| Species | Spelunker Gnome |
| Over-species | Gnome |
| Classification | Vaettir |
| Family | Hylic Gnome |
| Sphere | Earth |
| Origin | From the rules of tectonic systems. |
| Lifespan | 80-120 years |
| Habitat | Deep caves, where they live in burrows and caverns |
| Food | The smelliest, most unusual aspects of subterranean fare |
| Description | Spelunker gnomes are short (about 2.8'), Their heads are slightly too big for their bodies. They have big noses, wide grins, and dark-hued colored hair and skin, usually brown or dusty grey. |
| Procreation | Gnome breed with each other, where the type of gnome is determined by the mother of the gnome. Breeding with non-gnomes is only possible with supernatural intervention. |
| Esoterica | Gnomes are hegnhic beings who are compelled to obey specific rules. By obeying the rules, they gain insights into systems and mechanism that gives them a supernatural affinity for devices and engineering. Spelunker gnomes also gain insights into mining engineering through earthpower aether. Gnomes can use almost any supernatural energy except entropy or msawhat. The most commonly used are Foundation, other forms of aether, ethereal essence, yahas, void, mashoaab, damaskian power, dumaqu, arnum, and ordinal power. |
| Special Powers | Spelunker gnomes have supernatural skill with mining engineering and devices. Like all gnomes, they have gnomish illogic damage, wherein their inevitably dangerously failed experiments do not, in fact, hurt them. They also tend to inherently know their way around underground. |
| Weaknesses | Entropy and msawhat. If a gnome violates their rules, they become a rogue gnome whose energies are askew and dangerous. |
| Rules | Spelunker gnomes must obey three basic rules:
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| Culture | A spelunker gnome family focuses on traditional works: mining families, drilling families, safety families, service families, etc. Gnomes who do not wish to follow the family traditions have to find another to learn from and marry into it. If they cannot do this, they either have to learn independently or go back to their own family. Spelunker gnomes do have some schools which are usually run for orphans, kept up by the religious folk in their nations. Courtship outside of gnomes seeking a new career path is done mostly at festivals, which are held every few months. These are nature festivals honoring the movement of the plates or the world, or social occasions for workers. Spelunker gnomes live in nations run by a council made up of experts in each major field: drilling, mining and extraction, seismology, etc. These experts are chosen by others in their field and advocate for those fields in the local laws. Two members of the council are chosen from the religious organizations and from the services (what they call any non-engineering or technical field). This council appoints law enforcement leaders and other civic workers. Spelunker gnomes have a great love of stone sculpture, jewelry with gems, and attire made for practical purposes, and the artists in these fields are revered among them. |
| Engineering | Spelunker gnomes are skilled with and mining engineering. The most common uses for this are mining ores, metals, and gems. Their preferred materials are the twelve stones. Spelunker gnomes love stone, and they will do everything they can to shape and work it so that it retains its grace and power. They do this to keep themselves and others safe, and to preserve the stone and earth of Shem. They love drilling projects and seismic sensors and earthquake-proofing as well. |
| Notables | |
| Sample statistics | PRO 10 ATH 12 STR 6 AWA 14 WIL 12 ROG 10 Sneak/Hide 11 Engineering 13 Illogic Damage |
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