|Types of Gnomes
There are four major sub-races of gnomes found on Andurin. The most common are barrow gnomes (also known as surface or plains gnomes), which are the type usually thought of when gnomes are mentioned. They range from three to three and a half feet tall, have very blonde to white hair and favor long mustaches. They have stocky forms and long bulbous noses. They tend to have grey to dark tan skin. Forest gnomes have slightly dark, olive complexion, and their hair is dark, brown or red-brown. With the exception of svirfnebli, all gnomes have blue, green or brown eyes, and they often stand out as colorful against their shaded skin. Svirfnebli have gray skin, and gray or white hair. Their eye color ranges from deep purple to light blue and green. Gnome noses are often large, and considered to be an esthetical body part. The women often use make-up, such as face powder and rouge, to accentuate it.
The three other sub-races of gnome are the svirfnebli (or deep gnomes), the forest (or wood gnomes) and the tinker (or artifice gnomes). Artifice gnomes are also called city gnomes, for these tend to live in or around cities inhabited by other races, most often either humans or dwarves. With the exception of tinker gnomes, the other two races rarely (if ever) foster the adventurer mentality in their kind. The deep gnomes can only be found deep in the Sunless Lands competing with the dark races there for its resources. They are closely connected to the earth and stone and are very secretive and isolate themselves from other races. The forest gnomes are also secretive and tend to be smaller and more shy than their barrow gnome cousins. They live deep in thick forests far away from civilization shying away from all other races except those woodland races that share their being one with nature philosophy.
Surface gnomes can be found all over Andurin from the elven homeland D'Arinad on the continent of Naranduil, to the Jade Isles of eastern Telluria, as far south as the icy wastes of Aramna-enuil and in the twilight gloom of Tincoras. Gnomes are highly adaptable and can be found living not only in traditional gnomish settlements (which are built into the sides of wooded hills) but living among other races. In human cities, however, non-tinker gnomes tend to live in gnomish ghettoes (though not in as sorry a state as many halflings) filling in the menial tasks in human society.
The majority of gnomes on Andurin can be found on the continents of Silmataurea and Telluria, but there is a sizable number in the Sunless Lands as well as Aramin, Vathar and Tincoras.
While gnomes are similar to dwarves in many aspects, gnomish women lack the characteristic facial hair growth of dwarven women. At a young age, gnomes usually keep their hair neatly trimmed, with hair seldom reaching their shoulders. As a sign of age, many elder gnomes let their hair grow. Hair and beards are usually well tended, and women often curl their hair. The moustache is the pride of any male gnome, and they groom, curl and wax it extensively. City gnomes seldom have such pretensions, and tend to make a rougher impression. They keep their hair simply braided or let it grow wildly.
Gnomes have colorful clothes, of modest style and tone. Aside from minor clothing inventions, their fashion hasn’t changed much in the last few centuries. Svirfnebli gain their clothing material from their mushroom and pig farms, using a special technique to derive durable fabric from mushrooms. Tinker gnomes prefer to dress in wool or other kinds of cloth bought in cities. Barrow gnomes are commonly practically dressed in materials that endure weather and wind, and they prefer colors that blend with their environment when they travel outside their settlements. Typical working garments are short coats, aprons, shirts, long skirts, caps, and low leather shoes. These working garb often feature numerous pockets to shield tools of discovery and observation, and their belts have clever slots for tools and pouches. In academic pursuits or in social engagements, they commonly wear robes or gowns, caps, sandals and use ornamental cords as belts. Gnomes often carry bags filled with tomes and tools, even during their spare time. Elderly gnomes often wear spectacles or monocles. These curious attires consist of glass pieces that are put before the eyes to improve the ability to read.
Gnomes like to adorn themselves with jewelry, especially at festive occasions. Gems in particular are highly appreciated, and a common mark of gnomish clans. There are many variations of how to cut gems, and the style and faceting can relate much to a gnome. A popular gnomish variant of jewelry are puzzle rings and bracelets, that require both wits and dexterity to assemble. Runes and tools are common motifs in art and adornments.
Gnomes love to drink. They have a great tolerance for alcohol and despite their size can drink most humans under the table. Any gnomish gathering usually includes a great deal of drinking, especially mead, rum and other sweet drinks. A good way to get in good with a group of gnomes is to keep up with their drinking games. Gnomes also love games and can often be found organizing contests of different kinds among themselves. These games range from drinking contests to darts to being able to recite the most of his name without taking a breath.
Traditional gnomish names are long. They include an entire genealogy and history of a gnome's family both patrilineally and matrilineally. A gnome can spend hours telling his full name, but thankfully they have shortened versions of these names, but even these shortened versions only seem short to other gnomes. In the end any gnomes living among other races adopt or are given a one or two syllable nickname. In areas where gnomes have lived among other races for more than one generation the tradition of the long name has been dropped. There is a gnomish saying, "Your nose is as long as your name," and vice versa. This is a great compliment.
All gnomes value their noses and talk of them proudly. A long and large nose is a sign of good luck and prosperity to gnomes. Ironically, humans use the term "longnose" to try to insult gnomes, who chuckle to themselves believing themselves complimented.
Gnomes love great tales, especially when they involve gnomes, but love the stories of other races too. The last great love of gnomes is humor, especially practical jokes. They find the humor in almost any situation and are some the great dark humorists of Andurin. Gnomish jesters are prizes among the nobles and monarchs of the world. This is not to say that gnomes do not know when to be serious, they just know not to take themselves too seriously. Some gnomish communities also place great value on technology and progress.
The clans heavily influence gnome society. A clan consists of a large group of families related by blood or marriage. The clan is often centered on a common interest or business, such as gem cutting or mining. Each family within a clan specializes upon an aspect that supports their clan’s activity, either by perfecting the art, researching new ways to employ it, or protecting it
The clans have traditions and secrets that are claimed to originate from a common ancient ancestor. Gnomes are very loyal towards their clan, not only because it consists of their relatives - education, spiritual guidance, employment and protection is commonly provided by the clan.
Knowledge and skill is an important factor when establishing the position of a clan, and library size, the number of scholars, and renowned experts are factors that are taken into account. Status is determined by the clan’s prominence in accordance to other clans, as well as an individual's status within her clan.
Gnome marriages are usually prearranged, and relatives keep an eye out for a suitable partner. Wits and scholarship are traits commonly sought for. Several meetings take place, once a suitable partner has been identified. The families visit each other’s homes, dining and socializing to get to know one another. This procedure lets the suitors meet their potential spouses in an informal environment, and under the supervision of the elders.
If the courting ensues to everyone’s liking, the suitors enter an engagement to be married. It’s traditional to give each other a gemstone at this point. These are later mounted on the weddings bracelets, shortly before the wedding. Determining the wedding date can be a complicated affair, and an astronomer or mystic is commonly consulted.
Should a gnome marry someone of another their clan, he or she undertakes an oath to never reveal its secrets. The wedding ceremony is held at the clan hall. The ceremony often begins with recitation from a scripture that has sentiment value to the couple. A priest is present to lead the ritual and witness the pledges. The couple vows to never keep any secrets from one another, and to be forever loyal to their clan. After the ceremony they both receive a copy of a document that describes their rights and obligations as spouses. They also sign their names to the clan genealogy. Traditionally all present share a bottle of Boffle brew, to toast for the fortune and happiness of the newly weds. The couple receives gifts that’ll help them as they start to build a future together, such as clothing, household items or money.
Far from all gnomes marry, and many prefer a life in celibacy in order to concentrate on their chosen path, something that causes low birth rates among the gnomes.
The clan is treated as an extended part of the family, and many household duties are shared among its members. It’s common to have an astrological chart or mystical divination made for a newborn child. Children receive much attention from the adults, and it’s common to teach them puzzles and games that encourage wit and memory. They are also encouraged to learn to read and handle simple crafts at early age, since scholarly and artisan careers are favored in the gnomish society.
Gnomes bury their dead in hidden underground tombs, that are protected by traps, fake chambers and secret passages. The deceased are carried to their final resting place in a somber procession, and sealed within a stone casket or a niche in the wall. Personal possessions, such as prized tools, are lain next to the corpse. Some earn themselves a burial place within the clan hall, something which is considered a great honor. Their remains are secured beneath the floor, or behind walls, often in communal areas such as the clan library.
Gnomes have a taste for both the serene and the spectacular, and their characteristic boffle brew is consumed at both occasions. They appreciate historical reciting, skaldic singing and complex games. Games often involve abstract puzzles and elusive riddles or elements that require memorizing. The pursuing of their hobby, usually a craft or collection of some sort, may consume endless hours of their spare time. The grand gnomish performances and festivals, where jugglers, fire-eaters, illusionists and pyrotechnicians display their skills, make memorable impressions upon outsiders.
Being a curious people, the gnomes will be fascinated by almost anything they have never encountered before, be it a rare mineral, foreign city or new and interesting acquaintance.
There is no unified gnomish government in Andurin. Individual gnomish communities have their own kings, princes, or ruling councils. In some gnomish settlements it will be a powerful illusionist who rules, in others a priest. Gnomes are easy going in terms of being led and don't even mind having a leader of another race if they live among them. Gnome communities tend to think and feel together in communal issues and there is rarely any internal strife in terms of laws, government or dealing with outside forces. Gnomes tend to treat each other well and be respectful of other groups of gnomes' ways of governing themselves when among them.
Gnomes love machines. There are some gnomish communities that have completely centered their lives around the design and production of machines for greater convenience in the completion of many tasks. These gnomes have come to be called tinker gnomes, but do not differ from other barrow gnomes in anyway.
Unlike dwarven machinery, the gnomish propensity for flourish and exaggeration tends to get translated into their design and most gnomish machines try to cram in so many potential uses that they end up being useless. It is a widely held belief that gnomes prefer to tinker with their machines and perfect them than use them. Gnomish inventors are constantly trying to "get the bugs out" of their devices. Even those inventions that gnomes have "perfected" are not without risk.
The little known arquebus is growing in infamy, not only because of it potential to do great deals of damage, but because of its expense, unreliability and penchant for blowing up in your face. Gnomes have, however, perfected the mining and refining of the strange powder that makes these "boomsticks" work. Another gnomish invention with growing popularity is the gnomish torch which burns longer (but with a lesser radius of light) than the typical torch. Of course some spelunkers have complained that these torches explode with extra violence when brought into contact with certain volatile subterranean gases.
While there are some gnomish inventors in any gnomish settlement, none have matched the strange devices of the gnomes of Ga-Nomeville in Derome-denen.
Gnomes & the Other Races
Gnomes get along well with other races. They are longer lived than dwarves and so have similar attitudes as elves in terms of time and age, but relate to their dwarven cousins in terms of their relation to the earth and love of crafts and gems. On the other hand some gnomes do not like how the tall races patronize them (and so get angry at elves) and dwarves tend to not like gnomish humor.
Gnomes get along well with humans (as long as they are not threatening or patronizing) and of all the good races get along best with halflings. They can relate to the halfling ideal of comfort and convenience (but tend to have a slightly more adventurous streak). It is said that a gnome and halfling together make for bad guests. The former will drink everything in your liquor cabinet and the latter will eat everything in the larder.
Gnomes hate kobolds and goblins. These are their traditional enemies and even the usually good-hearted gnomes have been known to appear vicious when hunting their enemies and at war. In the past, nearby gnomish settlements have joined forces in campaigns of kobold and goblin extermination.
The gnome language is related to dwarven, but less consonant heavy and gruff. A famous human writer has described spoken gnome tongue as intelligent and mystical. The language is hard to learn, which partially explains why its spreading has been limited beyond gnome communities.
The gnome alphabet contains fifty-two letters, which are composed of at least three smaller glyphs. When enlarged these glyphs are beautiful entities, but in normal size and to the common ignorant reader, they seem very similar. Glyphs are evenly spaced out to form a letter. They are in written form always in relief so that they can be traced by a finger. This explains why the gnome alphabet can be read in the dark, something that is particularly useful in mines.
The final trial to become a gnome scribe is legendary even beyond the borders of gnome society. The student must make his way through a large labyrinth without the aid of light. This is accomplished by solving riddles at waypoints that have been chiseled into the walls.
A gnome-cut stone looks pretty ordinary to other races, but it conceals a lot of hidden information in chipped edges and uneven spots that are invisible to the eye. A gnome can by turning such a stone in her hands tell you about the stone's origin and any other information the gem cutter wanted to share.
Gnomes do have their own written mathematical code in which the hide their designs for their machines and their financial records. Gnomes have a great reputation for being excellent mathematicians. They are also the only race to figure out a language that allows them to communicate with the burrowing animals of Andurin. All gnomes can speak a few words of it.
There is no unified idea of gnomish history and most gnomish settlements keep track of their own achievements and important figures and dates, but there are a few events that affected gnomes on a wider scale.
The first was The Quickling Skirmishes that took place in 321 of the Third Age. These wars took place in the Jade Isles and threatened to totally exterminate the gnomes of this area. The aid of local humans and wandering elves helped the gnomes defeat the Quicklings, but news of this menace spread and now gnomes have a powerful hatred (and fear) of quicklings.
The second event was slightly more than one hundred years ago when Derome-denen was invaded by a force of ilythiiri in the hopes of conquering it. This forced the various gnomes of Derome-denen to unite with the halflings and dwarves of that realm to fight off the ilythiiri invaders. Because of this, gnomes from Derome-denen have an affinity with shirefolk and dwarves who hail from the realm and surrounding areas.
The origin of gnomes is uncertain, but it is not a big debate among philosophers. Sages of other races don't care and gnomish sages are more concerned with the history of mathematics and their theories of humor. It basically agreed that gnomes first appeared in Andurin during the Second Age sometime after the War of the Black Trees with the ilythiiri on the continent of Naranduil.
The gnomish priests are leaders and advisors in the gnomish communities and try to hold up gnomish ideals. Stories of the gnomish gods portray them as great warriors and protectors, but also practical jokers. Fezzik Istvan, the leader of the gnomish pantheon, is known for the tricks he has played throughout time on the kobold god. Gnomes that live among humans also revere Tammara (who is in some aspects, patron deity of inventors and machines) and Solnor (who in certain aspects is also a god of earth and stone).
Gnomes tend to see their gods as stern, yet tender, uncles and aunts (or protective older brothers). They cherish the stories about their gods and revere them in a way that other races might find irreverent if it were in regards to their own gods. This is because gnomes greatly value humor and find that it helps them deal with their long lives; their gods are representatives of that feeling and encourage it. The tales of the gnomish gods are rarely educational, nor do they seek to explain things, but are mostly revered for their entertainment value. Some of these stories even have the featured god himself as the butt of the joke.
The gnomish gods tend to be great tricksters and legends of them have pulling fast ones not only on each other, but mortals and even on the gods of other races. The fact that even the oldest of gnomish “religious” tales can include other non-gnomish gods, also goes a long way to explain how gnomes see their place in the world, as one race among many races – not first or last, but simply different.
Gnomes do not believe that their gods have any special place or otherworldly, but that they wander Andurin itself in different guises, meeting gnomes, testing them, playing jokes on them and helping to protect them. They are described as being able to travel at will to the domains of other gods, but never creating their own domain. This helps perpetuate the camaraderie among all gnomes when they are from different lands or places. One never knows when a gnome one meets is really Fezzik or one of the other gods in disguise.
A shared trait among the gnomes is their need to understand the big picture of life. It’s a common belief that there is a veil that must be pierced to attain salvation. They are not sure what they are looking for though, and few claim to have found it. This does not daunt the gnomes however, rather they see themselves as perfectly fit for this task. After all they are gifted with superior patience, preciseness and intelligence. They believe that all gnomes can play a part in this puzzle, and that they will succeed by working together.
It’s a widespread belief that the divine can be found in the randomness that occurs outside the boundaries of patterns. This has led the gnomes to study fields like mathematics and astronomy with zealous endeavor. They have even been known to join other religious cults for the pure sake of gaining access to ancient scriptures. A common debate is whether divine is best sought in old or new resources of knowledge.
Unveiling the divine is about understanding not practicing, and the gnomes differ greatly from many other races on this point – most notably the dwarves whom they share so many other cultural traits with.
Gnomes are not less superstitious than other races, but their attitude towards superstition is different. Whereas other people will find it best not to disturb that which they do not understand, the gnomes will re-double their effort to unravel it.
They fear uncontrollable chaos, since too often the twist of chance has ruined centuries of hard work. This is another aspect as to why they are so keen to understand the complex workings of the universe – if something is comprehendible it can be controlled, or at least avoided.
Fezzik (Chief of all Gnomes)
Barrow gnome Aspect of Solnor
Symbol: A gemstone crown
Fezzik is said to have created the gnomes from the mud and grit that can be found on hillsides, making their souls from crushed gems, and giving them a language made from bits and pieces of all the sounds small animals make. Depictions of this god say he appear as gold-skinned gnomes, with a prodigious nose and gemstone eyes that constantly change their hue. He is rarely said to be without his famed axe, Soul-splitter.
The name Fezzik means "uncle" in the gnomish tongue, but sometimes the name "Istvan" is appended, which means "Kingly-Crowned" and is a reference to his title not only among all mortal gnomes, but among the other gnomish gods as well.
Fezzik is a great trickster. He appears in the majority of gnomish tales of the gods, and is most often driving the gods of other pantheons crazy, in particular the kobold god, Martinek. He is also a great helper and protector of all good people, who is said to become angry at the characteristics of greed or cruelty.
Fezzik is also head of his pantheon – said to be the oldest brother of all the other gnomish gods (who or what their father and mother were is unknown).
Ber-Raysell (God of the Wild)
Forest gnome Aspect of Elantra
Symbol: A raccoon in silhouette
Ber-Raysell is not most popular of the gnomish gods (deep gnomes have doubtfully even heard of him), but not because he is disliked, but because he represents a kind of isolationist-individualistic attitude that is counter to the common community-minded gnome. He is patron of the reclusive forest gnomes, and of gnomish rangers – and even among the gnomish family of gods he is the black sheep – but loved and considered an ally, not scorned like Vengel is.
Ber-Raysell's name means "Rose-Bear", which what gnomes call raccoons. He also has the name "Arpadel" appended to his name in stories. This descriptor which means "wild-wanderer" is meant to show his role in the pantheon.
Ber-Raysell is depicted as a brown-skinned gnome dressed in leaves of varying colors –sometimes lush green – sometimes autumnal. He is always depicted as accompanied by various animals, including Kercpa and Tanus, his allies and companies who appear as a large sentient squirrel and raccoon, respectively. It is said that Ber-Raysell also appears in their form as well – or in the form of any animal.
Ber-Raysell is defender of nature, and of its sanctity and privacy. He is patron of those gnomes (typically forest gnomes) that feel that gnomes are better off without contact with any big folk.
Gabor (God of Craftsmen)
Tinker gnome Aspect of Tammara
Symbol: A silver adze
Gabor is a very popular god among the gnomes. It is said that he first taught gnomes how to create things both from stone and wood. A tale is told that Gabor made the first machines in secret, but that Itzik stole them as a joke and gave them to gnomes to hide, but fascinated by them they began to duplicate them, and thus the penchant for tinkering entered into the gnomish collective consciousness.
He is the patron of craftsman and tinkers, and is prayed to very often. However, he is not a god of defense or of good, but of maintaining the gnomish lifestyle. The tales of Gabor depict him helping to arm gnomes or creating machines to defend them, but not as a crusader for good such as Fezzik, or a stalwart sentinel as Zindal. In fact, in his role as patron of deep gnomes, he uses his crafts to teach them how to hide from the evil denizens of the Sunless Lands.
Gabor is depicted as bald gnome of great age and no beard or mustache, with skin like blue mithral steel. He often is depicted wearing naught but a leather apron with many tools in the long front pocket.
Itzik (God of Thievery & Illusion)
Svirfneblin Aspect of Llyndeiras
Symbol: A mirror
Itzik is a very popular god among gnomes, and the tales of his exploits are almost as commonly requested as those of Fezzik. He is a trickster like Fezzik, but uses illusion even more than the other gnomish gods, and is prone to stealing things that catch his fancy. It is said he can hide anywhere and look like any object or person. In his true form he is depicted as a grey-skinned gnome, whose face is covered in the cowl of a midnight blue cloak and wielding a silver dagger.
Itzik's name means "laughter" in the gnomish tongue, but often has the name "Zigany" appended to his name in tales, which means "Quick Hand".
Itzik is patron of both gnome illusionists and thieves, as both are seen as something akin to each other. They are masters of deception and distraction, using subterfuge and trickery to accomplish their aims, instead of straightforward or violent means. Tales of this god are looked upon as ideals for the behavior of gnomes in either or both professions.
Itzik steals and tricks for sport, but also to gain knowledge and intelligence for the gnomish gods to use in defense of their people and goodness in general. However, in tales he does often come off as acting impulsively and requiring a clever use of an illusion or disguise to escape.
Terkep (God of the Earth & Mining)
Svirfneblin Aspect of Oneiros
Symbol: An emerald pick axe
Terkep is depicted as a brown-skinned gnome with silver hair with moss-green highlights that match his green gemstone eyes. He is always depicted carrying a gnomish pick and accompanied by dire badgers. In tales, he can armor himself with a word using the stone surrounding him, and is a defender of the earth and stone, giving portents of earthquakes and cave-ins and fighting against incursions of kobolds and goblins.
Terkep's name means "rock", but more specifially, the kind of rock that is soft enough to cur and shape easily. The name "Gazil" is often appended to his name as a title of his role in the pantheon, it means "Jewel-keeper".
Terkep is also a god of secrets and mysticism, as it is said that it was he who told Fezzik how to make the gnomish people. Since it is also said that gnomes were made of the earth and Terkep is god the earth, he is also seen as the keeper of the secrets of the gnomish heart and soul. He is often called “where the gnome ends and the earth begins” or vice versa.
Terkep is said to wander the near-surface tunnels of the Sunless Lands, and if found by any gnome will give him or her guidance and advice. He is also said to be the primary advisor of Fezzik who is the only one who can understand this god who speaks in riddles and conundrums.
Vengel (God of Blood & Evil)
Aspect of Gorgauth
Symbol: Swirling reddish mists.
Vengel is depicted not as a gnome but as huge furless dead-white mole that seems to be blind both in sight and its destructiveness. It is said that it (for it is sexless) exists only to corrupt gnomes, and undo the good work of the rest of the gnomish pantheon. It is unknown from whence Vengel came from, for no gnomish tales mention it. He is the most often referred to as “the Bikaver”, which means "Blood-spiller" in gnomish, and even then in whispers. The name Vengel simply means "evil" in gnomish. The antithesis of true gnomish spirit – Vengel represents solitude, hatred of community and undermining of tradition.
Zindal (God of Vigilance & Battle)
Barrow gnome Aspect of Martreus
Symbol: A hammer crossed with a lightning bolt, in silouhette.
Zindal is described as a dour gnome that never smiles. He is broad of shoulder, and has steel grey hair and mustache and ice blue eyes. He is always depicted with a hammer. Zindal's name means "protector" in the gnomish tongue, and in tales about him the name "Gergo" is appended, which means "Ever-Watcher".
Zindal is most unlike all the other gnome gods. He is not a trickster, or a joke-teller, but a stern and serious gnome warrior, who takes the defense of gnomish communities and the gnomish way of life with utter seriousness. While some gnomes maintain that Zindal does laugh and smile (it is only that he never does it in any of the stories known about him), others maintain that this is not the case. Zindal’s priests often have this debate among themselves as well, when off-duty.
It is said that Zindal taught gnomes the tactics of using narrow tunnels and places other races have a hard time getting through as a means of defending a place or group of people. He is also patron of all Barrow Gnomes and of many gnomish weapon smiths.
The tales of Zindal, often depict him fighting alone against incredible odds to allow others to escape or warn a community of coming danger. In these tales, he often gravely wounded, but is saved by Fezzik when the battle is over. During battles, while Zindal may encourage tactics that take advantage of an enemies weakness or takes them by surprise, individually, he always behaves in an honorable way, which includes, not using a weapon against an unarmed opponent, not attacking from behind or a stunned or prone opponent. As many gnomes often say when they hear tales of him (which they still love), “No wonder he gets so wounded all the time.”
Game Information -- (unless otherwise noted, all information in this section takes precedence over the Player's Handbook)
• Small: As small-sized creatures, gnomes gain a +1 size bonus to armor class and on attack rolls. The also gain a +4 size bonus to Hide checks. However, gnomes must use smaller weapons, and their lifting and carrying capacities are three-quarters of medium-sized characters.
• Gnome base speed is 20 feet (4 boxes).
• Low Light Vision: Gnomes can see twice as far as humans in moonlight, torchlight, starlight and similar conditions of poor visibility.
• +2 racial bonus to Alchemy checks. A gnome’s sensitive nose can monitor alchemical process by smell.
• May speak in a language that allows them to be understood by burrowing mammals (badgers, moles, rabbits, etc.). However, this does not allow the animals an ability to communicate with the gnome. This is treated a four free ranks in a language and a check is made to determine the level of understanding of the animal.
• Automatically begin with two free ranks in the spoken gnomish language and one rank in the common tongue.
• Gnomes gain a +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins and bugbears).
• Gnomes gain a +4 dodge bonus to their AC when fighting giants.
• Gnomes gain a +2 racial bonus to saving throws versus spells and spell-like effects. (EXCEPT for svirfnebli.)
• Favored Class: Illusionist or Rogue. A multi-classed gnome may not count any illusionist or rogue levels when determining whether he suffers an XP penalty (determining this upon character creation).
• Allowed Classes: Bard, Fighter, Monk, Paladin, Priest, Psionicist (non-Svirfnebli only), Rogue, Wizard.
• Starting Age: 60 + 4d10 years
Barrow and Tinker Gnomes
• +2 Intelligence, -2 Wisdom. Intelligent and mechanically inclined, but can be impulsive and short-sighted.
• Gain two free ranks in any skill at 1st level. Barrow and tinker gnomes, more than other types of gnomes tend to be more social and thus gain more from their interactions with other races.
• +1 to Disable Device checks. (Tinker gnomes only.)
• +1 to Knowledge checks. (Barrow gnomes only.)
• PC svirfnebli do not receive the 7 bonus points upon rolling their initial ability scores.
• +2 to Dexterity and Wisdom. -2 to Strength and -2 to Charisma. Agile and insightful as a result of living in their extreme environments but not inclined to dealing with others as often as other races, distrustful of most until proven otherwise.
• +2 to Search and Spot checks.
• +2 to all saving throws.
• Spell resistance of 11 + level.
• mirror image once per day. (duration and effects as if a caster of equivalent level)
• blur once per day. (duration and effects as if a caster of equivalent level)
• invisibility once per day. (duration and effects as if a caster of equivalent level)
• Svirfnebli PCs are ECL +3 for purposes of XP.
• PC forest gnomes do not receive the 7 bonus points upon rolling their initial ability scores.
• +4, distributed in any fashion over Intelligence, Dexterity and/or Constitution. -4, distributed in any fashion over Strength, Wisdom and/or Charisma. Life experiences vary from individual to individual, but environment often tends to favor short-term survival over long-term sustainability. Social interactions limited to members of their own clan, as with their svirfnebli cousins, distrustful of others until actions prove otherwise.
• +2 to Climb and Listen checks.
• Gain one additional feat at 1st level.
• +1 to all saving throws.