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Gnomes

The diminutive race of gnomes exists in only a few of Ravenloft's domains. The first and greatest of these is the melting pot of Necropolis, where they are the masters of Mayvin, a town of some fifteen hundred citizens. Smaller enclaves of gnomes, numbering only a tenth the size of Mayvin, exist in Valachan, Hazlan, and Nova Vaasa.

Description

Gnomes are an interesting race, often described as a cross between elves and dwarves. While this might indeed describe them physically, it paints an utterly erroneous picture of their ancestry.

The average male gnome is slightly shorter than a dwarf, typically standing just over a yard tall. They are stockier than elves, but not so robust as dwarves, with the average male weighing slightly more than eighty pounds. Females are somewhat smaller and lighter than males.

Players can use Table 55: Gnome Physical Characteristics to establish the physical characteristics of a newly created gnome character.

Table 55: Gnome Physical Characteristics

Trait    Formula
Height, Male 38+1d6 inches
Height, Female 36+1d6 inches
Weight, Male 72+5d4 pounds
Weight, Female 68+5d4 pounds
Starting Age 60+3d12 years
Maximum Age 200+3d100 years

Table 56: Gnome Aging Effects

Age    Years    Effects
Middle (1/2 Base Max.) 100 -1 Srt/Con; +1 Int/Wis
Old (2/3 Base Max.) 133 -2 Str/Dex; -1 Con; +1 Wis
Venerable (Base Max.) 200 -1 Str/Dex/Con; +1 Int/Wis

Gnomes have tan or light-brown complexions and creased, aged-looking skin. Their most noticeable characteristic is a bulbous, almost comical nose. A gnome's eyes shine brightly and are generally gray or pale blue in color. Their hair, which starts as a chestnut brown color in youth, tends to turn gray or white long before they reach maturity. Both males and females wear their hair long, but the men are not as prone to wear beards as dwarves.

The clothes favored by gnomes are noted for their bright, primary colors and ornate accoutrements. Gnomes wear jewelry, especially those crafted from precious metals and gems, whenever practical. Gnomes are, without a doubt, the most flamboyant dressers on the Demiplane, next to the Vistani.

As adventurers, gnomes are practical folk. They wear heavy armor when the need arises, but favor lighter, more comfortable garb when they can get away with it. They use hafted weapons, as do dwarves, but favor lighter, one-handed versions of such arms. Gnomes who are permitted to use shields (as defined by their choice of character class) almost always do so.

Among the demihuman races of Ravenloft, none is more scarce or misunderstood than the gnome. Like their kin on other worlds, these wiry creatures have a strong sense of humor and are admittedly eccentric. Years of dwelling in the Mists, however, have left them telling jokes and stories mired in the macabre. Gnomes often come off as sinister, frightening folk who make those around them uncomfortable. This is especially true when they decide to pass the time by telling anecdotes with macabre endings or morbid irony.

Personality

Gnomes are a race famed for their quick wit and sly sense of humor. They are inventive and clever, fond of games, puzzles, and riddles. Amid the rolling fog of Ravenloft, however, these traits have become somewhat morbid, tending toward what might be called "graveyard humor." It is, many speculate, this fascination for tricks and trickery that leads so many gnomes to become illusionists.

Human society does not welcome gnomes, so they do not seek the company of men. Indeed, most gnomes look upon mankind as a dangerous and unpredictable race that can never be trusted. They are not usually openly hostile to men, or any demihuman race for that matter, but they are watchful and vigilant when traveling with them. Earning the trust of a gnome is a difficult task but well worth the effort. A gnomish companion can be counted on for advice and loyalty matched only by the dwarves.

Gnomish culture resembles that of the ancient Greeks and Romans in some respects. To be sure, they have no interest in gladiators and legions, but their fondness for philosophy, learning, and academe puts one in mind of the people of Athens in its golden age. The fact that gnomes place a great importance upon the accumulation of knowledge and lore is evident throughout their culture. In player characters, this hunger for enlightenment is a fascination with all things mysterious and a desire to end every adventure more knowledgeable than they were at its beginning.

Gnomish names are similar to those used by the Greeks and Romans. Carina and Verda are popular among gnomish women, while the most common male names are Festus and Tyrus.

Ability Scores

The minds of gnomes are especially keen and inquisitive. For this reason, they are entitled to a +1 bonus to their starting Intelligence scores. By the same token, however, they often allow their curiosity to get the better of them. For this, and other reasons, such characters suffer a one point reduction in their starting Wisdom scores.

Special Abilities

Gnomess possess many of the same special abilities as their dwarf cousins

Magic Resistance

Like dwarves, gnomes are naturally nonmagical creatures with little tolerance or use for wizardry. The exception to this is the magic of illusion, images, and phantasms. For some reason, no doubt a property of their most unusual minds, gnomes make excellent illusionists.

As with dwarves, this innate resistance to magical energies manifests through a bonus to their saving throws vs. rod, staff, or wand and their saving throws vs. spell. See Table 50 for the bonus associated with various Constitution scores.

Combat Bonuses

In melee combat, gnomes gain a +1 bonus to all attack rolls when battling kobolds and goblins. Few races hate each other with the passion evidenced by these diminutive races.

Defense Bonuses

When gnolls, bugbears, ogres, ogre magi, trolls, giants, or titans strike at gnomes in melee combat, they suffer -4 penalties on their attack rolls. This reflects the skill that gnomes have in battling these large creatures.

Infravision

Gnomes, like dwarves and elves, have extremely acute eyesight that extends into the infrared portion of the spectrum. This enables them to spot heat sources and, in most cases, see clearly in the dark. This infravision functions out to sixty feet, but the glare from torches, lanterns, and other light sources spoils it. See Chapter 13 of the DUNGEON MASTER Guide for further details on this optional version of infravision.

Mining Skill

Gnomes are among the most talented tunnelers known to man. Because of this, they have many special abilities that function underground. In order to use one of these abilities, the gnome must spend one round (or longer, as the situation dictates) examining the area.

Table 57: Gnomish Tunneling Skill

Gnomes Detect...    ...on a roll of...
Sloping passages and grades 1-5 (on 1d6)
Unsafe walls, floors, and ceilings 1-7 (on 1d10)
Approximate depth underground 1-4 (on 1d6)
Approximate direction of travel 1-3 (on 1d6)

Fearlessness

Gnomes are not easily shaken by things that other races might find macabre or terrible. Because of this, they have +2 bonuses to any horror check that they must make. This is in addition to any bonus for an exceptional Wisdom score.

Magical Item Use

When using magical items not designed specifically for members of their class or race, gnomes suffer a marked disadvantage. Whenever a gnome uses such an item, there is a 20% chance that it will simply fail to operate. A malfunction does not affect later uses of the device.

When using items that have an ongoing effect, like a cloak of elvenkind, a gnome makes this check when he first uses this item. If the check succeeds, the gnome need not make another check until he removes the object and dons it anew. If the check fails, the gnome must wait twenty-four hours before trying to use the object again.

Magical weapons, armors (including shields), or items that duplicate illusionist or thief abilities (if the character is a thief) are not subject to this effect and function normally for the gnome. This applies to both the continuous and special powers of such items.

If a gnome suffers a magical malfunction when attempting to use a cursed item, he senses the danger of the object and can discard it.

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