So yeah, Dwarves.
Dwarves always seem to be one of the greatest challenges of worldbuilding. The image of the stereotypical dwarf - short, stocky, bearded, Scottish, underground-dwelling, miners and craftsmen, armed with an axe if he’s fighting or a pick if he’s not (or sometimes if he is, depending on setting), fond of drinking, fond of fighting, fond of working, strenuously lawful, somewhat xenophobic, and staunch enemy of elves, orcs, goblins, and giants - is immensely, incredibly pervasive. To a one, I cannot think of more than a single exception to this characterization in every single campaign setting I’ve read about or played in. Greyhawk, Dragonlance, Forgotten Realms, Golarion… all the Dwarves are the same. You could quite literally pull one out of one setting and drop them in another, and they’d fit in near-perfectly, or at least to the point where nobody would notice the difference. The one exception I’ve seen is Eberron - having never played it, I’m just going by hearsay here, but from what I’ve heard and read Eberron Dwarves are basically the racial stereotype of the Greedy Jewish Businessman. They’re running all the major businesses, running society a little behind the scenes, and profiting grandiosely off everyone else because there’s no way you can do any respectable amount of business without dealing with them. And since that’s apparently a racist depiction, let’s not delve too deeply into that. Like I said, I don’t know much about Eberron anyway.
So. You basically come down to three core concepts that Dwarfdom is tied up into in nearly every setting: they mine, they drink, and they fight. And nearly every single depiction of them uses these. Drift away from them, and their fans will complain you’ve changed them too much; change them enough to satisfy the people who don’t like Dwarves in the first place, and you have something that’s so different from the “standard” Dwarf that it might as well not be a Dwarf at all, both fans and detractors will say.
Normally, I wouldn’t give two beans what the Dwarf dislikers have to say about them in this particular context. Most people who don’t like Dwarves tend to be Elf fans, and I personally do not much care for Elves, so maybe that’s why I’m a Dwarf fan, more than anything intrinsic to the race itself. I do find them interesting, even at their most stereotypical, and I find them just plain fun. So why change them at all? I already enjoy them as-is, most people who would play one already enjoy them as-is, and despite the complaint that they’re very samey from setting to setting, there’s clearly success in keeping them the way everyone expects them to be. Why change it if it works?
I’ll admit, the reason’s a little flimsy, and very personally biased. It’s because there’s another race in Finiens that fits into the underground-dwelling, mining-and-craftsmanship niche - the Kobolds. And I really like Kobolds. They’re one of my favorite “monster races”, they’re the eternal underdog, I love their racial connection to Dragons, and I just plain think they’re cool. But put them as a major, “core” race in the same setting where you have underground-dwelling, mining-and-craftsmanship Dwarves, and you end up with two races whose racial niche is to do the same thing.
In standard D&D/Pathfinder/etc., it works out because Kobolds are not a core race. They’re a monstrous species, usually Evil-aligned, not usually a PC race, and if there IS a PC Kobold they’re somehow, one way or another, an exception to the rule. (They’re also typically low-level cannon fodder, but as any of us can probably tell you, they can be more than that. Huzzah for Tucker’s Kobolds and for the “advances by character level” tagline.) So Kobolds and Dwarves can hold the same niche because it’s implied they’re competitors, with the Dwarves on the good/PC side and the Kobolds on the evil/NPC side.
That’s not the case in Finiens. Kobolds are not a “usually Evil” race (Finiens Kobolds are typically Lawful Neutral, as I’ll explain when I get to the detailed elaboration on Kobolds) and they’re one of the core races of the setting, extremely widespread - even more so than Humans - and highly respected by nearly all countries and cultures for their craftsmanship. That’s the niche I wanted for them, and it was fairly imperative that I find a way to not have to share that with the Dwarves.
But that’s only one out of three. Dwarves are miners/crafters, drinkers, and fighters. Remove just the one and you still have the majority of what a stereotypical Dwarf is. So what other culture or archetype regularly gets drunk and starts fights?
Well, how about pirates?
Once that clicked, everything else came naturally. The Dwarves as a (possible) slave race in the Age of Ancient Magic was just logical - Finiens Halflings share the Human subtype, and are in many ways a subrace of Humanity, but Dwarves are strongly different from both; since they share a homeland, it seems that it would be inevitable that the other two races would gang up on the lone Dwarves, and their physiques and statistics make them excellent laborers. And when everything came crashing down, it was the Dwarves who had spent the last who-knows-how-many years working, serving, creating, building, and otherwise learning the skills they’d need to become the leaders of the resulting exodus. Combined with their longevity, it seemed inevitable - without the system to hold them in slavery, they were free to lead the charge into the unexplored world, and once they’d tasted that freedom, there was no turning back.
As a result, another Dwarven stereotype - their strong ties to Lawful alignments, rarely moving, and obsessive care for family and home - were either removed or put slightly off-kilter. Dwarves in Finiens are usually Chaotic, befitting of a freedom-loving anti-authoritarian society just on a eons-long high of escape from slavery, but they hold to a lot of Lawful traits. Family is still held in great esteem, but it’s taken less literally. Now Family is practically synonymous with Crew, regardless of actual connections of blood - and in some cases, even Race. Loyalty is less tied to personal or clan honor, and more to the hierarchy of a ship and the respect due a Captain. Dwarves travel all over the place, but at the same time they are strongly tied to their homes - it’s just that now that their home is a ship, they can take it with them wherever they go, rather than being bound to a single physical location.
And besides, pirates are cool! Can you think of any other setting that has a race whose culture and history are built around being ocean-bound? The only things that come to mind are actual underwater settings like Alluria Publishing’s Cerulean Seas. So many adventures take place almost exclusively on land, generally deep in the land’s interior, with only rare campaigns whose entire plot revolves around oceans - things like Paizo’s Savage Tide and Skulls and Shackles, or Nick Logue’s Razor Coast - ever break that mold. So I suppose I can see why it’s rare - in a lot of ways it’s impractical. It’d be tough to have a race like Finiens’s Dwarves and justify why they’d ever spend enough time on land to participate in a full-length campaign.
In this case however, I think cool factor and the opportunity to take Dwarves, one of my favorite core races, in a completely new direction without changing them to the point of being unrecognizable outweighs that restriction. You might not see a huge amount of PC Dwarves in Finiens campaigns, but the ones where they’re fitting, I’m fairly certain they’ll stand out. I’ll be able to get back to you in more detail on that when I actually run Savage Tide (again) in a couple of years.
And also:
A DWARF! IS A MAN! OF THE SEA!
And if you get that reference, consider yourself about 100% more awesome.
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Showing posts with label Dwarves. Show all posts
Showing posts with label Dwarves. Show all posts
Sunday, May 25, 2014
Denizens of Finiens: Dwarves
Like the Humans and Halflings, the Dwarves had their origins in the dark and ancient continent of Paziou, amidst the jungles and mountains and long-lost civilizations of prehistory. And even from those earliest eons, they were strange, stuck out from the norm, and somehow did not quite fit with their cousins in land. Dwarves were decidedly different in so very many ways from their neighbors. Taller than Halflings but shorter than Humans, yet they were clearly not of the same blood, the same kin. Magic treated them differently than it did the other two species - in fact, dwarves were greatly notable for the reduced effects many types of magic had upon them. They lived long, much longer than either other race, but reproduced very slowly, keeping their numbers limited. Powerfully built, their stocky frames and low height made them slow movers but capable of bearing great burdens… a fact that, or so it is theorized, did not go unnoticed by the powers that were in those ancient lands. It is suggested that in the Age of Ancient Magic, when Humans were clearly the ruling power and Halflings likely a broad citizenry, the Dwarves may have once been a servant caste or slave race. It would certainly explain many things, among them the great care and value placed upon freedom and liberty by the Dwarven culture of the modern day.
Despite - or perhaps because of - the likelihood of their subjugated status in ancient Pazioun civilization, the Dwarves are responsible for the vast majority of The Scattering that followed. When the Age of Ancient Magic came to an end, the Dwarves led the withdrawal, moving in droves out from Paziou’s heart toward its coasts, with the Humans and Halflings following behind. They made their way to the extreme ends of the continent, and when the oceans prevented them from moving further, they set to work. Clearly their prior occupation or culture had produced a great number of capable craftsmen, as Dwarven ingenuity and invention was responsible for the entirety of sea travel for many, many years. Dwarven ships were crafted, crews assembled, and - armed with nothing more than their own bravery - sent into the uncharted blue.
Dwarven culture took to the sea as swiftly as the fish that swam below them. Here, out in the endless ocean, something took hold of their people that had been missing for generations upon generations of life on land. When the first ships made their returns to Paziou, speaking of far-off lands, bizarre creatures, strange weather, and all the ocean’s wonders, more ships were built, more crew welcomed aboard, and passengers - Humans and Halflings seeking lives in far-off regions - taken on; yet when their destinations were reached, the passengers would disembark but the vast majority of Dwarves were content to remain, seeing no gain nor pleasure to be had setting foot on dry land again. Here, the only land they needed was the wood beneath their feet, the rocking ocean their horizon and the salty air their lifeblood. Aegir, Father Sea, had been found by his long-lost children, or so the Dwarves claimed, and now that they were home they would never leave.
And why should they? While the other races squabble and battle and die over chunks of land, Dwarven territory was unlimited. Wherever the ocean rolled, Dwarven land would be. Who could seize the sea? Who could strike claim on the ocean? Who could tame the tide? So long as water flowed free, so too would the Dwarves, until the depths ran dry.
Ever since, Dwarven life, culture, pleasure, and labor have been inextricably tied to the ocean. Many Dwarves are born, live their long lives, and die without ever setting foot on dry land (perhaps discounting the occasional island, which most Dwarves consider “not DRY land” and thus merely a rocky portion of the sea), the waves rocking their cradle as a child and welcoming them into Father’s embrace when they die. Those few who do spend time on land usually only do so as part of taking stock, resources, supplies, or cargo for their next journey into the boundless blue. Dwarves are sailors of all stripes, from merchants to nautical soldiers to pirates. Their loyalty is to captain alone, and the crew is as much clan as comrades - often a captain is an elder of the family, a powerful matriarch or patriarch whose kin and offspring serve as the majority of their crew, and it is not unusual for newlywed dwarves to select a handful of choice siblings and cousins to establish a new crew on a new ship shortly after vows are shared.
Dwarven control of the world’s waters is not uncontested, however. The Tengu and the Rilkans of Senkaku both host a capable seafaring culture of their own. The Tengu are, by and large, noble privateers and merchant-knights under the authority of the Naga, protecting the waters around the Senkaku Archipelago and the trade routes by which their neighbors make way to distant “outsider” regions to ply their wares; they are often distrustful or even outright hostile toward Dwarves, seeing the entire race as profiteering pirates who would gut any ship they could, seize its treasures, and send its crew to the black depths below, if not claim the ship for their own and overrun it with a new crew of their barbaric bearded kind. The Rilkans, on the other hand, are more akin to the Dwarven sensibilities, fond of drink and song and the occasional boisterous barfight, and it is not unusual to see Rilkan crewmembers on Dwarven ships, and while the reverse is far less common it is usually not frowned upon.
And if any word can sum up Dwarves singularly, “boisterous” would be it. Dwarven ships are never quiet, always active, the crew constantly in motion and in conversation or song. Dwarves are greatly fond of alcohol, and count brewing to be among the highest skills of their people; large stocks of drink are a staple of Dwarven journeys, and they have a well-earned reputation for being able to make a fermented version of almost anything.
Dwarven culture and history is stored primarily in song, and bards are a frequent sight on any ship, used equally as lorekeepers, researchers, information gatherers, and keeping the crew entertained and happy. Dwarven songs are often bawdy, inciteful, and excessive, much like the rest of their culture, which thrives primarily on its lack of restraint and restriction beyond the simple rule of “what the Captain says, goes”.
And if there’s one thing a Dwarf likes more than a good song, it’s a good fight. Brawls are common on Dwarven vessels, incited over what other races and cultures might consider little things hardly worth the effort of offense; however, just as much so they are often over swiftly, with minimal harm done. Dwarves are a tough breed and heal quickly, almost universally, and these little skirmishes rarely result in long-term injury or lasting deformities or disabilities. Unfortunately they also do not tend to recognize that other races are not quite as durable as they are, and brawls and fights inevitably draw all available participants from an area into the melee without much care for intent or personal well-being.
Even children are not immune to these turns of culture, though Dwarves are generally somewhat responsible about keeping them out of direct harm at the hands of reckless and haphazard adults. Children are kept below-decks for the first several years of their lives, and while they are encouraged to roughhouse and scuffle amongst themselves, they and their mothers or caretakers are generally kept out of the path of destruction created by the rougher-housing adults on the upper decks. Hardy Dwarven constitution kicks in as soon as a year after birth; after being weaned, young Dwarves are already capable of handling alcohol, and it becomes a staple of their diet almost immediately. Predictably, the majority of the rest of their sustenance comes from fish, though fruits are also commonplace, and are among the primary goods that Dwarves trade for - the dangers of scurvy and other malnutrition ailments are a well-known danger in Dwarven society, and they have as a near-whole learned that while they can thrive at sea, there are benefits to working with the “landlubbers” from time to time.
Politically speaking, Dwarves have little sway. They have no countries of their own, alliances are rarely larger than extended families’ agreements, and conflicts are more often between individual ships and crews (or even just individual captains) than anything large-scale. Yet, at the same time, their enemies are also very few. Very few countries wish to risk the dangers of alienating all Dwarves, as such makes them an easy target and severely limits their ability to make any use of sea travel. Dwarves are a raucous lot, but they are long-lived, tightly-knit in their crews and families, and prone to holding grudges. Nowhere is this more evident than Anhur, where Dwarven blockades against travel through the Gulf of Paziou are frequent and sea travel highly dangerous, due to numerous incidents of aggression and insult from the Humanistic denizens of the desert country. The only other notable foe the Dwarves face as a unified whole are the Tengu, who have served as rivals for the sea for eons, ever since their own race’s crimes struck the Tengu from the skies and sent them to the seas instead.
Most Dwarves, however, are happily ignorant or dismissive of both these opposed forces, especially if their particular routes of choice never near the shores in question. And the ocean is vast, more than large enough for many, many crews to find their own waves to crest.
----
Notable Edits: Mechanics
Dwarves in Finiens use the “Saltbeard” alternate racial package as their default racial stats. In addition, their list of racial weapons is expanded.
Despite - or perhaps because of - the likelihood of their subjugated status in ancient Pazioun civilization, the Dwarves are responsible for the vast majority of The Scattering that followed. When the Age of Ancient Magic came to an end, the Dwarves led the withdrawal, moving in droves out from Paziou’s heart toward its coasts, with the Humans and Halflings following behind. They made their way to the extreme ends of the continent, and when the oceans prevented them from moving further, they set to work. Clearly their prior occupation or culture had produced a great number of capable craftsmen, as Dwarven ingenuity and invention was responsible for the entirety of sea travel for many, many years. Dwarven ships were crafted, crews assembled, and - armed with nothing more than their own bravery - sent into the uncharted blue.
Dwarven culture took to the sea as swiftly as the fish that swam below them. Here, out in the endless ocean, something took hold of their people that had been missing for generations upon generations of life on land. When the first ships made their returns to Paziou, speaking of far-off lands, bizarre creatures, strange weather, and all the ocean’s wonders, more ships were built, more crew welcomed aboard, and passengers - Humans and Halflings seeking lives in far-off regions - taken on; yet when their destinations were reached, the passengers would disembark but the vast majority of Dwarves were content to remain, seeing no gain nor pleasure to be had setting foot on dry land again. Here, the only land they needed was the wood beneath their feet, the rocking ocean their horizon and the salty air their lifeblood. Aegir, Father Sea, had been found by his long-lost children, or so the Dwarves claimed, and now that they were home they would never leave.
And why should they? While the other races squabble and battle and die over chunks of land, Dwarven territory was unlimited. Wherever the ocean rolled, Dwarven land would be. Who could seize the sea? Who could strike claim on the ocean? Who could tame the tide? So long as water flowed free, so too would the Dwarves, until the depths ran dry.
Ever since, Dwarven life, culture, pleasure, and labor have been inextricably tied to the ocean. Many Dwarves are born, live their long lives, and die without ever setting foot on dry land (perhaps discounting the occasional island, which most Dwarves consider “not DRY land” and thus merely a rocky portion of the sea), the waves rocking their cradle as a child and welcoming them into Father’s embrace when they die. Those few who do spend time on land usually only do so as part of taking stock, resources, supplies, or cargo for their next journey into the boundless blue. Dwarves are sailors of all stripes, from merchants to nautical soldiers to pirates. Their loyalty is to captain alone, and the crew is as much clan as comrades - often a captain is an elder of the family, a powerful matriarch or patriarch whose kin and offspring serve as the majority of their crew, and it is not unusual for newlywed dwarves to select a handful of choice siblings and cousins to establish a new crew on a new ship shortly after vows are shared.
Dwarven control of the world’s waters is not uncontested, however. The Tengu and the Rilkans of Senkaku both host a capable seafaring culture of their own. The Tengu are, by and large, noble privateers and merchant-knights under the authority of the Naga, protecting the waters around the Senkaku Archipelago and the trade routes by which their neighbors make way to distant “outsider” regions to ply their wares; they are often distrustful or even outright hostile toward Dwarves, seeing the entire race as profiteering pirates who would gut any ship they could, seize its treasures, and send its crew to the black depths below, if not claim the ship for their own and overrun it with a new crew of their barbaric bearded kind. The Rilkans, on the other hand, are more akin to the Dwarven sensibilities, fond of drink and song and the occasional boisterous barfight, and it is not unusual to see Rilkan crewmembers on Dwarven ships, and while the reverse is far less common it is usually not frowned upon.
And if any word can sum up Dwarves singularly, “boisterous” would be it. Dwarven ships are never quiet, always active, the crew constantly in motion and in conversation or song. Dwarves are greatly fond of alcohol, and count brewing to be among the highest skills of their people; large stocks of drink are a staple of Dwarven journeys, and they have a well-earned reputation for being able to make a fermented version of almost anything.
Dwarven culture and history is stored primarily in song, and bards are a frequent sight on any ship, used equally as lorekeepers, researchers, information gatherers, and keeping the crew entertained and happy. Dwarven songs are often bawdy, inciteful, and excessive, much like the rest of their culture, which thrives primarily on its lack of restraint and restriction beyond the simple rule of “what the Captain says, goes”.
And if there’s one thing a Dwarf likes more than a good song, it’s a good fight. Brawls are common on Dwarven vessels, incited over what other races and cultures might consider little things hardly worth the effort of offense; however, just as much so they are often over swiftly, with minimal harm done. Dwarves are a tough breed and heal quickly, almost universally, and these little skirmishes rarely result in long-term injury or lasting deformities or disabilities. Unfortunately they also do not tend to recognize that other races are not quite as durable as they are, and brawls and fights inevitably draw all available participants from an area into the melee without much care for intent or personal well-being.
Even children are not immune to these turns of culture, though Dwarves are generally somewhat responsible about keeping them out of direct harm at the hands of reckless and haphazard adults. Children are kept below-decks for the first several years of their lives, and while they are encouraged to roughhouse and scuffle amongst themselves, they and their mothers or caretakers are generally kept out of the path of destruction created by the rougher-housing adults on the upper decks. Hardy Dwarven constitution kicks in as soon as a year after birth; after being weaned, young Dwarves are already capable of handling alcohol, and it becomes a staple of their diet almost immediately. Predictably, the majority of the rest of their sustenance comes from fish, though fruits are also commonplace, and are among the primary goods that Dwarves trade for - the dangers of scurvy and other malnutrition ailments are a well-known danger in Dwarven society, and they have as a near-whole learned that while they can thrive at sea, there are benefits to working with the “landlubbers” from time to time.
Politically speaking, Dwarves have little sway. They have no countries of their own, alliances are rarely larger than extended families’ agreements, and conflicts are more often between individual ships and crews (or even just individual captains) than anything large-scale. Yet, at the same time, their enemies are also very few. Very few countries wish to risk the dangers of alienating all Dwarves, as such makes them an easy target and severely limits their ability to make any use of sea travel. Dwarves are a raucous lot, but they are long-lived, tightly-knit in their crews and families, and prone to holding grudges. Nowhere is this more evident than Anhur, where Dwarven blockades against travel through the Gulf of Paziou are frequent and sea travel highly dangerous, due to numerous incidents of aggression and insult from the Humanistic denizens of the desert country. The only other notable foe the Dwarves face as a unified whole are the Tengu, who have served as rivals for the sea for eons, ever since their own race’s crimes struck the Tengu from the skies and sent them to the seas instead.
Most Dwarves, however, are happily ignorant or dismissive of both these opposed forces, especially if their particular routes of choice never near the shores in question. And the ocean is vast, more than large enough for many, many crews to find their own waves to crest.
----
Notable Edits: Mechanics
Dwarves in Finiens use the “Saltbeard” alternate racial package as their default racial stats. In addition, their list of racial weapons is expanded.
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