Nomes are a sub-race of gnomes which arose from the ancestors of the first svirfneblin, or deep gnomes, to enter the Dreamlands. The svirfneblin burrowed into a Ghūl gateway from the Waking World into the Dreamlands. The gateway led into the Great Abyss, which joins all parts of the Dreamland Underworld. The svirfneblin travelled for several years before finding a hidden area of the Underworld to call their own—a vast cave extending for miles and miles under the mountain, with volcanic furnaces glowing brightly in every direction around walls of rock, gems and precious metals. It is unclear how the original deep gnomes became the nome sub-race. There are stories of the svirfneblin being possessed by Earth Elementals, or mating with the Earth Mephit native to the Dreamland Underworld. Whatever happened, at some point nomes became one with the rocks around them, able to move through solid earth as easily as humans move through air.
Personality:
Nomes are fond of beautiful gems, and consider the gems of the Dreamlands to be under their protection. They are angered by those living on the surface who often steal these treasures. These feelings have made them suspicious of strangers and prone to greed. Yet, their belief that they are protecting such gems—and by extention, the Dreamland Underworld—has made them into strong fighters, careful planners, and dangerous enemies to those who would question their authority.
Physical Description:
Nomes stand 3 to 3½ feet tall and are often stockier than their gnome cousins, some even rotund. Their shapes are rough and rugged, as if broken from the side of a mountain. Their skin is wiry and rock-colored, usually dusty brown to gray, they have stringy gray hair that appears to be some sort of fungus. Only their eyes vary in color beyond earth tones, typically shining the color of a gemstone—diamond white, emerald green, sapphire blue, ruby red, etc.
Unlike other gnomes, nomes allow their hair to grow untrimmed into bushy hair and flowing beards, their hair and garments matching the color of their flesh. Their garments rarely have the decorations common to their gnome cousins, but may occasionally have a gemstone to indicate societal position. Those in military service may wear glittering armor of polished steel, inlaid with gems of rank. Nomes reach adulthood at about age 40, but seem to live well beyond the lifespan common to a gnome. Some question whether their unique tie to the Dreamlands has provided them with a sort of immortality.
Waking World:
Nomes are a race native to the Dreamlands, but they are also able to enter the Waking World in their through tunnels from the Great Abyss. Few choose to do so, however, unless directed by order of the Nome King. The Waking World is something Nomes can hardly bear, since most of it exists on the surface, and those met on the surface are likely to be warriors or adventurous rogues.
Relations:
Nomes are not fond of those who live upon the surface. Many wars and manipulations by the people of the Emerald Key kingdoms have made nomes into a solitary race. Unlike their gnome cousins, they aren't even fond of dwarves, who they feel are determined to steal their precious stones. Generally, nomes keep to themselves, but may allow audience for those willing to approach them without threatening their underground kingdom.
Alignment:
Most nomes are strictly lawful, following the rule of the Nome King without question. They honor the underground world, and the traditions of their people above all else. While they respect their own way of life, many nomes lean toward evil. If it is necessary to oppress and kill outsiders in an effort to protect their way of life, they will do so. Those leaning toward neutral are still willing to sacrifice themselves to protect the nome lifestyle, but less inclined to actively harm others to do so.
Religion:
Like other chthonic cults, nomes are known to practice ritual sacrifice to appease their gods. Sacrifices are placed in the bothros in the bowels of the dungeons below the nome kingdom, or personal sacrifices are burned on a raised bomos to have the ashes added to the walls of their homes.
Languages:
Nomes speak Undercommon and the language of Earth Elementals, Terran, both of which use the Dwarven script. Although most are easily able to learn Dream Common, many choose not to speak this language—since they believe that their native language should be spoken by any who wish to respect them. speak Dream Common, and those who regularly live in the Waking World are able to learn and use the languages known to Humans.
Names:
Nomes maintain the love of names held by their gnome cousins. They may have a variety of names, and tend to add a new name whenever a significant change has occured in thier lives. In addition to names common to gnomes, examples of nome names include: Bung, Crinkle, Guph, Kaliko, Roquat, and Ruggedo.
Nome Racial Traits
- +2 Constitution, –2 Strength, –4 Charisma
- Small: As Small creatures, nomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
- Nome base land speed is 20 feet.
- Earth Glide (Ex): A nome can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Their burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing nome flings them back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save.
- Darkvision (Ex): A nome can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and nome can function just fine with no light at all.
- Light Sensitivity (Ex): Nomes are dazzled in bright sunlight or within the radius of a daylight spell
- +3 racial bonus on saves against spells and spell-like abilities.
- +3 racial bonus on Climb checks, which improves to +4 when climbing on stone or underground
- +1 racial bonus on Listen and Spot checks.
- Automatic Languages: Terran and Undercommon. Bonus Languages: Draconic, Dream Common, Dwarven, Earth-based Languages, Elven, Giant, Gnome, Goblin, and Orc.
- Favored Class: The Tough Hero. A multiclass nome’s Tough Hero class does not count when determining whether they take an experience point penalty.
- Level Adjustment: +1