I guess I'll call the gnome Nilen so I don't keep saying "the cobbler." I can easily change that later.
agree keeping it "smaller scale" then a world-ending apocalypse; maybe going the criminal underworld route? This way you could interpose the conflict of the characters themselves onto some other conflict within the world itself, maybe a civil war or ongoing campaign between two larger kingdoms, or alliance of kingdoms.
A good story needs a good villain. So far my concepts are pretty generic. Mad necromancer, orc warlord, tyrant of a petty fiefdom, mafia-esque figure. I'm leaning towards a lawful evil villain in lieu of a chaotic evil villain. This makes slightly more sense given that my premise requires the villain or his agent to at least initially try to take the heroes alive.
Five man band would be good; is each one of them going to be "themed" together, like all of one race/class/hometown or are they going to look more like a group of player characters? Both sides have pros and cons:
I am not sure.
- A group of similar characters (say, a bunch of dwarfs led by their prince who are trying to reclaim his birthright and treasure hoard from the dragon that stole his old house) are going to seem more visually unified, but run the risk of all "blending together" with your gnome character standing out more
I don't want all four to be dwarven fighters. I really like
The Hobbit, it's the book that made me really become interested in fantasy but it's not perfect. 13 near identical characters. Thorin is the leader. Kili and Fili are the eager youths. Bombur is fat. The nine other dwarves blend together.
I don't have a problem making the four heroes all from the same place, probably human. I want them to be distinct. They may or may not have the same skillset. I could go with a archer, cleric, wizard, rogue, and melee fighter, but that's not required.
The Three Musketeers is a good example where all the characters have essentially the same skill set but Porthos, Athos, and Aramas all have very different personalities and values.
I may make all four of Nilen's companions, or three out of four companions fighters. Part of my story concept is that Nilen is good at talking his way out of problems. When you have a hammer, every problem looks like a nail. Nilen repeatedy comes up with novel solutions that avoid beating their problems into submission. Negotiation, stealth, trickery. If the party includes a wizard the wizard is going to be a stupid smart guy. Good at casting spells, but not very creative. If he doesn't have a spell to fix the problem in front of him, he's not going to know what to do. Again, hammers and nails.
- A group of widely dissimilar characters (human fighter, half-elfish ranger, dwarf cleric, elfish wizard, gnome cobbler) are going to need more of an explaination as to why they are all on the same side.
If all the characters have the same villain trying to kill them, that could be enough to get them to work together, but ideally they have something else uniting them too.
I would ask these questions: why are your hero's (prior to the gnome cobbler because you figured out how he gets into the story) all fighting for the same goal?
That's still an unanswered question.
What is keeping them working together?
Ideally, Nilen will keep the group together. Scarterran gnomes were created by Mera to be diplomats and facilitate cooperation between the humanoid peoples. What better way to apply "show don't tell" then to have Nilen be the glue that keeps the other party members from killing each other.
Do they like each other (fighting together due to friendship/bonds) or not like each other (relationship of convenience)?
At the moment I'm thinking of coupling the other four party members. Not neccessarily romantically coupling them, but persons A and B have a prior existing relationship and persons C and D have a preexisting relationship. That would give me lots of conflict between Nilen, AB, and CD, and it's more plausible than "five completely disparate people are now an adventuring party."
Now, you know me, I love to kill my characters. If I
hypothecially I decide two characters need to die then it would B and D. Rather than AB. That way the survivors have to create new bonds with their new aquaintenances.
If I can plausibly swing it, AB will probably be respectable types and CD will be more school of hard knocks types.
Give the gnome a backstory involving being something else, before he was a cobbler. Then he can draw on this as a source of hidden talents revealed as needed.
I plan to have Nilen have a grandmother or an aunt or other family member that was a skilled herbalist. Either way, Nilen will be a decent healer and also be able to relucantly cook up some poisons should the situation call for it. Nilen is going to be a very intelligent guy. He could have picked up a piece of many relative's professions. He might have a cousin who is a ferrier, an uncle who is a blacksmith, etc. Thus Nilen is likely to be a jack-of-all-trades.
Just by nature of being a small gnome, he will be more stealthy than his other party members. Much how Bilbo was drafted into being a burglar.
I haven't ruled out the possibilty that he has latent magical powers that could awaken over his adventure. A tiny voice in my head tells me that might be a bit cliche. I would like to showcase my world to readers without requiring a giant info dump of exposition. A good way to spoonfeed my setting and it's metaphysics in bite sized chunks is to have Nilen develop magic powers slowly.
Since the Nine are the center piece of my setting, it would make since to make Nilen a budding theurgist or favored soul. I will probably make him a devout Mera worshipper even if I don't end up giving him divine magic powers. That fits his character. Also, most Scarterran gnomes worship Mera primarily.
The MacHuffin should be something small enough to easily, swiftly hide in a shoe. The sort of item that comes to mind is:
A Ring.
A broach or a clasp are perhaps alternatives. Hide the Clasp in plain sight amidst boots that had multiple external buckles sort of thing. But Palm a ring, and roll it into a boot is simple.
A ring makes the most sense, but I'm mildly concerned that since I'm copying the basic premise of
The Hobbit I'd be a bit too obvious if I make the mcguffin a magic ring.
At this point anything that can fit in a shoe is on the table. It all depend on the villain. If I decide I want to make a moderately sympathetic villain I might make the mcguffin a vial of healing potion or the cure to a curse or something. The villain or someone the villain cares about is very sick.
I guess I'm still thinking about the DC Animated movie
Suicide Squad: Hell to Pay where a bunch of desperate villains are fighting over a magic index card that lets the carrier automatically go to Heaven when they die regardless of how much they deserve to go to Hell. I probably don't want my story to deal with souls or the afterlife, but a lot of villains are motivated simply by the desire to survive.