Gnomes
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The gnomes are a clever and resourceful race who are known for their obsessions. They are also some of the world's unsung heroes when it comes to advancement in craft, arts, arcane, and other areas.
Legends attribute their origins to ties among the khazad, as well as elementals and the ever-fickle fey. Despite these tales (or perhaps because of them) the khazad are slow to acknowledge any kinship with this highly adaptable and energetic race. Some believe that divine energies outpoured during the War of the Gods were responsible for the creation of the gnomes. They believe that this energy shaped and remade select khazad according to their hearts' desires and inward personalities. Others believe that the Gnomes have always existed, side by side with the khazad, sharing a distant origin and just a greater helping of fey ancestry.
The khazad will never acknowledge it, either way.
The Gnomes themselves tend to teach that they were birthed when Tarien challenged Reos to a drinking contest, neither one knowing the extent of the other's ability for tricks, nor the strength of the other's brew. Their own variations on their creation myth tend to be legion and it is difficult finding any long lasting and solid proof as to where they precisely came from. And perhaps, that is just the way they would have it.
Known for their obsessions and fey-like quickness, their nimble society began in the foothills of the Khazad Duin Mountains during the later years of the First Era of the world. Here they often worked closely with the khazad while also embracing and exploring their unique union with the arcane powers. Their inner creativity led to many new ideas and inventions.
Over time, the gnomes drew apart from the khazad and embraced their more fey-blessed nature. They possess a racial talent for illusions and a number of sorcerers are born among them. This, along with their obsessive natures and khazad bloodline make them skilled in arcane crafting to a surprising degree. They are known to push this focus further than even the most dedicated khazad smith; when a gnome fixates upon a weapon to be forged, it is said he or she may work tirelessly for days and nights until it is complete, taking neither food and water.
As the race established themselves beyond the mountain kingdoms, the gnomes did so cleverly. They would establish cities both below and above the earth--burrowing beneath and then employing illusion to great effect. Raiders and attackers would pass through them without knowing a thriving gnomish settlement was all around them. Their protective magics enabled them to weather the storms of the ages and to survive when other races were forced to scatter and flee. In times when their magic did fail them and they simply moved and adapted and reclaimed new territories and new lands. Thus, the gnomes spread, but adapted few locations where they are known for, as they were often overlooked by design. In this way also, they were able to preserve their crafts and knowledge.
The advent of the age of industry brought about a change in the gnomes as they took easily to the technology of the times, to alchemy, gunsmithing, and began to blend it with their own innate magics. Gnomish inventors thrived the more the world changed, and along with the khazad, they helped perfect the creation of exotic devices. Among humans, gnomish inventors aided artificers and engineers, and helped pioneer the use of the first airships. From a mixture of solid ground and the arcane of their fey origins, the gnomes, at least they say, led the way in blending craft and mana.
Gnomes do best when working among or with other races, for it is said every gnome has within him or her an artist. On their own, they may tend towards overcomplicated and dangerous creations, but paired with a more level-headed race they were able to craft all manner of wonders. The pinnacle of this achievement came with the founding of Clockwork Point, a gnomish controlled city deep in the Sky Curtain mountains. Together with local khazadi and humans, the Engineering Enclave was founded and today remains one of the prime guilds that help to organize and regulate the ongoing studies into techno-arcane theory.
Gnomes are everywhere.
Physical Description
Gnomes tend to be more finely boned than the similarly-sized lucht. They stand slightly taller, though are shorter than the khazad. A gnome typically stands around 3 feet in height, rarely reaching 4, with a ruddy complexion, an accomplished nose, and bright, large eyes that attest to the legends of a fey, or at least arcane, bloodline somewhere in their history.
The rare gnome may be stocky though the trait is not nearly as pronounced as among the khazad who may be said to define the term. Their sensibilities could be defined as somewhat garish and over the top in terms of colors and habits related to accessorizing. And accessorizing. Gnomish mages fashion elaborate robes and pipes, often forsaking more drab and uninteresting colors. Gnomish inventors are covered in gears, wrenches, hammers, pouches and pockets. Illusionists are often seen with potions, scrolls, goggles and familiars hanging off of every possible corner of their body. They, like khazad, have a fascination for beards. However, their taste for them is wildly different: the males are prone to grooming them into exotic shapes and forms, where a khazad's may be considered more "stately." ...gnomes may call it boring and uninspired.
In comparison to khazad, a gnome's motto might be: do not simply do a thing, but do it to either perfection, excess and if at all possible, both.
Society and Lands
Crafts, Creation, and Obsession: The gnomes are a people of will, wit, and focus. It is said what a gnome focuses on, he or she cannot be dissuaded from. A gnomish weaponsmith may be heavily focused on her craft, to the point of ignoring or neglecting "less interesting" activities such as eating or drinking. There may be truth to this legend, as the gnomes possess a unique ability to hone an idea or craft to a razor's edge.
As a race, they remain interested in both the arcane and artifice, as both of these elements hold interest for them. To perfect these arts, it is rumored the gnomes first encouraged the diversity of schools and guilds, though the sildanyari deny this. Regardless, gnomes within these guilds usually participate in competitions with other schools, groups, and organizations. While these competitions are typically friendly, competition that rises to the level of Rivalry is the stuff of legends. Knowing this, Elder gnomes place an emphasis on humor to balance the gnomish obsession. Bards tell the tales of the most colorful rivalries and the amazing inventions that result. Or don't.
Gnomish Rivals
No one does Rivals as do the gnomes. A gnome may deem a number of Rivals during his or her lifetime. To a gnome the title is a measure of respect. Rivals challenge another to creative heights. Enemies, friends, a mixture of both and all, among gnome culture Rivals possess a unique relationship. They are part of what drives gnomish obsession--and innovation. Some historians suggest that gnomes encouraged mage guilds to divide themselves along different schools of magic in order to imitate their Rivals system, as a means to encourage wizardry, and sorcerery, to even greater creative heights.
The gnomes boast with pride an extraordinary development of guild-like structures, clubs, and organizations throughout the world. They welcome inventive minds from all walks of life and almost any obsession so long as it is interesting. Their race's talent for invention is well-known, which they tend to mix with a strong understanding of whatever the topic may be. This in truth makes their inventions more stable than goblincraft, though the reputation is shakier, as gnomes often orchestrate large and complex projects--which may also fail in a more spectacular manner.
Leadership: Community leadership is drawn from the wisest (and sometimes simply the most likable and energetic) members of such groups, which means there is no "central" gnomish leadership. As many gnomish settlements branch off of, or exist within the confines of larger kingdoms and nations, they are often content with deferring to the leadership style of that given land. Many Gnome enclaves exist as adopted sub groups of dwarven clans in Khazad Duin, or as part of a large and extended group of Gnomish families who have a history in an area. Gnomes often work closely with human merchant guilds, trade unions and industrial city states.
Settlements: They are everywhere.
No, really.
There are a few famous and large Gnomish settlements run strictly by them, though these are in the minority. One such group are known as the Clockwork Gnomes of the Spiral Mountains, which exist in south eastern Khazad Duin. From the wondrous techno-city of Clockwork Point they work tirelessly with dwarves and humans who ally themselves beneath the Gnomish Banner to pursue the development of artifice and industry in its myriad forms. Another exists in an enclave near Alexandria, named the tongue-in-cheek Happy Valley after the adventures of a drunken miner who uncovered the silver mines which turned around the misfortunes of the small enclave and made it prosperous.
Other Races
Gnomes get along well with other races and frequently live among them. In general, they may be said to the most involved with khazad and lucht, or even the sildanyari, who they are said to be kin with. The lucht and gnomes share similar interests as well as patron deities in the form of Tarien. However, the khazad would see them as distant cousins at best, if even the legends are true.
As a race native to the mountain regions of the world, they deal often with hostile forces from giants, fel orcs and other creatures that call the peaks home. Egalrin find gnomes hard to deal with for prolonged periods of time due to gnomish fascination with the egalrin physiology and the efforts of some gnomes to duplicate flying machines based upon that race.
Gobbers are held to be interesting yet dangerous--and their ideas fascinating, which a gnome might adapt and attempt to "perfect." Out of such, merry inventors' wars occur.
Many races do not understand the concept of gnomish Rivals, and have been known to focus on the race's spectacular failures--when the truth of the matter is that these counter balance the great achievements the race has also accomplished. Gnomish accomplishments are notable throughout history, though the most well-known of them may be the perfection of the modern airship. To gnomes, the pursuit itself is an art, and the result, and achievement. Despite this wariness, the race still manages to be in general, charming (or at least convincing). They are everywhere, you know.
Alignment and Religion
No matter what their calling is, be it illusion making or invention crafting, gnomes have a tendency towards over-complication. Whether through dedication, obsessiveness, creativity or a blend of all three, their successes are as spectacular as their failures. To say they lean towards chaos would be a grand understatement. They tend to tackle problems and challenges before them with an exuberance that many others might find unsettling. It's their long history and coexistance with other races that allows them to curb this somewhat...if only on the exterior.
Gnomes also have heavy leanings towards Reos who is the wonder maker and the true god of engineering and industry. Reos' daughter, Ceinara, the traditional goddess of artistic craft and passion as well as fire, also garners much worship. Rada in His guise as the merchant and moneychanger also gets a nod, and darker gnomes might follow the path of Deimos and trickery. Older gnomes may favor Tarien, as a means to gently blunt the youngers' enthusiasm, or because by a certain age they become sly masters of their craft.
Their temples tend to reflect something of the cultures around them, though are always garishly ornate and interesting.
Adventurers
Gnomish Adventurers can be found for practically any reason. Many gnomes have the capability to become excellent storytellers and their natural access to magic gives them an edge over other beings in this capacity. Gnomes from Clockwork Point tend to focus their efforts on gaining a mastery over all manner of skills and knowledges and often are Rogues or Artificers. Illusion and magecraft has strong roots among gnomes as well, and many answer this calling.
Recent Events
As darkness consumes the world, Gnomes have turned to their talents for deception and illusion to get by. Tales of raiding bands that have attacked Gnomish villages, seeing them as easy pickings are rife at tavern fires. Gnomish magicians, artificers, and more are setting out to make their place in the world are common, and with the marching-forward of the dwarves, some gnomes have followed along, intent on selling their craft to a wider audience.
Gnomish Racial Traits
Gnomes mature around 40 years of age, and usually live around 350 years of age.
The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.
Gnome Average Height and Weight | ||||
Name | Base Height | Base Weight | Modifier | Weight Multiplier |
Gnome, male | 3ft 0in | 35 lbs | +2d4 | x1 lbs |
Gnome, female | 2ft 10in | 30 lbs | +2d4 | x1 lbs |
Gnome Starting Age | |||
Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
40 years | +4d6 | +6d6 | +9d6 |
- Classification: humanoid (gnomes)
- +2 Constitution, +2 Charisma, -2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
- Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Gnomes have a base speed of 20 feet.
- Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
- Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
- Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
- Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
- Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
- Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Furthermore they receive a +2 bonus on all knowledge (Engineering) checks.
- Gregarious: Despite their quirks, gnomes can be unusually persuasive. Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
- Weapon Familiarity: Gnomes treat any weapon with the word gnome in its name as a martial weapon.
- Languages: Gnomes begin play speaking Common, Gnomish and Sylvan. Gnomes with high Intelligence scores can choose any of the standard racial languages as bonus languages (though not secret or generally forbidden languages).
Character Options
Gnome Racial Feats
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.
- Gnome Trickster, Groundling, Go Unnoticed, Arcane School Spirit, Eccentric Tinker, Unsettled Tinker, Maddened Tinker, Bewildering Koan, Tantrum, Effortless Trickery, Casual Illusionist, Expanded Resistance, One of Us
Gnomish Last Name Generator v0.2
You do not need to use the generator. It's just for fun, because you know. Dice!
Gnomish Last Name Generator | |||
Roll | First Half of Last Name |
Roll | Second Half of Last Name |
1 | Clank | 1 | Wrench |
2 | Sparkle | 2 | Pliers |
3 | Grease | 3 | Grip |
4 | Splurk | 4 | Brass |
5 | Warble | 5 | Sprocket |
6 | Murmur | 6 | Hammer |
7 | Belch | 7 | Wedge |
8 | Bang | 8 | Shot |
9 | Clang | 9 | Slip |
10 | Clank | 10 | Volt |
11 | Chortle | 11 | Slice |
12 | Clatter | 12 | Bait |
13 | Click | 13 | Spiel |
14 | Fisst | 14 | Boggle |
15 | Rattle | 15 | Vise |
16 | Jingle | 16 | Gear |
17 | Screech | 17 | Torque |
18 | Fizzle | 18 | Widgit |
19 | Thud | 19 | Gadget |
20 | Ferro | 20 | Trill |
Optional DM Rules
Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.
The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.
These rituals and options are beyond the scope of any one PC working on their own.
They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).
You are welcome to build on these ideas, or expand on them.
Ritual Magic
Fugue State: Gnomes, when overcome by their collective Obsessions, are capable of entering a mana-enhanced Fugue State. This enables them to focus upon a single Obsession for days on end, without eating or sleeping. At the end of this time, they are considered exhausted and must sleep for a number of days equal to half the number they were in fugue-state. This does not reduce PC crafting time.
Gimirri: It is said that gnomes "just know" when one of their fellows is in need of help on a Project of Significance. A group of gnomes working in tandem may send out an etheric call to the communities around them. This call does not consist of words, only of a sense of need and a sense of the project to be accomplished. The individual gnomes decide whether to respond or not, but being curious, many do. The call can often happen without the gnomes actively deciding to do so.
The call summons a horde of gnomes for a single task, and can cause them to enter into an advanced, group fugue state. In this state, they may work for days on end without eating or sleeping. Regardless of the fugue state or no, when so assembled they succeed on all Aid Another bonuses (DMs may increase the cap on these bonuses as well).
This ability is known to outsiders as Gnomeswarm, or by gnomes as the Call, or gimirri.
Character Page Badges
Want to show off your Gnomish pride on your Character Page? Use the following wikicode! (More badges here!)
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{{Badge}} {{Badge-Icon|Gnome01.jpg}} {{Badge-Content}} {{Badge-Title|Gnomish PC Badge}} {{Badge-Entry|Obsession}}What draws your attention, your craft, more than anything else? {{Badge-Entry|Rivals}}Any famous, or infamous rivalries in your or your family's histories? {{Badge-Entry|Arcane or Artifice}}What is your position on the age-old debate? {{Badge-Entry|Remake the World}}If you could, would you? How? {{Badge-End}}