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Dwarf [First Draft]

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Feign Child

PostPosted: Sun Oct 03, 2010 12:24 pm


Race Type: Standard player race, available to beginners and experts.

BoredTears
Name biggrin warf

Detailed Description: Short and stout race, with thick bones and bodies covered in muscle. The average hight is 4 feet(122cm) with a typical variance of 6 inches(15.24cm), while the wide build can make them up to 30 inches(76) from shoulder to shoulder, and usually no less then 18 inches (45cm). They have wider hands and much wider feet then other races, as well as their legs are wider front to back then expected. Dwarves also have hard muscle in places where other races have no muscle, including the wrist and back of the hand, where the muscles and special tendons are used to lock the wrist joint in place for extended periods of time.
There is little difference between the genders, as such they usually appear indistinguishable in crowds, or to the uneducated. Female dwarves typically having less or no facial hair, while male dwarves have a more flat square shapes to the body, compared to the ever curving appearance of female dwarves. An example of this is that male muscles tend to have flat sections, while female dwarves have no flat surfaces on their bodies.

History of Origin: Typically Dwarves think of themselves as having come from the earth and rock itself, thinking of themselves as being living embodiments of earth. Dwarves also believe that they were the first beings to inhabit the world, though historically they appear later then most races coming from the frozen reaches of the world.

Specialties: Dwarves, have excellent detail oriented eyesight that works even in the lowest light, as well as some general eyesight that does not actually require any form of light, though dwarf eyes require a long time to focus and have issues focusing at distance.
They also have a general clairvoyant sense of what is around them, allowing them to sense flaws in rock, and feel the general makeup of materials. This is because of the danger of the underground, where dwarves typically live and are believed to have developed, requires more then luck to survive.
Dwarves also have a very mechanically oriented mind, allowing them to visualize complex interactions. This is tied with the clairvoyant sense as the dwarves needed more then to know what was wrong with the rock, they needed to understand why it mattered and what to do about it.
Dwarves also have greater strength then even their muscular frames would suggest, enough to break most rocks with their bare hands, as well as the endurance to match. Needing this because their slow speed requires that they be able to make killing blows to any threat the first time and every time they have the opportunity. They also require the strength to carve out a life in rock.
Lastly dwarves have a general resistance to all things, whether it be cold, heat, magic, or poison, as well as a physical toughness not seen in other races. Needing these because of their inability to get out of the way of damage, as well as the underground being a place where one might run into powerful magic from crystals or various minerals.

Combat: Dwarves tend to get into non lethal fights with one another on a regular basis, due to their toughness making such fights inconsequential. Dwarves also tend to end up fighting animals, whether they be livestock wild prey, or monsters, animals usually think of dwarves being short meaning that they can be pushed around.
They tend to encounter combat with other races mostly when those races are trying to steal from them, whether it be a small amount or a full out war for the resources the dwarves hold. Though dwarves more then other races tend to work as mercenaries, throwing themselves right into battle.
While fighting dwarves tend to weather attacks with their tough bodies and thick armor making individual killing blows when the opportunity for such strikes shows itself. Though dwarves also use a great deal of mechanical trickery when fighting, or general trickery.

Alignment tendencies: Dwarves tend to be neutral and uninterested in things that do not directly affect their own lives, though they consider anything that affects their community as affecting them personally. Dwarves typically seek their own wealth, and the betterment of their community, without morals getting in the way of their actions.
In fact most dwarves do not concern themselves with morality, merely with cause and effect, preferring to avoid things that may have negative consequences, though they seek to avoid actions that would negativity affect their community, seeing that as equally negative as if it were to only affect them.

Climate and Terrain: Dwarves are able to handle most climates with ease, but tend to hold a preference for extremes of heat and cold, as these prove far harsher on others then dwarves giving them an advantage.
As far as terrain, dwarves are best adapted to rocky, and mountainous areas, with a distinct dislike for marshlands.

Family/Organizational Structure: Dwarves tend to be very communal, with lower class dwarves typically holding little to no family structure, living and raising children in large groups. While dwarves with status and wealth typically marry and form individual families, as dwarves see the only reason to marry and raise their own children is to be sure of where your wealth and status would go should you die, as well as who you share your wealth with.

Any further information you can think of: Dwarves tend to deal with minor disputes via fights, and more serious disputes with lengthy legal actions. Dwarves also tend to have both the most complex yet strait-forward legal systems.
PostPosted: Sun Oct 03, 2010 12:32 pm


Some things that have been suggested for the race is to make them some of the more advanced peoples in Technology and that they are the main providers of raw materials to the world. We could make this interesting and have some races who refuse to use materials produced by dwarves... technological or raw material. Anyone with other thoughts, pleas post them here and we can then work on a second draft for the dwarves.

Feign Child


Neotepid

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PostPosted: Sun Oct 03, 2010 1:53 pm


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If the dwarves are to be the main producer for this continent, then we should have them be in the middle. The continent is mountainous at the center, and therefor could be dug into and mined. At this strategic vantage point, they can supply both sides of the area roughly at the same time. Now by doing this, the dwarves could also be--in a way--a boundary line between some races which are more or less opposed to each other. They don't have to be, but it is a thought.

Now then, in my mind, I'm thinking that once we get to other continents, that two things will happen.

1) We're going to have new races.

2) We're going to introduce sub-races which aren't present in the other continent.

That, and we may have the same race in the other continent, but in a different condition.

You know, like the colonization of the New World. Things of that nature.
PostPosted: Tue Oct 05, 2010 2:29 am


Well now as the person who wrote the profile I have got to say that when writing it up, I was thinking of steampunk, maybe more in a clockwork direction then most steampunk.

Now looking at the map I was thinking, with the mountains in the middle, where the dwarves will likely be, travel will be difficult. So why not have long underground roads made by the dwarves, not just that, but have it be a sort of train powered by geothermal power.

Another idea I have is to have the dwarves involved in smuggling.

As far as having some races who refuse to use materials produced by dwarves. I think that could be good, but I think we need to have more races finished before we work on that

One thing that I would like to work on later is the idea of a dwarven port, the dwarves don't like water though, so while its a dwarven port, it would mostly be run by other races. As far as the location of the port, likely the top left area.

As far as sub races, if we want to I have three sub race ideas we could work on, deep earth dwarves, battle loving surface dwelling dwarves, and a more technologically advanced dwarven race. Just saying that I have the ideas worked out, but I don't want to go and post them unless people want them.

BoredTears


Feign Child

PostPosted: Fri Oct 08, 2010 1:42 pm


I get excited every time I get on gaia on on my email and fine people giving me their ideas! It sucks that I have soo much to do though evil

Anyhow, I think that the three versions of dwarves are terrific! And the dwarven port will be totally awesome! I'm thinking the port could be run by smuggled individuals who don't know their way out of the mass of tunnels and underground roads. The few ships that come in could be the only way minerals or dwarven technology get out to the world, so no one is willing to help the smuggled people escape in fear of being cut off from the dwarves. I'm thinking of a whole system to go alone with that! BUT I don't want to take away anything you were thinking of. We'll wait till races are finished before working on anything like that.

When you were thinking of making them more of a steampunk society, we could include that aspect in the port. The dwarves created the port for those working there...or the ever classic gnome could be the steampunk race; though, that is almost expected in a half magic/half techno world.
PostPosted: Sat Oct 09, 2010 2:29 am


Ok then I shall work on the sub races of dwarves some time soon, and get the ideas written up. I'll post them here as soon as I write them up, probably in order of tech, deep, war.

I like the idea of the smuggled individuals for the dwarven port, though mostly I was thinking of it being people there who worked for them under lengthy contracts which have lots of fine print. So now I am thinking that there would be smuggled slaves, contracted employees who aren't much better off though with pay and freedom somewhere down the road, and likely traders who are mostly independent and just ship goods in and out, as far as non-dwarves.

Sounds like making this port shall be a lot of fun.

BoredTears


Diana Yantra

PostPosted: Sat Oct 09, 2010 12:29 pm


Not much to add or point out here: everybody had shared wonderfull opinions here that go pretty much in tune with how dwarves are originally in most fantasy work. Perhaps "fine tunning" more defined details can be made once other races are made up, as it is in contrast that we would where we tend to repeat ourselves and where we can improve. Carry on the good job.
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