Bellatonian Warforged

During the War of the First Age, a great and horrible witch by the name of Lydia used an ancient eldritch ritual to rip the souls from every last citizen of New Bellatona. She bound these souls to human like constructs called Warforged. The Last Eldritch Giant Throgh, who was angry with the witch's blasphemy, slew her. Her death granted these constructs free will. Although over time the city of New Bellatona became Clock-Town, its citizens still refer to themselves as Bellatonians.

Though the Bellationians are constructs, they have much in common with flesh and bone creatures, including emotions and social bonds, and perhaps even memories of a life long lost.

Built for War

Warforged are physically impressive humanoids made up of magically enchanted materials. The "skin" of a warforged is made of hardened materials such as metal or reinforced wood. Beneath this lies the skeleton, made up of similar materials, and the "musculature" of the warforged, made up of leather, wooden fibers, or any leather-like material. Throughout the warforged's body are vessels resembling the circulatory system of organic creatures, complete with a blood-like fluid. Each warforged is uniquely built and physical appearances vary greatly.

Though they do not age, their bodies do wear down over time. This often leads to parts of their bodies being replaced. Some less wealthy members of the race have strange appearances due to mismatching attachments and parts.

Clocktown: The Ancient City

An ages old family rules over Clock-town. The Belletonian Gwyn was once a man, and was the Lord of New Belletona before the it’s fall, He rules over it still. His stance on human politics changed drastically after his rebirth. His daughter, Gwynevere, acts as his warden; His son, Gwyndolin keeps over the Great Library of Výsi. Both of his children provide chief counsel to the city’s lord and their father. Clock-Town has remained neutral in the feuds between surrounding civilizations, and diplomatic issues are often mulled over for decades before Lord Gwyn takes action.

Each ward of Clock-Town is an organization within itself. There are seven wards: The Holy Ward, King’s Ward, Industrial Ward, Agricultural Ward, Laboratory Ward, Residential Ward, and the Library Ward. There are also guild chapters scattered about the city including a chapter of the Commerce Guild.

Scientists and Merchants

Science is godly in Clock-Town and its Industrial Ward produces many wares and strange machines available no-where else in the world. The main export amongst these wares is firearms and gunpowder. Many would say that Clock-Town remains neutral in nearly every conflict so that it can continue to profit from the violence.

Belletonians do not require food, and therefore have developed their economy around the many greenhouses contained within the Agricultural Ward of Clock-Town. Almost all of the food grown in the city is distributed across Výsi to Orsmyth, Arkham, and various smaller settlements throughout the land.

Bellatonian Names

Most Bellatonians are ancient. They are from an age of man which is long lost. They are relics, and thier names often reflect the out of time nature of thier being. These names are generally human names from ancient families.

Some Bellatonians have forgone their past names and taken up new names that reflect the lifestyle they have used the ages to pursue.

Bellatonian Traits

Your bellatonian character has certain characteristics in common with all other bellatonians.

Ability Score Increase. Your Constitution score increases by 1.

Age. Age is an antiquated concept to the Bellatonians. They ceased aging when they were made into warforged several millennia ago.

Alignment. Evil and good warforged exist in equal numbers. However, Bellatonians tend to to be lawful and recognize that they must act with reservation when dealing with races who lead much shorter lives.

Size Warforged stand around the same height as humans, but weigh a good deal more. Your size is Medium.

Speed Your base walking speed is 25 feet.

Living Construct Despite being constructed, you remain a living creature. Your unique physiology grants the following benefits.

You don't need to breathe.

You don't need to eat or drink, but can ingest food and drink if you wish to.

Magic can't put you to sleep.

Your speed can't be reduced by wearing heavy armor.

Restless Mind. When you take a long rest, you must spend at least 4 hours in an inactive, motionless state, rather than sleeping. In this state you appear intert, but you aren't rendered unconscious and can hear and see as normal.

Warforged Weapon Training. The warforged were the first to study the application of gunpowder and this knowledge has become ingrained into their culture. As a result you are proficient with firearms.

Languages. You can speak, read, and write Common and one other language of your choice.