
Sign up to save your podcasts
Or


Here’s a rundown of the episode:
Total runtime - 32:54
Sources & further reading: GnomesPHB: 76-81
NoblePHB: 135-136
FlumphMonster Manual: 135
Linkshttps://discord.gg/QC9d2YQ- Discord server to chat with me and others
https://dnd.wizards.com/remote/freematerialWotC free materials page
https://forgottenrealms.fandom.com/wiki/Flumph- FR Wiki on Flumph’s
https://forgottenrealms.fandom.com/wiki/Bahamut - FR Wiki on Bahamut
https://en.wikipedia.org/wiki/Bahamut_(Dungeons_%26_Dragons)- Wikipedia on Bahamut
Welcome to Syrinscapesyrinscape.com - Syrinscape tabletop audio
Episode TranscriptCold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y.
In this episode, we’re talking about Gnomes, Nobles, Flumphs, Monks and Bahamut!
Heard Any Good Rumours Lately?Off to the RacesGnomeGnomes love life. They try to enjoy as much of it as possible, which considering they live for 3-5 centuries, means they’re here for a good time AND a long time. Despite this lengthy lifespan, Gnomes still worry that they won’t get to see and do everything they want to do in the time that is given to them.
Gnomes love to explore, create, invent, investigate and play, well into their adult lives.
Gnomes love to laugh, enjoying jokes and pranks. Their workshops erupt in peals of laughter as often as minor explosions and plumes of smoke.
Gnomes speak as fast as they think, which is generally pretty fast. Standing at slightly over 3 feet tall, and weighing 40-45 pounds, with tan faces and fair hair that has a tendency to strike out on it’s own in several directions at once, bright eyes and a cheerful disposition. Males are often bearded, and in contrast to their hair, their beards are well-kempt and often styled into forks or points.
These diminutive peoples, called the forgotten folk by some, are some of the least populous and influential in the world. Not having a major presence on the world stage would infuriate some races, but not the Gnomes - they revel in the anonymity it affords them and the protection that brings.
Legend tells that Gnomes first sprang forth on Faerûn from mystic gems buried deep in the earth. This explains both their love of gems and their predilection for living in underground warrens. The forest Gnomes came from emeralds, diamonds became the rock Gnomes, and rubies became the deep Gnomes, or Svirfneblin.
Gnomes tend to live in secluded, hidden places, away from other races, but will gladly work and socialise with humans, elves and dwarves, although Gnome interests often take second place to the concerns of the other races. Gnomes are often underestimated by the other races, but Gnomes have learned to use this to their advantage, both defensively and offensively, when required. Their homes are generally underground, but they come up into the sunlight more often than Dwarves. Their dwellings are hidden by a combination of clever architecture and illusions. Welcome visitors are quickly ushered into their bright little burrows, whereas those who are not welcome will likely never find them.
Gnomes have several names, having been given epithets by not only their parents, but aunts and uncles and the clan elder may chip in a name too, amongst others. When dealing with other races, they usually chose no more than three names - a personal name, a clan name, and a nickname - choosing the most fun ones to say in each category.
Forest Gnomes make their homes in simple hillside dwellings, deep in the woods. They could live only a few miles from a human or elf village, and the residents there would never know the Gnomes existed, such is their desire for seclusion. If discovered, and treated well, they make for fine neighbours, but still prefer to avoid contact with even friendly-seeming folk. Forest Gnomes have an affinity with animals, often keeping squirrels, badgers, rabbits, moles, woodpeckers and others as pets. They also have a knack for illusions that helps them stay hidden. If discovered, forest Gnomes will either pack up and move their whole town deeper into the forest, vanishing overnight, or else if threatened, will defend their homes with all the resources at their disposal. Forest Gnomes rarely leave the comforts of home to go adventuring, but those that do, use their gifts with magic and nature to become guides, scouts, mystics, or Druids.
Rock Gnomes are more commonplace than their forest-dwelling cousins, interacting regularly with other races. Rock Gnomes are inquisitive, seeking out people to learn new things from. They prefer to live on the edges of other settlements, in their own enclaves, but occasionally a rock Gnome will live in a human or dwarves city. Gnome wanderers also exist, travelling between communities to learn new things and trade both information and goods.
Gnomes who leave to live amongst other races, often find themselves a trade as jewellers and gem cutters - skills they have inherited from their race. Others find work as Tinkerers, Alchemists or Engineers. Gnomes find machinery of all types fascinating and love to figure out how they work - often by dismantling them. Gnome Sages and Tutors are found in human communities - their long lifespans giving them ample time to accumulate much useful knowledge to pass on.
The Deep Gnomes, or Svirfneblin, reside in the Underdark, along with the Duergar, (dark dwarves,) and Drow, (dark elves). Deep Gnomes are serious, careworn, and dour - especially when compared to the sunny, cheerful and optimistic dispositions of their surface dwelling cousins. One thing they do share is their love of privacy, and Svirfneblin homes are also hidden away, as well as well guarded.
Being in close proximity to the Drow, whose society prizes hostility and conquering, they live under constant threat of being relocated, destroyed, or pressed into slavery for the Drow. This in fact happened to Blingdenstone, which was one of the largest and grandest of the Deep Gnome’s strongholds, having existed for over two thousand years until it was overrun by Drow from Menzoberranzan, around a century ago.
In contrast to their counterparts, Svirfneblin are lean with dark grey and earth skin tones, resembling rock. Males are bald and beardless, with females having hair on their heads. Svirfneblin adventurers are known, often living amongst the other denizens of the Underdark, or occasionally making their way to the surface.
Stat BlockYou can have up to 3 of these devices active at any time, which last for 24 hours, at which point they cease to function. You can choose to repair them, spending another hour to do so. You can also use an action to dismantle a device, reclaiming the materials.
Deep GnomesMonks utilise Ki energy - the magical energy that flows within living beings - to create magical effects and push their physical boundaries to be faster and stronger than their bodies would otherwise allow.
Monks can also utilise Ki to impede the flow in other creatures, leading to debuff effects.
Trained in unarmed combat in temples around the world, monks are seeking perfection or enlightenment via personal reflection and rigorous training. Many monks enter the monastery as children, perhaps orphaned by war, or by parents who were too poor to feed them.
Some monks live apart from the nearest towns or cities, bathing in the spiritual and tranquil surroundings of the monastery. Still others live entirely isolated lives like hermits, heeding only the call of their leader.
Many do integrate into society though, making regular trips into towns and cities for provisions, cloth and other necessities. Sometimes they will barter their skills. More often than not, Monks will intervene if locals are attacked by bandits or monsters, adding their uncanny might to that of the guard or militia.
For a monk to leave the confines of the temple or monastery to become an adventurer is a much larger decision though, and a much different lifestyle to the communal living they may be used to.
Monks may become adventurers for many reasons. It may be at the behest of their leader, who has a task for them. The PHB mentions monks becoming spies or assassins, which seems a little counterintuitive for a monk, especially when Rogues exist, but whatever. Maybe there’s a particular path that some monks can follow to gain these nefarious abilities huh? Cough Foreshadowing! Cough
Other reasons monks could leave to become adventurers:
For your monk’s backstory, you’ll need to think about their connection to the monastery - is it still strong or have they broken all ties? Are they still working secretly for the monastery?
Were they a resident since birth? Were they left in a basket on the doorstep with a note for the monks to take care of the baby, or did they have a spiritual epiphany later in life, and eschew their worldly possessions in order to follow a more serene path? Did you join to hide yourself away from people who wanted you dead? Did you join always intending to leave once you’d gleaned the secrets of Ki manipulation? Oh, the questions!
How do you feel striking out alone? Will you be able to relate to other adventurers from different backgrounds?
The PHB lists monks as almost always lawful in alignment, but what if something happened to make you hate your monastery?
Stat BlockAs a monk, your primary stats should be Dex and Wis. For a quick build, choose the hermit background.
Other Monk mechanics:
Martial arts: When using simple weapons or short swords, provided they are not two handed or classed as heavy, and not wearing armour or using a shield, you can -
Ki - Starting at lvl 2, you gain Ki points, which scale with levels. To start, you can use these points to fuel the features, Flurry of Blows, Patient Defence, and Step of the Wind. You learn more Ki abilities as you level.
You regain Ki points after a short or long rest, provided you use 30 mins to meditate.
If a Ki feature requires your target to make a saving throw, the DC is 8 + prof bonus + wis mod.
Your base speed also increases by 10ft from 2nd lvl and scales with levels too, with the usual proviso that you aren’t wearing armour, holding a shield, are only using monk weapons and haven’t consumed any dairy within the last 72 hours. Ok, I might’ve made that last bit up.
At 3rd level you choose between monastic traditions:
Some other fun monk features, include being able to deflect ranged weapon attacks, extra attacks, slow fall, and the ability to understand all spoken languages.
Obviously as always there are loads more features for the monk generally and in each path than I have the time, energy or inclination to cover, so get reading if a monk is in your future character bank.
Background Check NobleBorn of privilege, Nobles see the world very differently to commoners. They understand wealth and power, having significant sway in the political spheres. Their family will own land and collect taxes. You will probably have some form of title - as well as the responsibilities that come along with it.
Were you born of aristocracy, a pampered and out of touch sort - aloof and entitled; or the child of a wealthy mercantile family, raised to the nobility by years of hard work? Or perhaps you were disinherited - your family turning their back on you for some slight, leading you to fend for yourself on the cruel city streets. You could even be a benevolent land owner, who cares about the people who live and work on your land, perhaps fighting to defend both your territory and it’s people.
If you have a title - what is it? Work with your Dm to come up with not only a title, but some sense of what import it carries, and what ties, bonds and responsibilities it drapes over the shoulders of its carrier.
How much influence does you family have over you? Do they expect you to carry on the dynasty, or are you not a direct heir, so were mostly left to your own devices. Does your family have a reputation? How are they regarded by the other nobles in the region? Does their reputation cover more than one region - perhaps even world renowned?
How do you feel about inheriting your title? Do you stand proudly, an example of noble superiority? Or do you feel it as a millstone around your neck?
How does the family feel about your adventuring career? Are you representing the nobility with a quick wit and a flashing rapier? Or maybe you’re trying to distance yourself from your past, proving to yourself that you don’t need fawning over by sycophantic servants, preferring pitched battles to pampering.
Do you wear your families livery and coat of arms emblazoned on your chest, or perhaps discreetly on a signet ring?
Do you have a manservant? Or maybe you travel with a squire?
Stat Block
By Mike Rickard5
11 ratings
Here’s a rundown of the episode:
Total runtime - 32:54
Sources & further reading: GnomesPHB: 76-81
NoblePHB: 135-136
FlumphMonster Manual: 135
Linkshttps://discord.gg/QC9d2YQ- Discord server to chat with me and others
https://dnd.wizards.com/remote/freematerialWotC free materials page
https://forgottenrealms.fandom.com/wiki/Flumph- FR Wiki on Flumph’s
https://forgottenrealms.fandom.com/wiki/Bahamut - FR Wiki on Bahamut
https://en.wikipedia.org/wiki/Bahamut_(Dungeons_%26_Dragons)- Wikipedia on Bahamut
Welcome to Syrinscapesyrinscape.com - Syrinscape tabletop audio
Episode TranscriptCold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y.
In this episode, we’re talking about Gnomes, Nobles, Flumphs, Monks and Bahamut!
Heard Any Good Rumours Lately?Off to the RacesGnomeGnomes love life. They try to enjoy as much of it as possible, which considering they live for 3-5 centuries, means they’re here for a good time AND a long time. Despite this lengthy lifespan, Gnomes still worry that they won’t get to see and do everything they want to do in the time that is given to them.
Gnomes love to explore, create, invent, investigate and play, well into their adult lives.
Gnomes love to laugh, enjoying jokes and pranks. Their workshops erupt in peals of laughter as often as minor explosions and plumes of smoke.
Gnomes speak as fast as they think, which is generally pretty fast. Standing at slightly over 3 feet tall, and weighing 40-45 pounds, with tan faces and fair hair that has a tendency to strike out on it’s own in several directions at once, bright eyes and a cheerful disposition. Males are often bearded, and in contrast to their hair, their beards are well-kempt and often styled into forks or points.
These diminutive peoples, called the forgotten folk by some, are some of the least populous and influential in the world. Not having a major presence on the world stage would infuriate some races, but not the Gnomes - they revel in the anonymity it affords them and the protection that brings.
Legend tells that Gnomes first sprang forth on Faerûn from mystic gems buried deep in the earth. This explains both their love of gems and their predilection for living in underground warrens. The forest Gnomes came from emeralds, diamonds became the rock Gnomes, and rubies became the deep Gnomes, or Svirfneblin.
Gnomes tend to live in secluded, hidden places, away from other races, but will gladly work and socialise with humans, elves and dwarves, although Gnome interests often take second place to the concerns of the other races. Gnomes are often underestimated by the other races, but Gnomes have learned to use this to their advantage, both defensively and offensively, when required. Their homes are generally underground, but they come up into the sunlight more often than Dwarves. Their dwellings are hidden by a combination of clever architecture and illusions. Welcome visitors are quickly ushered into their bright little burrows, whereas those who are not welcome will likely never find them.
Gnomes have several names, having been given epithets by not only their parents, but aunts and uncles and the clan elder may chip in a name too, amongst others. When dealing with other races, they usually chose no more than three names - a personal name, a clan name, and a nickname - choosing the most fun ones to say in each category.
Forest Gnomes make their homes in simple hillside dwellings, deep in the woods. They could live only a few miles from a human or elf village, and the residents there would never know the Gnomes existed, such is their desire for seclusion. If discovered, and treated well, they make for fine neighbours, but still prefer to avoid contact with even friendly-seeming folk. Forest Gnomes have an affinity with animals, often keeping squirrels, badgers, rabbits, moles, woodpeckers and others as pets. They also have a knack for illusions that helps them stay hidden. If discovered, forest Gnomes will either pack up and move their whole town deeper into the forest, vanishing overnight, or else if threatened, will defend their homes with all the resources at their disposal. Forest Gnomes rarely leave the comforts of home to go adventuring, but those that do, use their gifts with magic and nature to become guides, scouts, mystics, or Druids.
Rock Gnomes are more commonplace than their forest-dwelling cousins, interacting regularly with other races. Rock Gnomes are inquisitive, seeking out people to learn new things from. They prefer to live on the edges of other settlements, in their own enclaves, but occasionally a rock Gnome will live in a human or dwarves city. Gnome wanderers also exist, travelling between communities to learn new things and trade both information and goods.
Gnomes who leave to live amongst other races, often find themselves a trade as jewellers and gem cutters - skills they have inherited from their race. Others find work as Tinkerers, Alchemists or Engineers. Gnomes find machinery of all types fascinating and love to figure out how they work - often by dismantling them. Gnome Sages and Tutors are found in human communities - their long lifespans giving them ample time to accumulate much useful knowledge to pass on.
The Deep Gnomes, or Svirfneblin, reside in the Underdark, along with the Duergar, (dark dwarves,) and Drow, (dark elves). Deep Gnomes are serious, careworn, and dour - especially when compared to the sunny, cheerful and optimistic dispositions of their surface dwelling cousins. One thing they do share is their love of privacy, and Svirfneblin homes are also hidden away, as well as well guarded.
Being in close proximity to the Drow, whose society prizes hostility and conquering, they live under constant threat of being relocated, destroyed, or pressed into slavery for the Drow. This in fact happened to Blingdenstone, which was one of the largest and grandest of the Deep Gnome’s strongholds, having existed for over two thousand years until it was overrun by Drow from Menzoberranzan, around a century ago.
In contrast to their counterparts, Svirfneblin are lean with dark grey and earth skin tones, resembling rock. Males are bald and beardless, with females having hair on their heads. Svirfneblin adventurers are known, often living amongst the other denizens of the Underdark, or occasionally making their way to the surface.
Stat BlockYou can have up to 3 of these devices active at any time, which last for 24 hours, at which point they cease to function. You can choose to repair them, spending another hour to do so. You can also use an action to dismantle a device, reclaiming the materials.
Deep GnomesMonks utilise Ki energy - the magical energy that flows within living beings - to create magical effects and push their physical boundaries to be faster and stronger than their bodies would otherwise allow.
Monks can also utilise Ki to impede the flow in other creatures, leading to debuff effects.
Trained in unarmed combat in temples around the world, monks are seeking perfection or enlightenment via personal reflection and rigorous training. Many monks enter the monastery as children, perhaps orphaned by war, or by parents who were too poor to feed them.
Some monks live apart from the nearest towns or cities, bathing in the spiritual and tranquil surroundings of the monastery. Still others live entirely isolated lives like hermits, heeding only the call of their leader.
Many do integrate into society though, making regular trips into towns and cities for provisions, cloth and other necessities. Sometimes they will barter their skills. More often than not, Monks will intervene if locals are attacked by bandits or monsters, adding their uncanny might to that of the guard or militia.
For a monk to leave the confines of the temple or monastery to become an adventurer is a much larger decision though, and a much different lifestyle to the communal living they may be used to.
Monks may become adventurers for many reasons. It may be at the behest of their leader, who has a task for them. The PHB mentions monks becoming spies or assassins, which seems a little counterintuitive for a monk, especially when Rogues exist, but whatever. Maybe there’s a particular path that some monks can follow to gain these nefarious abilities huh? Cough Foreshadowing! Cough
Other reasons monks could leave to become adventurers:
For your monk’s backstory, you’ll need to think about their connection to the monastery - is it still strong or have they broken all ties? Are they still working secretly for the monastery?
Were they a resident since birth? Were they left in a basket on the doorstep with a note for the monks to take care of the baby, or did they have a spiritual epiphany later in life, and eschew their worldly possessions in order to follow a more serene path? Did you join to hide yourself away from people who wanted you dead? Did you join always intending to leave once you’d gleaned the secrets of Ki manipulation? Oh, the questions!
How do you feel striking out alone? Will you be able to relate to other adventurers from different backgrounds?
The PHB lists monks as almost always lawful in alignment, but what if something happened to make you hate your monastery?
Stat BlockAs a monk, your primary stats should be Dex and Wis. For a quick build, choose the hermit background.
Other Monk mechanics:
Martial arts: When using simple weapons or short swords, provided they are not two handed or classed as heavy, and not wearing armour or using a shield, you can -
Ki - Starting at lvl 2, you gain Ki points, which scale with levels. To start, you can use these points to fuel the features, Flurry of Blows, Patient Defence, and Step of the Wind. You learn more Ki abilities as you level.
You regain Ki points after a short or long rest, provided you use 30 mins to meditate.
If a Ki feature requires your target to make a saving throw, the DC is 8 + prof bonus + wis mod.
Your base speed also increases by 10ft from 2nd lvl and scales with levels too, with the usual proviso that you aren’t wearing armour, holding a shield, are only using monk weapons and haven’t consumed any dairy within the last 72 hours. Ok, I might’ve made that last bit up.
At 3rd level you choose between monastic traditions:
Some other fun monk features, include being able to deflect ranged weapon attacks, extra attacks, slow fall, and the ability to understand all spoken languages.
Obviously as always there are loads more features for the monk generally and in each path than I have the time, energy or inclination to cover, so get reading if a monk is in your future character bank.
Background Check NobleBorn of privilege, Nobles see the world very differently to commoners. They understand wealth and power, having significant sway in the political spheres. Their family will own land and collect taxes. You will probably have some form of title - as well as the responsibilities that come along with it.
Were you born of aristocracy, a pampered and out of touch sort - aloof and entitled; or the child of a wealthy mercantile family, raised to the nobility by years of hard work? Or perhaps you were disinherited - your family turning their back on you for some slight, leading you to fend for yourself on the cruel city streets. You could even be a benevolent land owner, who cares about the people who live and work on your land, perhaps fighting to defend both your territory and it’s people.
If you have a title - what is it? Work with your Dm to come up with not only a title, but some sense of what import it carries, and what ties, bonds and responsibilities it drapes over the shoulders of its carrier.
How much influence does you family have over you? Do they expect you to carry on the dynasty, or are you not a direct heir, so were mostly left to your own devices. Does your family have a reputation? How are they regarded by the other nobles in the region? Does their reputation cover more than one region - perhaps even world renowned?
How do you feel about inheriting your title? Do you stand proudly, an example of noble superiority? Or do you feel it as a millstone around your neck?
How does the family feel about your adventuring career? Are you representing the nobility with a quick wit and a flashing rapier? Or maybe you’re trying to distance yourself from your past, proving to yourself that you don’t need fawning over by sycophantic servants, preferring pitched battles to pampering.
Do you wear your families livery and coat of arms emblazoned on your chest, or perhaps discreetly on a signet ring?
Do you have a manservant? Or maybe you travel with a squire?
Stat Block