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Friend & Foe The and of Tellene Credits Author: Paul “Wiggy” Wade-Williams Editors: Brian Jelke & Don Morgan Art Coordinator: Mark Plemmons Cover Illustration: Caleb Cleveland Interior Illustrations: Caleb Cleveland, David Cooper, Keith DeCesare, James Hislope, Patrick McEvoy, Jean-Francois Trudel Project Manager: Brian Jelke Production Manager: Steve Johansson This work is dedicated to: Maggie - my wife and fellow gamer, Jake - my nephew and a future gamer, the staff at Kenzer and Company - for unleashing me on two more races, and finally everyone who liked Fury in the Wastelands. Table of Contents

Book One: Hammer & Humor ...... 3 Book Two: Kin of the ...... 97 Rock Gnomes ...... 4 History ...... 98 History ...... 4 Anatomy ...... 99 Gnome Anatomy ...... 5 Social Structure ...... 101 Culture ...... 14 Culture ...... 109 Warfare ...... 32 Relations with Other Races ...... 116 Religion ...... 39 Trade and Tribute ...... 120 Forest Gnomes ...... 46 ...... 121 Gnome Anatomy ...... 46 Calendar ...... 122 Half-Forest Gnomes ...... 47 Language ...... 123 Deep Gnomes ...... Sample. . . .61 Warfare file ...... 124 Half-Deep Gnomes ...... 62 Religion ...... 132 Gnomes as Player Characters ...... 74 Misconceptions ...... 140 Racial Traits ...... 76 Kobolds as Player Characters ...... 142 The Game Mechanics of Playing A Gnome ...... 77 New Feats ...... 145 An Example Character ...... 79 New Spells ...... 147 New Uses for Existing Skills ...... 79 Prestige Classes ...... 148 New Feats ...... 80 Bestiary ...... 153 Prestige Classes ...... 80 Kobold Glossary ...... 155 Professional Classes ...... 88 Bestiary ...... 90 Adventure Hooks ...... 157 Gnome Glossary ...... 94 © Copyright 2004, 2008 Kenzer and Company. All Rights Reserved.

Questions, Comments, Product Orders? Phone: (847) 662-6600 Fax: (847) 680-8950 Kenzer & Company email: [email protected] 511 W. Greenwood Visit our website: Waukegan, IL 60087 www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction. Names, characters, places and incidents either are the express written consent of Kenzer and Company. Permission is granted to the product of the authors’ imaginations or are used fictitiously, and any resem- purchaser of this product to reproduce sections of this book for personal use blance to actual persons, living or dead, events or locales is entirely coincidental. only. Sale or trade of such reproductions is strictly prohibited. With respect to trademarks: Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Friend & Foe:The Gnomes and Kobolds of 1 Tellene and the Kenzer and Company logo are trademarks of Kenzer and Company. © 2004, 2008 Kenzer & Company, Inc. All Rights Reserved. Dungeons & and Dungeon Master are trademarks owned by , Inc., a subsidiary of Hasbro, Inc. Friend and Foe: The Gnomes and Kobolds of Tellene

INTRODUCTION in: it is tremendously versatile. No matter what type of character you choose to play, you should feel confident that he Why the Kingdoms of Kalamar® Campaign Setting? or she will have an important place in the world of Tellene. The Kingdoms of Kalamar setting describes the world of The Kingdoms of Kalamar setting also provides a realistic, Tellene, a vibrant world alive with rich characters, imminent dynamic world for your character. Every sort of adventure can danger, complex intrigue and exciting adventure, all awaiting be found on the continent of Tellene. Whether you dream of your shaping hand. This robust world consists of many detailed finding great riches in the bellies of mountains or ridding the lands and cultures, both human and , that are rife desert of undead abominations, the Kingdoms of Kalamar with adventure possibilities. On Tellene, creatures setting provides the where and the how, all the while roam the wilderness, evil clerics worship evil deities hell-bent maintaining a commitment to realism that lets you experience on destruction and the dead rise again to spread terror your character’s adventures in the most satisfying ways. throughout the world. Complex political alliances mix with In the Kingdoms of Kalamar setting, your character has a marauding bands of and medieval technology and chance to stand out. In fact, you have a chance to be the greatest culture come face to face with magic and the fantastic. Tellene character in the campaign world. But greatness is different for combines the best of a realistic medieval world with all the every individual. While you may dream of conquering the elements of you have come to enjoy. While nearly any continent and bringing peace and prosperity to its people, campaign setting suffices for a single adventure, your characters others may wish for the ultimate in scholarly or magical will find the Kingdoms of Kalamar setting to be an engaging achievement. What sets the Kingdoms of Kalamar setting apart game world to explore long after the novelty of the “tourist is its ability to give you the opportunity to do all this and more bazaars” has worn thin. without sacrificing continuity or common sense. Here you are The underlying strength of the Kingdoms of Kalamar setting presented with the opportunity to become great. Realizing that comes from its geo-historical basis. The maps feel right because opportunity, however, requires skill, effort and a little bit of they are right, at least from a standpoint of verisimilitude. The luck. continents, lakes, rivers, forests and other geographical features all follow examples from the real world. This attention to detail ABOUT THIS BOOK clearly shows a setting built from the ground up, from the direc- Friend & Foe: the Gnomes and Kobolds of Tellene is unusual in tion of the prevailing winds to the plate tectonics. No glaciers that it presents not one but two races common to Tellene. lie in the middle of warm lakes nor huge jungles in temperate and have both been well detailed as player latitudes. The Kingdoms of Kalamar setting becomes the invis- character races of the KINGDOMS OF KALAMAR® setting in earlier ible backdrop for the real action: you. supplements; now it is the turn of the gnomes and kobolds, two The player character becomes the real of any D&D races with a long history of aggressive interaction. game. You rescue the princess and you recover the stolen The aim of this sourcebook is to provide both players and Whatzit for Lord So-and-So. You shape the campaign world Dungeon Masters (DMs) with useful information. Players will through your actions, not the other way around. Tellene, like be able to use the section (the Friends part) to help create few other campaign settings before it, offers youSample the opportu- fileunique characters, full of the wealth of gnomish culture. Ideas nity to be a world-shaper. Life in Tellene grows from ordinary on suitable classes, new prestige classes, and feats can provide men and women with extraordinary courage and resolve. This assistance with building a character, and the plethora of setting gives you the information you need to allow your players background information is a great source for role-playing any to become one of those people. But fear not, for all the detail gnome sub-race. and background history that this setting provides add depth to Likewise, DMs can now elevate kobolds above “cannon your adventures without confining them. The Kingdoms of fodder” status, using them as deadly foes to harass even mid or Kalamar setting allows you to be the author of your own destiny high-level parties. The Foes section provides a DM with a view by providing the scenery but not the story. into kobold life and beliefs, giving insight into why they Of course, player characters cannot be everywhere at once. perform often seemingly random acts of aggression and cruelty. The world continues moving even when they spend weeks The chapter on warfare should enable DMs to unleash the fury exploring long forgotten ruins or dark forests somewhere. Evil of this often underestimated race upon player characters, cults spread their influence throughout a small town. A village changing kobolds from the “joke race” of D&D® into truly succumbs to a mysterious disease. A band of humanoids halts fearsome opponents. merchant routes between two cities. Villains even kidnap The gnome and kobold sections of this sourcebook have each princesses when heroes are not around to do anything about it. been written as a separate volume, with its own introduction, What happens then? Well, sometimes the princess escapes, but chapter listing, and racial information. more often the Vicelord has his way with her. For the NPCs of Tellene are not inept, else they would not be worthy (or WHAT YOU NEED TO PLAY successful) villains. A world full of morons is no place to live. This campaign resource assumes that you have access to the The good, the bad and even the so-so must transpire in the three core rulebooks of the Dungeons & Dragons game: the campaign in order to make the party’s heroic deeds exceptional. Player’s Handbook (PHB), the Dungeon Master’s Guide (DMG) After all, if every person on the block is a superhero, nobody and the Manual (MM). This product uses updated stands out. material from the v.3.5 revision of the D&D rules. As this book The Kingdoms of Kalamar setting is designed to enhance is compatible with the Kingdoms of Kalamar fantasy campaign your D&D experience by providing a realistic backdrop for your setting, it is also useful (but not required) to have the Kingdoms 2 character. Every type of person you could imagine of Kalamar campaign setting sourcebook and the Kingdoms of somewhere on Tellene. In fact, that’s one of the reasons the Kalamar Player’s Guide and any of the other fine Kindoms of Kingdoms of Kalamar setting is such an enjoyable world to play Kalamar adventures and sourcebooks available. Book One : Hammer & Humor

Book One

HAMMER & HUMOR

THE GNOMES OF TELLENE What This Section Contains Gnomes have been a D&D player character race since the This section is nothing short of a player’s guide to gnomes, early incarnations of the game. Rock gnomes are the Tellene providing everything you wanted to know about their equivalent of the standard D&D gnome race, and as such are culture, as well as providing an in-depth look at playing a already widely known. However, playing a race is not neces- gnome. For those of you interested more in the game sarily the same as role-playing a race. mechanics of this race, there are new feats and prestige We all know how to play dwarves and from watching classes. For others, the wealth of background information fantasy films and reading novels, but how often do gnomes will enable them to bring their characters to life in a unique get a leading role? culture. While you may have played a gnome character before, The gnome section is broken down into three key how much do you really know about the background to the chapters, one for each sub-race. Certain aspects of gnomes race? How do gnomes dress, what is their social hierarchy, are very similar to all the sub-races. As such, rock gnomes why do they act the way they do? Well, now you haveSample the are treatedfile as the base race, with only the differences answers to these and many more questions in your hands. highlighted in the forest and deep gnome chapters. Each Many aspects of gnome society may be to readers. chapter in turn is broken down into several sections, with Gnomes are not as alien as the monster races; their methods each section covering a single aspect of gnome daily life. and motives are very similar to those of humans. That does not, however, mean that gnomes are simply short humans. Section One explores the physical and mental make-up of gnomes. Their culture is as unique as any other race and where there are differences they tend to be for very specific reasons. Section Two explains gnome social structure, detailing the What this book is not, however, is a definitive guide to social strata and providing a close look at how gnome communities function. every gnome community on Tellene. Gnomes living in different territories have adopted many local customs, but Section Three covers gnome culture, looking at every aspect of their wondrous society. there is not enough space to detail every single custom and oddity shared by this diverse race. Instead, we present Section Four is dedicated to warfare and details unit organi- zation, weapons and armor, and tactics. elements common to the majority of gnome-kind. But enough commentary – enjoy a journey through Section Five expands on the gnome religious beliefs, gnome society, and be prepared for a few surprises along the detailing their principal deities, ceremonies, and beliefs. way. Section Six looks at misconceptions of gnomes and the truth behind some of the more common . At the end of the gnome book are two sections covering While the word “gnome” appears frequently throughout the “crunchy bits”. The first section gives the player every- this work, the reader should remember that this book deals thing he needs to know about playing a gnome, as well as with all the gnome sub-races. Which sort of gnome it refers new feats and prestige classes suited to the race. The second to depends solely on which section you are reading. 3 provides the DM with ready-to-use statistics for a variety of gnome archetypes. Friend and Foe: The Gnomes and Kobolds of Tellene

OCK NOMES WHY DO WE HATE ? G Goblins, , kobolds, orcs, and hobgoblins are our most hated foes. We gnomes believe that all races have a HISTORY right to live as free people, acting as they wish, so long as it helps the community prosper. We all have different roles to “Blessed is he that can take a joke.” fulfill in this way. Your friend Freyda’s parents are farmers. – GNOME SAYING. They may be poorer than us, but they are still providers for Like most races, gnomes have no real idea of their true the community and are our equals. origins. The sciences of archeology and genetics do not exist Our enemies seek to enslave other races, to dominate on Tellene, and even if they did, the prevalence of magic them with their way of life, which is brutal and oppressive. would make their use a moot point. Many races claim to be Many years ago, long before even I was a baby, I can see you created by the gods to serve some purpose; in this, gnomes sniggering behind your hand, the goblinoids encountered are no different. However, many races see themselves as the first gnomes. Our people lived in with the special, but gnomes view themselves as no more entitled to animals and the trees, tending their needs with love and rule the world than the next race. care. The goblinoids sought only food and firewood, taking Rather than try to present a true history of gnomes, which more than they needed because of their greed and lack of would be rather dull seeing as gnomes never built huge respect for Mother Nature. empires or conquered great swaths of land, this section Our ancestors tried to reason with these fiends, but were instead covers the history of gnomes through a series of no match for their weight of numbers and malicious ways. questions asked by a young gnome of his elder. Since then we have become their enemies. When you are WHERE DID I COME FROM? older you will be taught how to fight these creatures of You are the result of your parents’ love for each other. darkness, not because we gnomes like to fight, but because They in turn came from their parents, and so it was back to we have a duty to stop oppression and wanton destruction as the beginning of our race. You have many relatives, both well as to defend ourselves. living and dead, but all gnomes are your kin, even those who DID WE BUILD HUGE CITIES? bully you at school. Ah, the tales of cities have captured your imagination, I The clerics teach us that the gods created us to help the see. No youngster, we never built cities insofar as humans other races learn how to live productive lives.Sample Holy Mother filewould call them such, nor we did we carve out great empires. gave us the knowledge of a happy and industrious home. Do not get me wrong; cities can be wondrous places to visit. She taught us that we must respect our family, especially our One of your uncles lives in a grand city called Bet Kalamar, elders. She also revealed to us that honest work is its own far from here. We rock gnomes generally prefer quieter reward, so we toil at our crafts or in the mines or in the fields. lives, where we can be close to nature. Her husband, The Peacemaker, taught us to respect the As for empires, no, we never sort such glories for other races for what they are. Not every race follows the ourselves. Empires can only be formed by conquest, and that same ways, and many things you will see in your long life means spilling innocent blood and enforcing your way of may seem strange at first. We do not war on our neighbors, life on others. Our people watched the humans come to this but seek to interact with them as friends and family. land, but we did not interfere or help them build their WHY DO WE LIVE IN HOLES? empires. Ah, you have been talking with the humans again! What We watched the Kingdom of Brandobia rise from nothing, humans call holes, we call homes. When we first walked and then turn upon itself. Our people left in the year 382, upon the earth we befriended the burrowing mammals. We that’s the Year of New Discovery calendar date, when the learned to understand their speech, and they taught us that Brandobians turned on non-humans. We watched from afar by living beneath the ground we could be warm even in as the kingdom warred upon itself, with men of power winter and safe from those that would cause us harm. seeking to place their own king on the throne. Our friends, the dwarves, chose to tunnel deep beneath When the Kalamarans came things were no different. the earth, where they awoke foul goblins and kobolds. We They conquered lands settled for centuries by the non- chose to copy the badger, the fox, and the hare, and human races and decades by other humans, trying to teach 4 burrowed just beneath the surface. Here we could remain us through violence that their rule was benevolent. From hidden from intruders, be protected from the elements, and our peaceful lands we heard of the break up of the once great still venture into the world to enjoy fresh air. Empire of Kalamar. People set up their own kingdoms, but Book One : Hammer & Humor

they were no different than those that had come before lates as “big bones.” Among the Reanaarians, they are called them. We watched the land of Pel Brolenon take up slavery daruukala, which actually means “little-bones.” The differ- and we saw the aftermath of the Fortnight’s Battle. ence in the name is purely one of perspective. Even since you were born, there have been many bad acts in which we played no part. The year after you were born we Rock Gnomes heard of the slaughter of the male population of Tharggy. PHYSIOLOGY Barely fifteen years ago we sat in our homes while the Battle Though gnomes share many similarities with both of Kadir Ridge raged. Even in these last few years, the Dejy- dwarves and , they are not related to either race. Gakite war, as it has been called, began, with men fighting Rock gnomes are, of course, related to forest and deep over territory and the right to rule themselves as they gnomes. choose. Gnomes are a small humanoid race, averaging 3 to 3-1/2 No, my lad, we gnomes watch history, we do not make feet tall and weighing only 40 to 45 pounds. Females tend to history. be slightly shorter and lighter, but not by much. In this WHAT OF THE NON-HUMANS? respect, they are closer to halflings than dwarves. Most of the other civilized races follow our belief in Skin tones range from dark tan to woody brown across peaceful co-existence. The elves and dwarves were here both sexes. There seems to be no discernible coloration when we first arrived in this land, long before the humans difference between social castes or among families. As a found their way here. The elves are closer to our cousins, the gnome ages, his skin generally turns darker and becomes forest gnomes, than us, though we are at peace with the increasingly weathered. elves. They rarely visit us, though, or we them. One day you In contrast to their dark skin, gnomes have light hair. will grow up and leave this village, and then you will see an Typically these are light browns or shades of auburn. . Children often have near-blond hair for the first ten years, Humans think we are cousins to the dwarves, but we are but it darkens as they mature. Male gnomes often begin merely friends and allies. Relations with the dwarves stretch losing their hair as they near their 200th birthday, but back to our very beginning, when we turned our hands to complete baldness is rare. Among venerable males and the manufacture of gems and mechanical devices. Both our females, hair begins to lighten, often ending up a dirty gray races share a love of these things, but rather than war over color. Male gnomes sport beards, but unlike dwarves they resources, our leaders agreed to live in peace. Sampletypically file keep theirs short and well trimmed. Many rock WHAT IS OUR FUTURE? gnomes believe that a boy becomes an adult when he starts I am no scribe of the fates, my child. My remaining days growing facial hair, though children develop at different are short, and I have seen much change. You are still young rates. and will see many more changes. Wars rage around us, our A gnome’s eyes are nearly always blue, though they range enemies seek to destroy us for opposing their supposed from dark blue through to nearly white. Like many animals, destiny, and the wild lands become tame as humans their eyes can adjust to cope in only small amounts of light encroach ever closer to our lands. and gnome communities have little need for external I do not know what the future of our race may be, but lighting to guide gnomes around the community. In remember your vows, respect your family, work hard, and moonlight, and similar levels of illumination, gnomes can you will have little to fear. Now go to sleep, for it is late and see twice as far as a human, and still retain full color percep- I am weary. tion. As gnomes get older their eyesight often begins to fail, and those who require keen vision for their trade sport GNOME ANATOMY primitive lenses to correct visual defects. “Rock gnomes are short, beardy, live in caves, and hate goblinoids. Noses are prominent on most rock gnomes, being consid- No, wait, that’s a . Gnomes are short though, right?” erably larger in proportion than other facial features. They - GRARG STONESKULL, HALF- ADVENTURER AND SELF- are also highly sensitive, allowing gnomes to monitor PROCLAIMED “SAGE OF THE PEOPLE.” alchemical process very accurately thereby making them Three distinct sub-breeds of gnome are found on and excellent alchemists. This highly developed sense also helps under Tellene. This section describes the physiology and them discern illusions as described below. psychology of the dalgul (“burrower,” or, more fully, “we that Ears are slightly tapered and are extremely sensitive to 5 burrow”), most often translated as “rock gnome”. Half-rock sound. Gnomes claim that they can hear badgers and foxes gnomes are called shirazi in the Gnome tongue, which trans- digging beneath the surface, though this may just be a joke Friend and Foe: The Gnomes and Kobolds of Tellene

on their part. However, combined with their keen vision, it however, a gnome pulls a prank simply to see how the people gives gnomes an advantage when they try to detect enemy involved react. incursions into their territory. Virtually all gnome jokes and pranks are harmless; with Gnomes are innately magical creatures, especially attuned embarrassment being the worst injury a victim suffers. to illusions. As well as being better able to detect illusions Humor is seen as a way to lift spirits and keep gnomes than any other race, they are also born with the gift of spell- humble, not as a way to get one over on a rival. Jokes that like abilities. Though limited to only a few powers, all of elevate the status of the practitioner are rarely funny to rock which are illusory in nature, they take great pride in this gnomes. Evil gnomes, who fortunately are few in number, ability and make great use of them in pranks and jests. prefer cruel, spiteful, and even painful tricks. To these rare, Gnomes are also blessed with the ability to converse with twisted minds, the more pain the victim shows, the funnier burrowing mammals. Some scholars have argued that the joke. gnomes began existence as little more than burrowing All gnomes are inquisitive creatures. They love to find animals themselves, but there is little evidence to support things out by experience, but are also keen to take things this rather insulting hypothesis. apart to see what makes them work. Their inquisitive nature even extends to their dealings with other races. A gnome PSYCHOLOGY encountering a non-gnome is happy to spend hours Gnomes are renowned for their great sense of humor. questioning the outsider about every aspect of his culture, While they love puns (Gnome is very well suited to this form society, and personal life, finding great interest in the most of humor), jokes, and games, they also relish tricks and mundane matters, so long as he has not heard them before. practical jokes – the more intricate the better. A gnome may This natural curiosity can sometimes spill over into reckless- spend weeks meticulously planning a single trick, but you ness, and adventurer gnomes must often be held back from can guarantee that if it works people will remember it for charging through a tomb to see what marvels lie within. years to come. They carry this same dedication to more Their curiosity makes them skilled engineers, since they practical arts, such as engineering and alchemy. Sometimes, are always trying new ways to build things. As well as engineering, this natural love of experi- mentation also affects more mundane crafts, such as pottery or metalworking. Gnome-crafted items tend to fetch higher prices than comparable Sample file human goods because of their unusual features and designs.

Half-Rock Gnomes

PHYSIOLOGY Half-gnomes, the result of a union between a rock gnome and a human, are relatively common around Reanaaria Bay. Unlike half-orcs and half- hobgoblins, half-gnomes actually get on very well with both of the parent races. Gnomes tend to be easygoing about such things and many humans cannot help but see them as precocious children. Half-gnomes are taller than their gnomish parent, averaging 4 to 4-1/2 feet, and commonly weigh 70 to 75 pounds. They retain the slightly larger-than-normal ears, eyes, and noses of gnomes, but are often mistaken for smaller humans. Their skin tends towards lighter shades of tan, their hair darker brown or black, and their eyes a sea green color. Their eyes 6 retain the gnomish sensitivity to small amounts of light, and their sense of hearing is still sharp, Book One : Hammer & Humor

though not as sharp as a full-blooded gnome. Half-gnomes warriors 15%, unskilled workers and laborers 40%, and also lack the innate magical abilities of their gnome parent. outsiders (those who follow unusual vocations) less than 1%. Half-gnomes age almost twice as quickly as rock gnomes, The number of warriors can be misleading, as all male generally only living into their second century. As with gnomes of fighting age are members of the militia. gnomes, their skin darkens with age and their hair fades to Naturally, those with wealth and power tend to avoid direct gray or white. combat, but they are required to make donations to help The offspring of a half-gnome and a rock gnome will be build defenses and equip the militia. either a half-gnome or a gnome; the union of a half-gnome Rock gnome communities are often referred to as clans. and a human produces either a half-gnome or a human The term is , for a clan is simply a collection of families (though a human may still show signs of his gnome that have sworn to live together under a nominal king, heritage). There are no one-quarter or three-quarter- though gnomes prefer the name komynyit, or “community.” gnomes. Many families are interrelated through marriage, strength- ening the community . Clan names are actually the names of the settlement. Thus, Clan Kirennen describes the Half-gnomes in Gnome Society gnomes that live in the settlement of Kirennen; it does not Specific references to half-gnomes do not appear very mean that all the gnomes are somehow related. often in this book. The reason for this is omission is simple; Use of the word tribe is likewise acceptable to gnomes. gnomes do not treat half-gnomes living among them any Individual settlements make alliances with their neighbors, differently than standard gnomes. They may be bigger, pooling resources for the common good. Marriage between achieve adulthood quicker, and have different racial traits, but they are still gnomes at heart. different clans within the same tribe is very common and strengthens the ties between settlements.

GENTRY PSYCHOLOGY The highest-ranking social class is that of the gentry Half-gnomes retain the curiosity, light-heartedness, and (“gebwuth”; wealthy). Typically, the gebwuth are hereditary adventurous nature of their gnome parent, but are less inter- families that have watched over a community many genera- ested in engineering or alchemy. Their jokes tend to be more tions. One should not confuse gentry with rulers. They may verbal than practical. own most of the farmland and mines in a community, but However, among the half-races, they are almost uniqueSample in they arefile not feudal overlords. Gnomes are not ones to their ability to adapt to any situation, deal with different answer to an authority figure just because he or she has races with ease and are considered amiable creatures. accumulated wealth. Their government, as detailed later, SOCIAL STRUCTURE comprises of elected officials. Though not communal rulers, gebwuth are masters of their “All are equal in the eyes of the gods.” own income. They are responsible for the smooth running - POPULAR GNOME SAYING. of their estates, seeing that work quotas are met, workers are Rock gnome society is well ordered, with social positions paid on time, and that all disputes are resolved swiftly and based on their parents’ class. A merchant’s offspring are efficiently. Few employ managers or supervisors, preferring treated as members of the merchant class, even if they to handle matters themselves or let young offspring learn choose to follow another profession. These social strata are the family business in preparation for when they eventually not firm boundaries, however. Even the lowliest farmer can inherit. rise to the level of gentry through hard work, and maybe a Under gnomish law, all property passes to the eldest child little good fortune, if he is dedicated enough. Of course, if on the death of the second parent. Provision for younger one can climb up the social ladder one can also fall down. children is made through a will. Most inherit only money, Cautionary hearthside tales of gentry and merchant who leaving them no choice but to find employment in a craft or have frittered away their family fortunes only to end up as as an adventurer. A large percentage of gnome adventurers farmers or crafters are common. are actually poor offspring of gentry, seeking their own fame Within a typical gnome community there may be a few and fortune. hundred families. The breakdown of population in each As is typical of nobility, members of the gentry marry social level varies from community to community, but on others of their own social class when possible, though average assume the following distribution. Gentry form 5%, lowering oneself to marrying a member of the merchant or 7 spellcasters of all types another 5% (most of these are bards spellcasting classes can prove beneficial, especially if it or clerics), merchants 15%, skilled crafters 20%, professional increases one’s wealth or standing in the community.