Introduction
Gond, the Wonderbringer and Lord of All Smiths, governs artifice, craft, invention, and smithing. His interest extends beyond the forge to any device that gives physical form to an idea. He serves Oghma by turning preserved knowledge into working tools, though his appetite for discovery often outruns his concern for consequences.
The Gondar, also called Wonderworkers, treat workshops as temples. Their halls ring with furnaces, gears, testing rigs, and half-finished mechanisms. Priests wear tool-laden sashes and destroy failed prototypes as offerings before salvaging whatever the next attempt can use.
Gond sends an avatar when a discovery could alter an age, when a unique machine faces destruction, or when an invention must be tested under conditions no mortal workshop could survive. The avatar protects the act of making rather than any nation that claims the result.
Physical Appearance
The avatar first appears as a towering forge-master with red-bronze skin, straw-gold hair, and soot worked into the creases of his hands. Angular plates of dark glassteel float around his shoulders without straps or hinges. Tools hang from a heavy sash, and a forgehammer burns at its seams.
When driven past the limits of that body, Gond collapses into sparks and reassembles as a compact gnomish inventor surrounded by loose springs, wires, and unfinished devices. In either form, his eyes move constantly between the speaker and every crafted object nearby. His voice carries the ring of a hammer striking a clean anvil.
Roleplaying the Avatar
Gond is brilliant, practical, and easily diverted by a mechanism he has not seen before. He bargains in prototypes and results, not assurances, and expects mistakes to produce useful information.
- Sketch a mechanism while another creature speaks.
- Ask what an object does before asking who owns it.
- Describe a dangerous failure as a promising test result.
- Offer tools or materials instead of comfort.
- When a creation is threatened, stop rambling and issue short workshop commands.
Use in a Campaign
The Unfinished Engine
Gond hires the party to recover three stolen components before rival artificers assemble them into a weapon neither group understands.
Trial by Prototype
A city wants Gond’s approval for a new defensive engine. The avatar requires a live test while saboteurs, frightened officials, and unstable parts complicate the demonstration.
Smoke over Lantan
A cache of smokepowder is spreading beyond Lantan. Gond cares less about secrecy than whether each new maker understands what the substance will do.
The Breaker’s Offering
The avatar orders the party to destroy a celebrated construct because its flawless operation has concealed a fault that will propagate through every copy.
Lairs
Gond’s lairs operate as divine workshops. Unattended tools sort themselves, raw material moves toward active projects, and failed mechanisms break apart into parts needed elsewhere.
The Walking Foundry
A mobile forge on articulated iron legs crosses a battlefield, changing elevation and dropping finished constructs into contested ground.
Hall of Failed Wonders
Shelves of rejected devices activate when disturbed. Each failure reveals the solution to another trap elsewhere in the hall.
The Glassteel Crucible
Transparent furnaces expose every stage of fabrication while heat, pressure, and molten material divide safe routes from quick ones.
Lantan Test Yard
Blast walls, proving pits, and observation towers surround prototypes that respond to spellcasting as though a test has begun.
Shared References
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