Gnomes
Gnomes share a boundless drive to shape the world around them. Whether by way of negotiation, invention, influence, or carefully acquired knowledge, they see opportunity where others see obstacles. They rarely take things at face value, always searching for the deeper truths hidden beneath the surface.
Curiosity and adaptability define the gnomish people. They face change not as a threat, but as challenge or opportunity. Magic, knowledge, and influence are their tools, and they wield them with precision and creativity. The pursuit of information and understanding is common to all gnomish culture.
Relationships between gnomes are rarely simple. Even among family and friends, a gnome chooses their words carefully, and meaning is often layered beneath pleasantries. Yet loyalty is deeply valued by gnomes. They remember debts and favors, and the bonds they forge— whether through blood or shared ambition— can last a lifetime. And gnomes are a long-lived people.
Others underestimate gnomes at their peril. Though gnomes may not rule empires or command vast armies, their influence runs deep. They are thinkers, planners, and architects of unseen forces, shaping the world in ways that few ever realize.
Two main gnome nationalities dwell in Khorvaire: Zilargo gnomes and Atran gnomes. (See 'Gnome Nationalities', below.)
Description
Physique. Gnomes stand between 3 and 4 feet tall and weigh on average 40 pounds. Their skin ranges from dark tan to woody brown, and their hair ranges from blonde to brown or black. Their eyes can be any shade of blue or green, and sometimes yellow or red.
Age. Gnomes reach adulthood at age 40. They hit middle age around 125 and are considered old past age 175.
Size. A gnome's size is Small. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d4
Height = 2& feet 11 inches + size modifier in inches
Weight = 40 lb + (1d4 lb × size modifier)
Suggested First Names. Amilene, Benith, Cassia, Castar, Daca, Fara, Garrit, Giff, Haliar, Harkra, Hasal, Hellien, Ingrim, Janesta, Kidro, Kirris, Lysse, Madra, Mayor, Nebik, Salleon, Scaramar, Sear, Talleon, Tasho, Thurik, Valexa, Vundry, Wernor.
Suggested Last Names. Banton, Brantby, Dalian, Davandi, Doras, Illivanik, Istravar, Jarell, Josilian, Kendal, Loivaerl, Lonadar, Lyrriman, Nessian, Osanak, Rapelje, Ruthvek, Santor, Sarin, Shadra, Solirion, Tomraan, Tonan, Torralyn, Uthar.
Racial Traits
Creature Type. Your creature type is Humanoid.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. primary
Natural Spell. You know one cantrip from the following list: mending, message, thaumaturgy, or minor illusion.
Diplomatic Skills. You gain proficiency with two of the following skills of your choice: Persuasion, Deception, Insight, Investigation, History.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Gnome Nationalities
These are the principle nationalities of Eberron gnomes. You do not need to pick one of these. If you want your gnome to be from somewhere else where gnomes live some other kind of a way, that's fine. That said if you prefer to pick from predefined choices here are two.
Zilargo Gnomes
"The gnomish thirst for knowledge is well known, and Zilargo is renowned for its libraries and universities and for the skills of its learned alchemists and elemental artificers. Weak as they are physically, the gnomes have refined the use of knowledge as a weapon. When diplomacy fails, they fight their wars with blackmail, espionage, and careful assassination. Zil gnomes have an affinity for deception; a gnome will rarely engage in direct conflict when he can strike from the shadows or trick others into working on his behalf."1
Atran Gnomes
Atran gnomes are resourceful, adaptable, and always wary. They thrive in a dynamic society— the anarcho-capitalist Atran Isles— built around black market trade and a hundred criminal professions. The Atran Isles chief export to mainland Khorvaire is organized crime, they joke. Absent central authority, an Atran gnome must rely on their wits, magic, and other subtle arts to navigate networks of foes and erstwhile allies. They embrace deception as readily, using it to gain knowledge, influence, and advantage. Many follow one of the Dark Six, most often the Traveler or the Shadow.
License
Content on this page is licensed under the CC0 1.0 Universal License, excluding quotes and images.
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Races of Eberron, p.83 ↩