D&D General why are dwarves harder to think of varients for?

One direction I'd like to try taking dwarves sometime is to shift the emphasis of their social structure from clans to trade unions. A dwarf who doesn't work is no dwarf, and not being properly remunerated for your work is the deepest insult. So every dwarf joins the trade union for their chosen field of work, be it crafting or sanitation or military defense. And that union handles everything from training to promotion to juggling all the contracts between the different unions so that the results of their labor are properly distributed and paid for.

Basically, trying to downplay the "drunken Scottish Viking" idea down a bit, and play up the lawful and hard working elements more.
I’ll also note that this change somewhat plays INTO the stereotypical Dwarven love of precious metals and gems.
 

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Going all the way back to 2008, I did a homebrew race of anthro-snapping turtles for a 3.5Ed campaign that drew from 3.5 Ed Dwarves & Orcs plus 4Ed halflings.

Anthropomorphic" Snapping/Alligator Snapping turtles.

Short & slow, but strong and very stocky, with a vicious bite & the obvious natural armor. They don't need boats- they're excellent swimmers- but often work as ferrymen, towing rather than poling them across. Those that own the riverboats that take goods the length of the rivers have a status much like caravan masters.

Their natural armor and physical power make them highly valued as soldiers on warships, though they lack the speed that pirates and raiders favor.

If they have a failing, it is their tempers, which are usually volcanic. They are patient- often to a fault- but when they lose their tempers, they completely lose it. Think, "long fuse" but "huge explosion"

As such, they are largely a tribal species, with strength in combat or success in trade being the measuring sticks for prominence in their society.

They love adorning themselves to show wealth or status. Warriors especially favor bright pigments (red is a favorite, followed by yellow) for painting symbols on their faces, and its not uncommon for them to have intricate designs etched into their shells. Those with etched shells sometimes paint the shells or the etchings (or both) to highlight the details.

  • +4 Strength, -4Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma.
  • Natural Armor: +4AC
  • Natural Attack: Bite 1d8
  • Darkvision out to 60 feet.
  • Light Sensitivity: they are dazzled in bright sunlight or within the radius of a daylight spell.
  • Poor Hearing: -2 to all checks involving hearing
  • Crafty: +2 to all checks involving commerce (Appraise, Bluff, etc.). They may not be charismatic, but they know how to bargain.
  • Medium: As Medium creatures, they have no special bonuses or penalties due to their size.
  • Base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Their land speed is also unaffected by mud.
  • Base Swim speed is 30 feet. Like their land speed, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Hold Breath: While living a very aquatic life, they are air-breathers. However, they can hold their breath for a number of rounds equal to six times their Constitution score before risking drowning.
  • Rivercunning: They get a +2 racial bonus on Search checks to notice and avoid river hazards, like whirlpools, hidden sandbars or rocks, submerged logs or hidden river predators. One who merely comes within 10 feet of a river hazard can make a Search check as if he were actively searching, and can use the Search skill to find traps involving rivers as a rogue can. They can also intuit depth, sensing his approximate depth underwater as naturally as a human can sense which way is up.
  • Stability: They gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Because their diet consists largely of fresh or scavenged meat, they have built up a natural resistance to toxins, giving them a +2 racial bonus on saving throws against poison.
  • Favored Class: Barbarian

(Re: etched shells: Turtles can feel what’s happening to their shells, so the etching process would be painful. IOW, this would be somewhat akin to getting a tattoo.)
 

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?
Because in real world mythology, dwarves are basically just elves that live underground and craft magic items. They're also basically identical with the concept of Gnomes, which fantasy writers spun off into a different race, and in the process divorced Dwarves from any "faerie" themes they might have had.

So pushing them too far away from the classical tropes Tolkien and his derivatives popularized makes them too similar to other species in the game (especially gnomes and halflings), and thus they lose their Identity as dwarves.
 




Muls are only hybrid Dark Sun dwarf-humans. The big comparison point are the hairless obsessive workaholic Dark Sun Dwarves.

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