Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Mutagenic region associations.  (Read 1114 times)

Nivim

  • Bay Watcher
  • Has the asylum forgotten? Are they still the same?
    • View Profile
Re: Mutagenic region associations.
« Reply #15 on: April 22, 2009, 10:25:38 pm »

  Anyone here read the Heralds of Valdemar? During the Mage Storms, they had spots where the waves of magic energy in some other plane crossed and caused "change circles" in the normal world. Two change circles (spheres, in truth) happening at the same time would switch places (teleport), others would suddenly change the season in that spot, the worst of them would cause and sudden and chaotic magic mutation to anything there. Usually making an unspeakable and indescribable monster. The monsters that were noticed were usually very dangerous, some of them being the equivalent of maga-beasts or semi-mega-beasts from this game (also assorted plants that shoot poison darts and such). The changes would be random though, sometimes you would get something harmless, like a squirrel being twisted into a general shape of a blimp-pig and turning it's fur bright purple, some very large and disproportionate wheat plants that are inedible but a good bug repellent, a animal being rooted to the ground and screaming eternally, or a tree being able to read thoughts and move to avoid woodcutters.
  I think these mutated areas would be created by (multiple) large disperses of chaotic magical energy, similarly to the way in the books. But I don't think many positive or beneficial things should come out of these areas (the change spheres were usually equally good and bad if you just take the right precautions), as that just doesn't fit with the style of Dwarf Fortress. These would be an added injury after some sort of incredible magical disaster. Perhaps have the good to bad ratio at 1/8 or 1/12. Pretty much, the event would cause spheres on the map to change or switch somehow, and there would be just enough of them to get some animals or dwarves. And you would get monsters with scrambled body parts, such as a dwarf and a horse in the same change sphere would make a...utterly twisted monster that only resembles either slightly. The change sphere would favor "combine" and "adding body parts" over "tear appart" and "maim", for added fun. You would not want a pack of wolves to get caught in one of these spheres...
Logged
Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

tsen

  • Bay Watcher
    • View Profile
Re: Mutagenic region associations.
« Reply #16 on: April 23, 2009, 02:47:28 am »

The giant eagle thing would be solved easily by simply removing giant eagles from the game RAWs and relying on the game to giantize normal eagles. No?
Logged
...Unless your message is "drvn 2 hsptl 4 snak bite" or something, you seriously DO have the time to spell it out.

Neonivek

  • Bay Watcher
    • View Profile
Re: Mutagenic region associations.
« Reply #17 on: April 23, 2009, 07:00:50 am »

The giant eagle thing would be solved easily by simply removing giant eagles from the game RAWs and relying on the game to giantize normal eagles. No?

No as we dealt with in a few topics (Some I won't mention because it was an amazing topic) the "Giant" creatures don't all follow the same rules nor are they simply large creatures.

I made a "Giant" Template in my Giant Topic... and you can kinda see how insane it was...
Logged

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Mutagenic region associations.
« Reply #18 on: April 27, 2009, 02:45:45 am »

I think the idea of only kids being affected by regions is an interesting one.

You'd still have your 7, you could still get "normal" migrants, but sometimes, children born in intensely magical regions can be a little...different. Maybe not much at all, in a single generation, but the more generations of kids that are born there, the greater the changes.

Sort of like a hyper-speed evolution (happening over tens and hundreds of years, instead of thousands to millions), brought on by magic.

If it was a particularly evil effect, it would give strong motivation to making it better, before your own grandkids start seiging you.
Logged
For they would be your masters.
Pages: 1 [2]