The Destined PlaneA community world where you shape history
The Destined Plane is a world created using my All Races Playable mod, and the intent of this game is to let the community shape its history by deciding how the world's civilizations and heroes will act. You suggest tasks that forts or adventurers will try to achieve. I choose one of the suggestions and play the fort or adventurer until the task has succeeded or failed. Then you suggest what the next fort or adventurer will achieve. See the header Suggestions and Tasks for more details about this. Before you make a suggestion, make sure to be up to date with the tale so far.
Deities of the Destined PlaneDwarven Pantheon
Zaslimul the Crystalline Gold, god of minerals, rules the dwarven pantheon, and is married to Náshas, goddess of fire, metal, trade, wealth and jewels. Osal the Laces of Adoration, god of music and dance, is their friend, as is his wolverine companion Arkoth, god of poetry, inspiration, painting and mountains. Fimshel, god of war and fortresses, is the outcast of the dwarven pantheon, for it was he who let evil into the world that war might rage forever. The last two dwarven gods are the lovers Bothon the Subtlety of Whispering, god of twilight, and Thob, god of dusk. Their power is limited, for the time of the gods is still in its dawn, but twilight and dusk will inevitably come.
Human Pantheon
Issok, goddess of chaos, is the most powerful deity of the human pantheon, but constantly competes against Kas the Gleams of Leading, god of fame. Gel, goddess of the sun, dawn, twilight, dusk, fertility and rain is the mother of many other deities: Cegad, god of light and his mother's favorite child; Ared the Healer of Snarling, god of laws, rivers, oceans, lakes and fish, bitter at Issok's rule of the pantheon; Tequil Apesrained, goddess of agriculture and food, stoic and hardworking. Gel's foremost lover is the dragonfly Quula, god of muck. Every day he dies, and every day Gel gives birth to him again. Birodrane the Strong Knight is a trickster god of painting, inspiration, poetry, persuasion, treachery, trickery and lies. Zobshaur the Bronze Rock, goddess of metals, and Emeg Sealcrafts the Creative hall, god of crafts, are a quiet pair of lovers who create great works together. Finally, there is Nasñok, god of silence and revenge, who never speaks and bides his time. For what, no one knows.
Elven Religion
Futace Moisteneddrunken is a force which flows through every tree and every droplet of water in the Last Forest. Once, Futace was flowing through trees and rivers throughout the entire world, but was pushed back from the other forests by the gods in their struggle against the titans. This is why Futace's home is called the Last Forest.
The Time Before TimeIn the time before time, the world was ruled by titans, strange creatures that took a multitude of forms. They shared it only with animals, near-animals, and a few great beasts left over from an earlier age. Then, the gods appeared. Where they came from no one knows, maybe not even themselves. The gods sought dominion over the world and waged war on the titans. The titans lost. Many were slain. Many were driven far below the earth, and were forgotten by all. Only three remained on the surface, and they hid far away from the gods.
After their victory, the gods split into two pantheons, and each created a race to worship them and build great civilizations; the dwarves and the humans. But Fimshel, dwarven god of war, was displeased with the peaceful plans of his fellow deities. He searched far and wide, and in the absolute depths of the world he found ancient horrors, sealed away by the titans aeons ago. He brought one of these demons, Gulgun, to the surface, who immediately created the goblin race and prepared for war.
Feeling its power fade and young races appearing in the world, the force known as Futace Moisteneddrunken created the elves, a race of its own to defend the Last Forest. As the four races awakened, the Age of Myth began.
The Age of MythIn the first nine years of the Age of Myth, four civilizations were founded. The Armory of Chaos, the dwarven kingdom; The Helpful Unions, the human empire; The Storm of Spreading, the elven domain; and The Safe Monster, the goblin realm.
The Armory of Chaos faced great calamity. The first king, Obok Flagveiled, was killed by a cyclops months after his crowning, and his successors did not fare better. Eight kings and queens were slain by monsters in nine years, all while goblins rampaged in the kingdom's hillocks. Now Fath Catchcudgels is the newly installed queen of the Armory of Chaos. Will she too become a tragic footnote in history, or will she see the dwarves find fortune at last?
The Helpful Unions is not so much an empire as it is a loose affiliation of petty leaders and religious groups. Priests of Issok and Kas the Gleams of Leading compete for worshippers while would-be warlords compete for followers. Can the humans unite behind a common cause, or will they remain an insignificant power in the world at large?
The Storm of Spreading has lost many good elves to monsters, much like the dwarves, though they have been spared the attentions of the goblins. The present rulers are the queen Mawada Icegorges and the druid Lèma Admiredglades, and they know they must act quickly before the other races can harm nature even more with their cities and fortresses. Can the elves halt the ruinous progress, or is the world doomed to death by industry?
The Safe Monster, driven by the demon Gulgun's iron will and thirst for power, attacked the dwarves of the Armory of Chaos as soon as the goblins were equipped for war. The goblins were successful at first, catching the dwarves unaware, but soon they began fighting back, and after a few failed assaults Gulgun was forced to pull back his armies. Now he plots tirelessly for the next war. Will the demon succeed and cover the world in darkness and terror, or will the free races hold the goblins at bay?
The tenth year of the Age of Myth begins now, and history is about to be written.
Suggestions and TasksThis game is driven by the suggestions of the community. You can suggest that I play a fortress, town, forest retreat or dark pit of one of the world's civilizations; or an adventurer either from a civilization or an outsider. Adventurers can also be kobolds or underground animalmen. Once the game gets going you can suggest I unretire old forts or adventurers with new tasks.
When you post your suggestion for what I should play, you must also include a
Task. The task is what the fort or adventurer is trying to achieve. It must be something that can be completed; ie. at some point you can say "Ok, this task is finished." A bad task would be "Create a fortress that resists all invaders", because there is no definite point where that task is finished. "Create a thriving, self-sustaining fortress" is a good task, however, because you can tell when you are done with that. Read the Age of Myth spoiler to get an idea for what the civilizations might be trying to achieve, see what opportunities develop during the tale, and be creative in your suggestions!
I will play a fort or adventurer until
1) The task is finished, at which point the fort or adventurer is retired
2) The task becomes impossible to complete, at which point the fort or adventurer is retired
3) The fort crumbles or the adventurer is killed.
Dwarfing (and elfing, and humaning, and...)Whoever makes a suggestion that I choose will be dorfed as the expedition leader or adventurer. You can include a preferred nickname in your suggestion, otherwise I will just base the name off your forum name. In an ongoing fort anyone can ask to be dorfed as normal. I would like all names to be at least somewhat fitting to the Dwarf Fortress universe. No xxKillerSlayer97xx, sorry.
Final noteI will be playing this game as I have time for it. There might very well be occasional breaks. But the story of the Destined Plane will be told and its destiny discovered.