T O P I C R E V I E W |
shades of eternity |
Posted - 26 Oct 2019 : 23:53:58 The comments in the tethyr thread got me thinking.
What is the niche of Gnomes in the Forgotten Realms.
What are the key settlements?
Why are they known as the Forgotten Folk? |
30 L A T E S T R E P L I E S (Newest First) |
TheIriaeban |
Posted - 30 Nov 2019 : 17:38:37 In case anyone is interested, here is what I have come up with concerning Hardbuckler: 1235: Unknown: The largest orc horde in history masses in the North and besieges countless settlements on its march south through Amn, Tethyr, and Calimshan. Unknown: Baim Hardbuckler and his band, Hardbuckler’s Hurlers, deflected the Eastern fringes of the orc horde (including some “camp follower” bugbears) as it approached the Northwestern entrance of Sunset Vale between the Northdark Woods and the Reaching Woods, sparing the Vale from the ravages of the orcs. Baim decided to build a fort on the location of the fight since it was a higher area that could be easily defended. 1236: Unknown: Remnants of the orc horde displaced some of the gnomes in the Trielta Hills. Having heard of Harbuckler’s Fort as a place of safety, they headed there. 1237: Unknown: With the continued influx of displaced gnomes to the area around Hardbuckler’s Fort, the location had actually become the hamlet of Hardbuckler’s Fort. 1239: Unknown: Hardbuckler’s Fort continued to grow with more gnomes deciding to make a home there but the continued raids by the orcs of the Trielta Hills was becoming a problem. The gnome elders spoke with Baim Hardbuckler about their ideas and plans were made for the expansion and protection of Hardbuckler’s Fort. 1240: Unknown: Constuction of stone walls and other defenses begins at Hardbuckler’s Fort. The planned area was large enough for the continued expansion of the gnome population of the area. While this is going on, some counter-raids were done by Hardbuckler’s Hurlers against the orcs living in the Trielta Hills. 1241: Unknown: The counter raids performed by Baim Hardbuckler and his band have helped to make the Trielta Hills a safer place for everyone in the area. 1243: Unknown: The stone walls of Hardbuckler’s Fort were completed but Baim Hardbuckler never got to see them. His last raid against the orcs of the Trielta Hills was successful but he and his band were killed by an early snow (actually a blizzard) on the way back to his fort. The gnomes sent out parties looking for him but they didn’t find anything. 1244: Unknown: A gnome search party in the spring finds the remains of Baim Hardbuckler and his band. In honor of his work and sacrifice for the area, the village that had grown up at his fort was officially named Hardbuckler. 1272: Unknown: The increased needs of a growing population required that Baim Harbuckler’s fort be torn down. His large hall was kept, however, and renamed the Pipe and Ivories after two of Baim’s favorite ways to relax. A life-sized stone statue of Baim Hardbuckler is placed in the pavilion in his honor. 1314: Unknown: With the demise of the Lich-Queen of the Darkhold, trade picks up moving through Hardbuckler. Several gnome families decide to expand their cellars to function as storehouses. 1315: Unknown: Aldiber Inchtawurn “retires” to Hardbuckler and quickly becomes the village’s provider of magical protection.
And, yes, Hardbuckler has an extensive network of tunnels. Gnomes are actually able to get around without having to go above ground (which is really handy in the winter). Also, since so much of the gnome foot traffic happens below surface, a visitor would think there are much fewer gnomes living there than there really is. Volo's guess at about 2,000 gnomes was much closer to the truth than he realized and is why they ran him out of town as a spy.
Technology-wise, they use an elevator system to get items in and out of their storehouses. Crates travel on a "rail system" so that there is no need for a large workforce typically needed for a warehouse. People storing items are typically provided a large box/small crate to load in a private setting. They then use the locally produced sealing wax so that the customer knows that the crate has not been opened in their absence.
Storage terms are for a set period with payment made in advance with the standard end date of the Feast of the Moon (short term storage is available but is negotiated on a case by case basis). Information is requested for where the customer can be reached as well as a secondary contact. If the contracted period expires, the owner and secondary contact are both attempted to be contacted. If no one claims the items by Midwinter, the items are considered the property of the storehouse owners. Local custom has a holiday called Daenaril Millandon (literally Finder's Trade) that happens 2 rides (20 days) after Midwinter where these confiscated goods are traded/sold with the other gnomes of Hardbuckler.
There is more but I don't think the gnomes would like for me to discuss it. Modern security systems are nice but gnomes seem to be able to get around mine without any problems and I would really rather not have another midnight "discussion" about talking too much. |
sleyvas |
Posted - 29 Nov 2019 : 21:52:24 What? Does noone remember Bossy the Gnome Man? I mean, I know he was rumored to be a substandard simulacrum with a melting issue, but he was still a gnome... mean one too. |
TheIriaeban |
Posted - 29 Nov 2019 : 04:15:00 quote: Originally posted by shades of eternity
The comments in the tethyr thread got me thinking.
What is the niche of Gnomes in the Forgotten Realms.
What are the key settlements?
Why are they known as the Forgotten Folk?
From what I have found, the following are the main surface locations in the West for 2e (there is an additional one that I haven't added to the list yet where the gnomes are protected by an invisible dragon and another one over in the Sunrise Mountains): Anga Vled, Sword Coast Beldenshyn, Sword Coast Elbencort, Tethyr Fryndul, The Shaar Hardbuckler, Sunset Vale Myth Dyraalis, Forrest of Mir Quarrelshigh, Troll Mountains Skultan, Sembia Tempus’ Tears, Sword Coast Thunderstone, Cormyr Urbryur, Altumbel
I have actually compiled a fair amount of information about gnomes (like how a community head is called a Doamen...pronounced DOH-men). I have also come up with a bit (such as the history of Hardbuckler, the beginnings of a map of the same...if I can ever get over the learning curve for City Designer).
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Dalor Darden |
Posted - 28 Nov 2019 : 02:52:01 Anyone know of any Gnome Clans around the Moonsea?
I'm not talking about individual gnomish families or individual gnomes; but actual holds of gnomes? |
TBeholder |
Posted - 31 Oct 2019 : 08:43:05 See also an old thread.
quote: Originally posted by shades of eternity
I'm starting to be convinced that the Forest Gnome, not the Rock Gnome is the default gnome in the Forgotten Realms.
Depends what you mean under "default gnome". The Forest Gnomes live in the forest. They are "the Forgotten Folk" in the sense that of course they are somewhere around, but deal more with badgers, fairies, etc than humans and dwarves. The rock gnomes became the Town Gnomes. They are "the Forgotten Folk" in the sense that accepting Melve's plan means they appear to be sort of a permanent fixture no one notices, like those stagehand ninjas in Japanese theatre tradition. "What? Of course we have a lamp post before our house", "What? Yeah, we got a gnome locksmith nearby, somewhere near the corner, there's a signboard". Those who join the church of Gond are exceptional. The likes of captain of Frothing Miscreant, even more so. |
shades of eternity |
Posted - 30 Oct 2019 : 04:03:42 I'm starting to be convinced that the Forest Gnome, not the Rock Gnome is the default gnome in the Forgotten Realms. |
Ayrik |
Posted - 30 Oct 2019 : 03:28:51 Gnomes (circa 2E, at least) do have a species enemy which they hate and battle most passionately.
Kobolds.
Such a worthless and petty nemesis does not imply much racial greatness. |
TBeholder |
Posted - 30 Oct 2019 : 02:52:03 quote: Originally posted by AJA
To get back a bit to the original question, [...]
quote: Originally posted by Ed Greenwood Presents Elminster's Forgotten Realms, p.11
The Quiet Folk This "quietly, quietly" manner has led gnomes to being the truly forgotten folk of the Realms, but also tends to make almost everyone view them as harmless, helpful, and friendly.
This part had a dedicated article with more details (Melve’s Plan) |
shades of eternity |
Posted - 30 Oct 2019 : 01:25:08 "Gnomes are among the most common-sense beings in a world filled with all manner of magical things. Their natural tendency towards illusion-craft, instead of making them more crafty, has given them a wisdom to look beyond the fancy trappings of speech and appearance to find out what is really there."
If they are the wise ones (which really doesn't fit the +2 int/-2 wis of the standard 2e gnome when this was written), could they be the yoda type character in the woods? They could setup obstacle courses to test people.
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AJA |
Posted - 30 Oct 2019 : 01:02:26 quote: Originally posted by shades of eternity Gnomes are a burrowing species.
Could they have a series of tunnels not unlike groundhogs (or perhaps gummi bears) that are sized for them for easy, quick and stealthy transportation?
1E gnomes were real chummy with giant badgers. I'd say tunnel networks would be quite on-brand for them.
quote: Originally posted by shades of eternity ha if they are going to be the quiet unassuming folk, should they be experts in the hospitality industry?
Hey, careful now, you're treading in the halfling's bailiwick!
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shades of eternity |
Posted - 30 Oct 2019 : 00:06:37 Gnomes are a burrowing species.
Could they have a series of tunnels not unlike groundhogs (or perhaps gummi bears) that are sized for them for easy, quick and stealthy transportation?
edit: thinking about your info, I'd say Gnomes are the undisputed masters of the decanter of endless water and the everburning torch for using them in manners beyond the standard usage.
ha if they are going to be the quiet unassuming folk, should they be experts in the hospitality industry? |
AJA |
Posted - 29 Oct 2019 : 23:39:17
And Re: "Technology" in the Realms, especially as it relates to both gnomes and Lantan, the whole jump to "well, if we've got tinkers we must have tanks" viewpoint really perplexes me. I mean, if that Eberron-style is what you want go wild, but here's some of Ed's writings on both gnomes and "technological advancement" in the Realms (or his envisioning of them, at least);
quote:
I’m not a fan of tinker gnomes in the Realms except as VERY rare, comic-relief individuals (or families). The folk of Lantan and other Gond-worshippers fill the necessary ‘Professor Branestawm/Rube Goldberg’ mad inventor niche quite capably, and I see individual, urban-dwelling (in predominantly human trading cities) halfling and gnome families as the source of small, clever inventions (intricate double locks, fold-down doorstops, removable boot scrapers that double as other useful implements, heat-reflecting stove hoods and fans whose blades are turned by the heat of cooking-fires, and so on).
I see the native gnomes of the Realms (except for the ‘deep gnomes’ of the Underdark) as being the quiet collectors-and-refiners of good ideas from all cultures, who keep low profiles, and make good livings through trading useful items. For instance, I think the majority (and the best) of spectacles, magnifying glasses, spyglasses, and other devices involving glass lenses in the Realms are made by gnomes. Gnomes have perfected the most practical intricate non-magical locks and hinges, long ago mastered industrial-output papermaking and bookbinding, are experts on waterproofing (garments and portable containers for scrolls and flat paper), and are working on building bigger and better looms for “everyday” cloth. Many gnomes are working to perfect wire, and fashion everyday items from wire. [ Candlekeep, Ask Ed '04, 06 May 2004 ]
steam engines (monstrous “rolling-beam” stationary types, akin to those found in Cornish tin mines and elsewhere AND tiny ‘using a fire one builds in a bowl’ sorts) are in common use all over Lantan, but remain “dangerous” curiosities elsewhere (although many Faerunians know about harnessing the hot gas from a fire collected through a hood-and-pipe apparatus). As several posters have mentioned, Gond rules such pursuits, and copious prayers to him will be a part of any steam-work. What the Realms DOESN’T yet have is reliable steam propulsion (locomotives, that is -- although miners’-sweatwork and donkey- or mule-drawn mining railways, with little ‘tip’ ore cars, ARE used here and there, and are known to all dwarves and gnomes). Distillation and other simple steam-related procedures are widely known if not widely understood. [ Candlekeep, Ask Ed 04, 31 Jul 2004 ]
Vanguard, a few pages back (48, to be precise), you asked about the advancement of science in the Realms. I’ve discussed this informally with Ed, and here’s a sort of general reply: science is quite advanced, but aside from ongoing Lantanna ‘tinkering engineering,’ which tends to be quite organized (via the Church of Gond, ideas are shared, or rather, one inventor of Lantan often gets a chance to examine the work of another), almost all scientific knowledge is held by individuals, or passed on verbally as ‘folklore’ and inevitably distorted in the process. In other words, sages write incomplete, opinionated, and often quite skewed books, but aside from short, just-the-basics chapbooks sold in Waterdeep and by wagon-merchants and peddlers elsewhere, there are no generally-available ‘textbooks’ or commonly-accepted body of knowledge. This keeps the ‘advance’ of science at a slow, unpredictable pace: the wild acceleration seen in our real world through improvements in communications hasn’t happened and shows no signs of happening. Temple libraries, of course, from Candlekeep to the private collections of priests of other deities who just “have to know the Inner Truths and Great Secrets,” help to preserve knowledge (and misinformation, too), but there’s no way to access most of it except by busting in and stealing the books. Now THAT would make for a fascinating campaign. [ Candlekeep, Ask Ed 04, 10 Sept 2004 ]
Everything I say here is a generalization, with many local exceptions that DMs should feel free to invent as enthusiastically as they see fit, okay? In the 1370s, in Faerűn, screws and threaded bolts are “holy secrets of Gond,” and pretty much limited to temples and to furniture and special devices built, guarded, and used only by priests of that god. Bolts ARE known to dwarf and gnome smiths, and human smiths up and down the Sword Coast and around the shores of the Shining Sea, but they’re of the (lacking threads) “rod pierced by hole that’s filled with a wedge or pin [[‘cotter pin’ in modern North American real-world parlance]]” sort, where the rod is run through a hole in a timber or stone block, and the pin applied to the hole on its far side to keep the rod from being pulled back through, shim-wedges being used if necessary to make the fastening secure and rigid rather than loose and with ‘play’ in it.
“Strap” hinges with simple, single pivot pins are known and widely used, right across the known Realms, as are rigid angle-braces of the same design (lacking a hinge, but having instead a bent right angle of metal) used to protect and strengthen the corners and sides of carry-chests and strongchests. Hook-and-eye catches are known but not so widely used, being mainly restricted to small-sized, interior uses (seasonal freezing problems make larger and exterior usages rare in the North). Nails, spikes, and wedges (wooden, metal, and stone) are known everywhere, though only dwarves and gnomes make and work with stone ones, and wooden ones are less and less popular due to weathering/short-life problems). Delicate work such as needles and wire tend to be rare and expensive, more known-of in Calimshan and the Tashalar than elsewhere.
You’re correct in surmising that the majority of mongery production among humans is smiths hand-making what is pressingly needed "plus a few extra for sale.” Apprentices are often kept busy making nails and spikes, so successful smiths tend to build up a fairly impressive inventory of nails and spikes of all sizes, as well as hooks and “eye” spikes (spikes made for driving into tree-trunks or wooden walls, with a long shaft made for then fashioning into a ring suitable for fastening ropes to). However, there ARE mass makers of such mongery, including surface human foundries in Waterdeep, Amn (several), Tethyr, Sembia, Turmish, Calimshan (many), and the Tashalar (many). In Cormyr, there are five very busy local smiths but no mongery-only foundries. However, there is one in Arabel, that sells much of its wares either in Suzail, and to the wider Realms through the docks of Suzail (a smaller flow goes the other way, through the Dales to the Moonsea). It’s known as Garthen’s Hammer (after the now-aging smith Askarl Garthen, a human whose family came from Everlund; his own numerous sons and grandchildren work and run it), and (if you have access to the detailed maps of Arabel) is the complex of connected buildings on the north side of the street that runs right through the city, JUST inside The High Horn Gate (south of the row of House of Thond rental warehouses). It was formerly across the street, due south of its current location, but expanded into the premises of a decaying old inn, and Garthen then sold his former location to a wealthy and ambitious Suzailan merchant, one Handren Tharmarklor, who tore down the old smithy and built on its site a mixed-shops complex that he rents out, himself inhabiting the uppermost three floors of “Tharspire,” the tower that rises from the northwesternmost building of Tharmarklor’s Doors (the complex). Garthen more or less permanently rents the southernmost House of Thond warehouse for his inventory of nails, spikes, axe-heads, hooks, eye-spikes, door-plates (both kickplates and lockplates), and strap hinges, from which traders’ wagons run constantly to Suzail and elsewhere (Garthen himself takes no part in marketing his wares, restricting himself to selling from his premises in Arabel). [ Candlekeep, Ask Ed 09, 01 Oct 2009 ]
Also, this last bit I think especially applies:
quote:
Guys, please don't go overboard on applying real-world history (as we foggily understand it, looking back) to the Realms (where magic works, remember?)
Again, every campaign is different, but that all seems more along the lines of "building a better weir" or "refining the smelting methods of brass door-bells to produce a more pleasing tonal chime," and less trying to split the atom to me.
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AJA |
Posted - 29 Oct 2019 : 23:29:19 To get back a bit to the original question,
quote: Originally posted by FR0 Cyclopedia of the Realms, p.46
The Forgotten Folk The Gnomes are called the Forgotten Folk of the Forgotten Realms, for despite the fact they seem an everyday sight in major cities, and have good-sized communities of their own, they seem unbothered by the world and similarly only rarely become involved with it.
Gnomes are among the most common-sense beings in a world filled with all manner of magical things. Their natural tendency towards illusion-craft, instead of making them more crafty, has given them a wisdom to look beyond the fancy trappings of speech and appearance to find out what is really there.
quote: Originally posted by Ed Greenwood Presents Elminster's Forgotten Realms, p.11
The Quiet Folk Urban-dwelling gnomes in the Realms usually seek to be the quiet collectors and refiners of good ideas from all cultures, keep low profiles, and make good livings trading useful items.
This "quietly, quietly" manner has led gnomes to being the truly forgotten folk of the Realms, but also tends to make almost everyone view them as harmless, helpful, and friendly.
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sleyvas |
Posted - 29 Oct 2019 : 22:38:30 I've heard that medusae like to decorate their gardens with petrified ones. |
ericlboyd |
Posted - 29 Oct 2019 : 18:57:17 The first rule of gnomes is that no one talks about gnomes. |
Wooly Rupert |
Posted - 29 Oct 2019 : 18:45:02 quote: Originally posted by BadLuckBugbear
quote: Originally posted by shades of eternity
Well Gnomes were supposed to be masters of illusions in earlier editions.
It's kinda a pity they have their own gods, because I could see an entire belief system for Gnomes based on Leira on that alone.
There could easily be gnomes that do worship Leira. It's a big world, and even after all the filling in done by designers since 1987, I'm sure there's room for another group of gnomes.
Including migratory tribes of hunter-gatherers... They're gnomads. |
BadLuckBugbear |
Posted - 29 Oct 2019 : 17:16:44 quote: Originally posted by shades of eternity
Well Gnomes were supposed to be masters of illusions in earlier editions.
It's kinda a pity they have their own gods, because I could see an entire belief system for Gnomes based on Leira on that alone.
There could easily be gnomes that do worship Leira. It's a big world, and even after all the filling in done by designers since 1987, I'm sure there's room for another group of gnomes.
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Wrigley |
Posted - 29 Oct 2019 : 17:13:09 Maybe the whole "Forgotten folk" is misunderstood. What if they just have a positive attitude and very bad memory? For me they are close to house sprites - they are too big to hide entirely but still keep a low profile and help communities in their light-hearted way. |
sleyvas |
Posted - 29 Oct 2019 : 16:51:30 quote: Originally posted by Wrigley
The idea of golem-like mech sounds fun as long as there is no army of them.
I'd agree. Each should be special, and an army might have "several"... i.e. enough to maybe form a "squad" of a half dozen or so. Taking the concept of spelljammers into this as well, perhaps the more powerful the "driver" the more "responsive" the mech. This makes it that much more techno-magical and not just something that "levels the playing field" the way guns did where anyone could pick it up and use it. Also, these mechs do not need to be metal. I wouldn't be surprised to find a "mech" that's made of carved wood to make it more lightweight and versatile on the battlefield. Some gnomes who interact with Maztica and learn of their pluma and hishna crafting may learn to do things with feathers, bones, skin/leather/scaled hides, etc...
Now I'm picturing a gnome driving a "mech" made of giant parrot feathers mounted on a frame made of bamboo and bone. Another might take the body of a "hakuna"/dragonne and ride in its body area and have some kind of "periscope" system where they're looking out the creature's eye holes. |
shades of eternity |
Posted - 29 Oct 2019 : 02:42:27 Well Gnomes were supposed to be masters of illusions in earlier editions.
It's kinda a pity they have their own gods, because I could see an entire belief system for Gnomes based on Leira on that alone. |
Dalor Darden |
Posted - 28 Oct 2019 : 23:52:44 I prefer gnomes to be more akin to dwarves than fey; but still having that magical touch without the “tinker” aspect. Their more important communities are draped in illusion when possible; but most commonly work in tandem with other good races.
I really don’t like technology all that much in my games, so my gnomes focus more on clerical and illusionist magics.
Of course in my own Forgotten Realms Lantan is a land of fable and rumor because ye ol’ grey box days are my bread and butter.
Because I see gnomes as “The Forgotten Folk” I treat them as a race in decline much like dwarves and elves. |
Wrigley |
Posted - 28 Oct 2019 : 23:03:54 For my game gnomes are just a kind of Fey creature that are less reclusive than most others. Interesting note is however that they have quite a powerful pantheon of their own so there should be a lot of them around... They are very good at staying out of sight but almost any human city have at least some of them. In RoF there are mentions of major groups in Aglarond, Great Dale, Dalelands, Lantan, Thesk and Western Heartlands (the North). The idea of golem-like mech sounds fun as long as there is no army of them. |
shades of eternity |
Posted - 28 Oct 2019 : 22:44:02 What I'm thinking is Kwalish might be a Gnome in the Forgotten Realms and they have many more apparatuses that were inspired by the original design?
edit: and Lantan is the land of the Warborn? |
sleyvas |
Posted - 28 Oct 2019 : 22:38:29 quote: Originally posted by shades of eternity
I really like the idea you presented, but got a feeling it will run head long into the "no guns" in the forgotten realms dogma they've been pushing since 5e.
I actually did a bit of stewing on gnomes a while back and here it is:
http://breadthofpopsanity.blogspot.com/2016/08/thoughts-about-gnomes.html
This is exactly why making the Gnomes the forgotten folk rubs me the wrong way.
So much potential that isn't being used.
edit:
Netheril fell mainly because the Phaerimm are actually a Gnomish contraction.
They built giant sock puppets and waited for the Netherese to overreact. :p
Well, let's face it... the gun options I just showed are not amazing. They could be done without easily. Those "mech" golems could just as easily have a repeating crossbow system instead of "rotating barrels around their forearm". I even gave alternate options instead of "cannon golems" in the form of golems that have a giant ballistae or a trebuchet built into them. The main thing with the "artillery" ones is their mobility and not what they're firing. They can quickly and easily be moved around the battlefield without horse teams, etc... and unlike a tank they could in theory negotiate much more versatilely over terrain. If one wanted to even explain away the power.... well they could even be "telekinectically" hurling objects.... or there could even be some that allow the use of cantrips through the golem. The main thing... you still have gnomes riding around in a "robot". |
TBeholder |
Posted - 28 Oct 2019 : 22:01:34 quote: Originally posted by shades of eternity
If I had better skills, I'd do a revisionist history where it shows where the Gnomes are pulling the string.
You'd have to start with clandestine economics first, if you want the result to make sense. Pulling the strings is what everyone who can does. But pulling the strings while in the shadows means making waves on water that generally attract attention to the source. This expends shadows (gambles status of invisible resources). Thus it can be appraised in terms of "affordable"/"necessary" expenses. Melve's plan is simply "hide in plain sight and stay hidden", which strictly adds value by reducing unwanted interactions.
quote: Originally posted by shades of eternity
This is exactly why making the Gnomes the forgotten folk rubs me the wrong way. So much potential that isn't being used.
How much would they want it to be used? Again, it's down to simple risks/benefits consideration. |
shades of eternity |
Posted - 28 Oct 2019 : 16:54:35 I really like the idea you presented, but got a feeling it will run head long into the "no guns" in the forgotten realms dogma they've been pushing since 5e.
I actually did a bit of stewing on gnomes a while back and here it is:
http://breadthofpopsanity.blogspot.com/2016/08/thoughts-about-gnomes.html
This is exactly why making the Gnomes the forgotten folk rubs me the wrong way.
So much potential that isn't being used.
edit:
Netheril fell mainly because the Phaerimm are actually a Gnomish contraction.
They built giant sock puppets and waited for the Netherese to overreact. :p |
sleyvas |
Posted - 28 Oct 2019 : 16:33:05 Regarding the idea of using Lantan / steampunk etc.... yeah, I'd love to see them doing a "not mirroring our world's technology" but with a focus on things that might be done with golems as "robots". Basically, employing techno-magic. For instance, Nimblewrights are noted as using a water spirit in the 3.5e MM2, and dragon heist says that some nimblewrights are from Lantan. Having some sentient helmed horrors could be interesting.
Having some kind of golem that works like a "mech" might be interesting as well, particularly if its covered in illusions to make it look like say a giant. Maybe the "driver" gets inside and uses enchantment magics to link his mind to the golem's (kind of like a mage and a spelljamming helm), but these special golems maybe are size large and can only hold size small passengers. So, it may be less of them pulling levers on the inside to make an arm swing, and more of a mental command to mirror a movement they themselves are performing. Such golems may also employ smokepowder weapons on the level of the musket in the revolutionary war (perhaps their forearm has 6 or 8 barrels that rotate). Reloading should be a pain, but when they're out of bullets maybe they can pick up a melee weapon OR actually load a NORMAL smokepowder weapon.
On a similar idea, having some kind of walking cannon golem instead of a "tank" or artillery might make sense. Similar creations with ballistae (kind of like the Thayan golem that had an arm that was a bow) or a trebuchet might be interesting as well, and those would be easier to supply/reload. |
Storyteller Hero |
Posted - 28 Oct 2019 : 11:12:49 There are gnomes on Lantan living together with humans. They were practically at a renaissance level of technology before the island disappeared in the Spellplague.
Over a hundred years of development in Abeir may have pushed them into interesting territory by the time they returned as a result of the Sundering.
I'd like to imagine that as engineers, they've reached the level of real life WW1 era technology with a steampunk flavor.
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Cosmar |
Posted - 28 Oct 2019 : 05:24:33 I think Ayrik is on point. Their whole "thing" doesn't jive that much with the Realms tech level/aesthetic. I think other settings give them a more prominent place in the lore.
And to be honest, regardless of edition, gnomes are the race that I've found the least interesting to play. Regardless of their mechanical benefits, I've always blanked on why I would want to play one. I partially blame the fact that all the other core races have a much stronger grounding in other pop culture or (recent) sources of fantastical literature/media. Gnomes, for most people entering D&D, are just too obscure to want to play one. |
shades of eternity |
Posted - 28 Oct 2019 : 03:05:57 was kwalish a gnome? |
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