Gnomes Species in Stadupglod | World Anvil
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Gnomes

He is very curious. I found him in my pack, trying to make a clock out of some Rothe bones, a bit of bronze wire, and a locksmith's kit. I told him that a clock is useless here, but he only squinted at me and said that it wasn't about how useful the clock would be, it was about the making of the clock itself. I did not understand his point, but then again, I have never been able to understand the gnomes. They are as complicated as the machines they build.   --19th of Tin, Year 22

Civilization and Culture

History

Gnomes are the craftsmen, librarians, and scholars of The City of Stadupglod. The university of the city, called Cogni Agum, was started by a group of Veteris Gnomes shortly after the release of Death to preserve as much knowledge of the universe as possible, and it is still run by most of the original founders. Both the runeflower called Sol that hangs above the city providing light, and the Great Clock by the northern edge of the city were built by the members of the Cogni Agum with approval from the Forge Council. Gnomes are usually not religious, though a few gnomes have taken to studying the religions of the other races. Most value empirical knowledge over everything else however, and have been known to sacrifice a great deal to pursue or protect it. They are split into three subraces: Veteris, Novis, and Interitus.   Veteris- The ex-immortals. They are shorter and thinner than the other subraces, with white hair, grey skin, and pale yellow eyes. The Veteris are the teachers, researchers, and scientists of the gnomes, and have always been as such. Most veteris gnomes were pursuing an avenue of research before the release of Death that they have simply continued it with the diminished resources within Stadupglod. They have been known to break laws and defy the council in the name of this research, occasionally causing catastrophe due to illegal experiments gone wrong. The only gnome on the Forge Council is the leader of the Cogni Agum, who acts as the advisor to the rest of the council.   Novis- The most common form of mortal-born gnome. They are taller than the veteris, with blond to black hair and white skin. They are the craftsmen, engineers, and tinkerers of the gnomish race, however many follow in the veteris’ footsteps and become scientists and researchers in their own right. Novis gnomes are also the most likely subrace beyond copper dwarves to legally own and operate a shop or business, as they are usually very responsible and good with finances. A few of them chose the life of an adventurer as well, curious about what treasure or secrets lie in the Oldroads.   Interitus- The rarest subrace in the city, interitus gnomes are super geniuses and savants. They are shorter than Novis and usually stouter, with curly hair instead of straight. Lacking most social skills, they become completely obsessed with whatever interests them, isolating themselves from society to pursue their research. Many are imprisoned by the Forge Council for illegal experimentation on kidnapped civilians.
Gnome Traits:   Ability Score Increase: Your Intelligence score increases by 2.   Speed: Your base speed is 25.   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.   Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.   Languages: Common, Gnomish   Veteris:   Ability Score Increase: Your Charisma score increases by 1.   Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.   Expert: You are very knowledgeable about a wide variety of topics, as a reaction, you may allow a creature that can understand you within earshot to roll a d4 and add the number rolled to one ability check of it’s choice. It can roll the die before or after making the check.   Novis:   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, ar 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 - 450 Cycles
Average Height
between 3 and 4 feet tall
Average Weight
around 40 pounds

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