Gnome
Gnomes of Shadowmarch are a curious and inventive race, renowned for their ingenuity, magical aptitude, and deep connection to the natural world. Living in secluded glades, hidden groves, and elaborate underground burrows, they cultivate a life of creativity and wonder amidst the continent's gloom. Gnomes are small in stature but possess an indomitable spirit and a zest for discovery that drives them to explore and understand the arcane mysteries and technological marvels of Arathos. Despite the pervasive darkness of their homeland,
Basic Information
Biological Traits
- Gnomes are known for their exceptional ingenuity, curiosity, and affinity for both magic and technology. They are master inventors and tinkerers, creating intricate devices, mechanical constructs, and alchemical concoctions. Gnomes are also celebrated for their vibrant creativity, cleverness, and playful nature, often weaving illusions and enchantments with ease. Their societies are typically vibrant and whimsical, reflecting their love for exploration and discovery.
- Small, slight build, averaging 3 to 3.5 feet in height.
- Large, expressive eyes adapted for both daylight and dim environments.
- Skin tones range from earthy browns to pale, sometimes with a faint shimmer.
- Hair often bright and colorful, with shades of red, orange, or blue being common.
- Keen senses and quick reflexes, aiding in their survival and inventive endeavors.
- Naturally resistant to magical effects and illusions.
Additional Information
Geographic Origin and Distribution
Globally, gnomes are found in temperate forests, rolling hills, and enchanted regions across Arathos, favoring areas rich in natural magic and resources.
In Shadowmarch, gnomes predominantly inhabit the Glimmerroot Glen and the Ironbark Forest, where they build intricate, hidden settlements among the roots and branches of ancient trees. They are also found in the Frostpine Vale, adapting to the cooler climates with their ingenuity and magic. Additionally, small gnome enclaves can be discovered in the more temperate edges of the Dankroot Forest, where their skills in alchemy and herbology thrive amidst the rich flora.
Civilization and Culture
Naming Traditions
Naming Schemes and Traditions:
Gnome names often reflect their vibrant personalities and their close connection to nature and magic. First names are chosen for their musical quality or whimsical nature, often inspired by plants, animals, or their inventions. Surnames are typically descriptive, highlighting a notable trait, profession, or a family legacy. Gnomes delight in the artistry of naming, and naming ceremonies are joyous events filled with laughter, storytelling, and playful competitions to bestow the most fitting and charming names upon newborns. Common Male First Names: Thistle, Bodkin, Fizzwick, Tumble, Quill Common Female First Names: Pippin, Wren, Tink, Glimmer, Juniper Common Surnames: Brightspark, Underfoot, Glittergaze, Whistlesprocket, MistwhisperCulture and Cultural Heritage
Gnome culture is characterized by a love for exploration, creativity, and community. They are skilled artisans, inventors, and spellcasters, often merging magic with technology in unique ways. Festivals and gatherings are frequent, celebrating the cycles of nature, the creation of new inventions, and the achievements of their people. Despite the shadows of Shadowmarch, gnomes maintain a lively spirit, using their talents to enrich their lives and those of their allies, always seeking to brighten the darkness around them.
History
- 5200 EoE: Gnomes emerge as a distinct race during the Epoch of Embers, their affinity for magic and invention setting them apart.
- 4700 DD: Gnomes craft the first Clockwork Guardians, mechanical constructs that defend their settlements from the ravages of draconic wars.
- 2400 EA: The Great Enchantment of Glimmerroot Glen, where gnome wizards weave powerful spells to protect their homeland from human and orc invasions.
- 4750 EA: The Plague of the Black Cascade impacts gnome populations, leading to advancements in alchemical remedies and protective wards.
- 2500 ES: The War of Whispers, a series of conflicts with shadowy fey creatures, sees gnomes harnessing their inventive prowess to develop stealth and illusion technologies.
- 4600 ES: Discovery of the Crystal Caverns beneath Frostpine Vale, where gnomes uncover vast deposits of magical crystals, sparking a renaissance in gnomish magic and technology.
Gnome Traits:
Ability Score Increase: +2 Intelligence, +1 Dexterity or +1 Charisma (depending on subrace)
Darkvision: Can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Gnome Cunning: Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore: Proficiency in History checks related to magic items, alchemical objects, or technological devices, and can add double their proficiency bonus to such checks.
Tinker: Proficiency with tinker's tools, and the ability to craft small clockwork devices during downtime.
Natural Illusionist: Can cast Minor Illusion cantrip. Intelligence is their spellcasting ability for it.
Languages: Can speak, read, and write Common and Gnomish.
Lifespan
300 to 500 years.
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