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.