Gnome Species in Dromaria | World Anvil

Gnome


"In the realm of The Otherwyld, where danger dances with innovation, folks tend to see its denizens as immediate threats. But hold your judgment a moment, my friend. Set your eyes upon us gnomes. Born of that peculiar place, our origins are wrapped in mystery like a knot in a sailor's rope.   So, heed my words, for I'm no ordinary soul. They call me 'The Feybreaker,' a humble Educator of the Odelian Order. Listen close as I share wisdom that'll make you question your assumptions. Look past the surface, for within the gnome heart lies a spirit that defies expectations. Aye, from the strangest origins, our true character is often a hidden gem waiting to be unearthed."  
~ Soulpyre Fizzlesticks, The Feybreaker
Educator of the Odelian Order
Thorn council meeting notes
17th of Emerald, 4 UE
 

Description


Cunning, fun loving, enthusiastic, and gifted with ingenuity, gnomes are one of the The Otherwyld goddess Dipthi's greatest gifts to Dromaria. Though relatively small in stature they make up for their size with big ambitions and bigger hearts.   Gnomes are short humanoids, many with darker complexions and bulbous noses. Some heavier set and stockier gnomes may occasionally be mistaken for a small dwarf due to the many similar features. Unlike the dwarves, gnomes seldom keep much in the way of facial hair, for what they do grow sprouts in wild and untamable clumps, creating an array of uncommon hairstyles.   Standing up to 4 feet and weighing anywhere from 40 to 70 pounds, gnomes reach maturity similar to humans and are considered elderly at 450 years.  

The Otherwyld: On Dromaria


Tempus Nova, a massive forest in the southern Westlands of Pathriam, is the result of The Otherwyld's convergence with the world of Dromaria. This mystical event brought forth a plethora of fey creatures, including gnomes and goblins. Today, The Otherwyld's influence permeates the land, causing wandering fey and ensnaring those who venture into its depths. It is said one can reach the bizarre other world if they wander far enough.
 

Societies


The majority of gnomish society is divided into two groups. The first are those who worship the goddess Dipthi and devote themselves to the game of Dukkerin. The second are those who ignore the Otherwyld Empress's twisted game, choosing to listen to The Calling as taught by Dona, god of invention, knowledge, and talent. Those who do dedicate their lives to creating wonderful devices and contraptions.   Gnomes can be found all over Dromaria but are most heavily concentrated on the continent of Pathriam, many making their homes in the industrious Gnome's Landing or the enchanted forest of Tempus Nova that leads to The Otherwyld.   Perceived through a reputation of embellished escapades and hints of chaos, gnomes are often entwined with a dual nature. This presents a unique challenge for those who reside outside The Otherwyld, as they often face unwarranted judgment and are prematurely deemed unhinged or eccentric, burdened by the weight of preconceived notions. Amidst the struggle to forge their identities, they confront a reality that greets them with wary eyes and whispered speculations.   Undeterred, gnomes navigate the complexities of their existence, determined to defy the shadows cast by prejudice and misconceptions. Forged in the crucible of curiosity, they embrace their own truth. With unyielding resilience and a twinkle of mischief in their eyes, the gnomes of Dromaria march forward as beacons of individuality, inspiring others to celebrate their own peculiarities and unlock the boundless scope of possibility.  

Dukkerin: A Game of Mischief


Dukkerin is a massive game that takes place when the goddess Dipthi visits Dromaria, dictating the new order within Otherwyld society. Celebrated at the Tabernacle of Chance, this captivating event revolves around the Wheel of Fortune, determining each participant's house affiliation as they embark on the adventure of winning. The game's objectives are decreed by Dipthi herself, ranging from spreading The Otherwyld on Dromaria, to seeking true love, trapping unsuspecting individuals, hunting creatures, or performing acts of kindness.   The longest round of Dukkerin spanned an astonishing 346 years and 54 days. When the purpose behind the game was finally discovered, the objective of "unveiling meaning for mortals'' bewildered Otherwyld scholars, causing many to forsake their pursuits and contemplate the workings of destiny.
 

Gnome's Landing is the largest gathering of gnomes on Dromaria.

History


In the chaotic Otherwyld, Dipthi was a being of extraordinary mischief.   The Otherwyld is a world tucked between realms and in the days of the Ancestor's journey across the stars it pulsed with mysterious dark energy. On the final stretch to Dromaria, Dromadaes Kala Tumwood, along with a few of the other Ancestors, slipped between the veil, finding themselves immersed in the embrace of enchantment. The exact nature of their experiences within The Otherwyld remains elusive, yet when they departed, Dipthi chose to follow them.   As the Ancestors arrived in their new homeland, the Otherwyld Empress faded into the background, observing their actions from the shadows. Eventually, driven by her ever curious spirit, she embarked on a journey across the ocean. It was on the yet unnamed land of Pathriam that Dipthi manifested her powers, intertwining the worlds of The Otherwyld and Dromaria, causing her homeland to spread its influence throughout the wild expanse.   The dragons of the land alone bore witness to the momentous event, forever entranced in the fleeting instant when the spellbound forest began its expansion.   One by one, as the most curious denizens of The Otherwyld traversed between worlds, Dipthi, the whimsical goddess that she was, molded their forms to resemble her own, albeit with a playful twist. A true gift to the Ancestors came in the form of gnomes, crafted using the figure of Dromadaes, the dwarven god who had originally ventured into her home. Dipthi fashioned these creatures in a caricatured homage to the dwarves, based on her own appearance among them.   Instilling in them a sense of boundless curiosity and mischievousness, she released the gnomes upon the fertile lands of Dromaria. However, to her slight disappointment, they proved to be far less vexing than she had anticipated. Nonetheless, she bound them with an unyielding compulsion to remember her as their goddess and to partake in her playful games whenever she graced Dromaria.   The gnomes reveled in their newfound freedom, pursuing their desires with unrestrained joy. While many remained devoted followers of Dipthi, others embarked on the divergent path of The Calling.   During the early days of settlement there was a devoted follower of The Calling who would one day ascend to godhood. The teachings of Dona spread like wildfire across the globe. Drawn to such an innovative spirit, countless gnomes yearned to carve their own designs in the untapped land, eagerly contributing to the field of invention. With each passing day that they devoted themselves to their new found purpose, Dipthi's compulsion faded, lost to the joy of creation.   Unlike the other newcomers to Dromaria, gnomes didn’t have the fellowship and security of a home. As the Age of Horror dawned, casting its shadow of death upon the world, the gnomes faced severe losses and hardships. Those who could sought refuge within the protective embrace of The Otherwyld, while others found themselves stranded in the far reaches of eastern Pathriam, isolated from their kin.   This prolonged separation deepened a divide between the gnomes. Those who had settled in Pathriam founded Gnome's Landing, relying upon the foundations of Dona's teachings to survive. The group displayed remarkable resilience, adapting to the harsh realities of their existence. On the western side of the continent, those who remained within The Otherwyld eagerly awaited, eventually finding their way back when safer times returned.
Gnome Backgrounds
  Here is a list of Dromaria specific backgrounds associated with gnomes:     While these represent the largest gnomish societies, gnomes anywhere may have similar backgrounds.
Otherwyld Memories
  Gnomes and goblins share a collective memory tied to their connection with The Otherwyld. Gnomes can tap into this shared consciousness, recalling ancestral memories, gaining insights, and experiencing déjà vu. However, straying from the influence of the goddess Dipthi causes these memories to fade, and some gnomes in industrious societies may be unaware of their dormant connection. Yet, for those who remain attuned, The Otherwyld's memories serve as a wellspring of knowledge, sometimes even shaping their identity.  

An artist's depiction of the goddess Dipthi.


Gnome Traits
  The gnomes of Dromaria have the same in-game statistics as found in the Player's Handbook.   The common gnomes terms such as rock gnome are not typically used on Dromaria, although some of the societies do fit similar themes.   The citizens of Gnome's Landing are closest to rock gnomes, while The Otherwyld gnomes would be forest and deep gnomes.   These are of course merely guidelines. Gnomes of all types can be found across Dromaria.
Cultural Tidbits
 
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Gnome's Landing produces more cast-iron materials than anywhere else in the world.
"A frying pot for every spot."
 
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In response to the Age of Horror, goblins were sculpted by Dipthi in much the same method as the gnomes. The two races have forever since shared a unique bond.
 
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During the worst of the Age of Horror, a large battle was fought over barley in the lands of Pathriam. Over the years Malkari dust farmers still spread old clichés of gnomes stealing crops.


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