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The Traveler's Guide to Aellorah

Gelgiren

The Gelgiren are a race of sentient automatons that were originally constructed by the Dwarves of Reshyk as part of their Rundvarek advancements. A Dwarf by the name of Dain Brawnanvil created the original design, but after his cousin stole the design and presented it to the Runesmith College as his own work, Dain left Reshyk in disgrace. Years later, while attempting to dismantle Gelgiren production after King Rangrim, under the corrupting influence of Maven, attempted to use the Gelgiren as a spy network in other countries under the guise of laborers, Dain initiated a signal intended to shut down the Gelgiren. However, due to actions taken years prior in which Dain and his companions had destroyed a powerful necromantic artifact by casting it into Lys' Wellspring, a Wellspring eruption corrupted this signal, and instead of shutting down the Gelgiren across Aellorah, it awakened them.

Upon awakening, the Gelgiren were childlike, like toddlers in an adult-sized metal body. However, they learn very quickly, and in areas where they were accepted, they adapted to society quickly. However, their arrival was followed by an aftereffect of the Wellspring eruption that created the Avan Estiar, a disease that disturbed the world with its similarities in virulence to the Maldor Entus from centuries before. The symptoms of which pointed blame at the Gelgiren for the outbreak.

The Gelgiren are still fighting for acceptance in a world that was never designed to include them, and despite the potential to live indefinitely, they struggle with the idea that they are the one race of Aellorah that, should they die, their existence ends rather than continue into the afterlife.

The Gelgiren inherit the divine domains of Metal and Forge, as well as one other according to their subrace.

Gelgiren by Emman Cortez
ability score increase: Your Constitution score increases by 2.
age: The Gelgiren do not age, and are immune to magical aging effects. As long as they maintain their bodies, they can theoretically live forever. Their bodies remain constant unless modified and they do not “mature”.
Size: Medium
speed: Your base walking speed is 30 ft. Your speed is not affected by wearing heavy armor.
Languages: You can speak, read, and write Aurum, Dwarvish, and Myrin.
race features:

Metallic Frame

Your body is made from metal. By default, your chassis is made from steel. When you take damage, reduce the damage by an amount equal to your proficiency bonus. Apply any resistance or vulnerability before this reduction. This reduction cannot reduce lightning damage. If an effect deals both lightning damage and other damage types, apply the reduction only to the non-lightning damage. Any excess damage reduction is lost. Additionally, by finding a Dwarven Rungwenir or a highly skilled armorsmith, you can swap your metal chassis for a different kind of metal. Installing a new chassis takes a full day of active work, and requires you to be in stasis while it is installed. Each metal has a different effect when used as a chassis. Their effects are listed in the Gelgiren Chassis section of Chapter 7. If you swap your chassis for another metal, you no longer gain the benefits of your previous chassis.

Self-Repair

You can repair yourself as an action, restoring hit points equal to 1d10 + your proficiency bonus + your Constitution modifier. You can do this a number of times per long rest equal to your proficiency bonus.

Constructed Nature

You are a construct. You were created to have remarkable fortitude, but your body is not organic. This has several advantages and drawbacks:
  • You do not need to eat, drink, or breathe. Additionally, you do not sleep and cannot be magically put to sleep.
  • You are immune to poison damage and the poisoned condition. You cannot contract diseases that affect blood, but you can contract Flowborne diseases.
  • Your form cannot be changed magically by spells that target creatures. Only spells capable of transforming objects or altering reality can affect your form.
  • Potions and healing magic of all kinds have no effect on you. If the Mending cantrip is cast on you, you regain 10 (4d4) hit points.
  • Revivify has no effect on you. After you fail 3 death saving throws, you are gone permanently. However, if your body is repaired, two other Gelgiren can reawaken your body, imbuing it with a new consciousness. This new consciousness retains no trace of your former self, including class levels, skills, and ability scores.

Stasis

You do not require sleep, but you must go into stasis during a long rest in order to recharge your Flow Cell. During a long rest while in stasis, you remain aware, but cannot move. You may choose to come out of stasis at any point as an action. A full 7 hours long rest can sustain you for 56 hours, but if you do not recharge for 56 hours, you will automatically fall unconscious and enter stasis, and be unable to exit stasis for 7 hours.


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