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Author Topic: [44.12] Dwarf Fortress: The Low Shore 1.0  (Read 75 times)

squamous

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[44.12] Dwarf Fortress: The Low Shore 1.0
« on: October 20, 2018, 10:21:06 pm »

I remember when the sun was devoured. For years they watched that great thing swim out of the starry void, its many glowing lures like those of the very light it hungrily began to absorb. This was the death of the god we knew. Elves, dwarves, and men alike knew a great period of suffering was at hand when the benevolent light that had guided them for so long began to be snuffed out, replaced by a creature of primordial depredation. The continents were wracked with cataclysms that rendered them uninhabitable, and the oceans shrank down to a shadow of what once was. And between them, that was hope. The fertile shallow seabeds lay exposed for the taking, and all manner of life rushed down and up to get at it. Now we live in a strange world indeed. One of muck and mire, amphibious beasts and scattered refugees, carving out a new way of life as best we can in a new frontier so terribly hostile to such things. What was once weak and feeble has risen, and the old exemplars of civilization have fallen far indeed. This is a world if intrigue, decay, and cruel empires, where the bones of countless adventuring fools have sunken into the mud, stripped clean by what swims and crawls within it. Do you dare say you have the skills to brave the wastes beyond your home, and seek glory where so many others have failed? I can only pray to the lesser gods that they have mercy on you, for the denizens of the long shore will not.
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What is The Long Shore?

This mod takes place in a recently unearthed shallow sea teaming with strange life after a divine cataclysm shrunk the oceans and devastated the land. Its sort of like a semiaquatic Conan with your typical high fantasy races, save that they have been warped and traumatized by the destruction of their once idyllic fantasy world. You can choose to try and drag those races back into the limelight or support the ones that are currently living in it, or just go around hunting lobsters for fun and profit. This one is pretty typical low-fantasy dwarf fortress gameplay besides the setting so it should be easy to get into, both in adventure and fortress mode.

Download Link: http://dffd.bay12games.com/file.php?id=14077

HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
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Change Log:

1.0 Changes:

-Long Shore Released. Feedback very appreciated.
« Last Edit: October 20, 2018, 10:28:18 pm by squamous »
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squamous

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Re: [44.12] Dwarf Fortress: The Low Shore 1.0
« Reply #1 on: October 20, 2018, 10:22:34 pm »

Races of the Long Shore:

Goblins:


In the mire and muck of the Long Shore, goblin-kind found a new home. Invigorated by a climate that was so suited to their biology, a place where disease and decay allowed only the quickest-breeding and most inured to plague to survive, the goblin simply outcompeted the other races that struggled to survive the new world. And with dominance came progress and civilization, catapulting the goblin race to new heights. What was once a race of cave-dwelling savages, fit only for dying on the end of a knight’s sword, became the primary hub of culture and refinement, led by powerful sultans and peerless, steel-clad armies. Few places in the Long Shore can say that it is not a goblin who wields the most power in their local sphere.

Goblin empires come in three types; Traditionalist, Hedonist, and Militant. The traditionalist empires abide by cautious conservative values and seek to preserve goblin culture, with a middling view of the other races but a general consensus that they should know their place. Hedonist empires have lapsed into decadence and seek only new knowledge, sensation, and pleasure while forgoing the ways that brought them to power in the first place. They’ll fight as much as any other goblin nation but are typically more welcoming to outsiders. The last type of empire is militant, which as you can imagine has a strong martial culture and a distaste for weakness. They constantly wage wars of conquest and seek to subjugate all other nations under the goblinoid bootheel.

Just as the empires are divided, the groups under them are equally so. Goblinoid culture tends to express itself in the formation of martial orders, loose confederations of adventurers and heroes who compete for prestige and glory by racing to slay enemies of the empire and wild beasts of renown. These competitions are usually friendly, but a particularly successful student meeting a suspicious end is not unheard of. There are typically five martial orders in each goblin civilization, headed by one master who has twenty pupils. Masters of the same order will typically seek to settle in different civilizations. And of course, the martial orders one has access to will differ according to the type of goblin empire and its values.

Humans:


   The loss of the glorious kingdoms of the surface caused great despair, and upheaval amongst the races of man, and in the discord that followed a great many of this species were extinguished or made feral, becoming the wretched once-men who dwell in the algae swamps and mud plains. But those who held on and surpassed their peers were those who founded the new world’s nations, and these nations are terrible indeed. Humanity has evolved, or perhaps devolved, into brutish warmongers of great strength and cunning, always wielding massive weapons and fighting like savage berserkers. Humans are some of the most prized mercenaries in the long shore and are practically a byword for violence and mayhem.

Dwarves:

   If the cataclysm shook the core of humanity, it was even worse for their stout brothers in arms. The destruction of their ancestral homeland and the wealth of history, culture, and artifacts contained with in caused what could only be described as a species-wide period of mourning and mania. When it was over, the government had been reformed significantly so as to preserve what was left of dwarfdom and ensure it would never lose anything further. Dwarven nations have grown to become draconian and callous, focused on law and order above all else and punishing slight infractions with swift executions. Many have fled to other nations, but many more remain, unsure where else is safe. Like goblins, dwarves have steel. But unlike goblins, they are far less numerous, and take longer to replenish their numbers.

Shelled Folk:

More than one race has grown mighty in the wake of the cataclysm. The shelled folk, crustacean people of the old coasts, now have a broad and sweeping land that seems as though it was made for them, and indeed many of their more religious sorts believe this to be so. Crab-kind has spread far and wide, but even so it can be divided into three basic ethnic groups:

Brownshells are the most numerous and also the most stupid of the crab folk, living a nomadic and animalistic existence save for the few communities that have been integrated into civilization as second-class citizens. Standing a bit taller than a goblin and much dumber, they make excellent laborers and expendable shock troops.

Greyshells are the most prominent of the shelled folk, their great size, near twice that of a goblin, making them powerful warriors indeed. They have carved out their own kingdoms across the low shows, and primitive though they may be the grayshells still have mastery of crude metal and as such can hold their own against invasions, and even wage their own.

Greenshells are the smallest at slightly below a goblin’s size, but also the most cunning (which in shelled folk terms means only slightly stupider than average). They are masters of trapmaking and can dance across the floor in such a way as to avoid springing any sort of lethal contraption.

Barracudans:

Another of the races to come up from below rather than down from above, the barracudans are a race of hunters rather than warriors, and are, by the estimations of many, to be crab-shit crazy. They seem to have no self-preservation instinct and will gleefully fling themselves into even the most monstrous of foes. At the same time they cannot be said to have the same strength and brutality as humans, which coupled with their strong anti-slavery stance means the other races, who almost ubiquitously rely on slaves, will come to blows with these blood-drunk fishmen, the constant warfare typically leaving them as little more than a footnote on the world stage.

True Elves:

As with all surface dwellers, the move to the long shore was not without terrible suffering. The loss of their sacred trees was a terrible pain for the nature-loving elves, and their connection with the earth suffered greatly because of it. But they were determined to hold onto that bond, and through a race-wide ritual strengthened their connection to the earth so as to keep it, at a great cost. Their immortality was no more, leaving them little more than a century or so of life, though they’d be hale and healthy right up to the end. Furthermore, the flesh of plants and animals no longer sustained them, and they could survive off of mere water alone. Many found this an acceptable exchange. Some did not. Regardless, the elves are what they are, though somewhat strengthened in a surprising way. Apparently the spirits of the trees care not for the perverse forests of the long shore, and kelp and coral now go to the elven smithing furnaces by the crateful.

Mongrel Elves:

Many disagreed with the true elves and their sacrifice, and many left the communes to seek their own way. Most of them died, unprepared as they were for the cruel new world. But one branch did not. Prideful and uncompromising, the elvish clan of a forgotten name cut all ties with the spirits of the earth in a ritual of their own, freeing them from nature’s obligations and allowing them to establish their own way of life. But without the connection to nature their people had, they now had to contend with predatory incursions and a dwindling population necessitated drastic measures. Experiments into other schools of sorcery bore fruit, and what would become known as the mongrel elves developed peerless mastery of the fleshwarping arts, mixing the bloodlines of the civilized species to create monsters and slaves for their own enjoyment. Mongrel elves are divided into three distinct castes, but all are distinguished by the peculiar shade of lime green that colors their irises.

Pureblood elves are the rulers of mongrel kingdoms, above all others. Natural surgeons thanks to their fleshwarping studies, they pursue knowledge and pleasure with equal gusto as their lessers handle other affairs. They have a preoccupation with beauty and their closest servants reflect this behavior. Monarchs and nobles are restricted to this caste.

Thralls are what could hesitantly be termed the middle class, slaves though they are. Like their creators, they are immortal (good help is hard to find, why let it die?) and also tend towards the elvish ideal, with comely faces and slender frames. Unlike purebloods, however, they also have more monstrous attachments like chitinous carapaces or scaled appendages, designed for more pragmatic reasons. They can hold most military positions except general, with one particular thrall breed monopolizing administrative work, and are generally treated with some level of affection and respect by their masters, though they will always be the pureblood’s inferiors.

Freaks are the lowest of the low, all pretenses of beauty abandoned in the quest to create expendable laborers and monstrous killing machines. These brutes and wretches have short lifespans and poverty-stricken lives, prevented from most forms of social mobility save as champions or commanders of conscript hordes. They are also often too unintelligent to realize this, most of them having the brainpower of a pure-blooded shelled folk, which suits the purebloods just fine.

Finally, there is a secret fourth caste, though it is less of a caste and more a breed. The Flesh Mills are a singular type of creature designed solely to produce new citizens, be they pureblood, thrall, or freak. Reproduction in any other manner is forbidden, with freaks being gelded at birth and the upper castes pursuing romance of a more abnormal sort. If one could capture a pregnant flesh mill, they could spawn their own colony of mongrel elves to integrate into their own civilization. This is something the purebloods seek to prevent at all costs.
« Last Edit: October 20, 2018, 10:30:21 pm by squamous »
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squamous

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Re: [44.12] Dwarf Fortress: The Low Shore 1.0
« Reply #2 on: October 20, 2018, 10:23:11 pm »

The Mud Plains:

The most common terrain in the long shore, characterized by sparse, dull vegetation and a constant surface layer of thick mud. It crawls with vermin and much worse, like the titanic bristleworms or flying mud mantas, massive predators feared by many. Herds of giant sea lice and isopod swarms are also a frequent site. In the north the vegetation tends toward things like sponges and stray seaweed spires, and towards the south some adventurous breeds of coral have colonized it. Overall this place is mostly home to scavengers and predators, a place one goes through to more interesting locales. Mostly.

The Kelp Forests:

Temperate regions are often host to massive forests of giant kelp and seaweed stalks, adapted to life on land. Sturdy and strong, they can be used as building materials and burnt for fuel. By day the kelp forests resemble a more densely vegetated version of the mud plains, but that changes when night falls. Everyone knows you never want to be alone in the kelp forests at night.

The Mangrove Blooms:

One of the most successful remaining trees is the mangrove, which has formed a symbiotic relationship with the algae blooms that infest the mud where they sprout. Combined, this region is surprisingly rich in animal life, particularly of the vertebrate variety. Reptiles and amphibians of all types can be found in the blooms, particularly the huge and vicious swamp crocodiles.

The Coral Fields:

Compared to the drab surroundings of the other lands, the coral fields of tropical climates are a shocking sight. Massive coral trees of all colors dot the skyline, and the very ground pulses with semi-sedentary life like ground polyps and filter worms. In this riot of movement and color dwell some of the most dangerous species of arthropod, such as the deadly mantis shrimp and its cousins, along with the titanic ogre lobster.

The Salt Flats:

Almost completely devoid of life, the salt fields compass the places where salt granules have completely covered the earth. A technique has been developed to render these grains into windows, but beyond that and the typical uses of salt there is little use to be found from the salt fields. Rumor has it that in some places, the ground itself mummifies anything that dies, turning it into a haunting revenant that seeks to convert others into salt zombies.

The Seaways

There is no fresh water in the long shore, not really. Brackish is the best you're getting. Because of this, life has either evolved to get better at filtering salt water, or does it manually. Goblins find purified water to be almost sweet, for example. Regardless, what this means for the ecosystem is that rivers and lakes now host all manner of oceanic life. Everything from giant octopi to great whites can lurk in any "fresh water" biomes, so take care where you swim.

The Abyssal Lands:

It is said that these mysterious cold spots on the edges of the map were caused by the new god after it ate the sun, and sent down its children to infest the new, more suitable climate. The Abyssal Lands are terribly cold and filled with horrific creatures, and only madmen or monsters would even think to venture here.
« Last Edit: Today at 01:26:49 am by squamous »
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squamous

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Re: [44.12] Dwarf Fortress: The Low Shore 1.0
« Reply #3 on: October 20, 2018, 10:26:31 pm »

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squamous

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Re: [44.12] Dwarf Fortress: The Low Shore 1.0
« Reply #4 on: October 20, 2018, 10:27:27 pm »

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