Gnomes
A magical and resilient folk with strong connections to their ancestors.
Basic Information
Anatomy
Gnomes are some of the smallest folk of Tephra. They have two arms and two legs, and their heads are large in proportion to their bodies.
Biological Traits
Gnomes can have a few magical abilities, like minor illusions and communicating with small burrowing animals. They also are unable to become undead, whether they attempt to become a lich or similar creature willingly, or have necromancy cast on their bodies.
Growth Rate & Stages
Gnomes grow to adulthood over 30 years. They age at a slow rate and usually live no more than 300 years.
Additional Information
Geographic Origin and Distribution
Gnomes are found in many of the Disjoined Duchies of Estier, as well as the Shielded Lands. A large population of gnomes has also emigrated to western Dorend, where they have found remnants of an older gnomish society in the hills surrounding Lake Hopewell. The Wandering Isles are also home to a distinct culture of gnomes.
Perception and Sensory Capabilities
Gnomes can see in darker conditions, and usually have sharp hearing as well.
Civilization and Culture
Major Language Groups and Dialects
Gnomish is a language with several unique consonant sounds, including the infamous xha (indicating the future tense when pronounced with a glottal stop, and the past tense when pronounced without). In sentence structure and vocabulary, it is most similar to Pahranagati, as the gnomes of Estier had their language shaped by the same Common tongue.
Gnomes of the Wandering Isles speak Islandine, just as their human neighbors do.
Gnomes of the Wandering Isles speak Islandine, just as their human neighbors do.
Common Customs, Traditions and Rituals
Gnomes have different celebrations or ceremonies in different parts of the world. Gnomes of Estier keep beautiful stone tablets with their family lineage, and often will adopt local elemental spirits as household guardians. One family might have a carving of an old pine dryad that they clean and decorate, and she symbolically watches over the honored dead. The gnomes of the Wandering Isles usually have portraits of the most recent generations, as well as one or two famous ancestors from farther back. They ask advice and chat with their loved ones, leaving offerings of their favorite food or drink.
Common Taboos
Some gnomes (but not all) believe it is a tragedy for a dead body to be burned or lost. Without any piece of the skeleton, the ritual to speak with the lost soul is much more difficult. Even gnomes living in a town of humans or orcs will have at least a few skulls in special boxes, to summon up Great Great Grandfather and ask for his blessing or suggestions.
History
Created by Segojan Earthcaller in the Founding Era, the Gnomes of Tephra are attuned to the World Below and the World Between. They are renowned as scholars, as artists, as traders and builders. Gnomes in Estier live in adobe towns, farming and making beautiful crafts that honor their long family traditions. In the Wandering Isles, the gnomes tend to be more mobile, sailing from one island-turtle to another that needs their skills every few decades.
Lifespan
260 years
Average Height
3.3 feet
Average Weight
40 lb
Body Tint, Colouring and Marking
Gnomes are either very pale or very dark in skin tone. Their hair naturally grows in shades of purple, blue and green.
+2 Constitution, -2 Strength. Gnomes are tough, but lack sheer mass and leverage.
As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Gnomes have a base land speed of 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Illusion Expertise: Gnomes have a +2 racial bonus on saving throws against illusions, and add 1 to the save DC of illusion spells they cast.
+2 racial bonus to Listen and Knowledge (Religion) checks.
Spell-like Abilities: 1/day—speak with animals (Small or smaller animals only). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Gnomes can automatically speak Gnomish or Islandine, and one other language relevant to their upbringing. Bonus languages include Pahranagati, Elven song, Shoalsali, and the language of Woodhearts.
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