Rock Gnome

Big of nose, quick with a laugh, cheerful, visionary, and industrious in their approach to life, the rock gnomes form the picture of the gnomish race as it is viewed by most of the larger folk who know them.
  Rock gnomes are the most common type of gnome within Elaris, and indeed, when one speaks of a gnome, chances are he or she means a rock gnome. While not a populous race in comparison to humans or other demihumans, they are encountered in a wide variety of environments, though do tend to prefer more temperate climates. They tend to make their homes in areas with an abundance of natural rock, even if it’s invisible under a layer of loam and forest.
  All gnomes have a fondness for gemstones of all kinds, and in fact each subrace has a stone that it reveres above all others. No other gnomish race, however, is as adept at cutting and shaping these precious baubles as are the rock gnomes. The gem symbol of this subrace is, appropriate, diamonds. Diamonds are used as symbols of status and accomplishment, and wealthy and highly regarded clans will often have dishes, candelabras, and other elegant possessions encrusted with these hard and precious stones.
  The most distinctive physical characteristic of the rock gnome is an enormous nose—a proboscis that is larger than that of any dwarf or human, despite the gnome’s diminutive size. Indeed, the size of one’s nose is a matter of some status among rock gnomes, and more than one good-natured debate has resulted in actual comparisons being made. The true test of a mighty nose is the ability to poke it into your opponent’s eye without having his or her nose do more than tickle the fringe of your beard or chin.
  Rock gnomes average about 3½ feet in height. Unlike the burly dwarves, who tend to weigh as much or more than the average human, rock gnomes are lightly built. Their small frame is deceptive, however, for despite their size these gnomes are as strong as most humans.
  Rock gnomes tend to have white or gray eyes like the diamonds they love to much, and the clearer a rock gnome’s eyes are, the better their appearance to other rock gnomes. Rock gnomes cursed with eyes of blue, green, or other colors are felt bad for by the entire village, and having a child who has these odd colors of eyes is often a point of great sadness for a mother rock gnome.
  The brownish color of the rock gnomes’ skin can be encountered in many shades, ranging from a light tan to nearly black. While the race does not avoid the sun, they suffer no effects from exposure—they don’t naturally burn or tan in the sun, so the shade of a rock gnome’s skin has nothing to do with the proportion of his or her life spent outdoors or underground. In mature adults, the hair and beard are almost universally white or pale gray, but in youngsters and adolescents one will find as wide a variety of hair colors as among human-kind. Only the males are bearded, with facial hair growing in near the beginning of the gnome’s first century of life. Unlike dwarves, however, gnome males keep their beards nearly brushed and trimmed, with a maximum length of about six inches. Sometimes, the beard will be trimmed into fashionable shapes such as a goatee, or brushed into a long curling point—or even a pair of points in a real statement of high fashion.
  While the average rock gnome tends to live about three and a half centuries, it is not uncommon nor unheard of to find an elder patriarch or matriarch who has been around for more than 500 years. The oldest of them have been known to approach the venerable age of 650 years.
  The first half-century of a gnome’s life is generally spent in a carefree childhood. Youngsters are indulged and benignly guided by their elders, with rarely a harsh word or punishment employed against them. The children learn by example and strive to please the adults around them. Sages attribute the fact that all gnomes respond better to praise and encouragement than threats to this upbringing.
  By the time he or she has reached 50 years of age, a gnome is expected to begin applying himself or herself to the development of a useful skill and to learn the basics of self-defense and weaponcraft. However, during this half-century-long adolescence, gnomes are still not subjected to an array of responsibilities—instead, they are encouraged to experiment with a variety of trades and activities until they find those best suited to their own talents and personality.
  The occasion of his or her hundredth birthday is of great significance to a rock gnome, for it indicates that he or she has reached adulthood. It is customary for his or her family to host a large party, with a gathering of any clans within traveling distance to celebrate the coming of age. Since the party itself is likely to run for a month or more, it is not uncommon for gnomes to travel hundreds of miles for such a get-together. Each clan will bring a practical gift for the newly anointed adult, and it is a cause for great pride if the present is judged to be the finest among the array of gifts. However, the practical nature of these tokens is inviolate—boots, a shield, a sturdy tunic, even a weapon or tool are all appropriate. Gem-encrusted baubles, works of art, or simple decorations, although highly valued by gnomes, will not be given as coming-of-age gifts.
  The industrious nature of gnomes is well-documented, and probably represents their closest similarity to dwarves. Like dwarves, gnomes will organize for a task, with each individual lending his or her talents where they will be most useful. When digging a tunnel, for example, the strongest gnomes will work with picks to break up the rock in their path, while others—more nimble, if not so powerful—scamper among the flailing picks, scooping up the debris with shovels and pails. A third group of gnomes, those who are very hardy and capable of great endurance, will carry the crushed rock—often in wheelbarrows, but sometimes in sacks slung over the shoulder—out of the tunnel to the dumping grounds.
  In their pursuit of mining, gnomes are not so speedy to excavate as dwarves, but they are more careful with what they find. Indeed, many a vein of ore that has been mined clean by dwarven standards has been taken over by gnomes and continued to yield its riches to the more meticulous gnomish miners.
  Even while they work, however, these gnomes will pursue their tasks with high good humor, bawdy stories, and a succession of jokes of all types. Only rarely, however, will this frivolity interfere with the effectiveness of the group’s work.
  Nowhere is rock gnome precision more evident than in their stonecutting and gem work. Their skill at cutting, polishing, and mounting gemstones is unsurpassed by any other race. They are also skilled enough metalworkers to make elaborate frames and mounts for jewelry. Indeed, gnomish metal-smiths work better with soft metals such as silver and gold than they do with iron or steel—another significant difference between them and their larger cousins, the dwarves. Gold chain belts, silver necklaces, and shining buttons are all proudly displayed by the well-accoutered gnome.
  This is not to say that gnomes cannot become fine blacksmiths when they are so inclined. Indeed, every community will have at least one well-muscled resident who is in charge of toolmaking and of crafting other objects such as dishes and weaponry out of iron and steel. Gnomes generally purchase steel from dwarves or humans, however, rather than smelting it themselves. The finest weapons in a gnomish community are generally of outside—either dwarven or elven—manufacture, often purchased in trade with the gem and jewelry work that they do so well.
  Rock gnomes can also become skilled carpenters and exceptional woodcarvers. Though most gnomes do not devote a lot of attention to fabrics, those that do are skilled tailors and embroiderers as well.
  In the area of culinary skills, gnomes are not so elaborate. In fact, their standards when compared to halflings are downright plain. Their ideal meal is boiled or roasted meat, unspiced, accompanied by potatoes and mushrooms. Also unlike halflings, rock gnomes rarely if ever keep cows, so they have little milk, butter, or cheese. Their bread is unleavened and relatively unpalatable to others with more refined tastes.
  In the area of brewing, rock gnomes believe themselves to be every bit the match of halflings and humans and insist that they make a much tastier beverage than the heavy mead favored by dwarves; some gnomes even champion their wares above the famed elvish wines. Impartial judges pronounce gnomish brews a distinctive but acquired taste. Gnomish brewers make a variety of ales and are ingenious at finding ways to chill these beverages even in the height of summer. They will employ underground storage caverns, often sealed in ice which is brought down during colder months. In fact, many gnomish communities will have wooden piping installed from these subterranean coolers so that the amber fluid can be pumped to spigots on the surface. Any gnomish innkeeper worth his or her salt—high praise indeed for a gnome—will have such an arrangement in the cellar, and as a general rule, the better the chill on the beverage, the higher the perceived quality of the establishment.
  Rock gnomes typically make abysmal farmers, but they can be capable hunters and are excellent at gathering the bounty of their native woodlands, including nuts, fruits, grubs, mushrooms, and wild greens. A community will typically tend a small field of grain, which is used in about equal proportions to make bread and ale.
  In one area rock gnomes most closely resemble elves among all other demihumans is the category of music and dancing. Unlike dwarves, gnomes are very musical, and have designed and perfected a wide variety of instruments including flutes and horns, stringed instruments such as lutes and mandolins, and a great assortment of percussion. The latter range from concave rocks, rattles, cymbals, and gongs to standard drums made of hide stretched over a base of wood or metal. The most talented gnomish musicians are famed for their skill and highly sought as entertainers, and nearly every adult can play some sort of instrument; family gatherings often climax in a cacophony of music-making and merriment. Unfortunately for non-gnomish listeners, their vocal skills in no way come close to their instrument-playing prowess, and since they insist on singing to most every kind of music, the resulting melodies are not necessarily pleasant to the non-gnomish ear.
  A rock gnome’s idea of an ideal setting for a home is an area of wooded hills with an underlying bedrock of limestone that can be transformed into a complicated network of lairs, tunnels, and stairways. Rock gnomes are not so comfortable in the deep and dank recesses of the Underdark as, say, dwarves—or their own deep gnome cousins. Therefore, their settlements will almost always be found near the surface where the steep faces of hillside or cliff can provide a number of entrances and airholes to a many-layered dwelling. Often these entrances must be reached along narrow and precarious trails—easily traveled by gnome-sized creatures but perilous to larger would-be intruders—taking one far above steep slopes of jagged rocks, or along the edge of a deep gorge, with a rolling torrent of icy water plunging below.
  Rock gnomes are very social creatures, and generally live in thriving, active communities. Such communities are organized into up to a dozen clans, and all permanent residents are member of one or another of these families. Smaller outposts may consist of a single tight-knit family, with a patriarch, matriarch, or pair of elders providing benign leadership over three to four dozen gnomes. The typical upper limit of any one community is 400-500 gnomes, mainly due to limitations in the surrounding food supply—not due to any desire for isolation from their neighbors.
  Whatever the size of a rock gnome settlement, the chain of status will always culminate in one unquestioned leader. To this chief—who is usually, but not always, male—come all crucial decisions on matters of defense and trade, as well as the arbitration of the rare instances of discord within the community. When this chief makes a ruling or command, he or she is obeyed immediately, with a discipline that can instantly transform a pastoral community into a determined work force or warlike army at need.
  Most communities of rock gnomes will be found within a few days’ or weeks’ travel of each other, with grand gatherings of the clans—often including four or five thousand gnomes—held every decade or so. These festivals can last for a fortnight or more and generally climax in frenzied musical performances, nose-measuring contests, tournaments to determine who is best at drinking, snoring, and other things, and feasting.
  The individual burrows of the rock gnomes are small and tidy. Generally a married couple will have a small chamber to themselves, with all children sharing a common room with their cousins and siblings. Adolescents are segregated by sex, with a large burrow having two separate chambers for its young males and females respectively. Most of these private chambers will be connected via tunnels to a central family chamber, where the fire is kept, food is prepared and eaten, and the family members meet for the talk and socialization that occupies virtually all their nonworking waking hours. The common room will always have a chimney vented to the outside. Ideally, it will have some other access to fresh air and light as well—chambers that have no windows are considered oppressive and tomb-like by many rock gnomes.
  The family quarters will also connect to the other families that make up the clan; and similarly each clan in the community will be connected to the others. At every place junctures occur, there are large chambers. In the bigger towns these areas contain inns and shops, as well as open commons where impromptu parties can take place.
  Gnomes frequently travel among their communities, and many of them will venture into human or demihuman cities out of curiosity. They mix well with halflings and find life in a halfling village quite pleasant. Unlike halflings, they have no particular compulsion that holds them to their own homes or locales, and their long lifespans afford them the time to indulge their curiosity about how other races live.
  While rock gnomes can survive and even flourish in a community of humans, dwarves, elves, or halflings, few would care to leave their fellow gnomes permanently. It’s far more common for a gnome to live among other races for a few decades, perhaps even a century or more, before returning home to his or her own clan. Perhaps a half or more of all rock gnomes spend at least part of their second century “seeing the world” before returning to take up his or her role in clan affairs.
  Rock gnomes will sometimes welcome members of other races into their communities. However, humans and especially elves tend to find gnome cities claustrophobic, while the furniture and passageways between rooms are too cramped for the average dwarf. Halflings sometimes exchange extended visits to their gnome neighbors but it’s a rare halfling who leave his or her own burrow behind forever. It is rare that gnomes deal with many humanoids, but among those they do interact with, they find felarids share their love for life and parties, and due to their similar sizes, felarids often enjoy visits to gnomish cities, but being underground for too long often makes them antsy. Gnomes and kobolds have a rival-like friendship, as they are both excellent craftsmen and end up pushing each other to create even better things, and it is far from a rare sight to see kobolds visiting or even living within gnomish cities.
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Game Statistics

Custom System
Ability Score Adjustment
+1 Constitution
Racial Skills
You gain a +2 Racial bonus to Dungeoneering checks.
Speak with Animals
Once per day,you can cast speak with animals as an innate Arcane spell-like ability to speak to burrowing mammals only. When you cast this spell in this way, the effect has a duration of 10 minutes.
Alchemist
You gain a +4 Racial bonus to Craft (Alchemy) checks.
Languages
You can speak, read, and write Rock Gnomish.

 

5th Edition
To Be Made

4th Edition
To Be Made

3.5th Edition
To Be Made

2nd Edition
Ability Score Adjustment
The initial ability scores are modified by a +1 to Intelligence but a -1 to Wisdom.
AbilityMinimumMaximum
Strength 6 18
Dexterity 3 18
Constitution 8 18
Intelligence 7 19
Wisdom 3 17
Charisma 3 18
ClassMaximum
Fighter 11
‎ ‎ ‎Paladin
‎ ‎ ‎Ranger
‎ ‎ ‎Barbarian
Mage 11
‎ ‎ ‎Specialist 151
‎ ‎ ‎Warlock 11
Cleric 9
‎ ‎ ‎Druid
‎ ‎ ‎Monk
‎ ‎ ‎Shaman
Thief 13
‎ ‎ ‎Assassin 10
‎ ‎ ‎Bard 12
Psionicist 9
1Rock Gnomes can be Illusionists of up to 15th level   Special Advantages. Rock gnome infravision allows them to see out to 60 feet in the dark.   Rock gnomes get a +1 bonus to their attack rolls against goblins, their traditional racial foes.   Rock gnomes, like their dwarvish cousins, can detect certain underground and stonework phenomenon while underground and within 10 feet of the phenomenon (but they can determine their approximate depth below the surface at any time). The gnome must focus and be actively attempting to determine this—the information does not just spring to mind unbidden.
PhenomenonChance
Detect grade or slope in passafe 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6
Special Hindrances
None.
Role-Playing Suggestions
Rock gnomes, even among gnomes, are excellent craftsman and good with small detailed work. Even when not doing it for a trade, rock gnomes simply enjoy crafting and work with it. They often trade finished pieces for unfinished pieces just for the ability to craft more.

Rock gnomes love gems above all things, and will often seek out tales of large or particularly special gemstones and follow them with a single-minded focus, even without hard evidence of their truthfulness.

Rock gnomes compare nose lengths to settle numerous arguments, pointing to their massive schnoz as proof of their correctness.
Languages
Rock Gnome, Gnomish, Common, Dwarvish, Halfling, Kobold, Goblin

 

Pathfinder 2e
To Be Made
Encompassed species

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