Gnome

Gnomes were originally from a planet named Shea (shay),  a green and craggy place, covered in rock strewn hills above valleys of squat white trees. Unlike many other worlds, it was home to several intelligent humanoids besides gnomes, most notably the Ogre race. Gnomes spent most of their time hiding from ogres and were particularly good at it, camouflaging their villages to appear like grassy fields, large boulders, or empty cliff sides.

On Aedra they’ve refined this talent: they now hide whole gnomish villages within human ones, often completely invisible to the human inhabitants. On the rafters, within the walls, and under the streets hide entire miniature towns where gnomes go about their daily lives just mere feet from humans, yet entirely separated.  These tinkertowns, as they are called, are not a secret but a welcome addition.  Its is a symbiotic relationship: the gnomes provide skilled labour and keep the cities free of pests, while humans provide raw materials and security. It is a tradition that has existed for thousands of years. At agreed up locations exchanges are made, sometimes between representatives and other times through written orders. The gnomes diligently build and repair the various articles, tools, and goods requested while the humans supply the materials and leave the gnomes to their privacy.

Such is this relationship ingrained in human society that even the lowliest of crooks would not violate it. And woe unto those that do. While humans make it their business to keep out of the gnomes’ affairs, gnomes are quite adept at collecting the secrets of their neighbors and are quite willing to use them to their advantage. It is not unknown for a married woman to hear a whisper in her ear late at night that her husband has been unfaithful especially if that husband has reneged on agreement with his house gnomes.

Not all gnomes ascribe to this secret lifestyle. Some find their brothers’ and sisters’ secretive ways silly and antiquated and live out in the open besides other races. Others never adapted to urban life and still live out in the wilderness, hiding their homes within trees and rocks – completely self-sufficient.

Gnome Traits

Gnomes have all the general traits gnomes receive in the player’s handbook except the darkvision. Instead they receive the trait below:

Gnomish Hearing: Gnomes have acute hearing and penalties caused by surrounding noise or distance are halved, i.e. trying to listen to a whispered conversation 40 feet away would normally have a -4 penalty to the listen check, but a gnome would only suffer a -2.

In addition, gnomes can hear sounds above and below the audible range of humans. They can hear dog whistles for example, and gnome communities often employ such whistles to alert fellow gnomes of trouble.

 

There are two kinds of gnomes: forest gnomes and tomte.

Forest Gnome

Forest Gnomes are keeper of the old ways, their lifestyle very similar to how they lived back on Shea. They are helpful people and often friends with many of the wild animals that leave near their villages. When they do assist humans and other races, they will generally do so secretly. Forest gnome adventurers are very rare and considered oddities among their own kind.  Forest gnomes have the same traits as found in the Player’s Handbook on pages 36 and 37.

Tomte (tinker gnomes)

The tomte use the traits for Rock Gnomes found in the Player’s Handbook on pages 36 and 37. They are often called tinker gnomes by other races. These gnomes integrate into human society, performing useful services for the owners of the homes the cohabitate. If located in larger towns and cities, tomte will form a larger cooperative known as a tinkertown, and offer their services to the entire human community.

The list of objects Tomte can create with their Tinker ability can be expanded by resources found online, the book’s three recipes are considered just examples.

Goliath

Goliath is a player race found in the Elemental Evil Player’s Companion, pages 10 and 11. It has been copied here for ease of use and include several small minor alterations.

At the highest mountain peaks—far above the slopes where trees grow and where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

Driven Competitors

Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire
tribe, while an individual’s heroic effort can ensure the entire group’s survival.

Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.

This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.

Fair Play

For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.

This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.

Survival of the Fittest

Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.

A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.

In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.

Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

Goliath Names

Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.

Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.

A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.

Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.

Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak

Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter

Clan Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga

Goliath Traits

Goliaths share a number of traits in common with each other.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Languages. You can speak, read, and write Common and Ostic

Genasi

Genasi are a race found in the Elemental Evil Player’s Companion, located at here, on pages 7 through 10. They have been copied here for ease of use and to slightly alter them to fit the Mirrorworld campaign.

In the zone of magic known as the Periphery, the forces of magic swirl, ebb, and flow erratically. These forces can play havoc on developing fetuses, often resulting in deformity and death. However, sometimes a developing fetus is altered in a positive way, giving them abilities not normal to their kind. Genasi are an example of of these instances.

Genasi are humans born with a magical affinity towards a particular element. Their birth is considered a omen amongst the itinerant tribes of Yorr, often becoming their leaders or shamans. Other times they will be seen as a threat to the current leaders and murdered or exiled. Genasi adventurers are often those that fled their home to avoid the latter.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase: Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Size. Genasi are as varied as their human parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Yorric.

Wishstone Affinity: genasi acts as a living wishstone of their own elemental type. The power of this ability is equal to the highest level spell they can cast. Unscrupulous wizards have been known to capture genasi to use as conduits for powerful magic spells.

Subraces. Four major subraces of genasi are found on Aedra: air genasi, earth genasi, fire
genasi, and water genasi. Choose one of these subraces.

Air Genasi

As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Ability Score Increase. Your Dexterity score increases by 1.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

Ability Score Increase. Your Strength score increases by 1.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi

You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Intelligence score increases by 1.

Create Light. A fire genasi can generate a warm yellow light from their body. It can be an overall glow or emanate from from a specific appendage. They can have this light act as a torch light or a beacon lantern.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1.

Acid Resistance. You have resistance to acid damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the shape water cantrip (page 21 of the Elemental Evil Players’s Companion). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Dwarf

Legend goes that when the elves came to the world of Dreugh to warn the inhabitants of its impending doom, in jest, the dwarves only agreed to accompany the elves on their journey under one condition: the elves would have to take Dreugh’s largest mountain as well. To the chagrin of the dwarves, the elves easily accomplished this and a portion of each dwarven clan, honor-bound, reluctantly left home.

But they refused to call themselves refugees or immigrants. With pomp and ceremony, these dwarves declared themselves diplomats of the Dwarven people. They refused to believe Dreugh was no more and this expedition, albeit long, was only temporary.

Their mountain, Magnus Montem, now lies on the planet Aedra in the center of the Barrier Range between Yorr and Espora – the only substantial quantity of earth and rock not of that world. It has become a pivotal aspect of dwarven culture and religion, considered extraterritorial, still part of the planet Dreugh, and the heritage of all dwarven people.

Bitter feuds are fought between the clans for control of the mountain. It is symbolic of the dwarven people’s refusal to acknowledge Aedra as their new home. There isno ‘King of the Mountain,’ as that title belongs to the leading member of the royal family, supposedly still on Dreugh. Instead they have a Great Ambassador, charged with representing Dwarven interests on Aedra and preserving the heritage of the Dwarven people.

Not all clans have preserved this ideology; some have declared Aedra their new home. The Great Ambassador has declared these dwarves traitors to their own kind. Dwarves that remain loyal to the mountain, or ‘of the mountain’ as they describe it, are called Mountain Dwarfs. Those dwarven clans deemed traitors to the Mountain are derogatorily known as Hill Dwarves, a reference to their stunted position in proper dwarven culture.

Druidic religion

The dwarven priesthood are druids. Druids from hill dwarf clans draw their power from Aedra as is normal for druids of other races, but druids from mountain dwarf clans draw their power straight from their great mountain, Magnus Montem. This is a poorly understood phenomena, and some suggest that perhaps this proves all planets have a life force similar to Aedra.

Clans and kinsmen

There are three distinct races of dwarves: iron, bronze, and gold. Each race has distinct physical characteristics and a propensity for certain kinds of professions. There are mountain and hill dwarfs of each race.

  • Iron dwarves have dark grey or black hair and grey eyes. They place emphasis on martial prowess and are known for producing some of the finest dwarven soldiers.
  • Bronze dwarves have red and brown hair and males tend to go bald by middle age. They are great miners, sculptors, and architects. The intricacy and sturdiness of their underground structures are famous.
  • Gold dwarves have blond and copper hair. They prefer to live topside, albeit at great heights, and are generally well tanned. They are renowned smiths and crafters. Weapons, armor, tools, and jewelry of gold dwarf make are always in high demand.

Dwarven Traits

Dwarves in mirrorworld possess all of the traits found in the Player’s Handbook, pages 19 and 20, except darkvision. In lieu of this, this they possess the the traits below.

Dwarven Nose: Dwarves have long noses with an exceptional sense of smell adapted to life underground. When underground or in an area of predominant earth and stone they can detect the presence of creatures nearby even if they are making no sound and are out of line of sight.

When the dwarf is near hidden creatures, the DM will secretly make a skill check of the dwarf’s perception against the hidden creature’s stealth. In the case of success, the DM will inform the dwarf he smells something nearby.

The DM may inform the dwarf of the type of creature(s) hidden if the dwarf is familiar with the creature. The stealth roll of the hidden creature(s) may be modified based on distance and other factors.

The dwarf will not be able to use this ability when other odors permeate the area, such as those of plants, animals, and people the dwarf is not familiar with.

Besides creatures, the dwarf has a chance to detect dangerous gases common underground that are odorless to humans, such as methane and carbon monoxide. A successful Perception test will inform the dwarf of the presence of such gasses.

Gold Biter: Dwarves can taste different kinds of metals and can determine the composition of a metal alloy on a successful Insight check.

 

Hill Dwarf

Hill dwarves are the most common dwarves to be encountered by other races. They are generally friendly people that try to be part of the greater world.

Many hill dwarves travel upon reaching adulthood, to experience and learn about the world they now consider home. Their journeys are recorded in historical chronicles back at their clan’s hold. No detail is considered trivial. To have one’s name written in one of these tomes is to be immortalized among the dwarven kind.

Hill dwarves have their own king and royal line, obviously unrecognized by the mountain dwarves, which unite all hill dwarf clans.

They consider mountain dwarves as backwards zealots, lost in the past and incapable of adapting to the current situations.

It is customary of hill dwarves to sprinkle a little earth on their food before meals, to symbolize their new union with Aedra.

Mountain Dwarf

While not openly hostile to other races, mountain dwarves are highly territorial, especially when it comes to their mountain, Magnus Montem. The are very formal and take great pains to address others by their proper title, and expect others to treat them the same.

Mountain dwarf clans see each other either as allies or enemies, but never friends. Members of different clans will be highly competitive in all things, be it eating, combat, or tests of endurance. These situations can become quite comical and sometimes deadly.

Each clan keeps relics made of homestone, rock of Magnus Montem, usually as statues of their honored ancestors. Individuals will carry a small pendant of homestone with them as a physical connection to Magnus Montehm. They will go to great lengths to retrieve it if stolen or lost.

Mountains dwarves believe their homeworld, Dreugh, survived the assault of the gods and that someday they will return to it. Most homes have globes of Dreugh and children memorize the geography of it at an early age. Claiming their homeworld is no more is considered a great insult to mountain dwarves.

Feytouched

There had always been humans that were drawn to the various secretive races of Fey. During the long exodus to Aedra these outliers were derogatorily known as ‘mushroom men’ for their propensity to be found sitting within mushroom circles, hoping for an encounter with a fairy. Often encounters did happen; the Fey were just as curious about humans.

These encounters continued well after Aedra was settled and men built small human villages encircling Fey domains: mushroom circles on a larger scale.

Over the centuries, this close proximity with Fey lead to a new breed of men that shared some of the traits of their neighbors. These people were referred to as Feytouched.

Most feytouched originate from inside or near Fey territories, but it is not unknown for a child with Fey heritage to be born to human parents, the blood of a Fey ancestor reasserting itself.

Outsiders

Feytouched, at least those discovered to be such, often find themselves given a wide berth by humans; many are raised on stories of unlucky mortals that found themselves on the receiving end of a curse cast by a whimsical fairy – and these stories are not entirely untrue. Many feytouched will go to great length to hide their heritage for this reason. Others will use this reputation to their advantage.

Feytouched Traits

The four Feytouched subraces replace the elven races and half-elf race found in the Player’s Handbook. They have almost identical traits, only deviating where noted.

Sithic Fir (si·thik feer)

The Sithic Fir are the inheritors of the magical powers of the Fairy race.

Fairies usually reside in pocket dimensions in the ethereal plane, tethered to the real world through strong wishstones. Within these fanciful realms of their own design, fairies appear as beautiful humans with gossamer wings and play and fly amongst impossible landscapes. This appearance in the real world within the mists that surround their wishstone. If a fairy leaves this mist they revert to their true form which is that of a small winged humanoid creature the size of a dragonfly.

Sithic Fir have fair skin, golden or black hair, and vibrantly blue eyes.

Sith Fir have Elven and High Elven subrace traits from the Player’s Handbook, found on page 23 and 24. Instead of Elven, they speak Wennish, the language of the Fey.

Instead of the darkvision trait, Sithic Fir possess the follow trait:

Truthful Vision: Sithic Fir have a knack for seeing illusions for what they are. They have advantage on Investigation checks to determine if a creature or object is disguised by illusion. In addition, when encountering a polymorphed creature a successful Investigation check will inform the player of the creature is not in its original shape.

Daoine Fiodh (day·nah feh)

The union of the Meliae, or Tree Folk, and humans are the Daoine Fiodh.

The Meliae are wild forest Fey, barely civilized, that wander large forests in small tribes. They dislike civilization and permanent abodes, and these traits are often inherited in Feytouched of their ancestry. It is said they don’t truly die but become trees.

Daoine Fiodh have dark skin, red or brown hair, and dark brown or green eyes. Some even grow antlers.

Daoine Fiodh have Elven and Wood Elven subrace traits from the Player’s Handbook, found on page 23 and 24. Instead of Elven, they speak Wennish, the language of the Fey.

Instead of the darkvision trait, Sithic Fir possess the follow trait:

Speak with Plants: A Daoine Fiodh can cast the spell Speak with Plants as a 3rd level spell. Using this ability requires no verbal or somatic components. This power can not be used again until after a long rest is completed.

Samhach (sah·vah)

Among the Fey none are as mysterious as the Breabadair, the weavers. They are reclusive creatures that live underground, associated with dark magics, spiders, and the power of augury. The product of the Breabadair and humans are the Samhach, the Silent.

Samhach have an almost albino appearance: pale white skin and white hair. However their eyes color is almost always jet black.

Samhach have Elven and Dark Elven subrace traits from the Player’s Handbook, found on page 23 and 24. Instead of Elven, they speak Wennish, the language of the Fey.

Instead of the darkvision trait, Samhach have a climb speed of 30, able to scale even sheer surfaces.

Tycheros (tee·kee·rohs)

The Tycheros, or the Fortunate, are the product of humans and nymphs. They come in all variety of appearance, but are always very comely.

Nymphs are colloquially called shifters. They have fluid fluid features, able to change their appearance of gender at will. They move through human lands masquerading as various individuals they encounter for profit and mischief. Occasionally this results in child. Tycheros always have a human mother and shifter as a father.

Tycheros have the Half-Elf traits from the Player’s Handbook, found on page 39. Instead of Elven, they speak Wennish, the language of the Fey.

Instead of the darkvision trait, Tycheros possess the follow trait:

Alter Self: A Tycheros can change their body in the fashion of Alter Self spell. Using this ability requires no verbal or somatic components. A player can assume the appearance of a specific individual if they are able to observe the target closely while using it.

The ability stills require concentration like the spell.