Gnome
Gnomes are a small and hardy species with pre-Gap ancestry that can trace their origins back to wanderers from the First World.
Full of insatiable curiosity and taken with esoteric obsessions, gnomes adapted and thrived as they followed their fey whimsies to the stars. Their self-reliance, single-minded focus, and eccentric mindsets make them intrepid adventurers ever in search of questions, mysteries, and fascinations wherever they might find them.
If you want a long-lived character with a strong quirk or esoteric obsession, play a gnome!
You Might…
- Speak brilliant insight and absurd inanity in the same breath.
- Accumulate an abundance of knowledge that is both stunningly broad and obsessively specific.
- Possess a constant desire for change or novelty.
Others Probably…
- Assume you're good at magic, engineering, or both.
- Struggle to keep up with your complex thoughts and leaps of logic.
- Expect you to be light-hearted and jovial.
Physical Description
It's not uncommon for gnomes to undergo augmentation surgery just for the experience, and the wide variety of gnome interests means many gnomes appreciate having a broader range of options at their disposal than the other inhabitants of the galaxy. You're just as likely to meet a Brethedan gnome with tentacles and a tail as you are to meet a cybernetic Veskarium gnome or a magically augmented Castrovelian gnome.
Gnomes typically reach physical maturity by the age of 18, but are not considered adults by their peers until they're 40, ostensibly because a gnome at 40 is marginally less reckless and impulsive than as a teenager. Feychildren can theoretically live forever, but the vast majority succumb to the Bleaching by 400 years of age, a fate that is always fatal for them. Bleachlings typically die of natural causes around 500 years old.
Society
Many ancestries find gnomes' bizarre senses of humor and eccentric thought processes difficult to follow, so gnomes usually don't bother explaining themselves, which has earned them a reputation for impatient brusqueness. This capacity for out-of-the-box conceptualization makes gnomes capable of a kind of hyper-focus that can often lead to deep understanding and surprising creativity, and gnomes tend to thrive at whatever they put at the forefront of their minds.
If there's one thing that unites gnomes, it's their individuality. As the saying goes, “When you've met a gnome, you've met one gnome.” A running joke making the rounds on the infosphere is that no matter how niche a subculture is, at least one gnome will be interested in it. Gnome fixations can be as mundane as button collecting or as world-changing as quantum entanglement, and the mercurial nature of a gnome's interests means that they might switch from pursuing art to surgical medicine as fast as a change of mind.
Many gnomes have a talent for magic and find the obscure symbolism of occult or religious rituals, the rhythm and balance of natural magics, and the theorems of technomancy equally fascinating. Gnome scholars at magic academies often strain tenure systems with their long lives and eccentric pursuits, courting scandalous subjects of study or simply abandoning their teaching responsibilities whenever a more interesting diversion arises.
Gnomes have a pragmatic relationship to names, frequently adopting new ones or adapting old ones in solidarity, practicality, or curiosity. This helps gnomes recall the times and places they met people based on the alias they used, though it can create confusion among gnomes' close contacts.
Beliefs
Popular Edicts follow your hunches, pursue your endless interests, seek new curiosities
Popular Anathema show off your old work, stop experiencing new things

