With canon adventurers I want them to not finish quest but add flavor to completed/Abandoned/ruined forts.For exapmle if I finish my fort in 8 years then abandon I can have a canon adventurer go into the fort to die horribly adding it into legends. In legend after a fort is abandoned or completed it's history stops, UNLESS you visit as an adventurer or reclaim.
So I figure having a canon adventurer go into the fort or (multiple adventurers) would add flavor, Sort of a
"yes the mighty demi god heard tales from the masons who worked on the the great deathmaze of tombtome and went there in search of riches. He was never heard from again. Surely this is a place of great danger."
Whatever happens there will be more rumours and entry's in old forts. Which I feel is benificial. It give more of a this fort was abandoned 20 years ago and nothing ever happens there now, and less of this fort was attacked by a minotaur, or this dwarf settled in this fort.
But it would be good to have a more concrete Idea of
What the adventurer is allowed to do. For example your adventurer Can only go into a fort you made, OR a fort Soe one else made with the permission of the creator. Plus the adventurer has to have a set goal, it could be Go into fort and die or grab an adamantine sword then retire to become badass immigrant, OR in some cases the adventurer could be instantly retired after creation, so they become High stat warrior migrants. Another issue to adress is companions, and slabs.
Companions are tricky business. I don't know how rumors are tacked in game, But I think it could have to do with witnesses or civilisation or possibly location. If rumors are tracked by civ or witness then having a companion witness your demise and go report it to his civ may be of benifit but i doubt this. Honestly I can't see much use for canon adventurer companions other then to scare off bogeymen.
IF Slabs are reusable and available it would be cool if canon adventurers could learn necromancy (or become werecreature) and then go to an old for and claim it as their own. Though I don't know if they will be able to do this in a way that beinfits the world. It would be cool if you could be a necromancer/vampire hiding in your own fort when you retire so you become another nightcreature to be slain. I think it may need dwarfhack or whatever to turn your fort into a site for you to be able to retire though. Otherwise you'll probably get the "give in to starvation" option.
I have a question, If I do finish early, may I do multiple canon adventurers? My main plan for doing this was to start them have them punch the nearest person in order to become a criminal, and then flee to the fort I made. Not only would this add quite a bit of atmosphere to the fort itself, but it would also make additional quest targets (NPCs will send Adventurers to fight criminals, right?)
That seems sorta reasonable to me, I like the Idea that 20 or so year after world gen we can still make new night creatures and quest kills, By say attacking a villager or two the hiding in the hills. But a big problem with with that is that you may not be able to Retire in an old fort. You might have to retreat to a differnt civilisation and that may cause some problems, like you could run into a unique enemy like a bandit master, or dragon by accident, things we would much rather keep intact for variety. Plus if you get killed, It means you killed a villager for no good reason, which is rather detrimantal in overtly large quantities.
THis kind of thing plus ideas I mentioned above need some peer review.