Gnomes:
(WG: Noniz)

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Players Handbook
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AD&&D


ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
    STRENGTH: 6/18
    INTELLIGENCE: 7/18
    WISDOM: 3/18
    DEXTERITY: 7/19
    CONSTITUTION: 8/18
    CHARISMA: 3/18
RACIAL PREFERENCES:
STARTING AGE: Cleric (300+3d12), Fighter (60+5d4), Magic-User (100+5d12), Thief (80+5d4)
AGE CATEGORIES: Teenager (), Mature (), Middle-Aged (), Old (), Ancient ()
RACIAL TENDENCIES:
HEIGHT:
WEIGHT:
NPC ABILITY SCORE MODIFIERS:

A gnome's preferred habitation is an area of rolling, rocky hills, well wooded
and uninhabited by humans. Details of the race are found in
AD?D, MM.

Summary of Gnomish Racial Abilities:

  • +1 bonus per 3.5 points of CON to saves vs. magic ?? poison
  • +1 to hit kobolds ?? goblins
  • -4 to attack by bugbears, giants, gnolls, ogres, ogre magi, titans, and trolls.

  • - OSRIC

    Permitted Class Options: A character of the gnome race can select to be a fighter (max. of 6th
    level), an illusionist (max. of 7th level), a thief, or an assassin
    (max. of 8th level).

    TABLE II.B.: GNOMES
    Ability Score Cleric (All) Fighter (All) Illusionist (All) Thief (All) Assassin (All)
    15 7 5 6 U 8
    16 8 5 6 U 8
    17 9 5 6 U 8
    18 10 5 7 U 8
    18/50 - 6 - - 91
    18/75 - 7 - - 102
    18/99 - 8 - - 102
    19 12 9 8 U 102
    20 14 9 10 U 102
    21 14 9 13 U 102

    1: Intelligence 18 and dexterity 18 also required
    2: Intelligence 19 and dexterity 19 also required

    Multi-Class Restrictions: It is also possible for a gnome character to be two
    classes at the some time (a fighter/illusionist, a fighter/thief, or an
    illusionist/thief, for example). In the latter case, the character is restricted
    to the wearing of leather armor, regardless of which class combination he
    or she has chosen, unless only fighting is performed by the character. As
    with any such multi-class character, gnomes with two character classes
    must always divide earned experience equally between levels, even
    though it might no longer be possible to advance upwards in level in one
    of the classes. (See CHARACTER CLASSES for more information regarding
    this subject.) ?See The Multi-Classed Character>

    Saving Throw Bonuses:

    Similar to their cousins, the dwarves, gnomes are highly magic resistant. A
    gnome player character gains a bonus of +1 for every 31/2 points of
    constitution ability score, just as dwarven Characters do. A constitution of 4
    gains a +1, 7 gains a +2, 11 gains a +3, 14 gains a +4. and 18 gains a
    +5 bonus to saving throws versus magic wands, staves, rods, and spells.

    Languages: Gnome characters are able to speak the following languages in addition
    to their alignment language (q.v.) and the "common tongue" of
    humanity: dwarvish, gnome, halfling, goblin, kobold, and they can also
    communicate with any burrowing mammal (such as moles, badgers,
    ground squirrels, etc.). Gnomes are unable to learn more than two
    languages in addition to those noted above, regardless of how high their
    intelligence score is.

    Infravision: Gnomes have infravision, the ability to see into the infra-red spectrum, so
    a gnome character is able to see up to 60' in the dark, noting varying heat
    radiation.

    Being miners of exceptional merit, gnomes are able to detect the ?Free miner skill for gnomes?>
    following facts when within 10' of the area to be examined, or at any time
    with respect to determination of their approximate depth underground:
     
    Detect grade or slope in passage upwards or downwards 80% probability (d10, score 1-8)
    Detect unsafe walls, ceilings, or floors 70% probability (d10, score 1-7)
    Determine approximate depth underground 60% probability (d10, score 1-6)
    Determine direction of travel underground 50% probability (dANY, score any half)

    It is important to note that the gnome must be actively seeking to
    determine the matter in question. The phenomenon does not otherwise
    become apparent to the character, for he or she must concentrate on the
    subiect to get some form of answer.

    Combat Bonuses:

    In melee combat, gnome characters add 1 to their dice rolls to hit
    opponents who are kobolds or goblins. When being attacked by gnolls,
    bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characters
    subtract 4 from their opponents' "to hit" dice rolls because of the gnomes'
    small size and their combat skill against these much bigger creatures.


     
     
    WEAPON GNOMES
    Dagger 1-2/1-2
    Poinard 1-3/1-2
    Short Sword 1-3/1-4
    Rapier 1-4/1-3
    Scimitar  1-4/1-4
    Broadsword 1-4/1-4
    Bastard Sword 1-4/1-8
    Great Sword 1-5/2-9
    Small Axe 1-3/1-2
    Battle Axe 1-41-4
    Great Axe 1-6/2-12
    8' Spear 1-3/1-4
    12' Spear 1-3/1-5
    16' Pike 1-3/1-6
    Halberd 1-5/1-6
    Warhammer/Small Mace 1-3/1-2
    Large Mace 1-4/1-3
    2-Handed Mace 1-5/1-4
    Military Pick 1-3/1-4
    Flail 1-3/1-4
    Morning Star 1-4/1-3
    Javelin 1-3/1-3
    Throwing Axe 1-3/1-2
    Sling Stone 1-2/1-2
    Self Bow Arrow 1-3/1-3

    The Gnomish Point of View
    by Roger E. Moore


     
    Dragon Races - Best of Dragon, Vol. III Dragon 61

    Gnomes are small demi-humans closely related to dwarves. They average about
    3’6” in height and 80 Ibs. weight; their
    skin tones range from brown to dark tan
    to grayish brown, and they have gray or
    white hair. Gnomish males are bearded
    but females are not. Despite their small
    size, gnomes have an average strength
    equal to most humans. Though most
    people tend to think of gnomes as just
    smaller dwarves, they have different capabilities and a much different outlook
    on life, and are certainly worthy of consideration as a race unto themselves.
    Gnomes are perhaps the rarest of all
    demi-humans, though halflings in some
    areas are tied with them for the distinction. Only 5% or less of any adventuring
    types of human or demi-human origin
    are gnomes. They prefer living in temperate climates in rough and hilly terrain.
    Gnomish communities are composed
    of elaborate underground tunnel complexes much like those dwarves inhabit,
    and all such communities maintain a
    network of mines for metals and gemstones. However, gnomish complexes
    do not go as deep into the earth as
    dwarven tunnel systems do, and tend to
    be spread out over a wider area. Though
    gnomes enjoy their mines and their close
    association with the earth, they also appreciate the world above ground, and
    love the beauty of the wilderness and of
    living creatures.

    Gnomes seem to have struck a happy
    medium between the attitudes of dwarves
    and elves in this respect. Dwarves seek
    mastery over their environment, treating
    it as a thing to be shaped and governed;
    elves seek union with their sylvan environments, making themselves at one
    with nature. Gnomes, splitting the difference, look upon their environment
    and the creatures within it as separate
    but equal to them, as friends and helpers.
    For this reason they have learned to
    speak with all other burrowing mammals
    and often have working relationships
    with local groups of badgers, groundhogs, and so forth for food-gathering
    and mutual defense. Gnomes sometimes
    have such creatures as companions; they
    treat their animal friends as partners and
    not like pets. Certainly it does not hurt
    such relationships that gnomes are small
    enough to see “eye to eye” with these
    small mammals.

    Communities of gnomes are closely
    knit, and tend to engage in much friendly
    competition with other such communities. The major trades include jewelcraft,
    mining, metalworking (including armor
    and weapons manufacturing), a minor
    amount of farming (a skill almost unheard of among dwarves), hunting, and
    involvement with the local military as
    scouts and community militia. Trade
    with other gnomish communities and
    demi-human villages and towns is brisk,
    though few gnomes leave their homes to
    become traveling merchants. In general,
    humans trade with gnomes less frequent-

    y than do elves, halflings, or dwarves,
    due to some mutual distrust and avoidance, but some human areas are quite
    friendly with gnomish folk, sending them
    clothing, foodstuffs and spices in exchange for ores, gems and jewels, and
    worked metal products (weapons, tools,
    armor).

    Humor is very important to the gnomish personality. Gnomes go for practical
    jokes, especially the sorts that are directed against larger creatures and enemies. When directed against other
    gnomes, these jokes tend to be friendly,
    with no harm intended. But against humans and other large races (including
    humanoids), gnomes’ humor is more of a
    weapon, and takes on a darker aspect. A
    good practical joke played on an enemy
    (like substituting a Necklace of Strangulation for a Necklace of Missiles in a halforc’s pocket) will win immense status for
    the responsible gnome.
    Those whom gnomes do not trust are
    dealt with carefully; they may find themselves perplexed, led around in circles,
    and kept unsure of just what is going on.
    The gnomish brand of humor is demoralizing to enemies of the gnomes, who
    may find themselves constantly subject
    to booby-traps of every conceivable sort.
    Humans have found it helpful to develop
    a manner of humility and respect when
    passing through a community of these
    small folk. Those who are earnestly
    friendly and supportive of gnomes may
    soon find them to be close friends.
    Gnomish mercenaries will assist non-

    gnomes fighting directly for gnomish
    causes; their service may also be given in
    other, non-critical (to a gnome) situations, but they won’t take things quite as
    seriously in such instances, and won’t
    necessarily stop their practical jokes
    (though they will become more friendly
    and harmless).

    Gnome Warrior

    The lawful good orientation of most
    gnomes comes from their sense of
    community spirit and cooperation with
    one another and other allied beings. This
    is muted to some extent by a more neutral, nature-loving concern that includes
    a tolerance for other alignments and a
    desire to maintain the balance of nature.
    Though gnomes may not like chaotic
    evil beings, there is still the feeling
    among most gnomes that such creatures
    are necessary in some way to maintain a
    balance with other alignments. Neutrally
    aligned gnomes are not often prone to
    be closely involved with other races, with
    the possible exception of sylvan elves
    and rare communities of tallfellow halflings of neutral alignment.
    Perhaps because of their close association with the earth, gnomes are tough
    when it comes to constitution and related matters. They are resistant to many
    poisons and magic spells; as with halflings and dwarves, certain magic items
    (i.e., rings) may malfunction when used
    by gnomes, because of this resistance.
    Gnomes are also able to consume large
    quantities of alcoholic beverages and
    not be as affected as a human might be;
    gnomes drink as much as dwarves do,
    but whereas a drunken dwarf becomes
    (generally speaking) more obnoxious
    and gruff, with a tendency to fight everything that moves, a drunken gnome becomes euphoric, laughs at everything,
    and joyfully insults anyone or anything
    larger than himself or herself.

    Gnomes are rarely on good terms with
    any evil humanoid race, but their most
    hated enemies are the kobolds. Both races compete for the same sort of living
    space and materials, and their deities
    have long warred with one another. Garl
    Glittergold (the major gnomish god)
    once caused Kurtulmak’s most elaborate and richly decorated throne room to
    develop a structural defect in the ceiling,
    making it collapse at an untimely moment when the kobold god was entertaining one of the major arch-devils. The
    latter believed the ceiling collapse was
    an assassination attempt, and in vengeance hung Kurtulmak by his tail over
    an active volcano for six weeks. The kobold god has since devoted all his energies to the destruction of all gnomes, but
    his efforts seem to have only made the
    gnomes tougher on the whole. All in all,
    it was a grand joke indeed.

    Goblins also hate gnomes, though not
    with the single-minded fury that kobolds
    have for them. Gnomes, in turn, hate
    these races to the point where they will
    attack them in preference to any other
    race of enemies, and gain a bonus to hit
    them as well. Because gnomes are small
    enough to dodge between the legs of
    larger opponents and evade blows, humanoid beings of gnoll size or larger
    have a very tough time scoring any hits
    on them.

    The physical senses of gnomes are
    very well developed. Eyesight is good
    and includes infravision out to 60’ or so.
    Gnomes have the most sensitive hearing
    of any demi-human race, and their communities are unusually quiet compared
    to those of other races as a result. Some
    gnomes prefer walking some distance
    ahead or behind groups of noisier (usually meaning human) races. Gnomes
    also have a more highly developed sense
    of taste and smell than other races, and
    have larger noses that some people find
    quite amusing.

    Gnomes go adventuring for various
    reasons; many such adventurers are
    multiclassed. Gnomes are able to learn
    the skills of the fighter, thief, illusionist,
    and assassin and are better able to mix
    classes than either dwarves or halflings.
    Gnomish thieves and illusionists, for
    obvious reasons, are especially able to
    use their talents to pull jokes on other
    beings. The feeling that gnomes have
    been slighted by many other races without cause (a claim not without substantial evidence) makes the fighting and
    thieving lives most attractive, as a way of
    evening up the imbalance. Assassins are
    motivated by a similar “get ‘em back”
    philosophy, and enjoy taking vengeance
    on their enemies with macabre humor.
    Illusionist gnomes are rare, but highly
    respected in their home communities for
    their powers; learning illusionist powers
    takes a great deal of time and practice
    compared to learning fighting skills or
    thieving. Gnomish adventurers of any
    sort often think of themselves favorably
    as “giant killers” (“giant” here meaning
    anything larger than 5 feet tall).
    Aside from elves, gnomes are the longest-lived race among humans and demihumans, reaching a maximum age of
    over 750 years. As with the elven folk,
    this has to some extent changed the
    gnomes’ concept of time. Gnomes are
    not usually prone to hurry with tasks,
    and are good at making up a variety of
    amusements with which to occupy their
    time. Joke-playing and other humor is
    very useful in this respect. Gem and metal crafts take up much of a gnome’s time
    in later life when adventuring begins to
    pale, and community service is a popular
    option. Mining, of course, can be done at
    any age, and frequently is.

    As a race, gnomes are quite adaptable.
    Though they do not particularly like the
    sea or other large bodies of water, they
    are more willing than dwarves to live in
    such areas. Undersea communities of
    gnomes, with tunnels leading from great
    air-filled caverns beneath the waves to
    rockier ground on the shore, have been
    reported. These complexes would be extremely rare, since most gnomes do not
    know how to swim. Other colonies of
    gnomes have been reported in arctic
    areas, clustered near geothermal springs
    or places with mild volcanic activity.
    Recently, a purely subterranean subspecies of gnomes was discovered;
    known as “deep gnomes” (see AD&D™
    Module D2, The Shrine of the Kuo-Toa),
    these beings are on close terms with
    many sorts of earth elementals, just as
    surface gnomes associate with burrowing mammals. They possess an innate
    magic resistance and spells of illusion;
    their language is a modified form of the
    surface gnome tongue. Gnomes seem to
    be turning up in the most unexpected
    places — perhaps their way of having a
    little joke on all the other races.

    The gnomish personality is well represented by their chief deity, Garl Glittergold.
    Garl is mischievous, courageous, witty, and strongly drawn to the adventuring life. His great axe is actually
    his companion; Arumdina is quite intelligent, and has the power to cut stone
    and heal Garl as desired. It is interesting
    to compare Arumdina (as Garl’s companion) to Moradin’s hammer (which is
    non-intelligent and his personal tool)
    and to Corellon Larethian’s sword (which
    is an extension of the elven god, virtually
    a part of him). Gnomes have a number of
    other gods, but Garl is the best representative of gnomes as a whole. His everchanging gemstone eyes seem to fit well
    into his unpredictable (though still lawful) nature.
    Like dwarves, gnomes have a distinct
    sexual imbalance in numbers (two males
    for every female), and this does have an
    effect on their society. Gnomes, however, do not have the rigid sexual and marital mores dwarves have. Expressions of
    love and caring are shown more freely,
    and courting is a popular pastime among
    gnomes. Since most gnomes do not
    marry early in life, this means very long
    courtships, some lasting several hundred
    years (making for some particularly amusing tales and jokes).
    Those males who choose not to be
    married become more immersed in their
    crafts, and develop close, non-sexual relationships with friends who are either
    other male gnomes, humans or demihumans of either sex, or animals. These
    relationships are looked upon by married and unmarried gnomes alike as being as valuable and important as a marriage relationship, though humans and
    other races might be hard pressed to see
    things that way. Gnomes will go to great
    lengths to aid those they become attached to, and will feel a strong sense of
    responsibility for them.

    As presented in the AD&D rule books
    and played in AD&D campaigns, gnomes
    at times seem a little too much like
    dwarves. The two races share some characteristics; yet, in order for each to remain a separate and distinct character
    type, differences should be present. It
    might be worth discussing ways in which
    gnomes could be made a little more unlike other character races; it is suggested
    that the sexual ratio of males to females
    be evened up, perhaps nearer seven
    males for five females. It is odd, too, that
    while dwarves are said to be unable to
    cast magical spells (excluding the clerical sorts possible to many races) due to
    their magical resistance from their constitutions, gnomes gain the same magic
    resistance andare allowed to become
    illusionists. Further discussion of this
    matter and other possible changes might
    be worthwhile in making the AD&D system more logical and reasonable.
    Material for this article was gleaned
    from the AD&D Players Handbook, Monster Manual, Dungeon Masters Guide,
    and the DEITIES & DEMIGODS™ Cyclopedia. In addition, the novels Three
    Hearts and Three Lions, by Poul Anderson, and Enchanted Pilgrimage, by Clifford D. Simak, provided some additional
    details on various matters.


     
     


    Gnomes

    AT A GLANCE:
    The gnomes are a small, friendly race of humanoid creatures common in most regions of the Realms.
    They are smaller and less-stocky than dwarves, and are thought distant relatives (though only Gnomish men have beards).

    ELMINSTER'S GNOTES:
    The faces of Gnomes, regardless of age, are lined with centuries of smiles nad frowns, and it appears that these creatures are carved from wood.
    Their natural coloring, from light ash and maple to that of varnished and buffed oak increases the tendency to think of Gnomes as woods-folk, when they are thought of at all.

    The Gnomes are called the Forgotten Folk of the Forgotten Realms, for despite the fact they seem an everyday sight in major cities, and have good-sized communities of their own, they seem unbothered by the world and similarly only rarely become involved with it.
    Gnomes have no history beyond the memory of the eldest clan-member and the songs of legend.
    They have never developed their own written tongue, rather acquiring the languages around them for everyday use.
    Unlike the elves they have no millenial heritage and unlike the dwarves no deathknell tomorrow.
    As a result, they tend to take life as it comes, one day at a time.

    Gnomes are among the most common-sense beings of a world filled with all manner of magical things.
    Their natural tendency toward illusion-craft, instead of making them more crafty, has given them a wisdom to look beyond the fancy trappings of speech and appearance to find out what is really there.
    Gnomes value their families first, then whatever other relatives they encounter, then other gnomes, then the world, in that order.

    GAME INFORMATION:
    The above description for gnomes is in general, and need not apply to individual PCs as a law that "ALL GNOMES ARE WISE".
    Individuals vary within a race, and it is as possible to find an impulsive Gnome as it is to find a trustworthy halfling.


    G-NOMES OF GREYHAWK


    -
    01-02 Bissel
    03 Bone March
    04-05 Celene
    06-07 Dyvers
    08-09 Furyondy
    10-11 Geoff
    12-13 Gran March
    14-15 Great Kingdom
    16-17 Greyhawk
    18-19 Highfolk
    20-21 Idee
    22-25 Irongate
    26-27 Irongate
    28-29 Nyrond
    30-31 Theocracy of the Pale
    32-33 Perrenland
    34-37 Ratik
    38 Shield Lands
    39-40 Spindrift Isles
    41-42 Sterich
    43-45 Sunndi
    46-47 Tenh
    48-52 County of Ulek
    53-54 Duchy of Ulek
    55-56 Principality of Ulek
    57 County of Urnst
    58-61 Duchy of Urnst
    62-63 Valley of the Mage
    64-68 Veluna
    69-73 Verbobonc
    74-78 Wild Coast
    79-80 Dreadwood
    81-84 Gamboge Forest
    85-88 Gnarley Forest
    89-90 Grandwood Forest
    91-95 Vesve Forest
    96-00 Welkwood

     
     

    Gnomish Clothing (Greyhawk):
    Gnomes ? hobbits dress in a similar fashion, often
    replacing their trousers with knee-length britches.
    The gnomes favor more stolid colors -- brown
    breeks, a tan blouse, green boots and belt, with a dark
    brown jacket or coat. A halfling in the same garb
    might have a yellow shirt and top off with a cap of
    green with a bright yellow feather in it. Both races
    will often wear striped clothing. When hunting or at
    war, they likewise favor garb of a curiously mottled
    sort, with greens and browns intermixed.