Age of Civilizations: Ritualsby TwinCrows/PossessedLemon
In the ancient times, Gods and Demons created races now long forgotten. It was an age of great diversity, where many civilizations rose and fell. Each with its own strengths, its own weaknesses. It was an age of trading, sieges, and grand fortresses. It was an Age of Civilizations.Download here:
https://dffd.bay12games.com/file.php?id=16178I've enriched each race with a full personality, government structure, religious spheres, languages, plus physical/mental attribute ranges. My races are fully-defined, up-to-date with the current version of DF, and each presents a fresh play style.
Feel free to pick and choose — there's no requirement to use them all! Just use the files for the ones you want. I play with them all, but at world generation use 'High' setting for number of civilizations, to ensure each one spawns at least once.
☼ Rituals ☼Rituals are thematic, supernatural features that add depth to the civilizations.
So far the Hefflings and Morks have them! See the Heffling and Mork sections for more details.
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The Age of Plenty (Summer 2022)This season brings a trio of races around the theme of 'bounty'. They provide fun play styles driven by their modest strengths and weaknesses.
GnimIntelligent, social, but weak. These tiny people have a penchant for cleverness and invention. They are social creatures, known best by other races for their travelling scholars. You'll often see them join other civilizations, and even become elected members of foreign democracies due to their friendly nature. Their peculiar minds and natural curiosity lead them to learn all skills 20% faster than Dwarves. However, they are prone to anxiety, stress, and often flee combat.
Their government is based on elected "Councillors", of which the leader is called the "Prime Councillor". Their nobles have higher standards, but are less demanding. Being quite meek, they will never siege or ambush their enemies. They will only trade with you in Spring, after you have proven yourself by hoards of created wealth or good exports to others.
Physically, Gnims measure smaller than Dwarves, growing to 44.5kg (whereas Dwarves grow to 60kg), which is large enough to wield a pick, but not enough to heft a great axe (instead they have 'hand axes'). Due to their size they are very poor at martial combat, unable to equip most armours. It is highly recommended to consider alternative (*tricky*) defences involving siege engines, traps, and (as last resort) archery or beasts.
Gnims are an excellent choice for players who like clever traps.
Heffling (*updated in 3.0*)
Merry, jovial, but lazy. These fellows are taller than Dwarves, but shorter than Humans, and are inclined to rollicking festivals and gentle lifestyles. They are famed by other races for their skilled musicians. Their joviality leads them to form fast friendships with others, and they tend to live very happy lives. This focus on festivity is reflected in their skill aptitudes; learning various musical and cooking/brewing skills quickly (+30%), but being slow to develop martial and crafting skills (-10%).
Their government is based on elected "Ministers", of which the leader is called the "High Minister". Their nobles are less greedy and less demanding. They are active both militarily and trading in Autumn. For trade, they are attracted to sites with a modest population, created wealth, or trade. Their sieges begin in stealth ambushes, and tend to only begin after their foes have become a formidable threat.
Hefflings are an excellent choice for players who wish to create jolly settlements.
*3.0 Update*
Heffling Rituals are performed through their musical talents! These magical songs can be performed at their special building, the Music Stand. (I recommend queuing up a daily Ditty through the job manager.)
Each song causes its effects on all Hefflings within an 8x8x4 range.
- Jolly Ditty - Gain a major 'Jolly' thought, boosting their morale.
- Quick Ditty - Gain a minor 'Excitement' thought, and move 20% faster.
- Battle Ditty - Gain a minor 'Eagerness' thought, and boost all physical attributes by 20%.
- Enlightening Ditty - Gain a minor 'Delight' thought, and boost all mental attributes by 20%.
Boarth (*updated in 2.0*)
Stout, hoggish, and boastful. These boar people are often underestimated, but have established hamlets and cities where they build their crude huts and alehouses. Your average Boarth likes a good fight. They learn skills more slowly than other races (-30%), but it is not entirely unheard of for Boarth scholars to exist.
Their nobility has lower standards and more demands. They require fewer offices, but slightly grander bedrooms. None of their nobles require private dining chambers, as they all prefer to feast together.
They are active in war and trade during the Winter, when their larders run thin. When they siege, they boldly make no attempt at stealth. They prefer to raid sites which have a large population or much created wealth, knowing these will have plenty of food stored away. For trade, they are attracted to sites that have much wealth, or who are already actively trading with others.
Physically, they grow to a gargantuan weight, growing in size until 50 years age where they reach a immense weight of 200kg. Most live between 40 and 80 years. Mentally, most lack the patience for intellectual pursuits.
Boarth are an excellent choice for players who wish to play 'dark ages' style.
*2.0 Update*
I've altered the Boarth (previously called 'Hogres') further towards a 'dark age' play style, to add greater diversity between them and the new Morks. These are large, semi-brutish boar people, who are intended to resemble a somewhat backwards, but still normal civilization. I changed their titles back to human ones (such as King, Baron, etc. rather than the goofy 'Heftiest Lard') and ensured all recipes are available to them. They are now designed to be 'oafish but proud' rather than ugly and goofy.
... and their Pets!"Lap dogs" are valuable purebreds kept by Gnims and Hefflings. They are much smaller than normal dogs, although they can be a valuable trade commodity for breeders.
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The Age of Savagery (Autumn 2022)This season brings a trio of races themed after 'savagery'. They have unique play styles driven by their lack of access to key technologies. They have impressive natural attributes and feature alternative play styles.
Morks (*updated in 2.1 & 3.0*)
Legend tells that the Morks were created by demons, but unlike the craven Goblins, the Morks were cast out due to their unrulable nature. Abandoned by their creators, these anarchic brutes forge their own destiny. They have overcome their evil origin, but are firmly rooted in a primal savagery that threatens to tear their fortresses apart.
Primitive, brutish, and fiercely autonomous. These carnivorous Morks are perhaps the most bestial "civilization". They possess only the most primitive technologies, and rely exclusively on their natural strength to overcome any threats. Smithing is one of their few talents, and they are capable of making metal weaponry and armor (but not adamantine).
Life for the Mork is largely primitive, drinking water from streams and ponds, hunting game for meat (they have no patience for fishing), and pillaging for the booze and artifacts they have not the patience to make. Neither do they have patience for trading, or bookkeeping. They learn all skills 60% slower than dwarves, and many skills they cannot perform at all.
Visually, they are green-skinned with hair in ranges between blacks, browns, purples, and reds. Physically, they are almost all mighty and tough.
Females grow faster and larger, and can have between 1 and 3 babies, each weighing a hefty 10kg. At 8 years, a Mork is 50kg and considered an adult (compared to 12 years for Dwarves). Mork continue to grow until they are 40 to 60 years old, reaching a mass of 180kg.
The Mork have an Overlord who wages war on behalf of the local Chiefs. Their nobles are few, and include those such as "Work Boss", "Dungeon Boss" or "Warden". As a whole, they have low standards and are less demanding than more civilized races.
Mork fortresses tend to revolve around quelling the inherent chaos of keeping a growing multitude of Mork together. It's common for a quantity of the most vicious brutes to need to be jailed or executed.
The Mork are an excellent choice for players who seek a primitive playstyle.
*2.1 Update*
I removed cannibalism from the Mork. They also now have children similar to humans, although they often will give birth to twins and triplets.
*3.0 Update*
The Mork ritual regards their natural 'Bloodlust'! This is a syndrome which all Mork have, which emerges from combat. The player must satisfy Mork bloodlust, or they will loose their rage upon each other!
- Gratifying Bloodlust - When in combat, gain a moderate 'Satisfaction' thought.
- Latent Bloodlust - When it has been 1 season since gratifying bloodlust, gain a moderate 'Boredom' thought and suppress mental attributes by 20%.
- Ravening Bloodlust - When it has been 2 seasons since gratifying bloodlust, gain a severe 'Wrath' thought and gain Erratic behavior.
JotnarAncient, mystical, stern. Jotnar are a half-giant race who inhabit the tundra. Deep in the inhospitable cold they build their fortresses of ice and stone. They make trade with those who dwell near the polar regions. Jotnar do not lack any technologies, but are considered 'savages' due to their inability to survive anywhere warm.
Jotnar subsist primarily on the milk, cheese, and meats of their herds. Many limericks are written of the 'mammox', a large hairy ox kept by the Jotnar whose dung is as durable as wood, and is useful as fuel.
Another mystical creature kept by them is the 'sauna fraug', with an ambient heat capable of melting nearby ice. Their domestication of this peculiar creature has enabled them to gain access to water among even the most remote glaciers. However, many Jotnar pioneers have died while refining the best method of sauna-digging.
The wealthiest Jotnar fortresses delve deep into the cavern layers, where their herds feast on plentiful cave moss. Underground, they establish farms where they grow crops similar to dwarves.
Physically, they are mighty and large, and capable of great focus. However, abstract thinking and creativity are unknown to them. Jotnar learn 65% as fast as dwarves, but live between 200 and 400 years.
A Jotnar youth reaches 20 years age before they are considered an adult. They are a baby for 4 years, during which time their mother lugs around an infant the approximate weight of a human toddler.
Jotnar bodies take heat damage when above 10070 U (warm), so be careful when moving them around magma or other sources of heat. However, their bodies are almost fully immune to the cold. (Beware, as they can be killed if submerged in water that suddenly turns to ice.) Their movement is slow, but they have great endurance and strength.
The Jotnar are an excellent choice for players who seek to build ice fortresses on remote glaciers.
KhantaurValorous, prideful, conquerors. These horse men inhabit forests and grasslands of the world, laying claim to vast hunting grounds as their divine right.
Most remarkable is their divine oath not to dirty themselves by digging the earth — Khantaur fortresses are exclusively above-ground. Khantaur smiths do exist, working bars imported by trade.
Likewise, Khantaur will not plant crops, although they will practice herbalism and fishing, cooking and brewing.
Khantaur move quickly, and are stronger than humans, enabling them to construct buildings quickly.
Their government is feudal, with roles matching Dwarves and Humans. Their nobles have very high standards, requiring bedrooms, dining rooms, offices, and tombs. Khantaur fortresses are thus grand wooden cities, with each noble having their own great hall.
The spouses of all nobles are exempt from work (aside from expedition leader). As result, as your noble class grows, more of your population will become leisurely. You may prefer to delay appointing nobles until you have become established.
The Khantaur are an excellent choice for players who seek to build a multitude of grand wooden structures in the forest.
... and their Pets!"Mammox" are domesticated hairy oxen used by Jotnar to haul and ride. They can be trained for hunting or war, and have a powerful goring strike. If provided nest box, they produce a dung that is as durable as softwood in a pinch. This can be used for the construction of things such as beds.
"Sauna fraug" are mystical frogs which produce heat. If at least 2 are in a cage, they can melt adjacent ice. 1 fraug is sufficient only to keep water from freezing in 1 tile. Too many fraugs, and the cage will be too hot for Jotnar to handle. (You can check the temperature of the cage. Ideally, you want it to be hot enough to melt ice but not so hot that the cage burns Jotnar hands. Jotnar are much more sensitive to heat than other races.)
Be very careful about when creating a sauna! Many Jotnar pioneers have died due to sauna accidents. It is especially dangerous when the fraug move around, causing ice to instantly form, potentially killing Jotnar.
Keep in mind that people will delay drinking from stagnant water until absolutely necessary, so you may see people walking around thirsty. Consider a more advanced sauna design to prevent this.
To breed sauna frogs, you must place a nest box and they must be free of cages. Female fraugs can lay up to 4 eggs at once.
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Coming in the future...Everything's delayed by 1 season while I migrate to the Steam Workshop!
The Age of Empires (Spring 2022)- Zaurians (Lizardmen)
- Khemkaj (Beetle people)
- Delves (Dark Elves)
Pets: Fat Newts, Riding Lizards, Silk Hatchers
The Age of Rebirth (Summer 2023)- Myce (Mice people)
- Dendron (Tree people)
- Fribbit (Frog people)
Pets: Unknown
The Age of Wealth (Autumn 2023)- Olifant (Elephant people)
- Nemiad (Serpent people)
- Unknown
Pets: Unknown
The Age of Death (Winter 2023)- Gnorr (Undead hyena people)
- Unknown
- Unknown
Pets: Hagwigs
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InstallationDownload here:
https://dffd.bay12games.com/file.php?id=16178Requires DFHack for certain Scripts. If you don't have DFHack, some Rituals may not work properly.
1. Extract the .7z file into '/DwarfFortress/', so that the files copy into both 'raw' and 'dfhack-config.
2. Generate a new world, and you will begin to see these Civilizations!
Author's NotesI intend to revisit my mod, so please do give me any bug reports you might have. I'll come back here and read over them, before I release the next batch of Civilizations. I have many of the upcoming civilizations already on my computer, and am play testing and improving them.
I mod many games from Skyrim, to Roller Coaster Tycoon 2, to Dwarf Fortress. If you'd like to support my modding endeavours, you can do so at
Patreon.