Showing posts with label dwarf. Show all posts
Showing posts with label dwarf. Show all posts

Sunday, February 16, 2025

Who Is Your Clan (And What Does That Mean)?

Every character has a family. Even if they're dead, estranged, or just far away from where your current adventure is taking place, someone raised them, and helped them acquire the skills they currently possess. However, there is something that is bigger than just your family, in the sense of those you share a close blood tie with. This is something that can set the culture a character was raised with, covering everything from what they value, to how they dress, to what morals they have.

This concept is your clan, and it can be a useful thing to consider when you're trying to build your character's backstory!

I pledge my sword to the House of The Sun, and the Seat and Seal of Clan Blackwind.

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What Is Your Clan (And What Does It Mean To You)?


We often think of a clan as a particularly big family, so I want to take a moment to break down what I mean in this context. Because a clan is not just a family, but it is (typically, at least) a rather large group of interconnected/interrelated families. So a character will have their immediate family (parents, siblings, children), their extended family (grandparents, aunts/uncles, cousins), and then beyond that immediate family, you have your clan.

But what goes into a clan?

For Hawkwind! For Clan Darkhelme!

A clan is many things. At its most basic, it's a social support structure that acts in a way similar to a family, in that its members can rely on one another. So whether there's a disaster where one part of the clan has lost homes or crops, or the new generation needs to learn skills from more established professionals, the families of the clan can rely on one another to provide. This can even go so far as adopting members who have lost parents, or whose parents are unable (or unfit) to care for them. The clan takes care of its own.

Beyond that support structure, though, a clan also has obligations required from members. As an example, some clans might require that all members learn how to fight, and that tours of service be completed. There might be a kind of clan tax levied in order for the clan to support itself, with resources being distributed as needed. If one wants to stay in good standing with the clan, they need to fulfill their obligations, or suffer the consequences for ignoring them (such as becoming an outcast for refusing a major obligation they owe).

Lastly, a clan has its own culture. This can vary from clan colors and battle cries, to social norms regarding courtship and marriage, to what is considered a duel-worthy offense. Clans have their own internal politics, their own mores and norms, and they also have their own relationships with outsiders (which members may have to deal with when they travel, even if they are no longer an active part of their clan). They may even have their own clan law, which can come into conflict with the law of the land depending on where they happen to be.

All of these things can have an affect on your character. For a few examples, consider:

- Did your character's family have high standing in the clan? Low standing? Has their standing changed since your character's birth, and is that connected to their current adventure at all?

- Did your character defy any of the clan norms or laws? If so, have they escaped punishment for it, or is it still a secret?

- What is your character's clan heraldry, and is it different from their family heraldry? Does your character wear their colors and sigils openly and with pride? Or do they forego them unless required?

- Is your character proud of their clan affiliation, or ashamed of it? Are they willing to stand up for their clan, even if they consider them problematic or wrong in some way?

- Is there something about your character that people can immediately tell what their clan is? Whether it's something as obvious as a tattoo or a brand, or something more subtle like a particular weapon of choice, fighting style, or even an accent or turn of phrase?

All of these, and many more, can be unique ways to think about where your character came from, and what effect the clan had on them as they grew, and became who they are today.

Additional Resources


If you haven't grabbed your copy yet, get it today!

If you're looking for some additional things to help build your character's backstory, and to expand on the idea of a clan, the following resources might be of help!

- A Dekas of Dwarven Clans: From the grim-faced Ironhelms, to the indefatigable Craggs, this supplement contains 10 clans complete with history, heraldry, example NPCs, and rumors about each clan.

- 100 Fantasy Battle Cries (And Their Histories): If you're looking for a cry that can define your clan, consider some of the options in here, along with how they came to be!

- A Baker's Dozen of Noble Families: Similar to clans, these overarching noble families share a lot of similarities, and can be used as a basis for creating clans.

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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, June 9, 2018

Unusual Characters: Alistair "Lefty" Rockhammer

About once a year or so, I get an itch to write about a specific character in this section, rather than just talking about an archetype that breaks conventional RPG stereotypes. A character who stands out to me, in some way, and which I think folks would be interested in. In this case, I thought I'd share the fellow I drew the last time my craft night group got together. Because if you've got a picture, you should have a thousand words or so to go with it.

The Story of Alistair "Lefty" Rockhammer


Dwarves have their stereotypes. They're hardy, taciturn, industrious folk who keep to themselves, bear long grudges, and who tend to be miners, craftsmen, and artists in their own, unique ways. Or, at least, that's what folks who don't live among dwarves tend to think of when they come up in conversation. But, like any people, they are unique and varied, with outliers even among their own cultural norms.

One of those outliers was Alistair Rockhammer.

G'day all.
 
Born in the Sky Citadel of Kraggodan, Alistair was a middle child of three. His father was a smelter, and his mother a wizard who specialized in the repair and maintenance of enchanted items. They were well-to-do enough that the children were allowed to pursue their own paths... which in Alistair's case was mostly causing minor mischief and avoiding anything that remotely looked like work. As he grew, though, he developed a peculiar talent; he could always tell when something was genuine, or fake. No fool's coins ever made it into his purse, and he made a small name for himself in detecting forgeries. Of course, he couldn't stay on the straight-and-narrow for too long, and he eventually started vouching for poor-quality items that he knew were fake. This tanked his reputation, and he managed to leave Kraggodan one step ahead of the scandal.

As a young dwarf with little in the way of trade skills, Alistair had to rely on his wits to see him through. He managed to make his way through Nirmathas relatively unscathed, and he took passage with a caravan into Varisia. With barely two silver pieces to rub together, he found himself in Korvosa. While he hadn't been much of a trail hand, and he was an even worse woodsman, Alistair knew cities. There was opportunity there, if he followed his nose.

Time in The Acadamae


Alistair made friends in Korvosa, and part of his trade was picking the wheat from the chaff in the black market. His uncanny talent for spotting a forgery served him well, but he also came into contact with several students from the Acadamae's Hall of Crafting who were trying to offload their work. Many of them had been technical successes, but the spells had been woven just a little too poorly to do what the creator wanted. Knives that grew sharper in darkness, shields that would only safeguard those with elven blood, or rings whose protective powers faded at sundown. Alistair helped find homes for all of them, while sniffing out the fakes, phonies, and utter failures.

One of his clients, who had a particular proclivity for shiver, was always running low on funds. So when he'd run out of goods, he offered Alistair something else; admittance and protection in the Acadamae.

Give a man an enchanted item, he profits for a day. Teach him to enchant items, well...
 
On a lark, Alistair accepted his acquaintance's offer, despite the fact that he was older than any three or four students combined. With his eclectic knowledge of magic, and his grifter's mind, Alistair quickly carved a niche for himself in the Acadamae. Dealing in rare spell components, connecting tutors with hopeless cases, and even managing a short-lived imp-control service installing wards on student dorms in exchange for future services. While he was never what one would call a brilliant student, Alistair managed to do well enough that he was never thrown out of the Acadamae. It helped that there always seemed to be a student or professor who spoke up for him, though their endorsement often came as a result of cashing in a favor rather than from affection or admiration.

For all he'd learned while a student, though, Alistair hadn't truly changed since he'd fled Kraggodan two steps ahead of having "slag" appended to his name. So when it came time to complete his summoning to prove he'd truly mastered conjuration, he cut a corner or two. So while he managed to summon an impressive specimen, he wasn't quite able to contain it properly. While not unusual in the Hall of Summoning, Alistair managed to banish the thing before it could do too much harm... but not before the fiend's teeth mauled his left hand, leaving him with a barely-functional stump.

Alive, if maimed, it was decided that he'd done well enough to be considered a graduate (with the urging of many who wanted him out the door with as little pomp and ceremony as possible). Once his wounds had been bound, Alistair left the Acadamae... but not before conducting one, last ritual. Something small, and simple. Because every good conjurer of cheap tricks needs a partner in crime... and when Alistair heard of a fellow classmate whose sickly green rabbit wouldn't stop spitting acid globules at him, the dwarf knew he'd found a kindred spirit. He just had to bind them together before taking the next step in his journey with his new friend Hoptail.

Time For A Change


Losing his hand had been a blessing in disguise for Alistair. With an iron hook affixed to the stump, he found that magic was the best way to handle the challenges of his everyday life. As such, even spells that would once have been a trouble for him became second nature. Aside from growing more skilled, and acquiring an acid-green rabbit with a chip on its shoulder who always seemed game for a bit of smoke and mirrors, Alistair decided to really see what else the Inner Sea had to offer. Whether he was a mountebank in a carnival, a journeyman wizard leaning on the reputation of the Acadamae to open doors for him, or just a treasure hunter looking for the next big score, Alistair "Lefty" Rockhammer is a man who wears many hats.

If you enjoyed this, you should check out the previous two characters I wrote up specifically:

- Dweren Dragonsblood (dwarven sorcerer)
 
Also, don't forget to stop in and check out both my 5 Tips For Playing Better Wizards, as well as my 5 Tips For Playing Better Dwarves!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 15, 2017

Dweren Dragonsblood, The Goldsniffing Dwarf

So, last Fall I decided to try something a little different in my Unusual Character Concepts posts. Rather than writing up a general idea that players could put their own spin on, I decided to put together a post all about a specific character. Gaspar Dell'Amore, the Black Rose of Edme, was a two-fisted enforcer with the divine on his side. Folks seemed to like him, so I figured I'd give the format another try.

Allow me to present Dweren Dragonsblood, the Goldsniffing Dwarf.

Mmm... smells like a Chellish cache. They cut their coins with lead to maintain weight.

A Nose For Treasure


Some dwarves are known for smithing steel and iron, but the Dragsonsblood clan are renowned for their skill with gold, silver, and other precious metals. Their mines yield only the purest of noble metals, and their artisans possess a near supernatural skill. Even the members of the clan who aren't smiths, though, tend to work in the precious trade. Security experts, forgery detectors, gem cutters, merchants, and miners give the Dragonsblood clan a firm hold from the time the ore is found, until it is put up at auction.

The legend goes that the clan draws its name, and its prowess, from a smattering of draconic heritage. Though where that heritage comes from depends on whom you ask. Rivals to the clan claim their need for dominance, their arrogance, and their greed tie them directly to the worst examples of dragonkind, whom they have made ancient pacts with. The clan itself tells several different tales. Some may tell you they were blessed by a good dragon they once aided, others that they uncovered an ancient artifact that is used to bless the clan's children, and still others will say they are, in fact, descendants of a forge-keeper dragon.

So, when Dweren was born, he was expected to follow in the family's trades. Broad-shouldered and strong, his hands were too blunt for the fine work of gem cutting, and he wasn't suited to gold or silver smithing. Ever since he was young, though. Dweren had a nose for treasure. The fine scent of gold was like spun sugar in his nose, and chaste silver was the candy smell of honey cakes. All he had to do was hold an ingot to his nostrils to tell whether it was cut with lead, or if there was an impurity. And if he was walking down a tunnel? He could smell the veins of metal, and find them with uncanny accuracy.

Check the bodies, they've got gold on them. No I don't know where!


Chasing The Dragon


The easiest place to start off with Dweren is with the alternative dwarf trait Treasure Sense. It gives you scent regarding precious metals, and replaces stonecutting and stability. Then you give him a few levels of fighter to represent the rigorous training dwarves go through to determine which ones will make good soldiers, and which ones should pursue other trades. Familiarity with the military pick gives him a weapon of choice that always feels comfortable in his hands. And if that weapon happens to be made of adamantine, well, then there is no stone it won't breach.

Of course, he may have more dragon's blood than he knows in him. While sorcerer is not an ideal class for a dwarf, given their racial negative to Charisma, it is a good place to begin manifesting his heritage. Especially if the goal is to eventually enter the Dragon Disciple prestige class, which allows you to mix martial might with magical muscle. But which of the myths are true? Are they the noble descendants of gold dragons? The domineering children of reds? Or something else entirely? Only the scales on his arms, and the weapon in his breath, will say for certain.

And then the dragonslayers come.
 
So what is Dweren's job? Well, when his family needs his nose, he seeks out new lines of ore, and he helps them detect forgeries. With his magic, his inherent toughness, and the gifts of his draconic forebears, though, he is an ideal enforcer on treasure hunting missions. Even better, though, there is no mimic that can fool his schnoz unless it chooses to fill itself with treasure.

Fortunately for him, most shape-shifting chests really aren't that smart.
 
And before you go, if you haven't taken a look at it yet, don't forget to check out my 5 Tips For Playing Better Dwarves!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 8, 2017

A Dwarven Raised Drow? Yours For The Asking, With The Adopted Trait!

In Pathfinder, every character gets two background traits. They give you little, mechanical bonuses, but they're also supposed to represent your character's unique history. If you have Viking Blood, for instance, then it traces your heritage directly to the Land of The Linnorm Kings. It also gives you a +1 bonus on Intimidate checks, and makes Intimidate a class skill for you. Reactionary represents someone who has lived a life on the edge of violence, and it gives you a +2 bonus on Initiative checks. One of the most unusual traits in the game, though, is called Adopted.

In short, Adopted says you were raised by a race not your own. The benefit is that you can immediately choose a race trait you normally wouldn't have access to because you are not a member of that race.

Belkar always knew there was something different about his big brother. He could never put his finger on it, though.
 
That benefit is fun, but there is another advantage to this trait; it gives you a probable explanation for unusual races being found outside of their typical haunts. Even better, though, it lets you explain why you have a member of a particular race that just doesn't seem to fit their usual mold.

A Halfling Village Raised WHAT!?


We know halflings as open-minded, kindly, neighborly folks. They like their food, their pipe weed, and a fairly simple life. While not all halflings we know fit that Tolkien stereotype, imagine an idyllic village that does. There are small-sized lanes, small-sized farms, and homes built right into the rolling landscape. But at the end of the village, there's a huge hill that's been hollowed out. More of an artificial cave, it's made of raw timbers, and huge stones that dwarf the rest of its neighbors.

And sitting on the porch, a thumb tucked behind his suspenders and his pipe in his mouth, is Boram Broadback. And while he might dress like his neighbors, talk like his neighbors, and act like his neighbors, it's pretty clear he isn't like them in a significant way. Boram is a bugbear.

Annalise! It's eating your last serving platter!
 
While Boram still has violent urges, and he was a rowdy child, the patience and caring of his adopted parents, along with the value the village placed on his sheer size and strength, turned him into a chaotic good character who values friendship and community as much as a barrel of ale, and a thick haunch of beef. As well as a chance to crack skulls, when necessary.

This sort of scenario is a great way to justify your unusual PC race, and to make something that isn't bound by the conventions of a given race's culture. For example, say you want to play a drow. Was this drow raised by surface elves, who cultivated her like a tree to make sure she didn't grow in certain directions? Or was the drow raised by dwarves, and thus took on their characteristic brusqueness while also learning their values and industrial talents? Perhaps you want to play an ogre. Were you taken in by a group of human soldiers who raised you as their unit mascot until you eventually grew into a capable fighter on your own? Or were you taken in by a traveling family? Perhaps raised by a witch who made you his surrogate son?

If you're interested in unique story, it's also important to remember that more common races can also be adopted into uncommon situations. For example, you might want to play a human raised by orcs, creating a kind of Tarzan situation where the wayward child has to compete with an adopted family who is bigger, faster, and stronger than he is. This might lead to him becoming superhuman by the standards of most average people. Or, say you were a gnome adopted as a kind of pet by a drow household. Your value as a trickster, and a spy, could completely alter that gnome's views and understanding of the world, in addition to granting them a unique racial trait.

Make Something That Fits Your Game


Perhaps the most important thing to remember when contemplating the possibilities of the Adopted trait, and the associated stories it could bolster, is that you need to make a character for the game you're playing. For example, the drow raised by dwarves would fit quite well into a game that will go to the Darklands. You might even be able to pull a reverse Old Testament and reveal that this drow is a long-lost child of a powerful noble house.

However, that's a situation where your peg can be tailored to fit into a round hole with the party. If you can't cut the corners off a square peg, though, then set the concept aside, and wait for a game where it would make more sense. At the same time, though, don't be afraid to shake up the traditional formula. Just because classes and races have certain archetypes associated with them, that doesn't mean you can't blaze your own trail.

That's all for this week's Fluff installment. If you want to make sure you don't miss out on any of my future updates, follow me on Facebook, Tumblr, and Twitter! Lastly, if you want me to keep producing great content just like this, consider becoming a patron of mine. Head over to The Literary Mercenary's Patreon page, and pledge at least $1 per month. This helps me keep the train rolling, and it will get you some sweet swag to boot!

Monday, July 4, 2016

Why HeroQuest is So Great!

The Internet is home to entire reservoirs of great gaming humor. Whether it's the latest memes about murderhobos, or another round of dice shaming, there's no bottom to the chuckle bucket. However, in the event that you missed the Bardic Broadcasts video on why HeroQuest is so great, then you need to have it in your life. Seriously, click play. You can thank me once the video is over.


While entertaining for me as a lover of RPGs, I'd never actually played HeroQuest. Like so many other older games that hadn't found its way past the censors into my childhood, I thought I'd see if I could find a copy. What I found was that this game, cashing in on the fantasy boom in the 1980s and 1990s (1989 release in the UK and Europe, 1990 release in the U.S.), is extremely rare. This adventure game scion, produced by the partnership of Milton Bradley and Games Workshop back before they evolved into what they are today, can run several hundred dollars for a used copy. With missing cards. And broken figures.

And if you want a new version of the game, in mint condition? Then you had better have a pocket book that doesn't shrivel up when it hears you say words like mint condition.

Seriously, though, you've spent more on less from Games Workshop.
And that's all for this week's Moon Pope Monday update. I hope you all enjoyed it, and that you learned a little something about one of the cornerstones of fantasy gaming for older generations. If you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page? All it takes is $1 a month to keep the content coming, and you get free swag just for signing up! Lastly, if you haven't done so already, why not follow me on Facebook, Tumblr, and Twitter? That way you won't miss any of my future updates.