Gnomes

"Some have said the Gnomes are the older brothers of my people. I say otherwise, for do not gnomes move with the reckless abandon of youth while us halflings take our time like even the wisest of their elders could never hope to do?" - Aldon, sage of Tremaith

Often called the most inventive and innovative of all the races, gnomes have an outsized presence among many kingdoms across the world, employed as shipwrights, inventors, and philosophers. Gnomes love to learn and tinker more than any other races, and are generally considered to be at the forefront of artificery, a wide-open field of magic that involves lots of technology. Their small size has proved both a blessing and a curse; they often struggle in wars but also required far less space and provisions than most other races which has allowed their population to grow quite high. Originating in Halyren, Gnomes took to exploring the Archelin islands rather early in their history and used these as stepping stones to explore the rest of the world- Gnomes were notably the first to have explored every known continent in the realm, with the final continent to see Gnomes being Cet’aenn, having documented the arrival of gnomes in 150 BC. Gnomes have long collaborated and worked very closely with Humans, Elves, and Dwarves helping them with new ideas and projects they might have. Their history with halflings go back even further and indeed the two races have generally coexisted for thousands of years, warring amongst their own kind far more than against one another. Most races are friendly towards Gnomes because the Gnomes grease the wheels of intercontinental trade and making enemies of them is a good way to lose tons of economic revenue. However, Tcetin blame Gnomes for bringing humans to Cet’aenn and therefore generally avoid business with them.
It isn't all sunshine and roses for Gnomes, however. As the prime movers of much of the world, their expansion has put the them at the forefront of unsavory activities such as colonialism, slavery, and privateering (for the right price). In particular, Gnomes are responsible for the near-destruction of the native home of the kobolds after they discovered goblins. As goblins proved much easier to keep as slaves, the gnomes discarded their kobold slaves and generally stoked the Anemoi-Kobold rivalry in order to perform what is essentially a hands-off genocide of the race on much of their original range. Gnomes also have their personal vices. Much like dwarves who are, of course, liable to fall prey to great wealth, gnomes often love their own inventions too much. Seeing materials as tools themselves, they can be reckless with their surroundings, damaging priceless artefacts in their haste to make something cool out of them. Of course, Gnomes themselves don't see this as an issue, and their cities are filled with inventions that are very useful, such as the toilette, which made people realize that you don't have to throw your shit out the window. And it could be yours all for the low low price of...*
It has often been observed that there are two distinct types of Gnomish curiosity- desire to know, and desire to create. That is not to say that all gnomes fall into this trope or that the two do not cross, but the types of Gnomes that take to the seas, the prime colonizers of the gnomes, their oversees headquarters and the like are notably different than those who stay shut up in their labs all day trying to make stuff explode. Those afflicted by wanderlust often make up the bulk of the Gnomish militaries, their merchant families, and their explorers. The creators tend to spend their time in industry, scholarly activity, the magical arts, and governance. Of course, paperwork is boring, and Gnomes tend to have very loosely governed realms, but there are exceptions. By and large Gnomish society is a very early form of libertarian government.
Physically, Gnomes are extremely short, though they tend to compensate by wearing ridiculously oversized hats and even slits. Gnomes have no typical body type, with some being rather wide and others being quite thin and wiry. Much like goblins, they have long, dextrous fingers and large heads and prominent noses, ears, and eyes. Like both elves and goblins, these ears are pointed. Due to their small size, they are poor fighters and vulnerable to broken bones and internal injuries, thus necessitating innovative war tactics to survive.  *modern plumbing not included
Lifespan
80 years
Average Height
3'3
Magical Aptitude
High
Physical Strength
Low
Societal Organization
High
Birth Rate
Average
Lifespan Classification
Average
Technological Progress
Prodigious

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