The Wayward Fae

They came to our realm full of bright eyed wanderlust. Casting their fairer magics and expressing a child like innocence to the harsh ways of Vierda, the Gnomes of Til Na Drah were nevertheless accepted among shattered folk of this world.   Arriving in 143 EL The fleeing Gnomes of the Fairer realms had clearly been on the move for sometime. So much in fact that they no longer knew why they had left there distant homeland centuries ago. One thing is for sure though whatever it was still searches for them till this day. As while the Gnomes might have forgotten there ancient foe it certainly hadn't, which becomes evident to any who learn of the dark phenomenon afflicting the gnomish people.  
Known as The Waning it has haunted these fae for hundreds of years. A whole five percent of their population is expected to be afflicted with the curse every decade. This isn't a natural disease or malady by any stretch of the imagination. it causes a gnome to fade from existence itself. Over the passing of a few hours to a day at most the person will slowly grow more and more insubstantial till they are pull completely from this world to an unknown fate.
"They took my mother, they took my brother, they took my child and in the end they surly will have me too."
- from the lips of a grieving mother.

Basic Information


Gnome are a humanoid folk of small stature and bright of lock. Their hair is of such lush and vibrant hues that many other folk believe they simply dye their gnomish manes to create such lavish effects. That of course is untrue but has not stop the spread of such tall tales about such strange and foreign people among the other folk of Vierda.

Additional Information

Perception and Sensory Capabilities

These Fae are naturally gifted in perception beyond human capabilities. Some among their kind can even see into the darkest of nights with utter ease. A gift of their long year toiling in the shadows of below, such Kin are often referred to as the Deep Gnomes or The Svirfneblin.

Civilization and Culture

Naming Traditions

Feminine names

Bluma, Mathilda, Orlantha, Zelda  

Masculine names

Blaz, Cort, Heller, Manfred
300 - 400 years
Average Height
3 - 4 feet tall
Average Weight
Around 40 pounds
Geographic Distribution
Gnome Racial Traits


ability score increase: +2 Int
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.
alignment: Gnomes are most often good. Those who lend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who lend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size: Small
speed: 25 ft.
Languages: Common, Gnomish
race features:


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. You are considered Fae


Forest Gnome


Your Dexterity score increases by 1.


You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.


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


Your Constitution score increases by 1.


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.


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.
  • Svirfneblin


    Your Dexterity score increases by 1.


    Your darkvision has a radius of 120 feet.


    You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.


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