Gnomes, who call themselves the Queila, have lived in Temir for ages on ages, having traveled from their homeland far to the south. Possessed by a spirit of entrepreneurship, they can be found in homesteads on the frontier to the markets of every city, and the homes of Queila families are often a mishmash of various projects.
The Queila homeland, Seragol, traces its history back to the Age of Mists, and to its people's creation. Its borders are marked with great crystal formations, and its cities filled with the eclectic architecture of a culture of travelers. A great mountain stands in Seragol, where the spirits of the Queila are said to have first taken shape.
The Queila's history in Temir finds them as sailors, mages, bards and warriors, with gnomes of every kind donning the armor of the Frontier Rangers and the robes of the Wizards of the Coast. Queila caravans have been the lifeblood of the frontier for centuries, and there have been Queila living in every district of Tachros for just as long. It's rumoured that some caravans even trade with the fortress of Scything Crag, braving the dangerous wilds to bring goods and people north.
Age of Prophecy
During the Rise of Prophets, the Queila rejected the Ivory Throne's dogma almost universally, templars turning to the prophets, and their families joining them in the camps of the Healer and the Keeper. There were Queila heroes in almost every major conflict in the Age of Prophecy, from the Plague of the Hungry Dead to the War of Broken Fate.
Age of Peace
Queila can be found in many settlements in the southern end of Temir, particularly in Tachros, the United Freeholds, and the Western Alliance. Passage to the north has become challenging, as their caravans avoid the Demon Kingdom, despite several open invitations, as well as the Witching Wood. The Ksatta Sang Empire 's growing bureaucracy has been both boon and bane for them, though it has made the road to the Minotaurs of the Five Lakes safer.
Queila culture celebrates family, differences, and the pursuit of dreams. Their festivals and holidays boast colourful displays, rounds of stories, and dishes from everywhere they've traveled. Life may be eternal, but time is not, so it's important to live each moment to the fullest, every aspect explored, no stone left unturned. This often presents to others as a life spent chasing decadence and hedonism, but has vastly less to do with fleeting pleasure than lasting fulfillment.
The Queila regard themselves as a family, interconnected in the Okula, the Everlife, and will often address even unrelated Queila with familial titles like aunt or grandfather. Families don't have a head naturally, but endeavours do, and their civilization is organized in a similar fashion. Who's in charge depends on what you're looking for. Often, Queila states or cities will charge someone with contact with foreigners, who are occasionally confused by the lack of formal hierarchy. When no one is in charge, Queila will come together and make decisions based on how adjacent they are to an issue, though sometimes it can take decades to arrive at a conclusion.
The Queila's culture of discourse and recognition also makes them powerful diplomats. Many nations in Nafaanra regard them as instrumental in the peace there, and they have a longstanding alliance with the minotaur nations. Many Minotaur ships carry a Queila in their crew because "Good words make good luck."
The magicians of the Queila tend toward conjuration and illusion, with many of them focusing on bardic magic over wizardry. Sorcerers are considered particularly blessed by the Okula, and often regarded as marked for great things. The practice of magic isn't institutionalized as it is in other places. Instead, Queila spellcasters often undertake apprenticeships with relatives skilled in the art, or strike out into the world to make their own way.
The Queila have their own gods, and carry them where they go. At the head of their pentagonal pantheon sits Naraj, the Stone Road. Naraj holds the door to the Everlife, and ensures the way is always open. At their left is Umy, the Endless Spark, who opens the way of light. Past Umy rests Ibala, the Voice of the Past, who opens the way of the past. To the right of Naraj is Tura, the Burning Desire, who holds open the way of the future. Finally, between Tura and Ibala is Ird, the Shifting Tide, who holds open the way of shadow.
The relationships of their gods inform the relationships of the Queila. Past and future, light and shadow. Their festivals and rituals often honour gods in pairs, because they can't exist without each other. Their tenets discourage the seeking of pointless balance, instead encouraging the Queila to know the purpose of each path, and to walk it without fear until they're called to walk the fifth path, and begin anew.
Like many peoples, the Queila tend to have a given name and a surname. However, their given name can shift and change depending on who they're with, with only the first letter or syllable remaining the same. In addition, as Queila outside Seragol begin their own families, they often build their family names from things around them that fit best.
Sample given names: Aegati, Ardur, Arzinder, Asiti, Imasha, Laraj, Omkur, Oushur, Siola, Tanasha, Teoti, Zheyala
Sample surnames: Achandra, Blackwire, Cheygol, Clockdrop, Eramar, Fizzcog, Gearcup, Isukal, Liandra, Pangol, Retai, Rimar, Sobanandra, Sparkcraft, Stitchboss, Tanymek, Vesinur, Zhiet
As with most races with subraces, we use those subraces to express distinctions between individuals, rather than as a specific state or nation made up of that race. It's not uncommon for a gnome family to have both rock gnomes and forest gnomes, for example.
- Deep Gnomes, Mordenkainen's Tome of Foes p.114
- Forest Gnomes, Player's Handbook p.37
- Rock Gnomes, Player's Handbook p.37