Gnome

## On Gnomes

*"Our cousins they are, always tinkering and laughing. I wish they'd have longer working days but they're family and we'll support them all the same."- Belnik Ironjaw, hill dwarf patriarch, in response to the request to have a group of tinker gnomes removed from his hall.*

*"If you're down in the bowels of The Hollow, those deep gnomes are pretty much they only being you can trust not to enslave you or worse. They're good folk just like their surface dwelling cousins. A bit grimmer than them, but hey, it's The Hollow, grimmer is pretty good for down here."- Gotad, half-orc adventurer, giving advice to a band of adventurers setting out into The Hollow for the first time.*

*"We thought he'd be easy prey, a short little thing in a pointed hat all alone in the forest. Next thing we knew, the trees were coming to life, vines were wrapped around our necks and half the pack was dead. I barely escaped with my life. That's the last time I ever underestimated a forest gnome."- Urrat, gnoll raider, asked why he's so cautious around gnomes.*

*"My daddy told me that gnomes are pretty much fey anyway and that's why he and my mother merged so well."- Galrow Shimmerwings, trixie poet, on the connections between gnomes and fey.*

Gnomes are a short, cherubic, jovial people. Most enjoy tinkering and inventing, the forest, good food and a good prank. They're optimists, quick to find joy in all things. They believe life is a journey taken only once and it is up to us to see and do all that can be done. They might seem frivolous compared to other beings, but they have remarkable work ethic and sense of adventure that can charm even the grumpiest of souls. Many gnomes are often underestimated, both by allies and enemies. More than one adventurer has found himself saved from a pack of rabid beasts by his gnomish companion's mechanical contraptions or quick blade work.

## Physical Description:

While similar in stature to halflings (about three and a half feet on average) there is no mistaking a gnome for a member of that race. Gnomes lack the hairy oversized feet of the halflings but also their human-esq proportions. Gnomes have "oversized" limbs and heads, giving them an almost childish appearance. They have large eyes in radiant colors that twinkle and shine mischievously with the light of that connection to the Feywild gnomes seem to possess. Outlandish hair colors are common and it's not unusual for gnomes to be born with blue, pink or green hair. Males wear sharp beards and mustaches while females keep their hair in short smart cuts or elaborate buns. Most have large, rounded noses and ears ending in points sharper than halflings but less impressive than those of elves. Gnomes enjoy decoration in all forms and wear brightly colored, flamboyant clothing adorned with buckles, tassels and gemstones if possible. While body modification is far from common, many do use illusion magic to create temporary images across their skin, particularly ones that seem to move. Permanent tattoos or piercings are extremely rare, as gnomes love following fashion trends too much to risk being caught behind the times.

## History:

There are three accepted histories of how the gnomes came to be. Being the pranksters and lighthearted folk that they are, the gnomes claim all are true. The first suggests that Garl Glittergold, the gnomish god, played a prank on Moradin over a bet and transformed some of the dwarves into gnomes. These former dwarves were so enamored with their new appearances that they would not be changed back and thus won Garl the bet. While most dwarves dislike and refute this story, the gnomes happily claim it.

The second also involves Garl Glittergold. According to the legend, Garl wandered Apia after the War in the Heavens and Earth and saw the great gloom and doom that had settled across all beings. The mortals were so distraught over the death and destruction, they were incapable of laughing or even smiling. Garl's heart broke for these mortals and, though he tried his best to bring cheer wherever he went, he was only one god. So he fashioned people in his own image to help brighten the world with songs and jokes. His gnomes had no land to call their own, instead making themselves known among all peoples of the world, tinkering away during the day and reveling by night, improving the moods of all they knew to help their god in his divine quest.

The final version barely involves Garl at all, instead stating that the gnomes were originally fey who dwelt within the Seelie court of the Feywild. These fey were happy pranksters, spending long hours making mischief and merriment. One day, eons past, came some mysterious fey from the Unseelie court. Some have suggested it was Dark Crow himself or merely one of his agents. The agent suggested that these fey help him pull a prank on the Summer Queen, that would, he swore, cause great delight in the Seelie court. The gnomes refuse to reveal what this prank was but they swear they didn't realize the depths of this mysterious stranger's evil. Regardless, those fey who went along with his scheme had to suffer a punishment for their misdeeds. Still, theirs was an honest mistake, one born of the love of merriment rather than malice. These fey were banished from the Feywild, taking the new form of gnome. Despite this great misfortune, the gnomes did not lose their curiosity or sense of joy. This attracted the attention of Garl Glittergold, who decided to shelter these new mortals under his wing. Gnomes have since joined with several dwarf communities, to whom they share a passing resemblance, and contributing to their societies. Others joined the growing nation of Proto-Machanacus in service to the Clockwork God. Gnomes have no empire to call their own and thus, no great public history but they are well known citizens in those places they inhabit.

## Geography:

Tinker gnomes (the main type of gnome in Apia) are primarily located in the dwarven communities in The Dragontail Mountains and Everstand. Many are also located in Latrellus or Proto-Machanacus, where they are found among the clockwork priests of Machanacus happily serving the strange clockwork god. A large contingent of the aggressive Sea-Gnomes, are found among the people of Delorgan. Finally, some gnomes are among the conquered peoples of the Dominion, though what attitudes these gnomes have to their goblin overlords is up to them.

## Personality:

Gnomes are a curious people. Curiosity drives almost every decision they make. Gnomes want to know what makes contraptions, people and natural laws, tick. A gnome will watch a grasshopper for hours, just to see how it will move and then try to replicate it with some small tin toy or jumping apparatus. The most radical among them might even try augmenting his flesh to accomplish this feat. A gnome will date a troll or a gnoll, simply because he has never done so. She might lose herself in the study of a dead language, or trying to understand the scientific anomalies of reality. The desire for knowledge is powerful among the gnomish people. This love of learning is mixed with a lust for life and joy. All tinker gnomes are generally happy sorts who try their best to bring smiles with word or deed. A gnome will give away sweets to children, just for the joy of making them smile. He'll also try to pants an adult for the same reaction, with mixed results. Gnomish pranks are rarely malicious but they can be unpleasant for those who aren't exactly "on the same page." Gnomes don't hold grudges, are quick to laugh and quicker to smile. A gnome tries to find the best in all situations, looking for the silver lining in every cloud, no matter how dark. Those gnomes who finally crack under endless external pressures are grim indeed. A gnome is creative, not afraid of adventure or change. Gnomes thrive in multi-racial societies and any band of adventures that can put up with the gnomish nature can find a useful ally indeed.

## Society:

While gnomes lack any great cities or empires of their own, even a province as the halflings do with The County, gnomeish districts are distinct within the dwarven or human communities they inhabit. "Gnometown" as these districts are usually known, are eclectic mixtures of architectural style, matching the mannerisms of its creators. Some styles are reminiscent of dwarven or halfling buildings, others are more like factories than dwellings. Clockwork gizmos whirl about the streets as smokestacks belch strangely luminescent smoke. Brightly colored gnomes mill about, hawking their strange wares and dazzling one another with magical illusions or displays. Bards are plentiful and music mingles with industrial noise. Many gnometowns also include an arboretum as, despite their love of industry, many also love nature and its maintenance. Most gnomish communities are led by a chosen council of elders and many of those elders are wizards or scientists (a popular occupation among gnomes and few other races). Priests of Garl Glittergold administer the many rites and rituals and preside over the numerous festivals gnomes celebrate. Any excuse for a costume party, feast or dance is one gnomes readily accept. Gnomes are a frisky, friendly bunch and outsiders, particularly exotic or attractive ones, are always welcomed at these celebrations.

Gnomes have family units similar to dwarves but without the association of age with wisdom and the strong devotion to marital fidelity. Gnomeish marriages are mostly for property management, merging of assets or raising children. While gnomish couples do love each other greatly, the pulls of curiosity and adventure are considered far too strong to force any gnome into human vows. As for age and wisdom, older gnomes are respected for their contributions to society (and for surviving their numerous experiments) but it is not automatically assumed that an older gnome is correct. After all, any gnome can be struck with inspiration, and any gnome can discover a new magical or scientific truth. Age is not considered a factor when gnomes discuss theory, only the data itself. As a result, gnomes are more egalitarian than almost any other Apian people, caring little for gender, age or social standing when it comes to presenting and debating theories.

## Religion:

Many gnomes worship Garl Glittergold, a consummate trickster and prankster. Gnarl is considered to be "the perfect gnome," more of a "celestial uncle" to be emulated than a powerful god to be appeased. Gnarl's priests can be found among various gnomish communities, contributing music, laughter and song to all who need it. Gnomes happily welcome a cleric of Gnarl into their homes, for they often bring Garl's blessings and refusing one hospitality can lead to divine pranks of various degrees. Because of a few select forest gnome families a sub faith of "Carl Glittergold" has become common. The misinterpretation of his name leading to a variant faith in the gnomish creator.

Aside from Gnarl, gnomes hold Moradin in respect, though they do not worship him. Many of the more technical minded gnomes are drawn to Machanacus and his Clockwork ideals. Proto-Machanacus is a home to a great many gnomes who happily trade away much of their emotion and flesh in the pursuit of clockwork perfection. These gnomes are seen as odd and even a little frightening by the rest of their kin.

## Alignment:

Gnomes are mostly good at heart. They lack the true stability and structure of their dwarvish cousins, instead moving with the wind, pulling pranks and inventing as the mood takes them. As a result, most are chaotic or neutral good, rather than lawful. Gnomes who follow Machanacus tend more towards lawfulness or neutrality. It isn't unheard of for some researchers or scientists who delve deep into their private work to lose sight of their good nature and embrace a more neutral outlook. Very few gnomes are evil through, tragically, it is known to occasionally happen.

## Relations:

Gnomes generally have good relations with most people. Dwarves are the most reliable of gnomish allies, sharing a common, if tenuous, link that binds them together. Humans have always found gnomes to be interesting at least, so tend to give them space as well. Fey blooded creatures and beings, as well as full fey see gnomes as cousins and they can always support among the fairy-folk. Ratfolk and gnomes are common trading partners, sharing similar loves of large families, creativity, fair trade and warren-style dwellings and it's far from uncommon to see them working together.

With their deep love of unusual things and boundless curiosity, gnomes are willing to accept almost anyone into their communities, provided the being has a good heart. As a result, many more monstrous races including empty men, tieflings and half-ogres, dwell happily among the friendly gnomes and grow to see them as surrogate families. The only race that has any real animosity to the gnome is the kobold, due to ancient history and religious differences. Good aligned kobolds will treat gnomes with cold disdain and vice versa. Evil kobolds will slaughter gnomes on sight.

## Language:

Gnomes speak gnomeish and common. Some also speak sylvian or other fey-tongues.

## Names:

Gnomeish names are fun and quirky, with a simple first name and more elaborate second, family name, typically chosen for its silliness.

**Example Male Names:** Alpip, Dorfan, Traziver, Ianlin, Quator, Tranan, Quarug, Nesver, Xalxi, Kelros:

**Example Female Names:** Inasany, Sassa, Nisany, Chiroe, Tifaqys, Repine, Eilikini, Queniana, Xyrolin

**Example Family Names:** Dingleberry, Froghopper, Silverstreak, Shimmerbottom, Peanutbutter, Bluesong, Tigerlilly, Goldenspice, Cutemedow

## Adventurers:

The gnome's boundless curiosity drives him or her out into the world to discover all that can possibly be known, to uncover scientific or magical facts and meet new friends. Gnomes make good, carefree adventurers, many of whom are wizards specializing in illusions, or artificers. Gnome adventures are typically supported by their community and, as such, often receive their first bits of gear from mom and dad or the town at large. Everyone within their communities is typically in support of the young gnomes going out to discover new and exciting things and they eagerly await the return of the triumphal youngster with a shiny bobble.

## Traits:

Tinker gnome traits are identical to those found in the player's handbook.

## Gnome Sub-races:

Forest Gnome

Sea Gnome

Deep Gnomes/Svirfneblin

Whisper Gnome