Gnomes
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Gnomes, or the Forgotten Folk as they are sometimes known, are small fey humanoids known for their eccentric sense of humor, inquisitiveness and engineering prowess. Gnomes, while typically getting along well with other demihumans (such as elves, dwarves and halflings) are usually cautious and suspicious among humans.
Contents
This subrace requires an application
Deep Gnome -
Rock Gnome
Character creation: Select Gnome race, leave the subrace blank.
Favored Class: Wizard
General
Rock gnomes are the gnomes that most people are familiar with, so much so that when someone says "a gnome," he or she is almost always speaking of a rock gnome. Unlike their reclusive cousins, the deep gnomes and the forest gnomes, the rock gnomes are an inquisitive and loquacious people. They are renowned throughout Faerûn as technicians, alchemists and inventors, as well as illusionists of the highest order. They do not care much for living in larger cities, where their talents are in high demand, and prefer the rolling hills of the countryside. But anywhere they find themselves, they display an amazing zest for life and all the pleasures it holds.
Rock gnomes are far friendlier and more outgoing than the other gnome kindred. They are well known for their love of jokes and pranks, as well as their fondness for finely made things. As with all gnomes, they adore gems of all kinds, but rock gnomes have a particular passion for the purity and perfection of the diamond.
Rock gnomes average between 3 and 3 1/2 feet tall, and weigh between 40 and 45 pounds. heir skin come in many different shades of brown, but is unaffected by exposure to the sun. The hair of young gnomes can vary greatly in color, but in adulthood, they all tend toward gray or white. The males wear their beards neatly trimmed.
From a rock gnome's point of view, life is meant to be enjoyed in all its facets: work, play, and otherwise. Again, it's the process that's important, not the goal, even if those goals - like, say, finely cut gems - do end up being valuable on their own. This shows in just about everything a rock gnome does, from making a meal to working a mine to playing a practical joke. The care they put into their actions always shines through.
Young rock gnomes have carefree childhoods. During their adolescence, rock gnomes are expected to learn the basics of a useful trade and to master the basics of self-defense. They are encouraged to dabble in all sorts of pastimes until they find something that pefectly fits their temperaments. They come of age at 40, an occasion for the largest party of their lives. From there, the average life expectancy is about 350 years, although some have been known to reach 500 years in age.
History
The rock gnomes are counted as one of the major races of Faerûn. Although they may not be as populous or influential as some of the other races, there are gnomes scattered throughout the continent. Gnomes have played a large part in the development of firearms in Faerûn, and they are acknowledged as the masters of these tricky items.
There have never been such a thing as a gnome empire or even a country. If gnomes can be said to have a homeland, it would have to be the islands of Lantan, far to the southwest of the main continent. Of course, few gnomes have ever been to Lantan or know more about it than what they've heard in the legends passed down to them by their ancestors.
Outlook
Rock gnomes are generally optimistic. They view the world as a puzzle that the gods - in their infinite wisdom - have laid out before them as the ultimate challenge, one that cannot ever be fully met. It is their greatest joy to be involved in the unraveling of the mysteries of creation an act they feel brings them closer to the gods with each passing day.
In their adolescence, rock gnomes are encouraged to dabble in as many different things as possible. Eventually, they find something that truly intrigues them, fires their imaginations, and sets them on the path of a career that may last them the rest of their lives. Almost every rock gnome enjoys what she does for a living, which is one of the reasons that they have such positive dispositions.
Of course, rock gnomes enjoy their leisure time at least as much as their work. They are known for hosting wild celebrations on the thinnest of pretenses. When they really have a reason for cheer, the parties have been known to last for ten-days.
While most gnomes are homebodies at heart, a number simply can't resist the urge to go out into the world to explore. Inquisitive by nature, gnomes often find themselves almost compelled to do everything they can to learn about anything they want. Others, the greedier ones, set off in search of fame and fortune. Sadly, these are fleeting dreams, as even the most famous of gnomes is usually just another member of her community when she returns home.
Rock Gnome Characters
Rock gnomes characters with close ties to their communities are often clerics, wizards, or rangers (although their low Strength score means that they'll likely favor ranged combat). Rock gnomes infected with wanderlust almost always become bards )often supplementing their performances with their extra gnome spells) and rogues.
Society
Rock gnome life is filled with long days of work that stretch on for tendays at a time, punctuated by jubilant celebration in which these hard-driven workers finally get to blow off some steam. This is the kind of life that most gnomes prize, and they fell blessed by the gods that they are mostly able to manage it.
Once a gnome reaches adulthood, she is expected to take up a career and work at it tirelessly to become the best at it that she can be. Some gnomes switch vocation later in life - some do it several times, in fact - but this is relatively rare. The vast majority of gnomes find something they like to do and then stick with it for as long as they can.
Even on the job, though, gnomes are usually friendly and fun-loving people. They are constantly telling jokes throughout their days, many of which leave their coworkers in stitches. Practical jokes are fine too, as long as they don't disrupt the work environment too much. Every gnome loves a good prank, but they all insist on getting their jobs done too.
Many gnomes work as miners. While they may not be as aggressive at it as dwarves, they're actually much better at getting the most possible out of a vein of ore. Others practice stone-cutting or gem-work. Their metalworkers prefer to work with softer metals - gold, silver, and so on - although they do a fine job with harder materials like steel too. They also make excellent woodworkers and carpenters. Faerûnian rock gnomes are among the finest artisans working in the fields of toy-making, clockwork engineering, and gunsmithing. It's common for rock gnomes to be armed with smoke-powder pistols.
Gnome cooking is not much of a draw to outsiders. It tends to be bland and overcooked or overcooked and over-salted; reliable gnomes-friends claim to have tasted some that was bland and over-salted, though no one knows quite how the gnomes cooks managed this. Their (salty) bread is unleavened. All gnomes are very fond of rock candy, and some eat rock salt with equal relish.
Gnomes do, however, make excellent brewers and vintners. Many of them are talented musicians as well. These two facts contribute greatly to the reputation of gnomes as wonderful party guests and even better hosts.
Most rock gnome settlements are small. It's rare to find one with more than five hundred adults in a widely scattered area. However, these communities are usually found clustered close together, usually withing a few days' or ten-days' travel of each other.
Rock gnomes burrows are usually small but tidy. Any married couple have rooms to themselves, but the children usually share a single room. Adolescents are segregated by gender, each sex having its own room. Each burrow usually connects to those of the same clan by tunnels, meaning that many gnomes rarely if ever have to go outside during a day. This is one reason why their communities can go unnoticed by the larger peoples for so long.
When traveling or adventuring, gnomes appear both singly and in small groups. These groups are usually composed of a number of close friends or family members or both.
Language and Literacy
Rock gnomes normally speak Gnome and Common as well as whatever language is predominant in their home region. They often pick up Dwarven and Sylvan because they live in areas favored by these races. Additionally, they regularly come into contact with those who speak Chondathan, Draconic, Goblin, Illuskan, and Terran, although this isn't always under the best of circumstances. All rock gnomes are literate, except for barbarians.
Magic and Lore
Like all gnome wizards, rock gnomes prefer illusions to any other schoold of magic. They like to use their illusions in clever ways to fool or misdirect foes or to entertain friends.
Deities
Rock gnomes are not particularly devout in practice, although they are forever talking about their gods in conversation. They attend services about once a tenday, but not with any kind of fervor. They believe that the gods are with them everywhere, so it's not always so necessary to make the trip to a temple to see them.
Garl Glittergold is the patriarch of the gnome gods, and patron of the rock gnomes in particular. To look at them, one migt think that most rock gnomes model their lives on Garl's behavior, including the constant tricks he plays on the other gods. Many gnomes do the same to their friends whether they are gnomes or not. Clerics of Garl Glittergold keep themselves endlessly busy with the planning of revels, feats, and celebrations to bring good cheer, sustenance, and wisdom to their fellows.
Rock gnomes also venerate Baervan Wildwanderer. The protector of the forests and glades that rock gnomes call home, Baervan is also the patron of gnomish rogues. If there's anyone who could possibly outdo Garl in the prank department, it's Baervan. The two have been trying to top each other since the dawn of the gods, and the friendly rivalry is still going on.
Relations with other races
Rock gnomes get along famously with almost all the standard character races. They are particularly fond of dwarves of all kinds, with whom they share a love of finely wrought jewelry and mechanical devices. They also have a great love for halflings who can take a joke. Their common style of housing and their similar size would be bonds enough but their share of joy for living is what really brings them together.
Rock gnomes are a bit more cautious around the larger peoples, but these reservations usually quickly give way to enthusiasm when someone shows any sort of interest in or knowledge about the gnome's work or other passions.
Orcs, kobolds, and goblinoids find an especially cold place in a rock gnome's heart. Although most rock gnomes find it hard to hate anyone, long experience with these races has told them that it's better to never cut them any break.Besides, none of them can take a joke.
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Deep Gnome
This subrace requires an application.
Racial Abilities:
+2 Dexterity
+2 Wisdom
+2 Constitution
-4 Charisma
+2 Hide, Spot & Listen checks
+2 Universal Saves
+4 Natural AC Bonus
Spell Resistance: 11 + Character level
Darkvision
Light SensitivityDisguise Self 1/day
Blindness / Deafness 1/day
Ghostly Visage 1/dayFavored Class: Rogue
General
The deep gnomes are closest thing the gnome family has to black sheep. Many surface dwellers count the deep gnomes along with their evil neighbors, the drows and the duergars, believing them to be little more than dark reflections of the friendly rock gnomes with whom they are more familiar. In fact, the svirfneblin are just as good-hearted as their sunnier kin However, after centuries of dealing with the everyday perils of living in the Underdark, they have become understandably distrustful of all outsiders.
Compared to their better-known kin, the rock gnomes, the deep gnomes are as gray and lifeless as the subterranean caverns in which they choose to make their homes. They keep to themselves out of fear of outsiders - a fear born from numerous poor experience with such people. To a deep gnome, the only people you can trust are other deep gnomes from your village, and preferably from your family. All other are best avoided.
With strangers, most deep gnomes are sullen, reversed and suspicious, almost to a fault. However, when they are alone with their own kind, they are friendly and respectful to each other. Few people from outside a svirfneblins community have ever seen this more pleasant side of the deep gnomes. For their part, the deep gnomes would be horrified to find themselves observed by outsiders, and they find suck a person staring at them - or even looking directly at them - quite rude.
Deep gnomes are gnarled and callused folk, with little fat at all on their wiry bodies. Their skin is the color of the rocks among which they live, almost as if they sprang directly from the stones themselves. They have dark gray eyes, tending toward black, their hair is of a similar color, although it's only seen on the woman, as the men are entirely bald and beardless.
Deep gnomes are short-lived for gnomes and reach adulthood at an age of 20 years. Like their lives, svirfneblin are also short and hard. They stand between 3 and 3 1/2 feet tall on average. They are thinner than their surface cousins, bt they weight just as much - about 40 to 45 pounds - due to the density of their muscles. They are little more than wiry sinews and rock like bones.
History
While most gnomes have little use for history, tending to prefer living in the moment, deep gnomes are the worst of the lot. They do not have a formal calenday or any way to tell the turning of the day. Living far from the light of the sun, the very idea of night or day is foreign to them. Dozens of svirfneblin cities lie scattered throughout the Underdark of Faerûn, and dozens of more have surely risen and been abandoned over the years, but of all these settlements and refuges, the story of only one is widely known to non-deep gnomes: Blingdenstone.
Blingdenstone was founded in 690 DR by several clans of deep gnomes hailing west from the Underdark beneath Netheril, which had fallen into the power of the dreadful phaerimms. Despite the procimity of a powerful drow city (Menzoherranzan) and an equally strong duergar city (Gracklstugh), the deep gnomes established their city at ots site because of the rich veins of arandur and other exotic metals and minerals. From almost two thousand years, the deep gnomes carried on their mining and smithing, avoiding their evil neighbors and strengthening Blingdenstone's defences against the day their enemies would come against them.
That day came in 1338 DR, although King Schnicktick and Queen Fricknarti could not have anticipated how it would come about. Drizzt So'Urden, a renegade drow noble, arrived at Blingdenstone's doorstep after years of exile in the Underdark, and received sanctuary among the deep gnomes. Although Drizzt remained among the deem gnomes for only a short time, the events of his exile eventually led to a full-scale drow attack against the dwarven citadel of Mithral Hall in 1358 DR. The invasion route passed close to Blingdenstone, and the deep gnomes chose to abandon their city. After the drow army passed, Belwar Dissengulp and other deep gnomes wardens convinced King Schnicktick to join their forces to those of the defenders of Mithral Hall. The deep gnomes and their allies inflicted a great defeat on Menzoberranzan in the Keeper's Dale, and the Menzoberranyr never forgot that the svirfneblin had contributed to their humiliation.
In Marpenoth of 1270 DR, the Matron Mothers of Menzoberranzan exacted their vengeance. Calling up dozens of powerful demons and bebiliths, they unleased a plague of murderous fiends that overran Blingdenstone. Thousands of gnomes died in the fall of the city, and thousands more were captured by the drow slavers waiting outside the city gates. A small number of the deep gnomes managed to escape to Mithral Hall and Silverymoon as refugees. Driven from their old homes, the svrifneblin have found a warm welcome among their former allies, but the prospect for returning to their old home looks bleak at best.
Outlook
Dour and cynical, deep gnomes are resigned to their lot in life. They spend their days scratching out a living in the subterranean passages near their home. The males mostly mine for precious gems, while the females - who are rarely seen outside their villages - gather food, care for the children, and keep house. Few aspire to do anything other than live out their lives quietly focusing on doing their jobs the best that they can.
The svirfneblin literally have little or no light in their lives. To avoid detection by others in the Underdark, they often refuse to use fire for cooking or warmth whenever possible. Instead, they rely on their darkvision whenever possible, seeing the world only in black and white. The deep gnomes live and work in the eternal darkness out o their overwhelming love for gems. Most makes spend almost their entirely lives trying to chip precious stones out of the earth. They favor rubies most of all.
Outsiders often think of the deep gnomes as irredeemably sullen and suspicious. While there is some basis for this, they are the outward results of survival techniques that these gnomes have had to adopt to endure their harsh and unforgiving environment. Sounds of any kind - especially voices - travel in strange ways in the Underdark, and they have a tendency to attract visitors. In the experience of most deep gnomes, such outsiders have only the worst of intentions, so when a svirfneblin encounters a stranger who is actually friendly, she normally is too suspicious to even consider responding in a like manner. She may eventually warm to a svirfneblin from another town, but even this can take time.
While deep gnomes adventurers are rare, some deep gnomes succumb to gnomish curiosity about the world outside the caverns and mine shafts of their daily lives. This is especially true for those deep gnome illusionists who crave to learn more about the nature of their chosen school of magic, but who lack for instruction in the insular villages in which they live. Svirfneblins prospectors are also occasionally encountered in the Underdark far from their homes, questing for promising new veins to mine for their beloved rubies.
Deep Gnome Characters
Svirfneblin are rarely found outside their own society. When this does happen, it's usually a lone prospector, a solitary illusionist, or a group of warriors who have strict out from their towns for one reason or another. Typically, deep gnomes only leave their homes out of a deep and abiding curiosity about the outside world, a burning desire to find more rubies, or the need to find help for dealing with some creature or event the svirfneblin don't feel they can handle on their own. Svirfneblin adventurers are most commonly fighters, rangers, rogues or wizards (particularly illusionists). Naturally stealthy, they find that the skills honed in surviving the dangers of the Underdark also serve an adventuring ranger or rogue well.
Like all gnomes, svirfneblins are talented wizards, especially illusionists. With and illusionist's powers, the deep gnomes can keep out of sight of others until she decides to reveal herself. She can remains concealed, hide her home and friends, and deceive or misdirect enemies. Svirfneblins have learned that an enemy that can't locate them can't hurt them.
Some of the burlier deep gnomes excel in fighting in the tight spaces found in and around a svirfneblin town and aspire to become breach gnomes, fighters charged with the defense of their cavern homes. In a properly sized tunnel, a breach gnome can hold off an invading force almost indefinitely.