"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of the black seas of infinity, and it was not meant that we should voyage far."--H.P. Lovecraft
This is a total conversion mod with the aim of recreating the Cthulhu Mythos in Dwarf Fortress. The scene is North America in the 1920s, the most typical setting of H.P. Lovecraft's stories. You will found a new city, or take on the role of a lone investigator, but in either case you must survive the nameless horrors that prowl the dark corners of the earth.
Features- Megabeasts, creatures, plants and civilizations from the Cthulhu Mythos
- Unique weapons and equipment for every civilization
- New secrets
- New North American animals and plants
- New speech phrases and art symbols
- New music
- Reworked good and evil regions
CivilizationsHumans: The playable civilization. Post-war America's economy is booming and you are going to settle a new town. Real-life crops have been added, with real-life growing times, so you might want to make large fields. Salesmen will visit you every summer and winter. Several workshops have been added to make it easier for those who wish to build a city above ground, such as the sawmill and the concrete plant.
Cultists: Degenerate worshippers of nameless gods. They dwell in the swamps and will come to steal sacrificial victims from you.
Elder things: These ancient beings have towering fortresses in the arctic regions. They will come to study you and, if necessary, destroy you.
Mi-go: Intergalactic travellers that perform secret mining operations on the Earth. They welcome open-minded humans to join them.
The Great Race of Yith: These beings can transfer their consciousnesses across time and space, and possess almost infinite knowledge about the past and the future. They prefer to keep to themselves.
Important Worldgen InfoYou should always use advanced world generation when creating a world with this mod. Otherwise you will get a lot of non-Mythos things such as vampires, werewolves, and so on. The worldgen file has been modified to remove the non-Mythos stuff. You might want to lower the End Year parameter when generating a world; in long worldgens megabeasts tend to die out.
NOTEThis mod is still in the early stages of its development, and there are a lot of things to add. Suggestions are very welcome!
Last version for DF 0.31.25CreditsThanks to Ahrimahn for research help.
Thanks to Deon for the idea of using vocalizations on intelligent creatures.
Thanks to Jake for the guns mod.
Thanks to Liber celi for testing input.
Thanks to whoever invented the concept of the Sawmill workshop. If you know who was the original inventor, please tell me so I can put the name in the credits!
Thanks to whoever was the first to think of the Display Case.