This is an adventurer succession/landmark building game. In this 1700+ year old world, our plucky hero, Twoflower the Tourist, is a peasant with no real skills except the ability to somehow survive one scrape after another with limbs, (if not companions) intact.
On their turn, each Player will be able to choose one of the following options:
1) Use a maximum of five in-game years to build a "scenic detour" or "Iron Chef" restaurant on the Island for Twoflower to possibly visit.
2) Build a 1x1 district in the Forbidden City, attempting to complete the megastructure zoned for that area in 5 years or less
3) Unretire Twoflower for yet another "amazing journey". The destination is determined by first "finding a tour guide" (recruiting someone to be a traveling companion), then asking them about the surrounding area. The first place that the tour guide suggests that Twoflower has yet to visit becomes the new destination.
4) Any mix of the previous
Please make a copy of your "scenic detour", "City district" or "Iron Chef" save before you unretire the tourist or any other adventurers. This way, if Twoflower somehow gets killed or maimed, you can still post the copied file of your fort and your entire turn isn't just a figment of his imagination. However, other adventurers can be both maimed and killed and that save is valid for inclusion in the timeline. It's just Twoflower who is immune to the varied treachery of The Misty Isle.
Goals:
1) Using a maximum of 5 in-game years, create a "landmark", "scenic detour", "City district" or Iron Chef restaurant" somewhere on the Island.
a) Retire the site using the Dfhack procedure below
b) Post a link to the save file in the group.
2) Unretire an adventurer who is not the Tourist
a) Take a pilgrimage attempting to sample the wares of every Iron Chef restaurant on the Island.
b) Either retire once the pilgrimage is done or die trying
c) Post the save file to the group
d) Post a story detailing the journey, including a critique of the various delicacies consumed.
3) In Adventurer mode unretire the Tourist, Twoflower
a) Hire a guide (recruit a companion)
b) Change the profession to "Tour Guide" or a similar title
c) Rename the Guide with the Player's name instead. (Or another one like "Rincewind")
d) Ask that guide about the surrounding area
e) Complete the journey to the first place that is mentioned that Twoflower has not already visited.
f) Collect a "souvenir", (the more useless the better)
g) Retire Twoflower in a hamlet or town "as a peasant"
h) Post the save file to the group
i) Post your story about Twoflower's latest adventures, including a screenshot proving Twoflower made it.
(Possibly posing in front of an interesting view or with the "quaint natives/creatures" of the place)
Twoflower is not to involve himself in any fights but may stay and excitedly watch the show, cheering his hapless guide/s to victory or fleeing in terror.
Should the Twoflower die before completing his goals, then the whole thing was a daydream he had about all the adventures he
could be having and the next player in line will attempt to guide this silly git safely there and back again instead. (We'd still like to hear about the dream though.)
All tour guides will have their professions renamed as such (or variations on the theme, such as "trail guide" or "body gaurd") and their nickname changed to the current Player's name.
The "Luckiest Tourist" section of the game will end when Twoflower dies of old age. At this point, all Players who wish to do so will simultaneously compete to create the best shrine/tomb for Twoflower, containing all the stuff he has collected in his life filled with wanderlust. This last turn will span ten in-game years and be voted on by the DF community at large. The save voted the most popular will be the one that makes it into the Timeline, all others will be showcased as might-have-beens.
Here are a couple maps of "The Misty Isle" and her many wonderful landmarks (circa 1727):
Mini view: Full view:Platform is
Masterwork Mod v4f, Phoebus graphics.
(Use of DFhack and other utilities OK, so long as it doesn't break the game.)
Every race has been modified to be able to produce cities, roads, bridges and towers. Furthermore, every race in the mod has been enabled, leading to quite a panoply of stuff on the map. I've left the history file on to help players situate their "scenic detours" into the surrounding area's histories better so there will be ALL SORTS of good stuff for our hapless tourist to discover. By also enabling "babysnatching" and "thievery" on all races, you'll never know if any of the orcs, goblins, elves or humans you meet will try to murder you on sight or try to sell you a fisherberry, which should make for some "interesting" journeys.
Also, Twoflower starts off as a nudist. I did mention "interesting" journeys...
Turn order:
Main Players
When it becomes a Player's turn, I will send them a PM notifying them of this and update the turn list with this notification. Players will have 72 hours from that PM to confirm in-group that they have downloaded the save and intend to take their turn. Failure to post a confirmation within 72 hours of the PM bumps them out of line and it passes to the next Player (who will then receive a PM, starting the 72 hour count down once more)
Turn Duration:
Turns will have a maximum duration of one RL week (168 hours) from the confirmation post.
The save file must be posted first, followed by your posts describing the new adventures of our tourist, "Twoflower" and company.
Turns lasting more than 168 hours from the confirmation post will become "dreams" and the save will pass to the next player in line instead.
Dreams:
A turn will be categorized as a "dream" if
a) Twoflower is ever killed during an adventure or
b) A new save file is not posted by 168 hours (a full 7 days) after a Player's turn confirmation is posted to the group. (Posting your save file before the 168 hours are up is fine, though.)
While dreams are not used to advance the Tourist's age or waking experience, they are nonetheless a worthy contribution to Twoflower's overall experience and may influence him in waking life, so please post a full story of the dream turn to the group so we can share that as well.
"Iron Chef" mini-game (added September 18th, 2013)
Heroic followers of "the cutting edge" in the art of Cooking, brawny brewers with an eye for originality, crafty seekers of the rarer resources needed to attain state of the art in culinary haute-couture and those who will brave the journey to experience only the very best foods and drink - these will all make the pilgrimage to each legendary restaurant or brewery. Those few pilgrms who are able to visit all of them and survive to tell the tale will be known far and wide for their journeys, as will each restaurant's master-chefs or brewers.
With each savory mouthful of finely minced dragon egg, with each reverent quaff of apricot brandy, the stories of derring-do and near escapes become more outlandish and harrowing as all bask in the glory of the artifact mugs kept securly in their display cases above the bar...
The value of a player-created
meal or
drink will finally give adventurers a reason to sell useless crap to vendors in return for hard currency. (BEER!)
Players choosing to use their turns to build a restaurant should use adv-fort to pimp out a named shop just outside of their production facilities (ie: fortress) and sell the drinks or prepared meals to the shop owner (who should be suitably renamed "Smitty" or something like that. When posting your save files, be sure to mention the name of the shop and where its located! Players must command other adventurers than Twoflower to gather and transport the ingredients for their culinary masterpieces if they are unavailable from the embark screen. The most elaborate and the most expensive meals will be displayed with honor at the top of the first page.
It will be assumed that the other adventurers journeying to these shops will be doing so in between the times that Twoflower is having his own adventures, and will be added to the ongoing story in that manner. How often Twoflower decides to take a new trip will be decided by how often Players choose to advance his story-line in that direction. Otherwise, he'll just hang out wherever he was last retired, soaking in the local culture and driving his hosts insane with his good-natured naive curiosity.
Perhaps this
dwarven cookbook will give you some ideas, but Rumrusher has had some
others The "One on One community game" (Added 20th October, 2013)
In the latest incarnation of the "scenic detour" section of the game, an embark will be chosen by popular vote and all the Players who wish to involve themselves may download the either embark save and play for a season showing what they want their dwarves do/gain/avoid, ect... or at least describe what they want "their" dwarf to do. When the Players are done, they'll just upload the file somewhere and PM me the link or their instructions. I'll take those saved files and/or instructions as the intended plans of each dwarf and combine them to build the fortress. Once each season is completed, I'll post the new save file to the group, (along with a report of the high points/FUN complete with pics) and wait for the next season's crop of plans.
(Of course, if someone fails to send me their save file or new instructions, I'll just assume they want to keep on doing whatever they were doing before, which may or may not have any bearing on the current game save's reality.)
This communal effort will end a maximum of five years (20 seasons) later, as stipulated in the rules, whereupon either a new communal fortress will be begun or the older one-person turn will occur.)
"The City" (Added January 2014)
Add a district to the thriving dwarven metropolis of "The Forbidden City" using the "nanofortress" utility to embark in a single 1x1 embark square and attempting to complete the task for which that embark was zoned.
New embarks must be adjacent to previous ones that succeeded in their appointed tasks or to the city center, the Whitecastle district. Your block will help this Dwarven metropolis grow into a marvelous home city that the hard-working dwarves of this island deserve, filled with cunning artifacts, wonders of architecture, tombs to forgotten heroes, and slavering horrors in equal measure (as is the dwarven way).
The Whitecastle, Crackle-pot and Powerfortune districts with the surrounding undeveloped areas as of 1737. (Will be updated as each new district is built)
When you're finished, retire the site as a city using the following method in DFHack:
1) "clean all" (improves FPS when visted again)
2) "lair".
3) Loo"k" at an individual ---> 'dfusion' --> 'adventurer tools' --> 'change adventurer'
4) "mode set" --> '1'
5) 'Esc' --> "Retire as a peasant/give in to starvation"
Rising from the clear waters of the Gimenor Sea, Frosty Mire Island "The Misty Isle" is a place steeped in historic and astounding landmarks...
Most recent save (year 1737)
Game turn order:
1. Sackhead
Dreaming of adventure2. Timeless Bob
Dreaming of adventure3. Rumrusher
Twoflower's first adventure, led by Greg Silkbottoms of "Falsetto Wings Tours"4. Krevsin
The Museum of Freecloister5. Timeless Bob
Twoflower seeks the Wizards of Lightningscar Tower6. TheDarkStar
Dreaming of Adventure7. 1on1 Game
The Lonely Mountain Spring & Summer 1729 Autumn 1729 a) Highmax28
b) 4maskwolf
c) Darkening Kaos
d) Vgray
8. Timeless Bob "Whitecastle District"
1731,
17329. Rumrusher "Crackle-pot District"
173410. sackhead
173711. 4maskwolf
Detained by RL12. Monitor Lisard
1738Individuals of note:
Twoflower the Tourist:
A human born in 1689, he is first reported to be on the Misty Isle in 1715, settling in Touchraced. The in the early winter of 1717, he engaged the services of Greg Silkbottoms a travel guide. He stayed in Ringingwashes until the early Spring of 1722 when he began looking for the Wizards of Lightningscar Tower. The end of this journey resulted in a quest to return the bones of a hero to "his people", a mysterious tale about how of the Wizards of Lightningscar Tower suddenly dissapeared in the middle of their breakfasts one morning and Twoflower apprenticed to a gnome sorceror in a village named "Shingledcommunions" just east of Lightingscar Tower. He has studied under the sorceror for over a decade, remaining with his teacher until the present (1737), learning many forms of magic.
Twoflower is currently 48 years old.
Greg Silkbottoms
Greg Silkbottoms is a small, one eyed humanoid, with a pair of antennae, sleek black skin, and an unimpeachable work ethic. Born in 1447, Greg held a number of positions before starting a second career in 1708 as a travel guide with the "Falsetto Wings Tours" company. By 1717, his reputation was as a guide that was both courteous and quietly professional, which was when he was assigned to "Mr. Twoflower". Greg has helped Twoflower in two tours so far, their initial pub crawl that ended with the collection of a magical coin in 1717 and Twoflower's quest to find the Wizards of Lightningscar Tower in 1722.
Greg is currently a fit 290 years old.
Rumor from the drinking hall:
Some tell the tale that an iron dagger Highmax trained with back in 1732 has a strong link to his ghostly spirit. Instead of putting his restless ghost to rest with an engraved slab, the blade could be used by a mage to ensorcel his ghostly essence into a specially made anvil. The tale goes on to say that such an anvil would be able to make supernaturally keen swords at the price that those who use it are driven mad - they will become obsessed with making as many swords as possible. While Highmax's body is currently at large, having been raised by the human necromancer named Uko Tormentsheened in 1733, some say his dagger waits patiently to be found in the haunted ruins of the Whitecastle District.
There's an ugly rumor that although the hero named "Darkening Kaos" survived the rampage of the zombies in 1733, that he perished sometime later while helping to build one of the other districts of the city. The rumor goes that if he really is no longer still among the living, anyone able to find and return his body to the Lonely Mountain will be visited by a spirit of treasure, pointing out a secret cache of gold and jewels hidden there by the Mad Hermit.