Gnome#
My grandmother cut the stone for a dwarf lord's hall and he never learned her name. Everyone in this tavern is going to learn mine.
Most gnomes in the northern reach are born into dwarven mines, and the ones you'll meet in Tharsis or Crecia are the ones who got out. They start even across the board, with a little extra strength, wit and luck.
How they live#
Gnomes outlive humans four times over and remember every year of it. The free gnomes of Tharsis and Crecia keep close and keep each other’s secrets, and every one of them knows someone still in the mines.
- Temper
- Slow to anger. In hard times they fight only whoever wronged them.
- Leaving
- When a city turns bad they leave all together, the whole community at once.
- Money
- Save nearly everything they have left over.
- Crowds
- Like some room around them.
- Tongue
- Gnomish, spoken from birth and known perfectly, besides common.
- Children
- Only with other gnomes.
What others say#
A gnome will fix your lock, then fix the one you didn't ask about, and never tell you which one they left a way into.
My father owned twelve gnomes. I own none, and the mine runs worse. Draw your own conclusions.
Where they live#
How gnomes feel about settling in each of Sedia’s provinces. Each links to the province’s page, and Home Province covers what it takes to become a citizen of one.
- Glad to live in
- TharsisNew SaellemCreciaJewall
Body and blood#
- Era
- The under-races (About 1,000 BB)
- Lifespan
- Comes of age at 20 and can live to 400
- Height
- 2 to 4 feet
- Weight
- 40 to 100 pounds
- Genders
- Female (6 in 10) and male (4 in 10); a few are neutral
- Favored stats
- Wisdom and constitution (the game's race menu lists these; they don't change your scores)
Playing a gnome#
Any race can take any class. These are the ones gnomes start closest to, with the race’s starting score in each of the class’s two stats.
Someone still in the mines
A free gnome hires the party to get a sister out of a Jewall mine. The dwarves who hold her contract aren’t villains in their own eyes, and Jewall’s law is on their side.
Names#
Three bouncing syllables that end bright, on -y, -ick or -le. A work-name is the opposite: one dwarven syllable. Fizzywick Copperkettle, Nimmobble Bentnail, Linnybell Tinwhistle.

