I've set up a situation where I've got rock gnomes and deep gnomes in a large cave system and both of them are dealing with invading species, bad guys, etc. I'm curious how you would set up each of the societies and how they'd react to the party (a mix of forest gnomes, halfling, wood elf, human) traveling into their area. My players are mostly benevolent, but they have been known to get some sticky fingers. What kinds of flavor would you add?
One interesting idea is to have the rock gnomes hate the deep gnomes more than they hate the invading species (and vice-versa). Yeah, it is not the wisest choice for them, but it is fairly typical of real life. Think of it as good old fashioned racism. Also the wars between Catholic and Protestants were often far worse than the Holy Wars, if only because of the close proximity. (Irish vs English, not to mention the 30 Years War.)
An interesting dynamic could be having the two Gnomish Kings/governments wanting to join in a Confederation to fight the invaders, but having to overcome their own citizens racism. You could have the players help create the Confederation, or it might already exist and being torn apart by gnomish terrorists on both sides and the players have to find out who are the traitors.
If it were me I would have both gnomish societies be friendly with each other but give them a reason to hold separate from one another. Like maybe they have diametrically opposing ideas on something relatively simple and will hey they the gnomes take very seriously. Something like the gnomes equivalent of whether the chicken came first or the egg did. The disagreement is over something that won’t actually put them at odds with each other but that they disagree on so fervently that they would rather not have to encounter each other on a daily basis to avoid the literally endless debate over it.
I would have both societies welcome the party with open arms as travelers. In the old days one of the few ways that anyone ever got news from anywhere more than five miles from their own house was by means of any travelers that came through. So I would have both gnome groups eagerly greet them. I might even give them some cultural ethic similar to the rules of hospitality that were held in Ancient Rome or Greece and the various peoples of the Americas and in any Asian culture I’ve ever learned about and I think even the Scandinavias too for that matter. A traveler was more than a guest they were under your protection and it was your duty to see to their safety and wellbeing until they left as long as they didn’t overstay their welcome and become a burden or do anything to break their obligations as a guest. So for maybe a couple of weeks the party would be honored around town and due all the curtesies and privileges that come along with that but if they stay longer than that without contributing to the community or if their fingers start to get sticky like you mentioned then they better GTFO or face the consequences.
Forgotten Realms lore: All gnomes were created by Garl Glittergold and share the same pantheon. Deep gnomes live primarily in the Underdark. Rock gnomes live on the Surface and upper cave systems. So while there are some cultural differences, they're close enough in behavior that a deep gnome city isn't much different from one on the surface. Of course, the Underdark is exceptionally dangerous. So while they have an exceptionally well developed defense system, they're welcoming of peaceful members of other races. They've even given some magical technology to Elves.
With this in mind, I would make the scenario that the large cave system is a trading hub between the Surface and Underdark in the region known as the Upperdark. Contrary to most of the Underdark, this area would appear to be a city/trading post that you would see on the surface. Gnomes excel at illusionary magic so I'd have a permanent illusion on the cavern's ceiling that mimics the day and night cycle on the surface. As long as the party is peaceful the gnomes should be welcoming to most visitors. I would also have a virtually impregnable and highly visible defense system which the gnomes are using to keep their cavern safe.
For example: Blingdenstone sits behind a adamantine reinforced vault door which leads through a maze trapped with spell gems storing high level magic. The defenders have an upper area where they can cast spells, fire arrows, drop acid & oil and such on invaders as said invaders attempt to breech the outer door and traverse the maze. Once inside, the city is haunted by gnomish ghosts and a section is populated by friendly wererats who will happily aid in the city's defense.
As far as sticky fingers... well, we're discussing gnomes. There's been plenty of gnome rogues and, as a species, all gnomes love pranks. If your players decide it's a good place to steal from, think of some creative pranks the gnomes can use to punish the characters with. Maybe rats start scurrying off with their items while they sleep and then they find said items being sold by a gnome offering them a special friends only discount. Or they keep being woken up by illusions. How many illusions can someone take before they no longer know what's real and what's not?
Here's a take: The rock gnomes tunnelled down - while the deep gnomes tunnelled up. No one can agree who arrived in the cave first, but regardless, a compromise was struck: The rock gnomes have the upper half of the cave, building on ceilings, suspending roads and bridges from above. The deep gnomes have the lower half, building conveniently on the floor.
In the middle of the cave is a large stalagmite/stalagtite, which supports a platform, halfway between the two settlements. This serves as market, toll booth, concil chambers and more.
The gnomes have created a near-incomprehensible mesh - or mess - of rules, laws and regulations that govern their ever-increasingly complicated cooperation and peaceful co-existance. The rock gnomes have access to the surface, and near-endless friendly customers of gnome-craft - while the deep gnomes have access to deeper veins and more raw materials.
Well, it's a start, at least =)
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
It's interesting to me that none of the responses suggest that the deep gnomes are evil. I thought that was the default (not that I'm intent on making that the case). I appreciate the input.
It's interesting to me that none of the responses suggest that the deep gnomes are evil. I thought that was the default (not that I'm intent on making that the case). I appreciate the input.
That's because, in lore, Deep Gnomes are not evil. The Monster Manual lists their alignment as Neutral Good.
It's interesting to me that none of the responses suggest that the deep gnomes are evil. I thought that was the default (not that I'm intent on making that the case). I appreciate the input.
There has never been a period where deep gnomes were an evil race- they've always been the token good subterranian race. You might be thinking of grey dwarves.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's interesting to me that none of the responses suggest that the deep gnomes are evil. I thought that was the default (not that I'm intent on making that the case). I appreciate the input.
.. they can be evil if you want them to. It doesn't change much of anything. There have been plenty of real-life nations or societies that were - to my view, as a humanitarian democrat - undeniably evil, and on a day to day basis, those were not that different from the little honey pot of cuddly goodness I'm from: The Shire.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Might be fun to have them be friendly on the face, but have deep seated hatred for each other. Maybe the rock gnomes would align with duergar and the deep gnomes with drow and have them all duke it out.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I've set up a situation where I've got rock gnomes and deep gnomes in a large cave system and both of them are dealing with invading species, bad guys, etc. I'm curious how you would set up each of the societies and how they'd react to the party (a mix of forest gnomes, halfling, wood elf, human) traveling into their area. My players are mostly benevolent, but they have been known to get some sticky fingers. What kinds of flavor would you add?
One interesting idea is to have the rock gnomes hate the deep gnomes more than they hate the invading species (and vice-versa). Yeah, it is not the wisest choice for them, but it is fairly typical of real life. Think of it as good old fashioned racism. Also the wars between Catholic and Protestants were often far worse than the Holy Wars, if only because of the close proximity. (Irish vs English, not to mention the 30 Years War.)
An interesting dynamic could be having the two Gnomish Kings/governments wanting to join in a Confederation to fight the invaders, but having to overcome their own citizens racism. You could have the players help create the Confederation, or it might already exist and being torn apart by gnomish terrorists on both sides and the players have to find out who are the traitors.
If it were me I would have both gnomish societies be friendly with each other but give them a reason to hold separate from one another. Like maybe they have diametrically opposing ideas on something relatively simple and will hey they the gnomes take very seriously. Something like the gnomes equivalent of whether the chicken came first or the egg did. The disagreement is over something that won’t actually put them at odds with each other but that they disagree on so fervently that they would rather not have to encounter each other on a daily basis to avoid the literally endless debate over it.
I would have both societies welcome the party with open arms as travelers. In the old days one of the few ways that anyone ever got news from anywhere more than five miles from their own house was by means of any travelers that came through. So I would have both gnome groups eagerly greet them. I might even give them some cultural ethic similar to the rules of hospitality that were held in Ancient Rome or Greece and the various peoples of the Americas and in any Asian culture I’ve ever learned about and I think even the Scandinavias too for that matter. A traveler was more than a guest they were under your protection and it was your duty to see to their safety and wellbeing until they left as long as they didn’t overstay their welcome and become a burden or do anything to break their obligations as a guest. So for maybe a couple of weeks the party would be honored around town and due all the curtesies and privileges that come along with that but if they stay longer than that without contributing to the community or if their fingers start to get sticky like you mentioned then they better GTFO or face the consequences.
Forgotten Realms lore: All gnomes were created by Garl Glittergold and share the same pantheon. Deep gnomes live primarily in the Underdark. Rock gnomes live on the Surface and upper cave systems. So while there are some cultural differences, they're close enough in behavior that a deep gnome city isn't much different from one on the surface. Of course, the Underdark is exceptionally dangerous. So while they have an exceptionally well developed defense system, they're welcoming of peaceful members of other races. They've even given some magical technology to Elves.
With this in mind, I would make the scenario that the large cave system is a trading hub between the Surface and Underdark in the region known as the Upperdark. Contrary to most of the Underdark, this area would appear to be a city/trading post that you would see on the surface. Gnomes excel at illusionary magic so I'd have a permanent illusion on the cavern's ceiling that mimics the day and night cycle on the surface. As long as the party is peaceful the gnomes should be welcoming to most visitors. I would also have a virtually impregnable and highly visible defense system which the gnomes are using to keep their cavern safe.
For example: Blingdenstone sits behind a adamantine reinforced vault door which leads through a maze trapped with spell gems storing high level magic. The defenders have an upper area where they can cast spells, fire arrows, drop acid & oil and such on invaders as said invaders attempt to breech the outer door and traverse the maze. Once inside, the city is haunted by gnomish ghosts and a section is populated by friendly wererats who will happily aid in the city's defense.
As far as sticky fingers... well, we're discussing gnomes. There's been plenty of gnome rogues and, as a species, all gnomes love pranks. If your players decide it's a good place to steal from, think of some creative pranks the gnomes can use to punish the characters with. Maybe rats start scurrying off with their items while they sleep and then they find said items being sold by a gnome offering them a special friends only discount. Or they keep being woken up by illusions. How many illusions can someone take before they no longer know what's real and what's not?
Here's a take: The rock gnomes tunnelled down - while the deep gnomes tunnelled up. No one can agree who arrived in the cave first, but regardless, a compromise was struck: The rock gnomes have the upper half of the cave, building on ceilings, suspending roads and bridges from above. The deep gnomes have the lower half, building conveniently on the floor.
In the middle of the cave is a large stalagmite/stalagtite, which supports a platform, halfway between the two settlements. This serves as market, toll booth, concil chambers and more.
The gnomes have created a near-incomprehensible mesh - or mess - of rules, laws and regulations that govern their ever-increasingly complicated cooperation and peaceful co-existance. The rock gnomes have access to the surface, and near-endless friendly customers of gnome-craft - while the deep gnomes have access to deeper veins and more raw materials.
Well, it's a start, at least =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
It's interesting to me that none of the responses suggest that the deep gnomes are evil. I thought that was the default (not that I'm intent on making that the case). I appreciate the input.
That's because, in lore, Deep Gnomes are not evil. The Monster Manual lists their alignment as Neutral Good.
There has never been a period where deep gnomes were an evil race- they've always been the token good subterranian race. You might be thinking of grey dwarves.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
.. they can be evil if you want them to. It doesn't change much of anything. There have been plenty of real-life nations or societies that were - to my view, as a humanitarian democrat - undeniably evil, and on a day to day basis, those were not that different from the little honey pot of cuddly goodness I'm from: The Shire.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Might be fun to have them be friendly on the face, but have deep seated hatred for each other. Maybe the rock gnomes would align with duergar and the deep gnomes with drow and have them all duke it out.