History | Mount Nevermind | Social practices | Personality | Technology |
Religion | Krynn gnomes as PCs | - | Appearance | Possessions |
Dragon | - | Races | - | Dragon 103 |
O f t h e
d e m i - h u m a n s o f A n s a l on ,
g n o m e s
are the smallest and rarest.
Though similar
in many ways to gnomes elsewhere,
the
differences between them
are striking and
profound. As with other
aspects of the
DRAGONLANCE
saga, the gnomes of
Krynn have evolved into
a special people
with their own characteristics.
Throughout this article,
all references to
gnomes should be taken as
applying only to
the gnomes native to Krynn,
unless other-
wise specified.
History
DL 5, Dragons
of Mystery, details the
origin of the gnomes. The
god Reorx, having forged the world,
took a number of men
with him over the seas to
learn his crafts
and help him complete his
work. Unfortunately, these people misused what Reorx
taught them and strayed
from neutrality.
They were filled with petty
desires and uses
for their skills. In his
anger, Reorx cursed
them, reshaping their bodies
and minds. As
their desires were petty,
then so, too, would
be their new stature. As
their uses for craftsmanship were petty, then so would they use
them for eternity, never
achieving the greatness of purpose that other races would
know, regardless of what
they developed.
Reorx's workshops are located
far
across the sea to the east
of Ansalon. When
the Greygem escaped, the
gnomes went
west after it in a fleet
of ships, landing on
the eastern shores of Ansalon
and hurrying
after it on foot. The gnomes
who finally
caught up with the Greygem
at Gargath's
kingdom (as noted in DL
5) were changed
into dwarves and kender.
The rest of the
gnomes hurried on after
the newly escaped
Greygem until it sailed
over the seas to the
west, over Sancrist Isle.
At Sancrist, most pursuing
gnomes gave
up the chase. They were
content to settle
down, rather than risk another
ocean voyage
like the first, which had
proved to be
highly dangerous. The rest
of the gnomes
built ships and sailed on
out of sight, with
the best wishes of their
fellows. Eventually,
many gnomes who had been
scattered
across Ansalon during the
chase migrated
west to Sancrist; only a
few gnomes now
remain on the main continent.
Throughout their history,
the gnomes
have concentrated on scientific
and technological
development to the limits
that such
are allowed within a magical
universe. They
have working steam engines
and steam-powered
ships, clockwork mechanisms
to
keep time, ore-refining
plants that make
high-grade steel, and such
mundane items
as screws, pulleys, drive
shafts, toothed
gears, coiled springs, music
boxes, and
mechanical toys.
Two notable events occured
following the
escape of the Greygem. The
first was the
arrival of the knights of
Solamnia on Sancrist,
as detailed in Dragons
of Winter Night (pp. 286-288).
As a result of this
contact, the gnomes now
possess the formula
for a poison gas that incapacitates
its
victims. More importantly,
the gnomes have
allied themselves with Solamnia's
government
and are now important trade
partners
with this kingdom. The knights,
ever suspicious
of magical forces, are pleased
to deal with a
race that carries the banner
of technology, and
Solamnia has profited greatly
from this contact.
The second major event was
the Cataclysm,
which produced tremendous
earthquakes
that enlarged the size of
Sancrist's
mountainous northern half,
where the
gnomes lived. A number of
gnomes were
killed by landslides and
tunnel collapses,
but overall, the seismic
activity was welcome.
With vastly increased living
space,
the gnomes were little inclined
to travel
elsewhere. Many small groups
of gnomes
now make their homes in
the northern
Sancrist mountains, being
occupied with
mining and gem-hunting.
Mount Nevermind
The largest settlement of
gnomes exists in
the immense tunnel complexes
beneath
Mount Nevermind, an extinct
volcano on
Sancrist Isle that is also
the tallest mountain
there. A recent census of
the community
indicates that fifty-nine
thousand gnomes
live there, give or take
a few hundred coming
or going at any time. The
Mount Nevermind
community is thousands of
years old
and is the most highly developed
of all
gnome cities on Krynn.
The city of Mount Nevermind
is built
around the central shaft
of the volcano,
leading up to a ceiling
just below the floor
of the main crater. The
crater itself has a
central lake that freezes
over in the winter-time.
Gnome engineers long ago
excavated
the ash and rock from the
volcano's throat
and smoothed out a main
floor roughly 400
yards across. The main floor
formed the
base of the Inner Hall (as
it came to be
known), and a horizontal
shaft was excavated
leading to the outside world
at the
base of the mountain (the
Outer Hall).
The central shaft itself
is a narrow tunnel
over 1050 yards high and
800 yards across
at the domed ceiling. Illumination
from
thousands of lanterns, fires,
candles, mirrors,
and old glass globes with
continual
light cast
within them illuminate the
Inner
Hall. The overall effect
of the Inner Hall is
stunning, much like the
effects of the largest
cathedral or cave chamber
upon tourists.
Mount Nevermind is a scene
of frantic,
nonstop activity and noise.
Everywhere one
looks are gnomes hurrying
from place to
place, whistles blowing,
gears turning,
steam blasting, horns sounding,
lights
flashing, mechanical carts
rolling -- an unearthly
scene for a fantasy world.
As noted
in Dragons of Winter
Night, gnomes
have developed catapults
("gnomeflingers") to
allow rapid access from
the Inner Hall to
the various levels of the
city, of which there
are thirty-five in all.
Hundreds of staircases,
ramps, pulley elevators,
ladders, and the
like also cross from level
to level. Wheeled
carts mounted on rails encircle
the city on
many levels, powered by
steam engines and
providing quick travel across
a single level.
In an emergency, gnomes
could move
through the huge ventilation
shafts cut into
the mountain, though the
steam-driven fans
would make the going difficult.
Beneath the main city is
an enormous
network of tunnels and mines
that spread
out in all directions. Called
the "undercity"
by visitors, this tunnel
system is as ancient
as the city itself but is
more dangerous.
Monster lairs and unfriendly
subterranean
races have been encountered,
though
gnomish technology has managed
to isolate or
barracade most of these
hazards. Several
engineering missions are
investigating ways
to harness the geothermal
energy from live
magma encountered deep in
the earth, and
have set up research stations
here and there
in the undercity. A number
of tunnels also
serve as dumping sites for
regular and for
hazardous wastes, and unpleasant
things may be encountered
there as well.
Each level is well separated
from all
others and from everything
else by a thick
layer of rock. The tunneling
is superbly
engineered and reinforced,
in remembrance
of the earthquakes that
occured during the
Cataclysm and which still
strike on rare
occasions. Some areas of
the city are built
with shock-absorbing ceilings
reinforced by
enormous steel springs,
and steel rods
are often drilled through
the rock itself to lend
additional reinforcement.
In truth Mount
Nevermind could withstand
a direct hit with
a kiloton-level nuclear
weapon and still
survive largely intact.
The possibility that it
might escape a second Cataclysm
has not
been ignored by its builders.
The slopes of Mount Nevermind
have
been extensively terraced,
and a strange
irrigation system directs
water from the
main crater down the slopes
and into the
main city inside the mountain.
The terraces
are carefully farmed and
tended by the
Agricultural Guild, which
also maintains
fungi-growing farms and
herds of cave-dwelling
goats and sheep in the undercity.
Additional food is provided
by raising domestic
animals in the surrounding
countryside,
and from game caught by
the Hunters
Guild. Research is being
conducted into
creating artificial food,
but the results have
universally been poisonous.
A committee is
still looking into the matter.
Mount Nevermind is governed
by an
elected oligarchy of clan
leaders and guild
masters, who serve their
positions for life.
Methods of election vary
from guild to guild
and from clan to clan; some
use closed
ballots, debates, seniority,
and contests,
while some positions are
actually hereditary.
Several hundred clans dwell
within the
mountain, and there are
perhaps fifty major
guilds and a host of minor
ones are present.
The government is so heavily
laden with
bureaucracy that few major
decisions are
actually rendered in the
Grand Council.
Most of the decisions are
made by guilds
and clans who go off on
their own tangents,
regardless of the wishes
of the rest of the
community. Everyone insists
upon regulation
and doing things by the
book -- but
this process is so tedious
and time-consuming
as to try the patience of
even a
gnome.
Each major guild is organized
around a
particular area of interest.
One will find a
Mathmatician's Guild, Philosopher's
Guild,
Mechanical Engineering Guild,
Weapons
Guild, Education Guild,
and so on, ad infinitum.
Coverage of the physical
and
technological sciences is
very heavy, but
only two guilds (the Agricultural
and Medical
Guilds) have anything to
do with the life
sciences. Scientific guilds
without immediate
application, such as astronomy,
are
usually small and lack a
say in the affairs of
the community. The Acquisitions,
Military,
and Foreign Relations Guilds
regularly
train and employ gnome thieves
and assassins
(and even gully dwarf thieves
on occasion).
Clerical gnomes (when some
existed)
belonged to the Priests
Guild, which was
the first and only guild
to become completely
extinct. Their functions
were largely absorbed
by the Medical and Philosophers
Guilds.
Social
practices
The largest gnomish community
away
from Mount Nevermind has
only a thousand
inhabitants. Most others
average 200-400
citizens, and are found
in mountainous
o r r o u g h
, h i l l y r e g i o n s . E a c h
o f t h e s e s m a l l
t o w n s i
s o r g a n i z e d s i m i l a r l y
t o M o u n t
N e v e r m i n d ,
t h o u g h f e w e r g u i l d s a
r e p r e s e n t
a n d s o m
e g u i l d s p e r f o r m m u l t
i p l e f u n c t i o n s
( e . g . ,
t h e M e d i c a l G u i l d m i g
h t a l s o t a k e
c a r e o f
a g r i c u l t u r a l n e e d s ) .
Sages
(as per the Dungeons Masters
G u i d e
) a r e v e r y c o m m o n
i n a n y g n o m i s h
c o m m u n i t y
G n o m e s a g e s h a v e n o
m a g i c a l
s p e l l c
a p a b i l i t i e s , b u t a r e
o t h e r w i s e a s d e s c r i b e d .
S a g e s c
o m p i l e v o l u m e s a n d v o
l u m e s o f i n f o r m a t i o n ,
g u e s s e s , f a c t s , f i g u r e s ,
s p e c u l a t i o n s
, a n d p h i l o s o p h i c a l d
o o d l e s o n
t h e i r g
u i l d c o m m i t t e e ? s s e l e c t e d
t o p i c s . T h i s
p u r e r e
s e a r c h i s s o m e t i m e s (
t h o u g h r a r e l y )
h e l p f u l
t o f u t u r e g e n e r a t i o n s ,
b u t a l l o f i t i s
c a r e f u l l y
l a b e l l e d , a r c h i v e d , a n d
c a r e d f o r
b y g n o m
i s h l i b r a r i a n s i n t h e
i r m a s s i v e
bookrooms. Sage gnomes almost
never
t r a v e l ,
p r e f e r r i n g t o d e v o t e
t h e m s e l v e s t o
l i f e l o n g
s t u d y o f a g i v e n
s u b j e c t .
A g n o m e
h a s t h r e e s o r t s o f
n a m e s . O n e i s
t h e g n o
m e ? s t r u e n a m e , w h i c h
i s a c t u a l l y a
m a s s i v e
h i s t o r y o f t h e g n o m e ?
s e n t i r e f a m i l y
t r e e o f
a n c e s t o r s e x t e n d i n g b a c k
t o t h e i r
c r e a t i o n
b y R e o r x . T h i s h i s t o r
y i s c o m p a c t e d i n t o
a s i n g l e , e n o r m o u s w o
r d t h a t
c a n e a s
i l y f i l l a l a r g e
b o o k . I n f a c t , t h e
c o m p l e t e
n a m e s o f e v e r y g n o m e
b o r n o n
S a n c r i s t
a r e k e p t b y t h e
G e n e a l o g y G u i l d i n
t h e m a i
n l i b r a r y a t M o u n t
N e v e r m i n d .
I n t e r e s t i n g l
y , t h i s r e c o r d f o r m s
t h e o n l y
c o n t i n u o u s
h i s t o r y o f t h e w o r l d
s i n c e t h e
A g e o f
D r e a m s , t h o u g h i t s a y
s l i t t l e a b o u t
a n y r a c
e o t h e r t h a n t h e
g n o m e s .
T h o u g h
e a c h g n o m e c a n e a s i l y
r e m e m b e r
h i s c o m
p l e t e n a m e , o r a t
l e a s t t h e f i r s t f e w
t h o u s a n d
l e t t e r s o f i t , g n o m e s
h a v e d e v e l o p e d a s h o r
t e n e d f o r m o f a d d r e s s
f o r e a c h
o t h e r w
h i c h t a k e s m e r e l y h a l
f a m i n u t e t o
r e c i t e ;
t h i s s h o r t e r n a m e i s
s i m p l y a l i s t i n g
o f t h e
h i g h l i g h t s o f t h e g n o
m e ? s a n c e s t o r s ?
l i v e s .
H u m a n s a n d o t h e r r a c e
s w h o d e a l
w i t h g n
o m e s h a v e d e v e l o p e d e
v e n s h o r t e r
n a m e s f
o r t h e m , c o n s i s t i n g o
f t h e f i r s t o n e
o r t w o
s y l l a b l e s o f a p a r t i c
u l a r g n o m e ? s
n a m e . G
n o m e s f i n d t h i s a b b r e
v i a t e d n a m e
t o b e
v e r y u n d i g n i f i e d , b u t
r e a l i z e t h e y h a v e
t o p u t
u p w i t h i t .
I t i s
w o r t h s a y i n g a f e w
w o r d s a b o u t
g n o m e s ?
r e l a t i o n s w i t h o t h e r
r a c e s . I n a r e a s
w h e r e g
n o m e s a r e k n o w n t o
e x i s t , t h e y a r e
g e n e r a l l y
n o t w e l l l i k e d . T h e i r
t e c h n o l o g i c a l
b e n d m a
k e s t h e m v e r y a l i e n
t o p e o p l e a c c u s t o m e d
t o m a g i c , a n d t h e i r
p o o r g r a s p o f
s o c i a l
r e l a t i o n s p u t s o f f m o
s t p o t e n t i a l
f r i e n d s .
W a r w a s n a r r o w l y a v e r
t e d i n o n e
a r e a a f
t e r a g n o m i s h d i g g i n g
m a c h i n e
p l o w e d
t h r o u g h a s a c r e d e l v e
n g r o v e , a n d
s i m i l a r
e p i s o d e s s e e m e d d o o m e d
t o r e p e a t
t h e m s e l v e s
a c r o s s A n s a l o n a t r e g
u l a r i n t e r v a l s .
T h e h u m
a n s o n S a n c r i s t h a v e
m a n a g e d t o a d j u s t t o
t h e g n o m e s b y e m b r a c i
n g
t h e i r g
o o d p o i n t s a n d a v o i d i
n g c o n t a c t w i t h
t h e m w h
e n e v e r p o s s i b l e o t h e r w i s e .
P
e r s o n a l i t y
B e i n g a
n i m m e d i a t e r a c i a l d e
s c e n d a n t o f
h u m a n i t y ,
g n o m e s a r e m u c h l i k e
h u m a n s i n
o u t l o o k .
T h e i n f l u e n c e o f R
e o r x , h o w e v e r ,
h a s a l t
e r e d t h e i r p e r s o n a l i t i e s
a n d p e r c e p t i o n s i n a
n u m b e r o f a r e a s . W h e n
c o m p a r e d
t o h u m a
n s , g n o m e s a p p e a r c o m
p u l s i v e ,
n e r v o u s l y
a c t i v e a n d d r i v e n , a n
d i n t e n s e l y
c u r i o u s .
T h e y a r e s e r i o u s , u n u
s e d t o s o c i a l
p l e a s a n t r i e s
, a n d u n c o m f o r t a b l e w
i t h e m o t i o n a l d i s p l a y s .
T h e i r h a p p i e s t m o m e n t s
c o m e f r
o m t h e i r w o r k .
T h i s i s
n o t t o s a y t h a t
a g n o m e i s a s t i
c k
i n t h e
m u d . G n o m e s c a n b e
a s a d v e n t u r o u s
a s a n y
o t h e r r a c e , t h o u g h m a
n y a r e c o n t e n t
t o s t a y
h o m e a n d t i n k e r w i t h
t h e i r e n g i n e e r i n g a n d
m e c h a n i c a l p r o j e c t s .
L i k e Theodenes, the gnome
in
DL 7, Dragons of Light,
adventuring gnomes are generally
unable to learn from previous
experience,
and tend to repeat the same
mistakes. Yet
they often succeed in developing
a quirky
solution to a problem that
carries the day
for their fellow adventurers.
Adventurer
gnomes tend more to become
general
handymen, jacks-of-all-trades
(and masters
of none). Anything and everything
will
draw their attention and
cause them to
reach for their notebooks
or tool belts. It
was a gnome adventurer who
first invented
roller skates (with 3'-diameter
wheels),
though he used them to descend
a mountain
slope and was not seen again.
He?d forgotten about brakes.
One important belief that
gnomes have
concerns the Life Quest.
At birth, each
gnome is assigned a Life
Quest by the Guild
subcommittee to which his-or
her family
belongs. A Life Quest is
exactly that. A
gnome assigned to study
screws will spend
years and years experimenting
with different thread sizes, metals, screwdriver types,
etc., and is unlikely at
any point to have his
committee formally declare
his Life Quest
to be completed. Completion
of a Life
Quest means that the gnome
has performed
so well that all that could
possibly be known
about the subject he was
exploring is now
known. In this event, the
gnome?s soul and
all the souls of his forefathers
(who will
likely have shared the same
Life Quest) are
guaranteed a place beside
Reorx, wherever
he may now reside.
The Life Quest is almost
always highly
specific and is usually
related to a technological device or process. In some cases,
highly unusual magical devices
will be
studied in order to develop
technological
items that can replace their
functions.
Gnomes like to acquire interesting
things
and may steal them, though
not for the
same reasons as kender do.
Gnomes will
deliberately take things
that might provide
valuable information if
taken apart, melted
down, examined under a lens,
and studied
by a committee. A gnome
at a royal coronation, for instance, might become fascinated
by the unusual blue sheen
of the queen?s
silver crown. He will be
obsessed with the
idea of taking the crown,
bringing it into a
smithy, chipping at it,
melting it down,
performing tests on the
metal, questioning
the people who forged it,
and so forth.
Think of the great advances
in metalwork
that could be made! He could
write a paper,
advance his Life Quest,
and start his own
committee on the refining
of metals. Only
he has to get the crown
first. . . .
T
e c h n o l o g y
Many referees view the introduction
of
technology into their fantasy
game campaigns with great misgivings.
The technology of the gnomes,
however, has little
overall effect upon the
cultures of Krynn.
Dwarves care little for
such innovation;
elves are repelled by technology;
kender
cannot appreciate its use
beyond their thrill
of seeing it work; and,
goblins and gully
dwarves are too stupid to
use it consistently.
Gnomes have
technology -- but their innate
incompetence is such that
anything that
their technology can do,
magic can usually
do more cheaply, quickly,
and efficiently.
When a gnome sets out to
invent something, it's a good bet that the invention will
initially be at least thirty
times larger than
necessary, will make ten
times the noise it
should, will have many totally
redundant
features, and will fail
miserably (if not
disastrously). Some tinkering
will gradually
reduce the less favorable
aspects of the
device, though it may not
always be safe
when turned over for public
use. Numerous
fail-safe devices, warning
signals (bells,
horns, chimes, and whistles),
and redundant safety features may be added to fix any
equipment malfunctions,
though these are
usually added after
numerous accidents
with the device have occurred
[as with the
gnomeflingers described
in Dragons of
Winter Night).
Worse yet, gnomes are not
well organized
in their research. They
regularly reinvent
the wheel, as the adage
goes, because they
aren't aware of advances
in other fields of
science and technology in
other guilds.
Whole projects are redesigned
from scratch
at any given failure point.
Worst of all, they
have difficulty conceiving
of simple things.
Their minds whirl along
through time and
space, overlooking the clean
design, the
easy system, and the cost-effective
program.
Show takes first priority
over substance;
action is confused with
accomplishment; the
means outweighs the end
result. A gnomish
cigarette lighter would
look like an Edsel
with fins.
The humans of Ansalon would
use technological devices more widely if they only
knew that such things existed.
Because gnomes are so rare
and communicate so
little with the outside
world, their discoveries go largely unnoticed.
Then, too, because gnomes
make things far more
complicated and dangerous
than they could
be, humans are inadvertently
discouraged
from learning too much.
It is worthwhile pointing
out the sorts of
technology that gnomes do
not have. They
know nothing about atomic
energy, though
they are aware of the existence
of ores like
carnotite. They don't use
electricity, though
the Weather Guild has several
committees
studying lightning. Gunpowder
is as yet in
a very impure form; the
Chemistry Guild
has become discouraged from
experimenting with it to any great degree, following
the destruction of one of
its laboratories in
the undercity of Mount
Nevermind. (This
problem is largely due to
poor research
m e t h o d o l o g y . )
T h e c o m p l e t e l a c k o f
o i l
d e p o s i t s
o n S a n c r i s t I s l e h a s
g r e a t l y h i n d e r e d t h e
d e v e l o p m e n t o f h y d r o c a r b o n
f u e l s
l i k e k e
r o s e n e a n d g a s o l i n e ,
t h o u g h t h e
C h e m i s t r y
G u i l d h a s m a n a g e d t o
r e f i n e
v e r y s m
a l l q u a n t i t i e s o f i m p
o r t e d o i l f o r i t s
own curiosity.
B e y o n d t
h e s e b l i n d s p o t s , t e c
h n o l o g y h a s
p r o g r e s s e d
( i n f i t s a n d s t a r t s )
a t a f a i r l y
s t e a d y
p a c e , a n d c o u l d b e
r o u g h l y c o m p a r e d t o t
h e s t a t e o f t e c h n o l o g
y i n A m e r i c a
a n d w e s
t e r n E u r o p e i n A . D .
1 8 5 0 ( w i t h o u t
g u n p o w d e r ) .
T h i s c o m p a r i s o n i s p o
o r i n
s o m e w a
y s b e c a u s e g n o m i s h t e
c h n o l o g i c a l
d e v e l o p m e n t
t e n d s t o b e u n e v e n
a n d b a r o q u e .
S o l a m n i c
v i s i t o r s t o M o u n t N e v
e r m i n d o f t e n p o n d e r a
b i t o f f o l k w i s d o m
f i r s t
u t t e r e d
b y H e i k m a n n S e s t e r , o
n e o f t h e
m o r e c y
n i c a l l o r d s w h o g o v e r
n e d t h e h u m a n c o l o n y
o n S a n c r i s t . ? I f t h e r
e ? s a n y
p o s s i b l e
w a y t o r u i n a p e
r f e c t l y g o o d i d e a , ?
h e d e c l
a r e d , ?a gnome will find ten of
them.? (This is now known
as Sester's
Law.) Lord Sester is also
credited with the
quote: "If you want something
broken, give
it to a gnome."
The influence of Sester's
Law upon
fan at the inner end of
the corridor. Unfortunately, the fan was steam-powered, and
painfully send a gnome inventor
off into the
Great Unknown. What sort
of damage
could a napalm-loaded tank
do if it were to
blow up? Especially if the
inventor was
sitting inside the
tank . . .
The referee should assign
a reasonably
cautious chance for a particular
device to
work, and a reasonable time
for assembling
the boiler tended to force
heated water back
through its pipes into the
lower terraces,
killing the plant life there.
The whole problem has been referred to a committee for
further evaluation, and
the lighting system
has been disconnected. A
similar system in
the Inner Hall has never
been activated. the necessary parts. The overall effect of a
Among other devices currently
being particular device should not exceed that of a
low-level magical spell
with the same overall
effect. For instance, a
small-sized flamethrower (of ?cigarette-lighter? quality)
might produce an effect
like a firefinger
cantrip. There?s no reason
why a persistent
gnome should not have two
or three working (if slightly dangerous) devices with him
on an adventure.
Could a human make a better
flamethrower? The referee should disallow most
attempts to successfully
use gnomish technology, since it does tend to be very baroque
and over-built. Who knows
what would
happen if you pulled the
trigger on a
gnome?s flame-thrower? You
might have
developed at Sancrist Isle
are: the silent,
folding, automatically repeating
crossbow;
the net-throwing arrow (as
per p. 316,
Dragons of Winter
Night); and; the springloaded, blade-throwing, two-handed
sword
(which comes apart under
normal use and
may harm the owner). The
archives of
Mount Nevermind are filled
with hundreds
of other ill-fated inventions,
though there
are always gnomes willing
to continue trygnomish inventiveness can never be underestimated. A Solamnic
knight once wanted
a suit of armor that could
be removed
quickly in case the wearer
fell into deep
water. The gnome he hired
returned to
Mount Nevermind, formed
a subcommittee
in the Armorers Guild, and
spent six
months researching the problem.
What
came out was a suit of field
plate armor
with a 12-inch-long, 6-inch-wide
release bar
mounted on the chest, painted
bright,
glossy yellow, with an unreadable
label
done in microscopic red
print, detailing the
effects of striking the
bar. When the release
bar was struck, it undid
all of the catches on
the armor?s chest, shoulders,
and waist.
Unfortunately, the release
bar was very
easy for opponents to strike
at in combat,
instantly leaving the armor's
wearer with no
chest protection. Furthermore,
the release
bar rusted quickly when
exposed to the
elements and wouldn't work
after a few
days. To make things worse,
the pieces of
the armor were strung together
with wire
(to make it easy to pick
them up again).
The wire pieces dangled
from the waist
and entangled themselves
in the wearer's
legs. The suit was quickly
retired to a storeroom
in Mount Nevermind, where
it resides
with several dozen other
interesting
but unused designs.
Finally, there is the story
of the lighting
system of Mount Nevermind.
The gnomes
ran long steel rods down
the length of the
Outer Hall and placed the
ends in a magma
pool. The rods soon began
to glow bright
yellow-orange, as was hoped,
but the temperature made the Outer Hall into the
world?s largest toaster
oven. A cooling
system using water pumped
from the top of
Mount Nevermind was installed
next to the
heated rods, which made
part of the corridor unbearably hot and part of it frigid.
The cooling system also
produced heavy
fog, which was cured by
installing a giant
fan at the inner end of the
corridor. Unfortunately,
the fan was steam-powered,
and
the boiler tended to force
heated water back
through its pipes into the
lower terraces,
killing the plant life there.
The whole problem
has been referred to a committee
for
further evaluation, and
the lighting system
has been disconnected. A
similar system
in the Inner Hall has never
been activated.
Among other devices currently
being
developed at Sancrist Isle
are: the silent,
folding, automatically repeating
crossbow;
the net-throwing arrow (as
per p. 316,
Dragons of Winter
Night); and; the spring-loaded,
blade-throwing, two-handed
sword
(which comes apart under
normal use and
may harm the owner). The
archives of
Mount Nevermind are filled
with hundreds of
other ill-fated inventions,
though there
are always gnomes willing
to continue trying
to develop them further
and make them workable.
Despite the hundreds of false
starts, some
research has enormous potential,
if it could
be properly handled. Projects
which have a
broader scope include the
robot (composed
of clockwork mechanisms
of unusual size),
the submarine (actually
a sunken boat on
wheels, with snorkle devices
for the crew),
the steam cannon and compressed-air
gun
(currently too large and
dangerous to be of
much use), the airplane
(a pilot-propelled
glider; this project is
the second most dangerous
one in operation), and blasting
dust
(gunpowder; this is themost
most dangerous
project of all). And, of
course, there is the little
committee in the Flight
Mechanics
Guild, composed of three
or four gnomes
inspired by the tale of
the gnome who first
captured the Greygem (as
noted in DL5).
Having established connections
with the
Astronomy Guild, they are
quietly tinkering
with space flight. After
all, the first mortal
creature to set foot on
another heavenly
body was a gnome...
How much will a player character
gnome
know about high technology?
What sorts of
technological devices can
a gnome adventurer carry around? These questions are
best handled by the referee,
but the following guidelines should help.
A gnome PC from Krynn should
have a
particular field of interest
selected by the
player, as per the information
in this article.
The player should then make
up a list of
five or ten items that the
gnome is trying to
develop within his field,
and the items
should be ordered from least
complicated on
up. A Weapons Guild gnome
who is interested in weapons projecting burning oil
might wish to develop a
simple device like a
cigarette lighter at first
(useful for lighting
pipes and campfires), but
ultimately wishes
to create a flame-throwing
tank.
The referee then takes the
list and makes
his own notes on it. What
possible aftereffects could come from a malfunctioning
cigarette lighter? How much
damage would
the gnome take if it exploded?
A referee
with a streak of rudeness
will look forward
to PCs who wish to build
large, potentially
dangerous devices that could
quickly and
painfully send a gnome inventor
off into the
Great Unknown. What sort
of damage
could a napalm-loaded tank
do if it were to
blow up? Especially if the
inventor was
sitting inside
the tank . . .
The referee should assign
a reasonably
cautious chance for a particular
device to
work, and a reasonable time
for assembling
the necessary parts. The
overall effect of a
particular device should
not exceed that of a
low-level magical spell
with the same overall
effect. For instance, a
small-sized flame-thrower
(of "cigarette-lighter"
quality)
might produce an effect
like a firefinger
cantrip. There's no reason
why a persistent
gnome should not have two
or three working
(if slightly dangerous)
devices with him
on an adventure.
Could a human make a better
flame-thrower?
The referee should disallow
most
attempts to successfully
use gnomish technology,
since it does tend to be
very baroque
and over-built. Who knows
what would
happen if you pulled the
trigger on a
gnome's flame-thrower? You
might have
forgotten to adjust the
fluid-intake valve or
make sure that the back
tanks were properly
pressurized. The gnome could
take days
and days trying to explain
the device's
operation to you. Referees
might allow a
base 50% chance of a malfunction
occurring
if anyone but a gnome uses
one of his
technological devices, increasing
this chance
dramatically to as high
as 95% if the device
is a weapon and potentially
dangerous to the
user in some fashion. Overall,
one is
better off using a wand
of fire -- but try
convincing a gnome of that!
Religion
The only deity that the
gnomes recognize
is Reorx.
Though they have no formal
religious services or clerics
among them, the
gnomes still have a healthy
respect for
Reorx and have no doubt
at all (unlike
others in the post-Cataclysm
world) that the
god exists. Reorx is thought
of as an usually
large gnome who epitomizes
their love of
building, creating, inventing,
and tinkering. A few philosophers go so far as to
declare that the universe
is guided by the
machines of Reorx, and that
the sun and
moons of Krynn are constructs
in the mechanism
which powers the universe.
Before the Cataclysm,
clerics of Reorx
were fairly common among
the gnomes; it
is very possible that following
the Third
Dragonwar, such clerics
will again appear
among them. Gnomish records
show that
the old clerics vanished
at the time of the
Cataclysm, much to the irritation
of the rest
of their people. The loss
of the clerics led
directly to advances in
medical science and
the development of new alarm
and protective systems, to compensate for the spells the
clerics had once provided.
Gnomes are
rather disdainful of clerics
at present, believing themselves to be above spellcasting,
and feeling that clerics
are an untrustworthy lot if they can disappear just anytime they feel like
it. Nonetheless, clerics
would soon be accepted into
the ranks of the
g n o m e s i
f t h e y w e r e t o r
e t u r n .
A d d i t i o n a l
n o t e s o n g n o m i s h r e l i
g i o u s
f e e l i n g
a p p e a r i n t h e s e c t i o n
s c o n c e r n i n g t h e
L i f e Q u
e s t ( u n d e r "Personality")
and the
Priests Guild (under "Mount
Nevermind").
K r y n n
g n o m e s a s P C s
Though gnomes are common
to most
AD&D-game universes,
the gnomes native
to Krynn are not likely
to be found elsewhere other than on Sancrist Isle and in
their few communities across
Ansalon.
However, because Krynn gnomes
have
tinkered with powerful magical
and technological devices, there is a chance that groups
of them have transported
themselves to
other universes, where they
won?t initially
appear any different from
the ?usual? sort
of gnomes present.
Gnome PCs may be of any alignment,
though as a race they have
a pronounced
leaning toward lawful neutral
and (to a
lesser degree) lawful good.
Their initial
characteristics, classes
allowed, and special
abilities are as per surface
gnomes (see the
Players Handbook
and Unearthed Arcana),
given the changes below.
Krynn gnomes have minimum
intelligence and dexterity scores of 8.
Die rolls of 2d6 + 6, giving
a range of 8-18, may be
used to generate these two
statistics.
Krynn gnomes have no spellcasting
ability other than allowed for cleric characters (i.e., no
illusionists).
No gnomish clerics will
exist prior to the Third Dragonwar,
though a referee may allow
a few to come
into being should a good
cleric encounter
them and give one or more
a Medallion of
Faith.
All gnomish clerics who worship
Reorx will be lawful neutral
in alignment.
Gnomes may otherwise be
fighters, thieves,
thief-acrobats, and assassins,
and may mix
classes as per "usual" gnomes.
Psionics are
unknown among them.
Krynn gnomes have enhanced
combat
abilities against certain
larger-than-man-sized individuals (as noted in the Players Handbook),
but they have no combat
bonuses against goblins, orcs, kobolds, and
other humanoids, as they
have no racial
enemies. Infravision, magic
resistance,
aging, and underground-detection
skills are
as per gnomes everywhere.
The languages
that Krynn gnomes know vary,
though the
majority know their racial
tongue, common
speech, Solamnic, Ergothic,
and Qualinesti
Elven. Other languages may
be learned as
appropriate. All gnomes
can read and write
whatever tongues they have
learned to
speak. Krynn gnomes do not
communicate
with burrowing mammals.
Appearance
Gnomes average 3' in height
and weigh
about 45-50 lbs. Females
are as large as
males. All gnomes have rich
brown skin,
straight white hair, china-blue
or violet
eyes, and surprisingly even,
cavity-free
teeth. Males have soft,
white beards and
mustaches; females are beardless.
Both
sexes develop facial wrinkles
after age 50.
Gnomes are very short and
stocky, though
their movements are quick,
and their hands
are slender, deft, and sure.
They have
rounded ears and often large
noses.
Gnomes sound much like humans
in
vocal range and pitch, except
for having a
more nasal voice. They speak
very intensely
and rapidly, running their
words together in
unending sentences joined
by connectors
like and,
so, anyway, but, or, therefore,
then,
and so forth. Gnomes are capable of
speaking and listening carefully
at the same
time. If two gnomes meet,
each will babble
away at the other until
they?ve both finished
their say, often answering
questions later in
their dialog as part of
the same continuous
sentence. Gnomes have learned
to speak
slowly and distinctly when
around other
races; in a manner which
some people find
both condescending and irritating.
If frightened, startled, or depressed, a gnome may
speak in much shorter sentences.
Gnomish standards of personal
health are
exceptional; apply a -5%
modifier to the
disease
and parasite infestation tables on p.
13, DMG,
and a -1 modifier to the occurence and severity rolls on p. 14 to all
gnome PCs and NPCs. This
benefit vanishes after a gnome has been outside his
home community for longer
than one week.
The medical benefits are
regained after
staying home for one month
or more.
Gnomes involved in certain
major industrial operations may develop ?industrial
diseases? from smog and
other working
hazards. Mild respiratory
and eye infections
will be fairly common, but
will clear up
quickly if an affected gnome
is put in fresh
air for 1-4 days. Industrial
accidents, noise
and visual pollution, and
other problems
may temporarily or permanently
disable a
gnome, leading to early
retirement from
active pursuits.
P
o s s e s s i o n s
A gnome character starts
with the local
equivalent of the normal
starting money
given in the Players
Handbook, p. 35,
usually in Solamnic currency.
They may
purchase any items
listed in the Players
Handbook
that are normally available to
adventurers, as these can
be easily made in
the gnomish or human communities
on
Sancrist Isle. Gnome metalsmiths
can make
any of the armors
listed in Unearthed Arcana (p. 26), though
they are unfamiliar
with elfin chain mail as
yet. They can manufacture any known weapon in the AD&D
system for at least standard
prices. Gnomes
can wear any sort of armor
(as long as it is
scaled down for their size),
but can only use
the smallest shields.
Any weapon that is 2' or
less in length
and weighs at most 50 gp
may be used onehanded by a gnome (e.g., dagger, hand axe,
horseman?s flail, knife,
horseman?s mace,
horseman?s military pick,
sap, spiked buckler, and shortsword). Clubs and jo sticks are
also one-handed gnomish
weapons, though
jo sticks are rarely seen.
Weapons up to
5½? long and 90 gp
weight, and having a
space requirement of less
than 5?, may be
used two-handed.
Gnomes who are new to adventuring
often bring larger weapons
with them in the
mistaken belief that they
can be easily used
(as Theodenes does in DL
7, Dragons of
Light;
he can only use his short trident as a
weapon). Unless they are
adventurers,
gnomes rarely carry weapons
of any sort
except incidentally (such
as daggerlike tools,
hammers, a handful of stones,
a clublike
pipe, etc.). Strange weapons
of questionable
value are always being invented,
like the
yo-yo, though others show
more promise.
Slingshots and switchblades
of varying sizes
have been developed, and
some gnomes are
working on a dust-cannon,
which is a
compressed-air gun firing
powder into
opponents? faces. The possibility
of making
a compressed-air pellet
gun has been discussed, but current designs are unworkable.
Hand-held and light crossbows,
slings,
short bows, javelins, darts,
and melee weapons which may be hurled (like hammers and
hand axes) may be used as
missile weapons.
Large seige engines and
catapult-type devices are well-known and used for a variety
of purposes (like gnomeflingers).
The
knights of Solamnia use
gnomish artillery
engines and engineers on
a regular basis.
Gnomes are not the snappiest
dressers on
Krynn, and would easily
qualify as the
worst, were it not for goblins
and gully
dwarves. Gnomes will wear
almost anything
that is relatively clean,
but seem to have a
special taste for gaudy,
baggy, mismatched
clothes. Scarves and shawls
are much used,
and they enjoy hard leather
footwear (not
liking to go barefoot).
In their research
areas and laboratories,
gnomes tend to be
rather disordered in appearance
and prefer
wearing easily cleaned smocks
and suits.
Gnomes on adventures usually
carry a
few regular clothes with
them, and invariably have writing implements and paper for
taking notes. Gnomes with
senses of humor
will bring items like water
pistols to test out
on their friends. Items
acquired for their
research value will often
fill a gnome?s
pockets, especially those
gnomes who have
developed thieving talents.
Hobby items are commonly
carried as
well. A gnome?s hobby often
has a great
deal to do with his work;
to anyone else but
the gnome, the hobby is
the gnome?s work.
A gnome assigned to develop
better catapults may make miniature catapults; a
gnome who works with steel
refining may
putter around with making
small items
from samples of his refined
steel.
Gnomes keep pets, though
rarely for
long. Town gnomes keep them
for amusement or curiosity, and adventurers have
them for company in the
wilderness. Pets,
however, are often poorly
chosen as the
gnomes know so little about
the animal
kingdom, and they assume
that anything
can be domesticated if you
catch it when it's
small. Thus, one sees gnomes
with sabertoothed tiger cubs, immature stirges, and
axebeak chicks. Once the
"pet" reaches
adulthood, the predictable
thing happens,
and the "pet" either leaves
on its own or is
captured or killed by other
gnomes.