Forgotten Realms Direforged (http://dffd.bay12games.com/file.php?id=10490)
What this mod does at core is take certain creatures from Forgotten Realms/D&D Universe and transplants them into the Dwarf Fortress Universe as modded by Knight Otu's Direforged. Those already transplanted so to speak have been renamed with a suitable name, for instance the original goblins of dwarf fortress are now called dire goblins and Knight Otu's sprites are now called Leaf Sprites.
The number of intelligent creatures wandering around the world without clothing, weapons or armour have been reduced somewhat and new entities have been created for the likes of say DF gremlins. All sentient beings also have basic level swimming so creatures should actually be able to live long enough to actually learn how to swim better.
Direforged creatures have been given the same treatment as based Dwarf Fortress creatures and some direforged items have been added to the Forgotten Realms Mod. This mod is not just a merger of Direforged and Forgotten Realms, it is more a splicing of the content of the two mods.
Installation.
Just unzip the archive into your main Dwarf Fortress folder, there must be no other mod installed that alters core game .
In order to get the most of this mod you want to play a large world with the maximum number of civilizations. Also be aware that mountain gnomes are now playable but use the exact same entity as dwarves do, so export your legends and check who is who before embarking if you care about that.
Log
Version: 2.6A
*Greatly expanded the dictionary, adding new words and symbols by the bucketload.
*Removed xvart slaves and added xvarts as pets instead for certain entities.
*Removed golems from the wild and made them pets of certain entities instead.
*Golems previously made of steel are now made of iron, so they are actually destructible with mundane weapons.
*A large number of entities now long produce item-thieves.
*Harpies are now known as wing-harpies, living in forest retreats and produce item thieves instead of babysnatchers (nowhere to put the babies).
Version: 2.6B
*Fixed Dynastys to Dynasties.
Version: 2.6C
*Fixed Anniversarys to Anniversaries.
*Fixed Foul Blendecs so they can actually speak.
Version: 2.6D
*Rock and Lantan gnomes now have brass golems instead of the shield guardians they mistakenly had before.
Version: 2.6E
*Removed buggy building destroyer tags from skyhak.
Version: 2.6F
*Made tower hobgoblin arch-inquisitors properly carry out diplomatic and trade functions.
Version: 2.6G
*Lantan gnomes no longer cull [ENITY_NAME_KINGDOM] as it was preventing their civilization from forming proper names.
*Forest gnomes are no longer unintentionally playable in fortress mode.
Version: 2.6H
*Fixed a typo in impetuosity.
Version: 2.6I
*Fixed grammer so that we get the "house of rabbits" rather than the "house of rabbit" basically.
*The plural form of Athach is no longer Grimlocks.
Version: 2.6J
*Readed is now no longer a word.
*Foul blendecs are now no longer commanded to use Negative-symbol words and also prohibited from doing so.
Version: 2.6K
*Engraveing is now Engraving.
Version: 2.6L
*Helixs is now Helixes.
Version: 2.6M
*Went through dictionary fixing small bugs, mistakes and alphabetizing.
*Adding missing translation words for Cats' Eye and the D&D versions of for instance kobolds, they were missing because of an limitation of the language generator.
*Renamed certain obscure monster gods so they are spelled correctly.
*Prevented storm and cloud giants from having more than one entity each, because they are too powerful due to game not understanding that larger creatures should consume more resources.
*Added 10 more words.
Version: 2.6N
*Redcaps actually exist now.
*Fixed three typos in the dictionary.
Version: 2.6O
*Fixed a number of typos in the dictionary.
Version: 2.6P
*Systematically went through the dictionary, eliminating most if not all remaining errors.
*Got rid of four duplicate words.
Version: 2.6Q
*The plural of lacedon is no longer ghasts.
*The description for lacedons no longer refers to them as ghasts.
Version: 2.6R
*Male ethereal slayers are no longer labelled as female.
Version: 2.6S
*Green tree frogs are no longer referred to as green-tree-frog-kittens.
Version: 2.6T
*Great horned owls are now properly considered [BENIGN]
*The dwarf fortress style civs now no longer like mountain biome to solve issue with initial starting location.
Version: 2.6U
*Mountain gnomes now also no longer supported by mountain biome.
Version: 2.6V
*Most entities are now mainly or only supported by rivers.
*Put mountain support back in for dwarves and similar because it's absence was causing them to no longer create new fortresses.
*Eliminated climate preferences for dwarves, they can now always set up hillocks in whatever environment they find themselves.
Version: 2.7A
*Added D&D elves.
*Added some missing plurals to certain words.
Version: 2.7B
*The new elves now only have biome support for rivers, lakes and oceans like the regular elves and most civs.
*Harpies now are not [KILL_NEUTRAL:REQUIRED] like other forest retreat civs and do not have cave creatures+crops+wood.
Version: 2.7C
*Drow can no longer use [GOOD] names.
Version: 2.7D
*Added missing [SITE] tokens to Duergar entity.
Version: 2.7E
*Added layer-linked drow entity.
*Added layer-linked orog entity.
*Added cave-based orog entity.
*Added the missing [SITE] token to sisters of Synnoria.
Version: 2.7F
*Removed duplicate [ASSERTIVE] language tokens in Drow.
*Made the new orog and drow layer-linked entities from the previous release actually work and not crash the game.
Version: 2.7G
*Fixed missing layer-linked entity creatures by adding missing required creature info.
Version: 2.7H
*Fixed troll entity.
Version: 2.7I
*ACTUALLY fixed troll entity.
Version: 2.7J
*Finally tracked down and dealt with a bug that was causing large and sometimes medium worlds to crash.
*Fixed incorrectly capitalized GRAY in the language file.
Version: 2.7K
*Implemented population control measures for giants while boosting certain low-performing civs as well.
*Added missing orchards to a number of forest retreat civilizations.
*D&D kobolds are now long [ITEM_THIEF] but a few extra cavern based civs are.
Version: 2.7L
*Renamed resized items to a non-numerical, if arbitrary adjectives.
Version: 2.7M
*Renamed some items that were missed in 2.7L.
Races
Colonists
Rock Gnomes. (fully playable)
Lantan Gnomes. (fully playable)
Shield Dwarves (fully playable)
Gold Dwarves (fully playable)
Sun Elves (fully playable)
Moon Elves (fully playable)
Star Elves (fully playable)
Wood Elves
Wild Elves
Llewyrr
Avariel
Drow
Gray Orcs
Ondonti
Ogres
Ettins
Forest Trolls
Orogs
Goblins.
Xvarts.
Lightfoot Halflings.
Ghostwise Halflings.
Strongheart Halflings.
Tasloi.
Hobgoblins.
Dekanter goblins.
Bugbears.
Athachs.
Boggles.
Svirfneblin.
Forest Gnomes.
Orcs.
Kobolds.
Gnolls.
Derro.
Yak Folk
Deep Halflings.
Hill Giants
Frost Giants
Fire Giants
Cloud Giants
Storm Giants
Stone Giants
Duergar
Artic Dwarves
Wild Dwarves
Urdunnir
Chultan Dwarves
Desert Dwarves
Fey
Fomorians.
Xvart Slaves.
(Wing)Harpies.
Foul Blendecs.
Pixies.
Grigs.
Korred.
Killoren.
Hybsil.
Sprites.
Atomie.
Abeils.
Natives
(Mountain) Dwarves. (fully playable)
(Feral) Elves. (fully playable)
(Dire) Goblins. (fully playable)
Mountain Gnomes. (fully playable)
Dark Gnomes. (fully playable)
Humans (fully playable)
Skyhak'Ur (fully playable)
(Howling) Ogres.
Quicktrolls
Blind Cave Ogres.
Gremlins.
Plump Helmet Men.
Ant Men.
Amphibian Men.
Serpent Men.
Reptile Men.
Rodent Men.
Maneras.
Gorlaks.
Troglodytes.
Tower Hobgoblins.
Aurides.
Wuradi.
Carmine Fey
Redcaps.
Nucklavee.
Dullahan.
Lyroakas.
Itarin
Ekodus.
Facham
(Cave) Kobolds.
Story
http://forgottenrealms.wikia.com/wiki/Spellplague
In 1385, as the Spellplague began an unknown group of wizards, feeling their powers fading away and Toril headed (it seemed) to certain destruction attempting one last desperate spell. They opened hundreds of portals to a new world that they sensed drifting between Toril and the Feywild and through these portals fled an unknown number of groups of people seeking to escape what seemed to them was the end of the world.
As the Spellplagued continued however, the structure of the universe upon which the unknown wizards had constructed their portals fell apart. The new world hurtled into the Feywild and the portals that led to Toril exploded with magical energy, immolating everyone for miles around. Perhaps the majority of the groups that left Toril perished in the explosion but some were lucky. Some of the various wizards, sorcerers, clerics, druids and favoured ones among the population had the forsight to attempt to use their power to close the portals when they first began to spurt deadly energies.
The effort killed them all, but their sacrifice saved their peoples from destruction. In time they would become the gods of the new world, the colonists elevated them to the status of godhood and a whole mythology was pieced together based upon what little was remembered about their often rather ordinary lives. The survivers were left stranded on a new world and with no way back they set themselves to the task of survival. The new world was in general lush and bountiful so few of the colonists starved, but dark creatures stalked the earth and wilderness seeking prey......
Some colonists however had not been so lucky. The storms that had destroyed them all subsided in time and the portals that were at their centre now led to another place and that place was the Feywild itself. Large numbers of fey creatures began to migrate into the world also, but a dark empire of the fomorians saw the opportunity to annex the world to their vast domain. Trapped deep beneath the new world surface was a portal to the Lower Planes and through this portal had emerged a horde of fiends, colonising the centre of the world as their own domain.
The fomorians reasoned that they had the advantage over the natives, the colonists and the other fey alike. But powerful Archfey, presently absent would certainly intervene to save it eventually; unless that is the portals into the Feywild were sealed. However the fomorians had seen what had happened to the colonists spellcasters when they attempted to seal their portals; they had died. So the Fomorians formed a pact with the fiends beneath the earth, in return for allowing a small group of them to reach the surface they would help them seal the portals. The fiends kept their side of the bargain and then promptly turned against those they had dealt with, carving the fomorian outposts up among themselves with ease the moment the effects of the Spellplague reached the new world. Naturally they killed all among the fomorians with spellcasting abilities and many evil races, seeing what they had done embraced the newly arrived demons as their rulers.
The world had not been uninhabited when the portals had opened. There were many natives living but these had been held of little account, since they lacked the reliable magic that the colonists had at their disposal their prospects for long-term survival looked grim. Now the colonists and fey lacked such magic also their prospects looked far better and the most advanced among them were the mountain dwarves and the mountain gnomes.
Known DF Stories
The Story of The Last Dwarves (http://www.bay12forums.com/smf/index.php?topic=157506.0)
(Last updated 5th October 2016, discontinued)
Started out being able to take earth elementals at a cost of 1, so I got a bunch of those because I'm a cheap bastard - they're doing my hauling, animal handling, furniture construction, etc. and I can assign them to squads, which is pretty awesome, and one of them pulped a wolverine on embark, so their value should definitely be increased.
But they also started to get (!)distracted, which says they've got some personalities :V Sure as shit, I built a tavern, and they started having dance parties
(https://dl.dropboxusercontent.com/u/46645289/dancegolems.jpg)
Not sure if it's intentional, but it is adorable somehow. I wonder if they'd have started fights if I hadn't gotten the dance floor up and running.
Toady did say he was planning on doing cavern embarks at some point. It was in the lsat Future of the Fortress reply, actually.
It's much more likely to happen when we get to the deep dwarf trade from the edge of the underground layers (probably with the firstish embark scenario release). We're certainly planning to have a cavern start scenario, though it is very hard to say now what will be in the first batch since there are so many options.
That does look to be a ways out, though. Slavery does sound like it'd be a vital and necessary mechanic of that kind of thing, though.
I suppose that gives me some time to finish off the tileset I've been working on. I really have very little skill at this pixel art stuff.
(https://i.sli.mg/Iaz69E.png)
Toady did say he was planning on doing cavern embarks at some point. It was in the lsat Future of the Fortress reply, actually.
It's much more likely to happen when we get to the deep dwarf trade from the edge of the underground layers (probably with the firstish embark scenario release). We're certainly planning to have a cavern start scenario, though it is very hard to say now what will be in the first batch since there are so many options.
That does look to be a ways out, though. Slavery does sound like it'd be a vital and necessary mechanic of that kind of thing, though.
I suppose that gives me some time to finish off the tileset I've been working on. I really have very little skill at this pixel art stuff.
(https://i.sli.mg/Iaz69E.png)
Your drow tileset looks pretty fine to me, though I was more looking for something along the lines of Gemset (http://www.bay12forums.com/smf/index.php?topic=150753.0) for when I finally get round to graphics (aka a long time in the future). Basically I intend to take the existing graphics for the existing creatures and then make my own, I do not however intend to ever use graphics for inanimate objects, I like the gemset look along the lines of this image (https://www.google.co.uk/search?q=gemset+dwarf+fortress&newwindow=1&safe=active&tbm=isch&imgil=H0dADhpAdyUzLM%253A%253BPOoK_d1qKiPAXM%253Bhttp%25253A%25252F%25252Fwww.bay12forums.com%25252Fsmf%25252Findex.php%25253Ftopic%2525253D150753.0&source=iu&pf=m&fir=H0dADhpAdyUzLM%253A%252CPOoK_d1qKiPAXM%252C_&usg=__3HtPtc_1PiLJvwVWaG5xNJq7Rb8%3D&biw=1920&bih=940&ved=0ahUKEwjvg6Ll547MAhXDPg8KHYFSCeIQyjcIJg&ei=c-gPV6_-DsP9PIGlpZAO#imgrc=H0dADhpAdyUzLM%3A) where the background is ASCII but the creatures are graphics.
well, drow don't necessarily only carve into the rocks, they also wander the underground and even wage war on surface civilizations, so settling them to the caves and the underground would sound fair enough.
but creating the society with all its matriarchy and slavery will be a hard to solve necessity.
Creating the society is only a problem due to the lack of slavery, once that is in the society problem is fixed for good; drow matriarchy is a doddle to represent since all I have to do is add an all female priestess caste and restrict the key positions to it. The cavern embark thing is an absolute must however, while the drow do sometimes wage war on surface civilizations they do so in order to capture fresh slaves for their own underground society not because they actually wish to establish themselves as a surface power. If drow did decide to become a surface power they would not build dwarf fortresses but would probably build what would in DF terms be considered towns.
Drow do not carve the rocks much though, in DF terms they pretty much wall off cavern section and then wall off more cavern sections as they expand. That is why we need an underground embark in order to justify making them playable, because it would not be an accurate reflection of society society to have them cross the surface world in a wagon order to then carve themselves a city out of a mountain, even if I could give them a 40-70% slave population. They essentially have to start in a caverns and then wall themselves them off to create themselves a safe home.
(https://i.imgur.com/BtiGLgj.png)
30 giants in total from two sides of the map (one hill giant got trapped in a cage trap, one frost giant got away). Hills were effortlessly taken care of before they became a threat, Frosts ambushed a group of dwarves hauling wood, killed many including the mayor/manager/broker/bookkeeper and a legendary mason. They chopped civilians into pieces before my 18 warriors arrived, then they chopped like 8 of those warriors into pieces as well.
Some fish dissectors, dyers and lye makers got promoted from trash collectors to cannon fodder valiant defenders.
At the moment I'm wondering if I should throw the captured giant into the deathpit, build an arena and let him die with honor, or quickly assemble a firing squad.
One more thing, it's impossible to make vanilla pedestals and display cases. Can't display my legendary sawwood grates and siltstone hatch covers.
(https://i.imgur.com/Wavlbfl.png)
This is what the raws look like to me
There's nothing wrong with the file apparently. When I copy and paste it, the formatting looks normal. No idea what's happening, but the only problem is that it's hard to read.