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On halflings: having the luxury of being able to look at food production as quaint and unworthy of respect used to be restricted to the upper classes, and it being expressed by anyone else is an extremely modern thing. These people don't have modern pesticide and GM crops and combine harvesters, they're out there with tills and scythes performing the most miraculous form of alchemy: turning dirt into food. Anyone in-setting dismissing the halflings for performing the act that makes society possible are almost certainly doing so as a result of class tension, racial tension, or both.

Or religious tension. They're out there tilling the soil but they're doing it wrong and not being properly devoted to Rhya.
 
Gnomes could be extinct and not talked about due to being exterminated by the Skaven.

Alternatively, they evolved into garden gnomes, which are stone . . . while you can see them . . .
 
Or maybe take the opposite approach. They haven't always been there, but they made use of their magic and trickery to plant stories and evidence that no, they were totally there all along guys, they absolutely did not just arrive in the area.
 
My favourite option for gnomes is to simply have them be a false folk-tale.

"Of course there are strange people in them hills. Whaddya mean you looked? Well, you wouldn't see 'em they live underground. And they're small, so you wouldn't notice the burrows. Oh, and they have magic that makes them invisible too!"
 
My favourite option for gnomes is to simply have them be a false folk-tale.

"Of course there are strange people in them hills. Whaddya mean you looked? Well, you wouldn't see 'em they live underground. And they're small, so you wouldn't notice the burrows. Oh, and they have magic that makes them invisible too!"
If we ever get another Great Deed, we can open the GNOME branch of the Grey College (Acronym meaning to be determined).
 
Or maybe take the opposite approach. They haven't always been there, but they made use of their magic and trickery to plant stories and evidence that no, they were totally there all along guys, they absolutely did not just arrive in the area.
That feels like the start of an SV quest.

"You're a clan of Gnomes who, due to a magical mishap, were ported into the world of Warhammer Fantasy."

You'd get like, three to five options on potential starting locations, having a storied tradition of Ulgu magic usage despite being from another world being a perk the voters bought at chargen, etc, etc.

The "trying to convince people they've been there the entire time" thing would be a write in plan the voters thought up that the GM was very surprised to see actually work due to luck. It didn't trick everyone of course, but it tricked enough people that along with convicing the local Elector Count to go along with it it just barely worked.

Edit: I mean, I'd certainly play that.
 
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They do say that they are twins and that they have a fierce rivalry, but instead of warnings to balance both, they say that it can lead to disaster to try to court both sisters at the same time. They believe that one should concentrate either on the pleasures of the flesh or the mysteries of the immaterial, and not both at once.
Y'know, this really says a lot about the respective cultures of the Eonir and the Druchii just right here.

Eonir: When two sisters hate each other, you should only try to build a relationship with at most one of them because putting yourself in the middle of a family dispute is a quick ticket to pain you don't need.
Druchii: Remember kids, when you see two sisters who hate each other, the best way to deal with that is to try to date both of them at once.
 
We've reached the third stage of Thread Madgness, this time about Gnomes apparently.

The reason I even brought up the Gnomes was because I was looking at Total War Warhammer 3 Speculation and I came across the badass name "Ashen Queen". So I looked it up and it redirected me to the Gnomes, who is ruled by this figure. Being desperate for possible female LL options, I looked up everything I could find on Gnomes, which led me to their Gods.

GW are definitely introducing more and more notable female characters in more recent additions to the Lore (Cathay's Dragons as an example), but perusing 6th Edition really highlights the immense lack of their presence. Alarielle was literally just a footnote in 6th Edition High Elves, she got a White Dwarf statblock then they decided to actually give her some attention in later Editions.
 
I mean, if I ever had to shove another race into Warhammer Fantasy, I'd shove the Nac Mac Feegle into Albion. An offshoot of absolutely batshit insane dwarfs who mostly get themselves killed trying to fistfight giants (which is the only thing keeping their insane birthrate under control), brew whiskey and who build so damn shoddily that discovering that they exist would be so horrifying to the Karaz Ankor that they'd ally with the Dawi Zharr to immediately terminate them with extreme prejudice.
 
I mean, if I ever had to shove another race into Warhammer Fantasy, I'd shove the Nac Mac Feegle into Albion. An offshoot of absolutely batshit insane dwarfs who mostly get themselves killed trying to fistfight giants (which is the only thing keeping their insane birthrate under control), brew whiskey and who build so damn shoddily that discovering that they exist would be so horrifying to the Karaz Ankor that they'd ally with the Dawi Zharr to immediately terminate them with extreme prejudice.

They'd fit right in as a subspecies of spites.
 
I always thought that there weren't enough varieties of forest spirits or spirits in general. It makes sense from a tabletop wargame perspective, since if you're making an army with lots of models having them be standardised with little variation is overall better and cheaper for you. That is why I think the Asrai's spirits are limited to either Dryads, Tree Kin or Treemen, with enhanced variations (Branchwraith and Treeman Ancient). The rest of the roster are Asrai and their mounts. The remianing spirits, and which have the greatest level of variation, are the Spites, which are small and therefore don't have models. You can justify having dozens of variations of them because of that.

Even in the RPG they didn't expand the selection of spirits all that much. 2E didn't really focus on magical forest environments, so off the top of my head you only had stuff like Treekin, Treemen, Dryads, Naiads, Spites and the Glimmer in Kislev. It was kind of disappointing.

Actually, I remembered something. Isn't there some sort of "Elemental spirits" theory from a guy named Paracelsus that named Sylphs as spirits of air, Undines/Nymphs as spirits of Water, Gnomes as spirits of Earth, and Salamanders as spirits of Fire? I don't see why they couldn't theoretically exist in Warhammer. Maybe that's how Gnomes work, they're spirits of Earth or something, and they might pop up in places like the Midden Moors every now and then, which cause rumors of a Gnome society to emerge.
 
I always thought that there weren't enough varieties of forest spirits or spirits in general. It makes sense from a tabletop wargame perspective, since if you're making an army with lots of models having them be standardised with little variation is overall better and cheaper for you. That is why I think the Asrai's spirits are limited to either Dryads, Tree Kin or Treemen, with enhanced variations (Branchwraith and Treeman Ancient). The rest of the roster are Asrai and their mounts. The remianing spirits, and which have the greatest level of variation, are the Spites, which are small and therefore don't have models. You can justify having dozens of variations of them because of that.

Even in the RPG they didn't expand the selection of spirits all that much. 2E didn't really focus on magical forest environments, so off the top of my head you only had stuff like Treekin, Treemen, Dryads, Naiads, Spites and the Glimmer in Kislev. It was kind of disappointing.
Hasn't gotten much better in 4e either. Death on the Reik Companion gave us naiads, while Blood and Bramble gave us a water spirit, a shrike, and a talking skull on a pile of bones. Admittedly the latter book is a small 20-page source book so it didn't have too much space for them, and what is there is flavourful, presenting them as individual people rather than stat blocks like DOTR Companion did with the naiads.
 
Someone did a pretty good video over gnomes in warhammer a while back. I recommend it wholeheartedly.
It's actually pretty great, I'm gonna give it a rewatch in a few minutes after I brush my teeth.

Recommend everyone give it a shot. Don't be thrown off by the way it starts, stick around for the whole thing. It gets better.

Roll 95 to land in non-hostile territory :V:V

What would be the best starting point here?

Like, genuinely.

Albion maybe?

Cause I wouldn't want to gamble on not getting off to a bad foot, and even if you got off to a good start with them ... their seem to be pretty bad at respecting agreements as far as land rights go, getting into a tuffle with them seems inevitable. With their wizards they also stand a pretty decent chance at finding the Gnomes if they try to stay hidden.

Ulthuan is .... listen, I don't want to imagine how they'd react to an army of tiny magic ninjas suddenly teleporting past all of their defenses.

At the very least in Albion the humans are doing badly enough that their pretty unlikely to start a fight with a race that, you know, isn't monsters, and even if they do, again, their weak and uninified enough that the gnomes probably wouldn't have much trouble.

Plus, they'd probably have a natural advantage considering, you know, Ulgu, mists.
 
What would be the best starting point here?

Like, genuinely.

Albion maybe?

Cause I wouldn't want to gamble on not getting off to a bad foot, and even if you got off to a good start with them ... their seem to be pretty bad at respecting agreements as far as land rights go, getting into a tuffle with them seems inevitable. With their wizards they also stand a pretty decent chance at finding the Gnomes if they try to stay hidden.

Ulthuan is .... listen, I don't want to imagine how they'd react to an army of tiny magic ninjas suddenly teleporting past all of their defenses.

At the very least in Albion the humans are doing badly enough that their pretty unlikely to start a fight with a race that, you know, isn't monsters, and even if they do, again, their weak and uninified enough that the gnomes probably wouldn't have much trouble.

Plus, they'd probably have a natural advantage considering, you know, Ulgu, mists.

Albion has very little land that is good for agriculture, how much the humans might or might not like you in isolation is kind of moot if you end up fighting over land. Of all that I would probably choose Tilea, since the people there are not united politically if one prince wants to kill you as mutants the next one over might hire you. There is also broadly less prejudice against magic than you would find in the Empire or Bretonia, since the further south you go the less hell-like the setting becomes. If they are willing to hire mercenary wizards they would probably be willing to hire gnomes,
 
Albion has very little land that is good for agriculture, how much the humans might or might not like you in isolation is kind of moot if you end up fighting over land. Of all that I would probably choose Tilea, since the people there are not united politically if one prince wants to kill you as mutants the next one over might hire you. There is also broadly less prejudice against magic than you would find in the Empire or Bretonia, since the further south you go the less hell-like the setting becomes. If they are willing to hire mercenary wizards they would probably be willing to hire gnomes,
That, plus, I've been thinking about it ... the Fimir are probably the worst match up for Gnomes, aren't they?

Good with mists and stealth just like the Gnomes, but also their all super big and beefy, and Albion is the one place that they have numbers.

Yeah, Tilea makes sense. Good thinking.
 
The official line on sentient sacrifice is that We Don't Do This, then in small print the qualifiers "any more, unless we have to". It's considered sensible that it would be better to sacrifice a few volunteers to a God that can avert a disaster than to allow dozens or hundreds of the unwilling to die in that disaster.
Hmm. What about Eonir attitudes towards Dark Magic? Is it something similar (no, unless we really have to)?
 
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