Gnome
"Have you ever seen one of these?" the gnome cries out to me, her wild yellow hair barely held together by a hair tie. "It's one of my favorites!". It is hard for me to focus as she begins unfolding panel after panel of this onion-like sphere. She keeps shouting out this multi-syllabic techno-jargon as I nod to convey I understand (I really don't). bolts, metal and coils fly as she seeming tears this thing apart and rebuilds it at the same time. "The truth is, even if this was all to hypothetically work" she continues to talk at me, "its not enough for it to be functional. It needs form, and style. Something to surprise people! For example, the officers will spot a gun across the room if it looks like a gun. But when function prevails...", I hear a click. I was so distracted by her words I hadn't realized I already had the barrel of her blaster at my temple, "...then you can sneak anything right under their noses. Now tell me, where is the Crystal. It needs to come home".
It can seem hard to take gnomes seriously at first. By human standards they are almost cartoonishly alien, and their personalities tend to be more animated than most. But under that silly exterior lies some of the most brilliant minds in the galaxy. Magic and technology existed throughout the cosmos in varying forms, but it was the gnomes who mastered how the two came together. Without them, many of the galaxies denizens would have no knowledge of life beyond the stars.
Brilliant Colors
Gnomes are by far the shortest of the United Galactic Nations UGN species represented on the council, standing between 3 to 4 feet at most. Their build is similar to halflings, but where a Halfling's proportions are relative to their body (by human standards), Gnomes seem almost exaggerated. Their head, feet and hands are bigger, with large eyes, nose and ears. Their skin color ranges bizarrely as well, reaching purple, greens, blues and pinks, with bright and wild hair reaching saturated and nearly neon colors across the rainbow.
The Gnomish Triad
Gnomes fall into one of three cultural groups in gnomish society; the Arcanists, the Mechanists and the Etherists. The Arcanists focus on the study and use of magic, using it to improve nature and figure out its best practical uses in galactic exploration. They are both scholars and scientists looking to unravel the mysteries behind the use of magic. The Mechanists focus on technology and artisanship. They are the creative side of the brain compared to the archaists studious side, building ships, weapons, housing and so many other inventions that not just allow people to live, but to enjoy living. Where Dwarvish technology is sturdy and works well, Gnomish technology is a thing of visual wonder that works against all physical and technological odds. Lastly are the Etherists. These are much less common, but highly revered in Gnomish society. They are the caretakers of the Etherians, beings they share their home planet with that escape out into the world and return to deliver new knowledge and insight to the collective conscious. It is there job not only to protect the etherians from any external threats, but also to find any that went missing and return their Crystal Consciousness back to the planet.
Walking Wonders of Gnomeshi
Gnomeshi is a dark desolate place. To the uninitiated it is a desert world of black sand and a never ending sandstorm kicking up so high early visitors thought the planet was a gas giant. This sandstorm is actually the planet's primary species - The Etherians: a living mineral substance with a collective conscious. While most find the planet unlivable, the Etherians live in great harmony with the Gnomes who have built amazing moving cities in large domes the size of some continents. These titanic mechanized city-structures move across the land, and the technology inside lets the gnomes experience a day and night cycle, completely at peace and fully cut off from the violent planet storm (until they choose not to be). For anyone that has had the pleasure of visiting a Gnomish city, it is truly a sight to be seen. Every object, building and mundane piece of landscape has been enhanced and beautified with either magic or technology. Giant mechanical animals with compartments to sit inside and no engine to be seen can walk the streets amongst buildings whose rooftops spin, whirl and unfurl to release flying machines or grow metallic gardens that shimmer in the artificial sun. It would be an absolute tourist trap if any of the furniture fit most other humanoid species.
Reason to Travel
More than anything, Gnomes are curious. Learning is in their nature, and there is no better way to learn than by doing. Occasionally, gnomes may sell their skills to the wealthy looking for a magnificent status peice to show off, or get wind of a long lost piece of technology from an ancient civilization. When the Etherists leave, it's often a more dour situation. When an Etherian goes missing and doesn't return home when expected, an etherist will do everything in their power to retrieve the etherial's Crystal Consciousness and bring it back home. The Etherian is not important, just the Crystal which holds all the Etherian's gathered knowledge so far and so while Gnomes often look "cute", god help anyone who gets in front of an etherist and their mission.
Additional Information
Geographic Origin and Distribution
Civilization and Culture
Major Organizations
Ancestral Traits
You have the following ancestral traits that all gnomes do.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You have superior vision in dark and dim conditions. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Lifespan
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Average Height
2'11" + 2d4
Average Weight
35 lb. x 1 lb.
Cultural Traits
The Halfling of Kor live an incredibly dangerous life on their planet. With high winds, dangerous creatures and a constant risk of falling, the Halflings build upon their need for climbing and survival with the following cultural traits.
Arcanist
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1
Alignment. Arcanist culture values kindness and harmony. Many culturally arcanist gnomes work to uphold harmonious relations with each other and their environments, serving as caregivers of their fellows and stewards of the natural world.
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Languages. You can speak, read, and write Common and Gnomish.
Alignment. Arcanist culture values kindness and harmony. Many culturally arcanist gnomes work to uphold harmonious relations with each other and their environments, serving as caregivers of their fellows and stewards of the natural world.
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Languages. You can speak, read, and write Common and Gnomish.
Mechanist
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1
Alignment. Mechanist culture values logic and order. Many culturally mechanist gnomes are incredibly focused on the idea of being "one" with their project, knowing that any missed bolt or off calculation is the difference between success and failure.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Languages. You can speak, read, and write Common and Gnomish.
Alignment. Mechanist culture values logic and order. Many culturally mechanist gnomes are incredibly focused on the idea of being "one" with their project, knowing that any missed bolt or off calculation is the difference between success and failure.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Languages. You can speak, read, and write Common and Gnomish.
Etherist
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1
Alignment. Etherist culture values knowledge and the greater good. Many culturally Etherist gnomes know they must do whatever it takes to upkeep the collective conscious of the Etherians.
Superior Darkvision. You've trained your eyes living on the planets proper surface. Your darkvision is increased to 120 ft.
Survival Instincts. You have advantage on Dexterity (Stealth) check made to hide in rocky terrain and underground.
Weapon Focal Training. Nomadists train in the use of daggers mixed with the arcane arts. When you wield a dagger, you may cast the true strike cantrip. Furthermore, whenever you cast a spell, you may use the dagger as a spellcasting focus.
Alignment. Etherist culture values knowledge and the greater good. Many culturally Etherist gnomes know they must do whatever it takes to upkeep the collective conscious of the Etherians.
Superior Darkvision. You've trained your eyes living on the planets proper surface. Your darkvision is increased to 120 ft.
Survival Instincts. You have advantage on Dexterity (Stealth) check made to hide in rocky terrain and underground.
Weapon Focal Training. Nomadists train in the use of daggers mixed with the arcane arts. When you wield a dagger, you may cast the true strike cantrip. Furthermore, whenever you cast a spell, you may use the dagger as a spellcasting focus.
Remove these ads. Join the Worldbuilders Guild
Comments