Author Topic: [Dwarf Fortress] The Doomed World of Namthur  (Read 2498 times)

Feco

  • Posts: 1900
[Dwarf Fortress] The Doomed World of Namthur
« on: June 22, 2018, 01:12:33 PM »
    Splatteredhelm some years back was a lot of fun (even if it was never "finished," seeing as the evil glacier fort became rather successful).  Time to do it again.

    Dwarf Fortress has changed a lot since then, so lots of new stuff to play with.  I plan to do an above-ground fort challenge, this time, and would love input along the way!

    I've generated a post-apocalyptic hell-hole!  Yay!  Please reply with suggestions, or if you'd like to be assigned a dwarf!


    Namthur


    Table of Contents:

    Living Documents

    Chapter I - The Autumnal Irons, The Village of "Helmsfirst"

    Intermission

    Chapter II - The Autumnal Irons, The Outpost of Telingèrith, "Coastlabor"


    How to be involved:

    • Get dorfed! - Give me your name and profession, and any traits you're looking for.  You'll be given as close a match as possible.
    • Make suggestions - All suggestions will be submitted to the expedition leader, mayor, or noble, and replied to with each batch of journal entries.
    • Write a short story, a poem, or draw something - Pick one of the journal entries and tell us what happens.  Ask for details from status screen or legends and ye shall receive.

    Requirements/Goals of the Campaign:

    • Our village will be primarily above-ground.
    • Subsist through fishing, raising animals, and/or a creative enterprise.
    • Be in a difficult to survive location.  The plan is hot, arid, and partially evil, but this is up for discussion.
    • Make use of the new feature whereby you can send raiding parties to other sites.
    • Bring back our siteless civilization!

    Part I -- The World

    Here be a journal entry of an unidentified dwarf, suspected to have been a survivor of the rampage of the bronze colossus Matchedtempest:

    It is year 399 of the Thatthildatan empire.  At least, it would be, if anyone cared to record as such anymore.  Thatthildatan roughly means "The Autumnal Irons," but for us, winter has come, and our irons have rusted.  This world is a ruin, and our people are scattered.



    Hope was lost on the 1st of Granite, year 367, when our final stronghold, Noramadil, was destroyed.  We have since been nomads, wandering our homelands in the Chartreuse Swamp, barely clinging to survival.  For thirty years, we waned, and in 398, our aging Queen Mistem Urgedglazed was taken by death.  The crown passed to her younger brother, Zaneg Paintrains.



    The world itself is a horrid mess.  Most dwarven civilizations have been reduced to ruin -- the only standing dwarven fortress east of the homelands, Ancientcrypts, is infested with goblins.  In fact, a goblin has worn the crown of our dwarven cousins for 200 years.  The goblins have likewise wrestled control over the humans of The Amethyst Kingdom.  The savage elves are peaceful toward us, but they themselves waged war against and obliterated all the humans living along the rivers, reducing our capacity to trade with anyone but them.  The very road our dwarven kin constructed to trade with the humans of Ochresmoke serves now nothing but memory.

    It's said some fifty-thousand goblins roam the world, whereas there are fewer than a thousand elves, five-hundred dwarves, and even fewer humans.  There are countless great beasts stalking the wilds, mythical, demonic, and otherwise.  Of the hundreds of settlements in the world, each people only controls one, or a handful.  The rest are aging ruins.



    Despite this, hope has been rekindled by the new king.  Although most of our people wandered the wilds, some had relocated and joined with our remaining dwarven kin to the north.  King Zaneg Paintrain's cousin, General Urvad Swallowedstockades, had lived his post-collapse life in the dwarven fortress of Swordtruth, and there he has not idled.  Urvad traveled the world, and gone so far as to journey to its darkest places, taming Elk Birds and Giant Cave Toads.  With his journeys came experience and knowledge.  Knowledge of the outside world.  Knowledge that might save us.



    General Urvad has delivered us maps of the world.  He suggests we head east, into the beginning portions of the Mighty Dune, to settle a village on the river, far from the creatures which ravaged our home.  From there, we may still be able to trade with the elves and few remaining men, as well as attract migrants from what meager dwarven settlements still exist.  We have learned to fish and build surface structures -- a means to subsist in the harsh desert.  Perhaps one day we can send dwarves to the nearby ruins in hopes of recovering ancient treasure.

    But the opportunities are endless.  From The Mired Crest of Virginity to The Permenant Murk -- this land is ours for the taking.

    Landscape key (variations correspond to good/evil, savagery, climate, etc.)
    Settlement key

    Map of major/interesting regions:



    Map of important sites/civilizations:



    Where does everyone think we should go?  Anyplace look particularly interesting?  Even just general idea (there's freezing mountains, haunted forests, scorching badlands, and everything in-between).  I'm eyeballing a spot in The Mighty Dune which overlaps with an evil portion of The Feverish Fields, but I'm very open to suggestion.  I'm also happy to give details on areas or things of interest, so that we can make an informed decision.

    First suggested site:

    [/list]
    « Last Edit: July 19, 2018, 04:05:41 PM by Feco »
    Quote
    Sunshine all the time makes a desert.
    Vote at TMS
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    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #1 on: June 22, 2018, 01:13:17 PM »
      Adopted dwarves:

    [DEAD] 'BadSkeelz' Gildtown (adopted by BadSkeelz)

    Remember me as I lived: making crafts consisting of raw ingredients that I progressively and increasingly half-assed preparation for.

    Born: 313, to unknown parentage
    Died: 406, killed by a goblin while defending Helmsfirst, as part of The Ignited War.
    Fun Fact: Likes horshoe crabs for their ability to hide in sand.

    Notable life events:
    • 399, BadSkeelz was made Expedition Leader of The Blue Irons, founding Helmsfirst.
    • Created an absurd number of masteful meals for the dwarves of Helmsfirst.
    • Was probably the happiest dwarf in the entire world, for reasons unknown.
    • Midspring 406, BadSkeelz was killed during the goblin invasion of Helmsfirst.


    [DEAD] 'Threegems' Fieldgorge (adopted by Cind)

    Clearly the correct move here is to reanimate threegems, and make them into our baron.

    Born: 328, to unknown parentage
    Died: 403, killed by 'Tritus' Languagewheels, the "Stirred Adulation," with a steel mace.
    Fun Fact: Likes mules for their stubbornness.

    Notable life events:
    • Migrated to Helmsfirst midspring 400 and became a mason.
    • Starting making masterfully designed masonry projects in early summer, 402
    • Started violentenly tantruming on and off in late autumn, 402.
    • In late autumn 402, punched the pump operator Avuz Dellletter so hard in the chest, his lungs collapsed.  He later suffocated in the hospital.
    • In early autumn 403, Threegems went berzerk and murdered the Mayor Ezum Fullmirror in his own bedroom.
    • Was put down by Tritus the dwarf -- a mace to the dome.
    • The overseer intended to raise her dead corpse as the ultimate minion.  The overseer hasn't forgotten about this.

    [DEAD] 'Cerol Silverbolt' Walkportal (adopted by Delirium)

    Quote
    Several months after her capture, Cerol managed to escape captivity, and became the leader of the group of necromancers -- their so-called Chieftress!  This will not go unpunished!



    Born: 341, to unknown parentage
    Died: 403, executed by 'Tally' Laborcalm, during The Siege of Disembowelers, at the end of The Conquest of Portalwhipped (the last battle of The Riddled War)
    Fun Fact: Demanded to be called "Mercenary Extraordinaire."

    Notable life events:
    • Migrated to Helmsfirst midspring 400 as a thresher -- became Mercenary Extraordinare and Militia Captain.
    • 401-402, recovered several artifacts for the dwarven people, including Stutterbegin, a black pyrope crown.
    • Midwinter 402, Cerol killed the fabled giant honey badger Tulipsounded by shooting it in the head with a stell bolt.
    • Midspring 403, initiated The Riddled War with the necromancers of The Royal Walls, at the tower Portalwhipped.  Cerol lost and was imprisoned.
    • Late summer 403, Cerol Silverbolt escaped captivity and was made Chieftess of The Royal Walls, betraying The Autumnal Irons.
    • Late autumn 403, 'Tally' Laborcalm executed Cerol for her betrayal by hacking her to pieces, thus ending The Riddled War.


    [DEAD] 'Smudgefist' Crowdcloisters (adopted by WanderingOoze)

    Oh no, Who will take care of the Giant turtle! #Freesmudgefist!

    #FreeSmudgefist!

    Born: 329, to unknown parentage
    Died: 406, killed by a goblin while defending Helmsfirst, as part of The Ignited War.
    Fun Fact: Bonded with a giant snapping turtle.

    Notable life events:
    • Migrated to Helmsfirst midspring 400 as a BEAST MATER (and planter).
    • 400-401, recovered several artifacts for the dwarven people.
    • Late summer 402, Smudgefist was made Captain of the Guard.
    • Early autumn 403, Smudgefist was captured by the necromancers of The Royal Wells, as a part of The Riddled War.
    • Early winter 403, Smudgefist was released with the liberation of the necromancer's tower, and settled in a new hillock, Wheelclosed.
    • Late winter 403, Smudgefist resettled in Helmsfirst.
    • Midspring 406, Smudgefist and the giant snapping turtle were killed during the goblin invasion of Helmsfirst.

    [ALIVE] 'Tally' Laborcalm (adopted by Hauwke)

    Fuck yes Tally, fuck yes mate.

    Born: 338, to unknown parentage
    Died: NOT DEAD.
    Fun Fact: In addition to being a military dwarf and administrator, Tally is a High Master Miller.

    Notable life events:
    • Migrated to Helmsfirst midautumn 399.
    • Midspring 400, Tally was made Militia Commander at Helmsfirst.
    • 400-401, recovered many artifacts for The Autumnal Irons.
    • Summer 402, Tally got away with killing Robod Takelance during a tantrum.
    • Midspring 403, the Milita Commander Tally took on additional responsibilities as a Scholar.
    • 403, Tally led most of the assaults against the necromancers of The Royal Walls.
    • Late autumn 403, the tower of Portalwhipped was conquered.  Tally executed the traitor 'Cerol Silverbolt,' and established the government called "The Armory of Blood," where he continues to act as an administrator.
    • Midwinter 405, married the famous dwarf Nil Walleddaubs, the Tenebrous Comet of Leagues -- a famous military leader who personally killed many elves during battles with The Problematic Chamber.


    [DEAD] 'Tritus' Languagewheels (adopted by lostinspace)

    Tritus is of the sea, if he chooses to wear water to war, it's because he's proud if his upbringing as a fish processer, and to strike fear in his opponents.

    Born: 317, to unknown parentage
    Died: 406, killed by a goblin while defending Helmsfirst, as part of The Ignited War.
    Fun Fact: Had his own personal swimming pool outside his hut in Helmsfirst.

    Notable life events:
    • Midspring 400, migrated to Helmsfirst as a fishery worker and militia-dwarf.
    • 400-401, recovered many artifacts for The Autumnal Irons.
    • 403, Tritus fought in many battles against the necromancers of The Royal Wells --killing three of the necromancers themselves.
    • Early autumn 403, put down the berserk dwarf "Threegems."
    • Late autumn 403, Tritus encountered a group of rebels within The Armory of Blood -- he fought with the goat named Unib Goldmouth, was defeated, and captured.
    • Early winter 403, Tritus was freed, jointed the king's army, and led a siege against the dwarves of The Problematic Chamber, entirely outwitting the defenders.
       Tritus was wounded by an elf during the battle.
    • Midwinter 403, Tritus resettled in Helmsfirst.
    • Midspring 406, Tritus was slaughtered during the goblin invasion of Helmsfirst.

    [DEAD] Shem 'Brassballs' Factionwhipped (adopted by Delirium)

    Brassballs volunteers as tribute to head up military defenses.

    Born: 337, to unknown parentage
    Died: 406, killed by a goblin while defending Helmsfirst, as part of The Ignited War.
    Fun Fact: Beat a lot of people into submission during her time as Captain of the Guard.

    Notable life events:
    • Midspring 402, migrated to Helmsfirst as a fishery worker and militia-dwarf.
    • 403, Tritus fought in battles against the necromancers of The Royal Wells. killing many zombies.
    • Midspring 404, Brassballs was made Captain of the Guard and started beating tantruming dwarves half to death.
    • Midspring 406, after the overseer left Helmsfirst, Brassballs was made Militia Commander following the death of Commander Warshaper.
    • Late spring 406, Brassballs died defending against the goblin invasion of Helmsfirst.

    [DEAD] 'Warshaper' Equalshaper (adopted by The Warshaper)

    My dwarf acted literally how I imagined myself ever taking on any leadership role in game. Lose his mind and make massive errors getting everyone killed.  :'( Poor Warshaper, I'm afraid he'd be to much trouble to bring along on this venture.

    Born: 342, to unknown parentage
    Died: 406, killed by a goblin while defending Helmsfirst, as part of The Ignited War.
    Fun Fact: Wielded the artifact shield called The Lustrous Tip.

    Notable life events:
    • Early summer 404, migrated to Helmsfirst as a performer and cheesemaker.  Was made Militia Commander.
    • 404-405, was chronically depressed and not that good at war.
    • Midspring 406, Brassballs died defending against the goblin invasion of Helmsfirst.

    [ALIVE] Ogrim 'Mugfist' Rasparrows (adopted by Sakra)

    Captain Mugfist proposes the radical idea of a zombie moat to protect the town, putting the new necromancers to use in defending us from the increasing raids.

    Maybe not so radical now that we have a murder chamber.

    Born: 343, to unknown parentage
    Died: NOT DEAD
    Fun Fact: "He is a worshiper of Savot Largecall and a worshiper of Savot Largecall."  I think he likes Savot Largecall.

    Notable life events:
    • Early summer 403, migrated to Helmsfirst with dreams of inventing new alcohol.
    • 403-405, commanded one of the most capable units of milita dwarves, and led many successful raids.
    • Late autumn 405, married the armorer Rovod Tombsround, and resettled in the tower Portalwhipped.
    • 405-, served in the King's army, attacking The Problematic Chamber several times.  Notable encounters:  Smashed the eyelid of a dwarf during a battle.

    [ALIVE] 'Jagmeister' Mobbronze (adopted by JustAnotherGuy)

    I seem to always pick the dwarf that normally doesn't do much lol.

    Born: 349, to unknown parentage
    Died: NOT DEAD
    Fun Fact: Has a pet cat named Zefon.

    Notable life events:
    • Early summer 403, migrated to Helmsfirst as a chemist and scholar.
    • Early spring 405, joined the expedition to reclaim Cactusirons as the Militia Commander of The Page of Praises.
    • Late winter 405, married the metalcrafter Iton Jadeletter.

    [ALIVE] 'Lagerbrew' Perplextools (adopted by Cind)

    It is nice to know Lagerbrew has not murdered any mayors minutes after crying on their shoulders, but in my heart I'm sort of hoping.

    Born: 328, to unknown parentage
    Died: NOT DEAD
    Fun Fact: Prefers to consume nautilus and mango wine, for fuck's sake.

    Notable life events:
    • Midautumn 403, migrated to Helmsfirst with dreams of being a master cheesemaker and brewer.
    • Early spring 405, resettled in Cactusirons.

    [ALIVE... sort of] Morul 'Gloomy' Trademine (adopted by Hauwke)

    Gloomy can be heard sulking constantly since the news about his lover was broken, he seems particularly dark of late. Almost dark enough to start raising the undead? Maybe not but he is certainly 'joking' about it.

    In other news, he does seem pleased that he got a good bed and that his terrible labor is finished.

    Think he would say that while eyeballing the gigantic dead crab-monster we managed to drag out of the caverns? :)

    He would change it to begging to play with it.

    Born: 328, to unknown parentage
    Undeath: 404, using the book "The Meaning of Sleep."
    Un-undeath: NOT DEAD
    Fun Fact: Is a necromancer, legendary mason, and scholar (who gets mildly stressed about scholarly pursuits).

    Notable life events:
    • In 399, with The Blue Irons, Morul established Helmsfirst, serving as its mason.
    • Midautumn 399, became romantically involved with the carpenter Libash Inkyauthor.
    • Midautumn 404, Morul learned the secrets of life and death using the book "The Meaning of Sleep," and became undead.  A necromancer.  He took on the nickname "Gloomy."
    • Midsummer 405, Gloomy resettled in Coastlabor on his own volition.  He was supposed to wait for word to arrive.  He narrowly avoided the goblin assaults on Helmsfirst (which he would later learn killed his lover).  Construction began on his own personal tower.
    • Late autumn 408, animated the body of the forgotten beast Shedim Larvalitches, a mighty one-eyed alligator made of emerald.

    [ALIVE] 'Slagbottom' Lanterncats (adopted by The Warshaper)

    "Friends, feh! I have an entire Outpost to worry about!"

    Born: 339, to unknown parentage
    Died: NOT DEAD
    Fun Fact: Morul 'Gloomy' Trademine likes to make statues of him hugging goats and eating cheese.

    Notable life events:
    • Early spring 405, Slagbottom the miner became Expedition Leader of The Cloudy Lanters, traveled to The Eternal Murk, and established the outpost of Coastlabor.
    • Midsummer 406, Slagbottom crafted a legendary bed of shale, called "Obscurearrows the Smoothness of Reverence."  He claimed the bed as a family heirloom.

    [DEAD... but lives on as an artifact shield.] 'Alediamond' Tuftgilt (adopted by Cind)

    AleDiamond likes gravestones, huh? Wow, okay.

    Born: 337, to unknown parentage
    Died: NOT DEAD
    Fun Fact:  She likes slabs.  Meaning gravestones.  Yup.

    Notable life events:
    • Early spring 405, helped to found Coastlabor, serving as a farmer.  Came with dreams of being a legendary chef.
    • Served as a talented chef in Coastlabor, but alas...
    • Early winter 407, Militia Commander Urvad Brasselder murdered her as a part of a fell mood, turning her into a dwarf-bone shield called "Maroonstrangles the Tenacious Tomb."
    • Early winter 407, AleDiamond was equipped by 'Gloomy' Trademine, necromancer.


    [ALIVE] 'ApplePie' Stoodsabre (adopted by Akaramu)

    [Reserved for portrait]

    Born: 319, to unknown parentage
    Died: NOT DEAD
    Fun Fact: Came to Helmsfirst with a husband ('Gronkle,' planter) and young daughter ('Pumpkin').

    Notable life events:
    • Latespring 404, ApplePie immigrated to Helmsfirst, as a mason.
    • Midautumn 405, the dog Imush was adopted.
    • Midautumn 405, ApplePie settled in Coastlabor.
    • Early winter 405, ApplePie was made Chief Medical Dwarf, being the only dwarf with any medical experience.
    • 406, her second daughter, Ingish Throatclasps, was born.

    [ALIVE] 'Gronkle' Reclusestockades (adopted by WanderingOoze)

    [Reserved for portrait]

    Born: 323, to unknown parentage
    Died: NOT DEAD
    Fun Fact: Came to Helmsfirst with a wife ('ApplePie,' planter) and young daughter ('Pumpkin').

    Notable life events:
    • Latespring 404, ApplePie immigrated to Helmsfirst, as a farmer.
    • 404-405, was a militia-dwarf for The Blue Irons at Helmsfirst.
    • Midautumn 405, ApplePie settled in Coastlabor.
    • Early winter 405, Gronkle was made a militia captain at Coastlabor due to time served in the militia at Helmsfirst.
    • 406, her second daughter, Ingish Throatclasps, was born.
    • Early winter 408, Gronkle was promoted to Militia Commander at Coastlabor.

    [ALIVE] 'Hron' Workscribed (adopted by BadSkeelz)

    [Reserved for portrait]

    Born: 335, to unknown parentage
    Died: NOT DEAD
    Fun Fact: Likes the words of "The Velvety Couple," which I think is a creepy poem.

    Notable life events:
    • Late autumn 403, Hron settled in Portalwhipped, with the first settlers under Tally of The Armory of Blood.
    • Early winter 403, Hron emigrated to Wheelclosed, a dwarven hillock economically linked to Helmsfirst.
    • Late spring 404, Hron moved to Helmsfirst, where he was made a village guard.
    • 404-405, served in the town guard under 'Brassballs.'
    • Early spring 405, Hron moved to Cactusirons, a fort reclaimed by a dwarven necromancer of The Autumnal Irons.
    • Early spring 405, married Bembul Bridgedoil.
    • Midspring 406, Hron and Bembul moved to Coastlabor.
    • Early autumn 406, Hron became tavern keeper at "The Riddled Boat," the tavern in the dungeons of Coastlabor.


    CONTINUED ON PAGE II[/list]
    « Last Edit: July 09, 2018, 03:37:58 PM by Feco »
    Quote
    Sunshine all the time makes a desert.
    Vote at TMS
    Vote at TMC

    Delirium

    • Helper
    • Posts: 11775
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #2 on: June 22, 2018, 01:50:57 PM »
    Oh man, trying to survive aboveground in an evil area? Protip.. zombies can climb walls... get those roofs on pronto.
    Will they tell your story in the end?
    Who lives, who dies, who tells your story?

    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #3 on: June 22, 2018, 01:54:59 PM »
    It'll be even better if there's evil fogs, or syndrome-inducing rains!  Doubly so since stress seems to be really, really awful this version, which I'm stoked about.

    It's also worth noting that I jacked up max temperature.  Scorching areas may be scorching enough to melt dwarves.  Literally.
    « Last Edit: June 22, 2018, 02:02:40 PM by Feco »
    Quote
    Sunshine all the time makes a desert.
    Vote at TMS
    Vote at TMC

    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #4 on: June 22, 2018, 07:16:15 PM »
    Part 2 -- The Settling of "Helmsfirst"



    Below continues the diary of an unnamed dwarf, an observer keeping watch over a band of nomadic dwarves, intent on finding their fortune:

    1st of Granite, Year 399


    I met the crew, today.  A motley crew, but a serviceable one.  Two miners, a mason, a woodworker, a fishery worker, and a clothier, all rallied around their expedition leader and chef, BadSkeelz Altaramost.

    BadSkeels is an impatient dwarf, and one inclined to commerce over hard work or craftsdwarship.  It's unclear what her goals are with this village, but I suspect her unwillingness to work will find itself a problem in the coming months.

    Either way, I see promise in these dwarves.  They call themselves The Blue Irons, though I'm not certain the meaning.


    The destination of the expedition has changed -- it seems now that we're headed further east and north, toward a fabled warm riverbed in the Familial Granite Desert.  Why the location has changed, I do not know, but the map above makes it clear it may be a serviceable place, and that the dangers of the desert may keep enemies away for a time.


    We set forth with a meager collection of supplies -- enough granite and wood to build basic accommodations, enough food to feed us for several weeks, and enough booze to hopefully last the year.

    We've also brought a cat, to keep the vermin at bay.

    14th of Granite, Year 399

    After two weeks of travel, we've made it.  This is a strange place.  Stranger than I could have imagined. The party is calling it "Helmsfirst."  A fitting name, perhaps, given how far we traveled knowing little of this place.


    The ground is very flat, and the river a manageable size -- we were able to ford it upon arrival, to put distance between us and the giant leapords we were certain were tracking us.  It's warm.  Not too warm.  Dare I say pleasent, if not for the dry air and jagged rocks.

    The sandy wasteland was peppered with massive saguaro cactus, as we expected, but strangely enough, there were also flowering trees -- highwoods.  Even stranger, just to the north was a patch of blue grass, and these odd, bulbous plants we suspect are "bubble bulb."


    As if things couldn't get stranger.  Only hours after we arrived, it began to snow.  The snow was disgusting -- mixed with rain -- and turned to slush as soon as it met the ground.  This place will be foul, cold, and muddy.  Not what we expected.


    Thankfully, the River Grizzledread seems to be full of fish... but much to our dismay, there were other creatures.  -Alligators- of all things, were the first we spotted.  We're lucky we didn't lose any legs during the ford.

    But worse.  Armok's beard, so much worse.  The turtle -- seven times larger than the largest dwarf.  We thought it was a mound of mud at first, but no.  It frightened the horses before retreating back into the river.


    We've wasted no time -- we brought wood, so we started constructing a palisade.  Hopefully it will keep the alligators and gigantic fucking turtles away.  It will be a temporary structure while we attempt to build others.  Let's hope not too temporary.

    2nd of Slate, Year 339


    It's been almost two weeks since we've arrived, and things have gone relatively smoothly.  We have some basic workshops going, turning out granite blocks for construction, and we've built the beginnings of what will be our temporary common-hall.

    That damn turtle won't leave us alone, but thankfully it seems more afraid of us than we of it.  It got inside the palisade before we could build a trap to catch it, but nobody was injured.

    6th of Slate, Year 339


    haHA!  We CAUGHT the damn turtle!

    ... Now what do we do with it?

    8th of Slate, Year 339


    We've decided to fell our first highwood tree.  Construction is moving quickly, and we're already low on wood.  There aren't many, so we'll have to be careful.

    15th of Slate, Year 339


    Our miners have located the aquifer, only several levels down.  For now it's useful -- we've made a simple cistern below the outpost so that we can collect water.  The alligators are lingering in the river, and it's unsafe to get near.  We've suspended fishing for now.

    19th of Felsite, Year 339


    Spring is quickly coming to an end, but the rains have not.  Most of the dwarves are incredibly grumpy, as we're only finally getting a roof on our building.  We're close.  Thank Armok there haven't been any falls.

    21st of Hematite, Year 339


    We're into summer now, and the roof is finally complete!  We've a small outpost now, simple in design.  We've pastured the horses outside the walls, constructed a simple depot if traders ever arrive, and have several workshops churning out the furniture and goods we'll need for a functioning society.

    The dwarves are growing restless.  They've slept in the mud for months.  Hopefully we can get some beds in the new common-hall soon enough.

    10th of Malachite, Year 339


    Some dwarves no doubt heard of The Blue Irons' expedition, and followed soon after -- they've arrived.  More mouths to feed, yes, but also more hands.  We're still slogging through the mud and eating raw fish.  We need to finish our accommodations before someone goes mad.

    10th of Galena, Year 339


    We've found use for those odd lands to the north -- it seems alfalfa, prickle berries, and other small plants grow there.  Given the lack of trade, we'll start hoarding what we can.  We may need it to brew more booze.

    We sent one of the recent migrants, just in case it's poisonous.

    16th of Galena, Year 339


    Six months and two days!  That's what it's taken to build our new home.  No more eating out of the barrels!  No more raw foods!  No more sleeping in the mud and sand!  Beds!  Tables!  Armok's beard, even a still for making more booze!

    The common-hall is used as a meeting, dining, and cooking space -- we store all the food in a crude basement one of the miners dug out over several days.  The cramped second story will serve as a basic barracks until we've time to construct individual homes.

    We've a water cistern just below the outpost, suitable succulent growth in the pastures to possibly raise horses, and good luck fishing (the alligators have moved downstream).  Once we've stacked the kitchen with mugs, and cooked up some meals, we'll need to look to the future.

    We've nothing of value to trade -- we might breach the aquifer, of course, and see if we can mine stone valuables.  However... we have noticed that turtles seem to lay eggs in the river.

    Perhaps we can convince one of the newer migrants to train our giant pet snapping turtle.  It is a female.  We think.

    To be continued...
    « Last Edit: June 22, 2018, 07:31:54 PM by Feco »
    Quote
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    Feco

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    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #5 on: June 24, 2018, 04:19:01 PM »
    Part 3 -- The Werebear Smuntsu Zolakspamo

    26th of Galena, Year 399


    The expedition leader has ordered the miners to breach the aquifer -- the top layers are all sand, and the only stone is locked away under the layer of water.

    To do this, a plug has been made.  The sand in the aquifer layer has been pulled out, and tightly packed sand will be dropped into it, hopefully making a dry spot by which the miners can access the lower levels.  Unsure how deep the aquifer goes, a marble plug has been constructed atop the sand, so that it can be dropped into a second layer, if needed.

    27th of Galena, Year 399


    With the plug ready, the last support was cut away, sending it smashing into the ground below.

    Unfortunately for us, the marble constructions exploded on impact, and one of our miners was somehow sucked into the hole and the water.  Thankfully, it looks like the sand-plug held... and despite being totally stranded down there, our miner appears to be alive.


    10th of Limestone, Year 399


    After two weeks, we were finally able to rescue our miner and breach the stone layers beneath.  It's packed tight with siltstone.  We'll start extracting it.

    But more good new, today!



    The outpost liaison has arrived, sent by our king.  Unfortunately, he brings us no word of our people, only talk of trade.  Expedition Leader BadSkeelz seems pleased with this, and ask the liaison to arrange for shipments of wood, booze, and materials for making clothing.

    The liaison has left us a list of goods they think would trade well in the next year.




    3rd of Sandstone, Year 399


    We've set up a processing station outside the mines.  Everything's a bit of a mess, but we're making significant amounts of siltstone block.

    12th of Sandstone, Year 399


    With summer at its peak, we've experienced nothing but strangeness here.  This place isn't exactly the sandy, rocky waste we once thought.  Succulents and cacti of all sort have started to explode in size -- it seems there may be enough forage here to raise horses.  Our pack horse has foaled -- it's a male, so we'll slaughter it once it's full grown.

    The rains haven't let up, either.  It's rained or snowed almost constantly since we've arrived.  I'm surprised no dwarves have started throwing tantrums.

    18th of Sandstone, Year 399


    We're starting to clear and define our village borders with a siltstone-block wall.  Several sorts of plants have started to push their way out of the sands -- mostly prickle berries.  We're running low on booze, so this bounty is well received.

    We began construction of a bridge, but quickly ceased.  Giant honey badgers have been wandering around south of the river, and for now, it's keeping them at bay.  Armok knows what havok they could bring if they could reach our burgeoning "town."

    27th of Sandstone, Year 399


    More settlers shave arrived, bringing a donkey, and a few other animals.  Wonderful!  We need the meat.

    Perhaps more importantly, a dwarf named Tekkud Cilobeccor showed up with an interesting set of skills.  The brewer-by-trade claims to me an amateur bone setter of all things.

    We've made him the outpost's chief medical dwarf, seeing as no one else knows a damn thing about medicine.


    9th of Timber, Year 399


    Today was a full moon.  Armok's beard, I'll never forget this day.

    It was spotted in the sands, just north of the horse pasture -- a massive creature, like some sort of wicked, twisted bear, snarling and frothing at the mouth.


    It went straight for the livestock, slaughtering the foal and mare -- the stallion galloped away.  Afterward, it went after two dwarves.  A fisherdwarf was taken first.  First, the creature tore his right arm off with his teeth, then went for the kill, collapsing the dwarf's throat.  The poor fisherdwarf survived longer than he should, and had his nose, a handful of toes, and a foot ripped off before the end.

    The cheesemaker went quicker -- the beast tackled him to the ground, grabbed him by the skull, and shook him to death.

    The beast charged, killing a pet cavy at the door to the common-house.  The cavy bought us enough time to latch the door and to seal the creature in by raising the front gate (unfortunately, one of the bodies was crushed to bits in the mechanisms -- horrifying).

    10th of Timber, Year 399


    At dawn, the snarling stopped, and we could hear the whimpering of some creature outside.  The werebeast had reverted to its heinous goblinoid form.  It searched for a way over the walls for a while before finally getting caught in our cage-trap.


    13th of Timber, Year 399


    It's been three days since the rampage of the were-beast.  Last night, one of the children heard something crawling on the roof.  It seems Zuglar was mauled by the werebear, managed to escape by scrambling up onto the roof, and has been stuck there ever since.


    The poor bastard's left leg was shattered, his right leg and foot mangled, and the rest of him covered in horrid wounds.

    Unfortunately we can't risk it -- what if he was infected?  BadSkeelz ordered a cage be constructed around him, so he can be watched for signs of werebearism.  We'll have to remove some roof tiles first, as the dwarves refuse to build atop them.

    It's started to snow.  Yech.


    17th of Timber, Year 399

    It took several days to deconstruct the roof, but we... miscalculated.  The expedition leader is blaming the masons.


    The dwarves forgot to support the center roof tile, and the possibly infected dwarf was sent PLUMMETING down below.  He smashed a hole through the upper and lower floors and ended up in the basement.  The collapse destroyed some barrels of ale.

    Nobody was seriously injured.  Except Zuglar.  He broke several more bones, and blood was scattered all over the food.


    20th of Timber, Year 399


    We've started digging graves for the victims of the werebeast.  The dead will be buried in their own holes, in their own stone coffins.  An inscribed headstone will be placed above.

    We've constructed a special... "hospital" for Zuglar.  The founding dwarves have decided to bury him alive -- they can't bring themselves to execute him personally.  The intend to bury him in the night, and tell the other dwarves that he died.

    20th of Opal, Year 399

    It's been two months since the ahem... burials... and the memorials are all complete.  A mason was instructed to make a statue in Zuglar's "memory."  It... wasn't exactly the most sensitive or well thought out statue.


    1st of Granite, Year 400

    A new year is upon us!  The dawn of the 400th year of our empire, and the year which it started to claw its way out of its grave (perhaps not a good mental image, given Zuglar's situation).


    The outpost is still a bit of a mess, but things are shaping up.  We've completed an admittedly short wall around the planned village -- we'll want to arm a few dwarves before we venture across the river.  The giant honey badgers haven't stopped rampaging around, and we don't think it's yet safe.

    We've a good stone production operation going near the mines, though we haven't found anything of value.

    We've built a small carpenter's building on the north-east side of the village.  The roof is still in construction, but the upper level holds wood, and the attached storage area is for finished wood goods.

    The original palisade has been deconstucted.  Once we've better accommodations for the dwarves (housing and a tavern), we'll re-purpose the common-hall.

    We've started construction of our planned temple and hospital just south of the burial grounds.  It will be a domed structure, and will likely take some time to put together.

    It's not much to look at, just yet, but things are improving.

    « Last Edit: June 24, 2018, 04:30:35 PM by Feco »
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    WanderingOoze

    • Posts: 690
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #6 on: June 24, 2018, 08:08:06 PM »
    ANy way I can be dorfed? 
    Named Smudgefist. Fighter and beasttamer. Or whatever close approximation
    can be managed. I'd settle for just having a weapon at some point. Also if that turtle
    stil needs taken care of, Smudgefist is yer dorf!
    The Ooze is strong with this one

    You are our official hammer, Ooze.

    Malachi 2:3

    Hauwke

    • Posts: 1605
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #7 on: June 24, 2018, 08:33:57 PM »
    Same here! Chuck me in as Expedition Leader Badskeelz' bodyguard or something. Gotta keep the leader alive!

    Name: Tally.
    Favored weapon: Hammers, big ones with which to whacker things.

    Delirium

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    • Posts: 11775
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #8 on: June 24, 2018, 08:36:44 PM »
    Sounds like you folks need someone handy with a crossbow. Name's Cerol Silverbolt, mercenary extraordinaire.

    Point me at your nearest archery target!
    Will they tell your story in the end?
    Who lives, who dies, who tells your story?

    Cind

    • Posts: 1484
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #9 on: June 25, 2018, 12:40:07 AM »
    If you've got room for one in your fortress I'd like to be a craftsperson, preferably stonework but can also have a side business in other crafts, I like pottery. Wouldn't mind being a serious mommy either, with lots of baes. Maybe my name would be something-something Threegems.
    Look, a petting tregil.  So silky...Feel him.

    lostinspace

    • Posts: 579
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #10 on: June 25, 2018, 02:17:00 AM »
    Tritus, a dwarf skilled in wrestling and swimming, if you have the room.
    3/21/16 Never Forget

    Hauwke

    • Posts: 1605
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #11 on: June 25, 2018, 02:21:18 AM »
    Wrestling is terrifying. If your dorf has high enough strength it can tear ligaments which is a super bad thing and armor cant even stop it.

    That being said, so long as it is being used on the enemy: Fuck yes lostinspace, hold that goblin by the third toe on the left foot while I wail on its hand.

    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #12 on: June 25, 2018, 11:20:10 AM »
    Everyone has been dwarfed with the most recent migrant wave!  If you have any special requests going on, or any suggestions, just pipe in.  Feel free to request furniture for your eventual home, pets, and so on.

    Part 4 -- Migrants of Interest

    1st of Granite, Year 400


    Filthy kobolds have been spotted.  They didn't manage to snatch anything, but we'll need to consider posting guards soon.

    10th of Granite, Year 400


    Blech.  Elves.  They arrived today and unloaded their goods at the trade depot, but didn't bring anything of worth... nor do we have much to trade anyway.

    This was a good excuse to appoint a broker, though.  We've selected one of the jobless dwarves that spends all their time in the common-hall.


    8th of Slate, Year 400


    While performing exploratory mining, it seems the miners have discovered some sort of expansive cavern system relatively close to the surface -- only some ten or twelve layers down.  The expedition leader has ordered it be closed off for now.  Once we've some metal, we'll consider exploring them.

    17th of Slate, Year 400


    We've started constructing small adobe-style homes along the river.  We should be able to cram a number of these homes into our walled area.

    20th of Slate, Year 400


    Migrants!  Among this batch were several dwarves of note:



    Cerol Silverbolt was listed on our manifest as "Thresher," but he has insisted he be referred to as "Mercenary Extraordinaire," and that he's a (soon to be) master of crossbows.  We've taken his word for it, and made him a militia captain.  We have a crossbow around here somewhere, so we'll get him to training soon.

    Given his self-proclaimed interest in music, we'll likely let him be a bard in the tavern, once it's built.



    Tritus Talulkul came to us a substantially skilled fish dissector.  He has insisted on joining the militia.  In his off time, he'll serve as a fisherdwarf.



    Smudgfist Thadaddom is our new animal trainer, or "beast master," as he prefers.  He's also been assigned a spot in the new militia.

    He'll immediately be put to work training the giant snapping turtle.  The current plan is to chain it up, and let it lay eggs.  We'll collect the eggs until we can find it a suitable mate.  Afterward, we'll try and raise the animals for meat, or perhaps for some sort of turtle execution pit.



    Threegems Fikukerib is one of the most skilled migrants we've ever recieved -- a High Master glazer!  We'll need to figure out how to start a glazing and pottery at once!

    For now, she's also been assigned to work as a mason and stonecrafter, for the time being churning out blocks for buildings.



    Given the number of migrants, and our now existent militia, the Expedition Leader saw it fit to raise a militia commander -- one of our previous migrants, Tally èrithbetan, was given the position.  The Expedition Leader has also seen it fit to make Tally their personal bodyguard (meaning they'll likely be given a higher title, like Champion, once the fortress is able).

    Tally has named the main militia-force "The Tufted Labors," while Cerol Silverbolt has gone with the more mysterious "Continents of Cloistering:"


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    Hauwke

    • Posts: 1605
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #13 on: June 25, 2018, 04:55:34 PM »
    Tally seems like he would enjoy a good book between bouts of maiming kobolds, maybe a bookshelf and a reading space for his down-time?

    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #14 on: June 25, 2018, 06:26:00 PM »
    Tally seems like he would enjoy a good book between bouts of maiming kobolds, maybe a bookshelf and a reading space for his down-time?



    Tally has been assigned a small house near the gates, and luckily for him, right across the street from the new (yet unfinish) library, which we've started to fill with books looted from ruins.

    I've given him a personal bookshelf.  He's actually going to be moving to the new castle once it's built, so we'll make sure he has reasonable office accommodations there!  That'll be a year or two off, though -- construction is slow.
    Quote
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    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #15 on: June 25, 2018, 07:09:47 PM »
    Part 5 -- Growing Discontent

    24th of Slate, Year 400


    Armok's Balls!  A horrible haunt has drifted its way into the graveyard!  It screams about its thirst, for both booze and vengeance.

    The dwarves have reasoned out that Zuglar never was infected, and instead just died in his tomb.  We've commissioned a memorial for him, which will hopefully put his spirit to rest.

    Woops.


    4th of Hematite, Year 401

    BATTLE!


    Kobolds snuck into the village, today, but they were -quickly- dispatched by our tough dwarves.


    Tritus took point against the first, which had made its way to the common hall.  Despite sustaining significant wounds, Tritus managed to strange the kobold to death.


    The other was actually caught by an angry mob of villagers.  They managed to knock two teeth out, and then punched his eyeball into his brain.  HAH!


    Tritus' wounds are substantial -- the kobol cut his stomach, and spilled his guts.  They'll likely heal thanks to our doctor, but we don't have thread or cloth to suture or bandage the wounds.  He'll likely be laying in bed with his guts hanging out for a few months.

    2nd of Malachite, year 400


    A few of the dwarves seem to be experiencing extreme trauma in the weeks following the kobold attack.  The chief medical dwarf in particular is struggling, going in and out of depression.  Nobody is tantruming.  Yet.


    14th of Malachite, year 400


    Our Broker has been acting strange, lately.  He's claimed the crafstdwarf shop we made for Threegems, and locked himself in!


    He's sketching pictures of wood, and stacks of leather.  We think it's a material list.  Unfortunately, we've no leather.

    We do have animals, though.


    The only animal suitable for butchering is the cat we brought from the homelands.  Let's hope its hide is enough for the broker -- who knows what'll happen if he can't get what he needs?


    20th of Malachite, year 400


    More migrants.  They continue to come in small waves -- thankfully none large enough to overwhelm us, yet.  That said, we're very behind in suitable accommodations.

    23rd of Malachite, year 400


    The broker seems pleased with the cat leather.  They've started construction of... whatever it is they're making.

    28th of Malachite, year 400


    After five days of solid work, the broker has produced a MASTERFUL ring!  It contains imagery of the founding of our village -- quite the artifact, indeed.

    7th of Galena, year 400


    The chief medical dwarf continues to slip in and out of depression.  Things seem to be getting worse.  It seems the cause is the kobold bodies on the pile -- folk walk by them on the way to the common-hall, and it's leaving them absolutely horrified.  We're construction graves, and having Threegems make a statue to mark them.

    15th of Galena, year 400


    We've buried the kobolds, to get them out of site.  One was a particularly famous kobold that Threegems knew stories about -- she's drawn him in his prime such that everyone can know that famous thieves end up dead in Helmsfirst!

    As a side note, the Tritus seems to be recovering well.

    13th of Limestone, year 400


    Humans have come to do trade.  We've traded several prepared fish-roasts for a few crates of leathers, cloths, and assorted bits for making clothing.  We'll need to start hoarding fresh clothes.  The dwarves are going through them quickly, adding to their unhappiness.

    24th of Sandstone, year 400


    Our first tavern is now in usable shape!  We'll need to construct a second floor such that it can be a functional inn, but we may attract visitors, now, and the dwarves will have somewhere to dance, tell stories, and socialize.

    The dwarves have elected to name it "The Dagger of Evisceration."  Armok's Blood, what a name.  We suspect it's named after the dagger that literally eviscerated Tritus (whom is totally fine, now).

    Right now we put our only spare statue out-front -- we'll need to make one that accurately represents the tavern's name (Smudgefist hugging a duck doesn't seem to cut it):


    27th of Sandstone, year 400


    Today is a day for the history books!  We've found no useful metals, no coal, no nothing -- until today.  Today, the miners breached another layer of underground caves, and with it, a vein of raw adamantine.

    We've no way to smelt it at the moment, so we'll simply mine out the area around it so we can carefully extract it.

    10th of Timber, year 400


    We've started some rudimentary farming south-east of the common-hall, near the fishing grounds.  We'll grow prickle berries in the small patches of sand such that we don't run out of booze ingredients.  The farmer thinks he may be able to get potatoes to grow, as well.

    It continues to rain constantly.  Perhaps this is why can can grow things so well in this so called "desert."

    It isn't much, but it'll suffice.

    14th of Timber, year 400


    The dwarves are restless, and prone to starting fist-fights and breaking tables.  Things still seem mostly in control, but we'll need to start thinking of a way to lift their spirits.

    Either that or appoint a sherrif and hammerer to start murdering punishing out of control dwarves.

    1st of Moonstone, year 400


    Roughly a week ago, a papermaker was acting strange, and took control of a workshop.

    Today, he's produced a truly fascinating piece -- a complex musical instrument called a sherel.  This'll sound wonderful in the tavern!


    6th of Moonstone, year 400


    The state of the village is... upset. (red arrows = BAD MOODS)

    Many, many dwarves are teetering on the edge of breakdown.  Their clothes are in tatters, they're soaking wet from the rain, and they're all still babbling about those dead fucking kobold.

    23rd Opal, year 400


    We've decided to send Cerol Silverbolt on an exploration expedition, to a nearby ancient ruin.

    We'll see what they bring back!


    27th of Opal, year 400

    Cerol didn't return with anything of note... except some blasted news.


    It seems our allies have taken advantage of our weak position!  Those bastard dwarves of The Problematic Chamber have TAKEN OVER OUR ANCESTRAL HOME-FORT OF RELIEVEDWELLS!

    We're sending Cerol, Tritus, Smudgefist, and Tally off to reclaim some of our ancient artifacts from the other ruins.

    12th of Obsidian, year 400

    Success!


    The heroic dwarves have returned with several of our ancient texts -- a guide to ores, a detailed guide to the use of adhesives, and a textbook on... beakers.

    It's very important stuff.

    HAH!  Take that, homeland stealing bastards!

    25th of Obsidian, year 400


    The crew has returned from yet another expedition, and brought back several items.  We'll be sending them to every one of our ancient ruined settlements to recover whatever they can before they're stolen for good.

    Maybe sometime soon we'll send a raiding party to the stolen fortress.

    We've a decent collection, so far.


    1st of Granite Year 401

    Another year, and the village grows!


    We've a decent collecting of dwarves with varying occupations.  They're all generally unhappy, but hopefully that will change in the coming year.

    Thankfully our stocks are full of food and booze.

    Enclosed is a drawing of the village from above, and blueprints of the various structures.



    In the north-west and south-west corners we constructed several housing complexes, each assigned to individual dwarves or dwarven families.  Nestled between the two is our still-bustling block-processing facility.

    Threegems has been given a personal workshop just west of the mine entrance -- the upstairs is her personal bedroom.

    Just outside the gate we have The Dagger of Evisceration, though it's getting less activity than we would have hoped.

    Along the northern and eastern walls we have goods production -- the wood facility is a few stories, with room for furniture and wood storage.

    The temple is still under construction, but we've fenced off the graveyard.

    Farming and fishing still takes place in the south-east corner.  Additionally, we've built a small coop for the giant snapping turtle -- it has a nestbox to lay eggs in, and a cage-trap to snag it should it go wild.  Our beast-master has done a wonderful job keeping it trained, but no eggs yet!

    At the center of the village is our new library -- a place to house the books, scrolls, and tomes we've recovered from ancient ruins.  It, too, is a work in progress.

    Most of the structures still have incomplete roofs, or no doors.  Maybe that's why the dwarves are so unhappy?

    « Last Edit: June 25, 2018, 07:19:08 PM by Feco »
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    lostinspace

    • Posts: 579
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #16 on: June 25, 2018, 08:15:45 PM »
    Tritus took point against the first, which had made its way to the common hall.  Despite sustaining significant wounds, Tritus managed to strange the kobold to death.

    As a side note, the Tritus seems to be recovering well.

    The dwarves have elected to name it "The Dagger of Evisceration."  Armok's Blood, what a name.  We suspect it's named after the dagger that literally eviscerated Tritus (whom is totally fine, now).

    Glorious, he should be rewarded with a swimming pool
    3/21/16 Never Forget

    lostinspace

    • Posts: 579
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #17 on: June 25, 2018, 08:19:30 PM »
    double post...
    « Last Edit: June 25, 2018, 08:24:07 PM by lostinspace »
    3/21/16 Never Forget

    WanderingOoze

    • Posts: 690
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #18 on: June 25, 2018, 09:48:09 PM »

    Right now we put our only spare statue out-front -- we'll need to make one that accurately represents the tavern's name (Smudgefist hugging a duck doesn't seem to cut it)

    This Pleases Smudgefist! who suggests a logical fix to
    the name problem, rename Tavern The Huggable Duck
    (and Smudgefist) Inn.  ;D

    Additionally, we've built a small coop for the giant snapping turtle -- it has a nestbox to lay eggs in, and a cage-trap to snag it should it go wild.  Our beast-master has done a wonderful job keeping it trained, but no eggs yet!

    This Also Pleases Smudgefist. Snoozums the Giant Snapping
    Turtle Just needs company, and booze, egg production will
    improve dramatically! Smudgefist offers to live in, nearby the coop to put his Charge at ease.


    Edit: Because I suck at forums and had trouble properly breaking up the quote..
    « Last Edit: June 25, 2018, 09:50:49 PM by WanderingOoze »
    The Ooze is strong with this one

    You are our official hammer, Ooze.

    Malachi 2:3

    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #19 on: June 26, 2018, 08:43:59 AM »

    Right now we put our only spare statue out-front -- we'll need to make one that accurately represents the tavern's name (Smudgefist hugging a duck doesn't seem to cut it)

    This Pleases Smudgefist! who suggests a logical fix to
    the name problem, rename Tavern The Huggable Duck
    (and Smudgefist) Inn.  ;D

    Additionally, we've built a small coop for the giant snapping turtle -- it has a nestbox to lay eggs in, and a cage-trap to snag it should it go wild.  Our beast-master has done a wonderful job keeping it trained, but no eggs yet!

    This Also Pleases Smudgefist. Snoozums the Giant Snapping
    Turtle Just needs company, and booze, egg production will
    improve dramatically! Smudgefist offers to live in, nearby the coop to put his Charge at ease.


    Edit: Because I suck at forums and had trouble properly breaking up the quote..

    Tritus took point against the first, which had made its way to the common hall.  Despite sustaining significant wounds, Tritus managed to strange the kobold to death.

    As a side note, the Tritus seems to be recovering well.

    The dwarves have elected to name it "The Dagger of Evisceration."  Armok's Blood, what a name.  We suspect it's named after the dagger that literally eviscerated Tritus (whom is totally fine, now).

    Glorious, he should be rewarded with a swimming pool

    We'll get on these, and fill you in next update!

    Part 6 -- Bridging the River

    13th of Granite, Year 401



    Elven traders!  Yet again, they don't have much of use.

    16th of Granite, Year 401



    Last week, we decided to send our brave soldiers off to our ancestral home.  We instructed them to sneak in and steal as many artifacts as possible.

    They were successful, but unfortunately, they were spotted when leaving.  They all managed to escape, but our once allies likely know we've robbed them.

    20th of Granite, Year 401



    We attempted to make a... tomb, for a dwarf who had claimed a clothesmaking shop.  They're in need of things we don't have, and are at risk of going insane over it.

    They didn't take the bait.



    We've been forced to lock them in.

    14th of Slate, Year 401



    Today is an important day for the village -- we've build a bridge to access the other side of the river and laid out the foundation for a wall.  Once the wall is constructed, we'll have plenty of room to expand.

    16th of Slate, Year 401



    We're not sure what happened, but a brewer has been found dehydrated.  Unhappiness is rampant, so we suspect he simply stopped drinking.

    23rd of Slate, Year 401



    We've started to hear sobbing inside the locked room.  We've decided it's best to keep it locked.

    9th of Felsite, Year 401



    Tensions continue to rise -- fist fights are breaking out regularly.  There's even been a stabbing.  A particular planter has been causing quite a bit of havok.

    Thankfully Cerol, Mercenary Extraordinaire, put him out of commission.  The doctors are getting substantial practice, at least?

    15th of Hematite, Year 401



    Human traders came today -- we traded many masterful meals for stacks of leather, silk, and cloth.  We've also purchased a pair of female llamas to mate with the male llama one of the settlers brought.  We'll be able to generate our own wool clothing, now!

    17th of Hematite, Year 401



    Our burgeoning village has expanded beyond the authority of a simple expedition leader, and the dwarves have demanded elections.

    The incredibly popular Ezum Esmulonul has been elected -- now he has a rock up his ass and is demanding quarters.  We'll get to it.  Eventually.

    20th of Hematite, Year 401



    Success!  We've collected two batches of giant snapping turtle eggs!

    These will make fine meals (and hopefully someday soon, more turtles!)

    22nd of Hematite, Year 401

    A VERY important project has been finished: our mist generator!



    The dwarves are very, very, very unhappy, and are slipping in and out of bouts of serious rage and depression.  Given the dwarven fondness for the mist generated by waterfalls, we've constructed a powered system to bathe dwarves worshiping in the temple with happy-thought inducing mist.

    Two waterwheels have been built in the open portion of the temple, and a series of gear assemblies delivers the power to four screwpumps placed upon a raised platform.  Those four screwpumps move a ponds-worth of water continuously around, spraying the ground below with wonderful mist!

    Hopefully this is what we'll need to improve moods.

    1st of Malachite, Year 401



    We've received word (ahem, just noticed) that our raid has resulted in war with our former allies.

    Woops!  I expect we'll see armies sooner than later.

    3rd of Malachite, Year 401



    The whimpering inside the locked clothesmaking shop stopped.  We opened it up to find a dead dwarf.

    This does not bode well for the moods of the other dwarves.

    1st of Galena, Year 401



    The dawn of a new month brings good news!  A new masterpiece!  This'll make a fine addition to... something.

    18th of Galena, Year 401



    We've started work on the south side of the river.  Not only will there be housing, but we'll build a stronhold in the south-east corner.

    This stronghold will serve to house our military, our dungeons, and our nobles and administrators.  Additionally, it will be outfit with beds, public dining halls, and a decent reserve of food should we ever need to temporarily evacuate the village.

    With the threat of war looming over us, let's hope we can finish it quickly.

    To be continued...


    As a technical note, we've gone ahead and updated to the new version.  There have apparently been some balances with regard to unhappy thoughts, though it isn't clear how that'll affect our already crazy fucked up dwarves.  It also gives us some means by which we might start to establish our civilization again.  Patch notes:

    Quote
    There are now peaceful and not-so-peaceful ways of expanding your influence in the world. Once a site becomes linked to you (through prosperity or by conquest; you'll see a message), you can send a messenger there to request workers, or send dwarves from the fort out to such sites (from v-p). This only works on historical figures, so you might find you don't have off-site workers available at first, though some sites do have them. This release should also improve the issues dwarves were having with negative thoughts, and they can also now experience permanent changes in their personalities and intellectual values due to events in their lives.

    Note: Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections.

    New stuff
    Your civilization will send out groups to found sites near prosperous fortresses
    Existing sites near prosperous fortresses will associate themselves to those fortresses
    Added ability to take over sites and install administrators
    Can view your new holdings from the 'c' screen
    Can send workers off-site and send out messengers to request their return
    Mulling over long-term memories can lead to shifts in intellectual values and personality changes

    Major bug fixes
    Fixed hauling route crash
    Fixed problem causing county stage to be skipped in noble elevation
    Stopped all visiting barons from being elevated along with your baron
    Changed horror calculation from seeing a dead body
    Stopped similar memories close in time from taking all the memory space
    Stopped stuttering lag from repeated vegetation connectivity checks

    Other bug fixes/tweaks
    Camping refugees will be awake during the day now
    « Last Edit: June 26, 2018, 08:45:58 AM by Feco »
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    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #20 on: June 26, 2018, 01:08:39 PM »
    Part 7 -- Deler Workedclasp, Manager Vampire

    17th of Limestone, Year 401



    A dwarven caravan has arrived with some much needed clothing supplies, and a bit of wood.

    We've also gotten more alpaca and llamas -- we should have a nice yarn production line going, soon.  All dwarves will wear yarn clothing, from head to toe!

    We've renamed the tavern "The Squashed Bird", with the statue in mind (neither "huggable" nor "duck" were available for selection, unfortunately):




    4th of Sandstone, Year 401

    The tantrums continue, day after day, month after month.  Most end in small fistfights, or with cracked tables.

    Today was different.  The manager wandered into the temple.



    Deler grabbed hold of a statue dedicated to The Mine of Gems, the dwarven God of metals.



    He instantly went pale and grew horrible fangs!  No doubt cursed by the god for his recklessness!

    Then he beat the living shit out of a carpenter.  We'll need to figure out what to do with him.



    8th of Sandstone, Year 401

    We've devised a solution for the vampire.



    Deler has been given an office and a bed... inside a shallow grave.  We've covered him over, and placed a statue marking the spot.



    We've also reshuffled the administrative positions.



    Deler can no longer serve as our broker, so he's been replaced.  Deler, however, has been made both manager and bookkeeper.  He doesn't seem to need food, water, or sleep anymore.  We've left a small hole that we can drop a bucket into -- Deler will sign work orders and keep our books for eternity.

    7th of Timber, Year 401



    With winter quickly approaching, the air has grown cold.  As is usual, this desert is strange -- the ground remains warm, but the air just above it freezes every night.

    The mist generator has frozen solid.  Armok's balls, the dwarves won't be happy about that.

    4th of Opal, Year 401

    Winter thus far has been difficult -- many dwarves have been refusing to work.
     Though construction continues -- new migrants are taking over where the old ones lack.  We're considering evicting everyone tantruming to try and calm things down, but we'll see where the winter takes us.



    In recognition of his heroic deeds, Titrus has been given a personal swimming pool outside of his home (which itself is nestled beside the river, and the moat surrounding the stronghold).  A statue in his image was set in the center:



    6th of Opal, Year 401



    One of the miners claimed a mason's shop and demanded rough gems -- we couldn't find any, so sealed the crazy bastard in.  He's gone mad, and now we just have to wait for him to die.  The dwarves will not like retrieving his body.

    19th of Obsidian, Year 401



    A dwarf has gone insane.  It seems as if most of the dwarves are starting to do better, but several have quickly deteriorated.



    We attempted to expel the dwarf from the village, in hopes the others wouldn't have to watch him kill himself.

    He didn't leave.

    1st of Granite, Year 402



    This has been a difficult year, but the village grows in size.  Many dwarves are on the brink of insanity, but it seems as if most have regained their faculties.  As long as the insane dwarves don't drive the others crazy, we may make it out of this.

    Death seems to be driving most unhappiness, but the rain is also to blame.  Every dwarf has been caught in it, for extended periods, several times.  We expected rain to be a problem embarking here -- but we thought the problem would be lack of it.



    Work continues, regardless.  Housing has been expanded.  We're slowly building a pasture for llamas and alpacas.  The fortress foundation is set, but it will take several months, if not a year, for us to truly finish it.

    The fortress will likely include some housing for those dwarves that work there -- we plan to move the common dining area, the kitchens, and the distillery to the castle itself.  Many dwarves are still sleeping in the meager upstairs quarters of the common-hall, so hopefully they have something to look forward to.

    Maybe someday we'll even finish the temple.
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    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #21 on: June 26, 2018, 06:49:35 PM »
    Part 8 -- PULL THE LEVER!

    9th of Granite, Year 402



    Threegems is losing her mind -- she's throwing tantrums, and during, destryoing workshops and beating the living shit out of everyone.

    She's not the only one, but she's certainly the most violent.



    The fights are only making it worse, too.



    9th of Slate, Year 402



    Our llama and alpaca farm is coming along nicely -- the workshops are able to stay busy shearing the animals, turning the wool into thread, the thread into yarn, and the yarn into clothing.

    11th of Slate, Year 402



    Threegems is at it again.



    As usual, plenty of other dwarves are having hissy-fits, but she's the only one viciously assaulting people.  We may need to draft her!

    6th of Felsite, Year 402



    One of the stressed dwarves threw themselves into the river, today.  We've been unable to recover the body.  Hopefully the others will follow -- it would make cleanup easier.



    Threegems continues to rage -- this time she went after Tally.  She managed to totally mangle his second right finger:



    9th of Hematite, Year 402



    The dwarves continue to rage -- though only a select population.

    We're churning out masterfully made furniture in order to stock their rooms and houses -- hopefully we can quell this with riches!

    15th of Hematite, Year 402



    Now the Militia Commander is at it!  Tally managed to murder another dwarf, whom we quickly buried so as not to cause a panic.

    Even with all this chaos, a healthy population of dwarves maintains their sanity, and has made substantial progress on the stronghold.



    The first level will be a dining hall, food storage, administrative offices, and a training ground for one of the militia squads.  There are also some bedrooms for stronghold workers.



    The second floor will mainly be a dormitory, for those dwarves not yet assigned a home, and in times of siege.  There will also be the kitchens and stills, as well as the mayor's quarters, and part of the militia tower, but those won't be accessible from the main hall.

    18th of Hematite, Year 402



    Threegems continues to whoop other dwarves -- she bruised the pancreas of one of the masons, putting a hamper on our block production.

    Unacceptable!

    27th of Hematite, Year 402



    One of the dwarves assembled a particularly complicated... sandal, of all things.  He's claimed it for himself, and the leadership doesn't seem to have a problem with that.

    5th of Malachite, Year 402

    The mason Threegems assaulted is not joining the violance -- he beat a dog to death with his hands, just outside the library.  A healthy number of dwarves watched, which is very unfortunate.



    12th of Malachite, Year 402



    Work on the stronghold continues -- all furniture is of the highest craftsdwarfship.



    Importantly, however, we've started construction on the lower dungeon reeducation levels.

    Unhappy dwarves will be given a masterfully crafted rope, statue, bed, table, and chair to look at during their visit.  Hopefully we can start to reform criminals.



    A Captain of the Guard was necessary for bringing order to the village -- Smudgefist was chosen.  We'll need to carve out some quarters, an office, and a dining area for him.  He's made quick work, imprisoning one dwarf!

    7th of Limestone, Year 402



    We've attracted out first visitor!  A dwarven scholar!

    They visited the library, then the tavern, then promptly left.  Hopefully they're headed off to tell their friends how wonderful it is here.

    11th of Limestone, Year 402



    The original common-house has be refit as a fish processing center -- the bottom floors are absolutely PACKED with fresh fish that need cleaning.  We've set a number of dwarves to the task, and started to move the other food stores to the stronghold.



    On the north-east side, we have our food stores, and our booze is kept to the south-east.  We'll need to establish secondary food cellars, as we're at risk of overflowing.

    13th of Limestone, Year 402



    Threegems continues to rage -- now she's going after animals, for Armok's sake.



    On the bright side, traders come today, bringing lots of wood, plenty of charcoal and coke, and a number of other useful goods.

    With this charcoal, we'll soon be able to start a glass, and potentially a metal industry.  That said, we've found no metal, save the adamantine -- we may have to import normal metals.

    28th of Limestone, Year 402



    Dwarves continue to fall to insanity -- vicious fights are breaking out in the temple, of all places.  Hopefully everyone remembers to not topple the religious statues.

    2nd of Sandstone, Year 402



    The mayor's quarters are finally complete!  I think it's a bit gaudy -- all those statues -- but the mayor kept saying the rooms weren't good enough.  He seems pleased, now.

    It's good he has an office, too.  There's been a steady stream of dwarves coming to either cry, or yell at him -- and it seems to be making them feel better (positive thoughts for both parties)!

    11th of Timber, Year 402



    The stronghold is coming along nicely, and the base of it is essentially complete (although not fully furnished).  There are beautiful microline tables and chairs in the dining hall, a plethora of foods and drinks, and each simple administrator/squad captain has been assigned a desk in the offices.



    The second floor is outfit with plenty of beds and masterfully crafted footlockers -- the kitchens and stills are up and running, and the rooms for the workers are furnished.



    The third floor -- which will be the roof of part of the structure, is still very much under construction.  It's currently being used to store empty barrels and pots.



    As a sort of emergency precaution, we've channeled out some hill-style homes in the first basement level.  Dwarves were going absolutely bonkers without their own dwellings, so we've assigned them to their sandy pits.  They seem oddly pleased.

    We've also set a place aside to store wines, ales, and preserved foods.



    The second basement level houses the reeducation centers -- they're a touch bare, at the moment, but work is chugging along.

    15th of Timber, Year 402



    We've lost a lot of dwarves over the year, and had to substantially expand our graveyard.  We're trying to plan in advance, now, and placing a few empty graves, ready to be quickly filled and covered so as to minimize the number of dwarves that see the body.



    Overall, the fortress isn't doing... too bad, with regard to mood.  Plenty of upset dwarves, but plenty doing just fine.

    The changes we've made seem to be having an effect.

    28th of Moonstone, Year 402



    Damnable beast!  We finally bridged the river outside the fortress, and a giant honey badger prompty murdered one of our lumberjacks.

    We've called the military to action!



    The military, and a number of daring civilians, jumped to battle!  The killing blow was struck by the Mercenary Extraordinaire -- a steel bolt to the dome!  haHA!



    3rd of Granite, Year 403

    As I was writing my year-in-review, I recieved news of something spotted on the horizon.  Damn!  DWARVES!



    There are ten of them, armed to the teeth.



    A perfect chance to test our emergency protocol!  To the stronghold!  PULL THE LEVERS!



    (woops, one of the pet rabbits got launched off the bridge.  They'll survive.  Maybe).

    To be continued...
    « Last Edit: June 26, 2018, 06:51:43 PM by Feco »
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    BadSkeelz

    • Posts: 8361
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #22 on: June 26, 2018, 07:26:56 PM »
    Och, is a sad day when dwarves turn axe and beard upon each other.

    I mean, this day in particular. I won't let Threegems and her dwarficidal rages cheapen the tragedy of this attack!
    janeshephard: You really think BadSkeelz understands the concept of Wine In Front of me? This guy shot me as a townie when he felt threatened. The man's a neandrathal.

    Miradus: He's not some weird mental abomination. He's just a guy on the internet.

    Feco

    • Posts: 1900
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #23 on: June 26, 2018, 07:48:26 PM »
    Part 9 - Breaking the First Siege

    3rd of Granite, Year 403

    Lucky for us, we've set up some traps!



    We managed to capture several of the enemies, but the rest just continued to wander the wall, patrolling it, no doubt.

    We don't have the arms to kill them head on, but if we can capture more, we'll be able to steal their weapons and armor, train our military against them in controlled combat, and hopefully fight off the next force with a more direct attack.

    20th of Granite, Year 403



    It's been two weeks, and the other dwarves have made no sign of leaving.

    We've let the dwarves out of the stronghold -- we might try to bait them into some other traps, or take potshots from the walls.



    We've managed to capture 5 -- there are 5 more wandering near the gates.



    Armok's Beard!  NOW?!

    One of the dwarves went bat-shit insane as the stronghold was emptying, attacking everyone around.  We quickly unleashed the militia, but the citizens got to him first.



    One of our lumberjacks struck the final blow:



    After that was settled, we devised a plan -- we'd start pulling the front-drawbridge lever over and over again, and attempt to launch the dwarves like we did that rabbit!



    HAHA!  We got him!



    It gave him a fright, for certain, but they didn't retreat.  We continued the "clever trick," hoping to catch another.



    This time, a dwarf made it in, but was snatched by one of our cages -- that sent the rest of them running.  The siege was broken!

    This was no doubt a small scouting party --we'll need to prepare for a full-on attack.

    Hopefully we can arm a full militia, get them training, and potentially start crafting glass weapons for some weapon traps -- a veritable gauntlet for enemies to walk through.

    1st of Slate, Year 403



    With the siege behind us, we can hold the year in review.  The village is growing, even if it's full of savage, raving lunatics.



    Now that all the dwarves have housing, we can take our time filling in the rest of the village, as well as finish all the architectual detail.

    Speaking of, the temple is complete.  It's a grand, spirling-ish dome-ish structure, with a B-E-A-UTIFUL piece of artwork upon its peak.  (We'll have to wait for a DFHack update to get 3d renders!)

    One of the wonders of the world, to be sure.   ;)

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    Cind

    • Posts: 1484
    Re: [Dwarf Fortress] The Doomed World of Namthur
    « Reply #24 on: June 26, 2018, 10:42:15 PM »
    You can toss Threegems outside the fortress the next time the traitor dwarf group sends an army, if you want. Then just let her back in after she's done.
    Look, a petting tregil.  So silky...Feel him.