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
Community
General Tabletop Discussion
*Dungeons & Dragons
Tor-eal (1000 years after the Devils win the Blood War)
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="Levistus's_Leviathan" data-source="post: 8113919" data-attributes="member: 7023887"><p><h4>[SPOILER="Golmeng"][/SPOILER]</h4><p>[SPOILER="Golmeng"]</p><h4>Golmeng</h4><p>In Lantoin, the capitol city of Lantanea, over 700 years ago the master artifices of the city decided to experiment and see if they could achieve the seemingly impossible, the complete creation of full races of complete, sentient people. Up until this point, they were very aware of the possibilities of creating constructed people, like Steel Defenders, Homunculus Servants, Shield Guardians, Clockworks, Golems, and so on, but had not achieved the creation of a completely independent and truly sentient constructs. </p><p></p><p>They knew that sentience could be created through multiple effects, like the <a href="https://www.dndbeyond.com/spells/awaken" target="_blank">awaken</a> spell, archivist-specialist artificers, the creation of sentient magic items, and similar magic. They also knew of the existence of fully sentient constructs, like Modrons, Inevitables, Magen, and other such creatures. However up until this point, they had never succeeded at any attempt to create a completely independent, fully sentient and self-willed, diverse and constructed race of authentic people, not some mere imitation of it. Thus, the Golmeng were created. Their original name were the Golemkin, and they had the 4 following subraces; the Chemical Claylings, Immutables, Craggled, and Fleshling. However, there are now only 3 subraces, and all of the names have changed, to the; Chelmic, Immurts, and Gragnef. </p><p></p><p>The Golmeng have now spread across Tor-eal and are a fairly common race. They were crafted, but are humanoids, not constructs. Though they are created through magic and artifice, they are no longer allowed to be created by anyone besides a golmeng of the same subrace. They are a diverse race of all types and personalities, just like other races of people. This is their race:</p><p></p><p>Spoiler (click to hide)</p><h2>Golmeng</h2><p>A crafted race of clay, metal, and stone, the Golmeng have three subraces; the Chelmic, Gragnef, and Immurts, but used to have another subrace, now their own race, the Felshen. They are a diverse and tough race, often with hardened skin. Though they are crafted, they are now fully alive, and are humanoids and not constructs. They are watchful and never-sleeping, and typically a lawful race of people. </p><p>Their names are filled with hard consonants, especially plosives, which is chosen by them upon their creation. Their crafter name is the same as the crafter who created them, their names originating with the artificers who worked to create the first Golmeng. </p><p><strong>Golmeng Names</strong></p><p><strong></strong></p><p>Names: Avick, Ayza, Belvoen, Cle, Druve, Evas, Flo, Govvith, Higm, Innoth, Jerli, Kyvlith, Lovi, Movar, Nerah, Optuk, Ployvor, Quol, Revvith, Selar, Trivin, Ugelieth, Verie, Wollin, Xaeluf, Xraei, Ylln, Ystalar, Zoram, Zystaa</p><p>Crafter Names: Arvanthoth, Baldrek, Daerigel, Eidilar, Folkor-Filchbatter, Gillana, Hivvansen, Keloke, Nackling, Raulnorpock, Tevrath, Torunn, Twenforp, Zarloen </p><h2>Golmeng Traits</h2><p>As a Golmeng character, you gain the following racial traits.</p><h4>Ability Score Increase.</h4><p>Your Constitution score increases by 1. </p><h4>Age.</h4><p>Gomeng do not age and cannot be aged by magic or any other effect. </p><h4>Alignment.</h4><p>Golmeng typically lean towards lawful and neutral alignments, but may be any of their choice. </p><h4>Size.</h4><p>Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:</p><p>Size modifier = 2d8</p><p>Height = 6 feet + your size modifier in inches</p><p>Weight in pounds = 300 + (4 × your size modifier)</p><h4>Speed.</h4><p>Your base walking speed is 30 feet. </p><h4>Constructed Resilience.</h4><p>You were created to have remarkable fortitude, represented by the following benefits:</p><ul> <li data-xf-list-type="ul">You have advantage on saving throws against being <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">poisoned</a>, and you have resistance to poison damage.</li> <li data-xf-list-type="ul">You don’t need to eat, drink, or breathe.</li> <li data-xf-list-type="ul">You are immune to disease.</li> <li data-xf-list-type="ul">You don’t need to sleep, and magic can’t put you to sleep.</li> </ul><h4>Darkvision.</h4><p>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p><h4>Languages.</h4><p>You can speak, read, write, and understand Common and one other language of your choice. </p><h4>Sleepless.</h4><p>For you, you do not sleep when you take a long rest, instead remaining immobile when you take one. </p><h4>Subrace.</h4><p>You choose one of the following subraces: Chelmic, Immurts, and Gragnef. </p><p>Chelmic: </p><p></p><p>Spoiler (click to hide)</p><p>As a Chelmic Golmeng, you are created from alchemical materials, a mixture of magical clay and mithral powder, and other magical ingredients. Your veins are filled with chemical solvents and magical components that help mend internal and external damage. You skin is thick, tough, hardened clay, but your insides are mostly pliable and easily mendable clay, which oozes out to replace lost body parts. </p><h2>Chelmic Traits</h2><h4>Ability Score Increase.</h4><p>Any ability score of your choice, except for Constitution, increases by 2. </p><h4>Acidic Resilience.</h4><p>You gain resistance to acid damage. </p><h4>Alchemical Clayworker.</h4><p>You gain proficiency with alchemists' and potter's tools. </p><h4>Hardened Skin.</h4><p>While not wearing armor, your base AC equals 12 + your Constitution modifier. </p><h4>Surge.</h4><p>As a bonus action, you may give yourself a +2 to AC, advantage on Dexterity saving throws, and the ability to make a melee weapon attack as a bonus action until the end of your next turn. Once you use this feature, you may not do so again until you finish a short rest. </p><p>Immurts: </p><p></p><p>Spoiler (click to hide)</p><p>Immurts are a subrace of Golmeng designed to be unchangeable, unscarrable, and permanently in the same form. The rogue septon modron artificer, Keloke, who managed to survive the Catastrophe and find their way to Lantan after the Great Sacrifice corroborated with archivists, steel-smiths, iron-golem makers, and gnome crafters to create this subrace. The Immurts are extremely resilient, formed out of an adamantine-stainless-steel alloy, filled with ionic electrical mixtures to fuel their self-reparable bodies, and wired with a gold-mithral alloy that conducts their electric-resilient bodies. Their personalities are often as rigid and unchangeable as their bodies, making them extremely stubborn and unrelenting. Due to this, it is quite common for Immurt adventurers to be paladins, warlocks, barbarians, monks, wizards, and artificers. </p><h2>Immurts Traits</h2><h4>Ability Score Increase.</h4><p>Your Strength and Constitution scores both increase by 1. </p><h4>Electric Resilience.</h4><p>You gain resistance to lightning damage.</p><h4>Immutable.</h4><p>You are immune to any effect or spell that would change your form, such as <a href="https://www.dndbeyond.com/spells/polymorph" target="_blank">polymorph</a>, <a href="https://www.dndbeyond.com/spells/alter-self" target="_blank">alter self</a>, or Wild Shape. </p><h4>Steel Form.</h4><p>You gain no benefit from wearing armor, but do from shields. Your base Armor Class is equal to 10 + your Strength modifier + your Constitution modifier</p><h4>Metallurgist.</h4><p>You gain proficiency with smiths' tools. </p><p>Gragnef: </p><p></p><p>Spoiler (click to hide)</p><p>The Golmengs who are as everlasting and durable as stone, while also appearing as distinguished and ornately carved stone statues, the Gragnef are as tough as rocks. As one of the most diverse types of Golmengs, a Gragnef's exterior is carved from any type of tough igneous or metamorphic rock, from marble and alabaster, to granite, basalt, quartz, and other types of stone. Though they may appear as statues, these Golmengs were originally designed to create art and architecture. Lantanean Dwarves, fire-elementalists, and rock gnome stone-carvers teamed up to create this subrace of Golmengs. Their interiors are filled with magical magma, which has the purpose of oozing lava to fill the cracks and other breakages in these intimidating, rocky humanoids. The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core. Due to their connection to fire and stone, these Golmengs are often barbarians, fighters, elementalists, and fire-sorcerers.</p><h2>Gragnef Traits</h2><h4>Ability Score Increase.</h4><p>Your Strength score increases by 2. </p><h4>Heart of Magma.</h4><p>You gain resistance to fire damage.</p><h4>Rocky Armor.</h4><p>You gain no benefit from armor, but you do from shields. Your base armor class is equal to 14 + your proficiency bonus</p><h4>Stone Carver.</h4><p>You gain proficiency with masons' tools.</p><h4>Spew Lava.</h4><p>You may use an action to spew lava from either an injure part of your body or your mouth. One creature within range must make a Dexterity saving throw, the DC being 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 4d6 fire damage, or half as much on a successful one. This damage increases by 1d6 at levels 5, 9, 13, and 17. Once you use this feature, you may not do so again until you finish a short rest.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8113919, member: 7023887"] [HEADING=3][SPOILER="Golmeng"][/SPOILER][/HEADING][SPOILER="Golmeng"] [HEADING=3]Golmeng[/HEADING] In Lantoin, the capitol city of Lantanea, over 700 years ago the master artifices of the city decided to experiment and see if they could achieve the seemingly impossible, the complete creation of full races of complete, sentient people. Up until this point, they were very aware of the possibilities of creating constructed people, like Steel Defenders, Homunculus Servants, Shield Guardians, Clockworks, Golems, and so on, but had not achieved the creation of a completely independent and truly sentient constructs. They knew that sentience could be created through multiple effects, like the [URL='https://www.dndbeyond.com/spells/awaken']awaken[/URL] spell, archivist-specialist artificers, the creation of sentient magic items, and similar magic. They also knew of the existence of fully sentient constructs, like Modrons, Inevitables, Magen, and other such creatures. However up until this point, they had never succeeded at any attempt to create a completely independent, fully sentient and self-willed, diverse and constructed race of authentic people, not some mere imitation of it. Thus, the Golmeng were created. Their original name were the Golemkin, and they had the 4 following subraces; the Chemical Claylings, Immutables, Craggled, and Fleshling. However, there are now only 3 subraces, and all of the names have changed, to the; Chelmic, Immurts, and Gragnef. The Golmeng have now spread across Tor-eal and are a fairly common race. They were crafted, but are humanoids, not constructs. Though they are created through magic and artifice, they are no longer allowed to be created by anyone besides a golmeng of the same subrace. They are a diverse race of all types and personalities, just like other races of people. This is their race: Spoiler (click to hide) [HEADING=1]Golmeng[/HEADING] A crafted race of clay, metal, and stone, the Golmeng have three subraces; the Chelmic, Gragnef, and Immurts, but used to have another subrace, now their own race, the Felshen. They are a diverse and tough race, often with hardened skin. Though they are crafted, they are now fully alive, and are humanoids and not constructs. They are watchful and never-sleeping, and typically a lawful race of people. Their names are filled with hard consonants, especially plosives, which is chosen by them upon their creation. Their crafter name is the same as the crafter who created them, their names originating with the artificers who worked to create the first Golmeng. [B]Golmeng Names [/B] Names: Avick, Ayza, Belvoen, Cle, Druve, Evas, Flo, Govvith, Higm, Innoth, Jerli, Kyvlith, Lovi, Movar, Nerah, Optuk, Ployvor, Quol, Revvith, Selar, Trivin, Ugelieth, Verie, Wollin, Xaeluf, Xraei, Ylln, Ystalar, Zoram, Zystaa Crafter Names: Arvanthoth, Baldrek, Daerigel, Eidilar, Folkor-Filchbatter, Gillana, Hivvansen, Keloke, Nackling, Raulnorpock, Tevrath, Torunn, Twenforp, Zarloen [HEADING=1]Golmeng Traits[/HEADING] As a Golmeng character, you gain the following racial traits. [HEADING=3]Ability Score Increase.[/HEADING] Your Constitution score increases by 1. [HEADING=3]Age.[/HEADING] Gomeng do not age and cannot be aged by magic or any other effect. [HEADING=3]Alignment.[/HEADING] Golmeng typically lean towards lawful and neutral alignments, but may be any of their choice. [HEADING=3]Size.[/HEADING] Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 6 feet + your size modifier in inches Weight in pounds = 300 + (4 × your size modifier) [HEADING=3]Speed.[/HEADING] Your base walking speed is 30 feet. [HEADING=3]Constructed Resilience.[/HEADING] You were created to have remarkable fortitude, represented by the following benefits: [LIST] [*]You have advantage on saving throws against being [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']poisoned[/URL], and you have resistance to poison damage. [*]You don’t need to eat, drink, or breathe. [*]You are immune to disease. [*]You don’t need to sleep, and magic can’t put you to sleep. [/LIST] [HEADING=3]Darkvision.[/HEADING] You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. [HEADING=3]Languages.[/HEADING] You can speak, read, write, and understand Common and one other language of your choice. [HEADING=3]Sleepless.[/HEADING] For you, you do not sleep when you take a long rest, instead remaining immobile when you take one. [HEADING=3]Subrace.[/HEADING] You choose one of the following subraces: Chelmic, Immurts, and Gragnef. Chelmic: Spoiler (click to hide) As a Chelmic Golmeng, you are created from alchemical materials, a mixture of magical clay and mithral powder, and other magical ingredients. Your veins are filled with chemical solvents and magical components that help mend internal and external damage. You skin is thick, tough, hardened clay, but your insides are mostly pliable and easily mendable clay, which oozes out to replace lost body parts. [HEADING=1]Chelmic Traits[/HEADING] [HEADING=3]Ability Score Increase.[/HEADING] Any ability score of your choice, except for Constitution, increases by 2. [HEADING=3]Acidic Resilience.[/HEADING] You gain resistance to acid damage. [HEADING=3]Alchemical Clayworker.[/HEADING] You gain proficiency with alchemists' and potter's tools. [HEADING=3]Hardened Skin.[/HEADING] While not wearing armor, your base AC equals 12 + your Constitution modifier. [HEADING=3]Surge.[/HEADING] As a bonus action, you may give yourself a +2 to AC, advantage on Dexterity saving throws, and the ability to make a melee weapon attack as a bonus action until the end of your next turn. Once you use this feature, you may not do so again until you finish a short rest. Immurts: Spoiler (click to hide) Immurts are a subrace of Golmeng designed to be unchangeable, unscarrable, and permanently in the same form. The rogue septon modron artificer, Keloke, who managed to survive the Catastrophe and find their way to Lantan after the Great Sacrifice corroborated with archivists, steel-smiths, iron-golem makers, and gnome crafters to create this subrace. The Immurts are extremely resilient, formed out of an adamantine-stainless-steel alloy, filled with ionic electrical mixtures to fuel their self-reparable bodies, and wired with a gold-mithral alloy that conducts their electric-resilient bodies. Their personalities are often as rigid and unchangeable as their bodies, making them extremely stubborn and unrelenting. Due to this, it is quite common for Immurt adventurers to be paladins, warlocks, barbarians, monks, wizards, and artificers. [HEADING=1]Immurts Traits[/HEADING] [HEADING=3]Ability Score Increase.[/HEADING] Your Strength and Constitution scores both increase by 1. [HEADING=3]Electric Resilience.[/HEADING] You gain resistance to lightning damage. [HEADING=3]Immutable.[/HEADING] You are immune to any effect or spell that would change your form, such as [URL='https://www.dndbeyond.com/spells/polymorph']polymorph[/URL], [URL='https://www.dndbeyond.com/spells/alter-self']alter self[/URL], or Wild Shape. [HEADING=3]Steel Form.[/HEADING] You gain no benefit from wearing armor, but do from shields. Your base Armor Class is equal to 10 + your Strength modifier + your Constitution modifier [HEADING=3]Metallurgist.[/HEADING] You gain proficiency with smiths' tools. Gragnef: Spoiler (click to hide) The Golmengs who are as everlasting and durable as stone, while also appearing as distinguished and ornately carved stone statues, the Gragnef are as tough as rocks. As one of the most diverse types of Golmengs, a Gragnef's exterior is carved from any type of tough igneous or metamorphic rock, from marble and alabaster, to granite, basalt, quartz, and other types of stone. Though they may appear as statues, these Golmengs were originally designed to create art and architecture. Lantanean Dwarves, fire-elementalists, and rock gnome stone-carvers teamed up to create this subrace of Golmengs. Their interiors are filled with magical magma, which has the purpose of oozing lava to fill the cracks and other breakages in these intimidating, rocky humanoids. The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core. Due to their connection to fire and stone, these Golmengs are often barbarians, fighters, elementalists, and fire-sorcerers. [HEADING=1]Gragnef Traits[/HEADING] [HEADING=3]Ability Score Increase.[/HEADING] Your Strength score increases by 2. [HEADING=3]Heart of Magma.[/HEADING] You gain resistance to fire damage. [HEADING=3]Rocky Armor.[/HEADING] You gain no benefit from armor, but you do from shields. Your base armor class is equal to 14 + your proficiency bonus [HEADING=3]Stone Carver.[/HEADING] You gain proficiency with masons' tools. [HEADING=3]Spew Lava.[/HEADING] You may use an action to spew lava from either an injure part of your body or your mouth. One creature within range must make a Dexterity saving throw, the DC being 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 4d6 fire damage, or half as much on a successful one. This damage increases by 1d6 at levels 5, 9, 13, and 17. Once you use this feature, you may not do so again until you finish a short rest.[/SPOILER] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Tor-eal (1000 years after the Devils win the Blood War)
Top