Balidorians
The Balidorians are a subculture of the Mingin gnomes, known for their ingenuity, craftsmanship, and vibrant communities. Unlike their more reclusive cousins, the Balidorians have embraced a structured yet lively lifestyle, building thriving settlements within and around cave systems. They are inventors, miners, and artisans, combining magic and technology to create wonders that are both functional and beautiful. Their society is built on cooperation, innovation, and a shared commitment to progress, making them an integral part of the Mor'sidhi Confederacy.
Physical Description:
Balidorians have a greyish hue to their skin, a result of their underground lifestyle. Their hair is often dark and wild, and their eyes are large and expressive, adapted to low-light environments. They stand about 3 to 3½ feet tall and weigh 80 to 120 pounds, with a small, nimble build that makes them adept at navigating tight spaces and working with delicate machinery. They wear practical yet colorful clothing made from leather, wool, and woven fibers, often decorated with intricate patterns and symbols of their craft.
Psychological Traits:
- Inventive and Practical: Balidorians are natural tinkerers and builders, always seeking to improve their surroundings through innovation and craftsmanship.
- Outgoing and Fun-Loving: Despite their focus on work and study, Balidorians are lively and sociable, enjoying festivals, music, and storytelling.
- Community-Oriented: They value their close-knit communities and work together to ensure the prosperity and safety of their people.
- Curious and Adventurous: They are deeply curious about the world and often seek new knowledge and experiences, though they remain grounded in their commitment to their communities.
- Greyvens: Balidorians have a close relationship with the Greyvens, often collaborating on projects and sharing knowledge. Many Greyvens live in Balidorian cities like Mingenhall, creating a cosmopolitan atmosphere.
- Surefoots and Trowbridge: As part of the Mor'sidhi Confederacy, Balidorians work closely with the Surefoots and Trowbridge, contributing their inventions and resources to the confederacy’s efforts.
- Dwarves: While most dwarves in the world are seafaring, Balidorians respect the craftsmanship of the Auktum dwarves, who are known for their jewelry and artistry. Though rare, interactions between Balidorians and dwarves are marked by mutual admiration.
- Humans and Elves: Balidorians are friendly and open to trade with humans and elves, though they find the latter’s aloofness somewhat frustrating.
- Balidorian society revolves around family, guilds, and innovation. They live in large, well-organized communities, often forming close-knit enclaves within larger towns or cities. Their daily lives are filled with crafting, mining, and communal gatherings, fostering a sense of unity and shared purpose.
- Guilds: Balidorians are organized into guilds based on their professions, such as the Miners’ Guild, Crafters’ Guild, and Inventors’ Guild. Each guild plays a vital role in the community’s prosperity.
- Leadership: Balidorian communities are typically led by elected councils or respected elders. Disputes are resolved through discussion and compromise, though rivalries can arise between inventors or guilds over patents, resources, or recognition.
- Nyrndunnbiss: A more secluded city located in the northern reaches of the Mor'sidhi kingdom, known for its impressive architecture and thriving mining industry.
- Mingenhall: A cosmopolitan city with a mix of Balidorians and Greyvens, known for its bustling markets and innovative workshops.
- Personal Names: Arlen, Bryn, Cedric, Dara, Eldrin, Fiona, Garrick, Lira, Maren, Orin, Sylas, Tessa.
- Family Names: Stoneforge, Ironhart, Coppervein, Brightspark, Deepwell, Silverleaf, Goldcrest, Runeweaver, Shadowpine, Windmere.
- City Names: Nyrndunnbiss, Mingenhall.
- Ability Score Increase - +2 Intelligence, +1 Constitution. Intelligence reflects their ingenuity and problem-solving skills, while Constitution represents their resilience and adaptability.
- Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
- Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Artificer’s Lore - Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- Tinker - You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it. You can have up to three such devices active at a time.
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