Rock Gnome

​Big of nose, quick with a laugh, cheerful, visionary, and industrious in their approach to life, the Rock Gnomes form the picture of the gnomish race as it is viewed by most of the larger folk who know them.

Pre-sundering, Rock Gnomes were the most common type of gnome, and indeed, when one speaks of a "gnome," chances are he or she means a Rock Gnome. While not a populous race in comparison to humans or other races, they were encountered in a wide variety of environments, showing no particular preference for any one type of climate. They did, however, tend to make their homes in areas with an abundance of natural rock (even if it's invisible under a layer of loam and forest). All this changed during Secerno Apocryphum. Witnessing the descent into chaos the realm was taking, Rock Gnomes sought protection from the Grey Elves and offering their service as craftspeople and fine miners and metalsmiths. When the Grey elves completed their miraculous fae-gates (long rumored to be a mutual project, though no elf would ever admit to it), the Rock Gnomes were invited to travel with them into parts unknown. Staying in Alcirya had become an untenable choice and the Gnomes ventured forth at the side of the elves. When the two races returned, it was clear that a new relationship had formed and the elves had asserted their dominance. Still, it seems that the Rock Gnomes are happy with their compact - they fulfill roles of care and craft to the elves and the elves allow them access to all the benefits of their great society including protection and abundance of resources.

All gnomes have a fondness for gemstones of all kinds, and in fact each species has a stone that it reveres above all others. No other gnomish race, however, is as adept at cutting and shaping these precious baubles as are the Rock Gnomes. The gem symbol of this species is, appropriately, the diamond. Diamonds are used as symbols of status and accomplishment, and wealthy and highly regarded clans will often have dishes, candelabras, and other elegant possessions encrusted with these hard and precious stones.

The most distinctive physical characteristic of the Rock Gnome is an enormous nose - a proboscis that is larger than that of any dwarf or human, despite the gnome's diminutive size. Indeed, the size of one's nose is a matter of some status among Rock Gnomes, and more than one good-natured debate has resulted in actual comparisons being made. Rock Gnomes average about 3 1/2 ' in height. Unlike the burly dwarves, who tend to weigh as much or more than the average human, Rock Gnomes are lightly-built. Their small frame is deceptive, however, for despite their size these gnomes are as strong as most humans.

The eye color of a Rock Gnome is predominantly blue, though shades of green and, rarely, yellow or brown are not unknown. Such unusual eye colors are apparent from birth and is considered to signify either very good fortune or very dire omens, depending on the traditions of that particular gnomish community.

The brownish color of the Rock Gnomes' skin can be encountered in many shades, ranging from a light tan to nearly black. While the race does not avoid the sun, they suffer no effects from exposure - they don't sunburn or tan, so the shade of a gnome's skin has nothing to do with the proportion of his or her life spent outdoors or underground. In mature adults, the hair and beard are almost universally white or pale gray, but in youngsters and adolescents one will find as wide a variety of hair color as among human-kind. Only the males are bearded, with facial hair growing in near the beginning of the gnome's second century of life. Unlike dwarves, however, gnome males keep their beards neatly brushed and trimmed, with a maximum length of only about six inches. Sometimes the beard will be trimmed into fashionable shapes such as a goatee, or brushed into a long, curling point (or pair of points, in a real statement of high fashion).

While the average lifespan of a Rock Gnome is in the area of four centuries, it is not uncommon to find an elder patriarch or matriarch who has been around for more than 600 years. The oldest of them have been known to approach the venerable age of 750 years.

The first half-century of a gnome's life is generally spent in a carefree childhood. Youngsters are indulged and benignly guided by their elders, with rarely a harsh word or punishment employed against them. The children learn by example and strive to please the adults around them. Sages attribute the fact that all gnomes respond better to praise and encouragement than threats to this upbringing.

By the time he or she has reached 50 years of age, a gnome is expected to begin applying himself or herself to the development of a useful skill and to learn the basics of self-defense and weaponcraft. However, during this half-century-long adolescence, gnomes are still not subjected to an array of responsibilities - instead, they are encouraged to experiment with a variety of trades and activities until they find those best suited to their own talents and personality.

The occasion of his or her hundredth birthday is of great significance to a Rock Gnome, for it indicates that he or she has reached adulthood. It is customary for his or her family to host a large party, with a gathering of any clans within traveling distance to celebrate the coming of age. Since the party itself is likely to run for a month or more, it is not uncommon for gnomes to travel hundreds of miles for such a get-together! Each clan will bring a practical gift for the newly anointed adult, and it is a cause for great pride if the present is judged to be the finest among the array of gifts. However, the practical nature of these tokens is inviolate - boots, a shield, a sturdy tunic, even a weapon or tool are all appropriate. Gem-encrusted baubles, works of art, or simple decorations, although highly valued by gnomes, will not be given as coming-of-age gifts.

The industrious nature of gnomes is well-documented, and probably represents their closest similarity to dwarves. Like dwarves, gnomes will organize for a task, with each individual lending his or her talents where they will be most useful. When digging a tunnel, for example, the strongest gnomes will work with picks to break up the rock in their path, while others - more nimble, if not so powerful - scamper among the flailing picks, scooping up the debris with shovels and pails. A third group of gnomes, those who are very hardy and capable of great endurance, will carry the crushed rock (often in wheelbarrows, but sometimes in leather sacks slung over the shoulder) out of the tunnel to the dumping grounds.

In their pursuit of mining, gnomes are not so speedy to excavate as dwarves, but they are more careful with what they find. Indeed, many a vein of ore that has been "played out" by dwarven standards has been taken over by gnomes and continued to yield its riches to the more meticulous gnomish miners.

Even while they work, however, these gnomes will pursue their tasks with high good humor, bawdy stories, and a succession of jokes of all types. Only rarely, however, will this frivolity interfere with the effectiveness of the group's work.

Nowhere is Rock Gnome precision more in evidence than in their stonecutting and gemwork. Their skill at cutting, polishing, and mounting gemstones is unsurpassed by any other race. They are also skilled enough metalworkers to make elaborate frames and mounts for jewelry. Indeed, gnomish metal-smiths work better with soft metals such as silver and gold than they do with iron and steel -another significant difference between them and their larger cousins, the dwarves. Gold chain belts, silver necklaces, and shining buttons are all proudly displayed by the well-accoutered gnome.

This is not to say that gnomes cannot become fine blacksmiths when they are so inclined. Indeed, every community will have at least one well-muscled resident who is in charge of tool making and of crafting other objects such as dishes and weapons out of iron and steel. Generally rock gnomes will mine the material and allow the elven smiths to smelt it. The finest weapons in a gnomish community are generally of outside (elven) manufacture, often purchased in trade with the gem and jewelry work that they do so well.

Rock Gnomes also can become skilled carpenters and (perhaps not surprisingly, given their dexterous and artistic nature) exceptional woodcarvers. Though most gnomes do not devote a lot of attention to fabrics, those that do are skilled tailors and embroiderers as well.

In the area of culinary skills gnomes are not so elaborate. In fact, their standards are downright plain. Their ideal meal is boiled or roasted meat, unspiced, accompanied by potatoes and mushrooms. Also, Rock Gnomes rarely keep cows, so they have little milk, butter, or cheese. Their bread is unleavened and relatively unpalatable to others with more refined tastes.

In the area of brewing, Rock Gnomes believe themselves to be every bit the match of humans and insist that they make a much tastier beverage than the heavy mead favored by dwarves; some gnomes even champion their wares above the famed elvish wines. Impartial judges pronounce gnomish brews a distinctive but acquired taste. Gnomish brewers make a variety of ales and are ingenious at finding ways to chill these beverages even in the height of summer. They will employ underground storage caverns, often sealed in ice which is brought down during colder months. In fact, many gnome communities will have wooden piping systems installed from these subterranean coolers so that the amber fluid can be pumped to spigots on the surface. Any gnomish innkeeper worth his or her salt (high praise indeed for a gnome!) will have such an arrangement in the cellar, and as a general rule, the better the chill on the beverage, the higher the perceived quality of the establishment.

Rock Gnomes typically make abysmal farmers, but they can be capable hunters and are excellent at gathering the bounty of their native woodlands, including nuts, fruits, grubs, mushrooms, and wild greens. A community will typically tend a small field of grain, which is used in about equal proportions to make bread and ale.

In one area Rock Gnomes most closely resemble elves - in the category of music and dancing. Unlike dwarves, gnomes are very musical, and have designed and perfected a wide variety of instruments including flutes and horns, stringed instruments such as lutes and mandolins, and a great assortment of percussion. The latter range from concave rocks, rattles, cymbals, and gongs to standard drums made of hide stretched over a base of wood or metal. The most talented gnomish musicians are famed for their skill and highly sought as entertainers, and nearly every adult can play some sort of instrument; family gatherings often climax in a cacophony of music-making and merriment. Unfortunately (for non-gnomish listeners, at any rate) their vocal skills in no way come close to their instrument-playing abilities, and since they insist on singing along to most every kind of music, the resulting melodies are not necessarily pleasant to the non-gnomish ear.

The rare Rock Gnome community that has not settled with an elvish community will look for an area of wooded hills with underlying bedrock of limestone that can be transformed into a complicated network of lairs, tunnels, and stairways. Rock Gnomes are not so comfortable in the deep and dank recesses of the Deep as, say, dwarves - or their own gnomish cousins, the Svirfneblin. Therefore, their settlements will almost always be found near the surface, where the steep faces of hillside or cliff can provide a number of entrances and airholes to a many-layered dwelling. Often these entrances must be reached along narrow and precarious trails - easily traveled by gnome-sized creatures but perilous to larger would-be intruders--taking one far above steep slopes of jagged rocks, or along the edge of a deep gorge, with a rolling torrent of icy water plunging below. Despite their love of these types of environs, nearly all Rock Gnome communities settle where the elves choose to settle and will create underground complexes within which they work and live beneath an elven city.

Rock Gnomes are very social creatures, and generally live in thriving, active communities. Such communities are organized into up to a dozen clans, and all permanent residents are member of one or another of these families. Smaller outposts may consist of a single tight-knit family, with a patriarch, matriarch, or pair of elders providing benign leadership over three or four dozen gnomes. The typical upper limit of any one community is 400-500 gnomes. The elves recognize and respect the gnomish organization though both communities are governed, ultimately by the rule of elvish law. Whatever the size of a Rock Gnome settlement, the chain of status will always culminate in one unquestioned leader. To this chief (who is usually, but not always, male) come all crucial decisions on matters of defense and trade, as well as the arbitration of the rare instances of discord within the community. When this chief makes a ruling or command, he or she is obeyed immediately, with a discipline that can instantly transform a pastoral community into a determined work force or warlike army at need. In modern times, these chieftains have retained power as an exercise of tradition as they bow to elvish wisdom in most situations.

Infrequently, Rock Gnomes reach out to other communities and coordinate grand gatherings of the clans - often including four or five thousand gnomes - held every century or so. These festivals can last for a fortnight or more and generally climax in frenzied musical performances, nose-measuring contests, tournaments to determine who is best at drinking, snoring, and other things, and feasting. The individual burrows of the Rock Gnomes are small and tidy. Generally a married couple will have a small chamber to themselves, with all children (cousins as well as siblings) sharing a common room. Adolescents are segregated by sex, with a large burrow having two separate chambers for its young males and females respectively. Most of these private chambers will be connected via tunnels to a central family chamber, where the fire is kept, food is prepared and eaten, and the family members meet for the talk and socialization that occupies virtually all their nonworking waking hours. The common room will always have a chimney vented to the outside (often through a very long passage). Ideally, it will have some other access to fresh air and light as well - chambers with no window are considered oppressive and tomb-like by many Rock Gnomes.

The family quarters will also connect (usually via an underground passage) to the other families that make up the clan; and similarly each clan in the community will be connected to the others. At every place junctures occur, there are large chambers. In the bigger towns these areas contain inns and shops, as well as open commons where impromptu parties (as well as many scheduled festivals) can take place.

 
Special Advantages
Like dwarves, Rock Gnomes can locate sloping passages (1-5 on1d6), flawed stonework (1-7 on 1d10), and approximate depth (1-4 on 1d6) and direction (1-3 on 1d6) underground.
The Rock Gnome gains a +1 bonus to his or her saving throws versus spell for every 3.5 points of Constitution.

Rock Gnomes add +1 to all melee attack rolls against kobolds or goblins, their traditional racial enemies. They receive a -4 bonus to their Armor Class when attacked by giant class creatures (gnolls, trolls, bugbears, ogres, ogre magi, trolls, titans, and giants). ​

Infravision, 60 ft.  
Special Disadvantages
None
Also Known As
Rock Gnome
 
Government Type
​Monarchy (Current Monarch: Orjo Aakori, though ultimately, Beledhrel Indrond of their Hurin Eldain counterparts) ​
 
Known Strongholds
None
 
Knwon Clans
1, though its identity has been subsumed by the Hurin clan it has bonded with. ​
 
Homeland
Unknown
 
Known Alliances
Hurin Eldain
 
Trade Expertise
Gemstones, gold/silver/iron ore, woodwork crafts, Gnomish Amber Meade (a wine) ​
 
Ability Score Adjustments
​+1 to Intelligence; -1 to Wisdom ​
 
Languages Spoken
​Gnome, Common, Dwarf, Halfling, Kobold, Goblin, and Burrowing Animal (the latter is a language of signs, grunts, and snorts that allows minimal communication with moles, badgers, weasels, and similar creatures, including giant versions). ​
 
Racial Enmities
None
 
Life Expectancy
350-500 yrs.

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