Gnomes

At A Glance

  Unlike the majority of their visually similar kin, Gnomes are not descended entirely from the Elvenborne. Their origins are more heavily influenced by the forces of the Wyrd and the tinkering of Xiejeen, Goddess of the Forge. This connection to the Wyrd is still very strong in their bloodline and they often come across as eccentric, disconnected, high-spirited or even abrasive. They have a reputation for being naturally inclined illusionists, accomplished artisans, or even mad scientists. Gnomish inventions are highly prized as some of the best examples of Magitech that can be found on Galdor, a similarity and sometimes bound they share with Narkin and Dwarves. A gnome is just a slightly taller and just a bit wider of shoulder than a halfling.  

Gnome

Gnomes are creatures that while bound to the Material Realm, also act as conduits or weak points between it and the Wyrd. The Wyrd acts as a natural lubricant which joins and allows all the planes, or dimensions, of the known universes to interact with a limited amount of catastrophic entropy. It is the Wyrd, the 5th Fundamental Forces of Phsyics, that govern the interactions of the states of matter know as Ethereal and Psionic. This connection to the Wyrd allow Gnomes, and Galdor, to experience a much higher level of natural magical essence and energy. However the Wyrd is also the Realm that the Fey, those hard to grasp and even unknowable Other intelligence, call home. Its these realms that Gnomes might have once also called home, before they were forged into the being they are today, and no other race on Galdor can traces its heritage as directly back to the Fey. Gnomish oral tradition and myth suggest that a great war or near apocalyptic catastrophe drove their ancestors from the Wyrd into the Material Realms, and it is over the last several eons that they have slowly adapted to life on Galdor.     This touch of Wyrd has mixed into a good compliment of inventive, curious and mischievous, traits know to be at the core of all Gnomes. With an innate talent for manipulating magic, and an optimistic view toward tinkering and experimentation, they often find themselves at the forefront of the more exciting aspects of research and investigation. Not content to the simple quite life of Loremaster, although they wouldn't turn down a chance to hunt wayward books that have decide to not respect their inanimate natural laws, is always fun afternoon. A gnome is more likely to be seen hanging off an electrical mast trying to tame lighting or hastily scribbling notes about exotic forms of life, when they should probably be fleeing. Its hard to say if this is because of their incredibly curious nature, or if a tad too much chaos flows through their veins and they only feel satisfied when engaged in the most harrowing of thrill seeking. Their very nature leaves them unbound and free, and they often share a wide range of similar desires and motivations too anyone who feels the call of adventure or wanderlust. Gnomes often make notable naturalists and explorers, their need to constantly move seeing them as the first to climb some of Galdor's tallest mountains, while other have spent years tracking dinosaurs movements across the uncharted west of Savage Lands. However they often set these goals more at a whim, and their entire path can shift from natural science, to magic, to mad science at the drop of a hat.     A certain percentage of the gnomish population is quite taken with technological gadgets, often obsessing over theories, running bizarre experiment or testing their strange inventions in the field. They work well with Narkin and Dwarves, seeing Magitech as more of a fundamental reality, than an Elf might. They are smaller in stature, just a bit taller than halflings, but have a wider stance and shoulder width, which can be more reminiscent of a dwarf. Driven by wanderlust and a distaste for staying still for too long, Gnomes have developed into no fewer than 6 widely varied tribes. However they all share a distinct fey look, and often vibrant coloration something their tastes in clothing often only serves to heighten.   Physical Description: Gnomes normally average around three feet tall, however they are not to be easily dismissed or mistaken for human children, as they are stockier and more solid than a halfling. They can also be incredibly tough and often train in how to use there size as a tactical advantage. As a reflection of the chaotic and vibrant nature of the Wyrd no two gnomes, even those in the same tribe or family, have the same exact coloration. Hair, eye, and even skin color, vary across the entire spectrum. Often times their coloration will blend or compliment their surrounding environment, and it might not be uncommon for a gnome, who's tribe comes from a wooded area, to have green tinted skin or bark red hair. Likewise a gnome that grew up by the sea, might have aqua colored hair with a pale or fair and freckled skin tone. At times even more vibrant colors such as pinks, purples, neon greens, or electric blues will streak through a tribe or clans eyes and hair color.   Gnomes still carry a very distinct trace of fey like facial features, making them look similar to elves, but with much more extreme features. So extreme they can also seem alien or strange to some of Galdor's other races, as at times they can be out of the normal proportion. For example a gnome might have larger eyes and a larger mouth, or larger tilted eyes and small mouth and button nose. Their odd features are never held as an embarrassment or mark of pride inside gnome society. However these same features are often the focus of insults or endearments from members of Galdor's other races.   Society: With the exception of a few Stonebender and Ildengale strongholds and fortress most gnomes don't conform to a sedentary society. They tend to either intermingle extensively into Galdor's larger towns and cities, or live as nomadic tribes. These caravans have more of the sprawling disorganization of a festival or traveling party, than the more organized troupes of some halflings. This nomadic wanderlust has led them to be collectors of hobbies, bits and pieces, and professions, most not being content to stay still for too long. Moving often, changing social groups, or pursuing the next fad, which can become a weekly or monthly obsession, are hallmarks of the Gnomish People. When they do chose to settle in one place or with one group for long periods of time, it is often in pursuit of some eclectic personal goal, or in support of a valuable and loyal friend, and not in an effort to conform into some sort of socially normative behavior.   Two exceptions to this nomadic racial tendency are Junktown and Blackstar, both settlements founded by and containing large populations of gnomes. While Blackstar is currently considered the largest pirate haven and den of filth in Galdor, Junktown is often held in high regard and sought out for its Magitech and lucrative trade routes and opportunities.   Relations: As a side effect of their Wyrd nature, gnomes often face difficulties and prejudices when dealing with other races. Far from taking offense to this treatment gnomes generally just see this is how Galdor's other races are odd and difficult to deal with. They generally approach most social interactions with other races as a business transaction, which can be misunderstood often re-enforcing the tricksters and con-artists stereotype. A rapid fire conversation between two gnomes is often hard to follow and full of tangents and odd subject changes, making it hard to follow as an outsider. This is often seen as an unwillingness, not inability, which confuses and frustrates gnomes and leads to their more measured approach with non-gnomes. This dry and often layered structure often leads to arguments which can quickly escalating confrontations. This hardly ever result in violence on the part of the gnome, and when they do seek retribution it often comes in the forms of elaborate pranks or tricks.   Their tendency toward the eclectic and seemingly endless variety of ideas, plans, schemes, and goals also makes it difficult for most other races to understand or build a relationship with them. As an example a gnome's sense of humor often revolves around elaborate and convoluted pranks or the attempt to convince others of outrageous lies and exaggerations that stretch the normal confines of common sense and credibility. They find these events hysterical, and even when the result is a reputation as a dangerous trickster or ridiculous con-man they don't see why other races miss the humor. Gnomes get along reasonably well with halflings and humans, who at least have some traditions of bizarre, gnome-like humor. Gnomes generally feel dwarves and J'tar are stuffy and incapable of humor, often going to extremes to get even the barest of smirks or snorts from either. As the two races that are closest to the fey gnomes respect elves, although they often tend to judge them as time wasters and slaves to endless bureaucratic processes. Gnomes are impulsive, preferring action over problem solving or reflection and many carry several highly involved projects with them at all times to keep themselves entertained during rest periods.     Alignment and Religion: The Wyrd still course through gnome bloodlines, fueling their innate magical abilities and their love of the untouched natural splendors of Galdor. Their mischievous sense of humor often times leads to dangerous pranks and outrageous lies, which has led to their reputation as evil or malicious tricksters. However normally they have good, if only misguided intentions. Most gnomes stick close to their natural roots and prefer to worship one of the four elemental gods. Most gnomes have a difficult time keeping their more chaotic natures in check, often favoring chaotic or neutral combinations.     Adventurers: No other species of Galdor embodies wanderlust as much as gnomes. Born and driven wanderers and gypsies, gnomes are perfectly adapted to the life of adventuring. Some gnomes seek to expand their races understanding of the Wyrd, often pursuing arcane paths and spending years obsessing over tiny or lost occult details only half understood. Other gnomes spend their entire lives wandering from town to town, performing, conning, or thieving to make a living. A gnomes often never find himself in more conventional jobs, such as baker or blacksmith, but some gnomes do settle in one spot. Often these gnomes become famous gunsmiths, alchemists and inventors, or infamous occult specialists or mad scientists. Favored Class: Any.     Names: Gnomes hardly ever provide their given name, often preferring to be addressed by an almost endless supply of nicknames and pseudonyms.   Male Names: Arden, Candic, Coal, Lesk, Tanden, Voren.   Nicknames: Glint, Swift, Surefoot, Crank, Cog.   Female Names: Bessa, Daress, Meddis, Paina, Sharana, Wexi.   Nicknames: Gem, Quartz, Gadget, Trix.  

Random Starting Ages

Adulthood Intuitive 1 Self-Taught 2 Trained 3
40 Years
+4d6 years
(44 - 64 years)
+6d6 years
(46 - 76 years)
+9d6 years
(49 - 94 years)
  1. Includes: barbarians, brawlers, oracles, rogues, and sorcerers.
  2. Includes: bards, blood garden assassins, cavaliers, fighters, grenadier, gunslingers, paladins, rangers, summoners, veilwalker and witches.
  3. Includes: alchemists, artificers, bio-thaumaturges, clerics, druids, inquisitors, magi, monks, spy and wizards.

Random Height and Weight

  +2d4 lbs. (32 - 38 lbs.)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 0 in.
+2d4 in.
(3 ft 2 in. - 3 ft. 8 in.)
35 lbs.
+2d4 lbs.
(37 - 43 lbs.)
Female 2 ft. 10 in.
+2d4 in.
(3 ft. 0 in. - 3 ft. 6 in.)
30 lbs.
+2d4 lbs.
(32 - 38 lbs.)

Racial Traits

 
  • Ability Score Racial Traits: Although small gnomes are incredibly tough, and their eclectic natures require a certain finesse to pull of their more complex cons, as such they receive +2 Constitution, +2 Charisma, and –2 Strength
  • Size: Gnomes are Small creatures and thus 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.
  • Type: Gnomes are Humanoid creatures with the gnome subtype.
  • Base Speed: Gnomes have a base speed of 20 feet.
  • Languages: Gnomes begin play speaking Common(Low Galdorian), Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits:
  • Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits:
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Magical Racial Traits:
  • Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.
Offense Racial Traits:
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits:
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Attitudes toward Other Races Humans : Easy to get along with, and at least some sense of humor.   Dwarves : Gruff and stuffy, but useful allies on big projects.   Elves : Worthy of Respect, but too caught up in position and status.   Halflings: Fun and great adventuring companions.   Delvarians: Elves, with more steps.   Illaan: Much like Humans, easy to get along with, good to work with.   J'tar: Stuffy, grumpy, but always worth a good challenge.   Kosan: Stoic, Small and Oddly Disciplined. How does that make sense?   Narkin: Either the best of friends, or the largest of Rivals.   Nimra: Dangerous, Wild things are always interesting.   Lithani: Easy to get along with, not as Dangerous as Nimra.   Wyrsi: Another fun challenge.  But their rules and ideals can get tiring.    Arconian: Intriguing to know end, such an ancient race.  What secerts might they hide?  Elekin: An Oddity, another race so much closer to the Wyrd than other mortals.  

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