Saturday, December 22, 2007

Gnobody Gnomes The Trouble I've Seen...

On to another race, one which gets little love in the world of D&D, the gnomes. In part, this writeup was due to the self-confessed inability of the 4e design team to find a role for gnomes which wasn't either "short dwarves" or "short elves". It took me all of five minutes to come up with a basic concept which brought together the 1e/early 2e incarnation of gnomes as forest and hill dwelling trickster/crafters and the 3e/MMORPG incarnation of gnomes as technologically adept, and make them very clearly their own culture and not either Dwarf Lite or Elf Lite. This ain't rocket science, people.

(Again, I'm not claiming Great Originality here, nor is that what I'm aiming for. Given the stats of gnomes and their most common gaming interpretations, all I'm going for is something which works and provides enough background that I can guess what J. Random Gnome might do in a given situation or give a PC who wishes to play a gnome a skeleton on which they can build their character. True originality -- as opposed to just filing down the serial numbers and applying a quick coat of paint -- isn't really a virtue in RPG worldbuilding; the more alien and incomprehensible the world is, the more work it is to play in or, FSM forbid, run. There's a reason that any one of 10,000 Tolkien rip offs sell more copies than, say, "Skyrealms of Jorune". Criticizing my work for unoriginality is like criticizing an elephant for not having wings.)

Of course, since no one in my current campaign plays a gnome, none of this will be useful for a while. So it goes. But an idea crawled into my brain, and it won't rest until I let it crawl out.

(As a side note, it's interesting to see how the worldbuilding process works, at least for me, and if no one ever reads this blog, it's still a good record, for my own use, of the creative process. Skallidane exists only because a player wanted to run a Warforged; I yoinked the island itself from, of course, Swift's Laputa, and my own extremely inchoate concept of a gameworld inspired by console RPGs; I have had an idea for a flying island of steampunk ultratech burbling in the back of my mind for a few years now. So from the chaoplasm of vague ideas solidified the concept, in rough form; with the Warforged backstory, the end of Skallidane was fixed; that, in turn, gave me a hook for the gnomes, whose history helped add in details about the place. We now have a decent image of what a Skallidane street scene might look like, or at least I do; if I even do Arith itself as a setting, I have something to draw on. I steal from myself as much as, or more than, I steal from others, and fragments of barely-begun worlds often make their way into later creations.)

Gnomes

History
Very long ago, thousands of years in Arith's past, the gnomes dwelled primarily in the hilled grasslands and temperate forests. They were skilled toolmakers and hard workers, but lacked the warlike industry of the dwarves, the arcane might of the elves, or swift cunning of the wild halflings. They were closest in character to the village halflings, in fact, and the two peoples often lived in peace in close proximity. Their most fierce wars were against the goblins, who dwelt in the caves nearest the surface world and often boiled up to overrun the woods for a time.

Then came the technomages of Skallidane. Seeing a race of people with mechanical skill but easily conquered (or so they thought), they steered their island across each major gnome homeland, raiding the villages for slaves. In time, the race was practically extinguished on the surface of Arith; only on Skallidane itself did they exist in any numbers.

For centuries, they lived and toiled, learning the secrets of their masters, and plotting their revenge. Gnomes were not front line combatants by nature, but they were cunning and crafty. Subtle flaws -- so subtle, it would take a generation to notice even the smallest -- were added to the machines. Changes were made in way in which incarnum was harvested and implanted in the Warforged. Decade after decade, generation after generation, revolution was brewing.

Even now, almost all scholars attribute the fall of Skallidane to the Warforged. The gnomes were seen as victims finally liberated from their cruel masters, and keeping this illusion going is something the gnomes are quite happy with.

Since then, their homelands have been long since destroyed or settled by others. The gnomes who fled Skallidane spread across Arith, seeking community among other races. They were clever, peaceful, and hard-working. They never sought active power or demanded more than to be allowed to live in peace, and they did all they could to fit in, not make waves, and otherwise be as unobtrusive as possible. Small in stature and in numbers, they realized they could survive best under the shelter of others. Each gnomish community adapted itself to its environment, to cause the least possible friction with their hosts. Cities and villages with gnomish enclaves prospered, as the gnomes added little strain to public services and contributed much wealth to the city, as craftsmen, workers, or spellcasters. They also brought with them some of the lesser arts of Skallidane, and became known in some areas as the makers of wondrous toys and devices, none useful in daily life or warfare, but fun little fripperies to amuse and entertain.

All of this is true, and the gnomish heart is rarely filled with malice or spite. However, they are neither harmless nor helpless. Wrong a gnome, and disaster will befall you in a thousand little ways. In their most secure communities, often in sub-sub-basements no one knows are there, lie many secrets, for it is not merely the lesser arts of technomancy which the gnomes preserved and kept secret. They learned a harsh lesson, once, about being as harmless as they seemed, and they will never allow themselves to be used or enslaved again.

Today
The Crush did as much to disrupt the gnomes as it did anyone else; all the more so, because the gnomes were mostly found in the larger cities of Arith. Since then, many gnome bands have become wanderers, often traveling alongside halfling caravans, but unlike the halflings, they seek places to live. Much more skilled with machinery than other Arithians, they are finding that they can be of value to Earthborn holdfasts who are struggling to maintain failing devices, and they have begun, very subtly, adding in the arts of Skallidane where they can. The Earthborn, for the most part, do not recognize this, and just think the Ornaments (slang term for gnomes) are skilled workers.

A small number of gnomes have decided that this is the perfect time to regain their lands; since the Shattered World is neither Earth nor Arith, but someplace truly new, they feel no one else has any true prior claim on their homes. Many have sought out ancestral dwelling places and seek to tame and reclaim them. A few have tried to recreate "true gnomish culture", as it was pre-Skallidane, going back to old styles of dress, naming, and even language. Most consider this a pointless self indulgence, probably inspired by reading a lot of Earth political tracts.

Mechanics
Gnomes are mostly as described in the PHB or SRD. Gnomes who strongly take after the culture they dwell in may take the following options:
  • Dwarf:+2 Profession (Mining) instead of Craft (Alchemy)
  • Elf:May choose any type of magic (but only one) to get a +1 bonus to save DCs;Dodge bonus vs. giants drops to +3.
  • Human:Gain +4 skill points at first level only; lose Weapon Familiarty and the ability to Speak With Mammals, only receive a +2 AC modifer against Giants.
  • Halfling:Gain +1 racial bonus on climb, jump, and move silently; lose weapon familiarity and +2 Craft (Alchemy)

Friday, December 21, 2007

This Is Why I Need Editors...

Lizard sometimes uses placeholders when he has an idea, and intends to look up the Right Stuff later. Lizard should not post until doing so. :)

I should have said "Lake Michigan", with the intent being that most of Northern Michigan is now a sunken mess of broken islands surrounded by unearthly spars of rock, with lakes Michigan and Huron merging to form one inland sea.

Thursday, December 20, 2007

Sparring

And now we get to random bits of geography. :) I often base my creation on whatever weird images crawl into my brain, and the image of a vast ocean filled with jutting obelisks of stone, battered by crashing waves, and home to countless monsters lurking in the violent froth, was too good to pass up. Sigmund Freud can have a field day; I don't care.

The Firefox spell checker doesn't recognize 'thaumaturgic'? What gives?

EDIT:Corrected a whole bunch of embarrassing geographical errors. I'm a writer, not a cartographer, damn it!
====================
Sparred Sea
Where two of the Great Lakes, Michigan and Huron, once stood, there now exists a vast and twisted inland sea, one which has swallowed most of northern Michigan and which is rendered almost impassable by great juts of land. This region, the creation of nuclear and thaumaturgic energies intermingling, is the Sparred Sea.

History
Shortly after the Crush, a sequence of events -- the details may never be fully known -- set off a nuclear exchange which destroyed many of the world's largest urban areas and unleashed the dreaded Worldholes. One powerful bomb was intended for Chicago, but narrowly missed, impacting a few miles offshore in Lake Michigan -- not, as erroneously reported by clearly drunk chroniclers, Superior. This area was already grossly unstable, and the bomb triggered a cataclysmic chain reaction. The lake buckled and boiled, and strange energies exploded outwards. The shores were scoured for miles around. The region lay shrouded in burning mist for weeks; when the fog finally receded, those who ventured back found that the lake had become filled with huge, jagged, outcroppings of rock, often hundreds of feet tall. Navigation became nigh-impossible, for the boat-ripping spars of rock which lined the bottom could appear anywhere -- and, indeed, seemed to shift position, as one week's "safe" route became next week's ticket to the bottom.

Worse still, while there was no active, visible, Worldhole in the lake, it showed all the effects of one. Hideous mutations emerged from the lake, all kind and manner of twisted abominations. Gargantuan monsters would emerge to swallow those few foolhardy enough to attempt a crossing, while the shores were filled with things of nightmare that emerged during the dark to lay waste to a lakeside camp or a struggling village, only to vanish back into the rocky depths with the coming of the sun.

Present Day
The best reason to venture near the Sparred Sea are the Chicago ruins. The city and its associated suburbs are half-drowned and mostly rubble, but they still contain considerable wealth, and there are always rumors of lost caches of material, be it gold, fine wine, or high-tech engine parts. The sunken eastern half of the city is a monster-infested maze, the spires of the skyscrapers mixing with the rocky outcroppings which give the Sparred Sea its name.

There is also the fact that the lakes remain a source of fresh water, and, if they could be tamed, a navigable route. On Arith, the same geographical region held a number of cities linked in a trade federation known as the Mantarian Alliance. The Codex Mantaros, the law guiding the city-states in their dealings with each other, became the basis for the Alliance Of Free Kingdoms. Many hope that the lake could once again provide a basis for a similar trading state.

Many creatures seeking isolation have made their homes among the spires. Wyverns are known to nest there, near the shorelines, allowing them to forage on land and retreat to relative safety. It is rumored that Duergar have tunneled into the rocks and built a small fortress. Brave and foolish raiders will use the shelter of the stones to hide bases, striking from them at shoreline communities. Creatures of elemental earth are also known to hide among the towers, and stonetouched animals and other monsters are common along the shore. If there are any great or ruling powers on the Sparred Sea, they have not yet made themselves known.

Far from the initial destruction point, there are communities which have set up, or simply remained, along the great lakes, though the corruption and chaos of the Sparred Sea touches on them, as well. Such communities report that the spars themselves seem to be spreading, with maps needing to be constantly updating as new juts of rock emerge seemingly overnight. Whether this phenomenon is natural or directed is unknown.

The magic of the region breeds strange and fierce weather; blistering heat waves and lethal blizzards. Travelers on the lake may face giant waterspouts or rogue waves a hundred feet in height.

Monday, December 17, 2007

The Vatican Rag

And so, I wade into that most dangerous of territory, playing with real-world religions in a game setting. In a world where you risk the death penalty for naming a teddy bear "Mohammed", one must tread with caution...

IAE, this all started because someone wanted to play a Jesuit. Easy answer -- a cleric is a cleric is a cleric, pick some domains and be done with it. Lizard answer -- work out what the Catholic Church has been up to since a)2008, and b)the Crush.

This job is only made the harder because 99% of what I know about Catholicism can be boiled down to:
a)They are ruled by some guy in a funny hat.
b)Jack Chick claims they invented Communism, Nazism, and Islam.

So I did extensive (read a few pages of Wikipedia) research, and came up with this. This isn't any kind of commentary on Catholicism per se; I consider all religions equally silly, with the exception of Scientology, which is especially silly. It's not Dantesque wish fulfillment in which I get to inflict on the Church whatever punishment I think it deserves. What it is, is an attempt to create a quasi-plausible "future history" and lay the seeds for potentially interesting stories, and do so in about 20 minutes of total work time.

Catholicism

Pre-Crush
Catholicism, steeped in ritual and clinging to a belief in literal demons, has survived the transition to the new world better than most other major religions, though the very hierarchies which once gave it strength have, in their absence, turned the faith into an ever-fragmenting set of splinter cults. No one ever anticipated the instaneous loss of so much of the higher leadership or the near-total breakdown of communication among those officials who remained.

The Pope in 2020 was Pope Paul VII, who was elected in 2018 and was, previously, Cardinal Ernesto Juan Gomez, a native of Brazil. He was chosen due to the still-rapid growth of Catholicism in South and Central America, and as a symbol of the Vatican trying to distance itself from corruption and nepotism, by choosing someone who was far outside the inner circles of power. In his two years in office, he earned a reputation as the most liberal and socially active Pope in history, and this probably contributed to the explosion of separatist factions which occurred after the Crush.


The Four Popes
Paul VII
Vatican City was shaken to rubble during the events of the Crush, and also found itself surrounded by armed legions of the Kolarian Imperiate, which was based in the same region on Arith. The resulting chaos killed many, though legend has it the Swiss Guard managed to get Paul VII to safety, and that he still lives and is the true Pope. Most dismiss this, as there has been no word from him other than easily-forged letters; those who claim he is still alive, in turn, dismiss the controversy as the creation of those looking for a split.

The Jesuits, for the most part, follow Paul VII, supporting the claim he is alive, but remains in deep hiding, as there are powerful forces who seek to kill him -- and if he dies, it will be a triumph for the forces of darkness.

However, he would know be a man of 72, making his continued survival difficult. According to rumors, the Cardinals surrounding Paul VII are preparing to elect a new Pope from among their number. According to other rumours, this is their excuse for 'revealing' a new Pope to the world.


Benedict XVII
Of those who do not accept the survival of Paul VII, the largest group, mostly in Europe where the United Church Of Christ has little old and ecumenicism is something Americans do, follow Pope Benedict XVII, who has been a prolific writer of letters and recorder (where the technology exists) of video messages. Benedict was the highest-ranking Cardinal to survive the fall of the Vatican, and assume the Popehood by decree, claiming elections could be held once the church has stabilized. He has an apprentice, Giuseppe Maritono, who will take over should Benedict fall. The 'new Vatican' has been established in a sheltered part of the alps, where armed guards keep yeti, winter wolves, and frost giants at bay. Benedict XVII is a staunch traditionalist, and while he has not explicitly said so, he has hinted the Crush was a sign from God that the Church had veered from the truth. He is sometimes referred to as the 'Pope Of Europe'.


Pope Patrick
In the former United States, while many surviving Catholic bishops and cardinals were sending the messages that would soon help form the United Church, others were contacting each other to reconstruct the Catholic Church in America until contact could be established with Rome (or what was left of it) and a final determination of the true Pope be made. This led to what has since been called the American Vatican Council, a loose alliance of priests which has formed a Constitution defining the 'temporary Church'. They have declared no Pope and have backed none of the other candidates, and are lead by Cardinal Patrick Brian Malloy, formerly of New York City (he was visiting family upstate when the Crush hit, saving his life). They are based in a large holdfast relatively close to Albany. The AVC is active in sending out missionaries, supporting charities in various Holdfasts, and issuing polite but firm encyclicals on the theological fallacies of the UCC. Despite his refusal to claim the title, Cardinal Malloy is often called 'Pope Patrick' or 'the American Pope'.

Novus I
Lastly, the Southwest is home to a movement, mostly imported from the remains of Mexico and parts south, of the 'New Catholic Church', one which claims to be the rightful heir to old while not being a direct continuance of it. Heavily influenced by the Central/South American style of Catholicism, and revering 'Saint Ernesto' (whom they believe died in the Crush), it is the most vigorously evangelical, reaching out to Arithian humans and non-humans alike. NCC priests often travel in small caravans, acting, in many ways, like old-style Revival preachers of the early 1900s in America. The head of this branch of Catholicism is Pope Novus I, or "The First New Pope". (Lizard is almost certainly mangling the Latin)


Game Mechanics
Followers of the Catholic faith may, if they choose, accept the following rule modifications:

Demomic Lore: The Catholic church has always believed in demons as real entities and has studied them more than any modern faith. While the exact details of their beliefs were inaccurate, much of what they had written about evil outsiders had a useful ring of truth. As a consequence, Catholic clerics gain a +4 Competence bonus to Knowledge(The Planes) checks, and a +2 bonus on all Charisma based skills when dealing with Outsiders. In addition, Dimensional Anchor, Banishment, and similair spells which either hold or dismiss outsiders are cast at +2 caster levels for all purposes.

Prayer: Because prayer and litany is such an important part of Catholic ceremony, the Silent Spell feat cannot be used.