“Three eyes, blue skin, stature small. Sharpened teeth for when you fall”
The Gnomes of Midworld hail from the ethereal realms of Aetherworld, from the deep within dream-misted marches of that plane. Mighty in spirit but weak in flesh, the Dwellers in Dream are easily recognizable by their blue skins and the gem-like Kha that dot their faces. Woe to those that would treat a Gnome ill with little fear for retribution, for the Gnomes themselves say thusly: “A slit throat bleeds as much when cut by small knife or great sword…”
There are three types of Gnomes, although their cosmetic differences are difficult to perceive:
Astral Gnome: The Astral Gnome is the most common type of Gnome. Most folk assume that the Astral Gnome is the only kind of Gnome, earning the general moniker of “Gemling”. The pursuits of the mind are the primary interests of the Gemlings; they prize cleverness and wisdom above brute strength and appearances. Gemlings also prize secrets and lore – no matter the seeming triviality of the knowledge in question. Whether their skill in weaving magic is a symptom of a closely guarded secret or perhaps the reason why they collect knowledge is unknown – but common wisdom dictates that around an Astral Gnome it is best to keep one’s secrets closer about one’s self than usual.
Costume Requirements: Astral Gnomes must paint all exposed skin blue. They must also use spirit glue to place clear or light colored crystals upon their face (on forehead between eyes, upon the temples and right below the lip).
Deep Gnome: The Deep Gnome is a type of Gnome rarely seen and rarely recognized. Deeplings, as they are also called, are quiet creatures, able to come and go as they please. Deep Gnomes are experts at infiltration and escape, mainly because they find their personal freedoms and their personal effects as sacred as the Iron Dwarves see gold and the Gemlings see lore. Thus are Deeplings only newly discovered by the rest of the world – even their Gnomish brethren find their movements difficult to track.
Costume Requirements: Deep Gnomes must paint all exposed skin blue and wear blue ear tips. They must also use spirit glue to place dark green or any other dark colored crystals upon their face (on forehead between eyes, upon the temples and right below the lip).
Warp Gnome: Warp Gnomes, also called Warplings, are fell kindred of the Dream-dwellers, drawn to dark places and dark deeds. Warp Gnomes tend toward tasks that involve shadows and violence rather than lore and thought. It is said that the first Warp Gnomes were Gemlings that were corrupted when their homes in the Aetherworld were invaded a nightmarish army of Shadows. Whether that legend is true or not, Warp Gnomes possess some innate ability for fell magics and are more than willing to use this gift against those who earn their ire.
Costume Requirements: Warp Gnomes must paint all exposed skin blue and wear fangs. They must also use spirit glue to place red or black crystals upon their face (on forehead between eyes, upon the temples and right below the lip).
GNOME RACIAL ABILITIES
All Gnomes begin the game with the following abilities (take note that you can only choose one version of the Dream-Singer ability)
o 7 HP. Gnomes are the least physically resilient of the mortal Races.
o Apotheosis: Each Gnome gains one rank of the Apotheosis skill as if they had learned the skill but at no build cost. This bonus skill counts against the normal limitations of Apotheosis (which can only be purchased 5 times)
o Dream-Singer: Each Gnome has an innate ability to alter spiritual energies, capabilities wrought of their times in shifting landscapes of the Aetherworld.
Astral Echo: Astral Gnomes can use their natural abilities to influence the tides of magic. After being attacked by a spell (and only a spell), an Astral Gnome must suffer its effects to gain the ability to reflect them upon his assailant. To reflect a spell, this ability must be invoked within 5 seconds of being affected by a spell and the attack that was invoked upon the Gnome must be repeated (no need to repeat the verbal incantation, but the spell’s name must be spoken) as the Gnome throws a spell packet at his target – only his assailant can be a target. This ability can only be used once per hour.
Whisper Step: Deep Gnomes can use their natural abilities of stealth to fade away from open view. A Deep Gnome can invoke this ability and immediately exit play, raising his arms and weapons above their heads. This ability lasts for 10 seconds and the Deep Gnome can do nothing, he cannot attack or even speak in game, but move by walking while being affected by this ability. This ability can only be used once per hour.
Warp Strike: Warp Gnomes can use their innate abilities to alter spiritual energies to inflict confusion upon an enemy. By invoking this ability, a Warp Gnome can deliver a Confuse effect that lasts for 10 seconds through weapon strike or spell packet. This ability can only be used once per hour.