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Author Topic: Cult Of Bones  (Read 7068 times)

Sabreur

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Cult Of Bones
« on: July 21, 2012, 04:12:06 pm »

My old fortress just collapsed due to the circus coming to town.  I learned two valuable lessons:
1. Clowns are, as the wiki states, immune to temperature changes.  This includes dragonfire.
2. Web-spitting clowns are not your friends.

So now I need something new to do.  I've decided to start a fortress and blatantly steal Girlinhat's concept from here:  http://www.bay12forums.com/smf/index.php?topic=104819.msg3101032

Basically, I want to create a fortress divided into two 'castes' - the 'chosen' caste, consisting of the original seven, and the 'cattle' caste consisting of everybody else.

The chosen will be kept in luxurious conditions.  A legendary dining room (or maybe even a private legendary dining room for each dwarf).  Palace-like bedrooms.  A variety of food and booze.  Personal tombs.  If I can get a vampire, I intend to make the highest-ranking noble immortal (although that would obviously render the food, drink, and dining rooms irrelevant).  Obviously, he'll have to be carefully contained in a way that lets him enjoy his luxuries without the risk of feeding on a fellow chosen.

The cattle will sleep together in a mass dorm.  They will have water to drink and plump helmets to eat.  Their only possessions will be the clothes on their back.  They won't be very productive, but that's okay - they only exist to amuse the chosen (and possibly as a food source for any chosen vampires).  If they ever get too happy, the chosen will dump rotting food on them from above.  Anyone who dies will be dumped in a refuse pit and left to rot.  Anyone with physical ability will be forced to spar and fight wild beasts for months in a glass-roofed arena, with the chosen looking down from above to see them fight for their amusement.

Many will tantrum.  Many will die.  They will not be mourned.

There are three ways to become a 'chosen'.

The first is to come to the fortress with high ranks in a valuable skill.  A master weaponsmith will be inducted into the 'chosen' the instant she sets foot in the fort - even as her worthless cheese-maker husband is executed for daring to associate with her.  The second way is to be a child of the chosen - such children will be trained in useful skills as soon as they are old enough.

The third way is the only way open to the cattle - a fell or macabre mood.  The chosen are amused by death and suffering, and greatly admire artifacts made from the very flesh and bones of lesser creatures.  Dwarves who become fey, secretive, or possessed will not become chosen, although they will be allowed to live - unless they make a worthless trade good, in which case their rotting corpse will serve as a warning to others.

Thoughts?  Suggestions?  Ideas?

Crazy Cow

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Re: Cult Of Bones
« Reply #1 on: July 21, 2012, 04:19:18 pm »

Poor traumatized walrus.

misko27

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Re: Cult Of Bones
« Reply #2 on: July 21, 2012, 04:25:30 pm »

Whats to keep the largely depressed cattle from tantruming into collapse? or from killing fell mooders? Or from killing chosen? How will youi keep them the right amount of unhappy?
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Loud Whispers

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Re: Cult Of Bones
« Reply #3 on: July 21, 2012, 04:27:46 pm »

-IF on the off chance a Dwarf arrives with higher skill than one... Or even more Dwarves, I assume it'd be elevated to chosen and the others be executed?

Sabreur

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Re: Cult Of Bones
« Reply #4 on: July 21, 2012, 04:46:18 pm »

Whats to keep the largely depressed cattle from tantruming into collapse? or from killing fell mooders? Or from killing chosen? How will youi keep them the right amount of unhappy?

I expect a lot of trial and error with the 'misery management'.  The 'chosen' will be literally sealed of from the unwashed masses, so even if a tantrum spiral does claim them all I'll just have the chosen hole up until a new round of useless migrants arrives.  If unhappiness becomes too extreme, I might give them all meager bedrooms for some minor happy thoughts and to make it easy to seal off any dwarves that go berserk.

The workshops for the fell moods and the stockpiles will be in their own area, so I should be able to seal off a fell mood dwarf once he claims a workshop.

Sabreur

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Re: Cult Of Bones
« Reply #5 on: July 21, 2012, 04:55:04 pm »

-IF on the off chance a Dwarf arrives with higher skill than one... Or even more Dwarves, I assume it'd be elevated to chosen and the others be executed?

I'm thinking that once a dwarf is 'chosen', that's it - they're set for life.  A chosen will never be 'demoted' to cattle unless they do something spectacularly stupid (above and beyond normal dwarven stupidity).

Executions are only for useless husbands or wives.  I don't want fishery workers and cheese-makers mooching off the status of their spouse, and killing them could allow the new chosen to pick a more appropriate partner.  Legendary food and accommodations should help new chosen get over the loss of the useless parasite they made the mistake of marrying. It also creates the deliciously evil situation of making it so that the only way you can raise your status in life is to murder your partner - directly by making them into a chair, or indirectly by elevating yourself and getting them executed.

For new migants, whether they are 'chosen' or not depends on their skills.  Useful skills get them chosen, useless skills (or skills which are already held by existing chosen) make them cattle.  On the off chance a migrant has more skill than an existing chosen (say, I have a chosen master weaponsmith and a migrant arrives with grand master skill) then the new migrant becomes chosen but the old chosen doesn't lose his position.

GoombaGeek

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Re: Cult Of Bones
« Reply #6 on: July 21, 2012, 04:59:36 pm »

But how do you get the cattle to produce food for the chosen?

Try having one or two "purgatory" caste members who are the only dwarves allowed to push the minecarts that haul good stuff to the chosen's rooms. Their quarters will be located deep within the track system.

Of course, the maintenance corridors will have drawbridges and floodgates to seal the place off in case anyone gets too uppity (and upright spears that will be constantly operated whenever none of the cart-pushers are in the tunnels).

To produce items, make them grow plants that require labours to be made consumable (sweet pods, dimple cups etc.) so that no tainted bottom (or top, considering the Dwarven way of doing things) dweller pinches the food of the chosen.
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Sabreur

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Re: Cult Of Bones
« Reply #7 on: July 21, 2012, 05:17:08 pm »

But how do you get the cattle to produce food for the chosen?

Try having one or two "purgatory" caste members who are the only dwarves allowed to push the minecarts that haul good stuff to the chosen's rooms. Their quarters will be located deep within the track system.

Of course, the maintenance corridors will have drawbridges and floodgates to seal the place off in case anyone gets too uppity (and upright spears that will be constantly operated whenever none of the cart-pushers are in the tunnels).

To produce items, make them grow plants that require labours to be made consumable (sweet pods, dimple cups etc.) so that no tainted bottom (or top, considering the Dwarven way of doing things) dweller pinches the food of the chosen.

Not a bad idea. 

I was considering just making farming an 'essential' skill and adding a few farmers to the chosen.  I can't allow tantrum spirals and such to disrupt the chosen's life of luxury.  The easiest way to do that is to make the chosen self-sufficient - the cattle exist for amusement, not to be useful.

My way is probably easier to implement... but your way is *much* more dwarfy.  I might have some of the chosen take up gardening to add a little variety in their diet (surface crops and such), but the unwashed masses will be in charge of the rest.  If I can, I'll set it up so that the minecarts are automated via rollers and bridges.  They put the crops in the cart, give the cart a shove, and dwarven science takes care of the rest.  The chosen will have access to the trade depot and will maintain stores for more food than they could ever use, so they should be able to ride out any tantrum spirals without much trouble.

GoombaGeek

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Re: Cult Of Bones
« Reply #8 on: July 21, 2012, 05:25:16 pm »

But how do you get the cattle to produce food for the chosen?

Try having one or two "purgatory" caste members who are the only dwarves allowed to push the minecarts that haul good stuff to the chosen's rooms. Their quarters will be located deep within the track system.

Of course, the maintenance corridors will have drawbridges and floodgates to seal the place off in case anyone gets too uppity (and upright spears that will be constantly operated whenever none of the cart-pushers are in the tunnels).

To produce items, make them grow plants that require labours to be made consumable (sweet pods, dimple cups etc.) so that no tainted bottom (or top, considering the Dwarven way of doing things) dweller pinches the food of the chosen.

Not a bad idea. 

I was considering just making farming an 'essential' skill and adding a few farmers to the chosen.  I can't allow tantrum spirals and such to disrupt the chosen's life of luxury.  The easiest way to do that is to make the chosen self-sufficient - the cattle exist for amusement, not to be useful.

My way is probably easier to implement... but your way is *much* more dwarfy.  I might have some of the chosen take up gardening to add a little variety in their diet (surface crops and such), but the unwashed masses will be in charge of the rest.  If I can, I'll set it up so that the minecarts are automated via rollers and bridges.  They put the crops in the cart, give the cart a shove, and dwarven science takes care of the rest.  The chosen will have access to the trade depot and will maintain stores for more food than they could ever use, so they should be able to ride out any tantrum spirals without much trouble.
Give them "surface gardens" made up of really tiny farm plots that grow different things year-round, profiled to one dwarf individually. Of course, they'll only grow the highest-quality crops - rat weed is for hippies.

I wonder how this would work with my creeper mod? Since they explode on death, the cattle quarters would eventually be one big flaming chain reaction. Maybe they could be chained to the entrance so invaders killed them and then KABOOM!
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malimbar04

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Re: Cult Of Bones
« Reply #9 on: July 21, 2012, 05:29:48 pm »

But how do you get the cattle to produce food for the chosen?

Try having one or two "purgatory" caste members who are the only dwarves allowed to push the minecarts that haul good stuff to the chosen's rooms. Their quarters will be located deep within the track system.

Of course, the maintenance corridors will have drawbridges and floodgates to seal the place off in case anyone gets too uppity (and upright spears that will be constantly operated whenever none of the cart-pushers are in the tunnels).

To produce items, make them grow plants that require labours to be made consumable (sweet pods, dimple cups etc.) so that no tainted bottom (or top, considering the Dwarven way of doing things) dweller pinches the food of the chosen.

I figured the chosen would be living on a lower level then the others. Set up a single minecart on a track stop to dump into a hole. attach one to a food stockpile (prepared meals only of course), and one to an alcohol stockpile. The both dump all the good stuff down to the chosen. This leaves water, raw plants (plump helmets, for example) and vermin for the consumption of the cattle. They can also go gathering wild strawberries or something.
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Sabreur

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Re: Cult Of Bones
« Reply #10 on: July 21, 2012, 05:38:07 pm »

Give them "surface gardens" made up of really tiny farm plots that grow different things year-round, profiled to one dwarf individually. Of course, they'll only grow the highest-quality crops - rat weed is for hippies.

Good idea!  I'll check their preferences for foods and such - if a chosen favors a certain type of growable food or drink, I'll give them a small garden for that crop.

I figured the chosen would be living on a lower level then the others.

The opposite, actually - I was going to make an above-ground fortress for the chosen, with the cattle never seeing the light of day.  Minecarts are still the way to go, I'll just have to learn to use rollers properly.  I might play the fort 'normally' for a few years just to set everything up before revealing the chosen's true nature and banishing the poor fools who supported them to the depths.

One issue I'm not sure how to handle is the mayor.  What happens if the uppity cattle dare to elect one of their own?

Xob Ludosmbax

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Re: Cult Of Bones
« Reply #11 on: July 21, 2012, 05:40:19 pm »

I would add, ignore all mandates, no jails, and have the hammerer be a legendary hammerlord with a silver war hammer. 

Recruit all of the cattle into squads so that you can make them carry cheap weapons around.  Wooden spears perhaps, or training weapons. 

And a small military as a mid-level caste.  If anyone gets particularly good at using their weapon, they get promoted to the military.  Only those who immigrate with good weapon skills, gain them through combat, or get an impressive kill are allowed to join the military. 

Also, if it isn't too late, add something like:
Spoiler (click to show/hide)
to entity_default.txt

I haven't played with them yet.  Is it possible to have the minecart only deliver masterwork prepared meals to the chosen?

GoombaGeek

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Re: Cult Of Bones
« Reply #12 on: July 21, 2012, 05:43:26 pm »

Give them "surface gardens" made up of really tiny farm plots that grow different things year-round, profiled to one dwarf individually. Of course, they'll only grow the highest-quality crops - rat weed is for hippies.

Good idea!  I'll check their preferences for foods and such - if a chosen favors a certain type of growable food or drink, I'll give them a small garden for that crop.

I figured the chosen would be living on a lower level then the others.

The opposite, actually - I was going to make an above-ground fortress for the chosen, with the cattle never seeing the light of day.  Minecarts are still the way to go, I'll just have to learn to use rollers properly.  I might play the fort 'normally' for a few years just to set everything up before revealing the chosen's true nature and banishing the poor fools who supported them to the depths.

One issue I'm not sure how to handle is the mayor.  What happens if the uppity cattle dare to elect one of their own?
Hoist him up to pre-made low-quality quarters (1x1 bed, table and chair separated by doors, 1x6 space overall) and leave him there.

Alone.

Forever.

Even better, vampirize him.

Make a special minecart just for him that shotguns plump helmets at his room every time it stops, and a little well leading to a murky pool somewhere (drain the pool underground?).

And give him a glass ceiling so the chosen can stomp on it and giggle every time he looks up. But only reveal the glass once he's cave-adapted, so he's trapped looking at the sky and throwing up forever.
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Sabreur

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Re: Cult Of Bones
« Reply #13 on: July 21, 2012, 05:47:05 pm »

I would add, ignore all mandates, no jails, and have the hammerer be a legendary hammerlord with a silver war hammer. 

-snip-

I haven't played with them yet.  Is it possible to have the minecart only deliver masterwork prepared meals to the chosen?

Does anyone know how often mayors are elected?  It occurred to me that it would be simpler to have any non-chosen mayors executed as resistance leaders.

Minecarts take from stockpiles, and stockpiles to allow quality levels.  So you could make the cattle cook the meals and then deliver them to the chosen.  The problem is that I can't figure out how you would do that without the cattle eating the meals intended for the chosen.  While not quite as dwarfy, I think I'm just going to have to make one of the chosen (perhaps one of the starting seven) a decent chef.

Vodrilus

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Re: Cult Of Bones
« Reply #14 on: July 21, 2012, 06:19:08 pm »

You could as well strive for the chosen to have only masterwork items at their disposal whenever possible. More challenge?
True to the spirit of the fort, the substandard goods would not be dispensed to the cattle, but destroyed (furniture) or set aside as a reserve (meals and clothing).

You could, of course, give us a new community fort with this challenge. ;D
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