Gnomes are a small and cheerful race of humanoids that live in various environments, from underground caverns to forest glades. They are known for their curiosity, creativity, and knack for invention. Gnomes have a strong sense of community and often form tight-knit clans or guilds. Gnomes are also fond of jokes, pranks, and wordplay, and enjoy making fun of themselves and others.
Gnomes have many subraces, each with its own distinct traits and culture. Some of the most common subraces are:
Deep Gnomes, also called Svirfneblin, are the most reclusive and secretive of the gnomes. They dwell in the depths of the Underdark, where they carve out hidden cities and defend themselves from the dangers of the dark. Deep gnomes are gray-skinned, hairless, and have large eyes that can see in the dark. They are skilled at stealth, illusion, and earth magic.
Forest Gnomes are the most in tune with nature and animals. They live in secluded woodland communities, where they cultivate gardens and befriend small creatures. Forest gnomes are brown-skinned, green-haired, and have a knack for illusion magic. They can also communicate with small animals.
Rock Gnomes are the most common and widespread of the gnomes. They live in hills, mountains, or underground burrows, where they build ingenious devices and machines. Rock gnomes are tan-skinned, fair-haired, and have a talent for tinkering and artifice. They can also create clockwork toys that can perform simple tasks.
Spriggan Gnomes are the most mischievous and chaotic of the gnomes. They live in nomadic bands that roam the lands, causing trouble and stealing from others. Spriggan gnomes are pale-skinned, black-haired, and have a unique ability to grow to giant size when threatened or angry.
Tinker Gnomes are the most inventive and eccentric of the gnomes. They live in sprawling metropolises that are filled with bizarre contraptions and experiments. Tinker gnomes are obsessed with science and technology, but often disregard safety and common sense. Tinker gnomes are blue-skinned, red-haired, and have a penchant for explosions and mishaps.
Gnomes are a diverse and fascinating race that can add a lot of flavor and fun to any adventure. Whether they are allies or enemies, gnomes always have something interesting to say or do.
Gnomes: A Race of Many Worlds
Gnomes are one of the most versatile and adaptable races in the D&D multiverse. They have appeared in almost every edition and version of the game, but their nature and origins have varied considerably over time. Here is a brief overview of how gnomes have changed from edition to edition.
- Original D&D: Gnomes were introduced as a new alternative to dwarves, elves, and halflings in the original 1974 edition of D&D and its second supplement, Blackmoor (1975). They were based on the mythology of various European cultures, especially the Germanic and Celtic traditions. They were described as a bearded, short race similar to halflings and dwarves, but more skilled in magic and illusion. They had no connection to the fey or the First World.
- AD&D 1st edition: Gnomes appeared as a player character race in the original Player’s Handbook (1978) and the original Monster Manual (1977). They were divided into two subraces: rock gnomes and deep gnomes (also called svirfneblin). Rock gnomes were the most common and widespread of the gnomes, living in hills, mountains, or underground burrows. They were known for their tinkering and artifice skills, as well as their ability to create clockwork toys that could perform simple tasks. Deep gnomes were the most reclusive and secretive of the gnomes, dwelling in the depths of the Underdark. They were gray-skinned, hairless, and had large eyes that could see in the dark. They were skilled at stealth, illusion, and earth magic. A new gnomish subrace, the tinker gnome (also called minoi), was introduced in Dragonlance Adventures (1987). Tinker gnomes were obsessed with science and technology, but often disregarded safety and common sense. They lived in sprawling metropolises that were filled with bizarre contraptions and experiments. Tinker gnomes were blue-skinned, red-haired, and had a penchant for explosions and mishaps.
- AD&D 2nd edition: Gnomes appeared as a character race in the second edition Player’s Handbook (1989) and the Monstrous Compendium Volume One (1989). Four gnomish races – forest, rock, tinker, and deep (svirfneblin) – were detailed as player character races in The Complete Book of Gnomes and Halflings (1993). Forest gnomes were the most in tune with nature and animals. They lived in secluded woodland communities, where they cultivated gardens and befriended small creatures. Forest gnomes were brown-skinned, green-haired, and had a knack for illusion magic. They could also communicate with small animals .
- D&D 3rd edition: Gnomes appeared as a character race in the third edition Player’s Handbook (2000) and the 3.5 revised Player’s Handbook (2003). They were given a new origin story: they were not native to the Material Plane, but rather emigrated from the First World, the realm of the fey. This explained their bizarre reasoning, eccentricity, obsessive tendencies, and what some saw as naivete. It also introduced a new affliction that threatened all gnomes: the Bleaching. The Bleaching was a condition that slowly drained the color – literally – from gnomes who failed to dream, innovate, and take in new experiences. It plunged them into states of deep depression that eventually claimed their lives. Very few gnomes survived this scourge, becoming deeply morose and wise survivors known as bleachlings .
- D&D 4th edition: Gnomes appeared as a player character race in Player’s Handbook 2 (2009). They were reimagined as tricksters and illusionists who used their magic to evade or befuddle their enemies. They had a strong connection to the Feywild, a parallel plane of vibrant nature and magic. They were also more closely related to elves than to dwarves or halflings. They had pointed ears, slender bodies, and expressive faces that could change color with their mood.
- D&D 5th edition: Gnomes appeared as a player character race in the fifth edition Player’s Handbook (2014). They were a combination of the 3rd and 4th edition versions, retaining their fey origin and their Bleaching affliction, but also their tinkering and artifice skills. They were divided into three subraces: forest, rock, and deep (svirfneblin). Forest gnomes were similar to the 2nd edition version, but also had a minor talent for speaking with small beasts. Rock gnomes were similar to the 1st edition version, but also had a special ability to create clockwork devices that could perform simple tasks. Deep gnomes were similar to the previous editions, but also had a special ability to cast nondetection on themselves once per day.
- Pathfinder: Gnomes appeared as a character race in the Pathfinder Core Rulebook (2009). They were based on the 3rd edition version, but with some differences. They were more alien and whimsical than their D&D counterparts, exhibiting a wide range of natural skin, hair, and eye colors. They also had very long expressive eyebrows above large, child-like eyes that could cause others to be more trusting and protective of gnomes. Some found these traits, along with the too-wide mouths and smiles, to be alien and frightening . Gnomes had four heritages: fey-touched, sensate, umbral, and vivacious. Fey-touched gnomes had a stronger connection to the First World and could cast minor illusions. Sensate gnomes had heightened senses and could detect magic. Umbral gnomes had an affinity for darkness and shadows and could cast ghost sound. Vivacious gnomes had a vibrant personality and could cast dancing lights. Deep gnomes (svirfneblin) appeared as a separate ancestry in the Pathfinder Bestiary (2009). They were similar to the D&D version, but also had a special ability to create alchemical items .
As you can see, gnomes are a race of many worlds, each with its own distinct traits and culture. Whether they are allies or enemies, gnomes always have something interesting to say or do.