Races of the Shattered Lands, part II: Gnomes

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KaiserKris
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Races of the Shattered Lands, part II: Gnomes

Post by KaiserKris »

Gnomes

The Shattering happened approximately 1500 years ago.

Six months before the Shattering happened, every gnome in the world disappeared.

About three hundred years ago, gnomes started returning to the world, though they remain a relatively rare race, with probably fewer than half a million gnomes in the entire world, largely clustered about in the foothills of the Cinderlands in Arcadia and along small villages on the west coast of Illyria, most famously in the gnomish city of Frazzlewark, home to approximately 20,000 gnomes and one of the few places where gnomish civilization exists in relatively pure form.

Depending on the sages who speak about them, gnomes are either the most humanoid of the fae peoples, or the most fae-like of the humanoid peoples. Either way, it is considered likely that the gnomes passed through the Veil of the Moon into the Bright Land, living amongst their fae brothers and sisters. Unlike the true fae, however, gnomes are mortal after a fashion, though they can live as long as 3-400 years and possess souls, making them capable of ethical and moral choices that are impossible to impose upon the fae, who simply act according to their natures, whether it be good or wicked.

The gnomish people have a great instinctive regard and love of life and are naturally loath to take it- only the most wicked of gnomes relish violence, and many find that their respect for life compels them towards vegetarian and semi-pacifistic stances. Gnomish settlements are usually defended more with camouflage, magical illusions and non-lethal traps than with the high stone walls and sharp arrows that human or even halfling settlements may employ. Gnomes are almost universally curious and many are great travellers, always eager to explore and take in new places and new cultures. Their curiosity makes them natural inventors and gnomish tinkers are almost universally considered the greatest in the world, with gnomish jewellers, clockmakers and glassmakers almost as well-regarded.

Most gnomes follow both the Green Faith of the natural world and the Great Fae of the First World, with smaller handfuls following other religions. It is almost unheard of for the mostly-kindly gnomish people to worship demons, and the brutal authoritarianism of devil worship has little appeal to a naturally curious, irreverent and tolerant people. Adventuring gnomes, of which there are many, are most typically either wizards or bards, though gnomish representatives can be found in most adventuring classes.

Description: Gnomes are small, only slightly taller than halflings, whom they superficially resemble. However, they are marked by their brightly coloured hair and eyes, which only rarely follow hues commonly found in nature. Their eyes in particular are unnaturally bright in colour. They are known to have somewhat large noses, which they take great pride in, though they often pretend to take great offense when bigfolk stare at them.

Personality: Gnomes are known for their restless nature and ceaseless desire to explore. Known for their sharp intelligence, gnomes tend to fall into deep obsessions, which while often fleeting, are powerful compulsions almost impossible to resist. Gnomes love humour, jokes and pranks and those who have a good sense of humour are much appreciated by them. Gnomes are quick to forgive minor slights, but are capable of developing obsessive hatreds for those that truly wrong them. Gnomes are often afflicted by wanderlust and undergo long forays from their homes. They also love secrets and keep them from all others- most especially the secret of what happened before the Shattering.

Racial Affinities: Gnomes are sociable and usually happy to meet and interact with people of other races. They admire the craftsmanship of the dwarves, but disdain their somewhat boring personalities. They are often impressed by the magical prowess of elves but tend to want to knock the oft-arrogant elves down a peg or two- all in good fun. They're always happy to share a halfling table and appreciate their zeal for freedom, but sometimes find them a bit silly. Humans, in their infinite diversity, are both endlessly fascinating and somewhat troubling to gnomes- it's humans who tend to make real trouble in the world, after all.

Environment: Gnomes like living in hilly places in deep forests, with their burrows well-guarded with illusion magic to protect against intruders. That being said, gnomes are great wanderers and can usually find two things to like and three things to complain about in every environment.

Racial Traits and Abilities

Animal Empathy: As PHB

Darkvision: As PHB

Enhanced Hearing: As PHB

Gnomish Resistance: Gnomes receive a +3 bonus to saving throws against illusions and mind-affecting magic.

Obsession: All Gnomes possess a particular knowledge or profession with which they are exceptionally fixated. When making attribute checks related to that specific field (such as alchemy or gambling), they treat it as a Prime and add their level to their rolls.

Spells: As PHB, but can cast spells at will.

Language: Common and Gnomish, can learn Dwarven, Elven, Goblin, Slyvan and Kobold
Size: Small
Movement: 20 feet
Typical Classes: Bard, Druid, Rogue, Wizard
Attribute Modifiers: +2 Intelligence, +1 Constitution, -2 Strength
Rogue and Assassin Modifier: As PHB

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KaiserKris
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Frazzlewark

Post by KaiserKris »

Very few non-gnomes have ever seen Frazzlewark and while it is known to be somewhere on the west coast of Illyria, nobody can agree as to exactly where.

The City of Frazzlewark exists simultaneously as the most fae-like of earthly cities and the most earthly of fae cities. When one enters Frazzlewark, one is simultaneously on Earth and in the Bright Lands of the Seelie Court. The city is primarily occupied by gnomes, but it is shared with sprites, brownies and all manner of other fae creatures, as well as with a profusion of talking animals. Almost the entire city is alive with powerful illusion and enchantment magics and one can never be quite sure if the winged cats fluttering down the golden-brick roads are real- or whether a given golden brick is actually composed of gold that will remain gold once one leaves Frazzlewark or if it will dissolve into dust.

Most of the gnomes in the world do not live in Frazzlewark, but virtually all of them will visit at some point, to see what gnomish civilization looks like in pure form. In the Merry City, there is a shocking informality as the ruling class will freely mingle with the supposed 'commons'. One's accomplishments outside of Frazzlewark matter relatively little- it is what one accomplishes inside the city that will truly attract the notice of the elders of the city.

No one has attempted to launch a serious attack on Frazzlewark, because no army has ever been able to actually find the place- the city's precise position in the Material Plane seems to shift considerably, though it remains loosely tethered to the western coast of Illyria. Those who have found the city with ill intentions find themselves bedevilled by a colossal number of powerful magical traps, primarily created to vex and humiliate, rather than kill- gnomes tend to abhor bloodshed unless truly necessary.

The best way to get into Frazzlewark is to be invited by an Elder of the City, usually a high-level wizard, who possesses the ability to teleport individuals right into the city. Those who have visited describe it as one of the merriest places in all existence, but a few perceptive souls occasionally feel untowards chill breezes.

Has the Unseelie Court turned its foul attention towards Frazzlewark? And will the Merry City be a bastion defending Earth from its attentions? Or a gateway?

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Lurker
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Re: Races of the Shattered Lands, part II: Gnomes

Post by Lurker »

Nice

I will admit, I don't like Gnomes ... however, you nearly sell me on them
KaiserKris wrote:
... Depending on the sages who speak about them, gnomes are either the most humanoid of the fae peoples, or the most fae-like of the humanoid peoples. .... Unlike the true fae, however, gnomes are mortal after a fashion, though they can live as long as 3-400 years and possess souls, making them capable of ethical and moral choices that are impossible to impose upon the fae, who simply act according to their natures, whether it be good or wicked.

,,,
That is the best way to put it that I've seen
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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