Wednesday, January 16, 2008

Smarter Than The Average Half-Fire Elemental Awakened Bear....

Another bit of random geography to be more fully detailed later...and an NPC...


The Yellowstone Inferno

It is a well known fact that Yellowstone park sits atop a dormant supervolcano which might explode at any moment – it's a few thousand years overdue. In the instant of the Crush, the overlapping geological instability triggered just such an eruption. Fortunately, it was not the world-destroying event predicted, in large part because the underworld of Arith was much more open (and thus, less lava-filled) than the subsurface of Earth. However, it was still catastrophic. The entire region was consumed in a chain reaction of volcanic activity, turning forests, mountains, and lakes into a wasteland of black ash and lava.

Worse, such an explosion, in a time of great magical instability, ripped open elemental walls. The Yellowstone Inferno is now riddled with gates to the planes of Earth, Fire, and Magma. Elementals of all three planes, mephits, fire giants, azer, and similar beings have all laid claims to portions of the wasteland. The surrounding region defies all attempts to tame it; there is no demi-human or humanoid civilization within a hundred miles of the central eruption, and those who live on the borders of the Inferno are elementally tainted. Half-elementals, elemental blooded, and stranger things are born there, and natural creatures are often caught up in vortexes of elemental energy and transformed. Of course, there are elementally infused ores to be found here, as well as other rare and magical substances...

The nearest outposts of civilization remaining are the American Falls Holdfast, The G'rukh Mag dwarven fort, and Pines Blowing West, an Elven settlement. Trade between the three is limited, but in the past few years, all have agreed to contribute a few dozen men to a series of patrols which monitors the western border of the Inferno for major incursions, as well as trying to keep bugbear and orc activity under control, an effort which grows more difficult with each passing year. Rumors abound that some being of power – a red dragon, an evoker with a love of fire, an elemental baron, or even something stranger – has begun to tame the Inferno for its own ends, but these are dismissed as travelers tales of little merit.

There are further rumors that the slowly-recovering outskirts of the Inferno are patrolled by a most unique guardian...

Name: Yuggi, Guardian Of The Inferno
Race: Brown Bear (Awakened)
Player:
Classes: Animal8 Druid10
Hit Points: 175
Experience: 153000 / 171000
Alignment: True Neutral
Vision: Low-light
Speed: Walk 40 ft.
Languages: Druidic, Ignan

Stat Score Mod
STR 24 (+7)
DEX 14 (+2)
CON 21 (+5)
INT 10 (+0)
WIS 17 (+3)
CHA 12 (+1)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Climb 9 2.0 7 0
Concentration 9 4.0 5 0
Concentration (Cast defensively) 13 4.0 5 4
Diplomacy 4 3.0 1 0
Handle Animal 4 3.0 1 0
Heal 7 2.0 3 2
Knowledge (Nature) 9 5.0 0 4
Listen 9 4.0 3 2
Spot 10 5.0 3 2
Survival 14 7.0 3 4
Survival (Natural environments) 16 7.0 3 6
Swim 13 2.0 7 4


-------------------------- Feats ---------------------------
Alertness
You get a +2 bonus on all Listen checks and Spot checks.

Combat Casting
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Improved Natural Attack (Claw)
The damage for the selected natural weapon increases by one step, as if the creature's size had increased by one category.

Multiattack
The creature's secondary attacks with natural weapons take only a -2 penalty.

Natural Spell
You can complete the verbal and somatic components of spells while in a wild shape. You can also use any material components or focuses you possess, even if such items are melded within your current form.

Self-Sufficient
You get a +2 bonus on all Heal checks and Survival checks.

Weapon Focus (Claw)
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Armor Proficiency (Medium)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Shield Proficiency

-------------------- Special Abilities ---------------------
Animal Companion (Ex)
Animal Traits
Improved Grab (Ex)
Nature Sense (Ex)
Resist Nature's Lure (Ex)
Scent (Ex)
Spontaneous casting - Can spontaneously cast Summon Nature's Ally spells
Trackless Step (Ex)
Venom Immunity (Ex)
Wild Empathy (Ex) +11 (+7 on Magical Beasts)
Wild Shape (Su) 4/day for 10 hours (Large)
Woodland Stride (Ex)


------------------------ Templates -------------------------
Awakened Animal

-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 21 / 16 / 19

Initiative: +2
BAB: +13/+8/+3
Melee tohit: +19/+14/+9
Ranged tohit: +14/+9/+4

Fortitude: +21
Reflex: +14
Will: +15

Unarmed attack:
to hit: +19/+14/+9
damage: 1d4+7
critical: 20/x2

Bite:
to hit: +17
damage: 2d6+3
critical: 20/x2

Claw:
to hit: +20/+20
damage: 2d6+7
critical: 20/x2

--------------------- Special Abilities --------------------


------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +3 1 0lbs
Cloak of Resistance +3 1 1lbs
Ring (Protection +2) 1 0lbs

Tuesday, January 8, 2008

New York, New York

OK, no more pointless 4e snarkfests. Besides, there's been just the tiniest trickle of things which give me hope it might not totally suck (though the new licensing program sure isn't one of them...). Anyway...

New York City is my hometown (more or less), so it always gets some focus in any kind of modern or post-disaster game. This is mostly a sketch of the city, a framework into which other ideas can pour. Half-ruined skyscrapers as fortress kingdoms, trade between them as if on the canals of Venice, twisted winged creatures flitting from rooftop to rooftop, and obscene monsters lurking in the drowned tunnels below...

(Someone fund me. I wanna write the supplement for this!)

But for now, a few paragraphs...and an organization.

I had no intention of writing up the Wyvern Lords when I started writing this essay. I just kept writing, and there they were, aging fanatics yearning for a dying dream, proud warriors twisted by self-hatred, missing the chance to build a new world because they are blinded by tears for the loss of the old...there's a lot of story hooks there.

This happens to me a lot. I just start writing, and ideas fall into place, and I end an essay somewhere I never expected it to go...

New York City
In 2020, New York City was a primary center of trade, industry, and commerce, with the metro region home to some 23 million people. The city was little different than it was in the early 21st century; the skyline had grown slightly, and the sprawl was even denser in the surrounding regions, but it had not experienced any radical changes in size or status.

The Crush struck it hard, as it did most of the Eastern Seaboard. Manhattan buckled and crumbled. Staten Island fractured. A rift cracked along the center of Long Island, destroying Brooklyn and Queens, along with must of the suburban sprawl. Bridges and tunnels collapsed under the strain, cutting the islands off from food -- not that there would be any coming, anyway. While millions survived the initial disaster, the death toll in the next few months was catastrophic; the region could not support a hundredth of its current population, and most died in fighting over the scarce resources.

In addition, the same place on Arith was home to the capital of Mantaros, the oldest of the Alliance Of Free Kingdoms. The largest city in Mantaros, Azalian, sprawled over the region, a blending of five older cities merged into a single political entity, and a center of learning, culture, and spellcraft. While almost overwhelmed in the merger, its population had power if not numbers, and reacted predictably to the seeming attack. Wyvern-riding troops mobilized from shattered rookeries. Wizards climbed out of the ruins of their towers and unleashed fire, ice, and choking gas on rioting mobs. Beings of all lands and races, trapped and confused, lashed out at anything which seemed hostile -- or which could not defend itself.

The result, inevitably, was slaughter. Millions died in the first few weeks, trapped in the ruins without food or potable water. Those who tried to swim often drowned in the tempests which followed the shattering of the coast, or were killed by monsters. Some, of course, made it, and surviving Coast Guard and naval units (both Earthborn and Arithian) did all they could. Sometime during this time, the nuclear-powered aircraft carrier Olympus sailed out to sea, with a full compliment of crew and planes, and, rumor has it, significant supplies seized from whatever stores they could find.

After a few months, the major fighting ended. Most of the populace which could flee, did; the rest entered a state of spiteful detente. Surviving skyscrapers became fortresses. Canny residents learned to set up fishing nets from fifth-floor windows to find food, and built rooftop stills and desalinization plants. A few managed to rig up solar panels to provide limited power. The city ruins could not support more than miniscule fraction of the old population, but New Yorkers in any universe are tough...

New York has the honor of being one of the few major American cities to not be consumed by a worldhole -- much as with Chicago, nukes aimed at it missed, striking New Jersey and creating the Blighted Woods. It is still in ruins, however. About one building in 10 is still standing. Manhattan is now submerged under about 40 feet of water, leaving many of the ruined buildings still partially visible, and turning navigation into a lethal game. Locals who have learned the lay of the land -- well, of the water -- and know which patterns of ripples spell a sharp steel shard ready to slice a hull in half -- can navigate the treacherous waters with relative safety -- they are much calmer than the Sparred Sea, but outsiders would be advised to travel slowly -- and know how to swim.

The largest land area still semi-habitable is Staten Island, or parts thereof. Relatively undeveloped, it offered areas which could be farmed by survivors. Several holdfasts exist on the island, some Arithian and some Earthborn, and there are constant brushfire wars between them.

The great buildings, ruined or not, of Manhattan provide an attractive nesting place for monsters, especially winged ones. A harpy colony rules the former Broadway area. Wyverns, now feral and wild, constantly prowl the skies. Assorted humanoids, mostly tribal exiles, have laid claim to various buildings. And there are rumors...rumors only, mind you...that the flooded and collapsed subway tunnels have, somehow, merged with darker and deeper caverns, home to things unknown and unknowable...

There are also more venal rumors -- that untold caches of wealth, stockpiles of gold and jewels, lie just below the surface or are hidden in some forgotten safe on some high level floor. Certainly, the wealthy of Manhattan did not manage to take all or even most of it with them, and some treasure must survive somewhere...Further, there is the fact that, almost forgotten in the ruins of New York lie the ruins of five of the largest Arithian cities. Artifacts, magical scrolls and treasures, strange items, powerful relics...all of these might still exist.

The Wyvern Lords
The Wyvern Lords of Azalian were once the elite fighting force of the Alliance Of Free Kingdoms, legendary for their skill, honor, and bravery. When the Crush hit, many of them survived the initial chaos, only to fall trying to protect their people or reclaim what was left of their home. A small number, seeing the odds growing desperate and hope growing slim, made a painful decision. They pulled back, leaving the sinking islands, and took refuge in the north, roughly (and ironically) in the location of Valhalla, New York. While this area, too, had been shattered by the Crush, it was generally less war-torn, and it was fairly easy for the 50 or so riders who fled -- or, as they put it, retreated -- to find shelter and a place to dig in, protecting bands of Arithian refugees who were in desperate need of such protection. Shamed by their flight, the Wyvern Lords have sworn to reclaim the lands of Azalian, and to defend all citizens of the Free Kingdoms who come seeking their aid. The Valhalla Holdfast (or, as they call it, New Azalian) is one of the largest pure-Arith holdfasts on the East Coast. The region has become an island some 15 miles across, and it is now tightly held by the Wyvern Lords. Earthborn are forced off at swordpoint; if they resist, they are killed.

The Wyvern Lords are harsh, but fair, masters to those under their protection. A military organization, they have little patience with the needs or interests of civilians, and consider themselves to be in a state of constant war. Rules in New Azalian are simple, direct, and ruthlessly enforced. All resources other than those needed for pure survival are directed towards the goal of "reclaiming Azalian", and then, the entirety of the Alliance. While most Arithians have painfully accepted that this world is neither Earth nor Arith, but a new land to which neither side has full title, the Wyvern Lords reject this conclusion utterly. This is their land; they will let no one claim otherwise.

The human Wyvern Lords, 40 of the 50 who left Azalian, are all aging; the youngest is 50. A handful of new Lords are being trained, but there is a fear that with such a small pool to pull from, the glory of the Wyvern Lords will soon fade. This has made many of them desperate; if something is not done soon, all of their dreams will come to naught. A few in the Holdfast have begun to wonder what the point would be in reclaiming a drowned ruin, when building New Azalian into a true city is a much more desirable goal, but few will wonder this out loud. Wyvern Lords have keen ears...

Monday, January 7, 2008

In Which Lizard Snarks On 4e

Not really Shattered World related, but since this blog also serves to hold my rants on game design, I might as well put it here.

Trap design in every other version of DnD.

Ug the kobold:"OK, here's a hidden trip wire, and it triggers this crossbow and then deflates this bladder, so that it blows through a horn, letting us know someone is coming."
Zug the kobold:"Looks good."

Trap design in 4e: (You may need to make a free account to read this article)
Ug the kobold:"OK, here's a hidden trip wire, and it triggers this crossbow and then deflates this bladder, so that it blows through a horn, letting us know someone is coming."
Zug the kobold:"No, that will never do. The thief will spot it and disarm it."
Ug:"Well, yeah, but he might miss it. Besides, it will warn us against goblins or even wild animals coming down the tunnel. We have enemies besides PCs."
Zug:"No, no, that's not the point! What does the FIGHTER do?"
Ug:"Kill our women and children, usually. Thus, the traps."
Zug:"No. First, you need some arcane runes for the mage to read and disable. They'll set off the fireball if he doesn't."
Ug:"We have a fireball?"
Zug:"Then, I think, we'll have the runes cast 'animate dead' on some skeletons, so the cleric can turn them.
Ug:"We have someone who can can cast that?"
Zug:"Of course, the skeletons will be trying to stop the thief from disarming the crossbow, so the fighter will have to protect him from them! Perfect! The whole party is involved!"
Ug:"You want this done by WHEN?"
Zug: "Just make sure there's something like this every 50 feet down this tunnel. But make them all different, we don't want people getting bored."
Ug:"Look, are we defending our lair or setting up a theme park ride for adventurers?"
Zug:"Theme park. Duh. Didn't you get the memo?"

Tuesday, January 1, 2008

Pining Away

Another random piece of geography for people to correct my errors on. :) As someone who is from New Jersey, it's always one of the my favorite places to destroy.

The Blighted Woods
South-Central New Jersey was always a small patch of wilderness in the midst of suburban sprawl. The area was worthless for development, and ultimately attained value as a nature preserve. In 2020, it remained so, with the only commercial use being collection of rare or exotic plants to test for useful sequences of DNA. On Arith, the same region was similarly empty of settlement, and was a place where bandits, outlaws, and other such types fled to hide from encroaching justice. Autumn Druids were known to practice dark rituals there, and the places where failed towns lay in ruin were regarded as unhallowed sites prone to undead or worse.

In 2020 (or 0PC), a nuclear missile targeted at New York City veered sharply off course, landing squarely in the center of the Pine Barrens. A worldhole was created there, and the region transformed. Today (2040/20PC), the area is a twisted and warped place, a realm which is, according to some, trapped halfway between the material plane and the shadow plane. It is a dark and forboding zone, monster haunted and evil. As with much of the rest of the Eastern Seaboard, the region is now an archipelago, part of the so-called Shattered Coast, but the waters surrounding the islands are shallow and choked with black, acidic seaweed, causing some to call the region the Sargasso of Shadows. Shipwrecks exist in many places just below the surface, providing additional hazards to navigation, and in many cases, they are filled with the zombies or shadows of their drowned crews.

It is never daylight. At high noon, the Blighted Woods are still cloaked in misty twilight, and most of the time, the place is just black. Light, even magical light, is swallowed by the gloom; it is impossible for those without darkvision to see more than thirty feet ahead. The place is filled with constant noise -- trees swaying and creaking without wind to move them, the chittering of strange insects, the mournful cries of alien birds. Where the ground is not swamp or mire, it is covered in a foot-thick layer of dead leaves, fallen branches, and the like; this undergrowth constantly shifts and moves as the things which dwell beneath it seek prey.

The worldhole region, occupying about a one mile radius from the blast point, is different. Here, all is barren; dead, leafless trees form black shapes against an eternally grey sky. Nothing solid seems to live here, but shadowbeasts of all description flit from here to there, winking in and out of reality. Dire cold is constant, and fires flicker and die unless they are magically sustained.

There are no normal communities or holdfasts in the Blighted Woods. Nor do any normal, mortal, creatures live there for long, unless they are very powerful and very strange. One local power is Nergiaphen Of The Black Scar, a being rumored to be a druidic lich, who has taken over a twisted grove near to the worldhole and is practicing bleak arts. A few creatures who were dwelling in the woods when the blast struck have been transformed; a gang of bandits known as Martin's Marauders has been transformed into dread shadows, and they are known to ride and raid on moonless nights.

The place is also home to a Chancery of the Seelie Court, one of the largest on the Shattered Coast.

Many of the shadow beasts created in the Blighted Woods have roamed outwards, becoming a persistent threat to travelers and outlying farms.

Saturday, December 29, 2007

Dwarfing Expectations

Sheesh, got to update this more often...

In any event, continuing the theme of major PC races, we turn to the dwarves, who are not to be looked down on. Hah! Sorry. I'll be good.

In any event, while there was a strong temptation to re-use the dwarf culture and gods I created for my last D&D game, I decided not to. The old dwarves were deeply family oriented, with everything being based on clan, relationships, and so on...these dwarves are not. Most don't even know who their parents are. The hyper-militarism gives a lot of good, easy, hooks to hang characterization on, as well as providing any players with a baseline for characterization based on how closely their character clings to the dwarven 'ideal'. As for the similarity to the hobgoblins...that might be simply convergent evolution of cultures, or...it might not. There's some backstory I'm still deciding upon on.

I also like the idea that there are lost settlements, deep underground, cut off from all other communities but capable of being self-sustaining in that wonderfully illogical and forced D&D way. ("There's...uh...mushrooms. And, uhm, meatbeasts that eat the mushrooms. And, erm, there's this fungus which doesn't need light but which gives off oxygen just like green plants and...") (Yeah, and a race which lives in dark caverns is inky-black-skinned, not albino skinned. Bah! My Drow are pure ivory! But that's another thread...)

Anyway...dwarves. Or dwarfs. Whatever.

Dwarves

History
The dwarves are the youngest members of the races who call themselves the Free Peoples, though they claim their history is older than any but the elves. They first entered the annals of history 5,000 years ago, when human miners of the Second Jarialian Empire tunneled into the Kragaz Mountains (these occupy roughly the same area on Arith that the Alps occupy on Earth). The miners, driven by a desperate need for mithral and elemental ore, had tunneled deeper than ever before in history, and found themselves suddenly confronting a dwarven work gang tunnelling upwards.

These initial meetings were tense. The dwarves had little idea there was a 'surface world'; to them, the world was simply caverns and tunnels going endlessly upwards. It took some convincing that the surface was not simple a very big cavern. Likewise, the dwarves had known nothing but war in the entirety of their history; all the other races they knew of were violent, cruel, and brutal. The ideas of 'alliance' and 'trade' were likewise foreign, and initial contacts tended towards violence, if only because the dwarves had been taught that an open hand is always a prelude to treachery. It was a century from the first contact before the first true treaties between man and dwarf came to be forged.

Dwarves are, by nature, as solid and unmoving as the stone in which they live. Their culture has changed little in those past years, although they have gone from a hunted and hated race to a powerful and numerous one, and have spread across the surface of Arith. Forged by the necessity of brute survival, all dwarf culture was modeled on military lines; there is no concept of 'civilian' or 'non-combatant', and with a few individual exceptions, it remains so to this day. All dwarves have a rank; even a newborn is given a position in a regiment, and has caregivers assigned to him. Family means little to the dwarves; one's squad, regiment, or division defines one's social circle.

Dwarves in the Allied Kingdoms area where heavily concentrated in the southlands of Sorvan, or Western Canada/the Northwest. Settlements were found throughout the Alliance, however -- wherever there was mining to be done. So called 'Dwarf Highways' -- tunnels of stone hundreds of miles long, filled with rest stops and supply rooms -- linked the distant cities. The dwarves, paranoid despite centuries of friendship and alliance with humans, never allowed non-dwarves access to these places, except for the rare few who were exceptionally trusted and who had sworn oaths to never reveal their secrets.

A typical dwarf city is like an iceberg -- 90% of it is underground. Each city is surrounded by a ring of border forts and outposts, and often includes a large surface area (mostly worked by non-dwarfs hired for the job) dedicated to agriculture and cattle -- while the dwarves had mastered feeding large populaces on the bounty of the caves, they enjoyed and appreciated 'surface foods', especially since they could assign other races to harvesting them, freeing themselves up for more directly martial pursuits.

The largest dwarf city in the Americas was Kuz Kar Don, located in the mountains surrounding Flat Head Lake (Hog Nar Zul, as the dwarves called it). Dozens of other cities and outposts were located in nearby regions. Large cities were also found in the Rockies and the Appalachians. In every major human city, there was often a 'dwarf town', where those who grew tired of the mountain life -- or who were exiled from it -- would go. As a consequence, humans tended to think of dwarves as surly drunks who were best left alone, as those dwarves most likely to live among humans were those who could least abide the strictures, order, and conformity of mountain life. Human city dwellers were often astounded when they met "proper" dwarves.


Society
As noted, dwarves have a very militaristic culture. While they are not generally conquerors, it has been the case that there have been more than a few "wars of pre-emptive defense". The dwarven mindset is that they are surrounded on all sides by enemies, and any buildup near to their cities represents an encroaching threat. Dwarf settlements are often surrounded by a 'neutral zone' of caves and tunnels which is constantly patrolled, with many traps designed to close off a passage long enough to send word to the city and get a full division of doughty warriors out there to rout the 'invader', who might just be a lost kobold looking for food.

There is little which the dwarves do which does not have some tie to their worldview. Weapons and armor tend to have little extraneous decoration. Jewelery is given as rewards for courage or service -- where a human will have a chest full of medals, a dwarf will have fingers laden with heavy rings. What art there is tends to be statues and reliefs depicting great heroes and great battles. Music is marching cadence or battle tales; children's songs teach weapon usage and the nature of foes. Many scholars have noted the similarity between dwarf and hobgoblin cultures, with the chief difference being the aggressiveness of the latter as compared to the former.

A dwarf will always use his rank before his name. A spouse or child may call a dwarf by their given name without rank; for anyone else to do so is usually a grave insult. The 'outcast' dwarves of the human cities often retain whatever rank they last held and introduce themselves by it; a dwarf who does not give some rank when talking to strangers is a very odd dwarf indeed, and might be insane or dangerous. (Or the product of a multi-generational outcast family...)


The Crush
The Crush caused terrible earthquakes and rifts. Mountains lifted and sank; fissures opened beneath cities, and juts of solid stone materialized in what were once hollowed caves. The great highways collapsed. Most of those who were traveling along them were killed; many were trapped, finding themselves stuck between impassable blockages. A few, fortunate enough to be in an intact rest area, were able to survive and set up some form of sustenance if there was a water source nearby. Many found themselves waiting in vain for a rescue which never came, or were exterminated as other underdwellers, emboldened by the disasters which struck the surface world, moved upwards to see what they could see, and kill who they could kill.

Kuz Kar Don collapsed in on itself, killing tens of thousands, as well as slaying General Mag Har Jal, commander of the Alliance dwarves. Other large cities suffered a similar fate. The only major settlement to survive even partially intact was Joz Nan Don-ek, located in what on Earth was the Black Hills of South Dakota, and, today, the cracked and damaged features of two great dwarven heroes peer out from the mountain alongside those of American presidents. Relations with the Sioux, who have reclaimed much of the surrounding land, remain difficult at best.

A fair number of dwarves have been forced out of the underground, or have had to take over tunnels and mines which were not carved by them. This most problematic in the coal-rich areas of Pennsylvania, where there has been constant strife between dwarves looking to settle and Earthborn humans looking to mine coal, which is now a much more accessible power source than oil. In some places, there have been peaceful settlements; in other places, there is out-and-out war, often with strange periods of alliance when mutual foes such as goblins or orcs attack.

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.