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Do We Need Gnomes, Halflings AND Dwarves?
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<blockquote data-quote="Myth" data-source="post: 1964633" data-attributes="member: 20035"><p>Do we need them? No. Do I want them? Yes.</p><p></p><p>For the intial design of my race-heavy campaign, I had no gnomes. Then, when I start allocated races to the elemental ties I wanted, Gnomes came back. Dark Gnomes. Illusionist/Assassins. Legendary. Feared. Rare. Drow-hunters, though the drow have better PR.</p><p></p><p>...And with big noses that can scent magic.</p><p></p><p>All my races are constructs of the gods. In the cataclysm that ended the godwar, reality was twisted, and the servitor races were left on their own.</p><p></p><p>Humans and Half-Orcs (called Orcs) are Water-based. Adaptable, changing, and able to breed with anything. There are no half-races -- just humans or orcs with odd features or abilities.</p><p></p><p>Elves and Gnomes are Spirit-based. Mystical, with strong ties to the spirit world. For elves, a strong disinterest in the material world (Explaining the low birthrate and lack of world dominance). For gnomes, a gift for illusions and a sensitivity to magic.</p><p></p><p>Saurians (Lizardmen) and Goblins are Fire-based. Changeable, with a racial identity stronger than their variations in form. Emotional, with a love of the dramatic.</p><p></p><p>Dwarves and Giants are Earth-based. Solid, durable. Resistant to change. Stubborn. Dwarves carve out mountaintops to serve as fortress-cities, and build for the joy of it. Giants live close to the earth in a much more primitive fashion.</p><p></p><p>Drow and Trolls are Dark-based. Deceptive. Hard to see. Vulnerable to being exposed to light. Drow mask themselves in the forms of others. Trolls mask themselves in earth and rock.</p><p></p><p>Halflings and Canids are Air-based. Pack creatures, moving swiftly in ever-changing configurations. Perceptive. Prone to 'swarm' attacks. Tend towards chaotic social organizations. Really relying a lot on 3e halflings, and dropping the old hobbit ties.</p></blockquote><p></p>
[QUOTE="Myth, post: 1964633, member: 20035"] Do we need them? No. Do I want them? Yes. For the intial design of my race-heavy campaign, I had no gnomes. Then, when I start allocated races to the elemental ties I wanted, Gnomes came back. Dark Gnomes. Illusionist/Assassins. Legendary. Feared. Rare. Drow-hunters, though the drow have better PR. ...And with big noses that can scent magic. All my races are constructs of the gods. In the cataclysm that ended the godwar, reality was twisted, and the servitor races were left on their own. Humans and Half-Orcs (called Orcs) are Water-based. Adaptable, changing, and able to breed with anything. There are no half-races -- just humans or orcs with odd features or abilities. Elves and Gnomes are Spirit-based. Mystical, with strong ties to the spirit world. For elves, a strong disinterest in the material world (Explaining the low birthrate and lack of world dominance). For gnomes, a gift for illusions and a sensitivity to magic. Saurians (Lizardmen) and Goblins are Fire-based. Changeable, with a racial identity stronger than their variations in form. Emotional, with a love of the dramatic. Dwarves and Giants are Earth-based. Solid, durable. Resistant to change. Stubborn. Dwarves carve out mountaintops to serve as fortress-cities, and build for the joy of it. Giants live close to the earth in a much more primitive fashion. Drow and Trolls are Dark-based. Deceptive. Hard to see. Vulnerable to being exposed to light. Drow mask themselves in the forms of others. Trolls mask themselves in earth and rock. Halflings and Canids are Air-based. Pack creatures, moving swiftly in ever-changing configurations. Perceptive. Prone to 'swarm' attacks. Tend towards chaotic social organizations. Really relying a lot on 3e halflings, and dropping the old hobbit ties. [/QUOTE]
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