The Hidden Origins is currently undergoing reconstruction. Please bear with Amelia Nite as things move around and get situated in their new home. Some names, places, items, etc. are also in the process of changing, so some article titles are inconsistent currently.


Gnomes vary from different parts of Thaouta, but most reside from Atica, a land full of mountains, caves, and forest. Those who venture into Atica know they are risking their life and mental state as gnomes are notorious for playing illusions.   They are a bipedal species with two arms and a humanoid face. Although, depending on their subspecies, their eyes may different. Only three known subspecies can be found -- rock gnomes, deep gnomes, and forest gnomes.  

Rock Gnomes

by Amelia Nite (Hero Forge)
As their name suggests, rock gnomes are sturdy and quite resilent. They are also the most sociable out of all the gnomes, with their knack of inventing and tinkering leading the finest quality in weapons and technology on the west coast of Thaouta. Rock gnomes are willing to take on any job if they can receive credits as a result. Those who take on the assassin jobs get to try out the weapons that tinker rock gnomes create, letting their buyers now exactly how well their craftsmenship is.  
Higby Dulwep
Higby (pictured left with a bomb in their hand) is a strange, yet cunning gnome. They take their job more than seriously and always have a new invention brewing in their mind. Their most famous invention is a Dulwep Do-Hickey, famous for its ability to tell when danger is approaching.  

Forest Gnomes

Forest gnomes are the most reclusive of their gnome brothers and sisters. Every forest gnome grows up in the forests of Atica, but some venture out into the world when they reach adulthood. Froest gnomes tend to be druids, or very powerful magick users, mostly attuned to natura magick.  
Jelvor Jonzbass
Jelvor (pictured top right holding a torch) is a forest gnome known for leaving his clan in Blackston Woods under the pressure that he was too unnatural and often spoke of mysterious inventions found in the woods, left behind by unknown travelers. Jelvor went on to become the first forest gnome to start learning how to tinker and help other rock gnomes with inventing. He also likes to explore new areas for new materials and ideas.
by Amelia Nite (Hero Forge)
Quick Facts
Genetic Descendants:
Deep Gnomes
Forest Gnomes
Rock Gnomes
Up to 500 Years
Eye Colors:
Golds and reds
Hair Colors:
Green to white to
Skin Tones:
Green, Blue, Yellow
Average Height:
3 - 4 feet
(91.44 - 121.92 cm)
Average Weight:
80 - 150 lbs
(36.29 - 68 kg)

Deep Gnomes

by Amelia Nite (Hero Forge)
Always serious and suspicious, deep gnomes don't trust outsiders easily. They are known to have poor eyesight in brightly lit areas as their eyes are more attuned to the deep, dark mines that run through their cave systems. Deep gnomes also don't live as long as their rock and forest gnome brethren, aging up to 250 years or dying off early due to the harsh conditions of their home.  
Pharill Laferier
Pharill (pictured right holding an axe) has a personality opposite of a deep gnome. While she does appear like one, she is bright and cheerful to those around her and always willing to cheer up a stranger. Seeing how her people treated strangers, Pharill left her clan and joined a traveling circus that travels through Leigrebath and Streirune. Her popularity with the crowds drew the attention of nobles, who have begun asking the circus to visit their cities and perform special shows just for them.


Gnomes, or the Forgotten Folk as they were sometimes known, were small humanoids known for their eccentric sense of humor, inquisitiveness, and engineering prowess. Having had few overt influences on the world's history but many small and unseen ones, gnomes were often overlooked by the powers that be, despite their craftiness and affinity for illusion magic. Gnomes were present in nearly every human city and most caravan-stop villages where other cultures and non-human races were at least tolerated.   The name "Gnome" actually refers to two rather different beings: the halfling-derived Wind Gnomes, which look like nothing more than an elf in miniature, and the dwarf-derived Stone Gnome, which seems to be made of solid rocks.
ability score increase: +1 Dex, Int +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.
alignment: Any
Size: Small
speed: 25 ft.
Languages: You can read, write, and speak common, grosant, and one other language of your choice.
race features:
Enhanced Circadian Rhythm. You only need to sleep for four hours per day, and cannot be magically put to sleep.   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.   Subspecies. Choose one of the available subspecies.   Forest Gnome
Forest gnomes are among the least commonly seen gnomes on Thaouta, far shier than even their deep gnome cousins. Small and reclusive, forest gnomes are so unknown to most non-gnomes that they have repeatedly been "discovered" by wandering outsiders who happen into their villages. Timid to an extreme, forest gnomes rarely leave their hidden homes. As a general rule, forest gnomes lack the curiosity that is typical of most gnomes and will only leave their homelands under intense pressure, such as a threat that they alone cannot overcome. For the most part, forest gnomes prefer to stick to what they know, caring for the wood around them. Some forest gnomes where seen in dense forests of Blackston, Shawberry, and Liverpids.   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
Rock gnomes were a curious, childlike race very much unlike their cousins, the svirfneblin (or deep gnomes) and the forest gnomes. When most people thought of gnomes, they were thinking of the rock gnome. Rock gnomes choose to spend their long lives filling each day with as much fun and enjoyment as possible. Rock gnomes possessed many of the traits other races, particularly humans, attributed to children.   Most rock gnomes enjoyed life to their very fullest; asking questions endlessly, playing pranks on friends and strangers, and finding new and interesting hobbies were just a few of the countless chores that rock gnomes burdened each day with. Much like a child, a rock gnome possessed very little tolerance for long term mental focus unless the task at hand was of notable interest. Rock gnomes love to spend their time tinkering and inventing new mechanical devices. The biggest accumulation of rock gnomes can be found in Ression Civitas - Capital of Invention ran by Court of Inventors - mostly rock gnomes and mountain goblins.   Ability Score Increase. Your Constitution score increases by 1.
Artificer's Love. 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.

  Deep Gnome
Deep gnomes were a gnome subrace that lived in the Underdark. While their surface cousins were known for their boundless optimism and cheerful mischief, the deep gnomes were serious and suspicious creatures. They survived in the Underdark by maintaining the wariness of others and working hard to keep their underground society secret. Deep gnomes were a surly and cynical people, who fatalistically expected little more from life than what they had.   While they treated their own kind with respect and even goodwill, trust was not easily given to anyone from outside their village, or even outside their family. Although far more serious than most gnomes, deep gnomes nonetheless exhibited the same insatiable curiosity and craftiness when put in the right circumstances. It was this trait, more than any other, which led some deep gnomes to abandon their cautious upbringing and explore the world around them. Some of these wandering deep gnomes turned upwards and investigated the surface world from which their ancestors came, particularly deep gnome illusionists who hoped to find advanced instruction in the Art beyond what could be obtained in their isolated homes. Others become prospectors, searching the Underdark for new veins of gems and ore to mine.   Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Alignment. Deep gnomes believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.
Size. A typical deep gnome stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
Ability Score Increase. Your Dexterity score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Extra Language. You can speak, read, and write Undercommon.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.


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