Gnome

Gnomes

Gnomes (noniz in Flan) are solidly built and muscular despite their height. (Most gnomes stand just over 3 feet tall.) Two major groups of them exist: rock gnomes (the most commonly seen) and deep gnomes (who live far underground). Rock gnomes are brown skinned and blue-eyed, and almost all adults have light hair with a tendency toward male baldness. Males are most often bearded, though not so much as their dwarven cousins. Their facial features are a bit exaggerated compared to human norms, with promi nent noses and eyebrows and leathery skin. Deep gnomes are hairless and wiry in physique, with gray or gray-brown skin.

Rock gnomes of the Flanaess have their origins as trappers and herders in the remote wooded highlands of the north. Their southward expansion began only a few centuries before the Invoked Devastation, bring ing them into lands populated by other races. Their lairds and chieftains recognized the authority of elven or dwarven sovereigns, but discouraged any mingling of peoples until the Suel and Oeridian migrations encouraged cooperation between races. Most gnomes inhabit great burrow communities in the Lortmils and Kron Hills, and east in the Flinty Hills.

The history of the deep gnomes is unknown to others, as they are so isolated and little seen. Their homeland is said to be a vast kingdom within a miles deep cavern, where they are ruled by a wise and brooding monarch.

Gnomes are possessed of sly humor and earthy wisdom. Measuring the practical value of things as seen by the gnomes against the pretensions of other cultures, their wit is often revealed in inventive and embarrassing ways. Their creativity is not limited to practical jokes. They are fine craftsmen who appreci ate precious stones and make beautiful jewelry, along with woodwork, stonework, and leatherwork of excellent quality; they invent and experiment often. Seldom avaricious, gnomes take equal pleasure in music and story, food and drink, nature and hand made things. Most gnomes are not prone to cruelty, though their lively jokes may sometimes make things appear otherwise.

Rock gnomes in the Flanaess tend to dress in dark colors, favoring earth tones but enjoying stripes and brightly dyed hats, belts, and boots. Males usually wear high-collared shirts or blouses with trousers and boots, and a double-breasted coat worn over all. Females wear high-necked blouses with aprons or ruffled skirts, often with a matching jacket. Their hunting garments are colored with mottled greens and browns intermixed. Deep gnomes are almost never seen unarmored, but are known to wear simple, dark tunics and aprons in their dwellings.

Famed primarily for their use of illusions, some gnome magicians are also master toymakers and arti ficers. Others are superb weavers, dyers, or tailors, who can create clothing that will improve the appear ance of the wearer or even alter it completely.

Their hilly homes have been threatened by the humanoids in particular; many have been driven into the plains of human-dominated lands where they seek help to re-establish their old heartlands. Many, too, co-exist with elves in the woodlands; where the elves are active in working with human interests, so are the gnomes. Hill gnomes often share living space with dwarves, and are a brave, tough folk who are loyal to their neighbors and fight side by side with them.

The major elf-ruled lands are those of Celene (gray and wood elves), the Duchy of Ulek (wood and high elves), and Lendore (aquatic and high elves). Mountain dwarves dominate Irongate and the Principality of Ulek and are numerous in Ratik. The lands of Ulek, Urnst, Sunndi, Highfolk (especially), and the Valley of the Mage (a unique case) are dominated by mixes of demiumans. Veluna has always had a strong population of high elves and gnomes, and the Gran March and Keoland have had their ranks swelled by high elves and mountain dwarves fleeing Geoff and Sterich.

Feats specific to Gnome

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler feat until your Strength is restored.


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