"We seek one called Grimtooth," the captain said, watching the reactions of the room. "Reports told us he was nearby. Those who know where he is will be rewarded if they step forward, and guide us to him."
"He's just a myth," a man said, shaking himself out of one of the soldier's grips. "A story told to children."
"Every story has some truth at its heart," the captain said, though not unkindly. "So it is with this one. We have hunted him long, and his crimes are too numerous to count. If you know nothing, then stand aside and leave us to our business."
The corner was dim, but a figure lounged there. He had the relaxed posture of a hunting cat, one hand wrapped around a bottle. The fingers were slender, but strong, the knuckles covered in a network of scars. A pipe smoldered on a cracked, clay plate. The captain nodded at his enforcer, a huge man whose armor strained at the seams, gesturing him toward the back of the bar with one hand. The man grunted acknowledgement, and stalked forward, his hand outstretched toward the drunk.
"You better ask yourself how bad you want to keep that hand," the shadowy figure said, as pleasantly as if he were discussing the weather.
Everything seemed to happen at once. The shadow lashed out, kicking a chair forward. It smashed into the soldier's knees, making him stumble. The scarred, slender hand wrapped around the soldier's wrist like a vise, yanking him forward. His cry was cut short as the corner of the table rammed into his stomach, knocking the wind out of him. His gasping turned into a strangled yowling as steel flashed, and a blade rammed through his wrist, pinning his arm to the table. Blood sprayed, and the shadow paused for a moment to let what he'd just done sink in. Then he wrenched the dagger out, and kicked the soldier in the side of the head. He went down like an ox, his skull thunking against the flagstones.
The shadow stood, and the firelight played across his features. His face was drawn, and his dark eyes far too large for a human visage. His ears were long, one pointed, and the other notched from an ancient arrow wound. His hair was long and tangled, like a hunting beast, and the muscles beneath his skin moved like they were made of steel cables. He flicked a gaze over the others, and blinked once. It seemed as if he read all they were, and all they could do, in that moment.
"Sarassan guard," he drawled, stretching his neck till it popped. "Your founders weren't worth much when I taught them the soldier's trade, and you can't even add up to that. You know what's good for you, you'll pick up this ox and leave. While I'm still in a good mood."
One of the constant refrains you'll hear from many players is that you simply cannot mesh X race with Y class, even if there is nothing in the rules that supports this opinion. And while the discussion shifts from one game to another, one of the biggest targets for these arguments is the elven barbarian.
Even if you're playing an edition where elves don't get a negative to their Constitution score, it can seem like a contradiction. Especially if the image you have of elves in your head is Tolkien's ideal, where they represent faded glory, refinement, elegance, and the grandeur of a lost age. Though even in these circumstances, the old fire raging up and refusing to go quietly into the good night is still an interesting character in and of itself.
While the whole conversation about what elves can be used to represent, and how they play in a given setting is an interesting one, something that I think helps the discussion is to find a pop culture representation of an idea or concept that can act as a basis for execution in game. And those looking for an elven barbarian need look no further than one of the most infamous mutants in the Marvel Universe.
Let's run some numbers, shall we? |
Though the canon of the character is somewhat scattershot, we know that Logan's early years were spent as a child of privilege. He was educated, and taught many of the finer things in life. After his father was murdered, and he killed a man in defense of himself, he fled to the frontier. Out there he grew hard, adopting the rough ways of miners, hunters, and trappers. He became a soldier, fighting in both World Wars, but he's also adopted several foreign cultures, volunteered for secret experiments, and been around the world a dozen times in the (at least) two centuries since he was born.
And though Wolverine as a character seems simple at a glance (he's a snarling, brooding hardass with a shady history), we get occasional glimpses of his strange, checkered past and unusual legacy. From correcting scholars on the proper origin of a katana forged over a century ago whose original polishing was done with his own two hands, to speaking nearly lost dialects of foreign languages, to major world events he was in the background of, to important persons that he first met when they were young adventurers themselves, there's always more to him lurking just off screen.
If that sort of story doesn't inspire you, then I don't know what will.
Mechanics Can Always Be Overcome
Regarding the arguments of mechanical penalties and ideal builds, there is always a way to overcome an issue, or to nullify a negative. I'm not talking about re-writing the game or begging a boon from the GM either; I'm just talking about ensuring that you take the proper precautions to deal with the negative aspects of your character's build.
I put my high scores in Charisma... I'm not really cut out for this story... |
Even if elves take a negative to Constitution (or simply don't receive a bonus to it, depending on your game and edition), you can overcome that. Whether it's through natural attribute bumps as the game progresses, taking the right feats (if you're a 5E player), acquiring the right magic items, etc., there's almost always a way to overcome a negative. You might have to work harder to boost your Strength score over your Dexterity, or you may need to tweak your background in order to get an extra bump to essential skills and tricks, but the point is that unless the game expressly says you cannot combine X and Y, then you should feel free to make the character you want.
Whether it's an orc wizard, a halfling cavalry fighter, an aasimar necromancer, or an elven barbarian, if the rules don't actually stop you from doing it then all you have to do is explain the series of events that led your character to become what they are.
It's that simple.
EDIT: In the time since this came out my Species of Sundara: Elves book has dropped in both a Pathfinder version and a DND 5E version. The warriors of the Rashar, with their steely eyes and fast-healing flesh, are an ideal template for those looking to take this concept just a little bit further!
Also, for those who want to make sure they don't miss any of my upcoming releases, make sure you sign up for my weekly newsletter! You might also want to give the following articles a read through if you're looking to build yourself some better barbarians in the coming games:
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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.
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