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Topics - Taritus

Pages: [1] 2
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Well, if anyone remembers me working on this monstrosity before, I've revamped it to a quality I feel is acceptable, and now I'm planning on doing some preliminary runs with the current rule set.  And so, without further ado, the rules:

Spoiler: Rules (click to show/hide)

Those are just the, unfortunately long winded, game rules.  The actual process of acquiring cards is pretty simple.  You start with 50 points to spend on cards to fill your deck.  A 'booster pack' comes with 11 cards in it and costs 10 points.  A full starter deck, of which only two have been made so far, cost 40 points.  For each win you get 15 points, and for each loss you get 5 points.  Also, there can be multiple people playing a game of D:TH, so there will sometimes be multiple losers.

Whenever a player starts their turn, I'll generate a random number to determine which card they draw from their deck and PM them what they card they drew.  I'll keep track of what cards they have in their hand, and I suggest players do as well.

To sign up just post saying you would like to play and pick a deck, or choose a booster.  The booster contents are listed in text files formatted to make editing them easier for myself in Notepad++.
Booster 1: The First War 120 different cards.  A Booster pack gets you a randomly selected 11 cards.  Costs 10 game points.
Starter Deck 1: The Mountain Halls Contains 40 cards, though I doubt any worthwhile combos. Costs 40 game points.
Starter Deck 2: The Sylvan Retreat ''

Current Players:
CJ1145
Mr.Person
Nevyn
Org
DF newb
webadict
RAM
Frelock
RedWarrior0
Rooster
Errol

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~~Prologue

War had been waged between the Ashen Trades and the Deep Incest for an uncounted number of years, but as the years dragged on, the goblin's forces grew and the dwarven defenders died off.  Little remained of the once glorious people of Soundedcloisters, and the battles began to take ever increasing tolls among the population.  In 106, the final battle for Soundedcloisters was waged and the city fell, fell to the very people that were raised there.

The goblin's forces barely consisted of goblin troops towards the end of the war.  The goblins were sinister people.  The same children that were kidnapped on their raids of the mountainhome became great leaders of the goblin cause, for they knew no better.  The demon, Ngob Flareheat, the Fires of Parching, had demented these dwarves, and raised them to fight in his honor, providing them the best weapons he could conjure with his fell magicks.  There would come a time when the great tyrant would fall, at the hand of Kikrost Shimmerdwire, the Artificial Vanishment, but the forces that would cause the end of the Ashen Trades had already been trained to accomplish their master's goal.

The siege of Soundedcloisters was short.  The defences fell to the incredible might of the goblin tide, but a number of dwarves fought to defend what they lived for.  Those who survived, however, were the ones who fled.

In weeks coming up the final battle a group of dwarves formed a secret council for the sake of continuing their race.  The number of dwarves that could leave and start a new colony was minimal, but was hoped to be enough.  Merely a week before the siege began, the first dwarves departed, in complete secrecy, to their first destination, a tavern in the not-too-distant town of Tourdrink.

One dwarf, though, who wasn't part of the council, managed to escape the battle...


---

In retrospect, Kurel could remember very little of the battle.  All he remembered now was running.  Running and dodging.  The bolts from so many goblin crossbows had nearly impaled him during his escape.  He had only one thought of how to escape, and it wasn't the safest of ways out.  He would need to be quick about how he did everything as well.

He remembered stories of the tombs and the mysterious wails that could often be heard coming from them.  He had also heard that the walls seemed to weep for the dead.  He was born to a lineage of miners, and as a great miner, he knew what really laid beyond the walls of the tombs: a great river that flowed through the mountain.  If he could reach it before the goblins found him and killed him, maybe he could escape.

The tombs were just ahead of him, but it would still be a while before he could break through the wall.  He just hoped the wall wasn't too thick.

---

He was there.  He hefted his pick above his head an swung.

*tink*

The rock began to fall into neat piles around his feet.

*tink*

He could almost hear the water rushing beyond the wall.

*tink*

Everything went black.

Water rushed through the city, carrying anything caught in it's way along with it.  The goblins, none of whome knew how to swim, fled, though the damage had been done.  Eventually the river began to drag things back into the hole Kurel had just made in the once sacrosanct tombs, and along with it Kurel's limp body.

---

When he finally awoke he realized he was moving.  Not as though he were moving by force of water, but more of a slow kind of movement that reminded him of the days he had went exploring the countryside with his brother in a wagon.  The slow jerking of the horse pulling the wagon along left him sleepless many a-night.  Once again it had awoken him.

"He's awake, Asmel," called a skinny dwarf, many seasons younger than Kurel, towards the front of the wagon.

"Oh, another mouth to feed then. Why did you ever have to say the man was there, Merseth.  We could've just kept going, but no," returned a voice of what sounded like an older dwarf.

Thoughts were racing through Kurel's head right now.  Where am I? What are these people doing? How did they find me?" The only thing that made it's way to Kurel's lips, though, was, "I'm hungry."

"Oh, shut your trap," called the voice from the front of the wagon.  "We're nearing the town anyways.  We'll stop at the inn and wait for the others to arrive."

"They will arrive, right Asmel?"

"Oh, by Duthnur, only fools wouldn't come!  We plan to forge a new home for our people!  We are the last of the first, Merseth, and the first of the second."

At those words, Kurel faded back into a deep slumber. 

---

He awoke to find the wagon had stopped, and seemed to be sitting outside the walls of a town.  Presumably it was the town the older dwarf, Asmel, had spoken of.  Quickly, he jumped out of the wagon and rushed towards the gates.  Hopefully the guards would let him in, but where was he to go from there?  He had to find whatever tavern they were meeting in...  Had Asmel ever even said the name of it?

The guards at the gate were tall, far taller than Kurel, and they didn't even notice him until he approached them and asked if they could open the gate for him to enter.

"I believe you're late for your meeting, stout one, but inside these walls you'll soon find where your brethren are lodging.  The tavern is the first thing people look at inside the town and she's the only one here."

"Thank you kind guard," Kurel replied, hoping all humans were this kind.

---

The light inside the tavern was dim, since all humans knew were candles; The fungi that grew in the caverns didn't light the halls of man.  It took Kurel no time at all to find the fellow dwarves among the crowd, a quiet group when compared to the rowdiness of the already drunken dwarves.

Sitting with the group was a well dressed human, with an empty seat immdediately beside him.  Kurel sat down next to the man and asked what had been said.

"Well, so far the loud one on the table there has proposed that they travel north, through the Rotting Pass and embark towards the Earthen Towers, the mountain range far to the north west of your former home, a mighty fine plan, if I do say so myself."

The man intrigued Kurel, not so much because he was a human, but because he was interested in the dwarven affairs.  Perhaps all humans were kind or perhaps this man was important.  "Who are you?" Kurel asked.

"I'm the mayor of Taldirlu, the town you're in.  I'm providing your people with all the supplies they will need.  Strong allies are helpful in times of need, and the nobility of our region have been very well served by your people.  We are giving you a parting gift..  As thanks for defending our peoples from the goblins.  Without you, our men will surely need better training, and in exchange for these supplies, some of these brave dwarves have offered to stay behind and train our militias into true armies."

---

Returning from the tavern with the rest of the dwarves, his fellow dwarves, made Kurel feel as though Soundedcloisters had never fallen.  He felt at home among them. 

"Tonight we rest, for tomorrow we ride forth in our wagons, to a new home; A home far distant from these doomed lands, safe from these demons, the goblins, to start anew," were words of Asmel, who had been elected a leader of the group; they rang through the town and received many cheers from the dwarves.  Tomorrow a new civilization would enter the world, though it would still bear the name of it's mother, the Ashen Trades.

---***---

Alrighty, if you read the whole prologue to the story, you'd get the basic concept of this fort.  tl;dr is that the dwarves in the world I genned died off and this is how they're beginning anew.  The fort is planned to be a community fort, even though 3 dwarves have already been claimed by me.  Anyone who is willing to sign up can do so, hopefully before I actually embark.  There will probably be a fair amount of cheating involved, and a major part of that would be the embark settings.  I'm completely open to as many dwarves as people are willing to sign up for, hopefully not passing 15 or so.

To sign up for a dwarf, just list the name, and profession you would like.  Personalities are unfortunately completely up to the randomness of the game, but I'll post them when this all starts.

3
DF General Discussion / Dwarf: The Hammering
« on: May 16, 2009, 05:07:15 pm »
This 'ere be a discussion about an idea gathered from the Dwarftego thread, now named Dwarf: The Hammering because of it's similarity to Magic: The Gathering.  Here's the main overview of the game, quoted directly from the previous topic.

I have a good number of a set of cards worked out... So far, the game is played similarly to Magic.

You have resource pile, in which you have food, wood, metal, and stone.  You also have fortress strength.  When you run out of fortress strength you lose.  You start with 10 fortress strength points and certain cards can increase that, while being attacked and allowing attacks through you defenses lowers it.  In your resource pile you start with 10 food, and 5 of wood, metal, and stone and unlike in M:TG where your resource pile is your mana pool, having resources left over doesn't hurt you as your supplies build up and stay with you throughout the game unless you use them to pay a resource cost for a creature or event card.  There are also biome cards, which are not like M:TG's land cards, and instead they allow you to play certain creatures. For example, if you wanted to play a [Carp] you would need to have a river biome in play.  Also there are artifacts which do operate in a very similar style to M:TG's artifacts, being on the field, but not being creatures, and having certain abilities like creatures.

So, that's the basic concept...  I've got a little example card here:
Code: [Select]
/ [Dwarven Planter] <--Name
(f) <-- Resource Cost
{Dwarf} <--Typing
(X) : Target player draws a card. <--Effect
1/1 \ <--Strength/Toughness
Resource costs are listed as (f) for food, (m) for metal, (w) for wood, (s) for stone.  Sometimes you'll see (w/s): that means you can pay that cost by paying either wood or stone.  Often there will be a number, like x2, after a cost: that is how many of that you must pay.  When you must pay a mixed cost like (w/s) and pay multiples, you can only pay one or the other, not both.  When you pay a resource cost, those resources are removed from your resource pile.  In the instance of creature effects you may sometimes see other costs, like (X).  (X) is the tap symbol, meaning that creature uses it's action for the turn to use that effect.  If a creature's effect has some other cost, but does not include a (X) symbol, that effect may be used repeatedly, as long as you can pay the resource cost.

When you attack with a creature, they use their action for the turn.  Like in M:TG, you only declare attacks against an entity, while the defending entity chooses who defends. (More probably to come)

Continuing on from the little bit of combat mentioned at the end of the quote, whenever a creature defends against an attacking creature, it is tapped and takes damage equal to the attacking creature's strength.  Damage is applied to a creature's toughness and whenever a creature's toughness reaches 0 or below, they are sent to the crypt, or discard pile.

So, there are enough of the main mechanics of the game.  Some other things are as follows:

At the beginning of your turn you draw a card.  If at the end of your turn you have more than 6 cards in your hand you must discard until you have 6 cards in your hand.

You lose if you have no cards left in your deck or your fortress strength is reduced to zero.

Any questions, comments, or suggestions would be appreciated so as to aid in the fleshing out of a proper draft of rules.

4
DF Gameplay Questions / Cancels Train War Animal: No creature?
« on: May 03, 2009, 05:05:54 pm »
I keep having this pop up whenever I try to get my animal trainers to do their job.  I modded my raws so lots of creatures are tamable and trainable, but only some of them are trainable.  I can, without fail, train war rhesus macaques, but I can't seem to be able to get war fire imps or war black bears, even though they have the [trainable] tag...  Anyone maybe know what's going on?

5
DF Dwarf Mode Discussion / Berserkers
« on: April 19, 2009, 07:20:50 pm »
So, say I wanted to capture a large force of goblins, and of course keep them in cages for a bit.  Do berserk creatures gain building destroyer abilities, and how long does it take to get a berserk creature.  I feel like sending berserk goblins after a goblin wave.

6
So, I was doing some shenanigans and was making a dwarf use a bow since I had some left over by using Dwarf Manager.  Now that he's officially a bowdwarf, he doesn't appear in the military menus so I can't enable him for combat instead of just archery range shooting.  I also can't do anything via his preferences.  He's like permanently off duty and permanently recruited.  It's odd, and resembles the 'nobility that aren't part of your race' bug.

7
DF Modding / Knife Wielding Dwarves
« on: April 13, 2009, 01:21:55 pm »
So, I'm using a slightly modded Dwarf Manager to enable my dwarves to use knives and bows and the like, and I'm wondering about my graphics set.  Any idea what the token would be to give a Knife User a different tile instead of the standard recruit one?  Are they considered thieves?

8
DF Modding / Curses_640x300diag.png
« on: March 22, 2009, 03:56:29 pm »
Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, "Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that." And I did.

You can also find it on the tileset repository on the DFWiki.

9
DF Bug Reports / [40d10] Enter keypress
« on: March 22, 2009, 01:38:04 pm »
Pressing enter often causes the game to read it as though you had pressed the enter key multiple times and as a result will skip past material selection when building things.

10
DF Gameplay Questions / Things left in Cages
« on: March 22, 2009, 10:37:01 am »
So, I'm planning on making an adventurer fort filled with all kinds of traps and the like, and I'm wondering, mainly, do things left in cages that aren't tamed live on in the cages after abandonment?  Also, on a similar note, do pressure plates work at all in adventurer mode, even with traps turned on?

11
DF General Discussion / PEW PEW! Bay12 Outage Checking program!
« on: January 28, 2009, 08:43:28 pm »
Spoiler (click to show/hide)
Copy that into a new notepad window and when you go to save it, click the drop down menu and choose "All Files" and save that as outages.bat.  Run it, and allow it to run for a few days.  Hopefully (I think it'll work) it'll record whenever you cannot connect to Bay12 automatically in a .txt named outages.txt.  Post results whenever you get them, that way we can figure out when the problem occurs.

EDIT:  Fixed a minor bug.

12
DF Dwarf Mode Discussion / Just wondering about magma.
« on: January 18, 2009, 04:41:50 pm »
If I make a room for killing nobles that I don't want to flood completely and then drain everytime, could I just make a room with a channel filled with magma that has water drip onto it to produce steam, killing said noble in the heat?

13
DF General Discussion / Random Downtime...
« on: January 18, 2009, 12:45:46 pm »
Anyone else experiencing random bits of downtime on the forums lasting like 5 minutes or so?  Hopefully it's just Windstream being a shitty internet provider (nothing new), but I really hope there won't be any more shenanigans like the previous hosting move.

14
I caved in a massive section of my fortress and saved while things were still falling.  Now I have a miner hanging in midair.  I know it's been reported before, but I can't find the topic I read.  Is there any thing I can do to fix this?

15
DF Bug Reports / [40d] Caravans From Fallen Parent Civ
« on: December 10, 2008, 08:32:12 pm »
I'm playing a world I generated where both of the dwarven civilizations have fallen, and there are no more mountainhomes.  Any ideas why I'm still getting caravans?

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