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Messages - Shazial

Pages: [1] 2 3 ... 5
1
DF Gameplay Questions / Furniture Construction Priority Questions
« on: November 18, 2023, 12:38:59 pm »
Hello,

I'm playing the newest Steam version and am stuck with a ton of ghosts (13 ghosts currently) 'cause my dwarves refuse to construct coffins and memorial slabs.. I say refuse but it's probably something to do with the construction queuing, as I do have the hauling and other labors all set up and it works with everything else... I'm also running a rather big fort, almost 600 inhabitants, so it's not exactly a lack of labor force either. If memory serves correctly, furniture is built with the first in, last out queue technique, so I do recognize a part of the fault's been me assigning many, many big construction jobs after placing all the coffins and slabs. With this in mind I do have a couple of questions to my fellow fortress keepers to see if you can help me solve this mess:

  • Is the queue type still the same (first in, last out) or has that changed? Wondered about this, since it should also mean last in is first out, yet the dwarves seem to go haul and build whatever they want, even if I put in new coffin and slab assignments up, and then assign no other furniture, wall, floor, road, etc. to be constructed.
  • Would creating a specialized labor policy with nothing but furniture construction related labors in it help the matter, if I turned everything else off, or is the current priority such that the dwarves would just.. go socialize or pray instead, like the seem to prefer to do? I've seen this suggestion float around in many boards and wondered if it actually works.
  • If I suspend all other construction tasks from the tasks menu except for slabs and coffins, does the whole construct building -queue stop to wait for that task to be completed or do the dwarves skip the suspended building task and pick up the next unsuspended one in line? Thinking about this, since I'm sort of testing it out, and now they're not.. constructing really anything, just focusing on other things like hauling items to barrels. Or does it just take time for the game to catch up to it?
  • Related to the earlier question, does the tasks menu screen actually show the construction line in the actual order you've put the furniture down to be constructed in, or is random / alphabetical?
  • Do having a zone over the construction zone mess with the building queue? With how tedious setting up graves is currently, I've pre-emptively set up zones over the construction slots. Does this sort of mark the grave as "Done" and thus the dwarves will not get around to doing it?
  • Would the best solution be to one by one cancel all the current coffin and slab setups and then place them back? Would this push them to the front of construction queue or does the game remember that hey, you set this coffin up to be constructed 15 ingame years ago so I'ma put it back into its original queue slot?

2
DF Gameplay Questions / Re: Moving a Submerged Artifact
« on: July 29, 2023, 01:59:56 am »
You'd need to drain the fortification to deconstruct it and retrieve the artifact, so I'm not sure that would help.

I'd obsidian cast or cave-in a setup like this:
77777777
7WWWWWW7
7WA777W7
7WWWWWW7
77777777


Where W = wall, A = artifact in water. Z-level above looks the same, without artifact. You can then pump out the water in the top level so you can build a second pump there.

A walling / cave-in might be the best option. What I personally had in mind was a sort of "self draining" fortification sieve.



A flood gate can be controlled with a lever, so I could leave it open to have the water flow down towards the pit so it would pull the artifact to the fortification, and once it's in place, the idea is that I could just close the flood gate and let the rest of the water flow down into the pit / reservoir, so the hallway dries up and I can then just remove the fortification and loot the goods. The connected T-hallway with the door would allow the Urists to come and go into the dry hallway.

The issue with my plan is that dunno if floodgates pass items and if the dwarves can hop over and open floodgate to mine out the last square of wet wall.

[...] is there another command outside of autodump that could be used to move the item?  [...]

No worries, gotcha covered fam.

If you decide not to mess around with magma, cave-ins, or draining the ocean:

It just so happens that I've written a DFHack script that teleports items to a pedestal.  It's not quite finished, but it's functional.

Copy-paste this into a file named put-item-on-display.lua ; put that file in the dfhack-config/scripts/ subdirectory.




Now you have a DFHack command named put-item-on-display.

Optionally add these two lines to dfhack-config/init/dfhack.init :
keybinding add Ctrl-Shift-Z@dwarfmode/ViewSheets/ITEM "put-item-on-display"
keybinding add Ctrl-Shift-Z@dwarfmode/ViewSheets/BUILDING "put-item-on-display"


Oh, that's awesome.  I'll need to test that out if my engineering plans go awry. :D

3
DF Gameplay Questions / Moving a Submerged Artifact
« on: July 23, 2023, 08:39:57 am »
In my tutorial/testing fortress I uncovered an artifact. Problem is, I uncovered it while playing around with DFHack commands, especially dig-now. Thus said item is in the middle and at the bottom of a two-level subterranean ocean (Both sections of the sea are 7/7 water). Being the greedy dwarven overlord that I am, it would be lovely to retrieve it and put it on display.

Having accidently created this self imposed challenge, it's time to start planning for a small engineering project. For that I have a couple questions I couldn't find a good answer to: Do artifacts move with water pressure / flow of water or is that solely dependent on size and weight of the object? The item somewhat close to a wall (2 tiles away), so my first idea was to create a "sieve" with fortifications / bars / grates, floodgates, levers, and downward channeling.

Fortifications, bars and grates allow for fluids to pass by, but from what I've gathered they should stop animals, and items? (Outside of aquatic creatures, according to the Wiki). The wiki mentioned that items can be jammed or get stuck in fortifications, but that it can be fixed by removing and reconstructing the fortification. If such a situation occurs, does the item get destroyed, or does the fortification get broken down to its construction material plus the item stuck into it?

If using above mentioned constructions and goods for sieving the artifact from water doesn't work or risks it getting destroyed, my second idea is to flush it from the sea into an artificial lake that I can dry up and then retrieve it from the mud.

However, if artifacts can't move with water flow, I'll probably need to look into somehow damming a part of the sea and draining it to retrieve the item. The only idea I have for this would be to cause a controlled cave-in, since constructing in 7/7 water is impossible, if memory serves? Any ideas on how this could be achieved?

The ocean it self is connected to the edges of the map at multiple points so draining it completely would be nigh impossible, or at least one massive project that I dunno if I want to partake in.

Using DFHack would probably make that easy, making walls with magma etc., but I'm also taking it as a learning opportunity, since I don't often dabble in the liquid side of the game. I know it's a bit hypocritical since I gained this fortune while messing with the commands, but it's fun to try and solve the dilemma with the non-DFHack tools at hand as well. Sort of like a self made challenge.

Though, if my engineering seems quite impossible, is there another command outside of autodump that could be used to move the item? Artifacts cannot be marked for dumping so that command cannot be used.

4
DF General Discussion / Who's your favorite Dwarf (or other creature)?
« on: December 14, 2022, 10:07:15 am »
While playing a fort or adventure mode, lets face it, we all play favorites. Someone catches our eye. Someone gets a fancier room than the others or more attention than the other little ones. A story forms and we want to follow it through. So who's your current or old favorite / memorable dwarf (or other creature) in your play throughs? What makes them so interesting? Do they have some quirky habit or did they do something epic to make them stand out?

Out of my current population there's four who keep catching my attention:

Kubuk Blotpulley and Solon Bridgeclouted - These two dwarven children seem to enjoy spending their time in the grave yard. Some sort of little glitch with the tombs caused them to enter a loop of "Place item in tomb" and "Play make believe" tasks. Kubuk trying to place the head of a falled Dwarf into a coffin and Solon trying to stuff a foot into the coffin next to him. This odd behavior gave me the head canon that these two pre-teens are wanna-be necromancers practicing their (not-so) dark arts in the communal cemetery together. Can't wait to see what they get into when they grow up in few years.

Zemri Prowledsmouldered - No particular story. He's just a massive and adorable Black Bear Man, who loves to dance. Seeing him on the screen at a random spot doing his little tasks makes me smile.

Asėn Relicboot the Certain - A little lass who got killed by an elven ambush, then resurrected into an intelligent undead by a local necromancer, and then absolutely decimated 21 elves for vengeance. She's since raked a lot of other kills, with the record of 40 notable ones. All while being merely 8 years old. There's something sad and yet epic about how she'll never grow up and just wanders the fortress playing and slaying. Her personality of "She's utterly fearless when confronted with danger, to the point of lacking common sense. She finds a chaotic mess preferable to the boredom of harmonious living." is also quite fitting in her situation..

5
Life Advice / Re: Vector Can't Smell!
« on: September 29, 2022, 12:45:07 pm »
I was half-hoping that this would be a thread about a general lack of smell-sense.  I wish you a full recovery, of course!

My dad lost his entire sense of smell during (IIRC) a tonsils removal.  I grew up, for whatever reason, basically without the sense.  I've dealt with clogged nostrils and undiagnosed asthma a lot, and some people say that can prevent the sense from developing, but honestly I don't know what's up.

I can *maybe* smell strong-smelling things when people test me, and I take a deep wiff.  But I've NEVER had conclusive proof that I have any sense of smell, it's only been in situations where I was expected to smell.  Suggestion is powerful.

As senses go, it's certainly the one I'd choose to lose.  I still enjoy food, just... substantially differently than most people.  turns out pungent foods are tasty, and maybe a few of them even tantalize what little olfactory sense I have.

The only time I ever saw this mentioned, other than my dad, was a joke in Homestuck with one of the Dancestors.  But a few days ago a rando on Disqus linked the following explanation, and it hit me right in the "That's me!  That's how I live!" nerve:
https://www.chiark.greenend.org.uk/~sgtatham/smell.html
(This is the guy who made PuTTY, BTW, and other awesome tools which were indispensable for me when I was in IT security)

I'm glad you can smell again, Vector!  I mean that, and I also honestly don't miss it.
though I probably do have *some* of that sense, considering how I get around sweaty guys
But the idea of smelling a gas leak, or detecting rotten food, or the truly insane concept of following a scent by my nose?  Completely beyond me.  I've adapted my life to being blind in that way.

Edit: Bizarrely, I do also enjoy inhaling hot tea, and hot food.  Perhaps I even catch some real data...?  But I treat it as mostly psychosomatic.  Primarily it "smells" like water vapor, which is often welcome.
I have never been in a situation which proved that I had a sense of smell whatsoever, and the power of suggestion is, uh, powerful.

It's quite interesting to hear it from anosmic folks, especially the flavor and taste side of things. My hyposmia was a lot worse until my tonsils were removed when I was a kid. It's still weak, and I'm not sure if it's that I can't smell things, or that my brain just bring up the "There's a scent in the air" reaction. There are times I can sense there's a difference in the air, or there's a substance, cause the air feels different to breathe, but can't identify what it is.

Many scents for me are also just.. categories. Most flowers are just "This is a floral or a plant based scent", and I can't blindly just say whether what I'm smelling is a daffodil or coltsfoot. And it probably mixes with taste categories, e.g. like with the scent of a rose. When I smell a rose, my brain goes "There's a scent. It smells like plants, perfume, and sweetness. Oh, must be a rose. Could be any other flower with a sweet scent, but roses are common here, so rose?" Often I'll need to stop and think for a moment longer or identify the components a bit better to realize what it is that I'm smelling, especially if it's something I don't commonly run into. Certain scents that are more common have sort of been properly recorded, others are just.. "Oh, there's a scent of salt, baked wheat, and yeast. Do I pick up other notes? No? Probably bread or something bread adjacent?" . Most perfumes and deodorants are just "Chemicals and soap" to me, unless there's a heavy addition, like sweet or sour. The it's just.. chemicals and sweet. (Chemical is a weird category, most often it's more a flavor that comes onto my tongue than a scent I feel in the nose). That's also why I don't wear a lot of scented stuff 'cause I can't tell how much is too much, and if it's a pleasant scent to others or not.

Haven't really found out a logical connection on what the things are that my nose doesn't pick up, it often feels a bit random. Though it'd be curious to know how some of the things I cannot sense at all do smell like. I do once every blue moon get days or occasions where my sense of smell sort of goes into over drive and geez.. does the world always have so many scents? It feels really overwhelming. It once happened at a spice / pickle isle at a grocery store and holy hell was that a slap in the face to suddenly inhale.

6
Life Advice / Re: Vector Can't Smell!
« on: September 23, 2022, 01:55:43 pm »
The good/bad thing is that the skill I most want to use -- my tea sommelier training -- is both highly impacted, and exactly the kind of thing you are supposed to do to recover more fully.

Have to say Tea Sommelier is the most awesome unexpected skill / occupation to run into out in the wilds. X)

7
Life Advice / Re: Vector Can't Smell!
« on: September 21, 2022, 12:30:52 pm »
While sense of smell is probably the biggest factor in making food taste awesome, you could have some fun trying to spike your appetite with other sensations - like the texture of food. Somethings are delicious because they're prepared in a certain way. Bacon and chips for the crispy crunch, chocolate for the silky meltyness, marshmallow for the fluff, etc. Could try to scout out something that you really enjoy biting or suckling on to snack at while your sense of smell and taste recovers.

I've had partial hyposmia (smell blindness) for most of my life so it's been interesting with the Covid going around. Most scents are dulled or lightened for me, and there are certain things that my nose just doesn't pick up (most of them perfumes) at all. Luckily my sense of taste seems to be fine and making up for the lack of effort on the wind breaker's side of things.

Some folks have also reported their sense of smell or taste getting warped, like flavors tasting all wrong, while recovering from Covid. Anyone had that happen here?

8
Creative Projects / Re: Wolrdbuilding questions
« on: July 01, 2022, 03:02:57 am »
If the opponents are aliens or alien-like humanoids, maybe the rifles have a design that is cumbersome or difficult for humans to use, thus making them unviable, if not e.g. bolted to a building or something?

Maybe they use a rare energy source as ammo, that is expensive and/or hard to get by? Or share an energy source as ammo that's more viable to use in something else, like powering up a vital building or refined into medicine, so using it as ammo would be a complete waste? Maybe the rifles themselves are made of a material that's best up-cycled into something else? Or maybe they're made of a material that's radio active or poisonous to humans so using the rifle would come with the added bonus of cancer, radiation poisoning, and other friends. Alien tech, so lets add in parasites..

Them having a biometric or other locking mechanism is also a good idea, something complex that's hard to crack, or something outright dangerous - make them booby trapped? Maybe the enemy knows the home civilization is greedy for their things so they use it as tactical advantag. If one in two rifles explodes in your face for high damage the risk of trying to make them usable is too high. Or they could be equipped with trackers, so taking the weapons with you would be a sure fire way to reveal your location to the enemy.

Or a combination of many factors?

9
Hide from life forms until you've been able to safely conclude if they are civilized, communicate with talking, writing, or other means, and if they are friendly to outsiders. The best way to die is to approach a humanoid or other creature without any knowledge. Pretend you're in a museum or a zoo: Watch, study, and do not touch anything.

10
Life Advice / Re: Romance stories
« on: June 25, 2022, 05:25:48 am »
These are my opinions on the matter, so do take them with a grain of salt, there's probably no scientific papers backing them up anywhere.

How does one go up to a stranger at a bar? How to even tell which stranger to engage in conversation?

There's really no way to know who'd be the right person to approach, other than your own gut. Does the person you're looking at make you feel interested in them? Do they look like someone you'd want to talk to? That's your answer. The fear of rejection or how you present yourself often blocks people from taking the first step or pushes them to be too forward, but important is to just open your mouth. The ice breaker can be something as simple as: "Hi, you look interesting, what are you up to?"

People often underestimate how they look or sound like, forgetting that the decision whether or not you're interesting isn't up to you in the end. It's up to the person you approach. If the person doesn't find you interesting or want to interact with you, there's very little you can do to change that, so roll the dice and say at least something. Rejection hurts, but hey, you took the swing. That's more than the other half that just sat there, doing nothing.

One of my problems is that I mostly need to interact with someone before I feel any sort of connection to them.

But if I start to interact with someone, and I lose interest, this could hurt them. I'd like to avoid doing that.

It's completely normal to let things develop on their own and develop interest over time. You might feel like it's a problem, but it's not. There's absolutely nothing wrong with that. People tick in different ways. Others can forge a forever relationship on the first meeting, others won't even call someone a friend after knowing them for years. With how rapidly everything progresses around us and the news feeds puking out rapid pace romances, social media showing our friends and families going from first date to wedding in a span of half a year, it can make anyone feel like they're falling behind. Or that things need to happen instantly. That you'd need to know on the first minute of the first meeting that this is it. You don't. The race is just an illusion.

As for the fear of hurting others... It's difficult to test the waters or interact with anyone without ever hurting anyone. Or have any kind of relationship was it romance, familial, or friendship. It can't really be avoided, but it can be mitigated. You can do things during the process to make things easier and to ensure things end up peacefully. Be honest. Talk a lot. Communicate your thoughts and emotions. A lot of heartache in romances comes from not understanding why things ended up the way they did. Making sure you and your partner or potential partner can communicate can cut all that in half or more.

I've become privy to the romantic history of others over my lifetime.  For what it's worth, most people are actually quite lonely. It is the reason they put up with horrible relationships: Because its better than being alone.

Must romance always follow a fairy book story structure?
Must men always be predatory in dating?

There's as many ways to love and be in a relationship as there are people on Earth - everyone's story and situation is unique in a way, because we all want and need different things to feel happy and safe. We get fed a lot of lies and stereotypes of what love and happiness should be. One of the biggest lies we all get fed is that love and relationships are the be all, end all key to being happy. It's not. They can enhance your life and make it richer, but unless you really want it and feel the need for it, you don't need to pursue it at all. The mental picture that a person who is alone is somehow less than a person in a relationship drives a lot of us make bad decisions and hang onto things we really shouldn't hang onto at all.

It's easier to see a bad situation from the outside than from the inside. Many people in abusive relationships won't necessarily notice that they're in an abusive situation, 'cause that's their normal. That's the every day life they've gotten used to. Julia Lepetit's Frog comic is a good window into how things can be. A lot of times people snap out of it, sitting there thinking "How did I end up in this situation?". It's like growing a plant or a puppy. You don't even realize how things change, cause the change is gradual. The puppy that fit onto the palm of your hand is big enough to topple you over, and you don't notice 'cause you lived with the puppy every day.

Another lie is that love is something magical and will happen automatically. Bells will tow, trumpets sound, and you always have perfect chemistry with them. You will just run into your promised one and everything will work out by just being around. Sure, it can in some ideal lucky strike, but maintaining a relationship in the long run needs effort. It requires learning to know a person, it requires being willing to share your own life and space with them, and accepting their life and space as well - finding a comfortable status quo that doesn't impede on either person's freedoms or safety. You'll need to learn to share your interests, and accept the bad with the good. A lot of people get blinded by creating an ideal of what they want from a perfect relationship and then accept nothing except that perfection. They want the "immediately perfect" version rather than the "Am I willing to put in effort to make this work" perfect. After all a forever lasting honeymoon phase of dates and cuddles sounds more tempting than an every day life of folding laundry and talking about grocery store coupons.

We also get spoon fed the ideal that you'll need to find the One and live with them to the grave. You really don't need to. There's nothing wrong with having multiple relationships. It's natural to fall in and out of love. Relationships will start, and like all things, they will at some point end. The end of a relationship is not a failure. It's just your life moving onto another phase. Just like you might've lost touch with a childhood friend, or maybe you had a close friend in high school that you promised to stay in touch with after they moved elsewhere but never did. Romance is no different.

The wisest thing I ever heard was that "Love is forever, the target just changes".

As long as you and the person you're with are happy, with neither party being suppressed, oppressed, abused, or taken advantage of, you do you. There's a lot of pressure to get married, have kids, buy a red house with a white fence and all that, but you don't need to pursue any of that as long as your current life makes you happy and fulfilled. Rather than the outside image, focus on what works inside. What works for you. It's your life and your love.

Is it possible to date in a way that strengthens all parties involved, even if no relationship is born?
To this last question, I suspect that for a person to show interest in another person, this can in fact strengthen the person being complemented.
To some degree, success comes from confidence.  When a person feels they have value, they can accomplish more.
Maybe its best to remain the skirmisher. The person that I appear to be is much different than the person that I actually am.
Far better to encourage than concern.

You sort of answered yourself there. Perfect relationships don't really exist. They all have their knots and tough spots. But from every experience we learn something of ourselves and the world around us. Even if it leads to no romantic happy end, it was still worth it, since you and the other person walked out of it alive and with a new look on life. Even if the lesson was just "This person wasn't for me", then that was already extra value. Now you know something you didn't know before, so time well spent.

How can I interact with real people when I have problems interacting with the real world?

When I was younger, I had thought I was perhaps something different than human. A machine, a spirit, an alien, something else.
Age has eliminated those doubts.  I am in fact quite human. I'm just slightly less than human, in most respects.

EDIT: Feeling better.
The way that I've been approaching most of this is just wrong.
What I should be doing is trying to get to know people better.

Nothing wrong with using your own means and channels you're familiar with to interact with people. World is wide and scary, there's a lot of people out there now. To better your chances though, it's good to occasionally push your own comfort zone. Put your toe out of the boundaries once in a while. Don't push yourself to oblivion or to anxious state, but once in a blue moon, try communicating in ways you usually wouldn't. It'll help you get more experience in it and also make things easier in long run.

Humans are both complex and really simple. The term covers a wide variety of things, yet it doesn't take much to stop being human. A 4% shift in your DNA can mean you're still human... or a chimp. It all depends on what scientific field you look at it from.

And it's not that you're doing things wrong, you're just approaching from a different angle and thus seeing only a part of the picture. Now you've taken steps to another direction, see more, and learnt a new way to approach. There's not really right or wrong in this field. If there was, we wouldn't have so many articles and guides to dating out there.

11
The fact it's cancelled due to not finding a path would lead me to believe something is blocking a path, or they're going for an item that's out of reach for some reason. Dwarves tend to replace items when a better one becomes available, so did the dead dwarf maybe drop a high quality item the three might be going after, but the item is in an odd place? Did you maybe forbid a door or a hatch somewhere to block people entering, thus accidentally locking your soldiers out? Did a pathway somehow get blocked (staircase unbuilt, a statue or non-passable piece of furniture built somewhere)? Maybe a tree grew on a pathway in the cave and sealed it off so now they're sort of in a pocket? Silly random things can cause things like this. Or like Salmeuk above said, maybe they are stuck in a burrow?

12
DF General Discussion / Re: What kind of DF Player are you?
« on: April 06, 2022, 08:26:03 am »
...The average population in my past fortresses have always been 500-700 dwarves (or other humanoids, I'm not picky, as long as they're sentient and can carry out work orders, they become citizens), with the biggest one having had a population closing in on 1500 (pets not included)...

Holy carp, dem numbers. Your must either be a god of patience or have a quantum computer.
Most likely, both.

It's the patience. As long as things progress, I don't mind playing the game at 0-2 FPS (Mostly at 0 FPS when the creature count goes above 2000...). :)

13
DF General Discussion / Re: What kind of DF Player are you?
« on: April 04, 2022, 11:28:16 am »
I'm the sort of Megalomaniac Fortress builder. I tend to build rapidly expanding fortresses and see how far I can sustain them before succumbing to !!Fun!!, glitches or FPS (the latter tends to happen more often). The average population in my past fortresses have always been 500-700 dwarves (or other humanoids, I'm not picky, as long as they're sentient and can carry out work orders, they become citizens), with the biggest one having had a population closing in on 1500 (pets not included). My fortresses often also grow into huge complexes, and I love to try and set up every industry and try and become as self sufficient as possible. The stories that come out of the accidents, prominent figures, and other things are a huge bonus, but over all I tend to get stuck with all the workflow management and balancing. Often times the fortresses are also just test sites and end up with odd placements and such as I try to learn the finesses of things after spending hours reading the wiki and guides on how to do a random thing X for more efficient material production or automation.

14
Life Advice / Re: How to keep yourself safe?
« on: March 21, 2022, 10:51:02 am »
Saying "No" can be really difficult, especially with people that are close to you. Many internal factors can facilitate the need to agree to help others, and one important step in saying "No" is to practice saying it, and to figure out why are you saying "Yes" to things in the first place. Are you looking for acceptance? Are you afraid how people react if you say "No"? Recognize it, and start building away from it. Rather than making a separate mask or personality, think about integrating and making saying "No" a part of you. Internalize it, and give yourself reasons to say "No", and it'll get easier over time. Start from small things, and use successful negated situations as building blocks for your confidence. Instill a feeling of healthy selfishness into yourself and hold onto your rights and boundaries. Don't look for excuses to say "No". Just say it. Once it's out, it's easier to direct the situation to the direction you want it to go.

"I don't need to justify myself."
"I won't lose anything by saying No."
"I'm more comfortable not doing this."
"I'm taking care of myself."
"I'm not a bad person."

And if you can't deny them outright, stall. Ask for time to consider. Say you cannot promise anything right now.

15
* Children of the tribe are starting to go missing for reasons unknown. The party looks into it 'cause the next disappearance hits too close to home, and children are precious in these trying times. They trace it down to a rival tribe doing sacrifices in a ritual to appease a deity that's been killing their tribesmen. The deity turns out to be a huge lone predator beast that has gotten a taste of human flesh. After killing the beast they bring peace to lands, or so they think...
...later on a similar beast starts attacking their own tribe and they realize someone's sending these beasts out, and so begins the epic tale of wandering out into the wilderness to track down who's capable of taming these man eating beasts and why they are trying to destroy the tribes directly or by inciting wars between them.

* Could also do a simple tale of group of weaklings wanting to be recognized by tribe elders, and have them take on a series of trials to become full fledged hunters. On the way there they could have options to develop their tribe and standing, earning them more companions, mates, new living areas, and such. Maybe in the end one of them might even come to stand as the chieftain of their tribe.

* Maybe a group of stragglers that got abandoned by their tribe for some reason, or got separated from them, or whatever happened in character background are looking to assemble their own tribe, and need to find or conquer a hunting ground, living space, and find vital tribe members to ensure their survival.

* The party starts out at a slaver camp. Maybe they were each from different camps, captured for who knows what purposes. But after being taken, they have been dragged half a continent away from their homes, and now they need to plot an escape and try and either find their way home, or settle for a life on a new and strange land full of people and creatures they've never seen before.

If you want a really interesting dark fantasy/horror world setting, you could look into Belly of the Beast. It's an interesting world set-up, where your adventures take place inside the innards of a hulking all-consuming beast. Lakes of stomach acid, mountains of muscle tissues, all sorts of nasty stuff and varying levels of civilizations that have all been swallowed by the gorger.

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