Hello Escapists.
This will be an RPG based on the tenents of Dwarf Fortress: take control of your own group of Dwarves, try to build a fortress, explore and trade, but most importantly of all: survive the curveballs thrown at you in the form of unexpected situations (both good and bad).
You as players will do the major decisions regarding your group: what to focus on, what to speacialize in, what to do with that strange stone casket you found buried in adamantium in those underground caverns etc.
In a way, I intend to combine the high-fantasy environment of Dwarf Fortress with the decision-based management of King Of Dragon Pass. You do the choices, I do the math, think of the consequences, see if you trip any hidden metaphorical or physical pitfalls, and present them to you in the form of events.
You interested?
Then join up and let's get going. Don't worry if you didn't join right in the beginning, you can always be added a bit later as a fresh group of migrants/explorers.
To start with, what do you need to do:
You have, in essence 10 dwarfs to start with, basic supplies for a few weeks after arrival and wagon transport. But that is not all: You get to name two specializations for your group, such as arcithecture, metalsmithing, gem crafting or underground farming or something else entirely.These represent the areas your group has greater training and/or talent than others in ; nothing to the degree of legendary (you will not be making Aegis Fangs left and right with Weaponsmithing for example), but something that gives you the edge in that area. You also get one item of note, exceptional quality, somehow magical, plain uncommon or otherwise would not be standard for a group of dwarves intending to settle a largely unknown location.
You also get to choose your location (based on the description below).
And that is all you need to start off. So post in and join us!
Your corner of the world:
Your Mountainhome, place of origin, lies in the east, on the side of a long mountainrange running north-south. The range itself has precious few passages to further east, but those that exist are regularly used by both humans and elves: The elves have one of their greater cities on the heavy forests, almost jungles, right on the eastern side of the mountainrange.
Immediately to the west of your mountainhome in an arid plain, with significant rainfalls only on a few months during the year. Main vegetation in focused along the two rivers travlling from North-east to the south trough the plains.
South of the plains is a hilly area, with a few that actually qualify as mountains. The hills are surrounded by small marshes. Further south is a large ocean.
To the west of the arid plain are forests, mainly unexplored, with some hills. Beyond those are the first large human cities, though their smallest outposts extend their reach all the way to the arid plains. Beyond the humans cities allegedly lies an ocean, but no dwarf has been that far to check and human maps are notoriously unreliable.
To the north of the plains lies an acient hillside, filled more with rocks than trees (but it isn't a wasteland either. From the mountains north of there originates a small river that runs trough the rocky hills and towards the human cities.
So, ready to begin?
Current Participants (max 6 for now):
EvilJoe1 (Stone Dogs of Cold Rocks Hold)
STE3L (Hammer Steel of Seven Rock),
pyroguy86 (Iron Fists of Kazkan)
KronosTalon (starting)
green00706 (starting)
cnordskog (starting)
Gamekid171 (The Outcasts of Toland), has left the game
Jav3lin (Riversiders of Riverbank), has left the game
Reserve Spots, pending hiatus/leaving of an existing player:
#1 venom 3135
#2 sgt_Jakeman 214
#3 Bluedemon322
Post last edited: 21.8 2010
This will be an RPG based on the tenents of Dwarf Fortress: take control of your own group of Dwarves, try to build a fortress, explore and trade, but most importantly of all: survive the curveballs thrown at you in the form of unexpected situations (both good and bad).
You as players will do the major decisions regarding your group: what to focus on, what to speacialize in, what to do with that strange stone casket you found buried in adamantium in those underground caverns etc.
In a way, I intend to combine the high-fantasy environment of Dwarf Fortress with the decision-based management of King Of Dragon Pass. You do the choices, I do the math, think of the consequences, see if you trip any hidden metaphorical or physical pitfalls, and present them to you in the form of events.
You interested?
Then join up and let's get going. Don't worry if you didn't join right in the beginning, you can always be added a bit later as a fresh group of migrants/explorers.
To start with, what do you need to do:
You have, in essence 10 dwarfs to start with, basic supplies for a few weeks after arrival and wagon transport. But that is not all: You get to name two specializations for your group, such as arcithecture, metalsmithing, gem crafting or underground farming or something else entirely.These represent the areas your group has greater training and/or talent than others in ; nothing to the degree of legendary (you will not be making Aegis Fangs left and right with Weaponsmithing for example), but something that gives you the edge in that area. You also get one item of note, exceptional quality, somehow magical, plain uncommon or otherwise would not be standard for a group of dwarves intending to settle a largely unknown location.
Group Name:
Settlement name:
Description of area:
Group history:
Fields of talent (2):
Special item and its description: (stay within reasonable limits or Bad Karma will accumulate quicker)
Settlement name:
Description of area:
Group history:
Fields of talent (2):
Special item and its description: (stay within reasonable limits or Bad Karma will accumulate quicker)
You also get to choose your location (based on the description below).
And that is all you need to start off. So post in and join us!
Your corner of the world:
Your Mountainhome, place of origin, lies in the east, on the side of a long mountainrange running north-south. The range itself has precious few passages to further east, but those that exist are regularly used by both humans and elves: The elves have one of their greater cities on the heavy forests, almost jungles, right on the eastern side of the mountainrange.
Immediately to the west of your mountainhome in an arid plain, with significant rainfalls only on a few months during the year. Main vegetation in focused along the two rivers travlling from North-east to the south trough the plains.
South of the plains is a hilly area, with a few that actually qualify as mountains. The hills are surrounded by small marshes. Further south is a large ocean.
To the west of the arid plain are forests, mainly unexplored, with some hills. Beyond those are the first large human cities, though their smallest outposts extend their reach all the way to the arid plains. Beyond the humans cities allegedly lies an ocean, but no dwarf has been that far to check and human maps are notoriously unreliable.
To the north of the plains lies an acient hillside, filled more with rocks than trees (but it isn't a wasteland either. From the mountains north of there originates a small river that runs trough the rocky hills and towards the human cities.
So, ready to begin?
Current Participants (max 6 for now):
EvilJoe1 (Stone Dogs of Cold Rocks Hold)
STE3L (Hammer Steel of Seven Rock),
pyroguy86 (Iron Fists of Kazkan)
KronosTalon (starting)
green00706 (starting)
cnordskog (starting)
Gamekid171 (The Outcasts of Toland), has left the game
Jav3lin (Riversiders of Riverbank), has left the game
Reserve Spots, pending hiatus/leaving of an existing player:
#1 venom 3135
#2 sgt_Jakeman 214
#3 Bluedemon322
Post last edited: 21.8 2010