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LongWalkCapital: None yet Ruler: Goverened by 11 city states True Power: Population: 9,600,000. 80% Gnome, 10% Goblin, 5% Dwarf, 3% Fey, 2% Other PersonalityThe gnomes of Longwalk are inquisitive by nature. They are constantly exploring the world around them. Not as industriously as humans who are always rushing to get something done, nor as disciplined as the dwarves who revere customs with great regard, but with a kind of child like exuberance. They are somewhat absent minded, but most (including other gnomes and outlanders alike) find this charming rather than annoying. Gnomes love learning. They study for the sheer glee of knowing, regardless of practical value of that knowledge they have obtains. Because of this gnome scholars are as diverse as the four winds. Some study magic, alchemy or other arcane arts. Others revere nature, Endool, and the elements. Some are fascinated by creation, engineering and technology. Lastly, there are the true sages, the historians who seek to possess knowledge and wisdom that has been lost through the ages.Physical DescriptionThe region of Longwalk, which surrounding crater is abundant with life, so much so that civilization is quite difficult. The foliage seems to grow up around things right in front of you. Consequently only a race that is comfortable in cramped spaces and/or capable of subterranean life could live there. Luckily for the Gnomes of Longwalk, they are both.Longwalk (as it is known by outsiders, the residents have a much longer name for it) received its name by travelers who sought out the crater. Due to the density of the flora and the shortness of the trees, riding horseback is impossible for any lengthy duration. Therefore all extensive journeys through Longwalk are done on foot and even then are troublesome for those not acquainted with the area. The population density of Longwalk due to factors such as climate, geography, and political environment, is 20 persons per sq. km. Longwalk occupies 484,000 sq. km (621 Hexes, each 30 km across and roughly 779 sq. km in area). Roughly 28% of this is arable land or 139280 sq. km. The remaining 344720 sq. km is divided among wilderness, rivers, lakes, and the like. The Crater: The crater in Longwalk is known to have strange powers. Some believe it houses a portal to Endool. Other philosophers say it must contain trapped spirits who can still manifest their will on their surroundings. Yet another school of thought is that a great battle between Olindo and Chaos was waged there and the crater was created when Kail himself stomped the ground and shook the world with his fury. Regardless of the specific reason the crater does have strange effects it surroundings. First, and most noticeable is the incredible life the springs up around it. This affects everything. The shrubbery is totally uncontrollable, wildlife is abundant and even the gnomes feel the results. Most gnome families have at least five to nine children and gnomish beards are known to grow for up to a year after a gnome has died (many studies have been done on this particular subject to be sure). The gnomish magic in Longwalk is stronger as well, as gnomes mature their innate magical powers outstrip their rock gnome cousins. The second effect is on the mind of the inhabitants, these too seem to work furiously. Gnomes of Longwalk are always thinking and often their minds move so fast not even they can keep up with them. Consequently the Gnomes of Longwalk are an eclectic group, prone to speaking quickly, being very fidgety, having little patience, and constantly reinventing the wheel. Longwalkers are very open minded about new ideas and therefore their interests and talents range from the mundane to the absurd. EducationGnomes divide their studies into the four winds. The North wind, said to come from the either, is the study of magic. Students of the north wind study magic, alchemy or other arcane arts. The East winds revere nature, Endool, and the elements. The west wind explores creation, engineering and technology. Lastly, there are the true sages, the followers of the South wind. These are historians who seek to possess knowledge and wisdom that has been lost through the ages. Every city-state has a university dedicated to at least one wind, a few have two or three, while the only city state that ever had all four has since been destroyed and is plagued with evil.ReligionGnomes of Longwalk are by default druidic. Although most gnomes don’t make big affairs of religion, when they do commune with other worldly powers it is usually with nature spirits (fey), the earth (elemental plane of earth), air, water or with nature herself (Endool). Belief in Endool, and respect for her is generally taken as a given amongst gnomes. Even those that have given their allegiance to otherworldly patrons (see below) find themselves inextricably bound to the earth. This is especially true in shires, where it is assumed that every member reveres Endool.Most religious events are festivals, feasts and other “fun” events. These events will often draw most, if not all, of the local population. Entire shires become ghost towns while the ceremonies commence. Gnomes don’t feel any great need to be overly somber or serious about their faith. Almost any given shire will have at least one druid that acts as a healer, councilor, spiritual guide and some times leader. While druids do usually live outside of mainstream society, Longwalk itself is a natural enough environment that druids usually feel at home just outside of the shire or fort that they aid. In larger cities, there is often a council of men and women, called acumen, that form their own protected groves inside city walls. These acumen, while members of normal society, still draw their powers from Endool herself, just as any other druid. There are many lay acumen as well, usually Adepts and commoners that fill many of the lower ranks. There are no druidic churches per se, but there are many sites that are revered. Any placed touched by fey (or course including fairy circles), old oaks or still bodies of water are all seen a outlets into Endool, and are greatly respected and prized by druids and lay worshipers. Despite the majority of gnomes being druidic, there are still hundred of small sects of Recalcitrants. Orthodox druidism (if there is such a thing) is naturally lenient of other religious beliefs, so long as they do not sway the balance of power too far. Thus a recalcitrant may practice her religion, pray to the extra-planer powers that she worships with little fear of retribution from mainstream society. Far fewer, but nevertheless present, are orders of Olindo. Most Olindians are followers who have been converted by neighboring dwarves. In a land as untamed as Longwalk, Olindo offers a stability and order that is attractive to those who feel very small in a very large world. Most gnomes feel part of the world itself, instead of being an unwelcome guest, but for those who don’t have ties to Endool herself, Olindo grants them a purpose and direction in life. Like the many splintered sects of Recalcitrants, Olindians are generally well accepted by druidic gnomes, so long as they do not try to evangelize or convert too aggressively. PeopleHomes:Gnomes feel very connected to the earth, and see Endool as their home. Therefore most gnomes home are at least partially subterranean. The typical layout includes a ground floor with a greeting room, common room and kitchen and a number of basement levels (usually only one, but sometimes as many as five in very large manors) that include sleeping quarters, latrines, and another common room. There is a certain pragmatism to living underground. Should raiding gnomes or magical beasts come through to destroy a village or shire, they will most likely only do minor damage, as a bulk of the home is underground. Only a tunneling monster (like a bullette or ankheg) had the ability to really destroy gnomish habitations. Due to the very cold winters that Longwalk often faces (especially in the far north) Gnome often build underground tunnel that form clusters between neighbors and or important places (inns, town halls, etc). PoliticsLongwalk is ostensibly ruled by 11 independent city states. There are six on the outer rim and five on the inner rim. Each city state controls and protects a region around them as large as they can manage. Anzer is the largest of all the City states and has made treaties with its neighbors to take more land than the others in exchange for handling the goblin activity. One of the principle functions of the government, besides providing protection for its people is to provide education. Gnomes highly revere knowledge and, as such each city state has at least one university, many libraries, and a host of scholars. The areas of study are typically broken down into the four winds (described above in personality).RacesDwarves:The Dwarves of Kelgrang Mountains (as they call them) have entered Longwalk for varied different reasons. Some of them are treasure seekers, looking to find the fabled gnome gemstones. Others have come carrying the word of Olindo into the lands of simple folk who do not know of his Glory. A few have come to claim the birthrights of their ancestors. Many generations ago a great battle was fought, where dwarves allied with the gnomes to battle off a force of monstrous humanoids. Many dwarves died in that battle, and their bodies were given proper dwarven funeral rights, however they were buried in Longwalk beside the gnomes that fell by their side. Today many dwarves have learned of this war and seek out their ancestors, to bring them back to the mountain and claim their birthrights. Finally there are dwarves who travel into Longwalk for more mundane reasons. Many are smiths who use their renown to find easy employment. Others are merchants, selling their wares and collecting supplies not found in Kelgrang. Dwarves, in general, are on good terms with gnomes, the few exceptions often being the case of conflicting dogma between the Olindian dwarves and the sects or recalcitrant gnomes. Where dwarves have settled, usually in small portions of the great city-states or in shires, their presence is easily noticeable. The natural and unyielding foliage that penetrates all of Longwalk is tamed, if not outright controlled. Homes are organized more orderly and shops usually open and close are regular intervals rather than whenever the owner decides to. Further, shrines of Olindo are erected, and patrons include not only dwarves, but converted gnomes as well. Important Cultures
Regional Prestige Classes (edit)There are no regional prestige classes available in this regionRegional Feats (edit)There are no regional feats available in this regionCities, Castles, Keeps and Creeps!
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