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<blockquote data-quote="Tonguez" data-source="post: 9246566" data-attributes="member: 1125"><p>The gnomes imc campaign are a tiny sized race more like the Brownies of Willow than DnD gnomes. (the subspecies also include quickling, forest (smurf), rock, tinker and boggan, plus the true fey Leprechaun and Red Cap) </p><p>For Orbril the gnome I started him as a young gnome sent out from his burrows to become an alchemist apprentice, I determined his relationship to his clan matriarch and other close brood-mates, then looked at gnome culture and how he would feel as a member of a eusocial species not being sent out on his own in a really really big world. I concentrated on developing a personality grounded in gnome culture as presented in the setting, then I went with him responding to the NPCs and setting around him. Gnomes are small, he stays back, hides from confrontation and uses his agility and alchemy to help.</p><p>Orbril did learn alchemy, but his adventures had his development change from my original conception, but with the grounding in his gnome culture, I was able to play his personality and track his development, despite being tortured by bandits, running from lots of monsters, founding a circus, domesticating giant hamsters and spreading them around the worlds gnome burrows, using fireworks to bring down an invading air ship, becoming a leading expert in the Geology of the Known World, Master Alchemist at a prestigious university and some times advisor of the Empress. I had him retire to the Fey lands at one stage, where he could admire the pretty pixies. But he later had to return to save his clan and relocate them to another part of the empire - thus bringing him full circle from Young gnome going out on his own to Gnome Elder integrated with his clan (ie he became Papa Smurf)</p></blockquote><p></p>
[QUOTE="Tonguez, post: 9246566, member: 1125"] The gnomes imc campaign are a tiny sized race more like the Brownies of Willow than DnD gnomes. (the subspecies also include quickling, forest (smurf), rock, tinker and boggan, plus the true fey Leprechaun and Red Cap) For Orbril the gnome I started him as a young gnome sent out from his burrows to become an alchemist apprentice, I determined his relationship to his clan matriarch and other close brood-mates, then looked at gnome culture and how he would feel as a member of a eusocial species not being sent out on his own in a really really big world. I concentrated on developing a personality grounded in gnome culture as presented in the setting, then I went with him responding to the NPCs and setting around him. Gnomes are small, he stays back, hides from confrontation and uses his agility and alchemy to help. Orbril did learn alchemy, but his adventures had his development change from my original conception, but with the grounding in his gnome culture, I was able to play his personality and track his development, despite being tortured by bandits, running from lots of monsters, founding a circus, domesticating giant hamsters and spreading them around the worlds gnome burrows, using fireworks to bring down an invading air ship, becoming a leading expert in the Geology of the Known World, Master Alchemist at a prestigious university and some times advisor of the Empress. I had him retire to the Fey lands at one stage, where he could admire the pretty pixies. But he later had to return to save his clan and relocate them to another part of the empire - thus bringing him full circle from Young gnome going out on his own to Gnome Elder integrated with his clan (ie he became Papa Smurf) [/QUOTE]
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