Gnomes
The sturdy but diminutive gnome is perhaps the most misunderstood of the traditional AD&D® game character races. They're kind of like dwarves, of course . . . but isn't there more to it than that?
Indeed there is. Gnomes do share some traits with their longer bearded cousins: they are exceptional miners, comfortable underground, and resistant to magic. Yet, to the shorter nosed dwarves, gnomes seem excessively frivolous (much like the elves, in the view of the dwarves), sometimes even weaklings. Gnomes are quite comfortable out of doors, well at home in a forest. The major rituals of gnomish life all occur beneath the stars, and no cosmic symbol is as important to them as an eclipse, in contrast to the dwarves, who prefer nothing so much as solid rock overhead and care little for cosmic occurrences of any kind.
Gnomes are also cheerful and social creatures, of good-tempered and tolerant disposition. They regard rudeness as a major fault--a characteristic which in itself is enough to mark them as very different from most dwarves! Gnomes relish the company of other gnomes and will eagerly compete in the telling of tales. Their calendar is marked by many festivals, each of which is an occasion of great feasting, drinking, singing, and dancing.
Although gnomes are friendly, they are also reticent; it is possible to know a gnome for many years without learning much about him (or her). When a gnome does become friends with a member of another race, that person is adopted by the gnome's whole family as someone they like and trust. Gnomes have much to fear from the larger creatures of the world, but they have not allowed this caution to become a compelling paranoia.
Very fond of good food, gnomes show little imagination in their recipes. They are skilled with fire, and quite uncomfortable--even forlorn--if circumstances prevent them from having an evening blaze.
Finally, the gnomes have raised the art of the illusionist to a cultural heritage that permeates many aspects of gnomish life and society. The steadfast loyalty and useful skills of a gnome character can provide fine additions to any group of adventurers.
Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.
Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.
Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races — humans and elves—although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins' aversion to surface dwellers foolish.
Gnomish Subraces
There are three gnomish subraces native to the world of Greyhawk; the Rock Gnomes, the Forest Gnomes, and the Svirfneblin {Deep Gnomes}. Each race has their own ability score adjustments found under the proper subrace section.
A fourth gnomish subrace exists that is not native to Greyhawk, but it is reasonable that there are some who have migrated to this world, if the player so decides. These gnomes are known as the Minoi, or Tinker Gnomes.
Available Classes
A gnome character can elect to be a fighter, a thief, a cleric/specialty priest, or an illusionist (specialist mage). A gnome can have two classes, but cannot be triple classed. The available multiclass combinations are: fighter/thief and illusionist/thief. Gnomish cleric/priests may never multiclass.
Bonus Proficiencies
Gnomish thieves of any kit can take the Locksmithing proficiency to fill one slot at no cost, because of the tradition of craftsmanship and mechanical things in their cultural heritages.
Magical Malfunction
Gnomes, like dwarves, also suffer a 20 percent chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device or, in the case of continuous-use devices, each time the device is activated. Like gnomes can sense a cursed item if the device fails to function.
Dress
Gnomes and halflings dress in a similar fashion, often replacing their trousers with knee-length britches. The gnomes favor more stolid colors - brown breeks, a tan blouse, green boots and belt, with a dark brown jacket or coat. A halfling in the same garb might have a yellow shirt and top off with a cap of green with a bright yellow feather in it. Both races will often wear striped clothing. When hunting or at war, they likewise favor garb of a curiously mottled sort, with greens and browns intermixed.
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Gnomish Subraces
Available Classes
Bonus Proficiencies
Magical Malfunction
Dress
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