Racial Info - Gnome

Male and Female Gnomes

In Game Description:

Close cousins to the Dwarves, the gnomes are far less powerful physically, but have a natural intelligence and curiosity that gets them either fame with a new invention, or injured at the hands of a mighty explosion. Small in stature and build, it is not difficult to miss them as you pass by.

Racial Homeland:

City of Gnilbin - Stygian Foothills

Racial Organizations:

Society of Engineers, Society of Scryers

Starting Stats:

STR 10
DEX 14
CON 14
INT 16
WIS 11

In the mysterious shadow of the Stygian Foothills lies the quaint gnomish hamlet that signals the entrance to a world beyond human comprehension, the city of Gnilbin. This subterranean metropolis is not merely a refuge from the world above; it is an intricate tapestry of engineering wonder and arcane mysticism. Here, under the thick blanket of earth, gnomes have crafted a society that thrives on intellect and innovation.

The hamlet, nestled at the foothills’ entrance, is a charming vision of cobbled pathways and rustic dwellings, bustling with activity and curiosity. It serves as both gateway and guardian to the grand city hidden beneath, where the symphony of clanking machines and whispered incantations fills the air. Beneath the surface, the city of Gnilbin stretches into vast caverns illuminated by bioluminescent fungi and enchanted crystals.

At the heart of gnomish society are two revered intellectual factions: the Society of Scryers and the Society of Engineers. Members of the Society of Scryers delve into the mysteries of the universe, practicing sorcery to bend reality and foresee the unseen. Their experiments often result in strange phenomena and unique enchantments that echo throughout the tunnels. The Society of Engineers, by contrast, invests its energies into mechanical and scientific pursuits, designing complex machines and harnessing the power of steam and electricity to transform their hidden world.

Though small in stature, standing alongside their dwarven cousins, gnomes are characterized by their slender builds and nimble movements. Their skin tones range from a pale alabaster reminiscent of subterranean minerals to rich, earthy hues. White hair, often wispy and soft, crowns their heads, giving them an air of wisdom and age that belies their sharp wit and boundless energy. Yet, the most distinctive feature of these gnomes is their remarkable noses, with some reaching impressive lengths that have become the subject of study and admiration.

Despite their differences, all gnomes share a devout reverence for their deity, Gnoss, the god of knowledge, invention, and discovery. Temples dedicated to Gnoss are scattered throughout Gnilbin, where gnomes of all professions come to seek guidance, offer thanks, and pursue enlightenment. Their faith is not one of blind worship but of active pursuit; seeking to understand and unfold the mysteries of the world is viewed as the highest form of devotion.

Both magical and mechanical, the gnomes of the Stygian Foothills have forged an existence rich in intellectual pursuit and communal spirit. They find strength not in muscle but in mind, weaving a culture that celebrates the boundless possibilities of invention and imagination, all in the shadowy embrace of the earth.

The Gnomish Elder Astomakath, inspired a band of Gnomish scientists and theologians to reinvent the world with Gnomish creations. The first masters of Engineering started in the shape of the greatest of organizations in the realm. The Society of Innovation.

Two other Elders, Gnydendatha and Teraflora also bestowed some of their divine gifts to Gnomes of Innovation. Throughout the years, the two studies focused upon were Engineering and Scrying. These two disciplines were refined to a science that is realm famous now for producing some of the most incredible inventions in the realm. The mechanical wonders of the Engineers and arcane sciences of Scryers built the reputation of Innovation being a diverse and influential power in the realm.

Eventually the Scryers and Engineers separated into their own different organizations that would focus on perfecting their studies individually.

The common respect and teamwork between both societies is much like that of Innovation once was. Fun and productive, these organizations alone are just a society, but combined they are a great power of Gnomish Innovation.

Engineers will tinker with almost anything they can get their hands on. Incredibly curious tinkers often find themselves spending days trying to understand the complicated workings of a device so they can improve it.

The phrase "tinker" refers to an Engineer which uses existing objects to change an invention. A tinker is more religious in nature and not as directly involved in the creation of new inventions.

The other style of Engineering is much more difficult, but the glory to be won is much greater. Invention is the building block of civilizations. Inventors are the theorists and scientists who study the mechanical and metaphysical in an effort to build new technology. An organized focus on the art of Invention itself requires the most creative minds to accept the impossible as temporary.

Like most of the Gnomes, an Engineer is proud of their city and actively participates in the defence of Gnilbin from raids. Engineers are also well known for having the largest known collection of gemstones in the realm.

Slightly more laid back and comfortable in comparison to their Scrying counterparts, the Society of Engineers is open to the entire Gnomish population with a welcoming atmosphere to all adventurers. Some of the greatest heros of the realm join the Engineers on a path to defining their experiences with original thought and creation.

You must follow one of the following deities to join this org: Armagor, Gnoss, Gaia, Yavanna, Yannick, Kirgi or Severan

Society of Engineers uses the Elected leadership type.

In the beginning only a few amateur Scryers existed as traveling scientists and explorers of the arcane. They joined a fellowship of similar explorers and formed the Society of Innovation. A partnership which produced a very successful relationship between the arcane and the mechanical.

As both sciences developed they grew apart in values and goals. Scryers coveted the power they were only beginning to understand, while Engineers desired peace and prosperity. Eventually the goals of Innovation were not shared equally by their members.

At the time three ancient bloodlines were feuding within the Gnomish race, with much confusion about everything. While the Scryers practiced the ways of the physical world as members of Innovation, they also secretly practiced the metaphysical. When the practice turned to skill, they found themselves trapped in a society of invention and mechanical influences.

The council of Innovation disbanded, creating two separate societies in their shadow. With the Society of Scryers now separate and free to explore their own agenda, a new political power was born.

Researching the history of their elders, the Scryers formed a society based on their values. Allowing for growth and realization of new truths, the official faith of the society has always remained chaotic neutral. A slave of nothing, a tool of no one. All faiths are welcome, aside from those which would challenge the Prophecy of Gnoss.

Initially the society became reclusive and mysterious. Gnomes went in and were never seen again for months at a time. Then, nearly a year after they formed their own society, the first of many wonders started to surface from the Scryers. Arcane marvels and mystical brews became the trademark of Gnilbin within a few seasons. By the following year the society had firmly established itself as an economic giant with influence in several markets of the realm. Their great wealth and influence supports the stability of the Great Convention of the Gnomish Empire. The Convention is the cohesive vision of the Gnomish Senate, representing the interests of success for both societies.

Often considered an elitist group of bureaucratic merchants, few are allowed to join the loyal membership. A diverse empire of imperial wonders and economic influence awaits those lucky few chosen to follow the Scrying path. To become an Archon of the Society of Scryers is an acknowledgement of valuable experience and knowledge.

The council of the society is structured to represent the various influences of the Gnomish dogma. A powerful Oracle of great vision and understanding of the holy magics. The dark and mysterious Heretic, knowledgeable of the occult and unnatural forces. Lead by a neutral Grand Viceroy who focuses on combining all the elements available to create a society worthy of Gnoss.

Proud of their homeland and their lineage, the society produces two classes of protectors. The offensive class of members are lead by the Gladiator, the fearless champion of wars and conquests. The other class is lead by the Praetorian, and trained to protect the homeland from invasion.

Below the official titles is a Gnoble rank of achievement for every member to accomplish. Gnobility is the formal recognition of outstanding knowledge and the advanced use of ones skills to better the membership of the society. Endowed only by the Grand Viceroy, a promotion to Gnobility is a great honor among the Gnomish Empire.

To walk the path of Scrying is to dedicate yourself to the idea that no challenge is too large. Embrace the vision of Gnoss and realize the true face of power. The strength to do the impossible. The wisdom to dream beyond the mundane and see the future.

You must follow one of the following deities to join this org: Armagor, Gnoss, Gaia, Yavanna, Yannick, Kirgi or Severan

Society of Scryers uses the Legacy leadership type.