Deep gnome (svirf-NEB-lin)
Deep gnomes, called svirfneblin in their own language, were a gnome subrace that lived in the Underdark. While their surface cousins were known for their boundless optimism and cheerful mischief, the svirfneblin were serious and suspicious creatures. They survived in the Underdark by maintaining wariness of others and working hard to keep their underground society secret.
Basic Information
Anatomy
Deep gnomes were wiry and lean with a body as hard as a slab of rock ranging from 3 to 3.5 feet (0.91 to 1.1 meters) in height and weighing between 40 to 45 pounds (18 to 20 kilograms). Males were completely bald and beardless, while the females sported hair. Deep gnome complexions were sometimes described as "gnarled" and, like drow and duergar, were commonly dark in hue, with most deep gnomes demonstrating brown or gray skin with dark gray eyes. Females typically had gray hair.
Behaviour
Deep gnomes were a surly and cynical people who fatalistically expected little more from life than what they had. While they treated their own kind with respect and even goodwill, trust was not easily given to anyone from outside their village, or even outside their family. They kept to themselves, were extremely cautious when contacting other races, and eyed all strangers with suspicion.
Sullen and hard-working, deep gnomes were wholly dedicated to any task to which they set themselves, typically mining for males and housekeeping for females. Although outsiders found deep gnomes' overly serious attitude made for sour company, those qualities made the svirfneblin tireless pursuers of excellence in their metalworking and weapon forging. These attitudes were also justified in part by the harsh environs the deep gnomes inhabited, which required a degree of stoicism and quiet suffering in order to serve the greater good. Any sounds or raised voices could attract danger to deep gnome homes and fire was used sparingly for cooking and warmth. Their seriousness and pessimism only faded when admiring the gems which fascinated them so much.
Although far more serious than most gnomes, deep gnomes nonetheless exhibited the same insatiable curiosity and craftiness when put in the right circumstances. It was this trait, more than any other, which led some deep gnomes to abandon their cautious upbringing and explore the world around them. Some of these wandering deep gnomes turned upwards and investigated the surface world from which their ancestors came, particularly deep gnome illusionists who hoped to find advanced instruction in the Art beyond what could be obtained in their isolated homes. Others become prospectors, searching the Underdark for new veins of gems and ore to mine.
Sullen and hard-working, deep gnomes were wholly dedicated to any task to which they set themselves, typically mining for males and housekeeping for females. Although outsiders found deep gnomes' overly serious attitude made for sour company, those qualities made the svirfneblin tireless pursuers of excellence in their metalworking and weapon forging. These attitudes were also justified in part by the harsh environs the deep gnomes inhabited, which required a degree of stoicism and quiet suffering in order to serve the greater good. Any sounds or raised voices could attract danger to deep gnome homes and fire was used sparingly for cooking and warmth. Their seriousness and pessimism only faded when admiring the gems which fascinated them so much.
Although far more serious than most gnomes, deep gnomes nonetheless exhibited the same insatiable curiosity and craftiness when put in the right circumstances. It was this trait, more than any other, which led some deep gnomes to abandon their cautious upbringing and explore the world around them. Some of these wandering deep gnomes turned upwards and investigated the surface world from which their ancestors came, particularly deep gnome illusionists who hoped to find advanced instruction in the Art beyond what could be obtained in their isolated homes. Others become prospectors, searching the Underdark for new veins of gems and ore to mine.
Civilization and Culture
Major Language Groups and Dialects
Gnome, Terran, Undercommon
Culture and Cultural Heritage
Deep gnome culture was largely defined by the environment in which they lived. Deep gnome settlements were usually centred in a single large cavern, surrounded by an interlocking set of tunnels and other caverns into which the city spread. These settlements were often large villages or small towns, with a population of around a thousand gnomes. Typically cut off from all outside contact, even from other deep gnome settlements, many inhabitants never ventured out of their havens, instead crowding together for protection. Population density was extremely high as most families shared a single, small room for their living space, with children living with their parents until they themselves married and had children.
Deep gnomes rarely wandered far beyond their hidden cities, but when they did, it was usually as bold prospectors, youthful illusionists, or exploring warriors. These bold souls shared a deep curiosity that allowed them to overcome their hard-bred caution and shyness, although other motives such as economic drive or a desire to seek aid to fight a threat the deep gnomes could not conquer on their own might also play into their departure.
Deep gnomes who became adventurers most frequently were fighters, rangers, rogues, or wizards (particularly illusionists). Although well-suited to the arcane arts like other gnomes, they were also fit to becoming rangers or rogues, adapted as they were to hiding and navigating the labyrinthine caverns of the Underdark. Deep gnomes of the martial persuasion who survived their adventures and came back with knowledge and experience sometimes became breachgnomes, elite warriors trained to defend a position against superior numbers.
Deep gnomes felt far closer to Segojan Earthcaller compared to their pantheon leader, particularly those who kept pets, were rangers, or who otherwise worked with domesticated animals. Meanwhile, deep gnomes feared Urdlen, whom they believed attacked particularly greedy svirfneblin, luring them with precious jewels. These fears may have reflected, as much any divine intervention, the very real unknown dangers that lurked in the Underdark. Despite their fear, they respected him for reminding them to stay alert.
Of all the Lords of the Golden Hills however, deep gnomes felt the strongest ties to Callarduran Smoothhands, the Master of Stone, who they generally saw as their protector and divine benefactor. According to svirfneblin myths it was Callarduran who taught the deep gnomes to summon and befriend earth elementals, and the deep gnomes honoured him by using the six-pointed star from his holy symbol into their art. However, it was taboo to use Callarduran's golden ring around the star, as that was the purview of the god himself.
Only two holidays were commonly celebrated among the deep gnomes, the rest were created on a whim by local priests. The Festival of the Ruby celebrated the legendary time when Callarduran hid the rubies and other gems of the world in the earth for the deep gnomes to find, and was considered a day where searches were likely to be fruitful. The Festival of the Star honoured the Master of Stone as an unwavering protector of the deep gnomes. As part of the festival rites, deep gnomes gathered along the shores of subterranean lakes or pools to watch small, phosphorescent fungi (that they specially bred for this purpose) light up across the cavern ceilings in a panorama similar to that of a night sky reflecting in the water. As much as this was in honour of Callarduran (whose symbol included a star), it was also a reminder of their origins on the surface world and that they were not alone in the dark.
Deep gnomes rarely wandered far beyond their hidden cities, but when they did, it was usually as bold prospectors, youthful illusionists, or exploring warriors. These bold souls shared a deep curiosity that allowed them to overcome their hard-bred caution and shyness, although other motives such as economic drive or a desire to seek aid to fight a threat the deep gnomes could not conquer on their own might also play into their departure.
Deep gnomes who became adventurers most frequently were fighters, rangers, rogues, or wizards (particularly illusionists). Although well-suited to the arcane arts like other gnomes, they were also fit to becoming rangers or rogues, adapted as they were to hiding and navigating the labyrinthine caverns of the Underdark. Deep gnomes of the martial persuasion who survived their adventures and came back with knowledge and experience sometimes became breachgnomes, elite warriors trained to defend a position against superior numbers.
Religion
Like their surface cousins, deep gnomes worshiped the gnome pantheon. Although deep gnomes were not particularly devout, clerics and other religious figures served an important role in svirfneblin society as guardians of the public morale, keeping spirits up in spite of hardships. Unlike other gnomes, deep gnomes did not feel a particularly strong bond to Garl Glittergold, who some felt had abandoned them for the less serious rock gnomes and forest gnomes.Deep gnomes felt far closer to Segojan Earthcaller compared to their pantheon leader, particularly those who kept pets, were rangers, or who otherwise worked with domesticated animals. Meanwhile, deep gnomes feared Urdlen, whom they believed attacked particularly greedy svirfneblin, luring them with precious jewels. These fears may have reflected, as much any divine intervention, the very real unknown dangers that lurked in the Underdark. Despite their fear, they respected him for reminding them to stay alert.
Of all the Lords of the Golden Hills however, deep gnomes felt the strongest ties to Callarduran Smoothhands, the Master of Stone, who they generally saw as their protector and divine benefactor. According to svirfneblin myths it was Callarduran who taught the deep gnomes to summon and befriend earth elementals, and the deep gnomes honoured him by using the six-pointed star from his holy symbol into their art. However, it was taboo to use Callarduran's golden ring around the star, as that was the purview of the god himself.
Only two holidays were commonly celebrated among the deep gnomes, the rest were created on a whim by local priests. The Festival of the Ruby celebrated the legendary time when Callarduran hid the rubies and other gems of the world in the earth for the deep gnomes to find, and was considered a day where searches were likely to be fruitful. The Festival of the Star honoured the Master of Stone as an unwavering protector of the deep gnomes. As part of the festival rites, deep gnomes gathered along the shores of subterranean lakes or pools to watch small, phosphorescent fungi (that they specially bred for this purpose) light up across the cavern ceilings in a panorama similar to that of a night sky reflecting in the water. As much as this was in honour of Callarduran (whose symbol included a star), it was also a reminder of their origins on the surface world and that they were not alone in the dark.
History
Deep gnomes may not have always dwelt so far below the surface world. Many human cities, Calimport for example, were built on top of deserted gnome cities which were repurposed as cellars and sewers. Dolblunde, a gnome city northeast of Waterdeep was also evidence of svirfneblin dwellings near the surface before it was taken over by the dracolich Daurgothoth.
Although gnomes in general lacked any kind of cohesive history, deep gnomes brought this cultural idiosyncrasy to its greatest extremes. Deep gnomes lacked not only a tradition of keeping records or writing biographies, but they also never developed a calendar or a method by which to track the passing of time as the drow did. To a deep gnome, the very concept of day or night was foreign, having never seen the light of the sun or the stars of a night sky.
In fact, so deep-rooted was this cultural lack of time-keeping, either of the past, present, or future, that among outsiders the history of the deep gnomes amounted to little more than the story of Blingdenstone, the only deep gnome settlement well known among non-svirfneblin. Blingdenstone, founded in the Year of Fragile Beginnings, −690 DR, by clans fleeing the phaerimms beneath Netheril, grew to prominence in large part thanks to its proximity to the infamous drow city of Menzoberranzan and the less infamous but equally strong, duergar fortress of Gracklstugh. In spite of the presence of these two mighty cities, Blingdenstone survived for over two millennia, supported by the rich mining industry that thrived on Blingdenstone's rich veins of arandur and other exotic minerals.
However, Blingdenstone, like so many deep gnome cities, came to ruin in the end, albeit in a peculiar way. In the Year of the Wanderer, 1338 DR, the ruler of Blingdenstone, King Schnicktick welcomed into his city Drizzt Do'Urden, a fugitive of Menzoberranzan's harsh justice. Drizzt stayed for only a short while, but his route would later be tracked twenty years later by a vengeful army from Menzoberranzan during their invasion of Mithral Hall in the Year of Shadows, 1358 DR. Realizing the danger to themselves, the deep gnomes abandoned their homes and sought refuge in the darkness. After the drow passed their city, leaving it largely unharmed, a group of deep gnome wardens led by Belwar Dissengulp convinced King Schnicktick to lend his aid to Mithral Hall's defence.
The resulting victory at the Battle of Keeper's Dale saved Mithral Hall but it cost the deep gnomes their home. Twelve years later, in Marpenoth of 1370 DR, the matron mothers of Menzoberranzan launched a full-scale assault on Blingdenstone. The deep gnomes' defences were no match for a drow army aided and supported by demons summoned from the Abyss. Thousands perished in the siege and thousands more were enslaved by the vengeful drow. Those that escaped made their way to Mithral Hall and Silverymoon where they were welcomed, eventually settling throughout the neighbouring area.
Although gnomes in general lacked any kind of cohesive history, deep gnomes brought this cultural idiosyncrasy to its greatest extremes. Deep gnomes lacked not only a tradition of keeping records or writing biographies, but they also never developed a calendar or a method by which to track the passing of time as the drow did. To a deep gnome, the very concept of day or night was foreign, having never seen the light of the sun or the stars of a night sky.
In fact, so deep-rooted was this cultural lack of time-keeping, either of the past, present, or future, that among outsiders the history of the deep gnomes amounted to little more than the story of Blingdenstone, the only deep gnome settlement well known among non-svirfneblin. Blingdenstone, founded in the Year of Fragile Beginnings, −690 DR, by clans fleeing the phaerimms beneath Netheril, grew to prominence in large part thanks to its proximity to the infamous drow city of Menzoberranzan and the less infamous but equally strong, duergar fortress of Gracklstugh. In spite of the presence of these two mighty cities, Blingdenstone survived for over two millennia, supported by the rich mining industry that thrived on Blingdenstone's rich veins of arandur and other exotic minerals.
However, Blingdenstone, like so many deep gnome cities, came to ruin in the end, albeit in a peculiar way. In the Year of the Wanderer, 1338 DR, the ruler of Blingdenstone, King Schnicktick welcomed into his city Drizzt Do'Urden, a fugitive of Menzoberranzan's harsh justice. Drizzt stayed for only a short while, but his route would later be tracked twenty years later by a vengeful army from Menzoberranzan during their invasion of Mithral Hall in the Year of Shadows, 1358 DR. Realizing the danger to themselves, the deep gnomes abandoned their homes and sought refuge in the darkness. After the drow passed their city, leaving it largely unharmed, a group of deep gnome wardens led by Belwar Dissengulp convinced King Schnicktick to lend his aid to Mithral Hall's defence.
The resulting victory at the Battle of Keeper's Dale saved Mithral Hall but it cost the deep gnomes their home. Twelve years later, in Marpenoth of 1370 DR, the matron mothers of Menzoberranzan launched a full-scale assault on Blingdenstone. The deep gnomes' defences were no match for a drow army aided and supported by demons summoned from the Abyss. Thousands perished in the siege and thousands more were enslaved by the vengeful drow. Those that escaped made their way to Mithral Hall and Silverymoon where they were welcomed, eventually settling throughout the neighbouring area.
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