Gnomes Species in Alcirya | World Anvil

Gnomes

Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.

Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.

Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races - humans and elves - although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins' aversion to surface dwellers foolish.

Due to his upbringing, a beginning gnome character can choose to know the following languages (per slot spent on Language (Modern)), in addition to any others allowed by the DM: common, dwarf, gnome, halfling, goblin, kobold, and the simple common speech of burrowing mammals (moles, badgers, weasels, shrews, ground squirrels, etc.).

Like their cousins the Dwarves, gnomes are highly magic resistant. A gnome player character gains a bonus of +1 for every 3½ points of Constitution score, just as dwarves do (see Table 9). This bonus applies to saving throws against magical wands, staves, rods, and spells.

Gnomes also suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device, or, in the case of continuous-use devices, each time the device is activated. Like dwarves, gnomes can sense a cursed item if the device fails to function.

In melee, gnome characters add 1 to their attack rolls to hit kobolds or goblins. When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, these monsters must subtract 4 from their attack rolls because of the gnomes' small size and their combat skills against these much larger creatures.

Gnomish Infravision enables them to see up to 60 feet in the dark.

Being tunnelers of exceptional merit, gnomes are able to detect the following within 10 feet (exception: They can determine their approximate depth or direction underground at any time.). They must stop and concentrate for one round to use any of these abilities.

  • Detect grade or slope in passage (83%)
  • Detect unsafe walls, ceiling, and floors (70%)
  • Determine approximate depth underground (67%)
  • Determine approximate direction underground (50%)
  • Dwarves Constitution Saving Throw Bonuses
    Stats Table
    Constitution ScoreSaving Throw Bonus
    4-6+1
    7-10+2
    11-13+3
    14-17+4
    18-19+5
    Footnote Info
     

    Note: All items listed here can be modified or eliminated by the specific type of dwarf you have chosen. Please consult their specific description.

     
      Gnomes Gnomish society is chaotic and irregular. Gnomish settlements tend to be by familial bond and are governed by a local regent as determined by the group (general consensus). The regent, often called a “King” (thus, gnomish kings are quite common) is responsible for all aspects of the poorly organized gnomish settlement. The King rarely ever names specific posts to other gnomes, rather, gnomes enjoy and appreciate long titles descriptive of their (supposed) accomplishments so Kings hand these out to darn near everyone. Amongst those of title, a trusted group of advisors is met with in “secret” (it is not uncommon for these gnomes to add their “secret” status into their title and to talk about it constantly, therefore, it is not secret by a human standard). Gnomish military organization is non-existent. Gnomes rely on word of mouth spreading to other families who will then provide aid, assuming their King can rally them to the cause. All gnomish justice is set forth by the king. All other gnomish social organization happens out of pure happenstance—somehow, all the needs of the community are met.   Gnomish “Family” size: 20-300 A gnomish settlement is referred to as a “Clan Home” and is defined by the “family.” New settlements are created when a small group of gnomes wanders to a new land, finds new resources (or forgets their way home) and establish a permanent settlement.

    Comments

    Please Login in order to comment!