Latest save:
http://dffd.bay12games.com/file.php?id=10752Turn List:
1. Evictedsaint: 2 years Clanhome start
2. neblime: 2 years Clanhome start
3. Timeless Bob: 2 years Clanhome start
4. Iituem: 2 years Clanhome start
5. xominxac: 2 years Clanhome start
6. EvictedSaint: 2 seasons + adventurer
7. neblime: 2 seasons + adventurer Turn skipped due to
nemesis unit blues + RL
8. Timeless Bob: 2 seasons + adventurer (Turn ends by April 26th, 2015)
9. Iituem: 2 seasons + adventurer
10. xominxac: 2 seasons + adventurer
Interlude: "The 1st Council of Doom"
Votes for changing fortress duration to 1 full year
Motion brought by Goodbrews Forii
Votes for changing Adventurer duration to 22 days (21 nights)
Motion brought by Stonecleaver Forii
Votes for changing Adventurer duration to 3 days (2 nights)
Motion brought by Goodbrews Forii
Votes for changing the number of votes a Forii has in The Council of Doom to the number of Clan-members that are living when each Council of Doom is begun:
Motion brought by Groodbrews Forii
Major Clans: (updated to Year 28)
The "Saint" Clan of The Fair Works at Hammercrown (Evictedsaint)
Clan "Stonecleaver", The Greatest Clan at Cagearmors (neblime)
The "Goodbrews" Clan of Winehammers at The Windy Tower of Drinking (Timeless Bob)
The "Wrathwell" Clan of The Tunnels of Despair at The Pit of Spite (Iituem)
The "Itsatrap?!" Clan of Strangerdanger the Crazy Bad Trap-Traps of Trapping at Pricedtraps (xominxac)
Minor Clans:
1.
Clan "Deepson" -Mining Specialists, Founder: "Loric"
(The Big D)
2.
Clan "Gearmighty" -Mechanics Specialists, Founder: "Wordyirons"
(Elagn)
Each Player initially begins by embarking with seven orphans, all of which, having no parents or heritage of their own, decide to strike out and become their own clan. What brings these particular seven together? It is their shared dreams - in their slumbers a single name is whispered to them by a voice from beyond the world - are these gods? No, they are lesser than gods, but greater than humble dwarves. They exist outside of time. They are the Forii - those bodiless muses who play games with the lives of dwarves.
The Forii contest for power in many forms on many worlds: Which is able to instigate the greatest wonder of construction, which is most able to influence the most mayhem, which is able to accrue the most power? This is one of those games - a challenge for Forii willing to accept it's arbitrary limitations.
1. Each Forii must choose one from their founding clan of seven to be their "living vessel" in the world. (undead are not alive.)
2. Only Forii who inhabit living vessels may take a turn
3. If a vessel dies, the only other dwarves that may be chosen to become the new vessel must either be one of the founding seven, their spouses or their children.
Each founding member, their spouses and any of their children must have the Clan name added to the front of their names so that choosing a new vessel is both easy and quick. Ex: Bob McName in the "Timeless" Clan is changed to "Timeless McName". The last name is the individual one, while the first is the clan name. In the event that two rival Clans marry and produce children, those children of the two clans will be marked with both clan-names and available to the Forii controlling either one if needed. It's obvious that dwarves without Clan names may not be used by a Forii to be a new vessel. Professions are not names.
4. Forii Turn limits:
1st turn: Two years of "Fortress mode" - founding the Clan Home.
All other turns: Two seasons in "Fortress Mode" while building/fortifying the Unretired/Reclaimed clan-home and a maximum of fifteen days (fourteen nights) in Adventure mode before saving the game and passing it to the next person.
1st Embark = First turn is 2 in-game years in "Fortress Mode", no "Adventure Mode"
Unretired or Reclaimed embark = 2 seasons in "Fortress Mode", 15 days, (14 nights) "Adventure Mode".
At the end of each full round (each of the "Big Five" has had one turn), a
Council of Doom is held by the Forii with surviving Clans where any rule changes that have been suggested that round are voted upon. These rule changes take effect before any Minor Clans are elevated to Major Clanhood. Even if a Forii has lost their Clan, their suggestion remains for the Forii who remain to vote upon. Official voting only happens during The Council of Doom. (One vote per Forii per suggestion.)
5. Each Clan manages their own Clan-home (Fortress mode) - as each Forii takes their turn, world events will continue to affect all the other retired Clan-homes, so initial placement of them is an important consideration.
6. Adventurers must start their careers from the Clan-home of the Forii who control them. Adventurers are there to be used to advance their Clan's interests and protect them from threats external to the site.
The first goal: Be the first Forii to crown their Avatar "King" or "Queen" of one of the civs.
The Fates most Cruel give that Forii who fulfills this first goal the authority to both choose a new goal for the Clans, and receive a Secret Goal themselves... (Revealed via Private Message.)
Time limit per turn:
3 Day countdown from the day the save is posted to accept the turn: "Save is downloaded" posted to the group stops the countdown.
7 Day countdown to complete a turn and post the new save file to the group.
Unless a specific exception is requested, missing these deadlines skips the turn and begins it again with the next Player.
Time limits use forum time/dates as reference.
Dorfed characters who are not part of the "Big Five" represent the "Minor clans".
If one of the Big Five gets knocked out of play, it is the Players on this waitlist who still have a surviving dorf, (or at least the spouse/children of the dorf still survive according to Legends mode), who will be invited to fill that slot. The ranking will be by the number of dorfs in a Minor clan - more is better!
Forii are able to sponsor a new clan if theirs dies out, but the limit is one Clan per Forii at a time.
If an invitation is refused or ignored for three days, the next one down will be invited to fill the slot and so on until the slot is filled or no more Minor Clans have been unasked, at which time the slot is opened to the Community at large.
To be placed on the Minor Clan list, provide
1. Which civ you wish to come from (The Crypts of Glory or The Lush Federation)
2. The name of the new Clan
3. What profession the Clan will specialize in.
Minor Clans specialize in one profession: the one of their founder. Children of Minor Clans are always renamed with their Clan name ASAP and any that grow to adulthood must be given the same profession as the Clan founder before any others are assigned.
So, when a Player asks to be "dorfed as a <insert profession here>" That's how Minor Clans come into existence.
Make sure you've retired your fortress before saving the game!
Places of The two Dwarven Nations:
The Crypts of Glory
Castle Fatherwork
Fondledmines Hillock (Conquered by goblins in 27)
Minedbend Hillock
Tomesdell Hillock
Scorchinglabor Hillock
Fightwheeled Hillock
Castle Hammercrown ++Saint Clanhome++
Washedrough Hillock
Shimmerwires Hillock
Castle Cagearmors ++Stonecleaver Clanhome++
The Lush Fortification
Castle Valleynet (Conquered by goblins in 21, retaken by dwarves in 30)
Tradesensed Hillocks
Inkscorched Hillocks
Bentshot Hillocks
Gildpears Hillocks
Castle Staffclearings (Conquered by a forgotten beast in 16)
Taxedpaints Hillocks
Stonecanyon Hillocks
Raggorge Hillocks
Castle The Windy Tower of Drinking ++Goodbrews Clanhome++ (Presumed empty after the Saint slaughter in 30)
Castle The Pit of Spite ++Wrathwell Clanhome++ (Conquered by goblins in 28)
Castle Strangerdanger the Crazy Bad Trap-Traps of Trapping ++Itsatrap?! Clanhome++
The Dwarven Royalty:
http://www.bay12forums.com/smf/index.php?topic=148224.msg6155800#msg6155800Timeline
http://www.bay12forums.com/smf/index.php?topic=148224.msg6155815#msg6155815CLANS THAT HAVE GONE EXTINCTCaptainMcClellan:
Clan "Murderpaddles" -Stevedore Specialists, Founder: "Ringo"