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Gnomes

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Category: God-Created Races

The gnomes are a sundered people, without a home. When the peoples of the Meraluk Imperium united, their first act was to unite their territories and conquer the surrounding lands. Most of this territory was occupied by gnomes, who had no chance of successfully fighting back. Instead, to survive, the gnomes had to flee.

Roughly half of the gnomes fled to Dwarven Lands, while the rest sought shelter with the elves. Both races saw this arrangement as a compassionate but temporary one, with the assumption that the goblinoid alliance would collapse and the gnomes would be able to return home. That hasn't happened. The gnomes have now integrated into Elven and Dwarven society, as forest gnomes and rock gnomes respectively. They are free, but have no legal status or citizenship. Each sells their talents and labor to their hosts to earn a living, working at magic or industry. The host races look down on gnomes, viewing them as unwanted refugees while happily profiting from their labor. Both gnomes and halflings pity the other's plight.

Gnomes all over the world are bright, funny, thrifty, and clever. They are often involved in finance and trade, and each major city or settlement involves a gnomish market that sets standards and prices for buying and for selling goods and services.

Among the dwarves, a gnome finds his artisan skills most in demand. They often find employment carving stone, metals, gems, wood, and other materials. They have honed this to a fine art, and some gnomish artisans can create mechanical constructs of breathtaking complexity and beauty. At the same time, they conduct research to advance the sciences, such as astronomy and alchemy.

Living with the elves has changed the gnomes as well. They find more and more opportunities for their natural talent for magic, especially in the area of illusion. Combined with a flair for writing, music, and drama, gnomes have entirely cornered the entertainment industry. In addition, as elves become more civilized, some gnomes have begun reconnecting with the plants and animals around them, serving their communities and helping them to live in continual harmony with nature.

At the center of all gnomish society is the idea that everything has a value. Objects, time, knowledge, labor, skill, and even people have a price which can be fixed, analyzed, negotiated, and (with effort) even increased. When other races use words like worthless and priceless, any good gnome will roll his eyes; he knows that everything and everyone has a price.

Because of this, other races have stereotyped the gnomes as greedy, cynical, or miserly. This just isn't true. Most value in the world is in the form of social debts and obligations. For example, when a child is born, a complex series of debts is created. The child owes its mother for his life, a debt that it must replay through a childhood of obedience. The mother owes the child for increasing her social standing, since large families are a gnomish status symbol, and she repays this by feeding, clothing, and caring for the child. The father owes the child for the extension of his family name, which he repays by educating and housing his progeny. The child owes a debt to his father for giving it a name, history, and family, which the child will repay by achieving and succeeding in order to add to that history. And so on.

This arrangement can seem cold and unfeeling to outsiders, but gnomes feel the same depth of emotions as others. They merely express it in a different way. I offer you my friendship, and you offer yours in return. I love my bride, as she loves me. Gnomes see a perfect relationship as creating something of an emotional zero balance sheet.

Several other quirks emerge from this worldview. Status and prestige come not from wealth hoarded or power exercised, but instead from debts accrued and favors owed. Gnomes are horrified by the idea of treasuries overflowing with gold and silver. That wealth should be moving through the world, bettering lives, creating and settling debts. This means that gnomes have less use for the sort of hard wealth that other races use and pursue. Instead, they have developed a series of promissory slips, describing an item transferred or service performed. These slips are imprinted by both parties in the transaction. The slip can be called in at any time for an item, service, or favor of equivalent value. Once used the slip is burned. Slips can be freely traded, exchanged, sold, or given. Anyone who bears a strip can hold a gnome to it.

The gnomish monarchy once kept an immense record of these sorts of slips, freely filing them away and exchanging slips for the equivalent in hard currency. This exchange also kept a vast index of the comparative value of countless goods and services, which anyone could consult in the course of trade. This obsession with value and record-keeping naturally led gnomes to a profession the other races considered distasteful; moneylending. Scrupulously honest and with an excess of currency, gnomes were and remain the perfect place to get a quick loan or to safely store excess funds. The result over time was that nearly every noble and nation owed the gnomes enormous debts in either cash or favors. At any time, the gnomish court could have called in slips that could upend merchant houses or bankrupt kingdoms.

Then, the goblins attacked. The gnomes possessed great intelligence, but little strength. They controlled vast wealth, but had few weapons. And while the allies of the gnomes took their time gathering forces to send aid, the Great Library in the Lord's Palace burned to the ground, taking the record of those nations' debts with it.

Every gnome still carries a promise token on their belt. This is a metal disk, punched through the center, that has been beautifully and intricately carved. This token is given to a gnome at birth, and includes their name, as well as those of their parents and where certain stars were in the sky when they were born. This token is used to seal a promissory slip, and can be impressed in wax or ink for the purpose. A gnome will do or pay nearly anything to recover a lost or stolen token. When two gnomes are married, the reverse sides of their tokens are engraved to match their partner's.

Concepts common to other races are foreign to a gnome. What is forgiveness? If you wronged me, you owe me a debt. If I were to forgive you, I just gave you something equal in value to the original debt, and so nothing has changed. Likewise, a gnome doesn't haggle. While people may work together to determine an item's true value, the idea of paying or being paid more or less strikes them not just a strange, but as morally wrong. Charity is another nonstarter. While gnomes are happy to help, that help must be earned, or benefit the helper in some way; by creating a debt. All of this combines to make gnomes seem honest but selfish, helpful but greedy, friendly but stubborn.

In recent years gnomes' less attractive traits may been growing stronger. They refuse to integrate with their host nations, holding strong to their traditions. They are bitter and untrusting, since they suspect their "friends" let the goblins take their homes to erase their debts. They are sad and angry, seeing a once united nation fraction into two increasingly different groups a world away.

RPGlink

Use the "Rock Gnome" and "Forest Gnome" species from Dungeons & Dragons 5.24.

Articles under Gnomes

  • Rock Gnome: Skyldi
  • Wood Gnome: Glethi

Humans

Details
Category: God-Created Races

Humankind are the last of the races to join the great powers. Humanity has never managed to form one unified empire. (Several other races have dire prophecies in case they ever do.) Most belong to one of the three great nations which constantly alternate between war and alliances. Each of these nations seeks an advantage by warring or allying with smaller communities all around them. Small communities of humans exist everywhere, even in the territories of other great powers and races.

Each of the Three Great Nations is a monarchy, though their rulers are selected differently and have varying amounts of power.

The Empire of Stars is led by an Emperor or Emperess, along with 13 noble houses. Twelve of these represent constellations in the sky, and share the role of Emperor in specified order. (If the current Emperor is of the fourth house, for example, the next will be from the fifth house.) The rulers of each house are the eldest of that house, male or female. The 13th house represents the Sun, and serve as permanent advisors and bureaucrats, running the apparatus of government.

Kragland is ruled by a High Prince. This individual is chosen by Electors and Nominators, each of whom comes from the ranks of the churches and nobility. Nominators choose the candidates for the throne, and Electors place one upon it. At this point, the High Prince has nearly absolute power, with the Nominators and Electors having, at best, advisory roles. Only individuals of the royal line who are not clerics may be elected to the throne. Since traditionally the oldest son of each family is given a high church position, second or third sons are typically elected.

The Kingdom of Wallen is a hereditary monarchy. The oldest in the male line rules on the death of the previous king. His powers are limited, however, by the Great Contract which formed the nation. In return for the right to rule, the king is subject to the factions. Every citizen registers with a single faction, which could be a religious, political, or popular organization. The factions with at least 1% of the citizenry on their rolls receive a seat on the faction advisory, and each receives one vote on the various actions of the crown. Neither the crown nor the advisory may act alone.

Beyond the Three Great Nations, there are several independent city-states. Their governance varies widely, as do their social customs. These city-states make a point of neither allying with nor defying any of the Three Great Nations, lest they be swallowed up and become part of one. There are also countless smaller cities, towns, villages, and settlements. These are typiclly allied with some greater power in order to ensure their survival.

Basic Information

Genetics and Reproduction

Humans are unique in the world in that they can cross-breed with other intelligent races. They regularly form hybrids, with elves and orcs being the most common product. This is known as The Gift of The Clay, and allows humanity to form connections with the species around them. These children usually strongly favor one parent over the other, but there is no doubt about their mixed parentage at a glance.

RPGlink

Use the "Human" species from Dungeons & Dragons 5.24.

BLESSING OF THE CLAY Humans are well known for a unique trait: the ability to interbreed with other races. Relations with humanity over the centuries have produced half-elves, half-dwarves, half-orcs, and more. Aasimar and tieflings are also the result of the humans' remarkable fertility. Both human communities and other races tend to react poorly to such liaisons, with the most hysterical warning of being bred out of existence. More clever and progressive folk, however, value these half-breeds for their unique skills, abilities, and perspectives.

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