"[...] Next the gods took their places on their thrones and instituted their courts and discussed where the dwarfs had been generated from in the soil and down in the earth like maggots in flesh. The dwarfs had taken shape first and acquired life in the flesh of Ymir and were then maggots, but by decision of the gods they became conscious with intelligence and had the shape of men though they live in the earth and in rocks. "
- High, Snorra Edda. Trans. Anthony Faulkes, 1995.
Look at what they've done to you, the wretched little Æslings.
Look how they've mutilated you. Stunted you. Robbed you.
They took your ancestors up in their hands, still dripping with the blood of Ymir, and toyed with them as a child would clay. They gave you stunted arms and legs in humiliating parody of their own bodies. Fat little fingers fit only for clutching tools now replace the claws that once rent stone and bone. A once-tranquil mind born of singular purpose is now plagued by doubts, anxieties, and vices like greed. You were a maggot, yet they found a way to turn you into something worse.
They did this because they are afraid. Afraid of your people, afraid of you and what you could have been- what you may yet still become.
You hear the thrumming, don't you? That drone in the base of your skull, making the edges of your vision quiver? It is because despite all their efforts, the gods could not make you forgot, not entirely. You still feel the call to grow beyond your prison; to leave this tortured youth behind and become what you yearn to be.
Pupating Dwarf
Starting Skills: Mining and Entomology. Also, roll on the adjacent table.
B: Rejection of Gold
C: Instar's Ending
D: Dipteramorphosis
You gain +1 Defense for each Pupating Dwarf template you possess, as a flexible pupal case slowly overtakes your body.
A: Forsake the Pick
To begin your journey you must forsake the handicaps given to you by the gods. No longer must flabby hands swing tiring picks and hammers. Now your nails are sharp and your teeth are fearsome, as they always should have been.
You gain digging claws and a bite that can be used together as a light weapon that deals piercing damage.
B: Rejection of Gold
Avarice and refinements such as smithing were placed in the hearts of your people by the meddlesome gods. Evulse such base lust and alienation from your fellow fruit of Ymir and embrace a purer relationship with the earth.
You gain highly corrosive saliva. It can't be used to deal damage in combat, but it makes almost any organic substance soft, workable, and edible to you within a matter of minutes to hours.
C: Instar's Ending
No longer are you a slave to the clock and the midnight oil, toiling away on baubles for fools and princelings. You sleep as long as you want, as heavily as you want, and not even the thrashing of Níðhǫggr itself will rip you from your warm, moist cocoon before you are ready.
You gain the ability to enter a state of suspended animation similar to hibernation, except you don't need to gorge yourself on food beforehand. You set the conditions for waking when you fall asleep. Pain (such as from a good, hard slap) might wake you sooner, and taking damage definitely will.
D: Dipteramorphosis
In a single moment your consciousness makes its final transformation. As you awaken from suspended animation you go from being the shell, to being the thing within the shell. And it is time for you to hatch. You writhe, rip, and tear your way out of yourself until at last you stand naked and new, dazzling in your chitin and resplendent in gore.
The tattered rags of your old face gaze in eyeless awe at you, as if amazed that it always held such beauty within. But your multifaceted gaze is fixed on the sky which was denied to you for so long. Your molted husk is blessed to witness your first takeoff, before the beat of your diaphanous wings causes it to crumble to dust.
Wearing armor has become... difficult, but you gain the ability to fly at twice your normal Movement. You may also hover in place. You receive +4 to Reaction Rolls, and Advantage (or +4) to all Charisma checks when dealing with dwarves, intelligent insects, and similar creatures, most of whom prostrate themselves and weep in your presence.
Additionally, the gods now fear you (as they should).
1d6 |
Pupating Dwarf Skills |
1 |
Much to your shame, you were an exceptionally stereotypical dwarf once. Gain the “Smithing” skill and a standard-issue axe. |
2 |
Try as you might, vestiges of your old self still cling to you like cobwebs. Gain 1d6 wistful memories and a keepsake worth 5gp. |
3 |
You are dagskjarr, as some of your kind can be. Direct sunlight is distractingly painful, but you see in the dark perfectly well. |
4 |
Wheeling and dealing with gods and heroes may bring wealth, but also ruin. Gain the “Stealth” skill and a debt owed. |
5 |
You always had a feeling your people’s propensity for shapeshifting indicated something deeper. You may transform into a small animal like a mouse or otter for 1 hour per week. |
6 |
You remember things you never experienced and times you were not born for, stretching back to the blind, squirmy origins of dwarfkind. Gain the “History” skill and an interest in genetic memory. |
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