Dwarves in the far east

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Final Master
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Re: Dwarves in the far east

#16 Post by Final Master »

I like the name Stone Warden personally. I now it's a D&D class but it would fit very well with the idea of a warden (guard) of the keep. Learned in the way of manipulating the earth and her bounties to defend her closest children (dwarves).

Stone Mastery
Willpower based
Stone Fortress
Activate
Generate a wall of soft stone (horizontal or vertical) 'x' radius long (increase with level)

Mining Provisions
Sustain
Increase tunnel ability by 'x'
At level 4 gain 'y' % chance to 'find' gem when tunneling stone

Chant of Stone
Sustain
'x' % physical resistance
At level 3 deal 'y' % physical damage when hit

Spire
Activate
Deal 'x' beam/ball physical damage

I'll add more when I think of more.
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edge2054
Retired Ninja
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Re: Dwarves in the far east

#17 Post by edge2054 »

Stone Warden would be a good name for the Warrior/Alchemist hybrid.

I still like Earth Caller for the wilder and willpower based 'spells' are exactly the sort of effects they'd use.

Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

Re: Dwarves in the far east

#18 Post by Susramanian »

What I'd like to see from dwarves in the Far East is them engaging in what Tolkien would have us believe is their favorite pastime: suffering home invasions by dragons and balrogs.

Put a > on the Far East map way up in a mountain range. When the player tries to enter, they get a message something like this:

"A vast pair of closed stone doors dominates the cliff face before you. The doors are totally unyielding and warm to the touch."

So the player wanders off, disappointed. Then, in some random Far East dungeon, the player encounters a crazed and hostile dwarf: Brumli Blacklock. When killed, he drops a tattered map. The map points to a secluded mountain valley not far from the sealed doors discovered earlier. A new > shows up on the world map.

When the player steps on the new >, they get this message: "The familiar etchings of a portal mark a great slab of stone before you. You could probably use the Orb of Many Ways here."

If the player uses the portal, they find themselves deep inside the mountain in the middle of a dwarven colony's last stand. It's a dwarf town, shops and NPCs and all. By talking to various (surprised) NPCs, the player learns that these are dwarves who years ago came into possession of the Orb of Many Ways and used it to travel to the Far East from Middle Earth. Until recently they've been happily digging their way through these mountains and accumulating a fine hoard. Then, not long ago, disaster struck. A monstrous dragon descended on the dwarves and chased them into the deepest reaches of the mountain. They sealed the larger passages leading up and set about discovering a way to rid themselves of the dragon. They did not despair, as they still possessed the Orb of Many Ways and could use it to send a lone dwarf to the surface for help. They did so, and that dwarf was named Brumli Blacklock. That was over a year ago, and Brumli never returned. Now the dwarves are more than a little surprised to see the Orb return in your hands. Presumably orcs waylaid Brumli and took the Orb, which they then used to invade Middle Earth.

In the many months of the dwarves' imprisonment, matters worsened. Their desperate diggings awoke, as in Moria of old, shadow and flames. The nightmares of Durin came to the Blacklocks. Now, with demons below and a dragon above, the dwarves cower in their small city. The exits are sealed against the invaders. The only way out is to overcome the dragon above, an impossibility which has claimed the lives of many brave dwarves. The rampaging demons, led by a vast balrog, tear their way through hastily-collapsed tunnels, drawing nearer every day.
Good thing the player showed up when he did!

There's all sorts of fun to be had here. Certainly a couple obvious quests involving destroying the dragon and demon threats. For the demon threat, I'm envisioning a big event where the player has talked the dwarves into opening the lower gates. The demons swarm in and there's a big old battle. Kill all the demons and you win. Kill all the demons while keeping the dwarven leader alive and you win big. Maybe implement a bonus for every dwarf left alive at the end, like with the lumberjacks. Going after the dragon will involve fighting through several layers of dungeon above the dwarf town, culminating in a battle with a unique dragon in a ruined dwarven city on the highest level. After killing the dragon, you can open the huge doors to the outside and go give the dwarves the good news and, of course, get some sort of awesome reward.

I'd really like to have a non-elf town in the Far East. Elves spend all their time hugging trees and singing. Dwarves spend all their time getting phat loot (like us!) and provoking the wrath of dragons and balrogs. Dwarf Fortress is Dwarf Fortress and not Elf Fortress for very good reasons. For video game fun, elves have nothing on dwarves.

asthmatic_thematic
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Re: Dwarves in the far east

#19 Post by asthmatic_thematic »

It could also be neat if you had to choose which fight to take on first. If you chose to fight the dragon first, the 'roggies would have advanced much further, more dead dwarves so less help, quicker to be surrounded, and perhaps a few more powerful 'rogs would be present before you can finish (what? seal a door or gate?). If you chose to fight the 'roggies first, the dragons would have landed and amassed, and so forth. The choice could have some real consequences--maybe it would be easier for a fighter or wizard to do one or the other first, because of open/closed terrain or enemy levelling...or maybe the reward could be different depending on choice.

Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

Re: Dwarves in the far east

#20 Post by Susramanian »

Yes, exactly the sort of thing I had in mind.

If we had different rewards, it would be nice for the player to know in advance what they're getting without having any stupid metagaming going on. My thought is that there could be two NPCs that give these quests, one each. They'll happily inform the character of the reward they'll receive for ending the dragon/balrog threat. After doing one of the quests, the character returns to find the appropriate quest NPC alive for the turn in, but the other one got killed by dragons/balrogs in the meantime. With this setup, the player sees both rewards in advance, but ends up only getting the one that, presumably, they wanted more (since they did it first).

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