Showing posts with label dwarves. Show all posts
Showing posts with label dwarves. Show all posts

Monday, February 17, 2025

A Dekas of Dwarven Clans... Should This Be The Start of a Supplement Series?

Folks who follow my regular releases likely noticed that my latest TTRPG supplement, A Dekas of Dwarven Clans, went live on Drive Thru RPG this past weekend! I put a lot of work into this supplement, and it gives you 10 dwarven clans complete with history, colors, battle cries, culture, noted NPCs, and several rumors to help flesh them out in your setting. And while I finished it several months ago, now that it's out, I'm wondering if this is a formula folks would like to see me expand on in the future?

Seriously... go grab a copy if you haven't yet!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Is This A Format You Want To See More Of?


If I had to compare this latest supplement to something I've done before, I'd compare it to A Baker's Dozen of Noble Families, which came out in winter of 2018. And since that older supplement went Electrum, I figured there must be something in there that people were interested in. So as an experiment, I decided to expand the general idea, and to put together 10 dwarven clans. After all, if there's anything I learned from the Species of Sundara series I put together, it's that folks who play fantasy games love dwarves.

It makes a great entry into Sundara as a setting!

While A Dekas of Dwarven Clans is hot off the press, it was one of several ideas on the workdesk when I was putting ideas on my to-do list. Others included A Baker's Dozen of Barbarian Clans (for folks who want to expand on something like a "barbarian nation" for their raging character), or A Dekas of Orc Clans (which follows the same format as the one I wrote for dwarves). I could, of course, expand this out to other species, other environments (if we want something like "mountain clans" or "desert clans"), and so on, depending on what people want to see more of.

The question, of course, is would you all like to see that happen?

As most folks know, discoverability is in the toilet for RPG products these days, and actually getting the stuff we make in front of the eyes of people who could use it is hard as hell to pull off. As such, it's tougher than ever to judge whether something actually has interest from the audience, and if they'd like to see more of it.

So if this is a format you want to see more of, or if any of the ideas I mentioned above sound interesting, here is what I would like you to do:

- Buy A Copy Of A Dekas of Dwarven Clans: As the saying goes, money talks, and the more sales this supplement brings in for the publisher, the more obvious demand there will be for sequels.

- Leave A Review: If you already got a copy of the supplement for yourself, leave a rating and review for it on Drive Thru RPG.

- Share On Your Social Media: Whether you share a link to the supplement, or a link to this post, the more people who boost the signal, the better the chance there is that people who will be interested in this supplement find out it exists, and they can decide if they want to buy copies for themselves.

- Comment On This Post With What You'd Like To See: If you want to see more supplements like this one, leave a comment below with which idea I mentioned that you want to see covered, or if you'd like to see something else entirely! And if you saw this post on social media, leave your comment there as well in order to boost the signal in the algorithm!

If I can count on folks out there to do all of those things, maybe this project will get a bit of traction, and I can actually make some room for it going forward. But as with everything else, the squeaky wheel gets the grease, and the supplements with big numbers and lots of attention get sequels.

So make your voices heard!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. 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!

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.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

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.

Like, Follow, and Stay in Touch!


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!

Monday, September 27, 2021

What I'm Doing Differently With Dwarves in Sundara

Folks who have been tuned-in to my release schedule have no doubt caught a few of the releases for my Sundara: Dawn of a New Age RPG setting. A world that looks forward, seizing the unique resources found in a fantastical setting, I'm attempting to upend several of the old standbys players and game masters associate with these games, while also providing just enough familiar ground that no one gets lost or confused.

While the setting began with Cities of Sundara, where I released splat books as guides to prominent locations throughout the world, I've since moved into releasing Species of Sundara. What I hope to accomplish with these books is to provide a more nuanced take on the traditional species we're used to playing in our fantasy games, giving players and GMs alike different cultures, abilities, and potential histories to work with, while tossing things like species-based alignment, universal religion, and species-wide languages (mostly) into the trash.

The first release dealt with elves (and is available for Pathfinder, as well as DND 5E), painting them as masters of biomancy, science, and with several cultures that kept and preserved knowledge, while others concerned themselves with the art of war, with travel, or with growing and preserving their communities. It was a fun exercise, but I wanted to follow it up with something a little bigger, and a little bolder.

Which is why Dwarves of Sundara was next on the list!

Because I know there's dwarf lovers aplenty out there!

Before I get more into the details of what I did to change up dwarves in Sundara, don't forget to join my weekly mailing list if you want to stay on top of all my latest releases. Also, if you have a little dosh to spare (and you'd like to help me keep the wheels turning), consider becoming a Patreon patron today!

What's New About Dwarves in Sundara?


As most of us know, Tolkien folded a lot of old Norse myths into his works in Middle Earth. Dwarves, in their mythical forms, were more like spirits who lived in the earth, and often they were indistinguishable from other elves (the alfar, who feel more like Elrond and his countrymen). Tolkien defined them differently for his setting, making them mortal in many important ways, giving them an alphabet, and showing us some of the places they called home. Then over the years we codified them more and more through our fiction, our games, and through our art.

Think about what immediately comes to mind when you hear the words RPG dwarf. Chances are good you're picturing something like Gimli right now, potentially with a tankard in hand, and likely with a heavy Scottish accent (though points for those who went with Swedish instead).

My goal was to change that, and to provide more variety while still keeping dwarves recognizable.

Familiar in some ways, strange in others.

The first thing to remember is that, for this particular world, the origins of species are not set in stone. There are common beliefs and attributions, but as the creator I'm not coming out and saying the creation story of one culture or people is completely, factually correct. With that said, it is commonly believed by the dwarves that they are the children of the primordial giants; the ancient creatures who formed the world, and whose work they live in to this day. Each type of giant went and made their own children, pouring spirit and life into them so that the dwarves could go into this world and finish its creation; to bring beauty to the details the giants themselves were too large to handle with grace and subtlety.

Whether or not that is technically true, different cultures of dwarves unmistakably have affinity with different elements and environments. Those who take a look will find:

- The fiery Takatori tend to live on volcanic islands, and their physical form is often compared with the fire giants they feel were their creators. Heavily tattooed, and with complex, multi-partner marriages, they have a deep sense of family, and will often travel hundreds of miles to help the most distant of relations to help strengthen their clan bonds.

- The Hasrada live lives of relative luxury in their mountain strongholds. These stony dwarves are regarded as scholars and sages, and they rely on their elemental masters to handle the bulk work of maintaining their societies. Boasting many expert craftsmen and artists, as few of their number need to haul stones, dig shafts, or even stand guard, the Hasrada are welcoming, while also maintaining firm boundaries.

- The Kraskar live deep in swampy holdfasts, and are thought strange by even those who know them. With connections to ancient giants, and nearly as ancient black dragons, these dwarves are insular and clannish. With that said, they are loyal, steadfast friends... and dire enemies.

- The robust Gannar'Gon keep to the fields and hills. Known for hosting games, prodigious feats of strength, and for being welcoming to all those who come to their homes, these hillfolk are praised as good neighbors, and firm friends.

- The Arasta keep their own counsel deep in the scorching empty of the desert sands. Mysterious to outsiders, they are easy to understand for those who learn their ways, and to interpret the silences that often surround them.

These are, by no means, the only types of dwarves in the setting. And while each of these cultures is associated with certain traits, intermarrying, adoption, and simple immigration means that dwarves which bear the traits of one culture may wind up in another... or in none, if they were raised outside one of these umbrellas. Many of these cultures could even make room for non-dwarven members, though that is far from the norm.

Also, one thing I'm particularly proud of is adapting the idea of a common language, without making it an aspect of a mono-culture among dwarves. In Sundara every type of dwarven culture speaks the elemental language associated with their patron giant as their common tongue. However, just as the giants created Aelthark (the "giant" language) to communicate with one another during their communal efforts, so the dwarves created Firthark (commonly called "dwarven") which is more of a trade language that was meant to let all the different dwarves speak to one another. It's sort of limited in terms of concepts and function, and lots of ideas don't translate well into it, but it's functional, easy to learn, and for many non-dwarves it's the fastest way to make oneself understood. There was no way to gracefully fit that in there, but I'm pleased with it all the same.

So if that sounds like something you want to get in on, get your copy of this Species of Sundara installment for both Pathfinder Classic as well as Dungeons and Dragons 5th Edition!

So What's Next?


Currently the plan is to cover a lot of the starting species for the setting, and then to evaluate what the readers would like more of. Whether that's more locations, if they'd like to see some modules, or possibly some short(ish) stories set in Sundara, complete with stats for any new class archetypes, magic items, etc. featured in the tale, there's a lot of possibilities going forward!

But while you wait, consider checking out the stuff that's already come out to bring yourself up to date!

- Ironfire: The City of Steel (Pathfinder and 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. 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 YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel 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 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, September 18, 2021

Not Every Story Element Requires Mechanical Backup

Folks who are long-time readers know there are few things that make me happier than mechanical freedom. I talked about this in depth in Understanding The Difference Between Story Freedom and Mechanical Freedom, but the short version is that mechanical freedom is when the game rules create specific effects that back up your story explanation. If your story is that when you get enraged your strength increases, then you need a mechanic like the Rage class feature (or something similar) to make your story flavor a fact in the game world. If your story is that you're a prince, then something like the Noble background, or the Noble Scion feat, is kind of necessary to give that teeth. And so on, and so forth.

However, it's possible to take this concept too far. Which is why I wanted to take this week's installment to talk about how to judge whether an aspect of your character really needs mechanical backup, or if you can just say it exists, and move on with the game.

Because sometimes story really can stand on its own.

As always, if you want to help me keep the wheels turning, consider becoming a Patreon patron. And if you want to stay on top of all my latest releases the make sure you sign up for my weekly newsletter as well!

Will This Affect The World Mechanically?


Game mechanics, generally speaking, serve a single, broad purpose in RPGs. In short, any time there is a conflict, the rules exist to mediate and resolve that conflict in a fair and balanced way. And if there is no conflict, then there's no need to get the rules involved.

Only roll the dice if success is in doubt.

It's also important to point out that when I say "conflict" I'm not just talking about fighting in RPGs. A conflict is, generally, whenever you want a certain action to happen and there is something attempting to stop that action from happening, so you need to use the mechanics to figure out which result happens. And sure, does my strike cleave the hobgoblin's head from his shoulders is an example of conflict. So is asking if you successfully persuade the merchant to show you his VIP goods, if you manage to sneak past the sleeping dragon, or successfully craft the enchanted blade you've been working on.

However, if there is no conflict, then you don't need the mechanics to be there. You can just make statements and let the story flow.

A simple example is saying you want your tiefling to have eyes like a goat. Or that your elf has green hair and a braided beard. Or your dwarf has sixteen children. These are just aspects of who they are, and the story you're telling. They don't really affect the mechanics of the world, but they fill in the blank spots and personalize your character and contribution to the story. And you should be coloring in those empty spaces... the problem is that a lot of us are looking for lines that aren't there when we start trying to fill in the gaps.

Don't Impose Limits That Aren't There


Lots of players and GMs look at rule books and feel overwhelmed by all the control the rules exert... but the rules are merely the physics of the world. They are the natural laws that govern the game. And though they are important (and often in our faces for a lot the nitty gritty parts of a campaign), it's important to make sure that what we think is a rule, and what is actually a rule line up. Because a lot of the time the rules as they're written don't actually impose as much control on the character you're making (or the story you're telling) as you might think.

For example, there's nothing in the rules that says your paladin must be a knight. Nothing says your rogue has to be a thief, or even a criminal of any sort. Nothing prevents your orc from being a wizard, or your dwarf from being a heavily-tattooed surfer from a volcanic island (more on that below). Your gnome can be of noble birth, your goblin can be a cleric of the goddess of beauty, and your drow could have been raised by adopted dwarf parents in a clan stronghold.

Unless there is an actual consequence of an aspect of your character (you need to have a certain Strength score to be believable as a champion arm wrestler, you must be at least a certain age in order to have experienced particular world events first-hand, etc.) you basically have carte blanche to fill in those blank spaces as long as your GM doesn't naysay you.

And, perhaps just as importantly, make sure you draw a distinction between what is purely flavor text, and what is mechanical function. Because if you want your sorcerer's magic missile to look like flaming skulls in Disney-villain green, there is no reason you can't do that. If you want your barbarian's Rage to manifest as a completely blank affect, becoming almost an automaton who feels no fear and shows no mercy, that doesn't change the morale bonus you receive, and it gives you a unique spin on how the mechanic looks for your character (and it's one of many options I discussed in 50 Shades of Rage).

Because rules are important when it comes to keeping the game fair, and making sure no one is getting special treatment. But we have a lot more freedom than we seem to think within those rules to define who our characters are, and to tell our stories round the table.

Also, Dwarves of Sundara is Out!


Before we go, I wanted to share the latest installment in my Sundara: Dawn of a New Age RPG setting... Species of Sundara: Dwarves is now out both for Pathfinder Classic and Dungeons and Dragons 5th Edition!

There are dangers in the deep... and across the whole of the world!

I'm going to be doing a deeper dive on this in an upcoming post (and hopefully giving folks a more focused look at how I'm changing up dwarves for my setting), but if you need a quick reason to give it a look, I'd say the Takatori should do it for you. These heavily-tattooed, volcano-dwelling dwarves were directly inspired by my old article Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races. Perhaps one of the pieces that got me the most hate mail, I decided it was time to finally make those particular dwarves a reality!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

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 thriller Marked Territory, it's sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent 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 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, October 17, 2020

Remember, Elves Need Blacksmiths and Dwarves Need Fletchers

Archetypes are everywhere when it comes to tabletop RPGs, and the stories we tell with them. All you need to do is mention a class or race you'd see in a fantasy game, and you immediately have an image leap to your mind. When someone says elf, you probably picture a long, lithe figure holding a bow, a scimitar, or both. They probably have long, flowing hair as well. When someone says dwarf you probably picture the opposite; a bulky, bearded figure with an ax or a hammer, likely bearing armor and a shield and ready for battle (assuming you're not a Gotrek and Felix fan, that is).

If you haven't read it yet, seriously, go check it out!

This applies to other games, as well. If you say the word Ventrue to a Vampire player (Masquerade or Requiem) they'll also have a very particular image immediately spring to their minds. Likely a man in a power suit, or a woman in an elegant sheathe dress. If you say to a Werewolf: The Apocalypse player Get of Fenris that immediately calls up images that are one part Boris Vallejo and one part Harley Davidson.

To be clear, these traditional images we have of classes, clans, tribes, fantasy races, etc. in our games are not wrong. From the paladin who is a handsome, holy knight in shining armor, to the half-orc barbarian who's allergic to shirts, those archetypes became archetypes for a reason. However, at the same time, it's important to remember that they are not a requirement by any stretch of the imagination. There is more beneath the surface-level reading of what characters can be, and choosing to disregard some (or even all) of a stereotypical imagery associated with your rules chassis doesn't make you a "special snowflake" who's trying to be different.

Because if the rules don't say you must be, do, or have X,Y, and Z, then it's not a requirement for your character.

Elves Need Blacksmiths, and Dwarves Need Fletchers


Thurandill shall be your name, and you'll be as deadly as you are beautiful.

This phrase was a gold nugget that someone dropped at my feet in the White Wolf subreddit, and it's become a part of my personal philosophy (permission was granted to steal it, which is why I'm sharing it with you fine folks). Basically, any time there is a role that would be common to a society, a race, a clan, etc., there is going to be someone fulfilling that role. The dwarven smith might be the stereotypical image you think of, but there are smiths among the elves, among the orcs, the halflings, gnomes, and humans, too. There will be differences, sure, but there will also be similarities. Elves may be the ones we associate with archery, but there are half-orc and halfling longbow snipers that may be just as deadly.

And so on, and so forth.

Despite what sounds very obvious on its face, there are a lot of DMs, GMs, STs, and others who will immediately lose their cool if someone proposes a character they deem too far outside that stereotype. A character who is, "too special," "too weird," or, "too unique," so they throw on the brakes. If you find yourself in that position, I would recommend taking a step back and asking yourself why you're doing that? Because as long as a character concept follows all the rules, and is consistent with the lore and physics of a setting, what do you gain by denying your players something they want to play?

Think Deeper, Think Broader


The stereotypes in our games are meant to be a starting off point, but they're by no means the law of the land. Unless the rules expressly state something is required, then enforcing that status quo does nothing but narrow the potential of your setting, your characters, and your players. It puts additional limits on our flights of fancy, whose only limits should be the agreed-upon rules of the setting and game.

And we've got enough of those to deal with as is.

To be clear, I'm not saying you can immediately ignore anything that gets in the way of your character concept. If there's a particular form of magic only accessible to those of elven blood, then only characters who have the proper DNA can learn and harness that magic. If you can only learn a certain fighting style at a particular temple, and from a particular teacher, then you need to have that as part of your backstory. And so on, and so forth.

But if there is nothing in the setting or rules that creates a requirement for a character to possess the skills they have, or to look or act the way they do? You get a lot more out of disregarding the stereotype in favor of saying to your players, "All right, lay it out for me. How did they get like this?"

If someone wants to play a half-orc barbarian who was adopted and raised by the duke and his husband, where does it say in the setting rules that this mounted fury who's infamous on the melee field during tournaments isn't a valid concept? If someone wants to play a Ventrue in your vampire game, but instead of a business suit and a red tie he wears leathers and runs a motorcycle gang of ghouls like a pack of Old West desperadoes, what do you gain by telling the player they can't do that? If a player has a broad-shouldered armorer with rippling thews and a grip that can crush a man's skull, why would you insist they play a dwarf instead of an elf if their concept is based entirely around being an elven smith who maintains old elven relics while attempting to recreate the styles of the old masters?

Pick your battles, and work with your players so that they can be happy with the characters they're bringing to your game. It really does set the tone for everything else.

Additional Reading and Thoughts


This isn't exactly a new concept, so I thought I'd leave some links to times I've talked about this before. Not to get too repetitive, but I thought it would be of interest to some folks. Also, while I have your attention, my new supplement A Baker's Dozen of Fantasy Vigilantes just dropped today! I'm pretty excited about that, and I wanted to bring it up. Also, if you want to make sure you never miss any of my updates and fresh content, consider signing up for my newsletter! One update goes out every week, recapping all the news and releases in a single missive.

- DMs, Learn To Take Your Foot Off The Brake: One of my more recent talks on this subject, a DM looking for reasons to say no instead of reasons to say yes is one of the most common causes of table enthusiasm flagging, then going out entirely.

- Everything is Weird in Fantasy RPGs (But That's Not How You Make a Character Stand Out): A reminder that just because something is weird or unusual in your experience, that doesn't mean it's all that strange by the standards of the setting.

- DMs, Please Stop Arbitrarily Limiting Race Choice in Your Games: There are few things more frustrating than showing up to a game that is full of possibilities, and then being told you can only play characters of X, Y, and Z races, for reasons. You want your players enthused, and you don't do that by narrowing down their options for no reason.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

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 thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent 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 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!

Monday, September 21, 2020

To Avoid Racial Monoliths in World Building You Need To Think Small

One of the big issues that we run into in our games is the idea of a racial monolith. The short version of this is that, most of the time, humans are going to get a wide variety of cultures and languages, ethnicities and religions... and then the non-human races are just treated as variations on a theme. We've all seen it. The orcs are just low-brow cockneys (if you're a Warhammer 40k fan), or else they universally use a kind of Hulk-speak when they communicate. The elves are all like something out of Tolkien, with the same ethereal voice and aloof bearing. The dwarves are all thickly bearded and Scottish, no matter what part of the world they're actually from.

And so on, and so forth.

Beings of light and love? You must have me confused with the Eladurin, friend.

While I talked about this back in Tear Down The Monoliths (No Race, Religion, Etc. Is Universal) over on The Literary Mercenary, and it's one of main tips I give for playing unique, interesting non-human characters in my ongoing 5 Tips series, I figured this week I'd make a recommendation that gets to the root of the problem.

If you're running a game, and you want to avoid the problem of racial monoliths (or really monoliths of any variety), then you need to start thinking small.
 
Also, if you haven't checked out Ancestry & Culture: An Alternative to Race in 5E, then you're going to want to give it a look. It's gone Mithril at time of writing, and is worth the flip through for those interested in this topic. Lastly, if you want to make sure you don't miss any future updates from yours truly, consider signing up for my newsletter, either at this link or on the form at the bottom of the page.

What Is This Community Like?


The problem comes about when we try to make broad, sweeping statements about the entirety of a race, an ethnicity, a culture, a country, or a faith. The broader a view you take, the more universal your statements are going to get, and the bigger a problem you're going to run into.

So take a moment and scrub your brain of anything beyond the physical characteristics/bonuses of a particular fantasy race. Dwarves still get a Constitution bump, elves still live for centuries, and orc physiology still grants them the ferocity ability. But all that other stuff we usually think of? From the idea of racial languages, to universal faiths, to cultural touch stones... chuck it in the bin, and don't look back.

Trust me, it's better this way.

Once you've dumped all of that baggage, take a look at a community of these creatures, and ask what they, specifically, are like.

For example, do you have a clan of mountain dwarves who've made their home in a chain of volcanic islands in the southern seas, like I mentioned in Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races? Do they still have a caste system, or are they more of a family hierarchy? Is there a communal understanding among the island chain, or do they draw up specific agreements? Are they heavily tattooed because it's impractical to wear badges of offices and medals of accomplishment in the heat and the wet?

You can do this with any group of fantasy creatures. Do the elves of the eastern prairie country have a tribal structure? Is it matriarchal, perhaps? Do they travel in time with the moving of the seasons, coming and going through long familiarity as if by magic? Do they refuse to wear shoes, staying in contact with the earth without barriers? Do they not have a concept of personal property, merely taking from the whole as is needed for the tasks they are set to accomplish?

Are your gnomes in a particular area highly charged with magic, because they live on top of a ley line and their fey blood is sensitive to it? Are the orcs who live at the foot of the black mountain polyamorous, creating layers of complexity for tracking who holds what rank in their power structure? Do the halflings in the valley have an entire wine culture, because grapes just grow better than barley and hops, and that's what they're known for?

Bring It Down To The Local Level


The smaller you think of your communities, the easier it is to avoid big missteps. Avoiding racial languages and focusing on unique local dialects, for instance, can do a lot to make parts of your map feel organic. Asking how a particular faith plays out in a certain community, what it values, and what its unique history is can let you paint a more unique picture as well.

Then, once you have the small picture painted, you can move up to the bigger, grander image. What is the region like? In what ways is this community typical, in what ways isn't it? As you move up the chain, you can construct a nation out of these smaller, more varied bricks that let you make a varied, vibrant culture.

Most importantly, it stops you from saying, "Well your character is X, so they Y and Z." It lets you take a step back, look at the culture they grew up in, what parts of the world they've been to, and what they've seen and done to get a more nuanced take.

It's a lot of extra work, no doubt... but it's totally worth it.

Lastly, for those who haven't seen it yet, I have a newsletter going out once per week! It sums up all my new releases, projects, updates, etc., and ensures you never miss out on what's going down. If that sounds like something you'd like to check out, the first one dropped today, so give it a look. And once you've seen it, just hit that subscribe button to make sure you don't miss a thing going forward.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. 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 YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like 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 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, December 14, 2019

4 Tips For Making Long-Lived Characters FEEL Old

Have you ever stopped to really look at just how many playable races have ridiculous lifespans when compared to humans? We know that elves and dwarves can live for centuries, but half-elves, aasimar, tieflings, gnomes, and dozens of other racial options can all live through several generations of humans before age starts catching up with them in any meaningful way.

My, my... you look just like your great-grandfather. The resemblance is eerie, child.
While it can be fun playing characters with decades of experience under their belts, bringing across just how long they've been around can be tough when the character doesn't look that old. However, there are a few tricks I've found to really bring across how long your PC has been in the game, so to speak.

Also, if you're looking for tips for specific races (I've already written RP guides for elves, dwarves, gnomes, and for tieflings and aasimar), then you should stop by and check out the 5 Tips page, too!

Tip #1: What Does Your Gear Say About Your Life?


Huh, that old thing? Oh I've had it... a while, now.
 As I mentioned back in Do Clothes Make The Adventurer?, it's possible to learn a lot about someone based on what they wear, or the gear they carry. This goes double for characters who have been around for decades, and possibly centuries, since something they've had long-term could be a clue about exactly how long they've been around.

This could take dozens of different forms. For example, it might be that your character still wears a particular accessory that's been out-of-fashion for a few generations, such as a brass serpent cloak pin that was all the rage under the last king, or a heavy silver belt buckle that was fashionable among mercenaries during a war that's mostly remembered in history books. Maybe they wear their hair in a particularly old style (a single warrior's braid in an interlocking pattern), or they sport an amulet or a ring that hasn't been since the Academy Magique shuttered its doors.

One of my personal favorites is a character who carries around a noticeable weapon, shield, or suit of armor that tells its own history. The skull-marked blade of Braddock's Privateers that were disbanded over 50 years ago, or one of the fire-touched axes given only to the victors of the siege of Harrastrad, for example.

Possession of an item doesn't mean someone got it when the item was new, but it can raise a few eyebrows, and get the imagination wheels turning round the table for those who made the history check. Also, if you're looking for more fun examples of stuff to throw in there, you should take a moment to check out 100 Legendary Weapons!

Tip #2: For You, It's Not In The Past


You weren't there... you don't know.
 When you're older, the past isn't just a land of dry, dusty facts. These are place you've been, people you've known, and things you've seen; they're real to you in a way they simply aren't to others. These matters aren't just academic; they're your life.

As an example, take the rise of the House of Thrune in the Golarion setting. Cheliax's black and red banners have flown ever since the civil war, and the infernal queens have ruled their evil empire with an iron hand... but they have not been in power long. A few generations, and not much more. Before that, with the god Aroden spurring the nation and its warriors to greater heights, it was a kingdom of glories, and of noble principles, before it fell into corruption.

An elven warrior may have traveled with Chellish knights in his youth. He may have studied under their war masters, and seen the great, selfless acts they could accomplish. He may even have stood shoulder-to-shoulder with them at the Worldwound as they fought against demons and their own hopelessness in the face of their patron god's death, and then watched their nation spiral into depravity and corruption. Seeing them embrace order over justice, and the quiet of the fist over the peace of a prosperous land is a tragedy that he carries with him every day. This character might be disgusted by the hellknights and what they represent, or quietly sad over the state of the nation that was once a beacon of light in the world. They might mourn the loss of what was, or fight tirelessly to push back this black tide. And when they meet someone who upholds the ideals of the old nation, it makes them smile, because all is not lost as long as that spirit yet lives.

These kinds of events (wars, plagues, the rise of nations, or the falls of empires) are mere history for some. For long-lived characters, these are the events that truly make them feel old; burdens they carry with them that can wipe the smiles from their faces, and let those around them see, just for a moment, the ghosts that haunt them.

#3: What Marks Do You Bear?


The Kadashan warlocks were disbanded 200 years ago... but there are some who remember those days.
 No one gets through life without a few marks to show for it, and which marks your character bears can testify as to where they've been, and what they've done.

For example, does your character have the brand of a pirate on their hand; a punishment that's been outlawed for over 70 years now? Does your old soldier have the unit tattoo of the Storm Crows, an irregular fighting force that was removed from service after the fall of the city of Thracean half a lifetime ago? Do they have the blue rings tattooed round the wrists of prisoners of war from the struggle for the throne over 90 years ago? Alternatively, do they have the unique scars worn only by members of the Cultari hunters, a tribe thought extinct for generations? Or do they have the unusual marks of the Iron Mountain monastery, whose monks were slain to a man over a century past?

Tattoos, scars, and brands can all add to your character's story, and make it clear that they've been around for far more than might appear to be the case. Also, they can be marks that distinguish this character in an order or organization, like the Marked or the Razor Skulls found in 100 Gangs For Your Urban Campaigns.

#4: How Do Other People React To You?


Shush, dearie, and tell gran what it is that's upset you so.
 If your character has been around for a long time, how does that manifest in the places they go, and the people they meet? For example, if you're a regular fixture in a particular town, how many generations call you uncle or auntie? Is your name on the charter of the town's founding? Do the old militia sergeants still call you sir, because you were the one who trained them when they were just green farm boys?

This can be as light-hearted or as deep as you want it to be. For example, you might have a reserved table in the local tavern because you've been coming there so long that your total bill has been more than the cost of the place three times over down the years. Alternatively, the other characters might think it's sort of cute how the old woman is sweet on the aasimar... until they find out that he saved her from raiders when she was a little girl. He was her first crush, and though she tried to persuade him, refused to be her lover in the bloom of her youth. She got married, had children, became a grandmother, and buried her husband... but to him she's still the same little girl he carried out of the woods some 80 odd years ago.

Hearing a story like that, and then looking at the character, imparts a weightiness to their experiences that just quoting a number can't do. Because it's not just how many years you have... it's what you've done, and who you've done it with, during those years.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 sword and sorcery novel Crier's Knife or my recent 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 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!

Friday, June 17, 2016

Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races

We all know dwarves. They're short, hirsute, and they're known far and wide for their love of ale, their craftsmanship, and their brusque demeanor. But what if, instead of living in a mist-shrouded mountain with a snowswept peak, you had a city of dwarves who'd made their home in a volcano on a tropical island? How would that location change dwarven culture, and the ways in which they demonstrate their inherent racial traits?

Never challenge the Tide Hearts... they'll sweep you under, and drown you.

As a quick for instance, would the dwarven love of wealth, mixed with their inherent toughness and difficulty to move, mean that pearl diving is a specialty among these islanders? Would tattoos be more common than heavy necklaces and bracers because of the heat, allowing dwarves to create fine artistry, and list their achievements proudly on their bodies for all to see? Do these dwarves still fight with heavy steel axes and hammers, or do they prefer to use lighter, more refined weapons like obsidian blades whose edges are equal to any steel weapon? Do they have a martial art that focuses on wrestling in the water, as well as on land? Do they use the banked heat of their volcanic home to forge items found nowhere else in the world?

Most importantly, do these dwarves surf?

Also, while we're on the subject, check out my 5 Tips For Playing Better Dwarves!

Humans Aren't The Only Diverse Species in Fantasy


Too often we fall into what I refer to as "The Tolkien Trap" when it comes to fantasy RPGs. We acknowledge that humans come in a wide range of shapes, styles, colors, and cultures, but no matter where we go the orcs, elves, dwarves, halflings, and gnomes are always the same. The elves are always aloof and dismissive, the dwarves have thick Scottish accents and drink all the time, the halflings are stomachs with feet, and gnomes are random jokesters who don't understand why everyone is always so upset with them.

Now, there's nothing inherently wrong with having archetypes. But we see that human civilizations in different parts of our fictional world have different cultures, attitudes, and traditions... so why wouldn't the non-human races follow suit?

At what point do elves trade in their lutes for heavy metal ballads?
 
The easiest way to run the thought experiment is to do what I did above; take the non-human race out of its traditional element, and plop it down in a different location. How does this race change and adapt to fit this new environment, while still remaining true to the core of what it is (those mechanical bonuses you get for playing a member of this race)?

For example, we usually associate elves with trees. But how would their culture change if we took them out of the forests, and put them in the desert? Would they maintain their grace and stealth, blending in with shifting sand dunes, suddenly appearing and disappearing when it seems there was nowhere for them to go to or come from? Would they still wield bows, and if so, would they be the longbows we're used to, or would they wield shorter bows made from horn and heartwood? Would desert elves allow outsiders to see their faces, or would that act be something reserved only for close friends and family?

Another approach you could take is to shift an important aspect of the race's stereotypical culture, and then look at what ripples that would create. For example, what would be the result of a clan of orcs choosing to follow a god like Erastil, instead of depending on Gorum? While the Lord in Iron represents strength, power, and conquest, how would the values of community, family, and living in balance with nature alter a group, generation after generation? Would these settlements focus more on woodcraft, child-bearing, and living as good neighbors with those around them, using their in-born abilities and strengths to reach out hands of friendship, instead of the swords and spears of war?

Don't Be Afraid To Be Different


While the title of this section seems pretty straightforward, I'd like to include an asterisk. A big, fat asterisk. One which I will give its own name: The Dritzzt Exception.

You should have seen this one coming.
 
As someone who loves the versatility of fantasy as a genre, and who supports players in making characters which buck stereotypes, I do feel a need to point out that the burden is on players when they're trying to go against established canon regarding specific places and trends which already exist in their specific game world.

Let's look at Golarion, for example. If you want to play an orc or haf-orc from Belkzen, you have a pretty bad history to overcome. That nation has been at constant war, it's a savage wasteland, and the most common gods worshiped there are Rovagug, Lamashtu, and Zon Kuthon. The country is, on the whole, chaotic evil. Not only that, but it is the orc hordes of Belkzen who supported the lich lord known as the Whispering Tyrant in his bid to destroy life as we know it. That history does not force a character from Belkzen to be evil. However, players need to look at the context in which their character was raised, and then ask what lessons he took away from that rearing. And in a place where might makes right really is the law of the land, it's important for the player to be able to explain how a character with a lawful good alignment came out of that mess.

On the other hand, Golarion is a wide and varied world. An orc from the deserts of Osirion, the frozen peaks of the Land of The Linnorm Kings, or the depths of the Mwangi Expanse has none of the cultural baggage of the savage hordes of Belkzen. In fact, as has been expressly stated in books like Bastards of Golarion, orcs and half-orcs who fall outside the regions that have warred with Belkzen don't even experience the kind of racism orcs are assumed to be treated with in most fantasy RPGs. Because if there's no history of conflict between a nation and groups of orcs, then why would they be treated with suspicion?

Just some food for thought.

As always, thanks for stopping in to check out this week's Fluff post. If you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page to become a patron? As little as $1 per month is a big help, but more than that, it gets you some sweet swag as a new patron. Lastly, if you haven't done so already, why not follow me on Facebook, Tumblr, and Twitter?