From World of Charun

Belatim are a race of gnomes native to Northern Charun. Their frequent appearances in the region known as the Grassy Hills has earned them the somewhat uninspired name of "Grass Gnomes" among other races.


Origins and History

Belatim wizard
Belatim wizard

Grass gnomes are a race surrounded by mystery and oddities, ranging back thousands of years. From the time of their schism with the Bulidorn to their exodus to and residence in the north, few have been able to fathom the motives of the Belatim. They are a mystical race, thought to boast some of the greatest wizards known, and also Charun's greatest innovators and inventors. Much of what is known about the Belatim today was gained through the study of the magic and gadgetry they bring into the wide world as they travel abroad.

For the longest time, the strangest mystery surrounding the grass gnomes was the location of their homes. Though individual gnomes weere often encountered among their namesake hills, there were never any signs of burrows or caves nearby. Theory after theory was proposed and rejected by explorers, experts, and scholars. Hidden entryways, teleoprtation, nothing seemed to stand up to investigation, and little headway could be made on the matter. No grass gnome seemed willing or able to give up this secret, regardless of threats made or incentives offered.

The cataclysm eventually became the factor which shed light upon this age-old question. in the aftermath of the disaster, Belatim emerging to trade were found to be completely unaware of its passing. For such a thing as the cataclysm to go unnoticed was unfathomable; the mammoth earthquake had shaken Charun from core to surface. The implication was clear. The Belatim must not reside on Charun at all! Based upon this knowledge, specific tests were developed and performed by prominent wizards, confirming the existance of a pocket plane of sorts contiguous to the Grassy Hills.

This revelation has revealed surprisingly little about gnomish life. Since the discovery, no mage has yet managed to breach their realm. No one has surmised the means by which the Belatim travel to and from this plane, and the gnomes seem yet unable to shed light on this matter. if anything, most seem as mystified by the subject as anyone, leading to the assumption that whatever bizzare means they use to travel has adverse effects on their memory.

Culture and Society

Belatim rogue
Belatim rogue

Naturally, very little is known about Belatim society. When encountered in the world, individual grass gnomes are somewhat inconsistant, lending further credit to the memory loss theory. However, goods produced by the Belatim reveal their primary passions to be invention and wizardry.

Gnomes who retain this passion after crossing over are often fanatical in their pursuit. Belatim wizards are among the greatest, driven to levels the match Mubuluki and even Uluthar wizards. Similarily, Belatim inventors approach even the most implausible and dangerous innovations with a seriousness that is at times frightening (the former quality probably indicates why grass gnome technology is the most advanced available, while the latter is likely why most Belatim inventors enjoy widely successful but tragically short careers.)

Many grass gnomes combine these two knacks, leading to many great gnomish alchemists and other magical crafting. Many potions and magical trinkets are produced by Belatim, while a great many more are based upon their designs.

Armour and Weapons

Few Belatim seem to have need for weapons within their realm, but adapt readily to their use without as needed. They show little preference for weapons or armour, but naturally tend to favor light gear that suits their stature and strength.


Belatim customs are as unknown as they have ever been. Given the patchy memories of travelling gnomes, they will likely remain so until a proper gateway into their realm can be established. Vague indications exist hinting towards rituals surrounding invention, which can be expected, but little elaboration has been made. Certainly, Belatim in the world don't seem to hold to any particular customs or rituals consistantly.



More has been uncovered in regards to Belatim Religion, though again specifics are somewhat vague.

The two popular deities amongst grass gnomes are Bimbi, Giver of Ideas and her brother Bulbo, Builder of Ideas. Belatim love ideas, good or bad, as long as they are new and never heard of. It is not unusual to see a gnome praying to Bimbi for just that - an idea, only to pray to Bulbo the day after of the skill of putting that idea into practice.

Whether these 'deities' actually exist, as New Powers or otherwise is questionable. Many surmise that they are interpretations of Gods such as Destiana and Thilias, while others presume them to be New Powers. What is known is that the no priest of Belatim Gods have been seen, either as clerics or sorcerers.


The Belatim have light to tanned skin and brown hair. In some rare cases a grass gnome with greenish hair has been encountered. If that depends on some strange diet or a magic mishap has never been revealed.

Obvious parallels exist between Belatim and Bulidorn garb. They often dress in earth tones and greens, but also occasional outragious outfit that might make a sane man viewing it go sick

Player Characters

Many Belatim leave their realm to trade their crafts to outsiders. Others simply wish to see the wonders it has to offer. While ordinarily these gnomes follow a programmed route that seems intended to ensure they make their way back to their homes despite the typical memory loss (the exact mechanics of which are yet another unknown), they are occasionally waylaid or become lost. Gnomes such as these often have great difficulties in returning home, and the longer one stays outside, the more their prior memory seems to fade. A gnome stranded outside for too long often goes so far as to resist attempts to return him to his old life. Generally a risktaking breed, these stranded Grass Gnomes often adapt readily to the adventuring ideal.

Belatim names for your character: Gnomish Names


  • Gnomish Heredity: -2 Strength. Gnomes are small and weaker than other larger races.
  • Belatim Heredity: +2 Intelligence. The Belatim possess an innate mental capacity to reason, plan, solve problems, think abstractly, comprehend ideas and learn languages.
  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Hardiness vs. Illusions: +2 racial bonus to saving throws against illusions.
  • Illusions Affinity: +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
  • Keen Hearing: +2 racial bonus to Listen checks.
  • Keen Smell: +2 racial bonus to Craft Alchemy checks.


  • Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Reptilians: +1 racial bonus to attack rolls against kobolds.
  • Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Favored Class: Wizard. A multiclass grass gnome's wizard class does not count when determining whether he takes an experience point penalty.


  • Given Languages: Common, Gnome
  • Secondary Language List: Reptilian

The Grassy Hills are populated by a great number of kobolds, that have become traditional enemies of the Belatim who have understod the importance of knowing the tongue of your foe.

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