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Gnome

Gnomes are a minor[1] spacefaring race in the Spelljammer campaign setting,[2] and can be selected as a player character race.

"What can we give our gnome brothers? Our hearts? Our friendship? Our knowledge? All of these, for they offer these things and more in return."
- Sebrethat, revered dracon kaba[3]

Overview[]

Gnomes are small humanoids distantly related to dwarves, and are generally friendly but reticent. They are quick to help their friends but are rarely seen by outsiders unless they want to be. Most gnomes are creatures of the living earth, tied to the soil both spiritually and physically, and tend to dwell underground in hilly, wooded regions: habitats that are both in short supply in space.[4]

While they do not relish the cold, lifeless void of space,[5] gnomes have integrated well into spacefaring society. They are fairly loosely organized, with no more than a scattering of ships, though a growing number of gnomes live in human settlements. Their penchant for illusion magic has ensured that there are several gnomish illusionists available to power their spelljamming helms which has helped spread gnomes to all corners of the Known Spheres.[2]

Description[]

Gnomes strongly resemble small, slender, nimble dwarves, with the exception of two notable facial features: gnomes prefer to keep their beards short and stylishly-trimmed, and they take pride in their enormous noses (often fully twice the size of any dwarf or human’s). Gnomish clothing tends toward leather and earth tones, brightened by a bit of intricately wrought jewelry or stitching. They speak their own language, and each subrace has its own distinctive dialect, while many learn the languages of humans, kobolds, goblins, halflings, and dwarves in order to be able to communicate with their neighbors.

Gnomes can see in the dark up to 60-feet, and are highly resistant to magic. They can detect sloping passages and unsafe stonework, and can also determine their approximate depth and location underground.[4]

Personality[]

Gnomes have a 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.

Combat[]

Gnomes prefer to use strategy over brute force in combat and will often use illusions in imaginative ways to "even the odds". Their great hatred of kobolds and goblins, their traditional enemies, give them an advantage when fighting these creatures, and they are also adept at dodging the attacks of larger opponents.

Gnomes typically wield short swords, hammers, and spears in close combat, and prefer using short bows, crossbows, slings, and darts at range. Virtually every gnome will also carry a sharp knife somewhere on their person as a final means of defense.[4]

Society[]

Gnomes are very much a magical part of nature and exist in harmony with the land they inhabit. In their own communities, gnomes prefer to live in underground burrows in remote hilly, wooded regions, though they often remain near the surface in order to enjoy its beauty. They are clannish, with friendly rivalries between neighboring clans. They spend their lives mining, crafting fine jewelry, and enjoying the fruits of their labors.

Gnomes work hard, and they play hard. They observe many festivals and holidays, which usually involve games, nose measuring contests, and swapping of grand tales. Their society is well organized, with many levels of responsibility, culminating in a single chief who is advised by priests in matters directly relating to their calling. Gnomes often befriend burrowing mammals, and will often be accompanied by normal badgers, giant badgers, and wolverines. These animals are neither pets nor servants, but allies who will help guard the clan.[4]

Spacefaring gnomish communities are few and far between, but notable colonies can be found on: Armon in Faeriespace,[6] Ironpiece,[7] Lagor's World in Greatspace,[8] the Spectre in Greyspace,[9] and Hiddukel,[10] Reorx,[11] and the Stellar Islands in Krynnspace.[12]

Types of gnomes[]

Rock gnome[]

Rock gnomes are the most commonly encountered gnomish subrace. They stand 3 1/2-feet tall, and range in skin tone from a dark tan to a woody brown (sometimes with a hint of gray), with pale hair and blue eyes. Rock gnomes have an average life span of around 450 years, although some can live to be 600 years or more. They speak their own dialect, and some learn to communicate with burrowing mammals via a basic language of grunts, snorts, and signs. Rock gnomes typically wear studded leather armor and use a small shield in battle, though leaders may be equipped with heavier armor, including chain mail or even plate mail.[4]

Forest gnome[]

Forest gnomes are shy and elusive, and live deep in the forests, shunning all contact with other races except in times of dire emergency. The smallest of the gnomes, they range in height from 2 to 2 1/2-feet tall, with bark-colored, gray-green skin, dark hair, and blue, brown, or green eyes. A very long-lived people, they have an average life expectancy of 500 years. In addition to their own gnomish dialect, most forest gnomes can speak the common gnome tongue (rock gnome), as well as that of the elves and treants. Some can even learn to communicate, on a very basic level, with forest animals. All forest gnomes have the innate ability to pass without trace and hide in woodlands.

Forest gnomes prefer booby-traps and missile weapons when dealing with enemies. Due to their size and quickness they are especially difficult to hit in combat, and are particularly skilled in fighting orcs, lizardmen, and troglodytes.

Forest gnomes are guardians of the woods and friends to all forest animals. They will often help lost travellers but strive to remain unseen unless they have no other choice. Forest gnomes live in small villages, each family occupying a large, hollowed-out tree. Most of these villages are disguised so well that even an elf or a ranger could walk through one without realizing it.[4]

Deep gnome (Svirfneblin)[]

Deep gnomes, also known as Svirfneblin, live deep beneath the surface of the earth, in great hidden cities consisting of a series of closely connected tunnels, buildings, and caverns, They keep the location of these hidden cities secret in order to protect them from their deadly foes, including the kua-toa, drow, and mind flayers. Small parties of svirfneblin miners can be found roaming the maze of small subterranean passageways searching for gemstones.

Svirfneblin range in height from 3 to 3 1/2-feet tall and are thin, wiry and gnarled. Their skin is rock-colored, usually medium brown to a brownish-gray, and their eyes are gray. Male svirfneblin are completely bald, while females typically have long stringy gray hair. The average svirfneblin lifespan is about 250 years. They speak their own dialect of the gnome tongue, which most other gnomes struggle to understand. Most deep gnomes also speak Undercommon, and speak and understand a fair amount of kuo-toan and drow. They can also converse with creatures from the elemental plane of Earth via a curious “language” consisting solely of vibrations (each pitch conveys a different message), although only on a very basic level.

All svirfneblin have the innate ability to cast blindness, blur, and change self once per day, and radiate non-detection as per the spell. Deep gnomes can see in the dark up to 120-feet, and are greatly resistant to the effects of magic. All deep gnomes are immune to the effects of illusions, phantasms, and hallucinations.

Deep gnomes wear leather jacks sewn with rings or scales of mithral steel alloy over fine chainmail shirts, but do not usually carry shields, since they would hinder movement through the narrow corridors they favor. They are typically armed with a pick and a dagger with a finely-honed edge, and also carry up to 10 special stun darts. Each dart releases a small puff of gas when it strikes, which may stun any living creature that inhales the gas. Elite warriors often carry hollow darts filled with acid and crystal caltrops which release a powerful sleep gas when stepped upon.[4]

Tinker gnome (Minoi)[]

Tinker gnomes, also known as Minoi or Krynnish gnomes, are native to Krynn in Krynnspace, but have spread to many other worlds via spelljamming ships. Physically similar to rock gnomes, their history and culture are so radically different as to qualify them as a separate subrace. Tinker gnomes are quick and graceful in their movements, and their hands are deft and sure. They have rich brown skin, white hair, and china-blue or violet eyes. Males favor oddly-styled beards and moustaches, and both sexes have rounded ears and typically large gnomish noses. Tinkers who avoid getting blown up in an experiment live for 250-300 years.

All tinker gnomes have a Life Quest: to achieve perfect understanding of a single device. Few ever actually attain this goal, but their individual Life Quests keep the ever hopeful tinkers busy. Males and females are equal in tinker society, and each pursue Life Quests with similar devotion. Each tinker gnome belongs to a guild, which occupies the same place in a tinker’s life that the clan occupies for other gnomes. Together the guild masters make up a grand council that governs the community.

Tinker gnomes are not widely liked by other races: their technological bent makes them quite alien to those accustomed to magic, and their poor social interaction puts off many potential friends. Sages generally agree that their indiscriminate trumpeting of technology has discouraged its development by other races who have encountered tinker gnomes.[4]

Notable Gnomes[]

Signature Spelljammers[]

Gnomes are associated with various innovative designs, and have even developed their own helm. Gnomish designs range from the slapdash sidewheelers to the more successful but heavily overbuilt deathglories. They are also known for their experimental designs, such as the bolaship. Perhaps the strangest gnomish design is the cargo and people carrier known as the yawl. Unusual by gnomish standards, the organically grown crystalline vessel known as the whelk was originally designed and built for gnomish illusionists.

Appendix[]

External Links[]

References[]

  1. Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Major and Minor Races side bar (pp.50, 52 and 54)
  2. 2.0 2.1 Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Gnomes section, chapter 3: Spacefarers (pp.58–59)
  3. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), sidebar, page 55
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Tim Beach et al, Monstrous Manual, 1993, (TSR Inc.), Gnome entry, pages 159-161
  5. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 1: Groundlings in Space, page 10
  6. J. Paul LaFountain, SJA3 Crystal Spheres, 1990, (TSR Inc.), chapter 3, page 20
  7. Nigel D. Findley, The Cloakmaster Cycle, Into the Void, 1991, (TSR Inc.), pages 83, 90-91 (first appearance)
  8. J. Paul LaFountain, SJA3 Crystal Spheres, 1990, (TSR Inc.), chapter 5, page 31
  9. Nigel D. Findley, SJR6 Greyspace, 1992 (TSR Inc.), The Spectre chapter, page 67-70
  10. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Zivilyn chapter, page 53
  11. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Reorx chapter, page 19
  12. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Stellar Islands chapter, pages 61-62
  13. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), The Tinker Gnomes of Krynnspace chapter, page 84
  14. Grant Boucher, SJA4 Under The Dark Fist, 1991, (TSR Inc.), Appendix B: Non-Player Characters, page 54
  15. Nicky Rea, Wes Nicholson, SJR8 Space Lairs, 1993, (TSR Inc.), A Breath of Fresh Air chapter, pages 15-18
  16. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), The Tinker Gnomes of Krynnspace chapter, page 85
  17. 17.0 17.1 17.2 Nigel D. Findley, The Cloakmaster Cycle, Into the Void, 1991, (TSR Inc.), pages 11-35 (first appearance)
  18. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), The Tinker Gnomes of Krynnspace chapter, pages 84-85
  19. Richard Baker, SJR5 Rock of Bral, 1992, (TSR Inc), part three: A City Among the Stars, pages 68-69
  20. Nigel D. Findley, SJA2 Skull & Crossbows, 1990, (TSR Inc.), Flying Colors section, chapter 1: Pirates and Corsairs, page 7
  21. Nigel D. Findley, The Cloakmaster Cycle, Into the Void, 1991, (TSR Inc.), pages 4-35 (first appearance)
  22. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Spacefaring Companies chapter, page 72
  23. Roger E. Moore, The Cloakmaster Cycle, The Maelstrom's Eye, 1992, (TSR Inc.), pages 51-55 (first appearance)
  24. Nigel D. Findley, SJR6 Greyspace, 1992 (TSR Inc.), Important NPCs section, The Spectre chapter, page 70
  25. 25.0 25.1 25.2 25.3 Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Wildspace Tinker Gnome Heroes section, The Tinker Gnomes of Krynnspace chapter, page 88
  26. Nigel Findley, The Cloakmaster Cycle, The Broken Sphere, 1993, (TSR Inc.), pages 39-55
  27. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Wildspace Tinker Gnome Heroes section, The Tinker Gnomes of Krynnspace chapter, page 86
  28. Richard Baker, SJR5 Rock of Bral, 1992, (TSR Inc), part three: A City Among the Stars, pages 52-53
  29. 29.0 29.1 Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Important NPCs section, Reorx chapter, page 23
  30. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), pages 38-39 (first appearance)
  31. Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Important NPCs section, Karpri chapter, page 35
  32. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Important NPCs section, Stellar Islands chapter, page 66
  33. Nigel D. Findley, The Cloakmaster Cycle, Into the Void, 1991, (TSR Inc.), pages 4 and 10
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