Bay 12 Games Forum

Please login or register.

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

Author Topic: Tying regional character to HFS/spoilerite ("thin places")  (Read 1461 times)

Waparius

  • Bay Watcher
    • View Profile
Re: Tying regional character to HFS/spoilerite ("thin places")
« Reply #15 on: May 07, 2011, 11:45:16 pm »

Quote
I really like that general idea, especially if it were affected by your mining as well; namely, the more you dig out the greater the possibility the atmosphere of the location would shift towards a more evil alignment.  However, on the other hand it would be interesting to have ways of re-sealing breached tubes or strengthening those seals and "purifying" the region either in adventure or dwarf mode; the thought of building a DF version of Watcher's Keep to contain some great evil is intriguing, and the thought of a powerful enough hero or civilization driving back those monsters and sealing them again is equally interesting.

This would be a fantastic use for religious cults, especially dwarf religions. Naturally it'd also work with the ideas for pre-game scenarios and so on.

Another way to do it is to tie in the Benevolent Undead idea that showed up here a while ago.


So in, say, Adventure Mode, it becomes possible to go on a Cleansing mission to the dead circus-fort of SpoilCandy. You start by recruiting cannon fodder as normal, but you also throw in a priest and some artifacts, or even the relics from a dead dwarven king (which turns the cleansing-the-demons quest into a huge, long-term project. Step One: Sneak into the Dwarf King's family crypt and steal his granddad's thighbone...)

Once you show up at the dead fortress, you fight your way down to the desecrated altar (assuming that altars are involved) and protect the priest while he performs a ritual. All of a sudden all the dead of the fortress come to life as vengeful spirits and fight the clowns back to the big top.
Logged
Pages: 1 [2]