| Post/Author/DateTime | Post |
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| His Majesty03-30-04, 11:38 AM | How do you portrait gnomes in your world? Do you think they are a special race, or a good one? I've always found gnomes undefined. They're kind of like elves with all the wood-dwellers, tree-lovers stuff, and they also share the affinity to magic. They're similar to dwarves, since they live underground and are somewhat greedy. They're small, like halflings, and cheerful and optimistic like them. And above all that try to add the facts that they love practical jokes... :nonono:. Does anybody have ideas? Edit: I suddenly noticed the "&qu" in the heading.. I have no idea where that came from. Edit #2: Deleted it (the &qu, that is). |
| Sulaco03-30-04, 11:49 AM | Originally posted by His Majesty How do you portrait gnomes in your world? Do you think they are a special race, or a good one? I don't. I can't stand gnomes, so I normally ban them from games I run and they simply don't exist in worlds I create. GNO GNOMES! |
| Yorlum03-30-04, 11:50 AM | A trite and lame portrayal of gnomes is that they are technologists. I blame this on Dragonlance. Better and more deep concepts of gnomes are that they are the magic-using hill-dwellers [Where the Dwarves were the hill/mountain dwelling fighters and the Elves were the Forest-dwelling magicians]. Gnomes favor illusionism, which can make a potent multiclass with a thief...er rogue Gnomes live in the here and now more than Dwarves, but are not frivolous like elves nor self-serving like Halflings. In this, they are more 'human' than the other Demi-humans. |
| Angel_Azriel03-30-04, 11:53 AM | The way I run gnomes in my game is that they do a lot of tinkering, but, unlike the goblins who like watching things blow up, they make (somewhat) practical things. They've even started work with safer use of gunpowder. There is one gnome who had crafted a +1 Shotgun that a party member had, until he blew his arm off with it. As far as habitat is concerned, they live most like the hobbits in "The Fellowship of the Ring." They have sublevel housing, and are great farmers. |
| Seeker9503-30-04, 12:04 PM | The half-orcs in my gaming group (male wizard and female rogue) think the elf, gnome and halfling all belong to the same race: faerie. The gnome, elf, and halfling disagree. |
| hiryuu03-30-04, 12:07 PM | Gnomes - they live beneath the rolling, naturalistic hills within decidedly artificial steam tunnels and clockwork gears constantly turning and rocking. They store their knowledge within, and from gazing at the movements of the clock, many of them can tell you the story of the knowledge housed there. In the evenings you can see them sometimes, or so they say, walking single file, singing each in tune, picks in hand, their shadows dancing across the hills and fields. It is said that any piece of machinery or device you need can be built by the gnomes given time and effort, but the device you get in turn may not be the one you seek, however useful it may be, and it never works as advertised - while it may function, there is always something about it never fixed, some dread side effect that you can never prepare for. They themselves are often grimy and covered in filthy clothing that speaks of an ancient finery long since coated in grease and paint. |
| His Majesty03-30-04, 12:11 PM | I think I should refine the question: What makes gnomes special and different from the other races in your eyes? And for people like Sulaco (And me): Why don't you like gnomes? "I can't stand gnomes" isn't very helpful... |
| Yorlum03-30-04, 12:13 PM | Originally posted by His Majesty I think I should refine the question: What makes gnomes special and different from the other races in your eyes? See my original post. You can say that 'sure Gnomes live in Hills, so do Dwarves.', but you could also turn that on its head and say that Dwarves copy Gnomes. What makes Gnomes disctinctive, IMO, is flexibility. They are the most 'human' of the demi-humans, adaptable to fighter, Mage and thief easily, and without the psychological issues of Elves and Dwarves. |
| hiryuu03-30-04, 12:16 PM | Okay - In standard D&D: they tend to live in shallow burrows, they're a bit taller than halflings, and much more sedentary. They seem to like their illusion and their alchemy. That makes them different enough to warrant them as a race. Elves are just a bit too haughty - gnomes are very humble (they do everything they can to bring everybody down a notch). Dwarves are a bit greedy and bound to their families - gnomes are only greedy insofar as knowledge, not gold (familial structure of gnomes not gone over). Halflings are little nomadic psychos who don't like to stick around a single place for very long - gnomes love their farms and their burrows. For the world I've got working on right now, I just amped up those things that make them different, and it was creepy, as you see above. |
| His Majesty03-30-04, 12:22 PM | Originally posted by Yorlum See my original post. You can say that 'sure Gnomes live in Hills, so do Dwarves.', but you could also turn that on its head and say that Dwarves copy Gnomes. What makes Gnomes disctinctive, IMO, is flexibility. They are the most 'human' of the demi-humans, adaptable to fighter, Mage and thief easily, and without the psychological issues of Elves and Dwarves. Oh, I forgot to mention that they're inventive like humans. Thus, saying that they're fexible doesn't help too much... but I guess it's something. I'm not trying to say that gnomes copy the other races, just that their flavor isn't well-defined. They're too similar to the other races. And again, I ask what you did to solve it, and whether you think this issue needs solving. Hiryuu - that's pretty helpful. |
| Yorlum03-30-04, 12:30 PM | Well, to me, the fact that they are generalists defines them. I tend to play NPC ellves and Dwarves and Halflings as having serious issues when dealing with outsiders. This take is supported by most literatrue, as well as the racial depictions from early D&D, if not necessarily 3.x . A gnome, alone among the Demi-humans, gets along well in a human-dominated society. Dwarves are dour and suspicious. Elves are flighty and frivolous, and Halflings are stereotyped as thieves. Only gnomes are seen by humans are able to integrate well into a human-dominated environment. Only gnomes, for their part, can typically deal with any demi-human race, and with humans well. |
| reanjr03-30-04, 12:31 PM | I'm the type of person who changes each of the races in every campaign I run. Some of the ways I have run gnomes or designed them: Current Campaign: Gnomes are one of five subraces of dwarves. Personality-wise, they are similar to your standard dwarf, but a little more regal in bearing (all of my dwarves in this campaign are) and more open to contact with other races (most of my dwarves are very insular and are very uncommon). This isn't to say that gnomes have a downplayed role compared to other races, since halflings are also a cursed subrace of elves. (I hope none of my players read these boards on that halfling/elf thing) Gnome?: Several of my campaigns have not featured gnomes. Some of them do not have gnomes at all, while some others treated them as NPC races met only rarely in certain locations. This is the most common option I use. I have nothing against gnomes, but I try to cut down on the number of intelligent humanoids in my campaigns and gnomes are an easy cut compared to elves, dwarves, and halflings (they are similar enough to dwarves that they do not fill a necessary niche and elves are too popular among players). Half-elves and Half-orcs rarely exist in my campaigns (for different reasons), either, so it's not just gnomes. Hall Gnomes: Once campaign featured very Norse-inspired gnomes. They lived in mountain heights in cold halls of wood. They were very fond of history and legend and their skalds were very respected members of their clans. They did not enjoy war so much as the Norse, but were always ready for it. Their halls often guarded passes into otherwise secluded human lands. Tinker Gnomes: Dragonlance-inspired. Inventive little bastards. Thermodynamics!! Slave Gnomes: Slaves to humans. They did all the grunt work so the humans wouldn't have to. Discouraged PC use. Faerie Gnomes: An urban faerie, rarely seen, but responsible for much mischief. No PCs. The list goes on... |
| Seeker9503-30-04, 02:50 PM | Originally posted by His Majesty I'm not trying to say that gnomes copy the other races, just that their flavor isn't well-defined. They're too similar to the other races.Gnomes do not copy all the other races. All the other races copy gnomes. Think about it. Every other race shares something in common with gnomes. Each of the other races copied their favorite aspect of the gnome and fleshed it out. The gnome has an affinity with nature. Elves copied it, but still can't get the burrowing animal language under their belts. Gnomes like the hills. Dwarves tried to do them one better by taking to the mountains. And in trying to be short, the dwarves couldn't quite step up to the plate in that respect either. They ended up squat instead of small. Gnomes are inventive. Humans tried to copy them, but never quite got the creativity element of the inventiveness. Humans are stuck with inventing things that do exactly what they look like they are suppsoed to do. A gnome is quite happy with making a radio that looks like a set of golf clubs. Gnomes are small, and halflings came really close. But in being small, they couldn't quite learn the "growing up" part of it. They got stuck with looking like kids for their whole lives. Half-orcs... well, let's just say that every element of the gnome that the half-orc tried to copy was a failure. They ended up looking more like big ugly humans, without the inventiveness. So the gnome is actually template from which all other races are drawn. Gnoems rule, while the other races are but pale imitations. |
| Lord Nat03-30-04, 02:59 PM | I have seen Gnomes more as tricksters. A shadow drifting in the night as a rack of wine falls over on it's owner. Something a Thief when they need more money for a trick. But once they get an idea for one they will do anything to do it. At lest that is how I have played them. They are the fun loving and free drifter type race to me. They only join parties when they think it might be fun to hang out this some of the people in it. But sense I have only played Bard and Rogue with them I see them fitting that style of play the most. |
| Rorroh Fiendhugger03-30-04, 04:58 PM | I tend to play NPC ellves and Dwarves and Halflings as having serious issues when dealing with outsiders. I remember in 2nd edition, halflings were the most open-minded demi-humans when it came to dealing with other races. I didn't know this was changed in 3rd/3.5 edition? |
| Krelios03-30-04, 05:10 PM | Since it seems relevant, here are the races for my campaign world... The religion is the monotheistic example from Deities and Demigods, since it seemed to fit what I was trying to do anyway. Races of Aerilia Humans: Humans are by far the most prolific and populous race in Aerilia. While not officially a matter of law, the Emperor has always been human as it is an inherited title. Much of the Senate is human (about 80%) and almost 70% of the citizens of the Empire are human as well. Human culture varies by region, with Vikangolic culture closely resembling Anglo-Norman society, Cersian culture similar to Avalonian France, Espanosan culture nearly identical to Spain, and Aerilian culture analogous to Rome. The Göehn barbarians to the north of Espanosa most closely resemble the Goths and the Belrusars are heavily based on Russia and the Ukraine. The primary human religion is the Church of Taiia the Creator. A sun goddess, Taiia represents all aspects of life, including the unpopular (and illegal) church of her Destroyer aspect. The barbarian nation of Göehn follows its own god, however, and its clerics are seen as heretics and blasphemers—not welcome in Aerilia under any circumstances. The Belrusars are not a very religious people, and the Church of Taiia is not common, though it remains their “official” religion. Mechanically, humans are identical to those listed in the Player’s Handbook. Halflings: Halfings are uncommon in the majority of the Empire, though not entirely unheard of. Most hail from Vikangol lands and have a culture very similar to the agricultural Celts. When humans encounter Halflings they are usually treated fairly, though a good bit of staring is likely to occur the farther a Halfling is seen east of their homelands. The primary religion of Halflings is also Taiia, as their culture was similar enough to human culture to integrate with very little disruption when their lands became part of the Empire. Mechanically, Halflings are identical to those listed in the Player’s Handbook with the exception that their favored class in Aerilia is Druid. Elves: Elves are also fairly uncommon throughout the Empire. This is not because they are relegated to positions of lesser social status; quite to the contrary, elves are highly regarded as expert craftsman and lore keepers by the citizens of the Empire. Their rarity stems from their generally isolationist attitude—they do not like to interact with species that live such relatively short lives, as the elves do not believe that the other races can truly appreciate the same things that elves value. Occasionally, an elf will become fascinated with members of other races and travel with them for some time (often the lifetimes of his or her companions) before returning to his or her home. More rarely, a member of another race will find solace in an Elven community, though such instances are rare. Elven culture values art and learning above all else. This philosophy makes their perspective on life much different than the other races, who view art and learning as luxuries more often than not. To an elf, swordplay, archery and magic are among the highest valued of the physical arts, though singing and dancing hold equal social station. Elven religion tends to favor the Creator aspect of Taiia with almost no elves ever succumbing to the church of the Destroyer. Mechanically, elves are identical to those listed in the Player’s Handbook with the exception that their favored class in Aerilia is Ranger. Dwarves: Dwarves are easily the second most common race in Aerilia. The first humanoid race to meet humanity in the dawn of mankind, the Dwarves found a great respect for the industriousness and resiliency of humans. Dwarves tend to be artisans and craftsmen in the Empire, though more than a few have become wealthy merchants and commodities brokers. Dwarven culture values honesty and justice, liars and traitors deserving the maximum possible punishment in their society. Martial prowess is regarded as a rite of passage for Dwarven males, while Dwarven females tend toward academic pursuits. This is not to say that gender has any bearing on law or business, it is merely a social convention that defines these gender roles. The primary Dwarven religion is officially the Church of Taiia, though there is no legal prohibition of the Destroyer aspect in their own documents. However, Dwarves within the Empire accept the Aerilian laws as their own, so any Dwarf found practicing such outlawed religious practices will be dealt with as quickly and harshly as any other offender. Mechanically, dwarves are identical to those listed in the Player’s Handbook. Gnomes: Gnomes are a distant third by population in Aerilia, though still a far greater percentage than elves and halflings. Physiologically related to the dwarves, gnomes tend to be much more extroverted than their “serious” cousins and favor a carefree approach to life. Gnomish culture encourages creativity and invention, anything that can improve the lives of the general populous (or at least impress them) is regarded as a measure of achievement among fellow gnomes. Many favor song and bravado (men and women alike) as a means to make a reputation for one’s self. The worst possible fate for a gnome is to die unknown, and each gnome makes some effort to ensure that he or she has a legacy by which they are remembered. Gnomish religion favors the Creator aspect of Taiia, and they see her as the source of inspiration—hence many of their inventions have historically dealt with heat and light. It is thanks to the gnomes that gunpowder and alchemy have become as commonplace as they are in the Empire, and so they are treated quite well by the human government. Mechanically, gnomes are identical to those listed in the Player’s Handbook. Half-Elves and Half-Orcs: The genetic result of human parentage crossing with either elves or orcs produces these children. Often the product of violent encounters and not a loving relationship, the “half-breeds” tend to find childhood harsh and unforgiving. Occasionally, a half-elf or half-orc will find a home among the humans of the Empire, but they are often treated unfairly in their youth by humans who do not accept them. Less frequently, a half-elf child will be raised by elves, though their much more rapid physiological development presents a number of problems. Almost never will a half-orc child be accepted by an orcish tribe, though on the incredibly rare occasion that they are, the result is almost always a merciless killing machine, turning repressed childhood rage on his or her attackers with an unholy fervor. Half-elves and half-orcs thus have no culture of their own, but adopt the culture of their parents. Similarly their religion is dictated by their parentage, and their social roles are usually impressive one way or another. Both half-elves and half-orcs often feel the need to excel at whatever they do, if for no other reason than to validate their own existence. Mechanically, half-elves and half-orcs are identical to those listed in the Player’s Handbook. |
| Sulaco03-30-04, 05:36 PM | Originally posted by His Majesty I think I should refine the question: What makes gnomes special and different from the other races in your eyes? And for people like Sulaco (And me): Why don't you like gnomes? "I can't stand gnomes" isn't very helpful... For me it is that I've never found them to be special or different in any way. They always seemed like the brainless offspring of a mating between Dwarves and Halflings. I've never found any niche in a fantasy game that wasn't better filled by another race. That and the fact that virtually every one I've ever seen played comes off as something like a cross between an escaped mental patient and a small, localized tornado. |
| Megatron03-30-04, 06:02 PM | In my setting Gnomes and Humans are city dwellers - living mostly together. In their own settlements Gnomes are subsistance farmers and trappers Halflings have few settlements and are typically semi-nomads tribes Half-Orcs are fairly sophisticated nomads of the plains, archers and herders. Half-Elves live in small towns of humans, disliking large cities but preferring the company of humans to elves. Elves of course reside in tree-cities (the trees are literally grown into houses), with the exception of the Holy Atsekeen Empire, a xenophobic elven nation Dwarves live in mountain top cities, where they live very regimented lives of sun worship and martial training. Gnomes are different because they fit in everywhere, no one turns down a gnome begger. |
| Edymnion03-30-04, 06:39 PM | I don't think I've ever actually seen anyone play a gnome. I've looked into them a few times, but I never liked them. Practical jokes and names ten miles long, just nothing really said "Play me!" to me. If I want a small character, I'm almost always just going to adapt a halfling to the job than take a gnome. Don't know why, but gnomes and dwarves just never struck me as anything I would want to play. |
| JohnSnow03-30-04, 06:43 PM | I've always had an issue with Gnomes. Not that I don't like them, exactly, just that they've always seemed a bit redundant. If you'll indulge me for a moment, I'll explain my perspective on the D&D races... Elves - Elves are...well...elves. Standard D&D elves are more like the Sidhe from Celtic myth than anything else. They're beautiful, long-lived, magically potent, master crafters, in tune with nature, etc. Essentially elves are like an uber-race. But they're not perfect. They think they are, but they're not. However, they live longer than everyone else and they ruled the world once. And they've NEVER forgotten it. Dwarves - Tolkien defined the D&D dwarf (with the exception of the whole "bearded females" thing). Nobody has done it as well since. Dwarves are miners and craftsmen. Stout, strong, gruff fellows who live in the hills and mountains far away. Dwarves are also warriors: it's part of their culture. Halflings - Tolkien cast halflings as rural farmer-types who enjoyed their creature comforts. Basically, halflings were the ultimate "everyman" race. They can be the greatest heroes in fiction because they are the unlikeliest. So halflings have a place. Gnomes - Hmmm...Gnomes can be homebodies, but that treads on Halflings. They can be strange forest folk, but that trespasses on Elves a bit. So, what does one do with them? D&D 3e made halflings a wandering gypsy race (Kender, basically) rather than having them like Tolkien's Hobbits. Why? Well, I think it was to make room for Gnomes. Because if Halflings are a wandering gypsy race (like Elfquest elves) then Gnomes can be the homebodies who live in the pastoral burrows. And the two races stop trespassing on each other's turf. Alternative number 2 is to make Halflings and Gnomes like the short equivalent of Humans and Elves. An intriguing approach. But it sorta begs for a "short dwarf" equivalent (a phrase that seems almost redundant). So D&D has a problem...2 races of "little people." This gets even worse with the subraces of halfling and gnome. I mean between 3 races of Halflings and 3 races of Gnomes, there are SERIOUS redundancy issues. Easy solution: dump Gnomes or Halflings (pick your favorite). Slightly more complicated: dump both and create a new "short" race. Possibly most interesting: create "niches" for halflings and one for gnomes so that they stop just being 2 "flavors" of "little people." Make the 'race name' the human one for the race and create new names for what they call themselves (to get away from all Halfling/Gnome connotations). Just my two coppers. |
| Glak03-30-04, 07:45 PM | In my campaign Gnomes live the biggest city (with humans and a few dwarves) and are into technology (the whole city is though). Thousands of years ago Gnomes resulted in a cross between a Dwarf and a Brownie but that was long ago and they have evolved some since then. |
| Iksander03-30-04, 07:49 PM | Originally posted by Sulaco I don't. I can't stand gnomes, so I normally ban them from games I run and they simply don't exist in worlds I create. GNO GNOMES! Same, they're redundant. Actually, not quite the same. I have 'gnomes' as a fey race of malicious spirits which play tricks on the unwary forest traveller in order to teach them 'moral' lessons. They are also the guardians of lost secrets and as such are the enemies of Vecna who seeks to be the master of all secrets. |
| Archtyrant Terevoth03-30-04, 09:23 PM | Originally posted by Sulaco For me it is that I've never found them to be special or different in any way. They always seemed like the brainless offspring of a mating between Dwarves and Halflings. I've never found any niche in a fantasy game that wasn't better filled by another race. That and the fact that virtually every one I've ever seen played comes off as something like a cross between an escaped mental patient and a small, localized tornado. I'm with you Sulaco. I have yet to see a gnome that isn't just an annoying distraction to the group with no personality beyond a desire to annoy others. I suppose they may fit in lighthearted games where adventurers routinely laugh at death, but they just don't fit well in my games which have a much more serious tone to them. Gnomes just don't seem like an adventurer race. In my campaign worlds, gnomes serve the purpose of making the practice of genocide seem morally ambiguous. |
| Skewed Logic03-30-04, 09:47 PM | ..oh my word! ..gnomes are almost all i play..man they rock.. ..i mean im not sure what your askin here..are you askin about their validity as a race as it pertains to a player class..or their substance as it pertains to a link in the circle of life.. ..i think they have wonderfull potential as both..although i would like to see more gnome villains..i think that would rock..who would see that s**t coming.. ..i cant even imagine a world without gnomes.. |
| Megatron03-30-04, 10:28 PM | Originally posted by Skewed Logic ..oh my word! ..gnomes are almost all i play..man they rock.. ..i mean im not sure what your askin here..are you askin about their validity as a race as it pertains to a player class..or their substance as it pertains to a link in the circle of life.. ..i think they have wonderfull potential as both..although i would like to see more gnome villains..i think that would rock..who would see that s**t coming.. ..i cant even imagine a world without gnomes.. Some of my best villians have been gnomes, my favorite was a Gnome Vampire ("Hey, I need to tell you somethin', come here.. No, closer! A little closer, it's a secret...") another fun thing is a gnome Shadowdancer, they're quick and good at hiding - perfect assassins. My current PC is a gnome ranger, he smokes (alot), he's a drunk, he just got kicked out of an order of militant clerics (think crusades) for conduct. He's lived through famines and magic plagues, causing him to distrust magic. He has a very dark sense of humor and a bit of a cruel streak. Awesome gnome character with great role playing opportunities and he's more than decent in combat. I like gnomes. |
| Tenzhi03-31-04, 12:58 AM | Originally posted by His Majesty Edit: I suddenly noticed the "&qu" in the heading.. I have no idea where that came from. It's because everytime you put a quotation mark in that field it's really an ""e" that gets displayed as a quotation mark. However, your thread title apparently ran over by three characters ("ote") so your ""e" got cut off and wasn't displayed as a quotation mark. And in my campaigns I typically give gnomes a mysterious oriental feel. They typically dress in silk outfits reminiscent of old chinese officiate costuming. They smoke long, thin pipes, are often masters of herbalism, and trade in secrets. |
| strenoth03-31-04, 03:14 AM | in my campaign, forest gnomes are the default gnome race (and have a type of Fey) :) |
| Ramius_Mordale03-31-04, 04:52 AM | Gnomes? Hmm.... Gnomes are supposed to be basicly an innocent, light hearted folk that dwell in the hills and forest talking with the animals and taking care of them. Hince is why they can speak with animals. But though they are curious and always up for a trick or two, they like to have thier privacy from the taller folk. May be the reason why they like illusion magics, perhaps? And they share the value of family clans like dwarves, but they are more loose about it and less caring about up holding family honor. And everyone gives you a nick name of what they call you. Hmm... lets see how many nicknames do you think your close friends have thought up for you? And all Gnomes love to build stuff. If there needs improvement on something they tinker with it until they have something better. Heck they probably will keep working on something better even if they actually got it perfect. May be the reason why Humans look to Gnomish books and archecture and engineering? Basicly I think Gnomes are not played correctly a fair amount of the time. (At least in my group of friends) They aren't back stabbers and they could care less about little things of who is right or not. The only thing they want to do is have fun and a good time and mess around while they learn. How else are you supposed to learn? If things aren't doing something really cool you obiviously have a really dull invention right? Well thats what I think makes Gnomes different from all the other races. Hoped that helped with the conversation. *Tosses 2 silver to the barkeeper and walks out the tavern* |
| Drindin03-31-04, 12:39 PM | Gnomes, in my world, a practical jokers, tinkerers, and magicians. However, when you cross over the sea to my friends part of the world... They are a technologicaly advanced species (roughly having made it to the early renissance). They are quite serious in their outlook to life. Truth be told, if you don't like what a gnome is in the given setting, whose to say that that is definite and final? If you don't like it, change it! Whose NOT to say that in your world, all gnomes are stoic, with a serious outlook on life, or whose to say that all gnomes in your world aren't creepy little creatures, who revel in the pain of others. No one but you! |
| Ramius_Mordale04-01-04, 04:01 AM | Whoa, whoa friend. Didn't say Gnomes could be different in other worlds. *Chuckles* But the gnomes in your world sound cool nonetheless. I'd love to play one in your world. But Gnomes can be of any alignment like any other race. And its always fun playing a certain race different from the norm. For instance, I never play Elves completely like the standard Elf and same for any race I ever play besides humans (cause humans run all sorts of personalities). Otherwise why would this Elf or whatever race you are talking about at the time be a heroic character. He doesn't even stand out amoungst his peers. Not saying playing the standard isn't heroic but I always add a quirk of some sort that makes them a tad different then the rest of the crowd. Well anyways, I whole-heartedly agree that you can play any race the way you want to play it. After all it is a game and you can roleplay your character whatever way you want. I was just trying to describe the standard Gnome in the D&D description of a Gnome for the sake of the argument. Not saying I was miss quoted just clearifying myself a bit from my other post. *Chuckles* Sometimes I get in a rush typing and just summit without browsing it a bit for errors and such. Well anyways thats all I really wanted to say. Adios. |
| Drindin04-01-04, 04:21 AM | Now you've got me wondering if you purposley misspelled "clarifying" (which you spelled clearifying) and submit (which you put down summit, which is the top of a mountain or similarily tall object) If you didn't, then please take no offense, but if you did... :D |
| Alac Luin04-01-04, 12:10 PM | Reading this thread, I have to are, the Gnomes are somewhat of an enigma. I have to agree, much of what we think of Gnomes can be blamed on DragonLance, but does have bases in folklore. (think of the cobbler who woke up the day after feeding the birds and found all his work done) I have came to a conclusion that perhaps a way to go with the idea of gnome society as instead of an avg member being a commoner, them being an expert. An average human farmer is a commoner. An average gnome farmer an expert, with skills in things like Knowledge (nature), Craft (tools), Balance (to walk a fence and not fall into the troth), Handle Animal, etc. Heck, just an idea. |
| Ramius_Mordale04-02-04, 01:03 AM | *Chuckles* No offense taken man I usually have tons of typos. Can't spell worth a damn I guess. =P You wouldn't know from my posts that I am actually in College! =) Damn, where are the Gnomes that correct my spelling and grammar at? Nah even better my homework? lol Well I guess I'll just have to live without them. Anyways I do agree with Alec Luin on Gnomes being experts, but, eh, that just my opinion. Well I'm done now I got to find those damn Gnomes before I post this. *Starts searching around the house* |
| beyowulf04-02-04, 02:08 PM | I've always seen gnomes as scholars. If they find a subject that peaks there interest, they'll reasearch it, even if they have to do "empirical reasearch"(adventuring). The knowledge that comes from this, frequently leads to smugness, and the desire to prove their better than others by pulling jokes on people. |