Oh. Oh my. I remember the Meatgod thing. Gave me the creeps then. Gave me the creeps now.
I have a test in around 11 hours, followed by a day of trying to get a map-reduce framework to not be a fiddlin' twat. After that, I'll get around to writing some shit. I fucking promise.
!!WARNING!!: Those spoiler tags are there for your protection.Regarding the sequel. There are a million things we can do to keep it within the Steelhold universe. The Saints and the Bloodkin are part of but one world, after all. The Saints might be mobilized in a different world if need be, and Shank's mission is
to spread the Bloodkin to other worlds created by Armok and conquer them.
In the planned ending,
the Bloodkin are contained in this world,
which may leave the Saints to turn their attention to other worlds.
If can stick to this world and move to a different landmass, or move on to another world entirely. Either way, this 'verse can continue if we wish it. The hard thing to settle on would be a theme/setting for the fortress itself.
Once again, I'm all for a coastal fort. I like building massive wooden constructions over or near the open water, like waterfronts and slums and fishing villages. Hopefully, that's not just me. A scheme of segregation like the one present in Glovedloved wouldn't go amiss either, or something more in line with I'll be writing about tomorrow: a central fortress, surrounded by tiny farming hamlets in the caverns. Also, a heavily fortified cliff-face. Always wanted me one of those, though I have no idea how to cause conflict from just that.
Oh wow, goddamn. I just had me a wicked idea for a plot in a coastal fort. If we don't settle for one of those and I can find the time (bahaha, I crack me up), maybe I'll run it solo.
So, in short, the way I see it, we need the following:
- Establish a setting. Do we carry on within the Steelhold world? Keep only its growing mythos? Start anew? Do we establish a direction for a new setting, or let it emerge the way it did in Steelhold?
- Build the world. Do we stick to vanilla DF? Throw in a few mods to diversify civs, or add references to the Steelhold mythos, if we stick to it?
- Choose a location. The resources available within an embark can determine the local economy, and the possibilities for the fort's future. Where do we embark? The desert? A forest? A mountain? An ocean, a cliff, a massive river?
- Find a source of conflict. Conflict is the heart of a good yarn. Where does it come from? Internal schisms only? Internal as well as external? What's the external threat? What's the internal threat? What divides our dwarves? Rich vs Poor? Guards vs Inmates? Communists vs Capitalists? Zealots vs Scientists? Secretive Corporation vs Secretive Corporation? How many of these pile-ups can we get away with? And this says nothing of how much room is left for emerging factions (which should be plenty, as we've seen that it works well).
- Do we set longterm goals for the fortress? We could be trying to dam a river. Build a surface castle, a shipyard, a giant statue of Armok's wang. A geothermal powerplant. Work on a more practical, long-term project, such as a surface town, or something of little to no practical use, like a temple complex, a fortified wall, or Demongate's schoolhouse? Or even nothing at all. This is Dwarf Fortress, and we are all proven loons. An idea is bound to pop up sooner or later. It's just harder to execute truly massive, long-term projects with yearly succession.
As for Demongate itself. If we can't keep it alive, I suggest we make with the ending. No idea how we can contact Gnorm to get his part of it, though.