Tuesday, March 23, 2010

Magical Mystery Tour: The Gnomes

As mentioned before, there are two types of beings called "gnomes" in the world of Arn. One is a scholarly group akin to halflings, inhabiting and maintaining the Library of Tharkad-Keln. The other are ultraterrestrials--extraplanar beings--who have been characterized as an annoying group of pilgrims, or even less charitably, as an infection of the Prime Material Plane. It is this second type of gnome that will concern us here.

Gnomes usually appear as diminutive men with nut-brown skin and large, amber eyes. There are reports of green-skinned gnomes, and youthful females, but these are more rare. No one knows if these different forms reflect real differences within the gnomish race, or are only affectations.

Their demeanor is often perplexing, as well. They often project a knowing amusement in their interactions with other intelligent species, but can at times view even the simplest and commonplace things with child-like wonder. Unless directly threatened, they often seem blissfully unaware of dangerous situations.

No one knows on what plane the gnomes arose. Some hold that it was the elemental plane of earth itself, given their connection with that element. Others hold that they hail from an alternate material plane with a higher concentration of elemental earth. Wherever they came from, they're now a race of travellers--though the purpose of their travels is mysterious.

Gnomes go anywhere there is elemental earth. They somehow dwell within--and move and communicate through--something they refer to as "tesseract networks" within the elemental particles of earth (which as all natural philosophers know are cubic in nature). Gnomes occasionally invite other sapients into their "networks," but those who return are unable to give coherent descriptions of what they have seen.

Certain species of mushrooms represent "nodes" in the gnomish network, and are places from which gnomes emerge into our plane. Consumption of these mushrooms expands the consciousness in unpredictable ways--sometimes allowing experiences of the areas around other nodes in the gnomish network, perhaps in other time periods, or allowing direct mental communication with the intellects of the gnomes themselves. The minds of other species don't always recover from these experiences.

Despite their alien nature, gnomes are generally friendly toward other intelligent races. They will often trade gems or precious stones, though the items they desire in exchange can't be predicted. They are often skilled mages and have been known to join adventuring parties for a time, when they can find one willing to put up with their eccentricities. They go and come as they please with no explanation.  Mostly, they observe with interest, as if the world was a play put on for their amusement.

Monday, March 22, 2010

Honor Among Thieves: How's Your Crime Organized?

Fantasy gaming thieves guilds often tend toward a sameness--basically they're a sort of unusual trade union, as initially envision by Fritz Leiber in his Fafhrd and Gray Mouser stories. This was a fresh take on things when Leiber did it, but its time for a little more variety. After all, there are plenty of real world current and historical criminal organizations for inspiration, as well as some more recent fictional ones. Characteristics of these groups can certainly be used to add color to your usual fantasy world's thieves.

In looking at real world organizations, we find they often emerge among minority groups. Gangs formed in immigrant communities in the U.S., often for some degree of protection, and these developed into Irish and Jewish mobs, and the Chinese Tongs. The mafia didn't start in in an immigrant community, but the insular nature of these communities in the U.S. and elsewhere often allowed it to grow even more powerful. Even when the organizations' members are part of the larger culture, they many come from groups who are downtrodden for reasons other than just being poor. The yakuza, for instance, are thought to have formed from a combination of the trade organizations for gamblers and peddlers. Their ranks tended to be drawn from outcast enclaves where people who performed activities that were seen as "unclean" lived.

How often do fantasy thieves organizations have a distinct ethnic character--or at least, a history of a distinct ethnic character? Or how about if the make up of a thieves group reflected something interesting about the social stratification of the society in question?

Another common trait of real world criminal societies is that they function very much like other sorts of secret societies. They have esoteric rituals and customs beyond just an argot like thieves' cant. The yakuza traditionally had (or have) elaborate tattoos. The mafia, at least in fiction, has initiation rituals and distinctions between associate members and "made" men. Even the traditional trade union approach might suggest some sort of pseudo-masonic rites for a any self-respecting thieves guild.

Sometimes, criminal organizations have political agendas. Some, like the Chinese Triads, are thought to have formed in response to invasion. Certainly there are criminal enterprises in existence today with political axes to grind--though admittedly, these often cross the blurry line into terrorist organizations. Still, a thieves guild with that sort of ambiguous nature would be interesting, too.

Lastly, real world organized crime groups aren't monolithic, and there's no reason fantasy ones should be. Families or clans within a larger organization, make for intrigue and gang wars, and a lot of other fodder for adventuring. Are the families tighly controlled by a central authority, or is the peace more tenuous?  Perhaps there are actually competing organizations in an area with different rituals, organizations, and backgrounds?

Those are my suggestions. If I had to pick a few resources to get the creative juices flowing, their certainly a lot a of "mob movies" worth seeing that give examples of how organized crime structures work. Most of Scorsese's mob films would do the trick, as would the Sopranos. To move away from the modern, the manga Lone Wolf & Club and the movies based on it give interesting vignettes on a lot of aspects of feudal Japanese culture, including the yakuza. In literature, Scott Lynch's recent book The Lies of Locke Lamora gives a lot of detail about the structure and ritual of the "Right People" of Camorr, an organization inspired no doubt by various Italian criminal societies, in the same way that Camorr is inspired by Venice.

Sunday, March 21, 2010

Stories in the Naked City


Here's an eclectic sampling of people from the streets of Terminus, most distant outpost of the fallen Thystaran empire, in the south of the continent of Arn:

Kro One-Eye: Alcoholic, and possibly consumptive, swordmaster. He either lost his left eye to a rebel in the Dharwood, or to an angry whore, depending on how deep into the cups he his when he gets 'round to the tale. He's a fixture in dives along Wine and Tavern Streets, regaling fellow patrons with daring (and dubious) tales of his youthful adventures, and the occasional demonstration of his skills. For a cup of watered wine he'll give a few pointers on use of the blade. For a bottle of good Kael whiskey, he'll take on a student. For a small cask of vintage Trosian Red, he'll fight at your side--as long as it doesn't take him far from the River District. (Looks like: Sam Elliott (with an eyepatch) circa Roadhouse; and Sounds like: Gary Oldman).

Nari: Dancing-girl and part-time professional mourner, residing in Copper Court. When not performing, her demeanor suggests she's seen it all and found most of it excruciatingly dull. When dancing, she can be found at the Quivering Navel, and in her off-hours she's often found smoking djesha-leaf resin from a waterpipe at Gelv's House of Innumerable Pleasures (where the pleasures are far from innumerable--perhaps only in the single digits). She can be relied upon to have heard a good deal of gossip and rumor, though she's also guaranteed not to have found much of it particularly interesting. (Looks like: Caroline Munro circa 1973).

The Gate Street Players: Ten thespians--six male, four female--operating out of a small theater on Gate Street. The Players tend to perform daring reinterpretations of the classics. Their current production is a take on Teleganexes' The Fall of Iztlann, where the traditionally male roles of protagonist Dyzanarios and his sword-brother Tekromo are played by women, and tragic ending is replaced by the two heroes--heroines--entering into a ménage à trois with Yla, the villainous witch-seductress. Their next production is to be the infamous Llysan work The King in Tatters, written by a madman, and performed just once--for the court of the Llysan Emperor the faithful night the execution of a peasant girl for diablerie failed, and the Emperor and his court died weird, and horrible deaths. Superstitious rumor holds the play is cursed and its performance opens a gate to dread planes. The Gate Street Players are undeterred.


Hrasthus Nort: Vagabond, beggar, and ambassador for the Vagrant City of Lardafa, the shanty-Atlantis of the Great Marsh. Nort, dressed like a ragged courtier come forth from the tomb after a half-century, is most often found around the the government offices, but sometimes takes a drink along Tavern Street. He carries a ragged sheet of sheepskin with the crudely drawn seal of Lardafa as a sign of his office, and is always accompanied by his similarly dressed attache--a mocking-monkey called Jip. Nort panhandles for coin, proselytizes to the poor about the wonders of Lardafa, and waits for his never-to-come audience with the Governor-Prefect. Sometimes, after a few drinks, he hints of ancient, eldritch things discovered in the depths of the swamp, dark bargains struck by Lardafa's Burgomaster Jero Flistapp, and a growing, unspoken fear among the city's populace. (Looks like: "Gabby" Hayes; and Sounds like: Brian Cox as Jack Langrishe in Deadwood).

Yreel Dahyût: One of the few women in the city watch, and the only officer currently. Dahyût is tall, and beautiful, if somewhat severe, in her always polished armor and spotless uniform. The deference granted her, and her bearing and diction, suggest an origin among the minor noble families of the Tabeidonian or Vararian Towers. Cursory inquiries would reveal this to be false. Dahyût has no family--indeed she has no history at all. She simply appeared one day as a high-placed and respected member of the watch. The purpose of this subterfuge, and the means by which is was accomplished remain unanswered questions. (Looks like: Kristanna Loken).