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How do you differentiate Gnomes from Dwarves and Halflings?
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<blockquote data-quote="Tonguez" data-source="post: 108380" data-attributes="member: 1125"><p>As background material I suggest TERRY PRATCHETT - my take on gnomes is based on the Discworld Pictsies and Brownies (see Wee Mad Arthur) and especially the Nomes of the Bromeliad trilogy (Truckers/Diggers/Wings)- Another inspiration was Smurfs</p><p></p><p>For DnD I also add in the spice of the East African Mole Rat!</p><p></p><p>ergo </p><p></p><p>Gnomes imc are inventive, pranksters with an affinity for alchemy, illusion and engineering. They are irreverent and have little respect for non-gnome social convention which sometimes gets them into trouble. Because of their size they use their inventiveness and engineering prowess to achieve big works which the average bignob (ie Human) takes for granted - eg when opening a human sized door a gnome might rig up a systems of pulleys and ropes to accomplish that task, when erecting a 9 foot standing stone they will use a similar invention.</p><p></p><p>Another important aspect often overlooked is their affinity for nature - gnomes know hidden secrets and strange knowledge which even Druids envy and rangers long to learn</p><p></p><p>In play this manifests as wilderness knacks - like finding a berry bush when hungry, water when thristy or a hole to hide in when being chased. (check Wilderness Lore)</p><p></p><p>IMC all PC gnomes are slightly shorter (15inch average) than standard and all carry a grapple and rope to allow them to climb onto counter tops and buy ale.</p><p></p><p>Finally gnome society is eusocial and hive like (like ants, bees and ther East African Mole Rat) Gnomes work as a single unit for the benefit of the clan which is lead by a single brood mother and her male mate (a la Papa Smurf)</p><p></p><p>PC gnomes are an anomaly in that they have left the community of the clan and must learn to operate in bignob society.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 108380, member: 1125"] As background material I suggest TERRY PRATCHETT - my take on gnomes is based on the Discworld Pictsies and Brownies (see Wee Mad Arthur) and especially the Nomes of the Bromeliad trilogy (Truckers/Diggers/Wings)- Another inspiration was Smurfs For DnD I also add in the spice of the East African Mole Rat! ergo Gnomes imc are inventive, pranksters with an affinity for alchemy, illusion and engineering. They are irreverent and have little respect for non-gnome social convention which sometimes gets them into trouble. Because of their size they use their inventiveness and engineering prowess to achieve big works which the average bignob (ie Human) takes for granted - eg when opening a human sized door a gnome might rig up a systems of pulleys and ropes to accomplish that task, when erecting a 9 foot standing stone they will use a similar invention. Another important aspect often overlooked is their affinity for nature - gnomes know hidden secrets and strange knowledge which even Druids envy and rangers long to learn In play this manifests as wilderness knacks - like finding a berry bush when hungry, water when thristy or a hole to hide in when being chased. (check Wilderness Lore) IMC all PC gnomes are slightly shorter (15inch average) than standard and all carry a grapple and rope to allow them to climb onto counter tops and buy ale. Finally gnome society is eusocial and hive like (like ants, bees and ther East African Mole Rat) Gnomes work as a single unit for the benefit of the clan which is lead by a single brood mother and her male mate (a la Papa Smurf) PC gnomes are an anomaly in that they have left the community of the clan and must learn to operate in bignob society. [/QUOTE]
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