Hey, folks! I've been working on an original world for a few months and wanted to run my Halfling and Gnome circumstances by other experienced players.
Halflings are a kind of handymen. They Travel from town to town doing odd jobs, but doing them very well. Rare to see a family that's been in one place for more than 2 generations. They are good with their hands, not because of extraordinary dexterity, but the sheer force of their confidence and charisma leads them to find solutions because they are sure they will. Semi-nomadic, charming, multitalented and occasionally rogueish, they are travellers with a tool belt.
Gnomes have mostly been wiped out or enslaved. Few if any gnomish settlements remain. If a random traveler found such a place, they were probably never heard from again . Killed or forced to join the secretive community, no one leaves a gnome cloister. Yet gnomes can be found aplenty in the world, if you are looking in the right place. They are the historians of great empires, record keepers of mage orders, librarians. Any gnome in the world has survived by putting their unique intellect and cunning at the disposal of those that could protect them. Fertile but once a century. The child of a gnome in the grander world has almost always grown up with advanced tutelage and guidance to succeed their parents.
Anyway, that's what I've got for that. Advice, critique and comments are welcome!
Halflings seem fine... for lightfoots (lightfeet?) Stoutheart tend to be less charismatic and roguish as a whole. Actual association with ***** people as wandering rogues is considered to be rather offensive; I'd avoid that connotation.
Your gnome backstory seems like it makes it very difficult to have a gnome PC. Its one thing to say that gnomes are vanishing rare. Its another to say that "killed, join a secret community that no one leaves" is kind of a huge deal. Not sure that once-a-century and "fertile" really go together either; adventuring is dangerous, so wouldn't gnomes put a large emphasis on staying safe and rebuilding their people and culture, which would involve staying away from dangerous occupations?
It seemed the opposite to men for gnomes. Adventuring is dangerous. Gnomes are dangerously rare. So what motivation would a PC have to take that character out in the world. Some powerful want or need that would be a joy to weave into a campaign.
These are races created by a god in their own image, typically. Meaning they are predisposed to the predisposition of their God or Gods. I'm sure their is a Yuan-ti who runs the local soup kitchen, but that's not what that race is. And he's rightly have to prove himself trustworthy.
It seems race and ethnicity are being mixed up. Also bringing the morality of our world into another seems kind of beside the point of fantasy. There are no politics that demand cultural correctness beyond the ones imposed by rulers of my world, both saintly and cruel.
Hi folks, let's calm things down and try to remain on-topic. If you believe someone has broken a rule, report them and the moderators will review the situation. The whole topic is starting to slide down a slippery slope and I think we'd all like to avoid it descending any further.
I am posting a quote from the Site Rules and Guidelines—this is not aimed at anyone in particular.
We don't want to see one sided accusations or any other form of naming and shaming.
Posting Any of the Following Subjects on D&D Beyond
The following topics are not to be discussed on DDB on penalty of ban.
Hateful language about race, religion, country (Example: US vs. EU threads), political beliefs, etc.
I'll go ahead and say it's fine to associate fantasy races with alignments and professions, even those considered criminal. In D&D we have outright evil fantasy races, such as the majority of Drow, along with the official race of Kenku who have the description: 'the kenku wander the world as vagabonds and burglars'.
In addition, there is a deity of thieves, a deity of illusions and a deity of lies—it's not unreasonable to theorize that a race could predominantly follow one of these gods. To use the Drow as an example, they predominantly follow Lolth, a chaotic evil goddess.
Thanks for the moderation! Race as a term in D&D can make It trickery to discuss without sparking some emotion, I guess. The goal, of course, is to create fun worlds with interesting people's and dilemnas the players can align or defect from and explore the character they want to be.
Never meant to suggest anything about any people of our world. I hope we can continue to engage on the mechanisms and possibilities of our adventures with civility
I don't see any real problems with the fluff, other than it hedges gnomes out of the base race selection, which is typically my favorite race to play.
I guess you'd have to fill out the world more to justify why the change of heart towards typically lovable gnomes, so the players aren't confused by the concept, because it sounds a bit like something or some group is still trying to wipe them out. What did they do? What line could gnomes have crossed that was so unforgivable that genocide was the best option?
Or is it that they stood for something that was righteous in the cultural concept of the setting, and lost? Or were they simply on the losing side of a morally complicated war?
If I'm a player in your campaign, I would accept the halfling culture you described at face value, because it's not a huge stretch. But I'd want answers about the gnomes and the lore surrounding their decimation.
These are races created by a god in their own image, typically. Meaning they are predisposed to the predisposition of their God or Gods. I'm sure their is a Yuan-ti who runs the local soup kitchen, but that's not what that race is. And he's rightly have to prove himself trustworthy.
The humanoid races that have predispositions are the exception, in my opinion. Most behave the way they do because that's the culture they're born into. Dwarves are taught to be like Moradin. Orcs are taught to be like Gruumsh. There's even examples of radical culture shifts, like the split between dwarves and duergars, elves and drow, or the joining of the goblinoid races.
Yes, their parent deities shaped their cultures, but if you take a baby dwarf and raise it in a halfling household, it's going to behave like a halfling.
You only really start seeing a strong pull towards a specific kind of behavior in creatures that have strong ties to other planes (e.g. angels, fiends, modrons.)
My feeling was that it made gnomes more interesting to play. Their scarcity makes each encounter with them memorable, and like wise any npc encountering a gnome player would understand what a rare novelty it is.
I know in most fantasy worlds, there are a lot of humans, then a fairly equal distribution of other races. In this particular world, humans and dwarfs are very much in the thick of it together. Elves are more akin to traveling nomads than settling in some enchanted forest. Their connection with the fey is a bit more palpable, and migration is normal and expected.
The gnome genocide was a result of a recent, disastrous war. Not the normal state of the world. A forceful attempt and tenuous alliance between the subterranean dwelling Drow and Illithad tgat sought to submerge major cities. Through collectively mind controlled burrowing purple worm and arcane efforts, most of the capital cities fell.
Gnomes were spared. Their militia was not as focused on expansion, their grand cities were more university and religious study than growing metropolis. The were secondary targets of the subsurface invasion at best.
Word reached the gnomes and they prepared their defenses. Pulling from extensive knowledge and innate ability, they gathered forces and prepared all countermeasures. Victory seemed certain for the gnomes as the wave of aggressors pushed onto their fortified location, and in a last minute desperation the Drow leadership exchanged their freedom to Orcus in exchange for strength and the means to defeat the gnomes.
An entire race devoted to his will in the materialplabe and beyond was not something he could pass on, and with great effect he emptied his city to rain demonic force upon the gnome strongholds. Defeat was swift and brutal. No survivors were taken, and a great bounty was placed on each gnome that could be brought before the humiliated Drow leadership.
This is getting long, so to summarize the rest, tiefling held a major position in the infiltration and betrayal of Orcus and the drow. The Illithad retreated during the gnome defeat, stating they had all they needed. A mystery for the players.
Drow retreated underground. Greatly reduced in number and ordered to be killed on site, with no question or parlay. The bounty on Gnomes remained, though. And dastardly folk would befriend them only to turn them in. Gnomes retreated. Erased all evidence of where they could be found. A fee remained at the sides of great leaders.
But Moradin isn't just a thing they are taught. He exists, he's real. It's not an ideal that taught, it's a divine figure that answers back.
Anyone is free to explore the world as they will.The Gods don't force fealty, but worship isn't blind and based solely on faith. It's a thing. Allegiance to a patron has a texture and you can feel it past the mind. It can manifest.
It's divine nature vs. Nurture. That l, to me, is so fascinating.
My feeling was that it made gnomes more interesting to play. Their scarcity makes each encounter with them memorable, and like wise any npc encountering a gnome player would understand what a rare novelty it is.
That's fine, then, if that is your goal. I don't know your group. But if I were joining your campaign and "killed on sight, no parlay" was a descriptor for a base race, I would not be interested in playing that race. If you wish to keep the fluff you have for your gnomes, I would strongly recommend including an inherently friendly race alliance or kingdom alliance where gnomes can live and thrive in relative safety. Add some sort of Refugee Background option, which allows for asylum, free food, lodging, medicine and a boost to Persuasion inside asylum nations or regions.
Killed on site, no parlay was in reference to the Drow. The Gnomes were free to roam, no laws against. It's merely the fear of the bounty upon them and the enormously reduced populous.
But I like the idea of refugee status. A beloved family or orphan of wara town works together to protect.
Alright, let's talk about the other base races then, and see how they fit into all of this. After all, if they are base races, then conceivably, they would be common enough in the world to have been impacted by this war. I'm spit-balling here, so feel free to take, leave, or modify the ideas I'm coming up with.
Aarakocra: "They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien." Okay, they aren't a base race, but this fluff synergizes well with your setting. Here is a perfect race to relate well with the Gnomes. Due to their comparative rarity, it's fair to assume that many Gnomes and Aarakocra form alliances. They're both refugees, both share a love of shiny things, both traditionally good. Due to their general fear and loathing of the underground, drow and illithids would be natural enemies to the Aarakocra, and therefore would sympathize with the needs of their victims.
Dragonborn: Their tendency to go to extremes gives you some room to consider where they landed on this war. I could see the illithids being able to sway them toward an argument for a martial alliance. With some of the gentler races gone, the Dragonborn can walk amongst the world as a predominant race, allowing their clutches and clans to thrive into vast empires. I'd put them largely on the side of the drow and illithid on this war. Players who like the Dragonborn might be inclined to play a redemptive background: a warrior for justice living their life as a redemptive act of restitution. Or they can play the role of the thwarted closeted villain, biding their time to strike out again, a la Death Eaters in Harry Potter. "I had no choice! The illithids were controlling our minds!"
Dwarves: Their fluff screams "guardians of the gate" in your setting. When the drow and illithids went back underground, the dwarves dedicated special units to seeking out the holes to the underdark and sealing them off for good, so that another great war like this never happens again. It fits the fluff for dwarves to think defensively, and makes sense why a dwarf would be out adventuring. There's also a lot of holes out there. Only the stalwart patience of a dwarf could enable the plausibility of such a quest.
Half-Elves: If your elves are vagabonds now, what are your half-elves? They, far more than their racial cousins, are identified by their generally flexible personalities with no real ties to a land, kingdom, or ideal. In standard settings, they are the likely choice for a wanderer. So what are they now? As diplomats, it stands to reason they would've seized the power vacuum left open by the decimation of the gnomes. Perhaps, half-elf societies capitalized on the trade routes, settled in city ruins and built their first true home? I'm tempted to make their city a merchant city: slick and sneaky, but not inherently malicious. Make it a LN city with a tendency to come down hard on visitors who disadvantage the wealthy upper class with heavy fines, or jail sentences with high bail fees. Make them greedy, but not vicious. They're trying to build an empire, after all, which means they need wealth fast, but not at the expense of trade relations and alliances with other base races.
Half-Orc: Their fluff synergizes seamlessly with your setting, and I see no reason to change it. It could be interesting to see a small subservient minority of half-orcs living within the half-elf city working as enforcers, or servants, eeking out a meager living in the less developed parts of the city. Perhaps they came there, too, hoping to find a home where "half-breed" isn't a common slur for them, only to find that even in a society of misfits, they are still the misfits.
Tiefling: From an RP side, Tieflings are the best wild cards of the entire core lineup. I'm not sure you need to change a thing about their fluff to fit it into your concept. If my arm were twisted, I would say they splintered into a civil war. Some took the same perspective of the dragonborns, finally able to create a world where tieflings weren't oddities and outsiders. While others took this as an opportunity that they are not simply vessels of an ancient sin and sought to stand out as heroes in defence against the invasion and hopefully earn a name for themselves other than that of "devil's child."
This is wonderful! I think I'll take bits from all. I particularly love the idea of the unknown and unconvential relationship the arakocra share with gnomes. It is an excellent way to eventually link the PC to a gnome cloister. The few cities that were untouched would have been those high atop mountains. Such a location was always a place I meant for the players to explore, and it's reasonable they would encounter arakocra thereabouts.
Mainly tiefling, having been so instrumental in the turning of the tides, have ended up with titles and land. Old prejudices emerge and they now complicate an already complicated political scene as old families attempt to rebuild and regain property.
The dwarf fluff is exactly what i had in mind.
Half-orc and half-elf have been fortunate, as labor demands are exceptionally high with the race to rebuild kingdoms. As that demand slows, though, many are finding that, amidst the many homes being rebuilt, none seemed reserved for them. The beginnings of a syndicate are emerging amongst some of tge two unlikely companions, as they work out a place for themselves, even if it's seedy. Power struggles are emerging, however, as they explore their alternate ideals on how to run such an endeavor. Others fill out militia and try to reclaim borderlands towns and take account of damage.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey, folks! I've been working on an original world for a few months and wanted to run my Halfling and Gnome circumstances by other experienced players.
Halflings are a kind of handymen. They Travel from town to town doing odd jobs, but doing them very well. Rare to see a family that's been in one place for more than 2 generations. They are good with their hands, not because of extraordinary dexterity, but the sheer force of their confidence and charisma leads them to find solutions because they are sure they will. Semi-nomadic, charming, multitalented and occasionally rogueish, they are travellers with a tool belt.
Gnomes have mostly been wiped out or enslaved. Few if any gnomish settlements remain. If a random traveler found such a place, they were probably never heard from again . Killed or forced to join the secretive community, no one leaves a gnome cloister. Yet gnomes can be found aplenty in the world, if you are looking in the right place. They are the historians of great empires, record keepers of mage orders, librarians. Any gnome in the world has survived by putting their unique intellect and cunning at the disposal of those that could protect them. Fertile but once a century. The child of a gnome in the grander world has almost always grown up with advanced tutelage and guidance to succeed their parents.
Anyway, that's what I've got for that. Advice, critique and comments are welcome!
Two things.
Halflings seem fine... for lightfoots (lightfeet?) Stoutheart tend to be less charismatic and roguish as a whole. Actual association with ***** people as wandering rogues is considered to be rather offensive; I'd avoid that connotation.
Your gnome backstory seems like it makes it very difficult to have a gnome PC. Its one thing to say that gnomes are vanishing rare. Its another to say that "killed, join a secret community that no one leaves" is kind of a huge deal. Not sure that once-a-century and "fertile" really go together either; adventuring is dangerous, so wouldn't gnomes put a large emphasis on staying safe and rebuilding their people and culture, which would involve staying away from dangerous occupations?
It seemed the opposite to men for gnomes. Adventuring is dangerous. Gnomes are dangerously rare. So what motivation would a PC have to take that character out in the world. Some powerful want or need that would be a joy to weave into a campaign.
These are races created by a god in their own image, typically. Meaning they are predisposed to the predisposition of their God or Gods. I'm sure their is a Yuan-ti who runs the local soup kitchen, but that's not what that race is. And he's rightly have to prove himself trustworthy.
It seems race and ethnicity are being mixed up. Also bringing the morality of our world into another seems kind of beside the point of fantasy. There are no politics that demand cultural correctness beyond the ones imposed by rulers of my world, both saintly and cruel.
Hi folks, let's calm things down and try to remain on-topic. If you believe someone has broken a rule, report them and the moderators will review the situation. The whole topic is starting to slide down a slippery slope and I think we'd all like to avoid it descending any further.
I am posting a quote from the Site Rules and Guidelines—this is not aimed at anyone in particular.
I'll go ahead and say it's fine to associate fantasy races with alignments and professions, even those considered criminal. In D&D we have outright evil fantasy races, such as the majority of Drow, along with the official race of Kenku who have the description: 'the kenku wander the world as vagabonds and burglars'.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Thanks for the moderation! Race as a term in D&D can make It trickery to discuss without sparking some emotion, I guess. The goal, of course, is to create fun worlds with interesting people's and dilemnas the players can align or defect from and explore the character they want to be.
Never meant to suggest anything about any people of our world. I hope we can continue to engage on the mechanisms and possibilities of our adventures with civility
I have removed references to specific racial slurs from this thread, which I am sure weren't meant to cause offence.
One of the difficulties of the internet is language & varying cultures mean we often have different understandings of certain words.
No formal warnings have been sent, but I shall PM some users to discuss.
Please continue to discuss and, as VillainTheory stated above, if there is an issue, please report for a moderator rather than respond to the post. :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I don't see any real problems with the fluff, other than it hedges gnomes out of the base race selection, which is typically my favorite race to play.
I guess you'd have to fill out the world more to justify why the change of heart towards typically lovable gnomes, so the players aren't confused by the concept, because it sounds a bit like something or some group is still trying to wipe them out. What did they do? What line could gnomes have crossed that was so unforgivable that genocide was the best option?
Or is it that they stood for something that was righteous in the cultural concept of the setting, and lost? Or were they simply on the losing side of a morally complicated war?
If I'm a player in your campaign, I would accept the halfling culture you described at face value, because it's not a huge stretch. But I'd want answers about the gnomes and the lore surrounding their decimation.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
The Forum Infestation (TM)
My feeling was that it made gnomes more interesting to play. Their scarcity makes each encounter with them memorable, and like wise any npc encountering a gnome player would understand what a rare novelty it is.
I know in most fantasy worlds, there are a lot of humans, then a fairly equal distribution of other races. In this particular world, humans and dwarfs are very much in the thick of it together. Elves are more akin to traveling nomads than settling in some enchanted forest. Their connection with the fey is a bit more palpable, and migration is normal and expected.
The gnome genocide was a result of a recent, disastrous war. Not the normal state of the world. A forceful attempt and tenuous alliance between the subterranean dwelling Drow and Illithad tgat sought to submerge major cities. Through collectively mind controlled burrowing purple worm and arcane efforts, most of the capital cities fell.
Gnomes were spared. Their militia was not as focused on expansion, their grand cities were more university and religious study than growing metropolis. The were secondary targets of the subsurface invasion at best.
Word reached the gnomes and they prepared their defenses. Pulling from extensive knowledge and innate ability, they gathered forces and prepared all countermeasures. Victory seemed certain for the gnomes as the wave of aggressors pushed onto their fortified location, and in a last minute desperation the Drow leadership exchanged their freedom to Orcus in exchange for strength and the means to defeat the gnomes.
An entire race devoted to his will in the materialplabe and beyond was not something he could pass on, and with great effect he emptied his city to rain demonic force upon the gnome strongholds. Defeat was swift and brutal. No survivors were taken, and a great bounty was placed on each gnome that could be brought before the humiliated Drow leadership.
This is getting long, so to summarize the rest, tiefling held a major position in the infiltration and betrayal of Orcus and the drow. The Illithad retreated during the gnome defeat, stating they had all they needed. A mystery for the players.
Drow retreated underground. Greatly reduced in number and ordered to be killed on site, with no question or parlay. The bounty on Gnomes remained, though. And dastardly folk would befriend them only to turn them in. Gnomes retreated. Erased all evidence of where they could be found. A fee remained at the sides of great leaders.
But Moradin isn't just a thing they are taught. He exists, he's real. It's not an ideal that taught, it's a divine figure that answers back.
Anyone is free to explore the world as they will.The Gods don't force fealty, but worship isn't blind and based solely on faith. It's a thing. Allegiance to a patron has a texture and you can feel it past the mind. It can manifest.
It's divine nature vs. Nurture. That l, to me, is so fascinating.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Killed on site, no parlay was in reference to the Drow. The Gnomes were free to roam, no laws against. It's merely the fear of the bounty upon them and the enormously reduced populous.
But I like the idea of refugee status. A beloved family or orphan of wara town works together to protect.
OH! Ok. I'm starting to get it.
Alright, let's talk about the other base races then, and see how they fit into all of this. After all, if they are base races, then conceivably, they would be common enough in the world to have been impacted by this war. I'm spit-balling here, so feel free to take, leave, or modify the ideas I'm coming up with.
Aarakocra: "They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien." Okay, they aren't a base race, but this fluff synergizes well with your setting. Here is a perfect race to relate well with the Gnomes. Due to their comparative rarity, it's fair to assume that many Gnomes and Aarakocra form alliances. They're both refugees, both share a love of shiny things, both traditionally good. Due to their general fear and loathing of the underground, drow and illithids would be natural enemies to the Aarakocra, and therefore would sympathize with the needs of their victims.
Dragonborn: Their tendency to go to extremes gives you some room to consider where they landed on this war. I could see the illithids being able to sway them toward an argument for a martial alliance. With some of the gentler races gone, the Dragonborn can walk amongst the world as a predominant race, allowing their clutches and clans to thrive into vast empires. I'd put them largely on the side of the drow and illithid on this war. Players who like the Dragonborn might be inclined to play a redemptive background: a warrior for justice living their life as a redemptive act of restitution. Or they can play the role of the thwarted closeted villain, biding their time to strike out again, a la Death Eaters in Harry Potter. "I had no choice! The illithids were controlling our minds!"
Dwarves: Their fluff screams "guardians of the gate" in your setting. When the drow and illithids went back underground, the dwarves dedicated special units to seeking out the holes to the underdark and sealing them off for good, so that another great war like this never happens again. It fits the fluff for dwarves to think defensively, and makes sense why a dwarf would be out adventuring. There's also a lot of holes out there. Only the stalwart patience of a dwarf could enable the plausibility of such a quest.
Half-Elves: If your elves are vagabonds now, what are your half-elves? They, far more than their racial cousins, are identified by their generally flexible personalities with no real ties to a land, kingdom, or ideal. In standard settings, they are the likely choice for a wanderer. So what are they now? As diplomats, it stands to reason they would've seized the power vacuum left open by the decimation of the gnomes. Perhaps, half-elf societies capitalized on the trade routes, settled in city ruins and built their first true home? I'm tempted to make their city a merchant city: slick and sneaky, but not inherently malicious. Make it a LN city with a tendency to come down hard on visitors who disadvantage the wealthy upper class with heavy fines, or jail sentences with high bail fees. Make them greedy, but not vicious. They're trying to build an empire, after all, which means they need wealth fast, but not at the expense of trade relations and alliances with other base races.
Half-Orc: Their fluff synergizes seamlessly with your setting, and I see no reason to change it. It could be interesting to see a small subservient minority of half-orcs living within the half-elf city working as enforcers, or servants, eeking out a meager living in the less developed parts of the city. Perhaps they came there, too, hoping to find a home where "half-breed" isn't a common slur for them, only to find that even in a society of misfits, they are still the misfits.
Tiefling: From an RP side, Tieflings are the best wild cards of the entire core lineup. I'm not sure you need to change a thing about their fluff to fit it into your concept. If my arm were twisted, I would say they splintered into a civil war. Some took the same perspective of the dragonborns, finally able to create a world where tieflings weren't oddities and outsiders. While others took this as an opportunity that they are not simply vessels of an ancient sin and sought to stand out as heroes in defence against the invasion and hopefully earn a name for themselves other than that of "devil's child."
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
This is wonderful! I think I'll take bits from all. I particularly love the idea of the unknown and unconvential relationship the arakocra share with gnomes. It is an excellent way to eventually link the PC to a gnome cloister. The few cities that were untouched would have been those high atop mountains. Such a location was always a place I meant for the players to explore, and it's reasonable they would encounter arakocra thereabouts.
Mainly tiefling, having been so instrumental in the turning of the tides, have ended up with titles and land. Old prejudices emerge and they now complicate an already complicated political scene as old families attempt to rebuild and regain property.
The dwarf fluff is exactly what i had in mind.
Half-orc and half-elf have been fortunate, as labor demands are exceptionally high with the race to rebuild kingdoms. As that demand slows, though, many are finding that, amidst the many homes being rebuilt, none seemed reserved for them. The beginnings of a syndicate are emerging amongst some of tge two unlikely companions, as they work out a place for themselves, even if it's seedy. Power struggles are emerging, however, as they explore their alternate ideals on how to run such an endeavor. Others fill out militia and try to reclaim borderlands towns and take account of damage.