Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Crimson's Silver Marshes Campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Harvey" data-source="post: 2380590" data-attributes="member: 28968"><p><strong>Hammer, Gondsforged Cleric of Gond 6</strong></p><p></p><p>[CODE]</p><p>Name: Gond's Hammer (or "Hammer" for short)</p><p>Gender: Male Personality</p><p>Race: Gondsforged</p><p>Class: Cleric of Gond</p><p>Size: Medium</p><p>Alignment: N</p><p>Deity: Gond</p><p>Region: Lantan</p><p>Level: 6</p><p>Exp: 15,000</p><p></p><p>STR 18 (+4) (17 + 1 level) [13 pts]</p><p>DEX 10 (--) [ 2 pts] </p><p>CON 10 (--) ( 8 + 2 racial) [ 0 pts]</p><p>INT 13 (+1) [ 5 pts]</p><p>WIS 14 (+2) (13 - 2 racial) [10 pts]</p><p>CHA 6 (-2) ( 8 - 2 racial) [ 0 pts]</p><p></p><p>Fort: +5 (+5 base +0 ability)</p><p>Ref: +2 (+2 base +0 ability)</p><p>Will: +7 (+5 base +2 ability)</p><p></p><p>HD: 6d8</p><p>HP: 38</p><p>Init: +0</p><p>Spd: 20' x 3</p><p>AC: 20 (10 base + 10 armor)</p><p> Flat-Footed: 20</p><p> Touch: 10</p><p>ACP: -5</p><p>DR: 2/adamantine</p><p></p><p>BAB: +4</p><p> Melee: +8</p><p> Ranged: +4</p><p>Grapple: +8 (+4 BAB +4 STR)</p><p></p><p>Weapons:</p><p>Maul, +1 Adamantine +10 attack 1d10+7 damage x3 on 20</p><p>Slam attack +8 attack 1d4+4 subdual x2 on 20</p><p>Pistol, Masterwork +1 attack 1d10 damage x3 on 20 50' Range</p><p></p><p>Armor:</p><p>Adamantine Body, +2 +10 AC +1 Max Dex -5 ACP</p><p></p><p>Languages: Common, Lantanese</p><p></p><p>Abilities:</p><p>-- Living Construct subtype (Immune to poison, paralysis, disease, </p><p>nausea, fatigue, exhaustion, sickening, energy drain; cannot heal </p><p>naturally; healing school provides 1/2 normal effect; disabled at </p><p>0 to -9 HP; does not eat, sleep, or breathe)</p><p>-- Composite Plating (5% arcane spell failure)</p><p>-- Light Fortification (25% ignore critical hits)</p><p>-- 1d4 Slam Attack</p><p>-- Proficient with simple weapons, all armor, shields</p><p>-- Spontaneously cast repair spells</p><p>-- Turn Undead (1x per day, turning check 1d20-2, turning damage 2d6+4)</p><p>-- Can Cast Creation Spells at +1 Caster Level [Craft Domain]</p><p>-- Skill Focus: Craft (armorsmith) +3 [Craft Domain]</p><p>-- Martial Weapon Proficiency (maul) [Metal Domain]</p><p>-- Weapon Focus (maul) [Metal Domain]</p><p></p><p>Feats:</p><p>-- Adamantine Body (1st level)</p><p>-- Craft Wondrous Item (3rd level)</p><p>-- Craft Magic Arms And Armor (6th level)</p><p></p><p>Skill Points: 27 Max Ranks: 9/4</p><p>Skills: Stat Total Ability Ranks Misc</p><p>-- Concentration Con +4 = +0 +4</p><p>-- Craft (armorsmith) Int +13/+15 = +1 +9 +3/+5 (domain: metal, </p><p> repair kit)</p><p>-- Craft (weaponsmith) Int +4/+6 = +1 +3 +2 (repair kit)</p><p>-- Heal Wis +8/+10 = +2 +6 +2 (healer's kit)</p><p>-- Knowledge (religion) Int +6 = +1 +5</p><p>-- Profession (smithy) Int +5 = +1 +4 (free profession skill)</p><p></p><p>Cleric Spells Per Day: 5/4+1/3+1/2+1</p><p>Cleric Spells Typically Memorized: </p><p>0th (DC 11)- Detect Magic (2), Detect Poison, Mending, Read Magic</p><p>1st (DC 12)- Bless, Comprehend Language, Magic Weapon*, Shield of Faith, </p><p>Wieldskill</p><p>2nd (DC 13)- Bull's Strength, Cure Moderate Wounds, Make Whole, Wood shape*</p><p>3rd (DC 14)- Cure Serious Wounds, Dispel Magic, Stone Shape*</p><p>* Domain Spells. Domains: Craft, Metal</p><p></p><p>Starting Gold: 13,000 gp</p><p>Equipment:</p><p>-- Adamantine Body, +2 ------ 4,000 gp</p><p>-- Backpack 2.0 lb 2 gp</p><p>-- Book: "The Art of the Techsmith" 3.0 lb ------</p><p>-- Bullets (10) 2.0 lb ------ (free regional equipment)</p><p>-- Everburning Torch 1.0 lb 110 gp (tucked in belt)</p><p>-- Healer's Kit 1.0 lb 50 gp (in backpack)</p><p>-- Holy Symbol of Gond, Silver 1.0 lb 25 gp (carved into chest)</p><p>-- Journal, Caeyr's 3.0 lb ------ </p><p>-- Maul, +1 Adamantine 20.0 lb 3,510 gp, 5 sp*</p><p>-- Pistol, Masterwork 3.0 lb ------ (free regional equipment)</p><p>-- Pouch, Belt 0.5 lb 1 gp</p><p>-- Powderhorn 2.0 lb ------ (free regional equipment)</p><p>-- Repair Kit 1.0 lb 50 gp (in backpack)</p><p>-- Wand of Cure Light Wounds ------ 750 gp (in wand sheath)</p><p>-- Wand Sheath ------ 4,000 gp</p><p></p><p>* Created himself in the High Holy Crafthouse of Inspiration</p><p></p><p>Total Weight: 38.5 lbs</p><p>Total Money @ Character Creation: 501 gp, 5 sp</p><p>Current Money: 501 gp, 5 sp</p><p></p><p>Max Weight: 100 light 200 medium 300 heavy</p><p></p><p>Age: 5</p><p>Height: 6'0"</p><p>Weight: 350 lbs</p><p>Eyes: Green</p><p>[/CODE]</p><p></p><p><strong>Appearance:</strong></p><p>Gond’s Hammer is a unique creation, never before seen on Faerun. He resembles a mix between a golem and a construct. Hammer is made from a combination of wood and steel, and looks to have been designed to resemble a medium humanoid. While wood seems to be what his tendons and musculature is created from, the wood is protected by the hardest of adamantine. His adamantine plating criss-crosses across his body, gleaming in the sunlight. His eyes glow a subtle green. Those that take time to examine him will see that he does differ from the humanoids he was designed to resemble: he has three fingers on his hand and three toes on his feet. If one were to look below his exterior plating, one might find a mesh of gears and fluids that generate his bodily functions.</p><p></p><p>The first thing one notices on Hammer is the large symbol of Gond (a gear with four compass points atop it) composed of silver seemingly etched and embedded into his chest. This holy symbol makes him instantly recognizable as a cleric of his creator, and he wears the symbol as a badge of honor.</p><p></p><p>Also attached to the underarm of his right hand is a sheath. Whether it was part of his original design, or was attached to him later, is left up for people to guess. The sheath seems to be designed to house a wand, and sure enough, one can spot a wand housed there.</p><p></p><p>In addition to the traditional backpack you might find on an adventurer, Hammer carries a large version of his namesake across his back. His weapon of choice, this maul appears to be created from the same material as Hammer himself, and he wields it as an extension of his own body; whether in craft or in combat. The only piece of clothing he wears is a belt, which looks unusual without something to hold up. Attached to his belt is a holster for an unusual weapon not frequently seen on Faerun: a pistol. Though, if one were to examine it, they would find it rarely used. On the other side of the belt, there is tucked an everburning torch.</p><p></p><p><strong>Personality:</strong></p><p>Gond’s Hammer is a curious sort, ever inquisitive of the world around him. He is a pensive sort, and takes his time to think through things thoroughly before speaking. When he does speak, he speaks deliberately and chooses his words carefully.</p><p></p><p>Hammer is forever examining his surroundings, whether they be the middle of a wilderness area or the home of a noble. One thing one notices almost immediately is that Hammer seems to take more interest in places and things than in people. His interests become very apparent in social situations. Hammer seems uncomfortable in large social settings, and one gets the feeling he would rather spend his life in some workshop than in the world at large.</p><p></p><p><strong>History:</strong></p><p>The story of Hammer's origin begins on the island of Lantan. An elderly gnome by the name of Caeyr Llanastill, held the proud position of the head of the High Holy Crafthouse of Inspiration. Holding the positon for the past 70 years, Caeyr was a devout cleric of Gond, and had spent time studying around all of Faerun. He was an expert craftsman, and specialized in the construction of items from unusual materials, everything from mithril to adamantine. He was well known and well loved amongst the gnomes of Lantan.</p><p></p><p>Then, one day 10 years ago, Lantan has an epiphany. Long schooled in the creation of mechanical men (which the gnomes called gondsmen in honor of their true creator), Caeyr stumbled on an idea. Instead of working strictly with mechanics (as was the gnomish ideal), Caeyr could create a gondsman that was a fusion of both technology and magic. However, because magic was generally shunned on the island on Lantan, Caeyr was forced to work in secret.</p><p></p><p>Caeyr spent the next 5 years of his life on his secret project, which he called the Will of Gond. He learned about the crafing of wondrous items from all over Faerun. He learned the art of the arcane, which was quite a risk, given Lantan's culture and laws. He began construction of the ideal gondsman, using his favorite metal, adamantine, as a framework. He became a gnome possessed, and spent many days and nights working without eat or sleep. And while his health suffered, his creation soon took form.</p><p></p><p>Then, one night, when his creation was completed, Caeyr was in for a shock! Just as Caeyr was weady to activate his new gondsman, the gondsman activaed itself! His eyes winked on, and started shining a bright green. Caeyr immediately jumped back in fear, for he had designed the gondman's eyes to be a plain white. However, when the new gondsman began to speak, Caeyr knew it was no trick... his creation had been given live by the Wonderbringer himself.</p><p></p><p>Amazed at his creation, the newly born gondsman soon learned the arts of speech and thinking. It was then that Caeyr decided that this was truly a new type of creature, and re-dubbed him a gondsforged. Caeyr spent the next month teaching the gondsforged in the ways of crafting, and the ways of Gond, and when it came time to talk about the divine abilities that Caeyr has received from his deity, Caeyr found out that his gondsforged shared those abilities, yet another sign of his true creator.</p><p></p><p>Unfortunately, all of the time spent creating his scion had left Caeyr quite ill, and within a month, Caeyr left this world. In honor of both of his fathers' craft, he renamed himself Gond's Hammer, and saw himself as an extension of the Lord of All Smiths.</p><p></p><p>Gond's Hammer, or simply Hammer, lived in Lantan in the High Holy Crafthouse of Inspiration, where he continued his father's work in the crafting of weapons. However, over the months after his father's passing, Hammer felt a growing discent from the other gnomes of the land. A large part of the gnomes did not recognize him as a sentient being, and considered him as simple as the gondsman other techsmiths created. Still others looked down upon him, for he had the taint of being created by a combination of technology, arcane magic, and divine intervention. As is the way with most people, the gnomes soon began to fear what they did not understand. Soon after, the courts of Lantan ruled that all of Caeyr's possessions, including all of his work, was to be given to the state, since he left no true heir.</p><p></p><p>Devastated, Hammer decided the time was right to leave Lantan. Taking everything that he felt was rightly his, including his adamantine maul, his father's clockwork pistol, and all of his father's notes and journals, Lantan left the mystic isle. In reading his father's journal, he decided to emulate his father's journey through Faerun, and booked passage on a boat headed towards Waterdeep.</p><p></p><p>Hammer spent a year in the city of splendor, learning under a human blacksmith named Nyar Steelflint. While he learned a lot from the old man, and while Waterdeep treated him easier than Lantan, he still felt he should move on. After Waterdeep, he travelled inland, stopping off at various cities, learning what he could, and moving on. He spent the better part of three years on the road, not eating or sleeping, but simply travelling and learning. He would occasionally use his gifts to help those less fortunate, and as time went on, he leanred that he actually liked the company of others.</p><p></p><p>He finally found himself in Silverymoon, where he spent months studying the remarkable construction of everything from the Moonbridge to the Vault of the Sages. A few months ago, Hammer was recruited by the guards of Silverymoon for a special mission suited specifically for him, due to his lack of eating and sleeping, and his immunity to various diseases that might harm a normal guard. While the mission remains top secret, his success gained the guards’ respect, and they have called him a few times since, and he has aided them amenably.</p></blockquote><p></p>
[QUOTE="Harvey, post: 2380590, member: 28968"] [b]Hammer, Gondsforged Cleric of Gond 6[/b] [CODE] Name: Gond's Hammer (or "Hammer" for short) Gender: Male Personality Race: Gondsforged Class: Cleric of Gond Size: Medium Alignment: N Deity: Gond Region: Lantan Level: 6 Exp: 15,000 STR 18 (+4) (17 + 1 level) [13 pts] DEX 10 (--) [ 2 pts] CON 10 (--) ( 8 + 2 racial) [ 0 pts] INT 13 (+1) [ 5 pts] WIS 14 (+2) (13 - 2 racial) [10 pts] CHA 6 (-2) ( 8 - 2 racial) [ 0 pts] Fort: +5 (+5 base +0 ability) Ref: +2 (+2 base +0 ability) Will: +7 (+5 base +2 ability) HD: 6d8 HP: 38 Init: +0 Spd: 20' x 3 AC: 20 (10 base + 10 armor) Flat-Footed: 20 Touch: 10 ACP: -5 DR: 2/adamantine BAB: +4 Melee: +8 Ranged: +4 Grapple: +8 (+4 BAB +4 STR) Weapons: Maul, +1 Adamantine +10 attack 1d10+7 damage x3 on 20 Slam attack +8 attack 1d4+4 subdual x2 on 20 Pistol, Masterwork +1 attack 1d10 damage x3 on 20 50' Range Armor: Adamantine Body, +2 +10 AC +1 Max Dex -5 ACP Languages: Common, Lantanese Abilities: -- Living Construct subtype (Immune to poison, paralysis, disease, nausea, fatigue, exhaustion, sickening, energy drain; cannot heal naturally; healing school provides 1/2 normal effect; disabled at 0 to -9 HP; does not eat, sleep, or breathe) -- Composite Plating (5% arcane spell failure) -- Light Fortification (25% ignore critical hits) -- 1d4 Slam Attack -- Proficient with simple weapons, all armor, shields -- Spontaneously cast repair spells -- Turn Undead (1x per day, turning check 1d20-2, turning damage 2d6+4) -- Can Cast Creation Spells at +1 Caster Level [Craft Domain] -- Skill Focus: Craft (armorsmith) +3 [Craft Domain] -- Martial Weapon Proficiency (maul) [Metal Domain] -- Weapon Focus (maul) [Metal Domain] Feats: -- Adamantine Body (1st level) -- Craft Wondrous Item (3rd level) -- Craft Magic Arms And Armor (6th level) Skill Points: 27 Max Ranks: 9/4 Skills: Stat Total Ability Ranks Misc -- Concentration Con +4 = +0 +4 -- Craft (armorsmith) Int +13/+15 = +1 +9 +3/+5 (domain: metal, repair kit) -- Craft (weaponsmith) Int +4/+6 = +1 +3 +2 (repair kit) -- Heal Wis +8/+10 = +2 +6 +2 (healer's kit) -- Knowledge (religion) Int +6 = +1 +5 -- Profession (smithy) Int +5 = +1 +4 (free profession skill) Cleric Spells Per Day: 5/4+1/3+1/2+1 Cleric Spells Typically Memorized: 0th (DC 11)- Detect Magic (2), Detect Poison, Mending, Read Magic 1st (DC 12)- Bless, Comprehend Language, Magic Weapon*, Shield of Faith, Wieldskill 2nd (DC 13)- Bull's Strength, Cure Moderate Wounds, Make Whole, Wood shape* 3rd (DC 14)- Cure Serious Wounds, Dispel Magic, Stone Shape* * Domain Spells. Domains: Craft, Metal Starting Gold: 13,000 gp Equipment: -- Adamantine Body, +2 ------ 4,000 gp -- Backpack 2.0 lb 2 gp -- Book: "The Art of the Techsmith" 3.0 lb ------ -- Bullets (10) 2.0 lb ------ (free regional equipment) -- Everburning Torch 1.0 lb 110 gp (tucked in belt) -- Healer's Kit 1.0 lb 50 gp (in backpack) -- Holy Symbol of Gond, Silver 1.0 lb 25 gp (carved into chest) -- Journal, Caeyr's 3.0 lb ------ -- Maul, +1 Adamantine 20.0 lb 3,510 gp, 5 sp* -- Pistol, Masterwork 3.0 lb ------ (free regional equipment) -- Pouch, Belt 0.5 lb 1 gp -- Powderhorn 2.0 lb ------ (free regional equipment) -- Repair Kit 1.0 lb 50 gp (in backpack) -- Wand of Cure Light Wounds ------ 750 gp (in wand sheath) -- Wand Sheath ------ 4,000 gp * Created himself in the High Holy Crafthouse of Inspiration Total Weight: 38.5 lbs Total Money @ Character Creation: 501 gp, 5 sp Current Money: 501 gp, 5 sp Max Weight: 100 light 200 medium 300 heavy Age: 5 Height: 6'0" Weight: 350 lbs Eyes: Green [/CODE] [B]Appearance:[/B] Gond’s Hammer is a unique creation, never before seen on Faerun. He resembles a mix between a golem and a construct. Hammer is made from a combination of wood and steel, and looks to have been designed to resemble a medium humanoid. While wood seems to be what his tendons and musculature is created from, the wood is protected by the hardest of adamantine. His adamantine plating criss-crosses across his body, gleaming in the sunlight. His eyes glow a subtle green. Those that take time to examine him will see that he does differ from the humanoids he was designed to resemble: he has three fingers on his hand and three toes on his feet. If one were to look below his exterior plating, one might find a mesh of gears and fluids that generate his bodily functions. The first thing one notices on Hammer is the large symbol of Gond (a gear with four compass points atop it) composed of silver seemingly etched and embedded into his chest. This holy symbol makes him instantly recognizable as a cleric of his creator, and he wears the symbol as a badge of honor. Also attached to the underarm of his right hand is a sheath. Whether it was part of his original design, or was attached to him later, is left up for people to guess. The sheath seems to be designed to house a wand, and sure enough, one can spot a wand housed there. In addition to the traditional backpack you might find on an adventurer, Hammer carries a large version of his namesake across his back. His weapon of choice, this maul appears to be created from the same material as Hammer himself, and he wields it as an extension of his own body; whether in craft or in combat. The only piece of clothing he wears is a belt, which looks unusual without something to hold up. Attached to his belt is a holster for an unusual weapon not frequently seen on Faerun: a pistol. Though, if one were to examine it, they would find it rarely used. On the other side of the belt, there is tucked an everburning torch. [B]Personality:[/B] Gond’s Hammer is a curious sort, ever inquisitive of the world around him. He is a pensive sort, and takes his time to think through things thoroughly before speaking. When he does speak, he speaks deliberately and chooses his words carefully. Hammer is forever examining his surroundings, whether they be the middle of a wilderness area or the home of a noble. One thing one notices almost immediately is that Hammer seems to take more interest in places and things than in people. His interests become very apparent in social situations. Hammer seems uncomfortable in large social settings, and one gets the feeling he would rather spend his life in some workshop than in the world at large. [B]History:[/B] The story of Hammer's origin begins on the island of Lantan. An elderly gnome by the name of Caeyr Llanastill, held the proud position of the head of the High Holy Crafthouse of Inspiration. Holding the positon for the past 70 years, Caeyr was a devout cleric of Gond, and had spent time studying around all of Faerun. He was an expert craftsman, and specialized in the construction of items from unusual materials, everything from mithril to adamantine. He was well known and well loved amongst the gnomes of Lantan. Then, one day 10 years ago, Lantan has an epiphany. Long schooled in the creation of mechanical men (which the gnomes called gondsmen in honor of their true creator), Caeyr stumbled on an idea. Instead of working strictly with mechanics (as was the gnomish ideal), Caeyr could create a gondsman that was a fusion of both technology and magic. However, because magic was generally shunned on the island on Lantan, Caeyr was forced to work in secret. Caeyr spent the next 5 years of his life on his secret project, which he called the Will of Gond. He learned about the crafing of wondrous items from all over Faerun. He learned the art of the arcane, which was quite a risk, given Lantan's culture and laws. He began construction of the ideal gondsman, using his favorite metal, adamantine, as a framework. He became a gnome possessed, and spent many days and nights working without eat or sleep. And while his health suffered, his creation soon took form. Then, one night, when his creation was completed, Caeyr was in for a shock! Just as Caeyr was weady to activate his new gondsman, the gondsman activaed itself! His eyes winked on, and started shining a bright green. Caeyr immediately jumped back in fear, for he had designed the gondman's eyes to be a plain white. However, when the new gondsman began to speak, Caeyr knew it was no trick... his creation had been given live by the Wonderbringer himself. Amazed at his creation, the newly born gondsman soon learned the arts of speech and thinking. It was then that Caeyr decided that this was truly a new type of creature, and re-dubbed him a gondsforged. Caeyr spent the next month teaching the gondsforged in the ways of crafting, and the ways of Gond, and when it came time to talk about the divine abilities that Caeyr has received from his deity, Caeyr found out that his gondsforged shared those abilities, yet another sign of his true creator. Unfortunately, all of the time spent creating his scion had left Caeyr quite ill, and within a month, Caeyr left this world. In honor of both of his fathers' craft, he renamed himself Gond's Hammer, and saw himself as an extension of the Lord of All Smiths. Gond's Hammer, or simply Hammer, lived in Lantan in the High Holy Crafthouse of Inspiration, where he continued his father's work in the crafting of weapons. However, over the months after his father's passing, Hammer felt a growing discent from the other gnomes of the land. A large part of the gnomes did not recognize him as a sentient being, and considered him as simple as the gondsman other techsmiths created. Still others looked down upon him, for he had the taint of being created by a combination of technology, arcane magic, and divine intervention. As is the way with most people, the gnomes soon began to fear what they did not understand. Soon after, the courts of Lantan ruled that all of Caeyr's possessions, including all of his work, was to be given to the state, since he left no true heir. Devastated, Hammer decided the time was right to leave Lantan. Taking everything that he felt was rightly his, including his adamantine maul, his father's clockwork pistol, and all of his father's notes and journals, Lantan left the mystic isle. In reading his father's journal, he decided to emulate his father's journey through Faerun, and booked passage on a boat headed towards Waterdeep. Hammer spent a year in the city of splendor, learning under a human blacksmith named Nyar Steelflint. While he learned a lot from the old man, and while Waterdeep treated him easier than Lantan, he still felt he should move on. After Waterdeep, he travelled inland, stopping off at various cities, learning what he could, and moving on. He spent the better part of three years on the road, not eating or sleeping, but simply travelling and learning. He would occasionally use his gifts to help those less fortunate, and as time went on, he leanred that he actually liked the company of others. He finally found himself in Silverymoon, where he spent months studying the remarkable construction of everything from the Moonbridge to the Vault of the Sages. A few months ago, Hammer was recruited by the guards of Silverymoon for a special mission suited specifically for him, due to his lack of eating and sleeping, and his immunity to various diseases that might harm a normal guard. While the mission remains top secret, his success gained the guards’ respect, and they have called him a few times since, and he has aided them amenably. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Crimson's Silver Marshes Campaign
Top