The Dungeon Masters Guild

 

Modular Campaign Components

 

                                      Voodoo Swamp Dwarves 
                                                        by SCA Bard

Summary: A nonstandard religion and culture for dwarves living in a subtropical swamp region. This can be played seriously (Wild Men) or campy (Voodoo Swamp Dwarves).

Voudun

Voudun is a real religion, with living practioners. Relgious Tolerance.org has a good site giving an introduction to the religion and its history.

A gaming version of Voudun can be created without disrespecting the religion by evoking salient features of the worship without copying them directly. It could be disrespectful to use the names of actual loa in a game, or to imitate vevers in jest.

Wild Men

Wild Men are a "straight" implementation of the "voodoo swamp dwarf" idea. They can be used in serious games.

History
Four or five hundred years ago, a few longships full of dwarven sea raiders were lost in a great storm. Their ships were blown off course and mostly destroyed by the fury of the tempest. The next morning, the survivors, clinging to flotsam, washed ashore in a foreign land.

They were greeted with compassion and caution by the native humans. When the dwarves offered no hostility, the humans gave them aid, taking the survivors to their villages in the swamp. The dwarves recovered, but were stuck. They were warriors, not ship-builders. Luckily, their strength and fortitude made them valuable members of any community, and the humans were in no hurry to see them go. The dwarves did have to separate a bit, as no one village could support the sudden population increase. Soon, most of the local communities had a handful of dwarves living with them.

Over many years, the dwarven and human sides of the communities blurred and mixed, physically and culturally. The current inhabitants of the region are all part-dwarf, part-human. They tend to be short and stocky: men rarely reach over 5'2" and women are commonly under 5'. They also have great wild manes of hair, with the men also having great bushy beards. Larger noses and deep-set eyes complete the average look, resulting in a fearsome-looking individual dubbed a "Wild Man" by the full-human locals elsewhere in the region.

Racial Modifiers: Wild Men gain +1 to Constitution but -1 to Charisma. They do not have infravision nor any of the dwarven "underground" abilities. They can, however, determine the firmness of a piece of swampy ground on a roll of 1-3 on 1d6. If successful, the Wild Man knows if the ground is safe to walk over or to carry or drag a heavy thing over.

Culture
Wild Men are mostly isolationist. They live in small villages within their swamp, hunting and foraging for food. The swamp provides ample fish, shellfish, and water fowl. Some industrious individuals also cultivate squashes or yams. The only livestock kept are chickens, although pet dogs are also kept and often help with hunting. Wild Men dress in leathers for the most part; cloth must be traded for or stolen, and is a rare commodity.

The swamp is home to a number of dangerous creatures, and the warriors of a village will be on the alert for alligators or panthers. While most of the warriors are men, it is not uncommon for childless women to join these bands. In addition to hunting and protecting the community, the warriors occassionally go out raiding nearby human settlements. This is done rarely, as frequent raids would bring too many humans into the swamp, looking for retribution.

Tresspassers are not looked upon kindly. Anyone prowling around the swamp will be attacked or scared off, depending on their apparent strength and the inclinations of the locals. Travellers who appear lost or are obviously wounded, on the other hand, are rendered aid. The Wild Men remember their roots.

Religion
Dwarven respect for ancestors blended with local spirit beliefs to produce a new religion. Great ancestors, truly exemplary individuals, become powerful spirits after death. Their aid against evil spirits, unluckiness, or poor health can be invoked by honoring their memory with celebrations and, importantly, food and drink.

The great ancestors' attention is called down with frenzied rituals of drumming, chanting and dancing. The spirit may possess one of the faithful if he or she wishes to communicate, and the possessed person is treated with all the respect that is due the great ancestor currently "riding" them. Animals - chicken or waterfowl, usually - are sacrficed in the ancestor's honor.

Magic items often take the form of charms or fetishes, small items reputed to have been blessed by one of the great ancestors and providing protection or assistance in some way.

Local human legends about the Wild Men are likely to have exaggerated or falsified rumors of these ceremonies into magical rituals designed to summon and entrap demons with human sacrifice. The GM may wish to allow certain evil Wild Men to do exactly that, but certainly the majority of the Wild Men would be horrified at the thought.

Voodoo Swamp Dwarves

Voodoo Swamp Dwarves are a campy, spoofy version of Wild Men. They are full dwarves who, for unexplained reasons, live in a swamp. The GM is encouraged to use his or her best bad Cajun accent and make frequent references to gumbo.

Voodoo Swamp Dwarf history is unlikely to be necessary or important. Should anyone ask, the Swamp Dwarves just shrug and say they've always been here.

Swamp Dwarves should have the full complement of dwarven abilities. They will be excited and bemused if they ever learn they have them, as their current lives give them no opportunities to "estimate distance underground."

Swamp Dwarf culture is a mishmash of the worst cliches about the Louisiana bayou that the GM can bring to bear. Alligator wrestling should be a spectator sport. There should be dwarves playing banjo, or at least fiddle. Flotillas of Swamp Dwarves on log rafts should be emplyed, if possible.

The Voodoo of the Voodoo Swamp Dwarves is similarly silly. It is more likely to center around voodoo dolls, evil eyes, and charms made out of chicken feet than actual spirit summoning. This is your chance to parody all the worst voodoo cliches you've seen in books or movies.