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Topics - brewer bob

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« SEERSPIRE »
~ 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)


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Waterlures:
A Capybara Man Fortress and Adventure

“Minbazkar, the Enchanted Dimensions. A world of many marvels and wonders. A world with an abundance of Gods both benevolent and malevolent. It is a world engulfed in turmoil and strife as the greater and lesser forces clash for power -- the conflicts leaving much of the North in ruins and covered in Darkness.

Our story, however, begins in the South among the citizens of the dwarf kingdom of Ustuth Ďdath, the Fence of Amusement. Despite being far from the ravaging wars, the life of the average citizen there is not a pleasant one: it is one full of toil and misery. None remember a time when things were different -- if such a time ever existed -- for the Unaging King, Sĺkzul Cudgeltapers, has ruled over the land with an iron fist since ages past. Oppressive edicts are regularly laid to crush the free will and spirit.

It has been an effective means, since all are too busy eking out a living from the scraps scrounged from the mud, that none dare dream of anything better lest they get distracted -- dreaming is for those who can afford it. However, Sĺkzul's grip isn't as tight as he would have his subjects believe: there is some dissent among the peasantry and even the nobility. Some of those nobles with enough power have defied the monarch's whims by removing unjust laws discreetly or helping the downtrodden.

It is in such a moment that our story begins: a small group of capybara men and their compatriots managed to attract the attention of a noble woman, who upon hearing their plight secured them passage with seven dwarf settlers headed west to old elf lands. They were to establish a new outpost for the glory of the Mountainhome there -- one of the few ways for lowly peasants to flee the oppressive yoke of the Unaging King.”




Welcome to Waterlures, a capybara man fortress and adventure!

What started off as a succession game has now turned into a mainly single-player game with the occasional adventurer turn handed out to community members. In this game we begin by following and guiding the lives of ten capybara men & women (plus their friends).

Our initial goal was to pair them up, get them married and have them produce offspring.

The capybaras build their homes on the surface, so there is no massive underground halls this time. They do mine for shallow metals, gems and such, but don't delve deep -- at least, not for the starters. Population growth is slow and much of the game time citizens just socialize and idle, with us following their daily lives and thoughts. This is a nice and peaceful fort... Until much later in the story, that is.

Feel free to comment, offer suggestions and if you want to be 'dorfed' (or 'capied' as we say here), just say so! You are also more than welcome to ask if you could have a turn as an adventurer at some point.

Enjoy your stay with the amazing capybara folk of Waterlures and the adventures they get into!

(Note1: The game is slightly modded with a couple of fixes/tweaks from Modest Mod and a few extra real-world animals from various mods, but there shouldn't be anything that alters actual gameplay.)
(Note2: Despite the fortress mode parts of Waterlures now being only single-player, this may change in the future. In fact, everything is subject to change -- nothing's written in stone here.)



List of Turns/Chapters:

Book I:
0. The World and Setup
1. brewer bob (Part I, Part II, Overview)
2. xkcd1963 -- skipped
3. AvolitionBrit (Report)
4. brewer bob (Part I, Part II, Part III, Part IV, Part V, Part VI, Part VII, Overview)
5. delphonso -- skipped
6. AvolitionBrit (Part I, TL;DR, Lore bits)
7. brewer bob (I, II, III, IV, V, VI, VII, VIII, IX, X, Overview)
8. Salmeuk (Part I, Part II)
9. brewer bob (I, II, III, IV, V, VI, VII, VIII, IX, X, XI, XII, XIII, XIV, XV, XVI, Overview)
10. AvolitionBrit (SoA 361, I, II, III, IV, Lore Bits, V, VI)
11. brewer bob (I, II, III, IV, V, VI, VII, VIII, IX, X, XI, XII, XIII, XIV, XV, XVI, XVII, XVIII, XIX, XX, XXI, XXII)
12. AvolitionBrit (I, II, III, IV)
13. brewer bob (I, II, III, IV, Lonecanyons, V, VI, VII, VIII, IX)
14. AvolitionBrit (I)
Book II:
15. brewer bob (I, II, III, Rabbitbowed, IV, V, VI, VII, VIII, IX, X, XI)
16. brewer bob (I, II, III, IV, V, VI, VII, VIII, IX, X, XI, XII, XIII, XIV, XV, XVI) -- current
17. ??



A backup of the entire thread until May 6th 2023 can be found on DFFD (many thanks to King Zultan!):
Here's the saved copy of the thread I promised, and I even kept it up to date as it has the latest update in it.



Spoiler: Original Post (click to show/hide)

3
(So, I found some notes of a previous fort of mine and decided to share them. This was played on Dwarf Fortress vanilla version 0.44.10, with invaders set off, if I remember correctly. Unfortunately I had no screenshots of the fort left and I've managed to delete the save, so I'll mostly have to rely on my memory and chaotic notes. Posted this same stuff on Reddit while the forum was down.)

While planning for a new embark and expedition for the glory of the Mountainhome, dwarfen scholars going through dusty archives uncovered the lost notes and diary of a previous Overseer. After deciphering the cryptic notes and scribblings of Overseer Bob, the scholars were able to piece together some of the fort's history, though much knowledge was lost and unable to be recovered. This is what they managed to uncover...

A Tragic Beginning

Seven dwarfs were sent on a mission to build a roadside inn halfway between two larger dwarfen settlements. It was supposed to be a safe, simple and unambitious venture, which was expected to be accomplished within a couple of years. However, as usual, things didn't go exactly as planned...

After arriving at their destination, one of the seven dwarfs, Urist the Woodcutter, went to chop down some trees that were plentiful in the region. Unfortunately, this proved to be a fatal mistake, as the first tree to be felled came crashing down on poor Urist, hitting his head and exploding the part into gore. Everyone was horrified by this tragedy and the Overseet expected this to be a very short-lived fortress due to the fact that dwarfs were known to stress easily in this particular version. There were even thoughts of abandoning the embark altogether and starting anew, but the dwarfs decided to push on.

So the story of the fortress, whose name has long since been forgotten, continued, despite its tragical beginnings.

Despite the dwarfs being traumatized and constantly reliving the shocking moments of witnessing Urist's horrifying death, the dwarfs persevered and continued to build the fortress. Tunnels were dug, trees were felled, crafts were made, and houses were built above the surface and deep within the mountain. These were peaceful times with no unfortunate incidents nor any hostile forces coming to visit, for the fort was located by a road only a couple days way from the mountainhome (and it was whispered in hushed voices that the Overseer had made a secret pact with Armok so that no invaders would come along).

By the fifth year, the tavern and inn of the fortress was finally completed and opened to visitors. It was called “The Perfect Garnishes” - a fitting name for the fancy place, with smoothed out floors and walls full of masterful engravings, and columns of marble statues lining them.

The Caverns Are Breached

Around the same time, the miners had begun to dig deeper and breached the first caverns. It turned out that the dwarfs were not the first ones to be there: there was a marble road leading through the caverns, with bridges spanning over a chasm containing a deep pool of magma. The perceptive miners also spotted a twisting passage leading downwards, and there was something sinister moving and skulking in the shadows. Immediately the stairs to the cavern were sealed with a stone hatch, which was one of the first artifacts to be made in the fort, and entry to the caverns was banned by the Overseer. If the scholars interpretations are correct, the militia of the fortress had just been formed and they were still ill-equipped and barely trained, and thus, the cleansing of the caverns had to wait.

At some point when the militia was finally properly trained and fitted with steel weapons and armour, a dwarf clothier found their way into the caverns to collect some refuse when the Overseer wasn't looking. Needless to say, this was the last thing the foolhardy rubbish collector did. Stalking silently above the clothier was a giant bat, hungry and thirsting for blood. It swooped down and with one bite latched firmly on the unfortunate dwarf, thrashing him around until the spine of the dwarf snapped, and the bat dropped the limp, lifeless body of the dwarf to the ground. All the time the militia had been on its way to the caverns, and once they arrived they were horrified and angered to see one of their kin lying mangled on the ground. The perpetrator of this atrocity was mercilessly hunted down and given a swift taste of dwarfen vengeance in the form of a steel spear into its lungs. The remains of the giant bat were then carted off to be butchered, its hide was tanned, and the leatherworker made a pair of bat leather trousers from it.

The Monster Slayers

Around the fortress' 8th year, The Perfect Garnishes tavern was getting lots of visitors, of whom many were mercenaries and monster slayers. The Overseer decided to let these visitors go to the caverns and keep them clean, for there was much other work for the dwarfs conscripted to the militia. As should have been expected, the monster slayers were not as competent as they proclaimed, and soon three of them had been slaughtered by a giant spider plaguing the caverns. The remains of one of the monster slayers could not be found and recovered, and a slab was engraved to memorize her. This is what was written on it:

“In memory of Rushán Pujaani / Born 198 / Went missing in the year 258 / Lady of The Fellowship of Carrying in 258 / Slayer of Goblins / Devoted mother and wife / Admirer of Goats.”

These unfortunate deaths didn't deter other would-be monster slayers from venturing into the caverns in high hopes of accomplishing heroic deeds. Things didn't really fare any better for them as can be read from the Overseer's frustrated scrawlings full of obscene language. One such instance of particular note was a monster slayer who braved the dangers of the depths, charging straight into a band of roving troglodytes. In all the excitement and being pumped up by finally getting to fight, the monster slayer had dropped his weapon while rushing into the fray. So, in the heat of the moment he grabbed from his satchel a book called “An Exploration of Animal Diets” and started bashing one of the troglodytes with it barely bruising its muscles. The troglodytes were not amused by this, and they collided with the monster slayer. One of them tore off the sock of the monster slayer, started beating and pummeling him in the face with the sock until he fell unconscious. Then the troglodytes swarmed the unfortunate fool and tore him into pieces.

Rozmo and Zanortob

The fortress continued to grow and prosper, visitors came from far and wide, trade was good, and the fort was elevated to a Duchy from a Barony. The tavern was frequented by many travelling troupes, and some of their names were written down: The Feral Pants and The Full Saints were two such groups who frequently came to please the crowds. The original plans for this expedition had been fulfilled, but the Overseer had become quite ambitious and decided to continue with the expansion of the fort; many large-scale building projects were planned and being built slowly (in fact, *very slowly*, for the notes state that the flow of time had slowed down considerably, nearing the point of frustration).

It was the twelfth year of the fortress, when it came to the attention of the Overseer that a sneaky visitor had been asking around in the tavern about the location of certain artifacts. One of the resident human dancers of the tavern had accidentally revealed that the artifact Zanortob, “Heartsmashes”, resided deep within the fortress, in the mayor's office put on display on a platinum pedestal. Now, Zanortob wasn't a particularly astounding piece of work: it was a sheer llama wool sock with pictures of another artifact woven with llama wool, and menacing with spikes of llama wool, worth only around a measly five thousand Urists - nothing compared to other artifacts made by the dwarfs. However, for some unknown reason the unsavory visitor had set his eyes on this prize and was completely obsessed with it.

The Overseer did not pay much heed to this, and merely laughed at the thought of the fool craving for a sock. There were more pressing matters that needed his attention - namely the Duchess who was constantly causing trouble in fits of rage after years of neglect and unfulfilled desires. Many times she had been served dwarfen justice after being accused of vandalism and disorderly conduct (and punching the Sheriff in the face).

While the Duchess was being dragged into prison for thirty days to contemplate her actions, the dwarfs noticed the shady visitor returning and sneaking in the forests surrounding the fortress. Rozmo Urońost was his name, and he was a human crossbowman on his way to claim Zanortob. “You will not stand between me and Heartsmashes!”, Rozmo yelled, challenging the dwarfs while drawing his crossbow. The militia was immediately notified of this, and all of them went rushing to gather their weapons and armour before confronting Rozmo.

It would take some time before the militia was at the ready and the Overseer feared that Rozmo would make his way into the fortress before all precautions could be made. Luckily, a dwarf hunter named Shorast was nearby searching for prey, and as a member of the archer squad, he bravely went to intercept Rozmo by himself. Rozmo turned out to be one expert of a dodger and Shorast's aim was not true on that day, while Rozmo's bolts hit their mark one by one. Soon, the legs of Shorast were full of bolts, and he fell to the ground unable to stand up. He did not give up to pain, for he was a proud dwarf ready to give his life in defence of his home. With the sheer force of his will, Shorast managed to crawl and make his way to Rozmo, and he began scratching and biting at the legs of the invader. This was enough to hinder Rozmo and give time for the rest of the militia to arrive.

The commander of the squad of sworddwarfs rushed to face Rozmo; first he struck Rozmo in the teeth with the pommel of his sword, sending bits and pieces of teeth flying through the air. Rozmo was horrified, but he had no time to react, for the rest of the militia hacked off his limbs until the commander hit him in the head, splitting his skull into a bloody mess and putting an end to his miserable life.

“Death… This is truly horrifying,” said the commander. To this the mayor, who was part of the squad, responded, “So easily broken… Begone fear!”

The Fate of Shorast

Immediately after Rozmo's desperate attempt to claim Zanortob, the Overseer's attention was shifted back to the well-being of the problematic Duchess. For some reason the Overseer had not deemed it necessary to build a temporary infirmary while the dwarfs were busy building a grand and opulent sanitarium fit for a king. Thus, Shorast was forgotten and left lying on the grassy field next to the horribly mangled and bloody remains of Rozmo, waiting in constant agony for someone to remember his existence and save him from the unbearable pain.

The Overseer tried desperately tried to appease the Duchess, Ůshrir Avaldeler, and make her feel better, for she had been utterly harrowed by the nightmare that was her tragic life. Plans were being made to wall her into her private chambers in hopes of keeping her out of trouble and maybe, eventually, the others would forget her existence. All of the Overseer's attempts were futile, though there are no clear notes what happened to the Duchess in the end. However, during all of this, Shorast was still lying outside, waiting for his rescue. That is until the pain and loneliness became unbearable for him, and something snapped in his head. Shorast went stark raving mad.

Yelling and screaming Shorast began to drag himself towards the fortress, stripping his clothing on the way. The incoherently babbling, blood-caked naked dwarf passed shocked dwarfs of the aboveground settlements, slowly making his way into the underground sections of the fortress to a yet unknown destination. He passed the entry hall, trade depot and many fellow dwarfs who payed no attention to him. He entered The Perfect Garnishes, for he longed for a drink of alcohol after only getting water for many months, and with the remainder of his strength he managed to clamber on a masterfully made chair, ready to have a drink.

There, on the chair, Shorast Zasbubnus fell unconscious, naked, and passed away from this realm to the next before managing to quench his thirst with a last sip of beer...

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Creative Projects / Here I unleash some of my music & art projects
« on: July 08, 2018, 05:22:03 am »
So, some time ago I decided to try and see if I can still track some music after a hiatus of approximately ten years. As a result I made an album just for fun and never got to spread it further than my circle of friends.

The tracks are heavily influenced by old computer/video game soundtracks from the 80s/90s (especially Monkey Island 1 & 2) and therefore chiptune was the way to go for me. Other sources of inspiration were crappy fantasy films from the same era, pen-and-paper RPGs and Dwarf Fortress had it's own place to play in the creative process. In addition to the music I drew some illustrations to accompany the tracks and hopefully tell some kind of a story as a whole.

Here's a link to the Youtube video (includes all of the artwork):

https://youtu.be/-CuVi8n14Xw

And here's the artwork (if you'd rather just check them and not listen to the music 8)):

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You can grab the full album and related artwork for free from Bandcamp:

https://bbkilmister.bandcamp.com/

(Constructive criticism & feedback are welcome.)

Edit: resized the images to a smaller size.

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