Ever wonder what happens in a pocket world when populations and maximum sites are unlimited, and all but three or four map squares are already taken?
100+ starter civilizations, Dwarven sites replaced with hamlet/cities, Goblin sites replaced with the former Dwarven ones and Kobold sites replaced with Dark Towers. (Now those thieving little buggers are led by Demons, which means they're a lot more nasty.)
Rules for the Family Bloodlines fortresses:
3 ways to create Family names:
(Created): Dwarves who are the first of their kind (Their family name is the last name)
(Founder): Dwarves who found an outpost (Their family name is the name of the outpost)
(Artifact): Dwarves who create an Artifact (Their family name is the first two words of the Artifact, ignoring "The")
Spouses who each create an Artifact will take on the name of the most recent Artifact.
Family names:
Dwarves who are born must be renamed to have the last name (surname) of their fathers.
Unmarried female Dwarves get a "Miss" added to the front of their names.
Married female Dwarves get a "Mrs" added to the front of their names and change their surname to their husband's.
Married male dwarves add a "Mr" to the front of their names.
Fortress Rules:
All sites begin with a maximum of 20 Dwarves.
Dwarves in this world live and work only in cities on the surface.
All workshops may only be placed on a finished floor in a building built to contain it.
Cellars, Sewers, Catacombs and Dungeons may be dug under the surface, but Dwarves in this world build more than they burrow.
Every time Spring arrives, the Rites of Spring must be performed (The fortress retired then unretired, with the population cap increased by +10) All new marriages will be appropriately renamed.
The first Fortress must build a grand castle with a city around it able to house and feed 200+ dwarves and become the Mountainhome before being permanently retired.
Each succeeding site must share a border with a previous one, have a purpose for which it is built and may be played until a migrant arrives without a surname, at which point, all new migrants without surnames are renamed in accordance to the Family Name rules and that Fortress permanently retired.
Dorfing:
Forumites wishing to be dorfed must offer a name for one of the sites and the purpose for which it is being founded. New sites may be of any dimension, so a 1x16 tile site dedicated to building a road that leads out to some needed resource is a perfectly viable choice.
As the world ages, armies may attack one of the previous fortresses, artifacts may be stolen, children kidnapped or artifacts created.
As these happen, Quests will be posted on the board with the annual reports, and Forumites may volunteer to fulfill one or more of these quests.
For those who volunteer, New adventurers may be created to take up the cause, but they will have no titles or accolades.
However, for each Quest an adventurer completes, they will either receive a title and position of nobility or increase their chances of being chosen for a noble position:
1 Quest Completed:
May lead a squad, otherwise surname becomes -surname-
2 Quests Completed:
May take the "Captain of the Gaurd" position, otherwise -surname- becomes +surname+,
"Mr" becomes "Sir" and "Mrs" becomes "Lady"
3 Quests Completed:
May take the "Champion" position, otherwise +surname+ becomes *surname*
4 Quests Completed:
May be chosen for the "Sheriff" position, otherwise *surname* becomes ≡surname≡
Has the authority to appoint others to an available "Captain of the Gaurd" position in the same fortress, who must swear fealty to them in return.
5 Quests Completed:
May be chosen for the "Baron/Baroness" position, otherwise ≡surname≡ becomes ☼surname☼.
Has the authority to appoint others to an available "Sheriff" position, who must swear fealty to them in return.
6 Quests Completed:
May be chosen for the "Count/Countess position".
Has the authority to appoint others to an available "Baron/Baroness" position, who must swear fealty to them in return
7 Quests Completed:
May be chosen for the "Duke/Duchess position".
Has the authority to appoint others to an available Count/Countess position, who must swear fealty to them in return
Open Quests:Travel to the Mead Hall of Glovedburns and retrieve the bodies of the late Queen Stirlashes and Baron Savedmachines.
Place each corpse in an empty niche in the Catacombs, then speak with Queen Geshud and tell her about your journey.
Find and slay Xuspgas Phrasedlicks, "The Dreadful Honor of Lucidities", overlord of The Distinct Malice.
Return to Whitecastle and give his head to Queen Geshud as proof the deed is done and tell her about how you slew him.
Seek out the "Fountain of Molten Glow", then return and tell Iteb Steskorab where to find it.
Bring the skull of Tikis Fatalfilth "The Dead Vulture" to Whitecastle and give it to Morul Miredscald, telling him how you slew it.
Discover "The Mother of Screaming", and find out what she wants.
Completed Quests (Quest Champion)
...
Succession: The Game of Thrones
Only those dwarves with a ☼surname☼ may play the Game of Thrones, each time the current king or queen dies, the dwarf with the greatest number of other dwarves swearing fealty to them will take the position.
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As we play through the seasons, family bloodlines will grow and be pruned as the RNG decides, and some Families may become quite powerful indeed. They will grow and develop in a world where the history is Player made and family lines easily traced through Legends mode.
Noble FamiliesWhitecastle (Founder)
Towercrests (Created)
Groupedlance Created)
Blowingpage (Created)
Serpentoar (Artifact x2)
Warnedmob (Artifact)
Stesokrab (Artifact)
Miredscald (Artifact)
Sabreconflicts (Artifact)
Year 2Year 3Year 4Year 5Year 6