The Unknown Knomes

 

The Unknown Knomes

The Unknown Knomes are a mysterious people in Dragon Age, not quite dwarves, not quite spirits, and not quite surface-folk. Most scholars believe they are a hidden branch of ancient dwarvenkind, but the truth is stranger: they are a forgotten underground race that lived beside the dwarves, not beneath them.

They are called “Knomes” by surface travelers because of their small size, strange craftsmanship, and impossible knowledge of tunnels, roots, stone, fungus, and old magic. But the Knomes do not call themselves that.

Their real name is unknown.

And they prefer it that way.


Who Are the Unknown Knomes?

The Unknown Knomes are small, secretive, highly intelligent underground beings who live in hidden settlements between the Deep Roads, ancient thaigs, buried forests, lyrium veins, and forgotten elven ruins swallowed by the earth.

They are rarely seen because they do not want to be seen.

Unlike dwarves, they are not defined by caste, Stone worship, or thaig ancestry. Unlike elves, they are not tied to the Fade in the normal way. Unlike humans, they do not build empires. They build systems.

They are inventors, tunnel-readers, fungus farmers, trapmakers, poisoners, rune-carvers, archivists, and survival engineers.

To the dwarves, they are an old rumor.

To the Dalish, they are “root-spirits wearing bodies.”

To the Chantry, they are either demons, apostates, or nonsense.

To themselves, they are the ones who stayed hidden and survived.


Origin of the Unknown Knomes

There are several competing theories.

Theory 1: The First Deep Folk

Some dwarven scholars believe the Knomes were an older cousin-race of dwarves who existed before the great thaigs were carved.

They did not mine the Stone.

They listened to it.

Where dwarves built cities, Knomes built hidden networks. Where dwarves chased lyrium, Knomes studied the dangerous spaces around it. They knew certain underground places were not meant to be opened.

According to this theory, the Knomes warned the ancient dwarves about digging too deep.

The dwarves ignored them.

Then came the darkspawn.

Then came the fall of the thaigs.

And the Knomes disappeared into the cracks of the world.


Theory 2: Dwarves Changed by Strange Lyrium

Another theory claims the Knomes were once dwarves who settled too close to unusual lyrium deposits — not red lyrium, not blue lyrium, but a rare pale form called ghost-lyrium or white lyrium.

This lyrium did not make them stronger.

It made them stranger.

Over generations, they became smaller, quicker, more sensitive to vibrations, and resistant to certain underground poisons. They developed unusual eyes capable of seeing in near-total darkness and learned to detect movement through stone.

They did not become mages, but they became something close to magical engineers.

They learned how to bend sound, pressure, root-growth, minerals, and insects into weapons.


Theory 3: The Evanuris Hid Them

The most disturbing theory comes from ancient elven ruins.

Some hidden murals show tiny hooded figures working beneath great elven temples, maintaining underground machines, root networks, and lyrium channels.

This suggests the Knomes may have been an enslaved servant-race used by ancient elves to maintain magical infrastructure beneath Thedas.

When the Evanuris fell and the Veil changed the world, the Knomes escaped.

That would explain why they fear elves, avoid mages, and destroy certain ruins before anyone else can study them.


Appearance

Knomes are usually between three and four feet tall, though some elders are even smaller. Their bodies are compact, strong, and built for climbing, crawling, digging, and moving through narrow spaces.

They have:

  • Large reflective eyes suited for darkness.
  • Long fingers with toughened nails.
  • Wide feet for gripping stone.
  • Strong backs and shoulders.
  • Quiet voices that can carry strangely through tunnels.
  • Skin tones ranging from stone-gray, deep brown, moss-green undertones, ash, clay, and pale root-white.
  • Hair that is often wiry, braided, or decorated with beads, bones, fungi, and carved stone.

They often wear layered clothing made from leather, moss-fiber, insect shell, old dwarven cloth, fungus silk, and scavenged metal.

Their masks are famous.

A Knome mask can mean rank, profession, family-line, warning, grief, exile, or war.


Culture

The Unknown Knomes do not have kings.

They have Keepers of Knowing.

A Knome settlement is called a Hushhold — a hidden community built into stone, root systems, collapsed thaigs, or caves masked by natural formations.

Their society values:

  • Silence.
  • Memory.
  • Craft.
  • Survival.
  • Secrets.
  • Debt.
  • Warnings.
  • Cleverness over strength.
  • Preparation over bravery.

A Knome insult is not “coward.”

A Knome insult is “loud fool.”

Because to them, being loud gets your people killed.


Their Beliefs

The Knomes do not worship the Stone like dwarves do, but they respect it.

They believe the world has layers of memory.

Stone remembers pressure.

Roots remember water.

Bones remember death.

Lyrium remembers songs.

Blood remembers pain.

They believe nothing truly disappears. Everything leaves a trace. A good Knome can read those traces and survive because of them.

Their spiritual leaders are called Trace-Speakers.

A Trace-Speaker can walk into an abandoned chamber and tell:

  • Who passed through.
  • What they carried.
  • Whether they were afraid.
  • Whether something followed them.
  • Whether the place is safe to sleep in.
  • Whether the walls are lying.

That last phrase is very important in Knome culture.

They believe some places pretend to be empty.


Relationship With Dwarves

The dwarves mostly deny the Knomes exist.

Orzammar scholars dismiss them as campfire stories from frightened miners. Legion of the Dead warriors sometimes report seeing tiny hooded figures watching from distant cracks in the Deep Roads.

The Carta has tried to capture Knomes before.

It went badly.

The Knomes do not fight like soldiers. They collapse tunnels, poison water stores, steal boot soles, spoil food, mimic voices, redirect darkspawn patrols, and leave traps so cruelly precise that even Carta veterans become afraid to walk.

The Knomes do not hate dwarves.

They pity them.

They believe dwarves were once warned many times and chose pride over listening.

Still, some Knome clans trade secretly with casteless dwarves, surface dwarves, and exiled smiths.


Relationship With Darkspawn

The Knomes are experts at avoiding darkspawn.

They know how darkspawn move, smell, gather, scout, and sleep. Some Knome settlements have survived for centuries within miles of darkspawn-infested roads because they understand sound discipline, scent masking, and tunnel misdirection.

They have developed weapons specifically against darkspawn:

  • Blight-lanterns that detect taint in air currents.
  • Spore bombs that choke genlocks and shrieks.
  • False tunnels that lure darkspawn into collapses.
  • Root snares grown around pressure plates.
  • Taint bells that ring only when corrupted blood passes nearby.
  • Fungal salves that slow infection long enough to amputate or treat wounds.

The Grey Wardens would be very interested in them.

The Knomes would be very suspicious of the Grey Wardens.


Relationship With Magic

Knomes are not mages in the normal sense.

They do not cast fireballs, summon spirits, or open rifts. Most of them have little direct connection to the Fade.

But they use what outsiders call practical magic.

Their craft blends alchemy, rune-work, sound manipulation, lyrium residue, fungal biology, ancient mechanisms, and spiritual trace-reading.

A human mage may throw lightning.

A Knome engineer may build a copper-and-lyrium device that makes a metal door scream open by remembering the sound of the key.

That is the kind of strange they are.

They do not trust Circle mages.

They do not trust Tevinter magisters.

They do not trust Dalish Keepers fully either.

Their oldest saying is:

“Magic always asks for a door. Never forget who must live beside it.”


Knome Specializations

1. Trace-Speaker

A spiritual investigator who reads environmental memory.

They can detect hidden passages, old deaths, magical scars, nearby creatures, weak stone, and places touched by spirits or Blight.

Gameplay role: scout, support, trap detection, lore discovery.


2. Hush-Maker

A stealth specialist trained to erase signs of movement.

They can silence footsteps, hide camps, mask scent, and confuse enemy tracking.

Gameplay role: stealth, ambush, evasion.


3. Rootwright

A biological engineer who works with underground roots, fungi, moss, and spore systems.

They can grow barriers, healing fungus, poisonous blooms, light-moss, and living snares.

Gameplay role: battlefield control, healing-over-time, poison, area denial.


4. Gear-Knome

A mechanical genius who builds strange gadgets from scrap, dwarven parts, lyrium dust, beetle shell, and old elven mechanisms.

Gameplay role: deployables, turrets, bombs, traps, utility.


5. Stone-Nibbler

A miner-saboteur who can weaken structures, dig emergency tunnels, collapse roads, and create escape routes.

Gameplay role: terrain manipulation, siege sabotage, exploration.


6. Blight-Sniffer

A rare Knome trained to detect darkspawn corruption before others can sense it.

They are treated with respect and fear because many eventually become sick from their work.

Gameplay role: anti-darkspawn specialist, corruption detection, resistance support.


Weapons of the Knomes

Knome weapons are small, clever, and nasty.

They prefer tools that do not require brute strength.

Common Weapons

  • Hook knives.
  • Needle spears.
  • Folding picks.
  • Weighted cords.
  • Miniature crossbows.
  • Spore grenades.
  • Acid flasks.
  • Beetle-shell shields.
  • Trap stakes.
  • Stone-dust bombs.
  • Sonic chimes.
  • Spring-loaded blades.
  • Root snares.
  • Poisoned darts.

Their most feared weapon is the Quiet Bell.

It makes almost no sound to humans or dwarves, but certain creatures hear it as unbearable shrieking. It can confuse darkspawn, drive deepstalkers into panic, and disorient enemies wearing metal helmets.


Knome Settlements

A Knome village is almost impossible to find unless they want it found.

A Hushhold may be hidden inside:

  • A dead thaig wall.
  • A cave behind a waterfall.
  • The root mass of an ancient underground tree.
  • A collapsed Deep Road.
  • A giant petrified creature.
  • A mushroom forest.
  • An abandoned elven ruin.
  • A lyrium-free stone pocket near Blighted territory.

Their homes are small, warm, layered, and full of hidden doors. Every path has at least three escape routes. Every public room has silent alarms. Every nursery is built near the safest exit.

They are not paranoid.

They are alive because of it.


Major Knome Factions

1. The Hushbound

Traditionalists who believe the Knomes must remain hidden forever.

They see all outsiders as danger.

Their motto:

“The seen are hunted.”


2. The Open-Ears

A younger faction that believes the world is changing too quickly for isolation to continue.

They want contact with select outsiders, especially Grey Wardens, surface dwarves, and trustworthy scholars.

Their motto:

“A warning unheard is a grave already dug.”


3. The Root Covenant

Knomes who live closest to underground ecosystems.

They are masters of fungus, insects, roots, and medicinal growths.

Some outsiders mistake them for nature spirits.

Their motto:

“The deep is not dead. It grows downward.”


4. The Broken Mask

Exiled Knomes who sell secrets, traps, maps, poisons, and forbidden devices.

Some work with the Carta, Tevinter agents, Antivan Crows, or Qunari spies.

Their motto:

“A secret has value only when sold.”


5. The White Vein

A dangerous sect that studies ghost-lyrium.

They believe Knomes were meant to become something greater than flesh.

Other Knomes fear them.

Their motto:

“The Stone dreams in pale fire.”


Story Role in Dragon Age

The Unknown Knomes could fit perfectly into Dragon Age as a hidden people who reveal that the underground world is far bigger than players thought.

They would expand:

  • The Deep Roads.
  • Dwarven history.
  • The Blight.
  • Lyrium lore.
  • Ancient elven infrastructure.
  • Hidden civilizations.
  • Survival horror.
  • Exploration.
  • Crafting.
  • Underground politics.

They should not be comic relief.

They should not be silly garden gnomes.

They should be eerie, brilliant, suspicious, and dangerous.

They are small, yes.

But in the Deep Roads, small survives.


Main Questline: “The People Beneath the Stone”

The player discovers a destroyed darkspawn patrol in the Deep Roads. The bodies are not burned, hacked apart, or crushed.

They are arranged.

Each one was killed by a different trap.

Nearby, a small mask hangs from a hook.

A warning is carved into the stone:

“Do not follow what you did not hear.”

The party eventually finds signs of a hidden civilization. At first, the Knomes are only glimpsed:

  • Tiny shadows moving through cracks.
  • Supplies disappearing.
  • Traps appearing behind the party.
  • Darkspawn lured away by strange bells.
  • Campfires extinguished without wind.
  • Whispered voices in old tunnels.

Eventually, the player learns that the Knomes are preparing for something terrible.

A new Blight strain is moving through underground roots and fungus.

It is not just infecting bodies.

It is infecting ecosystems.

The Knomes call it The Rot Below.

And if it reaches the surface, forests, farms, wells, and villages could become Blighted without a single darkspawn army appearing.


Major Knome Character: Nibren of No Name

Role

Companion / scout / trap engineer / reluctant guide.

Personality

Nibren is sharp, suspicious, sarcastic, and very hard to impress. He does not trust the player at first and keeps testing them with small tricks.

He steals a button from the player’s coat during their first meeting and returns it later as proof that they are careless.

He is not cruel, but he believes surface people are dangerously loud, emotional, and overconfident.

Appearance

Nibren wears a cracked beetle-shell mask, layered moss-cloth, and a tool belt filled with tiny devices. His eyes glow faintly in darkness due to years of exposure to underground minerals.

Combat Style

Nibren fights with traps, darts, smoke, hook-lines, and strange devices.

He can:

  • Disarm traps.
  • Build temporary traps.
  • Detect ambushes.
  • Throw spore bombs.
  • Create escape tunnels.
  • Mark weak stone.
  • Distract darkspawn.
  • Sabotage enemy armor.
  • Disable magical devices.

Personal Quest: “The Mask He Sold”

Nibren was once part of a secret scouting order. During a crisis, he gave a hidden map to outsiders to save his Hushhold. The outsiders used that map to raid another Knome settlement.

Now Nibren is considered partially responsible for the deaths.

His personal quest forces the player to choose:

  • Help him expose the real traitor.
  • Help him accept exile.
  • Convince his people to forgive him.
  • Or let him sacrifice himself to save the Hushhold.

Companion Banter

With Varric

Varric: You know, you’d make a killing selling those trap designs.

Nibren: I know.

Varric: That’s it? No temptation?

Nibren: Surface people would put them in taverns, lose the instructions, and sue the floor.


With Harding

Harding: You’re not a dwarf.

Nibren: Correct.

Harding: But you live underground.

Nibren: So do worms. Are you kin to worms?

Harding: I might like you.

Nibren: That is unfortunate.


With Solas

Solas: Your people remember things others have forgotten.

Nibren: Your people forgot things everyone else paid for.

Solas: That is not entirely unfair.

Nibren: I was not aiming for fair.


With Cassandra

Cassandra: You cannot simply place traps everywhere.

Nibren: I can. I have.

Cassandra: That is not reassuring.

Nibren: It was not meant to be.


Knome Enemy Types

Not all Knomes are friendly.

Broken Mask Ambusher

Uses stealth, poison darts, and escape tunnels.

White Vein Adept

Uses ghost-lyrium devices that distort perception and sound.

Root Covenant Fanatic

Uses poisonous fungus, root snares, and insect swarms.

Knome Tunnel-Cutter

Destroys terrain, separates party members, and creates cave-ins.

Hushbound Warden

Elite defender with silent bells, hook blades, and anti-magic traps.


Boss: The Pale Engineer

A former Knome genius who discovered an ancient elven machine powered by ghost-lyrium. He believes the only way to save the Knomes is to remove them from normal reality completely.

His boss arena is a shifting underground machine chamber.

Mechanics:

  • Walls move.
  • Bridges rotate.
  • Sound traps disable abilities.
  • Pale lyrium clones mimic party members.
  • The boss creates false exits.
  • The arena slowly collapses if the fight takes too long.

His final line:

“You call this world real because you are too large to fit through the cracks.”


Knome Crafting System

The Unknown Knomes could introduce a new crafting branch called Deepcraft.

Deepcraft focuses on:

  • Traps.
  • Gadgets.
  • Sound devices.
  • Fungal medicines.
  • Anti-darkspawn tools.
  • Hidden passage keys.
  • Root-based armor.
  • Compact weapons.
  • Stone-reading lenses.
  • Lyrium-safe containers.
  • Scent masking oils.

Examples:

Mothdust Cloak

Reduces enemy detection in caves and ruins.

Taint-Lantern

Glows near darkspawn corruption.

Whisper Pick

Can open certain ancient locks without breaking them.

Rootbinder Bomb

Creates temporary root snares in combat.

Quiet Bell

Disorients enemies with sensitive hearing.

Stone Memory Lens

Reveals old footprints, blood traces, and hidden doors.


Why They Work in Dragon Age

The Unknown Knomes work because they do not feel like random fantasy creatures thrown into the world. They connect to existing Dragon Age pillars:

  • Dwarves.
  • Deep Roads.
  • Lyrium.
  • Darkspawn.
  • Ancient elves.
  • Lost civilizations.
  • The Blight.
  • Crafting.
  • Political secrecy.
  • Survival horror.
  • Forgotten history.

They make the underground world feel alive again.

Not just tunnels.

Not just darkspawn.

Not just ruins.

A living hidden civilization with its own fears, mistakes, factions, and secrets.

That is Dragon Age.


More on the Unknown Knomes

The Unknown Knomes should not be introduced as “cute little underground people.” That would make them feel childish and out of place.

They should be introduced like a Deep Roads horror mystery.

At first, the player should not know what they are seeing. The player should only see evidence.

A darkspawn patrol killed without footprints.

A dead Carta crew hanging upside down, wrapped in root-cords.

A torch that goes out every time someone says the wrong word.

A tunnel that was there yesterday but is gone today.

A child-sized handprint in old Blight dust.

Then the player realizes something terrifying:

The Deep Roads were never empty.

Something has been watching everyone.


The First Encounter

The party is traveling through a collapsed Deep Road when they find an abandoned dwarven supply camp. The food is untouched. The bedrolls are still warm. The weapons are still there.

But every boot has been removed.

One companion asks:

“Who steals boots and leaves gold?”

Then the player finds a carving in the stone:

“Loud feet die first.”

A few minutes later, the party hears faint clicking inside the walls. Not darkspawn. Not spiders. Something smaller. Organized. Intelligent.

The player can respond three ways:

1. Threaten the hidden watchers

This causes traps to activate. The party survives, but the Knomes mark them as dangerous.

2. Stay silent and wait

This earns respect. A Knome scout appears briefly, masked and armed.

3. Leave food and back away

This earns curiosity. The Knomes later return the favor by leaving medicine at camp.

This is how the Unknown Knomes should work: not just dialogue, but behavior-based trust.


Knome Trust System

The Unknown Knomes should have their own reputation system called The Measure of Quiet.

They do not judge the player by heroic speeches.

They judge by patterns.

You gain Knome trust by:

  • Avoiding unnecessary fights underground.
  • Disarming traps instead of smashing them.
  • Helping casteless dwarves.
  • Sparing frightened scouts.
  • Respecting sealed ruins.
  • Speaking quietly in sacred tunnels.
  • Returning stolen Knome artifacts.
  • Saving fungus gardens from Blight.
  • Warning settlements before danger arrives.
  • Admitting ignorance instead of pretending to know.

You lose Knome trust by:

  • Looting Knome dead.
  • Selling Deep Roads maps to the Carta.
  • Bringing Tevinter agents into their tunnels.
  • Using fire in living fungus chambers.
  • Killing deep creatures that are part of their food chain.
  • Breaking sealed doors.
  • Mocking their size.
  • Calling them dwarves.
  • Demanding their secrets.
  • Leading darkspawn toward hidden routes.

Their approval should feel different from a normal faction. They do not care whether the player is famous. They care whether the player is careful.


Knome Dialogue Style

Knomes should speak in a way that feels old, clever, and slightly unsettling. Not silly. Not rhyming. Not cartoonish.

They often speak indirectly because direct speech is considered dangerous. To a Knome, a person who says everything out loud is either foolish or bait.

Examples

Player: “Are you threatening me?”

Knome: “No. A threat gives warning. I am being polite.”


Player: “How many of you are there?”

Knome: “Enough to answer. Not enough to tell.”


Player: “Why hide from the world?”

Knome: “Because the world keeps proving it has teeth.”


Player: “Are you afraid of us?”

Knome: “No. We are experienced with you.”


Player: “Do you know a way through?”

Knome: “Many. The question is which way wants you dead the least.”


Knome Names

The Knomes do not give outsiders their full names. Names are considered a type of map. If someone knows your true name, they know something about your family-line, Hushhold, craft, and obligations.

So most Knomes use mask-names.

Examples of Knome Mask-Names

  • Nibren No-Name
  • Tallow Underroot
  • Vekk of the Third Crack
  • Mossen Quiet-Hand
  • Brindle Stone-Ear
  • Tevra Pale-Bell
  • Curdle Rootmother
  • Hask the Boot-Thief
  • Nemmik Bone-Thread
  • Orra of the Closed Door
  • Fennel Ash-Tooth
  • Grix Under-Silence
  • Mabbin Far-Listen
  • Thistle Darkcup
  • Yorn Without Lantern
  • Pevren the Last Small Sound
  • Ketta Many-Masks
  • Durnik Soft-Step
  • Ibb of Seven Exits
  • Rossa Wormfriend

A Knome revealing their true name should be a major emotional moment, equal to a companion admitting love, loyalty, guilt, or grief.


The Knome Hushholds

A Hushhold is not just a village. It is a survival machine.

Every part of it has purpose.

The Outer Quiet

The entrance zone. It looks like dead stone, broken ruins, or an empty cave. This area is filled with false paths, listening holes, scent traps, and harmless tests.

The first rule of a Hushhold:

“A stranger must reveal themselves before the door reveals itself.”


The Listening Wall

A chamber where Knomes monitor vibrations through stone. They can tell whether a group is armored, injured, mounted, infected, or carrying heavy supplies.

A skilled listener can identify darkspawn by gait.

Genlocks scrape.

Hurlocks pound.

Shrieks skip.

Ogres drag the world behind them.


The Rootroom

A living agricultural chamber full of fungus, root nets, medicinal moss, pale fruit, and beetle farms. This is sacred because it keeps the Hushhold alive.

No fire is allowed here.

If the player uses flame magic, the entire Hushhold may turn hostile.


The Mask-Hall

Every Knome who dies has a mask placed in the Mask-Hall. The mask is not just memorial decoration. It records what the dead person knew, owed, feared, and protected.

Trace-Speakers can “read” masks through touch.

A destroyed mask is one of the greatest crimes in Knome culture.


The Quiet Nursery

Knome children are raised in the safest inner chambers. They are taught emergency routes before they are taught songs.

A Knome child’s first lesson is not counting.

It is hiding.

Their first game is called Still As Stone.

Children play by standing silent while adults try to detect them. It sounds cruel to outsiders, but to Knomes, it is love. They teach survival early because the Deep Roads do not care about innocence.


The Last Door

Every Hushhold has a hidden emergency exit known only to a few elders. If the settlement is discovered, the people vanish through the Last Door and collapse everything behind them.

A Hushhold would rather erase itself than be conquered.


Knome Children

This could be one of the most emotional parts of the Unknown Knomes.

The player might first see Knome children only as shadows watching from cracks. Later, after earning trust, the player enters a Hushhold and realizes this hidden race is not just a faction of spies and engineers.

They are families.

Children ask strange, heartbreaking questions:

“Is the sky loud?”

“Do birds fall upward?”

“Why do surface people stand where anything can see them?”

“Have you ever touched rain?”

“Is it true the sun follows you?”

This gives the Knomes humanity. They are not monsters. They are not gimmicks. They are people who have adapted to a world that would destroy them if it found them.


Knome Laws

The Knomes have laws built around secrecy, survival, and memory.

1. Never sell a door

Meaning: never reveal a hidden passage, settlement, shelter, or escape route.

Breaking this law is unforgivable.


2. Never wake a sealed thing

Some ruins are sealed because something inside should stay forgotten.

The Knomes believe curiosity without caution is a form of murder.


3. Pay warning with warning

If someone warns your people of danger, you owe them a warning in return.

This creates interesting quest choices. If the player saves a Knome scout, the Knomes may later warn them of an ambush, betrayal, Blight outbreak, or unsafe bargain.


4. A mask is not loot

Taking a dead Knome’s mask is grave robbery.

Returning one may earn deep respect.


5. A loud hero kills quiet people

The Knomes distrust heroic armies because armies bring attention. A player who solves every problem with open battle may be viewed as dangerous even if they win.


Knome Punishments

Knome punishments should be culturally specific.

Exile Without Echo

The criminal is exiled and their name is removed from the Hushhold’s memory records. Their mask is turned backward in the Mask-Hall.

To Knomes, this is worse than death.


The Unmasking

A criminal’s mask is taken, forcing them to live without public identity. This is a punishment for spies, liars, and sellers of secrets.


Silent Debt

The criminal must protect a person or place without being acknowledged. They may save lives for years and receive no thanks.

This could create a great NPC: a disgraced Knome secretly protecting a dwarven settlement that hates him.


The Unknown Knomes and the Blight

The Knomes understand the Blight differently than the Wardens.

The Grey Wardens see darkspawn, Archdemons, taint, and sacrifice.

The Knomes see movement.

They track how corruption travels through:

  • Water seepage.
  • Fungus spores.
  • Old blood.
  • Buried roots.
  • Insect colonies.
  • Lyrium dust.
  • Corpse fields.
  • Deep Roads air currents.
  • Abandoned food stores.
  • Darkspawn migration patterns.

This makes them the perfect faction to introduce a more ecological version of the Blight.

Not just monsters.

A spreading contamination.

A sick underground environment.

A Blight that can move through soil before armies arrive.


The Rot Below

The Knomes’ main crisis should be The Rot Below.

The Rot Below is a new Blight expression that infects underground ecosystems. It does not need a massive darkspawn horde to be dangerous. It spreads through fungus webs, root networks, and wet stone.

Signs of The Rot Below:

  • Mushrooms bleeding black sap.
  • Roots twitching like veins.
  • Beetles growing extra eyes.
  • Water tasting metallic.
  • Stone sweating dark fluid.
  • Dead darkspawn sprouting pale fungus.
  • Animals walking in circles until they starve.
  • Dreams of digging even among non-mages.
  • Blighted plants growing toward the surface.

The Knomes have been fighting it quietly for years.

They did not tell the surface because they believed the surface would do what it always does:

Arrive late, shout, burn everything, and call it victory.


Major Story Choice: Burn or Cure

At the climax of the Knome questline, the player discovers that The Rot Below is moving toward the surface through ancient root tunnels.

There are two main solutions.

Choice 1: Burn the Root Network

This is the fast solution.

It stops the spread immediately but destroys several Hushholds, sacred fungus gardens, deep wildlife colonies, and ancient records.

The surface is saved.

The Knomes may never forgive the player.

Some companions approve because the threat was too dangerous.

Others condemn it as cultural destruction.


Choice 2: Cure the Root Network

This is harder.

The player must gather rare materials, defend Knome engineers, negotiate with dwarves, consult Grey Wardens, and possibly use forbidden elven machinery.

If successful, it saves both the surface and the Hushholds.

But it risks failure.

If the player makes poor choices earlier, the cure may not work.


Choice 3: Seal the Deep Passage

This protects the surface temporarily but traps several Knome communities below with the Rot.

The player can justify it as containment.

The Knomes call it betrayal.


Choice 4: Weaponize the Rot

A darker path. Tevinter, the Qunari, the Carta, or a radical Knome sect may suggest using the Rot as a weapon against enemies.

This should be treated as monstrous.

The player may gain power but unleash long-term consequences.


Knome Political Conflict

The Knomes are not united.

That makes them feel real.

The Hushbound Position

The surface cannot be trusted. Dwarves failed. Humans conquer. Elves wake old disasters. Mages open doors. Wardens drink poison and call it duty.

Stay hidden.

Let the surface burn if it must.


The Open-Ears Position

The Rot Below cannot be stopped alone. The world is connected. If the surface falls, the deep will eventually fall too.

Speak carefully.

Choose allies.

Survive together.


The White Vein Position

The Knomes should abandon flesh. Ghost-lyrium can transform them into a people no Blight can touch. They would become memory, sound, and stone.

This is seductive because it offers escape from fear.

But the cost may be their souls, bodies, or identity.


The Broken Mask Position

Secrets are currency. Survival belongs to those who sell first. If the world is ending, why die poor?

This faction can serve as villains, informants, smugglers, or uneasy allies.


Knome Companion: Tevra Pale-Bell

Another great Knome companion could be Tevra Pale-Bell, a White Vein defector.

Role

Anti-magic engineer / sound-device specialist / morally conflicted scientist.

Personality

Tevra is brilliant, cold, and deeply ashamed. She helped build ghost-lyrium devices that were supposed to protect Knome settlements. Instead, they drove some Knomes mad and made others hear voices from inside stone.

She does not trust herself with kindness.

She is not evil.

She is someone who did terrible work for what she thought was survival.

Combat Style

Tevra uses sonic devices, pale lyrium traps, and anti-mage tools.

Abilities:

  • Silence enemy spellcasting.
  • Disrupt barriers.
  • Create sound decoys.
  • Stun enemies wearing metal armor.
  • Reveal invisible enemies.
  • Scramble demons’ positioning.
  • Turn enemy shouts into damaging feedback.

Personal Quest: “The Bell That Remembers”

Tevra must return to a sealed White Vein laboratory where her old mentor is still alive, half-fused into a ghost-lyrium machine.

The player must decide:

  • Destroy the machine.
  • Preserve the research.
  • Free the trapped minds inside.
  • Use the device against The Rot Below.
  • Let Tevra become its new anchor.

This would be a serious Dragon Age companion quest because there is no clean answer.


Knome Companion Banter

Tevra and Dorian

Dorian: I admit, your little silence device is impressive.

Tevra: It was designed for magisters.

Dorian: Ah. Should I be offended?

Tevra: Only if you are standing too close when I test it.


Tevra and Varric

Varric: Pale-Bell. That a nickname or a warning label?

Tevra: Both.

Varric: I know the feeling.


Tevra and Bellara

Bellara: Your device is using elven harmonic architecture. Badly. No offense.

Tevra: Offense accepted. Continue.

Bellara: Wait, accepted?

Tevra: Criticism is useful. Comfort is not.


Tevra and Neve

Neve: You hide guilt under sarcasm.

Tevra: And you hide worry under questions.

Neve: Fair.

Tevra: Uncomfortable, isn’t it?


Knome Creatures and Companions

The Knomes should have unique underground animals.

1. Rootmoles

Large blind moles used for digging, carrying supplies, and detecting tunnel instability.

They are gentle until threatened.

A Knome child may have a rootmole the way surface children have dogs.


2. Lantern Beetles

Beetles bred to glow different colors depending on air quality.

Blue means safe.

Green means mold.

Yellow means thin air.

Red means taint.

Black means run.


3. Thread-Spiders

Small trained spiders used to create tripwire networks. Their silk is stronger than normal webbing and can be treated with alchemical oils.


4. Deep Rams

Short, thick-skulled underground beasts used to break weak stone or defend tunnels.

They are stubborn, loud, and beloved.

Knomes argue with them like family.


5. Whisper Moths

Pale moths that react to sound. Knome scouts release them into tunnels. If the moths suddenly scatter, something is moving nearby.


Knome Mount: The Burrowback

A rare rideable creature used by Knome scouts and messengers.

The Burrowback is a low, armored, badger-like animal with powerful claws and a thick skull. It can climb rough stone, dig short emergency tunnels, and carry one Knome rider or light supplies.

Outsiders think it is ugly.

Knomes think it is beautiful.

A companion line:

“That beast looks like a rug that learned revenge.”

The Knome answers:

“And yet it has better footing than you.”


Knome Gear and Armor

Knome armor should look practical, layered, and handmade.

Armor Materials

  • Beetle shell plates.
  • Fungal leather.
  • Dwarven scrap.
  • Root fiber.
  • Stone beads.
  • Bone clasps.
  • Moss padding.
  • Lyrium-safe copper mesh.
  • Hardened resin.
  • Deepstalker hide.

Armor Styles

Scout Wraps

Light armor with sound-dampening moss padding.

Rootguard Harness

Medium armor reinforced with living root fibers that tighten when struck.

Bellwarden Plate

Heavy Knome armor made from tiny overlapping metal scales and sonic countermeasure charms.

White Vein Suit

Dangerous pale-lyrium insulated armor that protects against magical distortion but slowly affects the wearer’s hearing and dreams.


Knome Items for the Player

The Boot-Thief’s Charm

Reduces trap damage and increases stealth underground.

Flavor text:

“Nobody knows why the Knomes steal boots. The Knomes know exactly why.”


Mask of the Open-Ear

Improves perception, hidden door detection, and dialogue options with secretive factions.


Lantern of Black Warning

Glows dark near powerful Blight corruption.

This is disturbing because most lanterns glow brighter near danger. This one loses light.


Hush-Cloak

A cloak woven from mothdust fibers. Reduces enemy detection but weakens fire resistance.


The Small Bell

A throwable device that draws darkspawn away from the party.

But using it too often may lure something worse.


Knome Dungeons

The Unknown Knomes open the door for better dungeon design.

1. The Collapsed Hushhold

A Knome settlement destroyed by The Rot Below. The player must explore tiny homes, silent nurseries, broken fungus gardens, and sealed chambers.

The horror comes from absence.

No screaming.

No battle.

Just a whole hidden village that vanished.


2. The White Vein Laboratory

A forbidden ghost-lyrium research site where sound behaves incorrectly.

The player hears conversations before they happen.

Footsteps echo from rooms no one entered.

Companion dialogue repeats with different endings.

The boss may mimic the player’s voice.


3. The Root Cathedral

A vast underground natural chamber where ancient roots from surface forests descend into the Deep Roads.

The Knomes treat it as sacred.

The Rot Below is infecting it.

The player must fight Blighted plant life, corrupted insects, and darkspawn fused with roots.


4. The False Thaig

A dwarven thaig replica built by Knomes to mislead enemies. Every hall is a trap. Every treasure room is bait. Every statue watches pressure plates.

The Carta entered it years ago.

Some are still alive.

They are not sane.


5. The Door That Should Not Open

An ancient elven-sealed underground machine that the Knomes have guarded for generations.

The player does not know what it does at first.

The Hushbound want it sealed.

The White Vein want it activated.

The Grey Wardens think it may stop the Rot.

Solas, if involved, would know exactly what it is and refuse to explain quickly enough.


Knome Quest Ideas

Quest: “Boots at the Door”

A dwarven expedition keeps losing boots, maps, and lanterns. They think spirits are tormenting them.

The player discovers Knomes are sabotaging them because the expedition is about to break into a sealed Blight chamber.

Choices:

  • Help the dwarves continue.
  • Help the Knomes stop them.
  • Convince both sides to cooperate.
  • Secretly loot the chamber.
  • Seal everyone out.

Quest: “The Child Who Saw the Sky”

A Knome child sneaks to the surface and becomes obsessed with the sky. The Hushhold wants the child returned before outsiders notice.

But the child does not want to go back.

Choices:

  • Return the child.
  • Let the child stay with a surface family.
  • Bring the family into the secret.
  • Create a safe surface outpost.
  • Lie to both sides.

This quest would not be about combat. It would be about identity, fear, and freedom.


Quest: “A Mask in the Market”

A Knome death-mask appears in a surface auction house.

To humans, it is a curiosity.

To Knomes, it is desecration.

The player must trace how it got there: Carta smugglers, a betrayed scout, or a noble collector.

Possible endings:

  • Return it quietly.
  • Publicly expose the trade.
  • Sell it for political leverage.
  • Discover the mask contains a map to a living Hushhold.

Quest: “The Worm Road”

The Knomes reveal a secret path that avoids darkspawn territory, but it passes through the nest of a gigantic ancient burrowing creature.

The Knomes do not want it killed because it keeps worse things away.

The player must move quietly, redirect it, feed it, calm it, or fight it.

Killing it may make the route safer short-term but unleash smaller predators into nearby settlements.


Quest: “The Loudest Man Underground”

A boastful surface mercenary claims he found a Knome city and plans to sell its location.

The Knomes want him silenced.

The player can:

  • Convince him he saw nothing.
  • Buy his map.
  • Destroy the evidence.
  • Kill him.
  • Use him as bait for the Broken Mask.
  • Reveal the truth to a trusted authority.

The morally clean solution is difficult because the man is not fully evil. He is careless, greedy, and desperate.

Very Dragon Age.


Knome Bosses

1. The Mask-Eater

A Blighted creature that consumes Knome death-masks and gains fragments of their memories.

It speaks in many Knome voices.

During the fight, it reveals secrets from dead scouts.


2. The Bellmad Choir

A group of White Vein fanatics whose sonic devices have fused together. They fight as a coordinated sound-based enemy, staggering the party and interrupting spells.


3. Old Mother Rootrot

A sacred fungus matriarch corrupted by The Rot Below.

The Knomes do not want her killed.

The player must either cleanse her, burn her, or convince the Knomes to let her die.


4. The Bootless King

A Carta crime boss who survived Knome traps by cutting off his own feet after stepping into poisoned root snares. Now he uses dwarven prosthetics and hunts Knomes obsessively.

He is grotesque, bitter, and dangerous.

His hatred is personal.


5. The Thing Behind the Last Door

Every Hushhold has a Last Door.

One Hushhold opened theirs and found something already waiting on the other side.

This boss should be mysterious, not over-explained. Maybe a demon. Maybe an ancient elven guardian. Maybe something from before the dwarves.

The Knomes only call it:

“The Patient Shape.”


How Companions React to the Knomes

Dwarven Companion

A dwarven companion may feel insulted, fascinated, or shaken. The Knomes challenge dwarven history by proving the dwarves were not the only deep civilization.

They may ask:

“If they were always there, what else did Orzammar pretend not to know?”


Mage Companion

A mage companion may be intrigued by Knome devices, especially anti-magic tools. The Knomes may respond with suspicion.

A Knome might say:

“Mages always study locks from the opening side.”


Elf Companion

An elf companion may discover ancient elven involvement in Knome suffering. This creates tension.

The Knomes may not distinguish between modern elves and ancient elven oppressors at first.

That is unfair.

But trauma is often unfair.


Grey Warden Companion

The Grey Wardens would want Knome knowledge badly. The Knomes would see Wardens as useful but reckless.

A Knome line:

“You drink the sickness and call yourselves wise. We avoid the cup.”


Qunari Companion

A Qunari companion may respect their discipline but dislike their secrecy.

The Knomes may view the Qun as a giant net: orderly, strong, and designed to catch everyone.


Knome Proverbs

These would help make them feel culturally real.

  • “A tunnel remembers every fool.”
  • “A loud answer feeds hungry walls.”
  • “The small door saves the large house.”
  • “Never trust a room with no insects.”
  • “A dead flame tells better truth than a bright one.”
  • “If the stone sweats, leave.”
  • “Gold is heavy. Warnings are light.”
  • “The first path is for enemies.”
  • “A secret shared upward becomes a rumor falling down.”
  • “Roots do not ask permission.”
  • “The Blight knocks softly before it breaks the door.”
  • “A mask is a face that learned caution.”
  • “Only fools call silence empty.”
  • “Do not wake what forgot to die.”
  • “The Deep Roads have more mouths than maps.”

Knome Songs

Knome songs should be quiet, rhythmic, and practical. Many are work songs or memory songs.

Children’s Hiding Song

Small as seed,
still as bone,
hear the boot,
become the stone.


Warning Song

If water turns black,
if beetles go white,
if roots point upward,
do not sleep tonight.


Funeral Whisper

Mask to wall,
name to deep,
debt to memory,
silence keep.


Why the Unknown Knomes Could Become Memorable

The Unknown Knomes work because they add a new feeling to Dragon Age:

underground paranoia mixed with hidden civilization.

They are not just another race.

They are a reminder that Thedas is older, deeper, and stranger than any empire admits.

They make the player question every cave, every tunnel, every abandoned thaig.

They bring mystery back to the Deep Roads.

They also create emotional storytelling:

  • A child wanting to see the sky.
  • A hidden people afraid of being discovered.
  • A race that survived by refusing glory.
  • A culture built around memory, masks, warnings, and silence.
  • A Blight crisis that spreads through the world itself.
  • A choice between saving the surface and preserving the deep.

That is the key.

The Unknown Knomes should not be a joke.

They should be one of the most unsettling, brilliant, tragic, and fascinating hidden peoples in Dragon Age.


The Unknown Knomes — Expanded Even Further

The Unknown Knomes should feel like a people who were not discovered because they were weak, but because they were too disciplined, too careful, and too intelligent to be found.

They are not waiting to join the surface world.

They are not begging for recognition.

They are not asking for a kingdom.

They have one question for every outsider:

“Will your knowledge of us kill us?”

That question should hang over every quest, every dialogue choice, and every alliance with them.


The Knomes’ Place in Dragon Age Lore

The Unknown Knomes could be used to expand Dragon Age without breaking the lore because they fit into areas that are already full of mystery:

  • The Deep Roads
  • Lost thaigs
  • Ancient elven ruins
  • Lyrium
  • The Blight
  • Forgotten dwarven history
  • The Titans
  • The Fade’s relationship to the physical world
  • The strange things living under Thedas

They do not need to replace dwarves or elves. They add a hidden layer beneath both.

Their existence creates a powerful lore question:

What if the dwarves were not the only people born of the deep?

And an even darker question:

What if the Knomes hid because they remembered what everyone else forgot?


The Knomes and the Titans

This is where they could become very important.

The dwarves are tied to the Stone and the Titans, but the Knomes may have had a different relationship with them.

Dwarves may have been the children of the Stone.

Knomes may have been the listeners in the cracks.

They were not part of the great dwarven civilization in the same way. They did not carve massive halls, build kingdoms, or mine aggressively. They lived along fault lines, root chambers, pressure pockets, and places where the Stone “spoke” strangely.

Some Knome Trace-Speakers claim the Titans did not speak in words.

They spoke in:

  • Tremors
  • Pressure
  • Warmth
  • Mineral shifts
  • Deep humming
  • Sleeping rhythm
  • Sudden silence

The Knomes learned to interpret these signs.

To them, the Stone is not a god.

The Stone is a body.

And the Deep Roads are wounds.


Knome Belief About the Deep Roads

The Knomes believe the Deep Roads were not simply roads.

They were cuts.

When the dwarves expanded, they carved through places that should have remained sealed. Some places were harmless. Some were sacred. Some were sleeping. Some were infected long before the darkspawn were understood.

The Knomes have a saying:

“A road is also an invitation.”

To the dwarves, the Deep Roads connected thaigs.

To the Knomes, the Deep Roads connected dangers.

This creates major tension with Orzammar because the Knomes see ancient dwarven ambition as one of the reasons the underground world became vulnerable.

They do not blame modern dwarves for every disaster.

But they believe modern dwarves inherited old arrogance.


The Knomes and the First Blight

The Unknown Knomes could have witnessed signs of the First Blight before it erupted into known history.

They might not have understood what they were seeing at first.

At first, it was not darkspawn armies.

It was little things.

  • Mushrooms growing teeth-like ridges
  • Water flowing uphill for a few seconds
  • Deepstalkers abandoning nesting grounds
  • Roots curling away from certain stones
  • Lyrium veins humming off-key
  • Miners becoming obsessed with digging in their sleep
  • Insects dying in perfect circles
  • A warm wind moving through tunnels with no source

The Knomes warned nearby thaigs.

Some listened.

Most did not.

One ancient dwarven record might mention them dismissively:

“The little wall-folk bring more coward songs. They say the lower roads breathe wrong. Let them hide. We have work.”

That line alone would explain centuries of Knome resentment.


The First Great Silence

The greatest trauma in Knome history is called The First Great Silence.

This was the period when the darkspawn first overran lower tunnels and the Knomes realized they could not save the dwarven thaigs, the lost deep villages, or even many of their own Hushholds.

They made a terrible decision.

They stopped warning everyone.

Not because they became cruel.

Because warning others was exposing them.

Every time they approached a settlement, someone followed them back. Every time they shared a safe passage, someone sold it. Every time they gave medicine, someone tried to seize the source.

So the Knomes changed their law.

Before the First Great Silence, their law was:

“Pay warning with warning.”

Afterward, it became:

“Warn only those who can keep quiet.”

That shift should haunt them.

The Open-Ears faction wants to return to the older way.

The Hushbound believe the old way got people killed.


Knome Historical Eras

1. The Listening Age

The oldest era, before great thaigs dominated the underground. Knomes lived in small root-stone communities and mapped pressure, water, fungus, and stone memory.

This era is almost mythic.

Their oldest masks come from this time.


2. The Warning Age

The era when Knomes interacted more openly with early dwarven settlements. They traded maps, fungi, medicines, and tunnel warnings.

This is when the dwarves may have started calling them “crack-kin,” “underlings,” or “small listeners.”


3. The Betrayal Age

Some dwarven nobles, miners, and lyrium seekers began using Knome maps to exploit hidden places. Knome warnings were ignored. Sacred chambers were mined. Strange lyrium veins were broken open.

The Knomes withdrew.


4. The First Great Silence

The darkspawn spread. The Knomes hid. Many Hushholds were lost. Contact with outsiders became forbidden except under extreme conditions.


5. The Masked Centuries

The long era of secrecy. Knomes perfected hidden settlements, trap networks, false passages, coded warnings, and memory archives.

This is the era most Knomes still live under.


6. The Cracking Now

The current age.

The Blight is changing. Ancient elven machines are waking. Red lyrium has spread. The Veil has been damaged. Dwarven politics are unstable. Surface wars push refugees into old roads.

The old Knome strategy may no longer work.

The world is getting too loud to hide from.


The Knome Memory System

The Knomes do not rely on books the way humans, elves, or dwarves do.

Books burn. Books rot. Books get stolen. Books are too obvious.

Knomes preserve memory through distributed records.

1. Masks

A mask can encode a person’s role, family, debts, profession, warnings, and death circumstances. Outsiders see decoration. Knomes see a biography.

A small notch near the left cheek might mean:

“Died protecting children.”

A copper thread through the brow might mean:

“Knew forbidden routes.”

A black bead near the mouth might mean:

“Last words were a warning.”


2. Stone-Needle Records

Tiny carvings made by needle tools inside cracks, under ledges, behind loose stones, and along tunnel edges.

A whole history may be written where no tall person would think to look.


3. Fungus Memory

Certain fungi are cultivated to change color or growth pattern based on minerals, blood, smoke, taint, or lyrium exposure.

A trained Knome can read a fungus wall like a weather report, medical chart, and crime scene.


4. Echo Vaults

Natural chambers shaped to preserve sound. A Knome elder can whisper into one point, and the sound lingers faintly for years if maintained with lyrium dust and mineral resin.

Some Echo Vaults preserve last warnings from dead Hushholds.

The player could enter one and hear voices from centuries ago.

Not ghosts.

Recorded echoes.

That would feel very Dragon Age.


Echo Vault Scene

Imagine the player enters a sealed Knome chamber. It is empty except for hundreds of hanging masks and pale mineral threads.

Nibren says:

“Do not speak.”

A companion asks why.

Nibren turns slowly:

“Because they are still finishing.”

Then the room begins whispering.

Not one voice. Many.

Old warnings.

Children counting exits.

A mother telling someone to run.

A Trace-Speaker describing the first signs of the Rot Below.

A scout saying:

“The dwarves did not listen. We must become smaller than memory.”

Then silence.

This would show the player that the Knomes are not just quirky inventors.

They are a people built from trauma.


Knome Military Philosophy

The Knomes do not believe in fair fights.

They believe fair fights are invented by people with armor, numbers, and open fields.

A Knome warrior would say:

“Fair is what the strong call a trap they survived.”

Their combat doctrine is based on four rules:

1. Never fight where the enemy wants to stand

They reshape the battlefield before combat begins.


2. Never let the enemy know how many you are

One Knome can sound like ten. Ten Knomes can vanish like none.


3. Never spend a life when a device can spend itself

Traps, false sounds, collapses, decoys, animals, and poisons are preferred over direct confrontation.


4. Never win loudly

A loud victory draws a second enemy.

A quiet victory leaves enemies afraid of empty tunnels.


Knome Battle Tactics

The Empty Camp Trap

Knomes leave a fake abandoned camp with food, bedrolls, and supplies. The food is safe. The trap is in the path enemies take after relaxing.

The lesson:

The bait is not always poisoned. Sometimes safety is the bait.


Boot-Marking

Knomes steal or mark boots because footwear tells them everything: weight, gait, injury, origin, metal quality, discipline, marching pattern, and whether someone has walked through tainted water.

Boot theft is not random comedy.

It is intelligence gathering.


False Echo Warfare

They create sounds that make enemies believe reinforcements are coming from the wrong direction.

Darkspawn can be redirected.

Carta soldiers can be separated.

Mages can be tricked into wasting spells.


The Three-Door Kill

A tunnel appears to offer three exits. Two are traps. The “safe” one leads the enemy into a chamber where their own noise triggers a collapse.


Lantern Reversal

Knomes place lights in areas where no one should go, because outsiders associate light with safety.

In Knome territory, a lit tunnel may be more dangerous than a dark one.


Knome Combat Classes

1. Crackrunner

Fast scout who moves through narrow spaces, flanks enemies, and marks weak points.

Abilities:

  • Slip Through
  • Mark the Heavy Foot
  • Wall-Crawl
  • Dust Blind
  • Vanish Behind Stone

2. Bellwarden

Defender who uses sonic charms, shields, and anti-creature resonance.

Abilities:

  • Quiet Bell
  • Helm-Ringer
  • Tremor Guard
  • Soundbreak Shield
  • Deep Roar Counter

3. Rootbinder

Controls roots, fungus, and living traps.

Abilities:

  • Root Snare
  • Spore Veil
  • Healing Moss
  • Rot Cleanse
  • Thorn Bloom

4. Needlewright

Precision poisoner and dart specialist.

Abilities:

  • Sleep Needle
  • Armor Joint Shot
  • Taint-Burn Toxin
  • Nerve Thread
  • Silent Mercy

5. Tunnel-Hewer

Saboteur who manipulates stone, pressure points, and collapses.

Abilities:

  • Crack the Floor
  • Collapse Edge
  • Emergency Burrow
  • Stone Dust Cloud
  • Seal Passage

6. Pale Mechanist

Ghost-lyrium engineer who uses dangerous sound-memory technology.

Abilities:

  • Echo Duplicate
  • Spell Silence
  • Pale Pulse
  • Memory Feedback
  • Phase Door

Knome Magic: Not Magic, But Too Close

Knomes should constantly frustrate mages because what they do looks magical but is not quite magic.

A Circle mage may examine a Knome device and say:

“This is enchantment.”

The Knome answers:

“No. It is remembering with tools.”

That is their whole philosophy.

They do not command the world.

They persuade matter to repeat what it already knows.

Examples

A door once opened to a certain vibration.

A Knome device imitates that vibration.

A stone once cracked under a certain pressure.

A Knome tool applies that pressure.

A creature fears a certain frequency.

A Knome bell produces it.

A root grows toward a mineral.

A Knome paste guides the root.

This makes them feel lore-friendly because they are not just another mage race. They are engineers of pattern, pressure, sound, and memory.


Knome Relationship With the Fade

Most Knomes are not directly connected to the Fade like mages.

But their Trace-Speakers may experience something strange: not dreams, but residue.

They do not enter the Fade normally. Instead, they sense where reality has been thinned, scarred, or repeatedly touched by spirits.

They call these places soft walls.

A soft wall may be:

  • A former demon breach
  • A place where many people died afraid
  • An elven ruin with Veil damage
  • A lyrium chamber
  • A battlefield
  • A sealed spirit prison
  • A Titan-connected site

Knomes avoid soft walls unless necessary.

They believe soft walls are where the world forgets its boundaries.


Knome View of Spirits and Demons

The Knomes do not divide spirits and demons exactly like the Chantry.

They call them Hungry Meanings.

A spirit is a meaning looking for shape.

A demon is a meaning that learned appetite.

This is how a Knome elder might explain it:

“A spirit of courage is not dangerous because it is courage. It is dangerous because courage without flesh does not understand bleeding.”

That is a beautiful Dragon Age-style line because it respects spirits but still fears them.


Knome Anti-Magic Tools

Because Knomes distrust magic, they have developed tools that make mages very uncomfortable.

Spell-Snag Threads

Thin copper-fiber cords treated with lyrium dust. They disrupt small spell formations if placed correctly.


Silence Pins

Tiny devices that create a dull pressure in the ears, making verbal casting harder.


Barrier Beetles

Small beetle-shell charms that crack when magical barriers are nearby. They help Knomes detect hidden mages.


Soft Wall Stakes

Anchors used to stabilize areas where the Veil feels thin.

They do not close rifts like mages do.

They make the surrounding stone “remember being solid.”


Pale Bell Cage

A terrifying White Vein invention that traps sound and spell resonance inside a small field.

Useful against demons.

Dangerous to everyone nearby.


Knome Relationship With the Chantry

The Chantry would struggle with the Knomes.

The Knomes do not worship the Maker. They do not organize around Andraste. They do not fit neatly into known races. They use strange devices that resemble magic. They have spiritual practices not approved by the Chantry.

Some Chantry scholars would call them:

  • Makerless deep folk
  • Underground apostate allies
  • Spirits in flesh
  • Dwarven deformities
  • A dangerous rumor

But a wiser Chantry figure could see them differently.

A compassionate cleric might say:

“The Maker’s world has rooms we have not entered.”

This could create a great political conflict if the Knomes are exposed.

Do they get protected?

Studied?

Converted?

Hunted?

Denied?

Used?


Knome Relationship With Tevinter

Tevinter is one of the Knomes’ worst fears.

Not because every Tevinter person is evil, but because Tevinter has a long tradition of turning strange peoples, artifacts, and magic into tools.

If Tevinter discovers ghost-lyrium devices, Echo Vaults, or Knome anti-magic technology, magisters would want them immediately.

Possible Tevinter interests:

  • Anti-rival mage weapons
  • Deep Roads smuggling routes
  • Forgotten elven machines
  • Lyrium alternatives
  • Blight research
  • Sound-memory devices
  • Knome labor and engineering
  • Hushhold locations

A Knome saying about Tevinter:

“They do not knock. They study the door until it belongs to them.”


Knome Relationship With the Qunari

The Qunari would respect Knome discipline, secrecy, and practical engineering.

But they would hate Knome independence.

To the Qun, everyone has a role.

To Knomes, a role is chosen by survival, debt, talent, and mask-line.

The Ben-Hassrath would desperately want Knome route knowledge. A Qunari military force with Knome tunnel intelligence could bypass defenses across Thedas.

The Knomes know this.

They have a warning symbol for Qunari agents:

A large net drawn over a small door.

Meaning:

“Order that catches.”


Knome Relationship With Antiva and the Crows

The Antivan Crows would view Knome stealth and poison knowledge as priceless.

The Knomes would view the Crows as dangerously charming murder merchants.

A Crow might respect them.

A Knome would still count the exits.

Possible quest:

An Antivan Crow buys a Knome poison formula from a Broken Mask exile. The poison kills without leaving ordinary traces. The player must find the source before nobles, mages, or ambassadors start dying.

The Knomes do not want the poison public.

The Crows do not want their buyer exposed.

The player is stuck between secrecy and justice.


Knome Relationship With the Carta

The Carta is the most personal enemy.

The Carta does not want to understand Knomes.

The Carta wants their tunnels.

Their maps.

Their poisons.

Their devices.

Their children, if they can be trained.

There should be a long-running conflict between the Carta and the Knomes called The Little War.

The surface barely knows it exists.

But in the Deep Roads, it is brutal.

The Little War Includes:

  • Carta kidnappings
  • Knome trap massacres
  • Poisoned lyrium shipments
  • Fake maps
  • Betrayed casteless smugglers
  • Deep Roads black markets
  • Stolen masks
  • Secret prisoner exchanges
  • Assassinations in tunnel camps
  • Sabotaged elevators and lifts

The player could enter the war without realizing it.

At first, it looks like ordinary Carta crime.

Then it becomes something much older and nastier.


Knome Relationship With Casteless Dwarves

This is where the Knomes could show compassion.

They distrust Orzammar nobility and warrior pride, but they may have long-standing secret relationships with casteless dwarves.

Casteless dwarves know what it means to be unseen.

Knomes know what it means to survive unseen.

Some casteless families may have old bargains with Knome Hushholds:

  • Food for medicine
  • Scrap for fungus leather
  • Warning for warning
  • Shelter for silence
  • Maps for rescued children
  • Names kept off records

A casteless dwarf might know a Knome lullaby without knowing its origin.

That is strong worldbuilding.


Knome Relationship With Surface Dwarves

Surface dwarves are interesting to Knomes because they already broke from Orzammar’s old ways.

Some Knomes see them as proof that deep-born people can survive outside the old systems.

Others see them as reckless because they live openly.

A surface dwarf merchant might have a secret Knome partner supplying rare fungus medicines. The merchant sells them as “old family remedies” without revealing the source.

This could lead to a quest where a plague cure depends on protecting a Knome trade route.


Knome Relationship With Dalish Elves

The Dalish may misunderstand the Knomes as ancient servants, spirits, or underground guardians tied to lost elven sites.

Some Dalish stories might describe:

“Small masked keepers under the roots of the world.”

But the Knomes may hold bitter memories of ancient elven exploitation.

This creates painful tension:

Modern Dalish want lost history.

Knomes want certain histories left buried.

A Dalish Keeper may say:

“That ruin belongs to our people.”

A Knome Trace-Speaker answers:

“Then your people owe mine an apology old enough to have roots.”

That is a perfect Dragon Age conflict because both sides have pain, both sides have legitimate claims, and neither side has the full truth.


Knome Relationship With Solas

Solas would be one of the most dangerous people for Knomes to encounter.

Not because he would immediately attack them.

Because he may know what they are.

He may remember what ancient elves did to them.

He may also see them as inconvenient evidence.

A Knome elder might recognize him not by face, but by how the stone reacts around him.

Dialogue:

Knome Elder: “You walk like a sealed door pretending to be a man.”

Solas: “You are perceptive.”

Knome Elder: “No. We are old.”

The Knomes could be one of the few hidden peoples whose records contradict Solas’s version of events.

That makes them narratively powerful.


Knome Relationship With Sandal

This could be fascinating.

Sandal Feddic already feels connected to strange underground mystery, enchantment, and things beyond ordinary dwarven understanding.

The Knomes might know of Sandal.

They may call him:

“The Bright Wrong Note.”

Not as an insult.

As a warning and a wonder.

They might believe Sandal hears things from the Stone, Titans, lyrium, or something older. Some Knomes fear him because he does naturally what their Trace-Speakers attempt through training.

A Knome elder might say:

“That one does not listen to the deep. The deep listens back.”

Sandal could be the bridge between dwarves, Knomes, Titans, and enchantment.


Knome Relationship With Shale

Shale would make the Knomes nervous.

A golem is not just a construct to them.

It is a walking violation of stone memory.

Stone should remember.

Stone should not be forced to obey.

But Shale’s personality complicates that. Shale is not merely a thing. Shale is a person trapped in altered form.

A Knome Trace-Speaker might touch the ground after Shale walks by and say:

“That stone is angry in the shape of a woman.”

Shale would probably respond:

“The tiny thing is less stupid than most.”

That could be a great banter dynamic.


Knome Relationship With The Architect

If the Architect or similar intelligent darkspawn appear, the Knomes would be horrified but intensely interested.

They would not trust awakened darkspawn.

They would see them as proof that the Blight can learn new manners without becoming less dangerous.

A Knome line:

“A knife that speaks is still a knife.”

This could create a major quest where an intelligent darkspawn offers information about The Rot Below, but the Knomes want it destroyed immediately.

The player must decide whether knowledge is worth contamination.


Knome Relationship With Grey Wardens

The Wardens and Knomes should have the most tense but potentially useful alliance.

The Wardens fight the Blight from the front.

The Knomes fight it from the edges.

The Wardens sacrifice themselves to kill Archdemons.

The Knomes preserve themselves to keep warning systems alive.

Both approaches are valid.

Both can look cowardly or reckless to the other.

Warden View of Knomes

“They have knowledge that could save thousands, but they hid it.”

Knome View of Wardens

“They drink corruption, build fortresses, and call dying young a plan.”

A great Warden/Knome alliance would require humility on both sides.


Major Warden-Knome Quest: “The Cup and the Door”

A Grey Warden commander wants access to a Knome Blight archive. The Knomes refuse because the archive contains routes to living Hushholds.

The Warden argues that thousands may die without the information.

The Knomes argue that thousands of their own could die if the information leaks.

The player can:

  • Force the Knomes to share
  • Side with the Knomes
  • Create a limited information exchange
  • Have a trusted Warden submit to Knome memory-binding
  • Destroy the archive to prevent misuse
  • Discover a Broken Mask already sold part of it

Best outcome:

A Warden and a Knome Trace-Speaker create a joint warning network where neither side holds all the information alone.

That is mature faction writing.


Knome Cities

Most Hushholds are small, but there should be one legendary Knome city.

Not a kingdom.

A hidden network-city.

Name: Vaul Tethren

Surface translation:

The City Under No Map

Vaul Tethren is built inside a massive natural cavern where ancient roots from multiple surface forests descend into the deep. Dwarven ruins, elven machinery, fungus forests, underground rivers, and Titan-adjacent stone all overlap.

The Knomes do not “rule” it.

They maintain it.

The city is divided into layers.


1. The No-Door Rim

The outer false city. It is designed to be discovered by enemies. It contains fake homes, false archives, empty temples, and obvious traps.

Many invaders believe they found the city.

They did not.


2. The Listening Ring

A circular network of vibration chambers where trained Knomes monitor miles of underground movement.

They can detect:

  • Darkspawn movement
  • Carta mining
  • Dwarven expeditions
  • Surface quakes
  • Blight seepage
  • Lyrium instability
  • Large creatures
  • Magical disturbances

3. The Root Markets

A quiet marketplace lit by living fungus and lantern beetles. No shouting is allowed. Prices are negotiated through beads, hand signs, carved tokens, and whispered debt phrases.

Goods include:

  • Fungal medicines
  • Deepcraft tools
  • Silent cloth
  • Trap components
  • Beetle-shell armor
  • Stone-memory lenses
  • Mask beads
  • Anti-taint salves
  • Forbidden maps
  • Safe water seeds

4. The Thousand Mask Hall

A massive memorial and archive. Every mask has a place. Some masks belong to people long dead. Some belong to people who are alive but exiled. Some are blank, reserved for Hushholds expected to fall.

The player can learn history here through investigation, not exposition dumps.


5. The Pale Below

The restricted White Vein district beneath the city. It is sealed behind sound-locks. The walls hum softly. No children are allowed.

This is where ghost-lyrium research almost destroyed them.

Some doors are sealed not to keep outsiders out, but to keep old experiments in.


6. The Last Root

The innermost sacred chamber. A vast ancient root descends through the ceiling into black stone. The Knomes believe it connects surface life, underground memory, and Titan sleep.

The Rot Below is trying to reach it.

If it does, the surface could be infected through living forests.


Knome Political Leaders

The Knomes should not have one king or queen. They should have a council, but not a boring one.

Their council is called The Gathered Quiet.

Each member wears a mask representing function, not personal glory.

1. The Mask of Warnings

Leader of scouts and danger-readers.


2. The Mask of Roots

Protector of food, medicine, fungi, and living systems.


3. The Mask of Doors

Keeper of hidden routes, exits, and sealed places.


4. The Mask of Debt

Tracks bargains, promises, favors, betrayals, and owed warnings.


5. The Mask of Children

Has authority over evacuation, nursery safety, and future survival.

This mask may outrank military leaders in crisis.

That says everything about Knome values.


6. The Mask of Broken Things

Oversees inventions, devices, repairs, and dangerous experiments.


7. The Mask Turned Away

A seat left empty for the exiled, the dead, and those whose warnings were ignored.

This is powerful symbolism.

Before major decisions, the council asks:

“What would the unheard say?”

That is exactly the kind of cultural detail that makes a faction memorable.


Knome Economy

The Knomes do not use gold internally the way surface societies do.

Gold is useful only when dealing with outsiders.

Inside Hushholds, value is based on:

  • Debt
  • Need
  • Rarity
  • Risk
  • Memory
  • Labor
  • Warning
  • Silence kept

A Knome may pay more for a reliable warning than for a gemstone.

Their economy has debt tokens called Oath-Stones.

An Oath-Stone records a promise through marks, beads, and trace resin.

Breaking an Oath-Stone bargain is serious because it damages trust networks that keep people alive.


Knome Food

Food makes them feel real.

Common Knome Foods

  • Roasted rootmole tubers
  • Glowcap stew
  • Beetle-shell broth
  • Pale mushroom cakes
  • Fermented moss paste
  • Deep river fish strips
  • Mineral salt tea
  • Rootfruit mash
  • Sporebread
  • Blind cave shrimp
  • Thick black fungus ale
  • Lantern beetle honey
  • Stone-warmed seed cakes

They do not waste food.

A Knome feast is not loud or extravagant.

It is emotional because it means the Hushhold feels safe enough to share abundance.

A player invited to eat with Knomes has earned real trust.


Knome Hospitality

Knome hospitality is cautious but meaningful.

They do not say:

“Welcome.”

They say:

“You are heard and not removed.”

That means:

You are allowed to remain.

For now.

A deeper welcome is:

“Your foot has a place.”

That means a safe sleeping spot has been assigned.

The highest hospitality phrase is:

“Your warning will be believed.”

That means the Knomes trust your word enough to act on it.


Knome Insults

They do not insult like surface folk.

Their insults are about danger, foolishness, noise, and poor survival instinct.

Examples

  • “Map-mouth.”
  • “Boot-brain.”
  • “Door-seller.”
  • “Torch-thinker.”
  • “Tall noise.”
  • “Open-road fool.”
  • “Gold-loud.”
  • “Echo-waster.”
  • “Stone-deaf.”
  • “First-path walker.”
  • “Trap teacher.”
  • “Big shadow, small caution.”

A Knome calling someone “safe to sleep near” is high praise.


Knome Romance Possibility

A Knome companion romance could work, but it should be handled with maturity.

Their culture treats intimacy as trust, not flirtation first.

For a Knome, romance is not about public declarations. It is about sharing routes, names, masks, food, and silence.

Romance stages:

1. They stop hiding tools from you

Small trust.


2. They tell you which tunnels are truly safe

Practical trust.


3. They sleep without facing the exit

Emotional trust.


4. They show you their unmasked face

Deep intimacy.


5. They tell you part of their true name

Love.

The romance line should not be:

“I love you.”

At least not at first.

It should be:

“If the Last Door opens, I would look for you before leaving.”

For a Knome, that is enormous.


Knome Companion: Mossen Quiet-Hand

Role

Healer, Rootbinder, survival medic.

Background

Mossen is from the Root Covenant. He has spent his life treating Blight exposure, cave sickness, fungal infection, and trauma from collapses.

He joins the player because The Rot Below is mutating faster than Knome medicine can respond.

Personality

Gentle, precise, quietly judgmental. He dislikes waste, arrogance, and unnecessary killing. He speaks softly but can become terrifying when someone endangers children or food supplies.

Combat Role

Support healer and battlefield controller.

Abilities:

  • Healing Moss
  • Spore Screen
  • Root Stitch
  • Taint Slow
  • Sleep Pollen
  • Fungal Barrier
  • Clean Blood Poultice

Personal Quest: “The Garden That Would Not Die”

Mossen’s old Hushhold was overrun by Blighted fungus. He sealed it himself to stop the spread, leaving some infected relatives inside.

Now the seal is weakening.

The player must decide whether to:

  • Burn the Hushhold
  • Attempt a cure
  • Let Mossen enter alone
  • Rescue survivors who may carry infection
  • Use Grey Warden blood in a dangerous treatment
  • Ask a spirit of compassion for help, risking possession

Mossen’s hardest line:

“Healing is not always saving. Sometimes healing is choosing where the pain stops.”


Knome Companion: Ketta Many-Masks

Role

Spy, infiltrator, social mimic.

Background

Ketta is a Broken Mask exile who survived by selling identities, disguises, and secrets. She can imitate accents, forge tunnel signs, and pass through criminal networks.

She is funny, charming, and dangerous.

But she is not trusted by her own people.

Personality

Fast-talking, cynical, theatrical, wounded underneath. She pretends nothing matters because one mistake cost her entire mask-line.

Combat Role

Rogue-like assassin/disruptor.

Abilities:

  • False Voice
  • Mask Swap
  • Dart From Nowhere
  • Exit Trick
  • Backstab Mark
  • Smoke Thread
  • Dead Angle

Personal Quest: “The Name I Buried”

Ketta’s true name is being used by someone else to sell Knome routes to the Carta. She must reclaim it or erase it.

Choices:

  • Restore her name publicly
  • Let her take a new mask-name
  • Kill the impostor
  • Expose a larger Broken Mask network
  • Let her sell one final secret for power
  • Convince her to return to the Hushholds

Her romance/friendship turning point:

“I have worn so many faces I forgot which one was afraid.”


Knome Companion: Durnik Soft-Step

Role

Warrior defender, Bellwarden, anti-ogre specialist.

Background

Durnik guarded nursery tunnels during a darkspawn breach. He survived, but only because he collapsed a passage while people were still on the other side.

He is considered a hero by some, a murderer by others.

Personality

Stoic, protective, blunt, deeply tired. He has no patience for glorious speeches.

Combat Role

Tank/support disruption.

Abilities:

  • Bell Shield
  • Tremor Brace
  • Helmet Crack
  • Hook Pull
  • Guard the Small
  • Sound Burst
  • Stonewall Stand

Personal Quest: “The Door I Closed”

Evidence appears that some Knomes he thought dead may have survived behind the collapsed tunnel — but they may now be infected, changed, or trapped with something worse.

Choices:

  • Reopen the passage
  • Leave it sealed
  • Let Durnik decide
  • Force him to face survivors
  • Hide the truth from his people
  • Reveal that the order came from a council member

Durnik’s defining line:

“I did not choose who lived. I chose that someone would.”


Knome Villain: Vekk the Door-Seller

Vekk is a Broken Mask mastermind who believes secrecy has become a prison.

He sells Knome routes not just for money, but as revenge.

His argument is uncomfortable because it contains a piece of truth.

He says:

“The Hushbound call hiding survival. I call it a slow grave.”

Vekk believes the Knomes must be forced into the world. If outsiders discover them, they will adapt or die. To him, exposure is painful medicine.

He is wrong in method, but not completely wrong in diagnosis.

That makes him better than a simple traitor.

Vekk’s Plan

  • Sell minor routes to the Carta
  • Leak ghost-lyrium rumors to Tevinter
  • Force the Wardens to demand Knome Blight records
  • Trigger a crisis that makes secrecy impossible
  • Position himself as the only Knome willing to negotiate with the surface

He does not want all Knomes dead.

He wants control over their future.


Knome Villain: Elder Orra Closed-Door

Orra is the opposite villain.

She leads the most extreme Hushbound faction.

She believes the surface must be allowed to suffer, even if Knome warnings could save thousands. She has seen too many betrayals and now mistakes cruelty for wisdom.

Her line:

“Mercy is how doors learn to open.”

She might sabotage alliances, destroy archives, assassinate Open-Ears, and seal infected surface refugees outside safe routes.

She is not greedy.

She is terrified.

And terror plus authority is dangerous.


Knome Horror Element: The Quiet Plague

Aside from The Rot Below, there could be a psychological sickness affecting Knomes exposed to ghost-lyrium.

It is called The Quiet Plague.

Symptoms:

  • Speaking less each day
  • Hearing stone repeat old voices
  • Forgetting one’s mask-name
  • Carving doors into walls that are not doors
  • Standing motionless for hours
  • Believing one has already died
  • Following echoes into sealed areas
  • Losing the ability to recognize loud sounds
  • Smiling when hearing cave-ins

Victims do not rage like Blighted creatures.

They become still.

Then they walk into the deep and vanish.

The White Vein believes this is transformation.

The Root Covenant believes it is sickness.

The Hushbound believe it is punishment for studying what should stay sealed.


Knome Dungeon: The Still House

The Still House is a sealed hospital for Knomes suffering from the Quiet Plague.

It is one of the creepiest locations possible.

Rules posted at the entrance:

  • Do not answer voices behind walls.
  • Do not open doors that were not present when you entered.
  • Do not remove masks from smiling patients.
  • Do not follow a child you recognize if they are walking backward.
  • Do not ring bells.
  • If you hear your own voice, leave.

The player enters because Tevra Pale-Bell needs records from the hospital.

Inside, some patients are still alive.

Some are not.

Some are something in between.


Knome World Consequences

The player’s decisions should shape whether the Knomes remain hidden, reveal themselves selectively, or are exposed violently.

Ending Path 1: The Hidden Continue

The player protects Knome secrecy. The Hushholds survive but share limited knowledge only with trusted allies.

Result:

  • Fewer Knome deaths
  • Surface remains mostly ignorant
  • Blight warning network improves quietly
  • Some companions question whether secrecy cost too many lives

Ending Path 2: The Open-Ear Alliance

The player helps reform Knome policy. Select Hushholds work with Wardens, casteless dwarves, and trusted scholars.

Result:

  • New anti-Blight tools spread
  • Some Hushholds are attacked by opportunists
  • Long-term hope increases
  • Knomes begin appearing as rare agents in future games

Ending Path 3: Exposure and Exploitation

The player fails to protect their secrets, or chooses power over trust.

Result:

  • Carta raids increase
  • Tevinter obtains ghost-lyrium devices
  • Knome refugees appear
  • Hushholds collapse or migrate
  • The Broken Mask grows stronger

Ending Path 4: The Last Great Silence

The Knomes decide outsiders are too dangerous and vanish deeper than ever before.

Result:

  • All Knome vendors and allies disappear
  • Some quests close permanently
  • Deep Roads become more hostile
  • Later, the player finds a warning that was left too late

The warning says:

“We tried being known. You made us correct.”

Painful. Memorable.


How to Make Them Playable Without Breaking Balance

The Unknown Knomes could be playable, but not as a standard “small race with bonuses.” They need unique design.

Playable Knome Strengths

  • Better trap detection
  • Underground stealth bonus
  • Better crafting with Deepcraft
  • Resistance to certain toxins
  • Unique dialogue with dwarves, Wardens, Carta, and ancient ruins
  • Can access small passages
  • Better perception of hidden routes
  • More effective with gadgets, darts, and compact weapons

Playable Knome Weaknesses

  • Lower reach with large weapons
  • Some armor types unavailable or modified
  • More suspicion from most factions
  • Surface environments can impose stress penalties early
  • Fire damage may be more dangerous if wearing moss/fungal gear
  • Certain mounts unusable
  • Social prejudice and curiosity

Unique Gameplay Feature: Small Routes

A Knome player can use shortcuts other races cannot. But these are not always safe. They may lead to:

  • Hidden loot
  • Secret dialogue
  • Ambush points
  • Lore rooms
  • Trap bypasses
  • Child-sized tunnels
  • Dead ends
  • Things only Knomes were meant to see

That makes their size meaningful, not cosmetic.


Knome Origin Story Option

If Dragon Age ever had origins again, a Knome origin would be incredible.

Origin: Child of the Hushhold

The player begins inside a hidden Hushhold during a coming-of-age test called The First Listening.

The test requires the young Knome to enter an old tunnel and identify danger through sound, smell, stone pressure, and fungus signs.

During the test, they discover something wrong:

A sealed door is breathing.

When they return, part of the Hushhold has gone silent.

Not destroyed.

Silent.

The player must decide who to warn, which route to seal, and whether to reveal the Hushhold’s existence to nearby outsiders.

This origin ends with the player exiled, chosen as messenger, or forced into the surface world.

The emotional hook:

You are not leaving home for adventure.

You are leaving because home cannot survive being the only thing you know.


Knome Skill Tree: Deepcraft Specialist

Branch 1: Traps

  • Quick Snare
  • Delayed Needle
  • False Floor
  • Echo Lure
  • Chain Collapse

Branch 2: Fungal Tools

  • Healing Moss
  • Spore Cloud
  • Sleepcap Dust
  • Rotcleanse Paste
  • Living Barrier

Branch 3: Sound Devices

  • Quiet Bell
  • Helm Splitter
  • False Footsteps
  • Spell Hum
  • Echo Break

Branch 4: Stonecraft

  • Weak Point
  • Crack Seal
  • Dust Screen
  • Hidden Door Sense
  • Emergency Passage

Ultimate Ability: The Hushhold Wakes

The Knome deploys a full layered defense system in the area:

  • Roots snare enemies
  • Bells disorient them
  • darts fire from hidden devices
  • false echoes draw attacks away
  • healing moss supports allies
  • weak stone collapses under heavy enemies

This would be one of the most unique tactical ultimates in the series.


Knome Codex Entries

Codex: On the So-Called Knomes

The miners speak again of small masked figures in the lower roads. I have found no reliable proof. Only missing tools, altered maps, and one veteran who refuses to sleep near stone walls. He claims the walls “have children.” I have recommended rest and less nug ale.

— Scholar Harrik, Orzammar Mining Archive


Codex: A Warning in Root-Script

If you can read this, you are too close.
If you cannot read this, you are closer still.
Turn back before the road learns your weight.

Translation uncertain.


Codex: Carta Report, Blood-Stained

Lost six men to the little masks. No open fight. No tracks. No bodies until we found them arranged by height. They took our boots again. Tell Marrek I want double pay or I’m done with deep jobs.


Codex: Warden Note

Their Blight knowledge is unlike ours. They track corruption as a living spread, not merely an infection of blood. If even half their claims are true, the Order has ignored an entire battlefield beneath our feet.


Codex: Tevinter Acquisition Request

Reports of diminutive subterranean engineers remain unverified, but their alleged sound-based anti-magic devices warrant immediate investigation. Secure artifacts first. Living specimens preferred, if feasible.


Knome Trailer Moment

A cinematic reveal could be unforgettable.

The party is surrounded by darkspawn in the Deep Roads. They are outnumbered. The torches flicker. An ogre charges.

Then all sound cuts out.

The ogre stops, confused.

A tiny bell swings in the darkness.

No music.

Just vibration.

The darkspawn begin turning on each other, panicked by sounds the party cannot hear.

One by one, masked figures appear in cracks, ledges, and tunnel mouths.

A small voice says:

“You brought loud death to our door.”

The player says:

“Who are you?”

The figure answers:

“Still alive. That is enough name for now.”

That sells them immediately.


Why This Is Strong Dragon Age Material

The Unknown Knomes would add:

  • A serious new hidden people
  • Deep Roads horror
  • Blight ecology
  • Titan-adjacent mystery
  • Ancient elven guilt
  • Dwarven historical tension
  • New companions
  • New crafting
  • New moral choices
  • New political consequences
  • New dungeon design
  • A faction that values secrecy more than glory

They are not silly.

They are not random.

They are not just “gnomes in Dragon Age.”

They are a survival civilization shaped by trauma, memory, engineering, and silence.

Their greatest fear is not death.

Their greatest fear is being found by people who think discovery means ownership.

And their greatest strength is that they have survived beneath every empire that thought the world belonged only to the loud.

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