Faalorian Gnomes
The history of Faalor really is a history of the
gnomes. For well over a thousand years, the island
belonged to the gnomes alone. They wandered in small
groups, settled for a season or a decade (even longer) in
remote dells, fields and forests. Then they moved off in
search of a new home. From time to time, they built
underground cities, but they never stayed very long.
About the time the orcs invaded the island, the Gnomes
began to settle in permanent communities. This is especially
true in the north as well in regions that would some-day be
called Faewood. Building neither of stone or metal,
gnomes seldom leave ruins behind. Their usual homes consists
of wooded dens built from huge fallen trees or cozy nests dug
out the side of a riverbank.
Gnomes on Faalor generally despise technology of any kind, preferring
to work with their hands and directly with the natural
world. They tend to live in woodland family groups
consisting of no more than a dozen gnomes. In the
northern regions, where gnomes are the dominate race, they
thinly spread themselves over large stretches of land to avoid
taxing the earth too much.
Gnomes worship their own patron deity: Mackelmyr.
Mackelmyr is a powerful god who, it is said, created the
Island of Faalor itself and placed the gnomes here.
While Mackelmyr is the god of nature, he is a good natured
fellow, opposed to evil, free-wheeling and attentive to his
creatures. He is equal parts predictable and
unpredictable, like nature itself, warrior and trickster.
Gnome Racial Traits
- +2 Constitution, -2 Strength
- Small: as Small creatures, gnomes gain a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a +4
size bonus on Hide checks, but they must use smaller
weapons then humans use and their lifting and carrying
limits are ¾ of those of medium-size characters.
- Gnome base speed is 20 feet.
- Low-light vision: Gnomes can see twice as far as a human
in starlight, moonlight, torchlight, and similar
conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.
- +2 racial bonus on saving throws against illusions.
- +1 racial bonus to attack rolls against Mnluug orcs.
- +4 dodge bonus against giants. Note that any time a
character loses his positive Dexterity bonus to Armor
Class, such as when he's caught flat-footed, he looses his
dodge bonus too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Alchemy check.
- Automatic Languages: Common and Gnome. Often speak
Elvish, Dwarven.
- Gnomes with Intelligence scores of 10 or higher may cast
the 0-level spells (cantrips) dancing lights, ghost sound,
and prestidigitation, each once per day. These are arcane
spells, and as such the gnome suffers spell failure
penalties for wearing armor.
- Favored Class: Illusionist, which is a wizard who
specializes in casting illusion spells.
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