Gnome

* *Current Realm and Enneade*: Eternal Suns, Tuat, Atlas, Kess’Aai, Mirrormark, Qedseba, and Inet’Saret

#### **Statistics**

***Age***: Gnomes possess a lifespan of about 500 years. They reach adulthood biologically as fast as humans do, but they are considered adults culturally around 40.

***Characteristic*s**: Intelligence +2

***Languages**:* Ancient Markish, your home Realm’s language, and Gnomish

***Size***: Gnomes’ average weight is 20 kg, and their average height is 1 to 1.2 m. Your size is Small.

***Speed***: 5 m base walking speed

***Darkvision***: You can see in dim light within 12 m 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’s Cunning***: You have advantage on all Composure and Resolve saving throws against magic.

##### **Forest Gnome**

***Characteristics***: Dexterity +1

***Beast Whisperer***: Once per long rest, you can cast Animal Connection as Soul Mastery. ***Natural Illusionist***: You can cast Minor Illusion as Soul Mastery.

##### **Rock Gnome**

***Characteristics***: Vitality +1.

***Artificer’s Lore***: Whenever you make an Academics: 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 gain two skill points with Academics (tinkering). Using Tinkers’ Tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AV 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 1 m 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, or 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.

#### **Appearance**

Standing at only about 1 m and clocking in at only about 18 to 20 kg, the **gnomes** are full of energy and curiosity, despite their tiny stature. “Expressive” noses are common, and their fair hair has a habit of being unruly. It is common for male gnomes to spend an impressive amount of effort and time to trim and style their beards into curious and eccentric styles. All gnomes have a skin color that ranges from tan to brown, and their eyes can be any shade of brown.

#### **Lore**

##### ***Tot and the Gnomes***

If it weren’t for Tot’s best friend Neter, the Enneade of Halflings, Tot would probably have frustrated and agitated another Enneade to the point of severe retaliation. As the Enneade of curiosity and trickery, Tot had a propensity to get himself into trouble. But Neter, and later Moqatri and Isismia, was always there to drag him out of it. Tot desired to know how the World worked and loved inventing. He was often busy interrogating other Enneade about their body of knowledge, trying his best not to become too annoying. Common victims were Vegomo, Moqatri, Vettias, and several members of the Primordial Accord. Moqatri quickly learned to enjoy his presence, despite his quirks, and they often spent their time together in her smithy. His nature of trickery was expressed in harmless ways to prank and cheer up his friends or destructively against their enemies.

Tot created the race of gnomes to assist him in his explorations, adventures and inventing sprees. Some gnomes even served as his laboratory assistants, which was considered a great honor among the gnomes. Like himself, he wanted his gnomes to be truth-seekers, but not a boring kind. This was expressed in a level of irrepressible curiosity and mischievous behavior. Though gnomes love jokes and pranks, they are still serious about their research and projects. For a gnome, the journey matters more than the goal. For one, success is only the stepping stone to another. Similarly, failure does not affect most gnomes, you can usually try again, and there is always something to learn. All the while, Tot visited successful gnomes to hear about their inventions or discoveries, spurring them on and congratulating them. The gnomes' success was in part Neferia’s success, the Realm that Moqatri, Isismia, and Neter created together. There the greater races of Enna and humans could enjoy their latest inventions and live in a contemporary style.

Most gnomes prefer to make their homes in hilly woodlands. They burrow into these hills to create burrows of varying sizes. Unlike the dwarves, though, they enjoy fresh air, commonly venturing out of their homes to enjoy the surface world. Like the halflings, they mostly adopt a peaceful approach to the world, protecting their homes through creative construction and illusions. Gnomes who settle in towns are commonly gem cutters, engineers, sages, or tinkerers. Some Enna families specifically hire gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment.

##### ***The Hunt for the Golden Egg***

When the Dragon Lovers, Devistra, and Suphis, the creator Enneade of the dragons, allied before the War of Collapse, many Enneade were covertly worried about their reunion. Their creations were known to be exceptionally powerful. Even if the Patrons of Neferia had all the intentions to remain neutral in the coming strife, Tot saw a fun opportunity to slow their progress down a bit, maybe. The kobolds, the Dragon Lover’s first creation, have always amused Tot. Using their desire to please Devistra, who only saw them as simple slaves, he concocted a plan.

He secretly presented them with the image of a golden egg, intricate and glowing. He claimed that this egg was the lost egg of Devistra, and if they could find it, they would be filled with phenomenal and incarnate draconic powers. Devistra would have no choice but to be grateful and admire the transformed kobolds. An epic goose chase ensued, where Tot dropped hints and clues, brought the egg within their arms’ reach only to have a development whisk it away again. In the end, he was forced to quit his puppet play as Devistra discovered he was behind the unruly kobolds’ behavior. She threatened to come after Tot and the Patrons with her vengeance. When the kobolds realized it was only a prank, they swore revenge against the gnomes as they endured Devistra’s punishment for being so gullible and foolish. But Tot’s stories supplied the Patron and their Enna with an unending supply of mirth and laughter amid the war’s grim prelude.

##### ***Death of Tot***

Like many other Enna, when the gnomes lost their Enneade, it was a dreadful experience. Tot fell in the later stages of the war as the Patrons of Neferia had no choice but to join the fray. Neter defended Tot to his dying breath, so Tot could continue to use his contraptions and magic on their enemy, but when Neter fell, Tot rushed in enraged after his friend and met the same fate. For the gnomes' cleverness, they were welcomed to relocate to any of the victors’ Realms, except Progenitor. Gera refuses to welcome anyone who cannot control themselves from creating dangerous mechanical devices and unbridled curiosity. After the gnomes had settled into their new homes, it was themselves at their work to not have to face their collective mourning. They agreed that being themselves and continuing crafting was the way to honor their lost Patron.

##### *Forest Gnome*

Tot created his forest gnomes after the rock gnomes. In one most rare moment, Tot found himself tired of his inventions and resting in his favorite forest grove of Isismia. There, amongst the chirping birds, dancing leaves, and scuttling of forest critters, he created another kind of gnome—a gnome for his love for practicality and his love of the natural world. The forest gnomes are still curious creatures who love crafting and inventing, but their pursuits are often more down to earth with more practical usability. A rock gnome strives to create a talking mechanical bird, whereas a forest gnome tries to find a more efficient design for a cooking pot. Masters in woodworking, stone-chiseling, and alchemy are the most common amongst the forest gnomes.

Forest gnomes prefer to make their home shallow burrows in forested areas, where individual families within the community are intricately connected through tunnels. They have a unique bond to small birds, critters, and other small animals and beasts, almost a symbiotic relationship. The gnomes help and support the animals living around their burrows, and in return, the critters bring news and warn them of any threats. The forest gnomes also inherited Tot’s talent for illusion magic, and now the use of such magic is deeply ingrained in forest gnome culture, be it either for defense, storytelling, or experimentation. Together with their burrowed homes, woodland support, and aptitude with illusion magic, it is a challenge to find a forest gnome community who does not want to reveal themselves to you. But if you can catch their curiosity, treat their land and animals right, and earn their respect, they can become formidable neighbors. Elves and halflings have historically created strong alliances with any neighboring forest gnome dwelling.

##### *Rock Gnome*

A rock gnome warren is full of life and the sounds of invention, curiosity, and affection. Rock gnomes are considered by outsiders the most “gnomish” of all gnome subraces, as they are the most obsessed with invention and experimentation. But they cannot devote all their time to experiment as they require many resources to fuel their hobbies. Resource gathering is usually the most common activity for a rock gnome warren. What they can’t scavenge on their own they trade for by selling their inventions.

Two common areas of experimentation among the rock gnomes are mechanics and alchemy. These inventors can focus on everything from the simplest of inventions, like a new and improved shovel, items with exceptional power, or creations with no obvious usefulness just for their beauty and complexity. Once they set their eyes on a goal, they become obsessed with their idea and almost impossible to distract from their task, which has often proven itself dangerous. Walking into walls or rivers is a surprisingly common occurrence. A smart rock gnome stays within their home or with trusted friends that can keep an eye on them when they enter into this obsessive state.