Gnomes

Server Lore, Geography, and History

Moderators: Moderator, DM

Post Reply
User avatar
Maecius
Retired Admin
Posts: 11640
Joined: Sat May 16, 2009 4:24 pm

Gnomes

Unread post by Maecius »

The fantastic Races of Faerûn, a joint effort overseen by Eric L. Boyd, Matt Forbeck, and James Jacobs, opens with the following:
Faerûn is home to hundreds of intelligent peoples, divided into thousands of tribes, clans, nations, and ethnicities. Some of these races are monstrous predators armed with terrible powers and some are bloodthirsty marauders who terrorize more civilized folk, but most are good-hearted folk who wish to live in peace in whatever manner they find most prosperous and fulfilling. This great diversity in physical nature, magical talent, beliefs, and values creates an incredible patchwork of cultures that spans the entire continent, a tapestry so complex and wondrous that no one mortal can hope to ever comprehend it in its entirety. (Page 3)
In BALDUR'S GATE: THE SWORD COAST CHRONICLES we try to accurately reflect the setting's wonderful diversity of races by allowing players to select from a vast number of character races (24 to be exact). Because not everyone who plays here has access to the same amount of information, this thread, its subsequent posts, and its related threads, exist to give you a solid introduction to the races that you can elect to play:

Below, we cover gnomes (deep and rock). In similar threads, we look at dwarves (gold, gray, and shield), elves (from drow to wood elf), halflings, half-orcs, humans, planetouched, and gray orcs. It is our hope that the information provided here will allow you to make the most of your roleplaying experience.
User avatar
Maecius
Retired Admin
Posts: 11640
Joined: Sat May 16, 2009 4:24 pm

Re: Gnomes of the Sword Coast

Unread post by Maecius »

GNOMES
Image
Gnomes have historically avoided extensive contact with the other races. According to the Forgotten Realms Campaign Setting: "The human scholars of Candlekeep refer to the gnomes as the Forgotten Folk, for their willful evasion of the great wars and tragedies that color the history of Faerûn's other races." (FRCS, 14) (1) Although the gnomes have been enslaved in the past (to Netheril and Calimshan), "they have never been conquerors." (FRCS, 14)

Gnomish reclusiveness is beginning to change, however. After Gond, the god of invention, "appeared to the world in the form of a gnome, many young gnomes took that as a sign that it was time for gnomes to invent a new way of life," (FRCS, 14) and now "many gnome youngers now question the wisdom of attempting to remain completely separate from other societies." (FRCS, 14)

Of the three Faerûnian gnome subraces, the two that players can elect to play in BG:TSCC are deep gnomes (or svirfneblin) and rock gnomes.
Image
From left to right: a svirfneblin and a rock gnome.
(1) FRCS: Forgotten Realms Campaign Setting.
User avatar
Maecius
Retired Admin
Posts: 11640
Joined: Sat May 16, 2009 4:24 pm

Re: Gnomes of the Sword Coast

Unread post by Maecius »

DEEP GNOMES

Regions: Gnome (deep), The North, Silverymoon.

The deep gnomes are a little loved by others: "Many surface dwellers count the deep gnomes along with their evil neighbors, the drow and the duergar." (RoF, 49) (2) However, the deep gnomes, or svirfneblin, "are just as good-hearted as their sunnier kin." (RoF, 49) Years of living in the Underdark has made them suspicious to a fault, however, and turned their communities into reserved, quiet, withdrawn places: Indeed, "the deep gnomes may be the world's stealthiest and most elusive folk." (FRCS, 14)

APPEARANCE:
Svirfneblin have gnarled physiques, brown or gray skin, gray eyes, and gray hair (although males are bald). (FRCS, 14)
PERSONALITY: As noted, deep gnomes try to keep to themselves: "With strangers, most deep gnomes are sullen, reserved, and suspicious, almost to a fault." (RoF, 49) But when among their own kind, "they are friendly and respecteful to each other." (RoF, 49) Yet ...
Few people from outside a svirfneblin community have ever seen this more pleasant side of the deep gnomes. For their part, the deep gnomes would be horrified to find themselves observed by outsiders, and they would find such a person staring at them -- or even looking directly at them -- quite rude. (RoF, 49)
OUTLOOK: The average deep gnome's worldview is as follows:
Dour and cynical, deep gnomes are resigned to their lot in life. They spend their days scratching out a living in the subterranean passages near their home. The males mostly mine for precious gems, while the females -- who are rarely seen outside their villages -- gather food, care for the children, and keep house. Few aspire to do anything other than live out their lives quietly focusing on doing their jobs the best that they can.

The svirfneblin literally have little or no light in their lives. To avoid detection by others in the Underdark, they often refuse to use fire for cooking or warmth whenever possible. Instead, they rely on their darkvision whenever possible, seeing the world only in black and white. The deep gnomes live and work in the eternal darkness out of their overwhelming love for gems. Most males spend almost their entire lives trying to chip precious stones out of the earth. They favor rubies most of all.

Outsiders often think of deep gnomes as irredeemably sullen and suspicious. While there is some basis for this, these are the outward results of survival techniques that these gnomes have had to adopt to endure their harsh and unforgiving environment. Sounds of any kind -- especially voices -- travel in strange ways in the Underdark, and they have a tendency to attract visitors. In the experience of most deep gnomes, such outsiders have only the worst of intentions, so when a svirfneblin encounters a stranger who is actually friendly, she or he is normally too suspicious to even consider responding in a like manner. [...] While deep gnome adventurers are rare, some deep gnomes succumb to gnomish curiosity about the world outside the caverns and mine shafts of their daily lives. (RoF, 49-50)
SOCIETY: Deep gnome communities are populous by gnomish standards -- "usually comprising around one thousand people" (RoF, 50) -- and are centered around a single large cavern, with rooms, buildings, and stairways built into the cavern walls. The largest stalagmites in the cavern are usually taken by the top-ranking members of the svirfneblin clan, where they carve their homes. Yet while their individual towns are more populous than the average rock gnome's village, "[most] svirfneblin go their entire lives without ever traveling to another deep gnome town, much less actually seeing daylight." (RoF, 50)

The majority of male deep gnomes work their town's mining operations, taking gems and metals from the Underdark. These resources are processed and finished by the rest of the male population, who are craftsmen and artisans. Most svnirfneblin women spend their time gathering food, raising children, and tending to their household: "There is a strict division of labor along gender lines, and it's rare to see it crossed: The female gnomes rule in the home and the males outside it." (RoF, 50) Deep gnomes have no concept of retirement, and "[most] deep gnomes work until they literally drop dead at their jobs." (RoF, 50)

Staple foods include a number of different fungi and blind fish; occasionally a deep gnome will add a deep rothé, goat, or sheep to their diet if they are fortunate enough to get one. Their foods are "so salty that most outsiders cannot stomach them" (RoF, 50) due to the fact that they prefer to preserve their foods in salt rather than cook them (for fear of attracting attention with the light of a fire). As far as the ruling class is concerned:
In keeping with the svirfneblin concept of equal division of labor, every svirfneblin town is governed by both a king and a queen, each of whom holds the position for life. The king oversees the community's mining operations and is responsible for managing the place's defense. The queen ensures that the town has an adequate stock of both food and water, and she handles the town's daily affairs. Each is supreme in his or her sphere, though each usually advises the other. The two are rarely married (at least, not to each other). When either monarch dies, the other chooses a successor for the deceased monarch by deciding on a contest that can be entered by any eligible member of the community. Usually eligibility is based on gender and status. The winner of the contest becomes the next monarch. (RoF, 50)
RELIGION:
While the deep gnomes of Toril may not be particularly devout as a group, they do have a full pantheon of deities they share with the other gnomes. Svirfneblin clerics often move among both miners and mothers, keeping up community spirits. When they think the time is ripe, they declare a holiday festival in honor of whichever god they feel is appropriate.

Callarduran Smoothhands, the Master of Stone, is the most popular god among deep gnomes, many of whom spend their entire adult lives working in their town's mind. [...] Although he is the patriarch of the gnome pantheon, few deep gnomes are drawn to the faith of Carl Glittergold. Carl's bright and sunny nature simply does not seem relevant to most svirfneblin. [...] Deep gnomes feel closer to Segojan Earthcaller, beloved by those deep gnomes who keep pets or work with their few domesticated animals (these are usually svirfneblin females, of course). The rare deep gnome ranger usually finds this god's way with nature to his taste as well.

No gnomes really care for Urdlen, but he particularly frightens the svirfneblin. [Folk stories of Urdlen's habit of attacking greedy or adventurous deep gnomes] also illustrate the number of quick and senseless deaths that await deep gnomes throughout the Underdark. Only constant vigilance against such threats does any good and, for encouraging them to always be alert, Urdlen has earned the deep gnomes' respect. (RoF, 52)
RELATIONS WITH OTHER RACES: Deep gnomes relate with the other races of BG:TSCC as follows:
Insular and suspicious, deep gnomes do not get along well with any other races. If forced to pick with whom they would rather keep company (outside other deep gnomes or no one at all), most deep gnomes would choose to associate with forest gnomes, and then rock gnomes. Beyond that, they might not mind gold dwarves or shield dwarves, or the occasional elf.

Svirfneblin do not have much feeling about any of the other standard character races, other than a general aversion to them all. However, they have a deep and abiding hatred for drow and duergar. These two races, with whom the deep gnomes share the Underdark, have long been a thorn in the side of a people who would much rather just be left alone. Also, the evil tendencies of these races have led many surface dwellers to think that all who live in the Underdark are unrepentantly evil, a prejudice that frequently causes the deep gnomes grief when they first encounter an ignorant intruder from the surface. (RoF, 52)
PLAYING A DEEP GNOME: Although no one can tell you how to design your character, here are some tips for getting started:
Svirfneblin are rarely found outside their own society. When this does happen, it's usually a lone prospector, a solitary illusionist, or a group of warriors who have struck out from their town for one reason or another. Typically deep gnomes only leave their home out of a deep and abiding curiosity about the outside world, a burning desire to find more rubies, or the need to find help for dealing with some creature or event the svirfneblin don't feel they can handle on their own. Svirfneblin adventurers are most commonly fighters, rangers, rogues, or wizards (particularly illusionists). Naturally stealthy, they find that the skills honed in surviving the dangers of the Underdark also serve an adventuring rogue well. (RoF, 50)
(2) RoF: Races of Faerûn.
User avatar
Maecius
Retired Admin
Posts: 11640
Joined: Sat May 16, 2009 4:24 pm

Re: Gnomes of the Sword Coast

Unread post by Maecius »

ROCK GNOMES

Regions: The Dalelands, Gnome (rock), Great Dale, Lantan, Thesk, Western Heartlands.

When people say "gnome," they almost always mean "rock gnome." These are the gnomes that most people are familiar with; they are the most widespread example of their race. According to the Forgotten Realms Campaign Setting, the "rock gnomes of Faerûn are nearly identical to the gnomes portrayed in the Player's Handbook. They are inquisitive, irrepressible, and at times insincere." (FRCS, 15)

APPEARANCE:
Rock gnomes average between 3 and 3 1/2 feet tall, and weigh between 40 and 45 pounds. Their skin comes in many different shades of brown, but is unaffected by exposure to the sun. The hair of young gnomes can vary greatly in color, but in adulthood all tend toward gray or white. The males wear their beards neatly trimmed. (RoF, 55)
PERSONALITY: Rock gnomes are the friendliest variety of gnome, and can be described as outgoing in their interactions with others. The enjoy comfort, and the fine things in life, and they "are well known for their love of jokes and pranks." (RoF, 55) As with deep gnomes, rock gnomes love gems, and "have a particular passion for the purity and perfection of the diamond." (RoF, 55)

OUTLOOK: The average rock gnome's worldview is as follows:
Rock gnomes are generally optimistic. They view the world as a puzzle that the gods -- in their infinite wisdom -- have laid out before them as the ultimate challenge, one that cannot ever be fully met. It is their greatest joy to be involved in the unraveling of the mysteries of creation, an act they feel brings them closer to the gods with each passing day.

In their adolescence, rock gnomes are encouraged to dabble in as many different things as possible. Eventually, they find something that truly intrigues them, fires their imaginations, and sets them on the path of a career that may last them the rest of their lives [which last, on average, 350 years -- with some rock gnomes known to live as long as 500 years]. Almost every rock gnome enjoys what he or she does for a living, which is one of the reasons that they have such positive dispositions.

Of course, rock gnomes enjoy their leisure time at least as much as their work. They are known for hosting wild celebrations on the thinnest of pretenses. When they really have a reason for cheer, the parties have been known to last for tendays.

While most gnomes are homebodies at heart, a number simply can't resist the urge to go out into the world to explore. Inquisitive by nature, gnomes often find themselves almost compelled to do everything they can to learn about anything they want. Others, the greedier ones, set off in search of fame and fortune. Sadly, these are fleeting dreams, as even the most famous of gnomes is usually just another member of his or her community when they return home. (RoF, 56)
SOCIETY: Rock gnome society switches between "long days of work that stretch on for tendays at a time" and "jubiliant celebrations in which these hard-driven workers finally get to blow off some steam." (RoF, 56) This is the life that rock gnomes enjoy; one of productivity and celebration.

On reaching adulthood, a rock gnome is expected to take up a career, and work to master that career to their best of their abilities. Although some gnomes switch vocations later in life, and "some do it several times, in fact," most stick to one career their entire life (RoF, 56). The reason for this has less to do with strict, gnomish laws, and more to do with the fact that the "vast majority of gnomes find something they like to do and then stick with it for as long as they can." (RoF, 56)
Even on the job, though, gnomes are usually friendly and fun-loving people. They are constantly telling jokes throughout their days, many of which leave their coworkers in stitches. Practical jokes are fine too, as long as they don't disrupt the work environment too much. Every gnome loves a good prank, but they all insist on getting their jobs done too. (RoF, 56)
Rock gnomes make excellent miners, stonecutters, jewelers, metalworkers, and artisans. They also make excellent woodworkers and carpenters. With mechanical products, "Faerûnian rock gnomes are among the finest artisans working in the fields of toymaking, clockwork engineering, and gunsmithing." (RoF, 56) Likewise, rock gnomes make excellent musicians, brewers, and vitners. Few non-gnomes have much appreciation for their cooking, however, which "tends to be bland and overcooked or overcooked and over-salted; reliable gnome-friends claim to have tasted some that was bland and over-salted, though no one knows quite how the gnome cooks managed this." (RoF, 56) Rock gnome bread is unleavened (and salty). And "all gnomes are very fond of rock candy," while "some eat rock salt with equal relish." (RoF, 56)

Rock gnome burrows are small but tidy, and the children usually share a single room (with the parents in a room of their own). Adolescents are segregated by gender, with each sex having its own room. Because "each burrow usually connects to those of the same clan by tunnel," rock gnomes do not often have to go outside their hill homes. This "is one reason why their communities can go unnoticed by the larger peoples for so long." (RoF, 57) As far as rock gnome society at large:
Most rock gnome settlements are small. It's rare to find one with more than five hundred adults in a widely scattered area. However, these commmunities are usually found clustered close together, usually within a few days' or tendays' travel of each other. (RoF, 57)
RELIGION:
Rock gnomes are not particularly devout in practice, although they are forever talking about their gods in conversation. They attend services about once a tenday, but not with any kind of fervor. They believe that the gods are with them everywhere, so it's not always so necessary to make the trip to a temple to see them.

Garl Glittergold is the patriarch of the gnome gods, and patron of the rock gnomes in particular. To look at them, one might think that most rock gnomes model their lives on Garl's behavior, including the constant tricks he plays on the other gods. Many gnomes do the same to their friends whether they are gnomes or not. [...]

Rock gnomes also venerate Baervan Wildwanderer. The protector of the forests and glades that rock gnomes call home, Baervan is also the patron of gnomish rogues. If there's anyone who could possibly outdo Garl in the prank department, it's Baervan. The two have been trying to top each other since the dawn of the gods, and the friendly rivalry is still going on. (RoF, 57)
RELATIONS WITH OTHER RACES: Rock gnomes relate with the other races of BG:TSCC as follows:
Rock gnomes get along famously with almost all the standard character races. They are particularly fond of dwarves of all kinds, with whom they share a love of finely wrought jewelry and mechanical devices. They also have a great love for halflings who can take a joke. Their common style housing and their similar sizes would be bonds enough, but their shared joy for living is what really brings them together.

Rock gnomes are a bit more cautious around the larger peoples, but these reservations usually quickly give way to enthusiasm when someone shows any sort of interest in or knowledge about the gnome's work or other passions.

Orcs, kobolds, and goblinoids find an especially cold place in a rock gnome's heart. Although most rock gnomes find it hard to hate anyone, long experience with these races has told them that it's better to never cut them any breaks. Besides, none of them can take a joke. (RoF, 57)
PLAYING A ROCK GNOME: Although no one can tell you how to design your character, here are some tips for getting started:
Rock gnome characters with close ties to their communities are often clerics, wizards, or rangers (although their low Strength score means that they'll likely favor ranged combat). Rock gnomes infected with wanderlust almost always become bards (often supplementing their performances with their extra gnome spells) and rogues. (RoF, 56)
Post Reply

Return to “Lore of the Lands”