Valley Gnome

 

Species Name: Gnome, Gnomi, Valley Gnome

Cheerful, visionary, and industrious in their approach to life, the Valley Gnomes form the picture of the gnomish race as it is viewed by most of the folk who know them. Valley Gnomes are the most common type of gnome among the known worlds, and indeed, when one speaks of a "gnome," chances are he means a Valley Gnome. While not a populous race in comparison to humans or other demihumans, they are encountered in a wide variety of environments, showing no particular preference for any one type of climate. They do, however, tend to make their homes in areas with an abundance of natural Valley (even if it's invisible under a layer of loam and forest).

Type: Humanoid

Physical Traits: The most distinctive physical characteristic of the Valley Gnome is an enormous nose, a proboscis that is larger than that of any dwarf or human, despite the gnome's diminutive size. Indeed, the size of one's nose is a matter of some status among Valley Gnomes, and more than one good-natured debate has resulted in actual comparisons being made. The true test of a mighty nose is the ability to poke it into your opponent's eye without
having his nose do more than tickle the fringe of your beard (the use of the male pronoun is not generic here; females pride themselves on big noses too, but in addition to lacking beards they are less prone to such boisterous comparisons). Unlike the burly dwarves, who tend to weigh as much or more than the average human, Valley Gnomes are lightly-built. Their small frame is deceptive, however, for despite their size these gnomes are as strong as most humans. The eye colour of a Valley Gnome is predominantly blue, though shades of green and, rarely, yellow or brown are not unknown. Such unusual eye colours are apparent from birth and is considered to signify either very good fortune or very dire omens, depending on the traditions of that particular gnomish community. The brownish colour of the Valley Gnomes skin can be encountered in many shades, ranging from a light tan to nearly black. While the race does not avoid the sun, they suffer no effects from exposure-they don’t sunburn or tan, so the shade of a gnome’s skin has nothing to do with the proportion of his or her life spent outdoors or underground. In mature adults, the hair and beard are almost universally white or pale grey, but in youngsters and adolescents one will find as wide a variety of hair colour as among human-kind. Only the males are bearded, with facial hair growing in near the beginning of the gnome’s second century of life. Unlike dwarves, however, gnome males keep their beards neatly brushed and trimmed, with a maximum length of only about six inches. Sometimes the beard will be trimmed into fashionable shapes such as a goatee, or brushed into a long, curling point (or pair of points, in a real statement of high fashion).

Height: 3 ft

Weight: 40-60 lbs

Abilities: Nightvision up to 60 metres. Valley Gnomes can locate sloping passages (1-5 on D6), flawed stonework (1-7 on D10), and approximate depth (1-4 on D6) and direction (1-3 on D6) underground. The Valley Gnome gains a +1 bonus to his or her saving throws versus spell for every 3 points of Constitution. Valley Gnomes add +1 to all melee attack rolls against kobolds or goblins, their traditional racial enemies. They receive a -4 bonus to their Armour Class when attacked by giant class creatures (gnolls, trolls, bugbears, ogres, ogre magi, trolls, titans, and giants).

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 4D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 2D6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: While the average lifespan of a Valley Gnome is in the area of four centuries, it is not uncommon to find an elder patriarch or matriarch who has been around for more than 600 years. The oldest of them have been known to approach the venerable age of 750 years. The first half-century of a gnome‘s life is generally spent in a carefree childhood. Youngsters are indulged and benignly guided by their elders, with rarely a harsh word or punishment
employed against them. The children learn by example and strive to please the adults around them. Sages attribute the fact that all gnomes respond better to praise and encouragement than threats to this upbringing. By the time he or she has reached 50 years of age, a gnome is expected to begin applying himself or herself to the development of a useful skill and to learn the basics of self-defence and weaponcraft. However, during this half century long adolescence, gnomes are still not subjected to an array of responsibilities-instead, they are encouraged to experiment with a variety of trades and activities until they find those best suited to their own talents and personality. The occasion of his hundredth birthday is of great significance to a Valley Gnome, for it indicates that he or she has reached adulthood. It is customary for his or her family to host a large party, with a gathering of any clans within travelling distance to celebrate the coming of age. Since the party itself is likely to run for a month or more, it is not uncommon for gnomes to travel hundreds of miles for such a get-together1 Each clan will bring a practical gift for the newly anointed adult, and it is a cause for great pride if the present is judged to be the finest among the array of gifts. However, the practical nature of these tokens is inviolate-boots, a shield, a
sturdy tunic, even a weapon or tool are all appropriate. Gem-encrusted baubles, works of art, or simple decorations, although highly valued by gnomes, will not be given as coming of age gifts.

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. All gnomes have a fondness for gemstones of all kinds, and in fact each subrace has a stone that it reveres above all others. No other gnomish race, however, is as adept at cutting and shaping these precious baubles as are the Valley Gnomes. The gem symbol of this subrace is, appropriately, the diamond. Diamonds are used as symbols of status and accomplishment, and wealthy and highly regarded clans will often have dishes, candelabras, and other elegant possessions encrusted with these hard and precious stones.

Nowhere is Valley Gnome precision more in evidence than in their stonecutting and gemwork. Their skill at cutting, polishing, and mounting gemstones is unsurpassed by any other race. They are also skilled enough metalworkers to make elaborate frames and mounts for jewellery. Indeed, gnomish metalsmiths work better with soft metals such as silver and gold than they do with iron and steel-another significant difference between them and their larger cousins, the dwarves. Gold chain belts, silver necklaces, and shining buttons are all proudly displayed. This is not to say that gnomes cannot become fine blacksmiths when they are so inclined. Indeed, every community will have at least one well-muscled resident who is in charge of toolmaking and of crafting other objects such as dishes and weapons out of iron and steel. Gnomes generally purchase steel from dwarves or humans, however, rather than smelting it themselves. The finest weapons in a gnomish community are generally of outside (dwarven or elven) manufacture, often purchased in trade with the gem and jewellery work that they do so well. Valley Gnomes also can become skilled carpenters and (perhaps not surprisingly, given their dextrous and artistic nature) exceptional
woodcarvers. Though most gnomes do not devote a lot of attention to fabrics, those that do are skilled tailors and embroiderers as well. In the area of culinary skills gnomes are not so elaborate. In fact, their standards when
compared to halflings are downright plain. Their ideal meal is boiled or roasted meat, unspiced, accompanied by potatoes and mushrooms. Also unlike halflings, Valley Gnomes rarely keep cows, so they have little milk, butter, or cheese. Their bread is unleavened and relatively unpalatable to others with more refined tastes. In the area of brewing, Valley Gnomes believe themselves to be every bit the match of halflings and humans and insist that they
make a much tastier beverage than the heavy mead favoured by dwarves; some gnomes even champion their wares above the famed elvish wines. Impartial judges pronounce gnomish brews a distinctive but acquired taste. Gnomish
brewers make a variety of ales and are ingenious at finding ways to chill these beverages even in the height of summer. They will employ underground storage caverns, often sealed in ice which is brought down during colder months. In fact, many gnome communities will have wooden piping systems installed from these subterranean coolers so that the amber fluid can be pumped to spigots on the surface. Any gnomish innkeeper worth his or her salt (high praise indeed for a gnome!) will have such an arrangement in the cellar, and as a general rule, the better the chill on the beverage, the higher the perceived quality of the establishment.

Valley Gnomes typically make abysmal farmers, but they can be capable hunters and are excellent at gathering the bounty of their native woodlands, including nuts, fruits, grubs, mushrooms, and wild greens. A community will typically tend a small field of grain, which is used in about equal proportions to make bread and ale. In one area Valley Gnomes most closely resemble elves among all the other demi-humans in the category of music and dancing.
Unlike dwarves, gnomes are very musical, and have designed and perfected a wide variety of instruments including flutes and horns, stringed instruments such as lutes and mandolins, and a great assortment of percussion. The latter range from concave Valleys, rattles, cymbals, and gongs to standard drums made of hide stretched over a base of wood or metal. The most talented gnomish musicians are famed for their skill and highly sought as
entertainers, and nearly every adult can play some sort of instrument; family gatherings often climax in a cacophony of music-making and merriment. Unfortunately (for no gnomish listeners, at any rate) their vocal skills in no way come close to their instrument playing abilities, and since they insist on singing along to most every kind of music, the resulting melodies are not necessarily pleasant to the non-gnomish ear.

A Valley Gnome’s idea of an ideal setting for a home is an area of hills with an underlying bedrock of limestone that can be transformed into a complicated network of lairs, tunnels, and stairways. Valley Gnomes are not so comfortable in the deep and dank recesses of the Underground as, say, dwarves-or their own gnomish cousins, the Rock Gnomes. Therefore, their settlements will almost always be found near the surface, where the steep faces of hillside or cliff can provide a number of entrances and airholes to a many-layered dwelling. Often these entrances must be reached along narrow and precarious trails-easily travelled by gnome sized creatures but perilous to larger would-be intruders-taking one far above steep slopes of jagged Valleys, or along the edge of a deep gorge, with a rolling torrent of icy water plunging below.

Valley Gnomes are very social creatures, and generally live in thriving, active communities. Such communities are organized into up to a dozen clans, and all permanent residents are member of one or another of these families. Smaller outposts may consist of a single tightknit family, with a patriarch, matriarch, or pair of elders providing benign leadership over three or four dozen gnomes. The typical upper limit of any one community is 400-500
gnomes, mainly due to limitations in the surrounding food supply-not due to any desire for isolation from their neighbours. Whatever the size of a Valley Gnome settlement, the chain of status will always culminate in one unquestioned leader. To this chief (who is usually, but not always, male) come all crucial decisions on matters of defence and trade, as well as the arbitration of the rare instances of discord within the community. When this chief makes a ruling or command, he or she is obeyed immediately, with a discipline that can instantly transform a pastoral community into a determined work force or warlike army at need.

Most communities of Valley Gnomes will be found within a few days’ or weeks‘ travel of each other, with grand gatherings of the clans-often including four or five thousand gnomes-held every decade or so. These festivals can last for a fortnight or more and generally climax in frenzied musical performances, nose-measuring contests, tournaments to determine who is best at drinking, snoring, and other things, and feasting. The individual burrows of the Valley Gnomes are small and tidy. Generally a married couple will have a small chamber to themselves, with all children (cousins as well as siblings) sharing a common room. Adolescents are segregated by sex, with a large burrow having two separate chambers for its young males and females respectively. Most of these private chambers will be connected via tunnels to a central family chamber, where the fire is kept, food is prepared and eaten, and the family members meet for the talk and socialization that occupies virtually all their nonworking waking hours. The common room will always have a chimney vented to the outside (often through a very long passage). Ideally, it will have some other access to fresh air and light as well-chambers with no window are considered oppressive and tomblike by many Valley Gnomes. The family quarters will also connect (usually via an underground passage) to the other families that make up the clan; and similarly each clan in the community will be connected to the others. At every place junctures occur, there are large chambers. In the bigger towns these areas contain inns and shops, as well as open commons where impromptu parties (as well as many scheduled festivals) can take place.

Gnomes travel frequently among their communities, and many of them will venture into human or demihuman cities out of curiosity. They mix well with halflings and find life in a halfling village quite pleasant. Unlike halflings, they have no particular compulsion that holds them to their own homes or locales, and their long lifespans afford them the time to indulge their curiosity about how other races live. While Valley Gnomes can survive and even flourish in a community of humans, dwarves, elves, or halflings, few would care to leave their fellow gnomes permanently. It's far more common for a gnome to live among other races for a few decades, perhaps even a century or more, before returning home to his or her own clan. Perhaps a quarter of all Valley Gnomes spend at least part of their second
century "seeing the world before returning to take up his or her role in clan affairs. Valley Gnomes will sometimes welcome members of other races into their communities. However, humans and especially elves tend to find gnome cities claustrophobic, while the furniture and passageways between rooms are usually too cramped for the average
dwarf. Halflings sometimes exchange extended visits to their gnome neighbours but it's a rare halfling who leave his or her own burrow behind forever.

Gnomes are tinkerers, designing grand machines for every imaginable task. Gnomes are a short, intelligent, and inquisitive race with aptitudes in both the arcane and mechanical crafts. Gnomes believe that pushing a child into a particular interest or vocation may be damaging to the child’s nature causing unhappy or introverted children. Gnomes are encouraged to explore all of their interests as they come. Gnomes are blessed with ever expanding imaginations. They seek to improve their world without bringing it harm through the use of mechanical inventions and alchemy. Gnome homes and villages are often littered with peculiar new creations and unfinished projects. At the age of 30 Gnome children begin school. Their studies continue for 9 years divided into three main sections. The first 3 years focus on the general studies of alchemy, history, mathematics, reading and writing. Grades 4 through 6 focus on the specialization the Gnome child has chosen and the last three years are largely independent study. Upon completion of schooling Gnomes are required to offer a final showing. The project may consist of whatever the student believes best demonstrates their knowledge and skill in their chosen course of study. 9 mentors in the appropriate field will judge this. All 9 must judge the final showing project positively for the gnome to qualify for a Certification test. Certification is a stressful 6 hour long process. Graduating students again face the 9 mentors from their final showing alone. This time the mentors will pose numerous questions designed to test the limits of their knowledge.

Government: Guild Council.

Population: 3,760,000

 

Creating a Valley Gnome character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 10 xD4 years
21-40 10 xD6 years
41-60 10 xD10 years
61-80 10 xD12 years
81-00 10 xD20 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but INT are +D6, while MR is -D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +12, +12 per level. AC 2 for warrior classes.
Step 3: Skills

Choose skills in the normal manner according to the character's class but half the starting skills must be based on building an item. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Gnomes gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to 60 metres.

Inventive - Gnomes can specialise in one area of fabrication. In each case they can build, repair, custom modify and design the item the ability applies to. Weapons can have their damage and range increased up to +50%, and HPs, AR and speed increased up to +50% prior to attaching any armour. It can include buildings, armour, weapons and vehicles.

Additionally Dwarves start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Extra Inventive 10 Although rare this Gnome has more than one specialty. Choose one more area of fabrication the Gnome can specialize in.
Increased AC 5 If taking a warrior class then the Gnome's Armour Class will be 2. Gnomes become harder to hit as they gain experience in dodging in combat, causing their Armour Class to improve by one point for every level beyond 3rd, to a maximum of AC -6. 
Increased Thac0 5 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5 Using this ability the Gnome can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. Gnomes are only surprised on a roll of 1 on D10; they surprise opponents 90% of the time.
Natural Enemy 5 Valley Gnomes add +1 to all melee attack rolls against kobolds or goblins, their traditional racial enemies. They receive a -4 bonus to their Armour Class when attacked by giant class creatures (gnolls, trolls, bugbears, ogres, ogre magi, trolls, titans, and giants).
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Gnome's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Resistance Bonuses 5 The Valley Gnome gains a +1 bonus to his saving throws versus spell for every 3 points of Constitution. Gnomes gain a +3 bonus to all saving throws except those against poison (for which they receive a +2 bonus instead).
Underground Senses 5 Valley Gnomes can locate sloping passages (1-5 on D6), flawed stonework (1-7 on D10), and approximate depth (1-4 on D6) and direction (1-3 on D6) underground.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but favoured ones include Merchant, Artificer, and Alchemist.

 

 

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