I get it. It's cute, they're funny little pseudo-vikings, waddling around being drunk and stubborn and murdering orcs. I get it.
I just happen to think it's kind of stupid.
I recently purchased the above Reaper Bones figure and in the package, as in the photo above, it was impossible to tell that emblazoned on his shield is a tiny little picture of a foaming beer stein.
Which is fine. This is extremely common across manufacturers, and would not have deterred me from buying the figure. But it did get me thinking. Why on earth (or one of its suitably elaborated, imaginary surrogates) would a dwarf decorate his shield with a mug of beer? Shields should be emblazoned with ferocious things, or heraldic things, or things that embody the spirit of the dwarf-at-war.
Which led me to conclude that the whole beer iconography with dwarves is just one of several conventions for (lazily) representing dwarf 'culture.' (Q: "What makes dwarves different, you know, as a race?" A: "They really, really like beer." Q: "But how do we clearly represent this rather obscure fact of their imaginary culture?" A: "I know! We'll put it on their shields!")
But that's another thing... really liking beer isn't a trait that sufficiently establishes a cultural identity. Particularly not when you are trying, as all fantasy settings these days seem inevitably to do, to make an imaginary race. Many cultures widely appreciate beer, but this does not define them. Culture is too abstract for that. So to say that an entire race can be defined by its love of beer is just silly.*
It is NOT EVEN like saying all humans love drinking Soda, which definitely isn't true but might seem true to an outside observer, on a first glance, before they could get down to cases.
It IS like saying that all humans love drinking soda BECAUSE THEY ARE HUMANS. A-and that's where the whole idea starts to get really creepy. And so do all the others. Dwarves being slow, or stubborn, or bearing grudges...it all starts to sound uncomfortably like certain modes of racial stereotyping--which may be fine if you are trying to model that kind of thing in your game as an element of the story (this is big in RPG games, I'm told), but is less fine if you find that you are the one perpetrating stereotypes without thinking.
The kicker here is that dwarves are simply
more compelling when they aren't conceived as a race anyway. Same with elves, and orcs, and whatever. Because what our monsters really represent (at least in my conception) is an utterly alien and incomprehensible force that nonetheless resides in the human psyche. Or rather, the very idea of monsters exists as an attempt to understand that force. The advantage to fantasy is that those monsters become literal in the game.
This makes sense to me. Because then the story of the game is not human vs. monster, or good vs. evil, but rather human vs. the most troubling aspects about himself. That story sounds more compelling.
So I sculpted right over that beer emblem. I decided that this guy has a magical shield which tells him secrets in
blank pentameter. The sculpting was rough, but I wasn't in the mood for anything elaborate.
I also decided that there are no dwarves in the warbands I create, or on the Wyrdwold in general. Instead, there are
Hunchymen.
Hunchymen was a term originally applied to those peasants who were forced to work in the drear and dangerous northern mining collonies of the Magnifex. The miners soon become stooped and mangled in the dwimmerdark--for they did not know what they were mining, and it was often deadly. When the peasants, after a few scant years of labor, could no longer work, they were forced out of the colonies to seek out vagrant and beggarly existences.
The term is now used by those in the grubby townships of the Wyrdwold to describe those who choose to dwell on the open land. These include, most commonly, veterans of the many wars of the Magnifex who, as meager compensation for their ruined lives, have been granted allotments of stony and twisted ground on which to stead; but also hermits and outcasts, roving banditry and peddlars, and less defineable, more troubling creatures which stir only at night.
Hunchyman in this context is used to communicate that the individual is a stranger, is potentially dangerous, and is quite possibly mad.
Hunchyman is also used very loosely in the townships as a general derogatory term for the poor, the lowly, the dirty, or the openly lecherous. It's use in this context generally conotes that the hunchyperson is not wanted and not welcome.
To let me know what you think, go ahead and build yourself a shield and then paint upon it an emblem that you think best represents the gist of your thoughts. Or just put a comment in the comments box.
*Don't get me wrong, I love beer. But how do dwarves even grow
grains up in the mountains? Environmentally, one would think that grapes would do better. It is at least conceivable that some dwarves prefer wine.