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Author Topic: Twilighttowers - Founding Houses Community Fort (modded)  (Read 572 times)

Clover Magic

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Twilighttowers - Founding Houses Community Fort (modded)
« on: November 19, 2012, 12:13:40 am »


The Community Fort of Twilighttowers - The Founding Houses


The magic of Portentous World, or Gunngestein as it is known by the civilized rat-humans Burmecians, has faded.  The monsters of yesteryear have been beaten back, but not without their losses, and despite the many thriving towns it seems as all the world is in twilight.  The races have little to quarrel about, and many years have passed in stagnant peace.  It is in the beginning of this world's 201st year that the grand Overwatch Vrosi Wispcloistered decreed that a new settlement for The Lucky Chastity was to be founded.  Having ruled The Lucky Chastity since before time began, the Overwatch felt old, though no age showed on his people's timeless faces.  Determined to found a new way of civilization to propel the world forward, the Overwatch personally selected seven young genomes and sent them into the wilderness with one mission: to found a grand new seat of power for genome civilization and be the beacon for the rest of the world to draw hope from, or die trying...

And so, seven genomes calling themselves the Twinkling Tomb have set out for the Heliotrope Plains bordering the Gulf of Racks, seeking to found a glorious new city named Twilighttowers.





The Fort:
Okay, this will be a Founding Houses community fort, meaning that every founder has been given a specific skillset - such as woodworking - and had their profession changed to "House -lastname- founder".  The goal is that every genome will belong to a certain house, and will live in separate "houses" or miniforts that govern that House's skills, so all woodworking would occur in the House that governs woodworking.  They will be connected by an aboveground castle that will be home to the House that governs nobility.  (Free-ranging professions like miners, woodcutters, etc. will not be burrow-restricted, but they will still belong to their respective Houses for bedrooms and such).  The goal is to have a long-lived fort with lots of community participation on how their Houses are run!  Feel free to submit ideas, constructions, etc.  Also, obviously there are more than seven industries, so the first genome to arrive with skill in an unclaimed industry gets to found a new House.  Militia will be a separate free-roaming House that headquarters with the Nobility House, and be formed of volunteers from other Houses.

The Mod:
This will use my To Terra mod.  If you are familiar with Final Fantasy IX you should recognize it all.  If not, here is a brief rundown of stuff:
-Genomes are the playable race.  Think elf-sized humans with prehensile tails.  Being genetically-created in the yesteryears, they tend to be rather dutiful and have some problems with those silly things like emotions and empathy, but they're still a varied people, in personality if not appearance.  They're rather frail and slenderly-built so they tend to come out on the wrong side of brawls, but they make up for it by being faster and having great powers of recuperation and resistance.  They are found in colder places, and deal with it better than other races.
-Chocobos are those big yellow birds you see in every Final Fantasy.  They are pack animals and lay eggs.  They're also insatiably curious and tend to adopt genomes as "theirs".  Lots of genomes like them.  They come in several colors, going yellow -> blue -> red -> black -> gold.  Each color gets faster and occasionally new skills - gold chocobos are very fast and can fly, for example.  Zaghnols and yans are two FF9 monsters that have been domesticated for milk, wool, and meat.
-Moogles, black mages, Burmecians, Cleyrans, summoners, humans, dwarves, and Qus are the other races of the world.  Burmecians and Cleyrans are the same race that have split into two different civilizations.  Humans live in the mountains.  Dwarves worship nature and trees.  Qus are a strange amphibious race with a penchant for eating anything.  Summoners are humans with small horns on their head and the ability to call powerful monsters to their aid and heal any ailment with their magic.  Black mages were also created like the genomes to be war weapons, but have gained sentience and formed a civilization of their own, they cast powerful magic.  Moogles are tiny furry creatures that aren't very good on their own and hide in caves, so they're often found living with other races.
-Here is a bestiary for any monster that shows up. :)
-I will try to describe all the mod elements in my writing as I go for better comprehension, introducing them like a story.  Still, don't hesitate to ask if you ask questions.

The Founding Houses:

The House Members:
No new genomes yet!

The New Houses:
No new industries yet!

Participation:
Contributed stuff will go here.



And so, we set off!
To claim a genome, just fill out this form!
Name:
Genome's Name:
Any Notes: (basic personality, any requests for how they're to be written, etc.)

To request a future genome, fill out this form:
Name:
Preferred House: (specific or generic will do)
Preferred Job/Labors:
Any Notes:

There is only one rule to claiming a genome: there will be no cross-training in this fort.  Pick an industry you like, as it will be your only one, so no "farming and mining labors!", for example.  The only exception is military skills - as military is drawn from the Houses, you can request for your genome to join the military as well.

I will post the first journal entry within the week, so people are free to grab the founders and request future...genomings?   :P  Haha, well if you want a genome, just post a form! :)

I hope this interests a few people, I will try to write the best story I can!
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