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Gnomes and their role in your game
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<blockquote data-quote="Khayman" data-source="post: 1598669" data-attributes="member: 17051"><p>We're playing in a campaign where all the PCs are short folk --- five gnomes and a halfling. The gist of the setting is that the elves are the bad guys, humans enslaved, and dwarves are an army of tech-crazy saboteurs. The gnomes are in a sort of self-imposed exile, having treatied with the elves to retain their own autonomy. Those sneaky Unseelie sorts then poisoned the Gnome King, who went quite mad --- imagine the Gnome King of the Oz books crossed with the 'wounded king' of British myth. The king ails, so his nation is similarly afflicted. The gnomes are just emerging from a generational dark age, leaving their borders for the first time in fifty years, exploring a changed world while trying to undermine the terms of the treaty. Gnomish bards and paladins are at the head of this charge --- masters of the law, looking for loopholes, keeping alive the history of the gnomish race. </p><p></p><p>We play the gnomes as compulsive over-complicators. If you need to span a chasm, you build the most insane bridge you can out of dungeon doors and golem parts. If you have to tell a story, you tell it in lavish detail. Teaching is done with humour and humility, almost in the vein of the 'sacred trickster' of Native American myth --- watch me to learn, or at least what *not* to do.</p><p></p><p>And above all, we wear hats. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Khayman, post: 1598669, member: 17051"] We're playing in a campaign where all the PCs are short folk --- five gnomes and a halfling. The gist of the setting is that the elves are the bad guys, humans enslaved, and dwarves are an army of tech-crazy saboteurs. The gnomes are in a sort of self-imposed exile, having treatied with the elves to retain their own autonomy. Those sneaky Unseelie sorts then poisoned the Gnome King, who went quite mad --- imagine the Gnome King of the Oz books crossed with the 'wounded king' of British myth. The king ails, so his nation is similarly afflicted. The gnomes are just emerging from a generational dark age, leaving their borders for the first time in fifty years, exploring a changed world while trying to undermine the terms of the treaty. Gnomish bards and paladins are at the head of this charge --- masters of the law, looking for loopholes, keeping alive the history of the gnomish race. We play the gnomes as compulsive over-complicators. If you need to span a chasm, you build the most insane bridge you can out of dungeon doors and golem parts. If you have to tell a story, you tell it in lavish detail. Teaching is done with humour and humility, almost in the vein of the 'sacred trickster' of Native American myth --- watch me to learn, or at least what *not* to do. And above all, we wear hats. :cool: [/QUOTE]
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