Sea Gnome

*"They be small in stature, but big in heart! I'll proudly follow one of the wee warriors any day!"- Angus McFjord, delorgan raider, on his sea gnome captain.*

*"I'd rather face ten tinkers than one sea gnome. They're bloodthirsty."- Orlonk, kobold scout, on his deepest fears.*

*"They battle the deep sea's darkest gods and monsters. They're delorgans in miniature."- Hippleberry Jinglebell, tinker gnome historian, in his book* History of the Gnomish Peoples: Volume 3: The Sea Gnomes.

## Physical Description:

Sea gnomes are an aggressive, cantankerous lot and their appearance leaves no questions about it. Tall for gnomes at almost 3'5 on average and more muscular than their tinker cousins, a sea gnome resembles a small dwarf. Yet the same oversized head, hands, feet and eyes, and bulbous nose, mark them clearly as gnomes despite other physical differences. Like their tinker gnome ancestors, sea gnomes have brightly colored hair of unusual shades, like pink, green or blue, as well as body piercings and tattoos. Unlike tinkers, these various modifications are usual permanent, with sea gnomes of both sexes proudly piercing many parts of their face and body, covering themselves in elaborate tattoos and proudly displaying their battle scars. The love of brightly colored clothing is still common among them, though said clothing is cut for manual labor, with sea gnome leather armor proudly sporting exotic shades and patterns. Beards and mustaches are worn long and braided by males and females tie their hair back in ponytails or cut it into various "pixie style" cuts.

## History:

When the ancient beholder Dhuadthrahsh, laid claim to the Delorgan Isles during his study of cosmology and the planes, he brought with him a veritable cadre of slaves to help transform the rocky islands into something a beholder lord would find comfortable. While the vast majority of Dhuadthrahsh's slaves were human, there was a sizable company of tinker gnomes among them. These gnomes were to serve in Dhuadthrahsh's tower, as their innate magical sensitivity allowed them to assist him in his extra-planar exploration and, when necessary, serve as living batteries for some of his magical devices. The gnomes despised Dhuadthrahsh and sought the beholder's death eagerly. When the humans slaves revolted against the eye tyrant and his minions in a bloody coup, the gnomes of the tower joined in the fight. It is said that when Ragnar Mcdunvall, the first Jarl of Delorgan, struck Dhuadthrahsh down it was with the assistance of several gnomes who gave their blood and lives to ensure the beholder was truly slain. These gnomes had won their freedom by the strength of arms and magic and vowed they would never be slaves again. The gnomes of Delorgan began emulating their human allies in manner of dress and military focus, taking the name "Sea Gnome" to differentiate themselves from their tinker cousins. The first ruling circle of druids in Delorgan included many sea gnomes among them, and the great raiding longships soon included gnomish raiders in their crews. Several clans of sea gnomes were formed, much in the same way the human clans were. They had their own jarls and chiefs and were considered delorgan in all respects. When the demonic hosts during the Apian Blood War, broached Delorgan shores many gnomes were among those slain to beat them back. Sea gnome history is Delorgan history and they take great pride in that fact. Most proudly for the sea gnome clans is the fact that the current High Jarl of Delorgan is Vorben Saltybite, a sea gnome of great strength and cunning. Vorben's reign has been a good one for Delorgan, with his longship leading the clans to many a rich plunder.

## Geography:

Sea gnomes are exclusively found on Delorgan's rocky shores. While individual sea gnomes can be found in communities across Apia, notably in Delorgan districts, they are only located in numbers on their home island.

## Personality:

Sea gnomes are boisterous raiders, quick to anger and quick to forgive. You can count on a sea gnome to curse your mother and hit you with a tankard during an argument, but also draw steel and watch your back if things get "more violent than proper." Many are constantly egging on anyone and anything in hopes of provoking a fight just so they can prove how quick their blades or fists are and show all the larger folk that "they shouldn't cross we small ones." This braggadocios attitude can come off as obnoxious or antagonistic and, it is, but it mostly comes from a place of needing to prove oneself in a harsh land where gnomes were never intended to survive, let alone thrive. A sea gnome's obnoxious refusal to give up and die when he should, is what keeps them going and serves them mightily in all their goals. A sea gnome is stubborn almost to a fault, aggressive and hot headed, yet they are also incredibly loyal to friends, family, clan and jarl. They believe in a code of ethics and conduct themselves accordingly. They have a deep love for the sea and the creatures in it, eating a diet of fish, clams and crustaceans whenever possible, washing it down with mead and ale. Born sailors, the curiosity deep within all gnomeish hearts drives them outward to find greater challenges, beautiful vistas and glorious battle. When not exploring or fighting, sea gnomes fish, brew, dance and sign. The skald's arts are greatly important to them as oral tradition is the primary method of transferring information from generation to generation and any sea gnome parents would be just as thrilled to have a great skald born from their line as they would a warrior. Many also revere the wild places of Delorgan, going on long treks into the great pine forests of the island. As a result many of the Delorgan druids are gnomes.

## Society:

Sea gnome society is Delorgan society. The first loyalty of any sea gnome is to his clan, then his jarl and finally the high jarl of Delorgan. They voice their opinions and proudly argue with the jarl about the correct course of action but will follow him when it is made without hesitation. Every jarl proves his right to rule by strength of arm or power of wit and thus commands respect from his followers. Sea gnomes are proud of their martial history and their role in breaking the beholder's chains. Every young sea gnome is taught from an early age to fight with axe, sword and hammer, the basics of rope use and seamanship. Each sea gnome is taught to swim in the frigid waters of the Stone Sea almost as soon as they can walk. Despite the danger, sea gnome parents are close by during these early swims, ensuring that the child is safe as he or she trains in the water. The community helps nurture those sea gnomes who seem weaker than normal, helping them grow and develop, leading to tightly bonded communities. A fair share of the plunder is important to sea gnomes, as is a fair distribution of work. There are few slackers among them as sea gnome society does not allow for it. While might does make right, there are codes in place to ensure that the mighty does not trample those weaker and, more importantly, protect the freedom that is the birth right of all sea gnomes. Freedom, which was paid for in gnomeish lives, is highly prized among the clan and a good jarl doesn't interfere unless necessary.

## Religion:

Gnarl Glittergold is the god of sea gnomes, though mostly a minor one. Greater attention is given to Qhalene as the mother of the sea and Vyzbus as the true master of its dark depths. The sea itself is often spoken of by the gnomes as if it were a god all itself, dark, capricious and cruel, venerated with a superstition that borders on religion and always spoken of as a living, violent, thing, one not to be trifled with.

## Alignment:

Like their Delorgan allies, most sea gnomes are chaotic good. While far too violent and aggressive for anything to truly resemble lawfulness, they are still gnomes and ultimately a force for good.

## Relations:

Sea gnomes count the humans of Delorgan as blood brothers and indeed the feeling is mutual, they are Delorgan after all. Latrellites, by ancient decree are also allies, protected from Delorgan raids and bound by treaty. Water genasi, goliaths, taer and merfolk are natural allies of the sea gnome as well. Whenever they interact with dwarves there is usually enough mutual respect to get along well, an attitude that is mirrored in all interactions with Umgarans.

## Language:

Sea gnomes speak common and gnome, though in both languages there is a thick delorgan accent in the pronunciation of most letters, particularly r's and ch's.

## Adventurers:

Sea gnomes commonly seek employment as treasure hunters, sailors for hire and mercenaries, selling their sword arms and naval talents to those individuals with the coin to spare. These professions are only one step removed from adventurers after all and so many sea gnomes that cannot find work in other professions set out as heroes of fortune. The constant need for battle, companionship and one-upsmanship sends most of these gnomes into a band of adventurers where their strength of arms is greatly valued.

## Names:

Sea gnome names are similar enough to tinker gnome names that the same principle can be used. Sea gnome names due tend to have a nautical or battle theme to them so it is worth considering those features when naming a sea gnome.

## Traits:

Sea gnome traits are listed below...

Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

A gnome’s base land speed is 20 feet.

Low-light vision.

Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

+2 racial bonus on saving throws against illusions.

Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).

+6 bonus in the swim skill +2 in the following skills, Climb, Jump, Profession (Sail), Use Rope.

Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.

Spell-Like Abilities: 1/day—speak with animals (Aquatic or semi-aquatic only, duration 1 minute). A sea gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, deep breath, swim. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

Favored Classes: Druid, Fighter