Tell me about gnomes in your world.

My gnomes live in a place called Niebleheim, the Norse word for hell basically. THey have a small city state and all gnomes live there, there are no other gnomes living anywhere though they do travel. They are peculiar sometalks they talk fast like high on coffee and sometimes really slow like they are stoned out. They believe in a reality that lives in circular logic. A exists because of B, and B exists because of C, and C exists because of A. They have gnome boards which are boards that people bang their head on because they can't understand the gnomes. The gnomes think it is normal.
 

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Some previous threads on this topic:

http://www.enworld.org/forums/showthread.php?t=60898&page=1&pp=20&highlight=gnomes

http://www.enworld.org/forums/showthread.php?t=72684&highlight=gnomes

http://www.enworld.org/forums/showthread.php?t=91216&page=1&pp=20&highlight=gnomes

I am reprinting my post from the third thread...

This topic seems to make the rounds periodically, so I'll add my .02 again. ;)

In my campaign Gnomes are a fantasy parallel to some of the difficulties faced by Jews in Medieval Europe.

They are a people that have lost their homeland so long ago that they no longer have knowelege of exactly where it lies. They were forced from their land in the shadows of prehistory.

After untold decades of wandering, they came to settle in human controlled lands. In the beginning they got along well enough with the humans with which they found themselves living. They were willing to take many of the jobs that the larger folk were loathe to perform. In time, through hard work & thriftiness they began to acquire wealth & some small measure of power.

As their fortunes rose, so did the jealousy of those humans who needed a scapegoat for their own failuers in life. They found an all too easy target in the small newcomers. Soon Gnomes began to face prejudice & persecution. The fact that the Gnomes followed a different spiritual path than their human hosts did them no favors either.

In time the Gnomes were forced from their homes or faced pogroms at the hands of the humans. Those that remained were forced into seperate districts in the city (ghettos), limited in what trades they could undertake (so as to not challenge human monopolies) & found their individual rights severely curtailed.

But the Gnomes were survivors, they weathered the storm of prejudice & in time even found prosperity again. The ghettos became safe-havens for the small folk & those humans foolish enough to go after gnomes on their home-turf found the ghettos to be virtual strongholds as well.

Today in most human cities the gnomes still live in ghettos, but in many this is by choice as much as by force. Their faith is strong & their Clerics' magic stronger yet. They control much of the trade between cities, have a virtual stranglehold on the precious metal/stone market (through shrewd treaties with the Dwarves who refuse to deal with anyone else), and count the finest jewelers & gemcutters among their number.

While in most lands gnomes are not allowed to hold public office or manorial property, they still wield a great deal of power & are a force to be reckoned with (although that power is primarily subtle & behind the scenes).

Despite the security that they are slowly gaining for themselves, many gnomes still dream of once again finding the lost promised land that they still call home.

Recently there is a slow but steadily growing interest in the newly discovered lands beyond the sea....
 
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I replaced them, along with halflings and half-orcs. My campaign features a heavy dose of the Plane of Faerie along with Arthurian, Celtic and Norse myth, while trying to minimize the influence of Tolkien. I try to cultivate more of a Sword & Sorcery feel similar to Moorcock, Lieber, and Howard, rather than the epic sweep of JRRT's masterpiece.

The gnome core race is used as a template to create a PC race known as pucks, or pookha. They lose quite a few of their core abilities, but gain a limited change self ability (similar to the 3.0 spell) as well as several other abilities. In looks, they are the quintessential faerie with large pointed ears, whispy eyebrows, long beards, and a look of mischief in their bright, little eyes. They are skilled craftsmen, and their wares are greatly valued by both humans and faeriekin alike. Pucks, or pookha as they are called on the mainland, belong to the Seelie Court and can be found living in great numbers in both the Kingdom of Oaks and the Kingdom of Thorn. In those human cultures where the fey are not persecuted, they can also be found living in the surrounding countryside in small enclaves. Compared to the reclusive elves and boggins (the halfling replacement race), the pookha are quite social in regards to humankind, to the point of being almost common in some lands.
 

My gnomes...

Are short (2-3 feet tall) and round, but quick,

Are inherently magical (but in a subtle way),

Live in the forest,

Like playing tricks,

Have an intrinsic link with animals,

And have technology, clothing, and architecture like iron-age celts, while the rest of the world has a range from 10th century (in the most rural, isolated places) to gunpowder-free 14th century (in the most heavily populated areas) technology.

Basically, they're culturally like 'standard' wood elves, and physically like particularly small, soft, and narrow-shouldered dwarves. Oh, and they've got large (medium, rules-wise) eagles that they ride. Oh, and they're rare enough outside the forest to draw gapes in most towns...more so than elves, in fact.
 

I'm running two games where Gnomes figure right now..
The first is my Midnight campaign, where the gnomes are pretty much as they appear in the book, apparent collaborators with the Orcish occupation of erenland, but secretly working as smugglers and supporters of the resistance.

The second is my just-started classic D&D game (might or might not end up a campaign, right now its just a couple of nights of dungeon crawling), where as far as the players know Gnomes are all extinct (they're actually dungeoning through some "ancient gnomish ruins" right now).
The reality, however, is that there are still some gnomes alive in the world, but they gave up living on the surface world or underworld, and instead they live in a giant flying city above the clouds.

Nisarg
 

Like Halflings and Dwarves the Gnomes IMC are an offshoot of a virtualy extinct race. They have their own country, and are rarely found elsewhere in the world.

Gnomes are master tinkerers and alchemists... and thus are often sought out by humans who have need of their skills. Unfortunatly their devices are rarely ever practical... and are always excessive.
 

Gnomes in my world are the master manipulators. They hold great power but few realize it. They mesmerize many with their masterful performances and their brilliant illusions. They control the gem trade, and are ofter master crafters. Most don't understand the deep plans of gnomes and that's just they way they like it.
 

Gnomes in my world are half-fey, half-dwarf. This helps to explain their affinity for both nature as well as things mechanical. They're very mechanically competent, not mad scientists at all. They are also the inventors of gunpowder, as well as controlling the only source of one of its three major alchemical components (thus being of great importance).
 

gnomes, due to their affinity for technology, have become the ruling empire. their flying ships bombard any opponents into submission. gunpowder weapons are considered martial weapons for gnomes, exotic for anyone else.
 


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