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- To most surface dwellers the gnomes of this subrace are mysterious
denizens of the Everdark about whom little is known. Those who
judge by appearance see them as stunted and gnarled creatures
and believe them to be the Rock Gnomes' evil counterparts, the
gnomish equivalent to the Drow and Duergar. In truth, they are
no more evil than their more numerous cousins; their sinister
reputation is merely the result of ignorance. The Deep Gnomes
are the most reticent of all the gnomish subraces, surviving in
an extremely hostile environment entirely by their own wiles.
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Svirfneblin miners
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These diminutive inhabitants of the Everdark are a tenacious lot
respected even by their enemies. Unlike their Rock Gnome cousins,
they have no friendly neighbors to ally themselves with, forcing
them to become entirely self-reliant. Only the few who have won
their trust know that they are in many ways as social and artistic
as the other gnomes.
- Why do they endure this frankly hostile environment? The answer
is simple: they are drawn by the lure of gemstones, which is more
pronounced in the Deep Gnomes than in any other subrace.
- The gem that most draws the interest and devotion of the Svirfneblin
is the ruby, which is the predominant symbol of the race. The
Deep Gnomes view these crimson stones with reverence approaching
awe so much so that they are never used for mundane practices
such as ornamentation of garments, weapons, or armor. Rubies are
reserved for sacred purposes and are often employed to decorate
artifacts that are dedicated to the Svirfneblin saints. They are
also favored by Deep Gnome monarchs, so much so that a Svirfneblin
king or queen might have a full ring of rubies around his or her
crown, with others of the precious stone set in the throne and
scepter.
- Svirfneblin average between 3' and 3'6" in height, rarely exceeding
this norm by more than an inch or two. They are creatures of wiry
muscle and tough bones, slightly thinner than their surface cousins
but possessing as much strength as any other gnome.
- Like their cousins of the other gnomish subraces, Svirfneblin
have prominent noses. Otherwise their faces are much narrower.
Many males have completely hairless bodies; most females have
only thin and stringy hair, which they wear no longer than shoulder
length. A Deep Gnome's skin is rock-colored, predominantly brown
or gray. Eye color is always a shade of gray, sometimes so dark
as to be almost black and their infravision is superior, extending
to 120' range.
- The Svirfneblin are not so long-lived as their surface dwelling
kin, living to an average old age of only about 250 years; a good
number, meet a violent demise before this time. They mature relatively
quickly, however, with the first quarter century of life considered
childhood and the next two decades as a period of disciplined
adolescence. A Svirfneblin is assumed to reach adulthood somewhere
around the age of 45 or 50, though this milestone is not marked
by any grand ceremony such as is performed by the Rock Gnomes.
Indeed, the Deep Gnomes don't even keep track of the passage of
days, so there is no way to record one's actual "birthday."
- The most valued common skill among the Svirfneblin is that of
the miner, with perhaps) 75 percent of any given community's adult
males devoting themselves to that pursuit. Svirfneblin miners
are exceptionally able with pick and shovel, capable of chiseling
a passage through solid stone more quickly than Rock Gnomes or
even dwarves. While mining is broken into specializations, such
as choppers (who do the actual pickax work), scouts (who locate
promising veins for excavation), and haulers (who carry the tailings
away from the scene), a Deep Gnome miner will be reasonably proficient
at all aspects of his trade.
- The most alluring target of the Svirfneblin miner is, naturally,
gems. However, these diligent diggers will also pursue veins of
metal, including gold and silver, and they also occasionally gather
a stockpile of coal or iron ore--from which they make a very passable
steel.
- A smaller percentage of the Svirfneblin work force (perhaps 10
percent) is engaged in the processing and finishing of the gemstone
material excavated by the miners. These include polishers, smelters,
carvers, and smiths. Though they lack a bit of the exceptional
detail skill of the Rock Gnomes, in the other areas they are at
least as proficient as their surface dwelling cousins. Indeed,
Svirfneblin blacksmiths can possess exceptional skill. Their weapons
and tools are generally made by Deep Gnome artisans, and these
are nearly the equal of the products of the highest level of dwarven
or Drow weaponsmiths.
- Perhaps because suitable habitat is harder to find in the Everdark
than on the surface, Deep Gnome communities tend to be larger
than those of the Rock Gnomes. Generally, the Svirfneblin live
in thriving cities located in deep cavern networks, often with
more than 1,000 residents. However, these communities are generally
separated by great distances from any others of the same subrace,
and thus they tend to be more insular than the towns of the gnomes
who dwell on or near the surface. Indeed, most Deep Gnomes live
out their lives without ever seeing another Svirfneblin community
beyond the one in which they were born.
- Still, festivals and celebrations are as common among these gnomes
as they are on the surface--it's just that the Svirfneblin don't
travel from far distances for the gatherings. Instead, each community
tends to have its own special observances, and though the whole
city will turn out for many of them it is rare that any outside
guest would be admitted. Also, these celebrations are not tied
to recurring cosmic events such as solstices or eclipses; instead,
they occur when the city's priests declare they are due. These
instigations occur more for political and psychological reasons
than because of any regular passage of time.
- Svirfneblin don't even measure the passage of their lives in years--after
all, the cycle of seasons has little meaning amid the eternal
chill of the Everdark. However, if the priests notice that the
production of the workers has begun to lag, or tempers are growing
short among the chieftains and warriors, they will act hastily
to initiate a grand festival full of pomp and song, good food
and potent (one hesitates to say 'good') beverage.
- Svirfneblin festivals are often invoked to recall great events
of the past, though again these recollections bear no calendar
relationship to the occurrence being commemorated. However, if
teams of miners are preparing to embark on one of the periodic
quests for new gems that propel so much of Svirfneblin activity,
then the priests and illusionists will recall stories of grand
expeditions in the past, even trotting out sacred objects encrusted
with the jewels garnered from these previous missions. Similarly,
if a war is being contemplated, or a raid against some marauding
monster becomes necessary, the warriors will be sent off with
tales of great military campaigns in the past.
- It's interesting to note that these war stories are not all tales
of victory--the Svirfneblin, perhaps because of the many defeats
they have suffered over the years, have a keen interest in doomed
causes and will draw considerable emotional support from the story
of a dramatic last stand made by their forefathers. Even cautionary
tales, such as the obliteration of a city by treacherous Drow
attack, are related at these celebrations and used as a warning
against future lapses of vigilance.
- Another unique aspect of Deep Gnome society is that roles are
far more rigidly determined by sex than in any other gnomish culture.
Males perform all of the mining and warrior work that occurs beyond
the borders of the community cavern, as well as most types of
jobs within the city as well. Females relegate themselves almost
exclusively to the vital tasks of raising and preparing food (harvested
from the great mushroom farms that are a part of every Deep Gnome
city) and caring for the young. In fact, females venture out of
their cities so rarely that even the Drow have never encountered
any in the neutral territory of the Everdark. Both sexes wear
nondescript clothing which, with their ability to stand absolutely
motionless, helps them avoid being spotted by enemies.
- Besides the many types of fungi that are the staples of the Svirfneblin
diet, Deep Gnomes sometimes maintain a small herd of rothé or
other underground mammals. They are also fond of fish, and each
city is likely to have several shallow lakes where blind trout
and other subterranean delicacies are bred and captured. Deep
Gnome women are responsible for tending of all these food sources
and serve as the fishers and cooks as well as the farmers and
herders. Also, salt is an important part of every Deep Gnome meal
and is one of the most valued trade commodities in the Everdark.
In fact, most Svirfneblin food is so heavily salted that a typical
surface dweller would find it quite unpalatable.
- As a beverage the Svirfneblin prefer for daily use a pungent brew
made (naturally) from fungi, fermented by a unique process that
involves great amounts of salt and not a little fish protein.
It is highly intoxicating, tasting somewhat like an over salted
and watery fish chowder. It has been tasted by a few courageous
non-Svirfneblins who (when they finally regain their voices) tend
to decline a second serving.
- The Svirfneblin also distill a strange drink known as Gogondy
about which little is known other than it is deep red in color,
kept in wrought iron bottles, and potent beyond belief. It has
been called the finest wine in the world and is said to grant
strange visions to those who drink it, but more than one human
who has drunk it has promptly fallen asleep for decades or died
after the first glass with a horrified look on his face. The Deep
Gnomes prize Gogondy almost as much as rubies and will only give
or trade it to their most trusted friends, making it rare indeed.
- The Svirfneblin survive in domains that are populated by many
implacable enemies. The two most dire among these are the kuo-toa
and the Drow, who continually seek to drive these gnomes from
territory they consider rightfully theirs. Illithids (mind flayers)
often attack individual Deep Gnomes, considering them something
of a delicacy, but never in such numbers as might drive away such
tasty prey. Svirfneblin rarely encounter surface dwelling gnomes,
and the latter find them little less puzzling than do those of
other races.
- The cities of the Deep Gnomes are vast and complex places. Many
layers of caverns, tunnels, and buildings are connected by narrow
corridors and spiraling staircases. Generally, however, at least
the central part of the city will occupy a single large cavern,
with narrow streets winding among tall stone buildings. If large
stalagmites are present, high ranking Svirfneblin will claim these
and excavate the interiors for their private homes; most residences,
however, are carved into the natural bedrock of the earth.
- Because of the confined nature of the environment, the home of
the typical Svirfneblin family is more crowded than that of their
surface dwelling cousins. Parents and children will likely be
crowded into a single, rather small, chamber. Families tend to
be small, however, so there are rarely more than a half dozen
individuals. They are not as clannish as the Rock Gnomes, so that
the population of a city is generally an amalgamated mass of Deep
Gnomes, with a clan superstructure dividing the city.
- However, they also tend to be rather quick tempered and fractious.
Every Deep Gnome city is ruled by both a king and a queen, each
independent of the other yet equally powerful. The king's province
is mining and protecting the community; the queen controls the
food supply and is responsible for the day-to-day lives of the
citizens. Both posts are held for life; when a monarch dies, a
contest is held to select the best possible replacement, with
the winner becoming the new ruler.
- Svirfneblin hold the same religious beliefs as their surface dwelling
cousins (although they conceive of their deity and saints as Deep
Gnomes). Urdlen plays a large role in Deep Gnome mythology, with
cautionary tales of how he has snared unwary Deep Gnomes being
a staple of any Svirfneblin's upbringing.
- Deep Gnomes may expend skill points to learn the following languages
at first level: Drow, Kuo-toan, Trade Tongue, Undercommon and
the language of earth elementals (a curious "language" without
words consisting solely of vibrations. Each different pitch conveys
a different message). Deep Gnomes speak their own language and
Common Gnome as native tongues. They do not receive the standard
bonus to speak Trade Tongue, but may speak Undercommon with skill
equal to a surface dweller's ability to speak the Trade Tongue.
- The Svirfneblin may spend their 240 racial skill points on the
following detection skill: detect sloping passages, detect approximate
depth underground, detect direction underground and detect unsafe
walls, ceilings and floors.
- The Svirfneblin are especially resistant to magical effects and
poison and receive +2 bonus to saving throws vs. poison and magical
effects of all kinds (cumulative with their Constitution bonus).
- Once per day a Deep Gnome has the innate ability to radiate non-detection
for one hour per level. Deep Gnomes also have the innate ability
to cast blindness, blur, and change self once per day.
- Svirfneblin have the ability to remain absolutely still for up
to one hour per character level without rest. While using this
ability they have a 50% chance plus 1% per level to remain undetected
by any observer, even one with infravision. This power may only
be used underground or in rocky terrain. In addition, a Deep Gnome
using this power surprises opponents 90% of the time. Deep Gnomes
are themselves only surprised on a roll of one on 1d10.
- A Deep Gnome may spend weapon proficiency slots to learn how to
dodge and better defend himself in combat. For every weapon proficiency
slot spent, the Deep Gnome lowers his Armor Class by one to a
maximum of AC -6. This skill cannot be taught to other races and
is not usable by a Deep Gnome who wears armor heavier than studded
leather.
- Drow elves and kuo-tuans are the racial enemies of Svirfneblin.
Svirfneblin receive a +1 bonus to hit when fighting these creatures.
However, Deep Gnomes do not receive the Armor Class bonus their
cousins receive when fighting giant-class opponents. They do not
have the same wide range of experience with these creatures as
do their surface-dwelling cousins.
- A Deep Gnome with a Weaponsmithing skill of at least 70% can attempt to make special Deep Gnome
weapons. These weapons include stun darts, hollow darts and crystal
caltrops. A character who can create these items has the ability
to fill them with a gas or liquid appropriate to the weapon created,
but can only create the weapon's chemical contents by making a
successful Alchemy skill check.
- Stun darts can be thrown to maximum range of 40' (S/M/L: 20/30/40)
and strike with a +2 bonus to hit when used by a Deep Gnome. The
dart releases a small puff of gas when it strikes; any creature
inhaling the gas must save versus poison or be stunned for one
round and slowed for the four following rounds.
- Hollow darts are usually filled with acid. An acid filled dart
causes an additional 2d4 hit points of damage when it strikes
a target (save vs. breath weapon for half damage).
- Crystal caltrops are filled with a powerful sleep gas that is
released when the caltrop is stepped on and broken.
- Deep Gnome characters must earn an additional 25 percent in experience
points to advance a level.
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