Meet Zargoth Snarlclasps:
Kerod's relationships:
I would like to discourage this practice though, as in-game relationships are unimportant since we have real people here who can form grudges and friendships according to their reoleplay, instead of pure randomness of DF. Most of the in-game kin is also quite unimportant and often is not even in the settlement. It is quite boring to go through 6 pages of uncles and nieces only 3 of whom are actually in the fort... It would be better if you as a player decided who you are friends with.
Iden is fine. She was hauling a box of training axes in the north when it all happened. She is still a sheriff, but right now it is just a token role. Once we will have a jail - her position will have to be confirmed by council.
On this matter I would like to propose a few pieces of game mechanics:
All player characters and their immediate kin. Immediate kin includes parents + children + spouse + siblings + owner(for pets) + lover (because love is dwarven engagement...)
Only mentionable characters can get positions of power and importance (including squad leadership).
Only mentionable characters can earn influence.
Only mentionable characters (except player characters, obviously) can be adopted.
Mentionable characters cannot be used for random reincarnation of a fallen dwarf, adopt them if you want to play as them. They can however be used to introduce a new player.
All decisions for mentionable characters are made by the cause of their mentionableness - their player charcater. If more then one player character qualifies - a majority of those is needed to make a decision (two players may enter a deadlock).
A list of mentionable characters:
Teledwarf Amostod
* Sakzul Astekel - Lover
Neblime ILikotmatul
FireCrazy Enamadil
Kerod Tekkudlisat
* Iden Akumrith - Lover
CyberTripping Tileshavuz
Dwarf4Explosive Konosamith
Coldbones Migrurmuthkat
Derpislava Lilarkubuk
* Libash Lilarkubuk - Husband
* Udil Lilarkubuk - son
Cain Oilnasteb
Zargoth Desisdodok
* Domas Satdeduk, brother
Lord_lemonpie Konoslecad
* Bomrek Konoslecad - Wife
* Logem Ilunzugar -Sister
Erlis
Neblime, could you please reduce my influence to the realistic value of 10? Having god-like powers is fine for now, but excluding me from all the fun is downright cruel...
Procreation is a chancy business in DF, and some individuals are so scared of leaving themselves heirless that they are willing to protect their wives at all costs, endangering the whole settlement. To somehow reassure people are these rules:
A player, while still alive, can choose an heir, whom he will play once he is dead. A child, named an heir, gets a portion of player's influence straight away, as he gets immediate recognition. *
(ex: If Derpislava decided that Udil Lilarkubuk is her heir - he would immediately get 40%* of her influence - 4 points.)
If a player have no children he can try to make an adoption contract: If he dies childless - he will play as an adopted dwarf. Both adopted dwarf and family of the adopted dwarf immediately gets a portion of player influence.*
(ex: If I wanted to adopt Udil Lilarkubuk, Deprislava would get +2 influence and Libash Lilarkubuk would get +2 inluence(shared family bonus), Udil Lilarkubuk would get +4 influence(heir bonus))
An adopter loses influence based on the percentage of the difference between his family influence and the natural family of the adoptee.
(ex: If I wanted to adopt Udil Lilarkubuk, I would lose (10(mine) + 10(lover's) - 10(Derpislava))*0.4=4 influence.)
A dward from more influential family cannot be adopted by the less influential family.
Adoption contract can include any other clauses, usually it also includes political assistance(nothing too extreme, just greasing political machine for your heir's natural family).
* - All percentage can be modified by council.
And to spice things up a bit:
A dead dwarf (Urist, we are looking at you). Can chose to reincarnate as a divine. Such character would wield all awesome powers of DFHack and DFusion and whatever else is possible, so basic knowledge of those tools and overall modding is required.
Gods do not speak IC here, but instead choose one player as their prophet(one prophet per god) and speak with him using PM. Prophet then has to use whatever means he finds necessary to convey the divine will. If other dwarves will believe him - is a totally different matter.
All IC messages from gods to prophets need to be also sent to GM. All secret prayers to gods should also be copied to GM.
Each character can choose up to three gods he worships. These worshipers generate power points for the gods. One point per worshiper per year, or something like this.
These points gods can use to do good(if they are pleased) or bad(if they are unsatisfied) supernatural acts (DFHack, DFusion...). The costs of these acts can be discussed here OOC.
The ways to please gods I see right now are simple things like building of shrines, temples, sacred grooves, monumets, statues, performing sacrifices and such...
Of course it is up to gods to decide what exactly they wish for.
our deities:
the dwarf deity Datan (jewels, wealth, trade)
the dwarf deity Avuz Coalirons (minerals)
the dwarf deity Kidet Blazedsquash (fortresses, war)
the dwarf deity Dasel (thunder, lightning, storms, rain)
the dwarf deity Othud Worthmoral the Peaceful-trust of Bravery (charity)
the dwarf deity Govos the Waxy Wings (animals, plants)
the dwarf deity Gedor (night, nightmares, dreams)
Feel free to discuss. If you like any of it - I will add it to the OP and make official.
Neblime, we will need your professional hand to make it nice and lawful