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Gnome

Gnomes, or the Forgotten Folk as they were sometimes known, were small humanoids known for their eccentric sense of humor, inquisitiveness, and engineering prowess.

Physical Traits

Anatomy

Gnomes are very small compared to most other people and, with an average height ranging between 3′0″‒4′0″ (0.91‒1.2 m) and a weight range of 40‒45 lb (18‒20 kg). While halflings are commonly said to resemble short humans, gnomes are more comparable with elves, with whom they share pointed ears and high cheekbones, or even dwarves, due to their tendency to grow beards and live underground. Many gnomes have a more feral appearance than either, however, with hair that often sprouted from their heads in odd directions.
The skin of gnomes runs in hue from reddish tans to earthy browns or even shades of gray. Similarly, gnomish hair varies wildly in color from blond and brown to more exotic colors like white, orange, or even green. Gnomish eyes are often—particularly in individuals who are native to the Feywild—glittering black or blue,

Biology and Aging

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. After they reach their first century, a gnome will resemble an elderly human, and they keep this appearance for the rest of their life. They can live up to 500 years.

Habitat

Gnomes prefer to live in busy settlements as their minds are bolstered by the emotions of those around them.

Diet

Gnomes are herbivorous, and eat mostly vegetables and nuts.

Sapient Traits

History

Gnomes were created by Isha, the Lifegiver during the age of Creation. Isha made her children close to the spirits of the World, and intended the gnomes to be a bridge between the spirits of the Feywylde and the mortal realms. For this purpose she made the Gnomish language with Truthspeak, so that there could be no deception bewteen her children. Even though their roles as ambasadors is no longer required in the same degree, the spirits still remember the Gnomes as trustworthy speakers. Even to this day, Gnomes and their language are often used as abitrators by other peoples. Their ties to the spirit world have had adverse effects on the bodies of the Gnomish peoples. During the Age of the Silver Kingdoms, the Gnomes had their bond with the spirits broken by Titania, the Fairy Queen for the betrail of their most sacred oath. This act caused a mortal wound on the souls of the Gnomes, resulting the the Curse of Bleaching.

Manerisms

Gnomes are naturally witty and jovial, and they prefer to overcome obstacles through cunning and innovation rather than the obvious way. Ever curious, gnomes are drawn to adventure more often by a desire to see the world than out of greed or the hope of fame. It is this curiosity, along with their cunning and witty repartee, that makes gnomes both entertaining friends and adept arcane spellcasters or scholars.  

Curse of Bleaching

Gnomes suffer from a peculiar affliction called the Bleaching. It is a sort of unnatural aging. While gnomes can naturally live for hundreds of years, they require regular wondrous or vivid experiences to sustain themselves otherwise they begin to fade, their entire body losing all its color. The condition is eventually fatal.
The Bleaching manifests itself as a fading of skin, hair, and eye color during adulthood. From there on, the complexion of the gnome is tied to their experiences. The more shocking and vivid a gnome’s life, the more vivid their complextion remains and the longer they live. In contrast, a lack of excitement causes a fading of color and is accompanied by depression and the dulling of curiosity, heralding the beginning of a vicious spiral that leads to apathy and death. Due to the effects of the Bleaching, a gnome’s age is not tied to the passing of time. Instead, every year a gnome lives without experiencing new wonders takes a toll on her physiology, causing her to age noticeably. Gnomes that have bleaced to far rely on the help of fey spirits to support their ailing minds.

Values and Traits

Gnomes are curous being, always in search for wonder. They have the following traits:
  • Persistent Curiosity
  • The material is irrelivent, only experiences matter.
  • Live by the truth of your words.

Naming Conventions

Dependent on culture. Gnomish names often use words that other people have never heard of, since their vocabulary is so large.

Beauty/Gender Ideals

Gnomes often apear older, and therefore prefer a more refined look, rather than showy.

Relationship Ideals

Gnomes have a close family structures, and rely heavily on those around them to support their endavours. However, they often leave their families for extended peroids of time to go on travels and adventures.

Ancestry Traits

Size
Small
Speed
25 ft. walking
Darkvision
60 ft.
Ancestral Language
Gnomish
Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Truthspeak
When a gnome speaks Gnomish, they are unable to outright lie. If they make a promise that turns out to be untrue, all gnomes who have heard it promised will know that the promise was broken, regardless of their location.
Fade Away
Immediately after you take damage, you can use a reaction to magically become Invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
 
Gnomish Lineage
You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):   Forest Gnome. You know the Minor Illusion cantrip. You can cast Speak with Animals and Animal Friendship without spending a Spell Slot.   Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

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