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==Sane Tinkers?== Now, you might be wondering: since the minoi's issue with doing science sensibly is the result of a curse, have there ever been any tinker gnomes who broke free of it? The answer to that question is a resounding '''yes'''. It's a rare phenomenon - when first introduced in ''Dragonlance Adventures'', the rules given were that each year, a tinker gnome must roll a D100; if they score a 100, they roll again, and a second result of a 100 means they have broken the curse. These minoi are calmer, more sensible, lose the aesthetic fixations of their kinsfolk, and are focused on making machinery that works instead of just doing things for the sake of it. So, of course, their cursed kin have the audacity to call them "mad gnomes". Sourcebooks would ultimately reveal that, on the mysterious continent of Taladas, so-called "mad gnomes" are in fact the ''norm''; there, they call themselves the Gnomoi, or "Thinker Gnomes", and look with some disdain upon their cursed cousins, regarding them as... well, an imbecilic relation you are obligated to keep from hurting themselves. Another source of "mad gnomes", in the more cross-over friendly AD&D edition at least, is [[gnome]]s from off-world who study from the minoi, learn the useful aspects of science, and then go off and work real science on their own without all of the unnecessary bells and whistles. In AD&D 1e, an off-world gnome had a 1% chance to turn into a "mad gnome", retaining their former abilities but gaining the ability to take levels in the Tinker class, and made this check each time they had spent at least 6 months interacting regularly with Krynnish tinker gnomes. 3e, of course, simplified this by just making Mad Gnomes into a new gnomic subrace, with statblocks repeated in the ''Dragonlance Campaign Setting'' and ''Races of Krynn'' sourcebooks. The [[Forgotten Realms]] had the Gnomes of [[Lantan]] (and the sizable human minority on the same islands) who would resemble Tinker Gnomes, except ''they're actually successful at science''. This means Lantan has roughly Renaissance level of technology, with them having pistols (standard equipment for those hailing from there), early printing presses, coaches (not carriages, but their far more weight efficient successor), replaceable parts, and far more science fiction level devices. Unfortunately, it's "Half-Mythical" to the rest of the world (who wrongly think it shuns magic) and few inventions have spread beyond it. Naturally, like everything else interesting about the setting, it was destroyed in the [[Spellplague]]. As part of its general undoing of everything 4E did that wasnβt removing OP NPCs, 5E retconned it so that Lantan was not destroyed (despite a Dragon article explaining Forgotten Realms [[Artificer]]s were diving to find its lost secrets), but rather made it so when continents from the planet Abeir were moved to Toril, Lantan was moved to Abeir in turn. '''Dragonlance Adventures Stats (AD&D1e):''' ::A Mad Gnome uses their original stats as either a Krynnish Gnome or an off-world Gnome. However, it gains a +5 bonus to any success roll involved in creating a device, and its devices are automatically reduced 1d6 sizes, to represent their greater clarity and lack of the "bigger is better" fixation of minoi. '''3e Stats:''' ::+2 Dexterity, -2 Strength ::Small ::Base speed 20 feet ::+2 racial bonus on Craft (Alchemy) and Craft (Tinkering) checks. ::+2 racial bonus on Open Lock and Disable Device checks. ::[[Favored Class]]: Special - A gnomoi's first class they take becomes their favored class. [[Category: Dungeons & Dragons Races]] [[Category: Dragonlance]]
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