Pick up Baldur's Gate 3 and you will see a lot of characters, especially Dwarves, against stereotype. I don't think Ihave come across a single bearded Dwarf in that game.it occurred to me when contemplating on making a cooler setting of the triumvirate of nearly omnipresent options dwarves seem to all end up sort of clones of each other and this bugged me thus I am making this thread.
elves I swear you find a new hill and you will find a new varient.
orc do well but still need to move beyond barbarians
humans are not a part triumvirate as they are the only real option.
why can't I figure out how to make more different variants of dwarves past making them evil?
I also notice this in other settings so it does not seem to be a me limitation.
why is this and can it be remedied?
I mean...the Duergar are pretty true. Then there's one in Act 3, but I took this to be a species question.Pick up Baldur's Gate 3 and you will see a lot of characters, especially Dwarves, against stereotype. I don't think Ihave come across a single bearded Dwarf in that game.
With the floating ASIs there is no real mechancial reason, it is all down to a lack of creativity.
Ive always thought of Redcaps as more Gnome than Dwarf, probably due to their fey nature.Sea Dwarves from Seas of Volari
Red Caps are dwarves with heavy boots
One option would be, just as elves tend to be divided by ecological region, to divide dwarves by geological region. So your classic dwarves are granite dwarves, and then you have basalt dwarves, limestone dwarves, metamorphic dwarves, sandstone dwarves, etc.
In one homebrew, I actually had dwarves be earth elementals native to the Prime Material. Moradin actually breathed life into carved stone statues to create dwarves. They reproduced by carving new ones, and performing a life-giving ritual.I liked the urdunnir who were essentially elemental stone dwarfs, who ate gems like xorn and could mold stone and metal like clay, no beards