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DF Community Games & Stories / Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« on: October 01, 2023, 09:48:29 am »« SEERSPIRE »
~ The Trial of Spirits ~
A Haunted Community Fortress
DF 0.47.05
~ The Trial of Spirits ~
A Haunted Community Fortress
DF 0.47.05
Welcome to Abrasdatur Nirkún Ubal, Seerspire the Trial of Spirits!
This is yet another community game among all the other autumn and spooky time fortresses. What we'll be doing here is embark on a Haunted temperate forest and take turns as the overseer and try to have our seven starting dwarves and migrants (if we get any) survive as long as possible. So, nothing out of the ordinary there.
Overseers in this fortress will be playing their respective named dwarves. That is, if you are dorfed as Urist 'spookyboi64' Whippedspanked, you will be roleplaying said dwarf and hopefully try to make your decisions according to their personality. (If your dwarf dies, you can continue your turn with another one, as long as they're not the dwarf described below.)
The actual 'twist' of this game is that one dwarf (randomly chosen) is The Seer -- a dwarf who is possessed by ancestor spirits. This Seer is the spiritual guidance and counseler of the dwarves. At the beginning of each turn, the Seer 'communes with the ancestors' and gives a divination to the overseer. (I will roll this randomly from my Secret ListTM -- consider myself as your sort-of-GM.)
It is up to the overseer how this foretelling will be realized during the turn. This is to be seen as a roleplaying challenge. Emphasis should hopefully be on the story, not grand and diabolical master plans the overseer maybe has (which are not entirely out of the question).
The Seer also gives the overseer 'tasks' that the ancestors demand to be done. These are chosen randomly from suggestions by people posting on the thread. The tasks should be something practical and possible, like, let's say 'build a glass industry', 'make more coffins', 'somebody please make pants for Bomrek!', etc. It is possible that no tasks are given for a turn.
Ah, and the Seer, of course, does not do any manual labor. All jobs must be removed from this one, but if needs like crafting or acquiring something have to be fulfilled, those jobs can be temporarily allowed.
Needless to say, the Seer must be protected by any means necessary. But since we are on a haunted biome, it is likely that death is inevitable. In that case, the ancestor spirits possess a new Seer (randomly chosen).
One twist with the Seer's death. For each ten citizens one dwarf mutinies (chosen randomly from others than the overseer and Seer) until the end of the turn of the current overseer. The mutineers want the overseer to resign. A mutinying dwarf has ALL labors removed.
Speaking of deaths... Since we revere ancestor spirits, ghosts are very much welcome in the fortress. So, don't memorialize dwarves (bodies probably need to be disposed of, since it is likely that this is a reanimating biome). That said, a particularly nasty ghost can be put to rest, but one dwarf will mutiny for the rest of your turn...
If at any point any of this becomes tedious or not fun, we can change or ignore it and just go with the flow.
Rules in Brief:
- try to finish your turn within a week of grabbing the save; you can play as long or short a turn as you want, but maybe not go over five ingame years
- you can end your turn even in the middle of it; you can resign immediately in case of a mutiny (but that's exactly what the mutineers want, so you don't want to do that!)
- you roleplay your named dwarf; try to act accordingly (you get to pick a new one if the dwarf dies)
- remove ALL labors from the Seer (note: can temporarily allow jobs for craft and acquire needs)
- if the Seer dies, a new Seer is randomly chosen (note: the current overseer can't be chosen as the Seer)
- if the Seer dies, 1 dwarf per 10 citizens mutinies until the end of your turn (remove ALL jobs); mutineers are chosen randomly (can't be current overseer or the seer)
- do not memorialize ghosts; if you memorialize a ghost, 1 dwarf per ghost put to rest mutinies until the end of your turn
- you can suggest tasks for the next overseer in the thread; tasks will be chosen randomly
- rules are subject to change
Oh, and this game is modded. There will be lots of new (real and fantasy) creatures, plants, trees and monsters in the game. Also, some dinosaurs. There isn't much that actually alters gameplay, except that surface crops have longer growth periods. Proper dwarven food grown underground isn't changed.
Subterranean animal person civs are removed, kobolds and humans have variants to boost their amount and there is a special extra cave civ, which might or might not run into (and hopefully it isn't too bugged -- did only a hasty patch for it).
I haven't tested this pack extensively, but haven't had any crashing so far. That said, save often and make backups. Just in case.
List of Overseers:
1. brewer bob -- (Prologue, I, II) [save]
2. Salmeuk -- (III) [save]
3. Travis Bickle -- (IV, V, VI, VII, VIII) [save]
4. Salmeuk -- current?
5. brewer bob
6. ??
Spoiler: Mods Stolen From (click to show/hide)