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Granite A Typical Gnomish Village

Located among a series of heavily forested priests have been from this clan.
ridges, this community of some three hundred
and fifty gnomes is organized into seven clans, 5. Mines
each with its own large underground warren.
Though it is typical of a Rock Gnome abode, These connecting tunnels and caverns hold
a Forest Gnome community would be very the currently-worked veins of gemstones in
similar (although much more spread out and the Granitehome area. The entrance to the
less densely populated)-and if it was much tunnel is hidden in an innocuous room with a
farther underground, the general layout is not secret door to help conceal the mines from any
unlike a portion of a Deep Gnome city. intruders into the village.
O n the surface, nothing of the community
is visible-even the entrances leading into the 6. Pipwhistlion Clanhold
warrens are well-camouflaged, screened b y
brush, disguised in the trunks of large trees, These family of eighty provides the bulk of
o r hidden beneath flat boulders hinged from the community’s miners.
below.
7. Kwilliticutti Clanhold
1.High Warren
This prosperous clan specializes in hunting
This series of excavated chambers serves as and herding; they tend a small herd of sheep
a gathering place for the community. Several and rothe in their caverns. There are some six-
stonewalled inns and gemshops line the walls ty well-fed, plump Kwilliticuttis.
of a vast cavern. The central chamber-a pop-
ular setting for festivals-is bowl-shaped, 8. Mastacalatl Clanhold
with rings of seats that can hold nearly a thou-
The twenty-five members of this small but
sand gnomes. Atop the knoll, through an en-
wealthy clan specialize in fishing. This family
trance reached by a high, spiraling stair, is a
has also produced the most famous adventur-
large clearing where the gnomes hold out-of-
ers in village history, several of whom have
doors gatherings.
come home to retire.
2. Kappelkourt Clanhold
9. Barackathal Clanhold
These chambers are the homes and work-
This clan of forty souls have small noses
shops of the major gemcutting clan in the
(for gnomes) but great courage; they are re-
town. The clan has some thirty members.
sponsible for defense of the warren.
3. Lafftalligon Clanhold
10. Warehouse and Secret Exit
This clan specializes in stonecarving; it has
These chambers, concealed by secret doors
some forty members.
and many traps, are kept stocked with plenti-
ful supplies of food and drink; in a desperate
4.Astrolacyll Clanhold situation, they will serve as a last bastion of
The seventy-five members of this family do the village‘s defense.
a great deal of foodgathering and patrolling of
the forest. Traditionally, most of the village’s
Granitehome-A Typical Gnomish Vi11

Granitehome-A Typical Gnomish Village 57


It is oddly quiet, and you realize that all chatter
and movement in the village stopped when the
Forest Gnome Exodus
priest stepped out of the doorway. Many years ago, these gnomes lived within the trees,
“Madarn has told me how he discovered your hiding from the travelers who frequented their forest.
party,” the priest begins, his low voice cutting Then, acting upon the advice of Telimas
through the air. “Tell, me, have you had trouble Dreamweaver, they set about building a trading post.
sleeping lately?” He gazes intently into your Inquisitive players may want to know why the
faces. gnomes left the trees to conduct trade with the
With a quick move, the gnome suddenly grabs humans and other Dales traders. Although this is
[name of the PC nearest to him] by the arm. beyond the scope of the module, it rests upon a
Gently caressing the hand, he says, “Feathers of vision that Telimas had all those years ago.
darkness do not belong on this skin.” Telimas saw a wave of spiders marching across
the Realms, destroying everything that stood
before it. The black horde was led by a dark-
At this point the old priest simply watches the PCs’
skinned elven female with a crown of glittering sil-
reactions. He’s sure that these are the same people he
ver. Everyone—gnomes, elves, dwarves, and
saw transformed into ravens during his dream a few
humans alike—died before her onslaught.
nights ago, but he wants to give the PCs the opportu- Since many spiders make their homes in Spi-
nity to reveal their visions on their own. derhaunt Wood, Telimas thought that his clan
Regardless of what the PCs say or do, Telimas might be able to prevent this spider queen from
insists that they spend the night in the village. If any succeeding if the gnomes knew what was going on
character talks of the dreams, Telimas invites them to both inside and outside their realm.
stay in his own home for the night. If not, he sets Establishing a merchant trade within Spider-
them up in one of the old warehouses. haunt and specializing in the sale of spider goods
The old gnome does not know the identity of the seemed the most logical way to accomplish this.
voice in the dream, but he does know the location of Contact with traders and citizens from far beyond
the abandoned tower. He instructs Madarn to take the the woods increases the chances of hearing about
PCs there, but only if they’ve been honest with him. something amiss elsewhere, Telimas believes.
Telimas’s visions can be an interesting topic of con-
versation during the evening hours, as he is revered in
the village for his soothsaying abilities. C. Stone Wells: The village’s entire water supply is
provided by these rough stone wells. The surface of
the water is about 20 feet down, and the reservoir of
The Village of water is approximately 10 feet deep.

Stormpemhauder D. Telimas’s Home: The only home in the village


that has a wooden porch, the priest’s home is cozy and
tormpemhauder is home to about 125 gnomes. comfortable. He lives here alone.
They have a thriving, self-contained village that
is, for the most part, secure from the outside world. E. General Store: This is the largest building in town,
and a cursory inspection reveals that it is probably the
A. Homes: Each of these small, comfortable brick sturdiest. A stone veranda hugs the building on two
buildings houses a family. sides, and rough-hewn chairs are strewn about it. Two
or three older gnome gentlemen are lounging here,
B. Warehouses: Most of these 7-foot-tall structures trading stories and whiling away the day. They call a
are filled with food and miscellaneous equipment. The friendly greeting to anyone entering the store.
gnomes keep one empty for caravans that happen into The trading post carries a dizzying array of items;
their village, and it contains comfortable bunks and anything listed in the Equipment section of the
ample storage space for travelers. Player’s Handbook except animals can be found here.

11
12
Nicknames workshops/schools), and a central gathering hall and
The gnome culture has a tradition of giving nicknames, amphitheater. Cities or urban communities also often
sometimes also called earned names. These are descriptive include guildhalls and the homes of various merchant
names or titles given to individuals after some important lords, all extending much farther underground. Gnome
or heroic event (or, sometimes, after ignoble or humor­ cities are rare, since gnomes prefer to travel and have an
ous events). Although these names were once given in active communications network through magic and inven­
the native tongue of gnomes, they are now usually in the tion. They simply have less need to live clustered together
Common tongue due to the influence of human culture. A in most places, and large cities are also very difficult to
character might acquire a nickname during game play, or hide. Those gnome cities that do exist were founded gen­
she can start the game with a nickname. An earned name erations ago, typically by merchant lords, and are largely
CHAPTER 2

can be randomly determined by rolling once or twice on devoted to supporting trade.


GNOMES

Table 2–3: Gnome Nicknames, or one can be chosen to Gnome towns are largely independent of one another.
match a character’s personality. The code of laws they hold to is fairly uniform, in terms
This table is only a starting point for such names; DMs of basic legal rights and responsibilities. However, it is not
and players should feel free to let their imaginations run uncommon to find some local legal quirk that sets a place
wild when coming up with new earned names. apart from other gnome towns of its size. Gnomes rarely
have a monarchy of any sort, and those that do are largely
Table 2–3: Gnome Nicknames constitutional monarchies. Most communities rule by
d% Nickname d% Nickname committee (see Society and Culture earlier in this chapter).
01–02 Ale 51–53 Lightning Larger cities are typically run by a council that handles all
03–04 Ash 54–55 Little city business—usually functioning with a great amount of
05–07 Badger 56–57 Lock unofficial input from the merchant lords.
08–09 Bones 58–59 Man/Lady
10–11 Caller 60–61 Moon On the Outer Planes, most gnomes gravitate toward
12–14 Cloak 62–64 Phantom settlements on Bytopia or Arborea. These planes are most
15–16 Drinker 65–67 Shadow representative of the gnome mind-set and beliefs, and celes­
17–19 Earth 68–70 Silver tial gnomes can commonly be found living in either place.
20–21 Eye 71–72 Skin
22–24
25–26
Fast
Foot
73–74
75–76
Slosh
Sly
GNOME ECONOMY
The gnome economic system is one of the most advanced
27–28 Fox 77–78 Sparkle
29–31 Gem 79–80 Steel in the world, second only to certain human cultures. While
32–34 Glitter 81–82 Stone barter occurs between individuals, gnomes are versatile and
35–37 Gold 83–85 Strider fluent participants in the economic systems of any nations
38–39 Hand 86–87 Stumble around them willing to engage in trade. They have mastered
40–42 Heart 88–89 Sun the art of currency exchange, and the most skilled among
43–44 Hill 90–92 Swift them are capable of growing wealthy off trade money alone,
45–46 Honor 93–95 Wanderer
47–48 Iron 96–98 Whisper
much less goods.
49–50 Laughing 99–100 Wild In addition to selling their own handiwork, gnomes
often make a tidy living acting as merchants for the goods
Roleplaying Application: Does your gnome character of others. A gnome merchant’s cart is likely to include elf-,
have a nickname? What does it mean? What event led to the dwarf-, and human-made goods as well as items of gnome
nickname? How does she feel about her nickname? workmanship. Gnome merchants can buy and sell with
unsurpassed skill, and their customers generally feel as if
they are getting a good deal (though they’re rarely getting
CITIES AND SETTLEMENTS
as good a deal as the gnomes are).
Gnome settlements are an odd mix of underground bur­
rows, chambers, and passages leading to hidden exits on the EXAMPLE SETTLEMENT: KIBOSH
surface. Living as they do in the hilly regions of the land, the Kibosh is a gnome town of moderate size; roughly three to
gnomes build much shallower cities than the dwarves, stay­ four hundred gnomes live there at any one time. It is located
ing close to the surface and using illusions and camouflage in a large area of rolling hills, just east of a large pristine
to hide their homes from unwanted visitors. forest. A road that runs a few miles to the south brings trade
Gnomes prefer areas with arable land, upon which they nearby, and the gnomes welcome visitors to the weekly
can build small gardens or have pasturage for small flocks market day held just down the river.
of sheep or goats. Gnome towns might thrive in more forbid­ Between thirty-five and fifty extended families live
ding areas, but they will be far more reliant on trade for their within Kibosh, each in their own large dwelling. In addi­
daily needs. Water is a necessity, though wells can be relied tion, the town features an underground amphitheater, four
upon if no other suitable source can be found nearby. maesteries, a community hall, a public hall, and a large
A typical gnome town is made up of large extended­ storage/granary facility where extra dry goods and supplies
family dwellings, two or three maesteries (maester’s are stored for the town in case of emergency.
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The town itself follows very little in the way of orderly complete, both his journeymen and the lesser maesters in
city planning. Each major family dwelling and workshop his workshop are given the task of filling orders for a given
is built within a hill, and most of the internal space of the design while he moves on to his next project. He is absent­
hill is devoted to living and working areas. Farther below minded and gruff, but he still manages to give everyone
ground are the public facilities, with passageways branching time for their own projects, so those who work with him
out from them in all directions. generally don’t mind his ways. His workshop specializes in
The Amphitheater: No gnome town is complete with­ alchemical and mechanical items.
out a place to stage performances, speeches, and other Maester Bronzestone: Maester Jennerus Bronze­
public celebrations. The amphitheater serves these func­ stone is a master lapidary, goldsmith, and silversmith. He
tions and more, and it is considered the heart of every teaches how to cast metal, how to cut and set gemstones,

CHAPTER 2

gnome community. The arts are a social endeavor as much and other secrets of jewelcrafting. His workshop is the

GNOMES

as a personal one, and as a result, gnome communities with smallest of the four maesteries in Kibosh, with only four
a heavy artistic presence are among the most closely knit apprentices and two journeymen on staff. He recently
anywhere. Typically, the amphitheater hosts at least one reopened the workshop here after the previous maester,
event per week, whether a recital, an exhibition, a public Goldhone, passed away. The work he does is very much
dance, or a town meeting. in demand, and his journeymen spend much of their
Gnome amphitheaters are wonders of engineering, time perfecting their own designs with a minimum of
just as most gnome constructions are. They are built so guidance from him. He teaches his apprentices person­
that those in the farthest row from the stage can hear ally, a rare occurrence in this day and age. The work that
as well as the closest. The acoustics are so good that no comes out of this workshop is first-rate and fetches a rare
performer need ever raise her voice to be heard, and the price, enough so that the town council is pressing him
softest note of a flute will carry easily even to the most to increase his production. He has thus far refused their
remote listener. entreaties, however, preferring to concentrate on his art
Maester Glumears: Maester Glumears earned his cap rather than his coffers.
nearly two hundred years ago for his inventive genius. Maester Glittersky: The link between magic and
The chief inventor and gadgeteer in town, Glumears has gnomes is an old one. It is only natural that magic fuels
no shortage of individuals ready and able to purchase his much of their daily life and art, and still more natural that
wares. He often puts his journeymen to work teaching a number of gnomes decide to take up the study more for­
apprentices and researching his ideas. He then takes the mally. Maester Irella Glittersky has been the local expert
work his apprentices have achieved and puts their ideas in the magical arts for some years. Her family has lived in
together, creating the finished product. Once a prototype is Kibosh for generations, and it was only natural that she

Kibosh
Maester
Bronzestone

Plan View: Waterwheel


Master
Maester Profile: Waterwheel
Glumears

Granary
Maester
Opus

Maester
Master Waterwheel
Glittersky
The
Amphitheater
Community
Hall
Public Profile: Typical gnome construction
Hall

One square equals 25 feet

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should take over the maestery when it became available. Bard: This is the favored class for gnomes, so it’s an obvi­
She teaches all forms of magic but has a marked preference ous choice. When you select spells, give extra consideration
for illusions. Her workshop is the source of most of the to spells from the illusion school, because as a gnome you
minor magic items the community uses in daily life, and get a +1 bonus on save DCs against illusion spells you cast.
her apprentices provide all the illusory decoration for every For alternative options for the gnome bard, see the gnome
dance or special event held in town. racial substitution levels in Chapter 6: Character Options.
Maester Opus: Buleybar Opus was the youngest music Barbarian: Traditional gnome culture has no place for
maester ever to earn his cap in the town’s memory. He runs barbarians, but barbarians are often from far-off lands
a bustling school that focuses on performance over theory, anyway. The notion of a gnome barbarian is hard for some
and he has trained some of the finest bards to set foot in the to reconcile, but the gnome’s racial bonus to Constitution
CHAPTER 2

surface world. He relies on his journeymen to work with the allows such a character to rage longer than those of most
GNOMES

younger students, but they are also expected to create their other races. Small races such as gnomes particularly prize
own original works. He trains in vocal as well as instrumen­ the barbarian’s fast movement ability.
tal music, both composition and performance, and has even Cleric: Most gnome clerics worship Garl Glittergold, who
allowed some study of oratory in the past few decades. He is offers access to the Trickery domain. That domain gives his
harsh in his methods, but once a student has earned her cap, clerics Hide as a class skill and offers high-level illusion
no hearth will turn away her song. spells that combine well with gnomes’ racial bonus on illu­
Public Hall: The public hall is the first (and possibly sion spell save DCs.
only) place any outsider might visit, with its own entrance Druid: Because gnomes can speak with burrowing
to the surface that is not connected to any other tunnel, animals, many gnome druids choose badgers or wolver­
opening far away from the rest of the town. The public hall ines (normal or dire versions, depending on level) as their
is most often used for community legal matters, and it is also animal companions.
where any diplomatic dealings with other towns or races Fighter: The gnomes’ Strength penalty makes the fighter
take place. class a tough choice, but it’s ameliorated somewhat by the
Community Hall: Where the public hall is the home of gnomes’ Constitution bonus and racial bonuses on attack
external affairs, the community hall is the home of most of rolls and Armor Class against specific monsters. Select
the gnomes’ internal dealings. It is held in common by all weapons unaffected by low Strength, such as crossbows,
the local families, and it is where many personal disputes are at low levels, and obtain weapons that deal automatic extra
settled or large family celebrations held. damage, such as those with the flaming or wounding special
ability, when you attain high levels.
Monk: This class is another tough choice due to the
CREATING GNOME gnomes’ Strength penalty, which is exacerbated by the race’s
CHARACTERS Small size and lower unarmed attack damage. But the fast
When you create a gnome character, consider spending a movement of a monk is a godsend to a gnome, and the monk’s
few skill points on Hide, Listen, and Craft (alchemy), even if other supernatural abilities combine well with a gnome’s
they’re cross-class skills for you. As a gnome, you get racial racial abilities to make an elusive prankster.
or size bonuses to these skills, and Hide and Listen in par­ Paladin: One way to avoid the slow speed of a gnome is
ticular are valuable in many adventures. to use the special mount of a paladin. As with the fighter, a
Also give yourself a Charisma score of at least 10 if you gnome paladin must still deal with the liability of his low
possibly can. The spell-like abilities of dancing lights, presti­ Strength score.
digitation, and ghost sound aren’t terribly powerful, but they Ranger: The racial benefits that gnomes receive when
lead to smart play when characters use them to distract or fighting giants, kobolds, and goblinoids can combine
confuse their foes. with a ranger’s favored enemy class feature to make a true
giant-slayer.
SPECIAL GNOME OPTIONS For alternative options for the gnome ranger, see the gnome
As a gnome character, you also qualify for some gnome-spe­ racial substitution levels in Chapter 6: Character Options.
cific feats and prestige classes unavailable to PCs of other Rogue: You hide well, you listen well, you’ve got the skill
races, all described in Chapters 5 and 6 of this book. points to be a great alchemist—and you’ve got spell-like
Feats: Burrow Friend, Earth Fist (also available to dwarves abilities perfect for distracting guards.
and goliaths), Gnome Foe Killer, Natural Trickster, Piercing Sorcerer: Obviously, gnome sorcerers want to choose as
Sight, Trivial Knowledge. many spells from the illusion school as possible, because
Prestige Classes: Blade bravo, divine prankster, shadow­ they get a racial bonus on their saving throw DCs.
craft mage. Wizard: As with the sorcerer, gnome wizards almost
certainly want to specialize in the illusion school to get as
GNOMES AS CHARACTERS much use out of their racial bonus as possible.
Gnomes have a natural knack for being bards and illusion­ For alternative options for the gnome illusionist, see
ists. Still, they’re clever and resourceful enough to excel in the gnome racial substitution levels in Chapter 6: Charac­
many classes. ter Options.
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