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.