Gol-Donam Settlement in Enmilon | World Anvil
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Gol-Donam

The goliaths of the savannahs east of the Silver River differ from their cousins in the Kojaki Mountains in many ways, the most immediately noticeable, being their appearance. Their skin color ranges from deep sable to rich mahogany, and their mottlings come in two distinct colors. One is a pale shade of ivory or eggshell and the other is an earthy tone that looks like unfired, red or yellow-brown clay. Their lithoderms' color is usually a much paler shade of their skin color.   Other major differences include their environment and culture. The savannahs of the Great Plains are wide and open, but dotted with large, fruit bearing trees the goliaths call bumbao, which grow to be 150 to 200 feet tall. Many goliaths learn to climb these trees to harvest the fruit and become great climbers, able to climb the branchless trunks and jump from limb to limb in the canopy with ease. But the others stay on the ground their whole lives and develop little skill in climbing. Instead these goliaths work for years developing other talents such as hunting, crafting tools, baskets, blankets, and jewelry, or learning the fables and the stories of the gods.
Alternate Racial Traits   The climbers of Gol-Donam typically have Fall-Conditioned and keep Mountain Movement (though perhaps it should be renamed to Bumbao Climber,) while the grounded typically have Runner and either Hunter Artisan.   Artisan: The grounded of Gol-Donam become very skilled at a craft or perform skill, gaining a +2 bonus to that skill. Typically Craft: alchemy, basket-weaving, clothing, jewelry, leather, pottery, or weapon-smithing, or Perform: dance, oratory, or percussion are selected. If a craft skill is selected, treat your result as if it were 5 higher for determining the speed at which you were able to work (but not for determining success.) If a perform skill is selected, the goliath may make a second perform check on the second round of the performance and take it as the result of the perform check, even if it is worse. This replace Mountain Movement and the +2 racial bonus to sense motive checks.   Fall-Conditioned: The climbers of Gol-Donam often practice falling from bumbao trees to toughen themselves up in case of a major fall. They take fall damage as if they fell 10 less feat than they actually did and can take no more than 19 d6 fall damage from a single fall, no matter the distance. At every odd level, they treat falls as if they were an additional 10 feet shorter and the maximum fall damage they can take from a single fall is reduced by an additional d6 until 19th level. At which point they take fall damage as if they fell 100 less feet and can take at most 10d6 fall damage from a single fall (which would have to be 200 feet or higher.) This replaces Acclimated and the +2 racial bonus to sense motive checks.   Hunter: You gain a favored enemy from the ranger's favored enemy list. Nearly all hunters of Gol-Donam select animal as their favored enemy, though on occasion, a powerful, young warrior, or group thereof, sets off on a quest to deal with a new, major threat to the community. These warriors select a favored enemy appropriate to the threat. This replaces Mountain Movement and the +2 racial bonus to sense motive checks.   Runner: The hunters of Gol-Donam become fast runners while chasing the many wild animals on the savannah. Treat your base land speed as if it were 10 feet higher while running, and 5 feet higher while charging. This replaces Acclimated.   Simple Magic: The shamans of Gol-Donam commonly teach a few basic prayers to the artisans. Choose 3 orisons from the druid spell list. You may cast them a combined number of times per day equal to 3 plus your wisdom modifier or charisma modifier, whichever is higher. The most commonly taught spells are create water, dawn, detect poison, light, mending, and purify food and drink.

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