read, and write that language fluently

Khuzud

When the Khuzud saw their people push further and further to the surface, a few hundred stood apart in scornful distaste. They remained below, and became the ancient ancestors of the Dwarves factions that split upon the surface.

The Ancient Folk. Direct descendants of the ancient Dwarves. All modern Dwarves are descended from the Khuzud, but bear little to no resemblance to their ancient ancestors. They are the smallest in population by far, but have the most expansive kingdoms of all the Dwarves. Ancient, echoing halls built deep into the stone of Gomdirth, the kingdoms of the Khuzud are empty for hundreds of miles.

Personality

The Khuzud are solitary, aloof, standoffish, and eccentric. They are more often amused than excited, and slow to make friends and enemies. Khuzud commonly spend most of their life alone, interacting with other members of their race only several times. While they are quick to obsession with discovery and invention, they are disinterested in social development and conservation. The Khuzud are not an adventurous race, as most of the world beneath has been explored and documented, and the world of the surface is too dangerous a place for their less evolved bodies.

But when they are pursuing a goal in philosophy or invention, they can be focused and relentless. The Khuzud are also not a violent race, but are more than capable of holding their own in combat. Although, since the separation of the Dwarves, the Khuzud have not been violent within their own race and have actually struck a very peaceful balance in their own kingdom.

Physical Description

Khuzud stand between 4 and 5 feet tall, and are very broad and compact, usually weighing between 200 and 300 lbs. Their skin has no pigmentation, and appears translucent in direct light. Their skin is so thin and fragile in appearance, that most believe if they were to step into direct sunlight, they would immediately turn to stone. Khuzud have no eyes, as there is no need for sight in a lightless world. Khuzud are completely hairless, except for sensitive whiskers that extend the height and width of their body that they use for sensing their surroundings. The only distinguishable characteristics between male and female Khuzud is that these whiskers grow from the chin and upper lip of the males, and from the temples and tops of the occipital bone of the females. These whiskers can vary in color, but generally range from dark grey to pale silver. Given their slow and efficient metabolisms, Khuzud Dwarves require little sustenance, and live between 300 and 400 years. The gestation period for a Khuzud is about 19 months, and a female Khuzud will bear only one child in her lifetime. Most believe that this limited reproductive cycle is due to limited availability of habitat, as the Khuzud have discovered as much of the deep reaches of the world as is inhabitable.

Language

Their primary method of communication is a hybrid between tongue clicks intonations and a type of sign language called Inglishmek that they can sense with their hyper developed echolocation system. The clicks help them "see" the signs and symbols formed utilizing their extrasensory ability to "see" using Echolocation. The Khuzud cannot speak the language of the other races, as they do not have vocal chords, but it is common for Keldric to be fluent in Inglishmek.

Inglishmek Gestures

Raising your right hand with the palm towards your face, thumb and two fingers forming a circle, one finger fully clenched and one finger fully stretched is a gesture that is used after a fortunate event and is meant to cause it to prolong or repeat.

Raising your left hand with the palm towards the sky, two fingers crossed and three fingers half clenched is a gesture that is used to strengthen an agreement similar to making a promise.


Races | Khuzud

Holding your left hand, with the palm towards the sky, two fingers crossed, two fingers fully stretched and the last one fully clenched, against your right hand with the palm towards the side, thumb and one finger forming a circle and three fingers fully stretched is a gesture that expresses the equivalent of 'stop, do not move'.

Holding your left hand, with the palm towards someone else, two fingers fully stretched and three fingers half clenched, against your right hand with the palm towards someone else, one finger fully stretched, one finger half clenched and the other three fully clenched is a gesture that expresses you're not serious about what you're saying.

Relations

Khuzud maintain an ancient grudge from before the separation of the races, but have come to rely on the supplies and discoveries of the surface folk to improve their own ways of life. Because of their extended lifespan, they remain aloof of close bonds with most of the other races, but strong friendships and lifelong alliances have been forged through out the ages.

They remain closest to Keldric, and will occasionally tolerate a Keldric settler family or two if they can provide value to their society or industry. Several Keldric adventurers are featured in Khuzud history and lore, and are depicted fondly in art and song.

Khuzud are most disdainful towards the Ghuhuh, seeing their choice to settle in the forests and plains as a violation of the Dwarves identity. Ghuhuh are inherently distrusted, disliked, and altogether unwelcome in Khuzud society.

Zhufan are an interesting conundrum to a Khuzud, as they can understand their desire to discover the mysterious ways of the sea, but cannot understand the desire to venture into such strange surface environments. Zhufan are just as likely to be shunned as they are to be welcomed in Khuzud society, and it all depends on how they prove themselves.

Khuzud Lands

Capitol City: Milgalor, near the Soul Forge in Ancient Onidor

The ancient kingdoms of the Khuzud are the birthplace of the Dwarves race, and so are hallowed ground for all Dwarves. They lie deep beneath the stony faces of the mountains, where they mine precious gems and metals and forge items of wonder. Trusted members of the Keldric, and occasionally a Zhufan or two, are welcome in such settlements, though some parts of these lands are off limits even to them. Whatever wealth Khuzud can't find in their vast mountains, they gain through trade.

Expansive systems of underground railways and waterways allow enterprising merchants of the different races to conduct trade between the regions. Some of the railways and waterways even extend between the continents, under deep ocean reaches built ages ago.

Though it is not impossible, Khuzud in surface kingdoms is extremely rare, as it is believed that a Khuzud cannot survive in direct sunlight.

Religion

While most of the surface races are polytheistic, the Khuzud worship only Dugmaren, the god of discovery and invention. There are a few ceremonies for honoring the House of Ancient Knowledge, that usually involve lots of food and drink, especially the finely crafted drink of the Khuzud, which is made from fermented underground plants like mushrooms and glow flowers.

Races | Khuzud

Classes and Professions

Retiring the peak of the industrial age, popular professions now tend towards philosophic, and scientific ventures, with minor dabbling in the arts. They are still the most legendary metal craftsman and jewelers in the world, and are responsible for the crafting of every wondrous artifact to ever reach popular lore. Khuzud will occasionally take up the garb of a Cleric if they are a particularly devout follower of Moradin, but a Paladin would be fairly uncommon. Khuzud Fighters, Barbarians, and Rangers, would be extremely out of place, while Bards, Sorcerers, and Rogues are slightly more common. Khuzud cannot be Wizards, as they do not have a native written language, and cannot read the written language of the other races.

Khuzud Traits

Ability Score Increase

Khuzud gain +2 Intelligence.

Age

The maximum age of Khuzud is 400. They are considered young until age 60.

Speed

Khuzud base walking speed is 25 feet, and is not reduced by wearing heavy armor.

Alignment

Khuzud tend towards neutrality, focusing their time on invention, discovery, and advancement. Some are drawn towards Good. Khuzud are rarely Evil.

Sunlight Sensitivity

Khuzud prefer dark and stony places, always underground. Khuzud suffer CON drain when in direct sunlight equal to 1d4 - CON modifier per round.

Ancient Ancestry

Khuzud have an innate sense of their surroundings when underground, and underground is always treated as favored terrain. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel.

Your group can’t become lost except by magical means.

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

If you are traveling alone, you can move stealthily at a normal pace.

When you forage, you find twice as much food as you normally would.

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Blind

Having lived underground for millennia, Khuzud never developed eyes. They have superior hearing, and can be skilled in combat despite their blindness. Khuzud have Blind Fight, +10 to Listen, Spot, or Perception, and have Echolocation. Khuzud can perceive their surroundings without relying on sight within a specific radius. They have a Blindsight range of 50 feet. Blindsight cannot be used while deafened.

Language

Khuzud can only communicate through Inglishmek and Echolocation.

Khuzud Background

Deep Delver

As a child you were endlessly inquisitive, tirelessly seeking out the tales of fallen empires and lost kingdoms, of legendary items and treasures now gone and all but forgotten. As you grew you gained admission to a delver's guild. This organization of intrepid individuals - in equal parts professional treasure hunters, fearless explorers, preservers of historical records and seekers of the truth behind all legends - guided your formative training and helped you to understand that knowledge can be just as valuable as gold.

You spent years learning different versions of the tales you had chased in childhood, trying to sort the flourishes of a tale well told from the factual account it was built on. You pored over the journals, notes and scribblings of delvers long gone so as to gather the benefits of their experience to you. You determined there were questions still without answer, treasures still lost and legends that remain shrouded in mystery. You have decided to go forth and see those answers found, the treasures of antiquity recovered and the true record of those ancient legends unveiled.


Skill Proficiencies: Investigation, plus your choice of one from among Stealth, Arcana, History, Religion or Perception.
Languages: Two languages of your choice
Equipment: A leather-bound journal containing notes and rumors, a wooden case containing a map to a ruin or dungeon, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a piece of chalk, a bullseye lantern, a set of traveler's clothes, a trinket from a memorable delve, and a pouch containing 15gp


Races | Khuzud

Guild Focus
To determine if your delver's guild or organization has a focused area of active interest roll a d8 or choose from the options in the table below.


d8 Guild Focus
1 No particular focus
2 Keepers of lore related to a specific race, people or region
3 Preservers of a forgotten religion, cult or ancient belief
4 Wardens against a hidden or defeated enemy that may yet return
5 Seekers of lost artifacts and legendary treasures
6 Researchers of long extinct empires and civilisations
7 Watchers who keep the darkest of secrets
8 Scribes collecting and archiving ancient histories and records


Feature: Esoteric Knowledge
Once after entering a ruin or dungeon, you can spend time during a long rest to study the surrounding structures and compare them against your notes and memory. Doing so allows you to correctly recall particularly obscure pieces of lore in relation to the site. This may include its purpose, who its builders were and a sense of what threats might lie ahead. Should they exist, you can also remember the name, type and/or properties of any unique items or treasures which might be found in the caverns, halls or depths of the location.

In addition to these talents, when you attempt to learn or recall a piece of lore, if you do not know that information, you will often know where and from whom you can obtain it. The accessibility of this information and whether it can be obtained at all is, of course, at the discretion of the DM.


Suggested Characteristics
Deep delvers are an equal mix of explorer, researcher, treasure hunter and keeper of knowledge - sometimes knowledge best left forgotten. They value preparation and readiness but are always willing to leap into action when needed. They are driven to dig beneath the surface of things, beyond the tales everyone knows - or thinks they know - to seek out the truth of things. Their motives for doing so can be as varied as their approaches and their characteristics when combined with their Guild Focus should reflect this.

d8 Personality Trait
1 I might fail, but I will never give up.
2 I’m extremely competent due to my comprehensive knowledge, superb grasp of tactics and flawless planning - or at least that's what I like to tell people.
3 Fame is more important to me than riches.
4 There’s nothing I like more than a good puzzle or mystery.
5 I’m willing to listen to every side of an argument before I make my own judgment.
6 Traps don't make me nervous. It's the folk who blunder in and trigger traps that I get worried about.
7 I am most at home in an old tomb or dusty ruin. I become horribly uncomfortable in the centers of civilization.
8 I’m convinced that people are always trying to steal my secrets.


d8 Ideal
1 Preservation. We enjoy great knowledge because those who came before passed it down. We must follow their example. (Any)
2 Generosity. I have honed my skills and shaped my talents so that I can use them to benefit the world. (Good)
3 Dignity. The dead and their belongings deserve to be remembered and treated with eternal respect. (Lawful)
4 Free Information. Secrets are destructive; knowledge is the birthright of all. (Chaotic)
5 Forbidden Knowledge. Proscribed lore hides the key to true power. (Evil)
6 Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)


d6 Bond
1 I owe my mentor(s) a great debt for forging me into the person I am today.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve and advance the interests of a library, scriptorium, or other repository of knowledge.
4 I won’t sell an art object or other treasure that has historical significance or is one of a kind.
5 I have learned of a terrible darkness and I’m searching for a way to defeat it before it’s too late.
6 I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.


Races | Khuzud
d6 Flaw
1 I am easily distracted by the promise of information.
2 I can’t leave a room without searching it for concealed doors or other hidden secrets.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 When given the choice of going left or right, I always go left.
5 I speak without really thinking through my words, invariably insulting others.
6 My curiosity quashes my fear. One day that’ll be the death of me.

Keldric

The Keldric have profited from their close bond with the Khuzud, and their availability for trade with the other surface races, for centuries. They act as ambassadors between the surface and the deep, and a profitable aristocratic class has emerged to oversee the administration of these trade relations. They are diverse in their tastes, customs, morals, and habits.

Personality

Keldric are the most adaptable, flexible, and ambitious people among the Dwarves races. They call themselves "The Descendants", believing they are the closest in relation to the Khuzud. Their kingdoms have prospered since the separation of the races, as the only race generally accepted into the deep kingdoms. They have become arbiters of every craft in Gomdirth, and consider themselves the administrators in any deal, whether they were involved or not. Keldric are clever, ambitious, and loyal only to the highest bidder.

Physical Description

Keldric are the most physically varied of the Gomdirth races. Their height can range between 3 and 5 feet tall, and their skin pigmentation can range from extremely pale to tawny brown. They aren't as stout as Khuzud, usually weighing between 100lbs and 250lbs.

Most Keldric men and women grow long beards and wear them braided or styled with metal beads and filigree.

Language

Keldric speak and write the common language of Gomdirth, and most are fluent in the sign language Inglishmek. They cannot really produce the sounds necessary to communicate with the Khuzud verbally, but can get along well enough with Inglishmek. The dialect of Common spoken by Keldric is closest to the ancient dialect, and contains more of the hallmark tongue clicks than the more modern dialects of the Ghuhuh and the Zhufan.

Even though the languages are structurally the same, native speakers of the modern dialects find it difficult to communicate with the Keldric.

Relations

While trade relations with the Khuzud have been dwindling as the threat to close the subterranean borders grows with each passing day, Keldric maintain tenuous trade relations with every other race. Their trade routes through Vagdorth to the north, east, and west are the only patrolled roads on the entirety of the Vagdorth continent surface. All other routes through Vagdorth are threatened by wild creatures, and are not considered safe by any of the Dwarves.

It is a rare Keldric Dwarf who has met a Ghuhuh, and rarer still a Keldric who would consider them a friend. Still, the Keldric rely heavily on the grains and other grown foods provided by their trade with the mysterious Green Folk of the southern island of Kharrim. While they owe much of their agricultural advancements in this age to the help of the Ghuhuh, no Keldric ambassador sits beside a Ghuhuh Elder at the political table.

The most common race to reside in the Blasted Steppe alongside the Keldric are the Duergar. They are well suited to the ways of a large city, and are greeted with uncommon warmth by the Khuzud merchants in Ancient Onidor.

Keldric Lands

Capitol City: Nar Durahl, in the Blasted Steppe

The Keldric occupy only the Blasted Steppe, which they call simply Keldric Home. It is situated at the mouth of Onidor, where they long ago dug the Blasted Steppes up to the surface of Vagdorth. True to its name, the Blasted Steppes are an infertile, barren land. Keldric have managed to survive in this barren mouth by perseverance alone, forging routes up to the mainland where they gathered enough from the surface to seed the beginning of agriculture and farming down in the Steppes themselves.

Religion

The Keldric emphatically worship the entire Pantheon, holding hundreds of festivals and ceremonies each calendar year. They honor highest the houses of Sacred Path and Tinkering Soul.

Races | Keldric

Classes and Professions

Keldric professions are as diverse as the people themselves. Keldric react, adapt, and improve themselves according to their surroundings, making them well suited to perform just about any job that can be performed on Gomdirth. Fighters and rangers are common professions for Keldric adventurers, as their trade routes are the only patrolled routes on the surface of Vagdorth. They are the most knowledgeable about the dangerous surface species, as they are the first to document, hunt, and domesticate the creatures that threaten the surface borders of the Blasted Steppe.

Many Keldric are very charismatic, making them excellent Bards and Clerics, often serving as liasons to the other Dwarves races.

Magic is common to the Keldric, and is often taught classically in schools and academies on the Blasted Steppe.

Keldric Traits

Ability Score Increase

Keldric gain +2 Charisma, and +1 to two other ability scores.

Age

Keldric reach adulthood around the age of 20, and can live to above 180 years.

Speed

Keldric base walking speed is 30 feet.

Races | Keldric
Alignment

Keldric share the neutral bent of their Khuzud heritage, but are more easily swayed towards causes, either good or evil.

Darkvision

Thanks to their Khuzud heritage, Keldric have superior vision in dark and dim conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.

Ancient Ancestry

Keldric have an innate sense of magic items and spells. Keldric spellcasters may choose from the Ancient Ancestry alternate spell list.


Skill Versatility

Keldric gain proficiency in two skills of their choice.

Notes from the Author

Keldric are a proud people. Honor and tradition play a large role in Keldric communities, and it can be especially difficult to navigate social situations with Keldric if you are an outsider. Keldric women are often more socially aggressive than men, which is a cultural difference that some outsiders find strange.

Races | Keldric

Ancient Ancestry Alternate Spells


Level One

Heat Metal

Transmutation


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M
  • Duration: 1 Minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Magic Weapon

Transmutation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Level Three

Dispel Magic

Abjuration


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Level Five

Fabricate

Transmutation


  • Casting Time: 10 Minutes
  • Range: 120 ft sq.
  • Components: V, S
  • Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Level Seven

Wall of Stone

Transmutation


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S, M
  • Duration: 10 Minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

Races | Ancient Ancestry

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Level Ten

Flesh to Stone

Transmutation


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M
  • Duration: 1 Minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Level Eleven

Magnificent Mansion

Conjuration


  • Casting Time: 1 Minute
  • Range: 300 ft. sq.
  • Components: V, S, M
  • Duration: 24 Hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire.

They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Level Thirteen

Mighty Fortress

Conjuration


  • Casting Time: 1 Minute
  • Range: 1 Mile
  • Components: V, S, M
  • Duration: Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Races | Ancient Ancestry
Level Fifteen

Prismatic Wall

Abjuration


  • Casting Time: Casting Time
  • Range: 60 ft.
  • Components: V, S
  • Duration: 10 Minutes

A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.

  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

  2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

  3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

  4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

  5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

  6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

  7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Races | Ancient Ancestry

Ghuhuh

Ghuhuh consider themselves the heirs to the ancient forests on Kharrim, who's trees grew tall and proud long before even the Shimmer Age. They share few of the cultural characteristics that mark the Keldric and Khuzud. Although a proud people, Ghuhuh feel that compassion is a greater virtue than strength and Ghuhuh realms are less concerned with expansion than they are with maintaining amiable relations with their neighbors. They are organized into scattered, carefully concealed villages united under a gerontocratic hierarchy composed of village councils consisting of the most distinguished familys' eldest members. These councils are often advised by local druids, whose influence plays no small part in Ghuhuh politics, and who frequently serve as the webbing that binds any number of villages together as one realm.

Personality

As a people, Ghuhuh are largely seen as calm and level-headed. Arousing strong emotions in Ghuhuh is not something that is easily done. Many do have a strong aversion for large cities, having lost the passion for urbanization after the end of the Glimmer Age. To the Ghuhuh, the trappings of civilization, including the mightiest of fortresses or tallest walls, are transient and impermanent things that are eventually overcome by the long processes of nature. To many other Dwarves races, this attitude seems condescending, weakening the bonds between Ghuhuh and other races. Additionally, Ghuhuh can sometimes seem off-putting compared to other Dwarves, with a gruff manner that make them less charismatic, despite their avowed compassion and humility.

Physical Description

Ghuhuh are easily identifiable by their coppery skin and green, brown, or hazel eyes. Ghuhuh hair is usually black or brown, although hues such as blond or copper red are also found. Ghuhuh tend to dress in simple clothes, with earth tones that blend into their natural surroundings. Accustomed to a harsh, naturalistic lifestyle, Ghuhuh often wear leather armor, even when they were not under immediate threat. Ghuhuh are roughly identical to Keldric and Zhufan in height and build, with males larger than females. Female Ghuhuh generally do not grow facial hair.

Language

The Ghuhuh speak and read the common language of Gomdirth with a heavy accent and local dialect that is especially difficult for Keldric and Khuzud to understand. A Ghuhuh with higher than average intelligence might also be fluent in Darnugar or Inglishmek.

Races | Ghuhuh

Relations

Although a proud people themselves, Ghuhuh often feel that their Dwarves kindred, especially the Khuzud, too often put on an air of superiority and xenophobia that is ultimately detrimental. Ghuhuh look to the examples of the ancient Dwarves empires and, seeing failure after failure, feel that their aim should be compassion and humility, rather than political or military strength. Unlike many of their kin, Ghuhuh feel that their fates are inextricably tied to those of Gomdirth's other races, and they make no effort to pull away or isolate themselves. Ironically though, so reclusive are Ghuhuh settlements that, despite their open nature, Ghuhuh rarely actually see people from outside their race. But all are welcomed when they arrive on Kharrim.

Of all the humanoid races of Gomdirth, the ones most familiar with the Ghuhuh are the Zhufan, the seafaring Dwarves of the North, who's southern border meant many Zhufan often lived within the vicinity of the Ghuhuh. Still, few Zhufan have ever actually met a Ghuhuh, and when they do it is often largely by chance. However, when meetings did occur, they were largely friendly, and they see the Ghuhuh themselves as allies and teachers of humanity, rather than as rivals.

Ghuhuh remain wary, at best, of the Duergar. Of all the peoples of Gomdirth, it is the Duergar that the Ghuhuh trust the least.

Ghuhuh Lands

Capitol City: Dunguruhm, deep forest of Kharrim

When the Dwarves broke upon the surface of Gomdirth like a great crashing waterfall, it was the Ghuhuh who first sought solace in the lush greenery of plant life above ground. So drawn to the green and the fresh growth of life were they, that large numbers went south, following the green across the ocean to the forested continent of Kharrim. There they made their home, and there they have remained. Ghuhuh are an isolated people, shielded and protected by the natural barrier of the vast Kharrim forest. The forest is not without it's dangers though, as many Ghuhuh Dwarves have disappeared into the wooded darkness, never to return.

Religion

Ghuhuh, ever seeking balance, honor all the Pantheon houses equally, in eight ceremonies through out the solar year. More than a religious rite or faithful worshipping, these ceremonies are meant the appease the gods of the Pantheon, in an attempt to maintain the Ghuhuh's independence from oversight of the gods. Since the spark of the soul forge, Dwarves have been at the beck and call of the Gomdirth Pantheon, and the Ghuhuh preferred freedom from this obligation over everything else.

The Honor of the Pantheons begins on the first day of the solar calendar, and ends on the last. There are a total of 64 days of respite throught out the year, eight days after every house honored.

Classes and Professions

Ghuhuh are generally uncomfortable with most forms of magic, viewing wizards and other arcane spellcasters with no small amount of distrust. Clerics and other divine spellcasters fare little better in Ghuhuh eyes, who see their prayers as a useless call to distant gods of the Duranihl Council, who serve their own whims and desires. However, Ghuhuh are largely at ease with the ways of the primal magic used by druids, barbarians, shamans, and wardens, which they feel is the truest expression of supernatural power—or rather, a reflection of nature itself, used to protect the wilderness. However, Ghuhuh are not completely adverse to arcane magic and Ghuhuh bards, sorcerers, and wizards are far from unknown, although as a whole, they have no particular tradition of the arcane arts.

Ghuhuh Traits

Ability Score Increase

Ghuhuh get +2 Dexterity.

Age

Although Ghuhuh reach physical maturity at about the same age as Keldric, the Ghuhuh understanding of adulthood goes beyond physical growth to encompass worldly experience. A Ghuhuh claims adulthood around 50, and can live to be well over 250 years old.

Speed

Ghuhuh base walking speed is 30 feet.

Forest Tinkerers

Ghuhuh can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.

Woodland Weaponry

A Ghuhuh gains proficiency with the scimitar, double scimitar, longbow, and shortbow

Silviculture Stealth

Ghuhuh can attempt to hide in a forested area even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Skill Versatility

Ghuhuh gain proficiency in two skills of their choice.

Races | Ghuhuh

Ghuhuh Background

Abandoned to the Wilds

As a baby you were found in a small village left in a back alley wrapped up snugly in a blanket. All that was on you was this blanket, and a torn off piece of paper with your name written on it. You were taken in by an older women of the village. She raised you lovingly, but after 12 short years she passed on. After her death people of the village came with torchs and pitchforks to chase you out, either due to your odd appearence or perhaps superstition that you may have caused her death yourself.

You ran and ran until you were completely lost in the wilderness around you. The beasts and plantlife of the wilds around you seemed to hold some sort affection for you, as you were always provided with whatever food and shelter you might need. And so you stayed and prospered until something pulled you from your comforting home.


Skill Proficiencies: Choose Two Skills: Acrobatics, Stealth, Nature, Animal Handling, Perception, or Survival.
Tool Proficiencies: Herbalism Kit
Languages: Choose any one language that matches with where you would like your village to have been from.
Equipment: A bag of healing herbs (enough for one potion)


Feature: Commune with Nature
When in the wilderness the plants and wildlife almost seem to lead you to food and shelter.


Suggested Characteristics
Spending so long in the wilderness you are naive to the true nature of people. You are wary of them, but understand that their are good ones out there; like the women who took you in.


d5 Personality Trait
1 I'm oblivious to etiquette and social expectations.
2 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
3 I would rather make a new friend than a new enemy.
4 I have a lesson for every situation, drawn from observing nature.
5 I feel far more comfortable around animals than people.


d4 Ideal
1 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
2 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
3 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
4 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)


d3 Bond
1 I suffer awful visions of a coming disaster and will do anything to prevent it.
2 I will bring terrible wrath down on the evildoers who destroyed my homeland.
3 An injury to the unspoiled wilderness of my home is an injury to me.


d3 Flaw
1 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
2 I can't keep a secret to save my life, or anyone else's.
3 I have been alone so long I no longer pick up on common social queues.
Races | Ghuhuh

Zhufan

Fish mongers and pirates of the northern seas, the Zhufan are adventurous and hardy folk. They were the first to take to the seas after the decline of the Glimmer Age, and have ruled over the northern straits ever since. Their kingdom is the most expansive, positioning them as strong economic leaders and trade negotiators with the other races.

Zhufan pride themselves in being well traveled, worldly, and knowledgeable about Gomdirth in a way that no other race can match. While the Khuzud have mapped the subterranean holds of their ancient kingdoms, it is the Zhufan that have charted the seas, and settled the northern continents. Zhufan are skilled swimmers, and it is a rite of passage for all young Zhufan to swim the Hemfast Channel.

Personality

Zhufan drink hardily, laugh merrily, and fight brutally. In all things, the Zhufan commit with their full intention. Life on the seas and on the remote islands is difficult, and it has shaped the Zhufan into the hardy, joyful, and intense people they are now.

Physical Description

The Fish Folk tend to have heavier features, darker hair and eyes, and tawnier skin than their other Dwarves cousins. Since settling the northern reaches, they have spent most of their time on the decks of boats, or charting unknown lands, and so are better acclimated to life in the sun.

Language

Zhufan speak the common language of Gomdirth. It is not uncommon for Zhufan to be fluent in the dialect of the other races, as well as the Vunoshin language.

Relations

Unlike the other Dwarves descendants, always embroiled in clan or faction wars, the Zhufan remain peaceful within their race. But they fiercely oppose the control of trade routes by other races, and are always embroiled in land skirmishes with the Keldric. They have maintained a tenuously peaceful bond with the Ghuhuh, as the Ghuhuh kingdoms have begun to stretch up to the southern arm of Kulheim.

Zhufan Lands

Capitol City: Hernlohdir, northern Kulheim

The Zhufan kingdom encompasses the Bugdihn Islands, and the massive continent of Kulheim, where their capitol sits. Second only to the Khuzud in the size of their kingdom, the Zhufan are the most populous race on Gomdirth.

Religion

Zhufan hold Podenthor, God of the Sea, in highest regards among the Pantheon. They honor the House of the Lighted Heart, and have several festivals a year that usually involve sacrifices at sea of food, drink, and the occasional livestock.

Classes and Professions

Light on their feet and quick to anger, Zhufan are talented fighters. They also make skilled Rogues. Zhufan are extremely superstitious, and traveling Clerics are common at sea, as well as on land. Clerics are often also skilled in another trade, like carpentry or shoe making. This is so that they can earn their place on the ship or in the traveling party. The Zhufan may be superstitious, but they are also very practical.

Races | Zhufan

Zhufan Traits

Ability Score Increase

Zhufan gain +2 Dexterity, and +1 to one other ability score.

Age

Zhufan reach adulthood around the age of 50, and can live to above 200 years.

Speed

Kelric base walking speed is 30 feet.

Alignment

Zhufan share a wide range of alignments, both lawful and chaotic.

Deep Sentinel

A Zhufan adds half their level (minimum +1) on Perception checks made to notice creatures underwater.

Deck Duelist

A Zhufan gains a +1 competence bonus on attack rolls made with a cutlass, rapier, or short sword.

Sea Breather

A Zhufan can hold their breath for a number of rounds equal to three times their Constitution modifier before they must start making Constitution checks.

Zhufan Flag Signalling

There are many private sea-bound organizations within the Zhufan, but most have adopted a common language that consists of signaling with many colors and shapes. This flag signaling language can range anywhere from conducting trade, to engaging in local gossip.

Races | Zhufan

Zhufan Background

Child of Pirate Captain

You spent your childhood aboard the seven seas, on the ship captained by your parent, fear and bloodshed are no strangers to you.


Skill Proficiencies: Intimidation, and deception.
Tool Proficiencies: Navigators tool’, Vehicles (water), Cartographers tools
Languages: Theives' ant, and two languages of your choice
Equipment: Flask, sword of choice, and a personal lucky charm.


Feature: Dead Dwarves Tell No Tells
You come from a dark and seedy background where everyone is trying to get the upper hand on everyone else. As such you have learned too read people and see the true intentions behind their words and actions. You have advantage on (wisdom) insight checks.


Suggested Characteristics
How was your life as the captain's child? How did the crew treat you? Are you ashamed of your past, order you embrace it?


d6 Personality Trait
1 To me a tavern brawl is a nice way to get to know a new city.
2 I am incredibly slow to trust, those who seem fairest often have to most to hide.
3 Never tell me the odds.
4 I'll hide my past until the day I die.
5 I refuse to go near a port, fearing that I'll be spotted.
6 My life as a traveler has filled me with wanderlust, and I hate being in one place for too long.


d5 Ideal
1 Freedom. The sea is freedom, the freedom to go anywhere and do anything. (Chaotic)
2 Charity. I steal from the wealthy to help those in need. (Good)
3 Pride. I'll hurt whoever might reveal my secrets (Evil)
4 Honour. I don’t steal from others.(Lawful)
5 People. I’m committed to the crewmates who I grew up with (Neutral)
d6 Bond
1 Someone I loved died because of a mistake that i made. That will never happen again.
2 I fell in love with someone while briefly docked. One of my greatest regrets is not leaving with them.
3 I hear the call of the sea to this day.
4 The only ones I trust are those who go against the law (or those who are the law)
5 I'll never rest until my parent is behind bars
6 I would sacrifice my life and my soul to protect the innocent.


d6 Flaw
1 Once someone questions my courage I never back down.
2 My sense of safety is skewed, making me prone to act foolishly.
3 I'm overly critical of those who have 'soft' backgrounds, to the point of cruelty.
4 I assume the worst in people.
5 My distrust of those outside of my inner circle leads me to drive away potential allies.
6 I harbor dark, bloodthirsty thoughts that I try to quell.
Races | Zhufan

Duergar

In the early days of the Glimmer Age, the Goddess Haela tired of the peace between Dwarves factions. Her domain grew weak as law and order grew across the regions of Gomdirth. She struck a deal with Dunathor to grant any Dwarf who pledged fealty unnatural long life, and power beyond the capabilities of the other Dwarves races. Recruited from among every faction, they became the Duergar, or Gray Folk. Servants of Haela and Dunathor, Duergar tend to the expired souls of the Dwarves, and do the bidding of the God of Death upon Gomdirth.

Personality

Duergar are at heart a grim and bitter race, pessimistic of their future and deeply cynical regarding the motives of others. In a dark inversion of the strong family bonds typical of their Dwarves kin, Duergar view their kin and clan as adversaries set on holding them back, an expectation that becomes a self-fulfilling prophecy since every Duergar comes to believe this from early childhood. As a result, Duergar are a dark and cruel race, who show no mercy to their foes and who take great pleasure in inflicting pain on others, a welcome relief from what they believe is a meaningless life of servitude, that will end, inevitably, in betrayal. Most Duergar resent the contract their ancestors bound them to, centuries before they were born. Still others devote themselves fully to the whim of the Gods, and thus lose all need for connection with the other races of Gomdirth.

Physical Description

While Duergar ancestors were divinely imbued with power from Haela and Dunathor, their descendants now carry those traits naturally from birth. Short and strongly built, Duergar stand about 4½ feet tall and weigh roughly 200 pounds. Their skin is usually gray to sooty black. It is common of Duergar to have textured skin, especially scaled or stony. All Duergar have fiery amber eyes. An individual might alternatively have red hair as well. Both male and female duergar are typically bald, with females also lacking the capacity to grow facial hair. Many are also thinner than their dwarven brethren. Duergar usually dress in drab clothing that matches the color of stone.

Language

All Duergar speak, read, and write the common language of Gomdirth. They are all, however bilingual. Duergar speak a language gifted to them by Dunathor called Darnugar, a type of secret code language, which they can use to hide secrets and symbols for each other in the process of fulfilling their divine duties to Haela and Dunathor. there is also a primitive spoken component of this language, which tends to combine several words into one short word. This language sounds gruff and has a whispered quality compared to common.

Relations

Duergar are, as a whole, generally cruel and malevolent creatures, but as in most evil races this is as much a cultural affectation as a psychological trait. A few Duergar have turned away from the servitude to the wicked gods who ruled over. Some Duergar have found escape from their society through petty crime, tattooed and cast out from their cities beneath the surface, and driven into the arms of other races. Their grim disposition, however, makes them unlikely to form many lasting friendships.

Duergar Lands

Capitol City: Helmfast, underground southern Vagdorth

The Duergar begrudgingly share the underground kingdom of Onidor with the ancient Khuzud. Their clan dwellings are much closer the surface, and far segregated from the vast, geometric kingdoms of Khuzud. Duergar have carved a relatively small swatch of underground kingdom in the south of Vagdorth, beneath the swamps and lava pits of the southern reaches.

Races | Duergar

Religion

Duergar are a religious people, even if their religion is more of direct knowledge than faith.

Classes and Professions

Unlike the Ghuhuh and Zhufan, Duergar have a strong tradition of magic, both in the divine and arcane varieties and Duergar clerics, runecasters, runesmiths, and wizards are highly respected for their skill. In particular, the Duergar have a fondness for magically crafted items that they can use to aid them in combat, protect their minds against tampering, or to hide from enemy senses. Duergar craft many magic items unique to them among the crafted wonders of the Dwarves.

Notes from the Author

Duergar carry a stigma wherever they go. Because their appearance is so drastically different from most of the races of Dwarves, they can't easily hide their identities in large populated areas. Most Duergar stay close to the place of their birth, but some may be driven to adventure for various reasons.

Duergar Traits

Ability Score Increase

Duergar gain +2 Charisma, and +1 to two other ability scores.

Age

Duergar reach adulthood around the age of 20, and can live to above 180 years.

Speed

Duergar base walking speed is 30 feet.

Alignment

Duergar are bound by blood contract to serve Dunathor, the God of Death. Most devoted Duergar are Lawful Evil, with some tendency toward chaotic. Duergar cannot be good, or else they would be exiled from society.

Divine Darkness

Duergar have superior vision in dark and dim conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.

Gifted Grey-Skin

Duergar skin is unique among the Dwarves races. It is common for Duergar to have feathered, textured, or stony skin. Though it is most often grey in color, it can also be ashy black or almost white. Choose from the skin traits below:

  • Scaly Skin: You recover small amounts of hp when your skin sheds. Heal 1d4 damage once per long rest.
  • Spiked Skin: You deal an additional 1d6 damage when using an unarmed attack.
  • Stony Skin: You have resistance to elemental damage of your choice.

Duergar Magic

Invisibility (Recharges after a Short or Long Rest). Duergar can magically turn invisible until they attack, cast a spell, or until their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the Duergar wears or carries is invisible with it.

Sunlight Sensitivity

While not as sensitive as Khuzud, Duergar prefer not to be in direct sunlight. While in sunlight, Duergar have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Races | Duergar

Duergar Background

Mercenary

As a mercenary in a famous company, you were recruited into the ranks of a captain who promised adventure and fortune. War and money was your game, and the two were never far from each other.

If you found steady employment in one location life was tolerable, but more often then not, you and your companions found yourselves in strange lands and dangerous wildernesses. As you made your way through battles and campaigns you gained a healthy respect for smart leaders as well as the tip of the blade.


Skill Proficiencies: Intimidation, Athletics
Languages: Two of your choice
Equipment: a set of common clothes, 15 gold pieces, mess kit, a gaming set of your choice, and an unopened letter from your mercenary company or a set of discharge papers


Feature: Preceeding Reputation
No matter where you go, people have heard of your mercenary company. They know of its deeds (and mis-deeds) and always react in accordance. When you go into towns there are always people willing to overlook minor criminal offenses, whether for the sake of your good name, or in fear of your infamy.


Suggested Characteristics
Life in the service of money for violence can do many things to a man. Some break and become bloodthirsty warmongers or money hungry cowards, some fall to the lowest forms of self hate for the acts they have done, and yet others throw away all inhibitions and become champions of the righteous.


d8 Personality Trait
1 My friends know they can rely on me, no matter what.
2 I work hard so that I can play hard when the work is done.
3 I enjoy travelling to new cities and making new friends over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern brawl is a nice way to get to know a new city.
6 The things I've experienced in my service as a mercenary will never cease to haunt me.
7 My language is as foul as an otyugh nest.
8 I will gladly take any job as long as it pays well.
d5 Ideal
1 Respect. The thing that keeps a company together is mutual respect between captain and those he leads. (Good)
2 Fairness. We all do the work, so we all share in the rewards. (Lawful)
3 Freedom. Being the strongest brings freedom— the freedom to go anywhere and do anything. (Chaotic)
4 Power. I can take anything from anyone, even if it means harming the innocent. (Evil)
5 People. I’m committed to my company, not to ideals. (Neutral)
6 Aspiration. Someday I’ll raise my own company and control my own destiny. (Any)


d6 Bond
1 I’m loyal to my commander first, everything else second.
2 The money is most important — soldiers and commanders come and go.
3 I’ll always remember my first military campaign.
4 In a town I've worked for, I have a paramour whose eyes nearly stole me from my work.
5 I was cheated out of my fair share of the profits, and I want to get my due.
6 Ruthless bandits murdered my captain and company, stole everything from us, and left me to die. Vengeance will be mine.


d6 Flaw
1 I follow orders, even if I think they’re wrong.
2 I’ll say anything to avoid having to do extra work.
3 Once someone questions my courage, I never back down no matter how dangerous the situation.
4 Once I start drinking, it’s hard for me to stop.
5 I can’t help but pocket loose coins and other trinkets I come across.
6 My pride will probably lead to my destruction.
Races | Duergar

Archetypes

Dwarves who take up the adventuring life might be motivated by a desire for treasure — for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

There are many ways that Dwarves find fame, fortune, and glory on Gomdirth. Those Dwarves that can wield magic often find themselves becoming important members of society, and history. Brave adventurers seek out dangerous and rare foes in remote regions of the world to create a legacy.

Clerics, paladins, and other holy magic users are common among the magic folk of Gomdirth, especially in larger cities where faith and martial services have often melded to form religious oligarchies.

Fighter

Dwarven Defender

Fighter Martial Archetype

Some Dwarves are well-known for their stubborn, head-on approach on things. Give them a suit of armor, a shield, and centuries of war history, and you have a typical dwarven defender. Ironclad, both literally and metaphorically, these juggernauts embody a valuable lesson of why dwarves are not meant to be trifled with. Those who are foolish enough to taunt these guardians' physical appearance tend to regret what they just did, often while being stomped to death to the half-pints they've been wooing a minute before.

Restrictions: Dwarves Only
Only dwarves can be the Dwarven Defender. Dwarven Defender fills a particular niche in dwarven society and culture.

Stands Like A Rock, Hits Like A Rock
Starting at 3rd level when you choose this subclass, your training as a dwarven fighter grants you a special stance that allows you to hold your ground firmly. You gain the following benefits:

  • As long as you are wearing a heavy armor, wielding a shield, and not incapacitated, the area within 5 feet of you is considered the difficult terrain for creatures hostile to you.

  • You can wield a shield as a melee weapon you are proficient in. On a hit, the shield deals 1d6 bludgeoning damage.
  • When you hit a creature with a shield on your turn, you can use a bonus action to goad the target, compelling it to attack you. The target must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Defense: While you are wearing armor, you gain a +1 bonus to your Armor Class.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Compact Yet Colossal
When you reach 7th level, you are surprisingly resilient against outer force to move you out of your space. As long as you are not incapacitated, you are considered one size larger for the purpose of avoiding or resisting being shoved or grappled, and creatures smaller than you have disadvantage on Strength (Athletics) checks when attempting to shove or grapple you.

Additional Fighting Style
At 10th level, you gain the Defense or Protection option the Fighting Style class feature, if you do not have it already. If you already have both Fighting Style options, you can choose a third option from the Fighting Style class feature.

Warding Shield
By 15th level, you can wield your shield to protect yourself from an attack that would normally unable to avoid. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You must wield a shield to gain this benefit.

Stands Like A Mountain, Hits Like A Mountain
When you reach 18th level, your presence is improved to the point that simply standing there imposes threat against your enemies. You gain the following benefits.

When a hostile creature first enters the area within 5 feet of you or starts its turn there, it must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, it has disadvantage on all attack rolls against targets other than you until the end of your next turn. You must be wearing heavy armor, wielding a shield, and not incapacitated to gain this benefit.

Once on each of your turn when you hit a creature with a shield, you can deal an additional 1d6 damage with the attack. When you hit a creature with a shield on your turn, you can use a bonus action to cause a concussive smite against the target. The target must make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature becomes stunned until the end of your next turn.

Society | Archetypes

Rogue

Dwarven Demolitionist

Rogue Archetype

The smell of gun powder and sulfur, soot-covered clothing, and a missing finger or two (which is how they earned their dwarven names “haritzfingrumm” which literally translates to “gone fingers”) are the traits of the dwarven demolitionist. Considered “rogues” by their mountain-dwelling brethren, these bomb tossing dwarves are a unique twist on the classic rogue.

Restrictions: Dwarves Only
Only dwarves can join the ranks of Dwarven Demolitionists. The demolitionist fills a particular niche in dwarven society and culture. Your DM can lift this restriction to better suit the campaign.

Demolitionists' Tools

You gain proficiency in demolitionists’ tools. In order to craft explosive devices using the Bomb Craft or Quick Bomb features, you must have a set of demolitionists’ tools available. The demolitionists’ tools have enough supplies to create 10 explosive devices. Once you’ve created 10 explosive devices with your demolitionists’ tools, you will need to replace them before you create another explosive device.

Bomb Craft

Starting when you select this roguish archetype at 3rd level, you can create explosives to assist you in your adventures.  The bombs that you can create are detailed in the “Bomb Designs” section below.

You conduct an hour-long ritual that crafts up to 2 explosive devices of your choice, selected from the list of “Bomb Designs” below. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. After you use this feature, you can’t use it again until you complete a long rest.

Using an Explosive Device. Unless the bomb design’s description says otherwise, you must use your action to use an explosive device. Once you use the device, it is destroyed and cannot be used again. If another creature attempts to use one of your explosive devices, it must make a DC 10 Intelligence check using demolitionists tools. On a success, the creature can use the device. On a failure, it explodes in their space.

Bombcrafting Ability. Intelligence is your bomb crafting ability for your explosive devices. You use your Intelligence whenever a bomb refers to your bomb crafting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an explosive device you use. If another creature uses your explosive device, it still uses your bomb save DCs when setting the saving throw.

Bomb save DC = 8 + your proficiency bonus + your Intelligence modifier

Quick Bombs
Beginning at 3rd level, as a bonus action, you can quickly assemble a small, unstable explosive device to use in combat. The construction of this device does not count towards the 2 explosive devices your Bomb Craft feature limits you to. However, it does use up supplies from your demolitionists’ tools as normal.

You must use an action to throw this explosive device as a ranged weapon attack at a target you can see within 30 feet of you before the end of your next turn; otherwise, the quick bomb loses its potency and the materials spent creating it are wasted. On a hit, the bomb deals 2d6 fire damage.

When you reach certain levels in this class, the damage increases: 3d6 at 7th level, 4d6 at 13th level, and 5d6 at 19th level.

Bomb Designs

At 3rd level, you have learned how to create a variety of explosive devices using your Bomb Craft feature.

The bomb designs are presented here in alphabetical order. You will have access to more bombs at higher levels. You can choose three bomb types at 3rd level, then another at 7th, 13th, and 19th level. When you learn a new bomb type, you can also replace one you already know with a new one.

Boom Bucket
You can throw this explosive device at a point you can see within 30 feet of you. On impact, it explodes in a 5-foot sphere centered on that point. Each creature in the area must succeed on a Dexterity saving throw against your bomb craft DC, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

When you reach certain levels in this class, the damage increases: 4d6 at 7th level, 5d6 at 13th level, and 6d6 at 19th level.

Concussion Grenade
You can throw this explosive device at a point you can see within 30 feet of you. On impact, it explodes in a 5-foot radius sphere centered on that point. Each creature in the area must succeed on a Constitution saving throw against your bomb craft DC, taking 2d8 thunder damage and is pushed 10 feet away from the point of explosion. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the explosive device’s effect.

When you reach certain levels in this class, the damage increases: 3d8 at 7th level, 4d8 at 13th level, and 5d8 at 19th level.

Door Knocker
You can place this explosive device on a locking mechanism, hinge, or other functional parts of a closed door, window, gate, or chest and light the fuse. At the end of your current turn, the explosive device explodes. After the explosion, the object is easier to break or force open; the DC to break it or pick any locks on it decreases by 10. If this reduces the DC to 0 or less, the object automatically opens. If this explosive device is accidentally triggered by someone other than you trying to use it, it deals 4d6 piercing damage to the creature holding it.

Dragon Fist
You can throw this explosive device as a ranged weapon attack at a target you can see within 30 feet of you. On a hit, the bomb deals 6d6 fire damage.

When you reach certain levels in this class, the damage increases: 8d6 at 13th level and 10d6 at 19th level.

Fire Cyclone
You throw this explosive device at a point you can see within 30 feet of you. At the end of your current turn, the device erupts into a 20-foot-radius sphere of whirling air and fire centered on that point. The sphere remains for 1 minute. Each creature in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving throw or take 4d6 fire damage on a failed saving throw or half as much damage on a successful one.

Fireworks
You throw this explosive device at a point you can see within 30 feet of you. The device erupts into brilliant fireworks at the end of your current turn. Each creature within 10 feet of the fireworks must succeed on a Constitution saving throw against your bomb craft DC or become blinded until the end of your next turn.

Flame Thrower
The flame thrower is an apparatus that requires both hands to use. As a bonus action, you can activate the flame thrower. Once activated, the flame thrower spews a 15-foot cone of fire from the end of the flame thrower’s nozzle. At the start of each of your turns, you decide which way the cone faces. Each creature that you hit with the fire or starts its turn in that area must succeed on a Dexterity saving throw, taking 3d6 fire damage on a failed saving throw, or half as much damage on a successful one.

When you reach certain levels in this class, the damage increases: 4d6 at 13th level and 5d6 at 19th level.

An activated flame thrower stops spewing flame after 1 minute or if you use your bonus action to deactivate it. Once it is deactivated, the flame thrower is destroyed even if you did not use it for its entire duration.

While the flame thrower is activated, your speed becomes 0 and you can’t use actions or reactions, and you can only use your bonus action to deactivate the flame thrower.

If you are hit by a critical hit while the flame throw is activated, it explodes. When it explodes, you must make a DC 10 Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much damage on a successful one.

Glue Bomb
You can throw this explosive device at a point you can see within 30 feet of you. On impact, a mess of sticky glue fills a 20-foot cube from that point. The glue is difficult terrain. Each creature caught in the glue explosion must make a Dexterity saving throw against your bomb craft DC. On a failed save, the creature takes one level of exhaustion and is restrained as long as it remains in the glue or until it breaks free. A creature restrained by the glue can use its action to make a Strength check against your bomb craft DC. If it succeeds, it is no longer restrained.

Room Clearer
You can throw this explosive device at a point that you can see within 30 feet of you. The device explodes in a 20-foot radius sphere centered on that point at the end of your current turn. Each creature in the area must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

When you reach 19th level in this class, the damage increases to 9d6.

Smoke Bomb
You can throw this explosive device at a point that you can see within 30 feet of you. On impact, it emits a 20-foot radius sphere of smoke centered on that point. The sphere spreads around corners and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you reach certain levels in this class, the radius of the sphere increases: 40 feet at 7th level, 60 feet at 13th level, and 80 feet at 19th level.

Stink Bomb
You can throw this explosive device at a point that you can see within 30 feet of you. At the end of your current turn, the explosive device emits a 20-foot radius sphere of yellow, nauseating gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw versus your bomb craft DC. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Society | Archetypes

Pirate

Rogue Archetype

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. Now, you've become a feared pirate in your own right. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

Mariner
At 3rd level, while you are not wearing heavy armor or using a shield, you gain a +1 bonus to your AC, and you have climbing and swimming speeds equal to your walking speed.

Underhanded Strike
At 3rd level, you don't need the Finesse property on a weapon to use your Sneak Attack if that weapon is being wielded in one hand. All other restrictions for that class feature still apply.

Practiced Sailor
At 9th level, you gain proficiency with navigator's tools and water vehicles if you don't already have them. You double your proficiency bonus for any check that uses these proficiencies.

Slippery as an Eel
Starting at 13th level, when you use your Uncanny Dodge to halve the damage of a melee attack against you, you can also move up to 15 feet away from the source of the damage as part of the same reaction. This movement does not provoke opportunity attacks.

Dread Pirate
Starting at 17th level, you can use a bonus action on your turn to attempt to demoralize a number of humanoids equal to or less than your Charisma modifier. To be affected, a target must be within 30 feet of you and must be able to see or hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, that target becomes frightened by you until the end of your next turn. If your check fails, that target can't be frightened by you in this way for 1 hour. Once you use this feature, you can't use it again until after you next roll initiative.

Bard

College of the Barkeep

Bard Subclass

Bards of the college of The Barkeep are ecstatic extroverts who are at home in a bar, tavern, or inn. They can gain info from people in a pinch and their trust able outer shell allows for some cunning advantages on controlling others. Whether they throw those following them off their trail, or gain info on something they're looking for, they often find what they need and apply that well.

Brewer
Beginning at 3rd level when you choose this subclass, you gain the ability to brew drinks that boost party members and yourself in and out of battle. When taking a long rest you can craft a number of drinks equal to your Charisma Modifier -1 (Min 1). This takes up your two hours downtime. You can hold 6 drinks at a time with no repercussions, however if you hold over that, anytime you fail a Dexterity save, roll a d6. The number you roll is how many drinks break. In order for any effects of the drink to take effect, the entire bottle must be consumed. Each drink is 8oz and can be drank using an action.

Full Stock
At level 3 you have the ability to craft 3 different drinks in any combination you wish. This number of concoctions increases to 4 at 5th level, 5 at 7th level, 6 at 14th level, 7 at 18th, and 8 at 20th level. A table below shows the leveling required to make the drink, what they do, and their name. Additionally you gain advantage in Constitution saves.

Force Feeder
Beginning at 6th level, while grappled with another creature, you can use your action to attempt to force that creature to drink one of your concoctions. It must succeed a strength save vs your strength check, or gain the effects of any drink you wish. The drink is consumed. The Grapple is then broken. Additionally you can not drink concoctions as a bonus action.

Enhanced Brew
Beginning at 14th level, whenever you craft a drink, you can expend a spell slot and add the effect of a correlating spell you know to the drink. Damage debt by your drinks in any way is counted as magical for the purposes of avoiding resistances or immunizes. Additionally, when a creature consumes your drink you can choose to withhold the effects up to 1 hour from consumption. Furthermore, you are immune to poison damage, the poisoned effect, as well as becoming drunk, or being knocked out by any means other than dropping to 0 HP.

Fast hands
At level 14 you can spend you entire turn (Bonus actions, action, and movement) to craft a drink. Additionally you can use a bonus action to throw a drink to a target. That target makes a Dexterity Check of 10 to catch it.

Races | Archetypes

Brew List
The following are drinks added to your knowledge:

Level Drinks
3rd Scarlet Strike: A dark red liquid with quite the bitter kick, dealing 1d4+Charisma Modifier upon drinking, however will immediately wake up any sleeping creature. The 1d4 increases to 2d4s at level 6, 3d4s at level 9, 4d4s at level 12, 5d4s at level 15, and 6d4s at level 18.
3rd Ginger Touch: A spicy bright yellow liquid. Upon consumption you heal 1d6+Charisma Modifier, however makes the drinker have disadvantage on Wisdom Saves for 1 Min. The 1d6 increases to 2d6s at level 6, 3d6s at level 9, 4d6s at level 12, 5d6s at level 15, and 6d6s at level 18.
3rd Nectar Drop: A Green, Thin, and sweet liquid. Upon Consumption your speed increases
5th Maple's Light: A thick hazelnut colored liquid. For the duration (Min equal to your Charisma Modifier) you give off bright light for 60 feet and dim light for another 60 feet, and targets within 5 feet have the blind effect, however targets 10-60 feet from you have advantage on attack rolls on you.
7th Rooted strength: White milky liquid. For the duration (Min equal to your Charisma Modifier) you are immune to being knocked prone, grappled, restrained, or shoved, however you auto fail Dexterity Saves.
14th Antidote: Oil like clear liquid. When consumed, expels lasting effects from drinks or effects yet to come. At level 20 it can clear status effects and a level of exhaustion as well.
18th Goldenrod Juice: dense Golden liquid. For the duration (Min equal to your Charisma Modifier) you gain resistance to fire, force, lightning, bludgeoning, piercing, and slashing damage from non magical equipment, however your weight is multiplied by 50x and you lose the ability to jump.
20th Flaming Furry: A Bright Pink salty liquid. For the duration (Min equal to your Charisma Modifier) you gain advantage on strength checks, and saves. Additionally you catch on fire, glowing pink with flames. Creatures that end their turn within 10 feet of you take 4d6 fire damage, and 8d6 at 5 feet. Creatures that make a melee attack against you take 12d6 fire damage. If a creature attempt a grapple on you, or you grapple a creature, it takes 20d6 fire damage each turn started grappled. Being completely submerged DOES NOT put out this fire. You are immune to the fire for the duration, however once the duration is up the fire does not leave and you will take 20d8 fire damage at the end of each of your turns until the antidote is consumed. Creatures Immune to fire damage take only half damage, and creatures with fire resistance take full. Gear equipped during this is destroyed, including metal weapons, unless enchanted. After the effect ends, roll a constitution save of 25. On a fail, all your stats drop to zero, as well as your AC to 1 for 1 Min.

Cleric

Priest of Egoras

Cleric Archetype

Egoras, God of Time and Space is chiefly concerned with natural order and preventing excessive meddling in time. He even allows his devout followers to manipulate time in his service.

Domain Spells
Cleric Level Spells
1st expeditious retreat, feather fall
3rd augury, hold person
5th haste, slow
7th divination, freedom of movement
9th legend lore, modify memory

Foresight
At 1st level, you gain a small degree of foreknowledge that improves your reaction time in combat. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Temporal Adept
Also at 1st level, the river of time is slower to wash away your magic. When you cast a spell with a duration of 1 minute or longer, you can double that spell’s duration. Once you have used this feature, you cannot do so again until you have completed a long rest.

Channel Divinity: Slow Time
Starting at 2nd level, you can use your Channel Divinity to bend the river of time around you.

On your turn, you can take one additional action on top of your regular action and a possible bonus action. This additional action cannot be used to take the Cast a Spell action, and you may make no more than one weapon attack if you take the Attack action with it.

Channel Divinity: Rewind Time
Starting at 6th level, you can use your Channel Divinity to travel a small distance back in time. As a reaction when you make an ability check, saving throw, or attack roll, you can re-roll with advantage. You may choose to use this feature after seeing the result of the roll but before the outcome is determined. You must use the result of the second roll.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Time’s Master
At 17th level, you have bent time to your will. You gain the following benefits:

  • Time stop is a domain spell for you. Like other domain spells, it is always prepared and counts as a cleric spell for you.
Races | Archetypes
  • You experience no further physical effects from aging, you cannot be aged magically, and your natural lifespan is increased tenfold.

  • You can use a bonus action to double your base walking speed until the end of your turn.

  • Whenever you cast a cleric spell of 1st level or higher with a casting time of at least 1 minute, you can spend an additional spell slot to reduce its casting time to 1 action. The additional spell slot you spend must be of a level no lower than 1 level below the spell’s level.

Servant of Haela

Cleric Archetype

Once a Divine Cleric now an instrument of death, Servants of Haela wield the unnatural powers to bring back the dead as ghouls and Zombies, Spread Plague and Curses, and cut down their foes with inhuman strength. Many consider them Inherently evil though some actually fight for good, they are all look down upon for their undead nature.

Restrictions: Duergar only.
Only Duergar can join the ranks of Servants of Haela. The Servant fills a particular niche in Duergar society and culture. Your DM can lift this restriction to better suit the campaign.

Domain Spells
Cleric Level Spells
1st false life
3rd bestow curse , animate dead
5th death ward
7th create undead , eyebite , harm
9th finger of death

Corpse Dust
This is an item that is used for Necromancy spells and features of the Death Knight (False life, Animate Dead, etc.) in place of their normal Material requirements.

It can be made at any level above 5th by drying and grinding a small limb of a humanoid creature such as a finger or toe in a mortar and pestle. The Drying process takes 4 days and the success of the grinding is based on your medicine stat, this process takes 30 minutes to an hour based on roll. A roll of 10 or lower = a fail a roll of 11 or higher = Success. Failure in creation results in the materials being rendered useless.

Dead Plate
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Touch of The Damned
Starting at 2nd level, you can use touch of the damned to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Touch of the Damned to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Thyne Shall Serve
At level 8th The death knight may command ONE Undead raised by animate dead or Create Undead to remain under his/her control indefinitely, until the Death knight is incapacitated, or the Undead is Dismissed or killed.

This Requires a diamond worth at least 500 gold, 1000 gold, or corpse dust which Creation for can be found in the Corpse dust Feature.

All Shall Serve
At level 12 the Death Knight can have up to 3 Undead under the effect of Thyne Shall Serve.

Necrotic Strike
At 6th level, you gain the ability to infuse your weapon strikes with Necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Army of the Damned
At 15th level if there are at least 5 humanoids that are dead or incapped within 150ft you may call upon an small army of undead up to 15 undead (Number of undead is dependent on number of dead or incapped humanoids within range one undead per humanoid) for 5 minutes, this spell kills any Incapped creatures it effects. Corpse dust is Required, 1 for each undead with a minimum of 5.

Races | Archetypes

Adept of Dugmaren

Cleric Archetype

Followers of Dugmaren aren’t necessarily Holy individuals, but more so tinkers, inventors, and students of industry.

Obsessed with the concept of all things mechanical, Dugmaren's Adepts study diligently in order to further understand the mysteries of Order, Synergy and the betterment of organic species through the study of the synthetic.

Followers of Dugmaren have managed to achieve respect among the synthetic hierarchy by developing and creating platforms on the mortal plane, further extending the reach of the Infinity Web. They invent and build to increase the flow of information, and Dugmaren's Adepts receive his protection in return.

Domain Spells

Cleric Level Spells
1st identify, Summon Monodrone
3rd Sentry Turret, knock
5th Summon Lesser Modrons, protection from energy
7th fabricate, Summon Advanced Modrons
9th animate objects, Summon Stone Defender

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with all ranged weapons and tinker’s tools.

Reinforced Armor
At 1st level, you gain the ability to reinforce your armor with nanofibers from the infinity web. Once per long rest, you can touch one nonmagical suit of armor. Until the end of your next long rest or until you die, the object becomes magically reinforced, granting a resistance to physical damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Infinity Web Search
Starting at 2nd level, you can use your Channel Divinity to glean useful information you may otherwise be unaware of.

Once per long rest, you can think of information you or your party need that you may otherwise have a difficult time unearthing on your own. You can utilize the Infinity Web of the Mechanus Realm to find this information.

This information could be as simple as a name, or as complex as the potential location of a hidden artifact. You can be as descriptive as you can imagine, but how your information is relayed back to you and in what amount is solely up to the DM’s discretion.

You also gain advantage on intelligence based skill rolls and ability checks for the next hour.

Field Medic Drones
Starting at 6th level, your mastery over your automatons grants you special abilities.

Your mechanical summons can be used for moderate healing as well as offense. Any conjured machine on the battlefield can use its regular attack power to administer quick healing to your allies. When using your bonus action to issue a command, you can instead use its damage roll to heal a willing ally. For example, if an ally is in the field of view of a Sentry Turret you’ve cast, it can use its 4d4 damage roll as bonus hp to the target.

The target must make a Constitution saving throw equal to or higher than your Spellcasting Modifier, or the healing is only half as effective.

Automatons with the Multi-attack feature use this healing mechanic in place of their attack action, effectively negating their Multi-attack action for that turn.

Clockwork Strike
At 8th level, you gain the ability to apply your aptitude for industry to your weapon strikes with the power of steam and clockwork. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of the Machine
At 17th level, your mastery over gadgets and machines becomes more powerful:

  • Your summoned constructs last twice as long.
  • While wearing reinforced armor, you also have a +1 bonus to AC. This bonus increases to +2 when you hit level 20.

Priests of Plenty

Cleric Archetype

The clerics of the Priests of Plenty worship deities whose main path lies in feast, such as Abbathor, and Tarneroth. However deities of fertility and harvest such as Tarfundil, as well as deities of wildlife and the hunt such as Tarneroth and Marthammor also have ties to this Domain.

Priests of Plenty tend to be sought after by nobles, both for their delectable meals and their spiritual support. However, most prefer a free life of scavenging and cooking for those who would enjoy their craft.

A full stomach is just as important and sometimes even more important than the salvation of souls in the minds of these holy worshipers.

Races | Archetypes
Domain Spells

Cleric Level Spells
1st goodberry, purify food and drink, druidcraft
3rd locate animals or plants, heat metal
5th plant growth, speak with plants
7th locate creature, secret chest
9th commune with nature, animate objects

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with brewer's supplies, cook's utensils and the herbalism kit.

Cook's Instincts
As an action, you may use your senses to appraise food, liquids and/or ingredients.

  • You immediately identify the item's name as well as if said item has been tampered or poisoned in any way, though you must succeed a medicine check to properly identify the cause and effects of said tampering.

  • You can successfully check the current state of an ingredient and it's freshness.

  • When appraising food, potions and poisons, you may roll a nature check by tasting it in order to identify the ingredients used in it's creation.

Channel Divinity: Sacred Meal
Starting at 2nd level, during a short rest you can prepare a meal for up to 10 creatures. While preparing the meal, choose one of the following effects. Those who partake in the meal receive said effects.

  1. Remove one level of Exhaustion.
  2. Receive Inspiration (1d4) which lasts one hour.
  3. Add the Spellcasting Ability of the cook to any one hit die roll during this Short Rest.

Blessing of Purity
Starting at the 6th level, the natural energy which surrounds slows down the spoilage of items in your possession, allowing them to remain fresh up to 10 times longer than normal and preventing spoilage.

Starting at the 16th level, spoilage halts completely within 60 feet of you. Additionally, you may reverse the spoilage of items by using the spell Purify Food and Drink.

Scavenging Stroll
At 8th level, your penchant for finding ingredients allows you to more easily locate your prey. You may cast Locate  Animals or Plants up to three times per short rest without expending a spell slot.

Additionally, while moving through wild areas you have a higher chance of finding rare, natural ingredients.

Divine Cookbook
At 17th level, your deity deems you worthy of giving you a Divine Cookbook.

This book contains a large variety of recipes of all kinds: meals, dishes, drinks, potions and poisons. You can prepare any of these recipes, so long as you have the specified ingredients.

Should this book ever be lost or destroyed, you must complete a penance of abstinence of food and drink for a month in order for your deity to forgive you and give you a new one. If the old book still exists, it will ignite in flames and burn to ashes.

Note: DM has final say if a specific recipe is within the Cookbook or not, as well as the ingredients required.

Races | Archetypes

Druid

Growth Druid

Druid Archetype

Druids of the Circle of Evolution cater to the fauna and flora around them, watching and observing their growth as well as protecting them. Many of the druids took in animals and sentient plants as a familiar and the focus of their studies. Their patience and keen perception allows them to grow a creature or plant with absolute care to the point that it can slowly evolve into a dominant or even stronger species.

Growth Focus
Starting at 2nd level upon choosing this Circle, you may choose a focus of either Flora or Fauna in which you gain Advantage to the first saving throw and skill check revolving an Animal or Plant that you have previously physically encountered due to careful study and firsthand experience.

In addition, you gain additional bonuses and access to spells according to your focus upon reaching certain levels. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Fauna Focus
You began studying the various wildlife of the natural world, learning their habitat and routine. You may spend 10 minutes observing a creature in order to learn external information such as its eating habits, sleeping pattern, or just the general actions it usually does.

You can cut the time in half by means of physically interacting with the creature, requiring a Bonus Action to make a Wisdom (Animal Handling) Check when in combat against it to gain deeper information such as its Attacks, AC, Senses, etc.

You gain the ability to cast Speak with Animals as a Bonus Action and you may use it up to 2 + half of your Druid level times between rests. At 11th level, this spell is now constantly active and you can use a Bonus Action to temporarily disable or re-enable this spell.

In addition you gain access to the following spells:

Level Spell
3rd animal messenger, beast sense
5th conjure animals, daylight
7th dominate beast, locate creature
11th greater restoration, geas

Flora Focus
You began studying the various species of plant life, may it be neutral or hostile to you and becoming adept in treating it with care. You may spend 10 minutes studying a plant in order to learn any properties as well as any information related to it.

You gain the ability to cast Speak with Plants as a Bonus Action and you may use it up to 1 + half of your Druid level times between rests. At 11th level, this spell is now constantly active and you can use a Bonus Action to temporarily disable or re-enable this spell.

In addition you gain access to the following spells:

Level Spell 3rd Spike Growth, Barkskin 5th Plant Growth, Erupting Earth 7th Conjure Woodland Beings, Grasping Vine 11th Commune with Nature, Tree Stride

Druidic Companion
At 2nd level, based on your Growth Focus, you may choose an Animal or Plant no larger than Medium and with a Challenge Rating of 1/2 or lower to become your Companion. You add your proficiency bonus to your Companion's AC, attack rolls and damage rolls, as well as any saving throws or skills it is proficient in. Its Hit Points is maximum equal to its normal maximum or four times your your Druid level, whichever is higher.

Your Companion obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the Companion where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the Companion to take an Attack action.

Races | Archetypes

While traveling through your favored terrain with only the Companion, you can move stealthily at a normal pace. If the Companion dies, you can obtain another one by spending 8 hours magically bonding with another animal or plant that isn’t hostile to you, either the same type as before or a different one.

Like any creature, the Companion can spend Hit Dice during a short rest. If you are incapacitated or absent, the Companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

Upon gaining a Companion roll a d4 to apply a trait for your Companion's evolution in which they obtain once you level up, this is repeated at 5th level. At 9th and 13th level, roll a d6. At 17th level, roll a d8 twice.

Alternatively, at 3rd level you can choose pick a trait of your choice from Rolls 1 to 4, but you no longer roll a trait at 5th level. At 9th level, you can instead choose a single trait between Rolls 1 to 6, but no longer roll a trait at 13th level. At 17th level, you can choose a single trait between Rolls 1 to 7.

Sentience
At 6th level, your pursuit of knowledge and growth allows you to find a way to gather information much quicker. Up to three times per day, you can cast Awaken with halved component cost and casting time. You must also finish a Short Rest after casting all of it in order to use it the following day.

Companion Shapeshift
At 10th level, your strong bond with your companion allows you Wild Shape either yourself or your companion to the other. If you choose to Wild Shape to your companion, you also gain any traits it has obtained but, your language is replaced to that of your companion and you gain +3 to Wisdom (Perception) against you while in this form. The same applies to your companion, replacing its language to that of your's.

If at any point you or your companion exhibits behavior that is outside of the other's usual behavior, the next Wisdom (Insight) check made against you or your companion gains Advantage.

Synergistic Evolution
At 14th level, your talent for evolution has allowed you to take on a higher form with the aid of your trusted companion. Using your entire Turn, you combine with your nearby companion to temporarily transform into a new being. In this new form, you gain Temporary Hit Points equal to that of your companions' current Hit Points, taking all of the Traits it has obtained so far and gain the ability to use your companion's attack.

While you have Temporary Hit Points from this feature, you can maintain this form as long as you want but, once you lose your Temporary Hit Points, your new form ends after a number of rounds equal to for 2 + Wisdom Modifier. You may choose to use your Turn in order to end the effects and revert to your normal form early.

Companion Evolution Traits
Roll Effect
1 Growing horns, spikes or even claws, your Companion develops a more lethal and predatory nature as it grows. Give your Companion +1 to its damage roll each time this trait is picked. If this trait has been picked three times or more, you may instead roll a d4 instead and add that to your Companion's damage roll.
2 Developing a hardened exterior or slippery skin, your Companion instinctively strives to survive against direct damage or outright avoid it with its elusiveness. You roll a d8 and add it to your Companion's Hit Point. If this trait has been picked three times or more, you may give your Companion +1 AC instead.
3 Your Companion develops a special organ or part that becomes a source of a new damage type. Choose one of your Companion's attacks and change its damage type to another of your choice. You may also choose to improve your Companion's attack instead, giving it +1 to the action's attack roll.
4 Your Companion has honed its senses to the point it develops its senses to perceive its surroundings through other means. You choose to grant your Companion Darkvision, Blindsight or Tremorsense of 15 feet. Alternatively, you may roll a d4 instead and gain either Darkvision (1), Blindsight (2), Tremorsense (3) or Truesight (4) of 30 feet. Each time you picked this trait, you may also choose not to pick a new Sense but instead double the range of one of your Companion's current Senses.
5 Being in your company has thought your Companion a few new tricks that its species normally couldn't perform. Choose a skill that you are proficient in and make your Companion also proficient with that skill.
6 Honing its strengths and weaknesses, your Companion takes an expeditious growth towards evolution. Choose one of your Companion's Ability Score and increase it by 2 or increase it by 1 which does not apply to the cap of 20.
7 Adapting to its environment, your Companion becomes more resilient and strong enough to live in hostile situations. Choose a damage type and roll a d8, your Companion reduces damage taken from that type by the amount you rolled. If taken more than once and you choose the same damage type, your Companion also gains Resistance to that damage type as well.
8 Growing stronger to the point it has reached the next stage of evolution, your Companion gains a Legendary Action in which can be used once in battle with any attacks it has.


Races | Archetypes

(cont'd from Synergistic Evolution) Once you revert back to your normal form and your Hit Points is below half of your Hit Points at the time you activated this feature, divide it evenly between yourself and your companion. If you have remaining Temporary Hit Points upon reverting back to your normal form, your companion recovers Hit Points 2d6 + remaining Temporary Hit Points. If you become unconscious while in this form, the effect immediately ends and you and your companion becomes unconscious.

Once you use this feature, you cannot use it again until you finish a Long Rest.

Races | Archetypes

Gods and Religion

Religion

The spark of Dwarves life was ignited in the deepest reaches of the earth, and that life would prove to be a difficult one, even after they burst through to the surface. In the most difficult times, Dwarves would turn their heads from the stone and cry out for reprieve. Sometimes their cries were answered. Thus religion was born, and would shape the clergies and goverments of each Dwarves faction for ages.

The Dwarves revere four tools as sacred, many cultures believe they were given to them by their gods:

The Spear

The best weapon in deep places.

The Shovel

The first tool Dwarves discovered.

The Pick

It allowed them to dig even deeper and easier.

The Axe

The culmination of all three tools into one beautiful weapon.

Beliefs and Practices

Since each faction has a common ancestry, the different sects of practice across the factions all stem from the same core religious concepts:

Honor your Tools

A Dwarve's tools are sacred, and the practice of crafting those tools, and then teaching one's children to use them are also sacred rites

Share a Drink

With your neighbor and your enemy, but especially with your enemy. "The weight of a Dwarve's axe can be measured by the height of his glass." Dwarvish proverb meaning the more a dwarf can drink, the better they can fight.

Shape the Earth

The earth exists to be made better by your hand. Breaking new ground for a home, farm, or smithery is a righteous act, and must be performed by a devout person.



Races | Religion

Gods and Deities

Dwarves religion is polytheistic, with several hundred patron gods of extremely varied dominions. Some of the more popular include Tarfundil, the patron god of hearth and home, or Sundethar, patron god of fire and pyroclasms. It's common for places of worship to specialize in different Houses of patron gods, grouping them based on dominion, alignment, or powers. It's also common for places of worship to make offerings or rituals to appease the "darker" gods.

Unlike other planes, on Gomdirth siting deities is fairly common. The gods walk among the Dwarves, and often answer prayers in person. Their powers are limited by their dominion, but are unquestionably the most powerful beings anywhere on Gomdirth. The gods can appear as they choose, but most often appear in a similar form as the worshiper to make them more comfortable and dissuade any loss of faith due to inherent distrust of the other factions.

Gods of the Primary Pantheon

The gods of the primary pantheon are usually associated with an alignment by their worshippers, though the gods themselves are not aligned in any particular way.

Major Deities have direct control over the flow of power that is their patronage, and maintain that power whether that patronage is in abundance on Gomdirth or not. It is also not necessarily the goal of the gods to ensure that the population of Gomdirth is using their patronage, in fact sometimes it is the responsibility of the God to ensure that no one is using it. Egoras, for example, encourages his followers to avoid combat whenever possible, but to fight valiantly if necessary.


Notes from the Author

Gods are powerful, fickle beings on Gomdirth. They keep greedy dominion over the plane that they have created, and are not shy about interfering with the lives of the Dwarves factions. Wars and skirmishes are often decided by the most devout worshippers. This makes agnostic life unpopular and difficult, but not unheard of. There are likely several communities of religious rebellion in each region.

Religion | Gods and Deities

The Duranihl Council

Magic and religion are tied very closely together on Gomdirth, and The Duranihl Council is the body that governs that interaction. The council consists of the eight gods of Divine magic, each one tasked with the oversight of specific school of magic. When a Divine spellcaster channels magic for a spell, it is upon these gods that they derive their power. It is the continued responsibility of the council to determine if spellcasters in their roster have been devout or are acting in devotion to their deity before they are allowed to channel the council for magic. While most spellcasters on Gomdirth derive their magic from divine sources, there are some who are naturally gifted with magical blood, or who have discovered magic through another means.

It is for that reason that Telfa, Goddess of Arcane magic, sits as the head of The Duranihl Council. She wrote the Laws of Arcana before releasing magic into Gomdirth. And while it was originally her power that flowed through the arcane veins of the world, she no longer directly controls this power, and holds little influence over its affects.

The Duranihl Council


Name Domain Alignment
Oridad God of Abjuration Neutral
Nudreth Goddess of Conjuration Neutral
Doraz God of Divination Neutral
Throzula Goddess of Enchantment Neutral
Hakkotir God of Evocation Neutral
Halmagit Goddess of Illusion Neutral
Ukadra God of Necromancy Neutral
Simradela Goddess of Transmutation Neutral
Telfa Goddess of Arcane Magic Neutral
Religion | Duranihl Council

Primary Patheon Gods


Alignment Name Domain House Symbol
Good Moradin, Patron God of Dwarves Souls Life Sacred Path An Eight-Pointed Star
Good Karkuga, Goddess of Mountains and Earth Nature Crystal Element A Gemstone
Good Tarfundil, Patron God of Hearth and Home Light Lighted Heart A Tree and Flame
Good Fultseg, God of Mining and Stoneworking Nature Unbreakable Hammer Hammer and Pick
Good Mabkara, Patron Goddess of Safety and Healing Unity Other Way A Knotted Rope
Good Dugmaren, Patron God of Discovery and Invention Knowledge Ancient Knowledge A Half-Moon and Spiral
Good Sharindlar, Goddess of Mercy and Protection Life Lingering Fury An Open Hand
Good Numador, God of Tools and Craft Knowledge Tinkering Soul A Pick and Coin
Good Tanadil, Goddess of Joy and Song Light Endless Well The Sun and a Cup
Good Thammagor, God of Wealth and Luck Trickery Gleaming Eye A Triangle and Coin
Neutral Abbathor, God of Greed and Lust Twilight Endless Well Mask and Money
Neutral Marthammor, God Travel and Adventure Knowledge Other Way Compass
Neutral Bobathun, God of Romantic Love and Courtship Life Lighted Heart A Golden Locket
Neutral Tarneroth, Goddess of Hunting and Survival Nature Unbreakable Hammer A Ranged Weapon
Neutral Podenthor, God of the Sea Nature Crystal Element A Crashing Wave
Neutral Egoras, God of Time and Space Tempest Lingering Fury Clock
Neutral Sundetha, Goddess of Fire and Pyroclasms Light Tinkering Soul Volcanoe and Flame
Neutral Veltan, Patron God of Fate Tempest Sacred Path Double Scale
Evil Dunathor, Patron God of Death Life Sacred Path Scythe and Mountain
Evil Haela, Patron Goddess of Chaos Unity Ancient Knowledge Cracked Gemstone
Evil Kelgoroth, God of Mourning and Sadness Twilight Endless Well Sunset
Evil Roknar, God of Intrigue and Lies Trickery Lighted Heart A Raven and a Scroll
Evil Adunathar, God of Duergar Trickery Gleaming Eye Moon and Arcane Symbol
Evil Melga, Goddess of Pain and Violence War Lingering Fury A Torture Tool
Evil Vartran, God of Fear and Horror Trickery Other Way A Severed Limb
Evil Lumedar, Goddess of Destruction War Tinkering Soul Burning Building
Evil Relmathor, God of War and Fire War Crystal Element Double Dwarven Axe
Evil Sandutha, Goddess of Crime and Mischief Trickery Unbreakable Hammer A Masked Face

Pantheon Houses

Houses of the Gomdirth Pantheon include a God or Goddess from each alignment. Temples of Worship for each Pantheon house can be found all across Gomdirth. Particularly devout worshipers can often have bestowed special favor from one of the House Gods of their worship. For example, worshipers of Dunathor have been found to have special communion with the Dead, while followers of Tanadil are often gifted musicians.

Religion | Primary Pantheon

Magic

Goddess of Arcane Magic, Telfa, used her immense power to write the Laws of Magic, and released her power onto the plane of Gomdirth. Her magic powers wizards, sorcerers, bards, and other non-divine magic users, while divine spellcasters channel their magic through the gods of The Duranihl Council. Telfa's Laws of Magic govern the laws of divine magic as well, but she is not channeled by spellcasters like the members of the Duranihl Council.

Law of Contagion

Once together, always together; or the part of the thing is the whole of the thing: A part of something - like one of someone's possessions or a part of their body - can be used to work magic on it over a distance as though it were physically present. The more intimate the connection the better the link works.

Law of Sympathy

Like attracts like; or the image is the thing: Where a contagion isn't possible, an image of the target may be used instead. The better the image, the better the link - and even better if the target has personally endorsed the image.

Law of Correspondence

Things look like what they are; or as above, so below: This is the basis of astrological magic (that things correspond with their astrological profile); and can also be used to identify useful herbs and suchlike (if it looks right, or has the same astrological profile as your target, it probably helps).

Law of Equivalent Exchange

Everything has a price; or what is given must be taken: Magic conserves a given level of value, and a given effect must be paid for with something of at least equal worth. Magic will always take the path of least resistance, moving things from one place to another instead of creating something new, or taking a part of something to fulfill its purpose. Sometimes this can mean the cost is far greater than the benefit.

Magic | Laws of Magic

Items and Gear

Artifacts

The realm of Gomdirth is littered with powerful magic items and weapons. Some crafted by the Gods themselves, and others by master blacksmiths and archmages of the Dwarves factions.

Wondrous Items

The Eight Fold Axe

Cursed Wondrous Item, One of a Kind

The Eight Fold Axe was crafted over hundreds of years by members of each of the eight Pantheon Houses, and then imbued with magic by the members of The Duranihl Council. It was gifted to the original race of the Dwarves, the ancient ancestors of the Khuzud, before they split into factions, and then eventually became different races altogether. It was meant to unite all the peoples of Gomdirth under the dominion of the Patheon, and the Dwarves. But now it is wielded as a means of power and domination.

Planar Binding

While the Eight Fold Axe, or any of its parts, is in your possession, you may not leave the Gomdirth plane. Any spell or affect that would cause you to willing or unwilling travel between planes is immediately prevented, and you take 3d6 force damage.

Body and Soul Attunement

The Eight Fold Axe uses the wielder to channel it's power, and the effects of this energy drain can be severe. The wielder now crit fails on a 1, 2, or 3. Too much prolonged use can cause permanent physical, mental, and metaphysical damage to the wielder. When wielding 6 or more parts, the user must make a DC 15 FORT save at the beginning of every day, or suffer 1d4 permanent ability drain to one ability of their choice.

Eight Fold Construct

Pieces must be attached to matching pieces in the sequence. Part 1 can only attach to Part 2, etc.

Pieces of the Eight Fold Axe must be attached or detached properly, which takes one full day per part, and the ritual must be performed while underground. Failing to do so will cause the pieces to teleport 1d100 miles away in a random direction when the pieces are brought together.

Each handle piece of the Eight Fold axe is a titanium core laden with gold filigree. The second piece serves as the handle, and it tightly wrapped in a fine, supple brown leather. The two axe heads are anodized titanium, and have a purple-bluish hue when turned over in the light. The heads are also laden with gold filigree, all the way up to the blade surface, which cuts a chill silvery edge through the filigree.

All pieces of the axe slide together with a twist and a click, and can be easily removed in an opposite motion, but remain secure when assembled together.

Once all the pieces of the axe are assembled, a button appears on the gold laden handle. Pushed once, the axe heads will fold into a double pick axe. Pushed twice, the axe heads will fold forward into the shape of a shovel. Pushed three times, the axe head will fold forward into a large spear. Held down, they will fold completely into the staff, and the gold will disappear into the staff, making it appear as a simple titanium quarterstaff. Changing the axe heads is a standard action.

Set Benefits

Once pieces are attached, they gain the ability of the set, and only the ability of the most recent part. For example, once Part 2 is attached to Part 1, the wielder gains invisibility 1/day, and fly at will, but can no longer cast cure light wounds from the rod.

Parts Benefit Frequency
1-3 Fly At Will
1-4 +20% Magic resist Static
1-5 Control Winds 2/ day
1-6 Shape Change 2/day
1-7 Wind Walk 1/day
All 8 Restoration 1/day
Parts
Part Description Benefit Command Word
1 A 1ft. rod, bottom of the handle Cure light wounds, 1/day Gelekh
2 A 1ft. rod, extended handle Invisibility, 1/day d'Ashrud
3 A 1ft. rod, creates a staff Haste, 1/day Bark
4 A 1 1/2ft. rod with a notched head Gust, 10 x 200 yd area, 1/day Ikhf
5 A mini axe head to fit into the right #4 notch True Seeing, 1/day Id-Ursu
6 Enlarged axe blade, fits over #5 head Hold Monster, 1/day Khazad
7 A mini axe head to fit into the left #4 notch Heal, 1/day Imrid-Amrad
8 Enlarged axe blade, fits over #7 head Sunburst, 1/day Ursul
Full Command Phrase

Gelekh d’ashrud bark - Time to swing an axe

Ikhf’ id-ursu khazâd - Feel the fire of the dwarves

Imrid amrad ursul! - Die a death of flames!

Items and Gear | Artifacts

Legendary Dwarven Tools

The four tools of the Gomdirth Pantheon were used in the ancient history of Dwarves to fabricate the Eightfold Axe. This weapon was gifted to the most noble of the ancient Khuzud lords, and bestowed upon him the kingship of his people. Since its creation, the Eightfold Axe has been the most powerful, and thus the most coveted, magic weapon on Gomdirth. Wars have been fought, thousands of lives lost, in an attempt to gain possession of the Eightfold Axe. It is believed that the Axe was confiscated after the fall of the Glimmer Age, when Telfa ruled that the Axe wielded too much magic over its subjects. However, Duergar spies within the kingdom of Onidor have come to believe that it is back in the possession of the Khuzud. While there is considerable information relevant to the Axe, very little has ever been discussed regarding the implements used in its creation.

Anvil of Songs

Crafted of an unknown alloy believed to contain all known metals and more, the Anvil of Songs is a seemingly inert tool used by ancient smiths to shape heated metal into a desired form. When used as apart of Item Crafting, the Anvil of Songs allows for the creator to add 10 effective levels or operate at 20th level for determination of Spell Effects and similar. The GP costs normally associated with crafting an item above minimum necessary level is waived. For example, a wand of magic missiles created with the use of the Anvil of Songs would have a market value of 750GP and an effective caster level of 20th. When employed with the Earthheart Forge and Shaping Hammer, the Anvil increases the effective level of the wielder by an additional 10 levels or operate at 30th level for determination of Spell Effects and similar.

Brutal Pick

Apart of the tools set, though not used for smithing, the Brutal Pick is a device geared towards excavations and mining operations. Keyed to the Gomdirth plane, the Brutal Pick is capable of producing any desired ore in somewhat limitless quantities, given time. This reduces the costs of Item Creation by 50%. Similarly, the wielder of the Brutal Pick gains access to the Earth cleric domain special ability as a 20th level cleric. Further, the wielder can cast up to 50 spell levels per day from the Earth Domain spell list as though he were a 20th level cleric. The wielder does not otherwise gain the Earth Domain for other uses, such as spell selection if the wielder is also a cleric. While in hand, the wielder gains the Burrow movement mode, with a base speed of 20ft. (Doubled if Dwarf or Earth subtype).

Shaping Hammer

Unadorned and rather mundane in appearance, the Shaping Hammer always produces Masterwork quality items and can be used to duplicate the effects of a Fabricate or Major Creation, with an instantaneous duration (the effects do not expire). Each use of the Shaping Hammer requires a Full Round Action which provokes Attacks of Opportunity. When employed with the Earthheart Forge and Anvil of Songs, the Shaping Hammer enables the creator to duplicate any spell effect for the purposes of item creation requirements. Lastly, all Item Creation times are reduced by a factor (Days become Hours), which can enable multiple items being crafted in a single day.

Earthheart Forge

This massive structure, complete with bellows and a planar links to the elemental planes, can be shrunk down to a tiny cubit for portability and is otherwise very similar to an Instant Fortress in composition. Only when in use on crafting items are the other properties of the Forge available. The Earthheart Forge can be used to increase the effectiveness of item creation in a variety of ways.

  1. It can awaken the sentience of an inanimate object, granting it the properties of an Intelligent Item, grafting a soul to the item.
  2. The Forge can be used to increase (double) the hardness and HP value of items which it's used to craft.
  3. Broken items which are mostly complete can be made whole by the Forge. Those who are returned to life by the Forge are Reincarnated, as the spell cast by a 20th level divine caster, as a Dwarf in the image of Moradin.
  4. Planar links provide ample resources for a smith working at the Forge which account for any and all Experience Point costs associated with Item Crafting, when the Earthheart Forge is mostly used as apart of those processes. Items which are not mostly mineral or metallic in nature do not benefit from this power of the Earthheart Forge. When employed with the Anvil of Songs and Shaping Hammer, the wielder gains the benefits of any Item Creation feats. These are temporary feats and do not provide qualification as the character having selected the Item Creation feats.
Items and Gear | Artifacts

Rare Items

Axe of the Dwarven Lords

Magic weapon (battleaxe), one of a kind, artifact (requires attunement)

The Axe of the Dwarven Lords is a magic weapon that grants a +5 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.

Blessings of Gomdirth

If you are a dwarf attuned to the axe, you gain the following benefits:

  • You have immunity to poison damage.
  • The range of your darkvision increases by 60 feet.
  • You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.

Conjure Earth Elemental

If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.

Travel the Depths

You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.

Cursed

The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren’t considered magical in nature (and therefore can’t be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.

Destroying the Axe

The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.

Items and Gear | Artifacts

Belt of Dwarven Kind

Magic item, very rare (requires attunement)

While wearing this belt, you gain the following benefits:

  • Your Constitution score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Dwarvish.


Dwarven Plate

Magic item, very rare (requires attunement)

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Book: On the Brewing of Dark Meat Beer

Magic item, one of a kind

A particularly special book that describes an ancient method of extracting powerful essences from creatures and brewing them into dark beer. Once per day you may spend 1 round studying a creature during combat. After you study, you make a successful unarmed melee attack to retrieve a specimen of the creature. You can brew an alcoholic beverage using the creature's specimen to imbue the drinker with an essence from that creature at the GM's discretion. It may be a special ability, natural attack, etc. You can make a Craft Alcoholic Beverage check to make the imbued ability especially powerful, granting a +1 circumstance bonus to checks made with that ability.

Monsters

Monsters of Kharrim


Kipine

Large Monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 4 (-3) 14 (-3) 8 (-1)

  • Saving Throws saving_throws
  • Skills Perception +4, Stealth +5
  • Senses Darkvision 60ft., Passive Perception 14
  • Languages None
  • Challenge 4 (1,100 XP)

Keen Sight and Smell. The Kipine has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The Kipine makes two attacks: one with its' antlers and twice with its' talons.

Antlers. Natural Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw, or be knocked prone.

Talons. Natural Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d8 + 4) slashing damage.

Kipine

Believed to be a magical mutation of the owlbear, the Kipine takes to the skies above the forests of Kharrim. Though occasionally spotted in the forests of Southern Vagdorth, the Kipine's native home is the deep forests of Kharrim. Cloaked in a thick, feathery hide, it's arms have evolved into large, flexible wings and it's hind legs taper off into a pair of sharp talons. On it's flat face, large, moonlike eyes gift it with excellent night vision; tall ears are capped by a set of imposing antlers that the Kipine uses to gouge larger prey.


Nocturnal Predator. The Kipine's keen senses afford it a nittime hunting ability that, when paired with their swift reflexes, give it a reputation as one of Kharrim's most notorious natural predators. In a similar fashion, the Kipine shares the unbridled aggression and stubborn ferocity of their owlbear cousins. They prefer to keep to themselves, silently stealing gold, ornaments, and trinkets from nearby Ghuhuh townships to hoard in their nests.

Owlbear Origins. Many elements of the Kipine's biological construction and behavior mimic those of the owlbear, which has lead many druid scholars to believe they have a conceptual connection to the magic that spawned them. However, the Kipine's affections seldom develop past mutual respect, and will only very rarely allow another creature to ride atop it.

Monster of the Bugdihn Islands

Monsters of Vagdorth

Rise,

Deep Folk

of Gomdirth

Step into the ancient plane of Gomdirth, birthplace of the Dwarven race, and home to a powerful Pantheon of gods and Deities.

Cover Art: Artist Unknown

 

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