Gnomes

How do you play gnomes in your game?

  • Gnomes are the wee folk of hills and woodlands.

    Votes: 93 25.2%
  • Gnomes are steampunk tinkers and artificers.

    Votes: 94 25.5%
  • Gnomes are something else altogether.

    Votes: 111 30.1%
  • Gnomes don't exist in my game world.

    Votes: 71 19.2%


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They're ancle bitters and/or architects of destruction

Gnomes:
Plain Gnomes (grass plains): These nomadic littlefolk herd goats, yaks, and other wildlife across the lands, however steer clear of Orisias (xenophobic humans). These gnomes have a bardic fashion of history and are not related to Shadow Gnomes.

Soot Gnomes: Find me something small enough to fit in a hole that size, and strong enough to dig! The Soot Gnomes are brothers in picks to Deep Dwarves, their keen eyes and large noses are great for mining. Small groups/tribes of gnomes travel around cliffs and mountain areas, exploiting natural caves for resources.

Shadow Gnomes: to sum it up, these guys are nuts... One of the last few races still with the pre-apoc technology and arcanic arts the Shadow Gnomes caused the Mecha-Arcane disruption and locked off the realm to all external planes. Recent rumors of Shadow Gnomes re-emerging have begun to spread, this tightly kept secret has caused the Guild (secret Druid society that monitors both urban and rural events) to find reputable scouts and mercenaries to explore the rumored areas. On the Island of Bràser, in the north large towers have been developing, these techarcanic towers spread over a eternal twilight, blocking out sunlight and moonlight. These towers allow the Shadow gnomes to use their faded abilities of magic, but none the less these Shadow Gnomes are out to properly activate there monstrosity of a creation, laying dormant now for 4000 years (apocalyptic event, 4000 years ago ;P). Parts and key stones of power lay scattered about the lands.
 

In my campaign they are degenerating, dying out, having nasal sex with their huge noses and finger them even on duty. If you think clearly about them, they are a really sad race, but they have become a joke. Once they where babarians who managed to create their own kingdom between two other mighty empires but 1500 years later, their kingdom is in the hands of men.
A friend of mine, a gnome-player introduced the silly names from DL.
 


IMC, some gnomes play different roles depending on the race. The typical D&D gnome is sort of a cross between a studious mage and a consumate prankster. They are well skilled in magic, but their cultural outlook of not taking things too seriously tends to clash with other races.
Meadow Gnomes are the wee folk of the grasslands. They are more akin to classic hobbits that gnomes. They are in touch with nature and tend to be druids more than any other class.
Urban Gnomes are the tinker types. They have fully integrated themselves with dwarf and human communities. Many of the new technological advancements of the current age have been brought forth by gnomish inventors funded by dwarven and human governments.

Kane
 

Gnomes in my game are about as opposite as they can be from the silly portrayals in the many novels and suppliments from TSR. I like the idea of them being wise ancient creatures who have endured the ages by staying out of the way of the larger folk and through deep arcane knowledge.

I play them as essentially minature vulcans. They have no sense of sarcasm or humor as the large races understand it. They are very matter of fact, very hard working, and very focused on community and the natural world. They aren't technological tinkers but rather extremely magical beings who live incredibly long lives. Unlike elves they are xenophobic and isolationist in the extreme and express little joy in their natural surroundings (which doesn't meant that they don't experience it). They are the caretakers of the world around them, viewing themselves as one of the most responsible of the elder races to the natural order, and their communities impact the world about them so little that they are almost invisible.

I don't encourage players to run Gnomes in my settings unless they think they could have fun playing such a character. Adventurers tend to take players into human communities, and few players want to keep from laughing during a game session, or take on an extremely serious manner. I NPCed a Gnome who's long name was shortened to Seebo in a Kalamar campiagn I ran and he became a beloved NPC in the party. His literal translation of the PC's requests and ideas led to some hysterically funny situations and he always seemed a bit confused and disgusted by the players mirth. Once the PC's were attempting to coax a bandit sniper who had run out of ammo down from a tree so they could question him. The players asked Seebo for some advice on how to approach the matter, so Seebo took his crossbow and shot the bandit. Naturally he was stone dead when he hit the ground, but the goal of getting him out of the tree was accomplished. Seebo looked at them all in disgust for not having found such a simple solution themselves and moved back out into the woods searching the bodies of the other bandits. The PC's had failed to mention that they actually wanted to be able to talk to the fellow once he was down. After that they didn't ask Seebo to enter into negotiations again. ;)
 

Gnomes in my campaign? More or less secretive hill folk with a love of gems and illusions. I've been trying to get back to gnomes as described originally in the OD&D DM's guide, with a bit of 1e illusionist gnome thrown in. Switching to C&C will help in this, as in my current FR campaign, we've got a bit of the steampunk that's sneaking in despite my best efforts, and a svirfneblin PC.

My problem with gnomes is that they are the palimpsest of D&D. First they were similar to dwarves, except more secretive (OD&D). Then they were illusionists (1e), but at the same time tinkerer technologists (Dragonlance). Then tricksters (2e). Then joker illusionist steampunks (3e). Then bards (3.5) and scholars (Eberron).

I'm fine with gnomes except when they become a jumble of all incarnations (as they are in 3e). I've come to view them as the middle ground between dwarves and elves.
 

Crothian said:
Another race I never figured out why people don't like, I do define them differently then the PHB but that is to fit the world; all the races are defined differently. But I have no problems playing a regular gnome.

At the beginning (20+ years ago), I had some doubts on their potential. Then, I had this guy (terrific role-player), who played an illutionist/rogue in my campaign and changed my mind for good.
:)
 

I think gnomes are the characters that dwarves can't be. In my mind gnomes are the crazy, funny, chaotic counterparts to dwarves... a mixture between a regular Dwarf and Yoda! This "peacefull woodland people image" never fitted my sense of D&D reality. Everything that gnomes have been in the past are halflings now!
 

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