Hiebe 2493 Share Posted September 21, 2011 I dont think they will copy nd paste cause it looks and and corrupts the file or something For anyone not rp-ing.... your character will be transferred over so get to it ;) Link to post Share on other sites More sharing options...
Luchian 214 Share Posted September 21, 2011 If you need any help at all just ask, And hiebe with the guild homes and such need help designing em? Link to post Share on other sites More sharing options...
TeaLulu 1783 Share Posted September 21, 2011 I never said I wanted to build the capital, All I am saying is that somehow a halfing is leading the dwarves back to being dwarves, what sense does that make? Hey man, the Orcs get one halfling that they keep trying to eat and one human who likes to fly and make railroad tracks. Not that either of those are a bad thing. GMs with a different race can still look out for you. (hee, the halfling changed back to an Orc for the time being.) You be lucky you got Brian; Just cause he's not the same race as you doesn't mean you gotta hate. He's a baws GM and he's got your back. :3 >.> Also, just throwing this out there, Are you guys going to be having more huge farms? It seems odd to have those since you would imagine Humans as the primary farmers. I think you may have already heard my idea of a "fake" Capitol outside of the real one, to use as a place for any wandering visitors, while the real one remains hidden to any one except real genuine dwarves, or VERY special non-dwarves. The Orcs are adopting this same concept except their capitol won't be hidden; There will just be a smaller district directly outside the main wall for non-Orcs to use. Link to post Share on other sites More sharing options...
sandonthefloor 2 Share Posted September 21, 2011 I think you may have already heard my idea of a "fake" Capitol outside of the real one, to use as a place for any wandering visitors, while the real one remains hidden to any one except real genuine dwarves, or VERY special non-dwarves. The Orcs are adopting this same concept except their capitol won't be hidden; There will just be a smaller district directly outside the main wall for non-Orcs to use. Too bad after three days everyone will know where the capital is, so it is pointless Link to post Share on other sites More sharing options...
TeaLulu 1783 Share Posted September 21, 2011 Too bad after three days everyone will know where the capital is, so it is pointless At that point feel free to kill any non-dwarven intruders into your midst on the grounds of trespassing, if they do indeed decide to try and keep the Capitol secret/hidden/secluded/not open to outsiders. The main question is, do you want to keep Dwarves in the main city? Do you want to adopt a "no-outsiders" clause? Should there be punishments or "shunning" for dwarves who venture outside of the capital for too long? If you guys are trying to be hardcore dwarves, the kind who stay underground roughly 70% or more of the time, then there has to be some incentive for staying in the main city, or punishments for leaving for too long. At the same time if you do want people to stay in the main city, the benefits of a small fake capitol/town is that dwarves can go there to trade with outsiders or RP with other races for a SHORT period of time, then head back home when they are done. I guess all that is more a question for the GMs/leaders as per what direction they want the Dwarf race to head in. (Though from Brian's "NO DWARVES ABOVE GROUND" I am guessing you want to head in the direction suggested above.) One other thing that should be mentioned is that the capitols will all be MUCH farther from each other and the spawn point than they are now. I think the most common thing going around is about the distance Alkhazar is from spawn, at minimum, for each capitol. So really, if you make it an attitude that outsiders are not welcome in the MAIN, inner part of the dwarf capitol, most of them probably won't bother to travel the distance. They'll likely stop at whatever town is placed before the main capitol. (Either a kingdom-made town or a donator town will more than likely pop up sooner rather than later.) But in terms of what to put in the Dwarven capitol I highly suggest keeping everything organized into districts and hopefully including both a Scholar's (Library/small area for schooling. Not too huge as scholarly pursuits will likely not be the main goal of dwarves, but you have to have somewhere to keep your history.) and a Guild district. Guild district can have guild houses in it for purchase by any official or approved guilds. As I suggested to the humans, the King or government can give out guild houses for free to guilds that agree to serve the nation, or have served it well in the past. This is much better than giving out land outside the Capitol since you limit the space they have, but they'll still have plenty for beds, storage, et cetera. You can also take back any guild house at any point in time, should the guild fail to serve the nation well. 1 Link to post Share on other sites More sharing options...
Guest Brian Share Posted September 21, 2011 ^Like, also need to add. There will not be an outer but there might be a small town or two dotted around for non dwarfs Link to post Share on other sites More sharing options...
Petyr 485 Share Posted September 21, 2011 Going off of what Be..err Loth said, your city should definitely be partially protected from outsiders. Perhaps the King and Diplomats issue passports to important people and sell them for a high price to lesser known people. The capitol, in my opinion, should be totatally underground, while perhaps the trading town has some ground buildings. In my mind, there would be a descending path with houses and shops lined on the sides at the trading town. Eventually, the whole path would be underground and the town would end. Anyone is allowed here. Then, the path continues for a ways to the capitol, where there is a heavily guarded gate and perhaps and embassy. The towns themselves should be very "square" and methodical, geared towards economic efficiency, military efficiency, and architectural grandeur, dwarf style. Although many want something original, I think the layout of WoW's Ironforge is a great example of awe-inspiring architecture, organization, and of course, the whole thing is subterranean. 1 Link to post Share on other sites More sharing options...
Percival 10 Share Posted September 21, 2011 *prays for a Halfling Quarter* Link to post Share on other sites More sharing options...
no longer active 734 Share Posted September 22, 2011 I think that we should have very little wheat and maybe a huge shroom farm? Link to post Share on other sites More sharing options...
TeaLulu 1783 Share Posted September 22, 2011 Oh! New idea. If you want to keep Dwarves underground, then you need a place for them to hunt monsters/level up skills. So might I suggest something similar to the "Dark Roads" in Dragon's age? You'd create a system of abandoned tunnels/roads underground somewhere in the Capitol; These roads could be blocked-off ones that branch off from the main roads with lore as to why they were abandoned. "Cursed" "Cave-in" "That's where we throw the prisoners that REALLY tick us off, so they can fight for freedom" etc. These would be mostly pitch dark with occasional light and "Safe spots". There could be different levels of difficulty for the roads, ranging from completely dark, no light, lots of traps, no safe zones, to Fairly well lit, only specific areas where monsters can spawn, lots of safe zones. This way Dwarves would have a good place to hunt monsters without having to leave the Capitol and they are more encouraged to stay underground! Link to post Share on other sites More sharing options...
williewonka01 45 Share Posted September 22, 2011 Oh! New idea. If you want to keep Dwarves underground, then you need a place for them to hunt monsters/level up skills. So might I suggest something similar to the "Dark Roads" in Dragon's age? You'd create a system of abandoned tunnels/roads underground somewhere in the Capitol; These roads could be blocked-off ones that branch off from the main roads with lore as to why they were abandoned. "Cursed" "Cave-in" "That's where we throw the prisoners that REALLY tick us off, so they can fight for freedom" etc. These would be mostly pitch dark with occasional light and "Safe spots". There could be different levels of difficulty for the roads, ranging from completely dark, no light, lots of traps, no safe zones, to Fairly well lit, only specific areas where monsters can spawn, lots of safe zones. This way Dwarves would have a good place to hunt monsters without having to leave the Capitol and they are more encouraged to stay underground! I like it! Link to post Share on other sites More sharing options...
Guest Brian Share Posted September 22, 2011 Ah very good! I feel this will be one of the main attractions of the city if planned right. Link to post Share on other sites More sharing options...
no longer active 734 Share Posted September 22, 2011 Aye so do I and I will use it. Maybe we could have events in it where we hide something in the roads and the first one to come out with it wins? Link to post Share on other sites More sharing options...
Luchian 214 Share Posted September 22, 2011 Oh! New idea. If you want to keep Dwarves underground, then you need a place for them to hunt monsters/level up skills. So might I suggest something similar to the "Dark Roads" in Dragon's age? You'd create a system of abandoned tunnels/roads underground somewhere in the Capitol; These roads could be blocked-off ones that branch off from the main roads with lore as to why they were abandoned. "Cursed" "Cave-in" "That's where we throw the prisoners that REALLY tick us off, so they can fight for freedom" etc. These would be mostly pitch dark with occasional light and "Safe spots". There could be different levels of difficulty for the roads, ranging from completely dark, no light, lots of traps, no safe zones, to Fairly well lit, only specific areas where monsters can spawn, lots of safe zones. This way Dwarves would have a good place to hunt monsters without having to leave the Capitol and they are more encouraged to stay underground! *Deep roads :P But yeah like the idea. Hiebe got somthing simmilare to it tho ^^ Link to post Share on other sites More sharing options...
Broski 54 Share Posted September 22, 2011 Ye, If we want to be Hardcore dwarves we should have things to do underground, ofcourse there are some travelers that dont want to be in the city alot, and just want to see daylight, they cant call themselves a Dwarf, Then it would be solid.. I guess But for the one who are Hardcore underground, ther' should be a Place where they can do something, Same for the Guards, Guarding can be boring but the Bell makes a lot possible, that Guards can be training ther' skills (I (well, me and flynn) Have a mobspawner at our 'ouse so that could be used as training). Link to post Share on other sites More sharing options...
Recommended Posts