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Bladewind
Master of Realmslore
Netherlands
1280 Posts |
Posted - 24 Feb 2013 : 17:18:51
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Ed's latest Forging the Realms article ominously refered to the possible threat of extravagant gnomish inventions created to maim and kill. If gnomes ever turned their cheerful ingenuity towards trapbuilding they could swiftly rule large swaths of the underdark and faeruns surface.
If I'd ever run with this premise I'm thinking gnomes would eventually be able to construct unstable multibombs, explosive threats that can raise havok on city level scales; tireless gondsmen militia, armed with highspeed spikedchains; and/or elite commando gnomes armed with multitools able to demolish anything given enough time, and easy ways of transporting them behind enemy lines through air, (sub)terranean or aquatic high-ways. |
My campaign sketches
Druidic Groves
Creature Feature: Giant Spiders |
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Markustay
Realms Explorer extraordinaire
USA
15724 Posts |
Posted - 24 Feb 2013 : 18:43:52
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I don't want to over-do the tech in my current campaign, but I have allowed it now to some small degree, but I'm still not sure if I want the steampunk 'clockwork' tech or the magitech variety. I do like all of your ideas above, though.
My biggest problem ATM is that I am using PF rules, and those gnomes don't really mesh well with the 'Tinker Gnome' concept. Right now I am toying with the idea of having the Grey Gnomes (ones that have gotten 'The Bleaching') be the same as the Svirfneblin, and just move those to the Shallowdark (not the Underdark at all really - more like the 'sub-cellars' beneath the cellars). I can picture them in The Warrens of Waterdeep.
I've also given most of the 'tech' over to the Dwarves (one particular group of them, anyway), and assigned the Halflngs the 'Tinker' role, so the standard D&D/FR Gnomes don't have a lot of room ATM. I'm thinking Paizo had the right idea, and turned their gnomes back into the 'magical illusionists' they were originally. Now that everyone can do everything in newer editions, they seem to have lost their place. They've become very redundant with Halflings.
Anyhow, I plan to give some of these 'toys' to my Duargar (who are also a 'shallowdark' race now... I'm not big on the Underdark... not very useful as is). I had the airships run by gnomes, but maybe I'll say the Duergar build them... they just have a fear of flying (so it's mutually beneficial situation to have the Grey Gnomes run some of their affairs). My Grey Gnomes are more like Jawas. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 24 Feb 2013 18:45:40 |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 24 Feb 2013 : 21:03:53
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quote: Bladewind
I'm using the Cult of the Dragon, and a dragon attracting device would be highly desirable ... to easily contact dragons ... As undead they'd be immune to the draconic resonance effect. Excellent.
Undead are not, however, immune to wrathful dragons who - after enduring weeks of relentless, incessant, distracting, intolerable day-and-night gongalongagonging - respond to the "summons" in a bit of an unrested and unhappy state. Consider it less a magical effect than a psychological one ... not unlike a car alarm summoning angry neighbours after 2d12 hours.
[Edit]
And what might happen when two disagreeable dragons should arrive simultaneously? Or ten, or twenty? |
[/Ayrik] |
Edited by - Ayrik on 24 Feb 2013 21:10:35 |
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Bladewind
Master of Realmslore
Netherlands
1280 Posts |
Posted - 24 Feb 2013 : 22:28:43
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quote: Originally posted by Ayrik And what might happen when two disagreeable dragons should arrive simultaneously? Or ten, or twenty?
They'd have a late night dragon rampaging party/battle!
Ah, your intend is for it so be more of an annoying alarm. Such a pendulum device needs to be highly portable to ensure future uses though, because it would likely be dragonsmashed. I was thinking of more of a sonorous sleep like effect tailored to dragons, hence Soothing Pendulum...
Meanwhile the cultists could try to enter their lairs and secure their dragon hoards... Sure they'd need some knowledge of their lairs lay out beforehand to even be remotely succesful, and they are unlikely to know exactly how far the Draconic Soothing Pendulum can reach.
The truly brazen or confident wearers in purple then confront the tired dragon on its return to its lair, offering even more opportunities to expand its hoard if it turns dracolich or denying them a large part of their current hoard. They could further remind them that future periods of annoying but mesmerising gong sounds would be removed aswell upon turning dracolich. |
My campaign sketches
Druidic Groves
Creature Feature: Giant Spiders |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 24 Feb 2013 : 22:54:14
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Your variation is as intriguing as mine.
The Realms seems to often emphasize the classic Krynn-inspired (and dangerously incompetent) "crazed gnome technologist" stereotype, basically the absent-minded eccentric brilliant scientist multiplied by the usual D&D extremes. These fellows are interested in devices which can accomplish a task, and how that task is accomplished, but they are utterly unconcerned with the practical usefulness or application of that task ... complexity always seems to trump efficiency.
While crazed gnomish tinkerers who build explosive-steam-powered wristwatches are entertaining (and certainly do represent part of Gond's faithful), I can't see them really accomplishing anything truly revolutionary except by pure accident. The Gondsmen of the Realms for the most part must be similar to technological innovators of our world - that is, they don't just build a device to do something because they can, they build it because it's necessary and productive and helpful (even if they need to artificially stimulate or create the need). Surely the race of gnomes must be able to produce an Archimedes, Babbage, Edison, Ford, or Zefram Cochrane? Even a Scheele or Paracelsus would be remarkable. |
[/Ayrik] |
Edited by - Ayrik on 24 Feb 2013 22:55:33 |
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Markustay
Realms Explorer extraordinaire
USA
15724 Posts |
Posted - 25 Feb 2013 : 14:29:46
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Hmmmm... I hadn't thought about usages for that particular bit (until now), but I would probably use both variations to create my 'adventure' situation.
For instance, suppose some ancient Elevn/Sarrukh/Imaskari/etc tome had details of a 'Chime of Draconic Summoning' (a purely magical device), and the CotD caught wind of that. Now, they'd have a great deal of trouble replicating the purely magical effect (being that the magics involved are no longer 'fully operational', or of the 'Elven High Magic' variety), so they enlist the aid of some gnomes/Gondsmen to help build something similar.
So, whereas the original 'ancient artifact' had the ability to lull the dragon into a semi-hypnotic state (perhaps still asleep even) and be able to call it forth (like sleep-walking) and have it be fairly docile (if handled properly), the 'new & improved' Arcanotech device would be like that car alarm - driving the dragons into a rage and having them arrive quite... PERTURBED.
Which is why you need to give gnomes HIGHLY detailed instructions... and make sure they were actually listening to you. They will try to (re)create something to do something irregardless of the specifics or consequences. You know how Genies (and other beings) try to twist the meaning of your 'wish' to their own ends? Gnomes do that sort of thing by accident.
"Why are you so upset? The device killed the enemy army, just as you requested."
"But... but... it killed EVERYONE on the battlefield... including my OWN army!!!"
Ohhhh... you didn't want that? Why didn't you tell me?"
Thats kinda how I picture Tinker gnomes. They're dangerous because they are so damn oblivious. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 25 Feb 2013 15:15:49 |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 25 Feb 2013 : 14:54:03
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Whereas I envision Gnomas Edison, a tinker who loves to tinker and who worships Gond rather fervently through his understanding and innovation of craftsmanship and technologies. Bringer of such modest wonders as steam-powered street lamps, mechanical laundry devices, and automated self-resetting mouse traps. While blowing up an army (or all armies) on a battlefield is spectacular stuff, it's the paying subscribers/donators who really sustain Gond's greatest new inventions over time. |
[/Ayrik] |
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Markustay
Realms Explorer extraordinaire
USA
15724 Posts |
Posted - 25 Feb 2013 : 15:20:53
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By 1479 DR, we SHOULD have gas-powered street lamps, because RAS thought to use gas (and create piping and direct it) during the War of the Spider-Babe. Why everyone would have just ignored/forgotten about that after it was all over is beyond me.
Here's a thought: What if some natural gas pockets fell out in Plaguelands (or Wild Magic zones - pick your poison)? Can you imagine the strangeness you'd get by using plague-gas to light your lamps? I can think of hundreds of uses for such an in-game (and open-ended) phenomena.
"I swear! The flame actually left the lamp and attacked me!" |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 25 Feb 2013 15:21:42 |
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