Burghal gnome

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Burghal gnome
Decay Timer 14 minutes
Spirit Regeneration 1 per 3 min, ×2 on node
Height 3' to 3.25', 3.5' max
Weight 40 to 120 lbs.
Languages Common, Gnomish

Burghal gnomes live in, under, or near the cities and towns of other civilizations. Like their woodland cousins, the burghal bloodlines are excellent scavengers... and even thieves. Though the true delight of the burghal gnome lies in the art of tinkering (that semi-mythical branch of magic some call "mechanical engineering"), burghal gnomes are also likely to spend time tending lawns and gardens (and exacting the price of the choicest produce).

Burghal gnomes take great delight in puzzles and games, which helps to explain their relatively high logic and intelligence, though that inclination sometimes turns to a joy in pranks and dirty tricks in the darker bloodlines.

The burghal gnomes' tendency to build their compounds (usually built of brick-lined subterranean rooms and passages) near magical nodes has been offered as one explanation for the burghal gnomes' high aura, though the burghal bloodlines have always held elemental magic and its adepts in very high esteem.

Burghal Gnome Statistics

Strength Constitution Dexterity Agility Discipline Aura Logic Intuition Wisdom Influence
-15 +10 +10 +10 -5 +5 +10 +5 0 -5

For statistic growth rates by profession, see List of statistic growth rates#Burghal Gnome.

Other Characteristics

Spirit Regeneration 1 per 3 min Decay Timer 14 min
Max Health 90 Base Regeneration ?
Weight Factor 0.70 Encumbrance Factor 0.78
Maneuver Bonus Best

Burghal gnomes receive a bonus to cocking crossbows and a moderate bonus to hiding in town. Both varieties of gnomes are skilled ventriloquists and imitators -- they are perfect at using IMITATE, have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the Divert combat maneuver.

History

Pestilence forced the civilized gnomes from their caves around the year -125. Decades of rancorous debate over the future of the race leads to The Great Schism. Sandor Withycombe led one group into the cities and towns of the Kannalan Empire, and Doneagil Basingstoke leads the remainder back into the forest, thus establishing the primary bloodlines of Burghal and forest gnomes.

In 725, a group of Withycombes attached themselves to some elven traders and traveled to Ta'Nalfein, where they developed a fondness for wine and an expertise in wine production. This was the beginning of the Winedotter bloodline.

In 1135, a group of Winedotters living near Ta'Vaalor decided to go in search of the dwarves. Their delight in dwarven brews lead their cousins to name this group Bloodline Aledotter.

In 4120, Danail Nylem was exiled from the Withycombe for violating and mocking the centuries-old period of official mourning for the collapse of the Kannalan Empire. More than a quarter of the bloodline admires Nylem's transgressive humor, and they accompany his departure to form a new bloodline, the Nylem.

In 4634, a secret cult of Eorgina arises within the Nylem, their worship of the dark queen at odds with the neutral trickster-ism of the bloodline. A brief but bloody struggle for power ends with the Eorgina faction separating from the rest. They adopt the mocking nickname bestowed by their cousins-Vylem-as sign of the purity of their devotion.

In 5051, the Withycombe (as the eldest of the bloodline is named) died under mysterious circumstances, and an investigation uncovered a secret society of gnomish assassins. Its leader, Todor Neimhean, was immediately put to death, but his followers created a new bloodline in his name, called Neimhean.

In one of the most impressive feats of engineering, not to mention an unprecedented case of cross-bloodline cooperation, gnomes of the Withycombe, Winedotter, and Nylem bloodlines join forces to build an airship, the Dhu Gillywack in the year 5101. Designed using elements from the airships of the elves and dwarves but with a distinctively gnomish twist, the Dhu Gillywack visited several cities in the Turamzzyrian Empire, Kharam Dzu, and Ta'Illistim for the purpose of selling uniquely gnomifactured goods. The ship flew again in 5103.

Race-Specific Verbs

The following verbs have extra modifiers for Burghal gnomes:

TINKER
TINKER You search for something worth tinkering with.
TINKER <metal item>
Not held
You carefully tinker with (item), working to improve it.
TINKER <metal item>
Held
You carefully tinker with your (item), working to improve it.
TINKER <self> You methodically tinker with each one of your belongings.
TINKER <person> You sneak closer to (target) and tinker with a few of his things.

Resources

Burghal Gnomes - edit
Bloodlines:
Settlements:
Important Burghal Gnomes:
Races - edit