A unique take on a gnomish subclass, and can make for a refreshing change in the usual wilderness encounter.
Perhaps giving them some type of musical related magic would help fill in the missing gap? Perhaps they have found a way to combine bardic magic with that of regular mages?
A song of burning passion may possibly set a target on fire, or one of a raging river make those enemies in ear shot feel as if they are drowning?
Giving them a little bit of offensive power (which they learned so they don't suffer the same fate as their ancestors) could make the odd group who looks at them as little push overs rethink their assumptions rather quickly. (Having a group of singing gnomes come to the rescue from a bandit ambush would also make for a fun encounter.
Inspired by this old thread: Dark Gnomish Evil or how to improve a hopeless race
I still feel as though these guys are missing something, but can't think of what to add at present. Please feel free to suggest improvements or add ideas.
I love the different take on gnomes, the setting, the flavor, and the language used to paint the whole picture. This is the kind of submission that keeps me coming back for more and gives me something to aspire to. Thanks for the link back to my own submission (and I wish I'd read this one before I updated it).
That was a beautiful early morning read, I feel as if I will go about my day hearing the music in all the things i pass. Lovely, but I do have to agree with Redgre that such detail, stunning as it is, isn't really given a purpose in this submission. That's fine for writing a novel (have you considered that?) but the little things like this can be lost and forgotten if not given a reason to exist. Be it something to fight, or a rare remedy. The only two that stood out at me, as to having a character influencing purpose, were the Singing Crystal and the Humming Birds. Don't get me wrong, this is an amazing work to detail a world with. But, I have to ask a question: Why would my campaign go here? Detail pieces are fine, but if you can answer that for me I would be given a reason to steal it as more than a name drop. Still, good stuff.
There are two varieties of Keyed Mushrooms. The most common is a patch of typically five or six individual mushrooms of varying height and girth. The patch contains a variety of bright fungi with solid, basic colors such as pure red, blue, green, yellow, orange, and white. Each one produces a slightly different sound, each a cross between a drum-beat and the hit of a mallet on a xylophone key. There is an obvious scale to them, like a child's toy, and they can be used to produce simple melodies.
It is said that there is magic in the music, however. And if you play a certain pattern of notes individual to the mushroom patch, you will be rewarded with a shiny little gem as a thanks from this variety of Keyed Mushrooms. You can learn the song by simply, or not so simply, getting in touch with nature. This was be simple for a Druidic spell caster or a talented musician, but prove quite difficult for the average street-bred people.
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The second variety of Keyed Mushrooms is only one mushroom. It is the Grand Mushroom of The Woods, and it large enough for several men to stand upon it without damaging it. It has a rainbow's hue of swirling, flamboyantly-colored dots that will produce sound when stepped upon. This mushroom is a gate-way to the Realms of the Fey, but to open it, you will need a gem from six other, smaller, Keyed Mushroom patches, one of each color, and then to play the correct tune. An incorrect tune, or miss-step will result in a loud trombone-like blast and a puff of narcoleptic gas, rendering everyone in the area asleep. When you awaken, the mushroom will be gone. As that is the nature of music, it can evolve and change through the experimentation of sour notes.
Even the lowliest of plant life comes alive with music in this forest of sounds. We have all held a piece of grass length-wise between out thumbs as a child, and blown across its surface to make a shrill whistle. It is much easier with the Whistle Grass of this forest. Simply plucking a strand of grass from the soft earth will cause a slight high-pitched sound, like that of a alarm whistle.
A pulp, made of this grass, finely mashed, and mixed with the waters of a Tinkling Stream, can be used to make an impromptu alarm system. As, once prepared and spread of a surface, friction of the mush slipping, from being stepped or or similar, will cause a loud ear-piercing sonic alarm. Guaranteed to wake up everyone nearby.
Well done. I enjoyed exploring this enchanted location with it's musical denizens. It would be a place one would encounter faeries if they exist in your world. My only concern is that the rich depth of detail would be lost on all but the most attentive GMs and players. Definitely a musical background and the right soundtrack would definitely help with mood and atmosphere etc. Of course if you were to use this as source material for a book, I'm sure the reader would be as impressed as we your fellow Strolenites are. All in all a great submission.
@Redgre & Pieh:
I admit that I probably got a bit carried away when detailing this place. I understand what you mean about it being somewhat purposeless, but am at a loss for how to fix it at this time -- my creative muse is fickle. If either of you could make some suggestions to help me significantly improve this piece, I would be happy to credit you.
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In reality, this piece was intended as background for a race of people that I haven't finished yet and was planning to submit later. Perhaps I will add them here after all . . . As for novel writing; I'd like to one day, so thanks for the encouragement. =)