My campaign world suffered some horrible but nonspecific calamity in the past, with a few smallish countries spared immediate destruction, but the vast majority of the overland is an ash covered wasteland where nothing lives.Villains.
The gnomes, in the face of this tragedy, flew their airships out to all the little countries they could find, and set up water filtration dams, so that the rivers coming in filled with ash can be used for drinking and crops. Of course, they didn't do this for free - those little countries get to scratch out a life, and the gnomes take some of their harvest so they don't have to grow food themselves. Work smart, not hard.
The gnomes are somewhat dependent on the rest of the people to provide them food, but the people are very dependent on the gnomes to maintain the dams. If one country doesn't want to pay, that's fine, the gnomes have 20 others who will, and that one will come to their senses after a year or so. The gnome homeland (Gnomeland) has so much more than they need anyway, which explains why they're all so tubby.
In one country (where my current campaign began), the gnomes weren't needed due to an ancient portal to the plane of water in their central lake. So, the gnomes sent a strike force to discover why this country refused their help, and sabotage it. For their own safety, of course. The campaign began 6 months after the gnomes arrived, when people were starting to worry about the lake receding...