Gnomes
Gnome societies are not a single guild of invention: they live by sharing knowledge among observatories, small gardens, mobile forges, and deep workshops.
Canonical record
Gnomes are not a monoculture.
- Forest Gnomes: Underbranch paths, seed archives, and secret communications. - Rock Gnomes: Kar-Dur engineering and independent workshops. - City Gnomes: Astereth’s Nine Canals, star mirrors, observatory clocks, and terrace infrastructure; Lethar treats them as highly paid, indispensable specialists. City Gnomes elsewhere are usually on short duty, guild exchange, or an extension of Lethar training. - Rainforest Gnomes: Map, paint, medicine and tree architecture.
Curiosity is valued among the Gnomes, but each culture evaluates knowledge differently: The Lower Branch stores, From there records, Forty Bridges sells.
Gnome Multi-Assembly Master
Small humanoid (Gnome), any disposition
Defense 15 (reinforced jacket)
Hit Points 40 (9d6 + 9)
Speed 7.5m.
Saves Intelligence +6, Cog +4
Skills Arcana +6, Research +8, Sleight of Hand +4
Senses darkvision 18 m., passive Perception 12
Languages Common Language, Gnomish and a technical language
Threat 3 · Experience Award 700 • Proficiency Bonus +2
Features
Gnome Cunning. Intelligence, Wisdom, and Charisma have advantage on spell saves.
Ready Tool. Activates one of the following mechanics at the start of its turn: +1 to its Defense; +3 m. to speed; 1d6 lightning damage to its next attack.
Actions
Multi Attack. The Master makes two attacks with his spark gun.
Spark Gun. Ranged Weapon Attack: +6 to hit, range 18/54 m., one target. Hit: 9 (1d10 + 4) lightning damage.
Spring Trap (Recharge 5–6). Throws a trap within a 3-meter area within 9 meters. If creatures in the area fail a GM 14 Agility save, they take 10 (3d6) piercing damage and are subdued. Can escape by making a GD 14 Strength save with the action.