Feykkä {Gnomes} (fey̯ˈkːæ)
If halflings are the lucky and lazy small folk, gnomes are their wild eyed, energetic cousins. This intuitive, magical and science minded race originates from deep within the jungles of Waston, though a few have moved to almost every nation, becoming valuable skilled craftsmen, well liked by all. Gnomish science and magic are most famous for bringing firearms to life, as guns are a gnomish discovery and craft. Inventor's, tinkerer's, gnomes push the limits of magic and knowledge both.
Basic Information
Anatomy
Characteristic/Statistic | Roll/Starting Value |
Weapon Skill (WS) | 20+2d10 |
Ballistic Skill (BS) | 30+2d10 |
Strength (Str) | 10+2d10 |
Toughness (T) | 20+2d10 |
Initiative (I) | 20+2d10 |
Agility (Ag) | 20+2d10 |
Dexterity (Dex) | 20+2d10 |
Intelligence (Int) | 30+2d10 |
Willpower (WP) | 20+2d10 |
Fellowship (Fel) | 30+2d10 |
Attacks | 1 |
Wounds | (2xTB)+WPB |
Movement | 3 |
Corruption | 0 |
Fate | 0 |
Resilience | 1 |
Bonus Points (Fate/Resilience you assign) | 4 |
Elemental Affinity: Scath (Shadow): +5 to any Stealth, Pick Lock or Sleight of Hand Tests.
Associated Daemon Lord: Avarita (Greed)
Additional Information
Facial characteristics
2d10 Roll | Eye Color | 2d10 Roll | Hair Color |
2 | Jet | 2 | White |
3 | Amethyst | 3 | Grey |
4 | Aquamarine | 4 | Pale Blond |
5-7 | Sapphire | 5-7 | Golden |
8-11 | Turquoise | 8-11 | Copper |
12-14 | Emerald | 12-14 | Bronze |
15-17 | Amber | 15-17 | Brown |
18 | Copper | 18 | Dark Brown |
19 | Citrine | 19 | Reddish Brown |
20 | Gold | 20 | Black |
Perception and Sensory Capabilities
Skills: Art (any), Bribery, Charm, Entertain (Any), Lore (Engineering), Lore (Geology), Lore (Metallurgy), Lore (Science), Research, Speak Language (Gnomish), Speak Language (Sylvan), Trade (any)
Talents: Gnomish Awareness, Marksman, Master Tradesmen (any) or Gnomish Manifestation, Rapid Reload, Read/Write
Talents: Gnomish Awareness, Marksman, Master Tradesmen (any) or Gnomish Manifestation, Rapid Reload, Read/Write
Civilization and Culture
Naming Traditions
Feykka naming traditions are often compared to the idea of simply throwing darts at a book and using whatever letters it hits, and in truth, this thought process by other races can be forgiven, for gnomish names are often wildly varied, with letters in places that don't make sense. No one culturally really knows why this is. Even the gnomes themselves either do not know or do not wish to explain. Some scholars whom have been guests of gnomish culture in Waston have noted, however, that it seems the longer and more difficult your name is to pronounce and spell, the higher your position in society, though this is not a complete and total rule, merely a majority truth.
Example First names; Viest, Cheepqeembem, Drard, Hicduid, Tulint, Gracko
Example surnames; Arndeg, Fizbogwaan, Tah, Waggle, Ualnelmock, Zittlidrosp
Example First names; Viest, Cheepqeembem, Drard, Hicduid, Tulint, Gracko
Example surnames; Arndeg, Fizbogwaan, Tah, Waggle, Ualnelmock, Zittlidrosp
Average Technological Level
Late 1700s
Major Language Groups and Dialects
Gnomish, Sylvan, Common
Culture and Cultural Heritage
Late Rienassance-Mid Industrialization
Common Customs, Traditions and Rituals
What dwarves can do with Runesmithing for weapons and armor, gnomes can do as well, though their talents lie not in armor, but in weapons and other strange items, devices and technology. Not much is known of gnomish engineering, for the nation of Waston keeps those secrets under top level guard.
History
Not much is known of Feykka history, other than their history, they are a secretive bunch in regards to that. But what is known is that they are brilliant, inventive and magically inclined, and always have been. Some belief they may actually be related to types of fey based on their nature, though this theory is a minority.
Historical Figures
Captain Black Jeremiah
Common Myths and Legends
Birth of the world (Mother and Father)
Elemental Primals (7 children whom crafted the world)
Draconic Wars
Abyssal Sundering
Elemental Primals (7 children whom crafted the world)
Draconic Wars
Abyssal Sundering
Interspecies Relations and Assumptions
Despite their economic and technological rivalry at a cultural and national level, individual gnomes and dwarves, and even groups of them, will get along quite well, in a friendly goading sort of way. Elves and gnomes do not get along well at all, and gnomes see it as the elves judging them and blaming them for actions that, in their mind, culturally speaking, should be forgiven. After all they'd released the Vrock peoples and their generosity was rewarded with mass murder. So gnomes are quite cold towards elf kind in general, seeing them as racist, oddly enough. Like many other races, gnomes can get along with halflings, but don't trust them, especially when it comes to valuables. Gnomes and Humans get along surprisingly well, but that might be due to their shared connection in within Theodora's Witch-Hunters, as they are the only other race that may join the group. Tieflings, as you would expect given their affinity for Theodora's Witch-Hunter's, like Humankind, they do not at all get along with. Cleanse the Mutant, Burn the Heretic, Purge the unclean. Then the Vrock, their former slaves and subjects. The racism is deep seated here, as is the ingrained hatred and belief that they are the aggressors, and continue to be so. It impressive what well prepared propaganda in culture and in education can accomplish.
Lifespan
200 years (30+1d10 starting age randomizer)
Average Height
(0.7 m+3d10 cm) Gnomes range from 0.7 m-1.0 m tall.
Average Weight
(11 kg+1d10 kg) Gnomes weigh in anywhere between 11-21 kg
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