Sunday, April 16, 2017

Giant Spiders

Deep in the heart of dark, dense forests, such as the Danuvian, can be found colonies of fearsome giant spiders.  These colonies can be as large as 2d20 members.  These hissing horrors sometimes even work cooperatively to capture prey.  They have a limited form of telepathy with which they can communicate with one another.  

They build elaborate web traps in thick groves or the caverns and tunnels of caves.  They are cunning hunters and good at herding prey into their web traps.They can detect vibrations along their web-strands, and identify whether the movement is cause by potential prey or not.  They stalk and lurk in hiding, pouncing down on their prey once they are trapped.  

Giant Spiders come in three sizes:

Size:          (SMALL)      (MEDIUM)      (LARGE)
STR       2d6 (8)          3d6 (11)           3d6+3 (14)

CON     3d6 (11)        3d6 (11)            3d6 (11)
SIZ        2d6 (8)          3d6 (11)            3d6+18 (29)

INT       1d3 (1)          1d4 (2)              1d6 (3)
POW     3d6 (11)        3d6 (11)            3d6 (11)
DEX      3d6 (11)        3d6 (11)            3d6 (11)

Attack: Bite (35%) 1d4+1(+2d6 for Large Size) (SR 6,5,0) + poison (see below), Web (see below)

Webs: Giant Spider webbing entangles its victims, who can be caught by running into it (failing a Dodge roll if literally running - otherwise they can simply bend out of its way, push it away, or hack it clear with a weapon - note that Giant Spider webs have a STR of 12 and 12 hit points, so a bit of hacking is required) or having it thrown onto them (the Spider must be 3 meters distant to do so).  If you're entangled in the web, you can't move effectively to flee or fight.  To get free, you either pull yourself out (STR vs STR) or get someone to hack you loose.

Poison:  Giant Spider venom POT is equal to their SIZ, onsets in 2d4 minutes, and attacks DEX with the same POT.  At 0 DEX a victim cannot control his movements.  Below, he is completely paralyzed.  The effect of the poison lasts a number of hours equal to its POT.  Any character reduced to 0 DEX must also make a Stamina roll.  If failed, the POT is also taken as damage to hit points. 
 
Skills: Climb (100%) Hide (40%) Jump (45%) Sneak (85%)

Area: .6 sq miles for 1 Small spider, 1.8 for one Large - a colony of Larges would take 73 sq miles



Sunday, April 9, 2017

Killorens of the Danuvian



The Killorens are adapted from the D&D book Races of the Wild.

The Killoren are a new, or perhaps only newly-recognized, faerie race.  Though they dwell indeep forests, they seem to have a drive to retake the world from city-builders.  They move freely in cities as they do in forests, and though their population is small, it is growing.



Killoren are on the smaller end of man-sized (about 5 ½ feet tall), with green or tan skin that resembles the texture of a fresh leaf.  They reach maturity at age 10 and live for hundreds of years.  Their hair and eye colors change, depending on what aspect of nature they are manifesting at the time.



Killoren live in scattered communities in the wild.  Their dwellings and communities blend so seamlessly into the surroundings that only an expert (a Difficult Faerie Lore roll) will be able to easily tell where the wilderness ends and the Killoren dwellings begin.  Killoren do not consider themselves (or anyone) to be owners of the land, but they do feel an obligation to guard and protect those areas they inhabit and/or revere.



Their communities are led by councils of elders and governed by their wisdom and the consensus of the community. 



STR     2d6+6  14

CON   2d6+6  14

SIZ      2d6+1  9

INT      3d6      11

POW   2d6+8  15

DEX    2d6+6  14

CHA    3d6      11



Move: 10

Hit Points: 11 (23)

Damage Bonus: none

Armor: None normally



Attacks: Wood Bow (SR 4) 45% 1d6+1,  Claws (wooden claws carved from branches, toughened and used to slash and stab) (SR 6) 35% 1d4+1



Powers:



Killoren are immune to mind control, sleep, and paralyzing magic.  They always resist magic at their normal maximum POW, even if it has been depleted.



Low-Light Vision: Killoren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.



Aspecting Nature:  Killorens have the unusual ability to “aspect” nature – meaning their bodies, minds and spirits are empowered by a particular form or force of nature.  Generally they choose which aspect they are manifesting when they rise for the day.  Each aspect comes with its own powers.



Aspect of the Ancient:  when aspecting the Ancient, Killorens hair is white and their eyes sky-blue.  They gain +10% on any nature or nature-based Lore skills and any Perception-based skills.



Aspect of the Destroyer: in this aspect, their hair and eyes become coal-black.  They gain a +20% attack against any nature-despoiling opponent. 



Aspect of the Hunter: in this aspect, their hair and eyes become dark green.  They gain +10% on Hide, Listen, Stealth, Spot and Track skills.



Killorens use woodland-type magic quite freely.  Any Killoren with a POW above 6 will have a number of spells equal to their INT/4.



Skills: Listen, Sense, Spot, Track, Climb, Dodge, Hide, Jump, Stealth, Swim, Throw. Knowledge: Forest Lore – all at 35%


Killorens in the Danuvian Forest

Population: 100 - 70 adults, 30 young - males and females 50% each
Area: approximately 78 sq miles (13 6-mile hexes)

The Dark Tower

Straight up - this is Judge's Guilds Dark Tower...

There is a place called Redmoon Pass.  It is on trade route that is now rarely used.  Only the brave or naive take it.  A sanctuary to the good gods was built there 1500 years or so ago by a saint of the religion.  It became even more holy after his passing.

Then evil gods took it over.  They ruined the tower.  The nearby village became possessed by evil.  Its inhabitants engage in all manner of depravity and haven't changed in 200 years.  The village is isolated so few notice.  Caravans coming through have a tendency to disappear.

Good and evil forces war it out in the Dark Tower.




Blackmoor

I have long had a love for the name "Blackmoor", which I find highly evocative, and always intended to do something with it.  I always imagined it as a spooky and mysterious place.  Judge's Guild's Frontier Forts of Kelnore provided the seed for the idea here, and has been incorporated into this entry, at least conceptually.

At one time the kingdom of Blackmoor stretched for many leagues across the land.  To guard its farthest frontiers, the kings built several forts at key border points.  These forts were initially nearly identical in design, but have likely had modifications made since.  From these forts, cavalry patrols made regular ventures.

The center of kingdom collapsed into civil war.  The troops in the forts were drawn inland.  With the forts unmanned or less-manned, attackers took advantage and pillaged and sacked inland.  In time, the kingdom fell.  Now it is only a legend.

One of the most remote realms around, bordered by a boreal forest and an icy sea.  Nearby is "The Land of Black Ice".  A series of cold marshes called "Gloomfens" is within its borders as well.  Small villages dot the lands, as well as hot springs and volcanic vents.  Sharp tremors and poison vapors from the springs are not uncommon occurrences.  Orcs rule at least one town, and Kobolds are a common nuisance.

Pre-fall demographics:

Pop Level 4 on S&S Table - 180 ppl per sq mile so it would have to cover  612 square miles.  Not huge.  2-3 forts.  You can use that chapter to determine the number of cities and towns as well.
The largest city is 10,000
The second largest 8,000
20 towns
Cities 40-80 miles apart
Towns 20-40 miles apart
Most of the area was always wilderness.  There are roads and trails, but most of them are probably ruined.
It's a bit larger than Hong Kong and a bit smaller than Comoros in Africa.


Capital: Dantredun
Major Towns: Dantredun (pop. 700), Blackmoor
Town (ruined), Egg of Coot
Provinces: Ten underbaronies
Resources: Walrus ivory, copper, gems (II)
Population: 110,000-Human 37% (FOsb), Orc
20%, Halfling 18%, Elf 10%, Gnome 7%, Half-orc 5%
Half-elf 2%, Other 1%

The Hopping Prophet - a whacked-out prejudicial religion.  They hide out there being as they're unwelcome anywhere else.

Ranial the Gaunt, a lich who crowned himself king
Therod a former Bandit King, now styles himself baron of Ramshorn.


Further Exploration:

Temple of the Frog
The City of the Gods

What Kind of Things Might Lurk There Now:

Banshee
Beholder
Dire Elk
Dire Hawk
Displacer Beasts
Frost Salamanders
Mastodon
Hellfire Worm
Leechwalker
Legendary Bear/Eagle/Horse/Tiger/Wolf
Corrupted Wolf
Orcs
Goblins

Undead 

Forest Drake
Fey Wolverine
Taiga Giant
Witchfire
Catoblepas
Gray Ooze


 








Madrone

This is a straight rip of Judge's Guilds Modron.

Five centuries ago, Madrone was a thriving port city dedicated to a very Graeco-Roman sea goddess.  Then the mermen stopped trading, the ships stopped coming, and orcs stopped the dwarves.  Most of the population fled and strife ended up with the sinking of a major temple.  Raiders in longships carried residents off to slavery.  Orcs came and tore things up.

A new town was founded, with a giant sea-snake in the waters to protect it from raiders.  That was fifty years ago.  The city has done well.  A fortune is said to still lie in the sunken ruins.

The Patriarch-Lord is a brave and humble guy (after a line of cowards) who mixes freely with the people.   The royal minister, the duchess, and the palace chamberlain are less honorable and prone to bribes and looking out solely for their own interests. 

The defenders of the walls are an unruly bunch, but their commander is tough and fair and keeps them in line. 

The Palace is described, as are the walls, watchtowers, and stadium.  The city seems to be divided into (A) Stadium Area (B) Open Market (C) Docks.  Establishments are described - some useful, some not.  A few NPC's.

In Ardwyn, the city was taken by Walds when they took over the country, and they are the ones who have refurbished it.  It's kind of a jewel for them.


Thorpe

This is a straight rip of the Village of Hommlet.
 
30 miles from a town, at a crossroads, a river not far, and a major city "many days travel" away.  Crossroads bring travelers and tradesmen.  Once peaceful, safe, and prosperous, but evil has threatened.

About 6 miles away in swamps and thickets along a tributary, a shanty town of hovels was founded by an evil cleric. Bandits and brigands moved in. A chapel became a stone church.   The bandits became a menace to travellers and a stone temple of evil grew and evil things came to worship there.  The land withered.  Eventually there was an uprising and the bad guys were driven out.  The temple was ruinded, sealed and blessed.  Adventurers came over the years and wiped out the remaining monsters and took their loot.  Things went well in the village.  Lately the troubles have started again.

The approaching roads are now dusty and overgrown and covered in brambles.

People are mostly druidical with some of other religions.  There are agents of the local lord there and agents of the evil temple - both incognito. 

There is a local church with a reasonably powerful cleric and also a roughly equally powerful druid around.  A new tower is underway, and a local and fairly powerful wizard and his warrior guard are also residents.  The Inn of the Welcome Wench is fully described. As are the Trader's and the Church and the Magician's Tower.

The Ruins of the Moathouse near the Temple are a place to find adventure, treasure and danger.

In Ardwyn, I would say this village was partially deserted, then Wald adventurers cleared out the monsters and moved in.  Now it's a Wald/Carthan mix instead of Druid/Cuthbert


Lynnarven

This is a straight rip of Judge's Guild's Treasure Vaults of Lindoran

The ruins of a long-abandoned city.  The vault there is said to hold important treasures, but is guarded by a huge, ancient red dragon.




The Ghostlands

I came across this idea in a Forgotten Realms graphic novel.  I don't know much about the Forgotten Realms but I liked this idea very much and thought it was well handled.
 
Spreading through the forest in a dale where a great and bloody battle was fought, this is a region of some forty ruined castles and mansions, and a town ruled by the ghost of the land's long-dead ruler, called by some the Ghost King.  The town is mostly made up of out-of-work and on-the-lam pirates, crooks, smugglers, ne'er do wells and mercenaries.  All manner of things are traded and traded for there. Fantastical monsters roam the area, especially at night, including undead things, some of them created by the Ghostking himself.

The Ghostking is bound to the region and has no real motivations.  He helps or hinders by whim.  He encourages the monsters and outlaws to roam his lands for his own entertainment.


Danuvian Forest

The Danuvian Forest is essentially an idea I had back in the original campaign c. 79-80, of having a large forested area which was druid central.  For some of the details, I've raided some ideas from Golarion's Verduran Forest.  Map-wise, it's based on Tongass in the U.S.

The Danuvian forest is the largest woodlands area along the western coast.  Though it straddles kingdoms, by treaty and tradition it maintains complete autonomy.  The local kingdoms discourage logging or hunting there.  Poachers and loggers tend to come to bad ends.

The druids, who keep their capital city there, along with a ranger order, watch over the forest.  It has many dangers, including monsters, dragons, and river pirates. 

A large town of woodsman (population 4800 - 3,792 Humans, 432 halflings, 240 elves, 144 dwarves, 93 gnomes, 45 half-elves, 42 half-orcs, 12 other) sits on the banks of a river.  Agriculturally rich as well;  known to produce high quality honey, beeswax, and mead. The settlement makes additional revenue from trade up and down the River, one of the most-traveled waterway, although its residents don't care much for migrants. This town is modeled on Belis, from Golarion, among others.

There is a large gnome community also along the river (c.f. Golarion- Wispil)

A small town of about 500, in the far-eastern part of the forest, completely enclosed by woods.  No trees can be cut down there (the inhabitants protect it by pact with the druid city).  There is a small mine from which the residents make a decent living, and the houses are made of stone and heated by peat. (c.f. Golarion - Fusil)

A trade road runs from a ruined settlement.  Most people avoid the ruins.  Smart ones, anyway.

Tallfellow halflings also have a community there

Wood Elves and Wild Elves have kingdoms there. Krilloren have a community there, too.

Tuesday, March 28, 2017

Megalarmolagrax


Megalarmolagrax is a very ancient green dragon who dwells in the Danuvian Forest.

STR 93
CON 39
SIZ 93
INT 13
POW 20
DEX 14
CHA 18
Hit Points 132
Armor 18 points of scaly hide
Move 4, Flying 10

Claw 15d6 SR 3 55%
Bite 13d6 SR 3 55%
Tail 13d6 SR 3 55%
Corrosive Acid Breath 6 POT SR 3 50 foot cone 100% 

Knows at least 3 spells, one of them suggestion.

Takes 1d4 hours for his gas to dissipate.  Costs him 1d6 POW to use it.

Like all such dragons, Megalarmolagrax is a nasty piece of work.  Utterly cruel, deceitful, conniving  and manipulative.  To him, all other life forms pawns, prey, or both.  He lives in the darkest, densest part of the forest, and patrols the area, flying above the canopy, on a roughly monthly basis, looking for potential food, travellers or adventurers, or anything else useful that may have entered the area.

If he sees adventurers, he is likely to check them out to assess their actual power.  If he has no reason to think that they could be a threat to him (and usually, they can't), he will likely terrorize them, swooping down and then away, striking and then flying off, using his poisonous breath, in general toying with them cat-and-mouse style before finally killing them off when he gets bored.  

If he thinks they may have useful information (what's going on, who are they, etc), he may interrogate them either by intimidation of magic or both.  If he considers them a threat, he is likely to use magic, or stalk them, waiting until they are vulnerable.  All typical green dragon tactics.

Treasure Hoard (d20 terms): 74,000 in silver, 33 in platinum, and 40 gems worth 2,000 in gold total.

Territory 6:4 miles (1 full hex on Regional or Local scale maps)

Saturday, March 18, 2017

City of Redwater

Redwater is basically a rip-off of Waterdeep, from the Forgotten Realms.  I wanted a model for a big, flashy city and it fit the bill perfectly.

A major trading hub, with trading resources coming in from all compass directions.  It's authority extends 30-40 miles outside its walls. The road in is well-kept, and patrolled. Local population density is over 100 per square mile. It spreads out from the sea and the deep, natural harbor, along the flanks of the nearby mountains, once home to dwarven clans and now riddled with caves, passages and tunnels, many of them occupied by fearsome monsters who have dwelt there since ancient times.  The abandoned dwarven kingdom is now a dungeon called Undermountain.  At least three major trade routes spring from its gates.

Location:

Population: 100,000
Demographics:  Humans (75%), Dwarves (10%), non-humans (15%) 
Languages:
Cultures:
Imports: Grain, livestock, leather, ore, timber, and exotic goods from other lands
Exports:  Ale, arms, cloth, furnishings, leather goods, pottery, refined metals, and all other sorts of finished goods
Governance: the city-state is governed by a council whose identities are a closely-guarded secret.  Agents of the council oversee judicial and administrative matters, with high-level decisions made by the council.  
Defenses: there are two separate armed forces - the City Guard and the City Watch.  The City Watch are basically the local police force.  The City Guard are soldiery and staff garrisons, road patrols, and watchposts, and serve as bodyguards and gate guards. Redwater has strong walls on its landward sides and was protected in part b the mountains on the seaward side. The mountains are studded with watch towers and defensive positions, and patrolled by special guard units. 
Law:  Justice is dispatched by the Magisters, who direct the common courts of the city. These Black Robes, as they were often called, were empowered to pass sentences.  They are always accompanied by six members of the guard.  Any individuals found guilty could appeal to the Lord's Court, ruled over by the mysterious council.
Guilds: several guild have considerable power in Redwater, including one for practically every profession to be found in the city (some are little more than a joke or a social club, others wield real influence).
Other Organizations: also having influence, including at least one vigilante group, an organization of thieves and assassins operating in the Dock Ward,  secretive magical orders, criminal/thug gangs, and a black magic organization based in the sewers.
Nobility: at least 76 rich noble families have power here, some of them tracing their bloodlines back to the founding of the city.
Merchants: the city is home to a growing merchant class of shopmen and caravan owners.
Adventurers: are drawn to Redwater for its many entertainments.

Layout: the city is divided into "wards".  Castle Ward includes the mountainsides, the ruling castle and palace, and is the seat of government.  The City of the Dead is the city's necropolis, a giant graveyard.  This ward is gated and guarded, especially at night.  Dock Ward sits on the Great Harbor and holds  the docks, shipbuilding yards, and warehouses for the sea trade. Downshadow, actually the uppermost level of Undermountain, is the "undercity".  


Field Ward is the ward between North Trollwall and new city walls. Home to many demihumans.  Mistshore is the ruined naval harbor, home to outcasts and criminals who live along the shoreline or on wrecked ships half-sunk in the harbor.


North Ward is the home of the nobility and their villas. The moneyed classes make their homes here, far removed from the hustle and bustle of the lower classes by the docks and in Southern Ward. Sea Ward contains many of the temples, along with a good helping of the newer noble families and retired adventurers who could afford the odd villa or two. The arena is located here. South Ward is the place of caravan masters and traders, for it was close to the South Gate, the opening to a trade route.  Trades Ward is the commercial section. Undercliff sits at the base of the eastern cliffs. It is connected to the rest of the city through subterranean tunnels.

Religion: pretty much any socially acceptable faith is allowed in Redwater, and there are many temples there.  There are also secret shrines and temples to not-so acceptable faiths.

 
The city of Waterdeep form the Forgotten Reals, upon which Redwater is modeled. 




Church of the Celestial Hebdomad

Although the books state that the Celestial Hebdomad are emphatically not gods, I think they make good ones - so in Drakkarin, they are indeed gods and have domains and can grant spells.  They are, in fact, the major "good" religion.  Domain info is drawn from both D&D and Pathfinder.  Info on the Celestial Hebdomad is mostly drawn from The Book of Exalted Deeds.

There are two major symbols of the church, both simple and charged with meaning. 
Followers use them pretty much interchangeably.

The number seven is sacred and important.  The seventh day of the week, the seventh day of the seventh month - these are sacred times.  Less sacred but still important are any iterations of the number seven - 14, 21, 28 etc.  Anything related to seven is important.

The church values strict honesty, respect for others, reliability, wisdom, mercy, accountability and integrity.  They oppose injustice, cruelty and tryanny.   Good followers keep their word, tell the truth, help those in need, oppose injustice, cruelty and tyranny.  The strong and powerful are expected to use their strength and power to protect the weak and defenseless. 

They teach that one must guard against self-righteousness and judgmental thinking.  Fanatical self-righteousness and intolerance are sins. 

Followers produce statues and art depicting the Paragons, and  they pray to and make offerings to them.  Religious practices are very like Buddhist practices - heavy on chanting and meditation.  Their temples are similar to Buddhist wats. 

The church basically venerates the whole hebdomad, but there are offshoot sects devoted to specific paragons.  Larger temples honor the whole hebdomad, but smaller ones may be devoted to one paragon.  All temples will have icons related to the whole hebdomad, however.

Clerical Info
 
Domains: Law, Good, Air, Archon
Spells: access to all the usual spells plus spell lists in Book of Exalted Deeds
Favored Weapon: broadswords, greatswords, quarterstaff, clubs.  
Prestige Classes: Celestial Mystics, Emissary of Barachiel, Prophet of Erathaol, Slayers of Domiel - all from Book of Exalted Deeds
 
Paladins

Paladins are ideal for the Church

Spells: access to all the usual spells plus spell lists in Book of Exalted Deeds
Favored Weapon: broadswords, greatswords, quarterstaff, clubs.  
Prestige Classes: Defender of Sealtie,Emissary of Barachiel, Fists of Raziel, Slayers of Domiel

Monks

There is a monk order centered around the paragon Pistis Sophia, known as the Indigo Order.  

Monks of Pistis Sophia have a tendency to eschew possessions as much as possible and feasible, keeping only the bare minimum that they need.  They also eschew clothing whenever feasible, such as meditating or ritual, and thus perform these acts while naked.  They often dye their skin blue.
 
Prestige Classes: Initiate of Pistis Sophia 

Notes on the Paragons: 

Zaphkiel
Perfection, protector of the newborns, light, spiritual mystery, wisdom, protection
Domains: Community

Barachiel
Guardian and defender

Domains: Community, Nobility, Wards

Favored Weapon: Broadsword
Clothing: Violet Robes
Symbols: Lion, Trumpet 
Artifact: Holy Water from Lunia

Domiel
Mercy,  protector of the dead, opposition to all tyranny

Favored Weapon: Greatsword
Domains: Community, Liberation, Protection, Healing, Wards, Defense, Fortification

Erathaol
Prophecy and divination, knowledge, the ocean
Favored Weapon: Quarterstaff
Domains:  Community, Knowledge, Protection, Education, Memory, Prophecy

Pistis Sophia
Truth, spiritual purity and self-realization
Favored Weapon: Unarmed Strike 
Domains: Community, Self-Realization, Purity

Raziel
Crusading, judgment, protector of the defenseless, overthrow of tyranny, 
Favored Weapon: Greatsword
Domains:  Community, Liberation, Ferocity, Fire

Sealtiel
Guardian and leadership
Favored Weapon: Club
Domains: Community, Wards, Defense, Fortification









Friday, March 17, 2017

Races of Drakkarin: Gnomes

Gnomes gave me some trouble, for the same reasons they do most players.  They're either just knocked-off Dwarves, or interchangeable with Halflings.  I actually am the only one who ever played Gnomes when I played D&D.  But play them I did and they made for some good characters.

 I liked the attempts in Races of Stone et al to make Gnomes more unique, and to that end, I have accepted them as part of Drakkarin.
 
Stereotype:  Impulsive little people with a trickster-ish sense of humor and a love of practical jokes.  Artists and tinkerers.  Those who become adventurers do so out of curiosity, thrill-seeking, or duty.  They are very artistic, good crafters and engineers, excellent with alchemy and potion-making, and have a talent for illusion magic.

Common Outlook and Attitudes: Possessed of an almost catlike curiosity.  They are suspicious of taller races, but not hostile to them.  In fact, tend to be interested in and curious about them.

Their communities are competitive, but in friendly ways, attempting to outdo one another in artistic or craft abilities, or quality of life.   They do not make war on each other, nor engage in feuds, and they avoid war or needless mass combats with any other race.  They will, however, fight like demons to protect their own selves, lands and communities.  

They particularly like playing mind games and complex practical jokes, especially against enemies.  And they use humor and trickery as tactics.

Habitat:  They like green, hilly, heavily wooded areas.  They make their homes in burrows beneath the hills, or on the sides of riverbanks.  Their home communities are well-camouflaged - you won't find them if they don't want you to.  There are those who dwell deep in the earth, deep in remote forests.  Some live in human cities or other races settlements, forming small communities of their own.

Communities are small, rarely exceeding 2,000.  All are independent.  Centralized government is not a thing with Gnomes. 

Sample/Known Communities: Kibosh (Races of Stone).  

Spirituality: Gnomes believe in a "Great Spirit", a powerful force for wisdom and survival, which manifests in all things.  In death, the departed return to the Great Spirit and are reborn.  They do not depict the Great Spirit with idols or shrines, as there's no need - it's everywhere already.  Their spiritual festivals celebrate beauty and joy.

Life-Span: Adulthood at 45.  Lifespan 350-500.

Sub-Races:  "Deep Gnomes" dwell deeper in the earth and shun the surface world, and a smaller "Deep Forest Gnome" breed (reduce SIZ by 1) who avoid all non-gnomes.  "River Gnomes" are also smaller, very graceful and excellent swimmers.  

BRP:

STR 2d6          (8)
CON 3d6         (10-11)
SIZ 1d3+3 (-1 for underground, deep forest, or river gnomes)    (5)
INT 2d6+6     (12-13)
POW 2d6+8   (14-16)
DEX 2d6+6    (12-13)
CHA 3d6         (10-11)

Hit Points: 10

Skills: Appraise 50%, Art 50%, Bargain 40%, Climb 35%, Craft 50%, Dodge 45%, Fine Manipulation 60%, Hide 35%, Jump 30%, Knowledge (Gnomic Lore) 35%, Literacy 40%, Sleight of Hand 35%, Stealth 35% (for River Gnomes, Swim 65%).  Mimic Animal 55%, Communicate With Animal 45%.  All are good at languages and will learn a smattering of local tongues as well, at the very least.

Magic: All gnomes with a POW over 9 can have a number of spells equal to their INT / 3.  All gnomes with a POW over 12 get an automatic bonus on any illusion-based magic, equal to their POW -10. 

Powers: Gnomes are especially resistant to illusion-based magic, adding 5 points to their POW when resisting illusion magic.

Can see as well in dim light (say candlelight) or moonlight as clearly and as far as in daylight.

Are good with all animals, able to win their trust and communicate with them in various ways, including mimicing their sounds.

Armor Preferences:  Leather, Hard Leather, Ring, Chain or Plate - depending on need and rank (more experienced warriors have better stuff); Small Shield

Weapon Preferences:  Short Sword, Spear, Club, Sling, Short Bow

References/Inspiration:  NPC's Drew Hayes, Paksnarrion series Elizabeth Moon, "A Gnome There Was" Henry Kuttner, Nome Trilogy Terry Pratchett, Rough Magik Kenny Soward, Three Hearts and Three Lions, Enchanted Pilgrimage Clifford Simak

Races of Stone D&D supplement

Dragon Magazine: "The Gnomish Point Of View", "Gods of the Gnomes" (61), "All About Krynn's Gnomes" (103), "Folk of the Underworld" (131), "Study and Jest: The Secret Life of Gnomes" (291), "Bazaar of the Bizzare" (262, 291, 294), "Treasures of the Gnome Hills" (333)