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Dwarven Culture: A Census

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zuluman

Dwarven Culture  

59 members have voted

  1. 1. How religious should we be?

    • Extremely religious
    • Moderately religious
    • Less religious
    • Other- Please Post
      0
  2. 2. What level of Isolation do we want?

    • Extreme Isolation
    • Moderate Isolation
    • Open City policy
    • Other- Please Post
      0
  3. 3. How much (how influential is) honor in our culture?

    • Extreme Honor
    • Moderate Honor
    • Less honor
    • Other- Please Post
      0
  4. 4. What do we mean by Greed?

    • Greed is a sin
    • Greed is Dwarven Nature
    • Other- Please Post
      0
  5. 5. How Warlike are we?

    • Aggressive
    • Defensive
    • Other- Please Post
      0
  6. 6. Do you like the Clan Structure?

    • Nobel Clans
    • Clan Equality
    • Other- Please Post
      0
  7. 7. How do we view Magic?

    • Great suspicion
    • Casually
    • Other- Please Post
      0
  8. 8. Above or Below Ground Cities?

    • Below Ground
    • Above Ground
      0
    • Hidden
    • Other- Please Post


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This is all OOC

Welcome to another Dwarven Culture thread. Here you will notice a rather large poll (above) that will be used to help gauge what the Dwarven community would like the culture to be like. Each question has several answers ranging from liberal to moderate to extreme, and then an answer, Other (also known as Please Post). The Idea behind his is to understand exactly how the players view Dwarven culture as and where we would ultimately like to be before we hit 3.0.

If you do not wish to read the length of this post no one is forcing you to, listed below will be explanations and expansions of each question. You’ll notice that after you vote you will be able to see the names of who voted for what. This is to ensure that the votes counted are votes made by players who actually play Dwarven characters.

Before beginning if you haven’t read or seen the “Everything You Need to Know About Dwarves” post I recommend you go read it: http://www.lordofthecraft.net/forum/index.php?/topic/66545-everything-you-need-to-know-about-dwarves/

It contains valuable information that this poll expects you to have at least seen on matters of government, religion, and culture.

Picture2-1.jpg

How religious should we be?

1)Extremely religious- This choice would entail the Dwarves having a larger number of religious events. There would be more public worship, prayers, and prevalence of the Dwarven gods and paragons in Dwarven life. The Clergy would have more power under this system. Dishonoring the gods would be severely punished. Holy and religious wars would be the dominant source of conflict with other races either over holy sites, relics, or perceived insults to the Dwarves gods and paragons. (This choice is for an increase in the prevalence of Dwarven religion)

2)Moderately religious- This choice is where I believe the Dwarves are headed with ‘business-as-usual’ or ‘status-quo.’ The Clergy has a moderate role in Dwarven culture, are respected for their position and proximity to the gods but are sometimes seen as somewhat fanatical. There would be public religious events, but religion would not play a very large role in the Dwarven culture.

3)Less religious- This choice is to reduce the amount of religion in Dwarven culture. There would still be the background lore of religion but paragons and the Clergy would stay in the background and not be a large part of Dwarven everyday life. Very religious Dwarves would be seen as extremists and would be treated as fanatics.

4)Other- Please Post

What level of Isolation do we want?

1) Extreme Isolation- This choice would ramp up our isolation. Most likely Karik would be sealed off from the above ground world and only connected by deep roads to other Dwarven cities (And the cloud temple). Outside races would not be allowed into the city, and intruders would be dealt with severely. Basically the idea is to fade away in legend and mystery where the Dwarves concentrate on religion (if applicable), mining, and craftsmanship. Only in exceptional circumstances would outside races be let in.

2) Moderate Isolation- This choice is probably where we are now if the regulations were a little more strictly enforced. When we first moved back into Karik outsiders were allowed to the gates and occasionally inside the city. Trusted friends, allies and diplomats are allowed in.

3)Open City policy- This choice would reflect more openness to other races and cultures. We would basically open our gates to those that wanted to live in our underground cities. Player of all races would be allowed to freely walk around and explore our religious, housing and merchant districts.

4) Other- Please Post

How much (how influential is) honor in our culture?

1) Extreme Honor- This choice would be for honor to be a defining characteristic in Dwarven culture and we would become more honorable and take honor much more seriously. Basically ancestors would be highly revered and personal honor would mean a lot to individual Dwarves. Grudges would play a large part in Dwarven Culture and would not be easily brushed aside. Wars, slights, mistakes, and oaths would not be easily forgotten.

2) Moderate Honor- This choice is where we are now. There exists a book of Grudges where slights are recorded (Although its rarely been used). The potential for a moderately honor based society exists even if we haven’t capitalized on it yet. While this choice represents where we are now it would require some slight changes: persons in power, ancestors, and oaths would be more highly enforced.

3)Less honor- This choice isn’t so much ‘less honorable’ but more having honor be less of a focus for our society. Saying an Oath or being an Oath-breaker has little effect on your character’s relations to others. Personal and Clan honor would mean little and wouldn’t be something to strive for under this choice.

4) Other- Please Post

What do we mean by Greed?

I’m interested in the response to this question because from the Lore, Greed was the curse placed upon the Dwarves. How do we see greed?

1) Greed is a sin- Amassing personal wealth and being greedy is a sin. Hoarding money and resources for your own personal gain is against Dwarven culture and basically should be shunned because it means that your character has fully succumbed to the curse placed upon our race.

2) Greed is Dwarven Nature- Being greedy is part of who Dwarves are. We like amassing gems and jewels and parading around our vast wealth. The other races sing songs of our mountains of gold coins and the wealth of our cities. Extreme greed, meaning the hoarding of wealth at the expense of other Dwarves is frowned upon. If a Dwarf physically harmed another Dwarf for personal wealth gain, that would be seen as the real curse. Extreme greed where wealth came before kin would be punishable by (insert punishment like ‘banishment’ here).

3)Other- Please Post

How Warlike are we?

We have a fairly warlike reputation. This question basically gets at how the player base feels we should proceed. Should we continue to be warlike? Or should we focus more on craftsmanship?

1) Aggressive- This choice is basically to continue on the path we are on. We often initiate fights if we feel slighted, and vastly prefer going on the offensive to being on the defensive.

2) Defensive- This choice would reflect that we’d prefer to scale back our aggressive behavior and live more in our cities. If there were threats we could not refuse we would sally forth from our underground cities, but generally we would be a more defensive race.

3) Other- Please Post

Do you like the Clan Structure?

1) Nobel Clans- This option keeps noble clans and says that there is a distinction between noble and non-noble clans. This gives commoner clans something to strive for, but also can create friction as some clans are placed above others.

2) Clan Equality- This option calls for total clan equality regardless of when they were created. Exceptions might occur for extremely small clans or clans who have not contributed (been detrimental) to the nation.

3) Other- Please Post

How do we view Magic?

1) Great suspicion- Magic users are seen with great suspicion (some magic wielding dwarves exempt. Rune magic also exempt.) Wizards are seen as dangerous and meddling folk who we shouldn’t associate with.

2) Casually- While magic exists and sometimes magic users are to be feared, learning someone can cast magic does not immediately put dwarves on edge. Dwarves would have a more casual view of magic and magic users.

3) Other- Please Post

Above or Below Ground Cities?

1) Below Ground- All dwarven cities should be built below the ground. (Exceptions for inside mountains). Basically there is very little if any sky visible from inside Dwarven cities. (Airshafts or cities built in massive ravines partially excluded)

2) Above Ground- Above ground cities for Dwarves are allowed and encouraged.

3) Hidden- Choose this option if you want most Dwarven cities to be above ground but hidden from view. Perhaps the city is located in a large valley in a height limit mountain range? This would allow above ground cities but require that they cannot be easily found or possibly only accessed from underground areas.

4) Other- Please Post

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That’s about all I could come up with on the fly. Not every option fits exactly how I wanted it to sound, but the gist of it is there. If you have questions PM or post. Please post suggestions or anything to do with the “OTHER” option.

I will be adding other references here for people to look at:

“Everything You Need to Know About Dwarves” http://www.lordofthecraft.net/forum/index.php?/topic/66545-everything-you-need-to-know-about-dwarves/

http://www.lordofthecraft.net/forum/index.php?/topic/47624-dwarf-culture-ooc-wip/ ((a little old but it has good information and ideas))

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I voted 'other' for the cities. I think we need a combination of both. Our main city in 3.0 should be at least partially above ground, to provide area for the more mountain-y mountain dwarfs and also to make the city easier for the new dwarfs to find, most our settlements and even a portion of our main city should be underground though.

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We should have cities above and below ground but have them protected by our awesome Dwarven Machinery.

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On the cities situation, I say we have the main city built as a combination. Half on a mountain, half below ground, allowing for mountain dwarves (such as myself) to have a nice breeze of fresh air, and the cave dwarves can have their darkness and dankness.

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Main city underground, mines, smithys, general RP area. Above ground, lumber yards, mountain dwarf huts, farms.

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I believe in the new world we where most likely going to drop the subraces to a certain extent to remove a few minor cultural problems and just dub ourselves as Dwarves.

Also it would make construction and RP more centralized than introducing mountain homes as well that way we are not spread out from outside to inside.

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In terms of city structure, I think we should do a circle - major RP hubs, that is the inn, the palace and the city center should be super-imposed into the center of the circle. Outside that, is a market district and clan halls. Beyond that the housing areas and beyond that, slums with small and cheap houses for the newbie dwarfs.

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And what of our glorious temples, Bael? Also, why's everyone hating on super Religous? It's fun! And trust me, it'll happen one way or another...

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And what of our glorious temples, Bael? Also, why's everyone hating on super Religous? It's fun! And trust me, it'll happen one way or another...

Hmm you're right. I also forgot smithies. But you know what I mean. Ill MSPaint a crappy layout tomorrow.

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Possible RP explanation for current voting polls.

We as Dwarfs are driven by greed to be under ground living in moderate solitude as our location is obviously stated by our city's overwhelming decorative and defensive stance in the landscape. As we risk our lives digging through treacherous tunnels all day we trust our lives into a god but as we are digging we can not spend too long worshiping this deity. As family's form they made themselves into clans with the richest ones being the Noble clans causing the less rich to envy and aspire to be like them. As the noble clans build wealth they fear the greedier but yet poorer dwarfs attempting to take it for them self's they hire guards and create the Ilyushin of loyalty which turns to honor in all the Dwarfs eye's being very a important quality in a Dwarf.

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Possible RP explanation for current voting polls.

We as Dwarfs are driven by greed to be under ground living in moderate solitude as our location is obviously stated by our city's overwhelming decorative and defensive stance in the landscape. As we risk our lives digging through treacherous tunnels all day we trust our lives into a god but as we are digging we can not spend too long worshiping this deity. As family's form they made themselves into clans with the richest ones being the Noble clans causing the less rich to envy and aspire to be like them. As the noble clans build wealth they fear the greedier but yet poorer dwarfs attempting to take it for them self's they hire guards and create the Ilyushin of loyalty which turns to honor in all the Dwarfs eye's being very a important quality in a Dwarf.

I have to agree that this is what the people have voted for, the beginning portion before the clans suits myself well and it does not severly bother me, but the description of the clan easily un nerves me to a sense that the society is truely run by the clans and not the King who we have elected.. Creating a potential danger as clans will develop their personal greed again leaving nothing to share amongst their brothers and kin, do we really want our society to be like this? As it always has been save for the Golden Age?

Personally I have seen the wrath of these clans during my reign, and I hope that the King does not have to falter or mould to their demands to prevent riot from the families.

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Original idea: (didn't turn out so good. ignore)

WAJ6N.png

First thing I made and I just noticed it looked very different in my head. Ill work on another tomorrow.

Ok I tried making my other idea, but it failed miserably due to the inability to show elevation in paint.

DpQAM.jpg

That is what it was going to be though. The entrance to the city ends up being in the middle of the city, directly across is the arena (and prisons). A huge lava river separates the arena from the rest of the city. As you enter the city, to your right is the smiths guild and to the left, the tavern. Littering the view of the river are merchant stalls. Other infrastructure type buildings are on this tier.

The tier below contains lots of housing and at the far end, the run down slums. Nothing really special.

The tier above contains the palace, the clan halls, the temple and the memories. The palace sits in the middle of the tier with the memories and the temple to the left and the clan halls to the right.

Smaller 'subtiers' exist in between which serve as balconies etc.

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Bael, you've taken Orzammar and smashed the Guilds into it. While it is a nice idea, the Temple District is to be a improved version of what we have now, IE: Giant central tower (made of iron) that serves as the High Temple with smaller Temples to the Patrons arrayed around it. So, if you replace the Arena with a large extension of the cavern with the temples there, I could see that as working.

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