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DF Community Games & Stories / SeaMenace, A community Ship - Back to raiding
« on: October 18, 2021, 11:23:59 am »Updates
Winter 257 - setting sail
Winter 257 - raiding begins
Spring 258 - shore bombardment
Summer 258 - Easy raiding
Autumn/Winter 258 - a small ambush
Spring/Summer 259 - Crushing resistance easily
Autumn 259 - looting everything
Winter 259 + Spring 260 - Approaching Paintleopards
260 The battle of PaintLeopards
Spring+Summer 260
Autumn+Winter 260
Spring+Summer 261
Autumn+Winter 261 - Ship to ship combat
Spring+Summer 262, finding legendary weapons
Autumn+Winter 262
263 Part 1 - Battle of Agewards
263 Part 2 - Ambush!
264 Spring-Autumn - Human ship battle!
264 Winter - a brief island stop
265 spring/summer - Back to raiding
Winter 257 - setting sail
Winter 257 - raiding begins
Spring 258 - shore bombardment
Summer 258 - Easy raiding
Autumn/Winter 258 - a small ambush
Spring/Summer 259 - Crushing resistance easily
Autumn 259 - looting everything
Winter 259 + Spring 260 - Approaching Paintleopards
260 The battle of PaintLeopards
Spring+Summer 260
Autumn+Winter 260
Spring+Summer 261
Autumn+Winter 261 - Ship to ship combat
Spring+Summer 262, finding legendary weapons
Autumn+Winter 262
263 Part 1 - Battle of Agewards
263 Part 2 - Ambush!
264 Spring-Autumn - Human ship battle!
264 Winter - a brief island stop
265 spring/summer - Back to raiding
Spoiler: embark (click to show/hide)
Not the fortress, although there is a fortress it's nothing to speak of, it's just like any other you might find throughout our kingdom, the Lustrous Spear, although we have deliberately come quite far from the reach of King Zasit.
Since a time before time it has been said amongst the wisest dwarves that water is a curse from the gods, only there to drown us and burn our throats when booze cannot be had.
Therefore the ocean is truly a cursed place, water as far as the eye can see and a sickening open horizon that causes the plump helmet roast to rise from the stomach of even the best adapted dwarf. Nonetheless, dwarves are not known to shy away from cursed places, and so, our ambitions coming here were:
One: Construct a drydock in which we could construct a seaworthy vessel before the dread salt-water surrounded it
Two: Construct such a ship
Three: Set sail and raid every town near the sea from the mired tundra in the south, to the Entrancing forest in the north for loot and glory, striking fear in all in our path
And we have almost completed steps one and two already:
Spoiler (click to show/hide)
Going up first:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
You might also notice the lack of a figurehead, but we'll get to that later!
Moving back down:
Spoiler: deck two (click to show/hide)
We have also installed many gem windows through which we might peer out and glimpse the horrors that lie in the deep. On this level from north to south we have some workshops, a taven/dining room and food storage, more workshops, barracks, weapon/armor storage and a temple complex.
Spoiler: deck three (click to show/hide)
Spoiler: The hold (click to show/hide)
So now you've seen her surely you agree she's the finest dwarven sailing ship you've ever seen?
What's that? You haven't seen any others? Well what about Bellsmaw? Although they do say that's only a legend.
In any case, if you agree she's a fine ship I'm sure you'll agree she needs a fine name, and I'm open to suggestions, and also what to mount as a figurehead, (we have access to gold, silver, copper and brass for a statue) we have mounted a gold statue of a pond grabber on the crow's nest to give the proper idea of what's about to happen to anyone who spots this ship.
More than a figurehead and a name though, we need a crew! Sign up here if you want to join us on our adventures, with a name, profession, and an indication if you would like to participate in raids or not (which will increase chance of death!), although all hands will be expected to defend the ship in the case of boarders.
Spoiler: extra notes/behind the scenes (click to show/hide)