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Published by goroiamanuci, 2023-02-01 09:11:54

DIVINE BLESSINGS ־ GOND

DIVINE BLESSINGS ־ GOND

DIVINE BLESSINGS ־ GOND


Divine Blessings - Magic Items of the Gods Chapter 8: Gond Gond, the Wonderbringer, is the god of craftsmanship and one of the Deities of Knowledge and Invention. He resides in the House of Knowledge, the divine realm of Oghma, where he serves as the creator of new knowledge. This realm is located in Tir na Og, the land of youth, one of the shared realms of the Outlands. The Gond of the current age is the combination of three different aspects. The first of these is probably The Inventor, one of the demigod children of Oghma that specialized in narrow fields of knowledge. The second is Nebelun, the gnomish god of invention and luck, and the last is Zionil, patron of craftwork and creators in the Shining Lands. The overlapping of their concepts caused them to converge into a single deity, though they may exist separately in other crystal spheres. His appearance varies depending on which aspect is manifesting, from a human blacksmith, to a gnomish inventor, or even something more abstract such as a smith's hammer wrapped in the smoke of the forge. Some gods are wary of Gond because of his relentless innovation, which sometimes introduces ideas that the world is not ready for. An example is gunpowder, used by his gnomish followers in Lantan to create devastating siege weapons. Pressured, Gond and Mystra worked together to create a world enchantment that rendered gunpowder inert. A century later, Gond spent the Time of Troubles as a gnome in Lantan. The church of Gond recognized him for who he was and continued to worship him as he walked among them. Moved by this devotion, Gond granted them the secret of smokepowder, the magical equivalent of gunpowder. A cynical commentator might say that the gunpowder ban was Gond's way of exerting a monopoly over this technology. In this and other ways, Gond has shown an ability to circumvent problems using his mastery over technology and magic. This has been convenient in the past, when gods requested the construction of particularly important artifacts, living up to his reputation as the craftsmen of the gods. Once, Mystra and Azuth pleaded with him to create a prison that could hold the shadevari, ancient shadow primordials that empowered Shar in her war against life. He created for them the Shadowstar, a one-way conduit to a pocket crystal sphere far away from Toril, which was used to trap the shadevari. Even though he has worked with Mystra, they also have a deep rivalry. Magic and technology compete for the attention and coin of people of Toril, and this is a competition that the Gondsmen intend to win. The secret creed of Gond is taught at the higher levels of his church, which discusses how to manipulate markets and public opinion, undermine wizards who are opposed to technology, and accumulate wealth. Wealth is the mistress of the inventor, for without her it is impossible to bring their visions to fruition. This pursuit is mirrored in the planes, as Gond strives to conquer the heart of Waukeen, the goddess of commerce. The death of Mystra, which caused the Spellplague, should have been a catalyst for Gond's rise in prominence. Instead, he was deeply weakened by this event. His beloved city of Lantan was severed from this world, breaking his connection to the majority of his worshipers. Lantan would reappear in Abeir, a world over which the gods hold no influence, and returning to Toril as part of the Second Sundering. During this absence, the center of Gond worship moved to Baldur's Gate, with its formidable High House of Wonders. Its many workshops are the engine of progress, producing countless inventions. The finest of these are preserved in the adjacent museum, the Hall of Wonders, which both honor and inspire the artificers of Gond. Another branch of the clergy wanders the lands, stopping at each village to assist with construction, repairs, and crafting. They stand out with their saffron robes, wide brimmed hats, and sashes full of tools. They are always welcomed warmly, particularly if the village has a problem that they need help with, as they often do. These traveling craftsmen spread the word of Gond's creations and collect new ideas from distant lands, returning them to the centers of knowledge. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Magic Items While pursuing my goal of discerning the purpose regarding magic items related to the gods, I've found many to be of great intrigue. Some are unique, reserved for specific individuals of note or rank. Others are more common, made to be used by a more novice or introductory follower. Arsenal of the Imagination Wondrous item, uncommon A blank tome, a quill, and rare inks. Using these tools, you can draw a nonmagical object that you have seen before. The drawing can then be pulled out of the page, becoming a shimmering copy of the real item except it disappears after one hour. The object must be narrow enough to be pulled through the page, which is 12 inches tall and 8 inches wide. For example, you could create a ladder, a length of rope, or even a flask of acid. Drawing an item on a page takes 1 minute and consumes 2 gp worth of ink. "This collection was created by a high-ranking wandering priest, to ensure that he always had the right tool for the job. It was eventually stolen by the Zhentarim." The Unmaker Simple weapon (mace), melee weapon, uncommon Attacks with this mace that hit an object are critical hits. It deals an extra 2d6 damage to objects and constructs. You can use an action to cast the shatter spell (save DC 12). The mace can't be used this way again until you finish a long rest. "The Lord of All Smiths pushes for innovation and imaginativeness, but sometimes experiments go sideways and must be disassembled in a hurry. Ragnar the Thief stole one of these, and renamed it the Key to All Doors." Wonderbringer's Hammer Arsenal of the Imagination Apron of the Holy Maker Wondrous item, rare (requires attument) While wearing this apron, you know the mending cantrip and have resistance to fire damage. It has several pockets containing tools of every kind, allowing it to be used as any type of artisan's tools. As an action, you may cast the fabricate spell. The apron can't be used this way again until you finish a long rest. "The first of these aprons was created by Forgemaster Dimble Ironspell, as the winning entry in the 137th Invention Convention in Lantan." Wonderbringer's Hammer Martial weapon (warhammer), melee weapon, rare You have a +2 bonus to attack and damage rolls made with this weapon, and you have advantage on smith's tool checks. As an action, you may cast the heat metal spell (save DC 14). The hammer can't be used this way again until you finish a short or long rest. "Not to be outdone, his brother Forgemaster Gimble Ironspell created this hammer and won the following year." 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Artifacts Exceptional items of the greatest creation. Some artifacts are created at their peak, existing in a single state since their creation. Others may, through trials and tribulations undergone by the wielder, grow in power. An artifact that can progress has different states, experiencing a breakthrough from one to the next. When a breakthrough occurs, replace the previous tier with the new one. Some features of an artifact are for story telling purpose and are not for the players. When you see the (hidden) tag, it means that content is for the GM and is expected to be omitted when given to the players. Bastion of Gond's True Creed This armor is an ancient relic of the church of Gond, made of adamantine gilded in alternating bands of gold and platinum. Its inner surface is repeatedly inscribed with the tenets of the secret creed of Gond. They act as a second layer of defense, protecting the wearer from harmful magic. For centuries it was used to defend the church against spellcasters opposed to technology. However, a series of unfortunate events led to it being lost in the Nine Hells. Ganamar the Ambitious sought to expand the church of Gond from Lantan to the city of Calimport. The locals highly prized magic, but Ganamar was convinced he could show them the wonders of Gond. Unfortunately, his plans ran afoul of the Twisted Rune, a secret organization of liches. Being immortal, they organize their plans far into the future, letting time work in their favor. Gond's promise of progress threatened these long-term plans, and so a trap was laid for Ganamar. A soul-taker struck his wife, trapping her soul in a soul coin which he took to Avernus. Ganamar followed them to Avernus, but was ambushed by contracted devils and shoved into a river of lava, never to be seen again. The armor's current whereabouts are unknown, and all efforts to locate it have failed due to its nondetection spell. For the same reason, this armor's properties cannot be determined by the detect magic and identify spells. The four tenets of the secret creed Gather wealth, power, and influence, so that all may see the prosperity of Gond. Ruin your enemies economically and politically, and then add their holdings to your own. Undermine and destroy those that oppose technology, especially when they champion magic instead. The price of progress is eternal vigilance. Keep the wonders of Gond safe from those that oppose him. Dormant Bastion of Gond's True Creed Heavy armor (plate), artifact (requires attunement by a follower of Gond) Any critical hit against you becomes a normal hit. The armor and its wearer are under a permanent nondetection spell. Elemental Aegis. You can cast the following spells: 3/day: absorb elements Awakening (hidden). The secrets of this armor can only be unlocked by a master blacksmith performing the correct ritual. It requires magical tools, the use of the Heat Metal spell, and a recitation of Gond's true creed. Awakened Bastion of Gond's True Creed Heavy armor (plate), artifact (requires attunement by a follower of Gond) You gain a +1 bonus to AC while wearing this armor, and you have resistance to force damage. Also, any critical hit against you becomes a normal hit. The armor and its wearer are under a permanent nondetection spell. Arcane Aegis. You can cast the following spells: 3/day: absorb elements 2/day: dispel magic (with an ability modifier of +5) Exaltation (hidden). After performing a great service to Gond, such as the invention of a new wonder or the completion of a great project, the wearer receives a dream vision from Gond. This dream details the schematic of a helmet, which is constructed from pure adamantine and forged in a great temple of Gond. An inscription of the true creed is etched onto the inner surface of the helmet. This artifact becomes exalted once the helmet is crafted and worn with the armor. Exalted Bastion of Gond's True Creed Heavy armor (plate), artifact (requires attunement by a follower of Gond) You gain a +2 bonus to AC while wearing this armor, and you have resistance to force damage. Also, any critical hit against you becomes a normal hit. While attuned to this armor, you can't be charmed or frightened. The armor and its wearer are under a permanent nondetection spell. Divine Aegis. You can cast the following spells: 3/day: absorb elements 2/day: dispel magic (with an ability modifier of +5) 1/day: globe of invulnerability Sacred Ward. You may use a reaction to reduce the damage you take from an attack or spell to 0. You can't use this property again until you roll initiative. Destruction (Hidden) The enchantments protecting this artifact are so strong that they can only be broken by Talos, the god of destruction. The armor can only be destroyed in his divine realm, the Towers of Ruin, located in the topmost layer of Pandemonium. Bastion of Gond's True Creed 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Damra the Wise Damra rose from humble beginnings to become an archmage and Arcane Scholar of Candlekeep. He was a prodigy in his youth, earning the moniker "the Wise" due to his education on countless topics. Rumor has it that Damra owns a magical grimoire filled with lost knowledge, but no one knows what it looks like. He currently serves as the Arcane Forgemaster and is a professor of Magical Binding and Magical Research. He has not left Candlekeep in almost a decade, but during his youth he traveled to Cormyr, Amn, Waterdeep, and many other places, including several planes. Damra is a patient teacher and is willing to share his knowledge with those he deems worthy, provided that it won't be used for evil. He is often sought out by adventurers when they find something magical of unusual origin, such as an item that resists magical identification. In return for his assistance, Damra is interested in new or forgotten knowledge and magic items. Damra loves humor of all kinds, from bawdy to obscure. Some of his jokes contain references that only the educated would understand, and he uses them to measure someone's knowledge. Damra can be quite stubborn, never being swayed by an argument unless he personally sees wisdom in it. He also never gives up hope even in the most dire of circumstances. He would rather die with integrity than survive in infamy. He has connections with both the Harpers and the Lords' Alliance, assisting them when something magical threatens the realms. Damra has particular contempt for the followers of Shar, who actively oppose Mystra and threaten the Weave. He can also be swayed to assist those that work against Lolth, but always covertly in order to protect his loved ones from the Spider Queen's wrath. Credits Written by - Apacolyps and Zrave (Shadow Lab Games) Cover Page Art - JoyceMaureira Page stains - Jared Ondricek CC BY 4.0 Blacksmith - DMs Guild Heroes & Villains Art Arsenal of the Imagination - Combined works from (Ink and Quill) Bru-nO Pixabay License (Book) Bob Greyvenstein (Grim Press) Wonderbringer's Hammer - Combined works from mathieujuwelo, Agzam, and Baohm Pixabay License Bastion of Gond's True Creed - The Metropolitan Museum of Art CC0 Parchment - Andrey_Kuzmin Royalty Free (added text) Ink Splotch - Prawny Pixabay License Damra - Wisconsinart Royalty Free (cropped) Some artwork © Grim Press, used with permission. All rights reserved. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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