v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:Beard

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 27: Line 27:
  
 
===Dwarven beards as a symbiotic organism===
 
===Dwarven beards as a symbiotic organism===
In actuality, dwarves are not singular creatures such as humans, but are colonial organisms consisting of a single humanoid body (referred to as a 'Dwarf' for simplicity's sake here), and a colony of beard strands.  Dwarves and beards have formed a symbiotic relationship over the years, to the point where neither is capable of survival without the other, similar to a Portuguese Man o' War.
+
In actuality, dwarves are not singular creatures such as humans, but are colonial organisms consisting of a single humanoid body(referred to as a 'Dwarf' for simplicity's sake here), and a colony of beard strands.  Dwarves and beards have formed a symbiotic relationship over the years, to the point where neither is capable of survival without the other, similar to a Portuguese Man o' War.
  
 
Strangely enough, all of the agency and decisionmaking of the colony is not handled by the humanoid part, but by a hive mind residing in the beard.  While each individual beard strand is very small, much like cloud computing, together they are able to form complex thoughts.  Because they are each rather simple, they tend to all get aligned on the same thought at once, leading to a dwarf deciding "Getting -troll fur sock- at all costs" is the only thing worth doing right now.  The body is essentially a sack of meat used to move the beard from place to place.   
 
Strangely enough, all of the agency and decisionmaking of the colony is not handled by the humanoid part, but by a hive mind residing in the beard.  While each individual beard strand is very small, much like cloud computing, together they are able to form complex thoughts.  Because they are each rather simple, they tend to all get aligned on the same thought at once, leading to a dwarf deciding "Getting -troll fur sock- at all costs" is the only thing worth doing right now.  The body is essentially a sack of meat used to move the beard from place to place.   
Line 33: Line 33:
 
Dwarven beard strands have been observed to attempt to bond with humans, due to a similar body structure, but such symbiosis is always short lived for the human.   
 
Dwarven beard strands have been observed to attempt to bond with humans, due to a similar body structure, but such symbiosis is always short lived for the human.   
  
"Dwarven Ghosts" are actually the remaining beard strands when the 'body' segment dies.  The strands, similar to muscle memory, assume the shape of the body they once inhabited and attempt to carry out their routines.  Due them just being thin strands in a humanoid shape, they appear gossamer and ethereal to onlookers, and objects pass through them by slipping past the strands.  This also explains why ghosts die of old age; it takes a while, but eventually the strands exhaust their nutrient supply, being unable to draw from the dead host.
+
"Dwarven Ghosts" are actually the remaining beard strands when the 'body' segment dies.  The strands, similar to muscle memory, assume the shape of the body they once inhabited and attempt to carry out their routines.  Due them just being thin strands in a humanoid shape, they appear gossamer and ethereal to onlookers, and objects pass through them by slipping past the strands.  This also explains why ghosts die of old age; it takes a while, but eventually the strands exhaust their nutrient supply, being unable to draw from the dead host.
  
 
===Elven Commentary on Beards===
 
===Elven Commentary on Beards===

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: