Gnomes Species in Fehr’gia | World Anvil
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Gnomes

Gnomes

Once the gnomes were friendly to all and known by many, but the world has been harsh to the small geniuses, forcing them to seclude themselves for safety. Gnomes of old built one of the greatest wonders of the modern world: the flying city of S.U.D.. Now they tinker away to their hearts' content, occasionally venturing out into the world for personal or political reasons.  

Vibrant Expression

A gnome's energy and enthusiasm for life shines through every inch of their tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.

 

Secluded Wonders

From the very beginning gnomes have been incredibly invested in intellectual pursuit. They were among the first inheritor races, heralding glorious success through rapid technological improvement. They would, however, always have a sense of seclusion, desiring to keep their discoveries to themselves in the swamplands of Fargrow. Eventually they developed powerful weapons using their understanding of the weave and of the nature of magic itself. These weapons were only to be used in self defense, however their neighbors grew worried of the possibility that these weapons could be turned on them. One elf took this notion too far, and invaded the gnomish capital in an attempt to secure them for the elven kingdoms. His mission failed, causing a weapon to detonate, setting off a chain reaction with the rest of the weapons. The surviving gnomes swore to take their discoveries to the most remote places they could, so that nothing like this could ever happen again.

 

Venturing to the opposite side of the globe, they built a beautiful iron and bronze city on an island far removed from the mainland. They weren’t content to leave it at that, as with all gnomish ventures they would go higher. To further remove themselves, they would discover a way to raise their new city into the sky, truly becoming a land removed from the rest of Fehr’gia. Far above the clouds, their endless toiling has become the stuff of legend for the world below, as gnomes rarely venture out into the greater world. Those few that do, never take the secrets to the world below.

 

Ruled By Industry

Gnome society is vastly distant from others, in more ways than one. Over the years overpopulation on their floating island has created a need to build home atop home; like bricks in a wall they have slowly crafted a cramped nightmare of industry. Companies have become monopolies in gnomish land, where the need to continue industry has overridden the need for innovation. Because of these factors progress has slowed to a near standstill. Many gnomes, through constant propaganda over the years, have become content with this life.

 

Gnomish Names

Gnomes have become so completely consumed by industry and science, that their names have adopted this stance. While their first names are somewhat “stuffy”, their last names are often taken from the very things that make up their prison. Some even change their last name to the company they work for.

  Male Names: Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook   Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna   Last names: Springwrench, Wizzelsprocket, Manapool, Boltstorm, FenderRocker, Hinge-Tyre    
ability score increase: Your Intelligence increases by 2.
age: Gnomes mature at the same rate as humans, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size: Small
speed: Your base walking speed is 30 feet.
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.
race features:
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Subrace. Two types of gnomes populate the world of Fehr'gia. Choose one of the following as your subrace.

Deep Gnomes (Svirfneblin)

Deep gnomes are the poor, lower siblings of the rock gnomes. They have fallen from grace, twisted by the Underdark and cruel Illithid experiments.

Ability Score Increase. Your Dexterity increases by 1.
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Stone Camouflage. You have advantage on Stealth checks to hide in rocky terrain.
Extra Language. You can speak, read, and write Undercommon.

Rock Gnomes

Rock gnomes are ingenious inventors of the modern era, responsible for many recent technological advancements including warforged and aether dust.

Ability Score Increase. Your Constitution increases by 1.
Artificer's Lore. Whenever you make a 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.

Lifespan
350-500
Average Height
3-4 feet tall
Average Weight
40 lbs
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