11/14/2008

Races of Azura: Halflings and Gnomes

Gnomes

There are three separate sub-races of gnomes on Azura: Deep Gnomes, Forest Gnomes and Rock Gnomes. Forest and rock gnomes speak the same basic language but with different dialects while the deep gnomes have a unique language all their own. The life span of all gnomes is between 150-200 years.
Gnomes are seen as an intermediary race on Azura. Because they maintain excellent relations with all other races (humans, dwarves, elves, halflings, and even half-orcs or other sub races) they often play the part of trader, peacemaker, or traveling salesman between communities. Gnomes, however, are not known as particularly sociable within their own race. Rarely are large gnomish communities formed, as the typical gnome is a intellectual seeker/teacher of knowledge, or a tireless worker on gems or rock, both lifestyles lending little time for socializing. Gnomes are fascinated by history and hoard knowledge and it’s many forms the way other races hoard gold or gems. Interestingly, gnomes in Azura form their most lasting friendships with like minded others of different races. It is not unusual to find a gnomish scholar teaching at a human university, or a gnomish smith working side by side with Dwarves in a clanhold smithy. Most gnomes tend to be loners that only maintain close relations within their own family unit and certain non-gnomish close friends. Their other close relationships are with burrowing creatures such as badgers, moles, rats and weasels, who often live in a home with a gnomish family and are treated more like companions than pets or watchdogs.

Some of the most powerful mages in Azura are gnomes, and they excel in any field of magic equally. Gnomes are the only race to get along with both elves (the elves respect their knowledge of history, especially relating to warfare) and halflings (the little folk amuse the gnomes, who are usually serious in all other aspects).Azuran gnomes have the standard AD&D magic resistance and ability to detect natural phenomenon underground. In battle gnomes add +1 to attack kobolds or goblins. When attacked by any creature over nine feet tall (including Ogres, Trolls, and Giants) these monsters must subtract -4 from their attack rolls because of the Gnomes small size and combat tactics against such large foes. Azuran Gnomes have infravision up to 60 feet in the dark.
Azuran Gnomes can speak both Gnomish and Dwarvish, and most can also speak either Halfling, Underdark, Deep Gnome or one of the surface languages. Most gnomes can also discern the meaning of the squeaks and noises of burrowing mammals like moles, badgers, weasels, rats, etc. Unlike traditional gnomes, Azuran gnomes mages are not limited to Illusionists, although that is the only variety they can specialize in.

Deep Gnomes: Deep gnomes dwell far underground and seldom have contact with surface-dwellers. Separated for the most part from their forest and rock gnome cousins, deep gnomes have developed a culture all their own in the underworld. Deep Gnomes are very reclusive and rarely reveal themselves, but they have been known to befriend Dwarven communities nearby.

Forest Gnomes: Forest gnomes live anywhere in Azura where dense woods can be found, choosing to isolate themselves from the world of men and monsters. They maintain friendly but distant contact with elves and other sub-races of gnomes. Forest gnomes consider themselves guardians of their woodlands and will defend their woods against whatever foe may threaten them. Forest gnomes, unlike their rock gnome cousins, are less knowledgable and more nature-oriented in their outlook. They are more primitive than their cousins, and generally shun cities and civilization. However, they also have an insatiable itch for historical things, and often a tribe of them can be found guarding (and sometimes inhabiting) ruins, gathering and protecting the knowledge and treasure within.

Rock Gnomes: Rock gnomes are common to virtually every region of Azura. Although their communities reside in rocky and wooded lands away from elven and human cities, rock gnomes maintain good relationships with these races. They also have close contact with their dwarven cousins allowing them to serve as intermediaries between them and other races. Rock gnomes are not uncommon in the cities of Azura often providing their services as merchants and traders. These gnomes are the ultimate adaptors; they co-exist with dwarves, and act as the scholars and teachers in dwarven communities. They also serve this purpose in large human communities on the surface, often serving as sages, historians, or librarians. Gnomes have an insatiable curiosity concerning the past, and will often join expeditions for the hope of learning a bit of historical knowledge (giving them great status in the gnomish community; the leaders are always the most intelligent and well-read, and they have no concept of a dynastic rulership by lineage). Gnomes are ever adaptable, worshipping dwarven, gnomish and human gods in equal measure, with no animosity between those of different religious beliefs. Gnomes seldom take gold or gems as payment for service: books, scrolls, and any sort of written history are considered payment far more valuable.

Halflings

On Azura there are two sub-races of halflings with one living in forested regions and the other in more mountainous ones. Forest halflings can reach 4’ in height while their mountain dwelling cousins are only 3’ tall, otherwise the two sub-races are similar physically. Relationships between the two are good with both sharing a similar halfling language with each having their own distinctive dialect. All halflings have a lifespan between 100-125 years.
Halflings in Azura are a nomadic race, seldom forming their own communities but instead living on the fringes of human, elvish, dwarven or gnomish society. Due to their wandering lifestyles they are treated little better than gypsies in most civilized societies. When they do form a community, it is typically an extended family of 20-30 members who form a small village of burrowed out cottages in the wilderness; or when in a city/town setting often they all live in one building and work in one halfling owned inn or shop. It is not unknown for an entire community of halflings to suddenly uproot themselves and move the entire group to another city or hillside with very little notice. As such, most Azurans will look upon individual halflings with suspicion and dislike until they prove themselves, as it is felt they cannot be relied on or trusted to finish a task or job. Since many halflings drift towards the edges of society and specialize in rogue activities, this furthers suspicion.
Thus, Halflings are basically gypsies, and perceived as such by all other races. They have no permanent homes (no “hobbitowns”), tend to travel in large groups and settle on the outskirts of a community, then make themselves unwanted by stealing and grifting from the populace and then packing up one night and disappearing, leaving an unholy mess where their camp was...despoiling nature and civilized society both. They are distrusted by all other races (no one, for example, will swear an oath with or trust a promise from a halfling) and have adapted by becoming a race of glorious vagabonds. Halflings are often sailors, because this allows them to travel and escape unfortunate situations quickly, and some of the most feared pirate captains in Azura are halfling rogues (with a large complement of bloodthirsty family members making up most of the crew).
Azuran Halflings have the standard AD&D bonuses for magical spells and poisons. They are able to speak halfling and sometimes a human language, although many can also speak Dwarvish, Elvish, or Gnomish depending on where they live and what races they associate with on Azura.

Forest Halfling: Forest halflings enjoy living in harmony with nature and they always dwell in woodland areas. They shun cities and sea travel. Forest halflings have close relationships with wood and gold elves and their communities are often found near elven lands, particularly those of Saerelia, Mimeyria, Telara and more rarely on the islands of the Weyrith League. Very few forest halflings are encountered outside the southwestern region of Azura.
Forest halflings tend towards a “traveler” type lifestyle, vagabonding with their large extended family across a continent or isle, stealing and grifting all the way. They will travel in large caravans of perhaps 20-50 halflings, going by pony drawn wagons to wilderness spots, avoiding large civilization centers. While they will inhabit the outskirts of cities, they dislike most large cities, and will do everything possible to avoid sea travel. Surprisingly, they respect (and fear) elves enough to avoid despoiling their lands and stealing from them. Humans, dwarves, gnomes and humanoid races are fair game for their thieving lifestyle.
Forest halflings do not have infravision and gain their surprise bonus only when in a woodland setting. They are also expert archers resulting in a +2 to hit when using a bow.

Mountain Halfling: Mountain halflings are more common than their forest cousins and can be found in all regions of Azura. They tend to build their communities wherever gnomes and dwarves are common. In addition they have no reservations about living alongside humans in cities and towns and do not share the forest halfling’s fear of sea travel. All halfling pirates and sailors are mountain halflings, and some of the most feared rogues on the sea are halflings (many having all halfling crews!). While more belligerent, violent and adventurous than their forest-living cousins, they also tend to drift to the seedier side of life. Many run confidence and investment scams when they are in port, trusting they will be far away at sea before their marks discover they have been fleeced. Another quirk of mountain halflings is their love of seafood, particularly crustaceans (shrimp, crab, or lobster) which they cook up in huge soups and gumbos. They consider most beef and fowl nauseating.
Mountain halflings have 30’ infravision and can use their surprise bonus only when in rocky terrain. They do not possess their forest cousin’s ability with bows but do receive a +1 to hit when using thrown weapons and slings.

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"Badmike" is a DM of 30 years experience and a frequent poster on The Acaeum.