Introduction The Gnomes of Gero are an odd lot, forever engaging in pranks and oddball stunts, to the confusion of those around them.Physiology Geroan Gnomes are typical of the AD&D variety: Short--about 3', with slightly pointed ears and scruffy hair. Skin color ranges from pine-green to earthy brown, and does not seem to follow any sort of heredity or environmental influence. Eye color varies widely, and Gnomes who go have a propensity for Illusion magic (either as true Illusionists or as Fools of Smathpan) will almost always have different colored eyes--except when they don't.
Society Sages of other races who have spent long hours studying the social structure of Gnomish communities usually come out of the experience gibbering quietly and drooling. The problem is that there doesn't seem to _be_ any social structure, yet the Warren (as their underground communities are known) seems to manage just fine, with work getting done without any sort of authority figures at all to direct the labor. It even operates this way on the household level. Chores and the like are completed at least as efficiently as they are in a typical human household, but no one seems to be calling the shots. Indeed, chores are almost "assigned" at random; one day might see the father cooking while the mother straightens up the the living areas, and the next day the children will take care of the clean-up while the mother cooks, and the father goes and trades some goods at the market. This all occurs with no coordination or prior warning. Diviners using high-powered magics to detect any kind of covert communications found nothing. The Warrens themselves usually are laid out in a disorienting non-pattern of criss-crossing tunnels and chambers that seem to slope almost at random. Warrens have very few problems with invaders, as even a first-level Illusionist can conceal the entrace with a Phantasmal Force spell.
Family & Marriage 'Marriage', in the sense of a lifetime commitment is almost unknown (and even unfathomable) to most Gnomes. Couples usually stay together long enough to raise the children and then often move on to other partners. In some larger Warrens, a form of extended polygamy may form involving up to ten different "spouses". In such arrangements, the children generally treat all the adults as parental figures.
Names Gomish names can take hours to recite in full: Every Gnome has a starting NWP slot that goes to a specific ability: Lineage. A Gnome's full name consists of as many names as he or she can recall of his direct ancestors, plus his own name. Only the direct line of ancestors of the same gender is so honored; as a result, most Gnome families will seek to have at least one child of each gender, thereby continuing their "family name". For every slot spent on the Lineage NWP, a Gnome can name a number of generations of ancestors equal to her Intelligence.
Special Abilities Gnomes possess the following racial abilities: Save vs RSW or Spells at +1/3.5 Con 20% chance of magic item failure +1 to hit Bugbears and Kobolds L- and G-class Humanoids suffer a -4 to hit Infravision (60') Tunnel Lore (within 10'): Grade or slope: 1-5 on d6 Unsafe tunnel/chamber: 1-7 on d10 Approx. depth: 1-4 on d6 Approx. direction: 1-3 on d6