Author Topic: [Dwarf Fortress] The Doomed World of Namthur  (Read 2365 times)

lostinspace

  • Posts: 579
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #50 on: June 29, 2018, 04:10:13 PM »
Clearly the correct move here is to reanimate threegems, and make them into our baron.
3/21/16 Never Forget

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #51 on: June 29, 2018, 04:40:12 PM »
Clearly the correct move here is to reanimate threegems, and make them into our baron.

... I suppose it's worth a try.

At least turning her into a zombie -- I doubt it'll let me pick zombies as Barons, but who knows?
« Last Edit: June 29, 2018, 04:55:32 PM by Feco »
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #52 on: June 29, 2018, 06:26:24 PM »
Part 17 -- A Bloody Winter

3rd of Timber, Year 304



The village is in disarray -- for whatever reason, a lot of the newer migrants are sewing discord.  A miner just beat a dog to death in the temple.



And there was a bloody fistfight over a book in the library.

18th of Timber, Year 304



Although the town is exploding with violence, our pastures are exploding with baby llamas and alpacas.  We may have to start butchering them, soon.  We'll almost certainly need to build a fence.

1st of Moonstone, Year 304



The goblins returned this morning -- resupplied and ready for violence.  The engineers have unveiled their latest construction -- although it's not yet complete.



A small entryway outside the walls leads to a stairwell, which leads to a long hallway filled with massiv, pointy, green-glass spikes.  A lever pumped back and forth will cause the spikes to jab away at invaders.  Just past the hallway is a drowning chamber -- water can be let in from the aquifer, and can be drained into the caverns below.

At the end of the passage is a fighting arena, for anyone that manages to get through.

The plan is to fill the whole hallway with spikes, alternative up and down, and to engrave it all with images of our people (and hopefully of goblins getting impaled).

Only a small portion of the spikes are working -- but they should function.  The drowning chamber should work as well.  We'll use it to scatter the goblins.

12th of Moonstone, Year 304



The goblins have reached the chamber, and we've sent a lever-operator down!  You could hear the screams all the way in the village as they were impaled, over and over again!  Only a few spikes worked, but it was enough, it seems.



We've also given the drowning chamber a go:



It works perfectly.  It filled rather quickly, and the goblins are drowning as we speak.

19th of Moonstone, Year 304



The new slaughter-hallway has taken our minds off the siege, and allowed us to focus on good news!  The first of the Giant Honey Badger cubs as been born!  We should be able to quickly domesticate the species, now.  Hopefully their population will explode as fast as the llamas.



The cub is muscular and large -- we may want to start selectively breeding them to be big and powerful, but we'll need more cubs for that.



Down below, the last of the goblins are dying off.  We expect them to try and escape soon.

23rd of Moonstone, Year 304



The few goblin survivors have retreated!  Huzzah!  Praise the engineers!



The carnage is... extensive.  It will only be more efficient once the rest of the traps are working.

2nd of Opal, Year 304



The dwarves have been making excellent time clearing the chamber.  We may want to consider constructing some mechanism, using water, to collect all the gear in one place.

Perhaps we'll focus on getting it working fully, first.



Unfortunately, the bodies in the drowning chamber started to rot very quickly.  We'll leave them sealed until the miasma is gone.  Dwarves hate miasma.

8th of Opal, Year 304



Our badger population is increasing quickly!  We've four cubs this season!

20th of Opal, Year 304



The village is having issues with rulebreaking -- the militia commander Warshaper in particular is having issues.  He's defiled the graveyard several times now, this time he also punched Avuz in the mouth between bouts of vandalism.

21st of Opal, Year 304



The commander is still raging -- this time he beat a weaver to a pulp.  The weaver required stitching.

22nd of Opal, Year 304



This time the right people were doing the beating!  One of the mason's was having a tantrum, and beat Armok's piss out of several dwarves.

He was given 50 days in prison, and when he got there, Captain of the Guard Brassballs gave him his own beating.

Maybe we should appoint a hammerer to execute idiots like this.



In fact, the cells are filling up.  We've three prisoners, and they've been cycling in and out several times over.



Unfortunately, one of those is Commander Warshaper.  He's been given 75 days in prison for his crimes.

24th of Opal, Year 304



We've been forced to send several raging villagers away -- we sent them to the new colony, however, so they'll at least be of use.

We kept any master crafters, or any dwarves of note, of course.

7th of Obsidian, Year 304



Those buzzards are back again scaring the shit out of the animals.  We're trying to get a fence up to keep them from running around the village every time a bird flies by.

1st of Granite, Year 305



Another year gone!  Another tribute come!



The "city," as we're calling it now, is doing very well.  We'll likely have to reorganize labor a bit -- we've fallen behind on fishing (although we've a massive store of prepared meals).  Otherwise, things are going swimmingly.



The fortress structure itself is coming along as well.  We're starting construction on the necromancer's tower in the stronghold, and we're modifying the existing towers -- adding Baron's quarters to the north one, and raising the roof on the south one.

The fields are full of animals, our bellies full of ale.  We've three seasons to decide who will be Baron -- let's hope we choose wisely.

Onward to the next year!

Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

JustAnotherGuy

  • Posts: 2043
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #53 on: June 29, 2018, 06:55:10 PM »
Very cool.  Stick with the Library then.  What does someone in the Library do and what does Chemist do?  I haven't really gotten that far with DF.
Or you might get me.
Quote
A staff member sends:
     "Looks like you introduced him to *puts on sunslits* the school of hard Knoxx.  YEEEEAAAAAAH"

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #54 on: June 29, 2018, 07:21:00 PM »
Very cool.  Stick with the Library then.  What does someone in the Library do and what does Chemist do?  I haven't really gotten that far with DF.

Ideally they start writing their own books/scrolls/etc.  Nobody in the village has done that yet.

They spend most of their time reading books and discussing/pondering subjects.
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

deskoft

  • Posts: 319
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #55 on: June 29, 2018, 09:01:02 PM »
Oh, Feco, that looks amazing. Props.

Sakra

  • Posts: 990
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #56 on: June 29, 2018, 10:20:35 PM »
Quote
Mugfist has been given the title of Captain of the Armored Mortals

Does this mean an upgrade in quarters, maybe a fancy helm?

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.

Quote from: Bhagharva
What you don't know can kill you. What you do know, can kill others.

To the north
[Near]
A lanky, brown-skinned gith is here, humping the rusty brown kank.
The rusty brown kank to the north bleats miserably.

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #57 on: June 30, 2018, 08:55:32 AM »
Quote
Mugfist has been given the title of Captain of the Armored Mortals

Does this mean an upgrade in quarters, maybe a fancy helm?

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.

I think that's certainly in order.  I'll see it done.

Re:. The moat.  Now that there's a good idea.  Maybe as a test run we could raise the corpses in the drowning chamber, lock them in, and turn it into a zombie drowning chamber.
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #58 on: June 30, 2018, 11:49:24 AM »
Part 18 -- Artifact Hunting for Mugfist

3rd of Granite



We've asked the scholars to look over a list of lost artifacts we might acquire for Mugfist -- they've returned with an interesting option.  A steel breastplate lost within a days travel.

It's sized for goblins, but it will fit a dwarf just fine.



We've rearranged to military to accommodate a mission.  Mugfist has renamed his squad "The Rough Daubs," (as there was a bug preventing me from stationing them with the old squad).

We've also decided that Tritus needs a mission -- his mood is deteriorating quickly, and an acquisition like this would surely improve it.  Unfortunately, Tritus refuses to be in a leadership position -- so, we've designated he work under a medical-dwarf with some skill in "Tactics."



They'll depart as soon as possible.  Armokspeed!

14th of Granite, Year 305



The elves have come for trading.  Usually we ignore them -- they're a pain in the ass to trade with, as we offend them if we accidentally offer any wood.  They also rarely have anything of use.

Today, however, is different:



They brought a grizzly bear and an alligator.  We've traded all of our old, tattered, masterwork clothing for them.  We've thrown in some tattered goblin clothing.  The elves seemed happy with our second-hand goods.

28th of Granite, Year 305



Smudgefist has done it!  He's managed to domesticate the giant honey badgers!

Once these cubs grow up and reproduce, we'll no longer have to do any training.  Within a few years we should have enough to assign them to our military.

14th of Slate, Year 305



It's been over a month, and no word from Tritus and the medic.  Perhaps it's just difficult to find?  It was last seen in a vague area, after all.

15th of Slate, Year 305



Warshaper is still in prison.  He had been assigned a beating, but never received it.  Today, one of the guards obliged.



The beating was savage -- Warshaper has a bruised lung, among other wounds.



16th of Felsite, Year 305

Warshaper is still doing... poorly.



Furthermore, Tritus hasn't returned.  We're considering a few options: (1) We can leave Warshaper be, and see if he improves; (2) Send him after Tritus, if Tritus doesn't return after we try to call him back; (3) Send him after another artifact identified by the scholars.



The scholars have told us about a dwarf bone helmet found near the homeland.  Importantly...



This helm appears to be a symbol of authority within the empire of our dwarven enemy, The Problematic Chamber.

We'll try to call back Tritus, first.  Hopefully he lives.
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #59 on: July 02, 2018, 11:58:10 AM »
Part 19 -- Onward to Galena of the Fifth Year

25th of Felsite, Year 305



We've started construction on a tower for the necromancers, settled upon the north-east side of the stronghold.

We're thinking we'll stack it with booze and meals, and just lock them in.

4th of Hematite, Year 305



This morning we were set upon by enemies again -- dwarves of The Problematic Chamber.



This time they brought an impressive amount, clad in steal.

Good, I say!  We need the steel for our militia-dwarves.



But not only that -- several kobolds have infiltrated our stronghold, via the second entrance.



Unluckily for them, we caught them running back to the hallway.



... Unfortunately for us, one of our own wandered into the hallway.  They were killed relatively quickly.

8th of Hematite, Year 405



In the midst of the siege, we've realized that our flock of llamas and alpacas has outgrown the meager greenery available in the pasture.  We're going to slaughter several, and expand the pasture.  For now, they'll be allowed to wander the village.

17th of Hematite, Year 405



The siege was broken this morning!  We've picked up a substantial amount of useful equipment -- we'll start equipping our military dwarves and training them to face sieges head on.



... We may want to consider an alternative to cleaning the bodies up by hand.  Some of the dwarves are "complaining."

21st of Hematite, Year 305

Our mayor often requests we produce figurines -- he's fond of them for some reason.  While searching for a few items to display in the necromancer's tower, we... came across an interesting piece.



Commander Warshaper can't catch a break.

5th of Malachite, Year 305



We've completed the necromancer's tower!  They've their own library, temple, dining area, offices, and bedrooms.  We've set "The Meaning of Sleep" and a llama skull in their temple, in display cases we bought from the elves.

That should keep dwarves from reading it.



In other news, our dwarves have written a manuscript titled "The Unabridged Glue." 

Our scholars are particularly interested in pullys, mineral-based medicines, and... well... adhesives.

3rd of Galena, Year 305



We've been working on the future Baron's tower, and had a bit of a construction mishap -- we removed a block we shouldn't have and sent a few blocks tumbling down.  A scholar was... injured, to say the least.  Thankfully he still has one hand and one foot.

13th of Galena, Year 305



With several batches of migrants, we've expanded our military.  We've now two new militia squads -- The Past of Lances, led by Rigoth, and The Fountains of Symmetry, led by Tosid.



Importantly, we've outfit the militia with an excellent batch of equipment.  Brassballs was sure to grab all steel -- which was smart.  Several other dwarves have a mix of iron, copper, bronze, and steel.  That said, metal is better than the garbage they've been wearing.

We'll likely attempt to face the next siege head on.

18th of Galena, Year 305



With our militia outfitted, we've decided to send The Fountains of Symmetry out to find Tritus and The Amber Vessels.  Let's hope he's still alive.

In unrelated news:



The dwarves have started a strange ritual of tossing mussel shells at the feet of a statue in the dining hall.



... A statue of our original mayor.  Curious.  Perhaps we've got some rogue orders out there.

20th of Galena, Year 305



One of our expert clothiers and militia-dwarves went insane after being unable to acquire materials he requested.



Tulon was making the other dwarves uncomfortable, just standing there.  The mayor has made... creative use of the justice system.

He's blamed Tulon for a series of crime so that he can be imprisoned -- at least there he'll get food and water.  Maybe he'll feel better?



The militia returned today with... bad news.  They can't find Tritus.

21st of Galena, Year 305



Today is slow, and seems an appropriate time to give updates on our dwarves of note.



BadSkeelz continues to do very well.  Unfortunately, she's recent told us that she enjoys war hammers.  If we elevate her to Baroness, we'll need to be sure to import metal bars for when she inevitably requests we make them.



Captain of the Guard Brassballs is likewise doing well.  Her want for maintaining peace in the world fits well with her job (beating criminals into submission).



Lagerbrew isn't a master cheesemaker yet, but is doing relatively well.



Mugfist is doing extremely well, and seems to like his new quarters.

We're still working to find him a suitable artifact -- we may abandon Tritus for dead and strike out after something other than that steel breastplate.



Smudgefist continues to adapt well to comfortable village life -- a welcome change from their demeanor before the war with the necromancers.

Smudgefist has developed a deep respect for animals, plants, and the natural world, and importantly:



Smudgefist has bonded with the giant snapping turtle -- there is no other such relationship in the village!



Jagmeister is doing well, although hasn't produced any scholarly works.

Jagmeister seems to be our chief expert in pullys, and for some reason is interested in writing a biography.



Commander Warshaper... can't catch a break.

He still has wounds from his last scheduled beating (delivered by Brassballs).  He refuses to get them treated.

Hopefully he doesn't lose his mind -- he's turning into a very capable fighter.

22nd of Galena, Year 305

Today... Armok's beard, today is another day for the history books.



After six months, that bastard Tritus made it back!



Tritus and the medic reported that they spent SIX MONTHS wandering the hills, looking for The Gleam of Holiness.

... Unfortunately, they failed to find it.  A wasted effort.



Tritus' mood isn't the best, but we expect it to improve once he settled back into village life.

Onward!
« Last Edit: July 02, 2018, 11:59:45 AM 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 #60 on: July 02, 2018, 06:27:35 PM »
This thread got me to try out the latest version of DF, but I can't do without the quality of life enhancements of dfhack.

How do you even set labors and do trade caravans without it  :'( :'( :'(

The missions thing was really cool though.

edit: fuck it, I'm gonna adjust the init files and try again with a simpler setup. I'm a sucker for punishment.
« Last Edit: July 02, 2018, 06:40:02 PM by Delirium »
Will they tell your story in the end?
Who lives, who dies, who tells your story?

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #61 on: July 02, 2018, 07:23:22 PM »
DFHack alpha is up, and Dwarf Therapist is updated!

I can usually play without hack, but without therapist a large fort is a nightmare.

Steel yourself for bad moods.
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #62 on: July 03, 2018, 03:35:00 PM »
Part 20 -- Taking the Fight to The Cruelty of Streams

1st of Limestone, Year 305



We were beset upon -again- by out goblin enemies, though this time, they outnumbered us by many.



They advanced quickly toward the fort -- we closed the gates, and opened the secondary entrace.



We've decided to let several though the spike-hall in order to train up the militia -- it's time the new dwarves saw combat.



Captain of the Guard Brassballs got the first kill -- hacking the head off a goblin.



Unfortunately, Warshaper missed most of the battle -- he stumbled around like an idiot just south, in the mines.

12th of Limestone, Year 305



After almost two weeks of fighting, the battle was won.  We've lost two brave militia-dwarves, who will be buried with full honors in the cemetery.

The mess is substantial -- goblin blood actually pooled such that the dwarves tracked it all the way to the surface.

The citizenry are... unhappy with having the clean up.

5th of Sandstone, Year 305



The fortress planners have put off several building projects for years, but the time for infrastructure is now!

The wall is being expanded -- it will be much wider and taller, and will likely be finished off by a set of 4 observation towers.



We've also started work on another housing complex.  We've many citizens sleeping in the barracks, and that juts won't do for good moods.

8th of Sandstone, Year 305



We sent Tritus out this morning to seek The Dread of Faiths -- a legendary helmet made of dwarf bone (how macabre).  It will be a gift to Commander Mugfist.



Tritus re-geared himself for the first time since his return -- he made... interesting choices.  We won't question the wisdom of such a great warrior, however.

9th of Sandstone, Year 305



The village is literally... littered... with the remains of dead hamsters.

I just thought that was worth logging.

They're everywhere.  Abso. Lutely. Everywhere.

11th of Sandstone, Year 305

Tritus returned this morning with news -- he didn't think he'd be able to find the helm.  (Perhaps a bug with artifacts held by individuals, instead of sites?)



Instead we're sending him after a steel mace.  It's rumored to be somewhere called "Perplexedgloomy."  Tritus seems to know the general area, and set off quickly.

2nd of Timber, Year 405



Tritus and his medic partner returned today victorious!  They've come back with the mace, which has been gifted to Mugfist, as well as another strange bobble:



Bah.  Let the children play with it.  The mace is far more interesting.



4th of Timber, Year 305

The latest goblin attack on the fortress likely left the goblins off kilter -- we slaughtered many good soldiers of theirs.



We've decided to strike while the iron is hot.  Pinkhates is a goblin pit nearby one of our civilizations Hillocks.  We're sending Tritus and his companion there to cause a stir.  There's said to only be some 10 troops there, so they should be able to handle them, and perhaps divert some of the main forces there.



In the meantime, we're sending all of our other squads (excepting the village guards, who will stay to defend the fortress) to raze the put of Couragefiends, said to house some 80 troops, and which is on the doorstep of a dark fortress said to hold tens of thousands.

Fourty well armored dwarves.  Let's hope they do well.

6th of Timber, Year 305



Tritus has returned, having killed two goblins in Pinkhates.  Unfortunately, his companion Astesh was killed in action.

The ambush will hopefully work to divert forces there, however.  The plan was not to take out Pinkhates.

19th of Timber, Year 405



Our dwarves have returned home victorious!  They met great resistance at Couragefiends, but managed to slay many goblins, scatter their government, raze what little there was to the pits, and loot goods and livestock!

Praise to Armok!  Blood for the Blood God!



On the cusp of our victory, we'll take advantage of the chaos and send the Village Guard, led by Brassballs, and Tritus, back to Pinkhates.

25th of Timber, Year 405



Brassballs and Tritus have returned -- they did significant damage to the pits.  Huzzah!



We've rallied ALL of the troops now, to send them to Fiendtouches, a highly populated pit just north of the Dark Fortress.  They mobilized quickly.



3rd of Moonstone, Year 305

The militia is supposed to be returning soon, but there's been an... incident.



A child went berserk, attacking everything in sight!  The citizenry... dealt with it.

We should start stocking odd supplies so that dwarves stop going mad.

4th of Moonstone, Year 305



Armok's Beard, they've done it!  We've managed to raise another dark pit!

We'll let the dwarves settle back in for a while -- attacking the Dark Fortress will be no easy thing.

12th of Moonstone, Year 305



In order to keep the military on their toes, we're having them slaughter hunt the local wildlife.  Today they "caught" a whole pack of boar.

Delicious.

20th of Moonstone, Year 305



The Dark Fortress of Poisonscandle likely houses many great goblin war-beasts -- to gather information and to perhaps procure some, we've sent Warshaper and The Barricaded Chants.



Armokspeed.

22nd of Moonstone, Year 305



Our giant honey badger population is aging nicely -- we've several adults, and many more pups on the way.

Once we've got a third generation, we can start assigning them to the military.

23rd of Moonstone, Year 305



Today we captured a breeding pair of ostrich!  We're assigning them to Smudgefist, and have built them an enclosure near Smudgefist's house.



We're not certain what we'll do with them, yet, but it seems a worthwhile endevour.

2nd of Opal, Year 305



The ostrich are proving more unruly that the other creatures, oddly enough.  Mayhaps these are the war creatures we're looking for?



In unrelated news, we've started a small bee-farm today.  We've several dwarves clamoring to be beekeepers, so we figure it's time to make mead.

I look forward to drinking it.

20th of Opal, Year 305



The Barricaded Chants returned today -- they lost several dwarves, and brought no spoils.

They were discovered and had to face a large onslaught of goblins.  It's a surprise there weren't more goblins, and it's a surprise any lived to tell the tale.

Warshaper is not taking it well.  His mood is in the pits.

19th of Obsidian, Year 305



We've started expansions on the dungeons.  There are a lot of dwarves tantruming again, beating the shit out of each other, and just causing general trouble.

1st of Granite, Year 306

And so another year ended, and another delivery from our friend in the tower:



... Thank you, Tally.



The fortress is in excellent shape.  We've enough prepared meals to last ages, and have actually ceased fishing -- we're living off slaughtering baby alpacas and llamas, and even that is proving excessive.

The booze should likewise last years.

The vampire bookkeeper also estimates that we've created over 5,000,000 Urists of wealth -- an amazing feat given that we have no mine-able metal or gems.  No doubt a testament to our wonderful crafters.



The fortress itself is coming nicely.  We've completed a portion of the expanded walls, made significant progress on our microline megaproject, expanded the stronghold, finished some architectural accents, and started a new housing complex.

Such prosperity brings trouble, however,



For with spring the goblins have come -- no doubt bringing a taste for vengeance.
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #63 on: July 03, 2018, 04:19:23 PM »
Unfortunately I may have just ended up with a corrupt save.

I've been relatively diligent about keeping backups, but not so much this past year.  The last backup is Granite 1, Year 305, just before we sent Tritus out on his expedition to get that steel breastplate.

Deciding how to proceed and enabling automatic seasonal save backups.

A -lot- of that year was some really tedious work with the megaproject, with the walls, and things like that.  Stuff I'm not keen to repeat.

I'm thinking right now I'll reload at 1 Granite 305 and retire the fortress, leaving it to its own devices.  They can finish that garbage on their own.  Then I'll upload the save, and outline the next project.  The civilization has been restored, more or less.  I can accomplish more difficult and interesting feats with new embarks!
« Last Edit: July 03, 2018, 04:28:08 PM by Feco »
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Hauwke

  • Posts: 1605
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #64 on: July 03, 2018, 05:29:59 PM »
Tally is pleased that you liked his gifts.

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #65 on: July 03, 2018, 07:20:36 PM »
Unfortunately I may have just ended up with a corrupt save.

I've been relatively diligent about keeping backups, but not so much this past year.  The last backup is Granite 1, Year 305, just before we sent Tritus out on his expedition to get that steel breastplate.

Deciding how to proceed and enabling automatic seasonal save backups.

A -lot- of that year was some really tedious work with the megaproject, with the walls, and things like that.  Stuff I'm not keen to repeat.

I'm thinking right now I'll reload at 1 Granite 305 and retire the fortress, leaving it to its own devices.  They can finish that garbage on their own.  Then I'll upload the save, and outline the next project.  The civilization has been restored, more or less.  I can accomplish more difficult and interesting feats with new embarks!


Even though this is necessary due to save corruption, Helmsfirst is a success.  Very little could actually defeat it at this point -- it's time to move on with the story.

Below is the next journal entry from our dwarven scholar.  If folk would like to continue to invest in my story, I do need new dwarves!  Please see the end for details.


Entry ... 21?  18?  -- Intermission: A Strange Dream

2nd of Granite, Year 305

I had the strangest dream last night.  It was as if I had lived a year and many days.  Days of horror and death.

I dreamed of forces of darkness, of hallways bathed in blood. I dreamed of mad dwarves -- even children -- violently releasing their stresses upon the world.

I dreamed of a massive wall.  A tower of evil.  A great pyramid clad in blue stone.

These dreams were grounded in reality -- there is a lot of microline stacked outside, but surely the overseer isn't buidling some useless pyramid.  And our walls are just fine?  Aren't they?

Yes, I've heard rumors of a pair of dwarves intent on studying the necromantic arts, but we would never build them a -tower- to live in?  Right?

Just a nightmare.  Just a dream.  A horrid nightmare.  Never real.

3rd of Granite, Year 305

The events of today were odd, given the timing of my dream.  It started hopeful and bright.  Dare I say cool, like an autumn day?



Winter has passed and our irons have been made anew.  The King has decreed it.  The Autumnal Irons are -- BadSkeelz and their band of dwarves brought us back from the ashes of our homeland.

We inhabit four sites.  Our capital is Portalwhipper, the ancient necromancer's tower taken by Tally and The Armory of Blood.  Our main hub of commerce is Helmsfirst -- this very village -- established by seven brave dwarves of The Blue Irons.  To the east is Wheelclosed, a burgeoning hillocks.  To the south our fortress stronghold, taken from our dwarven enemies, and governed by The Absolute Lantern.

Armok's blood.  As I listened to all this, I was filled with glee.  Hope.

It was quickly squashed.

The conversation we had today taught me something -- something I should have known for years.  We are not a good people.

The overseer took me to the graveyard, over the grave of our Bookkeeper necromancer (and the brass tube by which he communicates with the world).  The necromancers followed soon after, along with the Smudgfist, the so called "BEAST MASTER," Brassballs, the dwarf who takes pleasure in beating criminals into submission, and Warshaper, the crazed, gloomy dwarven Commander.

Other dwarves assembled, some with notable names -- Tritus among them -- some with not.  I could hear the snarls and screeches of the giant honey badgers.  I could smell the blood wafting out of the mines.

The rain started, and then the snow.  It grew dark, and the howls of the goblin werecreature we kept locked in the stronghold filled the air.

I was frightened.

But I was quickly calmed.  For we were not good people, no -- only the good need fear such thing.  We?  We are a people who deserve revenge.  Goodness was for good times.  Revenge demanded we do what it take.  And oh, have we done what it takes.

We were reminded that many of our ancestral homes were still ruins, or held in the hands of enemies.  We were reminded that much of "dwarven" and human civilization was under control of goblins.  That those same goblins truly ruled the world.



There were whispers, they said, of a great place to the south-east.  The Permenant Murk, on the shores of The Seas of Tormenting.   A foul swamp beside even fouler waters.



I am to make for this place with a new set of dwarven companions.  There, it's said, we are to work in secret.  We're to... perform a set of tasks, kept secret especially from me.  Tasks which are said to guarantee our dominance in this world.

The overseer motions to the edge of the graveyard -- lightning flashed in the distance, blinding me.  The thunder kept me from hearing their names.

Seven dwarves, cloaked and armed.

All I am told is that we're to establish a simple outpost -- a true dwarven outpost deep in the earth.  As soon as possible, we're to be joined by three of our dwarves:



Morul Tradedmine is one of the original 7 founders of Helmsfirst, an expert mason, and a practitioner of the dark arts of necromancy.  We're told that we're to build him a tower on the shore of the sea, and once it's complete, that he'll be joining us, and taking over as our leader.



Libash Inkyauthor, one of the original 7 founders, and an expert carpenter.  She is Morul's lover.



Finally... Smudgefist.  The Beast Master.  It's unclear to me why he's coming along.

We're to leave at dawn.  We'e told to expect danger.  Not just from the creatures of our eventual destination, but from the goblins of the South-East.  Horrid creatures we've never encountered.

The final surprise came from the words of the overseer himself.  He would be joining us.



And so it is.



I am writing this entry on the back of the wagon.  Helmsfirst vanishes behind us.



I wonder:  what foul things await us in the wilds of the world?



-----------------------------------------------

Smudgefist will still be directly involved in this story -- no need to redwarf!  AND, if you have a dwarf, you can request they be sent to the new settlement if you wish.  It'll take some time, but we can use the new messenger mechanic to get them.

That said, I need the following dwarves adopted (and nicknamed), else they be random dwarves:
  • Morul the Necromancer
  • Libash, the Necromancer's Lover
  • 1 Expedition Leader
  • 6 dwarves of varying occupations (your choice, although I may add to it)

My goals are a bit of a secret, but these are some important notes:
  • I've severely reduced the population cap so that it doesn't lag, and that time can move more quickly.
  • I intend to entice dwarves to pair up and produce children.
  • A major set of goals involves the underground caverns we ignored at Helmsfirst.
  • There will likely be undead.
  • There will likely be evil weather.
  • There will be lots of dwarven engineering.
  • There will be sea creatures.
  • I've slightly modified the raws for some creatures -- not to cheat and make untamable things tameable.  Instead, I've just given the "child" tag to a few animals lacking it, so they have to go through a childhood instead of being born as adults.
  • This should eventually result in us unleashing dwarven fury on the world!

Also, let me know if you have any questions about your dwarves!
« Last Edit: July 07, 2018, 11:03:39 PM by Feco »
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Hauwke

  • Posts: 1605
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #66 on: July 03, 2018, 08:13:05 PM »
Dibs on Morul!

Morul shall henceforth be known as Morul 'Gloomy' Tradedmine.

Sakra

  • Posts: 990
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #67 on: July 03, 2018, 08:16:25 PM »
Mugfist is pro-undead, and wants to seem them put into action. He requests a transfer to the new secret operation.
Quote from: Bhagharva
What you don't know can kill you. What you do know, can kill others.

To the north
[Near]
A lanky, brown-skinned gith is here, humping the rusty brown kank.
The rusty brown kank to the north bleats miserably.

Delirium

  • Helper
  • Posts: 11775
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #68 on: July 03, 2018, 08:18:40 PM »
Brassballs volunteers as tribute to head up military defenses.
Will they tell your story in the end?
Who lives, who dies, who tells your story?

lostinspace

  • Posts: 579
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #69 on: July 03, 2018, 08:29:53 PM »
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.
3/21/16 Never Forget

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #70 on: July 03, 2018, 10:21:45 PM »
Dibs on Morul!

Morul shall henceforth be known as Morul 'Gloomy' Tradedmine.

Mugfist is pro-undead, and wants to seem them put into action. He requests a transfer to the new secret operation.

Brassballs volunteers as tribute to head up military defenses.

Awesome.  I'm gonna go ahead and release these dwarves from their noble positions -- just in case it prevents them from being called via messenger later.

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.

Well, sounds like he'd fit right in for an ocean embark!


Give it a little time once the embark starts -- a preliminary fortress will need to be established before they can be called.
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC

Cind

  • Posts: 1484
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #71 on: July 04, 2018, 03:08:17 AM »
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.

I am hoping for masterful cheese skills soon.
Look, a petting tregil.  So silky...Feel him.

WanderingOoze

  • Posts: 690
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #72 on: July 04, 2018, 03:57:06 PM »
Beastmaster Smudgefist inquires after his closest friend, the Giant Snapping turtle. Is it to be left behind?
The Ooze is strong with this one

You are our official hammer, Ooze.

Malachi 2:3

The Warshaper

  • Posts: 152
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #73 on: July 04, 2018, 04:13:11 PM »
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.

Feco

  • Posts: 1899
Re: [Dwarf Fortress] The Doomed World of Namthur
« Reply #74 on: July 04, 2018, 04:33:46 PM »
Beastmaster Smudgefist inquires after his closest friend, the Giant Snapping turtle. Is it to be left behind?

I've been trying for years to get them to accept her as a pet, but Smudgefist just won't have it.

Smudgfist likes ducks for their quacks, and gorlaks for some other reason, apparently.  Likely the only two animals they would snatch as a real pet.

I could go back and hack the pet in, but it may make the game unstable.

The request workers mechanic is new, so I have no idea if a bonded animal will show up.  It's worth a try!

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.

Don't blame yourself -- dwarves are touchy!  Care to take over a new, undamaged one?
Quote
Sunshine all the time makes a desert.
Vote at TMS
Vote at TMC