Basic Species Description

Gnomes are modest fey, most typically around three-fifths to four-fifths of a meter tall. Few have seen gnomes without their signature conical hat, as it serves as a defensive mechanism for them much like a lizard's tail, being able to duck and let their hat be taken instead at times, tricking predatory creatures and beasts into losing track of them. In more civilized societies gnomes may sometimes adopt ceremonial smaller caps for special occasions or as part of their profession wear other hats, though one will often hear them complaining about prejudice against their culture and way of life if they are forced to wear a different type of hat entirely, and would rather starve than go with none at all. No popular consensus can explain their obsessiveness with their hats, especially keeping the same one and sometimes risking their life to get it back, but some theorize that the caps may be made using felt that once lined their cribs and therefore bring the comfort of family with them everywhere, while others are certain that due to how some gnomes fuss with their hats when trying to remember certain details that perhaps the felt is enchanted in some manner to help them retain a sense of self and keep them from becoming befuddled fools. In addition to using their hats as a defensive mechanism, gnomes also have the stoneskin ability, which allows them to turn their skin and attire into stone once per day for an hour, though they become immobile when they do this. While in this form, gnomes have all benefits of it, and use it to great benefit. Gnomes typically either dig a hollow underneath a great tree and build a house between and under its roots, or find a stump and turn that into the entrance to their home. However, almost all gnomes tend to be craftsmen of some trade by nature, enjoying keeping busy, and usually have caravans hidden somewhere nearby for carrying wares they intend to sell, or have a shop nearby run by them and relatives mostly. When not working, most gnomes enjoy gardening, fishing and playing with the local wildlife, though their diet almost entirely consists of fish, cheese, insects, mushrooms, and plantlife.

Gnomes usually have blue or green eyes, though some have hazel eyes. Most have either rounded spherical heads or those more akin to eggs with the thinner portion being on the top of their head, though the top of their head is itself covered in medium hair usually of white or brown color, though sometimes red or black through recessive genes. For their size, gnomes have moderate strength, being able to lift up to twenty kilograms without being encumbered even at a strength of zero, and an additional eight kilograms while only sacrificing 1 speed. They may not be very wise and have terrible memories, but gnomes are extremely intelligent and have great finesse, most being expert craftsmen. Gnomes have broad but short fingers which allow them to grip things quite easily, as well as being able to dig quite rapidly through soil even without tools. Males usually have a beard and sometimes a mustache, and they never shave either, merely trim them to look more presentable rather than ragged. Gnomes are rather quiet and unassuming as a species when left to their own devices, but when interrupted during work for something they deem trivial they tend to grow rather agitated, sputtering and stomping their feet, arms waving in the air. Gnomes give live birth, typically one at a time every four years or so, and live to be up to one-hundred-and-forty without rejuvenation, if they survive that long. Gnomes have names given to them by their parents, typically related to local flora, fauna, or that of tools and pieces of tools, with a last name of their family line, and their middle name being either tool-related or flora or fauna related if their first name was of a different type. Gnomes hybrids are rare, and it is rarer still to see them orphaned and raised by others, as gnome children rarely leave their homes until the age of six, reaching maturity at twenty, and being considered an adult at thirty, or sooner if they make a stable career for themselves.

Gnomes tend to form different tribes with different colored caps, though none dare wears a red hat save in times of war, for they know what the only other instance a gnome wears a red cap is when they have become a dunter due to either too much excess iron in their diet, or another disease such as tetanus or the vilru virus causing them to morph into a bloodthirsty fiend. Dunters usually seek to lap up blood and make sausages of intestines for both themselves to eat and to serve to others, though the latter usually would contain poisons or toxins meant to paralyze the naïve and allow them to feast with greater ease. Uninfected gnomes tend to live in tribes or family units alone, though they do tend to make tribute and have some say in the local fey courts.

History of the Species

Gnomes originally evolved on Tirae from mole-like mammals, eventually developing into the gruff but charming beings that they are today. During the Great Fey Exodus, they primarily had the sense to take the earliest opportunities to leave the Spritehollow region for Lenida, other planets and other realms, enjoying a more stable living style, but always ready to move on within the week if not sooner, if danger arises.

Base Species Genetics

The genetics for a gnome are as follows:

(D7) Stone Skin: +2 EP normally and +2 when in stoneskin but immobile while using it, takes one minor action to activate or deactivate, lasts 1 full turn minimum, no maximum. May spend any unused FP for +1/2 Die EP.

(D3) Steady Claws: +1 bare-handed attack, +1 climbing or digging.

(D3) Finesse: +2 Accuracy, +1 Stealth.

(R4) Bright Determination: +2 Morale, +2 Learning.

(R3) Speed: +2 MP.


Gnobart gnomes have more focus and less difficulty remembering things. Gnobart gnomes tend to have fairly large and round body frames, though most is merely the shape of their bone structure and not actual fat.

(E-4) Rough Diet and Survival: +1d10 Daily Rot Domain Absorption, and +1d10 Daily Toxin Domain Absorption. [Gnobart Gnome]
(E-4) Focused: +2 FP. [Gnobart Gnome]
(E-4) Strong Memories: +1 on Depiction Checks, and +3 on Memory Checks. [Gnobart Gnome]

Gnodo gnomes are very quite and fairly agile. Gnodo gnomes almost never can grow a proper mustache and their eyebrows are extremely long and bushy, growing back quickly after they attempt to trim them.

(E-4) Rough Diet and Survival: +1d10 Daily Rot Domain Absorption, and +1d10 Daily Toxin Domain Absorption. [Gnodo Gnome]
(E-4) Speedy: +2 MP. [Gnodo Gnome]
(E-4) Agile Speed: +1 MP, and +2 on Agility Checks. [Gnodo Gnome]

Gnonim gnomes usually have very loose skin, appearing wrinkled and aged even during puberty, though they do tend to live longer than most gnomes as their diets are mostly free of toxins due to their habit of cultivating most of their food indoors under controlled conditions. They usually are more healthy and able to endure more.

(E-4) Controlled Diet and Survival: +1d10 Daily Harvest Domain Absorption, and +1d10 Daily Extract Domain Absorption. [Gnonim Gnome]
(E-4) Healthy: +2 HP. [Gnonim Gnome]
(E-4) Enduring: +2 EP. [Gnonim Gnome]

Gnomes have their own language, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and the nearest Pixie Court language. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While gnomes were considered of lower, merchantile and middle class after The Great Exodus, some gnomes have raised themselves up to higher classes in other cultures, using their wealth and status to help others of their kind in the region and others who are business partners, being a bit grumpy at times, but loyal more-often than not.


Over all, the different genders of gnomes are the same, save that with culturally women tend to have more power, and are more charming.

(m1) Those with this sex gene have +2 on Grip Checks, and +2 on Might Checks. [Gnome]

(m2) Those with this sex gene have +1 on Crafting Checks, +2 on Jury-Rig Checks, and +1 on Repair Checks. [Gnome]

(f1) Those with this sex gene have +2 on Charming Checks, and +2 on Haggle Checks. [Gnome]

(f2) Those with this sex gene have +3 on Might Checks, and +1 on Repair Checks. [Gnome]

(n1) Those with this sex gene have +2 on Depiction Checks and +2 on Learning Checks. [Gnome]

(n2) Those with this sex gene +3 on Crafting Checks, and +1 on Repair Checks. [Gnome]

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial 3.0 License