Gnome in Khelvoren | World Anvil
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Gnome

Race

Within the southern part of the Barricade, the mountain chain in the middle of the world lies an estranged and secluded nation. They are a strange breed of smallfolk, practicing philosophies incompatible with the rest of the world and developing technology that is unseen to any other nation. In a vague and misty land of mountains and valleys reign the Misterel, the smallfolk of the Misty Mountains' Stretch.
 

A nation, untouched

The most noteworthy aspect is that very few even fully understand them as a people. Most have only heard their name and know they are shorter than most and live in far-off mountains. This is by no coincidence. The Misterel are incredibly isolated and have not even cared to attempt contact or diplomacy until very recently. They have cared for themselves and sought no reason to venture out into a world that was nothing like their home. The other reason why they have almost always stayed in the Misty Mountains' Stretch is that they believe they have everything they would ever need in their homeland. Nearly unlimited earthly metals in the earth, plenty of valleys to harbor crops and harvests, and many mountainsides to live up against. Another way they maintain their isolation is by having a truly powerful military force. They have no intention of going to war, in fact, they are nearly pacifists, but if they have great military strength, it is less likely that they will be harassed or attacked.
 

Divine Rejection

The Misterel thinks, in many ways, very differently from other people in Khelvoren. They have things like morality, honor, and justice, but they are all more logistical and pragmatic. Collectively agreed morality is set in place to maintain a course for the nation. Honor is used to dictate behavior where that is the most efficient, and Justice is seen to outline that which was no beneficial impact. But their absolute biggest difference is one that seems impossible in a world of magic and gods. According to themselves, they were the first children of Celestos, send down by the Celestial gods to serve as the vessels of the gods' will. But when the short folk had reconciled a few disagreements amongst themselves, they realized that they didn't serve the gods. Nothing held them to their divine promise they had no say in, and that the true servants were gods, who needed the Misterels' faith and action. So way back then, they decided to reject the gods and live as a pseudo-atheist society. They know of gods, but they don't believe them to be either strong or worthy of any mortal's faith. The gods then went on to create a new breed of children to live in a new land that, according to the Misterels, were more submissive and subservient. Little to say that Humans are incredibly critical of and offended by this belief.
 

The Technologically Advanced

In the many hundred mountains that make up the Misterels land lie incredibly precious and valuable minerals. This have lead to the Misterel quickly gaining access to smithing and other advanced crafts, but with their gifted knowledge, they always developed and evolved their technologies. A common Misterel thought is that nothing is in its best and final form. Everything can be improved, even in the most minute ways. It is this thought that has given the Misterel their powerful technologies, such as firearms, advanced mechanical structures, airships, and even automatons with what seems to be a conscious and free will.
 

Agone by divide

The uninitiated might only believe that there are one Misterel people, but there are actually two. They are commonly referred to as Halflings and Gnomes, but as Valley-folk and Mountain-folk, respectively, amongst themselves. Although they see themselves as one people now, they were at first hostile towards each other. At their first age, the Gnomes lived in caves at the height of mountains and the Halflings lived deep into the mist-covered valleys. They looked similar but waged several conflicts against each other. They did so for a good while until a cloaked figure showed up when two of the opposing armies were about to clash. He proposed that the difference between the two folks was minimal and if they had any threat to fight, it was from outside forces and not themselves. On that day, the two people reconciled and became one. The Cloaked figure, commonly called the Peacebringer, had never had his identity or race revealed. Both races believe this is necessary to maintain, as what brought them together should not have either of their identities attached to it, and just be a symbol of them both.
 

People of the Mountain

The Gnomes are the Mountain Folk who originated from above the mist and is the other half of the Misterel people. They are rowdily built than Halflings, they have a knack for mechanics, and learning the Halflings doesn't, although it doesn't exclude Halflings scientists and inventors.
 

Gnome Traits

Ability Score Increase. Your intelligence score increases by 2.
Age. A Gnome reaches adulthood at the age of 20, and most are expected to settle down into an adult life by around age 40. They can live 150 to almost 200 years.
Alignment. Gnomes are most often good. Those who lend toward law are sages, engineers, researchers, scholars, investigators, and inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, and fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
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.
Darkvison. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.
Skilled Artisans. Choose a combination of 2 skills or tools and gain proficiency in them.
Languages. You can speak, read, and write Common and Misterel.
Subraces. The Gnome has 4 subraces, Rock, Forrest, Deep and Lore Master.  

Rock Gnome

The Rock Gnome is the Gnome that lives in the mid and western parts of the country. They often have their homes built within or into mountains, as it is there they feel most at home. They are also often taught a varying degree of mechanical knickknacks when they are young.
   
Rock Gnome Traits.
Ability Score Increase. Your Constitution score increases by 1.
Artificer’s Lore. Whenever you make an History check related to magic items, alchemical objects, and technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with 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), and when you use your action to dismantle it; at that time, you can reclaim the materials used to create il. 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, and person, such as a frog, mouse, bird, dragon, and 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, and 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 and when it is closed.
 

Forrest Gnome

The Forrest Gnomes are the Gnomes who live in Duskwood (Dämmeruungwo in Misterel). Although they live mostly in a by the mountains, some slight adaptation was needed to truly thrive in that area.
 
Forrest Gnome Traits
Ability Score Increase. Your Dexterity score increases by 1.
Natural Illusionist. You know the minor illusion cantrip. intelligence is your spellcasting ability for it. If you have the Spellcasting or Pact Magic feature, the spell count as being spells from the class you have the Spellcasting or Pact Magic feature from when you use the spell slots from that class.
Speak with Small Beast. Through sounds and gestures, you can communicate simple ideas with Small and smaller beasts.
 

Deep Gnome

A few unfortunate Gnomes are born with a birth defect that makes their skin grey and makes it impossible to grow any sort of hair. These Gnomes are shown nothing but pity and compassion amongst their people, and even though they are more attuned to darkness and the shadows of mountains than any other Gnome, they still feel welcome and at home amongst their people.
 
Deep Gnome Traits
Ability Score Increase. Your Dexterity score increases by 1.
Superior Darkvision. Your Darkvision has a radius of 120 feet.
Stone Camouflage. You have advantage on Stealth checks to hide in rocky terrain.
 

Lore Master (Highblood)

Some Gnomes are also born with destiny for progress and inventions. It is not known upon birth, but the older they get, the more apparent it gets that they have what Misterels often like to call Okavui's Gift, which refers to a great Gnome inventor who had a dozen children with the leader Halfling Jakami. It is commonly believed that if you have Okavui's Gift that you are a decadent of her.
 
Lore Master Traits
Ability Score Increase. Your Charisma score increases by 1.
Gifted Scribe. When you make a History check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
Scribe's Insight. You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells. If you have spell slots from either the Spellcasting or Pact Magic feature, you can use those spell slots to cast the spells, and the spells count as being spells from the class you have the Spellcasting or Pact Magic feature from when you use the spell slots from that class.
Spells of High Blood. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
Spell Level Spells
1st Comprehend Language, Illusory Script
2nd Animal Messenger, Silence
3rd Sending, Tonuges
4th Arcane Eye, Confusion
5th Dream

Gnome Feats


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