GnomeGnomes are the shortest living humanoids found in Askerson, standing at 3 to 3 ½ feet tall. They resemble humans in almost every way (skin tones, hair color, eye color, etc) except for their very slightly pointed ears. Their hair also turns white at a much younger age, somewhere around 30, which for their 200 year lifespan is remarkably young.
Average Lifespan: 160 - 200 years Omnivore
Pregnancy
The Anoka:
Symbol of Gnome Peace and Virtue |
Most Populated Kingdoms:
Fuwei (Darker shades on the map indicate higher population counts)
Gnomes make up 0.61% of the humanoid population on Askeron |
History
Gnomes originated from The Unresting Hills of the Arc Territories. The problem is gnomes were thought to be just a myth for many centuries. Sightings were rare and far apart, leading most to doubt their existence. This was due to their low population numbers, a general refusal to interact with the outside world and their tricky illusory magic.
Today, in some parts of Askeron, some may still deny the existence of gnomes, and this could just be a trick the gnomes have created for themselves. Since gnomes possess the ability to generate illusions it can be speculated that many disguise themselves to appear as something much more normal, such as a human, and no one would be the wiser.
Most gnomes are very anti-social when it comes to people outside of their kind. The world and its people have largely been intimidating to the gnome community. The large majority of them wish to avoid wars and confrontation.
Today, in some parts of Askeron, some may still deny the existence of gnomes, and this could just be a trick the gnomes have created for themselves. Since gnomes possess the ability to generate illusions it can be speculated that many disguise themselves to appear as something much more normal, such as a human, and no one would be the wiser.
Most gnomes are very anti-social when it comes to people outside of their kind. The world and its people have largely been intimidating to the gnome community. The large majority of them wish to avoid wars and confrontation.
Culture
Dwarf Relationship
Some consider gnomes to be distant cousins to dwarfs, though dwarfs take this as more of an insult than the gnomes do, seeing as gnomes are capable of "disgraceful magic." Still, thousands of years ago it was the dwarfs who first recognized the gnomes to be viable and important. The dwarfs were so impressed by the gnomes ingenuity, their keen eye for detail and an assertive work ethic, that they encouraged the gnomes to live off the northern coast of their land, what is now called The Arc Territories.
The dwarfs appreciate and rely heavily on the inventive and crafty nature of the gnomes but they in no way approve of their magic. In fact, Dwarfs of Buldar made a signed agreement with the Arc Gnomes that relies on a promise that the gnomes will never, for any reason, use their illusory magic on any member of the dwarf race, or that individual will be put to death by the axe. This agreement is taken very seriously and upheld to this day.
The specific work that the dwarfs admire is gem cutting. Gnomes are so well crafted in gem cutting that they are desperately sought out for the job. They team up with dwarfs, making deals and trades in their skill. Gnomes are known to pay attention to detail like no other.
Tinkers
Aside from gem cutting gnomes are master tinkers and inventors. Gnomes are a very curious race and widely intelligent. They can build, or more often, repair just about anything. They love collecting scraps and unused household objects and altering its function, bringing new purpose to forgotten items, sometimes without any specific plan or goal. In some ways this can create a junky vibe, their homes occasionally full of useless inventions and strange artwork made from someone else's garbage.
Their tinkering motto is heard often: "to make, to be, to do!"
For the individuals who fail at tinkering, they are known to struggle in gnome society and often times lose sight of their purpose. These are the individuals most likely to wander and live alone, outside of their community.
Housing & Families
Gnomes are naturally friendly, peaceful beings and yet they are unsocial outside of their immediate clique. They almost never live in towns or cities inside the kingdom's walls, unless they actively use their illusion magic to keep their identity hidden. The few exceptions may be found in less crowded towns. Because they are so untrusting of those they are unfamiliar with, the gnomes prefer to go unnoticed, enjoying the myth of never existing.
Instead they usually live in burrows underground or in homes built into the hillside like a grassy gnome-made cave. They live in small families or communities or sometimes alone. They try to stay out of controversy among the kingdoms and keep neutral opinions. Gnome communities are known to be very tight knit and cooperative.
Sleeping Habits
Gnomes need a lot more sleep than most other humanoids. From birth till ages 8 or 9 they are found to spend 80% of their day sleeping, meaning they are only awake for 4 hours a day. From ages 9 to 12 they are awake roughly 7 to 8 hours a day. By 12 years old they are functioning on a normal gnome clock, awake 10 to 12 hours a day. An average, grown gnome requires 12 to 14 hours of sleep to be considered fully rested and healthy.
Animals
Gnomes love animals. They form close bonds with wild animals and often invite them indoors, deer and weasels and birds and all. For this reason, you’ll find that most gnomes are vegetarians. Leashes or harnesses or cages are all considered barbaric to a traditional gnome, even reigns and saddles for a horse are frowned upon. No animal is considered a pet but a friend.
Celebrations
Gnomes love holidays. They will accept almost any reason to celebrate for virtually anything imaginable.
Almost every day is a celebration of a living creature. Example: The Day of the Deer, The Day of the Bear, The Day of the Swan, etc. There's even a Day of the Humans or The Day of the Vampires. These are more of a way to acknowledge the living creatures of Askeron than they are celebratory events, but gnomes adore their daily animal.
Marriage is very important to most gnomes and marriage ceremonies are a week long event, though they can be quite similar to human's. They shower the happy couple in decorations with paint and garments made of flowers, as well as joining them with rings.
Education
There are no gnome-only schools found in Askeron and public schools don't really accommodate gnomes' needy sleep schedules. Either way, it doesn't seem to be a problem, gnomes simply never take any interest in structured education and schooling systems. They aren't even actively home schooled. Gnomes generally find an interest that they like and perfect it in their own time. Most educating is done self taught along with the life lessons of their parents or community. This isn't to say gnomes aren't smart, they can be highly intelligent and philosophical.
Some consider gnomes to be distant cousins to dwarfs, though dwarfs take this as more of an insult than the gnomes do, seeing as gnomes are capable of "disgraceful magic." Still, thousands of years ago it was the dwarfs who first recognized the gnomes to be viable and important. The dwarfs were so impressed by the gnomes ingenuity, their keen eye for detail and an assertive work ethic, that they encouraged the gnomes to live off the northern coast of their land, what is now called The Arc Territories.
The dwarfs appreciate and rely heavily on the inventive and crafty nature of the gnomes but they in no way approve of their magic. In fact, Dwarfs of Buldar made a signed agreement with the Arc Gnomes that relies on a promise that the gnomes will never, for any reason, use their illusory magic on any member of the dwarf race, or that individual will be put to death by the axe. This agreement is taken very seriously and upheld to this day.
The specific work that the dwarfs admire is gem cutting. Gnomes are so well crafted in gem cutting that they are desperately sought out for the job. They team up with dwarfs, making deals and trades in their skill. Gnomes are known to pay attention to detail like no other.
Tinkers
Aside from gem cutting gnomes are master tinkers and inventors. Gnomes are a very curious race and widely intelligent. They can build, or more often, repair just about anything. They love collecting scraps and unused household objects and altering its function, bringing new purpose to forgotten items, sometimes without any specific plan or goal. In some ways this can create a junky vibe, their homes occasionally full of useless inventions and strange artwork made from someone else's garbage.
Their tinkering motto is heard often: "to make, to be, to do!"
For the individuals who fail at tinkering, they are known to struggle in gnome society and often times lose sight of their purpose. These are the individuals most likely to wander and live alone, outside of their community.
Housing & Families
Gnomes are naturally friendly, peaceful beings and yet they are unsocial outside of their immediate clique. They almost never live in towns or cities inside the kingdom's walls, unless they actively use their illusion magic to keep their identity hidden. The few exceptions may be found in less crowded towns. Because they are so untrusting of those they are unfamiliar with, the gnomes prefer to go unnoticed, enjoying the myth of never existing.
Instead they usually live in burrows underground or in homes built into the hillside like a grassy gnome-made cave. They live in small families or communities or sometimes alone. They try to stay out of controversy among the kingdoms and keep neutral opinions. Gnome communities are known to be very tight knit and cooperative.
Sleeping Habits
Gnomes need a lot more sleep than most other humanoids. From birth till ages 8 or 9 they are found to spend 80% of their day sleeping, meaning they are only awake for 4 hours a day. From ages 9 to 12 they are awake roughly 7 to 8 hours a day. By 12 years old they are functioning on a normal gnome clock, awake 10 to 12 hours a day. An average, grown gnome requires 12 to 14 hours of sleep to be considered fully rested and healthy.
Animals
Gnomes love animals. They form close bonds with wild animals and often invite them indoors, deer and weasels and birds and all. For this reason, you’ll find that most gnomes are vegetarians. Leashes or harnesses or cages are all considered barbaric to a traditional gnome, even reigns and saddles for a horse are frowned upon. No animal is considered a pet but a friend.
Celebrations
Gnomes love holidays. They will accept almost any reason to celebrate for virtually anything imaginable.
Almost every day is a celebration of a living creature. Example: The Day of the Deer, The Day of the Bear, The Day of the Swan, etc. There's even a Day of the Humans or The Day of the Vampires. These are more of a way to acknowledge the living creatures of Askeron than they are celebratory events, but gnomes adore their daily animal.
Marriage is very important to most gnomes and marriage ceremonies are a week long event, though they can be quite similar to human's. They shower the happy couple in decorations with paint and garments made of flowers, as well as joining them with rings.
Education
There are no gnome-only schools found in Askeron and public schools don't really accommodate gnomes' needy sleep schedules. Either way, it doesn't seem to be a problem, gnomes simply never take any interest in structured education and schooling systems. They aren't even actively home schooled. Gnomes generally find an interest that they like and perfect it in their own time. Most educating is done self taught along with the life lessons of their parents or community. This isn't to say gnomes aren't smart, they can be highly intelligent and philosophical.
Magic Abilities
Mirage Inducing
- A reality warping ability which allows the user to generate illusions which last, and are entirely real, as long as the targets remain unaware that it is an illusion.
- With this ability one could cause any type of illusion they desire, but the second someone becomes self aware, acknowledges strong enough skepticism, or gains knowledge of the illusion, that illusion will wear off entirely.
- Subjects can prevent illusions ever being cast on them if they go in with enough mental awareness to combat any illusory attempts.
- The amount of people a user can effect with the illusion is dependent on their concentration and skill in the ability.
- To cause the illusions to happen in the first place takes a great deal of concentration and energy from the user but once the idea of the illusion takes hold the user can let go and allow the magic to do its job. The work is only necessary for the initial creation of the illusion.