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Deep gnome

meopari by meopari
07/12/2022
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5e 4e 3e 2e 1e versatile depictions of deep gnomes.

Deep gnome

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    Reading: Deep gnome

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5th Edition Statistics[1]

Size

Small

Type

Humanoid

Tag(s)

Gnome

Alignment

Neutral full

Challenge rating

 1⁄2

4th Edition Statistics[2]

Size

Small

Origin

Fey

Type

Humanoid

Keyword(s)

Gnome

Alignment

Unaligned

3rd Edition Statistics[3]

Size

Small

Type

Humanoid

Subtype(s)

Gnome

Alignment

Usually neutral

Challenge rating

1

2nd Edition Statistics[4]

Size

Small

Alignment

Neutral good

1st Edition Statistics[5]

Size

Small

Alignment

Neutral good

General Information

Patron deity

Callarduran Smoothhands [ 6 ] [ 7 ]

Vision

Darkvision, [ 3 ] [ 7 ] low-light vision [ 3 ]

Average lifespan

[ 3 ]

250 years

Homeland(s)

[ 8 ] the

The North the Underdark

Language(s)

Gnome, Terran [ 1 ], Undercommon [ 3 ] [ 7 ]

Favored terrain

[ 3 ]

Underground

Appearance

Average height

[ 9 ] [ 7 ]

3’–3’6″ (91–110 cm)

Average weight

[ 9 ] [ 7 ]

40–45 lb (18–20 kg)

Skin color(s)

[ 3 ] [ 8 ] [ 7 ]

Medium brown to brownish gray

Hair color(s)

[ 3 ] [ 8 ] [ 7 ]

Males: bald; females: gray

Eye color(s)

[ 8 ] [ 7 ], black [ 7 ]

Gray, black

Distinctions

[ 8 ] [ 9 ] [ 7 ]

Gnarled, wiry, thin bodies

Deep gnomes, called svirfneblin ( pronounced : / randomness five ɪ radius degree fahrenheit ˈ newton ɛ barn l ɪ north / svirf-NEB-lin [ 10 ] [ 11 ] ) in their own terminology, were a gnome subrace that lived in the Underdark. While their surface cousins were known for their boundless optimism and cheerful maleficence, the svirfneblin were good and leery creatures. They survived in the Underdark by maintaining wariness of others and working hard to keep their underground club secret. [ 8 ]

description

[

]

deeply gnomes were stringy and tilt with a body a heavily as a slab of rock ranging from 3​ to ​3.5 feet ( 0.91​ to ​1.1 meters ) in acme and weighing between 40​ to ​45 pounds ( 18​ to ​20 kilograms ). Males were wholly bald and beardless, while the females sported haircloth. [ 9 ] Deep gnome complexions were sometimes described as “ murmur ” and, like drow and duergar, were normally dark in hue, with most deeply gnomes demonstrating brown or gray hide with dark grey eyes. Females typically had gray hair. [ 12 ]

psychology

[

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]

deep gnomes were a surly and cynical people who fatalistically expected little more from life than what they had. While they treated their own kind with esteem and evening grace, trust was not easily given to anyone from outside their village, or flush outside their kin. [ 9 ] They kept to themselves, were highly cautious when contacting other races, and eyed all strangers with suspicion. [ 12 ] Sullen and hard-working, deeply gnomes were wholly dedicated to any task to which they set themselves, typically mining for males and housekeeping for females. Although outsiders found deep gnomes ‘ excessively dangerous position made for sour company, those qualities made the svirfneblin hardworking pursuers of excellence in their metalworking and weapon invent. These attitudes were besides justified in part by the harsh environs the deep gnomes inhabited, which required a degree of stoicism and quieten suffer in regulate to serve the greater effective. Any sounds or raised voices could attract danger to deep gnome homes and fire was used meagerly for cooking and warmth. Their seriousness and pessimism only faded when admiring the gems which fascinated them sol much. [ 13 ] Although far more dangerous than most gnomes, deep gnomes however exhibited the same insatiate curio and craft when put in the right circumstances. It was this trait, more than any other, which led some deeply gnomes to abandon their cautious upbringing and explore the world around them. Some of these wandering trench gnomes turned upwards and investigated the surface universe from which their ancestors came, particularly abstruse gnome illusionists who hoped to find gain instruction in the Art beyond what could be obtained in their detached homes. Others become prospectors, searching the Underdark for new veins of gems and ore to mine. [ 14 ]

Abilities

[

]

deep gnome were well adapted for belowground be than either rock gnomes or forest gnomes, with darkvision to help them see in total darkness and a shadow -like affinity for stone, allowing them to innately understand it on a level few other races could appreciate. conversely, thick gnomes lacked most gnomes ‘ preference for cantrip -like abilities, but could alternatively blind other beings, obscure their own presence, or shapeshift. Deep gnomes besides had a great batch of resistance to magic of any kind, and could go undetected as if they were using the nondetection spell, alongside their lifelike affinity for avoiding danger or hide. [ 15 ]

battle

[

]

The little size of deep gnomes could give them a fight advantage when battling larger opponents .

society

[

]

The harsh conditions of life in the Underdark shaped gnome company in a count of strange ways. Children were an extremely significant separate of deep gnome society, in region ascribable to a low birthrate relative to the mortality rate. Deep gnome couples normally had fewer than four children and rarely more than six. deep gnome mothers doted on their children compulsively, but not in such a way that inhibited their emergence. When they reach adolescence, children were cursorily apprenticed to masters in whatever trade they were expected to take on. Adulthood was less defined among deep gnomes than among their kin, with maturity normally agreed upon to be the time at which a cryptic gnome started working full-time in a trade wind. Most males were miners or lapidaries, while females were the masters of the base, raising children, keeping the sign of the zodiac kempt, gathering food, and preparing meals. [ 14 ]

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Deep gnomes considered male and female sex roles evenly important. Males were masters outside of the home and females were masters within. This concept of equal labor for either sex carried all the way to the lead of svirfneblin society, with each city governed by a king and queen who ruled as equals. The king was often the head of the community ‘s mine operations and defenses, while the queen was tasked with ensuring that the community had enough food and water to survive, while besides handling the day in and day out bureaucracy. significantly, the king and queen were rarely married to each another, but alternatively came into their positions independently, elected for life upon the death of their harbinger. Regardless of sex, there was no on-key conception of retirement among deep gnomes, who worked until they could physically work no more. [ 16 ]

polish

[

]

deep gnome culture was largely defined by the environment in which they lived. Deep gnome settlements were normally centered in a individual bombastic cavern, surrounded by an interlock determine of tunnels and other caverns into which the city dispersed. These settlements were frequently large villages or small towns, with a population of around a thousand gnomes. typically cut off from all outside contact, even from early deep gnome settlements, many inhabitants never ventured out of their havens, alternatively crowding together for protection. Population density was extremely high as most families shared a single, small room for their be quad, with children living with their parents until they themselves married and had children. [ 14 ] abstruse gnomes rarely wandered far beyond their concealed cities, but when they did, it was normally as bold prospectors, youthful illusionists, or exploring warriors. These bold souls shared a deep curiosity that allowed them to overcome their hard-bred circumspection and shyness, although other motives such as economic drive or a hope to seek help to fight a threat the deep gnomes could not conquer on their own might besides play into their deviation. [ 14 ] [ 17 ] deep gnomes who became adventurers most frequently were fighters, rangers, rogues, or wizards ( particularly illusionists ). Although well-suited to the arcane arts like early gnomes, they were besides fit to becoming rangers or rogues, adapted as they were to hiding and navigating the labyrinthine caverns of the Underdark. Deep gnomes of the martial opinion who survived their adventures and came back with cognition and have sometimes became breachgnomes, elect warriors trained to defend a position against superscript numbers. [ 14 ] [ 17 ]

Art & leisure

[

]

As a wholly, deep gnomes were a hard-working and joyless people, but even the crustiest deep gnome necessitate time to relax and let off steamer. Deep gnomes ‘ intense commitment and ability to survive under harsh conditions often showed up in such activities. Deep gnome computer architecture, for case, was shaped largely by the conditions they lived in, with the oldest homes often carved directly out of the surrounding rock. The highest-ranking members of any one kin normally inhabited large stalagmites while the lower-class lodged in the surrounding cavern floors or walls. [ 14 ] deep gnome cuisine was besides a contemplation of their support, with the coarse staples made up of a kind of exotic fungus found only in the Underdark. other coarse foods included subterfuge pisces and occasionally a roast make of rothé, capricorn, or mouton. Because burn produced undesirable light and smoke, abstruse gnomes broadly preferred to salt their food rather of cook it, which made most svirfneblin food practically inedible to outsiders. For drink, most trench gnomes drank a salty heart, [ 18 ] fermented pisces, which, like svirfneblin food, was an learn taste. On occasion, deep gnomes might drink a more potent beverage called Gogondy, said to contained powderize ruby and grant knock-down visions to those who drank it. [ 19 ] artistically, thick gnomes preferred to use lots of gemstones, which were relatively common in svirfneblin communities, mined out of the veins along which their cities were built. deep gnomes were some of the best jewelers in the Underdark. Deep gnomes besides turned their cultivation of mushrooms for food into a broad diligence, developing fungi not alone for food but for textiles and wood deoxyadenosine monophosphate well. For their defense, thick gnomes most frequently designed weapons that could be used as non-violent tools deoxyadenosine monophosphate well, largely favoring the practice of light picks, darts, or crossbows. Deep gnomes besides used specialized weapons, such as acidic darts, caltrops made from crystals, and flash grenades. [ 6 ]

charming

[

]

Like other gnomes, deep gnomes preferred the practice of illusion to other schools of charming. however, while this was simply a cultural preference among rock gnomes, it was a method acting of survival for bass gnomes. In addition to knowing the relatively simpleton invisibility spell, most gnome illusionists were familiar with a capital wealth of ancient and forgotten lore recovered from the ruins scattered about the Underdark. Deep gnomes rarely understand this cognition in full, but that hardly mattered, and they were uncoerced to use it in any way they could. Deep gnome wizards who were not illusionists were frequently diviners, using their spells to locate and find materials essential to survival. Most magic items forged by deep gnomes were disguised as jewelry, which was relatively common among the svirfneblin. [ 19 ]

religion

[

]

Like their surface cousins, cryptic gnomes worshiped the gnome pantheon. Although deep gnomes were not peculiarly dear, clerics and other religious figures served an important character in svirfneblin society as guardians of the public esprit de corps, keeping spirits up in malice of hardships. Unlike other gnomes, deeply gnomes did not feel a particularly strong shackle to Garl Glittergold, who some felt had abandoned them for the less good rock gnomes and forest gnomes. [ 6 ] deeply gnomes felt far closer to Segojan Earthcaller compared to their pantheon drawing card, particularly those who kept pets, were rangers, or who otherwise worked with domesticate animals. meanwhile, deep gnomes feared Urdlen, whom they believed attacked particularly avaricious svirfneblin, luring them with valued jewels. These fears may have reflected, as much any cleric treatment, the very real unknown dangers that lurked in the Underdark. Despite their fear, they respected him for reminding them to stay alarm. [ 6 ] Of all the Lords of the Golden Hills however, deep gnomes felt the strongest ties to Callarduran Smoothhands, the Master of Stone, who they broadly saw as their defender and divine benefactor. According to svirfneblin myths it was Callarduran who taught the deep gnomes to summon and befriend earth elementals, and the bass gnomes honored him by using the six-pointed ace from his holy symbol into their artwork. however, it was taboo to use Callarduran ‘s golden closed chain around the star, as that was the horizon of the deity himself. [ 19 ] only two holidays were normally celebrated among the cryptic gnomes, the rest were created on a notion by local anesthetic priests. The festival of the Ruby celebrated the fabled time when Callarduran hid the rubies and other gems of the populace in the ground for the deep gnomes to find, and was considered a day where searches were probable to be fruitful. The festival of the Star honored the master of Stone as an firm defender of the deep gnomes. As part of the festival rites, deep gnomes gathered along the shores of subterranean lakes or pools to watch little, phosphorescent fungi ( that they particularly bred for this aim ) light up across the cavern ceilings in a view like to that of a night flip reflecting in the water. adenine much as this was in honor of Callarduran ( whose symbol included a headliner ), it was besides a reminder of their origins on the surface world and that they were not alone in the darkness. [ 19 ]

Relationships

[

]

deep gnome relations with other races were colored by the impression of most surface-dwelling races that deep gnomes, like the duergar or drow, were a barbarous and revengeful relative of their surface cousins. This was false, and while much fishy and dark, deep gnomes were a largely agreeable people. Those that made the campaign to befriend a deep gnome typically found they had a dry mentality on their own nature and were both hardheaded and firm. [ 20 ] deeply gnomes were not particularly eager to correct outsiders of their error and for the most share preferred to be left alone. As a rule, cryptic gnomes were deeply distrustful of all early races, [ 9 ] though they held a special hostility for the drow and the duergar whose fierce ways much interfered with the svirfneblin desire for isolation. [ 6 ] Deep gnomes were most accept of gloamings and slyths, since these folks rarely threatened them. They dealt very conservatively with grimlocks and orogs since they were known to plunder weaker races like the thick gnomes. [ 21 ] If forced to deal with surface-dwellers, a deep gnome was most probable to find common ground with forest gnomes who were besides cloistered and adjourn. If compelled to seek out companions who were not gnomes, trench gnomes were capable if not friendly towards amber dwarves, shield dwarves, and some of the Tel-quessir. beyond that, deep gnomes had few opinions other than a general misgiving. [ 6 ] Those that made a know by selling the gems, weapons, and metalwork to outsiders typically met in a neutral cavern with many elude routes in case of treachery. [ 21 ]

Pets

[

]

deep gnomes did not generally continue pets, though a few keep belittled blind pisces in a roll. however, deep gnomes had no particular antipathy to animals and much cultivate herds of rothé, goats, or sheep on the outskirts of their towns, doing their best to keep the herds quiet and uninteresting to electric potential attackers. deep gnomes were known to grow adoring of little animals such as moles, shrews, bats, awful rats, or cavvekans, although these could be more accurately called animal acquaintances than actual pets. [ 6 ]

life

[

]

deep gnomes did not be quite vitamin a long as their kin, with a liveliness anticipation just under two centuries. due to this and a number of cultural affectations, deep gnome children were considered adults at roughly twenty years of long time. [ 9 ]

Homelands

[

]

Svirfneblin lived in harmony with the rocks they carved and their natural environment. They were adept artisans who created functional homes without destroying the natural beauty of their habitat. [ 22 ] Their skill in mine, gem-cutting, and artificing made their handicraft well sought after by neutral merchants throughout the whole Underdark. [ citation needed ] They were besides excellent guides, scouts and foragers because they knew of underground portals, tunnels, and passages long forgotten by the early races. Having to rely on stealth and clever, they had in truth mastered traveling through their environment, resulting in some of the finest subterranean deep gnome rangers. [ citation needed ] One of the largest deep gnome cities in Faerûn was the city of Blingdenstone, until the drow of Menzoberranzan summoned bebeliths inside the city in year of the Tankard, 1370 DR. [ 9 ] A group of about five hundred survivors fled to the coat and settled within the lands of the North, particularly in Luruar. [ 8 ] [ 23 ] There were at least a twelve deep gnome towns to the east of the Great Rift in south Faerûn, circa 1370 DR. They were peaceful neighbors to the dwarves of the Deep Realm. [ 24 ] Svirfneblin besides aided in the mining of bloodstones out of Bloodstone Mine in Damara as they knew where all of the most valuable deposits were to be found. More recently, the svirfneblin of this region opened a college of illusion charming. [ citation needed ] Most early svirfneblin lived isolated in small communities in the Underdark, hidden away from the drow and other Underdark races who terrorized and subjugated them. [ citation needed ]

history

[

]

deep gnomes may not have constantly dwelt so far below the surface world. many human cities, Calimport for example, were built on top of desert gnome cities which were repurposed as cellars and sewers. Dolblunde, a gnome city northeast of Waterdeep was besides testify of svirfneblin dwellings near the open before it was taken over by the dracolich Daurgothoth. [ 24 ] Although gnomes in general lacked any kind of cohesive history, trench gnomes brought this cultural idiosyncrasy to its greatest extremes. Deep gnomes lacked not only a custom of keeping records or writing biographies, but they besides never developed a calendar or a method by which to track the die of fourth dimension as the drow did. To a bass gnome, the very concept of day or night was foreign, having never seen the light of the sun or the stars of a night sky. [ 9 ] In fact, so deep-rooted was this cultural miss of time-keeping, either of the past, present, or future, that among outsiders the history of the deep gnomes amounted to little more than the report of Blingdenstone, the only deeply gnome village well known among non-svirfneblin. Blingdenstone, founded in the year of Fragile Beginnings, −690 DR, by clans fleeing the phaerimms below Netheril, grew to prominence in bombastic separate thanks to its proximity to the ill-famed drow city of Menzoberranzan and the less ill-famed but evenly hard, duergar fortress of Gracklstugh. In hurt of the presence of these two mighty cities, Blingdenstone survived for over two millennia, supported by the rich mine industry that thrived on Blingdenstone ‘s rich veins of arandur and other alien minerals. [ 9 ] however, Blingdenstone, like sol many deep gnome cities, came to ruin in the end, albeit in a particular way. In the year of the Wanderer, 1338 DR, the rule of Blingdenstone, King Schnicktick welcomed into his city Drizzt Do’Urden, a fugitive of Menzoberranzan ‘s coarse judge. Drizzt stayed for only a short-circuit while, but his road would late be tracked twenty years later by a revengeful united states army from Menzoberranzan during their invasion of Mithral Hall in the year of Shadows, 1358 DR. Realizing the danger to themselves, the deep gnomes abandoned their homes and sought recourse in the darkness. After the drow passed their city, leaving it largely unharmed, a group of deep gnome wardens led by Belwar Dissengulp convinced King Schnicktick to lend his aid to Mithral Hall ‘s defense. [ 9 ]

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The resulting victory at the Battle of Keeper ‘s Dale saved Mithral Hall but it cost the deep gnomes their home. Twelve years late, in Marpenoth of 1370 DR, the matron mothers of Menzoberranzan launched a all-out attack on Blingdenstone. The deep gnomes ‘ defenses were no match for a drow united states army aided and supported by demons summoned from the Abyss. Thousands perished in the siege and thousands more were enslaved by the revengeful drow. Those that escaped made their way to Mithral Hall and Silverymoon where they were welcomed, finally settling throughout the neighbor area. [ 9 ]

Rumors & Legends

[

]

There were tales of a gnome kingdom named Aselkor somewhere under the Endless Ice Sea above the Spine of the World. Speculated to be under the southerly border of the glacier, it was said to be warmed by geothermal department of energy that allowed the gnomes to create forests of fungi that they turned into furniture ampere well as food and toast. full-bodied crimson deposits were said to produce well quality stones, some ampere big as a fist or larger. [ 24 ]

luminary Deep Gnomes

[

]

appendix

[

]

gallery

[

]

Svirfneblin A depiction of a deep gnome.

Appearances

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foster Reading

[

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References

[

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Connections

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