Gnomes

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Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:28 pm

Gnomes, or the Forgotten Folk as they are sometimes known, are small fey humanoids known for their eccentric sense of humor, inquisitiveness and engineering prowess. Having had few overt influences on the world’s history but many small and unseen ones, gnomes are often overlooked by the powers that be despite their craftiness and affinity for illusion magic.

Society

Gnome society had changed greatly over the different editions of Dungeons & Dragons. In the first edition, they were portrayed as intensely curious and intellectual, keeping in theme with their spell-casting niche, with an interest in gemstones. They typically lived in hills, and acted as intermediaries between dwarves, elves, and Halflings.

In the second edition, gnomes received further background. According to The Complete Book of Gnomes and Halflings, gnomes have an intricate society based on their love of all kinds of arts, pranks, and their long lives. Their society is based on art; all gnomes must take up some form of art whether music, painting, cooking, building, or any other form that is considered creative by the time they come of age.

Gnomes are naturally friendly, highly social and fun loving people. They are respected by Elves for their communion with nature and knowledge of arcane magic, admired by Halflings for their humor, and sought out by Dwarves for their gem cutting skills.

Names

Mothers give birth at home and the birthing chamber is open only
to the father and a favored professional, like an herbalist, midwife or physician. They alone will assist the mother. The first and last names are given at the time of birth by the parents. However, gnome births are cause for a family gathering.

Beyond the birthing chamber, a cleric and numerous friends and relations gather to await the newborn’s arrival. Many names will be given to the child this day. Any member of the community can offer a name.

Additional names are given throughout a gnome’s lifetime. They are usually descriptive of the person but can also be given in playful jest. Gnomes have exceptionally long names by the standards of other races. For this reason, gnomes will choose a name with which they prefer to be identified. Often this name is chosen for its ridiculousness or difficulty in pronunciation.

Birth pets

Prior to the birth of a child, gnome parents select what they believe will be an appropriate childhood pet. The pet, itself a newborn, is given to the child at birth. This bonds them for the life of the pet.

Gnome babies learn to speak the language of their birth pet in much the same way as twins are said to share a special language. However, this bond does not survive childhood. As a gnome child ages and gains mastery of the gnome language, communication on this empathetic level becomes exhausting. Adult gnomes can communicate with such an animal for only a few minutes a day.

The death of a birth pet is a rite of passage for gnome children. This is usually a gnome child's first experience with death.

Relationship with animals

Gnomes treat animals with the same respect as that of sentient races. The close relationship gnomes have with nature rivals that of the elves. Gnomes befriend their animal neighbors and often invite them to live indoors in exchange for service. Cages, leashes, or restraints of any kind are barbaric and distasteful.

Magic in common

Gnomes can perform the spell-like abilities of dancing lights, ghost sound and prestidigitation. These skills are taught in early childhood and play a large role in both childhood and adult games. Gnome children are competitive in the use of these powers. Practical jokes are perceived as contests of wit and skill.

Education

Gnomes believe that pushing a child into a particular interest or vocation may be damaging to the child’s nature causing unhappy or introverted children. Gnomes are encouraged to explore all of their interests as they come. Gnomes are blessed with ever expanding imaginations. They seek to improve their world without bringing it harm through the use of mechanical inventions and alchemy. Gnome homes and villages are often littered with peculiar new creations and unfinished projects.

At the age of 30, gnome children begin school. Their studies continue for 9 years divided into three main sections. The first 3 years focus on the general studies of alchemy, history, mathematics, reading and writing. Grades 4 through 6 focus on the specialization the gnome child has chosen, and the last three years are largely independent study.

Upon completion of schooling, gnomes are required to offer a Final Showing. This culminating project may consist of whatever the student believes best demonstrates their knowledge and skill in their chosen course of study. 9 mentors in the appropriate field will judge this Final Showing. All nine must judge the Final Showing project positively for the gnome to qualify for a Certification test.

Certification is a stressful 6-hour long process. Graduating students again face the 9 mentors from their Final Showing alone. This time, the mentors will pose numerous questions designed to test the limits of their knowledge.

Courtship, love and marriage

Gnomes begin to take interest in the desired sex during their school years. Prior to the start of school, romantic involvement is generally unheard of and strongly discouraged. Courtship comprises a series of practical jokes with the intended being the target.

Gnome weddings last for a week as gnomes love indulgence and they make all celebrations on the grandest possible scale. Gnomes take a traditional approach to love and marriage. Relationships last as long as both partners desire it so and no longer. If love begins to go wrong between a couple they may break up, believing it was a prank by Garl Glittergold. In cases where one partner has broken the bond prior to the other partner realizing it, the injured party may become hostile forcing one party to relocate to a new village. Such occurrences are rare and usually involve a mentally unhealthy partner. Gnomes are in touch with their emotions and tend to be honest with their feelings.

Gem cutting skills

Gnomes are known the world over for their superior gem-cutting skills. A rock is not a rock, nor a stone a simple stone. They are living parts of the earth with their own life essence. Gnomes get to know a gem before deciding to bring out its inner beauty. Particularly spectacular gems may go uncut for many years before a worthy cutter may be found.

Burgomaster and governance

The burgomaster is the current leader of the gnome village. The honor of burgomaster is bestowed by acquiesce on an annual basis to the wittiest amongst the villagers. Candidates campaign through competition. Each candidate seeks to prove their worthiness by improving the lives of the villagers. The competition concludes when the last competitor withdraws in favor of the new burgomaster. As gnomes are a just and learned people, the election process lasts about a week despite a lack of imposed time limit.

The burgomaster works with a council of 9 community leaders who run the village. Each council member has a specific area of responsibility and serves for 3 years.

Crime

Gnome communities are small and close-knit. A sane gnome would never consider trespassing on another gnome beyond the usual practical joke. Gnome criminals are considered insane and are treated by alchemists, clerics and magicians until cured. This said, however, most gnomes would gladly kill their hated enemy, kobolds.

Religion

In the Greyhawk cosmology, the primary gnome deity is Garl Glittergold. In many campaign settings, the gnome pantheon also consists of Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:33 pm

Garl Glittergold

Garl Glittergold is the patron deity of gnomes His symbol is a gold nugget.

Garl carries an intelligent axe named Arumdina (/ərəmˈdaɪnə/ ə-rəm-DY-nə)

Description

Garl is depicted as a handsome, golden-skinned gnome with sparkling gemstones for eyes. He wears a flowing silk cloak and usually a substantial amount of gold decoration.

Relationships

Garl, as god of Luck and Trickery, leads the gnomish pantheon. He is the arch enemy of kobolds and their patron deity Kurtulmak.

In many campaign settings, the gnome pantheon of gods consists of the leader, Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen.

In Races of Stone, Garl Glittergold has a twin brother (and nemesis), Gelf Darkhearth, his rival for the hand of the goddess Sheyanna Flaxenstrand.

Garl is on good terms with Aasterinian and Pelor and allied with Yondalla, Corellon Larethian, and Moradin. He is also allied with Brandobaris, Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Erevan Ilesere, Grumbar, Vergadain, and all of the gnomish pantheon except for Urdlen and Gelf.

Garl's enemies include Kurtulmak, Urdlen, Gelf, Gruumsh and the other orc, kobold, and goblin gods.

Realm

Garl lives in the gnomish realm of the Golden Hills on the plane of Bytopia. The Golden Hills are a set of seven hills, one for each of the deities who dwell there. The whole realm glows with a golden hue. Garl's hill is known as Glitterhome, but he prefers to wander throughout the realm, often in disguise.

Dogma

A sense of humor is an important thing for anyone to cultivate, regardless of their hardships. The inhabitants of a community ought to cooperate for the greater good. Pranks are a sacrament. Authority figures shouldn't take themselves too seriously. The tales and jokes of the gnomish people should be preserved, but change should not be feared.

Worshippers

Garl Glittergold is the most popular of the gnomish deities, and honored, in one way or another, by nearly all gnomes.

Clergy

Garl's clerics wear war helms and gold belts. On ceremonial occasions, their helms and armor are plated with gold as well. Novice priests are known as the Uncut, while full priests are called Jewels. The ranks in Garl's hierarchy are, in ascending order, the Amethyst, Topaz, Opal, Jacinth, Diamond, Emerald, Ruby, and Sapphire priests. High priestesses are called Star Rubies while male high priests are called Star Sapphires. Specialty priests are called glitterbrights.

Priests of the Sparkling Wit serve as crafters, teachers, goldsmiths, miners, entertainers, mediators, councilors, and protectors. They defend the community against outside threats, often with axes, their god's favored weapon.

Temples

Temples to the Priceless Gem are unassuming and often hidden. They are normally worked caves just beneath the surface, in the heart of a gnomish community. They are usually circular with a domed ceiling divided into four quadrants, the walls and ceilings decorated in gold leaf and studded with gold nuggets when this can be afforded. Comedians, illusionists, and other entertainers use the space to bring joy and laughter to the faithful. Priests there are usually glad to help traveling gnomes in need.

Rituals

Ceremonies in honor of Garl are flashy, full of illusion and mystery. They extol gnomish virtues such as cleverness and craftsmanship. During the Communion of Laughter, the faithful are expected to sacrifice a bit of gold or gold dust to the church, who use it for the good of the community.

Prayers to Garl are typically composed in call-and-response style, with the priest asking a riddle and the flock calling out the answer.

Holy days

Worship services are held on the 13th of each month in a holiday known as the Communion of Laughter. Lasting the whole day, the Communion of Laughter includes quiet contemplation, prayer, communal eating, dancing, storytelling, and joke-telling contests.

Myths and legends: Birth of the gods

The gnomish gods were born as gems or veins of precious metals in the heart of the world, some say. Subterranean waters slowly eroded the earth around them until they were free.

Creation of the gnomes

While most gnomes imagine the multiverse as a steady-state model with no beginning or end, there does exist a myth of the ever-curious Garl Glittergold descending into a limestone cave system and being alerted to the presence of a hidden cavern by his intelligent axe, Arumdina. Using his magic to enter the cavern, Garl discovered it was covered wall to ceiling with brilliant gems. Picking some of the gems out of the wall and breathing on them, tiny forms within the gems were set free, becoming the first gnomes. Some believe the svirfneblin came from rubies, the rock gnomes came from diamonds, and the forest gnomes from emeralds. In other versions of the myth, a handful of the tiny forms are blown into the air by a sudden upcurrent, and they become the ancestors of some minor faerie folk. Usually, the first thing Garl does after setting the gnomes free is tell a hilarious joke.

Garal

Dwarven legends claim that Garl was once a dwarf god of magic called Garal, who drew away a portion of the dwarven people and remade them to suit his needs, thus creating the gnomish race.

Gelf

There was a time when all was harmonious and good. But then Garl Glittergold noticed a disharmony, a dissonance, the sound of a being at odds with all existence. He investigated the sound, and after traveling for days in the space of an instant he discovered his counterpart, Gelf Darkhearth, who was exactly the same height and shape as Garl, even dressed the same as Garl, but with gray skin and black hair. The terrible sound emanated from Gelf's weapon, which was a thing of chaos, neither musical instrument nor sword nor wand but all of these things, shifting from one to the other. The two discovered they knew everything about one another, and that they were fated to battle eternally, Garl's sword against Gelf's thing, and so they do, because their ways are antithetical to one another. Their battle is the battle that goes on within every gnome's heart between peace and tranquility and the desire for rebellion and change. It is the battle of the multiverse itself, creation balanced against destruction.

Gruumsh

The gnomes of Gaborren's Rift in the Grandwood forest have a unique myth in which Garl directly battles the orcish god Gruumsh, doing more than deploying mere tricks and illusions, but attacking him with the desire to kill.

Kurtulmak

According to legend, Garl collapsed the cave-system hall of Kurtulmak. The circumstances of this are debated, but most gnomish legends (according to Monster Mythology) say that Kurtulmak had ambushed and bound Garl, while Garl only pretended to be bound securely in order to play his prank, while in kobold legends (according to Races of the Dragon) says Glittergold acted out of jealousy, and Kurtulmak was ascended to godhood after that indecent.

According to another version of the myth in Dragon #61, the Sparkling Wit sneaked into Kurtulmak's throne room and created a structural defect in the ceiling. Kurtulmak was entertaining the arch-devil Asmodeus when the roof came down on them both. The archdevil, believing this had been an assassination attempt, suspended Kurtulmak over an active volcano by his tail for a week.
Last edited by Full Moon on Mon Jan 04, 2016 8:38 pm, edited 1 time in total.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:36 pm

Baervan Wildwanderer

Baervan Wildwanderer is the gnome deity of Forests, Travel, and Nature.

Description ?

Relationships

In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen.

Realm

Baervan lives in the gnomish realm of the Golden Hills on the plane of Bytopia.

Dogma ?

Worshipers ?

Clergy

Baervan's clerics wear wood-brown clothes and green caps. His sacred animal is the raccoon.

Temples, rituals, and holy days

Baervan's holy days are on the full moon, and he is worshipped in forest clearings. Treasured items are sacrificed to him monthly.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:41 pm

Baravar Cloakshadow

Baravar Cloakshadow (BARE-uh-vahr CLOKE-sha-doh) is the gnomish deity of illusions, protection, and deception. He creates traps and illusions of stunning complexity and cunning. He is somewhat mean-spirited compared to most of the other gnomish gods, and his pranks may cause even his friends real pain, at least emotionally. He genuinely hates the kobold, goblinoid, and orcish races, believing they cannot be expected to reform. His symbol is a cloak and dagger.

Description

Baravar appears as a young, dark-haired gnome with beady eyes. He is very alert and vigilant, and always dressed in dark clothing. He is a thief, though not a terribly competent one, making up for his lack of physical expertise with confounding illusions. He wields a magical poison-dripping dagger called Nightmare, and a magical garment called the Shadowcloak.

In many campaign settings, the gnome pantheon of gods, also called the Lords of the Golden Hills, consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen. Baravar is allied with all of the gods of his pantheon, except Urdlen. Baravar works with the former gnomish god of magic, Segojan Earthcaller, to advance the arcane arts, and with Calladuran Smoothhands, for many svirfneblin are experts in magical deception. Gaerdal disapproves of Baravar's deceptive nature, and sometimes seeks to thwart his schemes.

Baravar's enemies include Abbathor, Kuraulyek, Kurtulmak, Urdlen, and the various goblin gods, but dislikes the deities of all evil humanoid races. He does not restrain himself in expressing this hatred either, visiting all manner of cruel pranks upon them when he can.

Realm

Baravar lives in the gnomish realm of the Golden Hills on the plane of Bytopia. His domain there is called the Hidden Knoll; it is filled with tricks and nonlethal traps, which Baravar continually changes. Those able enough to avoid these hazards are permitted to freely take the treasures Baravar stows there for that purpose.

Dogma

Baravar teaches that deception is the only reliable way to find safety in the dangerous world. His followers are encouraged to develop their own abilities of deception and to avoid complete trust in anyone. Followers of Baravar may hope for the best, but they must be prepared for the worst. Harsh practical jokes are encouraged as a means of vengeance. Baravar's followers try to maintain the facade of being law-abiding citizens, though they are taught that laws should be readily discarded if it is more convenient to do so. They devote themselves to their art and to those they love.

Worshippers

Baravar is the primary gnomish god of magic, and as such he is revered by gnome wizards of all subraces, as well as those gnomes who create magical items and all those who must survive by their wits. Those who often have to battle kobolds and goblins revere him especially. Where evil humanoids are concerned, "Do unto them before they have a chance to do unto you" is both their motto and their god's.

Clergy

Clerics of Baravar work to further refine illusion magic, and they quest for new illusion magic and magical items. They are researchers and adventurers. They are encouraged to be proficient in camouflage, disguise, and hiding. They are well regarded among gnomes for their efforts against kobolds and goblins. Dwarves often exhibit dislike of Baravar's clerics, who with their deceitful ways embody all that a typical dwarf distrusts about gnomes.

Novice clerics of Baravar are known as the Cloaked. Full priests are given the title of Illusory. Apart from that, they have a wide variety of titles, changing them as suits their purposes in order to disguise exactly who leads whom. Specialty priests are known as Hoodwinkers.

On ceremonial occasions, Baravar's clerics wear black hooded cloaks, gray cloth masks, and carry ornate silver daggers with wavy blades. They used tarnished miniature versions of these daggers as their holy symbols. Adventuring clerics wear the garb of rogues, including dark gray or black cloaks.

Temples

Baravar's temples are never presented as such, being usually disguised as some unrelated type of building and further cloaked with hidden doors, traps, and illusions.

Holy days

Baravar's holy nights are when Luna is new.

Rituals

Once a month, when the Mistress is hidden in the sky, Baravar is honored in a ritual known as the Cloaking. The location and nature of this ceremony is constantly changing. Most often it is performed in public places, with the celebrants challenged to prevent the uninitiated from ever realizing what's going on. For this reason, unexplained gatherings of gnomes are sometimes referred to as "meetings of the Illusory."

Typical offerings to the Sly One are realistic illusions depicting objects the casters have sensed. The more convincing these illusions are, the better the Master of Illusion is pleased.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:43 pm

Flandal Steelskin

Flandal Steelskin is the gnome deity of mining, smithing, and fitness. His symbol is a flaming hammer.

Description

Flandal appears as a balding, aging gnome with skin the color of blue mithral steel, eyes like flaming coals, and hair of brilliant blue-silver. He wears a leather apron over the rest of his clothes, and carries Rhondang, an intelligent axe-backed hammer made of yellowish metal. He is the strongest of the gnomish pantheon and is able to sniff out veins of any ore with his prodigious nose. As such, he is the patron of gnomish warriors, miners and metalworkers.

Relationships

In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen. Flandal is friendly with all of the gnomish gods save Urdlen; he is also an ally of the dwarven god Moradin, who shares his interest in the working of metals. He has the ear of Garl, as he helped forge Garl's intelligent axe Arumdina.

Realm

Flandal lives in the Mithral Forge in the gnomish realm of the Golden Hills on the plane of Bytopia.

Worshippers

Flandal Steelskin is worshiped by those gnomes concerned with mining, smithing, and fitness.

Clergy

Flandal's clerics wear red leather armor and steel helms. Their favored weapon is the warhammer. They are miners and smiths and they watch over the safety of gnomish miners. They often undergo rigorous strength training.

Temples

Flandal is worshipped in underground forges.

Rituals

Forged weapons are sacrificed to Flandal Steelskin annually, on the Summer Solstice.

Holy days

Flandal's holy day is the Summer Solstice.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:45 pm

Gaerdal Ironhand

Gaerdal Ironhand is the gnome deity of protection, vigilance, and combat.

Description

Gaerdal's legendary sternness is a bit of a joke among the pranksters of his pantheon, but it's said that their japes make him chuckle to himself in private.

Relationships

In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen.

Gaerdal is distrustful of both Baervan Wildwanderer and Baravar Cloakshadow, whom he feels are deceitful and somewhat dishonorable.

Realm

Gaerdal lives in Stronghaven in the gnomish realm of the Golden Hills on the plane of Bytopia.

Dogma ?

Worshipers ?

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:48 pm

Nebelun

Nebelun is the gnome deity of inventions and good luck. His symbol is a bellows and lizard tail.

Description

Nebelun manifests as a spry old gnome with a black frock-coat and glasses. He carries a black leather bag containing many bizarre tools and items. His hat is a hat of disguise, and his mace doubles as a wand of wonder. He can appear and disappear seemingly randomly.

Nebelun is a wandering deity, full of tricks, unlikely schemes, and continuous mishaps. He is fearless, to the point of outright insanity. The mechanical contrivances he creates often don't work as intended, but their unintended results often turn out to be useful. Nebelun is curious, humorous, playful, and most of all inventive.

Relationships

In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Gelf Darkhearth, Nebelun, Segojan Earthcaller, Sheyanna Flaxenstrand, and Urdlen.

Realm

Nebelun lives in the gnomish realm of the Golden Hills on the plane of Bytopia, where he keeps a workshop known simply as the Workshop. He likes to go to Olympus once in a while, though; he has recently camped in the workshop of Hephaestus[citation needed].

Worshippers

Nebelun is revered by gnomish inventors of all stripes, as long as they are non-evil and non-lawful, and the humorous tales of his adventures are popular among inventors and non-inventors alike. "Nebelun's head!" is an exclamation roughly equivalent to "Eureka!" Nebelun will sometimes send omens in the form of rearranged tools or obscure puzzles.

Clergy

Clerics of Nebelun are, of course, inventors and experimenters. They are forbidden from using simple weapons when more complicated ones are available, and they must have built their weapons in part themselves. They often adventure in order to fund their research.

Temples

Temples of Nebelun are complicated workshops.

Myths and legends

Apotheosis

Nebelun was once a mortal gnome, but he progressed from mortal to hero-deity to lesser deity all on his own. He is thus a source of inspiration to many gnomes, a goal that they too might one day achieve.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:51 pm

Segojan Earthcaller


Alignment
Neutral Good

Portfolio
Earth, nature

Domains
Earth, Good (also Cavern and Gnome in Forgotten Realms)

Superior
Garl Glittergold

Design details


In many campaign settings for the Dungeons & Dragons role-playing game, Segojan Earthcaller is the gnome deity of earth and nature. Unlike Baervan Wildwanderer, who is a god of the plants and forests of the surface world, Segojan's area of concern is the deep earth and the life within it. He is said to have given the gnomes their ability to communicate with burrowing mammals. His symbol is a glowing gemstone; usually this is a finely cut gem of any type in which illusion spells have been cast to provide magical light. This can be any gem, but Segojan is associated strongly with diamonds. The god's own power makes these spells permanent as long as they are carried by his priests. His sacred animal is the badger.

Segojan is also the gnomish god of the dead, because gnomes inter their fallen in his domain. Segojan is one of the oldest gods of the gnomes. He was originally the god of nature in general, mining, jewelry-making, and magic, but these roles have become supplanted over time by Baervan Wildwanderer, Flandal Steelskin, Garl Glittergold, and Baravar Cloakshadow, respectively.

Description

Segojan is known to the gnomes as a gray-skinned gnomish man wearing armor or grass and roots. He can burrow easily through earth, clay, and even stone. He is accompanied by an intelligent stone golem, and his avatar can create unintelligent ones with his magical quartz rod.

Relationships

In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen. He is on good terms with every member of his pantheon, except for Urdlen. Segojan is on excellent terms with the god of the svirfneblin, Callarduran Smoothhands. He works closely with the younger deity of magic, Baravar, on the development of the arcane arts.

Other allies of Segojan include Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Grumbar, Psilofyr, Sehanine Moonbow, Sheela Peryroyl, Urogalan, and various Animal Lords. Among the human gods, Segojan is most closely linked to other gods of nature, earth, and to a lesser extent death.

Segojan's enemies include Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Urdlen, and Zuggtmoy.

Realm

Segojan lives in the gnomish realm of the Golden Hills on the plane of Bytopia. His domain there is known as the Gemstone Burrow, which is rumored to host an endless number of crude tunnels dug by the many animals who serve the Earthfriend. There are rumors of lost treasure hoards as well. Segojan's relationship with burrowing mammals is so close that emissaries of the animal lords of the Beastlands often pay visits to the Gemstone Burrow.

Dogma

Segojan teaches that the heart and soul of the gnomish race is the substance of the earth. The gnomes spring from its comforting embrace, live much of their lives in its depths, and are buried there when they die. Segojan believes that the treasures of the Oerth are to be preserved, both mineral and living. He encourages exploration and mining, and urges his followers to avoid the destruction and avarice personified by Urdlen. The Earthfriend's priests teach that Segojan will protect those who obey his teachings.

Worshippers

Segojan is a popular deity among gnomes who dwell in the earth, particularly rock gnomes and deep gnomes, and he is considered to be the patron of the rock gnome subrace. In deep gnome and forest gnome communities, his church occupies a powerful secondary position, working closely with the temples of Calladuran and Baervan, respectively. He is revered by miners, jewelers, illusionists, and artificers.

Clergy

Segojan's clerics wear gray and dark brown leather armor and fur caps. Segojan is a cooperative, friendly deity, so they work with clerics of Flandal Steelskin to oversee miners and make sure they are safe and protected, and with clerics of Baervan to preserve and protect the natural environment. With Calladuran's clerics they create and reinforce ties with the deep gnomes, sharing rumors and knowledge with them. They actively guard gnomish territories against incursions by creatures of the Underdark, and travel deeper than gnomes generally dare to explore. They preside over most gnomish funeral rites.

On ceremonial occasions, clerics of Segojan wear fur caps and leather armor of gray or brown. They take fur only from animals that have been hunted for food; Segojan does not permit his followers to take animals purely for their furs and leave the rest to waste.

Novice clerics are called the Unearthed, and full priests are called Earthcallers. The titles, in order of ascending rank, are: Shrew, Mole, Vole, Ermine, Groundhog, Wolverine, Badger, and Arumvorax. Specialty priests are known as Earthfriends. Many priests of Segojan are multiclassed fighter/clerics, cleric/illusionists, or cleric/thieves. The highest-ranking priests have titles unique to them.

Temples

Segojan is worshipped in subterranean temples, which are several caverns excavated from the earth and linked with twisty tunnels. Some also function as museums and zoos, though the animals there are never caged. Segojan's temples are filled with sculptures, gems, and illusions.

Rituals

Gemstones are sacrificed to Segojan on the Winter Solstice, Spring Equinox, Summer Solstice, and Autumnal Equinox. The faithful of the Digger of Dens gather in plainly adorned chambers and drop worked and unworked gems into holes dug in the ground. It is said that the Lord of the Burrow commands small burrowing creatures to bring these gems elsewhere for gnomes to rediscover.

A widely observed funerary ritual known as the Earthen Embrace involves the dead being slathered with a specially prepared mud by Segojan's clerics and left to harden for three days until it becomes like stone. Illusionists use magic to make this earthen mummy appear as the deceased did in life. Then friends and relatives gather about the body, resting on a rug made from the fur of burrowing mammals, and recount stories of his or her life. Finally the mummy is left to rest in an earthen niche. Some groups embed small gems into the mud before it hardens, and as a result graves are unmarked in order to deter grave robbers. Prominent gnomes may be commemorated by permanent illusions that function as public sculptures. Coffins or sarcophagi are rarely used, except among some forest gnome groups who prefer wooden coffins.

Holy days

Segojan's holy days are the first days of each season.

Myths and legends

The birth of the gods

Segojan is said to have been born from a diamond in the heart of the world, before he was released by the erosion of underground waters.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 8:55 pm

Urdlen

Urdlen is the gnome deity of greed and blood and destruction.

Description

Urdlen manifests as an enormous blind mole.

Relationships

Urdlen is the enemy of the gnomish and halfling pantheons. The hero-deity Roykyn was formerly a priestess of the Crawler Below.

Realm

Urdlen's realm is the Worm Realm, located on the 399th layer of the Abyss. There, Urdlen tunnels through the ground, completely unconcerned with his petitioners, who dig in the tunnels he leaves behind. The petitioners, mostly evil gnomes, have no society whatsoever; they simply pursue their own greed in the ore-rich earth.

Clergy

Urdlen's priests wear white cloaks. Its sacred animal is the white mole.

Temples, rituals, and holy days

Urdlen is worshiped in underground caverns. Sacrifices of blood and jewels are made to it annually. Its holy day is the winter solstice.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 9:02 pm

Svirfneblin

Ecology

Svirfneblin have the ability to listen to earth and stone (but not to speak to it, as do the pech). Additionally, the deep gnomes have a very basic form of telepathy with one another, allowing them to exchange general ideas (for example, alerting comrades to danger).

Environment

Svirfneblin live underground, usually in the Underdark.

Typical physical characteristics

Svirfneblin closely resemble their surface-dwelling brethren, save for their paler complexions and the fact that they have little or no hair.

Alignment

Svirfneblin are usually of neutral alignment.

Society

Contrary to many other racial varieties who were forced to retreat to the Underdark due to some violent conflict in the past (like the drow elves), the deep gnomes were led underground peacefully by their patron god, Callarduran Smoothhands. Most svirfneblin venerate the aforementioned deity primarily, and also the patron deity of all gnomes, Garl Glittergold.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 9:03 pm

Rock gnomes

Rock gnomes are the standard gnome subrace . They live in burrows beneath rolling, wooded hills. Friends to animals, rock gnomes have a racial ability that allows them to speak with burrowing animals.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 9:04 pm

Forest gnomes

Forest gnomes are smaller than rock gnomes. They are a shy, secretive folk, living deep in wooded areas.

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Re: Gnomes

Post by Full Moon » Mon Jan 04, 2016 9:05 pm

Obviously there are some serious gaps here. Anyone wishing to contribute material or have suggestions for improvement or correction feel free to PM me and let me know so I can edit the thread.

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