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OOC: 3.0 Dwarven Brainstorming

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Wizard

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Perhaps you should rename the topic to something about player brainstorming, rather than city planning. The name seems to be causing confusion about if it's trying to be official or not.

On another note, I like the idea of three tiers, however perhaps have a section where it expands around the mountain. The tier that's close/contacts the surface could come out to make some small areas. I think it would be good because it would make the entire city look bigger by only having a few smaller sections added to it. Also having a bigger city to over-compensate for our height. ;)

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If you speak of the 'halfway-house creative', that doesn't pertain to what I say and is irrelevant.

Also, thanks for pointing out that I don't give a biased argument nor show favoratism, just because I was a Dwarf won't hold me back from speaking sternly about certain aspects.

PS: Willy's picture wins my vote so far.

Giaus ever since you decided to leave the occulus guys high and dry your lore isnt going to be followed that much. Now that we were told by native of how its going to be built, Nation leader will send builders with plans to build the city and then we will leave asulon because of something to move there. Dont quote me and Im not trying to flame but since you decided to bring it up here on our planning instead of the orcs or salvus I would ask you to move it to pms and let us plan.

Also we have been plaing the city for a month now with a google doc.

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The current agreed plan of the city lay out is as follows:

City style?: Carved city into the mountain that bears some slight cavern features within key locations such as mines.

The city will have no true base as to provide originality thus creating a more unique feel for Dwarves to get into and boast about.

Reasons for carved city:

- More refined and proper the city represents the ways a Dwarf should be seen as by other the other cultures.

-Stable and safe, the city should show no points of possible collapse to prevent future issues from occuring.

-Orginized and well managed, to keep proper flow throughout the city allowing for distinct RP within certain halls or sections.

Succesful carved cities:

Kal'Urguan

Mines of Moria (caverns lead to it's doom)

Zhuf'Bruffar (caverns lead to invasions)

Unsuccessful carved cities:

Khaz'A'Zhar

Successful cavern cities:

Unsuccessful cavern cities:

Karik (early)

Mount Ire

Alras (Dwarf District)

Layout thus far described:

The Grand city of _____ is the proud host of the mighty Dwarves of whom reside in the lands of ____ and of whom have all but some hailed from the lost lands of Aegis.

The grand city starts from its entrance which bears a sturdy tall standing metal gate embellished with the seal of the Dwarves to deter any foe who seeks to threaten the mountain folk, next to this strong gate stands two statues of Dwarves carved from the mountain stone who's gaze is tilted to the mountain ranges towards the north, one carries a sharpened battle axe and the other carries the burden of a pickaxe.

The main gate area itself is host to the military or the Fortress Guard who manage the battlements that dot the side of the southern mountain range whose entrance may only be accessed from this site along with the customs office and barracks

The customs office provides a method for entrance to the city when the gate is closed, this means that the dwarves are capable of recording the coming and going of persons of the city.. This will be found located beside the exterior of the gates closest to the statue of the laboring Dwarf.

The barracks will be located in the military side of the gates (Behind and to the left) where the soldiers may commit to their active duties.

((What I have written thus far))

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To be honest, Karik was perfect when it came out. I'd be just as happy to see something along the lines of Old Karik in 3.0.

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The Dwarf Capital city gates or Hall of Passage will resemble the following image save for two well carved statues of Dwarves bearing either a pickaxe or a axe that will be implemented adjacent from the gate's stone masonry along the mountain ridge, key features that are missing in this image that will be on the design is the full mountain's ridge, pathway leading to the gates (if decided there will be one), and the customs area for when the main gate (The stone/metal plate with the anvil on it) is closed allowing for passage and management of who is or is not allowed to enter the city.

Dwarf-entrance.jpg

Thus far in terms of interior designs we want to avoid the ideas of caverns as in times before we have struggled to create a proper city using one or a design much like one such examples include Orzimar, etc.. It is also often a false stereotype created by poorly written or non studied lore based Dwarven societies or cities in the sense of making the city seem more natural or "Dwarf" like, truely this method is more "Elf" like as it is a "natural" cavern. Dwarves are often assumed to have built within caverns even though it is often areas of great mining operations where they have settled.. Dwarves never build cities in caverns also due to the dangers that may occur whilst being in one and the possible instability of one, the dangers include (and will be seen in the RP caverns that will be created); Forgotten beasts, creatures whom prey on Dwarves, miasma, flooding, collapse, and invasion through exterior entrances leading to such locations.

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Can you find me an example of canon/lore of Dwarven cities that weren't built in caverns in mountains? If you're afraid of the cavern collapsing, we're engineers... thats what the Dwarves are reknown for.. we can most certainly make structural supports.

Also note that if you're referring to this stlye of Dwarven architecture and building, these are halls/structures that extrude from the main cavern. I do want this style of carving but we need the city to be in a cavern.

5741625565_bc72d3a957_b.jpg

5741622095_2abdef594c_b.jpg

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Major entrance should include something like this only Golems.

There should be a hall of kings, all former kings carved into statues.

Hall of Yemeker (Religious Sector) Shrine dedicated to each of the gods used for sacrifice and all things religiously related.

Major Water Works/Piping system (aesthetics)

holes into the void as to act as deep caverns into the ground (aesthetics)

Minimum lava (countless times have i found myself and others requesting to be saved because all of the sudden they fell into a lava pit.

Carvings and multiple statues (aesthetics)

Detailed walkways and buildings. Try not to use all stone bricks for a building, switch it up. (aesthetics)

Mycelium/Mushroom biome type area. (Aesthtics/food source)

Take advantage of the upcoming 1.4 update I.E. Potatoes/carrots they don't really require sunlight because they grow underground. (carrots might don't quote me on that) ((Aesthetics/food source/carrots for riding pigs))

Thats my two cents Also pillars are a must have. I don't care where you put them but they are just stereotypical requirements for every dwarven city basically.

My two cents...

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I have a really great pillar design myself and a friend came up with on a small dwarf build we did a while back, it might be to your liking. I'll link some screenshots of it when I get on my PC. Aside from that, I think that there should be minimal lighting at the top of caverns to give a feeling of depth. I have a little idea that would enable the illusion of light at the top while actually keeping it dark, again I'll link screenshots when I get on my PC.

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A chamber or vault of Iron Golems would be fantastic to have so we could have a job for the smiths to craft them, this way we can set them up in times of need such as mob invasions from the depths or something along those lines.

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@Thrym Maybe something like this would work for the top entrance.

30sewq8.jpg

Yes! :) This looks perfect :)

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I like a lot of the things that CreativeNode used in his dwarf city http://www.planetminecraft.com/project/telgar---dwarf-fortress-and-city/

Never seen this one before, I'll give it a quick look over! ^.^

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i think after looking at the new dwarven biome we should have the main city build under and around the biggest mountains. there should be a big wall around the mountain for guards and mountains dwarves to do their thing, but it must be kept small, otherwise it will become like outer kal'urguan. after that we should have a big entrance, with the castle and the temple and ofcourse the noble clans and noble housing. under that should be the middle housing, training grounds and guild. and beneath that should be the lower housing with mines and maybe a big mushroom farm.

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