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gnome

GNOMES

Classes Permitted: Fighter, Magic-User, Thief
Size: Small, 1d4 HD
Move: 25'
Stat Mods: +1 INT, -1 WIS
Vision: Dark Vision
Special Advantages: Stonework Skill, Detect Magic 1/day, +2 Saves

The Gnomes are cousins to the dwarves and look similar but are much smaller and have longer noses. They live both in underground towns and in forest communities. Gnomes are friendlier than dwarves, more mercurial and humorous than dwarves, and sometimes more treacherous than dwarves. Gnomes are about evenly divided among Lawful, Neutral and Chaotic alignment. The Gnomes have excellent Dark Vision from living underground. The Gnomes are much more involved in the works of magic and many are natural sorcerers. Their magical mastery and native cunning have given them improved saving throws across the board. This familiarity with magic allows all gnomes to cast a Detect Magic spell once per day, even if wearing armor and even if they can’t otherwise cast spells. They also are very accustomed to dealing with underground constructions, so have the Stonework Skill, allowing them to spot pits, weird construction and stone-traps underground. Because of their small size, Gnomes cannot use Large Weapons, Longbows or Composite Bows.

Gnomes in the Region:
There are several Gnome Clans in the hill country around the zones, with the McNasty Clan being the most influential. In the city, the Old Weeblers are a clan of Gnomes who have been important in the Jewelry Business for centuries, if not millennia. Of course, wherever there are Gnomes, the area is infested with Knobulouses. There is a cult or society of warlike Gnomes known as the Invincible Titans of Mighty Power, that tries to recruit the best Gnome warriors for a life of high adventure. Gnomes are not looked upon as strange or unusual, occasionally some rube might say “what's with the short dwarf?”

gnome.txt · Last modified: 2021/09/16 18:21 by dave