Gnomes Species in Bloodmarsh Classic | World Anvil
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Gnomes

Gnomes are slight, devilish, and cunning manipulators and tricksters of unparalleled evil. They inhabit not only the dim edifices of Old Growth forests, but also the cleared lands within HMZs which humans do not hold tightly enough, and shortly they even inhabit ill-guarded fortresses of human craft. They are less reticent than other races to borrow or steal the belongings and behaviors of the humans, and so deserve the greatest contempt. Strangely intelligent compared to their cousins, the gnomes are most terrible of all immortals when aroused.  

Behaviour

Gnomes are the second latest (older than dragons) of the Immortals to be created, and clearly the most intelligent in certain ways. They do not play with their human captives like the other Immortals, but rather torment them to extract secrets of knowledge, and pass this stolen lore among their brethren. Gnomes have been observed in nature to measure, count, calculate (accounts are spurious but numerous), and even to predict the behavior of humans to a limited extent. Above all learning, though, they love to confuse and deceive, and their deliberate spellcraft is largely turned toward this deceitful goal. Beware in lands noted for gnome inhabitants, as you typically will never see your attacker until it has already wound its trap tightly about you.  

Combat

Gnomes do not delight in combat, nor do they partake in it without great need, but the mere sight of mortals inspires them to employ their spellcraft in evil traps and deceptions. No greater threat has ever been observed than that of gnomes working in concert with their stupider and more warlike cousins. Alone, they still rely mostly on their spellcraft. At greatest need, they use the spear and the bow to pelt their opponents, and always seek to flee before hand-to-hand combat is joined.  

The Hegemon's Review

Gnomes are noted as the highest priority threat in any mixed contingent of immortals, due to their strategic acumen, casting prowess, and relative physical frailty. Employ windlasses armed with piercing shafts to destroy the brain material, as this reduces the efficacy of the gnome's casting. The Review advises that any suspected gnome sighting or encounter be marked on every travel map, and this data to be propagated at every meeting on the road. All strategic locations within 45 leagues of such a sighting are to be monitored constantly by a goblin Echtkenner or, at least, one diviner of C.W. status. All casting should be double-certified and all personnel notified in advance. Unauthorized casting or thaumic emission should be instantly suspect, and a horn call should be in place to summon the Echtkenner (or substitute) immediately.  

Naming

  Names are meant to be fun to say: Gimble Goldgilt, Nugent Newglitter, Cecily Saltswan

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