Segrim dashed into the crowd of demons, pummeling through their rotting flesh. His hammers seemed to glow with each taste of their blood. As more demons emerged from the portal, Segrim’s only thought was on doing as much damage as possible before getting overwhelmed. A mass of bodies lay still around him, piled up high and leaving only one way out of the portal – and one way into the ring with Segrim. Ready for more, he taunts the next unfortunate creatures to be summoned through.– The Saga of Segrim Steelmaul
Seemingly abandoning all care, berserkers (Dwarf warriors) throw themselves into battle and focus on damage over defense. They don’t hesitate and they don’t miss an opportunity. Their minds and bodies are literally primed to engage new activities. Berserkers effortlessly weave between attacks until the timing is right to strike. With a wide arsenal of melee skills and techniques, they’re acutely aware of the flow of battle. Confidently, they wield a breadth of weapons and tools to fit the situation at hand.
Hero in ES_P, Companion (auxiliary / main hand enchant) in IS_P, Newbie (tertiary / off-hand enchant) in EN_J, Escort (inferior / armor enchant) in IN_J
- Adapt to battle
- Presence – To be proactive and immersed in the current real world
- Effortless action
- Embraces reality
- Enjoys life
- Easy going
- Attention to concrete detail (color, line, texture, smell, etc.)
- Bored by structure and routine
- Wants to fully experience senses
- Hands-on resourcefulness
- Weapon mastery (uses tools and objects as extensions of the berserker)
- Initiating (get involved and learn in real-time)
- Kinesthetic intelligence (timing and mind-body awareness)
- Planning (leaving the present moment)
- Ranged physical damage (abstract leaps)
- Physical restraint (being immersed in the here-and-now makes it difficult to pass up some opportunities for excitement)
COMPANION / PREFERRED ENCHANTMENTS
What Does Extroverted Sensing Do?
Extroverted Sensing takes the senses and turns them to focus on the external world. It constantly scans the environment for tangible, literal happenings. This tangible data can be really anything that isn’t abstract. Se wants to gather all the outer data possible because it might come in handy. Some examples could be attention to detail, color, line, texture, smell, heat, tone, et cetera.
Se also seeks full immersion in the present moment. It’s not tied to the past, nor is it focused on the future. It is in the now, in the physical world. It takes in sensory facts and passes them to the Judging functions (Thinking or Feeling). The sensory data it absorbs is objective. Se sees what it sees with no subjective opinions attached. It’s like a picture instead of an artistic painting.
Extroverted Sensing is aware of reality and doesn’t fight it. Its entire goal is to gather hard, tangible, data. So, it acts with “effortless economy” as Keirsey explained about Artisans (SP). Se is unprejudiced and happy to buy any sensory thing that could be useful. Specifying and selecting tangible data will cause them to miss other data, so Se tries to absorb it all.
What Is a Berserker (Dwarf Warrior) Like?
I’ll describe these in terms of how a Dwarf warrior behaves. Behavior is not as solid of a representation as “how something works.” But it can be helpful to build an archetype to use to get a better understanding. And for some people, the underlying processes aren’t as interesting as the visible signs – which is perfectly fine. I guess that’s why knowledge is only half the battle. We have to put it to use, too.
Dwarf warriors notice body language and will pick up things like tone. This is because they’re always looking for specific data in the present. If something changes, they’ll pick that up and roll with it because that is the new real data. They don’t compare to the past in a long-term style like Elf warriors do. It has to be recent and significant to the immediate world around them.
They think on their feet. You don’t see Dwarf warriors in the back line. They charge right in and get their hands dirty. Real dirty. Watching and studying is not a way for them to learn. If you’re trying to teach a Dwarf warrior to swing a sword, they need to actually swing it first-hand. They learn through real-time analyzing. They interact, then adjust, then repeat. Elves would rather gather the information first and then put it to practice.
Active participation and being physically active go hand-in-hand. They are in the center of the battle because that’s where they can feel most alive. It’s where they’re in flow because they’re immersed in their senses. There is no better way to absorb unbiased, tangible data than surrounding yourself by it.
This leads us to the next idea. Dwarves, in general, are initiators. This is even more true for the warrior. They’re happy to figure out the details in the present moment. Spending too long planning really bores them. As the Mountain King in Warcraft III said, “Give me something to do.” Dwarves need to be doing something. They want a result. Whether it be hunting, drinking, healing, or mining the world, they need to be entertained. Toss them in the battle and let them do what they do best.
But the desire to always be immersed in their senses can be turned to impulsiveness if left unchecked. Sure, impulsiveness doesn’t have to be negative, but it can get them into trouble. Dwarf warriors concern themselves with what’s going on right now, how they feel right now, and what’s around them… right now. Consequences don’t fall into that list. This can lead to excess of anything that produces the most sensory impact. Doing drugs, alcohol, gambling, extreme sports, and general risk-taking are examples of high sensory impact activities. They’re acutely aware of their surroundings and know the risks. But they choose to ignore it because of the immediate return in energy.
Their ability to be fully absorbed in the moment makes many of them self-confident. They know they can handle what comes at them. They see how they should hold themselves in the situation and proceed smoothly. This is because they pick up on subtle physical changes. Also, Dwarf warriors often see objects as extensions of themselves. When they’re allowed to immerse themselves in the environment, they become one with it. This one-ness mixed with confidence produces a captivating energy. It’s hard to ignore the feeling of being around a solid Dwarf warrior. They buzz and light up the room with their physical energy.
A Dwarf warrior is a master of all weapons. Along with giving them confidence, one-ness with the environment makes them gifted with machines and tools. Tools can be any object that they use to interact with the world. For example, mechanical tools, cars, paintbrushes, musical instruments – you name it. You’ll rarely see someone more skilled than a Dwarf warrior when it comes to putting objects to work. Knowing the inner workings of the tool is not important to them. They just need to know how it feels and what they can do with it. They have uncanny precision because they know exactly how the object fits with, and influences, each other. Dwarf warriors are often involved in athletics for this exact reason. They have great control of their body, are adaptable, and are good with manipulating objects like a stick or ball.
Dwarf warriors are very adaptable – they have to be. Things change so quickly in the heat of battle that it’s imperative they turn on a dime and adjust. If a Dwarf warrior has to stop and think, it’s probably already too late. And if they think before acting… well… that doesn’t happen usually, so don’t worry about that. They’ll be mid swing before you notice they’re gone.
When talking, Dwarf warriors are animated. They use hand gestures and have a hard time sitting still. Sitting still provides such little entertainment and no sensory impact. They’d rather feel the ground on their feet and act out using tools or other actions with their hands.
Warriors of both races use concrete words related to the senses. They’ll describe an object by size, measurements, color, shape, weight, texture, and so on. This is also the type of data they hope their team tells them. Abstract ideas just don’t hold the same weight as, well, the weight of something. The more concrete details, the better.
Close Combat Specialist – Awards extra swings. The more interactive a warrior is with an object, the more they understand it.
Awareness – Scan for important sensory details in the environment.
Lightning reflexes – Ready yourself to react instantly. Warrior’s minds are always primed and looking for new stimuli in the moment.
Weapon mastery – Quickly attune yourself to new tools. Skilled warriors are gifted with tools which they see as extensions of their bodies.
Battle ready – Increased kinesthetic intelligence. Warriors have trained their bodies as tools to interact with the world. They are physically expressive, aware of their bodies, and stereotypically have high motor skills.
Here-and-now – Warriors are hands-on and learn best through action and personal experience. They prefer to use trial-and-error to feel what is (or is not) working as opposed to attending lectures or reading about how to accomplish a task.
Fury – A warrior gains “fury” when in combat. They get energized when around others and rarely look for solitude over social environments.
Charge – Warriors don’t have time to plan. In fact, by the time they think about planning, they’re already mid-swing.
Swing – Take sensory data from many objects in front of you. Warriors seek breadth over depth – basic attacks hit many targets.
Parry- Notice what stimuli is important and what isn’t. Parry what isn’t relevant.
Rally – Excitable and generally positive. Warriors enjoy life and rally others to do the same.
Rampage – Fully dive into a situation. Become unstoppable, gain tenacity, and increase fury regeneration. Warriors enter flow in a crisis.
Find item – Acquire new weapons. Warriors are always looking for new tools, weapons, and items to improve their influence in the world.
Segrim Steelmaul, Pre-made Dwarf Warrior
Segrim and his brother, Rorund, are prized warriors in their city. However, unlike Rorund, Segrim has never been satisfied with just winning. He craves new battles and glory whenever possible.
Segrim has always been somewhat of a spectacle — he was rather wild as a youth and is now a skilled fighter within the Dwarven army. He gained a reputation amongst his peers because he fights with an extra vigor that the others don’t. He has always had a keen eye on the movement and the literal happenings of the world around him. He cares little for theory and day dreaming. He lives for the moments when he can let loose and embrace all that the outside world can bring.
Segrim is naturally skilled with hammers — using them almost as an extension of his body. He charges into fights swinging his hammers, “Git” and “Gronit,” while taunting the enemy. A good friend and skilled weapon-smith, Kirif, forged Segrim’s hammers for him. Kirif figured that if Segrim was going to fight like he did, he needed to have the best weapons available. The naming of the hammers came as a reflection of Segrim’s way of life – Go and do.
Bored of structured battle, Segrim has now set out for more opportunities to immerse himself in the world and find glory.