Homebrew Ghalian Species Details

There were only three of them as they entered the tavern, but the way they marched with vigor made them sound so intimidating and larger than they truly were. Two boys and a girl, I say these because they barely looked like they've been in bed with a lover let alone are old enough to have one. Although young, I was surprised with how hard their expressions were as if they were always alert not an inch of muscle was relaxed. They were also scarred, one of the young boys had a long scar stretching from one eye all the way down to his upper lip their innocent faces literally broken with what I presume would be battle scars. All of them wore clothes of pure black, leather belts that shine bright with the warm torch, buckles and buttons polished so well they looked like silver while they wore tall hats adorned with a large human skull. Their attire exudes the same aura of regal and military might as our knights, maybe even some of our lords.

I noticed their eyes also glowed faintly, quickly analyzing each patron in the tavern, many of which broke their stares while everyone else awkwardly went back to eating their meals. Although laden with large, heavy packs, they stood there like statues unfazed with the amount of gear they were carrying. Unfortunately, I never saw their famed thunder weapons although they brought with them warhammers, daggers, and various oddities I've never seen before. Nevertheless, they moved sharply, often as a group as they talked to Timothy the tavern owner before they marched to their respective rooms.

— Excerpt from a diary of a townsfolk in the Kingdom of Federations

Descendants of various human tribes abducted by a mighty duergar clan in the eastern mountain ranges of Nardonya, they were liberated by the tyrannical dwarven king: Erandir Ironforged after he led the biggest dwarven army to exterminate the duergar menace. After a long and costly campaign, his army was trapped within Erberus alongside the endless sea of human slaves. Rather than fight, he deceived them and remade these people under his rule teaching them his philosophy of power and society. Painting himself and his dwarves as gods amongst men as these slaves feverishly worshiped them as their saviors. After his death, Ghalia ripped itself apart with countless civil wars as it fought over its people's identity and ideology which would substantially shape its future as a nation. In the end, those loyal to Erandir became the victors reuniting and reshaping Ghalia into a nation ruled by an iron fist, a society led by its powerful military, and revolved around the traditions they have learned through Erandir and the bonds its people made through war and upheaval.

As a result of this violent history, Ghalians are all trained soldiers indoctrinated at an early age to fight and die for their nation. To support themselves in an era of arcane might, they have pioneered the creation and use of firearms to deadly effect. Garnering substantial experience through the countless wars they've been through and constantly find themselves in.  Technology and science became the new staple that propelled them to greater heights. Working around their abstinence of magic they created profound technological discoveries and breakthroughs as they push past their era of industrialization into a powerhouse of oil and machine. Children of iron, forged in the fires of war, and quenched in the blood of the fallen; Ghalians are proud, disciplined, and deadly, their violent history and constant warfare marginalizing them from the many nations who now watch over them with fear and awe.

Altered by the Underdark

Due to an unknown amount of time, the human ancestors of Ghalians have long-lived within the bowels of the Underdark as a slave race for the Deurgar until their eventual liberation. Through books of Ghalic history, it is well known that their very being has been magically altered creating an irreversible severance to the arcane power that can be used by every race across the land. With its people accustomed to the darkness of their fortress nation, many continue to live underground despite their access to the outside world. With humans created by nature to seek out the glory of the sun, being within the depths of the mountains through generations has affected them greatly.

Ghalians often looked sickly compared to regular humans. Their eyes often bloodshot and sunken, their skin taking the shades of grey, pale blue, green, or even yellow with many outsiders often remarking how deathly sick a Ghalian looked. Due to the lack of sunlight, their skins are partially translucent with blood vessels often visible to the naked eye. Furthermore, they've slowly began to develop traits of darkvision albeit inferior in comparison to other established races. The average Ghalian is also more physically fit, capable, and agile than the average human due to their mandatory training at a young age. Although they are still humans, generations living in the Underdark and militaristic lifestyle tend many outsiders to view them as anything but human. Ghalians, however, view these traits as a point of pride and identity.

Secretive and Paranoid

Ghalians are regarded as one of the most secretive circles an adventurer would bump into. Many Ghalians are taught to keep to themselves as dictated by the traditions upheld by their ancestors which have kept Ghalia on the path of success and excellence. Many of these traditions mirror how Dwarves view their clan with the utmost respect and reverence although Erandir has warped this to a more xenophobic and hostile one. Unfortunately, with Ghalia's turbulent history of war, this has done nothing but feed the machine of propaganda and paranoia. As such, there is no safer place than amongst the company of a fellow Ghalian, and outsiders will forever remain an alien to their world. Most Ghalians are often described as distant and incredibly tight-lipped. Many will never reveal personal details nor will they interact with anyone else unless the situation demands it or are under orders by a superior. Ghalians are satisfied with keeping themselves distant and will often never acknowledge any outside effort to create acquaintances. If pushed relentlessly, they can snap, ending a harmless social interaction with violence.

It is only through rumors that stories of Ghalians being befriended by a lucky adventurer or two are heard off. Ghalians admire one's capabilities, accomplishments, and feats the most. Giving due acknowledgment to the individual, especially if they act with efficiency and valor in combat. Although rare, the acknowledged few becomes a Ghalian's friend until that individual dying breath. Their loyalty to their nation mirrored in their social circles, with many taking great lengths to maintain and rekindle this relationship regardless of how much time has passed. Those who do foolishly betray and ruin this relationship will find themselves under a Ghalian's crosshairs. Like their Dwarven saviors, Ghalians will hold a grudge until their dying breath, often passing this on to their next of kin until justice is served and honor is bought back to the individual. It is common to hear a Ghalian's child, relative, or friend killing or maiming someone who has wronged someone important to them after years and decades. As such, many see it fit to keep their relationships with Ghalians as professional partners. Many finding the perks of entering such an exclusive social circle of warriors too dangerous for a single lifetime.

Ghalian Names

With Ghalians seeing Dwarves as their benevolent saviors, it is expected to see Ghalic first and last names to be Dwarven. Nowadays, it is more common for most Ghalic families to use generic human names, although many use names that incorporate the Ghalic language into it. These Ghalic names have a unique spin as traces of Dwarven can be heard amongst them. Ghalic last names are often direct translations of occupations given to a specific family during the early years of the nation. Some of these remain Dwarven, but most use the local Ghalic language. These families often carry these names with pride and immense respect.

 

Ghalian Traits

Unlike regular humans, your ghalic character has an assortment of abilities garnered through years of intense training and indoctrination.

Ability Score Increase

Your Strength or Dexterity score increases by 2, and two other ability scores of your choice increase by 1.

Age

Ghalians mature at the age of 18, although many are more fit than the average human at the age of 14 or 15. Unfortunately, due to many factors of living in the Underdark, Ghalians live shorter life spans with many not exceeding 60 years of age.

Alignment

Ghalians are well-known to keep to their traditions and norms with new ideals often being frowned upon due to past destructive events. Although incredibly rigid, Ghalians believe in the concept of societal order and are adamant about keeping to the path of law. Many Ghalians are Lawful, aligning themselves to being Neutral or Good.

Size

Ghalians are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to countless generations in the Underdark, you can see in dark and dim conditions. You can see in dim light within 30 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.

Skill Versatility

You gain proficiency in two skills of your choice.

Arcane Dissonance

You cannot cast any form of magic, you also cannot use any magical items that requires attunement or an ability check. If the magical item can be used without any condition, you must roll a d20. On a roll of 16 or higher, you can use the magical item normally up to a number of hours equal to your Constitution modifier (minimum of 1). Otherwise, you cannot repeat this roll until the next dawn. Magical spells or effects that give any sort of positive benefit or create non-threatening effects do not affect you, the spell is also cast regardless of it having no effect. Any magical spell or effect that harms or alters you in any sort of harmful way affects you normally.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you perceive is in direct sunlight.

Ghalic Discipline

You have advantage on saving throws against being frightened or charmed, creatures have disadvantage on Intimidation (Charisma) checks against you.

Enhanced Combat Training

You have proficiency with the warhammer, mace, and firearms. Furthermore, you are proficient with using light armor and medium armor alongside using shields.

Languages

You can speak, read, and write Common, Dwarvish, and Ghalic.