2 posts
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Post by Dwina Greggondottir on Jun 21, 2015 5:20:23 GMT -8
It has come to the attention of I and some others that, along with this sim, and so many others, there is a lack of love for the stone children. While yes, many see dwarves as comic relief, silly, not as pretty, or gross, I feel these generalizations and over simplifications of a rich and worthy race appalling.
Dwarves are an amazing race with great potential, a hardy people skilled in warfare and craft, who care for home and hearth, are unwavering and loyal, stoic and dauntless. They offer an interesting aspect in their culture, beliefs, and ideals, taking much of their lore from real world Nordic Mythology among many others. They're unique in that, despite their stature, can make great warriors and craftsmen that can rival even the tallest of men.
With this in mind, I feel the sim could easily rectify their mistake in overlooking the dwarves. No pun intended. [Okay, maybe a little.]
The Dwarf
Racials:
Stalwart +1 to Strength and Resolve. Dwarves are a hearty and strong willed race, their stature not withstanding, they're capable of great feats of strength, and their natural stubbornness lends to a stronger will than most races.
Stoneskin Dwarves have a natural resistance to both magic and many toxins, affording them the ability to shirk off spells as well as survive poisons that would be considered otherwise lethal or dangerous to most. It also lends to their legendary ability to drink nearly any other race under the table.
Darkvision Born beneath mountains in the blackness of it's caves and tunnels, dwarves are capable of seeing in the dark without any sort of light source up to a distance of about 60 ft. This vision is only in black and white and those things that one normally cannot see are still unseen, such as invisibility or illusions.
Dwarf life expectancy is about 400 years.
Mandatory Weaknesses:
Magically Stunted Dwarves are unable to cast magic due to their nature, and any attempt to cast magic is a failure. As such they can never have a Magic rating above 0.
Short and Stout Due to the short stature and stocky physique of dwarves, they're often considered loud and clumsy. Lacking the ability to perform agile maneuvers or move quietly, they cannot have a Reflexes or Shadow any higher than 6.
And that is my suggestion for a Native Dwarf race. Thank you for your consideration.
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Post by Deleted on Jun 21, 2015 5:29:13 GMT -8
I for one would like to support this idea of a dwarven folk being made native. Also fairly ready to help with giving proposals for gifts and limitations, eventually in greater detail to try and save up any workload you might have with it.
However constructively a little later, wanted to show my support for now.
PS: Adding usual dwarf life expectancy at 300 years.
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Post by Deleted on Jun 21, 2015 13:49:19 GMT -8
Proposition: Work in progress - rough draft
Gifts of the Iron
Ironguard Ironguards are the dwarves who dedicated their life to protection of nobility and dwarven principles of the world. They are the elite warriors, able to stand more punishment than most others. Ironguards gain +1 wound, which is lost with first hit without inflicting any wound pentalty to rolls. Ironguards can not be Berserkers.
Berserker Dwarven berserkers are yet another path some of the dwarves follow in their life, they are incredible killing machines, fearless warriors, who dive into the battle almost naked, to become one with the war, to feel the pain to fuel them further in their rage. It takes two post rounds for them to enrage out of combat, and one in combat. They can only wear light armor as their best form of protection for their rage to be applicable. The berserkers ignore any roll penalty inflicted from any wound and they get a bonus of their resolve value divided by two (rounded down) into their wounds pool and their weapons count as one size larger than they are. However, this comes at a cost. A berserker never rolls for defensive rolls, they are simply all offensive warriors. As well, they can never retreat from the battle or stop the battle before it ends, they always fight to the end and who would try to stop them would be considered an enemy by them. Berserkers can not be Ironguards.
Ancient Mastery Dwarves are master crafters, hoarders of knowledge and skills. This ability allows the dwarves to pick a bonus +1 to either their Fighting, or their Knowledge.
Runecrafting While dwarves are incapable of casting any magic themselves, they mastered the secrets of the runes, and through such they are able to create items that help them mitigate their magic inability. Runecrafters are therefore able to use Enchanting, using their Knowledge trait instead of Magic trait.
Magically Inert These dwarves as if did not exist for the world of magic. They can not receive any positive or negative spell effect, not even from talismans and items that would be affecting them, not from any potions that are magic based. They are for all means and purposes entirely mundane. In further explanation that means that a magic trinket or potion that should make the dwarf faster would not work, however a runic sword would still work in the dwarf's hands as it would be effecting someone else. Also any natural non-magical medicines would still work on this dwarf.
Heroic Ancestry Some of the dwarves are descendants of great heroes, and in such they are taken for their continuation. There is a huge social demand on them to be paragons among other dwarves, to be fearless and decissive in every situation and they tend to live up to their expectation. They gain +1 Resolve OR +1 Social.
Shield Wall Dwarves are natural users of shields. They are relatively slow on their feet, and so their only defensive mechanism against archery is to be well protected and so shields become their second nature. When fighting with a shield in their hand, their armor counts as one class bigger.
Dwarven Mastercraft Dwarves are said to be gifted by unbelievble ability of craft, and that all of them are masters of the forge. This is only partially true, as while most dwarves are able of the smith's craft, only few rare are considered to be real smiths, and craft of those is far superior to craft of others, light weight, perfectly balanced, flawless. Pick armorer OR weaponsmith. Within your selected area, items you forge are considered one class bigger for purposes of combat. Such roleplay to to forge an item of this quality must be done actively, for at least a week of real time. You can pick this gift twice for a full range mastery in both weapons and armor.
Limitations
Surface born Surface born dwarves are the dwarves coming from the families of outcasts, being second generation and more living outside the underground cities. The surface dwarves suffer -1 Social trait and while maintaining some rough orientation in the darkness, their Darkvission is almost useless by now. You can not have Social trait score lesser than 1 to take this Limitation.
Greedy Some of the dwarves are simply said irresistably controlled by greed. Their decisions are skewed, against their better judgment, blinded by the vision of hoarding their pile of riches. They rarely spend, they rarely share if not for further profit, and they have very hard time turning down any opportunity to get richer.
Disgraced Sometimes, the crimes of your fathers are your own crimes, when you are a dwarf. The wrong deeds of your ancestors lie on your bloodline heavy and dwarven society rarely forgives. There is pretty much no way back for you, your cause is lost. This reflects poorly on your morale and you suffer a penalty -1 to your Resolve trait AND -1 to your Social trait. You can not have Resolve or Social trait score lesser than 1 to take this Limitation.
Deep Born You come from a family that never left the darkness of the underground, for generations now. When exposed to the sun, your skin reacts poorly and quickly burns, in manner of minutes, you suffer a -1 penalty to all rolls as if you acquired a wound, and each hour afterwards actually earns you a very real wound with all applied penalties. It takes a whole day to restore yourself to a working condition and remove the penalty. This effect can be prevented by full cover clothes.
Path to Glory Some dwarves are born to be lesser, some dwarves are born to shine, they are driven by the will to leave their mark on the world. They are in any regard pushing for perfection, they are dedicated, obsessed, they are honest to bone, they never lie, they put themselves in the danger for others, they consider their own name sacred and are scared to death they could mess up it's reputation. This might not seem as much as a limitation, however, if anyone put together statistics, only a few dwarves do ever reach this glory or live full life. This is a path of hero who might as well die very young.
Water Phobia Dwarves in general do not like water, they like solid ground under their feet. However, some of them are reaching the state of panic when it comes to the rivers, ponds, seas and oceans. This is a real phobia - such a dwarf would not enter the water, would try to get off the bridges fast, would be refusing to step on a ship if it can be helped any. Oh, and let us not forget, they do not wash themselves much, so they smell a bit.
Ancestral enemy Dwarves waged many wars. With elves, with orcs, with the drow, with humans... and their memory is long. Some dwarven families just do not forget. Pick one of the native races of Valesk - your character will never trust anyone of that race, wont make friends, will blast prices up for them, overreact, or be plain aggressive towards them.
Alcoholic Some dwarves can not say a no. Just can't. They are constantly under weather, always drunk. They act like drunk, they act stupid. And if they are not drunk, they are grumpy, their head aches, their focus is gone. When sober, you gain a -1 penalty to all rolls, as if wounded. Better get another round in!
Bonvian Some dwarves like to drink, and some dwarves like to eat. And some just enjoy their damn good underground life. And they grow fat. With this limitation, you suffer -1 to Shadow and -1 to Reflexes, and either of those can not be higher than 4. You can only gain this limitation if you have at least one of the traits 1 and more.
Headstrong There is one thing that defines dwarves like children of the stone - their ability to maintain shape over centuries, to resist change. Some of the dwarves take this feature to perfection, they are obsessive and once decision is made, it is near impossible to change their mind about it. It does not really matter if it is right or wrong. The decision was taken and so that's how it is going to be.
Impaired Despite every effort, your ability to craft is simply said shit. Your youth was marked by shouting and beatdowns by your betters when you were ruining materials at the forge. You craft worse than any other dwarf, and this is a thing that is hard to live down in a dwarven society. Whenever you try to craft something, it ends in disaster. Whenever you try to repair your damaged arms or armor, you only damage it. Additionally, as a result, you suffer -1 Social penalty because you have limited ability to get your materials, and are a constant target of jokes of dwarven society. You can not pick this limitation if you have Social trait lesser than 1.
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aubsie
Denizen
Editorial and Promotional Administrator
91 posts
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Post by aubsie on Jun 21, 2015 20:04:52 GMT -8
These are great suggestions, thanks so much for posting! Isle of Valesk staff is actually a huge fan of dwarves role players and if we see a strong population growing, it will be considered for native race. In the meantime, these suggestions for gifts and limitations are very well thought out and if you would like your character to apply some of these individually you may make a request! Well put together requests such as these definitely earn merit and consideration and we really appreciate it
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Post by Deleted on Jun 22, 2015 3:26:17 GMT -8
We are happy you like it, and absolutely looking forward to working on this more.
The list of gifts and limitations got updated and I think it is fairly complete now.
I an addition, I think it would be good if there was a specific rule for dwarves on top height. Something akin to 1.65 meter (5.43 feet) for women and 1.75 meter (5.73 feet) for men on SL appearance scale. So the dwarves remain dwarves, yanno.
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aubsie
Denizen
Editorial and Promotional Administrator
91 posts
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Post by aubsie on Jun 29, 2015 16:00:38 GMT -8
Totally makes sense! There are still mutterings of adopting the dwarves as a native race, and when we do we'll definitely be referring to this thread for ideas. Thank you!
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Post by Deleted on Jul 3, 2015 6:34:24 GMT -8
Well we are holding our hopes and all that.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 6, 2015 8:02:52 GMT -8
Oh! I hope enough drawven players did come to sim that they could be a Native Race. In my experience, while it's often difficult to rally together enough interest in them all at one time, the characters are often some of the most enriching to the Sim's RP and generally the most beloved as well!
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Post by Batman on Jul 7, 2015 4:56:31 GMT -8
Oh! I hope enough drawven players did come to sim that they could be a Native Race. In my experience, while it's often difficult to rally together enough interest in them all at one time, the characters are often some of the most enriching to the Sim's RP and generally the most beloved as well! This. So much of this.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 7, 2015 6:27:57 GMT -8
LOL It'd be even better if I didn't typo the heck out of dwarven. xD
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36 posts
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Post by xolg on Jul 7, 2015 10:14:26 GMT -8
Definitely interesting ideas to work with if we decide to expand the native races in the future. Some good thoughts here to work from!
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aubsie
Denizen
Editorial and Promotional Administrator
91 posts
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Post by aubsie on Jul 8, 2015 19:23:50 GMT -8
This issue is being moved to resolved. You will find out our decision with the release of the new website. Thank you very much for your input
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Post by Deleted on Jul 12, 2015 0:47:07 GMT -8
What a cliffhanger
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