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General Tabletop Discussion
*Dungeons & Dragons
Conerning Gnomes (+thread. please don't crap the thread with anti-gnome negativity)
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<blockquote data-quote="doctorbadwolf" data-source="post: 7786198" data-attributes="member: 6704184"><p>I sometimes struggle with where to place Deep Gnomes in a homebrew setting. I just don't make use of the classic Underdark stuff like culturally evil Drow and Duergar, and I prefer the proper underdark, if it even exists in my setting, to be something wholly alien and weird, like travelling to the deep ocean. </p><p></p><p>In my friend's setting, I helped him find a fun place for them. The forest gnomes I described upthread are often beset by the "Ashmen" of the northeastern peninsula of the main continent, but just as often they come for trade. As a result, there are half-gnomes in the fjords, often living in tunnels that open out to sea and cliff caves, and if someone were to play one would probably be a deep gnome. These folk are part of Gnomish society, but they are less fond of the sun, and more comfortable in the cold and the deeper parts of the mountain, where other gnomes like to live quite near to the surface, and they have the greyish coloration of their Shadar-kai ancestors. </p><p></p><p>In another world I'm building, Gnomes are one of the more imporant races historically, run one of the most important nations, and the subraces are more like proclivities than congenital differences, so deep gnomes are just gnomes that have an affinity for the dark, sneaking about, etc. In my version of Abeir, they are entirely replaced with Sea Gnomes, who keep superior dark vision, and get the ability to hold their breath for twice as long as normal, are "acclimated" to the deep water, and swimming doesn't cost extra movement. </p><p></p><p>But normal Svirfneblin have always eluded me in terms of how to use them.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7786198, member: 6704184"] I sometimes struggle with where to place Deep Gnomes in a homebrew setting. I just don't make use of the classic Underdark stuff like culturally evil Drow and Duergar, and I prefer the proper underdark, if it even exists in my setting, to be something wholly alien and weird, like travelling to the deep ocean. In my friend's setting, I helped him find a fun place for them. The forest gnomes I described upthread are often beset by the "Ashmen" of the northeastern peninsula of the main continent, but just as often they come for trade. As a result, there are half-gnomes in the fjords, often living in tunnels that open out to sea and cliff caves, and if someone were to play one would probably be a deep gnome. These folk are part of Gnomish society, but they are less fond of the sun, and more comfortable in the cold and the deeper parts of the mountain, where other gnomes like to live quite near to the surface, and they have the greyish coloration of their Shadar-kai ancestors. In another world I'm building, Gnomes are one of the more imporant races historically, run one of the most important nations, and the subraces are more like proclivities than congenital differences, so deep gnomes are just gnomes that have an affinity for the dark, sneaking about, etc. In my version of Abeir, they are entirely replaced with Sea Gnomes, who keep superior dark vision, and get the ability to hold their breath for twice as long as normal, are "acclimated" to the deep water, and swimming doesn't cost extra movement. But normal Svirfneblin have always eluded me in terms of how to use them. [/QUOTE]
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