(https://i.imgur.com/Zr6DTF9.png)
Savage... Terrifying...
Bardumiseth, Fightquests!
Another succession played on Blind’s Discord server!
This fortress run was started back-to-back right after our first fort, Zulbanunal – Bannerblunts (http://www.bay12forums.com/smf/index.php?topic=182297.0), as the playthrough was starting to feel pretty complete. As such, it’s basically the sequel. This time, danger and survival took the center stage. We were a lot more exposed to the caverns, and reanimating corpses posed a constant threat.
Another challenge to overcome were the necromancers, who decided to constantly siege us for many years, denying us the chance to meet with the caravan and receive settlers. This led us to adopt desperate measures: to dig deep and greedily, boosting our fort value with treasures from the depths.
Then our warriors finally ascended from the depths, charged at the sieging undead army and sent them running, and the fortress opened up once again as a prosperous part of the dwarven realm. The first decade ended with Bardumiseth gaining the rights to the lands around it, and the formation of the first dwarven hillocks in the area.
Players:
Caram3lNuke
OttoK
Salvadaddy
Albreo
GeeFin
Prologue: The beginnings
I brought up the possibility of starting a new fort on 22th December 2023, while Salvadaddy was establishing a foothold in the HFS.
When that end-game goal had been achieved, Salva and GeeFin agreed that starting a new, more challenging fort could be more fun, or even !!fun!! than staying in the safety of Bannerblunts. Albreo suggested a terrifying biome with tons of megabeasts. Some worlds were generated by both Salvadaddy and me, and the requirements were discussed more.
In the end, we agreed on a 3:3 embark in a savage, terrifying, reanimating biome in the tropical forests, which also would have evil grass. We also upped megabeasts and titans, and added some cavern openness. We also ended up embarking close to two necromancer towers.
I found an embark and picked the fort’s name, and it was showtime. I finished the first year on the 28th, so the new year of 2024 meant the beginning of a new succession fort as well.
(https://i.imgur.com/MRXmojk.png)
(https://i.imgur.com/6Mir3vY.png)
Image 1: The Continents of Abating.
(https://i.imgur.com/5XijeZk.png)
Image 2: "In the early spring of 100, The Crypt-Beer of The Axe of Man founded Fightquests."
Bardumiseth, Fightquests
Year 100, OttoK
Save posted in Discord 28.12.2023
Summary posted 31.12.2023
From the homeland to the untamed jungles, the dwarves traveled, until dead trees were seen all around them and the grass turned evil, and in the distance, the dark hills loomed, as if to tell us: Come no further.
"Stop the wagon by the brook", muttered Erub Kelugosh, or Metalhollow, the expedition leader of the Crypt-Beer. Everyone happily complied. A spot was chosen to burrow down to the earth, but first, the leader had a declaration to make.
Erib was a big, tough, fat dwarf with a bald head and a braided blonde beard. He climbed on top of the wagon with agility that rises from strength, and faced the ragtag crew of settlers. His words boomed and echoed through the woods.
"As of this moment, I declare - FIGHTQUEST! We will hold this fortress, the last outpost against forces of undeath! For the safety of the mountain-homes, and the good name of The Axe of Man!"
"BARDUMISETH!" Bellowed the dwarves in response, and went to work. The Red knows, there was work to be done.
- from “Never Underestimate Fightquests”, by unknown dwarven author
So then, that was the beginning. I tried to set up as much of the basic things as I could. A set of bedrooms, production area, temple and start of a dining hall. I embarked with plenty of food, and plants were gathered from the untainted savage wilds part of map for drinks. No farms yet.
We have some amazing caves, and the magma pipe and the unusual gem wall are both at like z5 elevation. We got some legendary-skill migrants as well, even including a strand extractor. He must've either been bored at his perfectly safe, lavish fort, or they got a little too greedy and he's a refugee in this dark land.
We were beset by giant firefly corpses. The squad flew into a martial trance but forgot their weapons. Zuglar the woodworker rushed in with her axe and dealt with the beasts.
Monsters like those could wipe out this whole outpost unless they’re contained somehow. So the production of stone and wooden blocks began, to quickly build a makeshift entrance building aboveground. No hillsides here to burrow into.
Things got a lot more dicey than that, when an ogress corpse roamed close to the fort. It killed three dwarves and one human merc. My unarmored squad was cowering at the trade depot with the merchant guards, hoping that the talented fighters of the merchant’s guild could keep them safe. The corpse wandered toward the unfinished hut, and then…
And then it just walked away. The ogress corpse never came down the staircase. And that was the end of the first crisis, one of many to come. By the end, I produced iron armor, shields and some maces for the dwarves, so the next monster corpse doesn't wipe the fort.
EDIT: Oh man, I edited this particular message WAY too many times. Sorry to initial readers...
(https://i.imgur.com/zD6xx4P.png)
Image 3: Bugs! Vile illumination begone!
(https://i.imgur.com/qCNftvJ.png)
Image 4: The Ogress undead
(https://i.imgur.com/Ph6huVG.png)
(https://i.imgur.com/FOsfKiK.png)
Image 1, 2: "New visitors scored the first kill against the necromancer invading party"
Bardumiseth, Fightquests
Year 101, Caram3lNuke
Posted in Discord 28.12.2023
The doors and hatches of the surface hut where nailed shut; Gear and cage where assembled as traps to retain whoever -- rather, whatever -- manages to get in. Above us, the sight of necromancy was clear; yet another curse upon this barren land.
The year started with a visit from the local necromancer. Everything was shut and the dwarfs started working on a proper underground farm to maintain their food and booze supplies. The first task was making a small cistern for a well near the training zone. In the meantime, the military finally got their full iron gear and kept training mostly full time. All the killing that was happening was due to monster slayers arriving just to find locked doors and undead beasts on the surface.
Once the farm was done, a loom and clothier workshop were built to produce needed bags and some extra socks -- every dwarfs likes socks after all. Some cave spiders were also captured and dumped into a room nearby to try to produce some silk. At the same time, a set of new bedrooms was finished.
Finally, a proper food processing area was built. There all the resources for brewing, cooking and milling are close to the workshops. Two dwarfs were also assigned to planting, brewing and cooking so as to funnel all the experience into them. A good planter being very useful in making big plant stacks without fertilizers.
(https://i.imgur.com/sIN6RzS.png)
Image 3: "Opening the closest geode for the sake of the shinies"
(https://i.imgur.com/P33nuYE.png)
Image 4: The bustling manufacturing floor. This area will remain as the heart of the fort for years to come
(https://i.imgur.com/3tU3zmC.png)
Image 5: The communal services floor, with temple and dining hall
(https://i.imgur.com/xJEFZ4M.png)
Image 1: The guildhall under construction.
Bardumiseth, Fightquests
Year 102, Salvadaddy
Posted in Discord 31.12.2023
I feel like I've gotten a decent amount of stuff done this turn. I started things out by making an underground passage for some elf traders, who actually escaped alive, as well (not their guards though). As for my first project, I decided to secure an area in the first cavern layer, and built some walls around it. Now it is safe from three sides, with the fourth side having a small wall and a pool. After that, I decided to work on an area that would become a guildhall in the future for anyone who petitioned, to increase happy thought by fulfilling the petition, instead of just making it a guildhall to begin with. I also expanded the hospital and added some beds, though I forgot to add a chest, now that I think about it.
In other news, we were attacked by a necromancer, who brought a fair few zombies and intelligent undead with him. A few visitors came, and fell before the zombies. Then came Ume. Ume was a hero. A badass one, at that. He slayed zombie after zombie, and with a sword no less! He even left the corpses so beat up that they wouldn't rise again; only a few limbs were left behind that would reanimate, and those are no problem at all. Unfortunately, after slaying thirteen zombies, Ume finally was overrun, and was defeated in battle. He died a hero, that we will always remember.
I commissioned a copper statue of him, which now stands in front of the entryway to the main fort, for all to see upon coming inside. I didn't actually specify anything on the statue (except for it being Ume), to see what the artist would do, and it was his marriage in the year 100. This man was married for two years, before dying a glorious death. Makes me feel bad we didn't get out there and help him.
But his onslaught is what weakened the zombies enough so that we later could (and did) cleanse the surface totally on purpose (the damn military wouldn't stay put and decided to run around outside chasing zombies.
Speaking of the military, at the beginning of the year, I started a work order to make pig iron and then steel. By the beginning of obsidian, I managed to get the squad equipped in full steel armor, and I also gave them copper flasks, since they were thirsty when stationing in the second cavern layer.
You see, some giant cave spider webs caught my eye down there, and I figured that would be nice to have, so I set up a trap to catch one. In the process, a shitload of crundles came in, harassing everyone, so I brought in the military. The militia commander must have some sort of bloodlust because they were chasing crundles all over the place and pulping them with their mace, while the rest of the squad was staying put at the station. Also, we got three plump helmet men while that happened, though one of them is pretty beat up after getting attacked by a dog D:
(https://i.imgur.com/b4vRO4X.png)
Image 2: Cavern layer access, giant spider trap.
(https://i.imgur.com/JegpydT.png)
Image 3: Plump helmet men.
From chat:
Salvadaddy — 28.12.2023
I opened up the underground passage I made for traders for such a short time and yet somehow Urist McDumbass managed to run out, even after I turned on the burrow after already cancelling all jobs on the surface and forbidding literally everything
Salvadaddy — 29.12.2023
A troll wandered into our cavern area I'm building a wall around and was just vibing? It didn't attack anyone and it just sort of wandered off
Salvadaddy — 29.12.2023
A zombie butterfly man chitin in THE PIT got killed by a falling olm remains lmao
…
Salvadaddy — 31.12.2023
Plump helmet men. These dudes aren't visitors, unfortunately; they are wild
NOOOOOO A DOG ATTACKED ONE OF THEM
ElfyBean — 31.12.2023
:AHHHH:
(https://i.imgur.com/ZY1uMld.jpg)
Image 1: Magma minecart filling room
(https://i.imgur.com/Ay4pa32.jpg)
Image 2: Magma forging area
Bardumiseth, Fightquests
Year 103, GeeFin
Posted in Discord 02.01.2024
I started with a bunch of injuries to naked mole dog zombies in the middle of our fort. I took a looong time figuring out that hauling was disabled, but once I figured that out I removed the existing dumps and refuse stockpiles replacing them with a new autodumping spot.
The hole next to the minecart goes down to the lava, I replaced the SACRIFICE dump zone with this one which is 13 floors higher.
I swapped out the bookkeeper for a weaponsmith, the bookkeeper was in the militia so it wasn't getting done at all. I renamed nearly all the stockpiles so they're a bit easier to understand at a glance
A gremlin stopped by our fort in early spring but the doggo in the basement scared it off, this time...
I set up a new lava minecart station in the basement, just don't have both bridges open at the same time 🙂
The Chief Medical Dwarf was pissed off almost all year, constantly going into states of wandering around obliviously
I dug out some more in the main crafting area so I'd have more magma proof blocks/mechanisms. I set up new magma smelters and forges and removed the existing non-magma ones, I also made a nearby metalwork quantum stockpile.
I also set up an entryway "Blockade of Desperation" bridge in case we have someone who can bust down our doors
I replaced the stone stockpile with a stone quantum stockpile. I also made another food stockpile for food/beverage prep and changed the existing food stockpile into a finished food/drink stockpile
In late winter the gremlin came back to visit, but this time the dog kicked it's ass. Unfortunately, not much stays dead in Fightquests and a zombie gremlin was too much for cavern doggo. He unlives on as zombie cavern doggo.
My year ended with the zombie doggo, I still have the doors locked off but we might want to do something to block that area. I don't know if zombie gremlins can open locked doors. We had three artifacts created year, the coffin has some interesting lore
(https://i.imgur.com/PMf1acK.jpg)
(https://i.imgur.com/y54zetQ.jpg)
Image 3, 4: Cavern dog VS gremlin
(https://i.imgur.com/GCgdI05.jpg)
Image 5: Artefacts
Partneredjudged the Mountainous Coil, chalk crown.
Lastriddle the Confining Skirt, naked mole dog miniforge. This item was later stolen from the fort
And The Muddled Hope, hematite coffin, and the tale of the fall of Pickman.
(https://i.imgur.com/bVFdkJD.jpg)
Image 6: Farming area additions
(https://i.imgur.com/mrTqOgJ.png)
Image 1: Fortress main floor.
Bardumiseth, Fightquests
Year 104, Albreo
Posted in Discord 03.01.2024
The good news is there are no more ducks and dogs. I have switched to a bigger elk bird. So, don't forget to train them from time to time.
Then There's multiple bad news. The expedition leader fell into the lava from the previous insecure pit hole while pitting a crundle. I have built a proper one so no one else will suffer (F8). Another news is most of the fort are not in a good mood due to jumping dog skins. Therefore I no longer consider butchering them and opt to destroy most of the animals.
More bad news is there is a siege outside and I don't have time to set up a proper trap. We don't have many options here since the merchant escape route is not secure at the exit. The first cavern layer now has an FB habiting it which is also not secure, tread with care. I have secured the second layer, sadly there's no tree. Someone else can try their hands on the third. I didn't get any migrants this year also but the civil war was fixed.
Basic clothing automation is now up and running. Steel production and weapon production are also up. Be sure to not use too much chalk and leave some for steel. The sheriff is currently making an artifact. He wants threads and I have ordered some silk thread to be collected.
For the well-being of dwarfs, I have built a waterfall fall that runs directly through the tavern which should offset most of the bad mood given time. The drain is also suitable for unlimited power. A lava pump stack will not be much of a problem.
To do:
There's a hole on level 15 that I haven't plugged up. Close it. There is also a dead dwarf right in the smith room.
(https://i.imgur.com/YkPnPSg.png)
Image 2: Waterfall out-flow, enemy cage rooms
From chat:
Albreo — 02.01.2024
Eh, the magma is so close. I'm gonna build a pump stack.
Albreo — 02.01.2024
We have so many idle monster slayers. If you don't cancel their occupation, they won't contribute much to the fort. [in Labor -> Locations]
GeeFin — 02.01.2024
it'd be a good idea to open the tavern to outsiders, unless we want a generational fort
I hadn't seen that screen, very useful info!
Albreo — 02.01.2024
It will be dangerous. We need to have at least a good squad and a way to deal with corpses quickly.
What a better way to pour lava on the entire map
GeeFin — 02.01.2024
great plan
Albreo — 02.01.2024
These backlog tasks will take forever to be done. Just sorting all the mess of this all-stockpile will take half a year. Then picking up scrap will probably take another half. I already blew up that stockpile. It's useless to have a stockpile when items can, perfectly fine, stay where they are produced.
(https://i.imgur.com/dh5FwVG.png)
Image 3: Second cavern layer fortified
THE BATTLE OF FIGHTQUESTS!!
(https://i.imgur.com/nwpf1yk.png)
(https://i.imgur.com/9XWT8uo.png)
Image 1, 2: It begins, ant person scouts climb the walls
Bardumiseth, Fightquests
Year 106, OttoK
Posted in Discord 06.01.2024
“We were an odd bunch of lost fools, weren’t we? A bunch of city dwarves from Phrasedrocks or Silvervalleys up north, thinking they can brave the frontier. And us, a raggedy group of dwarf and human mercs, looking to make a quick buck and drink free dwarven wine. Kill some dralthas, and off to the next fortress. That’s not how the story goes, eh? No, we fought together, labored together, survived together.”
• From a memoir of Ivak Pimabba, year of writing unknown
I started the year by laying out a design for a temple area down near the magma sea, and traded with the elves to buy an elephant. I opened the cavern exit for the elves, which was a big mistake. Wave after wave of ant people poured into the map, it must have been a siege of a hundred ants, with the deafening horn sounds of the cavern dweller alerts constantly ringing.
The cavern wall was still unfinished, so the ant people launched an insane two-pronged attack from the west as well as north. Kib the planter/medic was lost, as well as Stinthad the broker / legendary craftsmaker, Stukos the dwarf child and Thob the current expedition leader.
It started when the ant people emerged from the west and climbed the cave trees to scale the wall. With the gate open and the soldiers fighting in the west, an army of ants came from the north. But the four squaddwarves are pretty legendary by now and they held the gate, cutting down ant people and corpses alike, as if they were grass.
With the fighters standing guard, the gate was finally closed again, and the construction of the missing wall sections hurriedly began. Somehow, the ant people sculking in the water pulled dwarven child Fath Konosazin into the water and killed her, during the construction of the poolside barrier. Fifty or so ant people were still alive out there, battered, huffing miasma and fighting their own dead. Anaya Ashennights the feathered spider later finished off the ant man siege. It’s a right mess out there…
Ivak Fanciedallies, human crossbowman, now stands as the expedition leader of Crypt-Beer. We are truly doomed, dwarves… Nah, I’m sure he’ll do just fine, let’s give him a chance. I built him a decent office overlooking the workshop floor. 50-ish undead elves besieged through the autumn, so still no caravan. We desperately need a caravan, too, so that homeland can hear of our deeds.
(https://i.imgur.com/KWC16Ml.png)
Image 3: The warriors are holding the gate
(https://i.imgur.com/K7rX9Ka.png)
Image 4: Anaÿa Ashennights, forgotten beast
From legends:
So, we had two dwarves and one human who served as expedition leader. First was Erib Metalhollow, who fell into the magma through the garbage chute in 104. His successor was Thob Rûldodok, who was killed by the soldier ant woman, Matchedpacked.
Strangely enough, they both created an artefact in the same year of 103: Erib made Partneredjudged, and Thob made The Muddled Hope. Was this some weird sign from the gods? Your end is drawing close, but first create an artefact…
Then the third expedition leader, Ivak Fanciedallies the human. Once a thin man, now belarded, with a dark brown skin, with aqua eyes and a clear voice. He is not bothered by deviations from the norm or differences between cultures and lifestyles. That trait must serve him very well in the current circumstances. He’s a polite man, despite finding dignified society to be stifling. He does however enjoy a good brawl.
Ivak prefers to dine on rambutan wine and squashes. He likes goats for their eating habits, and kea men for their intelligence.
(https://i.imgur.com/V3w2FBi.png)
Image 5: Necromancer raiders, once again...
(https://i.imgur.com/FOINeIe.png)
Image 6: New office and barracks
(https://i.imgur.com/OFNkJSt.png)
Image 7: Temple floor's construction began
RISE OF THE FORLORN BUTCHER
(https://i.imgur.com/Q13UfdD.png)
Image 1: Praise the miners!
(https://i.imgur.com/lzds4SO.png)
Image 2: Masked human traders in year 111. “Better to stuff your mask with herbs when traveling the deadlands…”
Bardumiseth, Fightquests
Year 107, Salvadaddy
Posted in Discord 13.01.2024
I started off my turn by being confused about the location keybinds. After some looking around, I was able to find the temples, where I removed 2 of the general temples and replaced them each with a different dedicated temple. I also spent some time upgrading the remaining general temple with platinum statues, and all the temples were given platinum altars.
After that, I noticed that quite a few people wanted martial training, so I set up a therapy squad, that I set to train for a bit via the schedule, though I later removed that because the manager wasn't managing, and I had no clue what I was doing (I still don't). Also, the siege left!
Soon after they left, we got some human traders who were wearing masks, probably to stave off the stench of death surrounding our fort.
I decided to look at the spire a bit, and I drained some stuff and exposed adamantine. A human almost drowned when operating a screwpump, but he was able to pull himself out of the water, surprisingly. Also, we got a kobold pikeman forlorn butcher as a visitor. I can just imagine a small kobold wielding a pike thrice as tall as them. Also, I've noticed a lot of intelligent undead visitors, which I found interesting.
We did have a little situation in the 1st cavern layer, after a forgotten beast with flames came passing by. I got lucky and happened to look there before anything bad could really happen and I locked all the doors before anything could get in or out. I assembled the squad and got them to clear out the ant people (the FB was gone; idk if it died or not).
It took what felt like an eternity, but after a decent bit of blood shed, and a whole lot of yelling at my screen wondering why Urist McDumbass was wandering out into the battlefield for the 50th time, but finally I was able to rebuild the bridge out of stone, and I successfully re-secured our little foothold in the 1st cavern layer
As far as defenses go, I decided to add some mine cart blenders in the little 3x3 rooms, and I was working on a mine cart shotgun. By the end of my turn I was able to set it up so that the mine cart hits the fortification before falling down onto another track with some rollers, so it brings the mine cart right next to the start for the sake of convenience and safety. I ran out of time to test it during my turn and potentially make any modifications, but I'm too eager to see if it works or not, so I'll test it after writing this report lol.
(https://i.imgur.com/fxrt4Pq.png)
Image 3: Surface fort's construction progress!
(https://i.imgur.com/FfQNSmJ.png)
Image 4: Tlikilrursner, the forlorn butcher.
From chat:
Salvadaddy — 10.01.2024
I really hope this guy joins our fort
Also we've been getting a lot of intelligent undead visitors for some reason
And he's somehow wielding a pike? I didn't think kobolds could do that
GeeFin — 10.01.2024
that's an awesome blue visitor, the pike must be twice his size
too bad he's emotionally distant or we could have made him mayor 🙂
Salvadaddy — 10.01.2024
It’s occurred to me that he may not be able to join our fort because kobolds can’t speak iirc
GeeFin — 10.01.2024
yeah, makes sense, hopes lowered
Otto_K — 10.01.2024
The forlorn butcher 😀❤️
Ahh that's adorable
(https://i.imgur.com/uUxAxZ8.png)
Image 5: The FB Situation
Salvadaddy — 11.01.2024
We have a situation
Otto_K — 11.01.2024
What- happened 😨
ElfyBean — 11.01.2024
:cryptFUN::FyreFwoosh::cryptFUN:
Salvadaddy — 11.01.2024
An FB happened
And now I'm waiting for someone to build a new bridge
Salvadaddy — 12.01.2024
I FUCKING DID IT
IT TOOK OVER A MONTH BUT I REBUILT THE BRIDGE OUT OF STONE AND SHUT IT
Salvadaddy — 12.01.2024
Apparently there is an ogre corpse on the surface???
I was lucky enough to follow a visitor when I noticed an ogre corpse almost at our front door
Also there is this legend down in the 2nd cavern layer keeping things "clean"
Otto_K — 12.01.2024
Omg almost 200 zombie crundles
I saw some of them on my turn, looked fierce
…
Salvadaddy — 13.01.2024
Ok so I just tested the minecart shotgun with 5 tetrahedrite in it and whilst the 5 tetrahedrite did successfully launch at mach 5, the mine cart seemed to phase through the fortification and also launched through the fortification at mach 5
So I guess it's more deadly than intended?
(https://i.imgur.com/hGzuyPU.png)
Image 6: “There is a named steel warhammer on the surface. DAMMIT- -"
(https://i.imgur.com/l4EYIso.png)
Image 7: “We got this visitor right as the siege ended”
(https://i.imgur.com/KvpOBhl.png)
Image 8: The cleaner
(https://i.imgur.com/4bGWId6.png)
Image 1: From VOD: The traders have been summoned with DFHack
Bardumiseth, Fightquests
Year 108, Albreo
Posted in Discord 15.01.2024
A great start, there's no siege on the surface this time. I planned to construct a usual array of spike ball traps to annihilate those corpses, cordon more ground, and maybe build a tower above when we are sufficiently secure. There's so much to do with little manpower. There are a lot of stuff left unmelt and we can recover a lot of metal from it. The farms are overproduced currently. Most of them have been turned off.
Our elf friend graciously sent us good stuff, a god-equivalent string of an instrument and we responded in kind with an assortment of rags. Our civ caravan has been resummoned and hopefully, this time, they will properly send us a migrant wave.
Not before long, the corpses arrived. With the upstairs unfinished, I have to switch to the underground. The most primitive of traps were set up hurriedly to process them in batches. The construction plan was disrupted but at least I don't have to hand over the siege to the next person. The surface will surely be ours one day.
(https://i.imgur.com/1ugrojV.png)
Image 2: The forlorn butcher and the animals
Pictures From the VOD:
Albreo made a full video of the gameplay available, so I skimmed through it with Youtube’s fast-forward key, to get an idea of what kinds of things happen in the fort when another player is in the helm. So here’s a compilation of some things that took place:
(https://i.imgur.com/X06uX6F.png)
Image 1.1: Lega Pimciro, the depressed human, resqued from a giant moth corpse
(https://i.imgur.com/XE5U14i.png)
Image 1.2: The killing of that creepy AF giant barn owl corpse that’s been fluttering around for a long time… or maybe there’s multiple of em
(https://i.imgur.com/JIdDHmz.png)
Image 1.3: Ogre corpses were let into the castle to dispatch them
Images: Fighting the undead beasts
(https://i.imgur.com/VzRrPmT.png)
Image 2.1: The siegers
(https://i.imgur.com/FvEB2bs.png)
Image 2.2: Siegers VS ogre corpse
(https://i.imgur.com/1cnMCFt.png)
Image 2.3: Letting the new traps clear the siege
(https://i.imgur.com/7A0zDjW.png)
Image 2.4: Invader corpses shambling in the hospital??
Images: The necromantic siege
(https://i.imgur.com/h9QpRL3.jpg)
Image 1: Setting up the pump stack
Bardumiseth, Fightquests
Year 109, GeeFin
Posted in Discord 16.01.2024
In the beginning of the year I let the fortress denizens finish building the entryway. I also added a few single tile farm plots for a bit of extra booze variety.
Next I got started on a magma pumpstack, and plans for a magma floodable entryway. I replaced some of the walls with bridges so the magma can be released when we're done with it. I also replaced the doors with magma safe steel.
Once the digging for the pumpstack was complete I dug the final channel into the magma sea. I was about to have the first pumps put in place when bloop a 7/7 chunk of magma distributed itself across the bottom. I eventually figured the best way to deal with it was to flood the lower level and start the stack from there. With the rework I was only able to get the first magma pump in place by the end of my year.
(https://i.imgur.com/Vcap0rD.jpg)
Image 2: Forgotten beast!
But back to spring... I bought a Giant Warthog from the elves. I didn't get any migrants mid-spring or mid-summer while I was digging/building. Lega Pimciro threw a tantrum and killed Bistkash Nesimbuh, Human Miner so I expelled Lega Pimciro. Not much else happened during the summer.
There was a tiny siege of 4 elves and a lizard man, wimpy enough that I sent out the military to take it on. Seems it was just intended as a distraction for a couple necromancers trying to steal bodies, but they were easy enough to kill and/or scare off.
The Dwarves came and I rejected barony but bribed the traders about 14k dwarfbucks worth in surface junk for about 1k in goods. I saw a manera (corpse) for the first time.
Urdim Minedmile and Adil Valeinks dwarfs suddenly asked to join the faction? Joined, no population change? No migrants mid-autumn, so I ran dfhack: migrants-now and got up to 35 population.
Surprise! Undead forgotten beast corpse destroyed the door to cavern two. Before I could get the military in Asmel and Shorast the dwarves were killed by Bothonrul the forgotten beast. We've since rebuilt and locked the door. I'm not sure what happened to the forgotten beast corpse, hopefully it was dumped in the magma pit...
I mistakenly thought we had a few coffins ready as tombs, but we had Bistkash Nesimbuh rise as a ghost for a couple of days before I could get him memorialized. For the two dwarves that died, Shorast has a coffin, Asmel does not yet.
(https://i.imgur.com/jO1ZPoH.jpg)
Image 3: The Catacombs of Crypt Beer
Here's a couple views from the outside, still needs some work. The bridges are all functional, but the magma pump-stack is barely started.
(https://i.imgur.com/JYMxNku.jpg)
Image 4: Magma-floodable entrance design
(https://i.imgur.com/kCKoS3E.jpg)
Image 5: The makeshift roof of the keep, still using glumprong block bridges for their cheap material cost
From chat:
GeeFin — 16.01.2024
I didn't get any migrants for the first two seasons and expelled Lega Pimciro (human) for killing Bistkash Nesimbuh (also human), so down two so far
Salvadaddy — 16.01.2024
Damn
I saw Lega falling into depression a bunch but I never thought he'd kill anyone
GeeFin — 16.01.2024
I just missed seeing a manera alive for the first time, a forgotten beast got to it
Salvadaddy — 16.01.2024
I'm not sure I've heard of that before
Albreo — 16.01.2024
Does a caravan come? if not, force one.
GeeFin — 16.01.2024
Yeah, a caravan came
I didn't have much that I wanted to buy, but I bribed them with 14k worth of garbage from the surface
(https://i.imgur.com/HDI0T7r.png)
Image 1: Death of Abli Lonnihde
“What do you think, chief?” squeaked the cook, Onol Fortresstax, lifting the melted corpse. She was a freakishly tall and skinny dwarf with tall ears and a high voice. “Is it a bad sign?”
Ingiz Mindhammer, the mayor, grimaced at the seemingly endless trail of blood stretched through the intermediate tunnel and all the way across the mining chamber. He closed his eyes for but a moment and then shook his head.
“No. We’re being tested, is all. We must dig deeper!”
- from “Never Underestimate Fightquests”, by unknown dwarven author
Bardumiseth, Fightquests
Year 111, OttoK
Posted in Discord 21.01.2024
This spring, Bardumiseth opens its doors and welcomes visitors, traders and migrants alike, going from 54 to 78 citizens. Traders even wanted to bring wagons! Alas, our site wasn’t accessible.
Some devilry has occurred in the spire: we checked that stone for heat! Abli Lonnihde the human miner was gruesomely melted and dragged herself out of the excavation all the way to the chalk artifact door, pushing it open, and died in the doorway. Cursing the name of the reckless fool who issued that channelling job, no doubt. Still, we mustn’t be discouraged.
Soon, our luck turns for the better, and a three-in-one relic drop is found in z 5. In z 3, another relic and a huge wall of adamantine. We’re getting a huge boost of fortress value, from 300 000 to 500 000, mostly due to holy relics and valuable artefacts. The first candy artefact was made by a stonecrafter out of raw adamantine, then a proper candy artifact. We were promoted from barony to a county, and three new hillocks were founded.
I construct quarters for the mayor and a tomb for the countess, a new block of bedrooms and a small library to hold our amassed books. I finally secure the artefact room better. A few more bedrooms needed, and noble rooms are inadequate. Benefiting from the peace aboveground, I hurry construction of the castle, creating a visitor containment area on the second floor.
Cutting down some trees, Zuglar Kotkonos the carpenter was crushed, and came back as undead, injuring a couple of dwarves who came to pick up logs. Gorbe Eguare the human metalsmith was found dead, contorted in fear, scared to death by a ghost from before. Later, a vile force of darkness came to parley, we respectfully declined, and our spiked ball traps did the talking. But then we decided to dispose of the goblin corpses underground, which was a mistake, as now we had a zombie goblin uprising within the fortress walls. The corpses were pacified and lava-dumped after several dwarves had gotten injured.
There was some potential issues with labor groups being too strict, especially with many members in squad training. But that didn’t explain why dwarves weren’t building the castle. I had to make a new labor group, with "construct wall/floor", set to everybody. Now they build. Strange things.
(https://i.imgur.com/XIFLhZX.png)
Image 2: "Well, some blood for the treasures of the gods, is still worth it, i figure"
Salvadaddy — 20.01.2024
I know a human miner who would disagree with your statement lol
Otto_K — 20.01.2024
Hush, hush
(https://i.imgur.com/2oVbxA0.png)
Image 3: "Holy Mother of God that's a lot of adamantine"
(https://i.imgur.com/YBbIDnx.png)
Image 4: "Cutting trees is dangerous... Zuglar, one of the original settlers, was badly crushed and came back as undead"
(https://i.imgur.com/D3fBp21.png)
Image 5: Goblin siege
(https://i.imgur.com/YJQ8IVJ.png)
Image 6: Goblin corpses refuse to stay dead
From chat:
Otto_K — 20.01.2024
Finally stuff is being produced! We had like THREE dwarves making stone furniture - and they were all military too :pippenrage:
I was getting the "nobody is working" meme, i thought it was hauling so i assigned labor to 15-ish haulers only. But maybe it's overly strict labor groups mixed with military :thinkium:
Oh, the manager was killed, but not sure if that was causing it
Huh? "Gorbe Eguare metalsmith found dead, contorted in fear!"
ElfyBean — 20.01.2024
Fuckin' ghosts, maaaannn
Otto_K — 20.01.2024
Okay. I had to make a new labor group, with "construct wall/floor", set to everybody. Now they build. What the actual f---
Albreo — 21.01.2024
Someone made a steward labour group. Not sure what's in there, might as well check it out and delete it if necessary.
GeeFin — 25.01.2024
@Salvadaddy They're still not building the pumps? Strange. Did you clean the corkscrews and pipe sections out of the unreachable spots? Maybe they really want to use those parts
Salvadaddy — 25.01.2024
I dug out a bit so those are accessible and they're still struggling. I have maybe 5 more pumps then when I started
And I'm trying to build some windmills but they're not too keen on that either
GeeFin — 25.01.2024
We had a ton of job categories, maybe those are getting too complicated or limiting?
Salvadaddy — 25.01.2024
Idk; Otto said that they fixed it using job orders
But maybe now that we have more citizens they'll be more free to try to build stuff
Otto_K — 25.01.2024
I fixed Construct Wall / Floor. not other buildings. could be another job group!
Albreo — 29.01.2024
It's the Stewards fault.
(https://i.imgur.com/BDOXo3X.png)
Image 7: Castle second floor. (Click for full size)
(https://i.imgur.com/sJEpej0.png)
Image 8: Artefacts and divine treasures from this year
(https://i.imgur.com/wL8uUud.png)
Image 9: Our mayor was in the training squad, he's also the broker. When going to trade with the elves, he dropped his armor and didn't take any clothes
"Us good dwarves of Bardumiseth have nothing to hide! Like what you see?"
"Yes.... We find this most interesting..."
"What?? Oh, forget it! Fucking elves..."
(https://i.imgur.com/0nUD3ma.png)
(https://i.imgur.com/60Iz3GB.png)
(https://i.imgur.com/u2f8c9j.png)
Images 1, 2, 3: Queen of Libash Udos, the Axe of Man is here, with tons of nobles
Bardumiseth, Fightquests
Year 115, GeeFin
Posted in Discord 18.02.2024
We started the year working hard on the pumpstack, getting the final pumps in place and diverting some water from the brook to get power. On the 15th of Hematite, we finally got the pumpstack powered and filled. It would have gone faster but there were some unreachable bauxite blocks that the dwarves really wanted to use for one of the pumps, took me a few months to solve that puzzle.
In the middle of this progress we saw this: the arrival of the queen’s entourage! Welcome to Fightquests! Almost immediately, we had... A vile force of nobility!
Some dwarves died at the surface. Sadly, Urist Bellteacher dodged in the wrong place and was killed by our traps. Some dumb kid got understandably spooked by an undead giant mosquito while doing chores outside and jumped up a tree. Had to chop it down to get him out, but it ruined the perfect happiness of the fort up to near the end of the year. No more chores for kids in Fightquests.
(https://i.imgur.com/vKdP5eZ.jpeg)
Image 4: Queen's quarters.
(https://i.imgur.com/l7IvRbB.png)
(https://i.imgur.com/5PowRgm.png)
Image 5, 6: Mountainhome? EASY!
Queen's quarters were designed and finished shortly after getting the pump stack completed. Also, quarters for the Outpost Liaison. Dwarves built a fancy table, so I replaced the one in the queens dining room.
We already had adamantine for a throne, and it only took poking around on one layer with no casualties to grab the four missing underground artifacts. We can haz Mountainhome!
Summertime goblin attack was thwarted by our weapon traps. Goblins returned early winter so I got to test out the lava trap. It went horribly. For the Goblins. With the siege over, the lava was dumped outside. We had a bunch of caged invaders hanging out, so I decided to relocate them to a more meltable location, bye-bye caged invaders.
(https://i.imgur.com/kkVqo1a.jpeg)
Image 7: Pump stack and trade depot area
(https://i.imgur.com/p7Nem0Q.jpeg)
Image 8: Goblins had no time, couldn't even try. BURN!
(https://i.imgur.com/eVJ63Wp.jpeg)
Image 9: Fire and ash
Population is 218, and it looks like we have a few extra bedrooms after making some more. I ended the year fighting off a vile force of annoying cuteness: undead cavy sows. Good to see the queen holding her own against some undead wild boars, and making use of an artifact dagger.
I have another artifact being worked on, they're still gathering the goods for it. Also there's an attempt to put out an artifact scroll fire outside, the pond is in place but the stair to access it hasn't been built yet (smoke blockage likely), you may want to keep an eye on it.
The magma trap is a bit of a short runway, we might not catch every creature in a big siege so extending the outer walkway and bridges might be a good move. Other than that I think we go for more adamantine and maybe poke hell but this fort is running pretty smoothly now. Have fun!
(https://i.imgur.com/ggYOAIs.jpeg)
Image 10: Queen, the boar, and the dagger.
(https://i.imgur.com/rffppuB.jpeg)
Image 11: Bedroom area
(https://i.imgur.com/JYms0zW.png)
Image 1: Fortress now open to the safe walled-off cavern
(https://i.imgur.com/FdAyu2V.png)
Image 2: Drink & Industry time
Bardumiseth, Fightquests
Year 116, OttoK
Posted in Discord 20.02.2024
At the start of the year, some kobold thieves showed up, followed by agitated ogress corpses, first of many beasts to come. The biome had grown very agitated with us. Underground, an artefact from last year was being made: Watchseas, a microcline mug. Up in the keep, dwarves and visitors celebrated drink and industry with dance and song.
After half a month, I started a project in the topmost cavern layer, sparking a long period of chaos and unrest. Elite squads went into the cavern first, clashing with ant people swarming into the map. Then every squad was stationed in various parts of the map: the caverns, the access tunnel, and the surface keep, where a lot of fighting took place due to all the agitated creatures.
In the keep, an infestation of hostile wools sheared by gullible farmers was jumping at dwarves. Even after they were punched to death, seeing the mangled wools caused distress to the dwarves, and the wools were thrown in lava. At the keep, the elven merchants and their guards were killed by their precious undead wildlife, but could this still be seen as a breach of trust on our part? Curse all friends of nature, indeed…
I secured one cave area in the middle of the fort, then expanded to the area connecting to our old western enclosure. Construction on especially the second area went flawlessly. However, we still lost multiple dwarves who wandered into the caverns. I’m starting to get the hang of operating within caverns. The list of actions I had to turn off to stop dwarves from perpetually wandering into the caves was: hauling, bonecrafting, web collecting, cleaning, burial, recover patient. Maybe more. AND if you want to build doors, you must activate Furniture Hauling despite rest of hauling being off. Wild stuff. I also started using civilian alert a lot this turn.
(https://i.imgur.com/hTOlTnu.png)
Image 3: Keeping the construction crew safe, slaying ant people (click for full size)
(https://i.imgur.com/YXdTsbX.png)
Image 4: Chaos broke loose in the surface keep (click for full size)
(https://i.imgur.com/Hxu8lyD.png)
Image 5: Visitors trapped on the roof
I destroyed the fort's mood so I went in lockdown to recover from injuries and trauma, only occasionally letting visitors in and out. I added more defenses on the second floor of the keep. The keep’s exposed top floor was set up as the visitor zone, the leftover stairs of the pumpstack granting them access. Welcome to Ravenholm! Nah, come in from the roof, before the undead harpies come. I can't watch a constant bloodbath of killed visitors.
Babysitting visiting nobles and bards is a lot of work. In the end many of them died when I tried taking a zombie siege and the visitors all walked into the trap room. I still had to send military to end the fight, those traps just weren’t enough. The entrance tunnel and its trap array was out of use as I was convinced there were agitated birds there.
I tamed our caught giraffes and put the giant wrens into the cave enclosure in the west. Turned off cooking but the eggs still got carried to the stockpile, damn it. We also got some very interesting pets from the dead elven merchants.
I continued steel production, and also discovered veins of silver and bronze down in the granite layers, so produced those, as well as platinum. I built a new magma forging area, leeching from the lava moat’s intake. There’s now a circuit of magma tubes that can be drained into the cave in case of overflow. That should work for our smelting and forging needs, the non-magma workshops can be removed.
ONE THING: there’s still a lot of magma in the tunnel from topside, so you may have to drain more into the cavern to prevent overflow and crispy dwarves
(https://i.imgur.com/QX5UvH5.png)
Image 6: Magma forges being built, with magma tunnel beneath
(https://i.imgur.com/yfWlfsj.png)
Image 7: Artefacts of the year