Baron WordTurmoil of The First Mine
"Down the Tracks" Goal: Lay a continuous Minecart track that connects the Fortress of Abanunal "Constructblunt" (The Works of Watching) to the Fortress of Italkikrost "Neutralstockades" (The Banners of Purity)
Rules of the challenge: 1. 1st Embark is only given 1 copper pick and 1 steel anvil.
2. Turns are updated once an in-game year, when the broker arrives.
3. Only peasants are allowed to have jobs added to them, all others must find work using the skills they turn up with.
4. Only supplies "offered" to a caravan from Abanunal are available as embark supplies after the first embark: Utharavuz "The First Mine". (Caravans are supply warehouses).
5. The only supplies allowed to be bought from the Mountainhome caravan are the ones already listed as "offered" to the caravan previously.
Other civs are available to trade with, just as usual.
6. Embarks can be re-claimed to produce more of a particular supply for later embarks.
7. If any previous embark is conquered, adventurers must be sent "up the line" from Castle Abanunal to retake it from the conquerors.
Multiple adventurers may be required, but once the threat is neutralized, a new embark team will be able to reclaim that section of the track.
8. Any artifacts created during the track-laying must be claimed by an adventurer who departs from Castle Abanunal and transported back there to be stored in the King's chambers.
9. A dorf who has created an artifact will take its name as his or her own Clan Name, beginning a new Clan.
Dwarves in this game name themselves using a three part designation: <Gender title> <Clan name> <Individual name>
Gender titles:
Master (Msr) :adult married male
Mistress (Mrs) :adult married female
Mister (Mr) :adult unmarried male
Miss (Ms) :adult unmarried female
<blank> :all infants and children
(dwarves believe that infants and children are a type of pet like a cat but not to be eaten. In dwarven society, the moment a child matures into a new peasant is the moment he or she is considered to have actually become a dwarf. On that glad day, the new dwarf will add "Ms" or "Mr" to their name and are able to fully take part in dwarven society.)
Clan Names:
A family name that is either given to a Clanless dwarf by one of the Forii, or taken from the name of an artifact that has just been created by a dwarf (Previously clanless or not) Clan names are inherited by that dwarf's spouse and children. Only those dwarves not already part of a Clan may be gifted one by a Forii. Often the Forii will be heard to intone "dorf me as..." just before giving a Clan name to the selected Clanless dwarf. The Forii are mysterious creatures...
A dwarf without a Clan name will just leave that section <blank>
Individual Names:
Chosen seemingly at random at the point a baby is first born. The dwarf will keep this name for their entire life. As infants or children, it is their only name.
The Forii control the Dwarven Clan that they have given a Clan name and may have their current Clan Chief (Matriarch or Patriarch) request to retrieve specific supplies previously stored in a caravan or specific supplies to be taken on the next embark (one item per level of Influence)
New Embarks and "Detailed Plans"Using the save file, any Player may retire the current fortress on their own computer and create an adjacent embark to continue the track. Once these saves are posted to the group, they will be considered the "detailed plans" for future embark possibilities. At the point that an embark has completed its section of track, a vote will be held over which "detailed plan" will be followed for the next section of track. In the event that there are no "detailed plans" available, then the site that seems the most direct to the goal will be chosen instead.
What is a "detailed plan" exactly?
1. Download one of the save files
2. Retire that Fortress
3. Do a new Embark using whatever resources you want (keep a record of what you used)
4. Play it out until that embark has a full section of tracks
5. Save the game
6. Post a link to the save file + what resources you started with (ie: what it costs to build your version of the next section of track)
7. That post is a "detailed plan".
Each new embark costs 2,218 prepared meals or drinks + 3 meals (raw is fine) + 5 more drinks + 3 wood logs. This must be "offered" to the caravan from the Mountainhome and will be immediately deducted from the total stored for future embarks. The head of each Clan can call a vote on whether to spend surplus prepared food or drink rations in storage to buy a new embark at any time, so that multiple Embarks may be paid for in advance.
Why 2,218 + other stuff? Explanation:
http://www.bay12forums.com/smf/index.php?topic=152863.msg6495800#msg6495800 The Vote and Clan InfluencePlayers will have one week from the day a Poll is created to cast their vote.
As mentioned above, Players who have claimed a dwarf and given them a Clan name may add bonus votes to their Poll vote based on the "Influence" of their Clan:
+1 for living Clan Founder
+1 per living adult member
+1 per living member who has slain a named foe (listed under kills)
+1 per living member who is a Sheriff
+2 per living member who is a Mayor
+2 per living member who is a Captain of the Guard
+3 per living member who is a Baron
+3 per living member who is a Champion
+4 per living member who is a Count
+4 per living member who is a General
Permanent:
+1 per member who created an artifact and therefore founded an Artifact Clan.
+5 per member who was crowned as the King or Queen
The "vote bonus" simulates the "Influence" that a Clan can have in the politics and culture of the dwarven civilization. Any time there's a vote, a Forii can post that their Dwarven Clan chooses one option over another and that Clan's bonus will be applied to the votes of that option when they're counted at the end of the poll. If a Dwarven Clan's preference for one option over another has not been posted before the poll ends, then they are assumed to have abstained from choosing to vote at all and no bonus from that Clan will be counted.
"Ruling Clans" will slowly grow to influence the politics of the game. A few will grow to have ancient lineages, many generations long and some will be the "New Blood", just risen to the Gentry and eager to make their mark on the world. Players are free to participate as much as they like after gifting a dwarf with a Clan name, and this too, will simulate how some old Clans just keep going generation after generation, without accomplishing much, while others passionately hoard as much material and political power as they can, striving to be the most powerful of all.
The Pantheon The Skulls of Dust:
Goddess of Suicide
Zukthis Windsoul, the Invisible Riddle of Moths:
Goddess of Fate
Zalis the Hale, Rapid Fight of Princesses:
God of War and Fortresses
Garem Zenithmastered, the First Crown of Gods:
God of Rulership
Ok, the Gorge of Rock:
God of Earth, Caverns and Mountains
Ral:
Goddess of Trade and Wealth
Datan:
God of Jewels
Kodor:
God of Pregnancy
The Gentry (important families): Reports: End of Year 1
End of Year 2
End of Year 3
End of Year 4
End of Year 5
"End of Year" Report on (a day when RL doesn't swamp me, but I promise it'll look great)