Population: 850, split between 9 communities
Major Industries: Hide, Meat, Scrolls, Tallow
Safe,
Mobile, Enchanted (Obfuscatory
Illusions),
Possession
(Various
tribes),
Monsters (Dire
Moles, Svirfneblin)
Referring
to a cluster of nine different tribes, allied through bonds of blood
and oaths of obligation, the Quiet
Caravans are
essential to the movement of goods through the Mushroom
Forest and
the Underridge
beyond.
Naturally inclined towards wanderlust and trade, the deep gnomes are
on at least neutral terms with every major polity of the region, with
the only exception being the Cranium
Rats of
The Choruses'
Redoubt with
the more friendly Troupe
settlement
of Stone Teeth
Town being
too new for them to have even heard of.
The
regions prime source of candles, fresh meat and hides, their dire
mole-pulled
sleds are both a welcome sight for friendly communities and a
tempting target for those foolish or mighty enough to rob them. As a
result of their status as potential prey, as well as the relative
paucity of easily obtainable food in the Mushroom
Forest,
the various caravans are constantly on the move and they deal only
with trusted individuals for trade. It's not uncommon for only
certain families with a tradition of dealing with the Svirfneblin
stretching back years or decades to be allowed to approach their
hidden camps without being ambushed, killed and then eaten. This
wariness frustrates those who wish to engage them for the first time,
but their paranoia has served them well, raids are infrequent and
generally foiled before the main camp is discovered. Even when the
raids are successful, the savage reprisals demanded by the murder of
their fellows by the deep gnome's rigid codes of honor give their
would-be victimizers pause.
Beyond trading and raiding, tribes
support themselves through hunting, opportunistic theft or
scavenging, anything to get by. Already possessing formidable skills
in stealth, their proficiency with illusory magic makes them
terrifyingly effective guerrilla fighters when roused. An individual
caravan generally is made up of four or five extended families, with
perhaps double that number of sleds and dire moles. Rarely traveling
as a unified whole, the tribe will spread out over miles of whatever
haunt they've chosen for themselves to forage, bringing their spoils
back to the central camp for distribution only after the area has
been picked clean or become too dangerous. When encamped the deep
gnomes live in cylindrical tents crafted from the rib-bones and hides
of their beasts of burden with the sleds (themselves made of bone and
hide) acting as the foundations. Tribe members dress in mole hides,
occasionally augmented with spider silk or wool traded from the
surface. Dyes or other forms of artificial coloration are rare, so
browns and grey predominate and any dangling or metal objects are
wrapped carefully against the body to muffle any noise or
reflections. Tribes are generally led by a council with membership
pulled from the component families household heads.
There are few
true professions in the hard-scrabble, nomadic existence beyond that
of hunter-gatherer, but there are illusion specialists known as Gloom
Weavers &
priests of the Wordless
Lady known
as Whisper
Keepers.
Dire moles are extremely important to the function of a tribe, useful
for tearing new tunnels and pulling sleds, as well as for their milk,
hides and meat. A tribe without a population of moles to draw upon
will slowly find itself without the means to transport their goods,
dig new tunnels or supply themselves with food and will generally be
forced to in-debt themselves to a wealthier tribe for a new Labour.
Tribes are governed in their dealings with one another through layers
of blood relations, grudges and personal vendettas with few
formalized agreements existing beyond the lives of those who swore
the original oaths. Membership in a tribe is hereditary and new blood
is added through marriage by capture or arrangement during one of the
frequent occurrences of tribes meeting one another in the tunnels.
To
outsiders it seems as if the Svirfneblin
are
as hard bargaining and ruthless with one another as they are with
strangers, but that attitude only persists as long as there is no
external threat to the Quiet
Caravans, who
will quickly band together to face threats to their way of life as a
whole. On
the rare occasion when deep gnomes go to war with another it's
uncommon for outsiders to notice anything amiss other than the losing
tribe simply disappearing, never to be spoken of again by the others.
Tribes are generally similar in outlook when it comes to faith,
hewing to the worship of an enigmatic deity known as the Wordless
Lady,
a goddess whose rites must be kept entirely secret from those outside
the tribe and whom the stories about are passed on entirely through the oral lore of the tribe's Whisper
Keeper.
Devotions to the Wordless
Lady are
performed in temporary and unadorned shrines, or if available, the
abandoned shrines of other deities. While primarily inhabitants of
the Mushroom
Forest,
the deep gnomes can be encountered as far afield as the Underridge,
the Cernunnokian
Depths
or even above ground on moonless nights in the wilds of Ingram's
Tangle.
- Gaining the trust of a caravan is very difficult to say the least, no amount of persuasion or bribes will convince a tribe to trade or sway them towards affability, only concrete deeds which either benefit or protect the tribe are considered worthy of notice.
- It is reasonably common for the Svirfneblin of the Quiet Caravans to use their favored contacts as agents to buy goods on their behalf. Merchants on the surface may unwittingly be supplying a Quiet Caravan.
- Given their reliance on Dire Moles for digging, meat, shelter and clothing, the Svirfneblin consider the Cranium Rats an existential threat and the recent destruction of two Caravans by the creatures has only increased this fear. They avoid the creatures whenever possible, and exterminate or drive them away when they cannot.
Treasure & More: Beyond their mole products, the deep gnomes
carry a potpourri of small and generally highly valuable items such
as potions, scrolls, bolts of exotic cloth, precious stones and
magical baubles. Goods which are always in demand among the
Svirfneblin are foods, especially calorie dense ones, wood and
any sort of metal.