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Messages - Loam

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121
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 11, 2020, 08:44:16 am »
Trust me, there are a lot more books in Thob's future.

It is best, when travelling alone in the wilds, to surround yourself with a barricade of campfires before you sleep.
You won't always get warning of the incoming peril. I've had quite a few adventurers in past that went to sleep in dog territory... and never woke up.
You know, I've never done this and never really had to. Maybe I've just been lucky?

(In any case, Thob's no longer alone - but that's in a future episode!)

122
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 10, 2020, 09:23:38 am »
I think I'll make this a weekly thing - it's easier to motivate myself to update it if I have a deadline. Updates may also get more substantial as a result.



Thob woke before dawn when he felt something cold and wet strike his face. In fact, it was striking all over his body, and the patter of it on the grass and leaves around him made a terrific din. He looked up. Water was actually falling from the sky:
Spoiler (click to show/hide)
He shuddered. This was the kind of thing that could make a dwarf go mad.
   Then he saw, across the stream, a pack of those “hyena” creatures. They didn’t approach him—they just stood there in the falling droplets, as if… waiting for something. It seemed too strange a coincidence that this pack should appear not a day after he killed the big one, Ïngiz. Could Ïngiz have been important, Thob wondered, a leader or patriarch? Could these hyenas have… followed him?

The creatures didn’t seem to pursue him when he left—but perhaps they were just hiding. Thob ventured eastward over the plains. At last he arrived at the mouth of the valley in which Scarredpaddles lay.
   Nearby was one of those abandoned monasteries, and he decided to stop there for a while before moving on. There wasn’t usually much of interest in them, but they seemed good places to rest. But as he entered the ruined temple Thob found something he’d never expected to see:
Spoiler (click to show/hide)
The temple was absolutely full of books! A veritable storehouse of ancient knowledge! Thob began leafing through some of the more interesting titles.
   Most of the books seemed to be written by two dwarves: Inod Atticbreached and Deduk Pleatedpage. They were curious figures: first, to judge by the dates in their works, they had apparently lived for centuries—
Spoiler (click to show/hide)
But more disturbing was some of the content—books about raising the dead that, er, “indulged the author’s fancies”:
Spoiler (click to show/hide)
These, Thob reasoned, were probably just fiction - whoever heard of "raising the dead"?
   Other books were more banal, such as Deduk’s “Genius” trilogy—books about Deduk writing books:
Spoiler (click to show/hide)
Many books referenced “Steelpoint,” which, Thob gathered, was the name of the monastery. They must have been centers of scholarship in the old world.

Thob finished his reading and set off to the south—he should reach Scarredpaddles by dusk. But he hadn’t left the monastery far behind when a rushing noise made him turn around:
Spoiler (click to show/hide)
It looked sort of like a hyena, differently colored, and it moved incredibly fast. Thob barely had time to ready himself before the beast was upon him—without time to think he swung his pick…
Spoiler (click to show/hide)
…and ripped the creature in half. The disgusting spectacle of the two halves of the once-animal flying apart stunned and almost sickened him—but, at the same time, it bolstered his confidence in the power of the pick he wielded. He’d heard some dwarves swear by the axe or sword, but the tool of his trade was all the weapon he needed.

Spoiler (click to show/hide)
His destination lay before him as the sun began to go down. Scarredpaddles lay beside the old dwarven road, between two ranks of mountains; and, as he approached, Thob saw the valley opening up to the south:
Spoiler (click to show/hide)
The far-off mountains cradled a large marshland, and at the utter end he thought he made out the dry wastes of a desert. A few ruins stood in the interior and along the rim of the valley. It was the clearest view he’d yet had—everywhere else hills and mountains stood in the way of one’s vision.
   Scarredpaddles was, like almost everywhere else, long abandoned. The hillocks stood empty. Only in one did Thob find any trace of former inhabitation: a lone book lying in the dirt.
Spoiler (click to show/hide)
Thob wondered how an “unabridged” story contained only one episode and twenty-seven pages—but to judge by Fikod’s “wild ranting” he wasn’t the sanest dwarf in history.
   Unfortunately, the book was all Thob found of interest in Scarredpaddles. He looked around the mounds and bunkers of the village, in the roads and fields, but couldn’t find any of the supposed artifacts. Hardly a wonder: they had been lost three hundred years ago, and surely in that time someone could have found and taken them. There’d be no way to know now where they were. King Urvad would be disappointed, but that wasn’t Thob’s fault. As night drew on Thob called off his search, and went back into one of the hillocks to sleep.

When he awoke he was surrounded by hyenas.
Spoiler (click to show/hide)
This was no coincidence. He saw it clearly now. They must have followed him, stalked him through the fields until they could strike. He saw it in their shining eyes: they wanted vengeance for their fallen chief, Ïngiz. They wanted Thob’s blood.
   The foremost charged him; he sidestepped and swung, and the beast’s leg crumpled up and it fell. He struck again and shattered it skull. But the rest of the pack was alert—yipping horribly they rushed to the attack. They were too many, Thob thought; they would surround him and drag him down. As they came nearer his mind raced…
   …and, suddenly, everything went… blank.
Spoiler (click to show/hide)
He saw, heard, smelled everything more clearly, but as if at a great distance, like he wasn’t really there. His body moved, but he didn’t seem to be moving it. He felt nothing, he thought nothing: there was only the pick in his hand, and the enemies to be destroyed.
   He saw one hyena’s head sheared off—then another—a third was pierced to the brain—one had its guts ripped out by the swinging pick—one’s torso was nearly cleft in two—the pick struck and tore flesh and bone—the hyenas quavered, then bolted, dashing away in all directions, but the pick sought them out and brought them low—blood and hyena bits were tossed into the air like some grisly fountain—
   Then it was over, and Thob was back.
Spoiler (click to show/hide)
Early dawn sunlight filtered through the doorway, and dead hyenas littered the ground. Thob looked in amazement at the destruction he had wreaked. His enemies had fallen before him; they had come to avenge their lord, but had only met his fate.

123
DF Modding / Re: Why don't these interactions work?
« on: June 07, 2020, 11:17:01 am »
First, testing in the arena doesn't always work. The arena messes with creatures' morale, emotions, and loyalty, so syndromes that affect these probably won't work as intended. Adventure Mode is best for that kind of testing - make a creature that uses your interactions naturally, then give them [OUTSIDER_CONTROLLABLE] (or whatever the tag is) and make an adventurer of one.

There's a couple errors in BLOOD_CRAZE:
   1) [IE_ARENA_NAME] should go under [I_EFFECT], not [I_TARGET]. Not sure if that's really serious or not.
   2) CE_FEEL_EMOTION should look like this: [CE_FEEL_EMOTION:EMOTION:RAGE:SEV:10000 <etc>]. You've dropped the extra EMOTION and included a string "rage" which isn't called for.
   3) Not really an "error," but try setting START:0 for all of these (instead of 1) - should make it happen sooner.

PROPEL_UNIT actually requires two targets. SAVAGE_KICK should look like this:
Code: [Select]
[INTERACTION:SAVAGE_KICK]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:target]
[I_EFFECT:PROPEL_UNIT]
[IE_PROPEL_FORCE:100000]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]
and the corresponding creature entry:
Code: [Select]
[CAN_DO_INTERACTION:SAVAGE_KICK]
[CDI:ADV_NAME:Savage kick]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:B:2]
[CDI:USAGE_HINT:ATTACK]
        [CDI:FREE_ACTION]
[CDI:VERB:unleash a powerful kick:unleashes a powerful kick:NA]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:100]

Target A is, I think, the point away from which target B (the victim) will be propelled. Since you can't manually select it, it will always be the location of the interaction user - hence, the interaction propels target B away from the user.

I suspect trying to make SAVAGE_KICK work on an actual kick is fruitless. The SPECIALATTACK_INTERACTION tag is used for default werebeasts and seems tailored specifically to their bite-curse-transfer mechanism. It's probably an issue with the multiple targets that PROPEL_UNIT takes.

124
Hard to tell without details - posting the raws in question would help with diagnosis.

From what you've described, I wonder if it's a raw duplication problem. When you copy raws, you should be sure to change the internal names of everything you copy: so, for instance, don't have two materials named PLANT_EXTRACT. Duplicate raws cause the game to do extremely weird buggy/crashy stuff.

On the other hand, it may be a problem with making changes to save file raws - but I have no experience with that, so I dunno.

125
DF Modding / Re: entities with underwater sites?
« on: June 07, 2020, 10:47:22 am »
I don't think "in-the-ocean" sites are a thing (yet). Humans can settle oceans ([BIOME_SUPPORT:ANY_OCEAN:12]), but this just lets them build towns/hamlets around the sea coast - not in the sea itself.

It's similar to mountains: entities that can settle mountains, but don't have the CAVE_DETAILED site type, will build settlements along the edges of mountains, not in the interior.

And I think, if an entity only has [START_BIOME:ANY_OCEAN], they simply won't generate at all. Same with ANY_RIVER or (I'd expect) ANY_LAKE, ANY_POOL.

126
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: June 04, 2020, 06:04:06 pm »
Ouch, has it been a week since the last update? Sorry, got sidetracked a bit.



In the morning, just before dawn, Thob left Mythtin. But he hadn’t gone far from the fort when he found something odd:
Spoiler (click to show/hide)
An old, half-rotten wooden hatch covered a part of the ground here, almost lost amid the undergrowth. Curious, Thob pulled on the iron handle and lifted the hatch up, revealing a tunnel crudely dug into the earth. A secret entrance to the fort, maybe, or a hidden cache of treasure or—hope against hope—alcohol?
   He climbed down the tunnel. In the muddy cave below were no treasures, but a few rusty bits of armor, some tarnished coins, scraps of ragged clothes—and one glaring scarlet eye shining out of the darkness:
Spoiler (click to show/hide)
With a screech the awful creature lunged at Thob, running on its backward legs, its long tail dragging the ground. “Another dwarf,” it howled, “after so long! I’d almost forgotten the taste!”
   Thob didn’t stick around to hear more: he scurried like a mole up the earthen bank and out the hatch, letting it slam back down over the hole. Then he was away, running headlong to the south, not stopping until he could barely breathe. He stood behind a tree and listened, but there were no sounds of pursuit.
   He took back what he had thought about “tall tales”—it seemed the surface was a place of supernatural horrors.

On his way south he was more cautious. He followed an ancient dirt road for most of the way, avoiding the wilderness—not that the roads were really less wild, but they felt so, and you knew if you followed one you would wind up somewhere there was a roof over your head. But even the roads were not free of danger:
Spoiler (click to show/hide)
Just after crossing a narrow bridge, two humanoid creatures, gray-feathered and wiggling their branching antennae, shambled out of the brush along the path. They made for Thob, but he was wary; quickly he dashed back across the bridge and lost sight of the things amid the trees. They, too, soon gave up searching for him, and he was able to sneak off, further downstream, and cross.

Not far off the path was, according to the Eyes he’d spoken to, the lair of the supposed “hyena,” the one they called Ïngiz. Thob had learned not to discount these stories of monsters, but the hyena piqued his curiosity: he wanted to know if it had even half the weird features they attributed to it. Soon he found the den—ominously named “the Hole of Catching”—and, sneaking as best he could in his steel armor, crept down the rocky slope.
   The den wasn’t large, and at the other end Thob saw the creature:
Spoiler (click to show/hide)
He wouldn’t have said it looked like a mole rat, with or without hair, but it was close enough, he guessed. It was nearly as big as he was. He crept closer. The hyena pricked up its ears, sniffed—and suddenly leapt for him!
   Instinctively Thob threw out the iron pick, raising his buckler at the same time to ward off the beast’s jaws. This proved unnecessary, because his first strike with the pick tore into its underbelly and spattered hyena guts all over the floor. The thing collapsed in a heap; in another moment, Thob brought the pick down into its chest, bursting the heart.
   So much for the dreaded hyena, he thought. It was just a wild animal, no different from dralthas or cave crocodiles.

With the rest of the day, Thob made his way east across the valley. He was nearing his destination, Scarredpaddles. When night came down he made camp by a little stream.

127
DF Adventure Mode Discussion / Re: getting caged in adventure mode
« on: May 29, 2020, 11:32:41 am »
No; cage traps are disabled for Adventure Mode - precisely because there's nothing to do in a cage and no way to get out.

128
DF Dwarf Mode Discussion / Re: my dwarves are refusing designations
« on: May 29, 2020, 11:31:29 am »
If the designation is blue, that means it's "Marker Only" - you've planned a designation but haven't given the order to actually dig it. Use 'd' > 'M' and select the area to change Marker designation to Standard designation (the brown "actually-dig-this" mode).

129
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 27, 2020, 06:06:08 pm »
There were several other Èzum’s Eyes in the mountain hall, all willing to chat with Thob (and he with them, although their eyeless stares were unsettling). They didn’t talk about much except the dangerous beasts that lived nearby.
Spoiler (click to show/hide)
Thob figured they must be exaggerating. A thing shaped like a dwarf, but a hundred times the size—living in a dwarven fortress? How did it fit through the doors? Likewise their tales about walking nightmares and shadowy demons:
Spoiler (click to show/hide)
If these were true, the place would be covered up in these monstrosities! And the descriptions of these creatures were vague, characteristic of tall tales. Take, for instance, the so-called “hyena”:
Spoiler (click to show/hide)
   “What’s a hyena?” asked Thob.
   “Well,” said the Eye, “it’s sort of like a large dog.”
   “What’s a dog?”
   The Eye looked at him sideways (or would have looked if it had eyes). “A dog? It’s… um, it’s like a small wolf.”
   “A wolf?”
   The Eye furrowed its brow and thought for a moment. “Okay, imagine a naked mole dog, but hairy, and with fangs instead of big incisors. Oh, and it laughs.”
   Probably it was a naked mole dog, but the Eyes, being surface creatures originally, didn’t know what it was and made up all sorts of scary stories about it. He wondered what they’d make of a blind cave bear!

Zaneg the glassmaker had said some of their people went off to resettle the fortress of Mythtin. That would probably be a good place to return to the surface—and maybe to get some booze.
   The trip was short and uneventful, barring one odd occurrence. Crossing a bridge over a cavern pool, Thob was struck with a sense of growing uneasiness:
Spoiler (click to show/hide)
He couldn’t tell immediately what caused the feeling, but when he had crossed he noticed, some distance away, a troll—unaware of him, fortunately. He guessed his dwarf-sense had reacted to a troll near a bridge, after his last encounter with such a combination. But he passed by without incident.

Mythtin was another dwarven mansion, carved from the brown schist of the mountains. As Thob descended the central stair, who should he meet first but a fellow dwarf!
Spoiler (click to show/hide)
She looked a lot like King Urvad, both in physical features and in the anxious, suspicious sort of look she cast on everything around her. More strangely, she clutched close to herself a child’s toy hammer and a wooden bracelet. They were magnificently crafted, but still rather odd things for an adult dwarf to carry around.
Spoiler (click to show/hide)
   Thob greeted her: she jumped a little, turned, and fixed a spooky eye on him. “Ah… hello,” she said, “I’m Vabôk Ramparttunnels.” Then she closed her eyes and stood up very straight and turned her face toward the ceiling, and intoned, “The True Honor of Palisades will reward Knitimage.”
   What knit image, thought Thob, and who’s this True Honor? But he didn’t want to offend her, so he nodded warily and said “Uh-huh” as if he understood. “So,” he said, “what do you do around here?”
   At once Vabôk snapped her head back down and glared at him. “I’d rather not say,” she said, and walked off.
   Thob guessed it’d be pointless to follow her. Naturally, the first dwarf he’d met since leaving Dawngloves turned out to be a crazy and paranoid. Even if she knew where some booze was, she probably wouldn’t tell him. He looked around on his own.
   Mythtin was, to his surprise, abuzz with activity—but not dwarven activity. The whole fort was full of the strange Èzum’s Eyes:
Spoiler (click to show/hide)
They were polite enough, but it made Thob yearn for the company of dwarves all the more. The grand but decaying architecture of the forts he had seen suggested the onetime glory of the dwarven era, now all in ruin or resettled by alien beings. Was there anywhere left, he wondered, where the old grandeur still lived on?

Predictably, there was no alcohol in Mythtin. The tavern was dry, although not empty: several Eyes hovered around, talking and joking. And by “hovering,” Thob meant actually hovering:
Spoiler (click to show/hide)
He wondered if it might be nice to have wings—it’d simplify his travels greatly if he could just fly over the mountains—but he thought better of it. Being on the surface was bad enough; flying around over it, up in that awful empty “sky,” must be positively terrifying.
   He saw by the outside light that it was getting late, and he was tired. The tavern may have run out of beer long ago, but it still had beds—well, the remains of fungiwood cots, but it was better than cave floor. The room was snug and small, and he was soon asleep.

130
It is possible, but unlikely, for civs not to have copper. Copper ores seem to be more prevalent than iron ores, in my experience, so in normal-scarcity worlds civs will almost always have copper, even if they lack iron; but it's not guaranteed.

131
DF Modding / Re: A use for 'golden salve' {need help}
« on: May 25, 2020, 08:59:56 am »
Your reaction calls for the product to be made out of the golden salve's "SOAP_MAT", but no such material exists for golden salve. You've given the valley herb a soap type, but haven't linked that soap to the salve itself.

In the vanilla reaction, the process works because PLANT_OIL_TEMPLATE (in material_template_default) has this line:
     [MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_PLANT_MAT:SOAP]
which takes the plant's SOAP material and links it to the OIL material under the internal name "SOAP_MAT". Thus when the reaction calls for SOAP_MAT it knows what to provide.
But PLANT_EXTRACT_TEMPLATE lacks this line, so there's nothing connecting an extract (like golden salve) with a particular SOAP product.

The fix should be pretty simple: just add that line to the valley herb's extract, like so:
Code: [Select]
   [USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen golden salve]
      [STATE_NAME_ADJ:LIQUID:golden salve]
      [STATE_NAME_ADJ:GAS:boiling golden salve]
      [MATERIAL_VALUE:100]
      [DISPLAY_COLOR:6:0:1]
      [EXTRACT_STORAGE:FLASK]
      [PREFIX:NONE]
      [MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_PLANT_MAT:SOAP]

132
DF Suggestions / Re: Allow children to read books
« on: May 24, 2020, 01:02:22 pm »
Children need more to do in general, so they aren't just booze-parasites for the first twelve years. A simple suggestion would be to let them do most of the non-work "idle" tasks adults can do: reading, socializing (singing/dancing/storytelling), praying (they might do that already, not sure), etc. Children also help with harvests, so it's not impossible they could do some other light work. That would give them something to do other than "play."

People have suggested schools and/or apprenticeships before, which seem like good ideas to me. Various sports could also be used to train physical attributes or some military skills.

(I actually think there could be more granularity in the "child" stage, something like: pre-school age (1-6) for just play/games; training age (6-12) which would include schooling or apprenticeship, to gain skill before growing up; then perhaps "adolescence" for a few years, during which they'd be able to work normally but couldn't do some adult stuff, like get married, hold positions, or join the military (though they could do military training). All of which would depend on creature and culture, of course. Just my thoughts.)

133
DF Suggestions / Re: [Adventure Mode] Better Corpses
« on: May 24, 2020, 12:40:21 pm »
Isn't there a "deathcause" script? tells you how someone died, which presumably reads corpse info (I don't know how Hack magic works).

I think this is a good idea for many reasons, although as IndigoFenix says it'd be a major change. Not only would it be neat to see how people died (other than the generic "mangled/mutilated"), but:
   1) bodies not dropping everything on death would be nice - could save some cleanup work.
   2) I've often wanted to be able to cut off heads/fingers/ears etc. after killing a target, without butchering the entire creature and taking its skull, which seems excessive.
   3) In a similar vein, it'd be nice for beasts, monsters, elves (but I repeat myself) to eat corpses without first butchering them. A dragon's not going to carve you up neatly before it eats you.

134
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 23, 2020, 02:04:31 pm »
I must try adventure mode some day, though the ASCII would kill me.
You have to make your own stories with it, although that goes for all of DF. But if you've got a decent imagination (and a high tolerance for buggy behavior) you can have some really memorable adventures.



On the Road Again

The next morning Thob set out on his journey. To get around the mountains he would first have to return to Scarredpaddles, across the desert. It was a trek, but a familiar one; and when night began to fall he was safely at the old fortress. He took another look around the place, to see if he could turn up anything else—last time he had only been looking for booze, and stumbled upon the swords. Sure enough, searching the main hall he found a magnificent mug, clearly an artifact of value:
Spoiler (click to show/hide)

In the morning Thob crossed over the mountains to the east, and after several hours found himself facing another desert. The rough dirt track that led through the peaks ended at another dwarven fortress, while in the distance he could see another strange tower.
Spoiler (click to show/hide)
The fortress, as the ancient roadsigns told him, was called Postrelieved, and it was laid out much like Dawngloves or Stoneclasped. There was a small chapel in the upper cavern, dedicated to a certain “Sizet the Sugary Dessert”—not a deity Thob was familiar with, but he sounded enticing nonetheless.
Spoiler (click to show/hide)
There was, unfortunately, no sweet cinnamon in the church, but there were some books. Thob picked up a bit of mathematics before moving on.
Spoiler (click to show/hide)
The lower floors of the fortress were in serious disrepair: stairs that led nowhere, piles of junk left in the hallways and (somehow) stuck into the walls… but among the rubble Thob found a shiny pair of steel boots to replace his iron ones.

He considered where to go next:
Spoiler (click to show/hide)
Brightplums was only a short ways to the east: although the king had warned him about the place, his curiosity was piqued, and anyways this “Chieftess Onget” was supposed to have many treasures in her keep. Scarredpaddles was much further to the south. Still, Thob thought it prudent to go after the relics there, then perhaps pass by Brightplums on his way back, just to scope it out.
He decided to head south overland to a nearby fortress; then by tunnels to another on the other side of the mountains, and from there make his way south to Scarredpaddles. He wanted to go from fortress to fortress to check on their beer supplies—if they had any. There was none in Postrelieved.

It took him longer to reach the first fort, called Basementfree, than he had thought. The country was divided into little valleys with impassable mountain walls between them, which he had to go around—journeys sometimes of several miles. Basementfree was at the end of one such valley, situated in a desert of black sand.
Spoiler (click to show/hide)
There was another chapel here: the “Chapel of Radiance,” built by the Light Sect, as he read on the signs. Engravings on the walls depicted ancient dwarves fighting many battles. Losing many battles, actually:
Spoiler (click to show/hide)
Thob noted grimly that most of these conquests were the work of the Plates of Scouring—the old enemy of the Sandaled Key, as King Urvad claimed, of which Onget of Brightplums was chieftess. But these battles took place six or seven centuries ago! Had they really been fighting the Plates for so long? And if the Plates had been so unstoppable then, how had they been finally driven back, as they evidently had?

Thob slept at the fortress; when day came he descended the long spiral stair to the caverns, and set off through the tunnels beneath the mountains. It was refreshing to be back in the close, damp, faintly rot-scented air of the caverns, in the darkness under a roof of good, solid stone. The fungi and great mushroom trees, variously colored, seemed to greet him like old friends.
He traveled south through the mazy tunnels for many hours, until he stumbled at last upon the most homely of sights: a field of stubby plump helmets stretching before him and vanishing into the gloom.
Spoiler (click to show/hide)
Nearby was the entrance to a deep hall, a place just liked Lawmined. It made Thob feel positively nostalgic.
That is, until he took a closer look around.
Spoiler (click to show/hide)
Hovering in the air over the road was one of those eyeless creatures, like he had seen on the surface. This one, however, wore clothes of dwarven fashion. Was it civilized, then? He knew the things could talk: warily, Thob hailed the creature.
   “Hello, there. My name’s Thob.”
   “Greetings,” replied the thing civilly. “I’m Zaneg the glassmaker.”
   There was a pause. “I’m a dwarf,” ventured Thob.
   “Yes, I know,” said Zaneg slowly, as though Thob had said something obvious.
   Another pause. “Ah,” said Thob, “could I ask, maybe… what are you?”
   “The dwarves call us ‘Èzum’s Eyes’,” it said. It chuckled. “I guess Èzum had a sense of humor.”
   “Dwarves? There are dwarves around here?”
   “Used to be. Mistress Vabôk and some others went off to Mythtin a few weeks ago—an old fort east of here they wanted to rebuild. Personally it’s not a journey I’d want to make. There’s talk of dangerous folk about, brigands and the like.”
   “Brigands? In the caverns?”
   “Yes,” said Zaneg. “Hiding out in some mountain hall up north—”
Spoiler (click to show/hide)
   “—by the way,” it asked, “where did you come from?”
   “I, uh, should be going,” said Thob hastily.

135
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: May 19, 2020, 10:18:19 am »
A short bridge episode before part two:


It took Thob another day to get back to Dawngloves. When the bright thing went down behind the mountains it was sweet relief again, but he wasn’t surprised this time when it came back. About when it reached the highest part of the blue dome, he made it back to the fortress.

He was quickly surrounded by the chatty barons, and showed the fruits of his labors to the one who called herself “countess of Dawngloves,” Tekkud Splattertongs.
Spoiler (click to show/hide)
So Thob returned the ancient treasures to the Sandaled Key. The other barons were delighted, and Thob was regarded with no little esteem in Dawngloves, as a “treasure hunter.” He liked the sound of that.

All the rest of the day he told the nobles about his adventure and the strange things he encountered on the way. He learned as much from his listeners as he told, mostly the names of things that he had seen: for instance, the green fungus was “grass” and wasn’t actually fungus, the woody mushrooms were “trees” and weren’t actually mushrooms, the blue dome was the “sky” and was actually nothing at all, and the bright thing was the “Sun” and had been there forever, and was actually the reason anything could live on the surface at all—which made about as much sense to Thob as saying water was cleaner than alcohol (although the surface water had been, to his surprise, noticeably nicer than cavern pools).

The day was drawing to a close when Thob was approached by the strange king of the dwarves, Urvad Whipgem.
   “You made it over the desert and back, with two artifacts, I see,” he said, a gleam in his eye that Thob found strangely unpleasant. “I seem to have underestimated you. Perhaps you would do a special job for me?”
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   "That depends,” said Thob. “What’s in it for me?”
   “You are, I believe, in need of alcohol, yes?”
   “Haven’t had a drink in three days.”
   “Well, should you accept my job—and perform it satisfactorily—I’ll see about getting a shipment sent over to… what was it you called your hometown?”
   “Lawmined.”
   “Ah, yes, Baron Id’s estate. What do you say?”
   “What do you want me to do?” asked Thob.
   The king’s eyes got a far-away look and he was silent for a moment. Then he said, “Have you ever heard of… the Death Wars?”
   “Can’t say it rings a bell.”
   “No, I suppose it wouldn’t. It all happened very long ago. I’ll spare you the long history lesson, but for many years—years! centuries, really—terrible wars ravaged the world, and practically destroyed civilization. You may have seen how empty everything was out there? Well, that’s why. But in addition to destruction, many of my, er, our artifacts were stolen by enemies of the dwarves. You catch my meaning?”
   Thob nodded slowly. “And who are these enemies?”
   “The Plates of Scouring—once they held vast domains, but they’ve little of their former glory left. Their so-called chieftess, Onget Netyells, is holed up in a towering fortress she calls Brightplums.”
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   “And this Onget has your—that is, our—artifacts, and you want me to get them back?”
   “No, no, no. You’d never make it into Brightplums—not alive anyway. I have a simpler task in mind for you. It happened that a number of these stolen artifacts were lost, in a great battle at a place called ‘Scarredpaddles.’
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   “As far as I know they’re still there, untouched after three hundred years. No one lives at Scarredpaddles anymore, so I imagine they aren’t guarded: you just need to get there, find them, and come back, safe and more-or-less sound.”
   “Doesn’t sound too bad,” said Thob. “How far away’s this Scarypads?”
   “Some days journey to the southeast. But you may need to go around the mountains—I don’t know if the tunnels go all the way through.”
   “And you’ll get the booze when I come back?”
   “If you have the artifacts—yes.”
   Several days of travel, over the surface, to this place and back. It sounded like an ordeal, but if it got Thob his drink it would probably be worth it. And why would King Urvad lie to him?
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   “Right then,” said Thob, “you’ve found your dwarf.”

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