Gnome
ClassLand of Eem Core Rulebook · p.34
Open source p.34Gnome
Starting Courage: 14+Vim · Starting Dread:
the gnome
In the Land of Eem, Gnomes may appear to be cute and harmless, but they are, in fact, some of the most powerful beings in existence. Protectors of nature and chroniclers of the old ways, Gnomes are the only Class also doubling as the character's Folk. Play a Gnome if you want to wield magic, know about the world, and be in tune with nature.
gnome perks
CHOOSE A HAT
A Gnome's hat is one of the most important identifiers in Gnome society. The hat's color is closely linked with how Gnomes view themselves.
- Spring Hat (Green, Yellow, Pink, or Light Blue): Once every session, mend a Mundane item.
- Autumn Hat (Brown, Gold, Orange, or Red): Once every session, change the color of something.
- Winter Hat (Dark Blue, Purple, Grey, or White): Once every session, warm something by touch.
CHOOSE A BANE
Every Gnome adventurer has earned a special title referencing their greatest victory against a particular Adversary. However, the title is only displayed as a capitalized letter. For example, L. Nerman Fuddle stands for Lich-bane Nerman Fuddle. The titles are a badge of honor and, because Gnomes are so modest, rarely shared with others. Gnomes inflict Dread against their Bane, and they start with an additional Bane Rival from their Backstory (p74). Choose one creature or critter from the Adversaries (p148) or the Bestiary Vol. 1 to be the Gnome's Bane.
gnome abilities
Level 1
CHRONICLER
Gnomes live a long time and take it upon themselves to chronicle the surrounding world. Lore Check: Once every session, create a historical fact, bit of ancient knowledge, or trivia. Instant Action
Example Scenario
The Gnome finds themself imprisoned in old ruins by an ettin—who wants to eat them for lunch!
PC's Solution
“These ancient ruins are from the forgotten nation of Zym, famed for their vegetarian recipes. Have you ever tried one, Mr. Ettin?”
MAGIC FEET
Gnomes are spry, always one step ahead of their foes. Nimbleness Check: Once every session, perform a spectacular acrobatic feat beyond a normal creature's capabilities. Or, once every session, reroll a Nimbleness Check.
Level 2
FOREST FRIENDS
Gnomes can speak to all animals, counting them among their closest friends. Wilderness Check: Once every session, call upon wild animals for aid.
RANGER
Gnomes know the wilderness of Eem like the back of their hats. Wilderness Check: Once every session, make up the special property of a plant, creature, critter, or creeper in Eem. Instant Action
Example Scenario
A Loyal Chum was bitten by a singe viper.
PC's Solution
“This wriggle-root is a great cure for singe viper venom!”
Level 3
STOUTHEART
The stoutest of hearts stand tall in the face of danger. Mettle Check: Once every Combat, on a 6+, suffer half Dread from an attack or Ability.
GNOMISH FABLE
There's an old gnomish saying: “The fable reveals the foible.” Lore Check: Once every session, create a moral fable or story to convince someone.
Example Scenario
A stubborn boggart mayor refuses to assist the neighboring town after a bandit attack.
PC's Solution
“I tell the mayor an old Gnomish fable about the duck who didn't help the worm. The moral of the story being that the duck winds up worm food in the end.”
Level 4
FRIENDSHIP PUFF
The Gnome knows the foolproof, ancient Gnomish custom of making friends: by blowing a dandelion in someone's face. Lore Check: Once every session, out of Conflict, make an NPC friendly.
LOG TRICK
Become one with the trees. Trickery Check: Once every session, turn a target into a small log for 5 minutes per Level. The target can see and hear but can't talk. In Combat, this lasts rounds and the affected target cannot attack or be attacked.
Level 5
DWIMMERCRAFTY
Gnomes are naturally magical beings and can cast small dwimmers (spells). Mettle Check: Once every session, cast a cantrip or prestidigitation (for example: levitate something, snuff out a torch or untie a knot).
Example Scenario
The PCs are hidden in a dark cave when a patrolling guard holding a torch suddenly approaches.
PC's Solution
The Gnome promptly snaps their fingers to snuff out the guard's torch, darkening the cave enough for the PCs to escape without being noticed.
FIE!
Exclaim the power of magic and repel the forces of evil! Attack: Once every Combat, inflict Dread to an Adversary. On 13+ Dread, the Adversary suffers to Attack and Dread for the remainder of Combat.
Level 6
ILLUSION
A tricky illusion can be more powerful than a sharpedged sword. Trickery Check: Once every session, create a simple auditory and visual illusion that lasts for 1 minute per Level. Being incorporeal, the illusion can only inflict non-lethal Dread and will poof out of existence after being Hit.
Example Scenario
The PCs hide behind a tree but it's only a matter of time before the band of orch marauders finds them.
PC's Solution
The gnome creates an illusion of a roaring troll lumbering through the woods in hopes of scaring off the approaching orches.
ARCH RIVALS
As time goes on, the arch rivalry grows. Choose two added benefits for the Gnome's Bane. Intimidate Check: On a 9+, any minions of the Bane
- flee at the sight of the Gnome. A chosen ally also inflicts Dread to the Bane.
- The Gnome and their allies gain -1 Defense against
- the Bane.
Level 7
FRIEND WHISTLE
Powerful forest friends heed the Gnome's whistle. Wilderness Check: Once every session, summon the nearest magical friend to help: 1-2 A hostile Wandering Intruder! 3-5 No one responds. A distressed Unicorn, who only helps after 6-8 the Gnome completes a task or Random Encounter. A sparrow-sprite who provides help 9-11 or advice. A mighty unicorn, who helps the Gnome 12+ with any task or carries them to any region location in the same region.
GNOMISH INTUITION
Gnomes are very perceptive and often know what makes people tick. Perception Check: Once every session, invent a motive or desire within a present NPC. Instant Action
Example Scenario
A grumpy troll won't let the party cross a bridge.
PC's Solution
“It seems like the troll is grumpy because no one ever really asks him how he's doing. He just wants to really be seen.”
Level 8
ANIMATE
With a sprinkle of magic the Gnome can make objects come alive. Mettle Check: Once every session, animate an inanimate object, which grows cartoonish limbs to ambulate and hold things. It cannot speak or fight in Combat, but follows the Gnome's commands for the remainder of the session.
REJUVENATE
The Gnome's very touch is life-restoring. Once every session, out of Conflict, touch someone to heal +Level Courage.
Level 9
TAME CRITTER
Even the most ornery critters can warm up to a Gnome. Wilderness Check (Disadvantage in a Conflict): Once every session, the Gnome can tame a critter they encounter to accompany them for the remainder of the session: 1-2 Critter attacks! 3-5 Critter becomes wary and defensive. 6-8 Tame a Goon. 9-11 Tame a Bruiser or Goon. 12+ Tame a Champion, Bruiser, or Goon.
MAGICIAN
The Gnome can cast powerful dwimmers like the wizards of old. Mettle Check: Once every session, cast a spell to do things like call forth a bolt of lightning, turn invisible, fly, and similarly potent effects. Spells are limited only by imagination, but the intent of the spell must be clearly stated. The spells never inflict Dread to Adversaries but can cause damage narratively.
Level 10
RAINBOW BRIGADE
The Gnome becomes a member of the Rainbow Brigade, the famed Gnomish defense force, and wields a Magic shield. Once every session, choose to do one of the following:
- A magical stag emerges from the shield. It can carry up to five PCs. Once every Combat it can trample, inflicting Dread to Adversaries.
- A powerful blast of rainbow energy pacifies all Nearby hostile critters and creatures (except undead) for 10 minutes.
- When Hit, suffer no Dread, and the shield reflects the Dread back to the attacker.
MAGIC FORGE
The Gnome has learned to imbue items with magic. Tinker Check: Forge a Magic item (p100), and work with the GM to bring the idea to life.