The Sky Claws
The Sky Claws are a kingdom of Gnomes who used their air ship technology to take over their region and provide air support and professional military support to anyone who can afford it. The Sky Claw's exchange protection for food with their Gnomish cousins of Sky Garden at a discounted rate, but everyone else is charged above averages prices depending on how much they can afford and how desperate they are for help. The capital city and main base of operations is Sky castle located in the North West quadrant of Boscage 4, and is run by the famous and very powerful ranger Xook'deb Badger Claw.
Age - 700 years old
Alignment - Lawful Evil/Good/Neutral
Size - Medium sized kingdom kept together with airship technology.
Dark vision - 60 foot dark vision helps detect predators at night and in caverns, which helped the Gnomes survive such a hostile environment.
Gnome Cunning - Not being able to be influenced by their Southern neighbors as much, the Gnomish kingdom relies on technology as much as possible.
Languages - Common, Elvish, Gnomish, Orc, and Dwarven scripts.
Artificer's lore - Helps Gnomes integrate the ancient technology back into their current lives.
Tinker - Used to build air ship based empire. Cities are built on floating sky platforms, and commerce and military tactics are centered around the airship.
Government - Militocracy, airships give mobility and a bit of supportive bombardment to most battles.
Level 20 Champion - Xook'deb Badger Claw, level 20 ranger.
Tinker Gnome Kingdom stats: Strength - 10, Constitution - 10 + 1, Dexterity - 8, Intelligence - 14 + 2, Wisdom - 14, Charisma - 11,
Age - 700 years old
Alignment - Lawful Evil/Good/Neutral
Size - Medium sized kingdom kept together with airship technology.
Dark vision - 60 foot dark vision helps detect predators at night and in caverns, which helped the Gnomes survive such a hostile environment.
Gnome Cunning - Not being able to be influenced by their Southern neighbors as much, the Gnomish kingdom relies on technology as much as possible.
Languages - Common, Elvish, Gnomish, Orc, and Dwarven scripts.
Artificer's lore - Helps Gnomes integrate the ancient technology back into their current lives.
Tinker - Used to build air ship based empire. Cities are built on floating sky platforms, and commerce and military tactics are centered around the airship.
Government - Militocracy, airships give mobility and a bit of supportive bombardment to most battles.
Level 20 Champion - Xook'deb Badger Claw, level 20 ranger.
Tinker Gnome Kingdom stats: Strength - 10, Constitution - 10 + 1, Dexterity - 8, Intelligence - 14 + 2, Wisdom - 14, Charisma - 11,
Type
Military, Mercenary Group
Trade agreements
This route is operated by water and relations have gone smoothly, mostly because the half orcs are outcasts and have no one else to rely on. Orc laborers serve their Gnomish commanders for one year and one day then return home after their work contract is expired, at which point they are allowed back into the tribe as an adult. The skills these young adults receive help the tribe build and repair their settlements, so this works out great for them in their opinion. The Gnomes love the half orcs for the free petty laborers that do chores no self respecting soldier would want to do, and the protection work they offer is a joke, since the half orc tribe isn't threatened by any kingdom or surrounded by apex predators.
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