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16
Mod Releases / Re: Fall From Grace 2.6
« on: December 31, 2023, 11:59:35 am »

The Practical Faiths:


The Practical Faiths are those recognized by scholars as being knowledge-based and gains-based. That is, worshippers determined which gods are most suited for developing a relationship with, and through trial and error developed ways to appease or supplicate them to gain results. The disposition, attitude, and desires of the divinity they serve are irrelevant. It has that which they desire, and its demands, no matter what they are, must be fulfilled through ritual and sacrifice. Thus, it is a union of practicality, of mutual benefit. Something is sacrificed so that another thing is gained. These are some of the most ancient faiths known to man, and can be found anywhere, from massive and ancient cults to the smallest village superstitions.


Titan Cults:

One cannot talk about the Titans without first understanding what others think of them. To many, especially those of the Great Faiths, the Titans were monstrous and crude things, the originators of Primordial Sin, the great blight on mankind. But they were also our mothers and fathers, the reason humanity yet stands proud in this era, decayed and fragmented though it has become.

The Titan Cults are said to have originated from a single tribe or multiple tribes in the early history of man. This time was dominated by the Pagan Gods, those inhuman intelligences which squashed that which went against the red law of the natural world, yet also ruled it as a bestial garden. Only supplication and human sacrifice kept their wrath at bay, and man cowered at their terrible witless might. Yet in time, through sheer chance, the weakest of these beings was felled, and its flesh consumed, and its eaters granted apotheosis. These first, empowered by the Numen which now coursed through them, grew to monstrous size, wielding both great strength and crude miracles against the Terrestrial Gods, carving civilizations, the first human cities, cultures. They laughed and hunted and loved, and for a time they were noble and great.

But the hunts dwindled as the Terrestrial Gods fled to the deep places of the world, and in the absence of gods as prey their hunger grew unchecked, and brother turned against sister, father against mother, child against parent. They glutted themselves on each other, and those below them did as well. Wars of cannibalistic madness were waged, and cities ran red with butchered corpses. The shapers of human destiny were reduced to mad brutes, shells of their former selves. It was only when the first of the Great Gods, Metan, taught refined sorcery to its first priests that the Titans were destroyed, or perhaps sealed away. Though whether they are truly dead or but sleeping remains a question.

Of this event, all know the consequence. Its survivors bear Primordial Sin, the innate cannibalistic hunger which defines mankind. The knowledge that to eat the flesh of men is a stairway to divinity, at the cost of atrocity and horror. It is mankind’s greatest strength, for in times of chaos great and terrible champions are forged from their ranks, and its greatest weakness, for that same chaos may be brought about by the very act of anthropophagy.

Of those who still worship the Titans, for all their sins, there are three main derivations.


Monopantheonic Cults: The Titans live, they are but sleeping. One day they will rise again to consume the unbelievers and grant the faithful the strength to sit at their table. But as they sleep, they still hunger, and sacrifices of blood and shows of bravery are that which they sup upon. Supplicate them and you shall be rewarded. Disrespect them, and crops shall fail, hail shall rain, and calves shall be stillborn. They make their pleasure or displeasure known through the omens in the entrails of sacrifices and the movement of the sea and earth and sky. There is only one pantheon, one family, and all others are false.

Multipantheonic Cults: As above, but believe that there were multiple tribes, and claim the Titans they worship are their ancestors. They carry on the righteous struggle of their clan against their enemies and the foreign Titans which begat them. They tend to be slightly more tolerant of outsiders both within and without of the overall Titan-worshiping culture.

Transcendent Cults: The Titans may be sleeping or they may be dead, but it is irrelevant, they failed, but proved the path. For what was done once may be done again. These cults believe in the elevation of themselves, or the heads of their religions, into new Titans. As divine flesh is rare these days, this is often done through excessive cannibalism. The other Titan cults tend to regard them as ambitious usurpers at best and heretical fools at worst.


Ancestor Cults:

Compared to the Titan cults, which despite their varied interpretations and fickle natures may be broadly united by their nature, the ancestor cults are yet more diverse. Ghosts, fragments of Numen untethered by a fleshly form, have been known to exist for as long as human history. Though their true nature is unknown, with some thinking them but records of life to others thinking them the deceased themselves. The ancestor cults take the view that ghosts are indeed their still-present ancestors, watching them from the realm of the aether to ensure their own prosperity. Unlike the Titan cults, where men appease cold and distant rulers which slumber unending in their hidden tombs, the ancestor ghosts are more personal, less alien, yet also less powerful. An adherent of an ancestor cult may pray to a household shrine for a safe birth, protection from curses, or other little things. A village invokes the whole of their ancestors in a great ritual to ensure a good harvest or simply to retain their good will. They tend to preserve the traditions of the old ways, and keep exhaustive track of their histories and bloodlines so they know who to appease and how. Even places which adhere to other concepts of the afterlife and mark ghosts as but fragments and memories of the deceased rather than their true selves may seek to placate them nonetheless, for even a fragment may possess a power in it to protect its descendants from harm. Regardless of the status of the ghosts themselves, the rituals certainly seem effective.

Though, in the Known World nations which have fully adopted ancestor cults are few and far between. Only the men of the High Steppes have nations fully comprised of ancestor worshipers, with the other faiths having relegated such things to a fringe minority or superstitious practice. The remnants of mere humans, it would seem, offer less protection and power than the greater beings other peoples pay homage to.




Planetary Cults:

There are 13 great celestial bodies in the sky. First is burning Solst, around which the other bodies orbit. Closest is El-Mahrabis of beaten stone and rock, El-Jetai with its yellow clouds and terrible denizens, El-Raphtel with its endless ruins, our own worl of El-Enlil, El-Dyur of purpled continents, El-Borad the first great swirling giant of gas, Green-sea'd and gray-stoned El-Ishar, El-Bal with its reddened sky and black scorched earth, Green and cold El-Suryanra, Quiet and distant gaseous El-Kuhad, the incandescent white vaporous giant El-Immancon, El-Katal with its silvered spot upon an otherwise barren landscape, and lastly dread El-Yors and its great alien mausoleums. These lands have been visited in dreams by seers and some in waking by great practitioners of Gnosis. It is believed among many that their arrangement in the sky effects the fortunes and tendences of life in this world, and those who can understand their movements and effects can gain great fortune and wisdom. The Planetary Cults are those organizations dedicated to this study. They make no offerings and speak no prayers, only ceaselessly watch, study, and record the movements of the spheres. Given their constant appearance throughout history, and indeed their more-than-inconsequential success, they may well be privy to truths granted to them through their esoteric practices. Though it is a most unconventional faith, a faith it surely is, with people both high and low-born placing their faith in the heavenly spheres and their strange energies when making decisions of import, though its true adherents are few, typically scholars, aristocrats, and practitioners of the Gnosis. The layman and dabbler likely keep other gods closer to their hearts than the cold and distant celestial bodies.

The Incarnated Schism: A minor interpretation worth mentioning. Appearing during antiquity, the Incarnated Planetary Cult believes that the 13 bodies and El-Enlil's moon are not just impersonal celestial powers but true thinking beings just as a man would be, and have incarnated physical forms and roles in reality. Solst is the god of gods, to which the others pay homage. Mahrabis is his herald, Jetai his rival, Raphtel the general, Enlil the warden of life, Dyur the bacchanal celebrant, Borad the laborer, Ishar the mother, Bal the inauspicious, Suryanrahu the teacher, Kuhad the innocent, Immancon the judge, Katal the scholar, Yors the keeper of the underworld, and Lune as the maddened oracle. This faith was once prominent, but has since been delegated to obscure mystery cults and fanciful works of fiction. After all, to assign humanized traits to the gods is nothing short of madness and apostasy, and a flaw mankind must steadily keep in check. The gods are not to be considered human, especially where the Great Faiths are concerned.



Saint Cults:

Saint Cults are unique among the Practical Faiths in that they are derived from the Ideal Faiths of the Great Gods. There are those practitioners among them who gain great acclaim through their actions, and become in the eyes of the people minor deities unto themselves. Unlike the Great Gods, whose vast mind and long-reaching concerns span millennia, the Saints are much more approachable when praying for a healthy child or good harvest. Thus, the Saint Cults can be likened to the ancestor cults, in that they are elevated mortal spirits which intercede on behalf of the living, though unlike ancestor cults they are not restricted to blood ancestors and intercede as agents of greater powers entirely. There are many reliquaries which carry the embalmed or otherwise preserved remains of saints or other great men, just as in the ancestor cults, and these talismans are believed to be receptacles of potent Numinous power. Saint cults range from abhorred to tolerated to accepted, for while they may sway the unwitting off of the path to salvation they may also provide comfort and succor in a way the distant Great Gods do not. And indeed, it may be that the Saints do answer the cries of the people from time to time, though whether these are true miracles or simply a form of Gnosis is a contentious debate.


Chthonian Cults:

It may be difficult to imagine why one would pay homage to the creatures of read Chthon, but it happens all the same, Rhemnysia of course being the prime example of such things. The creatures of Chthon are not without guile and cunning, and indeed they can offer immense power and knowledge, progenitors as they are of the flesh-warping arts. Their demands are also simple. Living humans to be given wholly to them in sacrifice, for purposes best left unthought.

Rhemnysia was by far the greatest nation to worship demons, though it was originally believed to not be so. It was once far nobler, but grew corrupt and decadent, its aristocracy desiring ever greater power to best its rival of Haim-Haneh, culminating in dark bargains exchanged for the secrets of creating monstrous chimerae, which even now menace the lands. However, the constant presence of demonry gradually destabilized the mighty empire, and it collapsed at the same time beleaguered Haim-Haneh did, rendering their sacrifices moot. It is a cautionary tale these days, about how consorting with Chthon will lead only to ruin, and even the greatest and wisest are vulnerable to their manipulations.

Abominable cults to Chthonic entities are spread all over the known world, and utterly detested. Even the staunchest enemies may put aside differences to purge such groups from their lands. Though, it should be noted that to bind demons is different than to consort with them, though the ignorant may not make this distinction.


The Terrestrial Gods:

The fact that you can read and comprehend these symbols is proof enough of your sin, in the eyes of the Terrestrial Gods, more commonly known as the Pagan Gods. They are the oldest recorded deities in the known world, their infinitely varied incarnations springing up in myth and history among all the tribes of man. And almost always, they are figures of fear and superstition. For the Terrestrial Gods are aligned with principles wholly against civilization as humanity understands it, and when the first Titans hunted, killed, and ate the weakest of them, ascending to godhood, they developed a deep, animal hate, so it is said. They are not simply stewards of the natural world and guardians of balance, as romanticists would have one believe, but the enforcers of the Red Law which guides their every action.

Why does merely reading this constitute sin, you may ask? It is the abstraction of it. You exist one degree removed from the primal now, the state of thought unrestrained by the abstract symbolism of literature and language. To see the word tree and see four squiggles on paper and a fragment of noise which on its own means nothing yet to you calls to mind the image it represents is to the Red Law an abomination. Mankind and all others who have fallen for the deception of symbolic thought must be returned to the purity of the natural world, either through elevation into beasts or as rotting fertilizer for the forests that will grow over their broken cities.

For most, however, this loyalty is half-hearted. The sin of abstraction is writ deep into thinking beings, and most simply keep the Terrestrial Gods pleased with self-abasement, forgoing comfort and only spitting out those hated words when necessary. Using tools only with great recrimination and daring to do such a thing as count only after begging forgiveness, which itself only speaks to the sin of identity and fear of the future. In short, the Pagan faith is a faith of the mad or inhuman. But should one truly manage to shed themselves of the trappings of civilization, the rewards can be great indeed. The numen flows through them like a mighty river, and their miracles are slow and powerful things. Storms can be called up and entire forests made to move. Plagues unleashed and hordes of beasts united in lethal fury. The priests of the Red Law are demigods covered in blood and excrement.

The Marinal Cults:

Of the Practical Faiths, the Marinal Cults are most enigmatic. The gods of the sea are believed to be a like kind to the Terrestrial Gods, but unlike the Pagan gods of the land, the Titans did not conquer them. Some of the mightiest of Titans were dragged beneath the waves by shadowed bulk for their hubris, for while matched evenly on the ground, the waters were terrain too alien, and no matter the great hunts held, the Marinal Gods could never be truly bested. And so instead they were left alone and forgotten, and the oceans remain wholly wild and monstrous.

Very few humans outright worship the Marinal Gods, but seafaring cultures may offer them heavy sacrifice in the hopes their vessels survive the open waters. Sometimes it seems to work, other times it does not. It is whispered that great floods have wiped out entire peoples in the past over some incomprehensible slight or even just the whim of these enigmatic divinities. As of the present, the only known civilizations which truly have established any rapport with these unknowable deities are the man-beasts of aquatic mien, who by changing their very bodies to more mimic the creatures of the sea have had their minds warped to better understand the wills of their alien masters.



The Apostasies:

The Apostasies are schools of theological or Gnostic thought which are considered dangerous and subversive by the current ruling powers for whatever reason. Listed below are the most commonly (but not universally) recognized.

The Titan's Apostasy:


The Titans are certainly gods now. Through the consumption of divine flesh, became divine themselves. But they were men once, who turned their back on the divine, committing the Primordial Sin. Thus, while the worshipers of the Titans are grudgingly admitted as faithful due to the qualitative change theophagy forced on them, the Titans themselves, and those who seek to become them in the present era, are technically apostates. However, the first Titans are often referred to as the Forgiven Apostates even among members of the Great Faiths, for no Great Faith had existed at the time to give morality and reason to man, as far as is known. Indeed, without their actions mankind would remain cowering primitives under the shadow of the natural gods. But even so, many would prefer not to see the Titans walk the earth again, nor any new ones born, for all legends tell where that road leads. Any who even claim to seek either goal are often the subject of inquisition and holy war.


The Sorcerer's Apostasy:

The Sorcerer's Apostasy is one of the most insidious and disturbing to many faithful. In short, it posits that the Great Gods are so fundamentally alien as to not even be truly aware of humans, and their messiahs are the true masterminds of the faiths, simply sorcerers tapping into the power of those great entities to further their own all-too-human agendas. The terrestrial gods, likewise, are simply the peak of sorcery which can be attained, the Titans, Pagan Gods, and other such things being the natural end point of an individuals journey in the Gnosis. This apostasy rejects the transcendent wisdom of divinity and attributes that to humanity which it does not possess or deserve, and ascribes to the speaker themselves the potential for true godhood devoid of the qualitative change in nature which is understood to be a requirement for godly ascension. In short, that the only difference between a sorcerer and a god is knowledge. This is an apostasy of immense hubris and danger, for it drives countless Gnostic practitioners throughout history to seek divinity for its own sake, more often than not creating horror and disaster in the process.


The Anthropic Heresy:

To see humanity in the inhuman is a trait of mankind. However, it is also a weakness, for it blinds us to true divinity. Since man first looked upon the world, he has ascribed divine purpose to it. But in doing so, he has often found god where it was not, and ascribed its protection to what was in truth random chance. False gods can arise from the human tendency to characterize that which is but the blind action of natural forces, leading peoples to worship nothing and thus lack true divine guidance, which always ends in disaster. The true gods are not some fancies or reflections of the human mind but fully realized beings divorced from what a mortal may believe a god "ought" to be. Be wary of the preacher whose god seems too human, for this is a sign of a false prophet.



17
Mod Releases / Re: Fall From Grace 2.6
« on: December 31, 2023, 11:58:38 am »
Religion in the Known World:

Religion in the Known World:

Perhaps more than any other institution it is faith which has dominated the minds of men in the known world. It was after all faith which saw the earliest of humanity's ancestors bow to the Pagan Gods, and during the Age of Titans it was Metan who taught sorcery to Its first priests, ending the domain of the cannibal cities. It was the Most Holy who drew mankind from the darkness of Antiquity's end through the ceaseless labor of its church, and it is the transcendent Diel who even now unites the hearts and minds of our neighbors to the north in the Second Covenant. Even here, the rising Multiplicity shines like a star among those who flock to its radiance, promising rebirth and unity for a shattered mankind. Moreso than any fleeting empire, it is the faiths which endure and last through humanity's history. Written here are those most familiar to the peoples of the known world.

It should be noted these are written from a very knowledgeable perspective. The average inhabitant of the world possesses a far less complete and nuanced view of religion on average.


The Great Faiths:

It is unknown when exactly the first of the Great Gods came upon the earth, but all agree it was after man committed the Primordial Sin, and the cities of humanity became charnel houses of untold misery. One by one they flitted down from the Outer Dark with gospel and miracle, and brought their ways into the world. They are different from the petty gods and spirits of the earth, this is certain. They are impossible for humans to understand, yet humans are understood by them. They act always indirectly, through miracle or prophet, and are almost only seen in vision, save for the early days of their arrival, which is heralded by great portents and shakes the foundations of the era in which they appear. Each promises an idea of Heaven, of paradise, that can be attained by following their scripture.

And each, without fail, if their ways are followed, create lasting societies that do not fall to the cannibalistic anarchy which is the default state of human existence. Primordial Sin is not wholly annihilated, it cannot be, but it is so lessened that so long as the people continue to believe, their land shall not be eaten from within, by their own hand. As countless peoples rise and fall, as grand empires fade into memory, the Great Faiths yet stand, immovable by time, guided only by their tireless quests for Heaven.

Perhaps in some distant future era, it will be reached.

But not this one.

The Temple of Metan and the Sages:

Of the Great Faiths of the known world, Metan is the oldest and most obscure. During the era of the Titans and their cannibal cities, mankind lay oppressed, herded like cattle and devoured by the hundreds to sate the appetites of their engorged masters. With few means to fight back in an era where physical strength dominated, life was bleak and hope all but quashed.

It was in this era that Metan appeared to a select few humans in dreams and waking visions. Speaking in symbolism and riddle, it slowly lead its first followers to decipher its meaning, and revelation after revelation would lead them to attain the first understanding of Gnosis, becoming the first sorcerers, the Sages. With his cunning and wisdom he plotted to overthrow the Titans and spread both the miracles of Metan and lay sorcery to his fellow men, and in this regard he succeeded, amassing a great following of magi.

Using their newfound power, they struck down and sealed away the Titans, leading men in a rebellion that saw the remaining Titans exiled to the far reaches of the earth, if they were not exterminated outright. Following this great war Metan's priests established the first true human realm in the known world, Haim-Haneh, and would lay down the laws and teachings which are followed to this day, though only in the cloistered temple-cities which remain of that mighty land.

The reason for Metan's obscurity in the modern era is due to its highly complex system of laws and taboos, which to many constitute a burden they would rather not bear. The Writ of Metan is often criticized for its seeming contradictions and nonsensical prohibitions, which are so numerous it would be exhaustive to make a list of. However, this is in truth the most important facet of Metan's faith, for breaking its law is as important as following it.

The Writ of Metan is in actuality a code meant to be challenged and broken. While it serves as a decent enough set of moral guidelines for the plebeians and laymen, written into its endless laws are deliberate loopholes and flaws which are meant to be understood and exploited, each one expanding like a fractal of knowledge which allows further secrets to be unveiled. At first they are simple things, but as one delves deeper into the Writ's myriad cracks the revelations grow greater and greater, with the reader finding ways to skirt not just the law of man, but natural law as well. Metan's Writ is, as they soon find, a guide as much as a code, one which teaches the user how they may align themselves with Metan's will to create wonders and shape reality.

The Temple of Metan values knowledge, law, and secrecy. Its priests are masters of law and are tasked with righteous judgement in both secular and religious cases. Furthermore, they are known for their prowess at binding demons in inescapable chains, forcing them to serve divine will rather than their own nefarious purposes. The will of Metan, it is said, is to elevate mankind into enlightened philosopher-kings, and while it is a harsh and stern teacher it is also a fair one. It has given mankind the tools needed to reach its perfected state, and it is up to mankind to learn to make use of them. It accepts use of the Gnosis more than any other faith, but its core is built on the use of Metan's Writ to decipher the true teachings of their god.

Of course, some might say that Metanism is simply a mask for Gnostic sorceries to set about their dark arts, and freely turn sorcery against the good and righteous under the pretension of faith. For this reason they are frequently distrusted, and perhaps rightly so. The Metanic emphasis on mystery does little to set such fears aside.

Metan is commonly depicted as a floating inverted pyramid, and a set of wheels within wheels. Its symbols are the triangle, multiple triangles arranged into a hexagon, or a spoked wheel. The Sages are depicted as wizened old men and women atop flying carpets. The faith values discipline, fairness, studiousness, and general intellect. Its miracles often involve binding demons, manipulating the laws of reality, and creating complex sorcerous mechanisms and constructs.

The Most Holy and the Savior Ushia:

Life is the soul enslaved by the flesh. Undeath is flesh commanded by the soul. To achieve heaven is to attain perfect control of one's own body such that its hungers may be quelled and its weaknesses quashed. The will of the Most Holy is to achieve this heaven on earth, and the Savior Ushia is the example given that this may be attained. This is the core of the doctrine practiced by the Ushian Church.

Following the age of Antiquity's collapse, the varying lesser powers swelled like the tide to devour the realms of fallen Nedesia and shattered Haim-Haneh. It was a time of great misery and apostasy, where men turned from righteous faith and towards Gnostic arrogance and unwholesome sacrifice. Into this era came the Savior, though it simply called itself Ushia. It would travel from kingdom to town to village, preaching its gospel. It was described as gentle and kind, but firm in its convictions. Indeed, of the great prophets its life is most documented, with no taboos regarding its depiction or speaking of its name.

Ushia claimed to serve an entity called the Most Holy, a being which loved humanity and wished for them to attain the perfect body and reach heaven on earth. It preached of charity, immortality, and martyrdom, for heaven on earth could only be obtained through generations of refinement and sacrifice. Furthermore, it claimed to be a creation of the Most Holy, and a representation of the perfected form which humans must strive to attain.

This made the powers that be most concerned. Necrotheurgy was rightfully feared at the time, associated only with death and horror. As such, Ushia was swiftly seized and burnt on the pyre. Yet, when the flames died down and the wailing onlookers saw its charred remains, Ushia's body was said to have glowed with holy light, reforming as if unharmed. With a booming voice it declared a war upon those who had turned away from the Most Holy's teachings, and in subsequent decades converted much of the southlands before, it is written, ascending to reunite with the Most Holy itself. Only many centuries later did the church's power wane with the rise of Multiplicity.

The priests of Ushia are renowned as healers and as raisers of the dead, fielding armies of sacred corpses in defense of their living flock, and curing the sick and diseased through their miraculous arts. All they ask in return is your corpse upon death, so it may be used to further the understanding of life and death and bring mankind closer to heaven on earth. Their grisly work has yet to bear fruit, and all too often their innovations are turned against them by secular necromancers who use their discoveries for their own ill designs, but they continue to struggle onward in the name of the Most Holy.

Others, however, consider them to be little more than deluded necromancers masking their ambitions with promise of healing and respite, making monsters of men and dreaming of a day when the chosen few rule a world of the obedient dead, an eternal planetary grave preserved in the void of the Outer Dark.

The Most Holy is depicted as a shining white star, a towering human skeleton, and a lake of black water. The Savior Ushia is depicted as an angelic young human of indistinct race or sex, with a perpetually beatific expression, clad in a simple robe. The Church's symbols are stylized pyres, sets of wings, angelic figures, and skeletal figures. The faith values charity, self-sacrifice, martyrdom, and humility. Its miracles involve cleansing flame, resurrections, impossible resilience, and acts of healing.

The Divine Duality of the Father and Mother:

From chaos must arise order, and order must come from willing duty. Duty must be backed by love, or else only tyranny shall result. Such are the teachings of the Father and Mother, the austere Great God and its mortal bride, who pleads to the iron-willed deity on behalf of its frail and fallible worshippers.

But this was not always so.

The Father arrived as a pitiless God, demanding obedience without question and punishment without leniency. It did not understand humans, as even calculating Metan and the alien Holy One did. It broke its chosen peoples in a crucible without end, and for a time it was thought that the Great God would burn itself out, and leave only a brief mark on human history.

This was changed by the love of a single person. It is unknown who she was, or what she was like, other than that she was singularly strange, and compassionate beyond all measure. Whereas all other Great Gods chose their prophets, the human that would become the Mother offered herself as its consort, and in doing so transfigured it into the stern, harsh, but fair being it has since become, a being which now understands mankind in ways it did not before.

So the priests of the Divine Duality preach, anyway. The doctrine is one of repression and virtue. Strive to be good, strive to be pious, strive to be charitable. Good deeds are done with one’s hands, not hymns. Forgive those who falter, but mete out justice should the hand of mercy be rebuked. The Duality is so known for its brutal justice in one aspect, and its loving mercy in the other. Mass executions and entire villages saved from famine. Barren churches and stern-faced priests but safe and loving homes. Holy wars sweeping multiple kingdoms which may bring down a great evil, or burn the hapless nonbeliever kingdoms to the ground. To some, they are avenging angels and heroes to those in need. To others, they are terrifying zealots, the most intolerant to alternative Gods of all the Great Faiths, and especially worship of the Titans. The worship of the Duality is submission to their wisdom, exchanging freedom for security, but it is a security backed by the divine rather than the fallible promises of kings. Heaven, they say, is already here. Humans can already attain it. No more change is needed, no great quest, no great transfiguration. Just live simply, and live virtuously. And should anyone ever

Of course, detractors level their accusations. Has the Father truly learned, or could it again become an all-smiting terror? Is the Mother truly a legendary saint, or a sorceress which had somehow done the unthinkable, enthralled a Great God to her own unknown will. Was she even human in the first place, or was the whole act of their union a mere play-acted thing by the being which was truly always the Mother and Father both? Can mere humans truly achieve heaven while remaining human, or is it a madness doomed to failure? For uncounted centuries the Duality has stood unchanging, its uncompromising zealotry a silent refutation of the heresies spawned against it. Yet neither has it spread across the world despite the claimed self-evidence of its simple truth.

The Duality is depicted as a male and female figure, often grand statues, faceless, wrapped around one another and embracing. Its faith is symbolized by a great eye, symmetrical doubled symbols. It values simple virtues, hard work, honesty, and obedience. Its miracles are often

The Sacred Host and the Lord-on-High:

Can all humans truly attain Heaven? How many among them have the strength of character to become and remain worthy? Should they try fruitlessly to enlighten the ignorant masses who can only save themselves? No, say the exemplars of the Sacred Host, chosen of the Lord.

The faith of the Host arrived from distant lands, and its first adherents are unknown. It is an old faith, but to the people of the Known world it is a mystery, only recently adopted. The Lord-On-High, sometimes depicted as the Lady, or as a sexless figure, demands only personal holiness. Your relationship with the Lord is all. Your own conduct, your own spiritual growth, is all. It came down and did not preach, it is said. It simply acted in a physical form, so achingly perfect, so beyond criticism in all ways, that those who saw it could not help but seek to embody it themselves. It gave no answers, but merely allowed itself to be watched, learned from, by those who sought it out. And from there, the Actions of the Lord were written. Freely disseminated, never preached. Always available, never forced upon anyone. Its priests are men and women of action, their ways spoken through their own acts of charity, of valor, of piety. They praise the Lord and sing their gospel to the Lord alone, but let others see them, indeed seek to perform such that others do see them, such that they are given the chance to take on the path themselves.

The Actions of the Lord is an easy tract to find, where its exemplars walk.

It is not an easy path to follow.

Perfect modesty. Perfect humility. Perfect charity. Perfect righteousness. Perfect valor. Perfect judgment.

Even if you cannot be perfect, you must strive to be nothing less. The Lord demands it. Seek perfection until you perish, and join the Host if you are worthy. That is all that is worth doing in life, and the exemplars, if asked, shall say as much.

In places where their faith dominates, it is often a land which, rather than being ruled by the servants of the Lord, merely exists in symbiosis with them. Sometimes, kingdoms have been founded in wild places purely because exemplars dwelled there, for the benefits they bring. What lord would not wish such righteous folk to live among his lands, helping the needy, slaying the beasts, bringing wisdom?

But it is not without flaw. For every true exemplar or aspirant of such, another falsely wears the title through ignorance or willful malice. True followers, while they preach with action rather than sermon, are given leave to take action against their fellows who have strayed from the path, or never walked it at all. But how does one prove such a thing? Many a serpent lies within the lands of the Lord, adored by those who do not know better. Some say this too is good, for how can one strive to be perfect without facing the ultimate temptations which come at the precipice of enlightenment? If one walks themselves into damnation, they have only themselves to blame, when the truth is so easily seen.

However, if that truth is suppressed, if the wicked would seek to erase the writ of the Lord, to exterminate its followers, such that no one would exist to teach its ways to others, then the perfect exemplars of the perfect lord may unite into a wrathful host, and remind the Known World that they are a force which is not to be trifled with.

To those opposed to the Host, it is a cruel institution indeed. Countless souls may be saved from misery if the Host simply built churches and held sermons, instead of leaving it in the hands of the masses. How many humans could be said to be literate, they say? What good is a book which cannot be read and is not read from by the masses? Is the Host for the highborn alone? The Host says that its exemplars are but a pilgrimage away. Study them and not the book, if you are unlearned. Perfection is not won without effort. If you would spend your life toiling in secular labor, then do so. If you are willing to abandon your earthly duties to achieve Heaven, then you have already begun your first steps to communion with the Lord.

The Lord-On-High is depicted as a human of any race or sex, with immaculate armor or regal clothing, their face obscured by clouds while the angelic figures of the sacred host flit around them on wings of light. Its miracles are associated with light, the sky,

The Diel and its Prophet:

The newest of the Great Faiths, the Diel is a rising power in the tropical north, competing with the ancient cults which previously held sway over those lands. During the apex of the Ushian Church's rule in the south, the tropics found themselves in the presence of a new prophet. Uniquely among the Three Great Faiths, the Prophet of the Diel's name and appearance have been erased from history, and while depictions of them are allowed, it is understood these faces are mere fabrications meant to show how the Prophet could have been anyone, for indeed this was the Prophet's desire, to exist only as their teachings.

The Prophet claimed to represent the will of the Diel, a transcendent force which sought to create Heaven from the world, rather than bring the world, or man, to Heaven. In the ancient days, when Paganry ruled unchallenged, the covenant of man and nature was writ in blood and suffering. What option was there, then? Absolute submission. The Diel is a force like that which pulls down the earth. Allow it to flow through one's soul, and it shall guide you to bliss. Human sin is what led to damnation, and it is only through relieving yourself of responsibility that one can find inner peace. In a world of lies and false gods, such words would lead to madness. But the Diel is real, and the Diel is wise. To follow it, even imperfectly, grants fortune. Still, it required trust, at first. Towards this end, the miracles of the Prophet were focused on the mastery of the mind. True to his name, the Prophet would give prophecy, and predict things which would come to pass. And indeed, they often did. Few if any have replicated the oracular accuracy the Prophet displayed. His holy book compiles his prophecies, and more have come true than not, though many say the rest simply have yet to manifest themselves, while others believe the Path takes measures to ensure their truth.

Regardless, it cannot be denied that the Diel has had a beneficial effect on its followers. Its lands are civilized and its people learned, for through the rituals of the Diel they are inspired to ever greater heights. The peasant that works takes joy in his work, for he knows it is the Diel's will that he tills the fields. All that the Path asks is nothing less than total submission to the Prophet and his far-reaching orders. Indeed, it is believed that even the Prophet's natural death was in line with the will of the Diel, for their holy book continues to advise its readers and counter the Path's foes even centuries after their death. It is as if even from beyond the veil his words echo across time, prepared for every possibility and eventuality. The future the Diel has offered is one where sin-inclined men need not lead themselves astray, for by giving themselves wholly to the control of this transcendent being perfection may be reached.

It is this seeming invincibility that sees the north grow ever more confident of the Diel's future supremacy, viewing the southern cultures as backwards and barbaric. It is likely there will be a great confrontation someday, if indeed it has not already begun. Or perhaps something even stranger will occur. Whatever the outcome, it is no doubt within the parameters of the Prophet's great and encompassing plan.

That said, if such a thing were true, to some it could be seen as a grave threat to man's spirit. If all things are to be planned by the Diel, and man's will stripped away, then what is he but an automaton puppeted by some greater being? Detractors argue that it is little but divine slavery, and must be opposed at all costs.

The Diel is not given a defined form (though it is depicted as manifesting as a glow around those who are in communion with it), and the Prophet, their name, appearance, and sex stricken from history, is portrayed in innumerable forms, marked only by the veil that covers the subject's face. The Path's symbol is as well a stylized eye, or eyes, the flags and ornamentation of the Path's property otherwise marked with verses from the calligraphy of their holy book. The faith values community, harmony, and above all submission to and trust in the will of the Diel and its Prophet over one's own free will.

The Multiplicity:

The Multiplicity is something very new in the world of El-Enlil, a mere few centuries old and spreading rapidly across the Known World. Originating in the South, the movement was started by a collection of radical theosophists, who claimed to have received revelatory visions from what would later be termed the Multiplicity.

It must be understood that in the eyes of most humans, to worship that which humanity is associated with is a backwards and even dangerous mode of thought. Humans are flawed, tainted by Primordial Sin, and even without it, allowed it to take root. Maybe not right now, maybe not them personally, but if humans are left without divine guidance for long enough, their works shall always fall to ruin. A long and prosperous history belongs to those who keep faith in the gods, the more removed they are from man's sin the better. It is for this reason that the strange and alien deities of the Great Faiths are so revered and widespread, for not only is their power mighty but so far removed are they from mankind's flaws that they are surely existences which can be trusted to guide us to a benevolent future.

Thus when it was claimed that it was mankind which was most deserving of worship, and that the earthly kings and holy men would be the gods of the new age, the new prophets only barely escaped with his life as enraged orthodox believers descended on them. However, his message was persuasive to those who listened, and his following slowly grew, particularly among the aristocracy who chafed at the power of the Ushian Church, which dominated the south at the time. Furthermore, its long reign of prosperity had indeed led to a period of lethargic apathy, and while its power waxed its support waned in the halls of the secular rulers. The principle was simple. Mankind had failed to attain divinity during the age of Titans because it was corrupt and immature, and that manner of ascendance, that of theophagy, was inherently sinful. Rather, one must strive to be saintly in life and worshiped in death, and if one is worthy they shall join the immortal saints of the afterlife, which collectively make up the whole of human spiritual power. Even Golamis, Ushia, the Mother, the greatest Exemplars, and the nameless Prophet of Diel were included in this holy court. The separation of the Great Faiths was misunderstanding and selfishness on behalf of the orthodox powers, who were corrupted by material greed and twisted by alien logic. It was a syncretic combination of the Great Faiths, ancestor worship, and the innumerable saint cults associated with such, and one that greatly appealed to those who sought a more hopeful and comprehensible view of divinity. Rallying the noble banners behind him, Hubon and his co-conspirators led a rebellion against the Great Faiths and the Ushian Church in particular, which despite their best efforts were defeated, the church's capital sacked and many of its secret arts stolen, leading to a subsequent proliferation of secular necromancers, which the now greatly-diminished Ushian Church spends much of its time combating or policing.

While wildly popular in much of the south and growing in the north, the Multiplicity is subject to a great many criticisms by those who oppose it. Primarily, it is believed by detractors to be nothing more than a confabulation on part of its originators, who was either deluded or outright malicious in his intent and sought to create a religion which could benefit and be manipulated by secular powers, ascribing them divine traits they surely did not deserve and allowing worldly powers to dictate divine doctrine, which shall surely lead to fracturing and disaster for the fledgling faith, if it has not yet become woefully corrupt already. Yet, there are notable Multiplicitists who truly seek to embody sainthood and have performed great deeds of heroism and selflessness. It is far too early to determine the truth, but should Multiplicitism be founded on lies the whole of the Known World may suffer as its believers are driven to their own self-destruction. Given the current state of things, some believe this process may have already happened. Regardless, it is one of the most persuasive and non-denominational faiths, so whether truth or lie is notable for being easy to adopt, exploit, and adhere to. Even with numerous setbacks, it has always sprung back into prominence.

The Multiplicity is simply portrayed as an assemblage of various saints of various degrees of importance, now-deceased founders among them. Its symbol is a circle with a line running vertically through it, extending downwards for a length typically half again the height of the circle. The faith values freedom, enlightenment, and happiness.

18
Mod Releases / Re: Fall From Grace 2.6
« on: December 31, 2023, 11:57:42 am »
Schools of Sorcery

It is a fool's errand to categorize the varied magics of El-Enlil. They are numerous and subtle, alien and familiar. However, if a thing could not be understood if only in part, it could not be used by civilization. It can, and so it is.

Listed here is the most common assortment of sorcerous schools, categorized by the like nature of associated spells. Indeed, like begets like. One drawn to the power of flame will enhance their understanding of this aspect of creation, allowing it to define their existence. Note too that these schools, while seemingly defined, blend at the edges. These classifications are merely a taxonomy of human understanding, and fail to reflect the nuanced and complex truth that the arcane represents. However, for the ruler of some backwater manor or wandering sellsword, this will likely be a good enough guide to work with.

How To Use Magic:

Mechanically speaking, magic is a rare mechanic that is not reliably available to the player. Sorcerers are rare, exotic, and an intrusion of the irreal into the mundane world, as much as that can be said in a setting such as this. What I mean is, don't expect them to always be available or balanced.

For actually using them, should you have them, their utility can be roughly determined by their title, though expect some mages to have secrets regarding just what they can really do. But someone called a pyrotheurge will definitely have abilities relating to flames, for example. Reading the full section on magic is recommended.

If you do have mages, it is important to be aware of them and what they are doing. Most are still mortal people, and die just as easily. In a military context, think of them as (often fragile) force multipliers, though certain spells can turn them into well-rounded monsters.

And for obtaining these spells, they are most often found in slabs, but toppling a statue is another way to get at them, at the risk of being cursed. Sometimes books can be found as well, but don't count on it.

In the Fortress:

To learn magic in a settlement, construct an altar of Gnosis. Then, have your student collect fragments of numinous essence. This task has no cost, but it is a time-consuming process, and must be kept on repeat if any progress is to be made. To task someone with this is to remove them from the pool of labor, and while multiple altars may be constructed, each set of hands which studies the arcane is one which does not work. Bear this in mind.

When sufficient essence is collected, it may be expended to learn spells. To have someone learn a spell, task them to produce it, and then lock them in the room with the altar. It will then be produced and, later, "consumed". This will turn the user into a mesotheurge, a low mage. To learn more powerful spells, books pertaining to them must be stolen or bought from the wider world.

The Schools:

All sorcery is considered to be facets of the same principle; the extrusion of Numinous Essence to achieve a miraculous end. However, it may be focused and shaped in different ways, and in doing so one's body and spirit are twisted towards that inclination. Thus, specialization emerges, and disparity as well, even if there is always blending and uncertainty at the edges, where genius dwells. So though sorcery is a multifaceted and murky art, herein are broad generalizations of certain practices. This list is assuredly innaccurate, unscholarly, and biased in its attributions. However, for a wandering adventurer or the leader of a settlement wondering who can do what, it will serve well enough.

Truly, to follow the arts of Miracle is a lonesome path. One's essence is twisted and yes, life prolonged, but in time suspicion will be cast on one who withers yet never dies. Even other forms of immortality, which offer an alternative, come with their own burdens. So is the mage not truly part of the Three Estates, but a fourth hidden pillar, often divorced from the conventional routes of power, possessed of immense potency yet beholden to few. It is for this reason that they are feared.

Those who practice sorcery are also called Gnostics, practitioners of Gnosis.

The Low Arts:

Practitioners of the Low Arts are the most common mages. If they fight at all, it is with conventional weapons as much as their sorceries. They are common, but of little note. However, these spells can be and are learned by any other school in addition to their specialization, such is their simplicity.

Mesotheurgy: Weak charms, blessings, and wards. Common knowledge found everywhere, the basest manipulation of Numen. It is a foolish or ignorant mage who has not one such spell in their arsenal. Many more focused schools wield more powerful version of mesotheurgic spells, or perhaps it was mesotheurges that cribbed from their fellow gnostics.

The Vulgar Arts:

These are direct and powerful, notable for their mastery over inert matter rather than abstraction or complexity. All are incompatible with one another, for to attune oneself with one aspect of reality is to shape yourself into a form unsuited for the other. It is here that the path of a mage becomes complex. When one learns a spell of this level, the generic title of mage, had it ever been attained, is disgarded for one's new specialization.

Pyrotheurgy: Mastery of fire through suffusing it with one's essence. The pyrotheurgic arts only destroy in the hands of the uncautious, of which many seek this art. Certainly they can heat hearths and light campfires too, but who seeks the flame for such mundane purpose?

Hydrotheurgy: Mastery of water through suffusing it with one's essence. Weak in direct offense given time and effort they can make flooded ruins of even the most defended castles. Let them fester at your peril. More charitably, they are seen as saints in scorching places, with many an elder knowing at least some skill in drawing up water from arid ground.

Geotheurgy: Mastery of earth through suffusing it with one's essence. Powerful but slow, clumsy or supremely precise, their summons are numerous and equally ponderous. A cudgel, or a sculptor. It was said that in the past Geotheurgy was a more learned art, and ancient fortresses of immense size were erected in but months. This is lost, but the Geotheurge carries on.

Aerotheurgy: Mastery of air through suffusing it with one's essence. Lacking in true offense but broad and sweeping when the winds are called to arms, the aerotheurgic arts are for the wanderer and spirited sort, but the flimsiness of their element's corporeality leaves them extremely vulnerable to sorceries which ward or dispel.

Luxitheurgy: Often called the Pure Art, it is the outpouring of immense numinous matter from one's own spirit to great effect. Lacking the capacity to animate on its own, yet allowing for immense gouts of raw energy it is perhaps one of the oldest disciplines known. Due to the sensitivity of magical creatures to such things, any sorcerers or creatures of sorcerous acumen are damaged extraordinarily should they be struck by such attacks, though the mundane fare little better.

Sanguitheurgy: Rejecting all other influence, the Sanguitheurge weaponizes the Numen within their own blood to become a terrible force of destruction. Less so a true Vulgar Art, it has some aspects of High Art as well, for it can corrupt corpses into ghouls and blood-bound thralls. It is a path which closes many doors, but opens others which might otherwise be unreachable.

The Bodily Arts:

Body, will, and mind, separate yet the same. While the sources of inspiration for the spells differ, they are highly compatible and all may be learned by a single mage.

Somatheurgy: Mastery over the flesh, the somatheurge pushes it to the limit. Not just the body, but the mind as well, if only the tissues in which the Numen resides. Due to its base focuses its practitioners lack the proper mindset to delve into the abstract, but fare excellently when paired with schools of similarly visceral nature. Despite being a High Art, its title is secondary, and so may be overwritten by Middle Art titles depending on the sorcerer's inclination.

Mensatheurgy: As somatheurgy, but for the mind and spirit. The mensatheurge augments their mental abilities considerably, a practice all mages must cultivate. As a result of this, it is a remarkably flexible school, merely being an extension of conventional sorcerous wisdom. Few sorcerers would hesitate to learn mensatheurgy if the opportunity presented itself.

Psychotheurgy: Control of the soul, pathos, will. The psychotheurge paints emotions like an artist draws upon a canvas. Most notably, their powers are pulses of emotion. There is little limit to how many may feel what the psychotheurge wishes them to. Entire armies can be brought to the bring through fear and agony, or empowered by rage. Happiness and contentment can be found during religious ceremonies, and for those afflicted by troubled minds, their turmoil may be soothed through apathetic indifference.

The Subtle Arts:

These deal with affecting living things, simple healing and harming.

Sanatheurgy: The art of healing. Many arts, even the Low, have healing prowess, it is true, but Sanatheurgy is healing at its most potent. Specifically, healing without cost. The Sanatheurge can mend flesh, bone, and nerve, regrow limbs, soothe the spirit. It offers no offensive power, nor defensive. It is wholly self-sacrificing, using a means of sorcerous focus which relies on the abstract nature of selfless miracle rather than the sculpture of flesh or cynical utility. It is said to be a sanatheurge is to be recognized as a saint, though in truth there are some who hold their abilities for ransom in exchange for absurd payment.

Maletheurgy: The art of blight, curses, and disease. Not true curses as is commonly believed, but the infliction of debilitation through pain and sickness. The Maletheurge is feared for their attacks upon the spirit as much as the body, unblockable by shield or armor. A gesture and chant sees even the most stalwart knight stricken with decay and agony. The Maletheurge may even directly call upon the foul vapors carrying sickness, and send them to strike in his stead. Even compared to fleshcrafters or corpse-mongers the Maletheurge is associated the most with the wicked and sadists, though for every hundred such there is one among them who takes up the school to study and calm the very forces he may use to wreak havoc.

The High Arts:

Complex, nuanced, and powerful. These are the words used to describe the High, or Subtle Arts. These fields are more in-depth, with abilities beyond simply flinging things about or shaping inert material or simple augments to the body or mind. Natural law, life, death, and abstraction are all bent into shape through these disciplines. The titles of the High Arts mostly override the Low or Vulgar Arts, but there are a handful of exceptions.

Necrotheurgy: The art of corpse puppetry, in some ways similar to the animation of inert matter but far more complex and specialized. A corpse devoid of numen is an empty vessel, near begging for the void to be filled. And so the necrotheurge obliges. While the Ushian church worked this art to noble ends, for the most part it is the domain of the unscrupulous and monstrous. Due to the powerful souls of humans, they are most suited to this school. Flesh golems can only be made from humans using current knowledge, and vampires can only arise from human necrotheurges. The Blighted take a different path.

Logotheurgy: Law and logic paramount, the mathmatician's scrutiny turned towards the nature of the arcane. The common wards and disruptions others take for granted the Logotheurges make into art. Even the mightiest of sorcerers may be rendered impotent by their powerful capacity to shatter the numinous lattices they would seek to weave. But rare is the one who studies this most specialized of schools for how greatly it reduces versatility. While oftened championed as a noble art, it can more accurately be characterized as the art which is most suited to killing other mages, regardless of moral inclination.

Zoetheurgy: Mastery over beasts, not dominating or changing them, but becoming and controlling them. A zoetheurge's spells are limited however. They only have their bestial form and their newly bonded family of fellow beasts to support them, and so it is considered a very primitive form of magic, perhaps one of the first used by humans and heavily associated with pagan faith. However, the ability to transform into a mountain of muscle is not to be underestimated, and if combined with other schools such as somatheurgy can create formidable warriors indeed.

Verditheurgy: Mastery over plants. Perhaps due to their simplicity and sessility, this school has advanced further than its zoetheurgic counterpart. Capable of summoning small forests wherever they go, the verditheurge is a boon to farmers if aligned with civilization, and a scourge of the outdoorsman if not. As with Zoetheurgy, it carries the smell of paganism, and so a great divide exists between garden mages, who tend to the fields, and wild mages, who would seek to root out every crop and replace it with wilderness.

Fungitheurgy: Mastery over fungus. Once thought to be an extension of Verditheurgy, recent centuries have seen it blossom into a true school of its own. Little is known of this school, save that it can be used to produce a strange analogue to necromancy. Rather than creating true undead through numinous infusion, fungal infestation puppets the corpse, creating a new kind of monster which conventional anti-undead methods are useless against.

Sarkitheurgy: Considered somatheurgy's cousin, sarkitheurgy goes beyond mere enhancement and strays into creation. Its reputation is as dark as its polar opposite of necrotheurgy, for both twist life into unwholesome forms for personal gain. However, the creations of the Sarkitheurge breed true. Fortunately, they also bleed true. That said, its sinister reputation is in part a result of sins past. Demons are said to have ties with this realm of sorcery, so it is no wonder its practitioners are viewed with suspicion, even if their goals are benign. Mighty Rhemnysia used it extensively before its collapse.

Fortitheurgy: Mastery of fortune, good and ill. A fortitheurge can be a boon to allies or a bane to foes, a bringer of hex or blessing. Subtle in its application, none save the fortitheurge know what weaving has been wrought until things go impossibly right or wrong in their presence. Notably, it is often depicted in art as a mage with two faces, for the platonic focuses required to curse or bless draw from entirely different spheres.

Umbratheurgy: A school with significant connotations for the one using it, for it means they have made a pact with the beings of dreams and darkness, the Hidden Folk. Enigmatic creatures which were either once human, or alien things which wear humanity as a mask, the umbratheurge can summon a capering parade of living dreams to accomplish near any task, and as many of the Folk have their own spells, augment one's power considerably. But this is not without cost, for the Oneiric ask payment in return.

Diablotheurgy: Blackest of the arts, it is to speak the language of the underworld and its unfathomably hateful denizens, to call them up to do one's bidding. Such is the common understanding, and not entirely wrong. However, it is not so clear-cut. A man of reason, learning, and faith may use demonotheurgy to bind demons and put them to good works, preventing them from bringing further harm to the world. Some of the greatest sorcerers constructed entire cities in mere months using demonic labor. And of course, priests of Metan, one of the oldest of the Great Gods, are peerless demon-binders. But for every such aspirant, a hundred more become mere puppets of wickedness, and bring more harm to the world than good.

Mixing Incompatible Schools:

While the above lists what schools can be mixed, and what can't, this is a half-truth. Exceptional geniuses can and have blended them, and the boundaries themselves blurry if they are indeed anything more than taxonomic constructs unfixed in reality. The golems of Haim-Haneh, for example, are constructs of Geotheurgy bound and animated by Logotheurgic principles using bound demons summoned through Demonotheurgic arts, which should be an impossibility. Flesh golems, a Ushian creation, likewise mix Sarkitheurgy and Necrotheurgy to enable the bizarre half-life of such constructs rather than rotting decay. The difference between a monstrous beast formed from the pagan whims of the Terrestrial Gods and their mastery over life and the fleshcrafter's artisanal constructs is a matter of faith and intent moreso than reason. As you may have surmised, such blendings are typically used to create new life, to work impossible wonders. While the invention of such things require genius however, the replication of existing methods does not. Now that these new creatures exist, a sufficiently skilled mage can produce them by following the exact methods pioneered by their betters.

Similarly, inhuman beings may have their own definitions of what aligns with what, and use spells most mortals would find incompatible. There is no accounting for the chaos of the wilderness. Schools are, in the end, an attempt by man to make sense of an infinitely complex patterns of the cosmos. It cannot be trusted as the end-all of arcane classification. But for most, it will be enough.

19
Mod Releases / Re: Fall From Grace 2.6
« on: December 31, 2023, 11:54:44 am »
The Lands and Peoples

The Known World encompasses all which is known to the people whose roles the reader shall inhabit. The Borderlands is but one of its indistinct edges, vast stretches of chaos from which order may be forged, for a time, in the long slow passage of human history. Recorded herein are the rough understandings of the cultures, peoples, and geographies of the Borderlands, and all else relevant to understanding it.


Regions

Herein are broadly listed the cultural spheres and their edges.

The Midlands

The midlands are the largest portion of the Borderlands. A sprawling temperate clime, the midlander realms are countless petty kingdoms interspersed with stretches of lawless wilderness. The mask of civilization slips easy from the midlander, who behind gilded armor may well be an eater of men or simply a true monster given rank in exchange for lending its power. Always the wars between realms, steel clashing against steel for but a few leagues of land.

The South

In the south, where the air grows cold, civilization gives way to brutish animalism. Here the beasts are monstrous and the men ruthless, either iron-willed through discipline or tempted into mad anarchy. Further still are the lands where the pagan faith of the terrestrial gods still holds sway, its practitioners changed to reflect their worship of the earth itself.

The North

In the warmer winds of the northward region can be found the remnants of once mighty empires, though all lay claim to the great throne. It is here the ruins of human civilization pile most deeply, and pagan barbarism is but a whispered rumor. Esoteric cults and terrible sorcerers are the plague of this land, along with the countless internecine struggles.

The Wastes

Lands barren by chance, or by the pollution of sorcery or the Outer Dark's malefic radiations. Here dwell unwholesome things, beasts adapted to privation or monsters which thrive in bleak and empty places. The few outposts of reason are blighted and suffering, though they do so with pride.

The Mountains

Islands of the Low Heavens where strange things dance and fly along eerie winds. They are places where the beasts of the world above can be seen clearly, and in turn they may see back.

The Seas

Mysterious and wrathful, the untamed seas host nothing but danger and are best avoided, unless one wishes a challenge.

The Dark Continents

The sprawling mass of caverns beneath the earth, home to the Hidden Folk and more besides, all the things rejected by the sun. A lightless mad purgatory and the tomb of empires. Horror can be found there, but treasure too, if one can survive it.

The Heavens

Divided into Low Heaven, where birds fly and other things as well, below the clouds, and High Heaven, the suffocating boundary between the Known World and the endless Outer Dark. Things live in High Heaven too, but nothing which a mortal may truly grasp. It is the liminal world between the familiar and truly alien, fit only for angels.

The Underworld

A place fearfully whispered of, an inverted world with a sea of flame above and a balefully glowing hell below. Vilest of pits where the foulest secretions of flesh and spirit congeal into hateful false existence, its taint reaching through the darkness to the world above, echoes of its attentions found in the most cursed of ruins which scar the world.


Peoples

Listed here are but some of the many breeds of man, and things which were once man, and things which were never, and the cultures they belong to.

True Men

Humans as is commonly known, and commonly known is their great legend. Once, man cowered in caves and forests, fearing the might of the unthinking Terrestrial Gods, the beastly masters of the world they lived in. However, killing the weakest of them and consuming their flesh, the hunters grew strong, becoming divine themselves. The Titans. From this they carved the first cities and tamed the first fields, and for a time all was good. But the merry hunts for monstrous gods did dwindle, and in time the Titans found that no more ventured into the lands of man. So hungry were they for the numinous essence of the divine that they turned on one another, and in doing so went mad, for the potency of their cannibalistic hunger instilled all men who yet live with Primordial Sin, the subconscious cannibalistic urge. For all know, to eat the flesh of another human being is to grow stronger, wiser, longer-lived. And deeper still, the curse pulls the mind towards fulfillment of this dark hunger. It is rationalized, made palatable. And then indulged. And while one man may eat in moderation, another consumes recklessly, and many behind him. And so it is that the civilizations of men have ever feared Primordial Sin, of having their works devoured from the darkness within their walls, or they have embraced it, becoming cannibal demigods ruling through sheer might over their herds of lessers.

It was the latter which encompassed all, during the age of the Titans. Cities were great sacrificial grounds consecrated in blood, surrounded by seas of fearful flesh waiting their turn in the butcher's pit. Hell brought to earth, overseen by the maddened and addled gods of man. Unrestrained, Primordial Sin was all. Children devoured their parents, and parents their children. Loved ones slew one another for the trace of godhood in their flesh.

It was into this madness which the Great Gods came. Strange but unfathomably vast beings from the Outer Dark itself, bringing their alien gospels. The first of them taught the first miracles, and from them would descend the first sorcerers, practitioners of gnosis. Again and again they came, some fading over millennia, others lasting to the present. Terrible were they, but benevolent too, so the Great Faiths say, for it is inarguably true that those realms which devote themselves to a Great God whole-heartedly do not collapse into the cannibalistic hells which await any other tribe of man.

So it is to the present. Man wrestles with Primordial Sin, kept in check by faith and one's own will. Trust that the alien interlopers truly wish to save humanity, and offer us heaven. It is, for many, all which keeps them sane. Others walk the path of hubris, delusion, or desperation. To turn from the Great Gods to cults to lesser things, or simply worship themselves. To walk the road of the apostate may only lead to ruin, or the loss of one's humanity, fully pledged to a path that is for better or worse a departure from what they once were.

For those countless true humans who yet live, they may be divided roughly into three main cultural spheres.

The peoples of the midlands, descended from countless heroes and saints, or so they claim. They are certainly a warlike and zealous people, who cling tightly to their faiths which run the gamut from the rising Multiplicitist movement to the Ushian Orthodoxy and Titan cults, and others besides. A faction of moderate cannibals, they approve the consumption of their enemies slain in combat but abhor the consumption of others for the sake of it, while chiding those who refuse to partake as lacking proper mettle. At war with foreigners as much as themselves, midlander country is the best place to look to ply one's trade as mercenary. Being spread across the Borderlands, they also serve as the crossroads for many a visiting stranger, and so those looking to interact with many different cultures would do well to wander here.

In the coldest south where the pagan gods still hold considerable sway, their armies of degenerated wild men vast, many feel the Titans to be their truest protectors, the once and always gods of humanity, their tragic mistakes a thing to weep over, not condemn. And so the cannibal knights of the south hold the grisly reputation of humans most inclined to predate on others to increase their own strength, while also being known for their stalwart protection of the north from the invading hordes of man-creatures that ever spill from past the Known World. Yet still the Great Gods mark their will here, the sternest and most unyielding of them, who serve as islands of reason in a savage and untamed land.

In the balmy north is a constant presence, the self-named empires and their foreign faiths. A cultured and esteemed people, the northerners are not unlike their midland cousins, but each lays claim to heirship of a vast and long-forgotten realm. Followers of the Diel, of the Lord's Exemplars, of the planetary and ancestral cults, and of countless minor saints. But this growth is not without cost, for the prosperity of the north is built upon chattel slavery, and many are ground to the bone upholding the glory of the shimmering imperial remnants. Yet still, for learning, for history, for peace from the slavering monsters of the borderlands, there is no better people to live alongside. So long as their walls yet stand.

The Afflicted

Some individuals are afflicted with a sickness, or an infestation. They recover, or die, and all is well. Some, however, breed true. No greater example of this is there than the Blighted Men of the Ushian faith, who dwell deep in the wastes. They are martyrs all, burning their bodies away through exposure to the very essence of the Outer Dark, all for the aim of their Great Work, the task given to them by the Most Holy, their Great God, and their revered savior, Ushia. They are kept at arm's length, but are accepted so long as their blight is kept in check, and concealed. Their services are valuable, after all. Less charitably treated are the Fungal Men, who bear a consuming parasite upon them. Or perhaps they are but puppets of flesh for the mind within the mycelium? None can say. They are dwellers in the Dark Continents, built for survival in lightless realms. Little can be said of them.

Demi-Humans

So named for being a degree removed from man, but otherwise natural beings. They breathe, eat, breed, and are healthy, and distinct from true men as the maned panther is distinguished from his striped cousin. Most well-known of these are the wild men, those worshippers of the Terrestrial Gods grown to detest civilization, who through union with beasts of the wild obtained great strength but lowered their rational mind to near-animal savagery. Ever do they spill from the cold south, seeking to leave not one stone atop another, such that their own sinful use of tool and script may finally end. Though still, there are those among them who repent of their ways and live for themselves, or the Great Gods, as zealot berserkers, or simply seek lives of peace. Then there are the Serpentine Men, indolent and cunning, who have lived in the sunlit lands for as long as history has been recorded. Are they truly men? For who would seek to be like serpents, a vile and hated predator of humans? Some say that it was a perversion, a mad race which sought to leave their humanity behind to better slake their thirsts, while others say it is the greatest trick of serpents, to mimic humans and so live among them. None can say, and the serpentine men do not tell. So too are there the Oneiric Men, the dreamlike people who made their pacts with the Hidden Folk, the fae beings which made their presence known only after the Terrestrial Gods and Titans both were banished and set to slumber. They follow their own inscrutable logic, and cannot ever be truly known save by their own kin. And then the Abyssal Men, the Dark Continents, which degenerate into a kind of beastliness untouched by the wild dignity of the Terrestrial Gods. Instead they have withered and become lesser than all other kinds of men, forsaking the pursuit of life, love, or meaning in exchange for freedom from Primordial Sin, losing all else in the process. Most mysterious of all, the Marinal Men, scaled and gilled, given over to the unconquered sea, ruled by things never seen by man or the sun. Why have they made their pact? Perhaps even they have forgotten, and merely live with the consequences.

These are but a handful of demi-human lineages, and more have been wiped out, or are yet to be born, than can be recorded in these pages.


Half-Dead

Consumption of human flesh turns the eater into a giant, unbound by natural law through the furious gleam of their divine numen, imposing their shape upon the world and becoming realer than existence around it. But if consumed improperly, deviation can occur. The body and soul are warped. Sometimes they simply go mad, becoming feral brutes. Other times they die and live, at once, becoming abominable things, in which the spirit dictates the body's law, and not the other way around. The Vampiric Men are those which consume human blood alone, and indeed were made to do so, to be perfect bodies by which a sorcerer may become a living cauldron of sanguitheurgic power, at the cost of the frequent draining of victims. Then there are ghouls and Ghoulish Men, the damned and their progeny who, by feeding on the rotting carrion of the divine, were overcome by the distorted numen within it, requiring ever more to stave their hunger, even as they degenerate into progressively more monstrous forms. Often, both are paired together, but isolated populations can be found in any dark and gloomy land.

Chthonic

A tumor below the earth, the progeny of Chthon can be said to be one of the few truly inhuman intelligences, and of them, the only ones who would act as men do, settling and claiming land rather than dwelling hidden by themselves. However, their realms are a parody and mockery of human civilization, hells upon the earth where they may torture and violate as they please, with the aim to make the whole world thus. Countless times has the foulness of Chthon risen from the earth, and countless times has it been forced back, but not without cost. The taint can be felt by the populations of Chthonian Men, humans tainted by the malignant attentions of their demonic masters, and so bearing their features. Shunned by all, they congregate in the ruins of their former realms, and merely seek survival. Greatest of all such enclaves are those descended from mighty Rhemnysia, greatest empire of the Known World to bow before no Great God. Its corruption and collapse was similarly legendary.

Celestial

The Celestial Choir came with the Great Gods, all of them. As scavenging fish trail behind the shark so too did the angels come with the gods, acting as their messengers and servants yet adhering to their own agendas as well. It is rare to see a celestial being, but their influence can still be felt, for the Celestial Men, winged humans touched by their power, dwell in places of faith as envoys from the High Heavens, a meager but strongly felt connection to the will of the Great Gods. If the burden is one they can bear, that is. For there is a fallen or false angel of man, lost of faith or never having it, existing for every pious specimen.

Golems

With the channeling of numinous essence, life may be given to many things. Earth, water, wind, flame. But this is a nothing-life, a short life, brief spasms of motion followed by collapse into dormancy. For it to be sustained, it must be interred within a suitable body, one built for that very purpose. This is a golem, an artificial thing made of inanimate parts, which through spiritual strength acts as a man does. First were golems of clay, mute and servile, created by Haim Haneh, the first city ruled by a Great God. Then there were golems of flesh, made from fresh corpse-parts, selected for beauty by the Ushian Church, and selected for strength and availability by the sorcerers who stole their secrets. Newest of golems are the clockwork men of Gloris, the republic which drowned, who are the sole wardens of the mechanical wonders of that once-wisest of lands.

Man-Beasts

Fleshcraft has always been associated with the creation of monsters. It remains so. But also has it birthed new races of thinking beings. One may argue if they are human, or merely wearing humanity as their face. For all know, one need only mix infant and animal to grow for themselves a servant. Panther, raptor, bull, horse, common choices for an aspiring sarkitheurgic lord, though the serpentine men ever prefer their snakelike servants. In old Rhemnysia, the fleshcrafted beasts were common, living alongside Chthonian masters, and most fleshcrafters do not bother with their own designs, but simply copy the methods of that long-lost land. Few can surpass them in the art, so few try.


20
Mod Releases / Re: Fall From Grace 2.6
« on: December 31, 2023, 11:53:28 am »
New Mechanics

Materials

Materials are more limited for this mod. Weapons and armor can only be made out of steel, but more metals can be made into ammo. Only certain animals give out leather, usually bigger mammalian ones. Sticking to domestic animals you know would produce leather in real life is your best bet. In real life, leather didn't have as frequent a use as clothing save for boots, hats, and cloaks and such things, until better leatherworking techniques emerged. In the interest of preserving that feeling most clothing can only be made of cloth, so having a proper cloth industry or being able to import it is vital.

Nobles

The nobility are now vital to your fort's functioning. They are the only ones who can raise and command true armies, and are required to launch attacks. They perform many other jobs as well. No longer should they be considered useless parasites and fodder, the aristocracy has become the core of the experience. Focusing on obtaining a noble as quickly as possible is ideal, as you are very weak otherwise. In addition, should they die, and no replacement is forthcoming, the only option may be to retire the fort. Think of your fort as, specifically, the story of the nobility who live within it. If they die, the fortress may cease to function.

Sorcery

A complex magic system exists in this mod. By finding sorcerous books, one can have their fort members read them and gain powers. Or alternately, existing sorcerers that visit can be enticed to stay. Sorcerers come in countless types, with combinations of schools, or sets of powers, being possible. Some wizards might only know one or two spells, others might know a great deal. All of them should be taken seriously.

Combat

As this is a late medieval-inspired setting, combat is between heavily armored, well-trained combatants, the knights and lords and their men at arms. Expect any serious enemies to have full or half plate armor. Melee fighters should focus on blunt weapons or ones with some heft to them to batter an enemy through his gear. Some civilizations also use crude firearms, which of all ranged weapons have the best chance of damaging a knight from afar. Swords and other lighter weapons for slashing should be considered sidearms, but can be useful when dealing with bandits, monsters, or lightly-armored invaders.

21
Mod Releases / Fall From Grace
« on: December 31, 2023, 11:52:57 am »
Man's reign was born from sin, and to sin he shall return. So it has always been said. Since the days of the First Men, who ate the flesh of gods and in doing so became them, only to turn against one another in anthropophagic frenzy, ruin has followed our people. Stumbling from one madness to another, the world crawls with our mistakes. Warring kingdoms, monstrous creations, shameful degenerations, and things far worse. But even so, the degraded world clings to whatever yet offers hope or comfort. The Great Faiths, wardens of civilization, grant what succor they can, and salve the cannibalistic hunger inflicted upon us through the deeds of our ancestors, so long as we follow the alien scriptures they have brought forth, carried from the fathomless Outer Dark. And at the fraying edges, the powers banished by holy writ yet ever watch for weakness.

In this world, El-Enlil, the soul of man is laid bare, in all of its terrible wickedness and all its righteous passion. When humanity is truly a people cursed, afflicted with consuming destructive impulse only restrained by devotion to alien gods, what figures shall rise among them? Who shall pick up the sword or the sigil or the word and strive for greatness, or become but another forgotten soul in a realm which ever seems to change, yet never truly has. Here, in the distant and untamed Borderlands, is a place where futures can be made or broken through skill and chance, through cunning and bravery. So will you seek glory? Power? Respite? Or will you simply be a pawn to those who do?

We have fallen from grace, and little hope remains.

We can only struggle on.

==========================================================================
What is Fall From Grace?

Fall From Grace is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a dark religious fantasy setting inspired by media like Berserk, Dark Souls, and other dark fantasy fiction, where humanity, afflicted by the supernatural burden of their past actions, have pledged themselves to alien gods for salvation, or through hubris have sought to become gods themselves. But such apotheosis is not to be our story. Ours takes place in its periphery. The ruins of countless civilizations litter the land, and the place where the tale is told, the ever-changing Borderlands, is a dismal patchwork of feuding kingdoms and decaying empires. It may seem like a typical medieval fantasy world on the surface, but the deeper one pries, the stranger things become. Play a landed lord, a noble knight, a powerful sorcerer, a cunning mercenary, a wandering barbarian, an inhuman monster, a cannibal demigod. The world of El-Enlil, the grand argument for the soul of man, awaits.


Download Link: https://dffd.bay12games.com/file.php?id=16953


========================
==========================================================================
What is Fall From Grace?

Fall From Grace is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a dark religious fantasy setting inspired by media like Berserk, Dark Souls, and other dark fantasy fiction, where humanity, afflicted by the supernatural burden of their past actions, have pledged themselves to alien gods for salvation, or through hubris have sought to become gods themselves. But such apotheosis is not to be our story. Ours takes place in its periphery. The ruins of countless civilizations litter the land, and the place where the tale is told, the ever-changing Borderlands, is a dismal patchwork of feuding kingdoms and decaying empires. It may seem like a typical medieval fantasy world on the surface, but the deeper one pries, the stranger things become. Play a landed lord, a noble knight, a powerful sorcerer, a cunning mercenary, a wandering barbarian, an inhuman monster, a cannibal demigod. The world of El-Enlil, the grand argument for the soul of man, awaits.

Would you like to help support the creation, maintenance, and improvement of this mod and others like it? Consider donating to my patreon: https://www.patreon.com/themodsmith
Have an issue? Report it in the bug report channel of the Discord: https://discord.gg/hDY8KT7pXE

========================

INSTALLATION:


To install it, drag and drop it into the 'mods' folder in the dwarf fortress main folder. If there is not one, make one. DO NOT PUT IT IN THE installed_mods FOLDER, THAT IS NOT THE RIGHT FOLDER.

This mod is an entirely self-contained experience. When selecting it for world generation, DEACTIVATE all other raw files, including the vanilla ones, from the selection. The Long Night comes with copies of those raws within it, meaning it needs nothing else from any other folder to function. All you need is the mod to be active. Feel free to experiment if you really want, but if it causes problems I can't help.

Also, it comes bundled with custom worldgen and colors data. Copy the worldgen data into the worldgen file in Dwarf Fortress\prefs (if you do not have a prefs folder go to advanced world generation and hit save, this will generate one). You do NOT need to override any pre-existing worldgen templates. When you load the Fall From Grace mod, only choose from these world presets in Advanced World Generation unless you really know what you are doing. If something goes wrong and you haven't used these to gen your world, I won't be able to help you, because that can cause a lot of problems I can't fix. You don't need to delete these if you want to generate a vanilla world, just don't choose them when generating a non-Long Night world. These parameters may change, requiring an update, but I will announce in the changelog if that is done. If you do not have a prefs folder, got to advanced world gen and SAVE the parameters. That should generate one.

The colors are not as necessary, just choose them if you prefer that palette.

===============================================================================

Changelog:

2.67 Changes:
-Fix to some wizard transformations not working, and elemental-based ones are now castes within the human creature.
-New creatures added to the fungal zones of the Deep Continents.
-Blighted humans should rot slower.
-Fix to some nations not having altars.
-Two new kinds of beaver added.
-New spell type added, "Bane". This makes enemies more vulnerable to physical attacks.
-Demonic invaders should be more aggressive.

2.63 Changes:
-Fix to being unable to appoint sheriffs.

2.62 Changes:
-A fix to being unable to appoint multiple captain-equivalents. It may still be restricted depending on if you have nobility in your fort or not, depending on your location, but you should be able to appoint them when you are supposed to as of now. However, this change is an experimental one to streamline the process of appointing soldiers, so if it fails it may cause issues. If you find anything odd pertaining to off-site wars or the ability of nobility to appoint soldiers, please let me know.

2.61 Changes:
 -I accidentally left in an old set of worldgen parameters. New ones have been given which I feel are better. Use these for a better experience, unless you really like the old ones.
-Fix to the Altar of Gnosis system. It didn't work but now it does. You can use the Altar of Gnosis to learn mesotheurgic spells, the simplest and weakest ones, but still formidable. Want to learn stronger spells? Send parties out into the world to steal books of powerful magic, or enlist a powerful sorcerer as a citizen of your fort.
-Giant chieftains will now be elected without waiting for 50 citizens to join your fort.
-Fixed a crash caused by eel duplication
-New spells added. Mesotheurgy gets the spell Lesser Slowing, which can reduce the speed of an enemy. Logotheurgy gets Greater and Mass Slowing.

2.6 Changes
-A complete overhaul/revamp of the lore and setting, additional data will be forthcoming but it is completely playable as of now


22
Do spawned demons need to be LARGE_ROAMING or can they be creatures that only exist tied to the obsidian spires?

23
I kinda like to keep it realistic. I used to do archery, and it just isn't something that is viable in any way in close combat. Off course, it's a fantasy game so you could say you want something fun like Legolas in LOTR, but I'd prefer more realism.

Crossbows IRL are actually famous for long loading times. You simple can't fire them in close combat.

HOWEVER, my counter-offer would be to give archery a bigger chance of one-shotting opponents. This is actually what bows and crossbows are good at. If you have time to aim, you can IRL pretty much hit where you want. I myself shot a plastic deer in the eye actually, and I'd say my level was just a bit above novice!

With high skills in DF, yeah you should be able to shoot a creature in the eye if you want to.

So the attack modes should have something like "aim real carefully", and if you aimed at the head, you'd then get a nice chance to plunk the arrow through the brain of the target. In return it would take even longer.

This would make archery usefull as a sort of tactically interesting thing - where you maybe run away, circle around, turn sneak on, approach the enemy from behind and then aim real carefully for the head.

I agree that with normal weapons and normal people they shouldn't be used to do Equilibrium-esque gun-kata, and crossbows are definitely slow-firing normally. But bows are definitely faster-firing than crossbows (depending on the user and the kind of bow). So why do they have the same reload times? They should be different, and if you're going to make it different I'd say you should make it moddable as well, but I'm biased in that regard. Though also, things like repeating crossbows definitely exist, and with moddable reloading times it would be possible to simulate that mechanically. Also, while again I agree with mundane people being limited to the mundane limits of these kinds of weapons, the game is also built to simulate demigods and superhuman warriors in addition to the average goon, so building the groundwork to allow these weapons to be taken to Legolas-tier stunt shooting wouldn't be breaking the intent of the game too much so long as it was something you had to earn by getting that good at the weapon rather than any low-tier archer being able to do it.

My main issue is ultimately the forced-reload mechanic though, which is just completely unjustifiable and is what actually makes an adventure mode ranged fighter nerfed into the ground imo. When reloading is mandatory you can't do basic things like shooting, running away, reloading in a safe area, and shooting again or fighting in the method you suggest. Every arrow fired is a commitment to standing perfectly still and completely vulnerable to however many turns and getting eviscerated by the enemy once they close the distance. If nothing else this absolutely needs to be changed. If I, as a peasant-level goof with a rusty dagger, can kill a legendary archer so long as he misses once, not because I was lucky but because game mechanics arbitrarily lock him into a reloading "animation" rendering him completely defenseless to my most basic attacks, then something is wrong.

24
Mod Releases / Re: Dwarf Fortress: The Long Night 4.5 BETA
« on: May 25, 2023, 03:15:26 pm »
https://easyupload.io/b0oqbv

This should be it. The website is safe but I only use it with adblock on so maybe do that.

25
Mod Releases / Re: Dwarf Fortress: Broken World 1.2
« on: April 30, 2023, 03:36:49 pm »
Any plans to migrate this, amongst other projects, to the Steam Workshop?

I have plans to migrate a fair amount of my work to the steam workshop. In fact, I'm practically pacing around my room forcing myself not to, I want to so bad. The problem is with steam's lack of adventure mode and third party utilities like Legendsviewer, testing things properly is really hard and tedious. Having the Long Night to deal with is a huge headache already, but I am fully resolved to start porting my work as soon as adventure mode comes out at the very least. Though admittedly I might have to bite the bullet and port one or two earlier than that given how long it is taking, but no promises.

26
Agree with the suggestion.
But you know adventurer parties are a thing now, right?
Start with a couple of tanks and a bow guy, same as you would in any other RPG. During battles you can manually control the whole party, so you'll never be "rushed down".

It's true, but even so, that locks the player into having to only play ranged characters a certain way. I shouldn't always have to go out of my way to build a whole party to make a bowman viable, since even a master bowman would still be limited by these forced reloading sequences. You can only ever play them as supporting characters, there's no way to, for example, play a more active style of archer such as a solo hunter with a keen eye on the lower end of the spectrum (he'll likely be killed by the first predator he tries to hunt), or movie Legolas from LOTR in the higher end (outright impossible), which feels odd in a game where you can be a demigod with legendary skills if you pick the right start and train hard enough. I'm not saying that low-skill bowmen should be using their weapons like martial artists and doing trick shots while doing backflips, the average one probably would be best used in a supporting role behind melee fighters, but that the current way it works arbitrarily limits ranged-specialist adventurers to a very specific role no matter how skilled they get. My main quibble is, like I've mentioned, that you can't choose when to reload your weapon, meaning as soon as you fire you're forced to enter a highly vulnerable state no matter what. That really shouldn't be happening unless its a specific quirk of the weapon, like say some kind of magic bow that leaves you catatonic for a moment after you fire it. But that'd be for the magic update. In real life, bowmen weren't arbitrarily obligated to nock another arrow after firing the first one while an infantryman charged at them with a sword, and I can't see any gameplay mechanic-oriented justification in DF for why it does that either. This applies to NPCs too, meaning even if you're up against a very skilled bowman you can still easily win if you get into melee and he misses or doesn't disable you, because if he shoots while you're close enough to charge him, the game forces him to reload, so you've got an advantage you shouldn't have as he'd logically be trying to disengage before fiddling with his weapon. Though that could be something handled by temperament for NPCs. Risk-takers may opt for trying to get another shot in as you charge them, while more careful fighters would flee first. But either way it shouldn't be forced.

Also, the fact you can't target specific body part is also a huge missing feature, given that all of the above would at least be a little more bearable if the one shot you could get off could be aimed at the head. Aiming was trickier with primitive ranged weapons I know, so maybe lock it off until a particular skill level or something (perhaps also a raw-moddable variable, precise aiming with bows would likely be trickier than crossbows). Still secondary to the reload problem however.

27
DF Suggestions / Make ranged weapon reload time adjustable and manual
« on: March 05, 2023, 04:45:18 pm »
Currently DF struggles with ranged weapons in adventure mode. This is primarily because reloading a ranged weapon is both automatic and time consuming. One or the other would be fine, but as things stand using a ranged weapon is essentially suicide, as you'll only get one shot off before you are forced to reload your weapon, during which time you are highly vulnerable and easily dispatched. It makes things like bows and crossbows unusable for solo players, and even with NPC allies you might be rushed down anyway. If the player could choose to reload their weapon, then at the very least they could get one shot off and then look for a good opportunity to reload. If it were made faster, then an automatic reloading situation would be more tolerable. I personally think implementing one or both of these features before adventure mode is re-integrated would be a good idea, as then players wouldn't have to deal with these issues from the get-go, and it would also open up modding opportunities for things like repeating crossbows for faster-firing weapons, or heavy arbalests for more powerful, slower weapons, to give some examples.

28
+1

This is something I've been wanting for a long time.

I'd like to add to the suggestion(s) that it'd be great if the descriptions could be appended also to plants (shrubs, trees, grasses) and inorganics.

I agree with this, it's difficult to implement any sort of fictional plant without being able to explain to the player what it is and does. A fantasy world with an entirely unique roster of fauna is entirely possible in DF because each animal comes with its own description, but with flora it's best to stay conservative with wheat and berries or the player will be totally lost on how to handle a farming industry or that this particular tree's wood is vital to some special reaction and shouldn't be wasted.

29
Necroing this after 8 years because it's still a good idea. I was going to make my own post explaining why but I'll just do it here.

Take this example. Adding "Cholaxium" (a metal I just now made up) to the game tells players nothing of its properties for example, and there's no way to convey it easily in game unless you have a reaction with a description that uses it, and even then it means the player would need to know to find that reaction (its own description limited to a certain number of characters) to find the description which explains what Cholaxium is and how to use it, rather than simply clicking on Cholaxium to read the description itself, a far easier alternative given the player may well be more likely to encounter the material before stumbling upon the reaction that uses it, if the civ they play even has that reaction. The same could be said for any item for example. What is a Jornian puzzle box? Why is it different than a normal one? What about a weapon just called a swayyal? How do you know what that is? And what if that swayyal is made from cholaxium? It just becomes gibberish with no way to easily parse it in-game.

Essentially anything outside mythology/history (embedded in the public consciousness, you could add orchichalum or a katana to the game and most people would know what you are talking about or find out with little effort) or descriptive names (hard gray metal, soft yellow metal, axe-bayoneted compound crossbow, etc) suffer from this issue, and so you're either limited to cribbing from the ancients or utilizing a clunky, long-winded descriptive naming schema that either jarringly stands out from the rest of the game (an inventory of "gold, silver, and gleaming purple metal") or mandates overhauling all other content to make it match tonally, the alternative being peppering your mod with custom nomenclature and then demanding the player flit between the game and tabs of your mod's wiki (if you even made one) to know what it is they are looking at and what to do with it.

And yes, with graphics you do gain the advantage of a visual aid, but details like texture, scent, taste, utility, special attacks, or historical significance among other things can't easily be gleaned from a pixel sprite, but can be explained in a description. This change could allow a large portion of time spent out-of-game to be negated, allowing the player to learn from and experience the mechanics and lore of the mod within the game itself rather than scrolling through explanatory text on the forum or steam page or wherever.

That said, I understand this could get complicated. Nested descriptions, such as a means to select a cholaxium swayyal and be able to navigate to the description for a swayyal and cholaxium within the same item, would be more work than merely adding making the DESCRIPTION: token available to a broader range of things, so I would say the loss of that wouldn't be too significant if it stood in the way of implementing this feature.

In addition I don't think the currently extant vanilla stuff needs to be given descriptions should this be implemented, given most of it is easily understandable stuff found in the real world like historical weapons and armor, or real-world plants and minerals, but if that is what would be required to make this happen I would personally comb through all the raws on behalf of the development team and add descriptions to everything that needed them, something I am capable of and very willing to do.

In short, expanding the utility of the description token would be a massive boon for the creative efforts of the modding community with minimal effort.



30
DF Suggestions / Re: A way to view the physical size of Creatures
« on: February 02, 2023, 09:12:35 pm »
I also agree with this. I think even just a basic numerical descriptor somewhere would be good, like how many dorf units it is, with a dwarf being 60000ish for example. It'd be such a help for weirder creatures with no baseline for how big they should be.

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