Deep gnome Deep gnomes , called svirfneblin in their own language , are a gnome subrace that live in the Underdark . While their surface cousins are known for their boundless optimism and cheerful mischief , the " svirfneblin " are serious and suspicious creatures . They survive in the Underdark by maintaining wariness of others and working hard to keep their underground society secret . History . Although gnomes in general lack any kind of cohesive history , deep gnomes bring this cultural idiosyncrasy to its greatest extremes . Deep gnomes lack not only a tradition of keeping records or writing biographies , but they also have never developed a calendar or a method by which to track the passing of time as the drow have . To a deep gnome the very concept of day or night is foreign , having never seen the light of the sun or the stars of a night sky . In fact , so deep - rooted is this cultural lack of time - keeping , either of the past , present , or future , that among outsiders the history of the deep gnomes amounts to little more than the story of Blingdenstone , the only deep gnome settlement known of prevalently among non - svirneblin . Blingdenstone , founded in - 690 DR by clans fleeing the phaerimm s beneath Netheril , grew to prominence in large part thanks to its vicinity to the infamous drow city of Menzoberranzan and the less infamous , but equally strong , duergar fortress Gracklstugh . In spite of the presence of these two mighty cities , Blingdenstone survived for over two millennia , supported by the rich mining industry that thrived on Blingdenstone ' s rich veins of arandur and other exotic minerals . Blingdenstone would , however , like so many deep gnome cities , come to ruin in the end . The way in which this occurred is peculiar , however . In the Year of the Wanderer , the ruler of Blingdenston , King Schnicktick welcomed into his city the fugitive Drizzt Do ' Urden , a fugitive of Menzoberranzan ' s harsh justice . Drizzt stayed for only a short while but his route would later be tracked twenty years later by a vengeful army from Menzoberranzan during their invasion of Mithral Hall in the Year of Shadows . Realizing the danger to them the deep gnomes abandoned their homes and sought refuge in the darkness . After the drow passed their city largely unharmed a group of deep gnome warden s led by Belwar Dissengulp convinced King Schnicktick to lend his aid to Mithral Hall ' s defense . The resulting victory at the Battle of Keeper ' s Dale saved Mithral Hall but it would cost the deep gnomes their home . Twelve years later , in Marpenoth , the matron mother s of Menzoberranzan launched a full - scale assault on Blingdenstone . The deep gnomes ' defenses were no match for the drow army , aided and supported by demon s summoned from the Abyss . Thousands perished in the siege and thousands more were enslaved by the vengeful drow . Those that escaped made their way to Mithral Hall and Silverymoon , where they were welcomed , eventually settling throughout the neighboring area . Physical description . Deep gnomes are wiry and lean with a body as hard as a slab of rock . Males are completely bald and beardless , while the females sport hair . Ranging from 3 ' to 3 ' 6 " ( 107 cm ) in height and weighing between 40 and 45 lbs ( 20 . 4 kg ) , the deep gnomes are small enough to give them a size advantage when battling larger opponents . Deep gnome complexions are sometimes described as " gnarled " and , like drow and duergar , are commonly dark in hue , with most deep gnomes demonstrating brown or gray skin , with dark gray eyes , as well as gray hair if female . Deep gnomes do not live quite as long as their kin , with a life expectancy just under two centuries . Due to this and a number of cultural affectations , deep gnome children are considered adults at roughly twenty years of age . Abilities . Deep gnome are better adapted for underground living than either rock gnome s or forest gnome s , with darkvision to help them see where there is no light . Similarly , deep gnomes have a dwarven - like affinity for stone and innately understand it on a level few other races can appreciate . Deep gnomes also lack most gnomes ' predilection for cantrip like abilities but can instead blind other beings , obscure their own presence , or shapeshift . Deep gnomes also have a great deal of resistance to magic of any kind , and can go undetected as if they were using the " nondetection " spell , alongside their natural affinity for avoiding danger or hiding . Psychology . Deep gnomes are a surly and cynical people , who fatalistically expect little more from life than what they have . Keeping themselves to themselves , being cautious when contacting other races and eying strangers with suspicion , it is hard to befriend a deep gnome , even if one is another deep gnome , but when taking considerable effort to befriend a svirfneblin , one can find a loyal friend who will not easily misplace one ' s trust . Sullen and hard - working , deep gnomes are wholly dedicated to any task they set themselves on , typically mining for males and housekeeping for females . Although outsiders find deep gnomes ' overly serious attitude to make for sour company , those qualities make them tireless pursuers of excellence in their metalworkings and weapon forging . These attitudes are also justified in part by the harsh environs the deep gnomes inhabit , which require a degree of stoicism and quiet suffering in order to save the greatest number . Any sounds , including voices , can attract danger to deep gnome homes and for their own sakes deep gnomes have learned to keep a grim demeanor and low profile . Their seriousness and pessimism fades when admiring the gems which fascinate them so much . Although far more serious than most gnomes , deep gnomes nonetheless exhibit the same insatiable curiosity and craftiness if put under the right circumstances . It is this trait , more than any other , which leads deep gnomes to abandon their cautious upbringing and explore the world around them . Some of these wandering deep gnomes turn upwards , investigating the surface world from which their ancestors came , particularly the case for deep gnome illusionist s who hope to find further instruction in the Art that can be obtained in their reclusive homes . Others become prospectors , searching for new veins of gems or ore to mine . Culture . Deep gnome culture is largely defined by the environment in which they live . Deep gnome cities are usually centered in a single large cavern , surrounded by an interlocking set of tunnels and other caverns into which the city spreads . These cities are usually large , but not particularly so , often around one thousand gnomes in number . Frequently cut off from all outside contact , even from other deep gnome cities , the inhabitants of these communities may never venture out of their havens , instead crowding together for protection . Population density is extremely high and most families share a single , small room for their living space , with children living with their parents until they themselves marry and have children . Deep gnomes rarely wander far beyond their hidden cities but when they do it is usually as bold prospectors , youthful illusionists , or exploring warriors . All deep gnomes who wander beyond their cities share the deep curiosity that allows them to overcome their hard - bred caution and shyness , although other motives such as economic drive or a desire to find aid to fight a threat the deep gnomes cannot conquer on their own may also play into their departure . Those deep gnomes who do become adventurer s most frequently are fighter s , ranger s , rogue s , or wizard s , particularly of the illusionist variety . Although deep gnomes are well suited to the arcane arts like other gnomes , they are also particularly well suited to becoming rangers or rogues , adapted as they are to hiding and navigating the labyrinthine caverns of the Underdark . Deep gnomes who survive their adventures to grow in experience and power might , if particularly durable , become breachgnome s , elite warriors trained to defend the hidden deep gnome cities from enemy attack . Art and leisure . As a whole deep gnomes are a hard - working and deeply sullen people , but even the hardest - hearted deep gnome requires time to relax and let off steam . Deep gnomes ' intense dedication and ability to survive under harsh conditions often shows up in such activities . Deep gnome architecture , for instance , is shaped largely by the conditions deep gnomes live in , with the oldest homes often carved directly out of the surrounding rock , the highest - ranking members of any one clan usually inhabiting large stalagmites while the lower - classed inhabit the surrounding cavern floors or walls . Deep gnome cuisine is also a reflection of their livelihood , with the common staples made up of a variety of exotic fungi found only in the Underdark . Other common foods include blind fish or occasionally a deep roast made of rothé , goat , or sheep . Perhaps because fire produces unwanted light and smoke , deep gnomes generally prefer to salt their food instead of cooking it , which makes most svirfneblin food practically inedible to outsiders . For drink , most deep gnomes drink a salty spirit made of fermented fish , which , like svirfneblin food , is an acquired taste . On occasion , deep gnomes might drink a more tolerable drink called " Gogondy " , said to contained powdered ruby and grant powerful visions to those who drink it . Artistically , deep gnomes prefer to use lots of gemstones , which are relatively common in svirfneblin communities , mined out of the veins along which deep gnome cities are built and deep gnomes are some of the best jewelers in the Underdark . Deep gnomes have also turned their cultivation of mushroom s for food into a wider industry , developing fungi not only for food but for textiles and wood as well . For their defense , deep gnomes most often design weapons that can be used for non - violent tools as well , with svirfneblin largely favoring the use of light pick s , dart s , or crossbow s . Deep gnomes also often use specialized items as defensive weapons , such as poison darts , caltrop s , or flash grenade s . Deep gnomes do not generally keep pets , though a few keep small blind fish in a bowl . However , deep gnomes have no particular aversion to animals and often cultivate herds of rothé , goats , or sheep somewhere on the edge of their towns , doing their best to keep the herds quiet and uninteresting to potential attackers . Deep gnomes have also been known to grow fond of small animals such as mole s , shrew s , bat s , dire rat s , or cavvekan s , although these could be more accurately called animal acquaintances than actual pets . Magic and religion . Like other gnomes , deep gnomes prefer the use of illusion to other schools of magic . However , while this is simply a cultural preference among rock gnomes , it is a method of survival for deep gnomes . In addition to knowing the relatively simple " invisibility " spell , most gnome illusionists are familiar with a great wealth of ancient and forgotten lore , recovered from the ancient ruins that scatter the Underdark . Deep gnomes rarely understand this knowledge fully , but that hardly matters , and they are willing to use it in anyway they can . Deep gnome wizards who aren ' t illusionists are frequently diviner s , using their spells to locate and find materials essential to survival . Most magic item s forged by deep gnomes are disguised as jewelry , which is relatively common among the svirfneblin . Like their surface cousins , deep gnomes worship the gnome pantheon . Although deep gnomes are not particularly devout , cleric s and other religious figures serve an important role in svirfneblin society as guardians of the public morale , keeping spirits up in spite of hardships . Unlike other gnomes , deep gnomes do not feel a particularly strong bond to Garl Glittergold , who some svirfneblin feel as abandoned them for the more cheery rock gnomes and forest gnomes . Deep gnomes feel closer by far to Segojan Earthcaller , particularly by deep gnomes who keep pets , are rangers , or who otherwise work with domesticated animals . Deep gnomes fear Urdlen , however , who they believe attacks particularly greedy svirfneblin , luring them with precious jewels . These fears may reflect , as much any divine intervention , the very real unknown dangers that lurk in the Underdark and while deep gnomes fear Urdlen , they respect him for reminding them to stay alert . Of all the Lords of the Golden Hills , deep gnomes feel the strong ties to Callarduran Smoothhands , the Master of Stone , who deep gnomes generally see as their protector and divine benefactor . According to svirfneblin myths , it was Callarduran who taught the deep gnomes to summon and befriend earth elemental s and the deep gnomes honor him by carving his holy symbol into their art , with the exception of golden rings , which is seen as taboo . Only two holidays are commonly celebrated amongst deep gnomes , the rest created on a whim by local priests , and both are in honor of Callarduran . The first , the Festival of the Ruby , celebrates the myth that Callarduran hid the rubies of the world in the earth for the deep gnomes to find and is considered a day where searches rarely come up empty . The second holiday , the Festival of the Star , honors the Master of Stone as a continuing protector of the deep gnomes . As part of the festival rites , deep gnomes gather along the shores of subterranean lakes to watch small , phosphorescent fungi light up across the cavern ceilings in a visage similar to that of a night sky reflecting in the water . As much as this is in honor of Callarduran , whose symbol is a star , it is a constant reminder to the deep gnomes of their origins on the surface world and that they are not alone . Social structure . The harsh conditions of life in the Underdark shape gnome society in a number of unusual ways . Children are an extremely important part of deep gnome society , in part due to low birthrates - relative to the dangers of the Underdark - among the deep gnomes , who usually have fewer than four children and rarely more than six . Deep gnome mothers dote on their children obsessively , but not in such a way that inhibits their growth , and when they reach adolescence deep gnome children are immediately apprenticed to masters in whatever trade they are expected to take on . Adulthood is less defined amongst deep gnomes than among their kin , with maturity commonly agreed upon to be the time at which a deep gnome starts working full - time . Most male gnomes are miners or gemcutters , while females are the masters of the home , birthing and raising children while keeping the house tidy and meals prepared . It ' s important to note that male and female deep gnomes are not considered unequal - rather males are masters outside of the home and females are masters within . This concept of equal labor for either sex carries on all the way to the top of svirfneblin society , with each city governed by a king and queen who rule as co - equals . The king is often the head of the community ' s mining operations an defenses , while the queen is tasked with ensuring that the community has enough food and water to survive , while also handling the day in and day out bureaucracy . Significantly , the king and queen are rarely married to one another , but instead come into their positions independently , elected for life upon the death of their predecessor . Regardless of gender , there is no true conception of retirement among deep gnomes , who work until they can physically work no more . Relations with other races . Deep gnome relations with other races are colored by the impression of most surface - dwelling races that deep gnomes , like the duergar or drow , are a cruel and vindictive relative of their surface cousins . This is , in fact , untrue , and while often suspicious and sullen , deep gnomes are a largely agreeable people . Deep gnomes , for their part , are not particularly eager to correct outsiders of their error and for the most part would rather be left alone . As a rule , deep gnomes are deeply suspicious of all other races , though they hold a special enmity for the drow and the duergar , whose violent ways often interfere with the svirfneblin wish for isolation . Deep gnomes are most accepting of gloaming s and slyth s , since these folks rarely threaten them . They deal very cautiously with grimlock s and orog s since they have proven too willing to plunder weaker races like the deep gnomes . If forced to deal with surface - dwellers , a deep gnome is most likely to find forest gnome s agreeable , who , like the deep gnomes and unlike the rock gnomes , are a reclusive , withdrawn folk . If compelled to seek out companions who are not gnomes , deep gnomes are open , if not friendly , towards gold dwarves , shield dwarves , and some of the Tel - quessir . Beyond that , deep gnomes have few opinions other than a general distrust . While making a living by selling the gems , weapons and metalwork they so masterfully produce , they have to rely on dealing with only trusted merchants in neutral caves , trying to avoid danger altogether . Homelands . Svirfneblin live in harmony with the rocks they carve and their natural environment . They are skillful artisans and have created magnificent homes without destroying the natural beauty of their habitat . Their crafts in mining , gem - cutting and artificing have not gone unnoticed , and their handiwork is well sought after by neutral merchants throughout the whole Underdark . They are also excellent guides , scouts and foragers because they know of underground portals , tunnels and passages long forgotten by the other races . Having to rely on stealth and cunning , they have truly mastered traveling their environment , resulting in some of the finest subterranean deep gnome ranger s . One of the largest deep gnome cities in Faerûn was the city of Blingdenstone , until the drow of Menzoberranzan summoned bebelith s inside the city in the Year of the Tankard . The survivors fled to the surface and settled in hundreds within the lands of the North , particularly in Luruar . Svirfneblin also aid in the mining of bloodstone s out of Bloodstone Mine in Damara as they know where all of the most valuable deposits are to be found . More recently , the svirfneblin of this region have opened a college of illusion magic . Most other svirfneblin live isolated in small communities in the Underdark , hidden away from the drow and other Underdark races who terrorize and subjugate them .