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Messages - Loam

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106
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: July 14, 2020, 06:13:14 pm »
You want some critique? ask and ye' shall recieve, just dont blame me if you dont like what i have to say :P
Don't worry, I'm fully aware I'm an apprentice in the art world, and your critiques are on-point.

Quote
The tree leaves in the first image stick out, and im pretty sure they're just a bunch of the same image stamped repeatedly... how close am i? Theres a trick to making that less obvious: Rotate and scale the image, its the same trick games use for large forests, many have just a few tree models(trees are hard), but they rotate and scale them so that they appear different.
Yeah, it's one of the GIMP vegetation brushes. I think I only added it as an afterthought, since I didn't want to put too much detail on the physical sketch. I did actually rotate/scale a few times, just not a lot.

Quote
Shading is a pain, but its a great way to show structure and form of things, though its okay if your style intentionally omits it for well... style reasons.
It's partly stylistic, in that I like to keep these simple - I'd do more shading, but 1) it's difficult to get right, and if it's wrong it just looks worse; 2) it takes a while, and these already take me long enough - I think the town picture took ~8 hours. Once I can work a little faster, I'll add some detail.

Quote
Also Thob needs some new poses, lol.
Action shots are not my strong suit, much easier to screw up proportions and whatnot. But yes - he needs something to do with his hands.

107
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: July 13, 2020, 10:54:36 am »
Well, since it's pretty slow over here I guess I'll re-post my Thob drawings:
Spoiler: Thob and the Dead City (click to show/hide)
Comments and critiques welcome.

108
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: July 13, 2020, 10:38:33 am »
You don't need to be a magnet for undead to find you in this world.



Thob made it back to the castle, where he spent the night—he figured it was the safest place, and probably no one would mind.

Expecting there’d be little point to keep searching the town (unless he wanted to get jumped by the undead again) next morning Thob decided to move on. He could see another fortress not far away to the north.
   On the northern outskirts of town he found a marvelous structure: a vast temple, ruined but still magnificent.
Spoiler (click to show/hide)
The statues around the building depicted Egesh Bravedheather—this was “The Shrine of Worth,” a temple of the Communion of Saints! The carved walls depicted many ancient priests, some humans, others dwarves, and others stranger creatures: Thob saw a reptile man and even a troglodyte dressed in priestly garb. Clearly the Communion was much more than the obscure cult he had always thought it to be.
   He felt it appropriate to offer a few words to Egesh—after all, her blessing appeared to have gotten him this far.
Spoiler (click to show/hide)
…he didn’t really know how to pray, though. Should he start with some kind of icebreaker?
Spoiler (click to show/hide)
Egesh didn’t say anything. Maybe she didn’t like him enough?
Spoiler (click to show/hide)
Maybe he should just say what was on his mind.
Spoiler (click to show/hide)
Hmmm…
Spoiler (click to show/hide)

This prayer thing seemed a little one-sided to him. But he felt he’d done his duty, anyway. He left the Shrine and continued to the north.

The castle overlooked a small, abandoned village. Thob became eager when he saw the castle’s name on an old sign: “Beer-Yearling.” A promising name!
Spoiler (click to show/hide)
The fortress was built of microcline, shining softly turquoise in the light. The walls were high, but the front gate was rickety and opened easily. No one was around. Probably, Thob guessed, it was another desolate ruin, like the rest of them.
   He went over to the keep and swung the old doors open—and saw a living person! She was about his size, though slimmer; long hair of a striking scarlet color fell down her back; she had a daintily upturned nose, and big, round eyes framed by long lashes.
   She was, however, green:
Spoiler (click to show/hide)
   She started when she saw him. “Well,” she said, “you’re not what I was expecting. Have you come to get me out?”
   “Uh—not exactly. I was looking for booze.”
   She blinked. “Well, would you mind getting me out?”
   “…the door’s unlocked, you know. Couldn’t you get out yourself?”
   “With all those zombies out there? I have a dress and a thin stone knife—how long do you think I’d last?”
   “Alright… anywhere in particular you’re going?”
   “Anywhere but here. I’ve been trapped here way too long.”
   “How long?”
   “Oh, I don’t know for sure. I lost track after about two hundred years.”
Spoiler (click to show/hide)
   Thob must have heard that wrong. “Excuse me,” he said, “but… are you well? You look a bit, um, off-color.”
   “I guess I am a little pale. Comes of being stuck in a tower so long.”
   “That’s… not what I meant. You’re green.”
   “I’m in no mood for jokes,” she said. But when she saw the surprise in Thob’s face she arched an eyebrow. “You really don’t know, do you? What rock did you crawl out from?”
   Thob pointed out the window to the distant southern mountains. “That one, I think.”
   She raised her eyes and stared at the ceiling for a while. “Just my luck,” she muttered.

109
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: July 06, 2020, 08:36:00 pm »
Cities of the Dead

A wide paved road led between rows of houses, all run-down, some falling in on themselves. As in the small village, the houses were sized for someone noticeably taller than Thob. They seemed to look down on him as he passed between the rows.
Spoiler (click to show/hide)
He walked through the desolate streets until he came to a high wall of white stone, encircling an inner town. The towering gates opened slowly, creaking on hinges almost rusted through, and Thob stepped into the narrow streets beyond.

Spoiler (click to show/hide)
Here the houses were bigger, and older. Two tower-like mansions stood side-by-side by the road, overgrown gardens lying before them. The towers were in absolute shambles, a mess of collapsed walls, fallen pillars, and broken stairways. But among the ruins Thob saw the remains of grandeur, such as the vast feasting tables in the southern tower.

As he surveyed the wreckage Thob noticed that, while much of the decay was due to time, in many places the destruction seemed deliberate. Evidence of burning, battering, and the blows of axes and hammers still marked many of the torn-down buildings. This town hadn’t been abandoned on a whim: whoever had lived here had been driven out.

Spoiler (click to show/hide)
He wandered up the main hill until he reached the fortress at the top, surrounded by a curtain wall of the same white rock. A nearby sign called it “The Invisible Palace,” which Thob didn’t understand—he could see it perfectly.
   The palace was deserted, like everything else. In the dark throne room, though, he found a few books lying around: if these people kept some records he might find out what had happened. He picked up a small book called “Factual Human”:
Spoiler (click to show/hide)
He didn’t know why anyone would write so incriminating a document: was this some sort of confession, or were assassinations a thing these “humans” took pride in? Either way, at least he knew what these tall folk had been called. Maybe he’d meet one yet.

He went back down into the outer town, still on the hunt for a tavern. Just as he passed through the eastern gate, however, a detestable smell met his nostrils:
Spoiler (click to show/hide)
He didn’t see anything dead, though, and the smell was faint, as if… as if something dead had been here a while ago. But there was no sign of scavengers feeding either…

At last, as evening was coming on, Thob spotted the unmistakable sign of a tavern! And what a tavern—even in its ruined state, it was enormous, and he could only imagine what a place it would have been in its day:
Spoiler (click to show/hide)
But his joy was short-lived. Although the place was stocked with dozens of huge casks, not a single one had even a vestige of alcohol. What sort of booze-draining plague had struck this country? No wonder the town was abandoned.

Night was coming, and Thob looked for a relatively stable shelter. As he drifted through the streets, he heard a shuffling noise—then came the awful smell again, but far stronger. Suddenly, something shambled from the ruins:
Spoiler (click to show/hide)
It—she?—it was clearly dead a long time, although well-preserved—yet there it was, walking towards him. Walking? No, it was running, straight for Thob with its claw-like fingers raised. Its black mouth gaped horribly.
   There was no time to run. Thob swung his pick and struck the thing’s foot. The desiccated flesh gave way, tore, and the corpse collapsed to the street. But it kept fighting. A scratch barely missed Thob, and he sank his pick into the thing’s abdomen with a sickening squelch. But he couldn’t pull it out; it was stuck. As he was trying the corpse kicked him across the face—the blow bruised him, but it also wrenched the weapon free. With a final swing Thob broke open the creature’s skull. It lay still—but he watched it for some time afterward, just to make sure.

So maybe the town wasn’t abandoned just from lack of booze. Just maybe it had something to do with dead things coming back to life.

110
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: July 04, 2020, 08:48:27 pm »
Thob had had enough of empty promises and vague directions at Dawngloves. Tomorrow he’d set out on his own. He might be a dwarf alone and basically lost in a strange world, but he knew a thing or two about adventuring now. Besides, things were getting desperate:
Spoiler (click to show/hide)

All the next day he spent marching, back through the desert and into the dry hills beyond. Toward evening he struck a road heading north:
Spoiler (click to show/hide)
It was barely a dirt track now, overgrown with dense grasses, but still discernable. He followed it until it branched in two: the left-hand path leading due north, the right hand north and east. Here Thob halted. There were no signs or anything else to suggest which way to go. So, Thob reached into his pouch and took out a silver coin—there wasn’t anything to buy, or anywhere to buy it, but he kept some lucky coins on hand.
He flipped the coin—heads for left path, tails for right. It came up tails.
Spoiler (click to show/hide)
Perhaps, Thob thought, it was unwise to follow the advice of a coin depicting a bunch of dwarves being killed. It almost seemed like a warning. But it was just a coin; and anyway, he had already made up his mind.

By midmorning the next day he was well into the northern hills. Coming over a ridge he saw a curious sight.
Spoiler (click to show/hide)
Large areas of the terrain had been cleared of trees and divided up into oddly-shaped patches: uneven but clearly not natural. Little clusters of structures sat in the middle of the clearings. Thob thought he saw movement out to the east, but couldn’t tell what it might be.

He approached the nearest of the clearings, and the patchwork landscape came into focus: fields, just like the plump helmet farms back home. They were planted with some strange surface crops—well, they had once been planted, he guessed; after some centuries they had gone awfully to seed.
   At last he was among the buildings:
Spoiler (click to show/hide)
It must have been some sort of village, like the hillocks he’d been to. Only the buildings weren’t made of stone or earth, but from the wood of the above-ground “trees,” which felt a lot harder and heavier than fungiwood or tower-cap.
   Of course, no one was around, but there were a few statues here and there. They didn’t look like dwarves, though: they were roughly the same shape, but distinctly taller and less bearded. And the houses seemed to be built for folk almost half again Thob’s height. He’d heard of supposed “giants”—maybe the people who used to live here gave rise to those rumors?

More importantly, did they know how to brew alcohol? There was a much larger settlement to the north—maybe he’d find something there.

111
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 29, 2020, 08:27:20 pm »
I love this update!
Glad to hear it! It's good to have feedback. And I agree, it's a pretty good one (the book is my favorite part, because of course Thob would write a book about stealing books :P)

Here's another brief intermission - I'll still do a proper update sometime this week:


Again Thob passed down the dry valley to Dawngloves. It was now midspring.

When he showed his only find, the artifact mug, to King Urvad, the spooky noble recognized it at once:

   “Thank you for returning my—ah, our treasure… the treasure of the Sandaled Key.” He turned the beautiful goblet over in his bony hands. “And where’s the rest?”
   “That’s it,” said Thob.
   “What do you mean ‘that’s it’? That’s not it. I told you to bring all the artifacts from Scarredpaddles, yes?”
   “Well, they weren’t there. That’s all I found—and not even in Scarredpaddles.”
   The king screwed up one eye very tightly, and his thin lips started to quiver. “You aren’t… holding out on me, are you? Because that would be… most unwise.”
   “No, I am not holding out on you,” Thob replied, exasperated. “I walked all the way to Scarredpaddles and back, at your request, and on the way I got lost in the caverns, attacked by monsters, ambushed by hyenas, whipped in the chest, and rained on—and all I found was that cup! You should have guessed that stuff wouldn’t stay put for three hundred years, if it’s really so all-fired valuable! You ought to be glad I went at all!”
   The king was visibly taken aback by Thob’s vehemence. After a pause he seemed to relent a little, though his voice was markedly cold. “Perhaps… you are right. No doubt some of my rivals got to Scarredpaddles before I.” He looked at the mug again. “You have done well, considering. You may go.”
   “Wait a minute,” said Thob as the king turned away. “What about the booze? And the brewer?”
   “Don’t fool yourself,” Urvad snapped. “You’ve been out there, you’ve seen what it’s like. There’s nothing left—nothing—no kingdoms, no towns, no breweries, no booze. It’s all gone, and it’s been gone for a long, long time.”
   Thob was stunned. “No booze… anywhere?”
   “Nowhere anyone knows.”
   “How… how did you survive?”
   “Me?” Urvad shrugged. “Never touch the stuff.” And with that he walked away.

A dwarven king who didn’t drink. Thob guessed he had seen everything now.

112
DF Suggestions / Re: Crusades Against Necromancy
« on: June 25, 2020, 07:47:05 am »
Multiple civs can already form "alliances" to fight against certain threats (goblins and necromancers currently). I'm not sure if these alliances operate offensively yet - they seem mostly defensive at the moment, if one civ is attacked the others will come to their aid.

But freelance "monster hunter" groups might be a nice addition.

113
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 24, 2020, 08:44:52 pm »
The temple at Quakegloves was probably a good place to store books for the moment: after all, it had kept these ones safe for a thousand years. Thob stowed his collection before turning in for the night. If he came across more books in his travels, he’d try to bring them back here.

When dawn came Thob felt… creative. All this reading had given him an idea: why not try his hand at some writing? He’d read enough to have a general idea of what it should look like. He found an empty scroll in the old library, and a guide on how to write:
Spoiler (click to show/hide)
In a few hours, he was done:
Spoiler (click to show/hide)

NOBODY FORETELLS

No one can tell you what will happen in your life. My name is Thob, and I was a miner for most of my life. But now I am a writer and a librarian. I will tell you how it happened.

I

I found a lot of books on my travels. I was trying to find alcohol, but I found books. But I think that books are important also. So I started taking the books I found. There was a book about some old dwarf I found in a hillock. I found the book, that is, not the dwarf, he’s probably dead because he lived in the 200s and now it’s the 1000s. It wasn’t the first book I found, but it’s an example of what I do: I find books, and take them where they won’t be lost anymore, so that people can read them.

II

Then I found a fortress full of books, or rather a temple in a fortress full of books. That is, the temple was in the fortress, and it was full of books. There was a library in the fortress also, but there were no books in it, just paper. So I read the books in the temple, but not all of them, just the most interesting. There were many books about that value of knowledge, like “Ignorance: Problems and Solution.” I think this an important point, and it’s why I want to save the books I find: so other people can learn that knowledge, which is important.

So you see, no one told me I would find a lot of books and become a librarian, but here I am. I still wish I had found some alcohol, though.

Well, it wasn’t perfect—but not bad for a first attempt, he thought.

Before he left Quakegloves, Thob wanted to try one other thing. His dealings with deities had so far not been very fruitful, but now that he’d found a shrine of his own goddess, Egesh, he thought he might try again. Maybe she’d be more helpful—he was a member of her religion, after all. He went down to the shrine, stood before the golden statue, and rolled the twelve-sided die:
Spoiler (click to show/hide)
Huh. Maybe the gods were good for something after all.

Thob could head almost straight west to reach Stoneclasped again, and find his way back to Dawngloves from there. But between him and the western mountains was the tower of Brightplums, citadel of the Plates of Scouring.
Spoiler (click to show/hide)
King Urvad had said he shouldn’t go there, but Thob felt confident after his exploits against the hyenas. He could at least scope the place out. But he would wait until dusk: he could see well in the dark, and any hostiles might be at a disadvantage.
   The tower itself was a ways off, surrounded by a field of smaller outbuildings. Thob knew some of these structures might hold treasures: maybe Chieftess Onget had stored some artifacts in them? He snuck up to the nearest and peered inside:
Spoiler (click to show/hide)
   The entrance was guarded by a terrifying beast: a six-legged feathery thing with two long horns. But it didn’t seem to notice Thob. Keeping himself pressed against the wall and taking small steps, he worked his way to the stairs across the room. And it worked—he climbed to the upper chamber.
   There was indeed some treasure up here, but it looked to be mostly armor of a size too big for Thob. Still, he stepped over to take a closer look—and suddenly:
Spoiler (click to show/hide)
The whip flew out of the central pillar and caught Thob right in the solar plexus, punching the wind out of him. Dazed and gasping he retreated down the stairs and, cautiously, out of the building. Maybe the king was right—this place was too dangerous. He crept away, trying to get his breath back, towards a nearby stream, where he camped for the night.

With the dawn Thob was back on the road. The way back led near an old monastery in the desert, which Thob stopped by to check out. It was called “Moonpillars,” built for the Hateful Sect, a religion worshipping—who else?—Ôggon Bridemenace.
   Thob looked in at the local shrine, a small structure named the “Temple of Tentacles.” An odd name for the temple of a lust goddess, he thought… until he saw the artwork:
Spoiler (click to show/hide)
Well, that was an image he’d not forget soon—however much he wanted to. Thob hurried on his way.

Midmorning came, and water began falling from the sky again. Thob was crossing a grassy plain, keeping to the sparse tree cover to stay reasonably dry, when a shriek brought him up short. He glanced around for the source—
Spoiler (click to show/hide)
One of those feathered things with branching antennae was bearing down on him! But this time Thob would not run: he steadied the hand on his pick and readied his buckler.
   The demon swung a fist at him, but he caught it on the shield; in the same movement he struck the creature in the hollow of the knee. The force of his blow and the razor point of the steel pick sheared off its leg, and it fell; it grabbed for him but he dodged aside, planting the pick into its ribs; another strike punctured a lung. The beast gasped and lay still, but Thob’s weapon was already aloft again, and the plunging point smote through the creature’s skull.
   Thob was victorious—but he didn’t feel like it. This wasn’t like the hyenas: they were animals, but this… despite its feathers and antennae, it was almost dwarf-like. They could think and speak like dwarves. True, it had attacked him first, but that didn’t change the fact that he had brought death to a sentient creature. It made him feel…
Spoiler (click to show/hide)
Thob drew quickly away from the grisly scene. He would not be the same dwarf when he returned to Dawngloves. He would be changed, somehow older—a hardened individual.

114
DF Dwarf Mode Discussion / Re: Reclaiming randomly generated fortress
« on: June 22, 2020, 06:15:53 pm »
I did a reclaim once, back in .44; I've also been to quite a few ruined forts in Adventure Mode:

1) yeah, there's a lot of clothes, but it seems (in my experience) that they're usually all "large" (sized for humans, I think) - so they're extra worthless, except maybe as trade goods. OTOH there's often a big pile of assorted goods near the surface (which may include armor + weapons), and usually some quality goods (including steel gear) in the middle section of the fort, in a room full of display cases.

2) It used to be forts mainly got ruined by being destroyed by forgotten beasts, meaning there'd be an angry "current resident" hiding somewhere in the fort (usually in a bedroom). So you'd have to go in prepared to deal with the critter. Nowadays I think most forts get ruined by necromancers, so there may be less danger going in (unless some zeds have stuck around).

3):
Spoiler: Actual Spoilers (click to show/hide)
Needless to say that's not usually going to be a problem, but it's worth noting: be careful as you explore lower in the fortress!

Overall, I think the biggest pros are:
   you get some free stuff, either for trade or use
   you don't have to spend time digging out rooms
   you'll never want for anvils
   you get to interact with a place that has a history - nothing like reclaiming the old Dwarven capital for the full Moria experience!

The cons:
   the generated fort layouts are pretty random and maze-like, so making a functioning, attractive fort out of it may be tricky

115
DF Adventure Mode Discussion / Re: Symbols in Combat Target Screen
« on: June 20, 2020, 10:29:41 pm »
The plus and minus symbols don't mean much: it's just the game's suggestion of what would be a good (plus) or bad (minus) attack. It's based on the combined strike difficulty and solidity, which you can see for yourself.

The exclamation point indicates an opportunity attack on that body part. These opportunity attacks will have a much higher chance to land a more solid blow, usually in the "simple strike, very square" range. They're worth checking out, as they can give you the chance to do some critical damage, but more often than not it's just, like, a better chance to bite your enemy's little finger or something.

116
DF Adventure Mode Discussion / Re: When Enemies Yield
« on: June 19, 2020, 08:37:48 am »
You have direct control over your companions now, so yeah.
Not sure if they still ignore yields if they're left on auto. Probably...

I think you only have direct control over companions you made at character creation, not over people you hire during the adventure.

In my experience companions would (usually) stop fighting when an enemy had yielded. However, there was an issue with certain enemies, mostly single bandits who ambushed you in the wilderness, that they would yield but never actually end their combat state against you - with the result that, if you walked away from them, they'd instantly stop yielding and "attack" you again (i.e. run away from you, which for some reason is considered an "attack"), thus elevating the combat to No Quarter. So, in the end, you were better off just killing them while they yielded.

117
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 18, 2020, 06:08:03 pm »
Has Thob recovered from the shock of these dwarves' culture yet? Looked like he got a little thrown for a loop there when the king cheerily mentioned he was worshiping a goddess of lust.
He's coping alright, though we haven't heard the last of Ôggon yet.

Also, is it me or does Thob have an unerring tendency to run into kings?
He's had that dubious pleasure more often than usual. Although whether they're truly "kings" is its own quandary.



There was a small building in the north corner of the cavern: in it were a few tables and chairs, and a chest full of blank scrolls and quires of parchment. The dwarves at Quakegloves said it was the old “library”—a place where books used to be stored, and where scholars would come to research and write. It sounded just like the thing Thob wanted to start himself. There were no books in it now, but the dwarves said that some were scattered here and there through the fort.
   The temple of Ôggon stood to the south. Despite his reservations about the lust-goddesses cult, Thob decided to check it out. A series of ramps went down into lower and lower basements and sub-basements, one after another, for several floors; when finally Thob reached the bottom, he found to his astonishment—another massive pile of books:
Spoiler (click to show/hide)
(Author’s note: this is nowhere near the full list of books there were)
The titles ranged over all conceivable topics, and several inconceivable ones as well. Thob began searching the stacks for the most promising works.

   Among the scientific and technical treatises Thob read: Secret Breathing (on pulmonary medicine); Mysteries of the Voice (on the source of the voice); Surgical Tools, My Love (take a guess); To Glue and Glory!, a manual about preparing glue that somehow managed to convey “a hint of viciousness”; and, Thob’s personal favorite:
Spoiler (click to show/hide)

Then there were works of philosophy, questioning or promoting all sorts of dwarven values:
   The History of the Truth, an essay on the value of truth (despite its bombastic title);
   The Wizard’s Guide to Ignorance, which emphasized the value of knowledge;
   Better Rules, on the value of laws; and
   Toil: My Only Mistake, an essay on the value of hard work.

But perhaps the most interesting, to Thob’s taste anyway, were the histories—biography, chronicle, cultural comparison, and many other forms. These he read voraciously, eagerly soaking up their knowledge of the ancient world. Among these works one name stood out, more prominent than all the other authors: Shorast Blademansion, apparently an ancient dwarven historian of no small renown. Quite a number of the histories were his work:
   The Dwarves, Abridged: a serious cultural history of the Ring of Chance, covering the first fifty years of its history, from the very foundation of Quakegloves in year one.
   On The Dwarf: a history of the first general of the Ring, Shem Lockhelms. It was serious enough, but rather self-indulgent and not very well written—perhaps it was an early work?
   Meditations on the Dwarf: another history, this one about an infamous cheetah attack in year 88.
Shorast also wrote about his craft, in several manuals of historiographical practice, like Family in the Modern Era (how to compile family lineages and display them) and Could It Be Reliability? (about finding reliable sources of information).
   There was also an interesting biography that Shorast had written about himself—a form called “autobiography” which Thob had never heard of before: Shorast Blademansion and the Spattered Ear, a dense five-part volume covering Shorast’s career, from his start as a historian in 36, working at the Quakegloves library, to his retirement fifty years later, and discussing some of the discoveries he made along the way (he was, apparently, the very first dwarf to write a biography).

   According to his autobiography, Shorast had taken an apprentice late in his career—another historian named Mafol Crabguild. Mafol’s works were also well-represented in the collection. Many of them, despite being histories, also supported Mafol’s own philosophical views: his Book of the Ring of Chance, a cultural history, emphasized the value of truth, while his autobiography The Dwarves emphasized the value of knowledge—a good thing for a historian to value, Thob guessed.
   Mafol also wrote a biography of his old master: The Birth of Shorast Blademansion. Despite the title, it began with Shorast’s marriage, not his birth. Thob guessed it was metaphorical—Shorast’s “birth” as a historian.
   Thob was impressed by what he learned of Shorast and the other historians. What knowledge and scholarship the ancients possessed! To think that it might all have been lost, in the thousand years between their time and his. More than ever Thob realized how important his “library” would be, if ever the world were to be resettled.

When he had read his fill, Thob went down the central stairs to explore the rest of Quakegloves.
Spoiler (click to show/hide)
He was surprised when, on the way down, he found a small shrine to Egesh, goddess of his own religion, the Communion of Saints. He wasn’t particularly religious, but it was comforting to find a familiar image so far from home.
Spoiler (click to show/hide)
Lower Quakegloves was, intriguingly, open directly to the cavern road—unorthodox construction, and in Thob’s opinion pretty bad security. It must date from a time of prosperity, when there were still strong dwarven armies to guard the depths.
Spoiler (click to show/hide)
The main hall was littered with scattered scrolls, for some reason not kept with the others. A few of the Ring nobility lived down here, including two very old-looking dwarves. Thob introduced himself to one. “Ah, hello,” he replied gruffly, “I am Inod Atticbreached, baron of Glazetin.”
   “Wait a minute,” said Thob, “I know that name… yes, I remember! You wrote all those books—I found them in a monastery!”
   “Yes, I was a rather prolific author in my day. Now if you’ll excuse—.”
   “But that can’t be right,” said Thob, mostly to himself. “The books said Inod Atticbreached lived in the fourth century…”
   “Scribal error.”
   “…and that he could raise the dead.”
   “Oh… ah… sorry, I must take my leave.” Before Thob could ask another question, Inod had disappeared down the hall.

   Thob was still wondering about this strange encounter when another very old dwarf hailed him. “Greetings, stranger!” he said with a flourish. “I am Count Deduk Pleatedpage—humble servant of Ôggon Bridemenace. My!” he exclaimed, regarding Thob, “that ostrich leather cloak simply makes the outfit!”
   “Uh, thanks? My name's… wait.” This was too weird. “Deduk Pleatedpage? I’ve read some of your books, too.”
   “Oh… really?” said the old dwarf, suddenly looking nervous.
   “The ones you wrote about three hundred years ago?”
   “Ha, ha! What a joker you are! Well it’s been a lovely chat, Mr.…”
   “Thob.”
   “… Mr. Bob, but I’m afraid I must be off!” And he, too, disappeared.

Very likely, thought Thob, neither dwarf was who they claimed to be. He bet they weren’t even nobles. They’d picked up these old names somewhere to impress the king and get a place at court. That’s why they bolted from Thob—he’d caught them in their lie.
   That had to be it. Dwarves couldn’t live for three hundred years. Right?



Apologies for the wall of text in the middle. I didn't want to take pictures of all those books.

118
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 17, 2020, 06:25:49 pm »
Scarredpaddles itself had been a disappointment, but Thob was glad he made the journey. Despite the dangers, he felt much more confident in the new world of the surface—which was good, since it looked like he was going to be up here a while before he found any alcohol. It was time to head back to Dawngloves, but he’d take a new route this time, going north along the east side of the valley. There were many old forts to explore in that region.

Spoiler (click to show/hide)
The first of these was Controliron, in which, he had been told, a “giant” lived. Thob entered cautiously, but there was no sign of anyone.
   As in the other forts he’d been to, a temple stood in the main cavern; its markings said it was for “the Creed of Sweat,” a religion worshipping Ôggon Bridemenace—not a deity Thob was familiar with. Indeed, the architecture of the place, the designs on the temple walls, the shape of the letters, were all subtly foreign. This fort must have belonged to a different tribe of dwarves, not to the Sandaled Key.
   This was affirmed, more or less, by a book Thob found in the temple (what was it with books in temples?). It was a hefty tome, entitled “The Ring of Chance When It Counts”:
Spoiler (click to show/hide)
A “monument to concision” indeed, since it only covered four events—yet somehow took 306 pages to talk about them? Still, Thob knew now he was in the lands of the Ring of Chance. Not that it much mattered these days, he supposed.
Spoiler (click to show/hide)
   The lower floors still held some fine treasures: in particular Thob found a beautiful, finely-crafted pick of the best dwarven steel. This, he bet, could pierce the toughest hides, and most armor as well.
   There were a few more books scattered around also. “On the Trees” talked about something called a “forest retreat,” whatever that was (for that matter, what was a forest?). Then there was “Errors in the Dwarves,” which called itself a chronicle but only contained one chapter:
Spoiler (click to show/hide)
As lacking as many of these books were in detail, they were the only source of information on the old world that Thob had. It seemed a shame, he thought, to let them molder in obscurity like this. If someone gathered all the books in one place, all the knowledge of the ancients preserved for anyone to read, that’d be a great help to dwarven advancement. And why shouldn’t he be that someone? Thob picked up a bag and put the books he had into it: from now on he’d keep the books he found until he could store them somewhere. This could be the start of something good.

He left Controliron and went north, following the road. Toward evening he arrived at another fortress, nestled at the end of a short valley. As he approached he heard, unexpectedly, the shuffling sounds of footsteps:
Spoiler (click to show/hide)
Dwarves! They were dressed fairly well, like the nobles at Dawngloves. Thob addressed the nearest of them, a friendly-looking old fellow:
Spoiler (click to show/hide)
   “Uh…” said Thob, “sorry, I must of heard you wrong. Praise what?”
   “Lust!” replied King Aban enthusiastically. “Lust, for the glory of Ôggon Bridemenace!”
   It turned out that Ôggon was very popular with the nobles of the Ring of Chance: nearly all of the half-dozen or so dwarves Thob met in Quakegloves (which was the name of this fortress—it was the ancient capital of the Ring) worshipped the Goddess of Lust, and the temple here was also dedicated to her. Thob didn’t consider himself a prude, but it was a little disturbing to find a whole civilization of dwarves not just candid about their urges, but actually worshipping them. It wasn’t something he’d ever do.
Spoiler (click to show/hide)
   Still, he got on well with the dwarves here. They were eager to hear of his adventures: like the nobles at Dawngloves, few of them had ever explored the world.
   “I hear it’s crawling with horrible monsters out there,” said a certain Baron Onul. “Did you run into anything dreadful out there?”
   “Oh,” said Thob, “nothing my trusty pick couldn’t handle. Actually,” he continued, letting a note of pride enter his voice, “not but a few days ago I managed to kill the King of the Hyenas.”
   “The whatnow?”
   “You know—the one they called Ïngiz. His whole pack set upon me, but I fended them off.”
   “Must have been some fight,” said King Aban, not without admiration.
Spoiler (click to show/hide)



More soon, just felt I should break up the episode - it was getting long.

119
As to the wrong forum, this is not a mod..
Well, it's not a community game or story either. You'll get more help in the modding board, because that's where the people who know how to manipulate the game's systems hang out.

So, unless I'm mistaken, your problem is that humans (and other mortals, like dwarves) continue to become "obsessed with their own mortality and seek to extend their life by any means" despite their being no actual ways to immortality. I'll just offer my thoughts:
   1) I don't think this is as big a problem as you're making it out to be. AFAIK being obsessed with mortality doesn't interfere with them doing other things or pursuing other goals (such as "dabbling in local politics" or "getting married and having children"). As it stands, it's more or less just a flavorful way of getting people to learn secrets. So if it bothers you that much I think you can just ignore it, because it doesn't really affect the world in a meaningful way.
   2) To expand on Cathar's comment: in real life humans have often - pretty much always - sought for ways to extend their lives through magic: alchemy, searching for the fountain of youth, etc. etc. And they did these things despite the fact that, as you say, "it is not possible for humans to live forever in the real world." But they didn't know that. Similarly, your DF world may not have any actual secrets of life and death - but your humans don't know that. So, to be honest, your situation actually sounds extremely realistic.
   3):
Quote
these humans do not seem to understand this universe I'm trying to build.
Welcome to DF modding/worldgenning. The game will fight you at every turn. The more specific you want a world to turn out, the more hardship and suffering you'll have to endure to make it do so. And some things just aren't possible -- this may be one of them. A lot of stuff is simply hard-coded and can't be altered, and mortal races seeking secrets of life and death might be one of those things. But, as I said above, I don't think it really interferes with much, so my advice is just to ignore it. However, do ask the modding board, since they're likely to know more.

Also, are you running any mods on this world? I ask because "copper golems" are not a vanilla creature. If you are, it's best to tell people that up front, as sometimes it's the mod causing trouble, not DF itself.

120
Just run a world for about 300 years and you'll be swimming in necromancers.

To your question, though: the number of goblin civs (who build dark fortresses) is tied to the number of demon types, which you can increase in the Advanced Worldgen options. However, I'm not sure if increasing the number from default will result in more goblins than usual -- I only know that lowering the number causes fewer goblin civs to appear.

To really make sure goblin civs appear more often, go into the entity_default raws and find this line in each entity:
   [MAX_STARTING_CIV_NUMBER:100]
This controls the absolute number of civs of that type (dwarf/elf/human/goblin etc) that will appear in the world. If you want goblins to be more prevalent, change the number to something lower for all other races (4 or 5, maybe) but keep goblins at 100; then bump up the number of civs in the worldgen options to whatever you want. If, say, you have 40 civs total, but each of humans/dwarves/elves/kobolds only get 5 civs each, then there will be twenty goblin civs -- provided there's enough demon types to support them all.

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