Showing posts with label gnomes. Show all posts
Showing posts with label gnomes. Show all posts

Saturday, August 18, 2018

The Borderlands: Mithvale (...so far)



South of the grey mists and black shores of Zholtovka, north-east of the cursed Lake of Gold, and just a sliver to the west of the Howling Mountains, nestled between the Mith and the Demorna Mountains sits the Mithvale. Mithvale was once a prosperous dwarven kingdom established shortly after the Wyrd Wars and famed for its craftsmanship, its industry, and its army of "tin soldiers". It stood as one of the shining kingdoms in the Age of Wonder, but dwarven prosperity never lasts and all that shines fades. Mithvale's wonders were nearly lost to the first dark age. Giants invading from the north demolished the defenses of the dwarves, crushing their armies, looting their treasures for their own vanity, erasing dwarven innovation and enslaving the survivors of the invasion. Mithvale would've faded into the stuff of legends if not for the recent reclamation of the ancient city of Mithrak.

 NEW MITHRAK: THE CITY OF PROGRESS
Two centuries ago, seven dwarven clans and thirteen gnomish familie left Rhyn-Durazar, fleeing from the draconic invasion of the Saesun Civil War, and took their combined fortunes and skills to rebuild in their ancestral homeland. These families were ambitious and industrious folk-- merchants, craftsmen, and investors, who after being failed by the leaderships of kings and priests, sought to build a new type of community atop the ruins of old Mithrak.

The twenty families formed powerful organizations, called The Urbzthrong in dwarven tongue or "clan conglomerates" in common tongue, that used their combined skills to craft and sell a number of cheaply priced but adequately produced & clan-branded products throughout Sublanarya. Each of these family corporations is overseen by Vithzars or, in common, "corporate lords". The city is structured to best serve the interests of the urbzthrong:

At the bottom of the city, the ancient dwarven ruins of old Mithrak have merged with the city's complex sewage system that transports waste out of the city. The sewer systems are operated by native ratfolk and other "undesirables" that are forced to live in the subterranean ghettos built into the ruined passage. On street level, the city is surrounded by a wall maintained by the urbzthrong's cooperation. Surrounding the wall are the outskirts, home to tent cities, cheap taverns, inns, stables and other basic services, resembling a border town that stretches around each side of the city, and provides for the needs of the corporate laborers and passersby. The gates of the city are guarded to allow and monitor the passage of laborers through the entertainment and business districts and into the industrial districts. 

The entertainment districts are home to bars, clubs, theaters, brothels that attract the coin of laborers and lords alike. This is district is commonly owned and controlled by criminal organizations & foreign guilds to act as a front for any number of unsavory practices. The business districts house smaller businesses that make their products and serve their customers on site. Most of these businesses do not own their properties and are either indebted or partially owned by one of the urbzthrong. The industrial district is home to a maze of massive factories and plants, with steam and smoke rising up and forming a permanent cloudy haze over the area, and is divided by the various urbzthrong. The laborers wear uniforms specific to the urbzthrong that owns their plant and each campus is guarded by corporate security.  These plants serve as the lifeblood of the city, drawing laborers from hundreds of miles away for the opportunity available, and producing everything from textiles to metalwork to food stuffs to weaponry for customers from Grand Saeffura to Undai.The wealthy management, the corporate lords, live in the central district. The central district, also called the Cloud District, is home to impressive "cloud scrapers', building that tower several stories above the pollution of the city. These elites look down upon the city below and rule with a golden fist.

There are no elected officials or laws in this city. Justice comes at the hands of corporate security, little better than mercenaries paid to represent the interests of the vithzar and wearing the colors of their prospective urbzthong, and but have little interest in the rights of the city's citizens. Their job is to maintain order, which means just as often tracking down thieves and apprehending murderers as it does cracking down on would-be unionization and unrest, and to serve as the personal army of the vithzar. Disputes between corporate lords or often resolved in shadow wars between these mercenaries that can end in literally hostile takeovers. Mithrak is a place where wealth and connections are power. But, recently, a revived ancient technology threatens the balance of power: the return of automatons.


Disputes between corporate lords are often resolved in shadow wars between mercenary groups that, in the past, end with literally hostile takeovers. Mithrak is a place where wealth and connections equal power. Recently, a revived technology of the ancient Mithrak dwarves has threatened the balance of power: automatons.

Automatons are artificial humanoids made of metal, wood, porcelain and magic. They were originally built to fight during the Wyrd Wars. each automaton is created by a combination of engineering, magic and a small spark of the divine: artificers build the bodies, mages concoct the the runic instructions that inform the automaton's programming, and the creators each add a little both of their souls to give the automaton life. Automatons are slaves built to do mundane, tedious and/or hard labor. They make excellent laborers due to their hardiness and their low cost of upkeep. They usually lack enough self-awareness or consciousness to question the commands of their masters or proests poor treatment. They can easily work in twenty hour shifts before needing a short four hour recharge. But not all automatons remain so simple...

Some automatons are "awake" and have become self-aware. Many of these automatons are immediately "decommissioned", effectively destroyed, upon discovery by their overseers but other owners allow these models to remain operational, giving them more complex jobs that fit their personalities, and some are even given some freedom to do as they please. But many oppose the use automatons wholesale.

Many laborers have found it harder and harder to find work as the workforce is automatized and believe this trend will just get worse. Others have ethical concerns about the creation of artificial life and fear an inevitable uprising from this physically superior slave class. Attacks on automatons and their creators have been undertaken by several groups but the corporate lords have crushed most rebellion and dissent. The vithzar do not believe they can continue to compete without taking advantage of the efficiency of automatons.

And despite all of the inequality, with the vithzar controlling everything and guaranteeing the continued success of their families, the city portends to be a bastion of freedom and equality. It does open its doors to everyone: goblinoids, half-orcs, and even kobolds can be found working in Mithrak. The best example of this is the Emerald Bank. It is most important banking institution of the entire continent, it is owned by a green dragon named Smaragdine and operated by goblins and kobolds.

The Urbzthrong
Of the 20 urbzthrong, gnomish and dwarvish "corporate clans" that rule Mithrak by controlling the various industries of the city of progress, some are more prolific than others. Here are some examples:
  • The most powerful conglomerate in Mithrak is Forge Tech. This corporation is composed of the gnomish Tinktonk family & dwarven Brokenforge and Strongbeard clans. The Tinktonk and Brokenforge are the architects of New Mithrak. The Strongbeard were once a strong crime family and bring their skills in espionage, smuggling and security to strengthen the urbzthrong. They are also responsible for the innovation of incorporating automatons into their manufacturing and produce goods including: armor, building materials, tools, weaponry, and components such as wagon wheels and anchors. Their products can be found throughout the realm and are a favorite among merchants because, while low quality, they are cheap and widely available for restock.
  • The Silver-Rings are a dwarf family that control a chain of mining operations throughout the northern continent and specialize in the crafting of high-quality jewelry. They have carried over these skills into the crafting of small pieces for clockwork and machinery. Their symbol, three interlocking rings, is a symbol of fine work respected by purveyors of luxuries and engineers alike. 
  • The Button-Eyes uniquely earned a spot among the urbzthrong by being the only halfling family to earn the respect of the big families and controls much travel along the Ribbon River that winds throughout the valley. Impressively, they have managed to keep the city from building causeways carrying pollution into their river, often via sabotage, and have one of the cleanest waterways. The Ribbon River is a difficult river to fjord but they've managed to make it an invaluable route for shipping goods to and from Mithrak, Zholtovka, the Imperium and the dwarven holds to the west.

There are over a dozen other urbzthrong operating in the city today, competing to dominate their market, push out the competition and to expand their influence. And there are other forces at work in the back alleys and sidestreets that operate outside of the urbzthrong's influence.

Mithrak is the city of opportunity and progress. But it is not the only civilization to be found in Mithvale. 

THE MITH MOUNTAINS

The Mith Mountains stretch along the shores of the lake of Gold and serve as the southern border of the Mithvale. These mountains are formed of white and grey stone, tinged with green and red growth, and are a beautiful, wild but hospitable sight to the natives of Mithvale. Just over the mountains and past the passageways through it, are the temperate and jungle environments found in the Imperium, and all manner of exotic threat. Luckily, these threats are usually dealt with by the Imperians and dwarves serving at the Saint Gates.

In the shadow of these mountains, are numerous dwarven, human and gnomish settlements. While some exist as satellites or way points for the wagons and riverboats carrying goods from New Mithrak, others have managed to make a home here even before the reclamation of the city, and have their own storied pasts. Mostly agricultural or mining settlements, these small towns and villages have managed to survive and now thrive thanks to their remote location. They make good trade with the supply trains and merchants traveling to and from the city. Many of these settlements, much like Mithrak, are built on or nearby ancient settlements and ruins that are of interest to historians and treasure hunters alike.

But explorers should be weary of all manner of monster and goblinoid that have taken these ruins as their lairs.

 
THE LONELY MOUNTAINS OF DERMONA

Cold and lonely. Those are the words that describe the high peaks and deep crevices that form the land that the snow elves call "Demorna". The mountains of Demorna form the natural barrier between Mithvale and the Hold. They start in the foothills of the valleys that form the titular Mithvale and quickly steepen into the sides of the mountains that raise up and dominate the eastern horizon of the land. The mountains themselves are some of the tallest and most treacherous of Sublanarya, with frigid winds that quickly transform the slope into a canvas of white speckled with black stone that offers little refuge, and would seem inhospitable to all but the hardiest of creatures. And yet, some still manage to call these mountains home.

The Olossar
The snow elves of the lonely mountains made their home here during the first dark age and have isolated themselves ever since in the frozen peaks. They've adapted extremely pale white skin and hair to better blend into their environments and are shorter, stockier and hardier than their iaurdin cousins. They are known to spend their time focusing on survival and occupy themselves by crafting objects of beauty. Perhaps no peoples are better adapted or more knowledgeable of the secrets of these mountains.

They are known to hunt the orcs and other evil-doers who invade their mountains with extreme prejudice, help lost travelers indirectly and fiercely defend their mountains against under-elves who would enslave them.

Morgana La Fey, The Terrible and Magnificent
Lesser gods are known to walk among the borderlands of civilization. The goddesses of witchcraft, far from zealous priests and meddling mages, play out their feuds, wrestling with forces natural, divine and magic alike for power are not to be trifled with lightly. Their petty vengeance is legendary and perhaps, save Baba Yaga, none are more infamous for their inscrutable pettiness than Morgana La Fey.

Morgana was once a fey princess of some long-lost civilization that settled between the planes in the valley. There was a great calamity and that civilization, like so many civilizations of antiquity, was lost to time. Morgana remains as an immortal and terrible artifact of the Tuathans. Legends say the tuathans could take the form of animals and wielded great power. Some legends, spoken by the snow elves, say that tuathan refugees hide among the peoples of Mithvale. From what do they hide? Morgana.

Morgana makes her lair in the Raven Tower, high in the peaks of the lonely mountains, and looks down upon the Mithvale with a jealous interest. Her goals are indiscernible but her every action sends ripples throughout the realm. She commands a great host of orcs, goblinoids and barbarians that have fallen under her thrall and sets them to all manner of terrible tasks. Entire villages are wiped out by her army for refusing her requests, families are hunted down by mercenaries to be dragged back to her ebony tower for gods know what, and, to remind any who would forget who truly rules the realm, she takes the form of a great black feathered dragon and casts shadows over the homes of those that would call themselves lords and gods. Only a fool would refuse her.

UZKOLGAZT: THE NIGHT FOREST
To the north, bordering Zholtokva and Mithvale, is the dark and gloomy forest of Uzkolgazt. It is also called the Night Forest and stretched for hundreds of miles. The name comes from the density of the trees and the Northern winds that sweep storm clouds from the Dead Sea, across the neighboring swamplands, that perpetuate cold, damp and darkness in all but the height of the summer months when the forest becomes steeped in humidity. It has a notorious reputation thanks to its proximity to the supernatural horrors of Zholtovka and the orcish tribes that call it home. It is mostly avoided by humanoids but it would be foolish not to keep an eye on this contested region.


The Boarshead
Nago, the pig-headed demon prince of brutality, is known to manifest through the children of his worshipers. A scion, with a boar's head, was born and quickly rose to prominence. He slew all chieftains that opposed them and butchered their children until so many tribes fell under his thrall that he formed the largest orcish horde the continent had ever seen. Nago would've lead the horde on a path of destruction but he was challenged & slain by the orcish folkhero Smalldog (Smagund). But that did not completely stop the threat.

Nago's worshipers, his dark priests, salvaged the head and, using necromancy, manage to preserve and commune with the demonic boar's head. The Boarshead Cult manages to maintain a strong hold over the orcs of the region and stand as a threat to civilization should they ever mobilize past small raids.


 The Red & Blue Company
The goblins and bugbears that have settled into this region are often little more than scattered tribes scraping along from their cave and ruin homes. The Red & Blue Company, led by hobgoblins, stands as a prolific mercenary band that has taken the old dwarven fort of Azramidgal as their base of operations. The Red & Blue mostly engages in raids on the communities of Mithvale and into the Hold but do send small bands of warriors to seek employment as mercenaries. Their leader, Fulgrass, hopes to legitimize their services and looks for opportunities to build their reputation and warchest.



Otterlings
Even in the most hopeless places, there is hope.

These natives of the swamps of Zholtovka are a small race of aquatic muskelid humanoids resembling river otters. They have managed to survive in one of the cruelest environments of the realm by a mix of caution, cooperation and good fortune. They carefully monitor their waters for threats, quickly spreading information via their musical language, and avoid the prying eyes of would-be predators with ease. Many fisherman can spend years in the same waters without knowing they share them with entire communities of otterlings. 


Most people know otterlings from the few that get jobs aboard the Button-Eye trade-ships as navigators along the Ribbon River.

Friday, April 14, 2017

Gnomes Just Wanna Have A Good Time: The Creation of Gnomes & Gnoldo the Mushroom King

The gnome's patron god is not an overbearing or grandiose father like Iaur of the elves or Urd of the dwarves. Gnoldo the Mushroom King, or "Father Mushroom" as he is often affectionately called by his children, does not demand they carry out any crusades or live by a strict code. If anything, Gnoldo just wants his children to have fun.

As the story goes, gnomes are from the Twilight Realm of Dawn, where all feyfolk originate from the silliest pixie to the nobles elf. Gnoldo's creation is rarely a topic of discussion among gnomish priests or scholars but most would say that Gnoldo was born from the smile or laughter of the Mother. It is then postulated that he became trapped under the ground during the cataclysm that destroyed the clay peoples and remained their for eons before the sound of a single drop of water splashed upon a pool in the cavern, that the gnomes call the Cavern of Souls, made the sound of tittering laughter and awoke him.

Gnoldo found the pool, a pool of the mother's tears shining like a rainbow, and saw a reflection of himself. Amused, the god began telling himself jokes and, with each punchline, the pool bubbled up. Each bubble was so beautiful and unique that Gnoldo scooped them up and, to his surprise, they were beautiful gemstones beyond compare. He told jokes until he had so many different colored gems he had to use magic to create a bottomless bag of holding to carry them all.

It is said that these gems, called "Soul Gems", contain the unborn souls of every gnome, born of the Mother's tears and the gnome-father's jokes, and that every newly born gnome is a gift from Gnoldo himself.

Gnoldo was so proud of his gems that he told everyone in the Dawn realm about his treasure and showed them off in the Fey courts. This way a mistake. Several powerful feylords and beings tried to steal the bag away. Eventually, one of Gnoldo's card game partners, a clever kobold named Zomokar Wyrm-Tongue managed to steal away the bag while Gnoldo nodded off during a game of Turnips.

Zomokar stole the gems and took themto his home under Wyrm Hill. There he planted the gems and gnomes grew like mushrooms in the soil. He dug them up and had them slave away in his mines. Zomokar became rich and powerful beyond his wildest dreams. His mines were so impressive that even the gods grew envious. He ignored their requests until Tiamat, the dragon queen herself, asked for a tour of the mines.

Zomokar and his kobolds worked the gnomes into overtime to prepare for the visit, sweeping every bit of dirt from every hall and shining every gemstone until the halls of Wyrm Hill were a divine sight to behold, and prepared a great feast. Tiamat arrived in the form a of a beautiful woman with dark hair wearing a dress of red, blue, black, green and white scales.

The kobold was quick to try and impress the goddess. He gave her a grand tour and many gifts, including the bag of soul gems. She seemed impressed. At the feast, she requested he invited every kobold and gnome into the great hall that the kobold had set up by digging out a large cavern in the middle of the mines. With the room filled with gnomes and kobolds, Tiamat asked to stand and speak a few words.

Tiamat began telling jokes, mocking Zomokar, much to his frustration and confusion. As she did so, the gnomes and kobolds began laughing. The laughter was so great that is shook the very walls of the dining hall. The laughter was so great that it echoed through all the halls of the mine and shook the supports of every tunnel. The laughter was so great that the whole mine came crashing down.

After all, it wasn't Tiamat at all. It was Gnoldo in disguise. Just as the hall fell in around them, Gnoldo revealed himself and Zomokar cursed him. The cave in killed all the kobolds of Wyrm Hall, even Zomokar who's hatred of Gnoldo ascended him to godhood but trapped him in his collapsed mine (leading to the rivalry between kobolds and gnomes to this day), and, with Gnoldo's mercy, the gnomes were returned to gem form. Gnoldo dug each of them out of the collapse hill, scooping them into his bag, and took the bag with him to the material plane to give them a second chance.


The gnomes split into two groups: the gnomes that had been reverted to gems after being slaves became the rock gnomes and those that had remained in the bag became forest gnomes.


Rock gnomes live in burrow settlements built in hillsides. They are known to be more social among gnomes, particularly setting up profitable partnerships with dwarves, and are known for being friendly, inquisitive, and energetic. Rock gnomes embody the inventive nature of Gnoldo, making toys and machines both for their own amusement and profit, and are some of the most clever peoples in the world of Narya. They are usually difficult to differentiate between forest gnomes but rock gnomes are known to have more natural hair and eye colors and are built taller and more solidly than their forest counterparts. They are much more likely to come to conflict with neighboring enemies, especially kobolds, and have a warrior culture.


Forest gnomes live in secluded villages built in forests. They are known for being shyer than rock gnomes and often go so far as to protect the locations of their homes with powerful magic. Indeed, the forest gnomes are just as curious and friendly as rock gnomes, but are usually more cautious than their rock kin. They seek to maintain peace and tranquility, avoiding conflict when they can, and ally themselves with unusual creatures to maintain their peace. Forest gnomes are extremely playful, making games out of their farming and crafting work, and are known for being childlike. They also stand out due to their brightly colored hair, from bubblegum pink to neon green, and matching bright clothing. They avoid conflict by using illusion magic and clever tricks.

There are also Deep Gnomes who, in Sublanarya, are remnants of gnomes who escaped giant slavery by going deeper into the Underdark

Deep gnomes are hardy, secretive, and serious. They are actually at odds with the stereotpical gnome personality. It is believe that their optimism and cheerful demeanor was beat and bred out of them by the giants. They are mostly unheard of but some have made contact with dwarves and gnomes in recent years briefly. While shrewd, sullen and even suspicious, they seemed well-meaning in these meetings, trading well-crafted goods and information about local threats in these exchanges, before disappearing back to their secret cities. They have ashen grey skin and dark eyes. Males are remarkably lacking in hair or beard, while their females wear their white, grey or black hair short to their heads. Svirneblin are used to fighting the many horrors and foes of the Underdark.

Gnomes are often called the "forgotten folk" because of their emphasis to avoid meddling in or being meddle with by other creatures affairs.

If there is a "doctrine" of gnome religion it is pretty simple: have fun.

Gnome priests emphasize that, while life can often be difficult and challenging at time, a good attitude will help you weather any troubles. A good sense of humor and sharp wit will help you overcome obstacles. Friends and family are greater treasures than any gemstone.

Pessimism and negativity should be rejected and over-seriousness and self-importance should be avoided. It is important to promote optimism and positivity.

You should work to keep everyone in good spirits. Everyone in the community should work together to make sure that everybody is happy and healthy. The greater good of the community should always be considered.

Do not fear change, embrace it. Do what works.

If there is any criticism against gnome ideology, particularly by their dwarven friends, it is that gnomes often seem to just ignore their problems rather than confront them directly and that they don't take anything seriously. Gnomes always prefer compromise over conflict. This can often lead to gnomes allowing something to get out of hand because they believe that the problem to just go away.

Despite the criticism, it is clear that have successfully avoided the wars and catastrophes that have devastated Sublanarya in recent history.

An important side aspect of gnome priests, often jokingly called "mushroom farmers", is the importance of the "magic mushroom" to gnome culture. "Non-magic" mushrooms are grown as food by gnomes living in cavern or forest. The mushroom is considered a gift from Gnoldo.

Magic mushrooms, on the other hand, caused those who eat them to hallucinate. Gnome priests believe it is possible to see beyond the material plane and into the ethereal and divine by proper use of these mushrooms. In fact, those that manage to master these "trips" are said to be visited by Gnoldo himself.

Magic mushrooms are grown recreationally and for special religious holidays. In fact, it is considered an important rite of passage for a young gnome to take magic mushrooms on his name day. Usually, they are given as a gift by the gnome priests and the experience is supposed to give the young gnome their first taste of responsibility. That said, magic mushroom abuse is a problem in some gnome communities. Gnome priests are supposed to regulate and oversee the use of the mushrooms to prevent abuse but it still happens.

Furthermore, as the magic mushrooms have made it out of gnomish communities they have become highly prized commodities among intellectuals, spellcasters and nobility wishing to "meet the mushroom king". Magic mushrooms are actually illegal unless by gnomes in special gnome ceremonies in lands controlled by the Iaurdin Empire. That has done little to slow the spread of this popular drug.
It is said there are still gnomes in the fey realm, diminutive as pixies, that live amongst Gnoldo's mushroom fairies. If there are, they've learned to hide over the millennia from the dawn fey and would likely be even harder for those native to the material plane to find their ilk. Especially if they are being guarded by the mushroom fairies.

Mushroom fairies are said to grow wherever Gnoldo goes. They are usually peaceful and easy-going creatures, prone to a little mischief when they are small, but otherwise gentle. That is until someone or something threatens their young or they are riled to protect their homes. Mushroom fairies can grow to incredible sizes and know powerful fey magic that make them a serious threat to any forest or caverns under their protection.

Gnomes consider them to be sacred creatures, some gnomes priests even inviting them into their villages for special festivals, but most marking their territory as sacred places off limits.

As for Father Mushroom, he is said to travel the planes playing pranks, looking after gnomes and growing new mushroom forests. Plus he still has to contend with enemies like Zomokar and Dezmar the White Mole.

Saturday, October 1, 2016

Empire Ascendant: Imperial Holdings of The Tytanyan Pact


THE TYTANYAN PACT: 
SAESUN, SMOLDER, ALBYON, & NUAR

A century and a half ago, the Isle of Saesun was gripped in a civil war between human kings. Their ancestors had come to the peaceful paradise isle as refugees. Out of mercy, the iaurdin convinced the sylvanar and the metallic dragons to let the humans settle until they could return back to the east. The humans settled and were allowed to use the lands as they wished as long as they respected the sacred groves of the sylvanar. The elves and dragons managed to keep the peace between the settlements as they developed into kingdoms. But perhaps it is in the nature of humans to quarrel. The humans began fighting over valuable resources, bickering over petty misunderstandings and creating war out of nothing. The metallic dragons picked sides and, after thousands of years of peace on Saesun, war broke out.

The elves tried to broker peace, they tried to abstain, but the men of Saesun began burning down their forests, killing their sacred animals, and escalating the war to greater heights. The sylvanar tried to intervene out of self-defense but brought the war home. The death of the sylvanar king, Opheros, was the final injustice that the iaurdin could not bear. Something had to change.

Since the beginning of the world, Saesun and the elves had been protected by powerful celestial runes that not only prevented invasion but helped keep many dangerous extra-dimensional threats from entering the world of Narya by force. Among these forces, were the chromatic dragons trapped since the Creation War. Queen Tytanya used her knowledge of the arcane to change the runes so that Red Typhon and his tyrant lords could enter Sublanarya through a gate she opened in Ryn-Durazar.

The following war was swift: the dwarves of Ryn-Durazar first endured devastating natural disasters caused by the gate opening and then were forced to abandon their homes under threat of dragon fire, then the iaurdin and the chromatic dragons forced the human kingdoms into submission, and the metallic were exterminated.

Ryn-Durazar became Smolder, the home of the chromatic dragons, and Saesun became the heart of the iaurdin empire. Together, they formed the Tytanyan Pact and the Tytanyan Age began. Over the next hundred years, they took complete control of the western seas of Sublanarya, colonized the island chain off the coast of Tazlan, and conquered the western kingdoms of Thule. The islands became Nuar and the kingdoms became Albyon.

Together these regions form an empire that have shaped the events of the last century in Sublanarya. But this realm is not merely an army of elves and dragons; it is a place of incredible natural beauty and home to the millions of citizens of the empire.

Saturday, September 10, 2016

"The Little Peoples": Dwarves, Gnomes, and Halflings

THE LITTLE PEOPLES OF SUBLANARYA

Sublanarya is not merely populated by elves, humans and their ilk; in fact, there are over a dozen sentient races that make home to the realm and today we're discussing the next three races that strongly characterize the north western region of Sublanara and they have one thing in common: they are all short.

Yes, really, that is the rather lazy bond these three races share or it would be if they didn't have something else in common: they are three races that have depended on and supported the elves and are all caught between the machinations of those two more dominant races. The relationship between humans, elves and the "little peoples" is actually quite fraught at times but ultimately they are passengers on the crazy ride of the Tytanyan Age and the stagecoach drivers are fighting.

Despite being pushed aside by the egos of human and elf empires, these races have each found their specific niche and will likely continue to play their part in the upcoming theater of economics, politics, war, religion, and magic.