I'm not very good at writing stories that aren't meant for others to interact with, either as we make the story together through RP, or as a DM slapping my players with a story, but here's the (ongoing) story of the City of Ostathbomrek.
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Quick summary of what has happened in its current 50 year reign over the area, as well as the reasons the dwarves and I have made this fortress (though I have yet to check the legends, as either DF Hack doesn't work or I can't figure out how to make it work with the most recent version of the game, and am not willing to go through 1050 years of history without a better interface than Legends mode to see if there is any hardships currently going on in the world, other than the lack of Elven civilizations anywhere in this world)
50 years ago, some crazy Dwarves of Dogėl Konad, The Galley of Bands, decided to try to make an Embassy, a pillar to the sky where they would gather humans, goblins, themselves, and any of the few remaining elves to show the world that the races could live in harmony, to try to stop any wars from happening ever again, as discord among the civilizations led to the near complete erasure of Elves from the planet long ago, and they did not want a similar fate to occur to any other civilization. At first, the goblins weren't having any of this, as they were at war with the Dwarves, but after finding that the defenses of Ostathbomrek were impenetrable three sieges in a row (read: draw bridges OP,) they decided to give up and let the Dwarves have their way (read: I turned invaders off, as they were just taking months of in-game time where they couldn't work on the Embassy. This may be an issue for the current "story arc," does that stop demons from invading when you breach Hell?)
And this plan has worked, to some extent. News of sieges on the Mountainhome was becoming much and much less common as the years went on, and their Grand Marble Pillar did gather tens of goblins, a few humans, and even a couple of the remaining elves. Some as scholars, some saying they would be mercenaries, though their works having been unused this entire time, and, most of all, bards and entertainers to gather even more people. Though construction is still ongoing on the uppermost levels, all of the main functional levels are made, with a tavern, a library, many (though, actually constructed in game: one) floors for prayer to all the gods of the world, with many floors being unused to allow for the formation of more churches if they hear about a god not currently present (also there only through story), as well as two statue gardens, one on the ground floor, surrounded by smooth marble walls and doors to keep it separate from the tavern, also on the first floor, and the grand Statue Garden higher up, with water pumped from the stream behind the Embassy to the floor below, which flows as waterfalls surrounded by tubes of pure Chrysocolla to keep the water in.
The ground floor, with solid platinum in the center of the garden, gold further out, and silver in the corners.
All of the tables and chairs in the tavern are solid green glass, with marble statues in the areas in the corners.
Ignore the barf and clothes littered everywhere, my in-game dwarves are too busy with their work to clean.
The library, with solid green glass bookshelves, silver chests, and iron thrones and tables.
Yes, you can see that only the first floor's waterfall tube is Chrysocolla window, I only had the idea to make it Chrysocolla after I'd already made the rest of the tube.
An example (the only actually constructed floor) of the temple floors, with outer rings for minor gods.
The Grand Statue Garden, with 16 solid platinum statues and 4 solid gold statues.
Still under construction. Making marble blocks for every floor takes quite a while.
(Though the reason I started the fort was because I was having my D&D group go to a dwarven civilization, and decided to make the Embassy in Dwarf Fortress because I could.)
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We've recently been told by one of our Goblin friends that the reason they were such an angry civilization was because they had had a demon come and take over long ago. We relayed this to our leader, and he decided to actually start a military here in the fortress. He won't tell us why, though. Are we planning on invading the Goblins to take out their leader? I thought we started this for peace. And why are we digging so far down? We already have everything... Wait, he can't be. He's trying to get the the Adamantine from the planet's stomach. Are we going to invade the demons themselves?
We've found a large Adamantine spire leading all the way to the third cavern layer. I didn't even know Adamantine reaches up here, we have yet to see a single drop of magma. We've been ordered not to mine a bit of it until we've constructed an iron hatch over the top of some stairs leading from above the spire to beside it. I've suggested that they instead be made of the, now accessible, Nether-Cap, since it is always cold. The leader grumbles a bit before sighing and agreeing.
Additionally, we've started work on some temporary iron armor to train in. I suggest making it out of the abundance of leather we have from butchering dogs as they're birthed over these 50 years we've been here, but he says iron will be better to train with, as it's much heavier, leading to better experience. I don't quite believe him, but I let him do his thing, anyway.
On a less grim note, we actually have access to magma now, so we don't have to rely on coke as a fuel source, so it's much easier to make and smelt metal crafts now, though they're far from our stockpiles. Additionally, the leader says it's about time we get someone to actually gauge the worth of the fortress. I'm not sure if he has some other plan, but it'll be nice to actually know the monetary worth of everything we've done up until now.
The new magma smelteries and forges, though the forges have yet to have their anvils hauled to the site
The bottom of the visible Adamantine, as well as some trees designated for chopping.
One z-level above the Adamantine, with stairs leading down beside the spire, where the Nether-Cap wood hatch cover will go.
Now the Barracks are almost complete. Four archery targets seems like it's not enough for our 10 Crossbowmen, but our leader says it'll be fine. I don't know how, considering he's given them orders to train 9 at a time, except during their off months, where the appropriate four train with the same number targets, but whatever. Now that we're almost done with the Barracks, the military has started training. The leader has decided to split the military into three groups of 10, one group of Axedwarves, one group of non-dwarves in Melee, and one group of 5 dwarves and 5 non-dwarves as crossbowmen. I tell him it would be safer to have more crossbowmen if he's planning what I think he is, and he glares at me. I take the hint and go back to work.
The nearly completed barracks. The Axedwarves sleep on the left, the non-dwarves sleep on the right, and the marksmen sleep on the top.
The military starts to grap their equipment for training.
The Axedwarves in the squad Dwarves of Axing.
The non-dwarven squad Brutes of Melee.
The mixed-race squad Accurate Marksmen.
After some casual remarks over a month or so, the leader did decide to add more archery targets to the barracks for the Marksmen. Additionally, after month of procrastination, the carpenters have completed the hatch cover.
Six more archery targets have been designated for creation.
The Nether-Cap wood floor hatch has been designated.
A caravan has arrived. Time to train the broker so we can get the wealth of the fortress.
The fort's wealth. Only 7.7 million. We haven't focused on creating wealth, just the tower.
And now the leader says we can start mining the Adamantine. I hope he knows what he's doing.
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I plan on letting the military train for about 10-30 years, which won't take long, since I can run all night, usually, then setting up a demon killing chamber before slapping them really hard. I just need to restart DF once a week, or it crashes. And no, I won't play Dwarven Checkers. I also may need to turn invaders back on, since I didn't find if turning them off turns off demons.