Release 4 (and a bit
) (0.85)
The chaos reigns mod is my personal project to enhance dwarf fortress, and tell a story regarding the blood god Armok, and those who oppose him.
This is still in testing, and it is far from complete.
So, i present to you the fourth release of the mod, which is a great improvement over the previous release.
Please read the readme.
*DARK ELVES*
Having fallen to worshipping the blood god Armok in exchange for the salvation of their souls, the dark elves forsook their sacred blessings and turned their back on all morality, values and ideals.
Corrupt and sinister, and bloodthirsty in the extreme, dark elves revel in the pain of other, lesser creatures. They hold no 'sacred' belief over nature like normal elves, and their weapons, culture and items reflect their warlike nature.
Dark elves live in deep forests, where they carve out dark bastions with which to launch raids to capture prisoners solely to torture for pleasure. Only the pleasing of Armok can save thier souls from eternal damnation, a blessing, and a curse.
They make use of evil creatures which they train, goad or mind control into serving them.
Dark elves are also magical creatures. By losing their souls to Armok, he granted them the ability to control the power of the ethers, increasing their power both physically and mentally.
Dark elves are commanded by the Kabal, a society of nobles who have risen to power through treachery and bloodshed. They dont tend to stay there for long, since every dark elf is a selfish, power thirsty organism that only understands the concept of total domination.
Dark Elves maintain some relations with the other races, mainly trade and are tolerated in return. However, they are despised for how quickly such a agreement can be changed.
Dark elves are playable in all modes
*ORIENTAL HUMANS*
Differing from the other humans of the land, the more mysterious, ancient civilisations of humanity still exist. These humans differ from there more less civilised cousins, and possess different weapons, clothes and customs. Their main religions revolve around sun, dawn and order worship, and the code of honour is strict and upheld to the letter. Brave warriors, they also provide valuable materials that would be otherwise hard to aquire, such as rare silks and spices from across the world.
Strictly opposed to the ruinous powers that strike across the world, they help the all the other free peoples battle against the great enemy. However, they have a certain disdain for other humans, who they blame for partly contributing to there enemies power through questionable deities, who they believe could be demons.
*WIZARDS*
After the great disagreement, the Wizards, servants of the higher purpose, were cast out of normal human society, deemed as heretics. Becoming nomads, these outcasted men and women together formed a new society made up purely of magic-capable humans and their offspring. Continuing their mission, to appose the blood god Armok and all who pay any homage to him, they actively defend all races of the world.
Humans dislike wizards, and are sometimes openly hostile. However, many humans see the powers that the wizards possess as vital in the coming storm. The demons gather like vultures to the rotting corpse of civilisation.
Wizards are extremely intelligent and have a love for wisdom. They are powerful spell casters, but are physically weaker than other humans.
Wizards can be tested in adventure mode - i have not tested them in fortress mode
*URUKS*
In the first great war between Armok and the world, it soon became apparent that the goblin, althought numerous and possesing a sly form of animal cunning, was incapable of holding back the combined armies of the free world.
Taking all the faults from the normal goblin away, Armok hoped to have created the perfect footsoldier with which to turn the tide back within his favour. However, their creation came too late, and once Armoks last bastion was taken, and his forces scattered, the Uruks fled into the hills away from the retribution of the victors.
Here, they have multiplied, and have regrown in strength, erecting dark towers and creating new armies. Along with their kinsfolk, the goblins, they are now retaking the fight to the free world, if not for Armok, then for revenge.
*SKEVEN*
Many tales across the ages have talked of hideous beasts that inhabit the many dark passages that run through the world. Many a dying ratman and kobold spoke about even larger, intelligent inhabitants of the dark. Such rumours turned out to be true - from their underground lairs hordes of skeven, as they have been named in the human language, pillage and raid through the plains of the free world. Humanoid rats - similair to ratmen, but much larger, more powerful, and more intelligent. Their motives or origins are unknown.
*CHOSEN WARRIORS*
The chosen warriors of the dark powers present the most threat to all the free world. Compromised of traitors from the age of myth, the dark forces sweep across the land murdering and pillaging where they can. They have payed a massive price for allying themselves with the dark powers - mutated, driven insane, and their souls slowly devoured.
Invested with mighty powers, they stand taller than any man, elf or dwarve, and vastly more powerful. Permanantly filled with rage and bloodlust, they descend with cries of bloodlust in the name of Armok to slaughter all in their path. Knowing no fear, they are a whirlwind of destruction in any close combat melee, but shun ranged weapons.
They are the arch enemy of all the free people, especially the wizards, who use their own ruinous powers against them.
Although allied to the goblins and uruks, they despise them, as they are seen as
weaklings compared to them.
Chosen warriors are often lead by a powerful dark entity, either a daemon, a possesed daemon prince, or a powerful wraith.
Using powerful, ruinous magics they continue to try and summon demons into the realm of the living. (*Watch this space, as soon as toady allows co habitation*)
*UNDEAD*
Deep from within forgotten tombs, the dead stir. Angered by their civilisations early destruction, the khalmir rise from their decaying, swamped cities to reclaim the land from the living. Who or what leads them is unknown, but it is believed to be a far old, insidious foe than that of even the force that drives the chosen warriors on their campaign.
All other information is unknown. No diplomats or scouts returned alive.
*VAMPIRES*
<PLACEHOLDER>
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NEWEST: VERSION 0.85
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Mirror 1
Mirror 2
*patch - 2*
Mirror 1
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VERSION 0.8
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http://www.megaupload.com/?d=1G4VQLBQ
http://www.upload.ws/download-5443573.html
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Please post any errors here, the vampires are not in their final form (Need unique weapons, clothing armour and personality modding), and theres probably numerous things that need fixing. Go test!
[ May 03, 2008: Message edited by: Deathbane ]
[ May 03, 2008: Message edited by: Deathbane ]
[ May 03, 2008: Message edited by: Deathbane ]
[ May 04, 2008: Message edited by: Deathbane ]
[ May 04, 2008: Message edited by: Deathbane ]
[ May 04, 2008: Message edited by: Deathbane ]