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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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<blockquote data-quote="Faolyn" data-source="post: 8377136" data-attributes="member: 6915329"><p>I would see it as a bogeyman of sorts. Maybe not a true god, but a demonic figure (an arch-fiend, in D&D terms). </p><p></p><p>Remember, in addition to living in a dark area, dwarfs live in underground tunnels filled with uneven ground, strange rock formations, pitfalls, bad air, and places where you really have to squeeze through (it's not all 10-foot tunnels made of worked stone). Imagine a slithering darkness you can't see through that suddenly engulfs you while you're moving through a tunnel. You can't see <em>anything, </em>not even grayscale. It may even muffle sound and smells (except for creepy sounds), because it's a supernatural entity, not a natural phenomena. It travels with you, and because it's evil, it slowly nudges you away from safe areas that have been thoroughly explored and into the very dangerous unknown. It may even pick you up and carry you away. If you manage to escape it, you're hopelessly lost, no food or water besides what you brought with you, and when you call for help, you can hear no replies but your own echoes bouncing off the cavern walls and the skittering of unknown creatures with too many legs--or worse, the sounds of known evils, because it might have led you strait to a monster's lair. If you don't escape it, you're trapped in the dark forever. </p><p></p><p>Superstitious dwarfs would try to rebuke it or offer sacrifices (even if just a coin tossed into a crevice) in an attempt to make it leave them alone. Parents would tell their children that the Dark steals away disobedient children who wander too far and don't eat their rat-and-rutabaga pie. Some particularly spiteful dwarfs might even pray to it to devour their enemies.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8377136, member: 6915329"] I would see it as a bogeyman of sorts. Maybe not a true god, but a demonic figure (an arch-fiend, in D&D terms). Remember, in addition to living in a dark area, dwarfs live in underground tunnels filled with uneven ground, strange rock formations, pitfalls, bad air, and places where you really have to squeeze through (it's not all 10-foot tunnels made of worked stone). Imagine a slithering darkness you can't see through that suddenly engulfs you while you're moving through a tunnel. You can't see [I]anything, [/I]not even grayscale. It may even muffle sound and smells (except for creepy sounds), because it's a supernatural entity, not a natural phenomena. It travels with you, and because it's evil, it slowly nudges you away from safe areas that have been thoroughly explored and into the very dangerous unknown. It may even pick you up and carry you away. If you manage to escape it, you're hopelessly lost, no food or water besides what you brought with you, and when you call for help, you can hear no replies but your own echoes bouncing off the cavern walls and the skittering of unknown creatures with too many legs--or worse, the sounds of known evils, because it might have led you strait to a monster's lair. If you don't escape it, you're trapped in the dark forever. Superstitious dwarfs would try to rebuke it or offer sacrifices (even if just a coin tossed into a crevice) in an attempt to make it leave them alone. Parents would tell their children that the Dark steals away disobedient children who wander too far and don't eat their rat-and-rutabaga pie. Some particularly spiteful dwarfs might even pray to it to devour their enemies. [/QUOTE]
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No More "Humans in Funny Hats": Racial Mechanics Should Determine Racial Cultures
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