Orid Xem tropes

Tropes present in Orid Xem:
 * The Ahab: Prince Jeha Sanaquemer of, youngest son of Naquuv Ukordopod, goes after the female giant grizzly bear Equofatáb three times who, for the rest of her life was minding her own business. He brands her an enemy of his civilization for having the temerity to survive him (and possibly even names her). The fourth time however she slays him, then lives the rest of her life peacefully, dying of old age.
 * Many adventurers go after goblins because of 's massacres.
 * Lurker Onecbehal is a duel example of this: aside from the his Goblin Rage, he also went after Uja Kusutbepa after she first escaped him; he admits he wanted her dead firstly because she was a plague god worshiper rather than because she was a vampire.
 * All There In The Manual: Bralbaard tries his best to update the cliffnotes in the front page of the Museum thread, as well as the map of the player forts.
 * The Historians Guild attempt to collect information, though we mostly see that of the Museum and the adventurers.
 * Dwarf Fortress Legends Wiki aims to become this... yeaaaaaah, it'll take a long time.
 * The Supersources.
 * Inverted with The Great Black Tome of Everything, that was mysteriously wiped out, intentionally or not (out-of-universe, Bralbaard generated the world with "Hidden History", forcing players to discover the past by adventuring and searching clues, which only then appear in Legends Mode).
 * Anyone Can Die: Adventuring is hardly a safe profession, and PC deaths are a common occurrence.
 * Apocalyptic Log: Most adventurers who die before reaching the Museum have their tales told in this format, with an oft-unnamed reader perusing their diaries or similar records.
 * Artifact Of Doom: Necromancer slabs.
 * Ax Crazy: Raki Shedoshgabat‏‎, after seeing the Museum's inside.
 * Moldath Leshaltölún: Sometimes he'll kill a whole warband, sometimes he'll kill megabeasts, sometimes he'll kill the last living roc, sometimes he'll kill allies as collateral damage, he'll kill his own worshipers, he'll kill undead... and sometimes he'll just raise undead because he feels like it.
 * Badass Normal: Many adventurers become this over the course of their story... assuming they don't die first.
 * Empowered Badass Normal: Many of the above eventually become this, whether by accident or design.
 * Bears Are Bad News: Well, bear people are, as Arcturus Enmucuthroz's rampage can certainly attest, earning him the name "Apocalypse Bear".
 * Breather Episode: In between the short tragedies and grand adventures, a few of these can be found. Such as the turn of of Maloy Rigothumam, in which a Wolf Man and his pet dog (and a magical ear) explore the world.
 * The Cassandra:
 * Lurker, on two occasions, though both were wild guesses:
 * He told Bralbaard the GM that unretiring Bralbaard Nilthatlosh would lose him his kingship.
 * He noted Moldath was still part of Tosid Doren even as he was retired in the other dwarven civilization, ; in-game-years later, Moldath (as an NPC) returns to Eskôn without a care in the world.
 * Death Is Cheap: Heavily downplayed; while there are plenty of necromancers capable of resurrecting dead characters and several adventurers have been brought Back from the Dead as intelligent undead, actually finding the corpse of a dead adventurer is a task in its own right and there's no guarantee that the body will be in good enough condition to resurrect.
 * Demonic Possession: Tharamacuquimo Thadaroÿìnathi‏‎'s soul does this to a goblin acolyte, giving itself a new body after being struck down in a necromancer siege.
 * Determinator:
 * Galka Linarad. Despite finding out that the Realm of Silver's glory was a lie to justify enslaving others, being badly injured by aggressive wildlife, and facing offf against murderous hordes of Blighted Thralls, he refuses to give up.
 * Moldath Leshaltölún: He's been to Hell and back, sometimes quite literally, is cursed by various affections (if being a necromancer needing to drink blood isn't bad enough, he caught a contagion that slowly rots his body. His very immortal body). By his third turn in the 850s, he's an ambulatory corpse suffering constant physical torture going forward on grit alone.
 * Dying Race: The kobolds of Orid Xem number a few dozen at best, and that number has only been dropping since the game started.
 * The dwarves are arguably a downplayed case of this; while Oddom Thobmunèst's wars royally wrecked their empire and greatly reduced their population, the creation of new player fortresses and adventurers has been keeping their population at least somewhat stable.
 * The elves are in the 850s down to 500.
 * Eldritch Location: Multiple fortresses were rendered inaccessible by FPS issues or bugs with the save; these are explained In-Universe as becoming these, with the paths to the fortress looping back on themselves or time slowing to a crawl whenever an adventurer endeavors to approach the settlement.
 * End Of An Age: Double-subverted. Orid Xem actually switched between the Age of Myth and the Age of Legends three separate times prior to Lonelythrall's adventure, after which the game shifted to the Age of Heroes and remained as such.
 * Famed In Story: Owing to the setting and premise of the game, several adventurers have become this.
 * Bralbaard Nilthatlosh has become this following his ascent to the position of King of and subsequent deposing/decision to return to adventuring.
 * Bil Ongunithim is indicated to be this, having slain Oddom Thobmunèst and destroyed her slab.
 * Lonelythrall is famous In-Universe for clearing a vault, killing several megabeasts and night trolls, and being the first adventurer in Orid Xem to enter Hell and kill several of the HFS.
 * Raki Shedoshgabat‏‎ has a reputation for setting off a series of werebeast outbreaks (and for his Undignified Death).
 * Game Master: Bralbaard... the thread starter, not the King of Adilatír, that is.
 * Ghost City: The larger abandoned (or destroyed) player-made fortresses often come off as this, prior to some unlucky adventurer or reclaim party running into whatever doomed the fortress.
 * God of Evil: Some consider Ala this. Others look even higher, towards Armok.
 * Good Is Not Nice: Some of the adventurers, but especially Moldath Leshaltölún.
 * Holy City: A number of them, though most of the world doesn't know about them.
 * Improbable Weapon User: Avolition Holyblood the Autumnal Kingdoms beat at least a thousand goblins to death with the tube agate book Common Sense Goblins.
 * Kill Them All: was fond of this... until it happened to them.
 * Knight In Sour Armor: Galka Linarad becomes this by the end of his story; while he's much more world-weary and cynical, compared to his bright-eyed self at the start, his last appearance has him helping a young boy to achieve his dream and he's implied to be watching over a group of dwarves as a protector of sorts.
 * Moldath Leshaltolun.
 * Last of His/Her Kind:
 * The dragon Fací Fonecaci Nifi was the last dragon surviving World Generation; she was slayed just 6 years after by the Doñas Udulono.
 * The last roc Ngomstu Stasnostrobnod slayed by Moldath in 859.
 * The death of the last titan led to the permanent end of the ages of myth and legend.
 * Leave No Survivors: Okgush Irka, the most bloody battle in the world, ended only with the death of all the undead in the living's way, even if some of them were intelligent.
 * Made Of Iron: Moldath Leshaltölún. He endured being shot repeatedly with arrows and getting his limbs broken, having his entire body rot, having most of his rotten flesh flayed off by a amateur surgeon, and being beaten fifty times with a hammer (twice) as part of a judicial sentence. Granted, being a vampire dulls the impact a little, but still...
 * Mythology Gag: Moldath's name and origin is one; the original Museum had an amulet (Mournsaints the Fire-Ruler of Rewards) which would randomly teleport about from site to site. He's heavily implied to be the amulet, having travelled from one universe to another.
 * Museum Of The Strange And Unusual: The eponymous Museum; since there are no real restrictions on what can be submitted (or where they need to be put), exhibits range from the corpses of titanic beasts and priceless articles of jewellery to bags of husk-creating dust and collections of dice. Overlaps with Mishmash Museum, as the vast majority of the exhibits are located in one area with little regard for categories.
 * Necromancer: Surprisingly common throughout Orid Xem, with numerous adventurers and historical figures alike learning the secrets of life and death.
 * Omnicidal Maniac: Oddom Thobmunèst, the dwarf responsible for launching several wars against every other civilization in Orid Xem. She managed to drive the elves and dwarves to near-extinction before being stopped, with the overall death toll from her wars being in the thousands.
 * Our Demons Are Different: Demons in Dwarf Fortress are just megabeasts that live in the underworld, can be civilized and rule a goblin civilization. See also Orid Xem demons.
 * Shoveth Nåzomgenlath Sar is different even by his kind's measure: it went on to competitions and festivals of while attacking it with its civilization, it worships deities, it joined a religion.
 * In an interesting difference to those, Egu Odanez Exzas Otsmor has several domains that you wouldn't usually associate with demons, such as birth, crafts, creation and rebirth.
 * Overpopulation Crisis: A strange case of an In-Universe crisis having an out-of-game effect - a bug lead to ridiculous numbersnote of necromancer experiments spawning in a few hamlets, to the point of crashing the game if someone tried to enter the settlements and rendering the popular Legends Viewer utility unusable.
 * Istrakathroc, the castle in where all the surviving refugees of the bloodies war in Orid Xem went, Okgush Irka. Somewhat subverted in that those who went there lived the rest of their lives in hedonism.
 * Religion Is Magic: Most, if not all, of the magic in the world comes from deities.
 * Sanity Slippage: Raki didn't take too well to reading the past journals of the Museum's adventurers, to say the least.
 * Whatever Ezif Aroirum found in the ruins of Gor and Duskhome is implied to have not been kind to his sanity.
 * The Plague: The early days of the game had the Silver Plague, a disease which killed at least 40% of the human population note.
 * Much later on, the Omon blight, which turns anyone infected by it into blighted thralls.
 * The first plague discovered was the Thranan blight during the Bad Old Days of The Great War of Orid Xem.
 * Shrines And Temples: Don't let that fool you, they're full of monsters.
 * Suppressed History: An interesting variation. Out-of-universe, the Game Master Bralbaard generated the world with "Hidden history" so the players may discover the world without Legends.
 * Undignified Death: Overlapping with Disney Villain Death. Raki Shedoshgabat‏‎, having been resurrected as a powerful form of undead, gets knocked into a Bottomless Pit by a Devil of Steam, permakilling him in something of an ignoble end for a previous Villan Protagonist.
 * Vanishing Village: Gor (The Pit) and Tathbom both vanished due to a bug which erased any trace of the fortresses made there.
 * Zombie Apocalypse: A number of them, both minor and major:
 * The first (and by far the biggest) would be the wars set off by Mishthemdeduk in the 4th century, which were waged with the intent of destroying all that lived and all that opposed The Undead. This resulted in tens of thousands of deaths as the undead hordes swept across The Universes of Myth, before being narrowly fought off by a desperate alliance between the surviving civilizations (aided, in part, by the undead hordes abruptly beginning to dissipate during the early 4th century).
 * Cog Omristducim, another dwarven necromancer, managed to destroy her home civilization with one of these.
 * The Omon blight is a downplayed example of this; the blighted thralls involved in spreading the Blight are mostly confined to and a few settlements outside of it, but their ability to migrate from settlement to settlement and create new thralls through their bites gives them the potential to spread elsewhere and begin causing havoc.

Notes and references

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