Whatcha think that is boss? - Deck Hand I don't know maybe it is just a small stain on my scope - Captain Here let me at it I'll get it spic and clean for ya - Deck Hand I don't think that will be necessary - Captain * A large creature swoops down from the skies shadowing over the ship *
Introduction (If you can count to three skip)
The Elganath is a race that I have created to give some variation to the normal races that show up in the world of D&D. The Elganath might seem very similar to other races you have heard of and really are general enough to be applied as a sub race. For this bit, I will use them as a sub race of Dwarves, however I have given it to Elves since it worked better in a campaign I ran. Anywho, below you will find more information and what you get for playing them.
Story
During the 156th year of Aldarria there was a great famine and a grave Warlock by the name of Geai rose from the depths to try to raise an undead army. The Aldarrians and the Consumerates were at peace with one another during this time and banded together to hold him back – but he was too strong for their shared efforts. He enslaved the world for over 15 years, forcing people to build him towers and monuments. During this time, a group of Dwarves lead by a brave Dwarf named Elga fled to the skies so they could escape his tyranny and find peace away from him. They crafted magnificent ships that sailed not the seas, but the air, and on board they loaded up a couple thousand Dwarves each. The total that made the escape was 22,000. Elga lead them through the skies which had many layers of clouds and were hard to fare. While they were sailing, they spotted in the distance a large mass of land that appeared to be floating. Elga’s ship went towards it and docked, looking to find any signs of life. There were none but they did find something of interest. They found an unknown material. It was magical, but smithable. They named it Eekmaleh. It was a material that bound to Elga and when it did, he began to understand many things. He learned how to harvest and smith it. The process of making Eekmaleh involved resting his mind and spirit for multiple hours, then the material would manifest almost from thin air. It was a smooth, weightless substance that he poured into a nearby bottle. He experimented with it for many months and realized that he was able to forge it into a strong magical metal that was much stronger than any they had seen before. The material had the ability to form into any shape and keep strength, which gave them endless possibilities for crafting. Elga created a settlement right there in the sky and he named it Elganath. He realized that he was able to pass his ability to conjure Eekmaleh to others and teach them how to manifest it. They felt they had found their Eden and they created a great city with many strongholds. Over the years, they crafted magical sentinals which protected them from anything that might try to attack them. However, nothing ever came to ruin their livelihood. Soon they forgot about the troubles and names of the lands below and lived prosperous lives within the land of Elganath. Unfortunately, prosperity cannot last forever and every story has their villians. Eventually people began to create problems within their community and crime lords rose up – despite the unnatural wealth that everyone enjoyed. Those who were found to have broken the law of Elganath were exiled. Since they live amongst the clouds they would shoot exiles down below to the lands. If they survived, they became legendary heroes possessing a great power. But their downfall is that they could never teach others how to weild the resource because of a curse on their lips that only allowed for them to produce Eekmaleh.
Elganath Traits
Your Elganath character will have many natural abilities common among Dwarves, but also will have a special resilience that has been acquired from years of being in the skies.
Ability Score Increases: +1 Charisma, +1 Dexterity
Age: Eekmaleh seems to have helped them to live much longer lifespans and they have become almost immortal although they are not undying. It is unsure how long they can live, but it seems as though they have at least made it to 500 years thus far
Speed: 25 feet
Magical Vision: Eekmaleh runs through your veins and you are able to see for 40 feet in the dark as well as through magical darkness, but unlike Truesight you are unable to detect everything else.
Magic Senses: You have proficiency in Arcana skill.
Knowledge of Eekmaleh: You have been taught how to craft, produce, use Eekmaleh, wield and wear Eekmaleh enhanced and crafted equipment (IE anything that has been upgraded or crafted using Eekmaleh is useless to anyone who can’t use Eekmaleh. If it was an upgrade, the upgrade does nothing if it was crafted – it does either 1d4 damage or grants the user 10 ac)
Tool Proficiency: You are proficient with smith tools
Produce Eekmaleh: You have the ability to produce Eekmaleh. Refer to the production table below for how much Eekmaleh you can produce in a time block. You must also have equal to or more than 3/4 of your max hp. You must have smith tools and something to hold the Eekmaleh within (bottles or bags) During the meditation state of Eekmaleh, you are highly volatile and if something interrupts you Eekmaleh will explode from you and your body causing a 30 foot sphere explosion centering on you. Anything within the explosion radius will suffer 2d12 force damage, this can be halved by a dexterity save.
Teach Eekmaleh: When you reach level 15 you will have mastered the ability to produce and craft Eekmaleh and you will be able to teach others (unless you were exiled). The time to teach someone how to craft Eekmaleh takes 6 months of apprenticeship.
Eekmaleh Production Table
Level | Production Quantity | Time to Produce Quantity |
1 | 10 (Sheels) | 8hr |
2 | 20 (Sheels) | 8hr |
3 | 30 (Sheels) | 8hr |
4 | 40 (Sheels) | 8hr |
5 | 60 (Sheels) | 6hr |
6 | 80 (Sheels) | 6hr |
7 | 100 (Sheels) | 6hr |
8 | 120 (Sheels) | 6hr |
9 | 160 (Sheels) | 4hr |
10 | 200 (Sheels) | 4hr |
11 | 240 (Sheels) | 4hr |
12 | 280 (Sheels) | 4hr |
13 | 360 (Sheels) | 2hr |
14 | 440 (Sheels) | 2hr |
15 | 520 (Sheels) | 2hr |
16 | 600 (Sheels) | 2hr |
17 | 760 (Sheels) | 1hr |
18 | 920 (Sheels) | 1hr |
19 | 1000 (Sheels) | 1/2hr |
20+ | Infinite | On Demand |
Eekmaleh Crafting Tables
Weapons
Require Level | Production Cost | Name | Damage | Weight | Properties |
1 | 40 Sheel | Blaster | 1d8 | 5 lb | Magic Item,Two-handed, Upgradable, Ammunition (range 25/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage |
1 | 20 Sheel | Pistol | 1d6 | 2 lb | Magic Item,Light, Upgradable, Ammunition (range 15/60 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage |
5 | 60 Sheel | Shotgun | 3d4 | 7 lb | Magic Item,Two-handed, Upgradable, Ammunition (range 45ft. Cone), Disadvantage for using in close quarters combat (5 ft.), Loadable (6 ammo per magazine), Force Damage |
5 | 120 Sheel | Blaster 2 | 1d12 | 5 lb | Magic Item, Two-handed, Upgradable, Ammunition (range 25/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage |
5 | 45 Sheel | Pistol 2 | 1d6+1d4 | 2 lb | Magic Item, Light, Upgradable, Ammunition (range 15/60 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage |
5 | 100 Sheel | Upgrade non Eekmaleh Weapon | (Current Damage) + 1d6 | (its weight) | Magic Item, Force Damage |
9 | 180 Sheel | Shotgun 2 | 6d4 | Magic Item, Two-handed, Upgradable, Ammunition (range 45ft. Cone), Disadvantage for using in close quarters combat (5 ft.), Loadable (6 ammo per magazine), Force Damage | |
9 | 20 Sheel | Grenade | 4d6 | 2 lb | Thrown (30/60 ft.), Upgradable, Force Damage |
9 | 40 Sheel | Mine | 3d8 | 5 lb | Trap, Sphere (30 ft.), Upgradable, Force damage |
13 | 400 Sheel | Eekmaleh Launcher | 2d20 | 17 lb | Magic Item, Two-handed, Heavy, Upgradable, Ammunition (range 0/100ft. on contact 15 ft sphere explosion), Minimum range 30 ft (can’t make attacks if too close), Loadable (1 ammo per magazine), Force Damage |
13 | 370 Sheel | Blaster 3 | 2d12 + 1d6 | 5 lb | Magic Item,Two-handed, Upgradable, Ammunition (range 50/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage |
13 | 260 Sheel | Pistol 3 | 4d6 | 2 lb | Magic Item,Light, Upgradable, Ammunition (range 30/80 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage |
17 | 1000 Sheel | Eekmaleh Launcher 2 | 3d20 | 17 lb | Magic Item, Two-handed, Heavy, Upgradable, Ammunition (range 0/100ft. on contact 15 ft sphere explosion), Minimum range 30 ft (can’t make attacks if too close), Loadable (1 ammo per magazine), Force Damage |
17 | 750 Sheel | Heax Shotgun | 8d4+4d12 | 10 lb | Magic Item, Two-handed, Ammunition (range 45ft. Cone), Disadvantage for using in close quarters combat (5 ft.), Loadable (6 ammo per magazine), Force Damage |
17 | 60 Sheel | Grenade 2 | 3d12+1d6 | 2 lb | Thrown (30/60 ft.), Force Damage |
17 | 100 Sheel | Mine 2 | 2d12+1d8+1d10 | 6 lb | Trap, Sphere (30 ft.), Force damage |
20 | 1500 Sheel | Geai Blaster | 6d12 | 7 lb | Magic Item, Two-handed, Ammunition (range 50/100 ft.), Minimum range 15 ft (can’t make attacks if too close), Loadable (10 ammo per magazine), Force Damage |
20 | 1000 Sheel | Elga Pistol | 5d8 | 3 lb | Magic Item, Light, Ammunition (range 30/80 ft.), No disadvantage for using in close quarters combat, Loadable (15 ammo per magazine), Force Damage |
20 | 2500 Sheel | Dreg Launcher | 5d20 | 20 lb | Magic Item, Two-handed, Heavy, Ammunition (range 0/100ft. on contact 15 ft sphere explosion), Minimum range 30 ft (can’t make attacks if too close), Loadable (1 ammo per magazine), Force Damage |
Armor
Level | Production Cost | Armor | AC | Strength | Stealth | Weight |
5 | 125 Sheels | Upgrade Armor | + 2 | – | – | – |
9 | 200 Sheels | Eekmaleh Armor (Medium) | 14 + Dex Modifier | – | – | 20 lb |
17 | 700 Sheels | Eekmaleh Armor 2 (Medium) | 14 + Dex Modifier + Charisma Modifier | – | – | 20 lb |
Ammunition
Production Cost | Name |
1 Sheel | Pistol Bullet |
4 Sheels | Blaster Bullet |
8 Sheels | Shotgun Shell |
80 Sheels | Launcher Missile |
Conclusion
So now that we are here what should we do - Farmer We should scout out and make sure that there is nothing that will harm us - Elga Cool you do that I'll stare at this dirt until I can figure out something better to do - Farmer I knew I brought the most worthy people on this journey - Elga
Glad you could make it. I will probably update this article as I see things work and not work. I will also try to add more content and eventually hope to publish a collection of these works down the road that will be balanced and usable by the mass. Let me know in the comments or social media things that were awesome and worked and things that did not work out so well.