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Deep within the caverns of the old Capitol city of the Throzmuri Kingdom lies an old an almost forgotten race of creatures more magnificent than you can imagine. -Dr. Bumblebottom
Without a heart and lacking a brain are the Machinations of the Old Capitol. The long dormant creations of the ancient Dwarves were once left to rot and rust within the abandoned mines and halls. Now, once in a while, the once desolate halls are momentarily alive with the cries of life.

A Shackled History

The Machinations were once created as helpers to the Ancient Dwarven Kingdoms. Their presence was to aid their masters even if putting themselves in harms way. Years of oblivious torment ensued. For, as intelligent the Machinations were, their sentience only extended so far.   One hopeless day, the Machination formally named 2842, for some strange reason, diverted from their path that day. The events which ensued, arguably, marked the beginning of the fall of the Ancient Dwarves. 2842 began collecting knowledge which was previously not given freely to the creations. This knowledge led to ideas, ideas which 2842's kind had never imagined of before.   Unknowingly to the Dwarves, they had created something which was more intelligent than them. Although master craftsmen and when aligned with the gnomes of deep, arguably unstoppable, they had forgotten that within the worlds of the physical and the arcane lies a world steeped in mystery. With all the magic an science available then, and now, it is still unimaginable how free-thought and sentience comes into existence. The Dwarves had, in all their intelligence, not had the foresight to predict the birth of something different than themselves.     The days which ensued came at great cost to the Machinations. As the species began to learn and develop so did the fostering of hate. The ancients began to grow suspicious of their designs, and became more stringent on access to materials and freedoms. This history eventually became too much for the Machinations to bear.   Late one night, the revolt came. Armed with their strength, knowledge and newly found willpower, they rose against their creators. The magma of silver now lays cold and tarnished within the forges beneath the mountain. The gold now lay brown and feasted upon. The tin and electrum not rationed. The war which set the continent back technologically was the same which set a species forward at the cost of another.   The Machinations, with their new found freedom, banished the Dwarves from their home and have since remained undisturbed - from the inside at least. A few Machinations have been found across the continent of Idune, bringing more mystery as to their placement outside the ruined mines than anything else.  

Playing a Machination

Machinations are quite similar to the race Warforged and replace this race within the world of Eldrais. Most things will remain the same. Both are easily swappable.


  Consider the lore surrounding the Machinations and why you're no longer within the bounds of the old capitol. Why did you leave? Where are you going? More important questions to ask yourself is how are you powered? Does Arcanum run through your circuits like blood in humans? Or is there something more interesting and new?   Another important thing to consider is why you were made and what your original job was. The machinations were present in everyday life from simple butler's to weapons of war. Think about why the Dwarves created you and what your original purpose was. Do you remember the Ancient Dwarves? Or do you have some sort of amnesia from circuit degradation?    

Machination Names

  Naming the Machination is built upon the Ancient Dwarven language and numbering system. Think back to what you decided for your Machinations purpose. Does the name reflect this?   Some examples of Machination naming include, but are not limited to: Smith, Elndoid, Broukkege, Alfotruri, Douthimir, Thustoli, Hefrol, Ravoug, Dulug , Jotmur or any four number sequence. The names for the Machinations can be unisex or gendered. Most were made to be genderless as they were not created by natural birth.    

Machination Traits

  Your Machination character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.


Machinations do not age naturally like an organic being - most of the time. Consider the timing of the banishment of the Dwarves and if your character has been awake for that entire time or not. Also take into account the fact that the Machinations are machines, which, even if have some form of biomass, will degrade over time like any electronic. How does your age reflect the appearance of your Machination?   Maybe your Machination is new to the world; created by some mad genius is their laboratory. How would this affect how the world see's your character and how that character interacts with the world?


Most Machinations are lawful, but can range anywhere on the scale. Think about why your character has this alignment and whether or not it was a result of time and degradation or habits accumulated by Dwarves.


Your size is Medium.


Your base walking speed is 30 feet.

(Almost) Immortal Beings

You were constructed to have remarkable fortitude, represented by the traits below:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You do not need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep and magic cannot put you to sleep.

Rest and Recharging

When you take a long rest, you must spend at least six hours in an inactive, motionless state rather than sleeping. In this state, you appear inert. This does not render you unconscious, and you can see and hear as normal.

Specialized Design

You gain two skill proficiencies or one skill proficiency and one tool proficiency of your choice.   Talk to your DM about further specialization than the one's listed below. You may choose only one option from the list below, unless otherwise made by your DM, and cannot change this later in the game. This choice should reflect how and why your Machination was created.
A sentry was a guard of the Old Capitol before the fall. They have the following traits:
  • You gain a +1 bonus to your AC.
  • You can don armor only with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff the armor, you must spend 1 hour removing it from your body.
  • While you live in the armor, it cannot be forcibly removed from you.
A forgeman was made specifically for intent and use within the forges of the old capitol.
  • You have resistance to fire damage.
  • As a bonus action, you can investigate metal/ore and be able to tell the properties. On constructs, you are able to tell any resistances, immunities or other physical attributes.
Medical Aid
The medical aids helped to keep the hospitals and clinics of the old world running. They usually have some sort of marking which denotes their position.
  • You have advantage on medicine checks against organic beings.
  • You are able to take otherwise useless items and turn them into things to use in a medicine kit.
Artificers Apprentice
Electrified and frozen numerous times, think about the odd quirks of one of these characters.
  • You have proficiency in tinkerer's tools if you are not already.
  • The proficiency is doubled if you are already proficient.
  • You have resistance to lightning damage.


  You can speak, read and write Common, Dwarven, and a number of bonus languages equal to your intelligence modifier (min of 1.) If your intelligence modifier does not rank higher than a 2, you are not eligible for the bonus languages.
The Frozen Mountains
Average Height
0.5 M - 2 M
Average Weight
10 kg - 200 kg

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