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What's with the Gnome Hate?
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<blockquote data-quote="Set" data-source="post: 4380373" data-attributes="member: 41584"><p>In the launch of the Scarred Lands setting, Gnomes weren't a part of it, but I wanted to include them, so I envisioned them as a nomadic people called the Rus, who were very much based on cheesy stereotypes of the Romani. Brightly-painted wagons (that doubled as boats), garishly-clad entertainers and tinkers and handymen, wandering the roads (and rivers) of the lands. They would sometimes tell stories about their hidden kingdom, which is concealed by such powerful magics that they couldn't even lead others to it (or describe it's location) if they tried. Other times, they would speak of the wandering 'Invisible College' (inspired by the game Divine Right), a magically concealed cart containing an extradimensional space within it, where gnomes went to learn arcane magics, particularly those of illusion, studying from permanant illusions of books, as the real books themselves are stored away in their hidden lands.</p><p> </p><p>The wandering folk would work with animals (to pull their carts), including some surprising beasties, some of whom would join them for their nightly carnival performances, such as dancing bears or trick-performing great cats (although they would be more likely to use dire badgers or wolverines than either of the aforementioned, for traditional reasons).</p><p> </p><p>A little bit gypsy, a little bit rogue, a little bit bard, a little bit illusionist, a little bit tinkerer, a little bit circus-performer and a dash of fey. Nothing at all like Dwarves *or* Halflings.</p><p> </p><p></p><p> </p><p>And yet they've gone and rebooted the Draconians and kept the Kender-ized Halflings. So in two out of three cases, the legacy of Dragonlance won out, regardless of the settings demise.</p></blockquote><p></p>
[QUOTE="Set, post: 4380373, member: 41584"] In the launch of the Scarred Lands setting, Gnomes weren't a part of it, but I wanted to include them, so I envisioned them as a nomadic people called the Rus, who were very much based on cheesy stereotypes of the Romani. Brightly-painted wagons (that doubled as boats), garishly-clad entertainers and tinkers and handymen, wandering the roads (and rivers) of the lands. They would sometimes tell stories about their hidden kingdom, which is concealed by such powerful magics that they couldn't even lead others to it (or describe it's location) if they tried. Other times, they would speak of the wandering 'Invisible College' (inspired by the game Divine Right), a magically concealed cart containing an extradimensional space within it, where gnomes went to learn arcane magics, particularly those of illusion, studying from permanant illusions of books, as the real books themselves are stored away in their hidden lands. The wandering folk would work with animals (to pull their carts), including some surprising beasties, some of whom would join them for their nightly carnival performances, such as dancing bears or trick-performing great cats (although they would be more likely to use dire badgers or wolverines than either of the aforementioned, for traditional reasons). A little bit gypsy, a little bit rogue, a little bit bard, a little bit illusionist, a little bit tinkerer, a little bit circus-performer and a dash of fey. Nothing at all like Dwarves *or* Halflings. And yet they've gone and rebooted the Draconians and kept the Kender-ized Halflings. So in two out of three cases, the legacy of Dragonlance won out, regardless of the settings demise. [/QUOTE]
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