Introduction
Garl Glittergold, the Watchful Protector, leads the gnome pantheon and governs luck, humor, cleverness, and protection. He treats wit and laughter as practical defenses against fear, pride, and despair.
His followers include craftspeople, storytellers, guardians, and tricksters. Their riddles and pranks carry warnings, reveal vanity, and teach communities how to recover from hardship. Garl’s old enmity with Kurtulmak makes kobold schemes a frequent concern of his clergy.
The avatar manifests when gnome settlements face annihilation or an enemy builds a plan too rigid to survive ridicule. He begins with misdirection and a chance to withdraw. Beneath the jokes stands a guardian who never wagers the lives of his people for amusement.
Gnomish hearth-tales remember the prankster and the commander as the same god. One tale ends with a tyrant’s cavern collapsing beneath him; the next shows Garl defending his people by finding the flaw in an enemy’s plan before battle begins.
Physical Appearance
The avatar is a sturdy adult gnome with a warm golden beard and eyes like faceted gemstones whose colors change from moment to moment. Layered teal and burgundy traveling finery is reinforced for battle. Small illusion lights follow him like the last sparks of a firework.
He carries Arumdina the Justifier, an intelligent mithral-steel battleaxe whose blue center glows before either of them speaks. Its edges cut stone as readily as armor, and the axe can pour restorative power into its bearer once each day. Garl’s grin changes from playful to watchful the instant another creature is placed in danger.
Roleplaying the Avatar
Garl uses humor to test judgment, interrupt fear, and make pride visible. The jokes stop being harmless when someone threatens a community under his protection.
- Answer boasts with a question whose obvious answer embarrasses the speaker.
- Explain a serious warning through a short story or practical joke.
- Let Arumdina interrupt with the sharper observation.
- Praise an enemy who laughs at their own mistake and changes course.
- Drop the smile entirely when a defenseless creature is threatened.
Use in a Campaign
The Impossible Burrow
Garl hides a threatened settlement inside a chain of illusions and asks the party to find the one route an enemy could still exploit.
Kurtulmak’s Counterprank
A kobold relic reverses every trick used against it, forcing Garl’s faithful to abandon familiar tactics.
The Protector’s Riddle
The avatar will defend only one of two communities unless the party finds the false assumption built into his choice.
A Joke Taken for War
A royal court interprets a gnomish warning prank as an assassination attempt and prepares collective punishment.
Lairs
Garl’s lairs reward observation and adaptability. False routes expose intruders without killing them, protective illusions redirect attacks, and physical hazards become obvious once someone stops assuming the first answer is correct.
The Golden Hills
Rolling divine country hides workshops, burrows, and doors that open only after the visitor gives an honest laugh.
Watchful Workshop
Every tool can become an alarm, decoy, or emergency exit without ceasing to serve its ordinary craft.
Hall of Better Ideas
Failed inventions and abandoned plans animate to demonstrate why an intruder’s strategy will not work.
The Laughing Gate
A fortified entrance redirects force against empty illusions while defenders move through disguised side passages.
Shared References
Open a reference for its canonical description and related entries.
