Gemillion Species in Matera | World Anvil
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Gemillion (Gem-ill-eon)

Created from the heat and pressure of two realms colliding, gemillions are living gemstones. Taking nearly a century to mature and centuries to age, gemillions are a proud and structured race, arranging themselves based on the grade of the gemstone that formed them.

Basic Information

Biological Traits

Each gemilllion is born from a different gemstone, and each type comes with its own specific traits.

Genetics and Reproduction

Gemillions do not reproduce, but instead are formed naturally in the intense heat and pressure of The Lavaforge, where the Earth and Fire realms collide. Gemillions drop gemstones found all over the world into these massive lava pits, which are then tended to by the pit overseers until a newborn Gemiilion is formed.

Growth Rate & Stages

The process of growing a gemillion is extremely slow, taking around 120 years for a gemillion to become fully formed in the lava pit. Once a gemillion emerges from the pit, it is quickly thrust into its caste and must master its role, being considered an adult at 150.

Dietary Needs and Habits

Gemillions don't require food or drink to sustain themselves, being powered solely through elemental magic, but are capable of ingesting substances' if they want to. Most find eating and the following digestion process uncomfortable and unclean.

Biological Cycle

Gemlillions are not effected by the passage of the seasons, and are barely even effected by the passage of time. Many gemillions do feel mild discomfort to extreme cold, as most are acclimated to the intense heat of The Lavaforge.

Additional Information

Social Structure

Gemillion society is divided into four main castes, the highest being Diamond and its personal servitors.   The high caste is made up of the Agates, Alabasters, Emeralds, Garnets, Jades, Lapis, Obsidians, Opals, Pearls, Sapphires, Sardonyx's, and Zircons.   Agates take on the roles of diplomats, meeting with other tribes and races. Alabasters are magic resistant, and often hunt enemy mages. Emeralds are the leaders of gemillion cavalry and oversee the transportation of goods. Garnets act as oracles and diviners. Jades are businessmen and investors. Lapis are valued for their water manipulation and terraforming abilities. Obsidians are the overseers of the lava pits. Opals are the elite archer forces of gemillion armies. Pearls are high class butlers and servants to other gemillions. Sapphires act as gemellion nobility and fashion experts. Sardonyxs are elite acrobats and entertainers. Zircons are battlefield leaders and coordinators, overseeing war efforts.   The medium caste is made up of Alexandrites, Ambers, Amethysts, Bloodstones, Chrysoprase, Citrine, Malachite, Moonstones, Onyx's, Peridots, Rhodochrosites, Rubies, Sards, and Turquoises.   architectsshielding   The low caste is made up of Aquamarines, Azurites, Bismuths, Carnelians, Hematites, Jaspers, Jets, Quartz, Spinels, Tigereyes, Topazes, and Tourmalines.    Aquamarines search underwater areas for more gemstones. Azurites assist with manual labor and the movement of goods, Bismuths work as craftsmen, carpenters, and blacksmiths. Carnelians preach the greatness of Diamond and the gemillion race. Hematites do the bulk of manual labor and mining work. Jaspers work as common foot soldiers. Jets work as messengers and runners for other gemillions. Quartz are common shield-men, helping protect defensive lines. Spinels act as low-level entertainers and jesters. Tigereyes protect the few animals used in gemillion society and advocate for the protection of nature. Topaz work as low-scale muscle and thuggish enforcers. Tourmaline aid in projects requiring wind, such as helping run wind turbines and other engineering projects.

Uses, Products & Exploitation

A gemillions hard constitution and the ability for them to work without need for food or rest makes them heavily prized as slaves, and thus the Hobgoblins of the neighboring Kuzon Range often attempt raids into gemillion territory.

Facial characteristics

The gemstone of the gemillions birth becomes melded with them, appearing on part of their body, similar to a birthmark.

Geographic Origin and Distribution

The vast majority of gemillions remain in The Lavaforge, preferring to remain in gemillion territory and work on creating more gemillions. Often, scouting groups will create temporary mining outposts in other areas in the search for more gemstones (although temporary for the gemillions can often last for decades or even longer.)

Average Intelligence

Most gemillions are quite intelligent, with their long lifespans granting them plenty of time to perfect their techniques.

Perception and Sensory Capabilities

All gemillion have darkvision, and many gemillions gain the ability to sense gemstones and other precious metals that are in their vicinity.

Symbiotic and Parasitic organisms

Gemillions often summon elementals, usually earth or fire, as well as elemental infused creatures to use as pets or to guard their territories.

Civilization and Culture

Naming Traditions

Gemillions share the same name as the gem they were created from, which can cause quite a bit of confusion for outsiders. Gemillions who interact with other cultures tend to pick up a name based on that culture's naming conventions, and set their gemstone as their surname.

Beauty Ideals

Gemillions value the shine and gleam of their stony skin, and thus the higher castes often take great effort in remaining clean an beautiful.

Gender Ideals

Technically ungendered, gemillions sometimes appear with a masculine or feminine form, but they care little for gender ideas, preferring to focus only on a gems type and caste.

Courtship Ideals

Due to creating new gemillions instead of breeding, gemillions have no concept of courtship.

Relationship Ideals

Most gemillions don't associate with others outside of their gemstone type, asides from their direct superiors. Their society is based more around continual toil and work, and thus few gemillions make the time to create sustained friendships.

Average Technological Level

Gemillions are constant innovators, learning through their long lives to blend elemental magic and mining technology to form complex building and excavation operations.

Major Language Groups and Dialects

Gemillions speak Terran, but often pick up other languages due to their long lifespans. They often pick up Common, Aquan, Auran, Ignan, or Undercommon.

Common Etiquette Rules

It is common for gemillions to compliment the sheen of their superiors bodies at the start of the day.

Common Dress Code

A gemillions stony skin protects it from the elements, and their lack of sexual characteristics mean that most feel little need to wear clothing, but will often wear large and protective gear while working in mines to prevent their skin from chipping.

Common Taboos

The gemillion caste system is very strict, and for a gemillion to try to break such rules are punished harshly. Due to the slow mature rate of their race, they are unlikely to execute those who break the rules. Instead, they often use heavy measures to “reeducate them” and reintegrate them into society. If one keeps offending, they are more likely to gain more dangerous jobs, such as fighting on the front lines against invading Hobgoblin, or sent into dangerous caves to excavate more gems.

Historical Figures

One of the members of the Nenu-Lan guild, The Court of Misfits, was a gemillion blacksmith named Lucy.

Common Myths and Legends

A majority of gemillions worship their racial demigod, Diamond, the Unbreakable, who was the first gemillion who dwells in the heart of The Lavaforge.

Interspecies Relations and Assumptions

Gemillions come off as rigid and standoffish, and their unbending dedication to rules means that they struggle to get along with more whimsical races. Despite some similarities in culture, they detest Hobgoblins, as hobgoblins value them as slaves due to their physical toughness and are constantly raiding them. Their long lifespan means they can easily relate to Elves, but find elves far to frail against the power of earth and stone. They often trade with races from The Underrealm, as those races can often dig up more exotic stones for them to experiment with.

Racial Table - Gemillion: Hit Dice: D10; Class Skills: Craft, Handle Animal, Profession, Ride, Survival; Skill Ranks Per Level: 6 + Intelligence; Weapon Proficiency: Simple, plus pickaxe; Armor Proficiency: Medium
Level BAB Fort Reflex Will Abilities
1st +1 +2 +0 +2 Elemental Trait, Fire Resistance, Gemstone Pocket, Natural Armor, Spell Vulnerability
2nd +2 +3 +0 +3 Crushing Resistance, Gemsense
3rd +3 +3 +1 +3 Natural Armor Increase, Tremorsense
4th +4 +4 +1 +4 Reflect Spell, +1 Constitution, +1 Intelligence
5th +5 +4 +1 +4 Elemental Body, Natural Armor Increase

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
150 years +1d4 years (151 - 154) +1d6 years (151 - 156) +1d8 years (151 - 158)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.     3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Size Category Base Height Height Modifier Base Weight Weight Modifier
Small 2 ft. 9 in. +2d4 in. (2 ft. 11 in. - 3 ft. 4 in.) 60 lbs. +(2d4x4 lbs.) (64 - 76 lbs.)
Medium 3 ft. 10 in. +2d4 in. (4 ft. - 4 ft. 6 in. ) 120 lbs. +(2d4x2 lbs.) (128 - 152 lbs.)

Gemillion Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, Cha) Maximum Age (GM secretly decides maximum age)
350 years 525 years 700 years 700 + 3d% years (703 - 1,000 years)

Random Gemillion Homelands
% Rolled Homeland Trait Gained
01-60 Lava Pit Life of Toil
61-70 Subterranean Miner
71-80 Desert Coincunning
81-90 Jungle Cautious Warrior
91-96 Non-gemillion Settlement Spark of Creation
97-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Gemillion Families (Gemillions are created rather than born)
% Rolled Family Status
01-89 Raised by Gemillions
90-00 Adopted by another Race (Roll on that races tables)
Random Gemillion Siblings
% Rolled # of Siblings
01-50 1d10+1 Siblings
51-70 1d6+1 Siblings
71-90 1d4+1 Siblings
91-96 1 Sibling
97-00 No siblings
by @miz0mei on twitter
by @miz0mei on twitter
art by @miz0mei on twitter
Lifespan
701 - 1001 years; although few last that long simply due to the dangers of the world.
Average Height
2 ft. 11 in. - 3 ft. 4 in. (for small sized gemillions 4 ft. - 4 ft. 6 in. (for medium sized gemillions).
Average Weight
62 - 92 lbs. (for small sized gemillions 122 to 156 lbs (for medium gemillions).
Average Physique
All gemillions have stone-like skin, and most are heavily built, but vary based on the gemstone they are born from.
Body Tint, Colouring and Marking
Gemillion bodies are usually brightly colored, matching the colors of the gemstone of their creation. Rarely, the creation process causes a discoloration or deformity in a gemillion. Such gemillions are known as off-colors, and are shunned, pushed to beneath the lowest caste, no matter their gemstone type.

Gemillion

Type Outsider (Elemental)
Ability Score Modifier +2 Constitution, +2 Intelligence, -2 Charisma. Gemillions are tough and logical, but tend to overthink and misunderstand social cues.
Size medium
Speed A medium gemillion has a 30ft movement speed, while a small gemillion has a 20ft movement speed.
Language A Gemillion begins play speaking Terran. Gemillions with high Intelligence scores can pick from the following languages; Common, Aquan, Auran, Ignan, Undercommon.

  • Materil: A gemillion is tied to the Materil of its gemstone (See Elemental Trait)
  • Darkvision: Gemillions can see perfectly in the dark up to 60 feet.
  • Elemental Trait: Each gemillion is birthed from some sort of gemstone. At character creation, a gemillion chooses from the elemental trait table and gains the features and size category listed. Some traits might alter the gemillions other abilities.
  • Fire Resistance: All gemillions are created using immense pressure and heat. A gemillion has fire resistance 5.
  • Gemstone Pocket (Su): A gemillion can store items inside its body, similar to the spell arcane pocket. Most gemillions can store a number of items equal to their Constitution modifiers.
  • Natural Armor: A gemillions stone-like skin provides it with a +1 Natural Armor bonus to its AC. This bonus increases by one at 3rd racial level and again at 5th racial level.
  • Spell Vulnerability: A gemillion can be targeted with certain spells that damage objects or crystal-based creatures as if it were an object, such as the shatter or eroding ray spells.
  • Crushing Resistance: Starting at 2nd racial level, a gemillion is able to resist intense pressures. They take no damage from pressure-based hazards, and such hazards never reduce their movements. They can move at full speed when squeezing. If a creature would deal damage to them based on pressure, such as with a constrict ability, the gemillon always takes the minimum damage from that attack.
  • Gemsense: Starting at 2nd racial level, a gemillion gains a +4 racial bonus on Perception checks to find or notice treasure that includes gemstones, and a +4 racial bonus on Appraise checks to identify gemstones. These bonuses increase by one for every three hit dice the gemillion possess beyond 2.
  • Tremorsense (Ex): Starting at 3rd racial level, a gemilllion gains Tremorsense of 20 feet.
  • Reflect Spell (Su): Starting at 4th racial level, 1/day a gemillion can reflect a single target spell made against it back to its caster as an immediate action. The gemillion must have succeeded all saving throws against that spell, and that spell's original caster must be within 50 feet of the gemillion. Spells that require attack rolls instead require the attacker to reroll the attack roll, treating themselves as the spell's new target.
  • Elemental Body: Starting at 5th racial level, a gemillion becomes immune to bleed, paralysis, poison, sleep effects, and stunning, as well as to critical hits and can no longer be flanked or take damage from precision effects.

Alternate Racial Traits
  • Psychic Focus (Su): Some gemillions are able to refract psychic energy and easily transfer it. 1/day, when casting a psychic spell, they can apply the effects of any metamagic feat to that spell without raising the spell level. A gemillion isn’t required to possess the metamagic feat they are emulating, but they must meet the prerequisites of any metamagic feat they wish to apply to that spell. This trait replaces the Fire Resistance trait.
  • Sharp Body: Some gemillions bodies have jutting crystals that protrude from them. Whenever a creature strikes the gemillion with an unarmed strike or a natural weapon, or succeeds a grapple check against them, that creature takes slashing damage equal to the gemillions racial level. This trait replaces the Gemstone Pocket Trait.
  • Undersight: Some gemillions never venture up the the surface, instead scouring underground caverns for valuable stones. These gemillions increase their Darkvision to either 90 or 120 feet. A gemillion who increases their Darkvision to 90 feet gain the light sensitivity trait, and a gemillion who increase their Darkvision to 120 feet gain the light blindness trait. This trait alters the gemillions Darkvision trait.

Gemstone Type Trait Size Materil Social Status
Agate +4 racial bonus to Diplomacy Checks Medium Earthbreaker High
Alabaster Instead of gaining natural armor, an alabaster has spell resistance 6. This spell resistance increases to 12 at 3rd racial level and 24 at 5th racial level. (Su) Small Earthbreaker High
Alexandrite Alexandrites possess four arms. When wielding multiple weapons, only one is considered a primary hand, with all other considered off hand. Medium Earthbreaker Medium
Amber 1/day An amber can cast hold person as a spell-like ability, using total hit dice as caster level, save that an amber can also effect other gemillions with this ability. (Sp) Small Earthbreaker Medium
Amethyst 1/day an Amethyst can cast alter self as a spell-like ability using total hit dice as caster level. (Sp) Small Earthbreaker Medium
Aquamarine Aquamarines gain a swim speed of 40 feet. Small Watershifter Low
Azurite Azurites are quadruped, having a 30 foot movement speed and a +4 racial bonus against trip attempts. Small Watershifter Low
Bismuth Bismuths choose a Craft and a Profession skill at character creation. Whenever they make a skill check of either of those skills, they roll twice and take the better result. A bismuth also increases their natural armor bonus by +1. Medium Firedancer Low
Bloodstone A bloodstone increases any bleed damage they deal by an amount equal to their racial level. Medium Hatecrafter Medium
Carnelian A carmelian can 1/day cast bless as a spell-like ability, using total hit dice as caster level. (Sp) Small Earthbreaker Low
Chrysoprase Chrysoprase are immune to fear effects. Medium Earthbreaker Medium
Citrine Citrines can 1/day cast a single blinding ray as a spell-like ability, using total hit dice as caster level. (Sp) Medium Lightbender Medium
Emerald Emeralds gain a +4 racial bonus on Handle Animal, Ride, and Driving Checks Medium Earthbreaker High
Garnet Garnets treat their caster level as +1 whenever they cast a divination spell, and they gain a +1 insight bonus to AC. (Su) Medium Earthbreaker High
Hematite Hematites gain a +2 Strength, +2 Wisdom, and a -2 Intelligence instead of normal starting scores. Medium Earthbreaker Low
Jade At the start of each day a Jade, chooses Fortitude, Reflex, or Will and gains a +1 luck bonus on that saving throw for the rest of the day. (Su) Small Earthbreaker High
Jasper Jaspers gain a +2 Strength, +2 Constitution, -2 Charisma instead of normal starting scores. Medium Earthbreaker Low
Jet Jets gain a +2 Dexterity, +2 Wisdom, -2 Constitution instead of normal starting scores. Small Earthbreaker Low
Lapis Lazuli Lapis' gain a +1 to the DCs of any spell or effect that utilizes water, or a +1 on rolls with effects with water that do not have a DC (such as a kineticists water blast) Medium Watershifter High
Malachite Malachites can 1/day cast barbed chains as a spell-like ability, using total hit dice as caster level. (Sp) Medium Hatecrafter Medium
Moonstone Moonstones can 1/day cast invisibility as a spell-like ability, using total hit dice as caster level. (Sp) Small Shadowbringer Medium
Obsidian Obsidians can 1/day, emit a stream of lava from their mouth as a breath weapon in a 5 foot line that deals 1d6 points of fire damage. The range increases by 5 feet and the damage increases by 1d6 for each racial level they possess. (Ex) Medium Firedancer High
Onyx Onyxs can 1/day cast darkness as a spell-like ability, using total hit dice as caster level. (Sp) Small Shadowbringer Medium
Opal Opals double the range increment of any bow they wield, and gain Weapon Focus for a single type of bow as a bonus feat at 1st racial level. Medium Lightbender High
Pearl Pearls can hold a number of items in their Gemstone Pocket equal to their Constitution score rather than modifier, and can store creatures inside their pocket. A small creature takes up 5 slots, while a medium creature takes up 10. There is no oxygen inside a gemstone pocket, so a creature must hold its breath or begin to suffocate. (Su) Medium Watershifter High
Peridot Peridots gain a +1 racial bonus on Appraise, Disable Device, and Knowledge (Engineering), and such skills are always class skills. Small Earthbreaker Medium
Quartz Quartz's can 1/day cast shield as a spell-like ability, using total hit dice as caster level. They can cast this either on themselves or a touched creature. (Sp) Medium Loveteacher Low
Rhodochrosite 1/day a Rhodochrosite can touch a living creature an heal it 1d8 points of damage per racial level they posses. (Su) Small Loveteacher Medium
Ruby Rubies gain immunity to fire instead of resistance. Small Firedancer Medium
Sapphire Sapphires gain cold resistance instead of fire resistance. Small Watershifter High
Sard Sards gain immunity to damage from negative energy. Small Shadowbringer Medium
Sardonyx Sardonyx can contort their body in various ways, making them immune to precision damage and gaining a +4 racial bonus on Acrobatics checks. Medium Earthbreaker High
Spinel Spinels gain a +2 Dexterity, +2 Charisma, and a -2 Wisdom instead of normal starting scores. Medium Loveteacher Low
Tigereye Tigereyes gain a +4 racial bonus on Handle Animal and Wild Empathy checks. Medium Earthbreaker Low
Topaz Topazs gain a +4 racial bonus on CMB checks and a +4 racial bonus to your CMD. Medium Earthbreaker Low
Tourmaline 1/day a Tourmaline can cast gust of wind as a spell-like ability, using total hit dice as your caster level. (Sp) Medium Windcaller Low
Turquoise As a swift action, a turquoise can touch a creature and transfer energy to protect another. That creature gains a deflection bonus to their AC equal to the turquoises natural armor bonus for 1 minute per racial level. The turquoise loses their natural armor bonus while this is in effect. (Su) Medium Watershifter Medium
Zircon 1/day a Zircon can cast status as a spell-like ability, using total hit dice as caster level. (Sp) Medium Earthbreaker High

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