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Gnomes

The average gnome has a love of knowledge that borders on obsession, a curiosity that admits no limits, and a vast collection of potentially useful information on every personal acquaintance. Most gnomes detest physical violence and prefer to solve their problems with words — whether that’s a bard’s eloquent persuasion, a wizard’s words of power, or a rogue’s careful threat. They give an initial impression as friendly busybodies, always ready to lend a hand or share a story, while asking questions that tend toward the slightly-too-personal. Often, though, a cheerful and amiable gnome is methodically adding to a mental storehouse of knowledge that might one day provide important leverage.  

Gnomes of Zilargo

To say that every Zil gnome is a ruthless schemer would be a hurtful exaggeration. Intrigue is the favorite pastime of most Zil, though. Every gnome child of Zilargo is taught to manipulate and deceive, and by the time they reach adulthood most have been involved in dozens of schemes and feuds, some of which persist well into adulthood. Even a gnome with a good heart and noble goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force.   Most Zil gnomes belong to the forest gnome subrace. Their natural talent for illusion aids them in trickery and entertaining, and they often use small animals as messengers and guides.   When you’re making a Zil gnome character, consider what kinds of schemes you or your family might be involved in. The Zil Schemes table offers some suggestions, but you should feel free to elaborate on these schemes, even to absurd extremes.   Additionally, consider your relationship to Zilargo: why you have left, and what ties do you still have to it? Your scheme could provide a good reason for you to leave. Or you could be a sage gathering information for the Library of Korranberg or an investigator sending stories of your adventures back to the Korranberg Chronicle. Family is important to the Zil, and you could be pursuing your family’s interests. You could even be working for the mysterious Trust, the conspiracy behind the Triumvirate’s throne that quietly maintains order in Zilargo. If you are working for the Trust, you could have a specific mission, but you could also be a sleeper agent — gathering information and allies until you’re activated and you are put to your intended use.   Zil Names.
Zil society is divided into major houses, each of which is composed of multiple families. Each gnome carries the name of a house and of a family in addition to a personal name. For example, Alina Lorridan Lyrris and Tallian Talius Lyrris are members of different families (Lorridan and Talius) within House Lyrris. Gnome names are long and lyrical; a Zil proverb claims “the sweetest song is the name of a friend.” Personal and clan names are usually at least three syllables long, and there is a strong tradition of alliteration.  

Gnomes of the Five Nations

As they have for countless generations, insatiable curiosity and endless opportunity draw gnomes from Zilargo into the wider lands of Khorvaire. Most of these dispersed gnomes find new homes and integrate easily into local cultures. Gnomes can be found in any walk of life, whether they be as merchants, magewrights, scholars, or scoundrels. While the gnomes of the Five Nations aren’t as inherently devious as their Zil cousins, they share the Zil emphasis on the importance of family.   As a gnome character from the Five Nations, you might have a network of connections to the community your grew up in, likely built on the exchange of information. Alternatively, you might seek your own path in life, avoiding the intrigues your cousins adore.  

Gnomes and Dragonmarks

The Mark of Scribing appears among the gnomes of House Sivis. The gnomes of this house were among the first of their kind to leave Zilargo and live in human lands. They love bureaucracy and intrigue as much as the gnomes of their homeland, but they have carefully cultivated a reputation for impartiality and secrecy, since their services rely on trust.   Today, House Sivis provides avenues of communication across Khorvaire. Translation, mediation, interpreting, and legal advocacy all fall within House Sivis’s broad purview, and they maintain the network of message stations that allow cross-continent communication.  

Gnomes in Sharn

A sizable population of gnomes calls Sharn home, with perhaps one-tenth of these living in Den’iyas in Upper Menthis. A significant number of these, as well as many other gnomes living in Upper and Middle Menthis, have ties to Morgrave University, or else to Menthis’s bustling entertainment industry. House Sivis has a hall in Dragon Towers, and the most prominent members of the house live in that neighborhood. It also has a larger headquarters in the University District in Upper Menthis.  

Possible Origins

Dragonmarked

The Mark of Scribing is carried by gnomes with the blood of House Sivis in their veins.  

Zil

The gnomes of Zilargo are enamored with knowledge to the point of excess. They can be found making studies of any of a dozen topics, but their greatest strengths lie in diplomacy, shipbuilding, and elemental binding. Their tight-knit social structure encourages Zil gnomes to ask questions and study others, leading to a significant population of bards and diplomats. Meanwhile, the shadows hold the efficient spies and deadly assassins of the Trust, dedicated to maintaining the order of society against all threats, internal and external.

Character Stats

  Ability Score Increase. Your Intelligence score increases by 2.   Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Speed. Your base walking speed is 25 feet.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Forest Gnome

  Ability Score Increase. Your Dexterity score increases by 1.   Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.   Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.  

Rock Gnome

  Ability Score Increase. Your Constitution score increases by 1.   Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.   Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

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