Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Different races = Diferent ways to create artifacts  (Read 2376 times)

luisedgm

  • Bay Watcher
    • View Profile
Different races = Diferent ways to create artifacts
« on: April 08, 2012, 01:42:58 pm »

I know that its still very far, but i know that Toady plans to add Fortress modes for the other races, each of them would have very different styles of play, and i have been thinking, how should other races create artifacts? Strange mood should be for dwarves only, other races would have other ways to create their artifacts, artifacts created by other races should also be much more rare than dwarven artifacts, since in every fantasy world lore the dwarves are always the best crafters.
My suggestion is the following:

Humans: Inspiration

   Humans would be inspirated by events, conversations or by admiring foreign masterpieces/artifacts, when a human gain inspiration he chooses a type of material and a type of item, those will be based on what gave him the inspiration (by watching a Titan being slain the human could gain inspiration to create a weapon of the same type that killed the Titan using the Titan fangs or bones as material for example), exposing your humans to uncommon situations or letting them share tales would increase the likelihood of an inspiration, but still would be slightly more rare than dwarven strange moods even in a very active human village, while the artifacts in a calm human village would be very scarce.
   Also humans would not be as focused as dwarves in creating the artifacts, and would be MUCH slower in doing it, they would stop the creation of the artfact to sleep, eat and drink as if they were working normally and resume it later, but they still wont accept any task other than creation the artifact, failure to create the artifact for any reason would not force insanity, but would leave the human VERY unhappy.
   In the end the artifact quality would be the same as a dwarven one.

Elves: Natural Gifts

   Elves would receive their artifacts from the nature, those gifts would be special magical trees that would grow on the Elven Retreats, when a magical tree appears the game would pause and the screen would focus on it like when a dwarf enters strange mood, these trees would be very rare, one per 1-2 years, about 3x rarer than dwarven artifacts, protecting the nature (sending forces to stop dwarven/human deforesters) would reduce the time interval between the birth of a new magica tree and the next one.
   Those tress would take more time to mature than normal trees, once a tree reach the "adult" stage it would gain random magical powers* (glow at night, attacking hostiles with vines, repel vermin, create protective fog, etc..), some of them would bear fruit and flowers, that elves would harvest for extremelly high quality food/nectar, but these trees would never have seeds, each of them is unique (with Unique name and all). But the real treasure is their wood, some could even have wood as dense and strong as steel, the problem is that harvesting a single wood log would kill the tree, it would be a tough choise for the player.
   The extracted log would have its properties in the description (it would describe the density, flexibility, overall strengh compating to other materials), the player would be able to order the creation of an artifact using the log, only a legendary crafter would be able to create the artifact, the final product would contain a magical power based on the power of the original tree.
   The catch here is that the Magical Trees would attract many kinds of magical creatures, necromancers and greedy thieves that would try to devour/corrupt/steal it, and protecting multiple Magical Trees would be pretty FUN!
   Losing a Magical Tree or the magical wooden log before an artifact is made of it would upset ALL the elves in the retreat, generating an unhappy tought of varying intensity depending on their personalities, would also delay the birth of the next tree a bit.
*i suppose that at this point Toady will already have implemented Magic in the Artifacts

Goblin: Urge

  The goblin "strange mood" would be pretty similar to a dwarven Fell Mood, but it would happen AFTER the killing of a creature, the more powerful/important was the creature killed, higher is the chance of a Goblin urge to create a trophy, only the goblin that dealt the final blow on the creature can get the Urge, and it can only happen if there are no more enemies nearby (a Goblin would not stop combat to make an artifact, so killing the strongest enemy last would increase the chances of a Urge)
   Once a goblin get the Urge to make a trophy he would drag the creature corpose to a workshop related to the goblin highest skill, different from a Dwarven Fell Mood the Goblin won't always use the creature bones or leather as the primary material for the artifact (trophy), a Goblin weaponsmith would use metal for primary material and use the creature parts to decorate the weapon. Trophies are always some kind of equipment, weapons, armor, clothing or jewelery
   The trophy would be cursed by the soul of the victim, while it would have magical powers similar to dwarven and human ones, unless the creature wielding/using the artifact have enough Willpower to endure the curse the creature will Enrage or Berserk for a few seconds, a new Willpower test is made every random amount of time, upon equipping it the artifact becomes bounded to the wielder and unequipping the cursed artifact would require going to a temple and request a purification ritual to a priest, doing so would allow unequipping the artifact, but the curse would not be lifted from it, and re-equipping the artifact would re-apply the berserking curse to the wielder.
Failure to create the trophy would cause the victim soul to curse the goblin permanently instead, resulting in berserking insanity most of the time.
« Last Edit: April 08, 2012, 01:55:33 pm by luisedgm »
Logged

Superior_Tomato

  • Bay Watcher
  • I'm waiting. . .
    • View Profile
Re: Different races = Diferent ways to create artifacts
« Reply #1 on: April 08, 2012, 03:06:12 pm »

Could you find the section on the development page that says he'll add fortress mode for other races, because I couldn't find it.

Even if this is not the case, these would work quite well as extra history for an artefact. Maybe there could be racial differences in the type of artefact, so goblins would create weapons more often than peaceful tools, and for elves the opposite would be true.
Logged
'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

JackOSpades

  • Bay Watcher
  • Lurker Supreme
    • View Profile
Re: Different races = Diferent ways to create artifacts
« Reply #2 on: April 08, 2012, 04:50:14 pm »

Kobold: theft.
the koblod who enters this mood leaves the map and ether
-Disappears forever (died in the attempt)
-Returns with a stolen artifact from a nearby civilization.
-Returns unsuccessful and Immediately goes insane (Berserk, stark raving mad, meloncholy, ect.)

Neonivek

  • Bay Watcher
    • View Profile
Re: Different races = Diferent ways to create artifacts
« Reply #3 on: April 08, 2012, 05:01:27 pm »

While other races get artifacts only Dwarves can get it through a mood of some sort.

Other races getting their own version isn't acceptible.

Mind you I can imagine Goblins getting artifacts from demons.
Logged

luisedgm

  • Bay Watcher
    • View Profile
Re: Different races = Diferent ways to create artifacts
« Reply #4 on: April 09, 2012, 06:21:50 am »

Kobold: theft.
the koblod who enters this mood leaves the map and ether
-Disappears forever (died in the attempt)
-Returns with a stolen artifact from a nearby civilization.
-Returns unsuccessful and Immediately goes insane (Berserk, stark raving mad, meloncholy, ect.)
I was actually thinking about something like that for Kobolds, it seems im not the only one

While other races get artifacts only Dwarves can get it through a mood of some sort.

Other races getting their own version isn't acceptible.

Mind you I can imagine Goblins getting artifacts from demons.
I don't see why other races can't create artifacts yet demons can
After all, any necromancer can make an artifact, in fact, some make several
Logged

luisedgm

  • Bay Watcher
    • View Profile
Re: Different races = Diferent ways to create artifacts
« Reply #5 on: April 09, 2012, 06:28:05 am »

Could you find the section on the development page that says he'll add fortress mode for other races, because I couldn't find it.

Even if this is not the case, these would work quite well as extra history for an artefact. Maybe there could be racial differences in the type of artefact, so goblins would create weapons more often than peaceful tools, and for elves the opposite would be true.

I think it was on the Dwarf Fortress Talk section, can't remember where i saw that exactly
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Different races = Diferent ways to create artifacts
« Reply #6 on: April 09, 2012, 11:56:45 am »

Quote
I don't see why other races can't create artifacts yet demons can
After all, any necromancer can make an artifact, in fact, some make several

Necromancer books are artifacts in the sense that they are objects of big importance.

But anyone who knows a secret, and that secret can be taught, could write it in a book. It isn't a talent.

No necromancer can make a artifact sword. The closest they can do is create a semi-artifact (or rather a historically important sword)

Demons get away with it by being a purely supernatural being of near godly magnitude. In the same way I am sure gods, goddesses, and forces can create artifacts. But in terms of sitting down and creating an artifact within a game's timespan that is in the area of the Dwarves.

An example of a Elven artifact was already given... and it took 500 years of soaking in a magic fountain to make.
Logged