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Post by Daos on Apr 2, 2021 13:10:18 GMT -8
Correct, most gnomes in this area are relentless inventors and tinkerers with rapid speech and Life Quests. They're known as Tinker Gnomes. There is another type, Thinker Gnome (or Mad Gnome), that is rarer, too. If you are interested, there is a full list of all the playable races, how rare they are, and some information about each one (including stats) over on the Character Creation thread. Give it a look, see if anything jumps out at you, and let me know if you have any questions.
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Post by GreyWolfVT on Apr 5, 2021 7:18:10 GMT -8
I'll Do that Daos. Thank you!
Right off the bat the 3 choices I have in mind would be 1 Hill Dwarf, 2 Gully Dwarf I think it would be a slight challenge for me to be a gully dwarf but could picture carrying around a dead fish and touching people with it to "heal them" similar to a character in Time of the Twins with the dead lizard or rat, Bupu I think. The other would be Half-Ogre or just straight up Human (Ergothian).
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Post by Daos on Apr 5, 2021 12:52:36 GMT -8
Are there any questions I can answer that can help you narrow that list down any?
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Post by GreyWolfVT on Apr 6, 2021 3:50:40 GMT -8
Yes. Half-Ogre probably not in that line of accepted into most cities or populated places am I correct in this assumption? I'm trying to avoid that type of character. Dwarves more than likely less of an issue though from what I understand dwarves aren't often travellers save for those that have either left their communities willingly or exiled or merchants. But this also may be due to the book I am currently reading.
Gully dwarves often wander in search of "stuff" from what I understand they could be encountered almost anywhere granted not welcomed into most establishments and usually rather filthy.
Of the 3 which would be more or less allowed into most places the group goes without too much hassle?
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Post by Daos on Apr 6, 2021 13:38:14 GMT -8
It really depends on where the party goes. Southern Ergoth can basically be carved up into three sections: Elflands, Ogrelands and Humanlands (Ergothian or Solamnic).
A half-ogre would have a hard time fitting in anywhere, although it might depend on which parent they take after the most. If they look more human than ogrish, they would have an easier time fitting in with the humans, and if more ogrish than human, an easier time fitting in with the ogres. But overall, the ogres would see them as too human, and the humans and elves would seem them as too ogrish. Most half-ogres in Southern Ergoth are born from human slaves, and are slaves themselves. So if you played one, you might be an escaped slave or one who won their freedom the way Ravarie did. If so, that would give them a good motivation for signing up with the party, if they are anti-slavery.
Aghar, or Gully Dwarves, are universally shunned by everyone. They are seen as little better than goblins by most races, including ogres, humans and elves. In Southern Ergoth, many of them are enslaved, as well, so if you played one, they might also be anti-slavery and have a keen interest in freeing their own people, which would be a decent hook to get them involved with the group.
Neidar, or Hill Dwarves, on the other hand, mostly get along with other races. They are the most worldly of the dwarf clans. While they sometimes have philosophical clashes with the elves, they largely get along with them (the Qualinesti, anyway; the Kagonesti are too isolationist to get along with anyone and the Silvanesti look down upon everyone, including dwarves). They get along well with most humans, too. They aren't fans of ogres, though. As for why a Neidar would adventure, Neidar adventure for a number of reasons. Most often, they go out into the world on some type of family business. Sometimes these trips abroad unexpectedly turn into adventures that take the dwarf far away from home and hearth. Occasionally, it is family troubles that cause young dwarves to leave home and take up a life of adventuring. These dwarves are often reluctant to talk about their home and will rarely share details of why they left. Young hill dwarf warriors will sometimes hire themselves out as mercenaries, looking for excitement and experience.
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Post by GreyWolfVT on Apr 7, 2021 17:02:14 GMT -8
Alright so Hill Dwarf or Ergothic Human are my better options to go with of the two which would be most likely of use to the group and I'm a bit off in my history is this before the true clerics vanished or after they've returned? Also which of these two races would be best fit as a cleric? Unsure if DL is different from the rest of D&D in saying dwarves can be clerics. So far none of the novels I've read have had any dwarf clerics save for the odd gully dwarf one.
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Post by Daos on Apr 7, 2021 19:23:01 GMT -8
This is about a decade after the War of the Lance, so the gods, dragons and dragonlances are all back, and people are still getting used to them again and recovering from the big war that brought them back. Any race can be a cleric, including dwarves. Most dwarves tend to favor Reorx (god of crafting) or Shinare (goddess of industry and commerce), but they can follow any deity. One of the most famous dwarf clerics would be Jasper Fireforge (Flint's nephew) who was a cleric of Mishakal, goddess of healing, and studied under Goldmoon. Ergothians tend to favor Habbakuk (god of water, animals and rebirth), Zeboim (goddess of storms and the sea), and Shinare. Although, they can follow any god they want, too. There's a full list of the pantheon here.
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Post by GreyWolfVT on Apr 8, 2021 2:20:55 GMT -8
Alright a Hill Dwarf Cleric of Reorx is where I was aiming anyway as my more favored choice. So that is my decision.
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Post by Daos on Apr 8, 2021 13:03:48 GMT -8
Interesting choice. I've added you to the group, so you can start rolling the character up in the Character Creation thread.
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Post by GreyWolfVT on Apr 8, 2021 13:18:40 GMT -8
Thank you Daos.
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