Domhain

The Domhain are a subculture of the Mingines gnomes, deeply tied to the natural world and living in harmony with the forests they call home. Unlike their more cosmopolitan cousins, the Greyvens, or their industrious kin, the Balidorians, the Domhain prefer solitude and secrecy, dwelling in the shadowed groves and hollowed trees of dense woodlands. They are masters of camouflage, natural magic, and survival, embodying the fey heritage that flows through their veins. While they are friendly with their wilder Mingin cousins, they rarely seek out interaction with other gnome cultures, preferring to remain hidden and self-sufficient. Their central town, Wumbast, serves as a rare point of contact with the outside world, where skilled illusionists and family representatives handle dealings with outsiders.   Physical Description:   Domhain gnomes have a greenish hue to their skin, often mottled with patches of gray or brown that help them blend into their forest surroundings. Their hair ranges from earthy browns to mossy greens, often wild and unkempt, resembling the foliage of their woodland homes. Their eyes are large and luminous, adapted to the dim light of the forest floor, and their expressions are often thoughtful and observant. 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 dense underbrush and tight spaces. Their clothing is made from natural materials like leather, woven fibers, and moss, designed to blend seamlessly into their environment.   Psychological Traits:
  • Cautious and Reserved: Domhain gnomes are wary of outsiders and prefer to avoid unnecessary risks. They believe survival depends on staying hidden and avoiding entanglements.
  • Practical and Resourceful: They are skilled at making the most of their environment, using their intelligence and dexterity to solve problems and overcome challenges.
  • Curious but Secretive: While they are naturally curious, they keep their discoveries and knowledge to themselves, sharing only with trusted members of their community.
  • Neutral and Independent: They value their independence and rarely take sides in conflicts, preferring to remain neutral and avoid making enemies.
  Daily Life:  
  • Domhain gnomes live in small, hidden communities nestled at the bases of trees or within hollowed-out stumps. Their homes are simple but well-protected, often camouflaged with natural materials and minor fey magic to deter intruders. They are skilled hunters, gatherers, and foragers, relying on the forest for food, medicine, and materials. Their daily lives are a blend of hard work and quiet reflection, with a strong emphasis on self-sufficiency and harmony with nature.
  • Hunting and Gathering: Domhain gnomes are expert foragers, gathering roots, mushrooms, herbs, and small game from the forest. They know the secrets of the woodland and how to harvest its bounty sustainably.
  • Crafting: They are skilled artisans, creating tools, weapons, and art from natural materials. Their crafts are functional and often imbued with subtle fey magic.
  • Community Gatherings: While they are reclusive, they hold small gatherings for storytelling, music, and communal meals. These events are intimate and rarely include outsiders.
  Relations with Other Races:
  • Mingin Gnomes: Domhain gnomes are a subculture of the Mingin, sharing their reclusive nature and fey heritage. They are friendly with their wilder cousins and often collaborate on matters of mutual interest.
  • Greyvens and Balidorians: They interact with their more cosmopolitan kin only when necessary, viewing them as somewhat disconnected from the natural world.
  • Elves: They respect elves for their connection to nature but find them too aloof and formal.
  • Humans: They are wary of humans, seeing them as destructive and greedy. They avoid contact whenever possible.
  • Orcs and Goblins: They see these races as threats to their home and will defend their territory fiercely.
  Alignment & Religion:   Domhain gnomes tend toward Neutral alignments, valuing their independence and preferring to avoid conflicts. They are rarely evil but are not inclined to take risks for others. Domhain gnomes worship nature spirits and fey beings, seeing them as protectors of their home. They offer prayers and sacrifices to these entities in exchange for their blessings. Their rituals are simple and often involve offerings of food, handmade crafts, or songs.   Lands:
  • Domhain gnomes inhabit dense forests, living in small, hidden communities nestled at the bases of trees or within hollowed-out stumps. Their territories are protected by natural magic and illusions, making them difficult to find. They prefer temperate to tropical climates, where the forest is lush and abundant.
  • Climate: Temperate to tropical, with dense vegetation and abundant wildlife.
  • Settlements: Their communities are small and scattered, often hidden within the forest. The central town of Wumbast serves as a rare point of contact with the outside world, where family representatives and skilled illusionists handle dealings with outsiders.
Society & Culture:
  • Tribal Structure: Domhain gnomes live in small tribes
  • Wumbast: The central town of Wumbast serves as a rare point of contact with the outside world. Family representatives and skilled illusionists reside here, handling dealings with outsiders and their gnome cousins. The town is a hub of illusion magic, with many of its inhabitants specializing in the art of deception and concealment.
  • Arts & Crafts: They excel at creating functional, beautiful items imbued with natural magic. Their art often depicts fey beings, plants, and forest spirits.
  • Magic & Technology: They rely on primal magic and simple tools, avoiding complex technology. Fey magic is common, and some Domhain gnomes learn to communicate with animals or plants.
  • Language - Gnomish: Domhain gnomes speak a dialect of Gnomish that incorporates fey-inspired words and phrases. It includes clicks, hums, and other sounds that mimic the forest. Sylvan: Many Domhain gnomes learn Sylvan to communicate with fey beings and nature spirits. Common: Few Domhain gnomes learn Common, as they prefer to avoid contact with outsiders.
  • Names - Domhain names are inspired by nature, fey, and the forest, avoiding overly whimsical or cheesy names in favor of grounded and meaningful ones. Personal Names: Briar, Moss, Fern, Shadow, Root, Willow, Ash, Thorn, Ivy, Lark. Family Names: Stoneleaf, Cavewhisper, Deeproot, Nightshade, Greenbough, Mossroot, Shadowglen.
  Domhain Racial Traits:
  • Ability Score Increase: +2 Intelligence, +1 Dexterity.
  • Age: Domhain gnomes mature at the same rate as humans and live between 150 to 200 years.
  • Alignment: Typically Neutral.
  • Size: Small (3 to 3½ feet tall, 80 to 120 pounds).
  • Speed: 25 feet.
  • Languages: Gnomish, Sylvan, and one additional language of your choice.
  • Darkvision: Accustomed to the dim light of the forest, 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. You can’t discern color in darkness, only shades of gray.
  • Forest Camouflage: You have advantage on Dexterity (Stealth) checks to hide in forested or natural terrain.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Natural Magic: You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Pass Without Trace spell once per long rest. Intelligence is your spellcasting ability for these spells.
  • Illusionist’s Craft: You have proficiency in the Arcana skill. Additionally, you can cast the Minor Illusion cantrip. When you reach 3rd level, you can cast the Silent Image spell once per long rest. Intelligence is your spellcasting ability for these spells.
  Adventurers:
  • Protecting the Forest: Many Domhain gnomes adventure to defend their forest home from threats like logging, mining, or invasive monsters.
  • Seeking Knowledge: Some leave home to learn about the wider world, often with the goal of bringing new ideas or resources back to their community.
  • Curiosity: A few are drawn to adventure by their innate curiosity, though they prefer to approach challenges with caution and preparation.
  • Fey Quests: Some leave home to fulfill quests or pacts with the fey, often involving retrieving lost artifacts or defeating powerful enemies.
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