In the islands of Middlesea, the “Big Folk” have charted the course for the lives of of the wee for thousands of years. In a world of Elves, Humans, Dwarves, Orcs and other larger framed entities, the smaller folk of Middlesea have tried to make their own way, largely ignored and under-appreciated by the Big Folk, who considered them by turns amusing or annoying. The current generation isn’t accepting their second place status any longer! The Gnomes of Kanthus, The Fauns of the Black Oak Wood, The Wee Folk, and (occassionally) the Gulley Dwarves have created a new Federation, the League of Tiny People. They have recently banded together to create their own Naval forces out of a sense of desperation. The Tiny People Flotilla was the result of this effort. The Flotilla is a motley collection of vessels which suit their smaller stature & unique natures.
The Kanthus Tug (R), Aquatic Mines (Bottom), the Fire Ship, the Sacred Grove, and Thing 1 and Thing 2. Kanthus gnomes & gnogr in ships for contrast. Click to embiggen
The Gnomes of Kanthus are not like their close relatives in Battenburg. Unlike their urban cousins, they are taller and stouter, and generally better at Melee fighting. Kanthus Gnomes are less mechanically inclined than Battenburg Gnomes, and favor a mixture of steam technology, Stahlheim cannon, and their own biological weaponry. The Kanthus Tug tows a sacred grove into a warzone, with at least one Mushroom grove on it. Eating a sacred grove mushroom will cause the Gnome to turn into a Gnogr for ten turns before he either recovers or dies. The Kanthus gnomes also use pollen flingers which can cause groups of infantry to be overcome with sneezing (one stick range, incapacitates target for following turn). The Sacred Grove is a small island of turf that is planted on a large towed raft. As an offensive tactic, a Gnome will leap to the Sacred Grove and consume a mushroom, then turn into a Gnogr the next turn. Gnogrs fight with an extra dice in combat, and can take 2 hits instead of 1, which makes them almost as doughty as the Spartans, but with more staying power.
Two new additions to BDB arrive with the TPF: Fire Ships and Nautical Infernal Devices
Although lacking in the industrial facilities of Stahlheim, the Iron Forge Dwarves or even the Battenburg gnomes, The Tiny People Flotilla is still a very clever group of mechanics and improvisers that makes the best they can from all of their contributions. The Fauns are credited with first coming up with the idea of Fire Rafts. This will be pushed in front of the Kanthus Tug until it is within drift range, then released, drifting down among clusters of larger ships, catching a wooden rival with FIRE and eventual explosion. The Wee Ones (Leprachauns) invented the notion of hidden aquatic firepots. These are infernal devices that can either be dropped from the back of a vessel, placed with hidden placement (using the Ipad method), or as a depth charge for submarines.
The Sacred Grove raft, demonstrating two pollen flingers and two trays of Sacred Mushrooms. A recently turned Gnogr is on the raft. 1 mushroom converts one Gnogr.
Fleet Tactics: the TPF will operate as an independent flotilla, much like the Dwarves and Undead do. So all ships will move and conduct operations on the same initiative round. The TPF will prefer standoff tactics, as they aren’t as good at melee fighting as the Big People. They will have one Medium gun each in the Kanthus tug and Thing 1 and 2 ships, thought the Gully Dwarf Longship (not pictured above) is more like a Ragnar brothers longship, without any cannon.
The TPF makes its debut at the Game Camp for kids, next week! I look forward to chronicling their exploits.