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Topics - Timeless Bob

Pages: [1] 2 3 4
1
I know aquifers can be turned on and off in the LNP, and Masterwork has a Tear of Armok stone that creates water... How difficult would it be to make certain minerals seep water like a slow aquifer during rainstorms?  I'm thinking all the ones that currently function as aquifer seepage materials - can aquifers be painted on all minerals touching air when it starts raining outside? 

I'm thinking this wouldn't apply to the the Underworld, but maybe it would too.  That would explain the big underground lakes and the mushroom trees...

If this is doable, watersheds and random ponds, flooding and various other watery mischief (including spreading blood/vomit around) would be a thing.  Streams regularly flooding their banks (like the Nile) and farms being regularly re-mudded seem to also be possible.

Is this doable?  Can DFHack do something like this?

2
DF Suggestions / Make loading the wagons prior to embark a mini-game
« on: August 27, 2020, 02:23:58 pm »
I was looking at Meph's recent graphical attempt for the UI over in the dwarffortress reddit group and it came to me suddenly: Why isn't the loading of the wagon/s before we embark, not its own stacking mini-game?  I'm going to cross-post the idea here, so if you're not a redditor, you won't have to sign up.
Spoiler (click to show/hide)

By playing around with even an ASCII variation of this mini-game, new Players would get a kind of tutorial about how the basic fort layout functions in first place as well as allow the wagon to be a 5 z-level starter concept for what will afterwards be much more.

         II===========II
   []   II--------------------II   []
   | |+II--------------------II+| |
   []   II--------------------II   []
         II--------------------II
         II--------------------II
         II--------------------II
         II--------------------II
   []   II--------------------II   []
   | |+II--------------------II+| |
   []   II--------------------II   []
         II===========II

3
DF Suggestions / Radical idea: Gobs and Elves don't reproduce
« on: February 19, 2020, 02:29:10 pm »
In most worlds, the goblins and elves will eventually outbreed everyone else because they are immortal but also reproduce.  Elves are less likely to outbreed goblins by dint of their wooden weapons and armor, but they can still overwhelm if goblins aren't around, given enough time and space.

  So here is a radical suggestion: Immortal races don't have children!  The cultures of the elves can be continued with animal-people immigrants.  Elves are already freinds to animals, so it follows that animal-people would be the logical mortal choice for elvish culture.  The animal people would be their surrogate children, and those born in elvish lands would take on the culture and mores of the elvish culture.  Elves should be given preferential treatment for positions of authority in this culture, as the immortal "Elder Race" overseeing generations of animal-people as they keep the glades and forest homes of the Elvish nations in good order.

Goblins by their very nature are violent and doomed to fight one another as well as serve their demon overlords.  Death comes to them quickly (but apparently not as quickly as they breed).  However, they also kidnap other races and this is where they should be able to gain their "new recruits".  In stead of making new goblin children, it's the kidnapped "immigrants" and their children who become the replacements for their goblin masters.  Have the immortal goblins fight with each-other, but get preferential treatment when it comes to positions of authority.  Kidnapped races and their children only get positions of power if there is no other goblin able to take it.

This will eventually lead to the weaker or less treacherous Elves and Goblins being killed off in one way or another and most of the remaining ones either being high priests or nobility of some sort, perhaps pursuing esoteric concepts like science or magic or writing endless books.  In later years, elvish or goblin weapon-masters become late-game challenges, each with thousands of kills under their names. 

The mortal races of kobolds, animal people, humans and dwarves would reproduce and die like normal, eventually taking on different cultures as they immigrated to and were transformed into goblin or elvish cultures. Wars or alliances and the ability to affect cultural change in that way would also become much more feasable.

4
DF Suggestions / Preists as mobile religious prayer sites
« on: December 03, 2019, 12:10:29 pm »
I've had many dwarves either tied up or caged due to the justice system, or restricted to the hospital due to injuries who have a bad thought about not being able to pray to their deity.  A thought came to me: Why not add the ability to "counsel believers" by adding the ability to commune with a deity every time a dwarf talks to a priest of their deity?  It could be tied to the "giving water" mechanic which already applies to both prisoners and wounded.  Furthermore, regular conversations with priests of a correct pantheon would help idle dwarves to get another boost to their moods by allowing that to be a chance to "commune with their gods" as well.  Preists talking among themselves would be a mutual benefit, which would explain why monasteries and the like even exist in World-gen.

Preists as authority figures could be used to be cried on as well as provide religious counseling, which would make an administrator preist that much more valuable to a Fortress community.

5
DF Community Games & Stories / Tales of Riverworld
« on: November 08, 2019, 02:06:40 pm »
Tales  of  Riverworld

   


   These are the stories told as they're played, in Olde Forum Fashion of the dwarves of Riverworld.  The dwarves of the good ship Dragon's Eye will sail from port to port, exploring the various communities of dwarves they come across.  Some crew may be lost while searching for treasure, some may decide to settle down and raise a family, still others may find a grimmer destiny.  The crew of the Dragon will ebb and flow much like the tides of the everchanging Seas. Regardless, her captain and crew will continue to sail the seas and straits of Riverworld, seeking adventure and fortune where-e'er the wind takes them.

   Chapter 1: Udil's Bloodprice

6
DF General Discussion / Undead Performance Troupe... Grateful Dead?
« on: May 10, 2019, 06:24:46 pm »
I'm of the opinion that an "opposed to life" member of a musical/ dance troupe might not be such a bad thing - it would certainly become an interesting encounter in Adventure Mode, where everyone's getting along fine playing thier instruments and having a grand 'ol time, when an adventurer strolls by outside and suddenly there are drunks and other patrons rushing out of the doors, fleeing the zombie drummer who has suddenly gone berzerk inside.  The adventurer may be returning from completing a quest, for instance, or helping bring a recently freed child to their parents.  Having this pop up out of nowhere makes the game seem much more dynamic and alive: not knowing if that tavern you're seeking to sleep in might be harboring a dead musician ready to do what the bogeymen outdoors would otherwise do...  !!FUN!!

7
DF Dwarf Mode Discussion / Preparing the way: Wagon Trails
« on: February 10, 2019, 11:05:33 am »
I've often thought it would be an interesting game to be in the wagon as it travelled to the embark, the dwarves eating on rations and maybe scavenging some others along the way, defending it against various hazards and either building or smoothing a road in front of it so it can get to its destination.  You can do this a little in adventurer's mode, but The trouble is that there are no wagons that can move stuff from point A to point B other than minecarts (which are 1x1, not 3x3).

So there's a way to get wagons to spawn in an edge location of your choice, if you make the map unable to spawn the caravan wagons anywhere else (I tend to use pillar walls set up every three spaces, with only a double space between them.)  Here's the idea I've had:

Suppose I set up a target for an embark, then use a series of embarks to make roads/tunnels/bridges, ect... to get them there?  The trick is that in each map, the caravan wagon will have to spawn in the exact place it would have spawned in, if it had rolled out of town and towards that embark location. by putting the Depot over on the other side of the map, the wagon will then have to make its way over to it. I count how many tiles the road is from the top or left and in the next embark, then retire the completed embark and set up a new one adjacent to it.  The original seven all are nicknamed and I make sure none of them hold noble positions, so when they "emigrate" to the new site, we treat them as just the original wagon crew passing through a new section of map.  Of course, that means that there is a chance one of them might die along the way.  If so, I'll just play it as one of the tragedies that can happen on a long journey.  Of course, in the space of several embarks, the dwarves may get married, gain skills, gain injuries, and so on.  The journey may take years to reach the embark site, so that each embark might need to supplement the food and drink that the next embark gets to bring along.  Following a stream may not need to replenish the alcohol, but a long stint across the desert will need some serious liquid fortification.  What is available at a previous site is what makes it to the next one's supplies brought along.  To that end, there will be no broker chosen and no caravan interaction other than getting it to path from one spot to the other side of the map.  Unless the journey passes by a town with a market, the dwarves have to be self sufficient. 

The other sets of seven will become the population of dwarves who might be travelling behind or with the caravan, hillocks dwellers and mercenaries that the original seven accumulate along their journey, and the greatest of whom might replace a fallen member of the original seven.  This experiment will either end in a total wipe: the original seven are slain and thier journey come to naught, or a surviving crew makes it to the final embark site and begins building the high ramparts of a Dwarven Fortress.

8
DF Community Games & Stories / Smallworld Dwarfopoly - The Bloodlines
« on: September 15, 2017, 07:55:57 am »
This part of the Smallworld Dwarfopoly game.  "The Bloodlines" mini-game charts the emergence of whole lineages of dwarves from one civilization: The City builders of Tun Kab.  Vanilla DF has no rhyme nor reason when it comes to naming its dwarves, making the following of lineages very difficult.  So I will be using the following rules to simplify and clarify who is related to whom over the course of the emerging history.  I'm putting this in a separate thread so as not to cause as much confusion. 

Rules for individual names:
Spoiler (click to show/hide)

Rules for Clan names:
Spoiler (click to show/hide)

Clan prestige and the three classes of Nobles: The Royalty, The Nobility and The Gentry
Spoiler (click to show/hide)

Infamy: The military path to Prestige
Spoiler (click to show/hide)

Wealth: The golden path to Prestige
Spoiler (click to show/hide)

The Clergy: The religious path to Prestige
Spoiler (click to show/hide)


9
DF Community Games & Stories / Smallworld Dwarfolopy - City Planning
« on: September 15, 2017, 05:08:35 am »
This is part of the Smallworld Dwarfopoly game, specifically for forum discussion about the purpose, placement and name of new districts. There will be three polls for each new District based on the suggestions submitted in the comments:

1) Purpose:
Spoiler (click to show/hide)

Placement:
Spoiler (click to show/hide)

Name
Spoiler (click to show/hide)

"Purpose" is the first poll that will be posted, followed by "Placement" then "Name".  The "Purpose" poll will be completed when there are five votes for one choice (one vote per forum member). Using the first five suggestions from the comments below, the "Placement" poll will replace the "Purpose" and be completed with another five votes from forum members who choose to vote ("The Forii"). The "Name" will be the last poll in the cycle, once again using the first five suggestions (so long as the names fulfill requirement number four.) Once the current District is completed and retired, (and any adventure-mode goods and coins transporting has been taken care of), the new District will be embarked upon and a new cycle begun with a new "Purpose" poll be posted for the next District.

District requirements:
1) All Districts will be 1x2 or 2x1 embarks immediately adjacent to a previously built district. 
(You might have noticed that the Goldenbasis District is a 2x2 embark, but it will be the only one, since it is the Palace and Treasure Vault District of the King and the seed for the rest of the Districts of the City.)

2) Each District will be zoned for a particular purpose based off of the most recent "purpose" poll
3) Districts must be able to, at a minimum, have paid off their embark debt and completed their District goal to be eligible for the site to be retired.*
4) Districts must have a name that coincides with their purpose.

*: If a District is facing starvation, it can be retired until the next autumn, where the trade caravan will be able to help get them back on their feet, so they may complete their District goal and pay off their embark fees.

Royal Taxes and Fees:
Spoiler (click to show/hide)

Embark Debt:
Spoiler (click to show/hide)

"Property Value" (ie: where are the rich neighborhoods and where are the slums?)
Spoiler (click to show/hide)


District Rent
Spoiler (click to show/hide)

Artifacts
Spoiler (click to show/hide)


Feel free to also use this thread to discuss the game in general, Role Play if it suits your fancy, ask questions, or suggest new additions.  While the general purpose of a District is available in the "Purpose" poll, suggestions as to the specifics are also welcome.

10
DF Community Games & Stories / Smallworld Dwarfopoly - The City
« on: September 14, 2017, 05:11:58 pm »
History                                        City Planning                                        Districts                                        The Bloodlines


My attempts at getting a Dwarfopoly world have seemed to often break the game program time and again.  Instead, I've elected to use a heavily populated (200 civ) pocket region with 40 caves in it.  With most of every embark square taken by one civilization or another, there should be constant warfare and adventure hooks being produced by the RNG each and every in-game year, which should make the world much more dynamic and chaotic.

SmallWorld


There are 40 caves in this world that will be the sites of the future temples for the Dwarfopoly section of the game.  Much like the other two, this will be a succession adventurer/fortress building game.  However, first comes a couple separate games used to build up the history of SmallWorld: "The City" and "The Bloodlines".  "The Bloodlines" is what I had going in the second Dwarfopoly game, involving naming strategies based on families.  However, "The Bloodlines" will be in a separate forum thread linked to this one so it isn't as confusing.  Who knows? perhaps we can get mate888 to provide his excellent family crests again.  Those were awesome!

"The City" Game
Dwarves in SmallWorld build Hamlets, Towns and Mead Halls, much like humans do, mining the earth for minerals, but living above it as well as below. While the Goldenbasis District is a 2x2 embark because it will be the seed upon which the rest of the City is built,  all other Districts will be 1x2 or 2x1 embarks: each fulfilling a specific role.  The roles and placement of each new district will be decided by poll and discussion, while the current district is being built, and will be hosted on the "City Planning" thread.  According to their purposes, each District will have one or more end goals, which will be discussed in further detail in the "City Planning" thread.
  Each District will be permanently retired if its end goals are met or every single dwarf in it has died.  There may be sections of The City where none currently live except for the ghosts of the unhappy dead and whatever dark creatures decide to make it their home.  However, some may be bustling metropolises, filled to bursting with hundreds of industrious workers.  So be it, this is The City.

End goal: to spread into every section of of the 16x16 District map.  By the end, The City will be comprised of 127 seperate Districts.  Once The City has completed the end goals of it's final District (or its residents have perished in the attempt), this portion of the SmallWorld game will be completed and the Dwarfopoly game can begin.

11
DF Suggestions / Artifact failure descriptions:
« on: April 24, 2017, 05:59:47 pm »
Simple enough suggestion: If a dwarf fails to create an artifact, don't have them described as "creator of such and such artifact".  Instead, just have it say something like "Failed to create such and such artifact".  A little tweak, to be sure, but important in the logs of a game as well as the descriptions in engravings and on memorial slabs.

12
At long last I am beginning a new Dwarfopoly game.  However, This one will begin as a story-mode world that charts the emergence of whole lineages of dwarves from one civ: The Bridge Builders of Mingtutherith.  Vanilla DF has no rhyme nor reason when it comes to naming its dwarves, making the following of lineages very difficult.  So I will be using the following rules to simplify and clarify who is related to whom over the course of the emerging history:

Rules for individual names:
Spoiler (click to show/hide)

Rules for Clan names:
Spoiler (click to show/hide)

Clan prestige and the three classes of Nobles: The Royalty, The Nobility and The Gentry
Spoiler (click to show/hide)

Infamy: The military road to Prestige
Spoiler (click to show/hide)
---

Sounds complicated, but it really isn't.  The world is made up of 40 large islands in the shape and position of Monopoly squares.  They are separated by a cursed sea filled with freakish weather and undead monsters.  Before the community succession game can begin, these islands must be linked together by a chain of 39 bridge forts, and the history of those bridge-forts will be the history of the world that Players will be inheriting when the game is ready to become a succession world.

Each year, the history of the Bridge-Building civilization will be updated and the links posted below.  Likewise will the family trees of each Clan be updated, along with each Clan's Prestige (click on their coat of arms for easy reference).  Finally, yearly shots of each bridge's progress will be provided.

WARNING: Do not attempt to read the entries here chronologically.  The following post's image links lead to replies I've posted in this group - it won't make much sense if you attempt to read the posts in the order they were posted.  This is a hyper-document format instead.


Credits:
Spoiler (click to show/hide)

13
The Realm of Slaughter founded what was to be a glorious city to the west of Greatsavages where their King holds court in His mead hall.  Alas, it was not to be - the great city was conquered by Oinomancers (Wizards of Wine), who slaughtered every inhabitant before cursing the site with further abominations.  Before its untimely end, a great temple to The Soaked Fin was built, and somewhere within that temple, a gem studded statue of The Soaked Fin waits to be reclaimed.

This is the adventurer challenge:
  • Travel to Greatsavages and meet with the King. This is where your adventurer will be given his/her quest.
    (Provide proof of this meeting with a screen capture.)
  • Travel to Citybalances and retrieve the statue of The Soaked Fin from its place in the temple.
    (Describe the journey and provide any screen captures you wish to tell the story of your adventures getting to the Statue and getting it back to Greatsavages)
  • Bring the statue back to Greatsavages and present it to the King.
    (Provide proof of this final meeting with a last screen capture.)
  • Save the game and post the new save in this forum.

The Quest is successful so long as the King is alive and the statue is left in the Mead Hall of Greatsavages when the game is saved.
Extra honors for the adventurer that returns with trophies taken from active enemies of The Realms of Slaughter or from great beasts of the wild.

This challenge uses the Masterwork Mod
Latest save: The Quest for the Fin

Questers who accept a turn but then do not post an update on their quest (A paragraph or screenshot plus caption at the minimum) before one week has passed, are considered to have gone missing and the next person in line will begin using the Latest Save.  At any point, a Player may voluntarily Retire their adventurer, which will immediately give them the next available turn.  Of course, the Save with the retired adventurer must be posted so that the turn may pass to the next one in line. (If a retired adventurer is killed before they can take another turn, the Player still does not lose their spot.)

It was all a dream... If the game crashes during a turn, a Player may pick it back up from the last save they've made during the turn.  Everything that was "lost" when the game crashed is considered to be a prophetic dream sent by the Gods.  Game crashes are basically automatic "do overs".

Heroes who have chosen this Quest: (Currently questing Died in the attempt Retired Gone Missing Succeeded gloriously It was all a dream...)
1. Ryukan Questman, a Human Blademan from The Realms of Slaughter  The Dream of The Not-so Epic Quest
2.
3.
4.

14
I was reading something dry and technical on Medium today about the economics of the Roman city-states and how modern economic theory didn't support it, when on an inspiration, I looked up alternatives to market-driven economies. 

Turns out, there's just one (plus "mixed", but that's like getting the soft-serve swirl of two flavors, so in my mind it's not as distinct): A "Command Economy".
Spoiler (click to show/hide)

So, then I looked up various examples of historic command economies and right at the top of the list was the civilization of Ancient Egypt:
Spoiler (click to show/hide)

So as I looked at this, more and more, I was seeing how similar the fortress (and the possible entire civ structure) of dwarf fortress resembled the socioeconomic structure of ancient Egypt.

What's interesting about this is that Command economies are there to help the greatest number of people to live and work, rather than create the greatest amount of wealth for a specific person.  The purpose of each strata of society is specifically there to make the next strata up a little more comfortable, and it's the responsibility of each strata to make sure that all the ones below them are doing their part to maintain the status quo.  At the very top of the pyramid is the Pharoh and his family, the figurehead for the entire civ. (Much like the king or queen of all the dwarves.) 

Perhaps Toady can use the Ancient Egyptian model to finally simulate the dwarven economy - each Fortress tasked with a specific series of dictated production goods based on their social standing in the civ as a whole, and likewise given authority to dictate production of goods from those below them in social status.  Each social status required to provide their types of goods to the ones next up in the social chain, plus passing along any other goods from further down that are required by their social betters.  It creates a whole system of embark-perogatives based around the social class of the site embarked from.  Furthermore, as sites are created out from the central government, any time one in a branch increases social standing, the best favored of their daughter sites would also rise to fill that vacancy, and so on down the line, allowing the authority for new sites to be embarked upon, to produce the required raw materials needed to sustain the entire system.  It becomes a self-sustaining trade economy based around direct mandate rather than the more chaotic indirect mandate for a free market system.  As such, the flavor of the game wouldn't be compromised, but merchants would be able to be logical about their demands, and the outpost liaison would function as the mother-site's mouthpiece, dictating which kinds of materials and goods are required by the Mountainhome on pain of pain.

Of course, embarks that decide to go rogue (or who either ignore or fail to meet their production quotas) would have to face the civ version of the Hammerer.  The expedition leader or Mayor's life plus all of their family both at home and else-where might be forfeit.  Or possibly, whatever social standing the Fortress had managed to obtain in the civ would be given to another site, and they'd be demoted. 

At the very bottom of the ladder are war captives and other slaves, which could very easily become a different civ flag, which is then able to be seiged and attacked by the former Mountainhome.

The benefits of being a Fortress with higher social standing are obvious: raw materials could be demanded of any daughter-embarks, to be transported to the site by the caravan as trade-goods to be taken or passed along to fulfill higher-up quotas.  Also, the expectations of each citizen in the Fortress for a minimum standard of comfort might also increase with social standing, allowing artists more time and resources to produce great works and as a site increased its social standing, so would its citizens be automatically afforded a commensurate level of respect (or secret derision/hatred) from those who are of a lower social standing in the civ.

There are other connections that such a system implies, like surnames and branches of a specific family who are "well connected", such that nepotism can be used to place high ranking nobility into military positions, or upwardly mobile marriages from one social level to another becoming a "thing", including great expenditures of luxury goods to appease the sensibilities of the intended bride/groom (a dwarf's "favorites" list seems to be appropriate material for making this an interesting variety.)



Coding this would be much simpler, since the chronological progression of which mother group that a site was embarked from is already in the legends mode data.  Extrapolation from the original site down to the one being visited would allow the site-generator to use differing levels of specialty rooms to show both the age and specialization of each site.  If the human economy used a Europian feudal-model command economy, the results would also be quite similar in pattern if not in form.  Regardless, the flow of goods would be both logical and able to be traced from production site to market/trade depot much more easily than the more decentralized free-market supply/demand model. 

15
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?


Welcome to Small World.

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:
Spoiler (click to show/hide)
      2 Quests Completed:
Spoiler (click to show/hide)
      3 Quests Completed:
Spoiler (click to show/hide)
      4 Quests Completed:
Spoiler (click to show/hide)
      5 Quests Completed:
Spoiler (click to show/hide)
      6 Quests Completed:
Spoiler (click to show/hide)
      7 Quests Completed:
Spoiler (click to show/hide)

Open Quests:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

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.
---
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 Families
Whitecastle (Founder)
Towercrests (Created)
Groupedlance Created)
Blowingpage (Created)
Serpentoar (Artifact x2)
Warnedmob (Artifact)
Stesokrab (Artifact)
Miredscald (Artifact)
Sabreconflicts (Artifact)

Year 2
Year 3
Year 4
Year 5
Year 6

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