The Gelfling The innocent, naive, and forgetful people of Thra. Gelfling have a deep connection to their planet and its energy as well as to their fellow people. They seek peace and harmony above all else, but are not averse to adventure or fighting for justice. The Gelfling are assembled into seven clans, each with their own distinct home and traits: the Dousan, the Sifan, the Stonewood, the Spriton, the Drenchen, the Vapra, and the Grottan. Each clan has their own matriarch known as the Maudra. Among these Maudra, one of them is chosen to be the All-Maudra who is the effective leader of the Gelfling people. The essence of a Gelfling is known as a Vliya, this is what the Skeksis lords drain from Gelflings in order to sustain their own life. It is a powerful essence that gives Gelfling various innate magical powers, some of which can be harnessed into Vliyaya. Certain clans have developed magical techniques using their own Vliya, and while these such Vliyaya are typically passed from Maudra to offspring, there are always exceptions. Gelfling Names Here are some sample names from the Dark Crystal universe. Female Names: Amiris, Argot, Brea, Deet, Eliona, Ethri, Fara, Gereni, Jul, Juni, Kira, Laesid, Mayrin, Mera, Mesabi, Mira, Mythra, Naia, Onica, Pemma, Phaedra, Seethi, Seladon, Shoni, Tae, Tavra, Ynid Male Names: Amri, Bellanji, Bobb’N, Cadia, Daudran, Erimon, Gurjin, Gyr, Jen, Kaul, Kylan, Lath'N, Lun, Madso, Mimi, Mitjan, Ordon, Periss, Rek’yr, Rian, Staya, Timtri, Tolyn Gelfling Traits Your Thra heritage manifests in a variety of traits you share with other Gelfling. Ability Score Increase. Your Wisdom score increases by 1 Age. Gelfling mature much like humans, and most live less than a hundred trine. Members of the Grotten clan, however, are rumored to have life spans of up to three to four times the length of their Gelfling brethren. Alignment. Gelfling are most often good. Those preparing to become Maudra, paladins, or castle guards might lean towards lawful, while carefree Gelfling tend towards chaotic. Female. If you choose to be a biologically female Gelfling, then you gain a pair of diaphanous wings that can act like gliders. When you fall and aren't incapacitated, you take no falling damage. Additionally, when you fall from a height at least 30 feet above the ground, you can move up to 3 feet horizontally for every 1 foot you descend. After descending at least 60 consecutive feet in one flight, you cannot use your wings again until you take a short rest. Male. If you choose to be a biologically male Gelfling, your lack of wings will make you a faster runner, and your base walking speed increases by 5 feet. Size. Gelfling are between 2½ and 3½ feet tall and average about 35 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Dreamfast. As an action, you can touch hands with another Gelfling and share your memories and thoughts with them. They, however, cannot share your memories with another Gelfling they dreamfast with, only their own. While dreamfasting, time flows 3 times as quickly in the dreamspace than in the real world; for every 3 rounds you spend in the dreamspace, 1 round passes in the real world. You also can use an action to attempt to share memories and thoughts with a willing non-Gelfling creature via touching their hand. To do so, you must make a Wisdom check, where the DC is 25 minus your Gelfling’s level. On a success, you can dreamfast with them. On a failure, you cannot dreamfast with them, both you and the creature takes 1d4 psychic damage, and you cannot dreamfast with any creature until you finish a long rest. Singers of Thra. All Gelflings are capable of beautiful song, and as such you are proficient with your voice as a musical instrument. Languages. You can speak, read, and write Common, Gelfling, and one additonal language of your choice. Subrace. There are 7 different clans of Gelfling, choose one of these clans that your character is from.

The Grottan Clan The green Gelfling of the Grottan Clan live deep underground in the caves of Grot. Generations in the dark have left them with a sensitivity to light, black eyes that can see in the dark, and large ears that can make out even the faintest of echoes. They number few and are lesser known than the other clans, however they have the important task of guarding The Tomb of Relics, a repository of timeless artifacts. Ability Score Increase. Your Wisdom and Intelligence scores both increase by 1. Caretakers of Thra. As the keepers of The Tomb of Relics and a multitude of creatures of Thra, you gain proficiency with the Animal Handling and History skills. You also have advantage on Intelligence (History) checks related to the origin or nature of legendary artifacts and items. Keen Hearing. Your large ears give you advantage on perception checks that rely on sound. Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were light, and in darkness as if it were dim light. You can discern color in darkness as well. Sunlight Sensitivity. Due to the generations in the dark, your eyes are not adjusted for the bright sunlight. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. The Vapra Clan Considered the oldest of the Gelfling clans, the Vapra reside in cliffside villages along the northern coasts, making their capital in Ha’rar. They are beautiful with white hair, fair skin, and gossamer-winged women. Vapran Maudra are usually the All-Maudra, as was ordained by the Skeksis lords many trine ago. Ability Score Increases. Your Intelligence score increases by 2. Loremasters of Thra. With access to a sprawling library, members of the Vapra clan are well learned. You gain proficiency in the Arcana and History skills, as well as with Calligrapher's Supplies. Illusory Vliyaya. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. When you reach 11th level, your invisibility can last an additional turn. The Stonewood Clan Sometimes known as the Woodland Folk, this clan is a proud and ancient people who dwell in the outskirts of the Dark Wood, at a place called Stone-in-the-Wood. Stonewood Gelfling are valuable guards, farmers, cobblers and makers of tools. They are inventive, pastoral, and peaceful, but fierce when threatened. Stone-in-the-wood is known for The Crucible, a furnace where the Stonewood melt down their weapons after battle in hopes that they never have to use them again. Ability Score Increases. Your Strength and Dexterity scores both increase by 1. Craftspeople of Thra. You gain proficiency with Smith's tools and Cobbler's tools. Stonewood Combat Training. You gain proficiency with the longsword, shortsword, handaxe, and battleaxe. Swords to the Crucible. At the beginning of a long rest, you can spend 10 minutes to conduct a traditional Stonewood ‘Swords to the Crucible’ ceremony. If you do, you gain a d6 to use on one attack roll or saving throw that lasts until your next long rest or until you use the die. The die increases to a d8 at level 5, a d10 at level 11, and a d12 at level 17. The Drenchen Clan The Drenchen clan is a clan of amphibious Gelfling who live in the overgrown Swamps of Sog at a place called The Great Smerth. Larger and stronger than other Gelfling, the proud Drenchen are powerful in combat, though they generally prefer to keep to themselves. Drenchen Gelfling are adept at traversing the swamp, and some even learn the art of healing Vliyaya from their Maudra. Ability Score Increases. Your Strength and Constitution scores both increase by 1. Aquans of Thra. You can breathe air and water, and you also gain a swim speed that is equal to your walking speed. Drenchen Swamp Traversal. You gain proficiency with the Athletics and Acrobatics skills. Healing Vliyaya. The art of healing Vliyaya is a skill passed down from the Drenchen Maudra. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Sog Stench. Hailing from a swamp renown for its smell, you often have a lingering stench about you. You have disadvantage on stealth checks where smell could indicate your presence.

The Spriton Clan Rivals of the Stonewood clan, the Spriton are a warrior and farming clan that inhabit the rolling fields south of the Dark Wood, in their home of Sami Thicket. Counted among the fiercest fighters and wisest farmers of the Gelfling race, they also possess a secretive Vliyaya passed on from generation to generation known as Dream-etching. Ability Score Increases. Your Strength and Wisdom scores both increase by 1. Farmers of Thra. You gain proficiency with the Nature, and Athletics skills. Dream-etching Vliyaya. You can spend ten minutes to etch a specific memory or message into a dream-etching. This dream-etching must be placed upon the surface of any non-living object. The memory itself can only be ten minutes in length, and once you create the dream-etching, you cannot create another one until you finish a long rest. When you create the dream-etching, you can decide if you want to attempt to allow non-Gelflings to interact with it. If so, then make a Wisdom check with a DC of 25 minus your Gelfling level. If you succeed, you can designate up to five, specific, non-Gelfling individuals; they will be able to interact with the etching. On a failed check, you take 1d4 psychic damage, the dream-etching fails, and you cannot dreamfast or dream-etch until you finish a long rest. Any Gelfling who touches the etching is able to dreamfast with it and instantaneously experience the memory that was etched there. A non-Gelfling creature can only interact with the dream-etching if they were designated by the etcher when it was created. If they have been, then they can also interact with the dream-etch to experience the memory or message. The dream-etching lasts until you dream-etch again or until you use an action to mentally dispel the etch. The Dousan Clan The Dousan make their settlements on sandships constructed of bone and crystal that navigate the Crystal Sea like ocean vessels. Their culture is shrouded and unsettlingly quiet, more focused on the afterlife than their living life, immaterial and simplistic in their habits and lifestyles. Their musicality is unequaled, it is said that it invokes the very Song of Thra which knits the realms of the living and the dead together. Ability Score Increases. Your Charisma and Wisdom scores both increase by 1. Shamans of Thra. You gain proficiency with the Performance and Medicine skills. Equipped with ample knowledge of death, you have advantage on Wisdom (Medicine) checks related to investigating the bodies of deceased creatures. Dousan Vliyaya. You know the Spare the Dying cantrip. When you reach 3rd level, you can cast the Protection from Evil and Good spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Augury spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. The Sifa Clan Found in coastal villages along the Silver Sea, the Sifa are skilled fishermen and sailors, but very superstitious. They excel at survival, which they attribute to the magic charms they always carry with them. Rumor has it that one could drop a lone Sifa on a deserted rock in the middle of the ocean, and return a trine later to find that they had not only survived, but built a home and started a family. Ability Score Increases. Your Dexterity and Wisdom scores both increase by 1. Explorers of Thra. You gain proficiency with the Survival skill and with both Navigator's tools and Cartographer's tools. Vliyayan Charms. You can craft a magic charm by taking 1 hour and spending 10 gold worth of material. When you complete the charm, choose one of the following effects for it to have: Light. This charm sheds bright light in a 20ft radius and dim light for an additional 20 feet, lasting for 1 hour or until you use an action to dispel the charm, at which point the charm's magic fades entirely. Guidance. When you make an ability check, you can roll an extra 1d4 and add the number rolled to said check. Protection. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Only three different charms can be active at a time and each one has to be of a different effect. When a creature is holding a charm, they can use their reaction to activate its chosen effect. After the charm is used, its magic fades and it becomes a normal pebble.