Whisp e rleaf. This hill takes its name from the im-
possibly largeoak tree that grows from its top andspreads out toshade much of its slopes. Even whenBaervan and Chiktikkaaren't present in their cottageat the base of the tree, its boughs and roots and thegrassy slopes of the hill are a lways alive with mischie-vous animals.Stronghave n. Gaerdal's home is a for
tress that containsa confounding maze of tunnels, designedto defy anyattempt to invade or infiltrate. Gaerdal, ever watchfulfor any threat to the Golden Hills, is almost always in-side, not to be found unless she wills it so.The Ge m stone Burrow. A small round door just below
the summit of Segojan's hill opens onto a network oftunnels and burrows, illuminated by brilliant gems.All sortsof burrowing creatures live peaceably withgnomish souls here.T he Workshop
. Nebelun's hill is festooned inside and
out with structures and contraptions of mysteriouspurpose in various stages of completion. Only theMeddler can say how she plans for any of these inven-tions of hers to work. From time to time she gifts oneof them to a worthy follower, promisingthat its usewill bring success- but offering no guaranteethat itwill function the way it was supposed to.GN OME ADVENTURER S
I DON'T KNOW HOW MANY TIMES I'VE SEEN A GNOME
tum a deadend into a wonderful opportun ity.-Delaa n Winterhound
When a gnome leaves the burrow, the force behind that
decision is a lmost always curiosity-an insatiable need
to
seek out and experience what the world has to offer.Sometimes
the adventuring life is the natural outgrowthof a gnome's
research project or experiment. A rockgnome alchemist who discovers a new form of fungusgrowing in a nearby cavern might wander farther afieldfrom the burrow, lookingfor knowledge about otherfungi in the world. A forest gnome who hears about amaster illusionist in a farawayrealm could embark on ajourney to find that person and learn new tricks. A rock
gnome artificer might become determined to locate anydeposits of a rare metal, willingto travel the world h ighand low in search of it. Even a deepgnome might beborn with an irrepressible urge to leave the Underdarkand join a group to pursue a life of shared purpose.Some gnome communities make a practiceof sendingyoung adults away from the burrow as a r ite of passage,
encouraging them to explore the realms of humans,dwarves,and elves for a time, with instructions to bringback information and new ideas for the community.Most of these folk return to the burrow at the appointedtime or even sooner, their curiosity havingbeen satis-fied. But a few of them take readily to life in theoutsideworld and don't come back on schedule, returning to theburrow only after spending years or decades away as amember of an adventuring party.TuE PULL OF THE STARSBecause of their extensive travels, gnome adventur-ers often become fascinatedwith the grandeur of thecosmos as seen in the motionof the stars across thesky. They view the cosmic arrayas a giant machine ofwonderful complexity-a banquet for a curious gnomishmind. Many renowned astronomers, wizards, andextraplanar travelers are gnomes, having undertakenthose disciplines in the hope of better understandingtheworkings of the multiverse.A GNOME'SROLEGnomes arevaluable members of a n adventuring partyfor a number of reasons, derived from both their innateabilities and their unique mind-set.Possessed of higherintelligence than most otherraces, a gnome can be animportant source of knowl-edge, and can devise solutions formany problems anadventuring party encounters. A rock gnome rogue ona dungeon expedition, if not lost in thought, can steer aparty clear of many obstacles. Even the most complexmagical or mechanical traps can be disarmedby a rockgnome who takes pride in solving difficult puzzles.A forest gnome's skills are invaluable in the wilder-ness. Forest gnomes can spot subtle tracks, u ncoverclues that others would miss, and locate the safest path.Their illusion magic taunts, deludes, and terrifies ene-mies at the same time it delights their friends.Forest gnomes and rock gnomes a lso contribute to aparty by being a source of optimism and levity. Even inthe worst circumstances,a gnome can find somethingto be hopeful for-an attitudeth at is infectious and thuscan keep the group from falling into despair.A deep gnome, pragmatic and cautious, brings a senseof duty rather than a sense of hu mor to an adventuringgroup. With their grit a nd iron will, deepgnomes meetadversity with hammers, picks, and their dour,dry wit-or no wit at all-as their weapons of choice.DEEP GNOME CHARACTERS
At the DM's discretion, you can play a deep gnome char-acter. When you choose the subrace of your gnome, youcan choose deep gnome, using the following rules tocreate your character.DEEP GNOME TRAITS
Deep gnomes have the gnome traits in the Player'sHandbook, plus the subrace traits below. Unlike othergnomes, svirfneblin tend to weigh 8 0 to 120 pounds.Short-lived compared to other gnomes, deep gnomesmature at the same rate humans do a nd are consideredfull-grown adults by age 25. T hey live 200 to 250 years,althoughtoil and the dangers of the Underdark oftenclaim them before their time.CHAPTER 5 I HALFLINGS AND GNOMESrr3