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{statcard:Information}
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| . | . |
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| --- | --- |
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| Alignment | Neutral |
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| Ethos | Lawful, Neutral, Chaotic |
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| Max Stats | STR 18 · INT 23 · WIS 25 · DEX 18 · CON 18 |
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| Classes | [[Classes/Warrior]], [[Classes/Ranger]], [[Classes/Invoker]], [[Classes/Battlemage]], [[Classes/Bard]], [[Classes/Rogue]] |
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| Size | Small |
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| Vuln | Charm |
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| Vuln | None |
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| Resist | None |
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| Immune | None |
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| Anatomy | Demihuman |
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{/statcard}
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## History:
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The exact date of the appearance of gnomes in the lands of Aabahran is
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widely disputed. Preferring underground burrows or remote woodlands to
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bustling cities, the existence of gnomes was rumored for years before it
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was widely acknowledged and believed. Due to their short stature and often
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unkempt appearance, they were often confused with other small creatures
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in the woodlands.
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One gnome who has gained fame beyond others is Brambus the inventor.
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Known for devising some of the most cunning and useful devices existing
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in Aabahran, Brambus has established himself as the premiere inventor.
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It was mentioned once by the Mighty Krounoi, in the hearing of Brambus,
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that he sought to have Wathok forge a blade of chaos and order, to seek
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a unity of the two to form something truly neutral. Unfortunately it seems
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Brambus took this as a command and began to tinker with it himself. Thus
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on Eightday the 28th of Nature, 639 C.H. did he combine the two; how he
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did this is a mystery to even the greatest of the Mysterum, the results were
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not as he expected. When the Mighty Krounoi found him, after being shaken from
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his desk, burned and broken from the explosion, he took responsibility for
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the gnome's actions, feeling himself at fault. After tending to Brambus'
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wounds he informed the world of the devastation wrought upon the once gentle
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plains south of Maelbrim. After this unfortunate accident Brambus started
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to move between the city of Tarandue, where his famed transpectrogrampher
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is located, and his newly created workshop to the south of Maelbrim. Built
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above a field of melted boulders, the location was chosen for its solitude,
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should any future experiments go similarly awry.
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## Usual Height:
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Gnomes come in varying shapes and sizes, though they are usually about
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3 or 4 feet tall. They are similar in size to dwarves, though slightly shorter
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and not as stocky.
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## Hometown:
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The primary gnomish center in Aabahran is the city of Tarandue. Located
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south of the sprawling city of Maelbrim, the citizens of Tarandue prefer a
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balance between farmlands and an urban city. This is unsurprising due to
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their native environment. While the city has grown over the years, many
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gnomish populations still prefer isolated burrows with either a small
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community or one family.
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The city of Tarandue has invited several of the guilds of Aabahran to
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establish centers within its boundaries, and the practice grounds overseen
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by the trainer Randall are a frequent stop among those starting out within
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their guilds. The south of the town bears an eclectic market, as should
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be unsurprising given gnomish taste.
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## Religion:
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Gnomes are not known to have a centralized religious body. Usually the
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religious views or orientations of a family are decided within that group
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alone. Unsurprisingly, gnomes do not frequent the halls of the communers.
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Gnomes prefer to place their loyalty in their inventions and friends.
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## Physical Features:
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Gnomes are short and slightly more rotund when compared to human
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proportions. Often having thin legs and a more pronounced torso, gnomes
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prefer not to travel long distances at any one time. Most gnomes appear
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somewhat untamed, though this could be easily attributed to a frequent
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forgetfulness of such mundane things as bathing and grooming, when
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there are inventions to be made and puzzles to be solved. Having eyes
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that are proportionally twice the size of a human's, many describe gnomes
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as having a curious look. They generally have large noses and rough skin,
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while their ears are rounded as opposed to pointed. They are known to have
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any variety of hair color.
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## Society:
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Not valuing a hierarchical society, gnomes place little stock in the notion of
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kings and generals. Instead, they place decisions in the hands of their
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elders. Respect in gnomish history was generally gained by the greatest
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inventors. Gnomes are known for their skill in working with gadgets and
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devices. Innately born with tact and cleverness, gnomes like to amiably
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compete in their wit and inventions.
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Gnomes live in a fairly equitable society where cleverness, wit, and
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intelligence are measured beyond brawn. Many amuse themselves by dabbling
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in magic. Being naturally peaceful creatures, they generally avoid conflict
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whenever possible. Younger gnomes are known to rigidly respect the views
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of their family unit and elders. Because of their peaceful nature, they
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have found great knowledge in the ways of the world, and are the wisest
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of all Aabahran's races. Gnomes are a contemplative lot, thinking of this
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and that, and due to their daydreaming nature, they are vulnerable to
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the two types of attacks that assault the mind, Charm spells and Mental
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spells. While gnomes aren't concerned so much with societal advancement
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of all Aabahran's races. While gnomes aren't concerned so much with societal advancement
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technologically, they love to invent and try different things. Not afraid
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to look foolish, gnomes tend to be cheery and amusing.
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## Relationship with other Races:
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Due to their peaceful nature, gnomes generally get along quite well with
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most of the other races of Aabahran. Notoriously gullible and trusting,
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gnomes are often easily beguiled. This often results in the darker inclined
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intelligent races as Drow or Illithid using gnomes for their own goals.
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Gnomes and Halflings get alone especially well; they share physical
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similarities as well as a general cheerfulness and a fondness of good
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food and drink. |